Mythic Spells (W-X)

Wail Of The Banshee

The damage dealt increases to 15 points of per level of the caster, and creatures failing their save are permanently deafened and cower in fear for at least 1 round. Cowering creatures can save again each round at the end of their turn to recover from cowering. Creatures that succeed on their saving throw are deafened and shaken for a number of rounds equal to your mythic tier. Creatures deafened by this spell can still hear (and be affected by) this spell or the wail of an actual banshee.

Augmented: If you expend two uses of mythic power, you can make a caster level check to dispel all magical silence effects in the area, as well as any spell effects that grant protection against or immunity to death effects or fear effects. This includes effects that provide saving throw bonuses that apply specifically against death and fear effects, but not save bonuses that apply against all effects. Any effects that are dispelled provide no protection against the mythic wail of the banshee.

Wake Of Light

You can use this spell while dismounted, though in this case it creates a path only 5 feet wide. A mythic wake of light follows your path as you move and need not be straight. If you use the spell to create a straight path while mounted, however, you add 30 feet times your mythic tier to the maximum length of the path you create.

Augmented (3rd): Evil creatures become dazzled as long as they remain within the mythic wake of light and for 1 round thereafter. In addition, the mythic wake of light blocks their vision as obscuring mist.

Augmented (6th): Evil creatures are blinded as long as they remain within the mythic wake of light and for 1 round thereafter. In addition, the mythic wake of light inhibits their vision, movement, and attacks as if it were solid fog.

Walking Wall

The wall’s hardness increases to 30, and it can make a total of six attacks per round. Each axe gains a +1 enhancement bonus and its threat range is doubled (19–20).

Augmented (4th): If you expend two uses of mythic ability, each axe bypasses damage reduction as if it were an epic weapon.

Wall Of Bones

Increase the wall’s hardness to 10 and its hp to 15 hp per inch of thickness. Add your tier to the DC for the strength check to break through the wall. A creature forced into a wall of bones takes 1d8 piercing and slashing damage. If a creature passes through a broken part of the wall it takes this damage as well.

Wall Of Darkness

Mythic light and mythic daylight affect a mythic wall of darkness, but their non-mythic versions do not (the non-mythic version of sunburst still dispels a mythic wall of darkness). Creatures passing through the wall, take 3d8 hp + 1/caster level (maximum +20) cold damage. If the creature fails its Fortitude save, it takes 1d4 points of Strength damage and must make a second Fortitude save to avoid converting 1 point of Strength damage to Strength drain.

Wall Of Lava

You add one-half your mythic tier to the hardness of the wall and each 5-foot section of the wall gains additional hit points equal to 5 hit points times your mythic tier. You add your mythic tier to the DC of Strength checks made to move through the wall, and continuing damage taken by creatures that have contacted the wall (or been struck by a lava plume) continues for 1d3 rounds plus 1 round per 3 mythic tiers.

Augmented (6th): If you expend two uses of your mythic power, damage dealt by the wall of lava is increased to 2d8 for physical contact, 20d8 for creatures moving through the wall, or 10d8 for a successful attack with a lava plume, and this damage ignores fire resistance or immunity.

Wall Of Nothingness

Mythic spells are required to remove a mythic wall of nothingness. The wall deals 2d8 hp damage per caster level (maximum 40d8) to creatures passing through it, and a successful Fortitude save reduces this damage to 10d8 hp. A creature disintegrated by the wall must make a Will save. Failure indicates that all creatures forget about the creature’s existence.

Wall Of Runes

If you expend one use of mythic power when you cast this spell, the wall inflicts two curses of your choice (including the option to decrease two ability scores by –6).

Wall Of Sound

The damage increases to 2d6 points of sonic damage for creatures within 10 feet of an object or creature that touches the wall; touching or passing through deals 2d8 points of sonic damage + 1 point per caster level (maximum +20). The miss chance for ranged weapons other than arrows and bolts that pass through the mythic wall of sound is increased to 50%. Giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the mythic wall of sound have a 20% miss chance.

Augmented (3rd): If you expend two uses of mythic power, giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the mythic wall of sound have a 50% miss chance while smaller ranged weapons are automatically deflected. In addition, Medium and smaller creatures cannot pass through the mythic wall of sound unless they succeed on a DC 10 Strength check or DC 20 Fly check; this check is made as part of their movement and does not require a separate action.

