TEXT: 1
  
  2
  Credits �������������������������������������������������������������������������������������������������������������
  Authors: Jason Nelson
  Artist: Christopher Kimball, Frank Hessefort, Jason Juta, Mike Lowe, Tanyaporn Sangsnit, 
  Hugo Solis, Steve Wood
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matthew Good-
  all, 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 ex-
  cellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
  Special Thanks ���������������������������������������������������������������������������������������������
  Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for all of the magic. We also would like to thank the 
  fans and supporters of Legendary Games that have made our company a success. We also thank our families and 
  the spouses and children that are so patient and supportive to each of us in the time we take to create the very 
  best for all of you.
  Mythic Magic: Ultimate Spells II          
  © 2014, Legendary Games; Authors Jason 
  Nelson.
  ISBN 978-0692310458
  First printing August 2014
  Printed in USA.
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, 
  Inc.
  Mythic Magic: Ultimate Spells II © 2014, 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 Bestiary. © 2009, Paizo Pub-
  lishing, LLC; Author: Jason Bulmahn, Brian Cortijo, Adam 
  Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob 
  McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schnei-
  der, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo 
  Publishing, LLC; Author: Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, 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 Pub-
  lishing, 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 Pub-
  lishing, 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 Ultimate Combat © 2011, 
  Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; De-
  signers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian 
  J. 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 Magic © 2011, Paizo 
  Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nel-
  son, Stephen Radney-MacFarland, Sean K Reynolds, Owen 
  K.C. Stephens, and Russ Taylor. 
  
  4
  Spell Lists By Class 
  8
  Acidic Spray 
  11
  Acute Senses 
  11
  Age Resistance (All) 
  11
  Agonize 
  11
  Allegro 
  11
  Animate Dead, Lesser 
  12
  Anthropomorphic Animal                   12
  Anticipate Peril 
  12
  Arboreal Hammera 
  12
  Arcana Theft 
  12
  Archon’s Aura 
  12
  Arrow Of Law 
  12
  Ash Storm 
  12
  Astral Projection, Lesser 
  12
  Atavism 
  13
  Atavism, Mass 
  13
  Aura Of Doom 
  13
  Badger’s Ferocity 
  13
  Bestow Grace Of The Champion        13
  Blade Of Bright Victory 
  13
  Blade Of Dark Triumph 
  13
  Blessing Of The Mole 
  14
  Blood Crow Strike 
  14
  Blood Mist 
  14
  Blood Transcription 
  14
  Boiling Blooda 
  14
  Bungle 
  14
  Burrowa 
  14
  Burst Of Nettles 
  14
  Cackling Skull 
  14
  Call Construct  
  14
  Cape Of Wasps 
  15
  Caustic Eruption 
  15
  Chord Of Shards 
  15
  Circle Of Clarity 
  15
  Cold Ice Strike 
  15
  Compassionate Ally 
  15
  Conjure Black Puddinga 
  16
  Contagion, Greater 
  16
  Control Construct  
  16
  Control Summoned Creature              16
  Corrosive Consumption 
  16
  Corrosive Touch 
  17
  Countless Eyes 
  17
  Create Demiplane (All) 
  17
  Curse, Major 
  17
  Curse Of Disgust 
  19
  Curse Of Magic Negation                     19
  Cursed Earth 
  19
  Cushioning Bands 
  19
  Dance Of A Hundred Cuts                   19
  Dance Of A Thousand Cuts                 19
  Darkvision, Greater 
  19
  Daze, Mass 
  19
  Decompose Corpse 
  19
  Defensive Shock 
  19
  Delay Pain 
  20
  Delusional Pride 
  20
  Diagnose Disease 
  20
  Disfiguring Toucha 
  20
  Disguise Other 
  20
  Distracting Cacophony 
  20
  Distressing Tone 
  20
  Divine Pursuit 
  21
  Dread Bolt 
  21
  Eagle Aerie 
  21
  Ear-Piercing Screama 
  21
  Echolocation 
  21
  Eldritch Fever 
  21
  Envious Urge 
  21
  Epidemic 
  22
  Eruptive Pustules 
  22
  Excruciating Deformation                   22
  Exquisite Accompaniment                  22
  False Life, Greater 
                       22
  Familiar Melding 
                       22
  Fickle Winds 
  23
  Fleshworm Infestation 
  23
  Forbid Action 
  23
  Forbid Action, Greater 
  23
  Force Hook Charge 
  23
  Force Puncha 
  23
  Forced Quiet 
  24
  Frigid Touch 
  24
  Frostbite 
  24
  Fumbletongue 
  24
  Fungal Infestation 
  24
  Ghostly Disguise 
  24
  Haunting Choir 
  25
  Haunting Mists 
  25
  Hex Warda 
  25
  Holy Ice 
  25
  Holy Shield 
  26
  Horn Of Pursuit 
  26
  Howling Agony 
  26
  Ice Body 
  26
  Ice Crystal Teleport 
  26
  Icicle Dagger 
  27
  Icy Prison 
  27
  Icy Prison, Mass 
  27
  Imbue With Aura  
  27
  Interplanetary Teleport 
  27
  Interrogation 
  27
  Interrogation, Greater 
  28
  Joyful Rapture 
  28
  Ki Arrow 
  28
  Ki Leech 
  28
  Ki Shout 
  28
  Know The Enemy 
  29
  Leashed Shackles 
  29
  Lend Judgment 
  29
  Lend Judgment, Greater 
  29
  Lightning Arca 
  29
  Loathsome Veil 
  29
  Lunar Veil 
  29
  Mad Hallucination 
  30
  Mad Monkeys 
  30
  Malicious Spite 
  30
  Marionette Possession 
  30
  Masterwork Transformation               31
  Miserable Pity 
                       31
  Monstrous Physique (All)                                  31
  Murderous Command 
  31
  Oppressive Boredom 
  31
  Oracle’s Vessel 
  31
  Orb Of The Void 
  31
  Overwhelming Grief 
  31
  Overwhelming Presence 
  31
  Pernicious Poisona 
  31
  Persuasive Goad 
  33
  Piercing Shriek 
  33
  Plague Carrier 
  33
  Plague Storm 
  33
  Play Instrument 
  33
  Polar Midnight 
  33
  Polypurpose Panacea 
  33
  Possess Object 
  34
  Prediction Of Failure 
  34
  Primal Scream 
  34
  Protective Penumbra 
  34
  Rain Of Frogs 
  34
  Raise Animal Companion                   35
  Rapid Repair 
  35
  Ray Of Sickening 
  35
  Reckless Infatuation 
  35
  Remove Sickness 
  35
  Reprobation 
  35
  Resonating Word 
  36
  Restore Corpse 
  36
  Restore Eidolon 
  36
  Restore Eidolon, Lesser 
  37
  Ride The Lightning 
  37
  Ride The Waves 
  37
  Sanctify Corpse 
  37
  Sands Of Timea 
  37
  Scouring Windsa 
  37
  Sculpt Simulacrum 
  38
  Serenity 
  38
  Shadowbard 
  38
  Shadow Step 
  38
  Shadow Weapon 
  38
  Shard Of Chaos 
  38
  Share Memory 
  38
  Silk To Steel 
  39
  Simulacrum, Lesser 
  39
  Skinsend 
  39
  Smug Narcissism 
  39
  Snapdragon Fireworks 
  39
  Sonic Thrust 
  39
  Soothe Construct 
  39
  Spear Of Purity 
  40
  Spit Venom 
  40
  Steal Voice 
  40
  Strangling Hair 
  40
  Summon Elder Worm 
  41
  Summon Froghemoth 
  41
  Summon Minor Ally 
  41
  Summon Minor Monster                     41
  Surmount Afflictiona 
  41
  Symbol Of Healing 
  41
  Symbol Of Mirroring 
  42
  Symbol Of Revelation 
  42
  Symbol Of Scrying 
  42
  Symbol Of Sealing 
  42
  Symbol Of Slowing 
  42
  Symbol Of Strife 
  42
  Symbol Of Vulnerability 
  43
  Tar Ball 
  43
  Temporary Resurrection 
  43
  Terrible Remorse  
  43
  Touch Of Slime 
  43
  Toxic Gift 
  43
  Transmute Blood To Acid                    43
  Unadulterated Loathing                      44
  Unbreakable Construct                      44
  Undead Anatomy (All)                      44
  Unholy Ice                                             44
  Unholy Sword 
                       45
  Unnatural Lust 
                       45
  Unprepared Combatant                      45
  Unshakable Chilla 
          45
  Utter Contempt 
  45
  Vengeful Outrage 
  46
  Vermin Shape (All) 
  46
  Vestment Of The Champion               46
  Virtuoso Performance 
  46
  Vision Of Hell 
  47
  Vitriolic Mist 
  47
  Vocal Alteration 
  47
  Volcanic Storm 
  47
  Wall Of Sound 
  47
  Wartrain Mount 
  48
  Waves Of Ecstasy 
  48
  Web Shelter 
  48
  Witness 
  48
  Wooden Phalanx 
  48
  Word Of Resolve 
  48
  Youthful Appearance 
  48
  Table of Contents
  
  5
  Welcome to Ultimate Plug-Ins: 
  Mythic Magic!
  T
  his supplemenT is jusT one parT of a larger resourCe for every 
  gamemaster who would like to try out the new mythic rules but might feel a bit 
  intimidated by the huge amount of conversion work. The Pathfinder Roleplaying Game 
  Mythic Adventures hardback contains a wealth of new rules, but in one book there can-
  not be room for everything, especially when it comes to monsters. That book contains 
  some of the iconic monsters of myth and legend and RPG history, transformed into a 
  mythic rules format. The published monsters provide a broad selection of new mythic 
  spells, but as the game has grown there are so many more spells yet to discover! Mythic 
  spells are not just about bigger numbers, but about more interesting, exciting, and cin-
  ematic special effects that go along with them that really give your characters (or your vil-
  lains) a sense of power to shake the foundations of the world! Or at least the walls of the 
  local dungeon. That is where the Mythic Magic series from Legendary Games comes in. 
  The Mythic Magic series contains updated mythic spells for every class, presented in 
  cogent and coherent modular units perfect for each class to have everything they need to 
  make their mythic spell selections count. Spells that help them to set themselves apart from 
  the ordinary humdrum casting they’ve been used to, and to experiment with the new pos-
  sibilities that mythic spells have to offer. Every issue brings you mythic versions of entire 
  spell lists by class, with mythic versions of all the spells you already know and love that 
  didn’t make their way into Pathfinder Roleplaying Game Mythic Adventures. All brought 
  to you by expert designers who know the mythic spell rules like no one else because they 
  are the same authors that created most of the mythic spells in Pathfinder Roleplaying 
  Game Mythic Adventures. 
   
  
  6
  Special electronic FeatureS
  We’ve hyperlinked the electronic version of this product internally from the Table of Contents 
  and externally with links to the Pathfinder Reference Document, the official online compendium 
  of game rules, as well as the d20pfsrd.com. If it is in the core rulebook, we generally didn’t link 
  to it unless the rule is an obscure one. The point is not to supersede the game books, but rather 
  to help support you, the player, in accessing the rules, especially those from newer books or that 
  you may not have memorized.
  about legendary gameS
  Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of 
  Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring 
  you, the Paizo fan, the best expansion material for your game. We are gamers and storytell-
  ers first, and we believe that passion shows in our products. So check us out, and Make Your 
  Game Legendary! 
  Also visit us on Facebook and follow us on Twitter, and check out our website at 
  www.makeyourgamelegendary.com.
  
  7
  - Jason Nelson
  What You Will Find Inside
  Mythic Magic: Ultimate Spells II
  T
  his produCT is The Third volume of your enCyClopedia of myThiC spells. 
  The Pathfinder Roleplaying Game Mythic Adventures hardback introduces an entire new 
  category of mythic magic, bringing a handful of new spells and many updates of cherished favor-
  ites from the Pathfinder Roleplaying Game Core Rulebook as well as some of the more recent 
  hardback rulebooks. There are certainly plenty of spells to get your mythic campaign started, but 
  it doesn’t take long to realize that there are literally hundreds of spells left untouched, including 
  over 200 in Pathfinder Roleplaying Game Ultimate Magic. That diversity of options that we love 
  so much about the game was missing, and that is what Legendary Games is bringing back in the 
  Mythic Magic series. The product before you completes the mythic rules for every spell in Path-
  finder Roleplaying Game Ultimate Magic. All of them. If it’s not already in Pathfinder Roleplay-
  ing Game Mythic Adventures, it’s right here, from acidic spray to youthful appearance and all 
  spells in between, including class spell lists for the magus, spells lists for every oracle mystery, 
  sorcerer bloodline, and witch patron in the book. 
  Whether you’re an arcane or a divine caster, Mythic Magic: Ultimate Spells II contains mythic 
  spells of every level and every kind, from orisons and cantrips to the mightiest 9th-level magics. 
  You will find combat spells like aura of doom, overwhelming presence, and transmute blood to 
  acid right alongside defensive magic like delay pain and vestment of the champion, spells to aid 
  your allies like lend judgment and restore eidolon, and utility spells like ice crystal teleport and 
  polypurpose panacea. They are all here, every one, developed with flair and function in mind as 
  only Legendary Games can bring it, by the same designers that wrote most of the mythic spells in 
  Pathfinder Roleplaying Game Mythic Adventures in the first place.
  The Mythic Magic series from Legendary Games sets aside the rich story and background that is 
  our trademark, because it is focused on absolute crunch, and there it absolutely lives up our high-
  est standards of innovative layout, beautiful aesthetics, and excellence in design that is second to 
  none. We hope you enjoy using it as much as we enjoyed making it. Game on!   
  
