Mythic Spells (S-T)
Table of Contents

Sacred Bond

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

Sacred Space

Add your mythic tier to your caster level to determine the duration of the spell. In addition, all evil creatures take a ─1 penalty on attack rolls, damage rolls, and saving throws; these penalties are doubled to ─2 for evil outsiders and any creature with an aura of evil, such as an antipaladin or evil cleric of an evil deity. No evil creature can be called or summoned into the sacred space.

Augmented: If you expend one additional use of mythic power, the sacred space is illuminated with light that lasts as long as the sacred space persists. Evil outsiders are dazzled as long as they remain within the area.

This magical light is treated as a 2nd level spell for the purpose of being countered or negated by magical darkness. If the magical darkness is created by an evil creature, it cannot suppress or negate this light unless the creator of the effect succeeds at a caster level check with a DC of 15 + your caster level + your mythic tier. If the creator is a mythic creature, it can add its mythic tier as a bonus on its caster level check. If the darkness effect is a mythic effect, it gains an additional +4 bonus.

Augmented (3rd): If you expend two uses of mythic power, the duration is increased to 1 day per level. If you expend one additional use of mythic power, the sacred space is illuminated with daylight that lasts as long as the sacred space persists. All evil creatures are dazzled as long as they remain within the area, and for a number of rounds equal to your mythic tier after they leave it. This otherwise functions as illuminating the sacred space with light, as described above.

Sacrifice Minions

The attack bonus and temporary hp granted to your eidolon last for 1 min./caster level. If the unsummoned creatures possess special attacks, your eidolon gains those attacks for 1 round/caster level.

Sacrificial Monkey

The monkey prevents damage from precision-based attacks, such as sneak attacks, instead taking the hit itself. The monkey also stops damage inflicted by critical hits from spells or spell-like abilities.

Sacrificial Oath

This spell does not end if you or the subject move out of line of sight. You are aware whenever the subject is attacked and can take the effects of any attack or failed saving throw on yourself whenever that occurs; however, if you do not have line of effect you cannot do so, nor do you take backlash damage from failing to do so. When you choose not to take the damage or other effects of an attack against the subject, you reduce the backlash damage you take by an amount equal to twice your mythic tier.

Sacrificial Waves

You deal 5d8 hp damage for every 1 point of damage you inflict on yourself. The Swim check DC to avoid sinking increases by your tier.

Augmented (2nd): If you expend two uses of mythic power when casting this spell, you can attempt to capsize boats and ships in the affected area (per the monster ability). Your CMB equals your caster level + primary spellcasting attribute’s modifier, and you can attempt to capsize boats as if you were a Large creature.

Saddle Surge

The maximum bonus you can gain from this spell is equal to your caster level plus your mythic tier, and the spell is not ended if you are separated from your mount. Its duration continues to elapse while you are dismounted but neither you nor your mount gain any benefit from it as long as you are apart. Once you remount, the effect of the spell resumes. While you are separated, a successful dispel magic against you or your mount dispels the effect for both of you.

Sadomasochism

When you are dealt damage, your attacker rolls twice for damage. You take the amount of the lower die roll as lethal damage and you take the difference between the higher and lower roll as nonlethal damage. As long as you have nonlethal damage, you are filled with ecstatic exultation, gaining a +1 morale bonus on attack rolls and saving throws against mind-affecting effects and effects with the pain descriptor.

An attacker demoralized by this spell takes a ─4 penalty on saving throws against compulsion, fear, and pain effects as long as it is remains shaken. If a creature damages you with multiple attacks, it must save after each attack. Multiple failed saves do not increase the intensity of fear, but the duration of the shaken condition stacks with each failed save. A non-mythic attacker must roll twice on its Will save to avoid becoming demoralized, taking the worse result. If neither result would successfully save, the attacker becomes demoralized for a number of rounds equal to one-half your mythic tier (minimum 1).

St. Al-Passor’s Stone Piston

Creatures that succeed at the Reflex save take half damage from the upthrust column. Pinned creatures take an additional 5d6 hp damage per round they remained pinned. If you spend one use of mythic power when you cast this spell, the column’s height increases to 10 ft./caster level and its diameter increases to 10 ft./five caster levels.

St. Blusen’s Reaver Spirit

If you expend one use of mythic power when casting this spell, it also deals weapon damage back to affected allies’ foes. Maintain a sum of base weapon damage that each foe deals to each affected ally. If an ally confirms a critical hit on a foe, the ally deals additional damage equal to the foe’s damage to that ally. This zeroes the sum of weapon damage from that foe to that ally.

St. Brigantia’s Rally

If you expend one use of mythic power when casting this spell, it also grants each ally one temporary hp for each caster level you possess.

St. Carnessa’s Wicker Man

The summoned assassin vine gains the advanced creature template and deals an additional 1d6 hp piercing damage with a successful hit.

Augmented (6th): If you expend two uses of mythic power when casting this spell, you can add the savage mythic simple template to the assassin vine you summon, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

St. Carreult’s Swap

This spell bypasses spell resistance possessed by the target creature. If you successfully swap with another creature, it cannot act until the end of its next turn.

St. Mirolch’s Water Snakes

The spells’ area of effect increases to a 10-mile radius. The currents created by this spell moves objects up to 90 ft. per round.

Augmented (7th): If you expend two uses of mythic power, you create a vortex in an area where you have line of sight. This vortex is 30 ft. deep, 20 ft. wide at the top, and 5 ft. wide at the base. Any Medium or smaller creature that comes in contact with the vortex must succeed at a Reflex save or take 2d6 hp bludgeoning damage. A Small or smaller creature failing its initial save must succeed at a second one or get pulled into the vortex and held within it, taking 1d6 hp damage each round on your turn with no save. A boat equal in length or shorter than the vortex’s width that passes through it takes 4d6 hp damage (successful Profession [sailor] check with the same DC as the Reflex save halves this damage). The vortex lasts for 1 round/caster level.

St. Parvalas’s Risen Road

The road dispels all obstacles created by non-mythic spells and effects. Additionally, the road moves under your feet at a rate of 10 ft. per round, allowing all travelers on the road to stand still and move 10 ft. per round with the road or gain up to an additional 10 ft. of movement. Creatures on the road must keep up with you if they wish to stay on it.

St. Ravovik’s Hive Mind

If you expend one use of mythic power when casting this spell, it also grants each hivemind member the same sensory acuity as the most acute members. Thus, if one member has darkvision and another member has tremorsense, all members have darkvision and tremorsense.

Augmented (6th): You can expend two additional uses of mythic power when casting this spell. This causes the spell to raise the BAB and effective caster levels of all members by 2 (with a maximum equal to the highest members’ BAB and caster level, respectively).

St. Rüzgar’s Eldritch Crucible

You can create a new magic item that has a cost up to twice the total value of the original items. You can also combine two of the same magic item into a powerful version of the item, which doubles the bonuses it provides or triples its number of uses per day.

Augmented (5th): If you expend three uses of mythic power when you cast this spell, you can transform two mythic wondrous items into a new wondrous item, subject to the above restriction.

St. Sanchari And Innessa’s Body Meld

You can access skill ranks possessed by the subsumed creature, allowing you to use its skills as if you were trained in them, and allowing you to use the higher number of ranks for skills in which you are both trained. If you expend one use of mythic power when casting this spell, its duration increases to 1 hr./level.

Augmented (3rd): If expend an additional two uses of mythic power when casting this spell, you increase the spell’s duration to 1 day/level. You may also access any feats possessed by the subsumed creature.

St. Whiteskull’s Steal Power

If you expend one use of mythic power when casting this spell, its duration increases to 1 hr./level. Additionally, the target loses the stolen power for the duration of the spell.

Augmented (6th): You can expend two additional uses of mythic power when casting this spell. This increases the spell’s duration to 1 day/level, and you may have three stolen powers at once.

Sanctify Armor

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

Sanctify Corpse

You may increase the duration to a number of days equal to your mythic tier if casting this spell on a single corpse, or you may affect a number of corpses equal to your mythic tier. You must touch all corpses to be affected within 1 minute of casting the spell.

Augmented: If you expend two uses of mythic power, you can cast this spell as an immediate action when an adjacent creature is slain by an undead creature or when an adjacent corpse is targeted with an effect that would turn it into an undead creature. Alternatively, you can cast this spell on yourself when you are slain by an undead creature; this does not require an action, though you must have the material component and/or divine focus on your person and have the spell prepared at the time of your death.

Sands Of Time

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

Sanguine Horror (All)

The sanguine horrors you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add your surge die to a single die roll. The sanguine horrors gain no other mythic abilities.

Augmented (6th): If you expend two uses of mythic power when you cast this spell, you grant the sanguine horrors an additional use of the surge ability. You can also add the agile, invincible, or savage mythic simple template to sanguine horrors summoned by this spell, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Savage Maw

The bite attack provided by this spell deals 1d6 points of damage plus your Strength modifier and deals 1 point of bleed damage on every hit. If you already have a bite attack, your add one-half your mythic tier to the damage your bite attack deals as well as 1 point of bleed damage. If you confirm a critical hit with your bite, you deal bleed damage equal to one-half your mythic tier (minimum 1). You may end the spell by unleashing a roar as a free action, adding your mythic tier as a bonus on your Intimidate check to demoralize enemies within 30 feet.

Augmented (3rd): If you expend two uses of mythic power, you can make an Intimidate check as a swift action to demoralize a creature you hit with your bite. If you end the spell with a roar you can demoralize creatures within 60 feet, and creatures you successfully demoralize are deafened for as long as they remain shaken.

Saving Finale

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

Scamper

You add your mythic tier to all Acrobatics checks made by your animal companion, or twice your mythic tier on Acrobatics checks made to avoid attacks of opportunity or move through the space of another creature.

Augmented (2nd): If you expend two uses of mythic power, you increase the duration to a number of rounds equal to your mythic tier.

Scare

You can affect one additional creature, plus one per 3 mythic tiers, and you increase the maximum Hit Dice of creatures you can affect by your mythic tier. Creatures failing their save are panicked instead of frightened.

Scent Trail

The creatures you designate in the casting of the spell gain a bonus on Survival checks equal to twice your mythic tier, both for Survival checks made to follow your trail as well as to interpret scent messages you leave along the trail. You can affect a number of creatures equal to your caster level plus your mythic tier, and targets need not be within 30 feet of one another.

Scintillating Lights

Non-mythic creatures must save every time they look at the spell’s subject. Any creature that succeeds at its Fortitude save is instead dazzled for 1 round. Mythic scintillating lights dispels darkness created by non-mythic spells or effects.

Scintillating Pattern

The total Hit Dice of creatures affected is equal to your caster level plus your mythic tier, and you add one-half your mythic tier to the Hit Die limits to determine how creatures are affected by the mythic scintillating pattern.

Augment: If you expend two uses of mythic power, you use the normal Hit Die limits to determine how creatures are affected but affect a total number of Hit Dice of creatures equal to your mythic tier plus twice your caster level.

Scintillating Serpents

Creatures within the area are dazzled for as long as they remain within the area and for a number of rounds thereafter equal to your mythic tier. You also add one-half your mythic tier to the level of illusion (figment or glamer) spells suppressed by the mythic scintillating serpents. The duration of illusion (pattern) spells within the area of the mythic scintillating serpents is increased by one round per 2 mythic tiers (minimum 1 round).

Scorching Ash Form

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

Scouring Winds

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

Scrawl Bones

The spell’s range increases to 10 miles/level. Observers who do not possess a piece cannot read the messages appearing on it. Each piece’s hardness increases by 2, and it gains a +2 enhancement bonus on saves against spells that affect objects.

Screech

Creatures that fail their saving throw are deafened for 1 round and are considered flat-footed against any attacks of opportunity provoked by this spell. Non-mythic creatures are deafened for a number of rounds equal to your mythic tier if they fail their Fortitude save, and are deafened for 1 round even on a successful save, in addition to being made flat-footed as above.

Screen

Increase the area to one 100-foot cube per level. The illusion created by a mythic screen cannot be detected or dispelled by non-mythic spells or non-mythic creatures.

Scrivener Glyph

The DC for a book to resist the spell increases by your tier. The glyph jumps up to 10 ft. to an unaffected work. If you expend one use of mythic power when casting this spell, the spell does not end when the glyph cannot find an unaffected work or a new target saves (which renders it immune to this casting). Instead, the glyph can go dormant for a total of 1 day/caster level until it senses another unaffected work. Each partial day the glyph goes dormant counts as 1 day against its total.

Scrying

You can see and hear the target and its surroundings within 15 feet plus 5 feet for every three mythic tiers. Your chance to successfully cast detect chaos, detect evil, detect good, detect law, detect magic, and message through the scrying sensor is increased by 5% times your mythic tier. In addition, you can penetrate non-mythic protections from divination with a caster level check with a DC of 11 plus the caster level of the protective effect. If the protective spell already allows such a caster level check, you gain a bonus on the check equal to your mythic tier.

Augmented (3rd): If you expend two uses of your mythic power, you can attempt to cast other divination spells through the scrying sensor. The companion divination spell’s level cannot exceed half your mythic tier, and its chance of successfully being cast through the sensor is determined as for the spells noted above, but is reduced by 10% per level of the divination.

Scrying, Greater

As mythic scrying.

Scrying, Mythos

This spell functions as mythic scrying, but you add one-half your mythic tier on caster to Will saves to avoid nightmares and on caster level checks to overcome non-mythic protections from divination. You also add detect aberration and detect thoughts to the list of spells you can cast through your scrying sensor with double the normal chance of success for casting detect magic and similar divinations; however, doing so results in a ─2 penalty on saving throws against nightmare; this stacks with any other penalties. You also add twice your mythic tier to your percentage chance of casting a divination spell through the scrying sensor if the target of your divination is a creature with the mythos subtype.

Scrying, Greater Mythos

This spell is adjusted as mythic mythos scrying.

Sculpt Corpse

You can change the size of the target corpse by up to two size categories. In addition, you can reshape a corpse to resemble a creature as long as you have an accurate depiction of that creature or a small piece of its body, such as flesh, hair, or a fingernail, even if you have no first-hand knowledge of that creature’s appearance. If you do have first-hand knowledge of the appearance of the creature you are attempting to duplicate, the save DC is increased by an amount equal to one-half your mythic tier. The flesh of a creature by this spell is unpalatable and provides no nourishment if eaten.

Sculpt Simulacrum

Add your mythic tier on Disguise checks made to alter the appearance of the target simulacrum. If you wish to disguise the simulacrum as a specific creature and you a small piece of its body, such as flesh, hair, or a fingernail, you add twice your mythic tier on Disguise checks to duplicate that creature’s appearance.

Augmented (3rd): If you expend two uses of mythic power, you can increase or decrease the size of the target simulacrum by one category. This functions as a permanent enlarge person or reduce person effect, regardless of the creature’s type.

Sculpt Sound

Each target of this spell can be given a different sound, and as a standard action you may change the sounds that any or all of the targets within range make. You may grant a bonus or inflict a penalty equal to your mythic tier on Stealth checks made by the targets. You may use this spell to alter a creature’s voice to sound like someone or something else, granting a bonus equal to one-half your mythic tier on Bluff and Disguise checks related to impersonating that individual or that type of creature.

Augmented: If you expend two uses of mythic power, you can deaden targets’ ability to receive sound, deafening them. Creatures that successfully save are not deafened but take a penalty equal to your mythic tier on hearing-based Perception checks. This effect can be removed by any effect that removes deafness.

Sculpted Servant

The sculpted servant has a Strength score of 8, allowing it to lift 80 lbs. or drag 400 lbs. It exerts 80 lbs. of force for the purposes of triggering traps. It can perform any skill check dependent on a physical attribute regardless of DC, but it cannot make an untrained skill check. Finally, the servant deals 1d8 hp damage per 2 caster levels in a 10-ft.-radius burst when it is destroyed.

Sea Legs

You add your tier to the bonus on concentration checks when casting spells while under vigorous or violent motion. If you spend one use of mythic power when you cast this spell, you also gain a +2 bonus on Reflex saves to avoid effects that trip you or knock you prone as a result of violent motion.

Sea Of Fire

Affected creatures take 1d8 hp fire damage. Creatures caught in the area must succeed at a Fortitude save (same DC) to avoid becoming sickened for one round due to the smoke. If you spend one use of mythic power when casting this spell you ignore the concealment caused by the smoke.

Sea Of Ink

The spell’s range increases to long (400 ft. + 40 ft./level). Add your tier to the DCs to escape from the sinkhole. Mythic fly is required to automatically free a trapped creature. A creature covered in ink as a result of falling in a mythic sea of ink is entangled when it escapes, as the ink dries into a sticky substance. Removing this ink is the same as removing a tanglefoot bag, including the 2d4 rounds of duration before the ink becomes brittle and ineffective.

Sea Stallion

Your mount’s swim speed is equal to twice its land speed, and you retain the amphibious quality as long as you remain within 30 feet of your sea stallion, even if you are not mounted on it. Your sea stallion gains cold resistance 10 as well as one of the following exceptional senses while it is in the water: darkvision 60 feet, keen scent, low-light vision, tremorsense 30 feet.

Augmented (3rd): If you expend two uses of mythic power, you extend the spell’s duration to 1 hour/level.

Sea Steed

Your mount’s swim speed is equal to its land speed plus 20 feet, and its natural weapons function as if it had freedom of movement. Your sea steed gains immunity to pressure damage from deep water and gains the benefit of endure elements against cold environmental conditions.

Augmented (3rd): If you expend two uses of mythic power, you extend the spell’s duration to 1 hour/level.

Seam Ripper

You can affect clothing with a total enchantment equal to or less than your tier. Magic objects negate the spell’s effect completely on a successful Fortitude save. You add your tier to the CMB for the dirty trick attempt.

Seamantle

The swim speed granted by this spell is equal to your land speed plus 5 feet times your mythic tier, and when you are immersed in water you gain tremorsense with a range of 10 feet times your mythic tier. This tremorsense extends only in the water and does not extend into adjacent solid surfaces, including the seafloor. You add your mythic tier to the DC for caster level checks made to cast fire spells into the mythic seamantle and you add the same bonus on caster level checks you make to dispel magical fire effects by touch. In addition to flaming and flaming burst weapons, any creature that hits you with a burn special attack or a similar flaming natural weapon (such as a nightmare’s hooves or a hell hound’s bite) have that fiery attack suppressed for 1d4 rounds if your attacker fails a Fortitude save. If your attacker has more than one flaming natural weapon, this save is made separately for each flaming natural weapon that hits.

Searing Rain

The cloud’s duration is extended a number of rounds equal to your tier. Furthermore, the cloud does 4d6 acid damage each round.

Secret Chest

The chest can hold 2 cu. ft. of goods/caster level and the duration is increased to 1 year. After 1 year, there is a cumulative chance of 5% per week that the chest is irretrievably lost. Once you have recalled the chest you can send it away again as a standard action. You can recall the chest a number of times equal to your mythic tier.

