TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XXII
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  Introduction
   
  The Pathfinder Roleplaying Game: Mythic Adventures 
  book provides a large number of mythic versions of existing 
  spells, which grant mythic spellcasters the ability to cast 
  super-charged versions of spells that they know. While the 
  list of spells that were “mythified” is impressive, many spells 
  fell through the cracks. Pathfinder Roleplaying Game: Missing 
  Mythic Magic is an attempt to take these spells and give them 
  the mythic treatment as well, eventually giving every spell in 
  the game a mythic version.
  New Mythic Spells
   
  All of the mythic spells in this book are based on 
  spells from the Pathfinder Roleplaying Game Core Rulebook. 
  The spells are presented in alphabetical order. For more 
  information on mythic spellcasting or mythic tiers in general, 
  see Pathfinder Roleplaying Game: Mythic Adventures.
  UNDETECTABLE ALIGNMENT
   
  In addition to hiding your alignment from magical 
  means of detection, you also obscure your morals and ethics, 
  or lack thereof, from mundane detection. The DC of Sense 
  Motive checks to get a hunch about you increases by an 
  amount equal to twice your tier. Additionally, if your words or 
  actions would cause a creature to make any conclusions about 
  your alignment (including determinations that the you are 
  trustworthy or untrustworthy, good-natured or sadistic, and 
  so on, in addition to conclusions about whether abilities like 
  smite evil will work against you), that creature must succeed 
  on a Will save or simply fail to come to that conclusion. This 
  does not cause the character to forget the chaotic, evil, good, 
  or lawful actions you took, but simply causes the character 
  not to make any judgments about you based on those actions.
   
  Augmented (4th): If you expend two uses of mythic 
  power, you can affect up to one creature or object per mythic 
  tier you possess.
  UNHALLOW
   
  The DC to resist negative channeled energy in the 
  affected area is increased by an additional amount equal 
  to 1/3 your tier (rounded down, minimum 1, maximum +7 
  at 9th tier). The DC to resist positive energy is similarly 
  reduced by an additional amount equal to 1/3 your tier. 
  Additionally, any dead body that is interred in a site affected 
  by mythic unhallow for a year and a day has a 50% chance of 
  rising as an undead creature on its own. The exact type of 
  undead creature depends on a wide variety of factors, and is 
  ultimately determined by the GM, but generally, creatures 
  with fewer than 5 Hit Dice become zombies or skeletons, 
  while creatures with 6 or more Hit Dice become more 
  powerful undead.
   
  Additionally, for one month after casting a mythic 
  hallow, the affected area is warded by a forbiddance effect, 
  which only affects good clerics, paladins, and good outsiders. 
  These creatures are treated as having alignments different 
  with respect to both law/chaos and good/evil, even if this 
  is not the case. The forbiddance effect does not prevent the 
  planar travel of creatures other than these.
   
  Augmented (4th): By expending 4 uses of mythic 
  power, you can cause the magic circle against good and any 
  spell fixed to the unhallowed site (as described in the non-
  mythic version of the spell) to use the mythic version of that 
  spell, instead of the non-mythic version. Any augmentations 
  for these mythic spells must be paid for separately.
  UNHOLY AURA
   
  The deflection and resistance bonuses granted by 
  this spell increase by +1. If your mythic tier is 6 or higher, 
  they increase by +2, instead. Further, you add your mythic 
  tier to the spell resistance granted by this spell. Finally, the 
  spell grants complete immunity to any charm or compulsion 
  effects with the good descriptor, or which were cast by a 
  good creature, in addition to the mental protection aspect of 
  protection from good.
   