  8
  ulTimaTe 
  spells
  For all of the spell lists that follow, spells in 
  boldface are those described in this product, 
  and those spells have a page number to denote 
  where they appear. Those in standard typeface 
  are described in Pathfinder Roleplaying Game 
  Mythic Adventures. Spells that appear in a 
  different product in the Mythic Magic line are 
  underlined. Spells marked with a superscript 
  A are spells that can be further augmented to 
  produce greater effects by the expenditure 
  of additional mythic power. The non-mythic 
  version of all spells in this product originally 
  appeared in Pathfinder Roleplaying Game 
  Ultimate Magic. In addition, spell descriptions 
  can be found online in the Pathfinder Refer-
  ence Document and at d20pfsrd.com. 
  SPELL LISTS BY CLASS
  This product provides mythic versions of 
  the spells from Pathfinder Roleplaying Game 
  Ultimate Magic, but you will still need to refer 
  to the standard versions of those spells to 
  resolve their effects, as adjusted by the mythic 
  rules presented in this product. As such, it is 
  assumed you have access to that rulebook and 
  the spell lists contained in Chapter 5: Spells of 
  that book, and those lists are not repeated here. 
  For ease of electronic reference, you may also 
  link to the Spells by Class page as well as the 
  Base Class page for the magus in the online 
  Pathfinder Reference Document for its full 
  class spell list. 
  SPELL LIST (ALPHABETICAL)
  acidic sprayA
  acute senses
  age resistance
  age resistance, greater
  age resistance, lesser
  agonize
  allegro
  animate dead, lesser
  anthropomorphic animal
  anticipate peril
  arboreal hammerA
  arcana theft
  archon’s aura
  arrow of law
  ash storm
  astral projection, lesserA
  atavism
  atavism, mass
  aura of doom
  badger’s ferocity
  battlemind link
  bestow grace of the championA
  blade of bright victory
  blade of dark triumph
  blessing of the mole
  blood crow strike
  blood mist
  blood transcription
  boiling bloodA
  bungle
  burrowA
  burst of nettles
  cackling skull
  call constructA
  cape of wasps
  caustic eruptionA
  chord of shards
  circle of clarity
  cold ice strike 
  compassionate ally
  conjure black puddingA
  contagion, greater
  control constructA
  control summoned creature
  corrosive consumptionA
  
  9
  corrosive touchA
  countless eyes
  create demiplane
  create demiplane, greater
  create demiplane, lesser
  curse, majorA
  curse of disgust
  curse of magic negation
  cursed earth
  cushioning bands
  dance of a hundred cuts
  dance of a thousand cutsA
  darkvision, greater
  daze, massA
  decompose corpse
  defensive shockA
  delay pain
  delusional pride
  diagnose disease
  disfiguring touchA
  disguise other
  distracting cacophonyA
  distressing tone
  divine pursuit
  dread bolt
  eagle aerieA
  ear-piercing screamA
  echolocation
  eldritch feverA
  envious urge
  epidemic
  eruptive pustulesA
  excruciating deformationA
  exquisite accompaniment
  false life, greater
  familiar meldingA
  fickle winds A
  fleshworm infestation
  forbid action
  forbid action, greater
  force hook charge
  force punchA
  forced quiet
  frigid touch
  frostbite
  fumbletongue
  fungal infestation
  ghostly disguiseA
  haunting choir
  haunting mistsA
  hex wardA
  holy ice
  holy shield
  horn of pursuit
  howling agony
  ice bodyA
  ice crystal teleportA
  icicle daggerA
  icy prison
  icy prison, mass
  imbue with aura 
  interplanetary teleportA
  interrogation
  interrogation, greater
  joyful rapture
  ki arrow
  ki leech
  ki shout
  know the enemy
  leashed shackles
  lend judgmentA
  lend judgment, greaterA
  lightning arcA
  loathsome veil
  lunar veilA
  mad hallucinationA
  mad monkeys
  malfunction
  malicious spiteA
  marionette possession
  masterwork transformation
  miserable pity
  monstrous physique (all) A
  murderous commandA
  
  10
  oppressive boredomA
  oracle’s vessel
  orb of the voidA
  overwhelming griefA
  overwhelming presence
  pernicious poisonA
  persuasive goad
  piercing shriekA
  plague carrier
  plague stormA
  play instrument
  polar midnight
  polypurpose panacea
  possess object
  prediction of failure
  primal scream
  protective penumbra
  rain of frogsA
  raise animal companionA
  rapid repair
  ray of sickening
  reckless infatuationA
  remove sicknessA
  reprobationA
  resonating word
  restore corpse
  restore eidolonA
  restore eidolon, lesserA
  ride the lightningA
  ride the wavesA
  sanctify corpseA
  sands of timeA
  scouring windsA
  sculpt simulacrumA
  serenity
  shadowbard
  shadow stepA
  shadow weapon
  shard of chaos
  share memory
  silk to steel
  simulacrum, lesser
  skinsend
  smug narcissismA
  snapdragon fireworks
  sonic thrust
  soothe construct
  spear of purity
  spit venomA
  steal voiceA
  strangling hair
  summon elder wormA
  summon froghemothA
  summon minor  allyA
  summon minor monsterA
  surmount afflictionA
  symbol of healing
  symbol of mirroring
  symbol of revelation
  symbol of scryingA
  symbol of sealing
  symbol of slowing
  symbol of strife
  symbol of vulnerability
  tar ball
  temporary resurrectionA
  terrible remorse 
  touch of slime
  toxic giftA
  transmute blood to acidA
  unadulterated loathingA
  unbreakable constructA
  undead anatomy (all)A
  unholy ice
  unholy sword
  unnatural lustA
  unprepared combatant
  unshakable chillA
  utter contempt
  vengeful outrage
  vermin shape (all)A
  vestment of the championA
  virtuoso performanceA
  vision of hell
  
  11
  vitriolic mistA
  vocal alterationA
  volcanic stormA
  wall of soundA
  wartrain mountA
  waves of ecstasyA
  web shelter
  witness
  wooden phalanx
  word of resolve
  youthful appearance
  ACIdIC SPrAY
  This spell deals 1d10 points of damage per 
  caster level (maximum 15d10), and creatures 
  failing their saving throw are sickened until 
  the end of their next turn and take an addi-
  tional 1d10 points of damage per two caster 
  levels (maximum 7d10) one round later (For-
  titude negates). Creatures that fail this second 
  saving throw continue to be sickened and 
  continue taking this damage each subsequent 
  round that they fail their save, up to a maxi-
  mum number of rounds equal to one-half your 
  mythic tier (minimum 1).
  Augmented (6th): If you expend two uses of 
  mythic power, you send a flood of liquid acid 
  that pushes against creatures and objects like a 
  hydraulic torrent. 
  ACuTE SEnSES
  You may choose to increase the bonus on 
  Perception checks provided by this spell by an 
  amount equal to twice your mythic tier. Alter-
  natively, you may grant the normal bonus as 
  well as one of the following senses: darkvision 
  30 feet, low-light vision, scent. 
  AgE rESISTAnCE (ALL)
  You may extend the duration of this effect to 
  one day times your mythic tier. Alternatively, 
  you may change the range of this spell to 
  touch.
  AgonIzE
  This spell has half the normal effect on a 
  successful save rather than being negated. Its 
  saving throw becomes Fortitude: partial. 
  ALLEgro
  You gain the benefits of mythic haste, as de-
  scribed in Pathfinder Roleplaying Game Myth-
  ic Adventures, as long as you are maintaining 
  a bardic performance. If you dismiss the spell 
  to reroll a Reflex save or Dexterity-based skill 
  check, you add one-half your mythic tier to the 
  roll. In addition, the action required to cast this 
  spell is the same type of action as is required 
  for you to begin your bardic performance.
  
  12
  Augmented (3rd): If you expend two uses of 
  your mythic power, you gain the effects of aug-
  mented mythic haste as long as you are main-
  taining a bardic performance. If you dismiss 
  the spell to reroll a Reflex save or Dexterity-
  based skill check, you add your mythic tier to 
  the roll.         
                                                                 
  AnIMATE dEAd, LESSEr
  This spell functions as mythic animate dead, 
  as described in Pathfinder Roleplaying Game 
  Mythic Adventures, but creates only a single 
  Small or Medium skeleton or zombie.
  AnThroPoMorPhIC AnIMAL
  You increase the duration of the spell to one 
  day per mythic tier you possess. In addition, 
  you can grant the target animal one of the fol-
  lowing feats as a bonus feat for every 2 mythic 
  tiers you possess (minimum 1): Exotic Weapon 
  Proficiency, Heavy Armor Proficiency, Light Ar-
  mor Proficiency, Martial Weapon Proficiency, 
  Medium Armor Proficiency, Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus. 
  You must have proficiency (or Weapon Focus) 
  in the type of armor, shield, or weapon that 
  you grant to the target. 
  AnTICIPATE PErIL
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  ArBorEAL hAMMErA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  ArCAnA ThEfT
  A successful caster level check to dispel 
  allows you to dispel and transfer two effects 
  instead of just one, and you may choose to dis-
  pel effects that would not be beneficial to you 
  without transferring them to yourself. 
  ArChon’S AurA
  Mythic creatures affected by your archon’s 
  aura must succeed on a Will save after suc-
  cessfully attacking you in order to end the 
  spell’s effects on them, rather than automati-
  cally ending the effect with a successful at-
  tack. Opponents may attempt a new save after 
  each successful attack they make against you. 
  Non-mythic creatures are affected by your 
  archon’s aura until they successfully hit you 
  with a number of attacks equal to one-half 
  your mythic tier (minimum 1) whereupon they 
  are entitled to begin making saving throws to 
  end the spell’s effects as described for a mythic 
  creature. 
  Arrow of LAw
  This spell affects the target as mythic order’s 
  wrath, as described in Pathfinder Roleplaying 
  Game Mythic Adventures.
  ASh STorM
  Creatures beginning their turn within a 
  mythic ash storm must succeed on a DC 15 Re-
  flex save or catch on fire from burning cinders. 
  In addition, creatures that need to breathe 
  must hold their breath or take 1d4 points of 
  nonlethal damage each round they begin their 
  turn inside the mythic ash storm. As long as 
  this nonlethal damage persists, they are sick-
  ened. 
  ASTrAL ProjECTIon, LESSEr
  You can take an additional number of com-
  panions equal to your mythic tier, and the 
  caster level check to dispel your mythic lesser 
  astral projection is increased by an amount 
  equal to your mythic tier. If a mythic creature 
  using mythic lesser astral projection has its 
  astral body killed, it may expend one use of 
  
  13
  its mythic power to gain only one permanent 
  negative level rather than two. 
  Augmented (6th): If you expend one addi-
  tional use of mythic power per creature, you 
  can surround each of the physical bodies of 
  creatures left behind within an individual wall 
  of force that lasts as long as the mythic lesser 
  astral projection does unless it is destroyed.  
  ATAvISM
  The target gains a +3 bonus on all rolls, 
  including damage rolls, a +3 bonus to special 
  ability DCs, a +6 bonus to AC and CMD, and +3 
  hit points per HD. In addition, you can affect 
  plants and vermin with Intelligence 2 or less 
  with this spell as if they were animals.
  ATAvISM, MASS
  This spell functions as mythic atavism, but 
  you can affect an additional number of targets 
  equal to one-half your mythic tier, and the tar-
  gets need not be within 30 feet of each other.
  AurA of dooM
  Creatures that become shaken within your 
  aura of doom and remain within it must make 
  an additional save each round at the beginning 
  of their turn or become frightened. If already 
  frightened, they become panicked on a failed 
  save. 
  BAdgEr’S fEroCITY
  You add your mythic tier to your level to 
  determine how many weapons you can affect. 
  If you choose to target only natural weapons, 
  you can affect a number of them equal to one-
  half your caster level plus your mythic tier. You 
  can maintain concentration on this spell by 
  spending a move action each round. The spell 
  ends immediately if you begin casting another 
  spell, activate a magic item, or use a spell-like 
  or supernatural ability. 
  BESTow grACE of ThE ChAMPIon
  The target can lay on hands a number of 
  times equal to one-half your mythic tier, and it 
  can use this ability to heal others as a standard 
  action or itself as a swift action. It may also 
  choose to expend two uses of its lay on hands 
  ability to channel positive energy as a paladin 
  of 1/2 your caster level as a standard action. 
  The target also grants a +4 morale bonus on 
  saves against fear to all allies within 10 feet.
  Augmented (7th): If you expend two uses of 
  your mythic power, the target’s lay on hands, 
  channel energy, and smite evil abilities func-
  tion as a paladin whose level equals your caster 
  level and the target becomes immune to charm 
  effects and grants a +4 morale bonus on saves 
  against charm effects to all allies within 10 
  feet.
  BLAdE of BrIghT vICTorY
  Your weapon is treated as good and lawful 
  for the purpose of overcoming damage reduc-
  tion. In addition, your weapon is immune to 
  rusting (if metallic) or rot (if wooden) and 
  gains a bonus equal to your mythic tier on sav-
  ing throws against any other effect. You add 
  one-half your mythic tier to the sacred bonus 
  this spell provides to your CMD against dis-
  arm and sunder maneuvers directed at your 
  weapon.  
  BLAdE of dArk TrIuMPh
  Your weapon is treated as chaotic and evil for 
  the purpose of overcoming damage reduction. 
  In addition, your weapon is immune to rusting 
  (if metallic) or rot (if wooden) and gains a bo-
  nus equal to your mythic tier on saving throws 
  against any other effect. You add one-half your 
  mythic tier to the profane bonus this spell pro-
  vides to your CMD against disarm and sunder 
  maneuvers directed at your weapon.  
  
