Mythic Spells (U-V)

Unadulterated Loathing

The target becomes sickened as well as nauseated when forced to remain within 60 feet of the object of its disgust.

Augmented (4th): If you expend two uses of mythic power, you can affect a number of targets equal to one-half your mythic tier, all of whom are filled with loathing for the same creature.

Unbreakable Construct

You increase the target’s damage reduction (of any kind, not only DR/adamantine) and/or its hardness by 5 plus one-half your mythic tier.

Augmented: If you expend two uses of your mythic power, the target construct has a 25% chance to ignore critical hits and precision-based damage, as if wearing light fortification armor.

Augmented (3rd): If you expend two uses of your mythic power, the target construct has a 50% chance to ignore critical hits and precision-based damage, as if wearing medium fortification armor.

Augmented (6th): If you expend three uses of your mythic power, the target construct becomes immune to critical hits and precision-based damage.

Unbreakable Heart

You add one-half your mythic tier (minimum 1) to the morale bonus granted by this spell on saving throws against negative emotions. If a charm or compulsion effect affecting the target allows a new saving throw to break the effect as a result of being ordered to harm or oppose a true ally, the target can roll three times and select the best result. If the target is affected by a mind-affecting effect based on positive emotions, including any effect that grants a morale bonus, if that effect would be dispelled or suppressed the target may choose for the mythic unbreakable heart spell to be dispelled or suppressed in its place.

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

Augmented (6th): If you expend five uses of mythic power, you may target every ally within 5 feet times your mythic tier. Targets are immune to non-mythic mind-affecting effects that rely on negative emotions.

Uncanny Reach

An opponent who has not witnessed you perform the augmented reach previously must also make a Will save or become flat-footed to your attack (uncanny dodge negates this).

Uncanny Utterance

A creature who fails its initial Will save still hears your utterance when it looks away. The distraction is enough to grant a flanking bonus for your allies, provided an ally attacks from appropriate squares opposite your voice.

Undead Anatomy (All)

Each mythic undead anatomy spell is a separate spell, meaning you must select each separately as a mythic spell and you must first know the standard version of the spell you select, though you need not know lower-level undead anatomy spells to learn their higher-level versions.

Mythic undead anatomy increases any ability score bonuses and reduces any ability score penalties granted by the standard version by 2 and increases the natural armor bonus the spell provides 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.

The target of this spell can resume its normal form and then shift back into the same assumed form without ending the spell; however, the spell’s duration continues to elapse while the target is in its own form. If the target is a mythic creature, it can spend one use of its own mythic power as a full-round action to shift into a different form allowed by the spell.

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.

Undeath To Death

The number of Hit Dice of undead creatures that you can destroy increases to 1d6 per caster level (maximum 20d6). Add your mythic tier to the maximum HD of undead creatures that can be affected by the spell.

Augmented (6th): If you expend two uses of mythic power, undead creatures that succeed on their saves take 1d6 points of damage per tier.

Undetectable Alignment

If the target of this spell takes damage from an effect that harms them because of their alignment, such as a holy weapon or chaos hammer spell, that damage is reduced by an amount equal to your mythic tier.

Undine’s Curse

If the target stops breathing, you add one-half your mythic tier (minimum 1) to the DC of Constitution checks it makes to avoid suffocation (as described in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook).

Unerring Weapon

You add one-half your mythic tier on attack rolls made to confirm critical hits with the affected weapon (minimum +1). In addition, if the target has an ability that grants it a percentage chance to ignore critical hits, you reduce that chance by 5% per two mythic tiers (or by 5% per tier against non-mythic creatures). This has no effect against creatures that are immune to critical hits, such as oozes and elementals.

Unfetter

You can use your life bond ability to transfer hit points to your eidolon while this spell is in effect as long as it is within 10 feet times your mythic tier and you have line of sight to it. If you use the transposition ability while this spell is in effect, you may subtract your mythic tier from the result of your roll on the teleport mishap table.

Unhallow

The area is increased to a 60-foot radius and the target site is warded by a mythic magic circle against good effect, and the DC to resist negative channeled energy is increased by an additional amount equal to half your mythic tier, while the DC to resist positive channeled energy is decreased by an additional amount equal to half your mythic tier.

