TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume III
  
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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
  
  2
  Introduction
   
  The 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. 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 Mythic Adventures.
  BESTOW CURSE
   
  The spell has a range of close (25 ft. + 5 ft./level), 
  instead of a range of touch. The target is one creature. 
  Additionally, instead of one of the curses outlined in the non-
  mythic version of bestow curse, you can choose one of the 
  following effects to inflict upon the target:
  •	
  The starting attitude of each creature the target 
  encounters is two steps closer to hostile than it 
  would otherwise be (helpful becomes indifferent, 
  friendly becomes unfriendly, and all other attitudes 
  become hostile).
  •	
  The target loses the ability to speak, write, read, or 
  understand all languages. He can still cast spells, 
  and may be able to effect crude communication via 
  pantomime.
  •	
  The target is predisposed to sadness and despair. He 
  suffers a -5 penalty on saving throws made to resist 
  harmful spells with the emotion descriptor, and is 
  immune to any beneficial effects of spells with the 
  emotion descriptor. Further, he cannot benefit from 
  morale bonuses.
  •	
  The target is physically incapable of telling lies. The 
  target can still say things that he believes are true but 
  are not (if he is genuinely mistaken), and he can also 
  withhold information, or use half-truths to imply 
  things that are not true, but cannot outright make 
  statements that he knows to be false.
  •	
  The target’s magic is impaired. In order to cast a 
  spell, the target must succeed on a Concentration 
  check (DC 10 + twice the spell’s level), or the spell 
  fails. This is in addition to any other Concentration 
  checks the target may need to make in order to cast 
  the spell (such as due to violent motion or ongoing 
  damage, etc.).
   
  Finally, the curse is more difficult to remove. 
  Typically, only the mythic versions of the spells that can 
  normally remove a bestow curse can remove the mythic 
  version of bestow curse (break enchantment, limited wish, 
  miracle, remove curse, and wish). Alternatively, a character 
  whose mythic tier is equal to or greater than your mythic 
  tier at the time that you cast the spell can remove the curse 
  with a non-mythic version of one of those spells, but must 
  expend two daily uses of mythic power in order to do so (in 
  the case of remove curse, and other effects where success is 
  not guaranteed, expending mythic power in this way does not 
  automatically remove the curse: it merely makes it possible 
  for the spell to potentially remove the curse, if successful). 
   
  Augmented (3rd): If you expend two uses of mythic 
  power, you may specify triggering conditions that end the 
  spell and remove the curse if they occur. These triggers can be 
  as simple or elaborate as you desire, but the condition must 
  be reasonable and have a likelihood of coming to pass, and 
  must be something that the target has at least some influence 
  and control over. Once the spell is cast, its triggering 
  conditions cannot be changed. Setting a release condition in 
  this way increases the save DC by 4.
  BINDING
   
  You can target non-living creatures (such as 
  constructs and undead) with this spell, as well as living ones. 
  Additionally, add your mythic tier to your caster level for the 
  purposes of determining whether or not the target is allowed 
  a saving throw. Unlike most mythic spells, you cannot expend 
  uses of mythic power to increase the spell’s saving throw 
  DC, if a saving throw is allowed.Finally, each version of the 
  binding spell is enhanced in a different way when the mythic 
  version is cast, as outlined below.
   
  Chaining: The target is bound by the chains 
  completely, and is physically unable to move or act, instead 
  of merely being confined to his current location, although 
  he can still speak (and even cast spells, if they do not have 
  somatic components). Additionally, the chains function 
  as a dimensional anchor spell, preventing the target from 
  teleporting or otherwise travelling magically. If desired, you 
  can choose to make it so that the target does not need to 
  eat while under the effects of this spell. Finally, add twice 
  your mythic tier to your caster level when determining the 
  duration of the binding effect.
   