Wall Of Suppression

You may add your mythic tier to your caster level for the purpose of determining whether your wall can suppress a non-mythic magic item or spell effect. If creator of a non-mythic effect effect or the user of a non-mythic item is also a mythic creature, the creator of the effect or the user of the item adds their mythic rank or tier to the caster level of the effect or item for this purpose as well. If a mythic creature uses a mythic effect or item, they add twice their mythic rank or tier to their caster level or the caster level of the item to determine whether the effect is suppressed.

Wall Of Time

You can choose a number of creatures equal to your tier that gain the benefit of mythic haste for the spell’s duration when passing through the wall. A slowed creature is affected as if by mythic slow.

Wall Of Viscera

The wall of viscera attempts to grapple creatures that pass through it or are within 5 ft. of the wall (other than the creatures you exclude from the fear effect). It has a CMB equal to your caster level + primary spellcasting attribute’s modifier + your tier. Its CMD is equal to 10 + CMB. If it succeeds at its grapple check, it deals 1d8 hp damage.

Wall Of Water

Creatures trying to pass through the wall take 2d8 hp bludgeoning damage + 1/caster level (maximum +20). A creature failing its Reflex save are pushed back 5 ft. and knocked prone.

Wandering Star Motes

A creature surrounded by mythic wandering star motes is dazzled for as long as they swirl around him and for a number of rounds thereafter equal to your mythic tier. If a creature is dazed by your mythic wandering star motes, any figment or glamer affecting the target is suppressed. The figment or glamer is not dispelled and its duration continues to run while the effect is suppressed. Once the target succeeds on its Will save and the mythic wandering star motes jump to another creature, such effects resume if their duration has not expired.

Ward The Faithful

All creatures that share the alignment of your deity gain the benefits of this spell, and the bonuses the spell provides are increased by 1 for creatures that worship your deity and share your deity’s alignment. At any point during the spell’s duration, as a move action the target of the spell can transfer the effect to another creature that worships your deity.

Ward Of The Season

You can change the seasonal effect you have chosen as a swift or immediate action, and each change reduces the spell’s duration by only 10 minutes. If you cast ward of the season on yourself, you can share the spell’s effect with one or more willing allies by touching them as a standard action. You must transfer the spell’s effect in 1-hour increments, and you select the seasonal effect you grant to your ally, who may not switch the effect. Once the effect has been shared, it is considered two separate spell effects for the purpose of dispel magic.

Warding Weapon

When you cast this spell, instead of having the warding weapon protect you from provoking attacks of opportunity when casting spells, you can select a number of combat maneuvers equal to one-half your mythic tier (minimum 1). You do not provoke attacks of opportunity when using those combat maneuvers while the warding weapon guards you. Alternatively, you can use the non-mythic version of this spell on a willing touched creature.

Warlord’s Armor

The damage to attackers increases to 1d4 points of piercing damage and affects creatures that attack the wearer with a melee weapon, an unarmed strike, or a natural weapon. Melee weapons with reach do not endanger a creature in this way. If you’re wearing the armor and are taking bleed damage, the spikes lengthen and grow wicked barbs—this increases their damage against foes that strike you to 1d6 + 1/2 your caster level (maximum +5), and the spikes deal 1 point of bleed damage to any foe damaged by them. When your bleeding stops, the spikes immediately return to their normal size and any bleed effects caused by the armor end.

Warp Metal

You may mold any non-mythic metallic object by using this extract.

Warp Wood

Add your mythic tier to the number of Small objects you can target with this spell. The target objects can be anywhere within range and need not be within a 20-foot radius.

Augmented: If you expend two uses of mythic power, you can target plant creatures or constructs made of wood with this spell, based on their size as if they were objects, dealing 1d4 points of Dexterity damage (Will negates).

Wartrain Mount

The target mount gains one of the following additional benefits, chosen by you at the time of casting: +2 enhancement bonus to its Strength, Dexterity, or Constitution; +2 enhancement bonus to natural armor; +10-foot increase to its speed (choose one type of speed if the target has multiple forms of movement); +2 resistance bonus on all saves; temporary hit points equal to your caster level (maximum +10) plus your mythic tier.

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

Wasted Years

If the target is a non-mythic creature, the frequency of its curse of the ages is increased to 1/hour. A mythic creature need save only once per day but ages 1d4 years each day it fails its save.

Water Breathing

This spell provides a bonus to Swim checks equal to your mythic tier, and any pressure damage or nonlethal cold damage dealt to a creature using this spell by exposure to deep water (or effects that duplicate deep water) is reduced by an amount equal to your mythic tier.