Secret Page

You can inscribe one page per mythic tier onto a single mythic secret page, which cannot be detected by non-mythic divinations or dispelled by non-mythic means. Mythic divinations detect a mythic secret page only if the caster succeeds at a caster level check with a DC of 11 plus your caster level plus your mythic tier. The same DC applies for dispelling attempts by mythic creatures or effects.

Augmented (3rd): If you expend two uses of mythic power, you can place a curse upon the mythic secret page, affecting any creature that does not speak the command word as bestow curse. If you expend three uses of mythic power, it affects them as mythic bestow curse.

Secret Speech

You may affect a number of additional creatures equal to one-half your mythic tier (minimum 1). In addition, all targets gain a +2 circumstance bonus on saving throws against mind-reading effects and Bluff checks involving speaking. This does not apply to Bluff checks made to feint or create a diversion in order to use Stealth.

Secure Shelter

Add your mythic tier to the hardness, break DC, and Disable Device DC, caster level check DC to dispel, and saving throws of the mythic secure shelter, including its door, floor, roof, walls, and windows. In addition, you may increase the length, width, or height of the secure shelter by 5 feet per mythic tier, with additional bunks equal to twice your mythic tier.

Augmented: If you expend two uses of mythic power, you can implant a harmful spell into the mythic secure shelter to harm intruders, as if using a glyph of warding to create a spell glyph. The level of this companion spell cannot exceed one-half your mythic tier.

Seducer’s Eyes

You add a bonus equal to one-half your mythic tier (minimum 1) on Charisma checks and Charisma-based skill checks when interacting with those who might find you sexually attractive. If such a creature has a friendly or helpful attitude toward you, you can make a suggestion to the target. This ends the seducer’s eyes spell; any remaining duration applies to how long the target continues following the suggestion (unless it is completed before this time). This suggestion is not language-dependent, and its save DC is based on a 2nd-level spell.

Augmented (3rd): If you expend two uses of mythic power, you can alter your appearance as if using disguise self. This effect ends when seducer’s eyes does.

See Alignment

You may select a number of alignments equal to your mythic tier to detect. Each alignment glows with a different ghostly radiance that clearly distinguishes between alignments. If a non-mythic effect would obscure a creature’s alignment from you and that effect allows a caster level check to overcome it, you add your mythic tier on your caster level check.

Augmented (3rd): If you expend two uses of mythic power, you automatically bypass non-mythic effects that obscure alignment.

See Invisibility

You can cast this spell on another creature as if it had a range of touch (Will save negates [harmless], SR yes). If you cast it on yourself, you can perceive creatures using mythic invisibility. In addition, if creatures are using a magical effect to obtain a miss chance due to concealment, such as blur, displacement, obscuring mist, or magical darkness, you reduce that miss chance by 5% times your mythic tier. If this reduces the miss chance to zero or less, creatures protected by that effect are not considered to have concealment from you. You do not reduce a miss chance from non-magical effects, environments, or conditions, nor from effects other than concealment, such as a blink spell.

Seeing Stones

The seeing stones grant you an additional bonus to Perception checks equal to half your tier (minimum +1). If you spend one use of mythic power when you cast this spell, you gain the benefit of uncanny dodge, as per the rogue ability, for the spell’s duration.

Seek Thoughts

When you sense that one or more creatures are thinking about the question or topic you specify, you may choose one such target and read its surface thoughts as if using detect thoughts.

Seeker’s Arrow

You gain an additional bonus equal to your tier on Survival checks to track the target. If you expend one use of mythic power when casting this spell, the spell’s duration increases to 24 hours. The bond lasts as long as you and the target are on the same plane.

Seeming

This spell functions as mythic disguise self for a number of creatures equal to your caster level, lasting for 24 hours. You may choose the appearance of each creature you affect, and can change the appearance of any affected creature within range as a standard action. In addition, you may choose to allow an affected creature to change its own disguise, as if it had cast mythic disguise self.

Sensory Deprivation

The spell’s duration increases to 10 min./level. Affected creatures take an additional penalty on saves equal to your tier. If you spend one use of mythic power when you cast this spell, you ignore the spell’s material component cost.

Sentry Skull

You add your mythic tier as a bonus on the sentry skull’s Perception checks, and the sentry skull also gains the scent special quality; you gain these benefits as well when your senses are shifted into the sentry skull. You add 30 feet times your mythic tier to the distance at which you can shift your senses into the sentry skull or be alerted by the triggering condition.

Augmented: If your senses are shifted within the sentry skull, you can expend one additional use of your mythic power to be able to speak through it for a number of rounds equal to your mythic tier. You cannot cast spells or trigger items or effects by magical command words when speaking through the sentry skull.

Sepia Snake Sigil

Add your mythic tier to the Perception and Disable Device DC to find or remove a mythic sepia snake sigil as a magical trap and to the caster level check DC to dispel it. It cannot be removed with a non-mythic erase spell. A mythic sepia snake sigil can be triggered a number of times equal to your mythic tier before being discharged.

Sequester

The size of the object you can affect increases to one 5-foot cube per level and the duration increases to 1 week per level. You can cast this spell multiple times to sequester an object or structure too large to be covered by a single spell. Non-mythic objects are not allowed a saving throw to resist the mythic sequester.

Serenity

You suppress confusion, despair, fear, insanity, rage, and emotion effects, as well as all morale bonuses, in creatures that fail their saves. Creatures that attempt to harm another creature while affected take 3d8 points of nonlethal damage and become sickened until the end of their next turn.

Serpent’s Servant

The creature you summon is considered a mythic creature and gains one use of mythic power and the surge ability, which it can use to add 1d6 to a single die roll. It also gains the poisonous blood special quality, using the same poison the creature delivers with its bite.

Augmented (6th): If you expend two uses of mythic power, the creature you summon gains the savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Shades

As mythic shadow conjuration.

Shadow Anchor

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

Shadow Attack

If you expend one use of mythic power when casting this spell, you can use mythic resize shadow or mythic shadow shape to alter a target shadow. Your physical attacks also affect incorporeal creatures as if they possessed the ghost touch weapon property.

Shadow Barbs

The chain radiates darkness (as the spell) in a 10-foot radius, but you can see in the area normally. You can use the shadow barbs as if they were a spell-storing weapon, but you can store only illusion (shadow) spells or spells with the darkness or pain descriptor. You add your mythic tier on your Will save at the spell’s conclusion to cause the shadow barbs’ vicious weapon damage to vanish.

Augmented (3rd): If you expend two uses of mythic power, your shadow barbs gain the wounding property. In addition, if you are killed or knocked unconscious during the duration of the spell, the shadow barbs shatter, dealing the same vicious damage that they dealt to you to all creatures within a 10-foot-radius burst.

Shadow Bite

If the target fails its Fortitude save it is dazed for the remainder of its turn after it takes its move action to stand up or fall prone. You modify the chance that subject will drop an item by your mythic tier.

Shadow Bomb Admixture

Your shadow bomb admixture affects creatures that take splash damage from the bomb even on a missed attack, affecting a number of targets equal to one-half your mythic tier (minimum 1), or increasing the number of targets it can affect on a direct hit by an amount equal to one-half your mythic tier, though only targets that take splash damage from the bomb can be affected. In addition, creatures that fail their Fortitude save against the shadow bomb admixture still gain concealment but they treat all other creatures as having total concealment. If an invisible creature fails its save against your shadow bomb admixture, they are coated in your admixture; they remain invisible, but other creatures can clearly see their location and treat them only as having concealment instead of total concealment.

Shadow Blindness

You also suppress non-mythic spells or effects that grant darkvision for 1 round. In addition, a target that fails the initial Will save while in darkness must succeed at a second Will save or become staggered for 1 round.

Shadow Conjuration

Your quasi-real spells are 10% more real than normal (to a maximum of 100%), and non-mythic creatures take a penalty equal to one-half your mythic tier to their Will save to disbelieve the illusory part of the effect.

Augmented: If you expend two uses of mythic power, your quasi-real spells are 20% more real than normal (to a maximum of 100%).

Shadow Conjuration, Greater

As mythic shadow conjuration.

Shadow Evocation

As mythic shadow conjuration.

Shadow Evocation, Greater

As mythic shadow conjuration.

Shadow Hands

A creature caught in the shadow takes 1d8 hp cold damage per caster level and, if it fails its saving throw, it is frightened. The spell also gains the fear descriptor.

Shadow Jump

The range of your jump increases to long (400 ft. + 40 ft./level). If you expend one use of mythic power when you cast this spell, you can bring a willing creature with you.

Shadow Plane Adaptation

If you spend one use of mythic power when you cast this spell, you remove all temporary negative levels or one permanent level caused by a negative energy effect. In addition, if you cast this on a plane other than the Shadow Plane, the target still benefits from immunity to negative energy effects for the spell’s duration.

Shadow Projection

You can cast this spell as a standard action, and while in shadow form you gain a bonus equal to one-half your mythic tier on saving throws against positive energy effects, including turning undead and cure wounds spells. If those effects deal damage, you can ignore a total of 5 hit points of positive energy damage per mythic tier (applied after saving throws, if applicable). This protection functions like the protection from elements spell, but affecting positive energy instead of elemental energy.

Shadow Shape

This spell deals 1d8 hp damage/level (maximum 5d8) to a shadow-based creature or mythic illusion and dispels a non-mythic shadow-based illusion.

Augmented: If you expend two uses of mythic power, you can animate the shadow for 1 round/caster level. The shadow does not deal damage, but it can provide a flanking bonus against creatures that fail a Will save to disbelieve it as a threat.

Shadow Slaves

You vomit forth 1d6 shadows from your body and take 1 point of Strength damage for every two shadows you vomit (minimum 1). The shadows can move away from you at long range (400 ft. + 40 ft./level) before dissipating.

Augmented (6th): If you expend three uses of mythic power when you cast this spell, you can instead vomit forth 1d6 greater shadows.

Shadow Snare

If you spend one use of mythic power when casting this spell, the shadow tentacle deals 1 point of Strength damage each round to an entangled victim.

Shadow Step

You can cast this spell as a swift or move action, and you gain a bonus equal to your mythic tier on Stealth checks made to hide in the shadows when you arrive at your destination.

Augmented (4th): If you expend two uses of mythic power, the duration increases to a number of rounds equal to one-half your mythic tier. You can make one shadow step each round.

Augmented (6th): If you expend three uses of mythic power, you can make two shadow steps each round, one as a swift action and one as a move action.

Shadow Walk

At the end of your journey through the Plane of Shadow, you and the creatures accompanying you can manifest as living shadows while remaining on the Material Plane for a total of one minute for each full hour remaining of the spell’s duration.

In shadow form, the targets become incorporeal and gain a fly speed of 30 feet (perfect maneuverability) and darkvision 60 feet, but they gain the light blindness special quality. They take a -4 penalty to saving throws against effects with the light descriptor, and they take full damage from such effects as if they were force effects. Incorporeal creatures have no Strength score and forfeit all armor, shield, and natural armor bonuses (including their enhancement bonuses) to Armor Class. Creatures can transform from their material form to shadow form and vice versa, taking 5 rounds. Mythic creatures using this spell can expend one use of their own mythic power to switch to or from shadow form as a full-round action.

Augmented (5th): If you expend two uses of your mythic power, the targets of this spell gain total concealment (50% miss chance) while on the Plane of Shadow or in any conditions of dim light or darkness. In addition, they do not gain the light blindness special quality while in shadow form.

Shadow Weapon

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

Shadow’s Blessing

The morale bonuses provided by the spell increase by +2. The spell increases all miss chances imposed by it by 5%. If you spend one use of mythic power when casting this spell, the target treats all illumination levels as one lower for purposes of this spell.

Shadowbard

Add your mythic tier to the DC of caster level checks made to dispel the mythic shadowbard. You can alter the performance used by your mythic shadowbard once per round as a free action rather than a move action. If you know spells that are triggered by ending a bardic performance, such as saving finale, as a move action you can direct the mythic shadowbard to cast that spell, ending its bardic performance until the end of your next turn. A spell cast in this way does not provoke attacks of opportunity but uses one of your spell slots and otherwise functions as if you had cast it.

Shadowbolt

The bolt deals 1d8 hp damage per caster level (maximum 10d8). If you spend one use of mythic power when casting this spell, you decide the split between electricity and negative energy damage (1d8 minimum).

Shadowself

Your shadow-copy has DR 5/epic. You gain a bonus on your Disguise check to create a convincing copy equal to your tier. You have a telepathic link with your copy as long as it is within 1 mile of you.

Augmented (5th): If you expend two uses of mythic power when casting this spell, your duplicate has twice the number of class levels and/or HD, twice the hp, and DR 10/epic. Additionally, it can use special abilities not tied to your class level twice per day each (however, if you can only use the special ability once per day, the duplicate can only use it once). The duration of the spell increases to 1 year/caster level.

Shadowy Haven

You add your mythic tier to the number of creatures that can occupy the shadowy haven, and you may choose to make the window opening into the shadow haven a 10-foot square. If the opening to the shadow haven is closed when the spell expires, creatures within are ejected into the nearest open space in dim light or darkness within 30 feet times your mythic tier. There must be line of effect between the shadowy haven and the destination square. If there are no viable open spaces within range in dim light or darkness, creatures within the shadowy haven are ejected into the Shadow Plane.

Shambler

You may add either the invincible or savage mythic simple template to the shambling mounds you create with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Augmented: If you expend two uses of mythic power, you also add the giant simple template to the shambling mounds you create.

Augmented (6th): If you expend two uses of mythic power, you add both the invincible and the savage mythic simple templates.

Shape Water

The spell’s duration changes to 1 round/level and instantaneous (see text). Each round after the round you cast the spell, you can spend a standard action to shape up to 5 additional cubic feet of water you touch. Shaped water has an instantaneous duration, meaning it does not revert to its previous form when the spell ends.

Shapechange

You can duplicate the effect of monstrous physique III, undead anatomy IV, vermin shape I, or the highest-level version of any analogous series of spells that allow a caster to polymorph into a different creature type.

Ability score bonuses granted by any polymorph spell you duplicate are increased by 2, ability score penalties are reduced by 2, and increases to natural armor bonus to AC are increased by 1 (granting a +1 bonus if the spell normally grants no bonus). In addition, you may change the range of this spell to touch and target one creature you touch rather than yourself.

If the target is a mythic creature, it can spend one use of its own mythic power to shift into a different form allowed by the spell as an immediate action.

Augmented (4th): If you expend two uses of mythic power, you increase the ability score bonuses granted by the spell by 4 rather than by 2. In addition, you can cast this spell on a number of creatures you touch equal to your mythic tier.

Shard Of Chaos

This spell affects the target as mythic chaos hammer, as described in Pathfinder Roleplaying Game Mythic Adventures.

Share Insight

If you spend one use of mythic power when you cast this spell, you can share existing effects granted by spells or magic items that provide a benefit to archery skills with the target.

Share Language

You can share a language you know with a number of creatures equal to your mythic tier. You must touch each creature to confer this shared language upon them. You can cast the spell and touch up to six creatures as a full-round action. If you can affect more targets than you are able to touch in the round of casting, you can continue touching targets and granting the shared language to additional creatures each round, as long as you touch at least one creature per round. Touching a willing creature to bestow the spell is a move action, while touching an unfriendly or hostile creature is a standard action. If a round elapses without touching a creature, or if you begin casting another spell, any remaining targets you could affect are lost.

Share Language, Communal

See Mythic Communal Spells. The mythic version of share language is described above.

Share Memory

You can share a memory of up to 10 minutes times your mythic tier, or a number of shorter memories (each lasting no longer than 1 minute) equal to your mythic tier. Add your mythic tier on caster level checks to overcome protection against divination and mind-reading, and you can bypass effects that normally grant immunity to divinations and mind-reading with a successful caster level check against a DC of 15 + the caster level of the protective effect.

Share Senses

When you cast this spell, you can see, hear, and smell what your familiar is experiencing. If you have used a magical effect to enhance your senses, that enhancement also applies to the senses you share with your familiar.

Share Shape

You can share the shape of a non-animal companion or familiar, duplicating the effect of elemental body I, plant shape I, or vermin shape I. You can take on the outward appearance of a familiar of another type, though this you gain the benefits of monstrous physique II if the familiar is generally humanoid in shape or beast shape II if it has a non-humanoid shape Alternatively, if you use your familiar or companion’s share spells ability to target it with this spell, you can invert the spell’s effect, polymorphing your animal companion into humanoid form of the same type and subtype as you, as alter self.

Share Skins

The spell’s duration increases to 1 min./level. If you expend one use of mythic power when you cast this spell, non-mythic creatures receive neither a Will save to disbelieve the spell nor a Fortitude save to negate the spell’s effect.

Share Skins, Greater

The spell’s duration increases to 1 min./level. If you expend one use of mythic power when you cast this spell, non-mythic creatures receive neither a Will save to disbelieve the spell nor a Fortitude save to negate the spell’s effect. You may also swap physical locations with the target of the spell as often as you wish.

Shared Judgment

You add your tier to the number of rounds you can share your judgment ability with your ally. If you have the second judgment class ability and you spend one use of mythic power when you cast this spell, you share that ability to your ally. If you have the third judgment class ability and you spend two uses of mythic power when you cast this spell, you share that ability with your ally as well.

Shared Sacrifice

The casting time is reduced to one standard action, and the spell’s effects are suppressed but do not end if the target moves out of range. The spell’s duration continues to elapse, but if the target comes back in range before the spell expires, its effects resume. If you are affected by a fear or pain effect that does not cause hit point damage, the target of your mythic shared sacrifice is also affected, though it gains a +4 bonus on any saving throw allowed against the effect and its duration is halved.

Shared Wrath

This spell functions as mythic wrath, but you can affect an additional number of targets equal to one-half your mythic tier, and the targets need not be within 30 feet of each other.

Shatter, Greater

Add your tier to your caster level to determine the weight of objects you can affect and the duration affected creatures are deafened. This spell deals 2d8 hp sonic damage per caster level (maximum 30d8) to crystalline creatures or constructs. If you destroy objects in an area attack or damage a crystalline creature or construct, the shards litter the spell area or the creature’s space and act as caltrops. If you destroy a single object, the broken pieces render all squares in its space difficult terrain.

Shed The Elements

If you spend one use of mythic power when casting this spell, the recipient can fire the essence as a ranged touch attack that deals 1d6 hp damage per caster level of the chosen energy type. This attack ends the spell.

Shed The Rain

This spell allows the targeted creature to attempt a Reflex save to avoid splash from items, spells, and effects that do not normally allow a save. The spell also protects against 1 round of immersion. As long as the subject does not remain immersed for more than 1 round, the spell always provides this boon, allowing the subject to wade in and out of water without effect. If you expend one use of mythic power when you cast this spell, any water-soaked items on the subject dry immediately.

