TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XVI
  
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  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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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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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.
  PROGRAMMED IMAGE
   
  The spell’s duration increases to 1 minute per 
  caster level. Add your mythic tier to your caster level when 
  determining the spell’s duration and the number of 10-foot-
  cubes that comprise the effect’s maximum size. Further, you 
  have more freedom when determining the spell’s triggering 
  condition: in addition to the normal conditions, you can 
  also have the spell be triggered at a specific pre-determined 
  time (such as “ten minutes from now” or “next Friday at 
  high noon”). Alternatively, you can choose a trigger that is 
  not normally obvious to the senses, as long as that trigger is 
  something that can be obvious to the senses with the benefit 
  of a divination spell of 2nd-level or lower (for example, it could 
  be triggered by the presence of an evil creature, as a creature’s 
  alignment can be easily detected with detect evil).
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, you can imbue the image with an imprint of your 
  personality and knowledge. If you do, then once it is 
  triggered, the programmed image is treated as having your 
  mental ability scores (Intelligence, Wisdom, and Charisma), 
  as well as your personality and all knowledge you possessed 
  at the time the spell was cast, including what you hoped to 
  accomplish with the illusion. This allows the programmed 
  image to alter the nature of the illusion that it produces 
  once per round, giving it the ability to respond intelligently 
  if unexpected events occur after it is triggered. Because the 
  programmed image can produce intelligible speech, this also 
  allows it to carry on an intelligent conversation with creatures 
  that encounter it.
  PROJECT IMAGE
   
  The spell’s duration increases to 1 minute per caster 
  level. Additionally, you do not need to maintain line of 
  effect at all times: as long as there is an unobstructed path 
  (one without any physical barriers that would block a line 
  of effect) between you and the image that is no longer than 
  the spell’s range, the spell does not end. This allows you to 
  use project image from around one or more corners. Finally, 
  it is a swift action, rather than a move action, to direct the 
  projected image to act differently from you, and your body is 
  no longer considered blinded or deafened when you are using 
  the projected image’s senses (allowing you to use both your 
  senses and the image’s at the same time).
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, you can create a number of projected images up 
  to 1/2 your mythic tier. Each projected image mimics your 
  actions, though you can direct each of them to act differently 
  from both you and each other with a single move action 
  (or a swift action to direct only one image). Whenever you 
  choose to have a spell that you cast originate from one of 
  these projected images, you must choose which projected 
  image it originates from. Alternatively, for each use of mythic 
  power that you expend when casting a spell, you can have 
  an additional copy of that spell originate from another one 
  of these projected images (to a maximum of one copy of the 
  spell per image).
   
  Augmented (8th): If you expend 4 uses of mythic 
  power, you can project your image at extreme ranges, and 
  even through solid barriers. This allows you to project an 
  image to any location that you could reach with a teleport 
  spell (as with a teleport spell, there is a chance that the 
  projected image arrives at a different destination than the 
  intended one). While using this version of the spell, any 
  spells that you cast that originate from the projected image 
  allow a Will save (at their normal saving throw DC) to 
  disbelieve, in addition to any saves normally offered by the 
  spell. If this saving throw succeeds, the target is unaffected 
  by the spell. Further, all spells cast in this way offer spell 
  resistance, even if they would not normally. Additionally, 
  for every mile of distance between you and the projected 
  image, the saving throw DCs of all spells that you cast that 
  originate from the projected image (including the Will saves 
  to disbelieve those spells, described above) suffer a -1 penalty 
  (to a maximum penalty of -10 at 10 miles of distance).
  PROTECTION FROM ENERGY
   
  Add your mythic tier to your caster level when 
  determining the spell’s duration and the number of points 
  of energy damage that the spell can absorb before being 
  expended. Additionally, the spell is able to convert the energy 
  it absorbs into protective energy. For every 10 points of energy 
  damage absorbed by the spell, the target gains a single ward 
  point. As an immediate action, the target can expend a ward 
  point in order to gain a resistance bonus equal to 1/2 your 
  mythic tier on a single saving throw, or a deflection bonus 
  equal to 1/2 your mythic tier to his AC against a single attack. 
  The target must declare that he is using this ability before 
  the saving throw or attack roll is made. Any remaining ward 
  points at the end of the spell’s duration are wasted (though 
  they remain and can continue to be used even after the 
  energy immunity granted by the spell is expended).
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, this spell grants protection from all of the following 
  energy types: acid, cold, electricity, fire, and sonic. The total 
  number of points of energy damage that the spell can absorb 
  remains the same.
   