Augmented (3rd): If you expend two uses of mythic power per level of the companion spell you attach to mythic unhallow, that companion spell is made permanent instead of lasting only one year.

Unholy Aura

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 good spells and spells cast by good creatures. A good 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 good creature that succeeds on a melee attack against a warded creature takes 1d10 points of Strength damage (Fortitude negates).

Unholy Ice

You can duplicate the effect of a mythic wall of ice, as described in Pathfinder Roleplaying Game Mythic Adventures, save that creatures vulnerable to unholy water take damage equal to your mythic tier every time they touch or attack the wall with a melee attack or 1d6 plus your mythic tier per round for extended contact with the wall, such as climbing or walking on it. Creatures stepping through the frigid air left behind when the wall is broken take damage as mythic wall of ice, but half the damage is cold and half is damage from unholy water. Creatures not damaged by unholy water take only the cold damage).

If you instead use the spell to hurl ice javelins, you add one-half your mythic tier as a profane bonus on your attack rolls, and you may add cold damage or unholy water damage (your choice) equal to one-half your mythic tier to the damage dealt by each javelin.

Unholy Sword

You can cast this spell on a melee weapon or ranged weapon, and that weapon radiates a mythic magic circle against good, and creatures within this radius gain spell resistance of 20 plus your mythic tier against good spells and spells cast by good creatures.

If you have the fiendish boon class feature you can enhance the same weapon with this spell and your fiendish boon; the effects stack. If you have a fiendish boon (fiendish servant), you can cast this spell on one of your fiendish servant’s natural weapons.

Unholy Word

The spell deals 1d8 hp damage per caster level (maximum 20d8). You add your tier to your caster level to determine this spell’s effects. Damage dice for bleed damage increase to d8. A creature inflicted with blindness or deafness that fails its Fortitude save gains those conditions permanently.

Augmented (5th): If you expend two uses of mythic power, you can animate the corpses of creatures killed by this spell as zombies under your control per animate dead. Each creature animated in this way counts only half its HD toward the total HD you can control.

Universal Formula

When using this spell to create a single extract of 3rd level or lower, you reduce the cost of the material component by 10 gp times your mythic tier. Alternatively, you can create an extract that combines the effects of up to three extracts you know, as long as their total level does not exceed three. All three extracts take effect simultaneously. If any of the chosen formulas have an expensive material component, it must be provided along with the component for the universal formula. If you have the infusion discovery, you can create infused extracts with this formula.

Unnatural Lust

The compulsion to kiss or caress the object of the target’s lust lasts a number of rounds equal to one-half your mythic tier, though each round the target gratifies its lust it can attempt a new saving throw at the end of its turn to end the compulsion. If the target begins its turn adjacent to the object of its lust, it has a 50% chance to be compelled to make a combat maneuver check to grapple the target, or pin it if already grappled. The target does not deal lethal damage or use abilities like constrict or swallow whole when grappling under this compulsion.

Augmented (4th): If you expend two uses of mythic power, you can affect a number of targets equal to one-half your mythic tier, all of whom are filled with lust for the same creature.

Unprepared Combatant

The target takes a penalty on initiative checks equal to 4 plus your mythic tier and also takes a ─4 penalty on Reflex saves and to Armor Class against attacks of opportunity.

Unseen Servant

Add your mythic tier to the Strength score and hit points of the mythic unseen servant. In addition, you can imbue your mythic unseen servant with a number of skill ranks equal to your mythic tier. You cannot imbue ranks in a skill in which you do not have ranks, and the mythic unseen servant can have a maximum of half the number of ranks that you have in each skill. A mythic unseen servant has no class skills and has ability modifiers of +0 for all ability scores except Strength.

Unshakable Chill

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

Unsleeping

If you expend a use of mythic power when you cast this spell, you ignore the target’s duration restriction on receiving the benefits of mythic unsleeping.

Unstable Isotope

You add your mythic tier on the Craft (alchemy) check you make when casting this spell, and if you expend one use of your mythic power you can treat the result of that check as a natural 20.