Sheet Lightning

You add your mythic tier to the electricity damage dealt by this spell. Creatures failing their save are blinded for a number of rounds equal to your mythic tier on a failed save, or dazzled for the same duration on a successful save. A blinded or dazzled creature is entitled to a new Will save each round at the end of its turn; if the save succeeds, a blinded creature becomes dazzled and a dazzled creature regains its normal vision. Creatures wearing metal armor take a ─4 penalty on their saves against this spell.

Augmented (2nd): If you expend two uses of mythic power, this spell deals 1 point of electricity damage per caster level (maximum 15), plus 1 point per mythic tier, in addition to the blinding and dazzling effect described above.

Shield

A mythic shield provides a +6 shield bonus to Armor Class and reflects magic missile attacks directed at you back at their caster.

Shield Companion

Increase the range to long (400 feet + 40 feet per caster level). Subtract your tier from any damage transmitted to you through the mystical connection before applying the damage (minimum 1 hp of damage). When you use your surge ability to modify a saving throw against an effect that also affects your linked ally, the ally also applies your surge bonus die result to its saving throw. If the ally also uses its own surge ability, it takes either your result or its own result, whichever is higher.

Shield Of Dawn

The disk of sunlight protects you as a buckler with a +1 enhancement bonus per 4 caster levels (maximum +5). You can make a melee touch attack with your shield of dawn in place of a normal attack to deal its fire damage to a creature. Creatures taking damage from your shield catch on fire (Reflex negates); the save DC to extinguish the fire is equal to the DC of the spell.

Shield Of Dawn, Greater

You gain the effect of mythic shield of dawn, and you also add your mythic tier to the damage dealt to a creature that strikes you in melee. An attacker adjacent to you when it strikes you is also blinded for 1 round (Will negates). The duration of this blindness stacks with multiple failed saves.

Augmented (6th): If you expend two uses of mythic power, a creature striking you in melee catches on fire (Reflex negates), and as long as it is on fire it is outlined in light as faerie fire. The fire damage dealt by your greater shield of dawn ignores fire resistance or immunity. In addition, your greater shield of dawn functions as a gaze attack that blinds creatures within 30 feet for 1 round and dazzles them for 1d4 rounds thereafter (Will negates).

Shield Of Law

Warded creatures gain a +6 deflection bonus to Armor Class and a +6 resistance bonus on saving throws and spell resistance of 25 plus your mythic tier against spells with the chaotic descriptor or that are cast by chaotic creatures. A chaotic creature attempting to possess or exercise mental control over a protected creature takes 1d6 points of damage per 2 caster levels (maximum 10d6) from mental feedback (Will negates). Finally, a chaotic creature that succeeds on a melee attack against a warded creature is affected as the mythic slow spell (Will negates, using the mythic shield of law’s DC), as described in Pathfinder Roleplaying Game Mythic Adventures.

Shieldlight

The light’s radius increases to 30 feet. The light given off by the shield dispels non-mythic darkness spells or effects of 2nd level or lower. Any ally in the light’s radius gains a +1 morale bonus on attack rolls and saves against fear.

Shifting Sand

You add your mythic tier to your caster level to determine the penalty that creatures take on Acrobatics checks within the shifting sand. In addition, creatures that end their turn prone within the area take nonlethal damage equal to your mythic tier due to the abrasive grinding of the shifting sand.

Shillelagh

Your mythic shillelagh gains a +2 enhancement bonus to attack and damage rolls, increasing to +3 at 4th mythic tier and +4 at 8th mythic tier. In addition, it becomes entwined with sharp thorns and vines that attach it to you. It deals bludgeoning and piercing damage, and if the mythic shillelagh is dropped or disarmed you can retrieve it as if using a weapon cord.

Augmented (3rd): If you expend two uses of mythic power, you can imbue one of the following weapon special properties into your mythic shillelagh: bane (animals, fey, plants, and vermin only), flaming, frost, shock, thundering.

Augmented (6th): If you expend two uses of mythic power, you can imbue one of the following weapon properties instead of those gained at 3rd mythic tier: bane (any), flaming burst, icy burst, shocking burst, spell storing.

Shining Cord

You add your mythic tier to the insight bonuses granted by this spell. The target must make a Will save to move more than 30 feet away from you.

Shock Shield

Your shock shield grants you electricity resistance 10, though this resistance does not apply against effects delivered by touch. Each time your shield protects you from at least 5 points of electricity damage, it adds 1d6 to the damage it deals if you dismiss it (up to a maximum of 5d6). You never take damage from your own shock shield when you dismiss it.

Shocking Image

You add your mythic tier to the electricity damage dealt when a shocking image is destroyed. In addition, if you fail to penetrate an attacker’s spell resistance when they destroy an image, that prevents damage only from that image. You can attempt a new caster level check to overcome its spell resistance each time it destroys an image. Once you succeed in overcoming its spell resistance, all further checks from that casting of shocking image are automatically successful.

Shout, Greater

The damage dealt increases to 10d10 points of sonic damage (or 1d10 points of sonic damage per caster level, maximum 20d10, against exposed brittle or crystalline objects or crystalline creatures). Creatures failing their save are stunned for 1d3 rounds and permanently deafened, while those that successfully save take half damage and are deafened for 4d6 rounds. Crystalline creatures take an additional 1d10 points of sonic damage per round for a number of rounds equal to your mythic tier due to destructive harmonic vibrations.

Augmented: If you expend two uses of mythic power, you can make a caster level check to dispel any magical silence effects and any spells that provide resistance or immunity to sonic damage within the area. Add your mythic tier to this caster level check against non-mythic effects. If an effect of this type is dispelled, it provides no protection against the mythic greater shout.

Shrieking Flock

You create one illusory flock of birds per 5 caster levels, each of which appears in your square or in an unoccupied square adjacent to yours. Each additional flock you create adds 1 to the Will save DCs. Additionally, this spell can frighten creatures with HD up to 6 + your tier.

Augmented (4th): You can expend two uses of mythic power when casting the spell. Doing so adds the shadow subschool to the spell. Each flock of ravens becomes semi-solid and deals 1d4 hp damage per caster level to creatures that fail their Will save to disbelieve the spell. Creatures that succeed at the Will save take 1/5 (20%) of the damage.

Shrieking Glyph

The damage of the sound cone increases to 7d8 hp sonic damage, and the number of times the target can use it increases to 5 times per day.

Augmented (4th): You may expend two additional uses of mythic power to deafen creatures that successfully save against the sound cone for 3d6 rounds. Creatures that fail the save are deafened until they are magically cured of that condition via removed blindness/deafness or a similar effect.

Shrink Item

You can shrink a number of non-magical items equal to your mythic tier or a single magical item. If you target a single non-magical item, the duration changes to permanent.

Shroud Of Death

By expending one use of mythic energy, each creature in line of sight that rounds gains a negative level (Fort save negates). You gain 10 hp per creature affected in this way, and a +4 profane bonus to all attack and damage rolls and all DCs of spells you cast in this round.

Shroud Of Stars

You can cast this spell as an immediate action. In addition, you add your mythic tier on caster level checks you make to absorb light or darkness spells or to pass through a prismatic sphere or prismatic wall.

Sickening Strikes

A creature failing its saving throw against your sickening strikes is nauseated for 1 round in addition to being sickened for 1 minute. If a creature fails multiple saves against your sickening strikes, the duration stacks.

Augmented (5th): If you expend two uses of mythic power, the saving throw is changed to Fortitude partial, as creatures are sickened for 1 round even on a successful saving throw unless their mythic rank or tier is higher than yours. This duration stacks if you strike a creature with multiple sickening strikes.

Siege Of Trees

You add your mythic tier to your caster level to determine how many plants you can affect, and all of the catapults you create with this spell gain an enhancement bonus equal to one-half your mythic tier (minimum +1).

Augmented (3rd): If you expend two uses of mythic power, you may cause any or all of your plants to function as a Large ballista or trebuchet rather than a catapult. Alternatively, they can take the form of a Large assault bridge, gallery, escalade ladder, or ram with a speed of 15 feet.

Siege Of Trees, Greater

You add your mythic tier to your caster level to determine how many plants you can affect, and all of the catapults you create with this spell gain an enhancement bonus equal to one-half your mythic tier (minimum +1).

Augmented (3rd): If you expend two uses of mythic power, you may cause any or all of your plants to function as a Huge or Gargantuan ballista or trebuchet or as a Huge arrow springal rather than a catapult. Alternatively, they can take the form of a Huge or Gargantuan assault bridge, gallery, escalade ladder, ram, or siege tower with a speed of 15 feet.

Sift

You reduce the penalty on Perception checks made to locate hidden features and objects by an amount equal to one-half your mythic tier. In addition, if you use this spell while you are inside the area of effect and you find a secret door, trap, or similar feature with this spell, you gain a bonus on Disable Device checks equal to one-half your mythic tier.

Silent Combat

The spell also silences physical ranged attacks made by the subject. This allows the subject to snipe enemies silently and grants it a +10 bonus on Stealth checks to maintain your position unobserved.

Silent Sound

A hit inflicts 1d8 hp sonic damage per level (5d8 hp maximum) and a creature that fails its saving throw is deafened for 1 minute per tier.

Silhouette

If you spend one use of mythic ability when you cast this spell, you can make frightening shadow figures that cause viewers to become shaken if they fail a Will save. The spell gains the fear and mind-affecting descriptors.

Silk To Steel

If you attack with the silken scarf, you are treated as having proficiency with the whip. The steel-hard whip deals lethal damage regardless of the armor or natural armor bonus of the target. You gain an enhancement bonus equal to one-half your mythic tier on attack and damage rolls with the whip. If you use the scarf to defend yourself, you add an enhancement bonus equal to one-half your mythic tier to the shield bonus you gain to your Armor Class.

Simple Transparency

You can affect up to 5 pounds per caster level of gear worn or carried by the target. These items become transparent just as the target does; however, they become visible 1 round after being released by the target and do not become transparent again if picked up. An item must be worn or carried to be made transparent; objects that are merely touched are unaffected.

Simulacrum

The mythic simulacrum has DR 10/epic. If you make a simulacrum of yourself, you have a telepathic link with the simulacrum as long as it is within 100 miles of you on the same plane.

Augmented (6th): If you expend two uses of mythic power, you can implant an urge for the mythic simulacrum to destroy the real creature of which it is a duplicate. If the simulacrum encounters that creature, it is affected as vengeful outrage.

Simulacrum, Lesser

A mythic lesser simulacrum has DR/epic equal to your mythic tier, and it also gains the benefit of permanent nondetection against non-mythic divinations. This nondetection does not apply against divinations you use. If you make a lesser simulacrum of yourself, you have a telepathic link with the simulacrum as long as it is within 10 miles of you per mythic tier and on the same plane.

Sink Land

Concentration checks, saves, and ability checks all have their DCs increased by your tier. If you cast this spell along a shoreline or coast, any creature not pinned by rubble is instead pulled out to sea 6d6 x 10 feet away from the shore. A creature succeeding at a Swim check with a DC equal to 25 + your tier avoids being pulled away.

Augmented (8th): If you expend three uses of mythic power when casting this spell you affect a radius equal to 1 mile per mythic tier.

Siphon Magic

You may roll twice on the dispel check and take the higher result. The process continues until you’ve siphoned two spells or run out of spell effects affecting the target.

Augmented (8th): If you expend two uses of mythic power, there is no cap on the number of spell effects you can siphon, but for each you siphon beyond two, you must expend another use of mythic power.

Sirocco

You deal 4d10 points of damage plus 1 point per caster level, and one-half of this damage is fire damage while the other half is bludgeoning damage. A mythic sirocco is considered a severe wind (see Wind Effects in Chapter 14 of the Pathfinder Roleplaying Game Core Rulebook) pushing downwards toward the ground, and creatures and objects may be affected by the wind regardless of their saving throw against the mythic sirocco. Ranged attacks into or through the area and Fly checks within the area take a -4 penalty, and Small or smaller creatures may be checked or blown away. In addition, you add one-half your mythic tier to the DC all Fly checks made within the mythic sirocco.

Skill Bond

If you spend one use of mythic power when you cast this spell, you and your eidolon retain the skill check bonuses for the chosen skills.

Skinbook

You add a number of spell levels you can record on your skin equal to your tier. Mythic dispel magic is required to destroy a skin-recorded scroll. If you expend one use of mythic power when you cast this spell, you can inscribe the mythic version of the spell instead.

Skinchange

You can remain in your new form for a week before you must make the initial Will save. If you expend one use of mythic power when casting this spell, your body is protected from starvation and thirst (but not from other physical harm).

Skinsend

While animating your skin, your body gains DR/epic equal to your mythic tier. Meanwhile, your animated skin gains immunity to effects that require respiration or metabolism. Your animated skin also gains the frightful presence universal monster ability, affecting creatures whose Hit Dice are less than your caster level within 5 feet plus 5 feet per 2 mythic tiers you possess. Creatures failing their save are panicked only if their Hit Dice are less than one-half your caster level (maximum 4 Hit Dice).

Skittering Vermin

If the target succeeds at its Will save it is staggered for 1 round, and then shaken for 1 round as the fear slowly subsides. If the target fails its Will save, it must attempt a subsequent Fortitude save. Failing that save renders the target unconscious for the spell’s duration as it passes out from fright.

Sky Steed

You may extend the duration of the spell to one hour times your mythic tier. Alternatively, you may grant your steed a fly speed equal to twice its land speed with good maneuverability.

Sky Swim

You can affect a target of any size, and a Large or smaller creature gains a bonus equal to your mythic tier on its Swim checks to swim through the air.

Augmented: If you expend two uses of mythic power, the duration is increased to 1 hour/level and the spell grants the target the ability to breathe air.

Slap

If you hit your target with the slap, it leaves a visible imprint on the target’s skin for 1 minute. While the mark remains visible (the target can conceivably cover the mark), it imposes a –2 penalty on Charisma-based skill checks.

Slay Living

The damage dealt increases to 12d10 points of damage +2 points per caster level plus 1d6 points of Constitution damage. On a successful save, the target takes 3d10 points of damage +1 point per caster level plus 1d3 points of Constitution damage.

Sleepwalk

The target is able to move at its full speed, though it still may take only one move action per round. If the target is dying, it immediately stabilizes. While the creature is sleepwalking, it gains the ability to convert lethal damage into nonlethal damage, up to a number of points of damage each round equal to twice your mythic tier into nonlethal damage. Any lethal damage over this limit is not converted. Damage from critical hits, negative energy, or death effects cannot be converted into nonlethal damage in this way. If a creature attempts to awaken the unconscious creature, or if the creature takes lethal damage, it is awakened only with a successful Will save. A failed save leaves it unconscious. Nonlethal damage never awakens the target.

Sleet Storm

Add your mythic tier to the DC of Acrobatics checks to move within the area. A mythic sleet storm is treated as an area of extreme cold, as described in the Pathfinder Roleplaying Game Core Rulebook. Creatures ending their turn prone within a mythic sleet storm are coated in clinging ice and become entangled as if struck by a tanglefoot bag. This spell obscures vision and obstructs movement even for creatures using mythic endure elements.

Slice The Air

This spell also ignores wind augmented or created by non-mythic spells or effects. If you expend one use of mythic power when casting this spell, you can affect a number of arrows or bolts equal to your tier. All affected bolts that you fire within the spell’s 1 round benefit from the spell’s effects.

Slide

The subject of this spell gains the benefit of the Mobility feat while sliding. If the subject already has this feat, it gains a further +2 dodge bonus against attacks of opportunity.

Slime Form

The creature gains an additional +2 bonus to AC and a bonus to Climb checks equal to your tier. If you spend one use of mythic power when you cast this spell, the subject can use its supernatural abilities and can cast spells as if it possessed the Natural Spell feat. This does not allow the subject to cast spells that require material or focus components.

Slimy Madness

If you cast this spell on an area, add your tier to the Acrobatics DC to move within or through the area. If you cast it on a creature’s armor or clothing, add your tier as a bonus to its Escape Artist checks, combat maneuver checks to escape or grapple, and CMD to avoid being grappled.

Augmented: If you expend two uses of mythic power when you cast this spell, a creature that takes Wisdom damage must succeed at a second Will save to avoid becoming confused until it leaves the area or ceases using the greased item.

Slipstream

When riding on a mythic slipstream, you ignore caltrops, grease spells and similar slippery surfaces (whether natural or magical in origin). As a swift action, you may expend 10 minutes of the spell’s remaining duration to add 5 feet times your mythic tier to your speed until the end of your turn. If you do this in the water rather than on land, your swim speed is increased by 10 feet times your mythic tier until the end of your turn.

In addition, the rushing waters shield you when you are moving, providing a cover bonus to your AC equal to one-half your mythic tier (minimum +1) against attacks made against you while you are moving, including attacks of opportunity and readied actions. This bonus does not apply against creatures using freedom of movement or a similar effect that negates the penalties that normally apply when attacking underwater.

Augmented (3rd): If you expend two uses of your mythic power, you gain a bonus equal to your mythic tier on combat maneuver checks made to overrun. If the target of your overrun has the fire subtype, it takes nonlethal damage equal to your mythic tier even if your overrun maneuver fails, or equal to twice your mythic tier if the overrun maneuver succeeds.

Slither

The duration of the spell increases by a number of rounds equal to 1 plus your tier. If you end in a space too small for you, you can choose to take the normal effect, or you can be shunted to the nearest open space and take 1d6 hp damage per 10 ft. so traveled.

Augmented (6th): You may expend an additional use of mythic power to increase the spell’s duration a number of minutes equal to 1 plus your tier. If you choose to be shunted off to the nearest open space, you take no damage as long as the space is within 50 ft. If the distance is greater than 50 ft., you take 1d6 hp damage for every additional 10 ft. traveled.

Smite Abomination

If the target undead is destroyed before the spell’s duration expires, you may designate a new target to smite as a swift action.

Smug Narcissism

The target’s self-absorbed rudeness causes a penalty on Diplomacy checks equal to your mythic tier; this stacks with the penalty on skill checks that normally applies. In addition, during any round in which the target can clearly see its reflection in a surface or object within 10 feet, it must make an additional Will save against the spell’s DC or be fascinated until the beginning of its next turn. Even if it succeeds on the saving throw, the target takes a -4 penalty on attack rolls and skill checks whenever a reflective surface is within 10 feet.

Augmented (3rd): If you expend two uses of mythic power, the duration is increased to a number of hours equal to your mythic tier.

Snake Staff

The snakes you create with this spell have the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. In addition, you may select from the snakes listed below in addition to the options normally available. Each of these snakes counts as a number of snakes denoted in the number column.

Augmented (3rd): If you expend two uses of your mythic power, you may apply the invincible or savage simple mythic template instead of the agile template. In addition, you may transform the target wood into a giant sea snake.

Augmented (6th): If you expend three uses of your mythic power, you may apply the invincible or savage simple mythic template in addition to the agile template. In addition, you may transform the target wood into a giant anaconda.