  Slumber: While sleeping, you may choose to alter 
  the target’s dreams in order to affect his personality once 
  he awakens. You can choose to either plague the target 
  with horrible nightmares, or fill his dreams with moral 
  lessons. If you choose nightmares, then at the end of the 
  spell’s duration, the target must succeed on a Will save or 
  be affected as though by the spell insanity. Alternatively, if 
  you choose moral lessons, choose an alignment (like “lawful 
  evil” or “chaotic good”). At the end of the spell’s duration, 
  the target must succeed on a Will save or have his alignment 
  change immediately to the chosen alignment. The saving 
  throw DC is equal to binding’s saving throw DC in either case. 
  If the target is awoken or the spell ended by any means other 
  than having its duration run out, these dreams have no effect. 
  Finally, add twice your mythic tier to your caster level when 
  determining the duration of the binding effect.
   
  Bound Slumber: This uses the mythic versions of 
  both the chaining and slumber effects. Add twice your mythic 
  tier to your caster level when determining the duration of the 
  binding effect.
  
  3
   
  Hedged Prison: The prison that the target is 
  transported to is particularly dangerous, and filled with 
  deadly traps and stalked by vicious predators. Each week, 
  there is a chance that the target dies while wandering the 
  maze. The likelihood of this occurring depends on the 
  target’s Hit Dice and your caster level, as indicated on the 
  table below.
  BLESS WATER
   
  Holy water created by this spell is more potent. It 
  deals an amount of damage equal to 2d4 + twice your mythic 
  tier to undead creatures and evil outsiders, instead of the 
  normal amount. Additionally, it deals 1d4 points of damage to 
  other creatures of evil alignment, such as evil humanoids.
   
  Augmented (3rd): If you expend three uses of mythic 
  power, you can transform a much larger body of water into 
  holy water, although if you do so, the transformation is 
  temporary. The amount of water to be transformed cannot 
  exceed one 5-foot cube of volume per mythic tier you possess, 
  and the transformation lasts for a number of minutes equal 
  to your mythic tier. During this time, any character can fill 
  an empty vial from the affected water as a move action, after 
  which point the vial can be thrown as normal for holy water 
  (it still deals more damage, as outlined above). Alternatively, 
  undead and evil outsiders that are submerged in the water 
  Table 1: Hedged Prison Lethality
  Bound creature's Hit Dice are…
  Lethality
  5 or more greater than your caster level
  0%
  3‐4 greater than your caster level
  1%
  1‐2 greater than your caster level
  5%
  Equal to your caster level
  10%
  1‐2 less than your caster level
  15%
  3‐4 less than your caster level
  20%
  5‐6 less than your caster level
  25%
  7‐8 less than your caster level
  30%
  9 or more less than your caster level
  40%
   
  Lethality indicates the percentage chance that the 
  target dies each week. Roll a d% at the end of each week. If 
  the result is less than or equal to the lethality percentage, 
  the target died due to some danger of the maze at some 
  time during the previous week. A creature that dies while 
  within the hedged prison cannot be resurrected unless the 
  conditions that end the binding effect (if any) are met, or 
  until a wish or miracle is used to free their soul from the 
  binding effect.
   
  Metamorphosis: A number of times per week equal 
  to your mythic tier, you can compel the target to answer a 
  single question truthfully to the best of its knowledge and 
  ability. The target is not entitled to a saving throw to resist 
  this effect.
   
  Minimus Containment: Once per week, as a full-
  round action, you can use the item in which the target is 
  imprisoned to summon an avatar of the target to serve you. 
  This functions as summon monster I, except that the creature 
  summoned has statistics identical to those that the target 
  possessed before he was affected by the spell. You must be in 
  physical possession of the object that is binding the target in 
  order to use this ability. Only you can use this ability: other 
  characters in possession of the item do not gain the ability 
  to do so. If the binding spell ends for any reason, you are no 
  longer able to summon an avatar of the target in this way.
  BLEED
   
  Creatures affected by the spell take 2 points of 
  damage per round, instead of the normal amount, but only 
  until they are successfully stabilized. Additionally, the target 
  suffers a penalty equal to your mythic tier on all Constitution 
  checks made to become stable. Mythic creatures affected by 
  the mythic version of bleed do not automatically stabilize, 
  even if they have the hard to kill ability, but can be stabilized 
  normally. The DC for Heal checks made to stabilize a non-
  mythic character affected by this spell increases by an 
  amount equal to your mythic tier.
  