  Augmented (7th): If you expend 3 uses of mythic 
  power, there is no maximum amount of energy damage 
  that the spell can absorb before being expended: you gain 
  immunity to the chosen type of energy damage until the 
  spell’s duration expires, or the spell is dispelled. This reduces 
  
  3
  the spell’s duration to that of the non-mythic version of the 
  spell (10 min./level).
  PROTECTION FROM SPELLS
   
  Whenever an affected creature succeeds on a saving 
  throw to resist a spell or spell-like ability, if the affected 
  creature was the spell’s only target, the spell’s energy is 
  absorbed into the diamond that serves as the spell’s focus for 
  that creature. As a full-round action, the creature can attempt 
  to cast a spell that was absorbed this way. Only spells with 
  a casting time of 1 round or less which do not have costly 
  material components or focuses can be cast this way. The 
  spell uses the highest of the creature’s Intelligence, Wisdom, 
  and Charisma modifiers to determine its saving throw DC. 
  Each time a spell is cast in this way, mythic protection from 
  spells’ remaining duration decreases by 15 minutes. If the 
  spell’s remaining duration is less than 15 minutes, casting a 
  spell in this way ends the mythic protection from spells effect 
  immediately.
  PRYING EYES
   
  For each mythic rank you possess, each eye’s 
  Dexterity score increases by 2 (granting a +1 bonus to its AC, 
  Fly checks, and Stealth checks), and its hit points increase 
  by 2. Additionally, each eye gains a deflection bonus to AC 
  equal to 1/2 your mythic tier (rounded down). Finally, an eye 
  that returns to you and relays its findings is not immediately 
  destroyed. Instead, you can issue new orders to such an eye, 
  allowing you to use each eye created by the spell multiple 
  times, provided that time allows.
   
  Special: Any character that knows the mythic 
  version of prying eyes also knows the mythic version of 
  greater prying eyes, as long as that character also knows the 
  non-mythic version of both spells.
  PRYING EYES, GREATER
   
  For each mythic rank you possess, each eye’s 
  Dexterity score increases by 2 (granting a +1 bonus to its AC, 
  Fly checks, and Stealth checks), and its hit points increase 
  by 2. Additionally, each eye gains a deflection bonus to AC 
  equal to 1/2 your mythic tier (rounded down). Further, an eye 
  that returns to you and relays its findings is not immediately 
  destroyed. Instead, you can issue new orders to such an eye, 
  allowing you to use each eye created by the spell multiple 
  times, provided that time allows. Finally, the maximum 
  distance that an eye can travel from you before disappearing 
  increases to 1 mile per mythic tier, and whenever an eye is 
  destroyed, it telepathically transmits the last 6 seconds of 
  its existence to you, allowing you to see what it experienced 
  during those last moments. This occurs regardless of whether 
  the eye is dispelled, destroyed, or moves out of range.
   
  Augmented (9th): If you expend 2 uses of mythic 
  power, each eye created by the spell can see through solid 
  objects for up to 10 minutes during the spell’s duration, as 
  though using a ring of x-ray vision. The eyes will not use this 
  ability unless instructed to do so, but such instructions can 
  be included in those given to the eyes when they are released.
   
