TEXT: Mythic Minis 56 
  Mythic Jewels
  by Jason Nelson
  
  By Jason Nelson
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, five mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 56: MYTHIC JEWELS
  Mythic magical items are items that create unique mythic effects. Some can be used 
  only by mythic wielders, while others are useful for all characters but have effects 
  enhanced or new abilities unlocked in the hands of mythic wearers. 
  Crown of Iron Sorcery 
  Price 88,000 gp 
  Slot head; CL 10th; Weight 3 lbs.
  Aura moderate evocation
  This battered circlet resembles a twisted serpent with two heads, clutching a 
  blackened crystal between their jaws. The wearer’s arcane spell failure chance from 
  wearing metal armor or wielding a metal shield is decreased by 10%; this applies 
  separately to armor and shield. In addition, if the wearer is wearing magical metal 
  armor or wielding a magical metal shield, he gains DR/cold iron equal to the 
  combined enhancement bonus of his armor and shield. This property of a crown 
  of iron sorcery does not apply when wearing mithral armor or wielding a mithral 
  shield.
  Whenever the wearer targets a magical weapon with magic weapon, keen edge, 
  lead blades, or a similar enhancing effect, that weapon is treated as a cold iron 
  weapon as long as that spell effect persists. If the wearer possesses the Arcane Strike 
  feat, a weapon she wields is treated as a cold iron weapon during any round in which 
  she uses the feat. 
  Once per day, the wearer can store up to three spell levels of arcane spells in the 
  crown of iron sorcery, as a minor ring of spell storing, and can also implant an arcane 
  spell of up to 3rd level in a weapon she touches, as if that weapon had the spell 
  storing property. This property only functions when the weapon is wielded by the 
  wearer of the crown.
  A mythic wearer reduces arcane spell failure from metal armor and shields by an 
  amount equal to 10% plus her mythic tier, and any iron or steel object she carries is 
  immune to rusting attacks. A mythic wearer can store an additional number of spell 
  levels in the crown equal to one-half her mythic tier (minimum 1). The wearer can 
  also expend mythic power to use the mythic version of any spell she imbues into 
  her weapon with the spell storing property, even if she does not normally know the 
  mythic version of that spell; however, she must spend one additional use of mythic 
  power when doing so. If the spell stored in her weapon is discharged, she can store 
  more than one spell per day by expending one use of mythic power for each spell 
  after the first. 
  Construction Requirements 
  Cost 44,000 gp
  Craft Wondrous Item, Mythic Crafter, fabricate, limited wish, major creation 
  Diamond of Everwinter 
   