Augmented (3rd): If you expend two uses of mythic power, creatures gain a swim speed equal to one-half their land speed. At the 6th mythic tier, they gain a swim speed equal to their land speed.

Water Hammer

The sphere deals 2d6 hp cold damage + 1/caster level (maximum 2d6+10). You can affect disconnected squares but each square must be within 15 ft. of another square. A target hit by the freezing water must succeed at a Fortitude save to avoid being staggered for 1 round.

Water Walk

While standing on a liquid surface, creatures using this spell gain a bonus on Acrobatics checks and to their combat maneuver defense against bull rush, drag, reposition, and trip combat maneuvers equal to one-half your mythic tier. In addition, damage caused by walking across a dangerous liquid surface such as molten lava is reduced by an amount equal to your mythic tier.

Water Walk, Communal

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

Waters Of Eternity

The visions are precise enough to allow you a +1 insight bonus on any ability check, attack roll, skill check, or saving throw a number of times equal to the visions received. You must choose to apply this bonus before you know the result of the roll.

Waters Of The Beast Mother

When used as unholy water, mythic waters of the beast mother deal twice as much damage and prevent the creature from regaining hit points from fast healing or regeneration for 1d4 rounds (meaning the creature can be killed normally). The ability damage from the waters increases to 2d4, and a creature imbibing or anointed by the waters is nauseated for 1d4 rounds if it fails its saving throw. The long-term effects of drinking mythic waters of the beast mother happen more quickly, requiring only regular exposure over weeks instead of massive quantities for months, and warp the consuming creature more extensively (at the GM’s discretion). Monstrosities created by mythic waters of the beast mother can breed with members of their original species and pass on such mutations to their offspring.

Watery Sphere

Add your tier to the DCs for Strength and Escape Artist checks to escape the sphere. If you expend a use of mythic power when you cast this spell, a creature breaking free of the sphere does not end the spell.

Waves Of Ecstasy

You can cast this spell as a 40-foot cone-shaped burst or a 20-foot spherical burst centered on you.

Augmented (3rd): If you expend two uses of mythic power, you can designate a number of targets equal to one-third your mythic tier to be filled with unnatural lust for a single creature you designate that is within 10 feet times your mythic tier.

Waves Of Exhaustion

Non-mythic creatures become exhausted even if they are normally immune to exhaustion and take 1d3 points of Strength and Dexterity drain. If already exhausted, they are staggered for a number of rounds equal to your mythic tier. Mythic creatures become exhausted and take 1d3 points of Strength and Dexterity damage; if already exhausted, they take ability damage but are not otherwise affected.

Waves Of Fatigue

Non-mythic creatures become fatigued even if they are normally immune to fatigue and take 1d2 points of Strength and Dexterity drain. Non-mythic creatures that are already fatigued become exhausted. Mythic creatures become fatigued and take 1d2 points of Strength and Dexterity damage; if already fatigued, they take the ability damage but do not become exhausted.

We Are A Rock

Targets can take free actions and 5 ft. moves and not break the spell’s effect (however, the bonus to Stealth decreases to +10), as the illusion gives the impression that the boulder or pile of trash shifts slightly.

Weaken Powder

Instead of merely weakening the powder within the target firearm, you render it totally inert. If the weapon is fired, the attack has no effect and the ammunition is destroyed. Alternatively, you can use the non-mythic version of this spell as an immediate action.

Augmented (4th): If you expend two uses of mythic power, you can use the mythic version of the spell as an immediate action.

Weapon Of Awe

You gain a +3 sacred bonus on damage rolls, and when you confirm a critical hit the target is frightened for 1 round with no saving throw. In addition, your sacred bonus to damage is increased by an amount equal to one-half your mythic tier when striking a creature with an alignment subtype that is the opposite of your deity’s alignment. In addition, when you confirm a critical hit against such a creature it becomes frightened for 1 round and then shaken for 1 round with no saving throw.

Weapon Of Blood

If you spend one use of mythic power when casting this spell, you add your mythic tier to your caster level to determine the mythic weapon of blood’s power. Additionally, every increase in power only requires 1 hp damage. Regardless of the weapon created, it bypasses damage reduction as if it were an epic weapon.

Weapons Against Evil

You add your mythic tier to your level to determine the number of weapons you can affect, and those weapons need not be within 20 feet of each other as long as all weapons are within range.