  Special: Any character that knows the mythic 
  version of greater prying eyes also knows the mythic version 
  of prying eyes, as long as that character also knows the non-
  mythic version of both spells.
  PURIFY FOOD AND DRINK
   
  The affected food and drink is rendered spiritually 
  pure, as well as physically pure. A creature who has consumed 
  at least one meal’s worth of food purified in this way in the 
  last 24 hours, and who has not consumed any non-purified 
  food, drink, or similar substances (including potions) 
  during that time gains a +1 sacred bonus on saving throws. 
  This bonus increases to +4 on saving throws made to resist 
  diseases and poisons.
  PYROTECHNICS
   
  The target fire source is not extinguished as a result 
  of the spell, unless you wish it to be, in which case magical 
  fires can also be extinguished, provided that they are not also 
  mythic, and are not the product of a spell whose spell level 
  is greater than your mythic tier. Additionally, the fireworks 
  version of the spell is no longer subject to spell resistance, 
  and non-mythic creatures are blinded for 1 round even if they 
  succeed on their saving throw. Similarly, the smoke cloud 
  version of the spell has the radius of its spread increased by 5 
  feet per mythic tier you possess, and the penalties to Strength 
  and Dexterity are increased to -6. Non-mythic creatures that 
  succeed on their Fortitude save to resist the smoke’s effects 
  still suffer a -3 penalty to their Strength and Dexterity scores.
   
  Augmented (2nd): If you expend 2 uses of mythic 
  power, the spell has an additional effect, depending on which 
  version is chosen.
   
  Fireworks: You conjure one fiery rocket per 
  mythic tier, which shoots out to strike a target of your 
  choice within 60 feet of the target fire source. For 
  each such rocket, make a ranged touch attack. If the 
  attack hits, it deals 1d6 points of fire damage to the 
  target, and each creature adjacent to the target must 
  succeed on a Reflex save or suffer 1d6 points of fire 
  damage, as well (a creature that succeeds on its save 
  suffers no damage). You can choose to have multiple 
  rockets target the same creature, if desired.
   
  Smoke Cloud: The smoke is super-heated, 
  and burns the skin and lungs of the creatures within 
  it. Each creature that begins its turn within the 
  cloud suffers 1d6 points of fire damage. A successful 
  Fortitude save halves this damage.
  QUENCH
   
  You automatically succeed on dispel checks made 
  to dispel non-mythic fire spells, as well as fire spells cast by 
  a character whose mythic tier is less than your own. Further, 
  any creature of the fire subtype that is damaged by this 
  spell must succeed on a Fortitude save or be stunned for 
  1d4 rounds. Non-mythic fire creatures damaged by the spell 
  are stunned for 1 round even if they succeed on their saving 
  throw. Finally, if you use this spell to suppress the abilities 
  of a non-mythic non-artifact magic item with fire-related 
  
  4
  abilities, you can choose to permanently dispel that magic 
  item, instead, causing it to lose all of its magical abilities 
  forever.
   
  Mythic quench can be used to counter any non-
  mythic spell with the fire descriptor. It can also be used to 
  counter any mythic spell with the fire descriptor, but only if 
  you succeed on a special dispel check (1d20 + your mythic tier 
  + your caster level; DC 11 + the spell’s caster’s mythic tier + the 
  spell’s caster’s caster level). 
  RAGE
   
  You may choose to target unwilling creatures with 
  the spell. Such creatures are entitled to a Will save to resist 
  the effect. Additionally, the rage that the creatures enter is 
  much more intense. This has one of the following effects, 
  which applies to all targets of the spell, and is chosen by you 
  at the time the spell is cast.
  •	
  The morale bonuses to Strength and 
  Constitution granted by the spell increase 
  to +4, and the morale bonus on Will saves 
  increases to +2.
  •	
  The target treats the critical multiplier of 
  any weapon he wields as one higher than it 
  actually is.
  •	
  The penalty to AC increases to -4.
  •	
  The target must succeed on a Will save 
  each round or be forced to attack either the 
  nearest creature, or the last creature that 
  damaged him (the target chooses which of 
  these two he attacks, but he must do one 
  or the other, and if he cannot attack one of 
  them, he must attack the other).
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, you may choose one barbarian rage power per 2 
  mythic tiers you possess. These rage powers must have no 
  prerequisites, other than rage powers that you have also 
  selected with this spell. Each creature affected by the spell 
  gains the chosen rage powers for as long as the rage spell 
  lasts.
  RAINBOW PATTERN
   