Unwelcome Halo

In addition to shedding light as a light spell, the target is dazzled as long as the unwelcome halo persists. You can dismiss the spell in a bright flash of light as a move action as long as the target is within range. This causes the target to become blinded for 1 round and dazzled for a number of rounds equal to your mythic tier; a successful Will save negates the blindness and halves the duration of the dazzled effect (minimum 1 round). Evil creatures adjacent to the target when you trigger this flash of light are dazzled for 1 round (Will negates). Creatures with the evil subtype or an aura of evil (such as that possessed by an antipaladin or some evil clerics) suffer twice the normal penalties for the dazzled condition.

Augmented (2nd): If you expend two uses of mythic power, the target is limned in an aura equivalent to faerie fire as long as the unwelcome halo persists, and as long as it remains dazzled if you dismiss the halo in a flash of light as described above.

Unwilling Shield

You gain a +2 luck bonus on AC and saving throws when using this spell. In addition, whenever you take damage you increase the proportion of damage taken by the target by 10% per 2 mythic tiers, up to a maximum of 100% at 10th mythic tier.

Unwitting Ally

You increase the duration of this spell by 1 round per 2 mythic tiers. If the target has the sneak attack ability and makes a successful attack while in flanking position with one of its actual allies, it forfeits its sneak attack damage but is entitled to a new saving throw at the end of its turn to end the effects of the spell.

Urban Grace

You can cast this spell on a willing ally with a range of touch. If you cast this spell on yourself, you add a bonus equal to one-half your mythic tier (minimum +1) on Acrobatics, Climb, Perception, Stealth, and Survival checks in urban terrain. In addition, you can open or close a door as a swift action.

Utter Contempt

The target despises and mistrusts all other creatures and regards them as enemies. Effects that affect allies never affect the target; she is treated as an enemy for all effects that specifically affect enemies. She is never considered a willing target and must make saving throws to resist even harmless effects. The target cannot give or receive benefits from teamwork feats, flanking, or the aid another action, and does not allow other creatures to pass through her threatened area or her space without taking attacks of opportunity.

The target’s casual disregard for the lives of others is terrifying to behold, and when he begins to shed blood and dole out cruelty it is difficult for him to stop. Whenever a creature the target threatens is reduced to 0 or fewer hit points, it provokes an attack of opportunity from the target which he is compelled to take if he is able; if he has exhausted his attacks of opportunity, he can make one as an immediate action. If this attack of opportunity hits, or whenever the target reduces a creature below 0 hit points with an attack of opportunity, critical hit, or death effect, he must make an Intimidate check as a free action to demoralize a random creature within 30 feet. If that creature is demoralized, the target is compelled to attack that creature on its next turn.

Vampiric Fog

A creature killed by vampiric fog rises as a free-willed vampire 24 hours later. If you expend one use of mythic power when casting this spell, you gain 5 temporary hp that stack each time the fog cloud deals Con drain. These temporary hp last for 1 hour, and you can only gain temporary hp equal to you maximum hp.

Vanish

This spell functions like mythic invisibility, as described in Pathfinder Roleplaying Game Mythic Adventures, including the ability to augment the effect at 3rd mythic tier, but with a duration of 1 round per level (maximum 5 rounds).

Augmented (3rd): As mythic invisibility.

Veil

Add your mythic tier to any Disguise checks you make as part of this spell. In addition, this illusion cannot be detected or penetrated by non-mythic divination effects unless their caster succeeds at a caster level check with a DC of 15 plus your caster level plus your mythic tier. Add your mythic tier to the Will disbelief DC for non-mythic creatures to see through a mythic veil.

Veil Companion

The spell’s duration increases to 10 min./level, and it receives a saving throw against divination (scrying) attempts against it if the spell does not normally allow a save. All its saving throws against divination (scrying) gain a bonus equal to your tier.

Veil Companion, Greater

Your companion creature gains the benefit of mythic invisibility. If it attacks and breaks invisibility, it can regain the benefit of mythic invisibility as a swift action.

Veil Of Heaven

You gain a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures, and a +3 bonus against effects or attacks by outsiders with the evil subtype. If you dismiss the spell as a swift action, it creates a burst of heavenly light that deals 2d6 points of damage plus 1 point per paladin level and 1 point per mythic tier to all adjacent evil creatures (Will half). In addition, evil outsiders that fail their Will save are dazzled for a number of rounds equal to your mythic tier.