  14
  BLESSIng of ThE MoLE
  The target can hold its breath twice as long 
  as normal and gains a burrow speed of 5 feet 
  through soft earth, sand, and soil, though it 
  cannot burrow through solid rock. The target 
  also gains tremorsense with a radius of 5 feet 
  plus 5 feet per 2 mythic tiers. 
  BLood Crow STrIkE
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  BLood MIST
  Creatures within the mythic blood mist 
  are coated with the algae created by the spell 
  regardless of whether they save. This reveals 
  the location of invisible creatures and results 
  in a -20 penalty on Stealth checks. In addition, 
  creatures that fail their saves take 1 additional 
  point of Wisdom damage each round they 
  remain within the mythic blood mist. When 
  their Wisdom damage equals or exceeds their 
  Wisdom score, they do not fall unconscious 
  as normal, instead gaining the effects of rage 
  for as long as the mythic blood mist spell is in 
  effect. 
  BLood TrAnSCrIPTIon
  You can attempt to learn more than one spell 
  from the creature whose blood you consume, 
  as long as the total number of spells does not 
  exceed your mythic tier and the total level 
  of the spells you learn does not exceed your 
  caster level plus your mythic tier.  
  BoILIng BLoodA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  BungLE
  You increase the maximum Hit Dice you can 
  affect with this spell to 10 plus your mythic 
  tier. In addition, if the target is a non-mythic 
  creature, it must succeed on a Will save after 
  taking the penalty from this spell or it takes a 
  -10 penalty on its next attack roll or check re-
  quiring a d20 roll that occurs within the spell’s 
  duration. 
  BurrowA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  BurST of nETTLES
  The stinging nettles created by this spell 
  cling to targets for a number of rounds equal 
  to your mythic tier, regardless of whether they 
  save. A creature covered in these clinging 
  leaves takes a -20 penalty on Stealth checks 
  and is dazzled as its vision is obscured. An 
  invisible creature covered in leaves has its loca-
  tion clearly revealed and is treated as having 
  concealment rather than total concealment 
  when it is attacked. These clinging leaves are 
  destroyed if the target takes fire damage to the 
  target equal to your mythic tier, and a creature 
  covered in nettles may attempt a Reflex save 
  against the spell’s save DC to clear them off if 
  it or an ally spends a full-round action remov-
  ing them. 
  CACkLIng SkuLL
  Creatures that hear the cackling skull be-
  come frightened for 1d4 rounds on a failed 
  save and are shaken for 1 round even on a suc-
  cessful save. 
  CALL CoNSTRuCT 
  You can cast this spell on a construct without 
  first casting arcane mark, and if you no longer 
  
  15
  control the construct you learn its precise loca-
  tion, as if you had cast discern location. The 
  spell cannot be dispelled by any non-mythic 
  means unless the dispelling creature’s caster 
  level equals or exceeds yours. 
  The cost of the material component for this 
  spell is reduced by 100 gp times your mythic 
  tier. In addition, you can call the bonded con-
  struct to you even while you or the construct 
  is subject to a non-mythic effect that blocks 
  teleportation or summoning, such as antimag-
  ic field, dimensional anchor, dimensional lock, 
  or forbiddance, with a successful caster level 
  check against a DC of 15 plus the caster level 
  of the effect, and adding your mythic tier as a 
  bonus to the check.
  Augmented: If you expend two uses of your 
  mythic power, you can cast this spell even if 
  the material component is not in your posses-
  sion (though it still shatters when you cast the 
  spell). 
  CAPE of wASPS
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  CAuSTIC EruPTIon
  This spell deals 1d10 points of damage per 
  caster level (maximum 20d10), and creatures 
  failing their saving throw are sickened until 
  the end of their next turn and take an addi-
  tional 1d10 points of damage per two caster 
  levels (maximum 10d10) one round later 
  (Reflex negates). Creatures that fail this sec-
  ond saving throw continue to be sickened and 
  continue taking this damage each subsequent 
  round that they fail their save, up to a maxi-
  mum number of rounds equal to one-half your 
  mythic tier (minimum 1).
  Augmented (6th): If you expend two uses 
  of your mythic power, the area increases to a 
  50-foot-radius spread, and any acid damage 
  dealt by this spell bypasses acid resistance and 
  acid immunity.
  Chord of ShArdS
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  CIrCLE of CLArITY
  All non-mythic figments and glamers are 
  suppressed within the mythic circle of clarity, 
  and you add a bonus equal to one-half your 
  mythic tier to the saving throw bonus granted 
  by the spell to disbelieve mythic illusions. You 
  also add your mythic tier on the Perception 
  checks to notice creatures or objects in the 
  area. 
  CoLD ICE STRIKE
  This spell deals 1d10 points of damage per 
  caster level (maximum 15d10), and half of this 
  damage is cold damage, while the other half is 
  piercing and slashing damage. Creatures that 
  fail their Reflex save also take bleed damage 
  equal to your mythic tier from the razor-sharp 
  slivers of ice.
  CoMPASSIonATE ALLY
  When the target helps its injured ally, it is 
  compelled to continue healing that creature’s 
  wounds as long as it has healing resources 
  available (including magic items) or until the 
  creature is restored to full health. After fully 
  healing a creature, if there is another injured 
  ally within sight the target is compelled to 
  move to assist that ally to the exclusion of oth-
  er activities. The target can defend itself, but it 
  cannot attack or take actions other than tend-
  ing to injured allies. If no allies are injured, 
  the target may act normally. A target with no 
  healing resources other than the Heal skill 
  must make a DC 15 Heal check on an injured 
  ally each round until it succeeds. If its ally is 
  
  16
  still injured, the target will stay adjacent to the 
  ally and use the aid another action to boost the 
  target’s AC until its wounds are fully healed or 
  the spell ends.
  ConjurE BLACk PuddIngA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  ConTAgIon, grEATEr
  This spell functions as mythic contagion, 
  as described in Pathfinder Roleplaying Game 
  Mythic Adventures, but the disease cannot 
  be cured without the use of magic. The DC to 
  remove the disease with magic is equal to the 
  save DC + 5 + your mythic tier. Spells such as 
  heal that automatically cure disease remove 
  the mythic greater contagion only if the caster 
  succeeds at a caster level check as if using 
  remove disease. Mythic heal automatically 
  removes this disease.
  CoNTRoL CoNSTRuCT 
  You add your mythic tier on Spellcraft 
  checks to gain or maintain control of the target 
  construct. If successful, you can give a non-
  mythic construct a simple command, which 
  it will follow for a number of rounds equal 
  to your mythic tier after you stop concentrat-
  ing. If the target is a mythic construct, add its 
  mythic rank to the DC of this check, and you 
  must check each round to maintain control. If 
  the construct’s creator or master is a mythic 
  creature and is present and trying to control 
  the construct, she adds her mythic rank or tier 
  to her Spellcraft check to oppose your attempts 
  to control the construct.
  Augmented: If you expend two uses of myth-
  ic power, you can implant a suggestion (as the 
  spell, but affecting only the target construct) in 
  the construct that it will continue to obey even 
  after you cease concentrating. If the construct’s 
  creator is present, it can attempt a Spellcraft 
  check with a DC equal to 10 + your ranks in 
  Spellcraft + your mythic tier + your ability 
  modifier in your primary spellcasting ability 
  score. The construct’s creator can attempt this 
  check each round to end the suggestion effect 
  and wrest back control of the construct. 
  Augmented (6th): If you expend a number 
  of uses of mythic power equal to one-half the 
  target construct’s CR, the duration of this spell 
  changes to permanent and you no longer need 
  to make Spellcraft rolls to control the con-
  struct, as it regards you as its creator. 
  ConTroL SuMMonEd CrEATurE
  If you succeed on a Spellcraft check to 
  identify a summoning spell as it is being cast, 
  you can cast this spell as an immediate action. 
  You gain a bonus equal to your mythic tier 
  on this check. The original caster of the spell 
  designates the location where the summoned 
  creature will appear, but if the target fails its 
  save you control its actions once it arrives. 
  CorroSIvE ConSuMPTIon
  You can affect objects as well as creatures, 
  and the damage from this spell is not halved 
  against metal objects. If the object is currently 
  worn or wielded by a creature, you can affect 
  the object by making a successful disarm, steal, 
  or sunder combat maneuver, with a bonus on 
  your combat maneuver check equal to your 
  mythic tier. 
  Against both objects and creatures, this spell 
  deals 1 point of damage per caster level (maxi-
  mum 15) plus damage equal to your mythic 
  tier on the first round. On the second round 
  it deals 1d6 points of damage per caster level 
  (maximum 15d6), and on the third and final 
  round it deals 1d8 points of damage per caster 
  level (maximum 15d8). A creature becomes 
  sickened as long as the acid clings to it, and for 
  a number of rounds thereafter equal to one-
  half your mythic tier. 
  
  17
  The acid cannot be rinsed off with water save 
  by total immersion or being targeted with a 
  water effect that affects an area at least as large 
  as the target, such as aqueous orb or hydraulic 
  torrent. A creature attempting to scrape off the 
  acid must succeed on a Reflex save (DC 15 + 
  your mythic tier + your Intelligence modifier).
  Augmented (5th): If you expend two uses of 
  mythic power, this spell affects both a creature 
  and one object it carries. If you succeed on a 
  touch attack against the creature, roll randomly 
  to determine which of its items is affected, 
  using the Items Affected by Magical Attacks 
  table in the Chapter 9 of the Pathfinder Role-
  playing Game Core Rulebook. If you instead 
  make a successful disarm, steal, or sunder 
  combat maneuver against the target, you may 
  choose which item is affected along with the 
  creature. Total immersion in water can rinse 
  off the creature and the item simultaneously, 
  but scraping the acid off must be done sepa-
  rately for the item and the creature. 
  CorroSIvE TouCh
  This spell’s damage increases to 1d6 points 
  of acid damage per caster level (maximum 
  5d6). If the target is wearing metal armor or 
  wielding a metal weapon or shield, you may at-
  tempt a free sunder combat maneuver against 
  the target; if the maneuver is successful, the 
  item takes the same amount of acid damage as 
  the target. The damage dealt by this spell is not 
  halved against metal objects. 
  Augmented: If you expend two uses of myth-
  ic power and the free sunder combat maneu-
  ver is successful, the acid ignores the hardness 
  of the item (unless it is a legendary item or 
  artifact) and bypasses any acid resistance or 
  immunity possessed by the target creature. If 
  the acid damage you deal exceeds the item’s 
  hit points, any leftover damage is dealt to the 
  target creature.
  CounTLESS EYES
  The target gains a bonus equal to one-half 
  your mythic tier (minimum +1) on saving 
  throws made to disbelieve visual illusions. In 
  addition, the target can expend one hour of the 
  spell’s duration to negate the dazzled condi-
  tion or all of the spell’s remaining duration 
  to negate the blinded condition. If the target 
  would be affected by a pattern, it can ignore 
  that pattern by expending a number of hours 
  of the spell’s duration equal to the level of the 
  pattern. 
  CrEATE dEMIPLAnE (ALL)
  You may choose to increase the duration of 
  your demiplane to one week per level, or you 
  may increase its size to a number of 20-foot 
  cubes (rather than 10-foot cubes) as appro-
  priate to the spell you cast. Only a creatures 
  whose mythic rank or tier exceeds yours can 
  dispel your demiplane. 
  CurSE, MAjor
  You add your mythic tier to the DC to re-
  move the curse. In addition, any creature at-
  tempting to remove the curse from the target 
  is affected by the same curse as the target 
  (Will negates). This save is required after each 
  attempt to remove the mythic major curse, 
  regardless of whether or not the removal suc-
  ceeds.
  Augmented: If you expend two uses of myth-
  ic power, the mythic major curse is hereditary, 
  passing on to all of the target’s descendants 
  for a number of generations equal to your 
  mythic tier. The curse typically manifests in 
  adolescence or adulthood, and each descendant 
  is entitled to a single Will save to avoid acquir-
  ing the curse. If they save, the curse’s heredity 
  nevertheless continues, but any of their descen-
  dants gain a +2 circumstance bonus on saving 
  throws to avoid the curse. If a descendant has 
  multiple ancestors that have resisted the curse, 
  these bonuses stack. 
  