  4
  suffer 10d6 points of damage each round that they remain 
  submerged, while other evil creatures suffer 5d4 points of 
  damage each round that they remain submerged. When the 
  effect ends, all water affected by this spell returns to normal, 
  even if it was already put in a vial.
  BLESS WEAPON
   
  The weapon is also treated as being cold iron, 
  silver, and adamantine for the purposes of overcoming the 
  damage reduction of evil creatures. Additionally, damage 
  from the weapon is sufficient to suppress the regeneration of 
  undead, evil outsiders, and evil dragons, even if good-aligned 
  weapons would not normally overcome their regeneration, 
  as long as those creatures are non-mythic. Creatures whose 
  regeneration cannot normally be overcome by any means 
  cannot have their regeneration suppressed in this way.
  BLIGHT
   
  The spell’s range increases to close (25 ft. + 5 
  ft./2 levels). Additionally, if the target is a plant creature, 
  the damage increases to 1d8 points of damage per level 
  (maximum 15d8).
   
  Augmented (5th): If you expend four uses of 
  mythic power, you can apply the spell’s effect to all non-
  creature plants within a 1-mile radius, instantly killing all 
  non-creature plants within that area. Certain plants, such 
  as unique or magical plants, may be unaffected, at the GM’s 
  discretion. If desired, you can have the spell also leave a 
  lingering blight within the land itself, in which case no new 
  plants can grow in the affected area for a number of months 
  equal to twice your mythic tier. This version of the spell has 
  no effect on plant creatures.
  BLUR
   
  The miss chance granted by the concealment 
  increases by an amount equal to twice your mythic tier (to a 
  maximum miss chance of 40%). You are still treated as having 
  concealment, not total concealment, for all effects other than 
  the percentage of the miss chance. A non-mythic true seeing 
  spell partially counteracts the blur effect, halving the miss 
  chance percentage. A mythic true seeing spell completely 
  counteracts the blur effect.
  BULL’S STRENGTH
   
  At any time during the spell’s duration, as a free 
  action, the target can choose to immediately expend the 
  spell’s effect in order to treat his next Strength check or 
  Strength-based skill check as though the result were a natural 
  20. This ability must be used before making the Strength 
  check or Strength-based skill check. This ability cannot be 
  used to affect an attack roll or damage roll.
  BULL’S STRENGTH, MASS
   
  As the mythic version of bull’s strength, except that 
  any target that chooses to expend the spell’s effect in order to 
  treat his next Strength check or Strength-based skill check as 
  though the result were a natural 20 only ends the spell’s effect 
  for that individual target, rather than for all the targets.
   
  Special: Any character that knows the mythic 
  version of bull’s strength also knows the mythic version of 
  mass bull’s strength, as long as that character also knows the 
  non-mythic version of both spells.
  CALL LIGHTNING STORM
   
  You may call down up to two lightning bolts per 
  round. If you are at least 4th tier, you can call down three 
  lightning bolts per round, and if you are at least 8th tier, you 
  can call down four lightning bolts per round. The maximum 
  number of lightning bolts you can call is equal to 15 + your 
  mythic tier. The amount of damage inflicted by the bolts 
  remains the same (5d6, or 5d10 if outdoors in a stormy area), 
  but half the damage is electricity and the other half is sonic.
   
