Mythic Spells (Q-R)
Table of Contents

Qualm

Spending an entire turn doing nothing allows a new saving throw but does not automatically discharge the spell. If the target is a non-mythic creature, you add one-half your mythic tier to the penalty on ability checks, skill checks, and concentration checks.

Quell The Tide

A creature that fails its initial Fortitude save loses a number of spell levels worth of prepared spells, spell slots, or spell-like abilities equal to your tier. This affects the highest slot available to the affected creature. Additionally, the creature is nauseated if it fails the initial saving throw. For a creature that succeeds at the initial, or subsequent, Fortitude save, it must still make a Fortitude save at the beginning of its turn for the duration of this spell. Failure means the creature takes damage equal to the spell level when it casts a spell or uses a spell-like ability.

Quench

Increase the damage dealt to a target with the fire subtype to 1d10 points of damage per level (maximum 10d10). If using the spell to dispel a fire effect, add your mythic tier to the caster level check. If using the spell to suppress the abilities of a magic item that creates or controls flame, you can target a number of items equal to your mythic tier; if you target only a single item, add your mythic tier to the number of hours its abilities are suppressed if it fails its Will save.

Quicken

The enhancement bonus to initiative increases to +2. If you spend one use of mythic power when you cast this spell you grant the target one use of the amazing initiative mythic ability until the end of your next turn.

Quintessence

Your frightful presence affects all non-mythic creatures regardless of their HD. A non-mythic opponent that succeeds at its saving throw is immune to your frightful presence for 1 hour. The spell grants you an additional +2 on all bonuses you gain.

Augmented (3rd): If you expend two uses of mythic power, you gain a 60 ft. fly speed (good maneuverability) for the spell’s duration.

Rage

You can affect one additional creature per mythic tier. In addition, if affected creatures take damage while mythic rage is in effect, the bonuses provided by this spell are doubled.

Augmented: If you expend two uses of mythic power, all affected creatures gain the ferocity special quality and can fight on at 0 or fewer hit points, to a maximum hit point total equal to their Constitution plus your mythic tier.

Rage Against Death

Casting this spell does not require a ki pool or expending a point of ki. The target is affected as the mythic rage spell, and whenever the target hits with a melee attack it gains temporary hit points equal to one-half your mythic tier (minimum 1); these temporary hit points stack with each other (but not other sources of temporary hit points) and last as long as the mythic rage against death does or until they are expended.

Raging Rubble

You add one-half your mythic tier (minimum 1) to the damage dealt by the swarm of stones and to the DC of its distraction attack. Directing the raging rubble can be done as a move action or a swift action. If the raging rubble is attacked, treat it as a Medium animated object with hardness 8 and the swarm subtype; it does not have the young creature simple template.

Rain Of Blades

The blades called down by this spell cause 2d6 hp damage per 2 caster levels (maximum 20d6). An intelligent undead creature must make a Will save against the same DC to avoid becoming frightened for 5d6 rounds. Add your mythic tier to your caster level to determine the weapon quality.

Augmented (7th): If you expend two uses of mythic power, the magical weapons gain an additional +1 enhancement bonus. The weapons can overcome DR/epic for the spell’s duration.

Rain Of Fangs

The fangs deal 4d6 points of piercing damage. The bleed damage increases by half your tier (minimum 1).

Augmented: If you spend one use of mythic power when you cast this spell, an additional rain of fangs occurs 1 round later in the same location.

Rain Of Frogs

The frog swarm gains the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. In addition, you add one-half your mythic tier to the save DC against the frog swarm’s distraction attack and to the save DC of its poison.

Augmented (6th): If you expend two uses of mythic power, the frogs’ poison bypasses the poison immunity of living creatures. In addition, their thunderous croaking deafens creatures for as long as they remain within the swarm and for 1 round thereafter.

Rainbow Pattern

Add your mythic tier to the number of Hit Dice you affect, and you may choose the order in which they are affected. In addition, if fascinated creatures witness an action that would normally break the fascinated effect, it instead simply grants a new Will save to break the fascinated effect. If a fascinated creature is attacked, their fascination is ended after the attack is resolved, but this does not affect the fascination of other creatures.

Raise Animal Companion

You can raise a creature that has been dead a number of weeks equal to your mythic tier.

Augmented (3rd): If you expend two uses of your mythic power, you can cast this spell with no costly material component. If you use a 1,000 gp diamond, the target returns to life with no permanent negative levels.

Raise Dead

You can raise a creature that has been dead a number of days equal to your caster level plus your mythic tier. If the target was a spellcaster, reduce the chance of losing any prepared spells or spell slots by 5% times your mythic tier. In addition, you can cast this spell with a less costly material component by spending one use of your mythic power for every 1,000 gp by which you reduce the value of the diamond material component (to a minimum of 1,000 gp). If you use a 5,000 gp diamond, the target returns to life with only one permanent negative level rather than two.

Augmented (3rd): If you expend five uses of your mythic power, you can cast this spell with no costly material component. If you use a 5,000 gp diamond, the target returns to life with no permanent negative levels.

Raise Lesser Undead

You can create a skeleton or zombie with a maximum number of HD equal to 1/2 your caster level, with no cap. You can spend one use of mythic power to create an additional skeleton or zombie (the creatures’ total HD are limited by the number of HD you can animate).