Number Type Type of Wood
1 Sea snake stick, driftwood, or seaweed
2 Asp stick or piece of firewood
2 Snake swarm bundle or pile of sticks
4 Venomous snake swarm bundle or pile of sticks
5 Emperor cobra staff or tree branch
71 Giant sea snake driftwood log or kelp bed
101 Giant anaconda fallen tree or huge pile of debris

1 Available only with augmented mythic snake staff.

Snakeball

Add your tier to your caster level to determine the vipers’ bonus to attack and the Fortitude save against their poison. If you expend one use of mythic power when casting this spell, each creature failing its Reflex save takes three snake attacks, and each snake gains a +2 bonus to hit.

Snap The Leash

If you spend one use of mythic power when casting this spell you can affect animals and magic beasts with greater than 2 Intelligence, animal companions, familiars, and paladin mounts. If the spell succeeds the bond is broken between the creature and its master, and the master must start over as if the companion had died.

Snapdragon Fireworks

Add one-half your mythic tier to the fire damage dealt by the snapdragon fireworks, which explode with a loud bang as well as a burst of light, deafening and dazzling creatures that fail their save for a number of rounds equal to one-half your mythic tier (minimum 1).

Snare

Increase the Perception and Disable Device DCs to find and disarm a mythic snare by your mythic tier, as well as to the Escape Artist or Strength check DCs to escape from it. Add your mythic tier to the mythic snare’s Armor Class, hardness, and hit points. A mythic snare deals 1d6 points of damage per round even if not attached to a tree, and 1d10 points of damage per round if attached to a tree; you may designate this damage to be lethal or nonlethal when you cast the spell. A creature trapped by a mythic snare cannot speak or cast spells with verbal components.

Augmented (2nd): If you expend two uses of mythic power, a mythic snare strangles its target, reducing the number of rounds it can hold its breath by 1d6 rounds for every round it remains entangled. If this reduces the number of rounds the creature can hold its breath to zero, the target must begin making suffocation checks every round, with a penalty equal to one-half your mythic tier.

Snarling Steel

The penalty imposed by mythic snarling steel increases by your tier. The blades can deflect an object up to twice the caster’ weight without ending the spell. If you expend one use of mythic power when you cast this spell, the blades deal damage equal to the penalty on attack rolls to an opponent’s weapon parried by them (objects subtract their hardness from this damage).

Snow Boulder

You add your tier to the CMB for the snowball’s overrun and reposition combat maneuvers. If you spend one use of mythic power when you cast this spell, a successful Reflex save only halves the damage inflicted.

Augmented (3rd): By expending two additional uses of mythic power when you cast this spell, you include ice and other painful bits in the snowball, causing it to deal lethal damage.

Snowball

If a snowball created by this spell strikes a target, it must succeed at a Fortitude save to avoid being dazzled for 1 round. If you spend one use of mythic power when casting this spell, and the target fails its Fortitude save, it is instead dazed for 1 round.

Snowblind Stare

You can spend one use of mythic power when casting this spell to increase its duration to 1 minute/level. The Fortitude DCs are increased by your tier.

Soften Earth And Stone

You reduce the hardness and hit points of any earthen or stone object or structure by an amount equal to your mythic tier. You can also target a non-mythic creature with the earth subtype or that is a construct composed of earth or stone. If the target fails a Fortitude save, its natural armor bonus, hardness, and DR/adamantine (if it has it) is reduced by an amount equal to one-half your mythic tier for 1 minute.

Solid Darkness

Melee attack and damage rolls take a further –2 penalty. A creature falling through mythic solid darkness takes falling damage based on the amount it fell before hitting the darkness (for a 50 ft. fall where the creature free falls 30 ft. followed by 20 ft. through solid darkness, the creature only takes 1d6 hp damage [3d6–2d6]).

Solid Note

You add your mythic tier to the effective Strength score of the solid note and as a deflection bonus to its Armor Class and CMD.

Somnambulance

This spell loses its language-dependent descriptor and can affect all creatures under the effects of sleep or deep slumber within range. The Will save DC to realize the suggestion was the result of magic is increased by your tier.

Song Of Discord

The chance that affected creatures will attack the nearest creature increases by 5% times your mythic tier. In addition, creatures attacking their allies gain a morale bonus on attack and damage rolls equal to one-half your mythic tier. Creatures casting spells or using spell-like abilities to attack their allies gain the same bonus on concentration checks and on caster level checks to overcome spell resistance, but only when casting harmful spells.

Song Of Elvenhome

You can target a number of creatures equal to 3 + one-half your mythic tier, no two of whom may be more than 30 feet apart. This spell grants fast healing 3 to most living creatures, though elves, half-elves, and plants gain fast healing 5.

Sonic Thrust

You can hurl an additional number of creatures equal to your mythic tier, increasing the total weight you can hurl by 25 pounds times your mythic tier. You may choose to deal sonic damage equal to your caster level plus your mythic tier to creatures or objects that you hurl (Will negates). If you focus your mythic sonic thrust on a single creature or object, multiply this weight limit by your mythic tier, and increase this sonic damage to 1d4 points of damage per caster level (maximum 15d4).

Soothe Construct

You add your mythic tier to the reduction you cause in its chance of going berserk. If the construct is already berserk and you are its master, you apply this reduction first and then roll d% twice, choosing the better result, to end its berserk state, return it to normal functioning, and reset its berserk chance to 0%.

Sotto Voce

You add one-half your mythic tier (minimum 1) to the maximum Hit Dice of the creature you can affect with this spell. In addition, you can affect animals, fey, humanoids, or monstrous humanoids with this spell.

Soul Bind

You can trap a soul that has been dead up to 1 hour per level. In addition, when you cast this spell on a non-mythic creature, you reduce the cost of the black sapphire component by 1,000 gp times your mythic tier (minimum 1,000 gp). Add your mythic tier to the hardness and hit points of the gem used in this spell, as well as to the caster level check DC to dispel this spell.

Soul Drinking

If you expend one use of mythic power when you cast this spell, a living target also gains 1 temporary negative level for each failed Fortitude save, and must make a Fortitude save (same DC) for each negative level 24 hours after gaining them. If the save succeeds, the negative level is removed. If it fails, the negative level becomes permanent. You gain 20 temporary hp for each negative level inflicted on the target.

Soulreaver

You can expend one use of mythic power to raise creatures killed by this effect as undead thralls. You can animate a number of Hit Dice worth of undead up to double your tier as if you had animated them with animate dead. The undead created by this spell count toward the total number of Hit Dice worth of undead you can control.

Augmented (8th): If you expend two uses of mythic power, you can raise slain foes as undead creatures chosen from the list of undead for create undead. By expending three uses of mythic power, you can select from the list for create greater undead. The total number of Hit Dice worth of undead created in this way can’t exceed double your tier. Created undead are not automatically under your control. If you are capable of commanding undead, you may attempt to command the undead creatures as they form.

Sound Burst

The damage dealt increases to 2d6 plus your mythic tier, and creatures in the area are deafened for a number of rounds equal to half your mythic tier (reduced to 1 round with a successful Fortitude save).

Source Severance

You may choose to suppress arcane, divine, or psychic magic. When making a concentration check to cast a spell within the source severance, you may roll twice and take the better result, and if you are casting a mythic spell you add your mythic tier as a bonus on the concentration check.

Sow Thought

You can share complex ideas even if you do not share a language. If the target shares the idea with others, their earnest belief in the idea is so strong that they gain a bonus equal to one-half your mythic tier (minimum +1) on Bluff or Diplomacy checks made to convince others to agree with them. Creatures using Sense Motive to see if the target is lying or under a magical compulsion take a penalty equal to one-half your mythic tier (minimum 1) on such Sense Motive checks.

Augmented (4th): If you expend two uses of mythic power, the idea you implant in the target becomes contagiously convincing. If they spend a full-round action telling another creature about their idea, that target must succeed on a Will save with a +2 circumstance bonus or become affected by your sow thought spell. Each additional creature that is told about the sow thought idea must likewise save, though the circumstance bonus on the creature’s saving throw increases by 2 for each additional target that is to be affected. Once any creature succeeds on its saving throw, the sow thought idea does not spread further, though each creature that failed its save continues to believe the idea and may attempt to spread it by non-magical means.

Augmented (8th): If you expend three uses of mythic power, you can sow thought in the minds of every creature within 1 mile. You must sow the same thought in the mind of every creature. All creatures to be affected gain a +2 circumstance bonus on their saving throw.

Spark

You can ignite an unattended object of progressively larger size, depending on your mythic tier, as noted on the table below. If you ignite an object smaller than the size you are allowed, you may ignite one additional unattended flammable object within range for each size category smaller than the maximum that you affect. If the objects you target are of different sizes, use the size of the largest object to determine how many objects you can affect.
Tier Object Size
1-2 Diminutive
3-4 Tiny
5-6 Small
7-8 Medium
9-10 Large

Sparkfist

The target creature’s fists deal 2d6 hp bludgeoning damage (1d8 hp for Small creatures) and 2d6 hp electricity damage. The fists are treated as primary natural weapons. If you expend one use of mythic power when you cast this spell, an opponent who takes electricity damage from a fist must succeed at a Fortitude save (DC 15 + your tier) to avoid becoming sunned for 1 round.

Spawn Calling

When casting this spell, you can specify a particular godspawn of the great devourer, including the tarrasque as well as other spawn from the official Pathfinder campaign world bestiaries, to call in place of the nameless behemoth spawned by the non-mythic version of this spell. In order to do so, you must expend one use of mythic power plus three additional uses of mythic power per point of Challenge Rating the specified godspawn represents above CR 20. These must be expended on the final day of the week-long ritual to cast the spell.

Spawn Ward

The target is able to ignore ability drain or ability damage from any undead creature with the create spawn ability, such as shadows and wraiths, in the same way that the spawn ward allows the target to resist blood drain and energy drain.

Speak With Ancestors

The spell’s duration increases to 1 hour/level. You gain a bonus equal to your tier on your Diplomacy check to avoid ending the spell by asking a distressing or dangerous question.

Speak With Animals

You gain a bonus equal to your mythic tier on Bluff, Diplomacy, Handle Animal, Intimidate, Sense Motive, and wild empathy checks with animals, and when using a language-dependent effect on an animal you increase the caster level and save DC of the effect by 1.

Augmented (3rd): If you expend two uses of mythic power, you can make one suggestion (as the spell) to an animal at any point during the spell’s duration.

Speak With Dead

You gain a bonus equal to your mythic tier on Sense Motive checks to oppose the Bluff check of a dead spirit that attempts to deceive you. In addition, you can cast this spell to ask questions of an undead creature, though the undead creature must be restrained, controlled, or friendly to you and remain within 10 feet of you during the spell’s entire casting time.

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell without any physical remains of the deceased creature, though if you are not at its grave site or the place of its death it gains a +4 bonus to its Will save.

Speak With Plants

You gain a bonus equal to your mythic tier on Bluff, Diplomacy, Intimidate, and Sense Motive checks with plants, and when using a language-dependent effect on a plant creature you increase the caster level and save DC of the effect by 1.

Augmented (3rd): If you expend two uses of mythic power, you can make one suggestion (as the spell) to a plant creature at any point during the spell’s duration.

Spear Of Purity

This spell affects the target as mythic holy smite, as described in Pathfinder Roleplaying Game Mythic Adventures.

Spectral Hand

Add your mythic tier to the natural armor bonus of your mythic spectral hand. The hand also gains a number of temporary hit points equal to twice your mythic tier.

Augmented (2nd): If you expend two uses of mythic power, the level of spells you can deliver through a mythic spectral hand is increased by one for every 2 mythic tiers.

Spectral Saluqi

Your spectral saluqi can become incorporeal at will, though each round spent incorporeal consumes 10 minutes of the spell’s duration. Except as noted for the spell, the spectral saluqi has statistics identical to a mythic yeth hound, as described in Mythic Monsters: Emissaries of Evil from Legendary Games. Alternatively, you can summon a standard yeth hound with the agile mythic simple template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Speed Burst

You reduce the chance that you are slowed by an amount equal to your tier. Each round you are hasted, your initiative for that round is increased by your tier.

Augmented (3rd): You can expend one use of mythic power when you cast this spell to give yourself the benefits of amazing initiative during one round you are hasted.

Spell Absorption

You may regain the use of any number of prepared spells or spell slots, as long as the sum of the spell’s levels does not exceed the spell you successfully countered.

Augmented (3rd): If you expend two uses of mythic power, you gain a bonus equal to your mythic tier on caster level checks made to counterspell using dispel magic, and you can increase the maximum level of spell you can counterspell and absorb equal to one-third your mythic tier (maximum 6th)

Augmented (6th): If you expend one additional use of mythic power when you regain a spell using energy you gained from spell absorption, that spell is particularly effective against the creature whose spell you absorbed if it is used within one round times your mythic tier. You add one-half your mythic tier on caster level checks and to the save DC of the spell, but only as it pertains to the caster whose spell you absorbed; any other creatures are affected normally by the spell.

Spell Absorption, Greater

You may regain the use of any number of prepared spells or spell slots, as long as the sum of the spell’s levels does not exceed the spell you successfully countered. At any time during the spell’s duration, you can discharge the spell’s remaining duration to perform a counterspell as an immediate action.

Augmented: At any time during the spell’s duration, you can expend one use of mythic power to counterspell as an immediate action. An unsuccessful counterspell does not discharge the spell.

Augmented (3rd): If you expend two uses of mythic power, you gain a bonus equal to your mythic tier on caster level checks made to counterspell using dispel magic, and you can increase the maximum level of spell you can counterspell and absorb equal to one-third your mythic tier (maximum 9th)

Augmented (6th): If you expend one additional use of mythic power when you regain a spell using energy you gained from greater spell absorption, that spell is particularly effective against the creature whose spell you absorbed if it is used within one round times your mythic tier. You add one-half your mythic tier to the save DC of the spell and to your effective caster level for determining the duration and effects of the spell (though not its range, area, or number of targets), but only as it pertains to the caster whose spell you absorbed; any other creatures are affected normally by the spell.

Spell Gauge

You add your mythic tier to your caster level to determine how many of the target’s spell’s prepared or known you discover. You also determine whether the target is capable of casting mythic spells, and you know if it has prepared or knows mythic versions of any of the spells you discover. If the target is a non-mythic creature, you also learn the highest-level spell the target is capable of casting.

Spell Immunity

You may choose a number of additional spells to which the target is immune equal to one-half your mythic tier. In addition, if the target is about to be affected by a spell of 4th level or lower to which it is not immune, as an immediate action the target may choose to become immune to that spell by forfeiting a number of spells previously chosen when casting this spell equal to the level of the new spell to which it is becoming immune.

Spell Immunity, Communal

See Mythic Communal Spells. The mythic version of spell immunity is described above.

Spell Immunity, Greater

As mythic spell immunity, but you may gain immunity to spells up to 8th level.

Spell Immunity, Greater Communal

See Mythic Communal Spells. The mythic version of greater spell immunity is described above.

Spell Resistance

You add your mythic tier to the target’s spell resistance against non-mythic spells.

Spell Scourge

If the initial target of your mythic spell scourge saves against is effect, the mythic spell scourge remains present for a number of rounds equal to your mythic tier. You can attack with the mythic spell scourge as if it were a whip and as if you were proficient in its use, and you can make iterative attacks with it.

Once a target fails its saving throw against the mythic spell scourge, its power is expended and the whip disappears. If the target had one or more harmless mythic spells ended by your mythic spell scourge, you gain a bonus mythic surge which you must use within 1 minute or the power is lost. If the target has no harmless spells in effect, it is affected as mythic confusion for 1d4 rounds, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures. You may cast other spells without affecting the spell scourge, though it occupies one hand so you must have your other hand free to perform somatic components.

Spell Stone

Casting a spell from an enchanted ioun stone does not provoke attacks of opportunity. You can spend one use of mythic power to reduce the value of the stone required to store spells by half.

Augmented (4th): If you expend two uses of mythic power, you can prepare a new 4th-level spell or regain a 4th-level spell slot.

Spell Suppression

Increase your effective caster level by your mythic tier to determine how much each spell or spell-like ability is reduced. Add your tier to the caster level check DC required by a creature to use its spell or spell-like ability.

Spell Trap

If you spend one use of mythic power you can affect a mythic spell of up to 4th level or a non-mythic spell equal to 4 + your tier (maximum 8th) or lower.

Spell Turning

Add your mythic tier to the number of spell levels that can be reflected.

Spellbane

Add half your tier to the number of spells you can select to not function in the area. As a full-round action, you can expend one use of mythic power to change one of the spells blocked by this effect. You can do this as often as you wish during the spell’s duration.

Spellcaster’s Recoil

A creature that fails its initial Will save must succeed at an additional Will save (same DC) each time it casts a spell. If it fails this Will save, it balks at casting the spell and loses it. This effect lasts for the duration of the spell and applies even if the creature moves out of this spell’s range. If the target’s destination is occupied, it is stunned for 1 round in addition to being knocked prone.

Augmented (2nd): You can expend two uses of mythic power to choose the direction the target is teleported.

Spellforged Sinews (All)

You can spend one use of mythic power when you cast this spell to increase the duration to a number of rounds equal to 1 + your tier.

Spellscar

You add your mythic tier to the DC of concentration checks to avoid triggering primal magic events. This increase does not apply to you, and you also add one-half your mythic tier to the bonus you receive on concentration checks to avoid triggering primal magic events. If you trigger one, you can add or subtract your mythic tier from the d% result to determine the event that occurs.

Spellstaff

You can store a number of spells in your spellstaff up to one-half your mythic tier, as long as the total number of spell levels stored within it does not exceed your caster level plus your mythic tier.

Spider Climb, Communal

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

Spike Growth

The damage increases to 2d4 points of damage plus 1 point of bleed damage. Add your mythic tier to the Perception DC to notice the mythic spike growth.

Augmented: If you expend two uses of mythic power, a creature failing a Reflex save against mythic spike growth becomes entangled and unable to move. An entangled creature can break free as a move action with a Strength check or Escape Artist check against a DC equal to the spell’s save DC plus your mythic tier.

Spiked Pit

You add your mythic tier to the DC of Climb or Fly checks to escape the spiked pit as the spikes shift and snag and interfere with efforts to escape. In addition, each time a creature takes damage from the spikes it takes bleed damage equal to one-half your mythic tier (minimum 1). A successful Reflex save reduces this bleed damage by half. This bleed damage stacks with itself and other sources of bleed damage.

Spinning Axes

The axes deal 1d6 hp force damage/level (maximum 10d6) and 1 hp bleed damage/2 levels (maximum 5 bleed) to all creatures within 15 ft. If you spend one use of mythic power when you cast this spell, there is no maximum limit to the force or bleed damage. You also add your tier to the Reflex save DC.