  18
  
  19
  CuRSE oF DISGuST
  You can designate a number of different 
  triggers for your curse of disgust equal to 
  your mythic tier. If the target is within 30 feet 
  of two or more triggers simultaneously, the 
  penalties for the sickened condition increase 
  by 1 for each trigger after the first (maximum 
  penalty -5).
  CurSE of MAgIC nEgATIon
  The target takes a penalty equal to your 
  mythic tier on caster level checks to overcome 
  the spell resistance of its negated spellblight 
  (as described in the Mastering Magic chapter 
  of Pathfinder Roleplaying Game Ultimate 
  Magic). You also add your mythic tier to the 
  DC of caster level checks made to dispel or 
  remove the curse. 
  CurSEd EArTh
  You increase the area affected by this spell 
  to a radius of 1 mile times your mythic tier, 
  and you also add your mythic tier to the DC of 
  caster level checks made to dispel or remove 
  the curse.
  CuShIonIng BAndS
  The target gains DR 5/slashing or piercing, 
  and the cushioning bands absorb all damage 
  from constriction, falling, being buried, and 
  similar crushing effects, up to a maximum of 
  15 points of damage per caster level (maxi-
  mum 150). 
  dAnCE of A hundrEd CuTS
  You add your mythic tier to your caster level 
  to determine the bonus you gain from this 
  spell (maximum +10), and the bonus is dou-
  bled when making Acrobatics checks. 
  dAnCE of A ThouSAnd CuTS
  This spell functions as mythic dance of a 
  hundred cuts, but you also gain the benefits of 
  mythic haste, as described in Pathfinder Role-
  playing Game Mythic Adventures.
  Augmented (6th): If you expend two uses of 
  mythic power, you gain the effects of augment-
  ed mythic haste.
  dArkvISIon, grEATEr
  The range of the target’s darkvision becomes 
  equal to its line of sight, and the target can see 
  normally through up to 20 feet plus 10 feet per 
  mythic tier of magical darkness. 
  dAzE, MASS
  You add one-half your mythic tier to the 
  Hit Die limit of creatures you can affect, and 
  targets may be up to 30 feet plus 5 feet times 
  your mythic tier apart. 
  Augmented (5th): If you expend two uses 
  of mythic power, this spell functions as daze 
  monster rather than daze, in addition to the 
  above modifications. 
  dECoMPoSE CorPSE
  You can affect the corpse of a creature of any 
  size. If cast on a non-skeletal corporeal undead 
  creature, you inflict a temporary -2 penalty to 
  its Strength or Dexterity score (caster’s choice) 
  for 1 minute, in addition to the spell’s normal 
  effect. 
  dEfEnSIvE ShoCk
  When a creature strikes you with a metal me-
  lee weapon (not including hafted weapons like 
  axes, hammers, and spears), you can attempt a 
  free combat maneuver to disarm the attacker. 
  This maneuver does not require an action and 
  does not provoke attacks of opportunity. Each 
  time the spell discharges, it loses only one die 
  of damage, rather than being reduced by half. 
  Augmented (4th): If you expend two uses of 
  mythic power, the electricity damage from this 
  spell bypasses electricity resistance or immu-
  
  20
  nity. In addition, even if you fail to overcome 
  an attacker’s spell resistance, you may attempt 
  a new caster level check to overcome its spell 
  resistance each time thereafter that it hits you. 
  Once you succeed, the spell affects your attack-
  er fully from that point on.
  dELAY PAIn
  The target gains a bonus equal to one-half 
  your mythic tier (minimum +1) on saving 
  throws against effects with the pain descriptor. 
  In addition, any nonlethal damage taken by 
  the target is reduced by 5 hit points, plus 5 hit 
  points per mythic tier after 1st. 
  dELuSIonAL PrIdE
  The target’s mythic delusional pride ren-
  ders it incapable of fighting defensively, using 
  Combat Expertise or the total defense action, 
  or using Acrobatics to avoid attacks of oppor-
  tunity. Enemies gain a +2 circumstance bonus 
  on attack rolls when the target uses the charge 
  action or when making attacks of opportunity 
  against the target due to her reckless lack of 
  caution. The target also disdains the assistance 
  of others, and cannot give or receive any ben-
  efit from flanking, teamwork feats, or the aid 
  another action. The target gains a +2 morale 
  bonus on saves against fear. 
  dIAgnoSE dISEASE
  You add one-half your mythic tier (minimum 
  +1) on Heal checks to treat a disease and on 
  caster level checks to remove disease from a 
  creature on whom you have used this spell. If 
  you are exposed to a disease within 1 minute 
  of using this spell, you gain a +2 circumstance 
  bonus on your saving throw to avoid contract-
  ing that disease. 
  dISfIgurIng TouChA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  dISguISE oThEr
  Add your mythic tier to your bonus on 
  Disguise skill checks made by the target. In 
  addition, as a full-round action the target may 
  change its appearance to create a new disguise. 
  Each time the target changes its appearance, 
  this bonus on Disguise skill checks is reduced 
  by 2, to a minimum of +2. 
  dISTrACTIng CACoPhonY
  You add your mythic tier to the DC of con-
  centration checks and Perception checks based 
  on hearing within the spell’s area. The white 
  noise created by the spell reduces the save DC 
  of language-dependent and sonic effects within 
  the area by an amount equal to one-half your 
  mythic tier. You are unaffected by your own 
  mythic distracting cacophony.
  Augmented (4th): If you expend two uses 
  of mythic power, the radius of the effect is 
  increased by 10 feet per 4 mythic tiers you pos-
  sess, and language-dependent and sonic effects 
  are negated within the area as if it was an area 
  of magical silence. 
  dISTrESSIng TonE
  The vibrations induced by this spell make it 
  difficult for creatures to maintain their grasp 
  on held objects. All targets take a penalty 
  equal to your mythic tier to their CMD against 
  disarm attempts, and once per round as a swift 
  action you can attempt a combat maneuver 
  check to disarm one target, using your caster 
  level in place of your base attack bonus and 
  your primary spellcasting ability modifier in 
  place of your Strength modifier. In addition, a 
  creature attempting to draw a weapon (includ-
  ing drawing a piece of ammunition to use in a 
  ranged weapon), retrieve a stored item, or pick 
  up an item from the ground must succeed on a 
  Reflex save against the spell’s DC or the action 
  fails. If the action is normally a free action, the 
  target can attempt a number of free actions 
  equal to its Dexterity bonus (minimum 1). The 
  
  21
  target can automatically succeed at the action 
  by increasing the type of action required by 
  one step, as follows: free, swift, move, stan-
  dard, full-round. If the action already requires 
  a full-round action to complete, the target can 
  automatically succeed by taking one round to 
  perform the action, in which case the action is 
  completed just before its next turn. 
  dIvInE PurSuIT
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  drEAd BoLT
  This spell affects the target as mythic unholy 
  blight, as described in Pathfinder Roleplaying 
  Game Mythic Adventures.
  EAgLE AErIE
  You add your mythic tier to your caster level 
  to determine the number of eagles you sum-
  mon. In addition, the summoned eagles gain 
  the agile mythic simple template, as described 
  in Chapter 6 of Pathfinder Roleplaying Game 
  Mythic Adventures.
  Augmented (4th): If you expend two uses 
  of mythic power, you can polymorph a num-
  ber of willing creatures equal to one-half your 
  mythic tier into giant eagles, as if you had cast 
  beast shape IV on each target. Each of these 
  creatures gains a +30-foot enhancement bonus 
  to its fly speed during any round in which they 
  take only move actions or use the run action. 
  EAr-PIErCIng SCrEAMA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  EChoLoCATIon
  You may cast this spell with a range of touch. 
  If you use the spell on yourself, your echoloca-
  tion can penetrate non-mythic silence effects, 
  though its clarity is muted and it provides 
  only blindsense rather than blindsight in such 
  areas. 
  ELdrITCh fEvEr
  You add your mythic tier to the DC of caster 
  level checks to remove the eldritch ague spell-
  blight with remove curse or remove disease, 
  and it is considered a supernatural disease 
  that cannot be cured without the use of magic. 
  Spells such as heal that automatically cure 
  disease remove the mythic eldritch fever only 
  if the caster succeeds at a caster level check as 
  if using remove disease. Mythic heal automati-
  cally removes this spellblight. You also add 
  your mythic tier to the DC of concentration 
  checks made to cast spells while shaking from 
  the ague. 
  Augmented (4th): If you expend two uses 
  of mythic power and the target fails its saving 
  throw, each time it casts a spell it begins shak-
  ing for a number of rounds equal to one-half 
  your mythic tier. In addition, the condition 
  cannot be removed by non-mythic effects un-
  less they are used by a creature whose mythic 
  rank or tier equals or exceeds yours.
  EnvIouS urgE
  You may choose to specify a number of 
  objects or creatures up to your mythic tier as 
  the object(s) of the targets’ envy, rather than 
  having the targets simply be envious of the 
  nearest creature. The targets of the spell gain 
  a bonus equal to your mythic tier on combat 
  maneuver checks made to disarm, grapple, or 
  steal against the creature they envy. However, 
  their single-minded and obsessive focus on the 
  object they are trying to take causes them to 
  become flat-footed against all creatures other 
  
  22
  than the one holding the object of their envy 
  as long as they are within 30 feet of that object 
  or creature. 
  EPIdEMIC
  The save DC for creatures to contract the 
  disease from close contact from the target 
  is the spell DC, not the disease’s normal DC, 
  and you add one-half your mythic tier to the 
  DC to remove the disease. Spells such as heal 
  that automatically cure disease remove the 
  mythic epidemic only if the caster succeeds at 
  a caster level check as if using remove disease; 
  any other effects of such spells are unaltered. 
  Mythic heal automatically cures a target that 
  has contracted a mythic epidemic. The original 
  target of the disease remains a carrier even af-
  ter recovering from the disease for an amount 
  of time equal to the disease’s frequency times 
  your mythic tier. 
  EruPTIvE PuSTuLES
  The acid damage dealt by this spell bypasses 
  acid resistance or immunity unless the target 
  is also immune to disease. The caustic pus 
  created by this spell clings to an attacker for 
  a number of rounds equal to your mythic tier 
  regardless of whether it saves, dealing 1 point 
  of acid damage per round to the target and to 
  any other creature that touches it other than 
  you, including melee touch attacks, natural 
  weapons, and unarmed strikes. Any creature 
  damaged by this spell contracts filth fever 
  unless it succeeds at a Fortitude save against 
  the spell’s save DC. If a creature contracts filth 
  fever, all subsequent saves use the normal DC 
  for the disease. 
  Augmented (3rd): If you expend two uses 
  of mythic power, creatures failing their save 
  are sickened for a number of rounds equal to 
  one-half your mythic tier. This is in addition 
  to the normal 1 round of being sickened or 
  nauseated. Non-mythic creatures striking you 
  with a melee touch attack, natural weapon, or 
  unarmed strike are sickened (or nauseated on 
  a critical hit) for 1 round even if they succeed 
  on their saving throw. If a creature contracts 
  filth fever from the mythic eruptive pustules, 
  all saving throws against the disease use the 
  spell’s save DC.
  ExCruCIATIng dEforMATIon
  Each round the target fails its saving throw, 
  it is staggered with pain until the beginning of 
  its next turn. 
  Augmented: If you expend two uses of myth-
  ic power, this spell deals lethal damage, and it 
  causes Dexterity and Constitution drain rather 
  than damage on a failed saving throw. 
  ExquISITE ACCoMPAnIMEnT
  You can cast this spell as part of the same 
  action you use to begin a bardic performance. 
  You add your mythic tier to the result of any 
  Perform check you make.
  fALSE LIfE, grEATEr
  The temporary hit points gained increase 
  to 4d10 + 2 per caster level (maximum +40). 
  As an immediate action, you can dismiss the 
  remaining duration of the spell to prevent 1 
  point of Strength, Dexterity, or Constitution 
  damage per 5 temporary hit points remaining 
  from the spell. This takes effect after the attack 
  affects you and the damage is rolled but before 
  you take the damage. This spell is particularly 
  effective at absorbing damage caused by death 
  effects. Each temporary hit point provided by 
  this spell absorbs 2 points of damage from 
  death effects. 
  fAMILIAr MELdIng
  The range of this spell is increased to 1 mile 
  per mythic tier. In addition, while melded 
  with your familiar you can expend one use of 
  mythic power to ignore the verbal, somatic, or 
  