Augmented (4th): You can expend an additional two uses of mythic power to give the undead creature(s) created by this spell the agile or savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. This template lasts for a number of hours equal to your mythic tier.

Raise Undead Host

There is no limit to the amount of time the large-scale death occurred, provided there are bodies remaining to create undead creatures. You can select any combination of skeletons and zombies to raise. If an undead creature you animate has DR, increase its value by 5, and add magic to the requirements necessary to overcome its DR.

Augmented (7th): If you expend two uses of mythic power, the undead creatures’ DR requires epic weapons to overcome.

Rally Point

Good-aligned creatures touching a mythic rally point gain a +2 morale bonus on attack rolls and saving throws and gains temporary hit points equal to your caster level plus your mythic tier. In addition, if you have the mercy class feature you can imbue one of your mercies into the mythic rally point, allowing each creature that touches the mythic rally point to gain the benefit of that mercy as well as the spell’s other effects.

Rampart

A mythic rampart gains hardness equal to your mythic tier, and each 5-foot section gains additional hit points equal to 5 times your mythic tier. You add your mythic tier to the Strength check DC to burst through the mythic rampart and to the Climb DC to climb over it.

Rapid Repair

The targeted construct gains fast healing equal to 5 plus one-half your mythic tier. This does not stack with any fast healing the construct already has. Fast healing has no effect on a construct that has been brought to 0 hit points or destroyed; however, if you cast this spell on a construct that has been reduced to 0 hit points since the end of your last turn, you restore it to functionality with a number of hit points equal to your mythic tier, and its fast healing begins functioning on its next turn.

Raven’s Revocation

If a target is flying or floating under the power of a non-mythic spell or effect, it gently lands, taking no damage, and then it can no longer float or fly.

Ravenous Urge

Roll on the table below instead of the nonmythic version at the start of the target’s turn to determine what it does that round.
D% Result
01–25 Act normally, but take –2 penalty on all attack rolls, skill checks, and ability checks until its next turn.
26–75 Attack the nearest creature with a bite attack. If the target does not possess a bite attack, it gains one as a primary natural attack that deals 2d6 + 1 1/2 Str modifier hp piercing damage.
76–100 Bite self, dealing 2d6 + 1 1/2 Str modifier hp damage.

The target no longer receives a new saving throw at the end of each of its turns to end this effect.

Augmented: If you expend two uses of mythic power when casting this spell, you force the target to roll twice on the above table and take the higher result.

Ray Of Exhaustion

Non-mythic creatures are not allowed a saving throw against a mythic ray of exhaustion. If the target is already exhausted, it takes 1d4 points of nonlethal damage per caster level (maximum 10d4).

Ray Of Frost

The damage dealt increases to 1d6 points of cold damage. Alternatively, you can target a 5-foot square of floor or wall, making it an icy surface for a number of rounds equal to your mythic tier. Creatures entering that square can move through it at half speed (as though it was difficult terrain) by making an Acrobatics check with a DC of 10 plus your mythic tier. Creatures failing this check stop their movement in that square; creatures failing by 5 or more fall prone in that square. Creatures gain a +4 bonus to this check for each size category larger than Medium.

Ray Of Life Suppression

The ray of life suppression deals additional Constitution damage equal to your tier. If the Constitution damage would drop a target’s Constitution score below 1, the target falls unconscious for a number of rounds equal to the remaining Con damage.

Augmented (2nd): If you expend two uses of mythic power when casting this spell, you heal 5 hit points or gain temporary hit points equal to 5 + your tier for 1 hour.

Ray Of Sickening

Non-mythic creatures are not allowed a saving throw to resist becoming sickened. If the target is already sickened, it takes 1d4 points of nonlethal damage per caster level (maximum 5d4) and is nauseated for 1 round; a successful saving throw halves the nonlethal damage and negates the nauseated condition.

Ray Of The Eclipse

The ray deals 1d8 hp cold damage per two caster levels (maximum 5d8). The sticky darkness lasts for 1d4 rounds and requires mythic versions of light or similar spells to remove.

Razor Maw

The affected creature deals an additional 1d8 + Str modifier hp damage (rather than 1d6) and inflicts 1 point of bleed. On a critical hit, the bleed damage increases to 1d4+1. The creature can make a sunder attempt with its bite as if it possessed the Improved Sunder feat. If it already has that feat, it gains an additional +2 bonus on its sunder attempt.

Read Magic

You can read magical writings at a rate of one page (250 words) per round. In addition, you gain a bonus equal to one-half your mythic tier (minimum 1) on caster level checks, Spellcraft checks, and Use Magic Device checks made to use magical scrolls or other written magical items and on Perception and Spellcraft checks made to find and identify magical glyphs, symbols, and similar written magical traps.

Read Weather

You can cast this spell as a standard action without the need for a focus component. If you use the normal casting time and focus component, you can forecast the weather an additional 24 hours into the future per mythic tier.

Reality Riptide

Add your mythic tier to your combat maneuver bonus for both the shockwave at the arrival point and the black tentacles that unravel at your departure point. You are not at risk of Dexterity damage when using this spell, though creatures accompanying you must still save to avoid this effect, with a bonus equal to one-half your mythic tier.