  Creatures that succeed on their saving throw, or 
  are unaffected due to spell resistance, immunity to mind-
  affecting effects, or similar reasons, do not count towards 
  the number of Hit Dice of creatures that the spell can affect. 
  Additionally, the spell’s effect increases to colorful lights 
  within a 60-foot-radius spread, and the maximum number of 
  Hit Dice of creatures that can be affected increases by 2 per 
  mythic tier you possess. Finally, as a standard action at any 
  time before the end of the spell’s duration, you can expend 
  the spell in a dazzling burst of colors, forcing each creature 
  within the spread of lights to succeed on a Fortitude save 
  or be blinded. Creatures with 7 Hit Dice or fewer that fail 
  their saving throws are blinded permanently, while creatures 
  with 8 or more Hit Dice that fail their saving throws are only 
  blinded for 1d4 rounds.
  RAISE DEAD
   
  The spell’s casting time is reduced to 1 round. The 
  target regains a number of additional hit points equal to 10 
  per mythic tier you possess (giving them a total number of 
  hit points equal to their Hit Dice + 10 times your mythic tier). 
  The target does not lose any prepared spells or unused spell 
  slots as a result of being returned to life in this way. This spell 
  can be used to raise creatures that were turned into undead 
  creatures (provided they are no longer undead), as long as 
  the spell or ability that transformed them into an undead 
  creature is non-mythic. Similarly, creatures slain by death 
  effects can be restored to life in this way, but not if the death 
  effect was from a mythic spell or creature.
   
  Augmented (3rd): If you expend 5 uses of mythic 
  power, and the target has been dead for no more than 1 
  minute at the time that the spell is cast, the spell has no 
  material component, and the target does not gain any 
  negative levels or Constitution drain as a result of this spell.
   
  Augmented (7th): If you expend 8 uses of mythic 
  power, this spell can be used to raise constructs, elementals, 
  outsiders, and undead creatures that have died or been 
  destroyed (the undead creatures are returned to their undead 
  state). Similarly, it can be used to raise creatures that died of 
  old age. For such creatures, determine a new maximum age. 
  To do so, consult the Aging Effects table in the Pathfinder 
  Roleplaying Game Core Rulebook (or whatever source lists 
  the maximum age for the race in question), and substitute 
  the creature’s current age for the first part of the equation 
  to determine the maximum age (for example, a human’s 
  maximum age is typically 70 + 2d20 years. If the creature was 
  93 when he died of old age, his new maximum age after being 
  raised by this spell would be 93 + 2d20 years).
  RAY OF EXHAUSTION
   
  You create one additional ray for every 2 mythic tiers 
  you possess (to a maximum of 6 rays at 10th tier). You can 
  direct each ray at a different target, or direct multiple rays 
  at the same target. In the latter case, the effects of the rays 
  stack, so a creature that is struck by one ray, succeeds on his 
  Fortitude save and becomes fatigued, and then is struck by 
  a second ray, will become exhausted regardless of the result 
  of his second saving throw. You must determine the target 
  of each ray before any attack rolls, caster level checks to 
  overcome spell resistance, or saving throws are made.
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, then each ray that strikes a creature that is already 
  exhausted inflicts 1d2 points of Dexterity damage to that 
  creature, unless it succeeds on a Fortitude save.
  RAY OF FROST
   
  The damage inflicted by the spell increases to 1d8 
  per mythic tier you possess, and the target must succeed on 
  a Fortitude save or be partially numbed, reducing his speed 
  by half and reducing his Dexterity score by 2. These penalties 
  last for 1d4 rounds. Additionally, the damage for all non-
  mythic ray of frost spells that you cast until the next time 
  that you rest and regain uses of mythic power increases to 1d8 
  points of cold damage.
  
  5
  READ MAGIC
   
  The spell’s duration increases to 24 hours. 
  Additionally, this spell allows you to see through the effects 
  of spells like secret page or illusory script, even if the text 
  contained on that page is not magical in nature. The spell 
  also allows you to automatically identify a glyph of warding, 
  greater glyph of warding, symbol spell, or similar spells, 
  without needing to make a Spellcraft check. Identifying such 
  a glyph or symbol in this way does not activate its effects, 
  although if you continue to study or examine the glyph or 
  symbol, it activates normally.
   