  Price 60,000 gp 
  Slot neck; CL 9th; Weight 1 lb.
  Aura moderate abjuration and evocation
  This icy blue-white diamond is cold to the touch and mounted on a mithral chain. 
  Crafted by an ancient cabal of winter witches and frost wizards, a diamond of 
  everwinter protects its wearer from extremes of temperature as endure elements and 
  allows the wearer to go without food and water as a ring of sustenance, and icy or 
  snowy terrain do not impede the wearers movement; he moves at full speed in icy 
  and sn. owy terrain, and the terrain does not impose penalties on Acrobatics or 
  Climb checks. 
  The wearer also gains cold resistance 10 and fire resistance 10, and if she would be 
  damaged by a cold or fire effect she can divert the remaining damage she would take 
  into the diamond of everwinter. The diamond has 70 hit points, and it must absorb 
  all remaining damage that the wearer would otherwise have taken. If this exceeds 
  the diamond’s hit points, the diamond of everwinter absorbs all damage from the 
  effect, leaving the wearer unharmed, but the diamond is destroyed. If the diamond 
  of everwinter is damaged but has at least 1 hit point remaining, it regains 1 hit point 
  per day. Spells like mending and make whole do not affect the diamond.
  A mythic creature wearing a diamond of everwinter can grant endure elements to 
  up to 9 allies per day, and if he expends one use of mythic power this functions 
  as mythic endure elements. A mythic wearer’s cold resistance and fire resistance 
  increase to 20, and the diamond of everwinter regains a number of hit points each 
  day equal to the wearer’s mythic tier. A mythic wearer can expend one use of mythic 
  power to enhance a spell with the Rime SpellUM metamagic feat without increasing 
  the spell’s level or casting time. 
  A mythic wearer can expend two uses of mythic power to unlock the diamond’s 
  power to transport himself and other creatures through arctic terrain. This effect 
  functions like transport via plants, but the wearer’s current location and destination 
  must each be adjacent to a Colossal mass of solid ice filling at least a 30-foot cube. 
  The ancient covens that created the diamonds of everwinter had a series of hidden 
  retreats, and it is believed that speaking the name of such a place when activating 
  this ability will transport the wearer and his companions to that location. As a 
  mythic wearer advances in mythic tiers, he gains additional abilities the longer he 
  possesses the jewel. 
  Each time a creature gains a new mythic tier while possessing a diamond of 
  everwinter, the diamond gains an additional ability from the following list. Each 
  ability can be used once per day, though the wearer can gain an additional use 
  of any of these abilities by expending one use of mythic power, and may expend 
  mythic power to use the mythic versions of these spell effects. These effects affect 
  only objects and terrain features of ice and snow, in place of the objects and terrain 
  they can normally affect. The wearer can select an effect only if its spell level is equal 
  to or lower than his mythic tier. The wearer can select from the following abilities: 
  animate objects, create food and water, fabricate, hallucinatory terrain (DC 16 + the 
  wearer’s mythic tier), meld into stone, move earth, shifting sandAPG, stone shape, water 
  walking.
  Construction Requirements 
  Cost 30,000 gp
  Craft Wondrous Item, Mythic Crafter, Rime SpellUM, create food and water, endure 
  elements, magic missile, resist energy, spell turning
  Force Shield Pin
  Aura moderate conjuration and evocation; CL 5th
  Slot see text; Price 7,000 gp; Weight 1 lb.
  DESCRIPTION
  This silver stick-pin is crafted in the shape of a curved kite shield and can be 
  attached to a normal or magical cloak, hat, headband, or garment in the chest slot; it 
  does not take up an item slot of its own but it must be worn in order to function. It 
  functions similarly to a brooch of shielding, but it can absorb an unlimited amount of 
  damage from non-mythic magic misisles. If the wearer is targeted with mythic magic 
  missiles, the force shield pin absorbs that damage as well, and it can absorb up to 101 
  points of damage before being destroyed. A mythic wearer can expend a mythic 
  surge directly into the force shield pin to restore a number of hit points of absorption 
  capacity equal to the result of the surge die, up to a maximum of 101 hit points. 
  The wearer can command the pin to create a shield once per day, and can expend 
  mythic power to command the pin to create an additional shield for an adjacent 
  ally or a shield for herself even if she has already used that ability’s daily use. 
  Alternatively, she can create a shield emanation that lasts 5 rounds and protects the 
  wearer and all allies adjacent to her. The wearer can expend an additional use of 
  mythic power to use mythic shield, as described in Mythic Magic: Core Spells from 
  Legendary Games.
  Construction Requirements 
  Cost 3500 gp
  Requirements Craft Wondrous Item, Mythic Crafter, shield;
  Mythic Minis 56 - Mythic Jewels
  
  Credits
  Authors: Jason Nelson
  Artist: Dio Mahesa
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, 
  Matthew Goodall, Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, 
  Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, Tork Shaw, Mike Shel, Mike 
  Welham, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for 
  their excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
   
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Mythic Minis 56: Mythic Jewels © 2015, Legendary Games; Author Jason Nelson.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Campaign Setting: Inner Sea Combat © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, John Compton, and Thurston Hillman.
  Pathfinder Player Companion: Quests & Campaigns © 2013, Paizo Publishing, LLC; Authors: 
  Amanda Hamon and David N. Ross.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
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  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
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  Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang Baur, 
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  Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Design Team: Stephen Radney-MacFarland and Sean K Reynolds; Authors: 
  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 Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: 
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  Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
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  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
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