  Creatures that succeed on their saving throws are 
  dazzled and deafened for 1 round. Those that fail their saving 
  throws are dazzled and deafened for 1 minute.
  CALM ANIMALS
   
  Add your mythic tier to the number of Hit Dice of 
  animals that you can affect. The animals do not all need to 
  be of the same kind, as long as they are all valid targets for 
  the spell. Additionally, the spell can be used to affect magical 
  beasts and animals with Intelligence scores of 3 or higher, but 
  these creatures gain a +4 bonus on their saving throw. Finally, 
  even if the affected creatures are threatened and the spell is 
  broken, the affected creatures will not attack you or flee from 
  you unless you are the source of the threat, though they will 
  still attack or flee from other characters if that occurs.
  CALM EMOTIONS
   
  The spell’s duration increases to be equal to 1 round/
  level, and you no longer need to concentrate in order to 
  maintain it. Additionally, the radius of the area increases by 5 
  feet for every two mythic tiers you possess (to a maximum of 
  a 45-foot-radius spread at 10th tier). Finally, even if a creature 
  succeeds on its saving throw, it suffers a -2 penalty on attack 
  and damage rolls for the spell’s duration (any aggressive 
  action against an affected creature ends this effect, just like it 
  ends the rest of the spell’s effects).
   
  Augmented (3rd): If you expend three uses of mythic 
  power, this spell dispels any non-mythic spells, spell-like 
  
  5
  abilities, or supernatural abilities with the emotion descriptor 
  that are currently affecting the affected creatures, if those 
  creatures fail their saving throws. Spells or effects that could 
  not normally be dispelled with a successful dispel magic spell 
  cannot be dispelled in this way.
  CAT’S GRACE
   
  At any time during the spell’s duration, as a free 
  action, the target can choose to immediately expend the 
  spell’s effect in order to treat his next Dexterity check, Reflex 
  save, or Dexterity-based skill check as though the result were 
  a natural 20. This ability must be used before making the 
  Dexterity check, Reflex save, or Dexterity-based skill check. 
  This ability cannot be used to affect a ranged attack roll.
  CAT’S GRACE, MASS
   
  As the mythic version of cat’s grace, except that any 
  target that chooses to expend the spell’s effect in order to 
  treat his next Dexterity check, Reflex save, or Dexterity-based 
  skill check as though the result were a natural 20 only ends 
  the spell’s effect for that individual target, rather than for all 
  the targets.
   
  Special: Any character that knows the mythic 
  version of cat’s grace also knows the mythic version of mass 
  cat’s grace, as long as that character also knows the non-
  mythic version of both spells.
  CAUSE FEAR
   
  Non-mythic targets are panicked, rather than 
  frightened, if they fail their saving throw. Additionally, if 
  the target fails his saving throw, he is shaken for 1d4 rounds, 
  instead of 1 round. Finally, the spell can affect creatures with 
  a number of Hit Dice up to 5 + your mythic tier.
   
  Augmented: If you expend two uses of mythic 
  power, then the target is panicked if he fails his saving throw, 
  regardless of whether he is mythic or not.
  CHARM ANIMAL
   
  The bonus that the creature receives on its saving 
  throw if it is currently being threatened or attacked by you or 
  your allies decreases to +2. While the target is affected by the 
  spell, in addition to the spell’s normal effects, you gain a +10 
  bonus on all Handle Animal checks involving that animal. 
  If you have the wild empathy class feature, or can otherwise 
  influence the attitude of animals through mundane means, 
  you can attempt to improve the target’s attitude towards 
  you naturally while the animal is under the spell’s effects. 
  This functions as normal for changing a creature’s attitude 
  with Diplomacy, except that the DC for the check is based 
  on the target’s attitude towards you before being affected by 
  charm animal. If the check is successful, then at the end of 
  the spell’s duration, the target’s attitude towards you remains 
  helpful indefinitely. Finally, the spell’s duration increases to 
  24 hours.
   
  Augmented: If you expend two uses of mythic 
  power, this spell can affect magical beasts and vermin, as well 
  as animals.
  
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  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 
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  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; 
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  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; 
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  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: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Succubus 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: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 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 
   
   
  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 III.pdf