Spirit Guide

If you spend one use of mythic power when casting this spell, its duration increases to 24 hours. During this time you can make two requests of the spirits.

Spirit Of The Illyrian Ram

The target gains an additional +2 bonus on its checks. It also gains a +4 enhancement bonus to its CMD against trip attempts.

Spiritual Ally

Your spiritual ally adds one-half your mythic tier on its attack and damage rolls, as well as on caster level checks you make to allow its attacks to overcome spell resistance. If the spiritual ally is attacked, you add your mythic tier to its touch AC. When you direct the spiritual ally to move, add 5 feet times your mythic tier to its speed.

Spit Venom

If you hit the target with your mythic spit venom, the target is blinded for 1 round and dazzled for a number of rounds equal to your mythic tier. In addition, the statistics for your mythic spit venom are as follows: type poison (injury); save Fortitude DC = spell DC; frequency 1/round for 6 rounds + 1 round per 2 mythic tiers; effect 1d2 Con damage plus blindness until the poison is cured; cure 2 saves.

Alternatively, you may spit venom in a 10-foot cone-shaped burst or a 20-foot line rather than as a ranged touch attack. Creatures in the area are dazzled for 1 round, and those that fail their saves are blinded for 1 round and poisoned by black adder venom, using the spell’s save DC in place of the poison’s normal save DC.

Augmented (6th): If you expend two uses of mythic power, this spell bypasses the poison immunity of living creatures.

Spite

The maximum level of the touch spell you imbue into your spite spell is increased by an amount equal to one-half your mythic tier (minimum 1 level). If the level of spell you combine with mythic spite is equal to or lower than your mythic tier, the duration of mythic spite is increased to 1 day per level (or until discharged).

Augmented (4th): If you expend two uses of your mythic power, your mythic spite and its companion spell are not discharged until it has been triggered a number of times equal to one-half your mythic tier. However, an attacker can be affected only once by your mythic spite and its companion spell. If an attacker is unaffected by the activation of mythic spite, whether because of spell resistance, a successful saving throw, or any other ability that prevents the companion spell from affecting it, then the mythic spite will continue triggering each time that creature attacks you until the attacker is either affected by the companion spell or your supply of activations is exhausted.

Spontaneous Immolation

You add your mythic tier to the initial fire damage dealt by the spell. If the target catches on fire, it is dazzled by the flames for as long as the fire continues to burn. If the target is a non-mythic creature, you also add one-half your mythic tier to the Reflex save DC to extinguish the flames.

Augmented: If you expend two uses of mythic power, the initial fire damage is increased to 3d10 plus your mythic tier and the damage per round from catching on fire is increased to 1d10, and any fire damage dealt by the spell bypasses fire resistance and fire immunity. Living creatures that catch on fire are sickened with pain instead of dazzled for as long as they remain on fire.

Splinter Stone

The stones deal 1d8 hp damage per caster level (maximum 15d8). Add your tier to your caster level to determine what materials the stones act as to bypass damage reduction. If you expend one use of mythic power when you cast this spell, you can choose the mix of fire and bludgeoning damage (minimum 1d8). Additionally, shards counting as adamantine for purposes of bypassing damage reduction also ignore hardness.

Spy My Shadow

Magically enhanced senses work through mythic spy my shadow. The shadow instead gains a +6 bonus on Stealth checks in dim lighting and only incurs a –2 penalty in brightly lit areas. If you spend one use of mythic power when you cast this spell, the spell’s duration increases to 10 min./level, and you grant your shadow DR 5/epic.

Squeeze

The target gains a bonus equal to one-half your mythic tier (minimum 1) on Escape Artist checks and Reflex saves against effects that would cause him to become entangled, grappled, or pinned. This bonus also applies to the target’s CMD against combat maneuver checks made to bull rush, drag, grapple, or overrun him.

Stabilize

You can cast this spell as an immediate action. You immediately end any bleed effect from a non-mythic source affecting the target, as long as the target is below 0 hit points.

Stabilize Powder

The effect of this spell applies to a number of shots with the target firearm equal to 1 + one-half your mythic tier, as long as all shots are taken within 1 minute.

Staggering Fall

You add your mythic tier to the damage dealt by this spell. In addition, a non-mythic creature trying to end the staggered condition must roll twice and take the worse result.

Stalls Of The Pharaoh

Your electrical bolt deals 1d8 hp electricity damage/caster level (maximum 10d8). As long as the spell is active a creature that hits you with a metal weapon takes 1d8 hp electricity damage. This does not diminish the bolt’s damage when you unleash it.

Stalwart

You may cast this spell on yourself a number of times per day equal to your tier. If the spell is applied to an undead creature, you increase the damage dealt per round by your tier. An affected undead creature must make a Will save to avoid becoming stunned for 1 round by the wash of memories. If you expend one use of mythic power when casting this spell, you can target a creature that has died within 1 round. The spell also heals a number of hp equal to your tier when the spell ends for any recipient.

Stanch

The target is immune to a creature’s special abilities that rely on blood loss (such as a stirge’s or a vampire’s blood drain).

Star’s Heart

A creature taking ongoing damage from the spell faces suffocation, as it puts intense pressure on the creature’s lungs. It can only hold its breath for half the normal time, but, if the creature manages to escape being crushed by making a successful Strength or Dexterity check, it resets this duration. Mythic freedom of movement is required to grants a +8 circumstance bonus on Strength and Dexterity checks to escape and stay upright.

Star Burn

This spell deals 2d6 hp damage per two caster levels (maximum 20d6). Undead creatures take additional damage equal to your tier. If you spend one use of mythic power when you cast this spell, the Reflex save DC increases by your tier, and non-mythic undead creatures do not benefit from spell resistance against this spell.

Star Swarm

You may spend one use of mythic power to strike all creatures in the area with two stones, for a total of 8d6 damage and two rolls on the table.

Starbolt

The effect of the spell becomes a 40-ft. cube. Furthermore, the spell creates an additional number of bolts equal to half of your tier (minimum 1).

Augmented (3rd): You may expend two additional uses of mythic power to blind creatures that fail their save for 1 minute.

Starfield

Each star that you call down deals an additional 2d6 fire damage. You add your tier to the number of stars you may call down, allowing you to exceed the maximum of 10.

Starfire Fury

The balls provide light equivalent to daylight. If a ball strikes a target, it deals 2d8 hp fire damage and 1d8 bludgeoning damage, and you may spend one use of mythic power to prevent the ball from dissipating.

Starfall

There is no limit to the number of bolts that can strike a single target. Targets struck by a bolt take 8d6 hp damage. The Reflex save DC increases by +2 for every previous bolt that struck the target.

Starry Vision

This spell negates uncanny dodge or any other ability that prevents a creature from being caught flat-footed. Your insight bonus increases to +12. You can warn another creature about the success of its spell or attack as an immediate action, allowing you to confer the benefit of a reroll or different action after the creature fails an attack roll.

Augmented (5th): If you expend two uses of mythic power when casting this spell, for the spell’s duration you can warn a creature about an impending attack from another creature. If an attack roll succeeds against the warned creature, you can take an immediate action to force the attacker to reroll its attack.

Starsight

You gain a +2 insight bonus on saving throws against effects that would blind or dazzle you and against illusion (patterns), and if you are outdoors and aboveground at night you can see as if you had lowlight vision.

Statue

Add your mythic tier to the hardness of the subject’s statue form, and the subject can take 20 on Stealth checks to hide in plain sight as an ordinary statue, adding your mythic tier on any Stealth checks it makes in rocky environments or areas where other statues are present.

In addition, the subject can change into its mythic statue form as an immediate action. In addition, the target may choose to shrink or enlarge itself by one size category when it assumes mythic statue form. When it returns to its normal form, it resumes its normal size. The subject cannot enlarge itself into an space occupied by another creature or object.

Augmented: If you expend two uses of mythic power, the subject’s skin becomes stone-like even in its normal form, granting it DR/adamantine equal to your mythic tier.

Status

You are aware of the hit point level of your comrades as the deathwatch spell as well as their conditions and status effects. In addition, when a comrade linked by this spell fails a saving throw that causes them to gain one of the listed conditions, as an immediate action you can spend one use of your mythic power to add your surge die to their saving throw. If your comrade has already used a mythic surge to add to their saving throw, they can use your roll or theirs, whichever is higher, but the surges do not stack.

Stay The Hand

You add one-half your mythic tier (minimum 1) to the penalty the target takes on attack and damage rolls against the target it was attacking when the spell was cast. If you have the lay on hands ability, you can sacrifice one daily use of lay on hands to ignore the verbal, somatic, or divine focus component of this spell; you may do this only when casting the spell to protect an ally, not to protect yourself.

Augmented (5th): If you expend two uses of mythic power, you can affect undead and mindless living creatures as if they were not immune to mind-affecting effects. You can also ignore any or all of the spell’s verbal, somatic, and divine focus components by expending one use of your lay on hands ability for each component you do not use.

Steadfast

The spell’s duration increases by a number of rounds equal to your tier. If you expend one use of mythic power when you cast this spell, the spell’s recipient is not fatigued when the spell expires.

Augmented (4th): If you expend two uses of mythic power, you can reset the amount of melee damage absorbed by the spell to 0.

Steal Breath

The damage dealt by this spell is increased to 2d6 points of lethal and 2d6 points of nonlethal damage, and the spell’s effect changes to Fortitude (partial). Creatures that successfully save take half damage from the effect and have a 20% spell failure chance for casting spells with a verbal component. If the target attempts to use a breath weapon or use a similar ability that requires breathing, there is a 20% chance that the ability is negated and has no effect.

Steal Breath Weapon

You can steal a breath weapon that deals dice of damage up to 15 + your tier. If you expend one use of mythic power while you possess the stolen breath, you can use the breath weapon during your next turn, regardless of frequency.

Steal Dying Breath

If a creature dies within range and fails its save when you cast this spell, you add 1 point to your ki pool (if you have one) and you regain the use of mythic power you spent to cast this spell. In addition, at any point within the next hour you can cast a cleric spell of 2nd level or lower as a mythic spell without needing to expend a use of mythic power. Alternatively, you can gain the benefit of a mythic surge while casting the non-mythic version of a spell of 2nd level or lower or when using a domain power without needing to expend a use of mythic power.

If the dying creature is a mythic creature and had at least 1 use of its mythic power remaining when it died and it fails its save against this spell, you regain the use of mythic power you spent to cast this spell and gain an additional use of your mythic power, which you must spend within 1 hour or it is lost. You are free to expend this use of mythic power for any purpose you are normally allowed.

Steal Voice

Add your mythic tier to the DC of caster level checks to remove the caster croak spellblight (as described in Chapter 2 of Pathfinder Roleplaying Game Ultimate Magic). In addition, the target’s spell failure chance for spells with verbal components is increased to 25%, plus 5% per 2 mythic tiers you possess, and the save DC of any spells the target casts with the language-dependent descriptor are reduced by 6 rather than by 4.

Augmented (3rd): If you expend two uses of mythic power, you may steal the target’s voice completely, leaving it unable to speak at all. You may use this effect on any creature, not just spellcasters, though removing the effect is identical to removing the caster croak spellblight. The target’s voice must be stored inside of an object that has some hollow space inside it. As long as you are wearing or wielding that object, you can perfectly imitate the target’s voice. If the target is trained in Perform (comedy, oratory, or sing), you are treated as having the same number of ranks in that skill as the target. If you are disguised as the target, you gain a +10 bonus on Bluff and Disguise checks to pretend that you are the target.

Stenchcoin

A creature that fails its Fortitude save is nauseated for 1d4 rounds. If the save is successful, the creature is instead sickened for 1d4 rounds. A creature with the scent ability incurs a –4 penalty on this save, and any such creature within 10 ft. of the container must attempt the Fortitude save. The DC for the Perception check to find the offending coin is increased by your tier.

Step Like Me

If you expend one use of mythic power when you cast this spell, you can steal the footsteps of a target up to two size categories larger or smaller than you.

Step Outside

A target pulled with you to the other dimension must succeed at a Will save (same DC) to avoid becoming stunned for 1 round. If you spend one use of mythic power when casting this spell, the spell’s target cannot attempt a saving throw beyond the initial save.

Stolen Identity

You gain a bonus to Disguise checks to impersonate the target equal to your tier. Additionally, the target’s features become generic for the spell’s duration, potentially forcing it to make skill checks to prove its identity.

Stone Bones

If you spend one use of mythic power when creating this extract, you gain DR 5/piercing and epic for the spell’s duration. You are also immune to falling damage.

Stone Call

The pummeling stones that rain down deal 3d6 points of bludgeoning damage to all creatures in the area, and the area is filled with dense rubble (as described in Chapter 14 of the Pathfinder Roleplaying Game Core Rulebook). In addition to the normal effects of dense rubble, combat maneuver checks made to trip creatures within the rocky debris are made with a +2 circumstance bonus.

Stone Fist

You gain a +1 natural armor bonus to AC, and if you are fighting defensively or using the total defense action while your stone fist hand is free, you can use your stone fist as an improvised shield, gaining a +1 shield bonus to AC. You add one-half your mythic tier on damage rolls for unarmed attacks you make with your stone fist. You also add one-half your mythic tier (minimum 1) on combat maneuver checks you make to sunder objects with a hardness less than 8 as long as you attack with your stone fist.

Stone Shield

Your stone shield provides you with improved cover from that enemy until the beginning of your next turn, granting you a +8 bonus to Armor Class and a +4 bonus on Reflex saving throws, as well as the benefit of evasion. If an attack by that opponent misses you by 8 or less, it strikes the stone shield instead, which has hardness 8 and 15 hit points plus 5 hit points per mythic tier.

Stone Tell

You gain the ability to converse with any creature with the earth subtype as though you shared a common language, and you increase the caster level and save DC of any language-dependent effect you use against a creature with the earth subtype by 1. In addition, your intuitive communion with the stone grants you the stonecunning racial ability as if you were a dwarf. If you already have stonecunning or improved stonecunning, the bonuses for that ability are doubled. You also gain tremorsense with a range of 10 feet, plus 5 feet times your mythic tier, and as a move action you can converse with the stone to gain a description of any creature you detect with your tremorsense. If you are underground or in a building made primarily of stone, nearby stones shout a warning to you if you trigger a trap, granting you a dodge bonus to AC and a bonus to Reflex saving throws equal to one-half your mythic tier.

Stone To Flesh

You can restore a number of petrified creatures equal to your mythic tier to their normal state, and such creatures add your mythic tier as a bonus to their Fortitude save to survive the process. If you target a stone object, increase the length and diameter of the cylinder you can affect by a number of feet equal to your mythic tier.

Storm Form

Your fly speed improves to 80 ft. (good). You deal 1d8 hp electricity damage + 1 hp per caster level (maximum +20). When you unleash the storm’s fury, you deal 1d8 hp electricity damage per caster level (maximum 20d8), and the thunderclap deafens a creature failing its Fortitude save for 2d4 minutes. While the spell is active, you can spend one use of mythic power to unleash a stroke of lighting as a ranged touch attack that deals 1d8 hp electricity damage + your tier + 1 hp/caster level (maximum + 20).

Storm Of Blades

You add one-half your mythic tier (minimum 1) to the number of swords you create and launch at your target.

Storm Trident

The storm trident’s damage increases to 2d6 points of electricity damage + 1 point per caster level (maximum +20), and the weapon gains the brace property. As a swift action, you can extend the storm trident to use it as a reach weapon or can reduce its length to normal.

Augmented (3rd): If you expend two uses of mythic power, the storm trident gains a critical threat range of 19-20 and a critical multiplier of x3, and damage it deals is not subject to damage reduction, electricity resistance, or electricity immunity.

Stormbolts

You deal 1d10 points of electricity damage per caster level (maximum 20d10), and creatures failing their save are stunned for 1 round and staggered for a number of rounds equal to one-half your mythic tier. In addition, creatures using metallic equipment take a penalty to their saving throw, as indicated below.
Save Metal Equipment
-1 One-handed metal weapon
-2 Two-handed metal weapon
-1 Metal buckler or light shield
-2 Metal heavy shield
-1 Metal light armor
-2 Metal medium armor
-4 Metal heavy armor

These saving throw penalties overlap and do not stack; only the most severe applies. Mithral armor is treated as its actual armor type, not as armor one category lighter.

STONESKIN, COMMUNAL

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

Strangling Hair

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

Strength Of Madness

Your add your tier to your caster level to determine this spell’s effects. Additionally, all bonuses granted increase by +2 and all penalties incurred increase by –2. A target that fails a Will save by 5 or more while under the effects of this spell experiences confusion for 1d4 rounds, while a target that rolls a natural 1 on a Will save experiences mythic confusion for 1d4 rounds.

Strength Of The Underworld

You may spend one use of mythic power to negate all damage from one burst of channeled energy the next time you encounter it.

Strong Jaw

You add one-half your mythic tier to damage rolls the target makes with the chosen natural weapon. In addition, if the subject of the spell confirms a critical hit with that natural weapon the target must attempt a Fortitude save (DC 10 + 1/2 the subject’s Hit Dice + the subject’s Strength modifier + your mythic tier).

If the save fails, an armored target’s armor gains the broken condition; if the target is wearing armor and using a shield, choose randomly which is broken.

If the armor or shield is magical, its enhancement bonus applies as a bonus to the target’s Fortitude save.

If the target is not wearing armor or using a shield but has natural armor, a failed Fortitude save causes it to lose a number of points of its natural armor equal to one-half your mythic tier; it’s natural armor bonus to AC cannot be reduced below 0, and lost points return at a rate of 1 per day of natural healing. They can be restored immediately by a regenerate spell, and creatures woith regeneration can regain 1 point per hour.

A target lacking armor, shield, or natural armor takes Strength damage equal to one-half your mythic tier on a failed Fortitude save.

Strong Wings

The target becomes such a strong flyer that it is considered one size category larger than normal for the purpose of wind effects (as described in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook) and gains a bonus equal to one-half your mythic tier (minimum 1) on Strength checks made while flying. This bonus also applies to combat maneuver checks made to bull rush or drag an opponent or Escape Artist checks or grapple combat maneuver checks made to escape a grapple.

Stumble Gap

Creatures that fall prone in a square containing a stumble gap have difficulty arising as the extradimensional hole tries to lock onto them and hold them fast, even if they were knocked prone by an effect other than the stumble gap itself. Standing up from prone requires a full-round action, though a prone creature can attempt to stand up as a move action by making a successful Reflex save. Failure results in the creature taking 1 point of damage and remaining prone.

Augmented (4th): If you expend two uses of your mythic power, you can create a number of extradimensional holes equal to one-half your mythic tier. The holes need not be adjacent but must all be within range.

Stunning Finale

You can affect a number of creatures with your stunning finale equal to 3 plus one-half your mythic tier, and while all targets must be within range they need not be within 30 feet of each other. On a failed save, the targets are stunned for 1 round and staggered for a number of rounds equal to one-half your mythic tier.