Reality Wrinkle

Increase the luck bonus granted by this spell to +2 and the penalty on all die rolls for other creatures to ─2. You may choose to exempt one other creature from this penalty, plus one creature per 3 mythic tiers after 1st. A mythic reality wrinkle does not collapse on you when it ends. You can use this spell within a non-mythic forbiddance, dimensional lock, or while affected by non-mythic dimensional anchor if you succeed on a caster level check with a DC of 15 + the caster level of that effect. You add your mythic tier as a bonus on this check.

Reboot

You add your mythic tier to your caster level to determine the total Hit Dice you can revive, and the construct gains hit points equal to twice your mythic tier (up to a maximum equal to one-half its normal hit points at full health). If the construct’s Hit Dice are lower than the sum of your caster level plus your mythic tier, the duration of the mythic reboot is increased to 1 hour/level (D).

Augmented (5th): If you expend two uses of your mythic power, you can affect any number of constructs, as long as you do not exceed the maximum allowable Hit Dice. The extended duration applies only if the total Hit Dice of constructs you reboot does not exceed your caster level plus your mythic tier.

Reborn In Flames

You deal 10d8 hp fire damage to all creatures within 10 feet of your body.

Augmented (4th): If you spend two uses of mythic power, you roll twice on the reincarnate table and choose from the results.

Rebuke

The damage dealt by this spell is increased to 1d10 points of damage per two levels (maximum 5d10) to most targets, or 1d8 points of damage per level (maximum 10d8) against targets that worship your deity. Targets that are staggered or stunned on a failed saving throw also become fatigued by a surge of pain from your mythic rebuke. This condition persists as normal for fatigue; it does not end when the staggered or stunned condition ends.

Recharge Innate Magic

You can cast this spell with a range of touch. If the target is a gnome, both you and the creature you touch are affected by the spell simultaneously.

Augmented (2nd): If you expend two uses of mythic power, you can affect an additional number of touched creatures equal to one-half your mythic tier.

Reckless Infatuation

You can specify a number of specific acts of besotted affection equal to one-half your mythic tier (minimum 1) that you wish the target to perform to show its love for the individual you designate. This functions like suggestion but the compulsion remains as long as the reckless infatuation spell persists. If performing this action would take the creature more than 30 feet from the target, it does not become staggered as long as it continues following the suggestion or is returning to its beloved after completing the suggested act. If any of these acts would place the target in obvious physical danger, it can attempt a second save to break the spell’s effect.

Augmented (4th): If you expend two uses of mythic power, you can target a number of creatures equal to one-half your mythic tier, imbuing all targets with reckless infatuation toward the same designated individual.

Recoil Fire

The wielder of the target weapon is knocked prone and is both staggered and flat-footed until the end of its next turn on a failed save. If the target is a non-mythic creature, it is staggered until the end of its next turn even on a successful save.

Augmented: If the weapon is loaded, you may expend two uses of your mythic power to cause the weapon to target its wielder (using your base attack bonus and your Intelligence or Charisma modifier for the attack roll).

Red Dragonfly Swarm

You do not need to concentrate to control the swarm. Instead, you may control it as a free action for 2 rounds plus a number of rounds equal to your tier. Furthermore, you add you mythic tier to your caster level when determining the amount of damage the swarm does. Lastly, the swarm gains resistance 10 to fire.

Augmented (6th): If you expend two uses of mythic power, you can control the swarm for 8 rounds plus a number of rounds equal to your tier. The swarm also gains immunity to fire, and it is considered a mythic creature when determining what abilities and effects can affect it.

Reduce Animal

The target animal can be of any size and is reduced in size by two categories, to a minimum of Fine. It takes a -4 size penalty to Strength and a -4 penalty to natural armor (to a minimum of 0), and it gains a +4 size bonus to Dexterity, and its size modifiers to attack rolls, Armor Class, CMB, CMD, and Stealth are changed commensurate with its new size. Its weight is reduced to 1/16 normal and its natural attack damage is reduced by two die sizes. Augmented: If you expend two uses of mythic power, you can target an unwilling animal.

Augmented (4th): If you expend one additional use of mythic power, you affect a number of animals equal to one-half your mythic tier.

Reduce Person, Mass

This spell functions like mythic reduce person, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures, but you can target one creature per level anywhere within range; they do not need to be within 30 feet of each other.

Refuge

A mythic refuge can be triggered even if the user is unable to speak or in an area of magical silence, and dispel magic cannot dispel the spell unless its caster level is equal to or greater than your caster level. When the item is broken, the teleportation effect (whether it brings the user to you or you to the user) bypasses any warding against teleportation that you have created. In addition, a mythic refuge allows teleportation into or out of non-mythic effects that block teleportation, such as antimagic field, dimensional anchor, dimensional lock, or forbiddance, with a successful caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus to the check.

Reincarnate

You can target a creature that has been dead a number of weeks equal to your mythic tier. If the target was a spellcaster, reduce the chance of losing any prepared spells or spell slots by 5% times your mythic tier.

Augmented: If you expend two uses of mythic power, the creature being reincarnated may roll twice to determine the race of your new body and choose which result to accept.

Augmented (4th): If you expend four uses of mythic power, you can cast the spell with no expensive material component. If you do provide 1,000 gp worth of oils, the target is returned to life with no negative levels.