  Augmented (5th): If you expend two uses of 
  mythic power, then any good creature that succeeds on a 
  melee attack against the warded creature suffers 1d8 points 
  of Strength and Dexterity damage, instead of 1d6 points of 
  Strength damage. Additionally, this ability damage cannot be 
  removed magically unless the caster succeeds on a caster level 
  check (DC 11 + your caster level + your mythic tier), although 
  it can be healed through natural means.
  UNSEEN SERVANT
   
  The unseen servant has a Strength score of 12, 
  instead of 2, increasing the amount that it can lift and drag, 
  as well as the maximum force it can exert, accordingly. 
  Similarly, it can perform tasks with a DC of up to 15, although 
  it still cannot make checks using skills that cannot be used 
  untrained. Finally, the spell’s range increases to long (400 feet 
  + 40 feet per level).
   
  Augmented (3rd): If you expend two uses of mythic 
  power, you create 1d4 unseen servants per mythic tier you 
  possess, each of which can be assigned to different tasks.
  VEIL
   
  You can target objects as well as creatures, and the 
  targets of the spell do not need to be within 30 feet of each 
  other at the time the spell is cast, and you can affect any 
  number of targets within the spell’s range, regardless of how 
  far they are from each other. Additionally, by concentrating 
  on an affected creature as a move action, you can change 
  what the spell makes that creature appear as. Further, slain 
  creatures continue to be affected by the spell for as long 
  as the spell remains in effect. Finally, the spell also alters 
  evidence the targets leave behind to make it match the 
  illusion, including (but not necessarily limited to) changing 
  the shape of footprints they make, altering the color or 
  appearance of hairs they leave behind, and so on.
  2
  
   
  Augmented (7th): If you expend three uses of 
  mythic power, unwilling creatures are not entitled to a saving 
  throw to resist the spell’s effects.
  VENTRILOQUISM
   
  When you speak or otherwise make noise using this 
  spell, you may choose to hide the fact that you are doing 
  so, keeping your lips and mouth from moving at all. No 
  amount of non-magical scrutiny can determine that you are 
  the source of the sounds that you make. Additionally, you 
  are affected as though by vocal alterationUM for the spell’s 
  duration, and can change the way in which your voice is 
  altered at any time as a move action.
  VIRTUE
   
  The spell’s duration increases to 1 hour. Further, In 
  addition to the spell’s normal effect, you may choose one of 
  the following seven virtues, and grant the target the bonus 
  associated with that virtue.
  Charity: The next time the target casts a beneficial spell 
  on another creature that does not affect herself, that 
  spell’s caster level is increased by +2.
  Chastity: The target gains a +4 bonus on the next saving 
  throw she makes to resist the effects of one of the 
  following: alcohol, charm effects, compulsion effects, 
  diseases, drugs, or poisons.
  Diligence: The target gains a number of temporary hit 
  points equal to 10 + twice your mythic tier, instead of the 
  normal amount.
  Humility: The target gains a +4 bonus on the next saving 
  throw she makes to resist any spell or effect with the 
  emotion or fear descriptor.
  Kindness: The target gains a +4 bonus on the next 
  Diplomacy or Charisma check she makes.
  Patience: The next time the target readies an action or 
  uses the delay action, they also gain the benefits of a total 
  defense action.
  Temperance: At any point in time during the spell’s 
  duration, the target can expend the spell in order to roll 
  1d4 and add the result to a single d20 roll she just made. 
  This is a free action taken after the result of the original 
  roll is revealed. This can change the outcome of the roll, 
  and stacks with the surge mythic ability, if the target has 
  that ability as well.
  VISION
   
  Add your mythic tier to your caster level to determine 
  whether or not you receive a vision. Additionally, you are not 
  fatigued after the spell is complete. Further, instead of only 
  being able to tell you about people, places, and things that are 
  associated with characters of 11th level or higher, the spell can 
  provide information about people, places, and things that are 
  associated with a character of 11 minus your mythic tier level 
  or higher (so a caster of mythic tier 5 would treat anything 
  of 6th level or higher as “legendary” for the purposes of this 
  spell).
   