Augmented (5th): If you expend two uses of mythic power, the affected weapons ignore the DR of evil creatures that have DR of 10 or lower, as long as the damage reduction is not DR/epic.

Weaponthwart

By expending one use of mythic power when you cast this spell, you can block bludgeoning weapons and unarmed strikes. The field also blocks bludgeoning ammunition smaller than a boulder (such as blunt arrows).

Weaponwand

If you attack with the weaponwand, you can use the critical threat range of the weapon, though a critical hit with the wand’s effect is always doubled, regardless of the weapon’s critical multiplier. As long as the weaponwand is in effect, the weapon is considered magical for the purpose of overcoming damage reduction, although it gains no enhancement bonus.

Web Bolt

You can use this spell on a target that is not adjacent to a solid surface. If the target is adjacent to a solid surface, add your mythic tier to the DC of combat maneuver checks or Escape Artist checks made to escape the webbing. If the target breaks free, the area it formerly occupied is treated as difficult terrain for a number of rounds equal to your mythic tier.

Augmented (5th): If you expend two uses of your mythic power, your web bolt is infested with a miniature swarm of poisonous spiders. The saving throw for this spell changes to Reflex partial and Fortitude partial, as the target takes 1d6 points of damage from the spiders regardless of the result of its Reflex save. The target must also succeed on a Fortitude save or be nauseated for 1 round and poisoned (both effects occur on a failed save), taking 1 point of Strength damage each round until it successfully saves, up to a maximum number of rounds equal to your mythic tier. This is a poison effect. Spiders and spider-like creatures are immune to this poison.

Web Cloud

As a move action, you can move the cloud 10 feet in any direction. Add your mythic tier to the DC of combat maneuver checks or Escape Artist checks made to escape the webbing. The area left behind by the web cloud as it moves is considered difficult terrain for a number of rounds equal to your mythic tier.

Augmented (6th): If you expend two uses of mythic power, your mythic web cloud ignores freedom of movement. The touch of the web cloud is also toxic, dealing 1 point of Strength damage to creatures each round they begin their turn within it (Fortitude negates). This is a poison effect. Spiders and spider-like creatures are immune to this poison.

Web Shelter

The web shelter has hardness equal to your mythic tier, and each 5-foot square of webs has hit points equal to 2 plus your mythic tier. You can create a mythic web shelter at ground level, but you can also attach it to any surface or structure strong enough to bear its weight, as it sticks to walls, ceilings, trees, and the like. If you create it above ground level you can create a knotted rope hanging down from the doorway. The rope can be pulled in by creatures inside the mythic web shelter.

Weird

This spell affects all targets as mythic phantasmal killer, as described in Chapter 3 of Pathfinder Roleplaying Game Mythic Adventures.

Well Of Angry Souls

Creatures failing their Will saves must succeed at another Will save or take 1d6 hp damage per step of fear to which they shifted. A creature belonging to your religion is cowering instead of frightened or panicked.

Whispering Lore

The whispers of the land alert you to danger and providing clues about things hidden in the land. You gain a +2 circumstance bonus on Perception checks and initiative checks with regard to creatures and objects touching the ground (or the water, in aquatic terrain). You may stipulate the language in which the whispers are voiced; any allies within 10 feet of you that understand that language gain one-half the bonuses you gain from this whispering lore.

Whispering Wind

The range increases to 10 miles per level and add 5 words per mythic tier to the message your mythic whispering wind can deliver.

Whistling Whorl

The blade deals 2d6 hp slashing damage. If you spend a use of mythic power when you cast this spell, the range of natural die rolls necessary to continue attacking increases by your tier (tier 2 allows you to continue attacking on a 18–20, for example).

Wild Errantry

You gain an additional +2 bonus on your skill checks. If you attempt a foolhardy or farfetched action, it automatically succeeds if you roll a natural 20 on either die roll. This does not apply to a straightforward action.

Wilderness Soldiers

Your wilderness soldiers gain an enhancement bonus on their attack and damage rolls and a similar bonus on their CMB and CMD equal to one-half your mythic tier. You may also direct your soldiers as a move action rather than a swift or standard action.

Wind Arrow

The arrow affects Tiny and smaller flying creatures. The wind carries small, unattended 3d8 times 10 ft. for objects within 10 ft. of the arrow’s path, or 4d10 feet for objects between 10 ft. and 20 ft. from the arrow’s path. Large items within 10 ft. of the arrow’s path have a 20% chance of being knocked over.