Reinforce Armaments

The duration of this spell is increased to 1 hour per level, and you add your mythic tier to the hardness of the target items. This increase is applied after the item’s normal hardness is doubled.

Reinforce Armaments, Communal

See Mythic Communal Spells. The mythic version of reinforce armaments is described above.

Rejuvenate Eidolon

This spell functions as mythic lesser rejuvenate eidolon, but you cure the target eidolon of 6d10 points of damage +2 points per caster level (maximum +20). If you halve the hit points you cure, you can cure 4 points of ability damage or one of the following conditions: blinded, dazzled, deafened, exhausted, fascinated, fatigued, frightened, shaken, sickened, or staggered.

Rejuvenate Eidolon, Greater

This spell functions as mythic lesser rejuvenate eidolon, but you cure the target eidolon of 10d10 points of damage +2 points per caster level (maximum +30). If you halve the hit points you cure, you can cure 6 points of ability damage, 2 points of ability drain, or one of the following conditions: blinded, confused, dazed, dazzled, deafened, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned.

Rejuvenate Eidolon, Lesser

You cure the target eidolon of 2d10 points of damage +2 points per caster level (maximum +10). Alternatively, you can cure one-half this amount of hit points and remove 2 points of ability damage or one of the following conditions: dazzled, deafened, fatigued, shaken, or sickened.

Reloading Hands

Your reloading hands can reload a firearm or ranged weapon a number of times each round equal to 1 plus one-half your mythic tier. In addition, the wielder of the affected weapon may use a swift action to redirect the reloading hands to affect a different firearm or ranged weapon that the wielder or an adjacent ally is wielding, or even to split their reloading between several weapons. Creatures sharing the use of the reloading hands must remain adjacent in order to benefit from the spell.

Remove Blindness/Deafness

You remove any of the following conditions currently affecting the target: blinded, dazzled, deafened. In addition, for one hour after receiving the spell the target gains a bonus equal to half your mythic tier on saving throws against effects that cause any of those conditions.

Remove Curse

You can remove any non-mythic curse, enchantment, or transmutation effect without requiring a caster level check. This does not reverse or cure effects that have already occurred, including instantaneous effects. Add your mythic tier to your caster level check when trying to remove a mythic curse. If you cast this spell upon a cursed item, the item is destroyed if it fails a Will save.

Augmented (5th): If you expend two uses of mythic power, if you successfully remove a curse you can target the original caster with the curse. The original caster must be on the same plane and can save against the effect at its original save DC.

Remove Disease

You automatically remove non-mythic diseases, including diseases created by non-mythic spells; non-mythic molds, slimes, and similar hazards; or the disease special attacks of non-mythic creatures. If you cast this spell on a non-mythic creature that has an extraordinary or supernatural ability that causes disease or the nauseated or sickened condition, that ability is suppressed for a number of hours equal to your caster level plus your mythic tier.

Augmented: If you expend two uses of your mythic power, you can remove supernatural diseases that are also curses, such as lycanthropy and mummy rot, with a successful caster level check against a DC equal to 15 plus the Hit Dice of the creature that caused the disease. A successful check eliminates both the disease and the curse.

Remove Fear

The duration of this spell is increased by a number of minutes equal to your mythic tier. In addition, any non-mythic fear effects that affect the target(s) of this spell are reduced in severity by one step (panicked becomes frightened, frightened becomes shaken, shaken becomes no effect).

Remove Paralysis

You may remove the stunned condition from creatures in addition to the paralyzed and staggered conditions.

Remove Sickness

The duration of this spell is increased by a number of minutes equal to your mythic tier. In addition, the next time the target takes ability damage from a disease within the next 24 hours, that damage is reduced by 1 for a mythic disease or by one-half your mythic tier (minimum 1) for a non-mythic disease.

If the disease damages multiple ability scores, this reduction applies to all of them. If an effect that causes the sickened or nauseated condition does not allow a saving throw, the target has a 10% chance times your mythic tier to ignore the effect.

Augmented (4th): If you expend two uses of mythic power, you can target a number of creatures equal to one-half your mythic tier. Alternatively, you can affect a single target, increasing the duration to 10 minutes per caster level.

Repair Metal

Add your tier to the repaired damage. The object no longer has the broken condition, regardless of its current hit points. The spell increases the target’s hardness by 1 for 1 min./caster level.

Repair Metal, Greater

Add your tier to the repaired damage. The object no longer has the broken condition, regardless of its current hit points. The spell increases the target’s hardness by 2 for 1 min./caster level.

Repel Force

Add your mythic tier to the spell resistance you gain against effects with the force descriptor as well as against disintegrate, repulsion, or telekinesis. Even if such effects overcome this protection, you increase the normal bonus granted by this spell by 50% and you gain energy resistance against force effects equal to your mythic tier. If a force effect strikes you multiple times, whether with multiple magic missiles or multiple blows of a spiritual weapon or mage’s sword, this energy resistance applies separately against each missile or each hit.

Repel Metal Or Stone

The weight of loose metal objects you can move increases to 1000 pounds plus 500 pounds times your mythic tier, and the size of fixed metal objects you can move increases to 4 inches in diameter plus 2 inches times your mythic tier.