Suffocating Void

The airless void created by this spell impedes verbal spell components even for creatures with no need to breathe. If you expend one use of mythic power when you cast this spell, the void sucks the air from an affected creature’s lungs, causing it to immediately suffocate, if it fails a Fortitude save.

Suffocation

The duration of this spell is increased by an amount equal to one-third your mythic tier (minimum 1 round). In addition, you can use this spell successfully on any creature that breathes, even if that creature breathes a substance other than air (such as aquatic creatures that breathe water). Creatures that do not need to breathe are still immune to this spell.

Suffocation, Mass

This spell functions as mythic suffocation, but you can affect an additional number of targets equal to onehalf your mythic tier, and the targets need not be within 30 feet of each other.

Suggestion, Mass

This spell loses the language-dependent descriptor and can affect a number of targets equal to your caster level plus your mythic tier. All targets must be within range, but they need not be within 30 feet of each other.

Augmented: If you expend two uses of mythic power as a full -round action, you can cast this spell and implant a number of different mythic suggestions equal to your mythic tier. You decide which target receives which suggestion, but each creature can be targeted with only one of your suggestions with each casting of the spell.

Summon Accuser

You summon a mythic accuser devil, as described in Mythic Monsters: Devils from Legendary Games. Alternatively, you can summon a standard accuser devil with the agile mythic simple template, as described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Black Gnash

Black Gnash is considered a mythic creature and it gains one use of mythic power and the surge ability, which it can use to add 1d8 to a single die roll. It gains no other mythic abilities. Black Gnash also has DR 5/epic.

Augmented (6th): If you expend two uses of mythic power, you can add the savage mythic template to Black Gnash (see Mythic Adventures). Black Gnash’s DR improves to 10/epic.

Summon Blade

If you spend one use of mythic power when casting this spell, you increase the duration to 24 hours (or until activated). You can also target a one-handed melee weapon with this spell.

Summon Destiny’s Doom

The creature you summon is considered a mythic creature and gains one use of mythic power and the surge ability, which it can use to add 1d6 to a single die roll. In addition, insight and luck bonuses from non-mythic effects do not apply against these embodiments of balanced destiny or unraveled doom.

Augmented (6th): If you expend two uses of mythic power, the summoned creature gains the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Summon Eidolon

When you summon your eidolon with this spell, you may cast a harmless spell with a casting time of 1 standard action or less, a range of touch, and whose spell level does not exceed one-half your mythic tier. That spell affects your eidolon when it is summoned. If the summon eidolon spell is dispelled, this companion spell is automatically dispelled as well.

Augmented (3rd): If you expend two uses of your mythic power when summoning your eidolon with this spell, it can attempt to attack creatures warded by protection from evil or similar effects as if it had spell resistance equal to 11 plus your caster level plus your mythic tier.

Augmented (6th): If you expend three uses of your mythic power, you can attempt to summon your eidolon in an area where teleportation is blocked by a non-mythic effect, making a caster level check with a bonus equal to your mythic tier against a DC of 15 plus the caster level of the effect blocking teleportation, planar travel, or summoning. If your check succeeds, your eidolon is successfully summoned into the area.

Summon Elder Worm

The purple worm you summon gains the invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures and the fast swallow universal monster ability. In addition, you add one-half your mythic tier to the save DC against the worm’s poison.

Augmented (6th): If you expend two uses of mythic power, the worm’s poison bypasses the poison immunity of living creatures. In addition, the worm’s attacks ignore non-mythic freedom of movement effects.

Summon Elemental Steed

The elemental chariot you create provides improved cover (+8 bonus to AC, +4 bonus on Reflex saves) to creatures within it, and its DR/─ is increased by an amount equal to your mythic tier. The elemental is considered a mythic creature, and any mythic creature riding within it that activates a mythic surge can choose to bestow the benefit of that mythic surge on the elemental chariot instead of itself.

Summon Froghemoth

The froghemoth you summon gains the savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures and it gains the benefit of a jump spell (caster level equals your mythic tier). In addition, you can expend one use of your mythic power to grant it the ability to use the aerial assault champion path ability, using your mythic tier to determine the effect of the ability.

Augmented (6th): If you expend two uses of mythic power, the froghemoth gains the rend (2 tentacles, 1d8+15) universal monster ability. In addition, the froghemoth’s attacks ignore non-mythic freedom of movement effects.

Summon Genie (All)

The genies you summon are considered mythic creatures, and you can grant one genie you summon the ability to use the mythic version of one of its spell-like abilities once during the summons. This mythic spell-like ability cannot summon other creatures, grant wishes, or permanently create items of intrinsic value.

Augmented (6th): If you expend two uses of mythic power, you can add the agile or invincible mythic simple template to your summoned genie(s). These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures. If you are summoning jann, you may choose to summon mythic jann as described in the Mythic Monster Manual..

Summon Horde Of Flesh

Any hungry flesh or yaoguai you summon is considered a mythic creature and gains one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. A mythic hungry flesh you summon gains double the normal growth points for eating a creature, and can devour a creature’s body as a standard action if the creature is its own size or smaller, or a full-round action for a creature one size larger. A summoned hungry flesh gains 1 growth point each time it successfully maintains a grapple. A summoned yaoguai instead gains one random additional maker’s gift.

Augmented (6th): If you expend two uses of mythic power, the creatures you summon gain the savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Summon Infernal Host

The host devils (either 1 magaav or 1d4+1 gaavs) you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. The host devils possess no other mythic abilities. However, if you possess any teamwork feats, you can share one teamwork feat with these host devils. This teamwork feat functions only in cooperation with you and with one another, not with other creatures that may have the same teamwork feat.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to your summoned host devil(s). These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Instrument

Your summoned instruments can be played by anyone, and their melodies are so sweet that they provide a bonus to Perform checks equal to one-half your mythic tier.

Augmented: If you expend two uses of mythic power, you can summon a quasi-real instrument too large for you to carry, such as a piano or organ. The instrument must appear on a solid surface strong enough to support it, and it disappears if you summon another larger-than-normal instrument. Creatures can push the instrument aside with a DC 10 Strength check. The instrument has hardness 0 and hit points equal to your mythic tier, and dissolves into nothingness if destroyed.

Summon Lammasu/Shedu

The summoned lammasu or shedu is considered a mythic creature and it gains one use of mythic power and the surge ability, which it can use to add 1d8 to a single die roll. It gains no other mythic abilities. The creature also gains DR 10/ epic.

Augmented (6th): If you expend two uses of mythic power, you can add the invincible mythic template to the summoned creature, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. If you expend three uses of mythic power, you can summon a mythic lammasu or mythic shedu, as described in Mythic Monsters: Guardians of Good from Legendary Games.

Summon Minor Ally

The creatures you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. Your summoned monsters gain no other mythic abilities.

Augmented (6th): If you expend two uses of mythic power, you can add the invincible mythic template to the summoned creature, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures. If you expend three uses of mythic power, you can summon a mythic lammasu or mythic shedu, as described in Mythic Monsters: Guardians of Good from Legendary Games.

Summon Minor Monster

The creatures you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. Your summoned monsters gain no other mythic abilities. In addition, you can apply the entropic or resolute simple template in place of the celestial or fiendish template.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to creatures you summon with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Monster (All)

The monsters you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. Your summoned monsters gain no other mythic abilities. In addition, you can apply the entropic or resolute simple template in place of the celestial or fiendish template.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to creatures you summon with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Mounts

The summoned mounts are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a dingle die roll. They gain no other mythic abilities. The mounts also gain the mythic version of your choice of the Endurance or Run feat (which applies to all summoned mounts).

Augmented (3rd): If you expend two uses of mythic power, you add the agile or invincible mythic simple template to creatures you summon with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Mutants

The creatures you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll, and they gain the fortification (25%) ability. Your summoned monsters gain no other mythic abilities.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to creatures you summon with this spell.

Summon Nature’s Ally (All)

The creatures you summon are considered mythic creatures and gain one use of mythic power and the surge ability, which they can use to add 1d6 to a single die roll. Your summoned monsters gain no other mythic abilities. In addition, you can summon creatures with the young or giant simple template, treating them as creatures on the summon nature’s ally creature list one level lower (young template) or higher (giant template) than normal.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template to creatures you summon with this spell. These templates are described in the Mythic Monster Advancement section of Chapter 6 in Pathfinder Roleplaying Game Mythic Adventures.

Summon Slime (All)

The oozes you summon are considered mythic creatures and gain one use of mythic power. If attacked by an effect that would bypass any resistance or immunity they possess, including but not limited to energy resistance and damage reduction, they can spend this use of mythic power as an immediate action to retain their usual immunity or resistance for 1 minute. Your summoned oozes gain no other mythic abilities.

Augmented (6th): If you expend two uses of mythic power, you can add the agile, invincible, or savage mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, to oozes you summon with this spell.

Summon Star

The summoned star is considered a mythic creature and it gains one use of mythic power and the surge ability, which it can use to add 1d8 to a single die roll. It gains no other mythic abilities. The creature also gains DR 10/epic.

Augmented (6th): If you expend two uses of mythic power, you can add the agile mythic simple template to the summoned creature, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Summon Star Mote

If the mote shoots a ray, it deals 2d6 hp damage for every two caster levels (maximum 20d6). If the mote creates a burst, it deals 1d8 hp damage per three caster levels (maximum 6d8). A creature blinded by the mote is blinded for 1d4 rounds. The star mote gains a +2 deflection bonus to AC. If you spend one use of mythic power when you cast this spell, you grant the star mote DR 5/epic.

Summon Undead

The summoned undead creature is considered a mythic creature and it gains one use of mythic power and the surge ability, which it can use to add 1d6 to a dingle die roll. It gains no other mythic abilities.

Augmented (3rd): If you expend two uses of mythic power, you add the agile, invincible, or savage mythic simple template to the summoned undead creature, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures).

Summon Venomous Swarm

You add your tier to your caster level to determine the swarm’s damage. The snake swarm also makes a trip attempt when it moves into a creature’s space (CMB +6).

Summon Wondrous Item (All)

If you spend one use of mythic power when you cast this spell, you roll twice on the appropriate Wondrous Item table and summon the item of your choice. Additionally, you increase the spell’s duration by a number of rounds equal to your tier.

Summoner Conduit

Whenever the target creature takes damage from a spell or spell-like or supernatural ability, including area effects as well as targeted effects, its summoner is also affected. If the effect is a targeted spell, the target’s summoner takes a penalty on its saving throw equal to one-half your mythic tier.

Augmented: If you expend two uses of mythic power, any creature that was called or summoned as part of the same effect that called or summoned the target is affected by the summoner conduit in the same way as the summoner.

Summoner’s Mark

The spell also confers a +1 competence bonus on your summoned creatures’ damage rolls against the target.

Sunburst

The damage dealt increases to 6d8 points of damage, 12d8 against creatures to which sunlight is harmful or unnatural, and 1d8 points of damage per level (maximum 25d8) against undead, fungi, molds, oozes, and slimes. Creatures that succeed on their saving throws are blinded for at least 1 round; they may attempt a new save each round at the end of their turn to reduce the effect to dazzled. A new save is allowed each round to remove the dazzled condition. Creatures that fail their saving throws are fatigued by sunstroke, and their eyes are completely destroyed by the blast, requiring a regenerate spell to restore sight; remove blindness is ineffective.

Suppress Charms And Compulsions

You increase the duration by a number of minutes equal to your mythic tier, and you add your mythic tier to your caster level to determine how many creatures you can affect. Targets add one-half your mythic tier on saving throws against non-mythic charm and compulsion effects.

Suppress Primal Magic

You grant a circumstance bonus equal to 5 plus one-half your mythic tier on saving throws against primal magic events that originate outside the spell’s area. You add your mythic tier on Will saves made to prevent a primal magic event triggering when the suppress primal magic spell ends.

Surmount Affliction

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

Sustaining Legend

You amplify the mythic power of the target creatures, bolstering them with healing energy each time they draw upon their mythic abilities. When a creature affected by this spell expends uses of mythic power for any ability, it immediately heals 2d8 points of damage + 1 point per caster level (maximum +25). In addition, the creature benefits from one of the following additional effects.

  • Remove any one of the following conditions: dazzled, fatigued, shaken, sickened, or staggered.
  • Reduce the dazed or stunned condition to staggered.
  • Reduce the exhausted condition to fatigued.
  • Reduce the frightened condition to shaken, or the panicked condition to frightened.
  • Reduce the nauseated condition to sickened.

A target can benefit from the effects of sustaining legend only once per round, even if the target expends multiple uses of mythic power during that time.

Swarm Skin

You can use this spell to create any type of swarm with which you are familiar (GM’s discretion). The cost to create each swarm is equal to 2 caster levels times the swarm’s CR. All swarms you create gain the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, and you add one-half your mythic tier to the save DC for any exceptional abilities of the swarms you create.

Swirl Of Axes

The axes add your tier to their attack rolls, and their threat range is doubled (19–20).

Augmented (2nd): If you expend two uses of mythic power, the axes bypass damage reduction as if they were epic weapons.

Symbiosis

If you spend one use of mythic power when you use this extract, you increase the duration a number of days equal to your tier.

Symbiosis, Greater

Each use of regeneration reduces the extract’s duration by 1 day, and the extract provides regeneration 4 (acid or fire). If you spend one use of mythic power when you use this extract, you increase the duration a number of days equal to your tier.

Symbol Of Condemnation

A mythic spell is required to dispel mythic symbol of condemnation. If you spend one use of mythic power when casting this spell, you cause any Intelligent creature that views the symbol to shift its attitude toward the affected creature to hostile. Additionally, you increase the duration by a number of days equal to your tier.

Symbol Of Death

The hit point limit for this spell is increased by 10 hit points times your mythic tier. In addition, the saving throw for this spell becomes Fortitude partial, and creatures that successfully save against the symbol gain a temporary negative level that lasts a number of hours equal to your mythic tier. In addition, the bodies of non-mythic creatures that fail their saving throw are consumed in an eruption of divine energy, as the destruction spell. Add your mythic tier to the DC to find or disarm a mythic symbol of death and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Debauchery

The saving throw for this spell becomes Will partial, and creatures that successfully save against the symbol become euphoric and tipsy, becoming staggered for at least 1 round. They can make a saving throw each round at the end of their turn to end the staggered effect, and it also ends if their line of sight to the symbol is blocked or if they move or are moved more than 60 feet from the symbol. As long as creatures are staggered by this spell, they take a ─2 penalty on saving throws against charms, compulsions, and emotion effects but become immune to fear. Creatures that fail their saving throw are compelled to rush to the nearest creature, dropping any held objects, and caressing and kissing that creature. In addition, once an affected creature is adjacent to the object of its affections, it spends one move action each round removing a random worn object; some object (such as armor) may take more than one round to remove. Add your mythic tier to the DC to find or disarm a mythic symbol of debauchery and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Dispelling

You add your mythic tier as a bonus to the dispel check you roll when the spell is cast. This bonus applies against any non-mythic spell effects in the area when the symbol is triggered. A successful dispel check removes a number of spells equal to one-half your mythic tier (minimum 1). Add your mythic tier to the DC to find or disarm a mythic symbol of dispelling and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic. Spell effects on you are unaffected by the symbol’s activation.

Augmented (4th): If you expend two uses of mythic power, the effect of a mythic symbol of dispelling resets 1d4 rounds after being triggered. If creatures other than its creator remain within 40 feet, the symbol activates again.

Symbol Of Fear

The saving throw for this spell becomes Will partial, and creatures that successfully save against the symbol become shaken for as long as they remain within 60 feet. In addition, non-mythic creatures that fail their saving throw take 1d4 points of Wisdom damage in addition to the symbol’s normal effects. Add your mythic tier to the DC to find or disarm a mythic symbol of fear and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Healing

The damage healed from living creatures and dealt to undead creatures is increased to 4d8 points + 2 points per caster level (maximum +30). A mythic symbol of healing also suppresses fatigue from living creatures as long as they remain within 60 feet of an active symbol. Undead that fail their save are treated as if they were fatigued as long as they remain within 60 feet of an active symbol. Add your mythic tier to the DC to find or disarm a mythic symbol of healing and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Insanity

The saving throw for this spell becomes Will partial, and creatures that successfully save against the symbol become fascinated for at least 1 round. They can make a saving throw at the end of each turn to end the fascinated effect, and it also ends if their line of sight to the symbol is blocked or if they move or are moved more than 60 feet from the symbol. Creatures that fail their saving throw are affected as mythic confusion, as described in Pathfinder Roleplaying Game Mythic Adventures, and non-mythic creatures that fail their saving throw are also take 1d4 points of Intelligence damage. Add your mythic tier to the DC to find or disarm a mythic symbol of insanity and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Mirroring

Destroying a creature’s illusory double within 60 feet of an active mythic symbol of mirroring causes a bright flash of light which dazzles the attacker for 1 round (Will negates). In addition, a creature can use an immediate action to replace a destroyed illusory double. This double persists and is in addition to the replacement illusory double that appears on its next turn. A creature cannot have more than two illusory doubles simultaneously. If a creature leaves the area, the images persist until destroyed or until a number of rounds thereafter equal to your caster level plus your mythic tier. Add your mythic tier to the DC to find or disarm a mythic symbol of mirroring and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Pain

The saving throw for this spell becomes Fortitude partial, and creatures that successfully save against the symbol take a -2 penalty to attack rolls, skill checks, and ability checks as long as they remain within 60 feet. In addition, creatures that fail their saving throw become sickened by pain in addition to the symbol’s normal effects. Add your mythic tier to the DC to find or disarm a mythic symbol of pain and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Persuasion

The saving throw for this spell becomes Will partial, and creatures that successfully save against the symbol take a -2 penalty to Wisdom checks, Wisdom-based skill checks, and Will saves for as long as they remain within 60 feet. In addition, non-mythic creatures that fail their saving throw take 1d4 points of Charisma damage in addition to the symbol’s normal effects. Add your mythic tier to the DC to find or disarm a mythic symbol of persuasion and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Revelation

This symbol is also triggered by illusion (figment) effects, outlining them in faerie fire that marks them for what they are. Creatures outlined in faerie fire by this symbol are dazzled as long as the faerie fire persists. Add your mythic tier to the DC to find or disarm a mythic symbol of revelation and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Scrying

Add your mythic tier to the DC to find or disarm a mythic symbol of scrying and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic. You can see and hear the target and its surroundings within 15 feet plus 5 feet for every three mythic tiers. Your chance to successfully cast detect chaos, detect evil, detect good, detect law, detect magic, and message through the scrying sensor is increased by 5% times your mythic tier. In addition, you can penetrate non-mythic protections from divination with a caster level check against a DC of 11 plus the caster level of the protective effect. If the protective spell already allows such a caster level check, you gain a bonus on the check equal to your mythic tier.