Augmented (4th): If you expend two uses of mythic power, the sacred bonus to AC and saves is increased by 1 and the burst of energy created if you dismiss the spell affects all evil creatures within 10 feet. In addition, evil outsiders that fail their save against the burst of energy when you dismiss the spell are blinded for 1 round and then dazzled as described above.

Veil Of Positive Energy

You gain a +3 sacred bonus to AC and a +3 sacred bonus on saves. These bonuses apply only against the attacks of undead. When you dismiss this spell, it deals positive energy damage equal to your caster level plus your mythic tier to undead within 5 feet. Non-mythic undead damaged by this effect are also dazzled for a number of rounds equal to your mythic tier.

Vengeful Comets

You add your mythic tier to your caster level to determine how many vengeful comets you create. You can use your vengeful comets as an immediate action to retaliate against any ranged attack, including weapons, spells, and extraordinary, supernatural, and spell-like abilities. If a comet hits its target, you may add your mythic tier to the bludgeoning or cold damage dealt by the comet (or you may split the damage between bludgeoning and cold).

Vengeful Outrage

You gain a bonus equal to your mythic tier on Bluff checks made to convince the target that the creature you designate has harmed her and deserves vengeance. The duration becomes 1 day per mythic tier you possess or until the geas to destroy the chosen enemy has been completed. This geas can be removed by a non-mythic limited wish, miracle, or wish only if the caster’s level is equal to or higher than your caster level. Non-mythic remove curse has no effect. When the target encounters the object of her vengeance, she gains a +8 morale bonus on Strength and Constitution, a +4 morale bonus on Will saves, and immunity to charm and fear effects.

Vengeful Stinger

You add one-half your mythic tier as an enhancement bonus on attack and damage rolls with your vengeful stinger, and its critical threat range and critical multiplier are increased to 17-20/x3. The poison delivered by your vengeful stinger deals 1d4 points of Dexterity damage (Fortitude negates), with a frequency of 1/round for a number of rounds equal to your mythic tier, and requires two consecutive successful saves to cure. This poison damage is multiplied on a critical hit only during the first round of its effect.

Venomous Bolt

The cure condition for the poison you apply to your weapon increases to 2 saves. You can use this spell to affect ammunition other than arrows and crossbow bolts or to a thrown weapon. If you are using the full attack action and the ranged attack you make with the poisoned weapon misses, you can transfer the effect of the poison to the next attack you make before the end of your next turn. You can do this each time you miss, but each time you transfer the poison after your initial attack the save DC against the poison decreases by 1. Once you hit with a ranged attack or your turn ends, you can no longer transfer the poison.

Augmented (5th): If you expend two uses of your mythic power, your venomous bolt applies to all ranged attacks you make until the end of your turn, though the save DC against your poison decreases by 1 for each attack you make after the first.

Ventriloquism

You may cause any language-dependent or sonic effect you create to originate from any point within range of mythic ventriloquism. Treat that point as your location for determining the range and area of any such effects.

Augmented: If you expend two uses of mythic power, you eliminate the verbal component of this spell, and while this spell is in effect you can cast spells even while in an area of magical silence, as long as an area outside the silence is within range of your mythic ventriloquism.

Vermin Shape (All)

Each mythic vermin shape spell must be learned individually, and you must know the respective non-mythic vermin shape spell to learn its mythic version. You don’t have to learn them in order, and aren’t required to know a lower-level mythic vermin shape spell before you learn a higher-level one (for example, you can learn mythic vermin shape II if you know vermin shape II, even if you don’t know mythic vermin shape I). Each mythic vermin shape spell adds the following benefits to its respective non-mythic version. The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, the ability score penalties decrease by 2 (minimum penalty of 0), and the resistance bonus on saving throws against mind-affecting effects increases by 2. Choose one natural attack type the vermin form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).

Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, you can act as if you had the Natural Spell feat for 1 round a number of times equal to your tier. For example, if you are 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic vermin shape.

Versatile Weapon

The target weapon can bypass damage reduction of all of the following types: bludgeoning, cold iron, piercing, silver, and slashing.