Augmented: At any time during the spell’s duration, if you are within or adjacent to the spell’s area you can expend one use of your mythic power as a swift action to reposition the spell to affect a different area.

Repel Vermin

You repel not only creatures of the vermin type but also oozes, creatures with the swarm subtype, and Diminutive or Fine creature regardless of their type, and you add your mythic tier to the Hit Die limit of creatures that are completely repelled. Creatures whose Hit Dice exceed this limit can penetrate the barrier with a successful Will save but take 2d6 points of damage and are sickened during any round they begin their turn inside the barrier.

Replenish Ki

You can cast this spell upon yourself as a swift action or on an ally as a standard action. If you spend the normal casting time and you are the target, add one-half your mythic tier to the number of ki points you regain (minimum 1); if another creature is the target, that creature regains 1 additional ki point, plus one for every 5 mythic tiers you possess.

Reprobation

The target is affected by permanent crushing despair as long as the mark of mythic reprobation persists. Add your mythic tier to the DC of caster level checks made to remove the mark with atonement or remove curse. In addition, if the caster level check to remove the mythic reprobation fails by 5 or more, the caster of the atonement or remove curse spell acquires a mark of justice that is triggered if they try to remove the mythic reprobation from the same creature ever again. If the caster level check fails by 10 or more, the caster of the atonement or remove curse is affected by reprobation as well.

Augmented: If you expend two uses of mythic power, any creature failing the caster level check to remove the mythic reprobation acquires a mark of justice, as described above, while a creature failing by 5 or more is affected by mythic reprobation.

Repulsion

Creatures that fail their save are targeted each round on your turn with a bull rush combat maneuver, with a combat maneuver bonus equal to your caster level plus your ability modifier in your primary casting ability score. For non-mythic creatures, add your mythic tier to this bonus.

Augmented (3rd): If you expend two uses of mythic power, non-mythic creatures that succeed on their saving throws are subject to the above bull rush effect unless they spend a move action each round to steady themselves.

If you are at least 6th mythic tier and expend three uses of mythic power, the bull rush effect also applies to mythic creatures that succeed on their saving throws.

Reset

Each creature’s initiative is increased or decreased by your an amount equal to your mythic tier.

Augmented (2nd): If you expend two uses of mythic power, you grant an ally one use of the amazing initiative mythic ability.

Residual Tracking

When you use this spell to identify a creature, you gain a bonus equal to one-half your mythic tier on Knowledge checks made to identify the creature and on Survival checks you make during the next 24 hours to track that creature. If the creature is using a magical or mundane disguise, this spell allows you to make a Will save to disbelieve the illusion or a Perception check opposed by the target’s Disguise check to see through its disguise and perceive its actual form rather than its appearance. Since you are seeing only an image of the target, you take a -4 penalty on this save or check, but this penalty is reduced by an amount equal to one-half your mythic tier (minimum 0).

Resilient Reservoir

Each time you take hit point damage from any source, you negate 2 points of damage and transfer it to your resilient reservoir, up to a maximum number of points equal to your caster level plus your mythic tier. You add your mythic tier to your caster level to determine the number of times you may call upon the resilient reservoir, up to a maximum of seven times at 20th level and 10th tier. If you are reduced to negative hit points while under the effect of this spell, you may choose to release the remaining magic of the resilient reservoir to cure yourself of a number of points of damage equal to the points in your reservoir, or as a blast of concussive force that deals 1d8 points of damage per 2 points remaining in the reserve (maximum of 15d8).

Resilient Sphere

Add your mythic tier to your caster level for determining the diameter of the sphere and The duration increases to 10 minutes per level. You can move a mythic resilient sphere along the ground at a speed of 30 feet per round as a move action. The sphere cannot move through spaces occupied by other objects or creatures, nor can it squeeze through spaces narrower than its diameter or cross gaps larger than half its diameter. It can roll up inclines of 45 degrees or less at half speed. On downhill slopes, you can move it up to 60 feet per round as a move action or you can allow it to roll freely. A rolling mythic resilient sphere moves downhill at 60 feet per round, not fast enough to damage its contents or any creature or object it impacts.

Resinous Skin

The damage reduction provided by this spell is increased by an amount equal to one-half your mythic tier, and the DC of any combat maneuver check made to disarm you or escape your grapple, Escape Artist checks to escape your grapple, Reflex saves to avoid having a weapon become stuck to you, or Strength checks made t free a stuck weapon are likewise increased by an amount equal to one-half your mythic tier.

Augmented: As long as the spell remains in effect, you can expend one use of your mythic power as a free action to exude a glob of sticky goo equivalent to a tanglefoot bag, which you may use to make a melee touch attack or ranged touch attack. Your attack roll with this resinous glob and the save DC to avoid becoming stuck or to break free from it gains a bonus equal to one-half your mythic tier. The resinous glob has hardness equal to one-half your mythic tier and has 15 hit points, plus 2 hit points times your mythic tier.

You can exude this resinous glob as an immediate action when a creature hits you with an unarmed strike, natural weapon, or melee touch attack. Your attacker must succeed on a Reflex save against the spell’s save DC to avoid being entangled by it. If your attacker does become entangled, you can use an attack of opportunity to make a combat maneuver check to grapple that creature; this does not provoke attacks of opportunity. Your attacker otherwise does not become stuck to you and does not need to save to avoid becoming stuck to the ground.