Augmented (3rd): If you expend two uses of your mythic power, you can attempt to cast other divination spells through the scrying sensor. The companion divination spell’s level cannot exceed half your mythic tier, and its chance of successfully being cast through the sensor is determined as for the spells noted above, but is reduced by 10% per level of the divination.

Symbol Of Sealing

You seal the warded portal with a mythic wall of force, as described in Pathfinder Roleplaying Game Mythic Adventures. Add your mythic tier to the DC to find or disarm a mythic symbol of sealing and to the DC of the caster level check to remove the symbol with a nonmythic dispel magic.

Symbol Of Sleep

The saving throw for this spell becomes Will partial, and creatures below the Hit Die limit that successfully save against the symbol become fatigued for as long as they remain within 60. The Hit Die limit to be affected by a mythic symbol of sleep is equal to 10 plus your mythic tier. Creatures above this limit cannot be put to sleep by the symbol but do become fatigued on a failed Will save. Add your mythic tier to the DC to find or disarm a mythic symbol of sleep and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Slowing

Creatures failing their save are affected as mythic slow, as described in Pathfinder Roleplaying Game Mythic Adventures. Add your mythic tier to the DC to find or disarm a mythic symbol of slowing and to the DC of the caster level check to remove the symbol with a nonmythic dispel magic.

Symbol Of Strife

Targets gain a morale bonus on attack and damage rolls equal to one-half your mythic tier whn attacking the nearest creature. If no other creatures are visible, an affected creature has a 50% chance to act normally and a 50% chance to attack itself, dealing itself 2d8 points of damage + its Strength modifier. Add your mythic tier to the DC to find or disarm a mythic symbol of strife and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Striking

The number of attacks of opportunity that the symbol of striking can make is increased by an amount equal to your mythic tier, and your symbol threatens an area as if it had natural reach of 10 feet, plus 5 feet for every 5 mythic tiers you possess. You may choose to reduce the number of attacks of opportunity your symbol of striking can take by half in order to double its reach. Against non-mythic creatures, it gains a bonus on attack and damage rolls equal to one-half your mythic tier. Add your mythic tier to the DC to find or disarm a mythic symbol of death and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Stunning

The saving throw for this spell becomes Will partial, and creatures that successfully save against the symbol become staggered for at least 1 round. They can make a new saving throw each round at the end of their turn to remove this condition, and it is immediately removed if they move more than 60 feet from the mythic symbol of stunning. Non-mythic creatures that fail their saving throw are staggered in the same fashion after the duration of their stun expires. Add your mythic tier to the DC to find or disarm a mythic symbol of stunning and to the DC of the caster level check to remove the symbol with a nonmythic dispel magic.

Symbol Of Vulnerability

Add your mythic tier to the reduction targets take in spell resistance, energy resistance, and damage reduction. The saving throw penalty taken by targets is increased to ─6. This vulnerability lasts as long as creatures remain within 60 feet of the mythic symbol of vulnerability and for a number of rounds thereafter equal to your caster level plus your mythic tier. Add your mythic tier to the DC to find or disarm a mythic symbol of vulnerability and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Symbol Of Weakness

The saving throw for this spell becomes Fortitude partial. Creatures failing their save take 3d10 points of Strength damage, and non-mythic creatures also become fatigued. Creatures that successfully save take 1 point of Strength damage each round that they begin their turn within 60 feet. Add your mythic tier to the DC to find or disarm a mythic symbol of weakness and to the DC of the caster level check to remove the symbol with a non-mythic dispel magic.

Sympathetic Vibration

The casting time decreases to 1 round and the damage dealt increases to 2d12 points of damage per round.

Sympathy

You can choose an additional number of alignments or specific kinds of creatures equal to half your mythic tier to affect with this spell. Alternatively, mythic sympathy can be cast to affect all creatures of one creature type (and subtype, if a humanoid or outsider). Creatures that fail their saves and are forced to leave the area or object (or that succeed at their initial save but fail a subsequent save) are affected as crushing despair until they return to it. Mythic sympathy cannot be dispelled by a non-mythic effect unless the caster level of the dispelling caster equals or exceeds yours.

Tactical Acumen

You add your mythic tier to your caster level to determine the increased bonus you gain, and the bonus is not limited to +4. In addition, whenever an opponent uses a teamwork feat or the aid another action, as an immediate action you can ignore the effects of that feat or aid another action until the end of your next turn. This feat or action functions normally against other creatures during.

Tame Drake

You add your tier to your Charisma check to convince the dragon to do anything it wouldn’t normally do. If you expend one use of mythic power when you cast this spell you increase the duration to 24 hours.

Tan Hide

The spell cures up to 20 lbs. of skin or hide. If you spend one use of mythic power when you cast this spell, leather items crafted exclusively from skin or hide prepared by this spell are treated as masterwork without adding the masterwork component for purposes of the Craft (leather) check.

Tap Inner Beauty

You can cast this spell with a range of touch. If you cast the spell on yourself, you add one-third your mythic tier (minimum 1) to the insight bonus you gain on Charisma checks and Charisma-based skill checks. In addition, whenever you fail a Charisma check or Charisma-based skill check, you can expend the spell’s remaining duration to reroll that check. You must accept the result of the reroll even if it is worse.

Tar Ball

The damage dealt increases to 1d6 points of fire damage on a hit and 1d6 points of fire damage each round thereafter for 1d6 rounds. While the mythic tar ball clings to a Large or smaller creature, the target is considered entangled (rather than taking a -2 penalty to Dexterity) and must succeed on a DC 15 Reflex save or be anchored to the spot.

Tar Pool

The damage dealt increases to 1d10 points per 2 caster levels (maximum of 10d10), and bubbles and pops with trapped gases, sending out tarry tendrils and spatters into adjacent squares. After the tar pool is created, any creature moving or remaining adjacent it must succeed on a Reflex save with a +2 bonus or be pulled into the tar pool. This forced movement does not provoke attacks of opportunity.

Augmented (6th): If you expend two uses of mythic power, the area increases to a 40-foot-radius spread and any fire damage dealt by the spell bypasses fire resistance and fire immunity. In addition, any creature that becomes entangled by the tar pool immediately falls prone.

Targeted Bomb Admixture

Your attack roll penalty for attacking an opponent that is engaged in melee with your bomb is reduced to -2, and if the target gains a cover bonus to AC you reduce that bonus by an amount equal to your mythic tier (minimum +0).

Augmented (4th): If you expend two uses of mythic power, you may increase your critical threat range with your bombs to 19-20 or your critical multiplier to x3. This does not stack with other effects that increase critical threat range or critical multiplier.

Tattoo Potion

You can place a spell tattoo created by this spell in any body slot (excluding the armor, eyes, headband, and shield slots). If you place the tattoo potion in the chest tattoo slot as normal and you know the mythic version of the spell contained within the target potion, you can expend one additional use of mythic power to implant the mythic version of the spell into the spell tattoo.

Tectonic Communion

You gain one additional fact about the area you study per mythic tier, and you may select one location or creature whose presence or location is revealed by this spell to observe more closely. This functions as clairaudience/clairvoyance (for a location) or scrying (for a creature) and lasts as long as you continue concentrating after casting mythic tectonic communion, up to a maximum number of rounds equal to your mythic tier.

Augmented: If you expend two uses of your mythic power, you can observe multiple creatures or locations revealed by your mythic tectonic communion, switching between creatures or locations each round as a swift action. You can switch your observation back to a creature or location you have previously observed, though this does not allow you to observe a creature that has already succeeded at its saving throw against your scrying.

Telekinetic Assembly

You add your mythic tier to your caster level to determine how many workers your spell replaces.

Augmented (4th): You can use this spell to assemble more than one siege engine at a time by expending one use of your mythic power per siege engine.

Telekinetic Charge

The ally you move with this spell can make a single attack at the end of the telekinetic charge as a free action rather than an immediate action, and it gains a dodge bonus to AC equal to one-half your mythic tier against attacks of opportunity provoked by its movement.

Augmented (3rd): If you expend two uses of mythic power, you may move two allies instead of one with this spell.

Telekinetic Sphere

Add your mythic tier to your caster level for determining the diameter of the sphere. You can move up to 5,000 pounds plus 1,000 pounds per mythic tier of creatures and objects by concentration. The distance you can move the sphere each round increases by 5 feet per mythic tier.

Telepathic Bond

You may link the minds of a number of additional creatures equal to one-half your mythic tier. Linked creatures gain a +4 bonus from flanking or the aid another action when that bonus is provided by a creature with which it shares a mythic telepathic bond. Creatures can sense the direction of any other creature sharing their bond by concentrating as a move action. If a bonded creature is affected by a non-mythic mind-affecting effect, all creatures in the mythic telepathic bond are immediately aware of it, and they gain a bonus equal to your mythic tier on Sense Motive checks to notice if another bonded creature and has been charmed or dominated by a mythic effect or mythic creature.

Telepathic Censure

You can cast this spell without a verbal component, as a silent act of will. The save changes to Will (partial), and on a successful save the target’s ability to communicate by telepathy is suppressed for a number of rounds equal to your mythic tier. The target is entitled to a new Will save each round at the end of its turn to end this effect. If the target is currently part of a status, telepathic bond, battlemind link, or similar effect, you can attempt a Spellcraft check (DC 20 + the spell level of the effect, if any) to detect this effect’s presence. If you detect it, you can expend the remaining duration of the telepathic censure spell to dispel this effect (as dispel magic). If the effect is a non-mythic effect, you add your mythic tier as a bonus on the caster level check to dispel it. A successful caster level check dispels the entire effect, not just the target’s portion of it.

Teleport

You may teleport willing creatures within 5 feet times your mythic tier, without needing to touch them. In addition, when rolling to see if you arrive on target, you may roll twice and select the better result.

Augmented: If you expend one additional use of mythic power, all targets of the spell can teleport back to their point of origin after a time interval you specify, up one round per mythic tier. Creatures that are dead at that point in time are not teleported back, nor are any items they carry.

Augmented (3rd): If you expend two uses of mythic power, you may teleport one additional willing creature of any size per 3 mythic tiers.

Teleport, Greater

You may teleport willing creatures within 5 feet times your mythic tier, without needing to touch them. In addition, if you are within 1 mile per caster level of the destination, you can attempt to teleport into an area that is warded by a non-mythic effect that blocks teleportation, such as antimagic field, dimensional lock, or forbiddance by making a caster level check with a DC of 15 plus the caster level of the effect, adding your mythic tier to the caster level check.

Augmented: If you expend one additional use of mythic power, all targets of the spell can teleport back to their point of origin after a time interval you specify, up one round per mythic tier. Creatures that are dead at that point in time are not teleported back, nor are any items they carry.

Augment (3rd): If you expend two uses of mythic power, you may teleport one additional willing creature of any size per 3 mythic tiers.

Teleport Object

You can teleport one touched object of up to 500 lbs. per level and up to 10 cubic feet per level. Alternatively, you can teleport a number of objects equal to your mythic tier whose total weight does not exceed 100 lbs. per level. If you teleport the target object into the Ethereal Plane, the faint magical aura cannot be detected by non-mythic means and you add your mythic tier to the caster level check DC to dispel the effect and retrieve the vanished item. Objects you teleport with this spell must be free-standing; you cannot teleport a portion of a larger structure or object, nor can you teleport an object that contains creatures.

Augmented (6th): If you expend two uses of mythic power, you can teleport a touched object of any weight, as long as it fits within one 10-foot cube per level. You may teleport one additional unattended object of the same size that is within 60 feet for every two uses of mythic power you expend.

If you are at least 9th mythic tier and expend five uses of mythic power, you can teleport an object of any weight as long as it fits within a cube that is 10 feet per level on each side.

Teleport Trap

When a creature succeeds on its Will save to avoid the teleport trap, add your mythic tier to the Knowledge (arcana) DC to recognize a teleport trap’s presence and roll on the following table and add your mythic tier to determine where the creature arrives (see the teleport spell description):
d20 roll Result
1-8 Teleportation fails
9-14 Off-target
15-18 Similar area
19+ Mishap

Teleportation Circle

A mythic teleportation circle has a radius of 10 feet, plus 5 feet per 5 mythic tiers. Add your mythic tier to the Perception and Disable Device DC to find or disarm the trap, as well as to the DC to dispel the mythic teleportation circle.

Augmented (6th): If you expend two uses of mythic power, the mythic teleportation circle allows two-way travel.

Tempest

The Swim check DC is increased by your tier. Creatures pulled underwater take 1d6 hp bludgeoning damage/2 caster levels.

Temporal Ripple

If you spend one use of mythic power when casting this spell, you ignore the subsequent casting restriction.

Temporal Stasis

You can cast this spell as an immediate action upon yourself or an adjacent ally. If you cast this spell upon an unwilling target, add your mythic tier to the caster level check to dispel the effect.

Augmented: If you expend two uses of mythic power, you can affect a number of targets equal to one-half your mythic tier within close range (25 ft. + 5 ft./2 levels).

Temporary Resurrection

You can restore life to a body that has been dead up to 48 hours plus 12 hours per mythic tier you possess, and the corpse is returned to life for 24 hours plus 12 hours per mythic tier.

Augmented (3rd): If you expend two uses of mythic power, the target does not gain a permanent negative level while it is brought back to life by this spell.

Terrain Bond

The duration is increased to 24 hours. Alternatively, you can cast the non-mythic version of this spell on a touched willing creature.

Terrible Remorse

Each round after a failed save the target deals 2d8 points of damage + its Strength modifier to itself, plus 1 point of damage to a random ability score as it seeks to maim and injure itself. On a successful save, the target is staggered and takes a -2 penalty to Armor Class for a number of rounds equal to one-half your mythic tier. However, it is entitled to an additional saving throw each round at the end of its turn to end this effect.

Terrifying Gaze

A creature that you cause to become shaken takes an additional –2 penalty on attack rolls against you. A non-mythic creature that makes its Will save is only immune to the gaze attack granted by the spell for 1 hour. You are treated as though you are a dragon when casting this spell, increasing the spell’s DC by +2.

Terror

You can spend one use of mythic power to extend the spell’s duration by a number of rounds equal to your tier. Additionally, a creature that makes its saving throw is shaken for 1d4 rounds.

Theft Ward

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

Third Eye

You instead add either +20 ft. to your vision’s range or a +4 to your competence bonus on Perception checks. If you expend one use of mythic power when using this extract, you gain darkvision 30 ft. (this does not include the bonus to your vision’s range) if you do not already have darkvision.

Thorn Body

You add one-half your mythic tier on the piercing damage dealt by this spell. In addition, any creature taking damage from your thorns also takes 1 point of bleed damage, whether from attacking or grappling your or when you use natural weapons or unarmed strikes augmented by your thorn body. This bleed damage stacks with itself and other sources of bleed damage.

Thousand Darts

The darts deal 1d6 + 1 hp damage per level (maximum 20d6 + 20). If a creature fails its Reflex save, its speed is reduced by half as if it stepped on caltrops. This movement penalty lasts for 24 hours, until the creature is successfully treated with a Heal check (DC 15 + your tier), or until it receives points of magical healing equal to your caster level.

Threefold Aspect

You can increase any one of the enhancement bonuses to your ability scores granted by this spell by 2, or you may reduce one of the ability score penalties caused by this spell by 2. In addition, casting this spell grants a degree of generational insight into your own potential futures and their relationship to your past. As long as you are using mythic threefold aspect, any insight bonus you gain is increased by 1, and you add your mythic tier to the percentage chance of success of an augury, divination, or similar effect that allows you to predict the future. Regardless of your appearance or the apparent age you choose, your threefold consciousness is difficult for others to interpret, causing creatures to take a penalty equal to your mythic tier (if they are non-mythic creatures) or one-half your mythic tier (if they are mythic creatures) on Sense Motive checks made against you, and you add one-half your mythic tier on saving throws to resist mind-reading effects like detect thoughts.

Thunder Arrow

Creatures with fewer than 8 HD within 10 ft. of the arrow’s impact must make a Fortitude save to avoid being knocked unconscious for 1 round. Only a mythic spell that negates noise can cancel this spell’s effect. If you spend one use of mythic power when you cast this spell, you can wait a number of rounds equal to 1 + your tier before the spell dissipates.

Thunder Fire

Creatures deafened by this spell are also staggered for 1 round. In addition, the misfire chance of the creature wielding or carrying the firearm is increased for an additional number of rounds equal to one-half your mythic tier.

Thunderbolt

The damage increases to 1d8 hp sonic damage per caster level (maximum 10d8 hp). Regardless of whether your range touch attack hits, all creatures within 30 ft. of the target (including the target) must make a Fortitude save or become deafened. That condition can only be cured with remove blindness/deafness or a similar effect.

Augmented (4th): You can spend an additional three uses of mythic power to deal half damage to the spell’s target even if the range touch attack misses, as long as that miss is not the result of rolling of a natural 1.

Thunderclap

The thunderclap forces all creatures within hearing distance to succeed at a Fortitude save to avoid taking a –1 penalty on attack rolls and hearing-based Perception checks due to the ringing in their ears.

Thundering Drums

Creatures failing their save are deafened for a number of rounds equal to your mythic tier as well as being knocked prone and pushed 5 feet in a random direction into an unoccupied square on a failed save. A successful save halves damage, negates being knocked prone and pushed, and reduces the duration of deafness to 1 round.

Augmented (6th): Damage is increased to 1d10 points of damage per level (maximum 10d10), and damage from this spell ignores sonic resistance or immunity.

Tick Stop

A non-mythic construct is immune to further mythic tick stop spells from the same caster for 1 hour. If you spend one use of mythic power when you cast this spell, you increase the spell’s duration by your tier.

Tidal Wave

Creatures caught in the wave take 1d8 hp bludgeoning damage/caster level (maximum 20d8). The Swim check DC is increased by your tier. If you spend one use of mythic power when you cast this spell, the wave ignores hardness when it damages buildings and objects.

Time Capsule

The enchanted object or each portal to the enclosure gains additional hardness equal to your tier.

Augmented (5th): You can expend three uses of mythic ability to increase the duration to 1 year/level.

Time Jump

If you spend one use of mythic power when you cast this spell, you can bypass the construct’s spell resistance.

Time Loop

The creature begins its turn in the same location it began its previous turn. If that space is occupied, the spell ends and the target moves to a random adjacent square and is staggered for 1 round. The target also performs the same action regardless of context (if it no longer has a potion bottle it mimics drinking a potion; if it no longer has the prepared spell, it casts a spell that does nothing; or it swings its sword at the empty space where its opponent once was).

Time Step

If you spend one use of mythic power when casting this spell, your base movement distance is tripled, allowing you to take the equivalent of a 15-ft. step.

Time Vortex

You add your tier to the die roll to determine the vortex’s effect.

Augmented (3rd): If you expend two uses of mythic power, you roll twice on the time vortex effects table (including mythic tier for each roll) and choose the effect from the two rolls.

Timeless Engine

The affected device or construct adds your mythic level to its hardness. If you spend one use of mythic power when you cast this spell, you can affect another clockwork device or construct.