Augmented (3rd): If you expend two uses of your mythic power, the target weapon can also bypass damage reduction as if it were adamantine. This does not allow it to ignore hardness as an actual adamantine weapon can, nor does it affect the target weapon’s hardness or hit points.

Vestment Of The Champion

This spell functions as mythic magic vestment, as described in Pathfinder Roleplaying Game Mythic Adventures, but the target armor or shield functions only for you or a creature on whom you have cast bestow grace of the champion.

Augmented (3rd): As mythic magic vestment.

Vex Giant

You can cast this spell with a range of touch. If you cast it on yourself, your ranged attacks and combat maneuvers do not provoke attacks of opportunity against creatures at least one size category larger than you. You add one-half your mythic tier to your CMB and CMD against creatures larger than you, and you deal an additional 1d10 points of damage on the first successful melee or ranged attack you make each round against a larger creature.

Vexing Miscalculation

The spell does not end after automatically foiling the first critical threat rolled by the target. Instead, the target takes a penalty equal to one-half your mythic tier (minimum 1) on critical hit confirmation rolls for the remainder of the spell’s duration.

Augmented (4th): If you expend two uses of mythic power, you automatically foil a number of critical threats by the target equal to one-half your mythic tier. If the target is a mythic creature, it can attempt a new Will save after each foiled critical threat after the first to end the effect.

Vicious Spikes

The bony spikes deal 1 hp bleed damage when they hit a target or on a successful grapple check.

View The Past

You can expend one use of mythic power when you cast this spell to increase the time viewed to 100 years per caster level. You also gain a bonus equal to Knowledge (history) checks equal to your tier.

Vigilant Fist

Add the force descriptor to the spell. The fist deals force damage instead of bludgeoning damage. If you spend one use of mythic power, the fist ignores spell resistance, and it gains a further bonus on attack rolls equal to your tier.

Village Veil

The duration is increased to one week per level, and non-mythic creatures take a penalty equal to one-half your mythic tier on Will saves made to disbelieve your village veil.

Viper Bomb Admixture

Your viper 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), on a missed attack 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. All targets to be affected must still be in the In addition, the vipers you create gain a bonus on their attack and damage roll and the save DC against their poison is increased by an amount equal to one-half your mythic tier.

Virtue

The target gains temporary hit points equal to 1 + one-half your mythic tier.

Virtuoso Performance

While this spell is active, starting or maintaining a second bardic performance costs only 1 round of bardic performance.

Augmented (5th): If you expend two uses of mythic power, you can start and maintain a third bardic performance, which costs 2 rounds of bardic performance instead of 1. Maintaining all three bardic performances costs a total of 4 rounds of bardic performance per round they are maintained. When the spell ends, two of the performances end (your choice).

Visage Of Madness

The self-inflicted attack deals 1d8 hp + 1/2 foe’s Strength modifier. A creature failing its initial Will save also spends a move action to move directly away from the location it saw you last.

Vision

As mythic legend lore, but you also add your mythic tier to the caster level check if you cast this spell when the person, place, or object is present at the time of casting. You are fatigued for only 1 hour after casting the spell.

Vision Of The Beast Mother

You may send multiple companion spells along with the nightmare, up to a total number of spell levels equal to 5 + your mythic tier. All companion spells must follow the normal rules for a companion spell to a vision of the beast mother: affecting only the target, not dealing hit point damage, and being 6th level or lower. Cantrips or orisons count as 1/2 level. You specify the order in which these spells will take effect, and you may choose for them to take effect immediately or be delayed in their onset, with up to 24 hours in between each spell. If you choose to delay the onset of your companion spells, the vision of the beast mother can be dispelled before they take effect; any remaining companion spells that have not yet taken effect are lost.

Vision Of Hell

The saving throw changes to Will (partial). Creatures failing their save are shaken and take a -2 penalty on saves against compulsions and fear effects, as well as against spells with the emotion, evil, lawful, or pain descriptors as long as they remain within the area. Creatures succeeding on their saving throw do not become shaken but take a -1 penalty on saving throws against the above-listed effects as long as they remain within the area. These save penalties are increased by 1 for chaotic or good-aligned creatures, and by 2 for chaotic good creatures.