Resist Energy, Communal

See Mythic Communal Spells. The mythic version of resist energy is described in Pathfinder Roleplaying Game Mythic Adventures.

Resistance

The duration increases to a number of minutes equal to your caster level plus your mythic tier.

Augmented: If you expend two uses of mythic power, the duration is increased to a number of hours equal to your caster level plus your mythic tier.

Augmented (3rd): If you expend one additional use of mythic power, you increase the resistance bonus on saving throws by an amount equal to one-third your mythic tier.

Resize Shadow

You can use this spell to affect a shadow-based creature, either inflicting 1 point of damage/caster level (maximum 5) or giving it temporary hit points equal to your caster level (maximum 5). The creature receives a Will save to negate the damage. The Stealth bonus or penalty, if applicable, increases by your tier.

Resonating Word

The mythic version of this spell is described in Pathfinder Roleplaying Game Mythic Adventures.

Resounding Blow

Your weapon deals 1d8 points of sonic damage on every hit rather than 1d6, and this sonic damage bypasses sonic resistance and immunity. The spell does not end if your weapon leaves your hands, but the mythic resounding weapon effect only functions when you are wielding the weapon. Its duration continues to elapse if you sheathe the weapon or if it is disarmed, thrown, or otherwise removed from your grasp, and the effect resumes once you retrieve the weapon and wield it.

Rest Eternal

You can cast this spell as a swift or immediate action on an adjacent creature. In addition, the caster level check to affect the target with a spell that would communicate with its spirit, bring it back to life, or animate it as an undead is equal to 11 plus your caster level plus your mythic tier. If the caster of such an effect is undead or is not a mythic creature or character, the DC is increased by 5; if the caster is both undead and non-mythic, the DC is increased by 10. Supernatural effects that would contact the dead creature’s spirit, return it to life, or turn it into an undead require a similar check against the same DC, treating the Hit Dice of the creature using such an effect as its caster level.

Augmented (3rd): If you are slain by an undead creature while you have this spell prepared or are able to cast it spontaneously, you can expend two uses of mythic power as a free action immediately before dying to cast this spell on yourself. If you lack the proper material components, you can spend one additional use of mythic power to ignore the need for those components.

In addition, if you expend two uses of mythic power when you cast this spell on the physical remains of a mythic creature with the immortality ability or a destroyed undead creature with the ability to rejuvenate itself, such as a ghost or lich, you can postpone its rejuvenation back to life by a number of days equal to your mythic tier. This spell cannot affect a mythic creature whose mythic rank or tier is higher than yours.

Restful Sleep

Creatures awakened during a mythic restful sleep can engage in combat or other strenuous activity for a number of rounds equal to your caster level plus your mythic tier without ending the effect of the spell. If a creature uses the Heal skill to provide long-term care to creatures undergoing mythic restful sleep, they may add one-half your mythic tier (minimum +1) on their Heal check.

Restoration

You can cast this spell without a costly material component. Alternatively, if you use 100 gp worth of diamond dust as the material component you remove all temporary ability penalties, ability damage, and ability drain from the target, as well as removing exhaustion and fatigue and dispelling all temporary negative levels. If you use 1000 gp worth of diamond dust, you remove a number of permanent negative levels equal to one-half your mythic tier. This spell cannot be used to remove negative levels from a target more than once within a one-week period.

Augmented: If you spend two uses of mythic power, you can cast this spell with a casting time of 1 round.

Augmented (3rd): If you expend two uses of mythic power, you can use this spell to remove permanent negative levels even if this spell has been used to remove one or more negative levels previously in the same one-week period.

Restoration, Greater

You can cast this spell with a less costly material component by spending one use of your mythic power for every 1,000 gp by which you reduce the value of the diamond material component (to a minimum of 1,000 gp). This spell negates all harmful mind-affecting effects affecting the target, in addition to the normal effects of the spell.

Augmented: If you expend two uses of your mythic power, you can cast this spell with a casting time of 1 round.

Augmented (6th): If you expend three uses of your mythic power, you can cast this spell on yourself as an immediate action when you are affected by any effect that this spell can cure.

Restoration, Lesser

You may remove 2d4 points of ability damage from one ability score or 1d4 points of ability damage from two ability scores. In addition, you can remove the fatigued or exhausted condition from the target.

Augmented: If you expend two uses of your mythic power, you can cast this spell as a standard action.

Restore Corpse

You can affect a creature of up to Huge size with this spell. It immediately reverses the effects of a decompose corpse spell. If you cast this spell on a damaged non-skeletal undead creature, it restores a number of hit points equal to 2d10 plus your caster level (maximum 10).

Restore Eidolon

You can cast this spell without a costly material component. Alternatively, if you use 100 gp worth of diamond dust as the material component you remove all temporary ability penalties, ability damage, and ability drain from the target eidolon, as well as removing exhaustion and fatigue and dispelling all temporary negative levels. If you use 1,000 gp worth of diamond dust, you remove a number of permanent negative levels equal to one-half your mythic tier from the eidolon. This spell cannot be used to remove negative levels from an eidolon more than once within a one-week period.

Augmented: If you spend two uses of mythic power, you can cast this spell with a casting time of 1 round.