  Augmented (5th): If you expend two uses of mythic 
  power, you may inquire about up to three different subjects, 
  and you automatically succeed on all caster level checks 
  made to receive visions about them.
  WAIL OF THE BANSHEE
   
  You choose the order in which creatures in the spell’s 
  area are affected, rather than affecting the closest creatures 
  first (you may not choose to affect fewer than the maximum 
  number of creatures, however). Additionally, creatures that 
  succeed on their saving throw are sickened for one minute 
  and suffer 1d4 points of damage per caster level. Further, 
  the spell’s sound is supernaturally powerful, causing it to 
  penetrate spells of 7th level or lower that create areas of 
  magical silence. Finally, creatures that are immune to death 
  effects are not entirely immune to the spell, as half of the 
  damage inflicted by the spell is sonic damage, and affects 
  such characters normally.
   
  Augmented (9th): If you expend three uses of 
  mythic power, any female creatures slain by this spell rise 
  as banshees on the following round. They are under your 
  control and obey your commands for one hour, after which 
  they become free-willed undead. Once you cease controlling 
  them, they are indifferent towards you, and will not take 
  hostile actions against you unless they are given a reason to 
  do so (such as if you attack them, or get in the way of their 
  plans or desires).
  WARP WOOD
   
  Add your mythic tier to your caster level when 
  determining the number of small objects you can affect 
  with this spell. Additionally, you can choose to increase or 
  decrease the hardness of affected objects by an amount equal 
  to your mythic tier, and you can change the shape of any 
  warped object, as though with the spell wood shape.
   
  Augmented (5th): If you expend two uses of mythic 
  power, this instead functions as animate objects, except that 
  it can target only objects made primarily of wood, and the 
  duration is one minute per caster level.
   
  Augmented (9th): If you expend eight uses of 
  mythic power, you can choose to affect all wooden objects 
  within one mile. You may choose to specify certain types of 
  wooden objects to include or exclude from the effect (such as 
  “doors,” “buildings,” “boats,” and so on), but cannot include 
  or exclude specific objects (such as “the front door of that 
  building,” “my house,” etc.). All affected objects are either 
  warped or unwarped (your choice), and if you choose to 
  increase or decrease the hardness of the objects, or change 
  3
  
  their shape, that decision is applied to all of the affected 
  objects. For example, you could choose to increase the 
  hardness of all doors, warp them to make them stuck, and 
  shape them to create a small window, if you desired. You 
  cannot use this augmentation in conjunction with the other 
  augmentation for this mythic spell.
  WATER BREATHING
   
  The spell’s range increases to close (25 ft. + 5 
  ft./2 levels), and the duration is not divided amongst the 
  recipients: instead, the duration is 2 hours per level for 
  each recipient. Additionally, the targets can speak and hear 
  normally underwater.
   
  Augmented (4th): If you expend two uses of mythic 
  power, you can make the spell harmful, making each affected 
  creature succeed on a Fortitude save or lose the ability to 
  breathe air at the same time that they gain the ability to 
  breathe water. This version of the spell retains the range and 
  duration of the non-mythic version of the spell.
   
  Augmented (9th): If you expend five uses of mythic 
  power, instead of affecting individual creatures, you can 
  create an area in which all creatures can breathe water as 
  easily as air. This version of the spell does not have targets, 
  but instead has an area of a 1-mile radius emanation centered 
  on the touched point, and all creatures within the spell’s 
  area are able to breathe water freely, as well as speak and 
  hear normally underwater. This version of the spell has a 
  duration of 24 hours, and you can renew the effect each day 
  by expending three uses of mythic power, without needing 
  to recast the spell. You cannot use this augmentation in 
  conjunction with the other augmentation for this mythic 
  spell.
  WATER WALK
   
  The spell’s range increases to close (25 ft. + 5 
  ft./2 levels), and it targets one creature per caster level. 
  Additionally, affected creatures can suppress and resume the 
  effects of the spell as a swift action, allowing them to walk 
  on the water to a certain point, suppress the spell’s effects to 
  dive beneath the surface, then reactivate the spell to return 
  rapidly to the surface. The spell’s duration continues to elapse 
  even when its effects are suppressed. Finally, the spell grants 
  a bonus equal to twice your mythic tier on all Acrobatics 
  checks made while walking on liquid surfaces.
  WAVES OF EXHAUSTION
   
  You may choose to have the spell manifest as either 
  of the following, instead of a 60-foot cone: a 120-foot line, 
  or a 30-foot-radius burst centered on you. Additionally, if a 
  creature that is already exhausted would be affected, that 
  creature suffers 1d4 points of Strength and Dexterity damage, 
  instead.
   