Vital Mark

You can spend a use of mythic power when performing this ritual to make the weapon cursed in the hands of others. The weapon takes a penalty equal to its enhancement modifier (thus, a +1 flaming kukri acts as a –1 cursed kukri).

Vitrific Visibility

This spell can be cast as a 60-foot line, 30-foot cone-shaped burst, or 15-foot-radius burst centered on the caster. Invisible creatures in the area that succeed at their saving throw are dazzled and their vision is blurred so that they have a 20% miss chance against any target they attack. Affected creatures can attempt a new Fortitude save each round at the end of their turn. A second successful saving throw negates this miss chance and a third successful saving throw eliminates the dazzled condition.

Vitriolic Mist

The acid damage dealt by the mythic vitriolic mist is increased to 1d8 points + 1 point per caster level (maximum +15). You also gain acid immunity.

Augmented (6th): If you expend two uses of mythic power, the damage is increased to 2d6 points + 1 point per caster level (maximum +15), and this damage bypasses acid resistance or acid immunity. In addition, any weapon striking you takes this acid damage as well, bypassing a number of points of hardness equal to your mythic tier. This damage is applied after the weapon strikes you, and the weapon’s wielder can avoid damage to its weapon with a successful Reflex save.

Vocal Alteration

You can target a creature of any type. If you change the target’s voice to something ridiculous-sounding, the target takes a penalty equal to one-half your mythic tier (minimum -1) on Bluff, Diplomacy, and Intimidate checks, as well as vocal Perform checks.

Augmented (3rd): If you expend two uses of mythic power, the duration is increased to 24 hours.

Augmented (6th): If you expend three uses of mythic power, the duration is increased to permanent and the spell becomes a curse effect that cannot be dispelled.

Voice Of The Dragon

You gain an additional bonus on Disguise and Bluff checks equal to your tier. You may unleash a draconic roar twice during the spell’s duration. If you do so, creatures failing the save become panicked for 1d6 rounds (kobolds still cower for 1d6 rounds).

Voidmote

Each missile deals 1d6+1 hp cold damage. Each additional missile that strikes a single target inflicts a –1 penalty on the Reflex save to avoid becoming fatigued.

Augmented (4th): If you expend two uses of mythic power, you create double the normal number of missiles, the range changes to long (400 ft. + 40 ft./level), and the missiles bypass spell resistance.

Volcanic Storm

The damage dealt increases to 4d8 points of bludgeoning damage and 3d6 points of fire damage. The searing magma clings to creatures, dealing 2d6 points of fire damage on the second round of the spell and 1d6 points of fire damage on the third round. The Perception penalty caused by falling ash is equal to 5 plus your mythic tier.

Augmented (6th): If you expend two uses of mythic power, the fire damage from this spell bypasses fire resistance and fire immunity (unless creatures have the fire subtype), and creatures are entangled as long as they are taking fire damage from the mythic volcanic storm.

Volley Shield

If you spend one use of mythic power when you cast this spell, the shield grants the target DR 15/epic and magic. It can prevent up to 30 hp damage/caster level before dissipating. Additionally, the spell’s subject gains a bonus equal to your tier on saving throws to volley spells back to their originator.

Volund’s Instant Pillar

The pillar deals 1d6 hp damage to a creature that fails its Reflex save. The pillar rises 8 ft. from the ground and it grants Large creatures partial cover.

Volund’s Instant Pillar, Greater

Any creature caught in a square with a rising pillar takes 1d6 hp damage if it fails its Reflex save. The pillars grant cover to Large and smaller creatures and partial cover to Huge creatures.

Volund’s Rending Grasp

The hands deal 2d4 hp bludgeoning damage per round, and a creature that succeeds at its Reflex save takes half damage (it can still move and charge freely). If you spend one use of mythic power when casting this spell, the hands can make your choice of drag, reposition, or trip attempts against the target (CMB equals your caster level + primary spellcasting attribute’s modifier + your tier) on each of your turns during the spell’s duration.

Volund’s Vengeful Grasp

If you expend one use of mythic power when casting this spell, the hands can make a single trip attempt against the target (CMB equals your caster level + primary spellcasting attribute’s modifier + your tier) on your turn during the spell’s duration without ending the spell.