  23
  material component of a non-mythic spell; you 
  may spend up to three uses of mythic power 
  to ignore all three. If you wish to cast a mythic 
  spell, you must expend two uses of mythic 
  power for each component you ignore. 
  Augmented (4th): If you expend two uses of 
  mythic power, the range of the spell is unlim-
  ited, as long as you remain on the same plane. 
  Augmented (8th): If you expend three uses 
  of mythic power, the range of the spell is un-
  limited, including travel to other planes. 
  fICkLE wIndS
  You add your mythic tier to your caster level 
  to determine how many Medium creatures you 
  can affect, and the targets of this spell need not 
  be within 30 feet of each other. This spell func-
  tions normally within the area of non-mythic 
  wind or weather spells, regardless of their 
  level, unless they were created by a mythic 
  creature whose tier or rank exceeds yours. 
  Augmented (5th): If you expend two uses of 
  mythic power, the mystic winds are so intense 
  that they can deflect magical rays and missiles 
  as entropic shield. 
  fLEShworM InfESTATIon
  A creature failing its save against the mythic 
  fleshworm infestation takes Dexterity drain 
  rather than damage and is staggered and 
  sickened for 1 round. A successful save deals 
  1 point of Dexterity damage and sickens the 
  target for 1 round. Non-mythic protection from 
  evil does not stop a mythic fleshworm infes-
  tation unless the caster is a mythic creature 
  whose rank or tier exceeds yours. 
  forBId ACTIon
  You can target up to one creature per level, 
  each of which must be forbidden to perform 
  the same action. Creatures that successfully 
  save are staggered for 1 round (this is a mind-
  affecting effect). 
  forBId ACTIon, grEATEr
  Creatures that succeed on their saving throw 
  against this spell, whether when initially cast 
  or in a subsequent round, become staggered 
  and remain staggered until they successfully 
  save a second time in a subsequent round. 
  forCE hook ChArgE
  You add your mythic tier to the force damage 
  dealt by this spell. You also gain a deflection 
  bonus to AC equal to one-half your mythic tier 
  on attacks of opportunity that your movement 
  provokes from the target of your force hook 
  charge (though not against other attackers). 
  When you are pulled adjacent to your target, 
  you may choose for the hook to disappear as 
  normal or to persist for a number of rounds 
  equal to your mythic tier. While it persists, you 
  and the target are tethered by a cord of force 
  that passes harmlessly through other creatures 
  and objects. This cord can be any length you 
  desire, up to the spell’s maximum range. The 
  target cannot move beyond this distance from 
  you unless it succeeds an on opposed Strength 
  check. You gain a bonus on this check equal to 
  your mythic tier. Even if the target succeeds, 
  you can allow the creature to pull you along 
  with it as it moves. Your movement while 
  being pulled in this fashion does not provoke 
  attacks of opportunity. If you are not adjacent 
  to the target at the beginning of your turn, you 
  can expend one round of the spell’s remaining 
  duration as a swift action to pull yourself adja-
  cent to the target as if you had cast force hook 
  charge again in terms of movement; this does 
  not deal damage to the target or entitle you 
  to make an attack as part of pulling yourself 
  toward the target. 
  forCE PunChA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  
  24
  forCEd quIET
  All sounds made by the target become 
  muffled and inaudible to creatures unless they 
  succeed on a Perception check with a DC equal 
  to 10 + your caster level + your mythic tier. If 
  the target uses a language-dependent effect, 
  sound-based bardic performance, or even at-
  tempts to give verbal instructions, creatures 
  must succeed at this check to hear the target 
  and be affected. They cannot voluntarily fail 
  this check. In addition to the above, you add 
  one-half your mythic tier on the bonus this 
  spell grants the target on saves against sonic 
  effects and Stealth checks and reduce the save 
  DC of sonic effects the target creates by the 
  same amount. 
  frIgId TouCh
  The damage increases to 4d10 points of cold 
  damage, and the target is slowed (as the slow 
  spell) for 1 round and takes 1 point of Dex-
  terity damage. On a critical hit, the target is 
  slowed for 1 minute and takes 1 point of Dex-
  terity drain and 1 point of Dexterity damage. 
  froSTBITE
  You add your mythic tier to the nonlethal 
  damage dealt by this spell, and the target’s fa-
  tigue persists for a number of minutes equal to 
  your mythic tier even after all nonlethal dam-
  age dealt by this spell has been healed.  
  fuMBLETonguE
  The duration of this spell is increased by a 
  number of rounds equal to your mythic tier, 
  and the chance of spell failure for spells with 
  verbal components or failure to activate an 
  item requiring a command word is increased 
  to 25%, increasing by 5% per two mythic tiers 
  you possess.
  fungAL InfESTATIon
  The duration is increased by a number of 
  days equal to your mythic tier, and it is con-
  sidered a supernatural disease and cannot be 
  cured without the aid of magic. As long as the 
  mythic fungal infestation persists, the target 
  takes a penalty equal to one-half your mythic 
  tier against disease, poison, and the exceptional 
  or supernatural abilities or effects of fungal 
  creatures or hazards. Spells such as heal that 
  automatically cure diseases remove the mythic 
  fungal infestation only if the caster succeeds at 
  a caster level check as if using remove disease; 
  any other effects of such spells are unaltered. 
  Mythic heal automatically cures a target that 
  has contracted a mythic fungal infestation.
  ghoSTLY dISguISE
  You may choose for your body (or any part 
  of it) to shed light as bright as a candle, and 
  while in your mythic ghostly disguise you can 
  create minor sensory effects to enhance your 
  disguise, as if using prestidigitation. 
  Mindless undead creatures are automatically 
  fooled by your illusion and ignore you as if you 
  were an insubstantial ghost, while intelligent 
  undead can make a Will save to disbelieve the 
  illusion if they interact with you; however, the 
  save DC is increased by an amount equal to 
  your mythic tier (for non-mythic undead) or 
  one-half your mythic tier (for mythic undead). 
  If you channel positive energy, turn or com-
  mand undead, or touch an undead creature, all 
  undead immediately see through your illusion.
  Augmented: If you expend two uses of your 
  mythic power, you gain an unnatural aura 
  for as long as the spell lasts. You also gain a 
  circumstance bonus equal to one-half your 
  mythic tier on Intimidate checks against living 
  creatures, and the save DC of any fear effect 
  you create is increased by 1. These bonuses do 
  not apply against creatures that see through 
  your illusion. 
  
  25
  hAunTIng ChoIr
  Creatures within 30 feet of the haunting 
  choir take a -3 penalty on attack rolls, skill 
  checks, and ability checks; these penalties in-
  crease to -4 for creatures that occupy the same 
  space as the haunting choir. Creatures failing 
  their save against the haunting choir’s agoniz-
  ing moans treat the phantom singers similar to 
  a hostile creature. The haunting choir’s 10-foot 
  space is treated as a hostile creature for the 
  purpose of flanking adjacent creatures, and 
  any creature within its space is automatically 
  considered flanked. Each round, you can use 
  a move action to direct the haunting choir to 
  move up to 30 feet in any direction, including 
  vertically. It can move through creatures and 
  solid obstacles as long as they do not block line 
  of effect to you. 
  hAunTIng MISTS
  The range increases to 50 feet, 
  and the cloud’s radius and height 
  both increase to 50 feet, and 
  creatures within the mist take 
  a penalty equal to one-half 
  your mythic tier on saves 
  against fear effects other 
  than this spell.
  Augmented (3rd): 
  If you expend two 
  uses of mythic 
  power, you may 
  increase the 
  spell’s range and 
  radius to 500 feet 
  and its height to 
  100 feet. Alterna-
  tively, you may 
  retain the 50-foot 
  range, radius, 
  and height while 
  increasing the 
  Wisdom damage 
  dealt by the spell by 
  an amount equal to one-half your mythic tier. 
  Non-mythic creatures take 1d2 points of Wis-
  dom damage even on a successful save. 
  hEx wArdA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  hoLY ICE
  You can duplicate the effect of a mythic wall 
  of ice, as described in Pathfinder Roleplaying 
  Game Mythic Adventures, save that creatures 
  vulnerable to holy water take damage equal 
  to your mythic tier every time they touch or 
  attack the wall with a melee attack or 1d6 plus 
  your mythic tier per round for extended con-
  tact with the wall, such as climbing or walking 
  on it. Creatures stepping through the frigid 
  air left behind when the wall is broken take 
  damage as mythic wall of ice, but 
  half the damage is cold and half 
  is damage from holy water; 
  creatures not damaged by 
  holy water take only the cold 
  damage. 
  If you instead use the 
  spell to hurl ice javelins, 
  you add one-half your 
  mythic tier as a sacred 
  bonus on your attack 
  rolls, and you may add 
  cold damage or holy 
  water damage (your 
  choice) equal to one-
  half your mythic tier 
  to the damage dealt 
  by each javelin. 
  
  26
  hoLY ShIELd
  As long as you do not change the target, you 
  can maintain the protection of your holy shield 
  each round as a free action rather than a swift 
  action. If you have feats that apply to your 
  shield, such has Shield Focus or Missile Shield, 
  the target gains the benefit of those feats. If 
  your shield has special properties, such as 
  energy resistance or arrow deflection, the tar-
  get gains the benefit of those abilities as well, 
  though the target cannot make shield bash 
  attacks or gain total cover from a tower shield 
  you are using.
  horn of PurSuIT
  Your horn can be heard up to 5 miles away 
  per mythic tier you possess. You may unleash 
  a number of peals from the horn of pursuit 
  equal to 3 plus your mythic tier over the course 
  of a duration of one hour per caster level or 
  until discharged. Allies moving toward your 
  signal with a horn of pursuit gain a +2 circum-
  stance bonus on saving throws against exhaus-
  tion and fatigue and on Constitution checks to 
  avoid fatigue from a forced march or running.
  howLIng AgonY
  Creatures failing their saving throw take a -3 
  penalty on AC, attack rolls, melee damage rolls, 
  and Reflex saves, and must succeed at a con-
  centration check with a DC equal to the spell’s 
  save DC plus your mythic tier. Creatures that 
  elect to scream as loudly as possible to allevi-
  ate their pain must succeed at a Fortitude save 
  each time they do so or become hoarse due to 
  vocal strain for 1d6 hours for each failed save. 
  This functions as the caster croak spellblight 
  (as described in Chapter 2 of Pathfinder Role-
  playing Game Ultimate Magic), though it also 
  affects non-spellcasters. 
  ICE BodY
  You do not gain vulnerability to fire while 
  using this spell, and your unarmed strike deals 
  damage as a club plus cold damage equal to 
  your mythic tier. This cold damage bypasses 
  the cold immunity or resistance of non-mythic 
  creatures or creatures whose mythic rank or 
  tier is lower than yours, except for creatures 
  with the cold subtype. When you are burrow-
  ing through ice and snow you gain tremors-
  ense 60 feet, and you add your mythic tier on 
  caster level checks made to burrow through 
  magical ice and snow. Your movement is not 
  impeded by snow or ice and you can climb icy 
  surfaces as if using spider climb, though you 
  can fall through snow or ice that cannot sup-
  port your weight. In conditions of severe cold 
  (below 0 degrees Fahrenheit), you gain fast 
  healing 1. This increases to fast healing 2 in 
  extreme cold (below -20 degrees Fahrenheit); 
  see Cold Dangers in the Pathfinder Roleplay-
  ing Game Core Rulebook.
  Augmented (5th): If you expend two uses of 
  mythic power while you are in contact with an 
  icy surface larger than your size, you can grow 
  in size and power as if you had cast righteous 
  might, although you do not gain DR/good or 
  DR/evil.
  ICE CrYSTAL TELEPorT
  The hit points of the ice crystal are increased 
  to 5 hit points per inch of thickness. You may 
  choose to reduce the number of rounds the 
  target remains frozen in ice before teleporta-
  tion occurs by an amount equal to one-half 
  your mythic tier (minimum 0 rounds). Alterna-
  tively, you may choose for the target to remain 
  frozen in ice for a number of rounds equal to 
  your mythic tier after teleportation has been 
  completed.
  Augmented (2nd): You can target one addi-
  tional creature per two mythic tiers by expend-
  ing one use of mythic tier for each target after 
  the first. 
  