Timely Distraction

You add your tier to the CMB for the dirty trick attempt. If you expend one use of mythic power when casting this spell, you choose the dirty trick’s effect.

Timely Inspiration

You increase the bonus granted by this spell by 1, plus an additional +1 bonus per 5 mythic tiers.

Tiny Hut

Increase the highest temperature and decrease the lowest temperature your mythic tiny hut can withstand by 5 degrees per mythic tier. For example, a mythic tiny hut created by a 6th-tier caster could withstand temperatures as low as -30 degrees and as high as 130 degrees. A mythic tiny hut can withstand winds up to hurricane force, but tornado-force winds (175+ mph) destroy it.

Augmented: If you expend two uses of mythic power, your mythic tiny hut blocks out magical precipitation or weather effects created by spells of up to 3rd level, increasing by 1 spell level for every 2 mythic tiers.

Tireless

This spell grants the target creature a bonus equal to your tier on saves against magical spells or effects that cause fatigue or exhaustion.

Tireless Pursuers

This spell functions as mythic tireless pursuit, but you can affect one additional target, plus an additional number of creatures equal to one-third your mythic tier.

Tireless Pursuit

You can perform a forced march or hustle for a number of hours equal to your mythic tierwithout taking damage or becoming fatigued from doing so. If you have an animal companion, it automatically shares the effects of this spell as long as it remains adjacent to you (including if you are mounted on it).

Toilsome Chant

You share the benefit of your inspire competence performance with a number of additional allies equal to your mythic tier if they are using the same skill, or equal to one-half your mythic tier if they are using different skills. If you target only a single creature with your toilsome chant, you suppress the effects of fatigue in the target as long as the effects of the toilsome chant persist. Once the skill check is completed, the effects of fatigue resume.

In place of aiding a skill check with inspire competence, you may use toilsome chant to add your inspire competence bonus on the target’s saving throws and checks to avoid nonlethal damage or fatigue from forced marches, running, swimming, starvation, thirst, or extreme heat or cold.

Tolling Doom

If a target fails its Will save any time during this spell’s duration, it becomes shaken for the remainder of the duration. If you spend one use of mythic power when you cast this spell, the cumulative penalty per failed Will save is –2 (maximum –20).

Tomb Legion

This spell calls into being 1d4+2 mythic mummies, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Tongues

The target gains the ability to communicate simultaneously in a number of languages equal to your mythic tier. Its voice cuts clearly through ambient noise, granting a bonus equal to twice your mythic tier to Perception checks to hear its speech, and its voice is so commanding that the caster level and save DC of any language-dependent effects it uses are increased by 1.

Tongues, Communal

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

Toolkit

The spell grants an additional +1 circumstance bonus on any Craft skill check.

Torc Of The Pharaoh (All)

The spell’s subject gains an additional +2 armor bonus, and the chance to negate a critical hit or precision damage increases by your mythic level.

Augmented (4th): If you expend two uses of mythic power, you gain DR 5/epic and the spell’s duration increases to 24 hrs.

Torch-Wielding Mob

This spell functions as mythic angry mob, and creatures that catch on fire from this spell gain no benefit from non-mythic fire resistance (though fire immunity applies normally). The mythic torch-wielding mob sheds bright light within its space and within 20 of it, and normal light within 20 feet beyond this range.

Touch Of Bloodletting

The target takes 2 points of bleed damage per round. In addition, add your mythic tier to the DC of Heal checks made to stop the bleeding. Non-mythic magical curing effects end this bleed only if the creator of the effect succeeds on a caster level check against the same DC. If that creature is a mythic creature, it adds its mythic rank or tier as a bonus on this check.

Touch Of Callimachus

You add 2 to the total penalty taken by the affected creature on its saving throws against your spells. If you spend one use of mythic power when casting this spell, the spell bypasses the target’s spell resistance, and all subsequent spells you cast automatically overcome the target’s spell resistance should the target fail its Will save.

Touch Of Combustion

You add your mythic tier to the fire damage dealt by this spell. In addition, if the target catches fire it must roll twice and select the worse result whenever it attempts a Reflex save to extinguish the flames.

Touch Of Fatigue

You deal 1 point of Strength damage to the target if it fails its saving throw.

Touch Of Gracelessness

The Dexterity penalty increases to 1d8 + 1 per 2 caster levels (maximum +10). If the target fails its save, it is slowed (as the spell) for 1 round.

Touch Of Idiocy

Increase the penalty to Intelligence, Wisdom, and Charisma scores to 1d10. When the spell ends, whether due to being dispelled or its duration expiring, the target takes 1 point of Intelligence, Wisdom, and Charisma damage (Will negates this ability damage).

Touch Of Slime

If the target of your melee touch attack succeeds on its Fortitude save, the touch of slime remains on your hand and you can continue making a number of additional attacks with it equal to your mythic tier or until a target fails its saving throw, at which point the slime is transferred and acts as green slime. The Constitution damage dealt by the green slime is increased to 1d4 points per round.

Touch Of The Sea

You add a competence bonus equal to one-half your mythic tier to the target’s Swim checks. In addition, the target can choose to expend one minute of the spell’s duration as a swift action in order to gain the ability to breathe water until the beginning of its next turn.

Touch Of Truthtelling

The target takes a penalty on Bluff checks equal to your mythic tier, and if the target attempts to create an illusion effect it must succeed on a caster level check with a DC of 11 + your caster level + your mythic tier. If the target is a mythic creature, it adds its mythic rank or tier as a bonus on its caster level check. Even if the check is successful, the save DC of the illusion is reduced by an amount equal to one-half your mythic tier (minimum 1).

Toxic Gift

If the target fails its save against your toxic gift, the poison in your body is neutralized.

Augmented: If you are affected by more than one poison, you can transfer additional poisons to the target as part of your toxic gift by expending one additional use of mythic power for each poison after the first. The target is allowed a separate saving throw to resist each poison.

Augmented (6th): If you expend two uses of mythic power, you bypass the poison immunity of living creatures.

Tracking Mark

You subtract your mythic tier from the DC of Survival checks made to track the target, and you add your mythic tier to the bonus you gain on Perception checks made to oppose the target’s Disguise or Stealth check.

Augmented (4th): If you expend two uses of mythic power, you can target a number of creatures equal to one-half your mythic tier.

Transfer Tattoo

You can transfer a number of magic tattoos equal to one-half your mythic tier (minimum 1), and when you transfer tattoos you can retain them for a number of days equal to your mythic tier before placing them on another creature. During this time, they cannot be triggered by you and do not count against your available total of spell tattoo slots. If you do not transfer them to another creature (which may include you) before this time elapses, the stored tattoos are lost.

Transform Shield

If the shield is transformed into a tool or weapon, it gains the masterwork quality. If the shield has an enhancement bonus, and you transform it into a weapon, the weapon has the same enhancement bonus for its attack and damage rolls. If you expend one use of mythic power when you cast this spell, you can transform the shield into any number of objects while the spell is active.

Transmogrify

You reduce the casting time of this spell to 1 minute. You can reduce the casting time to a full-round action by doubling the amount of quicksilver used as the material component. If you spend 1 hour casting the spell, you reduce the amount of quicksilver needed as the material component of this spell by 100 gp times your mythic tier.

Transmute Blood To Acid

The damage dealt is increased to 1d8 points of acid damage per 2 levels (maximum 12d8) each round, and the sickened condition persists for a number of rounds equal to one-half your mythic tier even after you stop concentrating. Add your mythic tier to your caster level to determine the maximum duration you can concentrate on this spell.

Augmented: Each round you maintain concentration on this spell, you can expend an additional use of your mythic power at the beginning of your turn to switch to a new target. If the new target has spell resistance and you fail to overcome it, the spell ends. You can switch targets multiple times as long as you continue concentrating, up to the maximum duration allowed by the spell.

Augmented (6th): If you expend two uses of mythic power, the damage dealt is increased to 1d10 points of acid damage per 2 levels (maximum 12d10), and you bypass acid resistance or acid immunity, as well as immunity to bleed effects.

Transmute Metal To Wood

Add your mythic tier to caster level checks to overcome the effective spell resistance of non-mythic magical items made of metal. Constructs made of metal within the area of effect are treated as magical items for the purpose of effective spell resistance (even if normally immune to magic, such as golems). If the construct does not have a caster level, its effective spell resistance is equal to 20 + its Hit Dice. A metal construct transmuted to wood loses 5 points of hardness or damage reduction and a -2 penalty to attack rolls, damage rolls, and Armor Class, and it gains vulnerability to fire.

Transmute Mud To Rock

You can cause the mud to surge into any adjacent square, causing any creature in those squares to become entangled (Reflex negates) in the mud which then hardens into stone. Creatures trapped in the stone that try to break free must break the stone with a Strength check (DC 20 plus one-half your caster level plus your mythic tier) or smash through the stone (hardness 8 plus one-half your mythic tier, hit points 5 times your caster level).

Augmented: If you expend two uses of your mythic power, you can crudely sculpt the area of mud before solidifying it into stone, making pillars, troughs, pits, and walls up to 10 feet high or 10 feet deep. Creatures standing in an area that you turn into a pit gain a DC 20 Reflex save to escape to the edge of the pit if it is within 10 feet. This movement does not provoke attacks of opportunity.

Transmute Potion To Poison

You add one-half your mythic tier to the save DC of poisons you create with this spell, and you are always immune to their effects. In addition, you may keep the poison you create with this spell in your mouth for up to 1 minute per level before spitting it up. You may spit the poison as an ingested poison, with an onset time of either 1 round and 1 minute (your choice). Alternatively, you may spit the poison as a contact poison, and in fact can spit it onto a creature as a ranged touch attack with a range of 5 feet; however, a contact poison has the effects of a poison created from a potion one spell level lower than its actual level.

Augmented: If you expend two uses of your mythic power, you can create a specific type of poison as described in the Pathfinder Roleplaying Game Core Rulebook or other sources, rather than the usual generic poisons that can be created with thsi spell. Creating a specific type of poison requires a Craft (alchemy) check against a DC equal to 5 plus the poison’s save DC; you gain a bonus equal to your mythic tier on this check. The maximum price of the poison you create is equal to double the price of the potion being transmuted, plus 10% times your mythic tier.

Transmute Rock To Mud

You can affect worked stone with this spell, though the volume you can affect is reduced to two one-foot cubes per mythic tier times your caster level. If you use this spell to create a cave-in in a natural tunnel or cavern, it deals 8d10 points of damage to creatures caught beneath it and creatures failing their Reflex save are pinned and must hold their breath or begin to suffocate. They can escape the mud with a Strength check, Escape Artist check, or Swim check with a DC of 10 plus your caster level plus your mythic tier.

Augmented (7th): If you expend two uses of your mythic power, you can affect two 5-foot cubes per mythic tier times your caster level of worked stone.

Transplant Visage

You can steal the face from a creature that has been dead for up to 1 hour per level, and you add your mythic tier to the bonus you gain on Disguise checks to impersonate that person. If you use this spell to remove a stolen face, it remains intact for a number of rounds equal to your mythic tier and can be preserved with a gentle repose spell, unguent of timelessness, or a similar effect. As long as that effect does not expire and the stolen face is not otherwise damaged, the face can be reused multiple times.

Augmented (5th): You can cast this spell with a range of touch, bestowing a stolen face on a willing or helpless creature. You can also steal the face of a willing or helpless creature (Fortitude negates). A target failing its save takes 4d6 points of damage, 2d6 points of Charisma damage, and 1d6 points of bleed damage. The target is also blinded and deafened for 1d6 rounds, and until the Charisma damage is healed the target is permanently dazzled and has a 50% chance of spell failure when casting spells with verbal components. A regenerate spell removes all negative effects from this spell, as does using transplant visage to give the target a new face, whether its own or another creature’s.

Transport Via Plants

You can transport yourself and other creatures through plants one size category smaller than you, plus an additional size category smaller for every 3 mythic tiers. A Medium-sized druid could travel through a Small plant at 1st mythic tier, Tiny at 3rd, Diminutive at 6th, and Fine at 9th mythic tier.

Augmented (3rd): If you expend two uses of mythic power, you may transport one additional willing creature of any size per 3 mythic tiers.

Transposition

The spell’s range increases to long (400 ft. + 40 ft./level). This spell allows any of the target creatures to swap places with a target creature that has died.

Trap The Soul

If you use the spell completion version of this spell, the gem does not shatter if the target’s save or spell resistance is successful in avoiding the effect. In addition, when you cast this spell on a non-mythic creature, you reduce the cost of the black sapphire component by 1,000 gp times your mythic tier (minimum 1,000 gp). Add your mythic tier to the hardness and hit points of the gem used in this spell, as well as to the caster level check DC to dispel this spell.

Trapshadow

You add your tier to the DC to detect the trap. Mythic dispel magic is required to dispel this spell. If you spend one use of mythic power when you cast this spell, it will persist if the trap is discharged.

Treasure Disk

Add your tier to you caster level to determine the amount of liquid or weight the disk can carry. If you spend one use of mythic power when you cast the spell, its duration increases to 1 day/level.

Treasure Jump

The target object can weigh up to 2 lbs./level. If you specify a predetermined location when you cast the spell, you do are not required to have line of sight to initiate the object’s teleportation.

Treasure Scent

The extract’s range increases to long (400 ft. + 40 ft./level). The extract’s duration increases by a number of minutes equal to your tier.

Treasure Stitching

The cloth on which you cast mythic treasure stitching gains hardness equal to your mythic tier and hit points equal to your caster level plus your mythic tier, and if affected by an effect that allows saving throws it is treated as a magic item with a caster level equal to your caster level plus your mythic tier for the purpose of determining its saving throw bonus. If you have line of sight to the item and are within 5 feet times your mythic tier, and if the cloth is within 5 feet of the ground, you can dismiss the spell as an immediate action. The stored treasure expands slowly and spills out onto the ground harmlessly.

Augmented: If you expend two uses of your mythic power, you can set a command word alarm on the mythic treasure stitching. Thereafter, whenever a creature touches the mythic treasure stitching without first speaking the command word, it emits either a deafening scream as if you had attached a stone of alarm or else a silent mental alarm that only you can hear, as long as you are within one mile times your mythic tier.

Tree Shape

Add your mythic tier to the natural armor bonus to AC you gain while in tree shape. In addition, you can resume your normal form as a free action and then switch back into mythic tree shape a number of times equal to your mythic tier during the spell’s duration. You can assume the form of a different tree, shrub, or tree trunk each time you resume tree shape.

Tree Stride

Add your mythic tier to the number of times you can move into a tree (and pass from one tree to another). You can move into and out of a tree as part of a single move action, whether you move out of it physically or by transporting to a different tree. If a tree you occupy is killed or burned, you can expend one use of mythic power as an immediate action to exit the tree or transport yourself into another tree before you are slain as well, though the shock of this near-death experience deals 1d6 points of Constitution damage.

Trilling Field

The penalties imposed by the sound increase to –2. The DC for concentration checks within the field increases by your tier.

Tripping Stick

You add your tier to the CMB for the trip attempt. If you spend one use of mythic power when you cast this spell, you increase the object’s hardness by your tier.

Tripvine

You add your mythic tier to the rope’s CMB for trip maneuvers. In addition, you can affect a number of 5-foot squares equal to your caster level plus your mythic tier. The area of the mythic tripvine is shapeable, as long as each square is adjacent to at least one other square (including diagonally). The rope attempts to trip any creature entering a square it occupies, though it cannot attack the same creature more than twice per round.

Triumph Of Ice

Affected creatures with the air subtype take 1d8 hp damage per caster level. Affected creatures with the earth subtype take 1d6 hp damage per caster level. Affected creatures with the fire subtype take 2d6 hp damage per caster level (maximum 40d6).

True Form

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

True Resurrection

You can cast this spell with a less costly material component by spending one use of your mythic power for every 5,000 gp by which you reduce the value of the diamond material component (to a minimum of 5,000 gp).

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 killed.

True Seeing

The target gains the ability to see through natural or magical fog and weather effects and grants a bonus equal to your mythic tier to all Perception checks. In addition, you can penetrate non-mythic protections from divination with a caster level check with a DC of 11 plus the caster level of the protective effect. If the protective spell already allows such a caster level check, you gain a bonus on the check equal to your mythic tier.

Augmented (3rd): If you expend two uses of your mythic power, you can cast this spell without a costly material component.

True Seeing, Mythos

This spell functions as mythic true seeing, but you take only 1 point of Wisdom damage with each failed save. You also add one-half your mythic tier on caster level checks to overcome protections against divination used by aberrations and creatures with the mythos subtype.

Truespeak

You can cast this spell on a willing ally with a range of touch. If you cast this spell on yourself, your flawless diction and mastery of dialectical subtleties create a sense of familiarity and goodwill in creatures with whom you speak, granting you a +2 circumstance bonus on all Charisma checks, Charisma-based skill checks, and Sense Motive checks, and you increase the save DC of language-dependent effects you create by 1 (by 2 for non-mythic creatures).

Tsunami

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

Tunneling Swarm

The swarm tunnels through earth or wood at a rate of 10 ft. per round. If you expend one use of mythic power when you cast this spell, the tunnel remains when the spell ends.

Twilight Knife

Your twilight knife adds one-half your mythic tier on its attack and damage rolls, as well as on caster level checks you make to allow its attacks to overcome spell resistance. If the twilight knife is attacked, you add your mythic tier to its touch AC. If your twilight knife attacks a creature that is denied its Dexterity bonus to AC, uses d8s instead of d6s for its sneak attack damage dice.

Twin Form

As long as your twin exists, you can speak through its mouth on your turn as if using ventriloquism. The effect is not illusory, but a successful Sense Motive check against a DC equal to 11 plus your caster level plus your mythic tier allows a creature to discern whether the body speaking contains your consciousness. True seeing also reveals which body you inhabit. Your twin cannot make attacks on your turn but if armed is considered to threaten surrounding spaces within reach, allowing it to flank and provide flanking. If a creature threatened by you or your twin provokes an attack of opportunity, you can make that attack from either of your bodies. This does not increase the number of attacks of opportunity you are allowed to make each round.

Twist The Skein

When determining the fate modifier granted by this spell, roll 1d20 – 10 twice. You can pick which result is applied.

Twisted Space

In addition to redirecting your target’s melee attacks, any ranged attacks your target makes are redirected at a random target within the spell’s range (including the target of your spell).

Augmented (6th): If you expend two uses of your mythic power, your target’s melee and ranged attacks are redirected to attack itself rather than a random target.

Twistmap

The map imposes a further penalty to Perception and Survival checks equal to your tier. If you expend one use of mythic power when casting this spell, creatures consulting the map receive powerful suggestions, effectively creating illusory walls and the like that creatures must interact with to allow for a Will save to negate. It merely appears that the map’s creator fell for illusions in the mapped area. This is a mind-affecting, compulsion effect.

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