Augmented (3rd): If you expend two uses of mythic power, you can use this spell to remove permanent negative levels even if this spell has been used to remove one or more negative levels previously in the same one-week period.

Restore Eidolon, Lesser

You may remove 2d4 points of ability damage from one ability score or 1d4 points of ability damage from two ability scores. In addition, you can remove the fatigued or exhausted condition from the target eidolon.

Augmented: If you expend two uses of your mythic power, you can cast this spell as a standard action.

Resurgent Transformation

When your mythic resurgent transformation is triggered, you heal 8d8 points of damage +2 points per caster level, and if you are currently diseased or poisoned you are entitled to an immediate saving throw. A failed save has no ill effect but a successful save counts against the cure requirement of the disease or poison. When the spell ends, you are merely fatigued rather than exhausted, and the Constitution damage you take is reduced by an amount equal to one-third your mythic tier.

Resurrection

You can cast this spell with a less costly material component by spending one use of your mythic power for every 2,000 gp by which you reduce the value of the diamond material component (to a minimum of 2,000 gp). If you use a 10,000 gp diamond, the target returns to life with only no permanent negative level.

Augmented (3rd): If you expend five uses of your mythic power, you can cast this spell with no costly material component, returning the target to life with no permanent negative level.

Retribution

You can use this spell against a creature that takes any form of offensive action against you, including targeting you with an effect that does not require an attack roll or affecting you with a harmful area effect.

If an attack against you requires an attack roll, you can cast this spell as an immediate action that is resolved after the attack that triggered it (though its effects apply against any subsequent attacks your attacker makes on its turn. The attack against you does not need to succeed in order for you to cast this spell. You can cast the spell even if you are incapacitated or killed by the attack. Casting the spell in this way does not provoke attacks of opportunity.

Augmented (4th): If you expend two uses of your mythic power, you can target a number of creatures equal to one-half your mythic tier for mythic retribution. All targets must have attacked you in the previous round and must be adjacent to you or adjacent to another creature that attacked you during the previous round.

Returning Weapon

As a swift action, the wielder of the target weapon can command it to return immediately after resolving the attack roll, instead of returning 1 round later, just before the wielder’s next turn begins.

Augmented (3rd): If you expend two uses of mythic power, the weapon always returns immediately after resolving the attack, without requiring an action by the wielder.

Returning Weapon, Communal

See Mythic Communal Spells. The mythic version of delay poison is described in this product.

Revenancer’s Rage

You can cast this spell on a creature who died while under a charm or dominate effect, treating the creature who charmed or dominated it as if they had sworn a Vow of Obedience (as described in the Gothic Campaign Compendium from Legendary Games). The revenant or skeletal champion created by this spell gains the invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Reverberate

The spell deals 1d8 hp sonic damage/2 caster levels (maximum 5d8). The ground in the affected area becomes difficult terrain.

Reverse Industry

You can affect one object weighing no more than 2 lb./caster level. If you use this spell on a construct, and it fails its Fortitude save, it takes 1d6 hp damage/caster level (maximum 10d6). This spell bypasses a construct’s immunity to magic.

Reverse Scry

Mythic reverse scry bypasses the target’s spell resistance. Additionally, as a swift action, you may target the opposing caster with a mythic greater scrying spell.

Augmented (3rd): You can expend two uses of mythic power to deal 1d6 hp damage per caster level to a target on which you have successfully used mythic greater scrying.

Revitalizing Word

The target creature gains a +2 morale bonus to attack rolls, ability checks, and skill checks for a number of rounds equal to your tier. If you expend two uses of mythic power, the bonus increases to +4.

Augmented (6th): If you expend two uses of mythic power, the bonus increases to +4 and otherwise fatal damage does not kill the target, so long as the mythic revitalizing word brings the creature up to an amount of negative hit points greater than its Constitution score.

Reviving Finale

You add your mythic tier to the damage cured by this spell. In addition, any allies within the area that have the dying condition are stabilized and can function as if staggered rather than unconscious during their next turn. Sleeping allies within the area are immediately awakened.

Ride The Lightning

The damage dealt increases to 10d8 points of electricity damage, and creatures damaged by your lightning are automatically dazzled for 1 round regardless of whether they save. When traveling in lightning form, you can move up to 150 feet, plus 30 feet per 3 mythic tiers after 1st. If you reduce the distance you travel by half, you can make one turn of up to 90 degrees at any point during your movement.

Augmented: If you expend one additional use of your mythic power, you can make a turn of up to 90 degrees without reducing the overall length of your movement.

Augmented (6th): If you expend two uses of mythic power, the damage dealt increases to 10d10 points of electricity damage; this damage bypasses electricity resistance and immunity.

Ride The Waves

The target gains a bonus equal to your mythic tier to its CMD against water-based effects that duplicate combat maneuvers, such as hydraulic torrent, as well as against combat maneuvers used by creatures with the water subtype. The target’s attacks and movement are not impeded by water, as if using freedom of movement, though the target does not gain the other effects of that spell, such as immunity to grappling, paralysis, etc. If the target is swimming at the surface of the water rather than underwater, it gains an additional move action each round and its swim speed is increased to 60 feet. If the target already has a swim speed, it is increased by 60 feet when the creature is swimming on the surface and by 30 feet underwater.