Vomit Green Slime

Creatures initially caught in the cone of slime take 2d6 acid damage per 2 caster levels. The slime also deals 2d8 points of damage per round against metal or wood, ignoring metal’s hardness but not that of wood.

Vomit Swarm

You can change the swarm’s direction by spending a swift or move action to concentrate on the swarm, rather than a standard action. You also add one-half your mythic tier to the save DC of the swarm’s exceptional abilities, such as distraction and poison.

Augmented (3rd): If you expend two uses of your mythic power, the swarm you create gains the agile mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures.

Vomit Tentacles

You add your tier to the tentacles’ CMB and CMD, and to your caster level to determine the hp slashing damage required to sever tentacles. The tentacles inflict 1d6 hp + Str bonus damage. If you spend one use of mythic power when you cast this spell, the tentacles gain DR 5/epic and an additional +4 Strength.

Vomit Twin

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

Voracious Vermin

The vermin attack a target that moves more than 5 ft. They deal 2d6 hp + your Int modifier damage, and nauseate the damaged creature for 1 round if the creature fails a Fortitude save.

Vortex

You can increase the width at the top and the depth of the vortex by 5 feet per mythic tier. The width at the bottom is equal to 5 feet per 20 feet of its width at the top. You add your mythic tier to the DC of Profession (sailor) checks made to reduce damage from the vortex.

Augmented (3rd): If you expend two uses of your mythic power, your vortex can damage creatures larger than Large and pull in creatures larger than Medium. In addition, you can increase the size of your mythic vortex by reducing its strength (to a minimum of the strength of a non-mythic vortex). You can double its size by reducing its strength by one step, triple it by reducing its strength by two steps, or quadruple its size by reducing its strength by three steps.

Mythic Tier Damaged Pulled In
1st-2nd Large Medium
3rd-5th Huge Large
6th-8th Gargantuan Huge
9th-10th Colossal Gargantuan

Augmented (6th): If you expend three uses of your mythic power, you can expand your mythic vortex to five times its normal dimensions by decreasing its strength by one step, to ten times its normal dimensions by reducing its strength by two steps, and to twenty times its normal size by reducing its strength by three steps.

Vril Annexation

Add half your tier (minimum 1) to the maximum spell level of a touch-range spell you can convert. The converted energy stays active for additional rounds equal to your tier. If you cast another spell during that time, the vril energy is wasted.

Vril Annexation, Greater

Add half your tier (minimum 1) to the maximum spell level of a touch-range spell you can convert. The damage dealt by the blast increases to 1d8 hp damage per spell level sacrificed +1 hp per caster level. You can heal ability damage, instead of hp, equal to 1 point per level of the sacrificed spell. The converted energy stays active for additional rounds equal to your tier. If you cast another spell during that time, the vril energy is wasted.

Vril Converter

The ray’s range increment increases to 40 ft. The attack deals 1d8 hp damage per spell level sacrificed +1 per caster level. Instead of healing hp damage, the blast can removed the fatigued condition from the target. 0-level spells can be converted by this spell, but only to deal 1d4 hp damage.

Vril Feedback

If you spend one use of mythic power when you cast this spell, you maintain the stored energy for 1 round/level, creating an ebbing and flowing pool of vril energy.

Vril Refraction

If you spend one use of mythic power when casting this spell, each ray deals or restores it normal hp to each target.

Vril Transistor

If you expend one use of mythic power when casting this spell, the vril-based damage is maximized per the Maximize Spell feat.

Augmented (3rd): If you expend two uses of mythic power, the vril-based damage is empowered and maximized.

Vril Tulpa

Add your tier to the Strength score, hp, and rounds of duration of the thoughtform. You can also imbue the thoughtform with a number of skill ranks equal to your tier, but cannot do so for a skill in which you do not possess ranks. You cannot imbue more than half your ranks in a skill you possess. The thoughtform has no class skills and has its ability modifiers are +0, with the exception of Strength.

Vril Vampirism

Your vril blast deals 1 point of Con damage for every die of damage you inflict (Fortitude half). If you drain a target of spells, you choose the level of prepared spells or spell slots the target loses.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.