Wind Blades

The range of this spell is increased to close (25 feet + 5 feet/2 levels), and the damage dealt by the wind blades can be increased even by instantaneous wind effects, based on the strongest wind effect that occurred during the round. They do not deal damage separately for each wind effect. The razor-sharp wind blades deal bleed damage to the target equal to the number of dice of slashing damage it took from the wind blades since the beginning of its last turn.

Wind Down

You automatically reduce the target spell or spell-like effect’s duration by a number of rounds (if the spell has a duration of rounds) or minutes (if the spell has a duration of minutes or higher) equal to your tier. This reduction occurs even if you do not succeed the caster level check.

Wind Walk

Creatures made gaseous with this spell are treated as if using mythic gaseous form, as described in Pathfinder Roleplaying Game Mythic Adventures, though they can also be blown along at up to 600 feet per round as the wind walk spell. Creatures using mythic wind walk have total concealment (50% miss chance) when within or adjacent to an area of natural or magical fog or mist. Mythic creatures affected by this spell can expend one use of their own mythic power to transition from gaseous form to normal (or the reverse) as a full-round action.

Augmented: If you expend two uses of mythic power, the targets of this spell gain the ability to see through mist, fog, smoke, and similar obscurement without impairment. This ability persists only while in gaseous form.

Wind Wall

The miss chance for ranged weapons other than arrows and bolts that pass through the wind wall is increased to 50%. Giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the wind wall have a 20% miss chance.

Augmented (3rd): If you expend two uses of mythic power, giant-thrown boulders, siege engine projectiles, and similar massive ranged weapons passing through the wind wall have a 50% miss chance while smaller ranged weapons are automatically deflected. In addition, Medium and smaller creatures cannot pass through the wind wall unless they succeed on a DC 10 Strength check or DC 20 Fly check; this check is made as part of their movement and does not require a separate action.

Winding Key

If you expend one use of mythic power when casting this spell, the construct gains a bonus to its initiative equal to your mythic tier for the spell’s duration. If this bonus allows it to act earlier in the current initiative order, it acts after your turn.

Winds Of Vengeance

Your fly speed is increased by 5 feet times your mythic tier, and when in flight you can expend one minute of the spell’s remaining duration as a free action to sprint in a straight line. If you use this ability to charge, you can move up to quadruple your speed. If you use this ability to perform the run action, you can move up to ten times your speed (eight times your speed if you are wearing medium or heavy armor or carrying a medium or heavy load).

You can shape your winds of vengeance to lash out at a creature that attacks you as an attack of opportunity in addition to doing so as an immediate action. Your attack is resolved after their attack. When you are attacked by a Large or smaller non-mythic creature, that creature can be blown away by the force of your mythic winds of vengeance even if they successfully save. Such creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. You add your mythic tier to the DC of the Strength check or Fly check.

Windy Escape

When you turn vaporous, you can also take a 5-foot step as part of the same immediate action. This does not affect your movement on the following round. You can use windy escape against an attack of opportunity you provoked.

Augmented (2nd): If you expend two uses of mythic power, when you turn vaporous you can move up to 5 feet times your mythic tier while insubstantial, solidifying at the end of this movement. This is considered flying movement with good maneuverability. Your movement provokes attacks of opportunity.

Wingspan

If you spend one use of mythic power when casting this spell, the spell’s duration increases to 1 hr./level, and the creature gains an additional 10-ft. increase to fly speed. The creature also gains the benefit of the Hover feat.

Winter Feathers

The target gains cold resistance 5 and adds your mythic tier on Stealth checks to hide in ice and snow. If the target would become exhausted, fatigued, or staggered as a result of an effect that deals cold damage, such as frigid touch, the target can negate that condition and gain cold resistance 10 against that effect. This ends the spell.

Witch’s Escape

The spell’s recipient does not provoke attacks of opportunity from this movement (however, the casting of the spell does). If you spend one use of mythic power, the duration increases by your tier.

Withered Sight

The penalties inflicted by the spell increase by –2. The spell’s duration increases to 24 hrs.

Withering Bomb Admixture

The black tendrils inflict Strength damage rather than a penalty (a Fortitude save reduces this damage by half).

Witness

You can shift your senses between yourself and the target as a free action rather than a move action. If the target touches another creature while you are using its senses, as a move action you can shift your senses over to that creature.

