TEXT: Mythic Minis 58
  Mythic slotless iteMs
  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 58: Mythic Slotless Items
  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.
  Book of the Banned 
   
  Price 14,000 gp 
  Slot none; CL 5th; Weight 3 lbs.
  Aura faint illusion and transmutation
  This spellbook is coated in iridescent leather that changes color depending on the 
  direction from which it is seen. A book of the banned can be commanded to create 
  a secret page once per day by a character who knows the proper command word. A 
  second command word can alter the book’s appearance, similar to a suit of armor 
  with the glamered property, though the book must always appear as some sort of 
  written work and its actual size and weight do not change.
  When a mythic wizard uses the book’s secret page power, he can inscribe a spell 
  that belongs to one of his opposition schools by expending one use of mythic power 
  per level of the spell. Such a spell takes up a number of pages equal to twice its level 
  (1 page for 0-level spells). Once the spell has been so inscribed, any wizard who 
  can read the secret page can prepare the spell within as if it were not part of his 
  opposition school. 
  Construction Requirements 
  Cost 7,000 gp
  Craft Wondrous Item, Mythic Crafter, disguise self, secret page
  Bullroarer’s Bugle 
   
  Price 16,000 gp 
  Slot none; CL 1st; Weight 1 lb.
  Aura moderate conjuration and evocation
  First crafted ages ago for a halfling war hero, a bullroarer’s horn can be used to sound 
  a call as horn of pursuitUM once per day, and allies of the horn-sounder are affected 
  as bless while enemies of the sounder are affected as bane (DC 11), with each effect 
  centered on the horn. 
  A halfling can sound the horn three times per day, and halfling allies gain twice 
  the normal bonus from the horn’s bless effect. A halfling sounding the horn may also 
  choose for the horn’s bane effect to affect only a single humanoid subtype. Other 
  enemies are unaffected, but humanoids of that subtype take a ─2 penalty on their 
  saving throw against bane and take twice the normal penalties on a failed save, and 
  take the normal penalties for bane even on a successful save.
  If the sounder of a bullroarer’s bugle is a mythic creature, allies hearing its sound 
  gain the benefits of longstrider for 1 minute, or expeditious retreat for halfling allies 
  or mounts ridden by halflings. This increased speed applies only as long as those 
  allies are moving toward the sound of the horn. The sounder can also expend one 
  use of mythic power to use the mythic versions of horn of pursuit, bless, or bane, 
  spending one use of mythic power for each effect he wishes to make mythic. The 
  user can also use the horn more than once (or three times, for a halfling) per day by 
  expending one use of mythic power for each additional use.
  Construction Requirements 
  Cost 8,000 gp
  Craft Wondrous Item, Mythic Crafter, bane, bless, expeditious retreat, horn of 
  pursuit, longstrider
  Midnight Beacon 
          Price 96,000 gp 
  Slot none; CL 7th; Weight 20 lbs.
  Aura moderate evocation and necromancy 
  Int 10, Wis 12, Cha 12, Ego 13, AL: NE. A midnight beacon possesses darkvision and 
  ordinary senses with a range of 60 feet and communicates by empathy. It can cast 
  detect undead 3/day and desecrate and animate dead 1/day each. The beacon has the 
  special purpose of defending and protecting the undead, and it grants continuous 
  death ward to its wielder as long as it is working to further that goal. The midnight 
  beacon can cast death ward at will on an adjacent evil creature as a standard action. 
  It can use this ability as often as desired; however, this effect persists only as long as 
  that creature remains within 20 feet of the midnight beacon. A midnight beacon can 
  dismiss any or all death ward effects it has created as a standard action.
  This black iron lantern is 2 feet tall and a foot in diameter, with a skull-shaped 
  hinged shutter inset with eyes of onyx. When the shutter is opened, the midnight 
  beacon radiates darkness (as the spell) in a 20-foot cone-shaped spread. A creature 
  wielding the midnight beacon can see through any darkness the lantern creates. 
  In the hands of a mythic wielder, a midnight beacon can create a 20-foot cone of 
  deeper darkness rather than darkness, and if the wielder expends one use of mythic 
  power this darkness fills a 60-foot-radius spread or a 120-foot cone for a number of 
  rounds equal to the wielder’s mythic tier. 
  In the hands of an evil mythic wielder, a midnight beacon also reveals its greatest 
  power. The wielder may expend one use of mythic power to emit a pulse of 
  necromantic power that calls all undead within 300 feet toward it. Mindless non-
  mythic undead automatically heed the summons; mythic or intelligent undead can 
  attempt a DC 14 Will save to resist. Undead successfully called by the midnight 
  beacon move at their maximum speed toward the beacon for a number of rounds 
  equal to the wielder’s mythic tier, as if compelled by a suggestion. Once the undead 
  come within 30 feet of the midnight beacon, the wielder can expend one use of 
  mythic power to command the undead as if she possessed the Command Undead 
  feat, treating the wielder’s Hit Dice as her cleric level. The wielder can expend 
  two uses of mythic power to instead duplicate the effect of the Mythic Command 
  Undead feat, as described in Pathfinder Roleplaying Game Mythic Adventures. 
  Undead called to the midnight beacon but not controlled typically attack any living 
  creatures they encounter.  
  Construction Requirements 
  Cost 28,000 gp
  Craft Wondrous Item, Mythic Crafter, Command Undead, animate dead, darkness, 
  death ward, deeper darkness, desecrate, detect undead
  Orb of the Seventh Star  
  Price 62,000 gp 
  Slot none; CL 7th; Weight 2 lbs.
  Aura moderate divination, evocation, and transmutation
  This melon-sized clear crystal sphere contains seven small winking points of light, 
  which shed light as a candle. The wielder of the orb can use it to create dancing 
  lights and detect magic once per day each for any wielder, but in the hands of an 
  arcane spellcaster it can create dancing lights and detect magic at will and can detect 
  thoughts (DC 13) 1/day. An arcane spellcaster can also launch a total of seven 
  sparkling motes of light per day, each striking as a single magic missile. The wielder 
  can launch all seven notes at once or may allocate them in smaller groups as desired. 
  Launching these magic missiles is usually a standard action; however, If the wielder 
  of the orb casts magic missile or uses another magic item to create magic missiles, he 
  may choose to add up to two of the orb’s magic missile motes to that magic missile 
  effect as a free action. When a magic missile is used, one of the tiny stars within the 
  orb winks out for 24 hours.
  A mythic arcane spellcaster can tap into the tiny stars within the orb to prepare 
  up to 7 additional levels of spells or spell slots (though no spell or spell slot can 
  exceed 3rd level). Each spell level used in this way causes one star to wink out for 24 
  hours, and the prepared spells or spell slots must be used within 24 hours or they 
  are lost. If all stars wink out, the orb’s other effects are suppressed until they return. 
  When a mythic wielder uses any of the orb’s powers or creates a magic missile spell 
  effect with the orb in hand, even if the effect is created from a different magic item, 
  he can expend mythic power to use the mythic version of that spell effect. If the 
  wielder expends mythic power when adding magic missiles from the orb to an 
  existing magic missile effect, the effects of the mythic spell apply to all magic missiles, 
  not just those created by the orb.
  Construction Requirements 
  Cost 31,000 gp
  Craft Wondrous Item, Mythic Crafter, dancing lights, detect magic, detect 
  thoughts, magic missile, mnemonic enhancer
  Mythic Minis 58 - Mythic slotless iteMs
  
  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 58: Mythic Slotless Items © 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 Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Owen Stephens, 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 
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  Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ 
  Taylor, and numerous RPG Superstar contributors
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
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