  27
  ICICLE dAggEr
  The range of this spell increases to touch, 
  and you can give the weapon to another crea-
  ture to wield, though every round that it is 
  wielded by a creature other than you counts 
  as 1 minute of the spell’s duration. The mythic 
  icicle dagger does not melt if out of your hand 
  for more than 1 round. If you wield the mythic 
  icicle dagger yourself, you add one-half your 
  mythic tier to the cold damage it deals on a 
  successful hit. This damage is multiplied on a 
  critical hit. 
  Augmented: If you expend two uses of myth-
  ic power, you may create a masterwork version 
  of any light slashing or piercing melee weapon 
  in which you are proficient, rather than just a 
  dagger. If you create a dagger with this spell, it 
  retains its full duration when wielded by other 
  creatures. 
  ICY PrISon
  The hit points of a mythic icy prison are 
  increased to 5 hit points per inch of thickness, 
  and you add your mythic tier to the Strength 
  DC to break the ice. You add your mythic tier 
  to the cold damage a creature takes each round 
  it is helpless or entangled in the ice, and the 
  cold damage dealt by this spell bypasses the 
  cold immunity or resistance of non-mythic 
  creatures or creatures whose mythic rank or 
  tier is lower than yours, except for creatures 
  with the cold subtype. 
  ICY PrISon, MASS
  This spell functions as mythic icy prison, but 
  you can affect an additional number of targets 
  equal to one-half your mythic tier, and the tar-
  gets need not be within 30 feet of each other.
  IMBuE wITh AurA 
  You can target an additional number of 
  creatures equal to your mythic tier. While the 
  targets are imbued with your alignment aura, 
  they perceive you as credible and trustwor-
  thy and you gain a +2 circumstance bonus on 
  Charisma checks and Charisma-based skill 
  checks, and the DC of charm, compulsion, and 
  language-dependent effects you use against the 
  targets is increased by 1. 
  InTErPLAnETArY TELEPorT
  You may teleport willing creatures within 5 
  feet times your mythic tier, without needing to 
  touch them. 
  Augmented: You can provide the benefit 
  of darkvision, life bubble, resist energy, or 
  tongues for a number of hours equal to your 
  mythic tier by expending one use of your 
  mythic power for each creature you include in 
  your interplanetary teleport. You may choose 
  to include some targets and exclude others 
  from the companion spell. If the target is 
  mythic, it can maintain the effects of the com-
  panion spell upon itself for a number of hours 
  equal to its mythic rank or tier by expending 
  one use of its mythic power, and it can do so 
  repeatedly to continue extending the effect. 
  If the effect lapses or is dispelled, it ends and 
  cannot be extended in this fashion. 
  Augmented (3rd): If you expend two uses of 
  mythic power, you may teleport one additional 
  willing creature of any size per 3 mythic tiers. 
  InTErrogATIon
  You may ask one additional question for 
  every two mythic tiers you possess, and the tar-
  get’s penalty on Bluff checks to convince you 
  when it is lying increases by an amount equal 
  to your mythic tier. When a target refuses to 
  answer a question, you may choose to deal 
  lethal or nonlethal damage. You may expend 
  one minute of the spell’s remaining duration 
  to switch any remaining questions you are 
  allowed to a new target, who is entitled to a 
  saving throw. If the new target’s saving throw 
  is successful, the spell ends and any remaining 
  questions are lost. 
  
  28
  InTErrogATIon, grEATEr
  You may ask one additional question for 
  every two mythic tiers you possess, and the 
  target’s penalty on Bluff checks to convince 
  you when it is lying increases by an amount 
  equal to twice your mythic tier. When a target 
  refuses to answer a question, you may choose 
  to deal lethal or nonlethal damage, and you 
  may choose either to add your mythic tier to 
  the damage dealt or to strike fear into the tar-
  get, which must succeed at a Will save against 
  the spell’s save DC or become shaken (or have 
  its fear condition worsened by one step, to 
  frightened, panicked, or cowering). A cower-
  ing creature answers questions truthfully to 
  the best of its ability; however, there is a 50% 
  chance that the creature’s panicked blubbering 
  makes its answer unintelligible. This chance is 
  reduced by 10% for 
  every two mythic 
  tiers you possess. 
  You may expend 
  one minute of the 
  spell’s remain-
  ing duration to 
  switch any 
  remaining 
  questions you are allowed to a new target, who 
  is entitled to a saving throw. If the new target’s 
  saving throw is successful, that minute of the 
  spell’s duration is wasted and that creature 
  cannot be successfully interrogated with that 
  casting of the spell; however, you may resume 
  questioning the original target or may expend 
  an additional minute of the spell’s duration to 
  attempt to question a new target. 
  joYfuL rAPTurE
  You immediately end the confused, dazed, 
  staggered, and stunned conditions, and you 
  cure 1d4 points of Intelligence, Wisdom, and 
  Charisma damage and 1 point of Intelligence, 
  Wisdom, and Charisma drain to all allies in 
  the area. All allies gain a +1 morale bonus on 
  attack rolls and saving throws against mind-
  affecting effects. Any existing morale bonuses 
  they possess (except morale bonuses to ability 
  scores) are increased by 1.
  kI Arrow
  You add your mythic tier to the damage dealt 
  by your ki arrow. In addition, you can deliver 
  your Stunning Fist (or equivalent ability) 
  through your ki arrow. 
  kI LEECh
  You can cast this spell as a swift 
  action after confirming a critical hit 
  in melee. In addition, if you con-
  firm a critical hit against a living enemy 
  that has a ki pool (even if you do not 
  reduce the target to 0 or fewer hit points), you 
  can steal 1 point from the target’s ki pool and 
  transfer the ki to your own ki pool, or to the ki 
  pool of an adjacent ally.
  kI ShouT
  The damage is increased to 1d8 points of 
  sonic damage per level (maximum 20d8), and 
  you can also attempt a combat maneuver check 
  against the target using your caster level plus 
  
  29
  your primary spellcasting ability modifier plus 
  your mythic tier. If your combat maneuver 
  succeeds, your target is pushed 10 feet in a 
  direction of your choice and knocked prone. If 
  an obstacle prevents this movement, the target 
  and the obstacle each take 1d6 points of dam-
  age, and the opponent is knocked prone in the 
  space adjacent to the obstacle. 
  know ThE EnEMY
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  LEAShEd ShACkLES
  Your shackles of force reinforce the surface 
  to which they are attached, adding your mythic 
  tier to the object’s hardness and adding 5 hit 
  points to the surface times your mythic tier. If 
  the original target of the spell saves, it cannot 
  be entrapped by that casting of leashed shack-
  les; however, you can spend one minute of the 
  spell’s duration to attempt to entrap a different 
  creature within 30 feet of the object or location 
  where your leashed shackles are anchored. You 
  add your mythic tier to the DC of caster level 
  checks made to dispel. 
  LEnd judgMEnT
  You can cast this spell as part of the action 
  you use to begin your judgment. In addition, 
  your ally gains the benefit of the judgment you 
  share for the full duration of the spell, even 
  if you cannot use the judgment or switch to 
  a different active judgment. Your ally must 
  remain in combat to gain the benefits of the 
  judgment; its benefits are suppressed and the 
  spell’s duration continues to elapse if the target 
  is frightened, panicked, paralyzed, stunned, 
  unconscious, or otherwise prevented from par-
  ticipating in combat.
  If you switch to a different judgment and 
  you touch the target of this spell as a swift or 
  move action, you may switch the target’s active 
  judgment to match your new active judgment. 
  If the target is unwilling, it retains the previous 
  active judgment. 
  Augmented (4th): If you expend two uses of 
  your mythic power, you can share your judg-
  ment with a number of allies equal to one-half 
  your mythic tier. 
  LEnd judgMEnT, grEATEr
  This functions as mythic lend judgment, but 
  your ally gains the benefit of all of your active 
  judgments. 
  LIghTnIng ArCA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  LoAThSoME vEIL
  You add your mythic tier to the number of 
  Hit Dice of creatures you affect, and you may 
  choose the order in which the creatures are 
  affected. In addition, you can add a loathsome 
  array of disturbing and discordant sounds or 
  scents to your mythic loathsome veil, allowing 
  it to affect even sightless creatures or creatures 
  closing or averting their eyes, though creatures 
  that do not see the mythic loathsome veil gain 
  a +4 bonus on their saving throw. 
  LunAr vEIL
  The area is increased to a 600-foot-radius 
  emanation, and lycanthropes within the area 
  become shaken on a failed Will save, remain-
  ing shaken as long as they remain within the 
  area.
  Augmented (5th): If you expend two uses of 
  mythic power, the area is increased to a radius 
  1 mile in diameter times your mythic tier, up 
  to a height of 1200 feet. 
  
  30
  MAd hALLuCInATIon
  This spell can affect a creature of any type, 
  not only humanoids. The target’s movement is 
  also halved on a failed save.
  Augmented (3rd): The target takes a -4 
  penalty on Will saving throws, caster level 
  checks, and Intelligence and Wisdom-based 
  skill checks, and during combat the target must 
  make a new Will save each round or become 
  slowed (as the slow spell) until the beginning 
  of his next turn. 
  MAd MonkEYS
  The mythic mad monkeys gain the agile 
  mythic simple template, as described in Chap-
  ter 6 of Pathfinder Roleplaying Game Mythic 
  Adventures. In addition, you add one-half your 
  mythic tier to the save DC against the mythic 
  mad monkeys’ distraction attack and to their 
  CMD, as well as their combat maneuver bonus 
  for combat maneuvers made to disarm and 
  steal. 
  MALFuNCTIoN
  This functions as mythic confusion, as de-
  scribed in Pathfinder Roleplaying Game 
  Mythic Adventures, except it only affects con-
  structs, and instead of babbling incoherently 
  the construct takes no actions on its turn and 
  takes a -4 penalty on its Armor Class until its 
  next turn.
  MALICIouS SPITE
  You can specify a number of specific acts 
  of malice equal to one-half your mythic tier 
  (minimum 1) that you wish the target to 
  perform against the individual you designate. 
  This functions like suggestion but the compul-
  sion remains as long as the malicious spite 
  spell persists. The target must perform at least 
  one of the suggested acts each day until all are 
  completed or take 2 points of Wisdom damage 
  each day. 
  Augmented (4th): If you expend two uses of 
  mythic power, you can target a number of crea-
  tures equal to one-half your mythic tier, imbu-
  ing all targets with malicious spite against the 
  same designated individual. 
  MArIonETTE PoSSESSIon
  You can possess a willing creature even if it 
  is protected by a non-mythic effect that would 
  normally block possession, including a non-
  mythic antimagic field. In addition, you can 
  select a number of the target’s feats or excep-
  
  31
  tional or supernatural abilities equal to your 
  mythic tier, allowing you to use those feats or 
  abilities while inhabiting the target’s body. 
  MASTErwork TrAnSforMATIon
  You can affect a number of weapons, shields, 
  tools, skill kits, or suits of armor equal to your 
  mythic tier, though you must pay the reagent 
  cost for each item you convert into a master-
  work item. An item with multiple masterwork 
  options, such as a spiked shield, armor spikes, 
  or double weapon, counts as one item for each 
  option you choose to make masterwork. 
  MISErABLE PITY
  Creatures that succeed on their Will save 
  and successfully attack or harm the target 
  must succeed on a second save at the end of 
  their turn or take a -2 penalty on attack and 
  damage rolls, saving throws, skill checks, and 
  ability checks for a number of rounds equal to 
  your mythic tier due to remorse and shame at 
  attacking such a weak and helpless creature. 
  Creatures that fail their saves do not attack the 
  target but begin to ignore that target in com-
  bat. They do not threaten the target or provide 
  flanking against the target, and if the target 
  attacks them they are considered flat-footed 
  against the first attack. 
  MonSTrouS PhYSIquE (ALL) A
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  MurdErouS CoMMAndA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  oPPrESSIvE BorEdoM
  If the target fails its initial save, the ennui it 
  experiences can be broken only by the expira-
  tion of the spell or by succeeding on its Will 
  save in two consecutive rounds thereafter. 
  Augmented (4th): If you expend two uses 
  of mythic power, you can target a number of 
  creatures equal to one-half your mythic tier.
  orACLE’S vESSEL
  The target treats the class skills for your 
  oracle mystery as class skills and also gains one 
  revelation you possess. This revelation func-
  tions as if the target were an oracle whose level 
  was equal to your mythic tier +1, and the rev-
  elation must be one that is available to oracles 
  of that level. 
  orB of ThE voIdA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  ovErwhELMIng grIEf
  If the target fails its initial save, the grief and 
  sorrow it experiences can be broken only by 
  the expiration of the spell or by succeeding on 
  two consecutive Will saves thereafter. 
  Augmented (4th): If you expend two uses 
  of mythic power, you can target a number of 
  creatures equal to one-half your mythic tier.
  ovErwhELMIng PrESEnCE
  You add one-half your mythic tier to the 
  number of creatures you may affect, and the 
  targets need not be within 30 feet of one an-
  other. In addition, if the target fails its initial 
  save, its awestruck adulation for you can be 
  broken only by the expiration of the spell or 
  by succeeding on two consecutive Will saves 
  thereafter. 
  PErnICIouS PoISonA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  
  32
  
  33
  PErSuASIvE goAd
  You add one-half your mythic tier (minimum 
  +1) to both the nonlethal damage dealt by 
  this spell and on Intimidate checks you make 
  against the target for 1 minute. 
  Augmented (4th): If you expend two uses 
  of mythic power, you can target a number of 
  creatures equal to one-half your mythic tier.
  PIErCIng ShrIEk
  The target is deafened as well as staggered. 
  You can target a creature within a non-mythic 
  silence effect if you succeed on a caster level 
  check against a DC of 11 + the caster level of 
  the silence effect. You add your mythic tier as a 
  bonus on this check. 
  Augmented (3rd): If you expend two uses of 
  mythic power, the save for this spell changes 
  to Fortitude: partial and the target takes non-
  lethal sonic damage equal to your mythic tier 
  regardless of whether it saves against the spell. 
  If the target fails its save, it takes additional 
  nonlethal sonic damage equal to one-half your 
  mythic tier (minimum 1 point) each round at 
  the end of its turn. 
  PLAguE CArrIEr
  You add one-half your mythic tier to the save 
  DC of the target’s filth fever, including both the 
  initial saving throw as well as saving throws 
  to recover from the disease. This also applies 
  to the DC of Heal checks to treat the disease or 
  caster level checks to remove the disease.
  PLAguE STorM
  The ability damage dealt by the mythic 
  plague storm’s disease on a failed save is in-
  creased by 1, and as long as the disease persists 
  the target is fatigued, and non-mythic creatures 
  within the cloud must roll twice on saving 
  throws, using the worse result. As a move ac-
  tion, you can move the cloud 10 feet in any 
  direction. 
  Augmented (6th): If you expend two uses of 
  mythic power, the spell bypasses the disease 
  immunity of living creatures. 
  PLAY InSTruMEnT
  You can play the instrument of your choice 
  as if you had a number of ranks in the appro-
  priate Perform skill equal to your mythic tier. 
  Alternatively, you can cast this spell with a 
  range of touch, affecting a number of targets 
  equal to one-half your mythic tier (minimum 
  1). If you are trained in the Perform skill for 
  the instrument you are playing, each target is 
  treated as if it had a number of ranks in that 
  Perform skill equal to one-half your mythic tier 
  (minimum 1).
  PoLAr MIdnIghT
  Illumination in the area is dropped by 
  three steps, to supernatural darkness, and all 
  creatures in the area take 5d8 points of cold 
  damage and 1d6 points of Dexterity drain. A 
  successful save reduces the Dexterity drain to 1 
  point of Dexterity damage but does not reduce 
  cold damage. Any creature in the area that 
  does not move on its turn is encased in an icy 
  prison but cannot breathe. 
  PoLYPurPoSE PAnACEA
  You can cast this spell with a range of touch, 
  allowing another creature to benefit from your 
  polypurpose panacea, though it must be con-
  sumed within a number of hours equal to your 
  mythic tier or its effect is wasted. If you use 
  the polypurpose panacea yourself, you may 
  choose to gain two effects or you may choose a 
  single effect but gain twice the normal benefit 
  while halving any penalties. 
  