  Finally, the spell grants greater comprehension of 
  the underlying principles of spells that are read with it. This 
  allows you to cast divine scrolls as an arcane caster, or arcane 
  scrolls as a divine caster. All other requirements for casting a 
  spell from a scroll (including the requirement that the spell 
  be on your spell list) are unaffected. 
  REDUCE ANIMAL
   
  You can target magical beasts and vermin, as well as 
  animals, and the spell can affect non-willing targets. Non-
  willing targets are entitled to a Fortitude save to resist the 
  spell’s effect. Additionally, you can decrease the target’s size 
  by up to two categories, to a minimum of Diminutive. If the 
  target shrinks two sizes, its weight decreases by a factor of 16 
  and it gains a +4 size bonus to Dexterity, a –4 size penalty to 
  Strength, and a +2 bonus on attack rolls and to AC because of 
  its decreased size.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, you can reduce the target to Fine size, regardless of 
  what size it was previously. For each size category that the 
  target is reduced in order to reach Fine, it gains a +2 size 
  bonus to Dexterity, a -2 size penalty to Strength, and a +1 
  size bonus on attack rolls and AC. Further, for every 2 size 
  categories that the target is reduced in order to reach Fine, 
  it suffers a -2 size penalty to Constitution, and its natural 
  armor bonus to AC, if any, is reduced by 1. These bonuses 
  and penalties are instead of the ones normally granted by the 
  spell.
  REDUCE PERSON, MASS
   
  As the mythic version of reduce person, except that 
  it affects up to 1 humanoid creature per caster level. Unlike 
  the non-mythic mass reduce person, the targets affected by 
  the spell do not all need to be within 30 feet of each other, 
  though they must all be within range.
   
  Augmented (6th): If you expend 8 uses of mythic 
  power, this spell affects all humanoid creatures in a 1-mile 
  radius centered on you at the time the spell is cast. You can 
  choose whether or not you are affected, as well. Affected 
  creatures with 4 or fewer Hit Dice have their size reduced 
  permanently. Affected creatures with 5 or more Hit Dice have 
  their sized reduced for the normal duration of the spell.
  REFUGE
   
  The spell can transport the item’s possessor to 
  locations on other planes (or transport you to another plane, 
  if that version of the spell is chosen instead). If you choose to 
  have the item transport its possessor, you can designate any 
  location that you are familiar with as the destination, rather 
  than your home. This has the same chance of causing the 
  possessor to arrive off-target as a teleport spell. Further, up to 
  1 creature per caster level can be transported along with the 
  item’s possessor, provided that they are all holding hands at 
  the time the item is used.
   
  If you choose to have the item transport you, you 
  are not forced to be transported if you later decide not to 
  be. Instead, once the item is broken, you are granted the 
  supernatural ability to instantaneously travel to the exact 
  location where it was, as a full-round action. You retain this 
  ability for 1 minute per caster level, and if you do not use it by 
  the end of this time, it is wasted.
   
  Either way, whoever is transported by the spell is 
  also granted the supernatural ability to return to the exact 
  location they were in before they were transported, as a full-
  round action. The creature or creatures retain this ability for 1 
  minute per caster level, and if they do not use it by the end of 
  that time, they are unable to return in this fashion.
  REINCARNATE
   
  The target does not lose any prepared spells or 
  unused spell slots as a result of being returned to life in this 
  way. This spell can be used to raise creatures that were turned 
  into undead creatures (provided they are no longer undead), 
  as long as the spell or ability that transformed them into an 
  undead creature is non-mythic. Similarly, creatures slain by 
  death effects can be restored to life in this way, but not if the 
  death effect was from a mythic spell or creature. Additionally, 
  when determining what race the creature will be reincarnated 
  as, you may roll twice and take whichever result you prefer.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, the target does not gain any negative levels or 
  Constitution drain as a result of this spell. Additionally, 
  instead of rolling to determine the target’s new race, you can 
  choose to have the target automatically reincarnate as the 
  same race that he was previously.
   