  Augmented (7th): If you expend two uses of 
  mythic power, this spell can affect even creatures that would 
  normally be immune to exhaustion (including constructs 
  and undead), although such creatures are entitled to a saving 
  throw to resist the effect.
   
  Special: Any character that knows the mythic 
  version of waves of exhaustion also knows the mythic version 
  of waves of fatigue, as long as that character also knows the 
  non-mythic version of those spells.
  WAVES OF FATIGUE
   
  You may choose to have the spell manifest as either 
  of the following, instead of a 30-foot cone: a 60-foot line, 
  or a 15-foot-radius burst centered on you. Additionally, if 
  a creature that is already fatigued would be affected, that 
  creature suffers 1d2 points of Strength and Dexterity damage, 
  instead.
   
  Augmented (5th): If you expend two uses of 
  mythic power, this spell can affect even creatures that would 
  normally be immune to fatigue (including constructs and 
  undead), although such creatures are entitled to a saving 
  throw to resist the effect.
   
  Special: Any character that knows the mythic 
  version of waves of fatigue also knows the mythic version of 
  waves of exhaustion, as long as that character also knows the 
  non-mythic version of those spells.
  WEIRD
   
  Creatures that succeed on their Fortitude save must 
  make another Fortitude save on the following round. Success 
  indicates that they take another 3d6 points of damage, while 
  failure means they die from fear. A creature that dies from 
  a mythic weird and is later returned to life is plagued by 
  troubling nightmares, and is subject to a nightmare spell each 
  night for a number of days equal to your caster level. This can 
  be removed with break enchantment, limited wish, miracle, or 
  wish, but the caster must succeed on a caster level check (DC 
  11 + your caster level + your mythic tier), or the attempt fails.
   
  Augmented (9th): If you expend two uses of mythic 
  power, the spell can affect a living target that is immune 
  to fear, illusions, or mind-affecting effects.
  WHISPERING WIND
   
  The spell’s range increases to 10 miles per level, and 
  you can choose to increase its area to be up to a 100-foot-
  radius spread. Additionally, the message can be up to 150 
  words in length, and you can choose to allow anyone present 
  when the message is delivered to provide a response, which 
  is carried back to the location where the spell was cast 
  (although, if this would cause the total distance traveled 
  round-trip to exceed the spell’s range, or the total amount of 
  time since the spell was cast to exceed the spell’s duration, 
  the second message is not delivered).
   
  Augmented (2nd): If you expend two uses of mythic 
  power, you can choose to have the spell target a specific 
  individual, delivering the spell to that individual’s location, 
  wherever she may be. You must have seen the creature up 
  close (within 30 feet) at least once, and any effect that would 
  block the creature from being found with a locate creature 
  spell prevents the mythic whispering wind from finding 
  4
  
  them (although the spell’s range is not limited by that of 
  locate creature). The message is audible to the target and 
  anyone within 10 feet of the target at the time the message is 
  delivered. 
  WIND WALK
   
  Affected creatures gain DR 10/epic and magic, 
  instead of the damage reduction normally granted by gaseous 
  form, and their fly speed with perfect maneuverability 
  increases to 30 feet. It takes only a full-round action to 
  regain physical form or return to gaseous form, rather than 
  5 rounds. Additionally, as a standard action, any recipient of 
  the spell can reduce the spell’s duration by 1 hour in order to 
  affect themselves with the spell fickle windsUM, except that 
  the fickle winds effect does not function on any round that 
  the character uses wind walk’s option to be wafted by magical 
  winds at up to 600 feet per round. Finally, the character gains 
  a +20 bonus on Fly checks made to avoid being checked or 
  blown away by high-speed winds.
  WIND WALL
   