  34
  PoSSESS oBjECT
  You can possess an object even if it is pro-
  tected by a non-mythic effect that would nor-
  mally block possession, including a non-mythic 
  antimagic field. When you animate an object 
  while you possess it, you may grant the object 
  a +4 enhancement bonus to its Strength or 
  Dexterity score (or +2 to each), and the object 
  gains 1-1/2 times the normal number of con-
  struction points. You can speak through the 
  possessed object, but you cannot cast spells or 
  trigger magical items with your voice. 
  PrEdICTIon of fAILurE
  If the target fails its save, it is cursed as if 
  you had cast major curse. If the target is a 
  spellcaster, you can instead inflict one major or 
  two minor spellblights (as described in Chap-
  ter 2 of Pathfinder Roleplaying Game Ulti-
  mate Magic).
  PrIMAL SCrEAM
  You can cast this spell as an immediate ac-
  tion when you would be affected by a harm-
  ful enchantment or paralysis effect, or when 
  subjected to a curse or other magical effect 
  that specifically affects your hearing or your 
  ability to speak, dispelling or removing such 
  effects as break enchantment. This does not 
  remove general conditions such as petrifica-
  tion, polymorph, or death that prevent you 
  from speaking. Your primal scream can dispel 
  a magical silence effect if you are its target or 
  in its area as well as effects that cause you to 
  become dazed, deafened, nauseated, or stunned 
  as if they were enchantment effects. If these 
  effects are not spells or spell-like abilities, the 
  DC to remove them is equal to the effect’s save 
  DC or, if the effect allowed no save, a DC of 11 
  plus the Hit Dice of the creature that created 
  the effect. If you cast mythic primal scream as 
  a standard action, add your mythic tier to the 
  caster level check to remove the effect. 
  ProTECTIvE PEnuMBrA
  You can increase the duration to 1 hour per 
  level, or you may affect a number of creatures 
  equal to your mythic tier for the standard dura-
  tion. 
  rAIn of frogS
  The frog swarm gains the agile mythic sim-
  ple template, as described in Chapter 6 of Path-
  finder Roleplaying Game Mythic Adventures. 
  In addition, you add one-half your mythic tier 
  to the save DC against the frog swarm’s distrac-
  tion attack and to the save DC of its poison. 
  Augmented (6th): If you expend two uses 
  of mythic power, the frogs’ poison bypasses 
  the poison immunity of living creatures. In 
  addition, their thunderous croaking deafens 
  creatures for as long as they remain within the 
  swarm and for 1 round thereafter. 
  
  35
  rAISE AnIMAL CoMPAnIon
  You can raise a creature that has been dead a 
  number of weeks equal to your mythic tier.
  Augmented (3rd): If you expend two uses 
  of your mythic power, you can cast this spell 
  with no costly material component. If you use 
  a 1,000 gp diamond, the target returns to life 
  with no permanent negative levels. 
  rAPId rEPAIr
  The targeted construct gains fast healing 
  equal to 5 plus one-half your mythic tier. This 
  does not stack with any fast healing the con-
  struct already has. Fast healing has no effect 
  on a construct that has been brought to 0 hit 
  points or destroyed; however, if you cast this 
  spell on a construct that has been reduced to 0 
  hit points since the end of your last turn, you 
  restore it to functionality with a number of hit 
  points equal to your mythic tier, and its fast 
  healing begins functioning on its next turn. 
  rAY of SICkEnIng
  Non-mythic creatures are not allowed a sav-
  ing throw to resist becoming sickened. If the 
  target is already sickened, it takes 1d4 points of 
  nonlethal damage per caster level (maximum 
  5d4) and is nauseated for 1 round; a successful 
  saving throw halves the nonlethal damage and 
  negates the nauseated condition. 
  rECkLESS InfATuATIon
  You can specify a number of specific acts of 
  besotted affection equal to one-half your myth-
  ic tier (minimum 1) that you wish the target to 
  perform to show its love for the individual you 
  designate. This functions like suggestion but 
  the compulsion remains as long as the reckless 
  infatuation spell persists. If following such 
  a suggestion would take it more than 30 feet 
  from the target, it does not become staggered 
  as long as it continues following the suggestion 
  or is returning to its beloved after completing 
  the suggested act. If any of these acts would 
  place the target in obvious physical danger, it 
  can attempt a second save to break the spell’s 
  effect. 
  Augmented (4th): If you expend two uses of 
  mythic power, you can target a number of crea-
  tures equal to one-half your mythic tier, imbu-
  ing all targets with reckless infatuation toward 
  the same designated individual. 
  rEMovE SICknESS
  The duration of this spell is increased by a 
  number of minutes equal to your mythic tier. 
  In addition, the next time the target takes 
  ability damage from a disease within the next 
  24 hours, that damage is reduced by 1 for a 
  mythic disease or by one-half your mythic tier 
  (minimum 1) for a non-mythic disease. If the 
  disease damages multiple ability scores, this re-
  duction applies to all of them. If an effect that 
  causes the sickened or nauseated condition 
  does not allow a saving throw, the target has a 
  10% chance times your mythic tier to ignore 
  the effect.
  Augmented (4th): If you expend two uses of 
  mythic power, you can target a number of crea-
  tures equal to one-half your mythic tier. Alter-
  natively, you can affect a single target, increas-
  ing the duration to 10 minutes per caster level. 
  rEProBATIon
  The target is affected by permanent crushing 
  despair as long as the mark of mythic reproba-
  tion persists. Add your mythic tier to the DC of 
  caster level checks made to remove the mark 
  with atonement or remove curse. In addition, 
  if the caster level check to remove the mythic 
  
  36
  reprobation fails by 5 or more, the caster of 
  the atonement or remove curse spell acquires 
  a mark of justice that is triggered if they try to 
  remove the mythic reprobation from the same 
  creature ever again. If the caster level check 
  fails by 10 or more, the caster of the atonement 
  or remove curse is affected by reprobation as 
  well. 
  Augmented: If you expend two uses of 
  mythic power, any creature failing the caster 
  level check to remove the mythic reprobation 
  acquires a mark of justice, as described above, 
  while a creature failing by 5 or more is affected 
  by mythic reprobation. 
  rESonATIng word
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  rESTorE CorPSE
  You can affect a creature of up to Huge size 
  with this spell. It immediately reverses the 
  effects of a decompose corpse spell. If you cast 
  this spell on a damaged non-skeletal undead 
  creature, it restores a number of hit points 
  equal to 2d10 plus your caster level (maximum 
  10).
  rESTorE EIdoLon
  You can cast this spell without a costly 
  material component. Alternatively, if you use 
  100 gp worth of diamond dust as the material 
  component you remove all temporary ability 
  penalties, ability damage, and ability drain 
  from the target eidolon, as well as remov-
  ing exhaustion and fatigue and dispelling all 
  temporary negative levels. If you use 1,000 gp 
  worth of diamond dust, you remove a number 
  of permanent negative levels equal to one-half 
  your mythic tier from the eidolon. This spell 
  cannot be used to remove negative levels from 
  an eidolon more than once within a one-week 
  period. 
  Augmented: If you spend two uses of mythic 
  power, you can cast this spell with a casting 
  time of 1 round. 
  Augmented (3rd): If you expend two uses of 
  mythic power, you can use this spell to remove 
  permanent negative levels even if this spell 
  has been used to remove one or more negative 
  levels previously in the same one-week period. 
  
  37
  rESTorE EIdoLon, LESSEr
  You may remove 2d4 points of ability dam-
  age from one ability score or 1d4 points of 
  ability damage from two ability scores. In addi-
  tion, you can remove the fatigued or exhausted 
  condition from the target eidolon.
  Augmented: If you expend two uses of your 
  mythic power, you can cast this spell as a stan-
  dard action. 
  rIdE ThE LIghTnIng
  The damage dealt increases to 10d8 points of 
  electricity damage, and creatures damaged by 
  your lightning are automatically dazzled for 1 
  round regardless of whether they save. When 
  traveling in lightning form, you can move up 
  to 150 feet, plus 30 feet per 3 mythic tiers after 
  1st. If you reduce the distance you travel by 
  half, you can make one turn of up to 90 de-
  grees at any point during your movement. 
  Augmented: If you expend one additional 
  use of your mythic power, you can make a turn 
  of up to 90 degrees without reducing the over-
  all length of your movement.
  Augmented (6th): If you expend two uses of 
  mythic power, the damage dealt increases to 
  10d10 points of electricity damage; this dam-
  age bypasses electricity resistance and immu-
  nity.
  rIdE ThE wAvES
  The target gains a bonus equal to your 
  mythic tier to its CMD against water-based 
  effects that duplicate combat maneuvers, such 
  as hydraulic torrent, as well as against combat 
  maneuvers used by creatures with the water 
  subtype. The target’s attacks and movement 
  are not impeded by water, as if using freedom 
  of movement, though the target does not gain 
  the other effects of that spell, such as immu-
  nity to grappling, paralysis, etc. If the target is 
  swimming at the surface of the water rather 
  than underwater, it gains an additional move 
  action each round and its swim speed is in-
  creased to 60 feet. If the target already has a 
  swim speed, it is increased by 60 feet when the 
  creature is swimming on the surface and by 30 
  feet underwater. 
  Augmented (3rd): If you expend two uses of 
  mythic power, the target gains a swim speed of 
  100 feet on the surface or 50 feet underwater, 
  or its existing swim speed is increased by the 
  same amount. 
  SAnCTIfY CorPSE
  You may increase the duration to a number 
  of days equal to your mythic tier if casting 
  this spell on a single corpse, or you may af-
  fect a number of corpses equal to your mythic 
  tier. You must touch all corpses to be affected 
  within 1 minute of casting the spell. 
  Augmented: If you expend two uses of myth-
  ic power, you can cast this spell as an immedi-
  ate action when an adjacent creature is slain by 
  an undead creature or when an adjacent corpse 
  is targeted with an effect that would turn it 
  into an undead creature. Alternatively, you can 
  cast this spell on yourself when you are slain 
  by an undead creature; this does not require 
  an action, though you must have the material 
  component and/or divine focus on your person 
  and have the spell prepared at the time of your 
  death. 
  SAndS of TIMEA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  SCourIng wIndSA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  
  38
  SCuLPT SIMuLACruM
  Add your mythic tier on Disguise checks 
  made to alter the appearance of the target 
  simulacrum. If you wish to disguise the simu-
  lacrum as a specific creature and you a small 
  piece of its body, such as flesh, hair, or a fin-
  gernail, you add twice your mythic tier on 
  Disguise checks to duplicate that creature’s 
  appearance.
  Augmented (3rd): If you expend two uses of 
  mythic power, you can increase or decrease the 
  size of the target simulacrum by one category. 
  This functions as a permanent enlarge person 
  or reduce person effect, regardless of the crea-
  ture’s type.
  SErEnITY
  You suppress confusion, despair, fear, insan-
  ity, rage, and emotion effects, as well as all 
  morale bonuses, in creatures that fail their 
  saves. Creatures that attempt to harm another 
  creature while affected take 3d8 points of non-
  lethal damage and become sickened until the 
  end of their next turn. 
  ShAdowBArd
  Add your mythic tier to the DC of caster level 
  checks made to dispel the mythic shadowbard. 
  You can alter the performance used by your 
  mythic shadowbard once per round as a free 
  action rather than a move action. If you know 
  spells that are triggered by ending a bardic per-
  formance, such as saving finale, as a move ac-
  tion you can direct the mythic shadowbard to 
  cast that spell, ending its bardic performance 
  until the end of your next turn. A spell cast in 
  this way does not provoke attacks of opportu-
  nity but uses one of your spell slots and other-
  wise functions as if you had cast it. 
  ShAdow STEP
  You can cast this spell as a swift or move 
  action, and you gain a bonus equal to your 
  mythic tier on Stealth checks made to hide in 
  the shadows when you arrive at your destina-
  tion. 
  Augmented (4th): If you expend two uses 
  of mythic power, the duration increases to 
  a number of rounds equal to one-half your 
  mythic tier. You can make one shadow step 
  each round. 
  Augmented (6th): If you expend three uses 
  of mythic power, you can make two shadow 
  steps each round, one as a swift action and one 
  as a move action. 
  ShAdow wEAPon
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  ShArd of ChAoS
  This spell affects the target as mythic chaos 
  hammer, as described in Pathfinder Roleplay-
  ing Game Mythic Adventures.
  ShArE MEMorY
  You can share a memory of up to 10 minutes 
  times your mythic tier, or a number of shorter 
  memories (each lasting no longer than 1 min-
  ute) equal to your mythic tier. Add your mythic 
  tier on caster level checks to overcome protec-
  tion against divination and mind-reading, and 
  you can bypass effects that normally grant im-
  munity to divinations and mind-reading with a 
  successful caster level check against a DC of 15 
  + the caster level of the protective effect. 
  