  Augmented (7th): If you expend 8 uses of mythic 
  power, you can cause the target to be reincarnated as a 
  creature of another type entirely. Choose a creature whose CR 
  is less than or equal to 1/2 the level of the target. The target 
  is reincarnated as a creature of that kind, even if it is not the 
  same type (for example, a humanoid could be reincarnated as 
  a fire elemental or a bulette). This process is incredibly taxing 
  on the soul and memories of the reincarnated creature, 
  however, and the creature loses a number of class levels equal 
  to the CR of the creature he is reincarnated as. These are 
  not negative levels: the creature’s base attack bonus, saving 
  throws, skill ranks, feats, class features, and even the ability 
  score bonuses gained at certain levels are lost as a result of 
  this change, although the target gains any racial Hit Dice 
  of the new creature he becomes. The creature’s experience 
  point total remains the same, and he is treated as though he 
  were the same level he was previously (each CR of his new 
  form effectively counts as a class level for the purposes of 
  determining how much experience he needs to gain further 
  class levels).
   
  As with the non-mythic version of reincarnate, the 
  target’s new physical ability scores are partially determined 
  
  6
  by the new type of creature he has become. Subtract 11 from 
  each of the target’s Strength, Dexterity, and Constitution 
  scores from his previous body, and add those numbers to 
  the Strength, Dexterity, and Constitution scores of a normal 
  creature of the type that the target has become. The target’s 
  Intelligence, Wisdom, and Charisma are also subject to 
  change, although to a lesser extent. The target uses his 
  original Intelligence, Wisdom, and Charisma scores, but 
  if the new form has a negative Intelligence, Wisdom, or 
  Charisma modifier, he suffers a permanent penalty to that 
  score equal to that modifier (for example, a wizard with 
  24 Intelligence who was reincarnated as an animal with 2 
  Intelligence would suffer a -4 penalty to his Intelligence score, 
  permanently reducing it to 20).
   
  Augmented (9th): If you expend 3 uses of mythic 
  power, you can reincarnate creatures whose souls are not 
  willing. Doing so requires special oils and incense worth 
  1,000 gp per Hit Dice of the creature to be reincarnated, and 
  the target is allowed a Will save to resist the effect, using the 
  bonus he possessed at the time of his death. The soul must 
  still be free and able to return, even if it does so against its 
  will.
  REMOVE BLINDNESS/DEAFNESS
   
  The target is cured of both blindness and deafness. 
  Further, the spell restores eyes and ears that have been lost. 
  Additionally, it grants affected creatures a +4 circumstance 
  bonus on all saving throws made to resist blindness or 
  deafness for the next 24 hours.
   
  Finally, this spell can be cast on creatures that do 
  not normally have eyes, granting them normal vision for 
  a number of hours equal to your caster level. This version 
  of the spell has a duration of 1 hour/level, rather than 
  instantaneous.
   
  Mythic remove blindness/deafness counters mythic 
  blindness/deafness.
  REMOVE CURSE
   
  You automatically succeed on all caster level checks 
  made to remove non-mythic curses. Additionally, if your 
  caster level is at least 5 higher than the caster level of a cursed 
  magic item that you cast this spell on, you can choose to 
  permanently remove the curse from the cursed item, instead 
  of simply allowing it to be removed from the possession of 
  the person who currently has it. If the cursed item had other 
  magical properties unrelated to the curse, those magical 
  properties are unaffected.
   
  Mythic remove curse counters mythic bestow curse.
  
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  terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are 
  provided within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 
  1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & 
  Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when 
  used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or 
  items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, 
  Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, 
  Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, 
  Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of 
  Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady 
  of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer 
  beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.  
   
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.  
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.  
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.  
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.  
   
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.  
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute.  
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.  
   
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.  
   
  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. 
  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: 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 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Creatures of the Nile 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: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage 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: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti 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: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Babau and Hezrou 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: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods 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: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Angelic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Robots 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: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Mythic Robots II 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: Mythic Aliens: The Astori Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Fey Heritage 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: The Vordis Scourge Volume II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of Chance Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Kassars 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: Fire Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: The Vordis Scourge Volume III 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 
   
  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 XVI.pdf