  The effect does not need to take the form of a vertical 
  wall, and can instead form a horizontal surface, or even a 
  diagonal one, although it must form a single straight plane. 
  Medium creatures attempting to pass through the wall must 
  succeed on a DC 10 Strength check (if on the ground) or a DC 
  20 Fly skill check (if airborne), or be unable to pass through 
  the wall. Small or smaller creatures that attempt to pass 
  through the wall must succeed on a DC 15 Strength check (if 
  on the ground) or a DC 25 Fly skill check (if airborne), or be 
  knocked back 1d6 x 10 feet and take 1d6 points of nonlethal 
  damage per 10 feet they are knocked back. Success by 5 or 
  more allows the Small or smaller creature to pass through the 
  wall, otherwise success just indicates it is not blown away. 
  Additionally, all normal ranged weapons passing through the 
  wall are deflected and miss, while massive ranged weapons 
  have a 30% chance of being deflected.
  WOOD SHAPE
   
  The spell’s range increases to close (25 ft. + 5 ft./2 
  levels), and you can affect up to one piece of wood per 2 
  caster levels, as long as their combined area is no more than 
  10 cubic feet per level (instead of the spell’s normal target 
  information). You can shape the wood with exquisite detail, 
  easily creating detailed and intricate shapes and images, such 
  as a lifelike wooden figurine, a book filled with paper-thin 
  sheets of wood to serve as pages, or even a simple lock. The 
  chance that any shape with moving parts simply doesn’t work 
  is reduced by 1% per caster level, and a further 1% per mythic 
  tier.
   
  Augmented (4th): If you expend two uses of 
  mythic power, you can increase or decrease a given target 
  object’s total mass by up to 20% each time you cast this spell, 
  although neither the starting or ending mass of all targets 
  combined can exceed the limitations outlined above.
  WORD OF RECALL
   
  When you cast the spell, you can choose to transport 
  yourself to any place that is very familiar to you that is 
  dedicated to your deity or faith, instead of the sanctuary that 
  you chose when you prepared the spell (you can still choose 
  to return to the chosen sanctuary, if desired). The weight of 
  the objects you can bring with you is increased to be equal to 
  the amount of weight that you can push or drag. Additionally, 
  you do not need physical contact with the other creatures 
  to be brought along, and can bring any creatures within 30 
  feet (up to the normal restriction of one Medium creature 
  per three caster levels). Further, you can bring unwilling 
  creatures, although they are entitled to a Will saving throw 
  and spell resistance to resist the effect, and if they are mythic, 
  they gain a +4 bonus on this saving throw.
  ZONE OF SILENCE
   
  You can suppress or resume the spell’s effects at any 
  time as a move action, allowing you to benefit from its effects 
  when you want to, and still be able to converse with creatures 
  10 or more feet away without needing to end the spell. 
  Additionally, if desired, each time you resume the spell’s 
  effects, you can choose to have it also block sound from 
  outside the effect from reaching you on the inside, potentially 
  protecting those in the spell’s area from harmful sonic effects. 
  Each minute that the spell functions in this way counts as an 
  hour for the purposes of determining its duration.
  ZONE OF TRUTH
   
  Whenever a creature within the spell’s effect is asked 
  a question, it must succeed on a secondary Will save or be 
  forced to answer that question truthfully. If the creature 
  succeeds on this Will save, it automatically succeeds on all 
  subsequent Will saves to resist questions inquiring about the 
  same basic topic. Once a given creature has made a number 
  of Will saves in this way equal to your mythic tier (whether 
  it succeeds on those saving throws or not), it ceases to be 
  affected by this ability.
  5
  
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
   
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.  
   
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.  
   
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IX Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume X Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIV Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XV Copyright 2015, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XVI Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XVII Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XVIII Copyright 2015, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIX Copyright 2016, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XX Copyright 2016, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XXI Copyright 2016, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XXI Copyright 2016, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Uncover Forgotten Arcane Lore
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Missing Mythic Magic Volume XXII.pdf