Augmented (3rd): If you expend two uses of mythic power, the target gains a swim speed of 100 feet on the surface or 50 feet underwater, or its existing swim speed is increased by the same amount.

Riding The Thunder

The spell provides an additional +2 bonus on AC and an additional bonus on Stealth checks equal to your tier. An affected creature moves at six times its normal speed.

Augmented (5th): If you expend two uses of mythic power, a chosen ally deals 1d6 hp sonic damage per caster level to a creature whose space the ally occupies.

Righteous Blood

The target’s blood deals 2d4 points of damage to attackers with the evil subtype (2d8 if the target has the good subtype or an aura of good). If the target takes bleed damage during the same round it takes piercing or slashing damage from a creature with the evil subtype or an aura of evil (including antipaladins and some clerics), it adds this damage to the damage taken by the attacker. If an attacker confirms a critical hit with a piercing or slashing weapon against the target, the damage is increased by 1d4 (or 1d8, if the target has the good subtype or an aura of good) per critical multiplier greater than x1.

Righteous Might

Your size increases by two categories, to a maximum of Huge. You gain a +6 size bonus to Strength and Constitution and a take a -4 penalty to your Dexterity and a penalty to attack rolls and Armor Class appropriate to your new size. A Medium humanoid whose size increases to Huge has a space of 15 feet by 15 feet and a natural reach of 10 feet. Your enhancement bonus to natural armor increases to +4.

Augmented (3rd): If you expend two uses of your mythic power, you gain a natural reach of 15 feet and your size bonus to Strength increases to +8. If you are at least 6th mythic tier and expend three uses of your mythic power, your size bonus to Constitution increases to +8 and your damage reduction becomes DR 5 or 10/evil and epic (if you normally channel positive energy) or DR 5 or 10/good and epic (if you normally channel negative energy).

Righteous Vigor

The target’s attack bonus resets to +0 only if it misses with consecutive attack rolls. If the subject of the spell misses with one attack, its morale bonus on its next attack roll does not change, and the bonus resumes increasing with each consecutive successful attack. The maximum attack roll bonus the target can achieve is equal to 2 plus one-half your mythic tier. The maximum number of temporary hit points the subject can gain is equal to 20 plus twice your mythic tier.

Rimy Nimbus

The torrent deals 1d8 hp cold damage per caster level (maximum 10d8). A creature that fails its Reflex save is staggered for 1 round. A flying creature passing through or remaining within a mythic rimy nimbus takes 2d8 hp cold damage. Interposing barriers take 2d8 hp cold damage per round spent in contact with this spell. A windstorm or more powerful wind is required to disperse the nimbus.

Riptide

You increase the spell’s DC to overcome a target’s CMD by your tier. You can choose to knock targets prone or bull rush them with the wave. If you bull rush your targets, you can affect non-mythic creatures that cannot be tripped, allowing you to push oozes and the like away.

River Of Moonlight

As a move action, you can move the mythic river of moonlight 60 ft./round out to a range of long (400 ft. + 40 ft./level). All creatures fascinated by river follow it, but they will not endanger themselves to do so (any path that potentially causes a creature harm ends the fascinated condition). An afflicted lycanthrope must attempt a second Will save to avoid transforming into its hybrid form, ending the fascinated condition for the lycanthrope.

River Of Wind

A mythic river of wind deals 4d10 points of nonlethal damage when cast, and creatures beginning their turn within it take 2d10 points of nonlethal damage. The spell deals half damage as lethal damage to constructs, undead, inanimate objects, and other targets that are immune to nonlethal damage, though it has no effect on incorporeal creatures. A successful Fortitude save halves the damage dealt by this spell. As a standard action, you can reduce the spell’s remaining duration by 1d3 rounds in order to redirect it to affect a different area. If this would reduce the spell’s remaining duration below zero, the mythic river of wind dissipates before affecting the new area.

Rope

You can use the rope to create a trip line by tying itself to two separate points. The rope has a CMB equal to your BAB + primary spellcasting attribute’s modifier.

Rope Trick

A mythic rope trick can hold a number of creatures equal to 8 plus twice your mythic tier. The duration increases to 2 hours per caster level. In addition, if you are within a mythic rope trick spell that is about to end, either by the expiration of its duration or being dispelled, you can expend one use of mythic power as an immediate action to extend the spell’s effect by two hours.

Rusting Bomb Admixture

Add your tier to CMB for you sunder attempt. When you throw a bomb at a metallic creature while this extract is in effect, the bomb ignores energy resistances possessed by the creature. The creature also takes 3d6 hp damage + 1 per caster level (maximum +15).

Rusting Grasp

The area you effect is increased to a 5-foot radius, increased by a number of feet equal to your mythic tier. If you attack a suit of armor, add one-half your mythic tier to the number of points of AC destroyed with a successful melee touch. If you attack a metallic creature, you deal 3d10 points of damage, +2 per caster level (maximum +30).

Augmented (3rd): If you expend two uses of mythic power, you can affect non-mythic magical items made of metal.

Ruthless Beating

Add one-half your mythic tier to the nonlethal damage you deal with this spell, and change the save to Fortitude partial. You gain a cumulative +2 bonus on Intimidate checks against creatures that fail their save. You gain a cumulative +1 bonus and the target takes half damage each time it saves against your mythic ruthless beating.

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