Wolfsong

You increase the number of words you can deliver by your tier. You can use this spell to make a Handle Animal check for all wolves in your line of sight.

Wood Shape

You can maintain concentration on mythic wood shape for a number of rounds equal to your caster level. Each round after the first, you can shape 5 additional cubic feet of wood, with an instantaneous duration. The percentage chance that an item with moving parts won’t work is decreased by 5% times your mythic tier (minimum 0%).

Wooden Phalanx

The wood golems you create gain the invincible mythic simple template, as described in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, and lose their vulnerability to fire.

Word Of Recall

You may add your mythic tier to concentration checks made to cast this spell defensively. You can use this spell to teleport into an area that you have warded against teleportation without needing to make a check. In addition, you may use this spell to teleport even while subject to a non-mythic effect that blocks teleportation, such as antimagic field, dimensional anchor, dimensional lock, or forbiddance, with a successful caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus to the check.

Word Of Resolve

You can use this spell even if you do not have the aura of courage or aura of resolve class feature. If you do have those class features, you add one-half your mythic tier to the saving throw bonus you grant to the target’s reroll of a save against fear or charm, respectively.

World Wave

You add your mythic tier to your caster level to determine how far your mythic world wave extends to your left and right. You multiply your level by your mythic tier to determine how many passengers you may designate to accompany you on the wave. As a full-round action, you may change the direction of the mythic world wave up to 90 degrees, but you cannot change its direction more often than once per minute.

Wotan’s Rede

You gain an additional bonus equal to your tier on your Knowledge or Perform check. If you choose not to make a skill check, you receive advice equivalent to that from mythic augury or mythic divination.

Wrath

Your morale bonus on attack and damage rolls and on caster level checks to overcome spell resistance is increased by 1. You also gain this bonus on saving throws against charm effects used by the designated creature, or against spells that would compel you not to attack that creature, such as sanctuary or stay the hand.

Augmented (6th): If you expend two uses of your mythic power, you gain the benefit of the Improved Critical feat against the target regardless of your caster level. If you already have the Improved Critical feat with the weapon you are using or if your caster level is 12th or above, you gain the benefit of the mythic Improved Critical feat against that target, as described in the Feats chapter of Pathfinder Roleplaying Game Mythic Adventures.

Wrathful Mantle

You add your mythic tier to your caster level to determine the resistance bonus on saves gained by the target. The subject can dismiss the spell as a swift or immediate action, dealing 4d6 points of force damage to all targets within 5 feet and 2d6 points of force damage to creatures between 5 feet and 10 feet away. Creatures damaged by the spell must also succeed on a Reflex save (DC 13 plus your Wisdom modifier plus your mythic tier) or pushed backwards 10 feet and knocked prone. If this forced movement would push them into a solid barrier or a space occupied by another creature, the creature takes 1d6 points of damage and falls prone in the nearest open square. Creatures not adjacent to the target when this effect is triggered gain a +4 bonus on their saving throw.

Wreath Of Blades

You can cast this spell with dagger made of any substance, not just with mithral daggers, though all daggers must be crafted of the same material and they bypass damage reduction only as appropriate to the material from which they are constructed. If the daggers are made of mithral, the daggers gain a +1 enhancement bonus and bypass DR/magic.

Augmented (4th): If you expend two uses of mythic power, the daggers gain an enhancement bonus equal to one-half your mythic tier, regardless of their material. You may exchange one or more points of their enhancement bonus in order for them to gain the corrosive, flaming, frost, and/or shock properties, exchanging 1 point of enhancement bonus for each property, as long as this does not reduce their enhancement bonus below +1.

Wresting Wind

You add your tier to CMB for the disarm attempt. For each 5 points the disarm attempt exceeds a target’s CMD, the target’s weapon lands 5 ft. away from the target in a random direction.

Wyrmfold

Creatures subjected to the void left behind by the teleportation take 10d8 hp bludgeoning damage, and a failed Fortitude save knocks a creature prone. A bisected creature that fails its Reflex save is affected by a mythic disintegrate spell. If you expend two uses of mythic power, you only need to sacrifice 1 hp to add 1 ft. to the spell’s radius.

Wyvern’s Sting

The sting attack has a 15-ft. reach, and it inflicts 1d6 points of Con damage each round. The target must succeed at two consecutive Fortitude saving throws to end the affliction. You are treated as though you have the Multiattack feat for purposes of attacking with the sting.

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