  39
  SILk To STEEL
  If you attack with the silken scarf, you are 
  treated as having proficiency with the whip. 
  The steel-hard whip deals lethal damage re-
  gardless of the armor or natural armor bonus 
  of the target. You gain an enhancement bonus 
  equal to one-half your mythic tier on attack 
  and damage rolls with the whip. If you use the 
  scarf to defend yourself, you add an enhance-
  ment bonus equal to one-half your mythic tier 
  to the shield bonus you gain to your Armor 
  Class.
  SIMuLACruM, LESSEr
  A mythic lesser simulacrum has DR/epic 
  equal to your mythic tier, and it also gains the 
  benefit of permanent nondetection against 
  non-mythic divinations. This nondetection 
  does not apply against divinations you use. If 
  you make a lesser simulacrum of yourself, you 
  have a telepathic link with the simulacrum as 
  long as it is within 10 miles of you per mythic 
  tier and on the same plane.
  SkInSEnd
  While animating your skin, your body gains 
  DR/epic equal to your mythic tier. Meanwhile, 
  your animated skin gains immunity to effects 
  that require respiration or metabolism. Your 
  animated skin also gains the frightful presence 
  universal monster ability, affecting creatures 
  whose Hit Dice are less than your caster level 
  within 5 feet plus 5 feet per 2 mythic tiers you 
  possess. Creatures failing their save are pan-
  icked only if their Hit Dice are less than one-
  half your caster level (maximum 4 Hit Dice). 
  SMug nArCISSISM
  The target’s self-absorbed rudeness causes 
  a penalty on Diplomacy checks equal to your 
  mythic tier; this stacks with the penalty on 
  skill checks that normally applies. In addition, 
  during any round in which the target can clear-
  ly see its reflection in a surface or object within 
  10 feet, it must make an additional Will save 
  against the spell’s DC or be fascinated until the 
  beginning of its next turn. Even if it succeeds 
  on the saving throw, the target takes a -4 pen-
  alty on attack rolls and skill checks whenever a 
  reflective surface is within 10 feet. 
  Augmented (3rd): If you expend two uses 
  of mythic power, the duration is increased to a 
  number of hours equal to your mythic tier. 
  SnAPdrAgon fIrEworkS
  Add one-half your mythic tier to the fire dam-
  age dealt by the snapdragon fireworks, which 
  explode with a loud bang as well as a burst of 
  light, deafening and dazzling creatures that fail 
  their save for a number of rounds equal to one-
  half your mythic tier (minimum 1). 
  SonIC ThruST
  You can hurl an additional number of crea-
  tures equal to your mythic tier, increasing the 
  total weight you can hurl by 25 pounds times 
  your mythic tier. You may choose to deal sonic 
  damage equal to your caster level plus your 
  mythic tier to creatures or objects that you hurl 
  (Will negates). If you focus your mythic sonic 
  thrust on a single creature or object, multi-
  ply this weight limit by your mythic tier, and 
  increase this sonic damage to 1d4 points of 
  damage per caster level (maximum 15d4). 
  SooThE ConSTruCT
  You add your mythic tier to the reduction 
  you cause in its chance of going berserk. If the 
  construct is already berserk and you are its 
  master, you apply this reduction first and then 
  roll d% twice, choosing the better result, to end 
  its berserk state, return it to normal function-
  ing, and reset its berserk chance to 0%. 
  
  40
  SPEAr of PurITY
  This spell affects the target as mythic holy 
  smite, as described in Pathfinder Roleplaying 
  Game Mythic Adventures.
  SPIT vEnoM
  If you hit the target with your mythic spit 
  venom, the target is blinded for 1 round and 
  dazzled for a number of rounds equal to your 
  mythic tier. In addition, the statistics for your 
  mythic spit venom are as follows: type poison 
  (injury); save Fortitude DC = spell DC; frequen-
  cy 1/round for 6 rounds + 1 round per 2 mythic 
  tiers; effect 1d2 Con damage plus blindness 
  until the poison is cured; cure 2 saves. 
  Alternatively, you may spit venom in a 10-
  foot cone-shaped burst or a 20-foot line rather 
  than as a ranged touch attack. Creatures in the 
  area are dazzled for 1 round, and those that fail 
  their saves are blinded for 1 round and poi-
  soned by black adder venom, using the spell’s 
  save DC in place of the poison’s normal save 
  DC. 
  Augmented (6th): If you expend two uses of 
  mythic power, this spell bypasses the poison 
  immunity of living creatures. 
  STEAL voICE
  Add your mythic tier to the DC of caster level 
  checks to remove the caster croak spellblight 
  (as described in Chapter 2 of Pathfinder Role-
  playing Game Ultimate Magic). In addition, 
  the target’s spell failure chance for spells with 
  verbal components is increased to 25%, plus 
  5% per 2 mythic tiers you possess, and the 
  save DC of any spells the target casts with the 
  language-dependent descriptor are reduced by 
  6 rather than by 4.
  Augmented (3rd): If you expend two uses of 
  mythic power, you may steal the target’s voice 
  completely, leaving it unable to speak at all. 
  You may use this effect on any creature, not 
  just spellcasters, though removing the effect is 
  identical to removing the caster croak spellb-
  light. The target’s voice must be stored inside 
  of an object that has some hollow space inside 
  it. As long as you are wearing or wielding that 
  object, you can perfectly imitate the target’s 
  voice. If the target is trained in Perform (com-
  edy, oratory, or sing), you are treated as having 
  the same number of ranks in that skill as the 
  target. If you are disguised as the target, you 
  gain a +10 bonus on Bluff and Disguise checks 
  to pretend that you are the target. 
  STrAngLIng hAIr
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  
  41
  SuMMon ELdEr worM
  The purple worm you summon gains the 
  invincible mythic simple template, as de-
  scribed in Chapter 6 of Pathfinder Roleplaying 
  Game Mythic Adventures and the fast swal-
  low universal monster ability. In addition, you 
  add one-half your mythic tier to the save DC 
  against the worm’s poison. 
  Augmented (6th): If you expend two uses 
  of mythic power, the worm’s poison bypasses 
  the poison immunity of living creatures. In 
  addition, the worm’s attacks ignore non-mythic 
  freedom of movement effects. 
  SuMMon froghEMoTh
  The froghemoth you summon gains the 
  savage mythic simple template, as described 
  in Chapter 6 of Pathfinder Roleplaying Game 
  Mythic Adventures and it gains the benefit of 
  a jump spell (caster level equals your mythic 
  tier). In addition, you can expend one use of 
  your mythic power to grant it the ability to use 
  the aerial assault champion path ability, using 
  your mythic tier to determine the effect of the 
  ability. 
  Augmented (6th): If you expend two uses of 
  mythic power, the froghemoth gains the rend 
  (2 tentacles, 1d8+15) universal monster ability. 
  In addition, the froghemoth’s attacks ignore 
  non-mythic freedom of movement effects.. 
  SuMMon MInor ALLY
  The creatures you summon are considered 
  mythic creatures and gain one use of mythic 
  power and the surge ability, which they can 
  use to add 1d6 to a single die roll. Your sum-
  moned monsters gain no other mythic abilities. 
  Augmented (6th): If you expend two uses 
  of mythic power, you can add the agile, in-
  vincible, or savage mythic simple template to 
  creatures you summon with this spell. These 
  templates are described in the Mythic Monster 
  Advancement section of Chapter 6 in Pathfind-
  er Roleplaying Game Mythic Adventures.
  SuMMon MInor MonSTEr
  The creatures you summon are considered 
  mythic creatures and gain one use of mythic 
  power and the surge ability, which they can 
  use to add 1d6 to a single die roll. Your sum-
  moned monsters gain no other mythic abilities. 
  In addition, you can apply the entropic or reso-
  lute simple template in place of the celestial or 
  fiendish template. 
  Augmented (6th): If you expend two uses 
  of mythic power, you can add the agile, in-
  vincible, or savage mythic simple template to 
  creatures you summon with this spell. These 
  templates are described in the Mythic Monster 
  Advancement section of Chapter 6 in Pathfind-
  er Roleplaying Game Mythic Adventures.
  SurMounT AffLICTIonA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  SYMBoL of hEALIng
  The damage healed from living creatures 
  and dealt to undead creatures is increased to 
  4d8 points + 2 points per caster level (maxi-
  mum +30). A mythic symbol of healing also 
  suppresses fatigue from living creatures as 
  long as they remain within 60 feet of an active 
  symbol. Undead that fail their save are treated 
  as if they were fatigued as long as they re-
  main within 60 feet of an active symbol. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of healing and to the DC of the 
  caster level check to remove the symbol with a 
  non-mythic dispel magic.  
  
  42
  SYMBoL of MIrrorIng
  Destroying a creature’s illusory double within 
  60 feet of an active mythic symbol of mirroring 
  causes a bright flash of light which dazzles the 
  attacker for 1 round (Will negates). In addition, 
  a creature can use an immediate action to re-
  place a destroyed illusory double. This double 
  persists and is in addition to the replacement 
  illusory double that appears on its next turn. 
  A creature cannot have more than two illusory 
  doubles simultaneously. If a creature leaves 
  the area, the images persist until destroyed or 
  until a number of rounds thereafter equal to 
  your caster level plus your mythic tier. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of mirroring and to the DC of 
  the caster level check to remove the symbol 
  with a non-mythic dispel magic.  
  SYMBoL of rEvELATIon
  This symbol is also triggered by illusion 
  (figment) effects, outlining them in faerie fire 
  that marks them for what they are. Creatures 
  outlined in faerie fire by this symbol are 
  dazzled as long as the faerie fire persists. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of revelation and to the DC of 
  the caster level check to remove the symbol 
  with a non-mythic dispel magic.  
  SYMBoL of SCrYIng
  Add your mythic tier to the DC to find or 
  disarm a mythic symbol of scrying and to the 
  DC of the caster level check to remove the 
  symbol with a non-mythic dispel magic. You 
  can see and hear the target and its surround-
  ings within 15 feet plus 5 feet for every three 
  mythic tiers. Your chance to successfully cast 
  detect chaos, detect evil, detect good, detect 
  law, detect magic, and message through the 
  scrying sensor is increased by 5% times your 
  mythic tier. In addition, you can penetrate 
  non-mythic protections from divination with 
  a caster level check against a DC of 11 plus the 
  caster level of the protective effect. If the pro-
  tective spell already allows such a caster level 
  check, you gain a bonus on the check equal to 
  your mythic tier. 
  Augmented (3rd): If you expend two uses 
  of your mythic power, you can attempt to cast 
  other divination spells through the scrying sen-
  sor. The companion divination spell’s level can-
  not exceed half your mythic tier, and its chance 
  of successfully being cast through the sensor is 
  determined as for the spells noted above, but is 
  reduced by 10% per level of the divination. 
  SYMBoL of SEALIng
  You seal the warded portal with a mythic 
  wall of force, as described in Pathfinder 
  Roleplaying Game Mythic Adventures. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of sealing and to the DC of the 
  caster level check to remove the symbol with a 
  non-mythic dispel magic.  
  SYMBoL of SLowIng
  Creatures failing their save are affected 
  as mythic slow, as described in Pathfinder 
  Roleplaying Game Mythic Adventures. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of slowing and to the DC of the 
  caster level check to remove the symbol with a 
  non-mythic dispel magic.  
  SYMBoL of STrIfE
  Targets gain a morale bonus on attack and 
  damage rolls equal to one-half your mythic 
  tier whn attacking the nearest creature. If no 
  other creatures are visible, an affected crea-
  ture has a 50% chance to act normally and a 
  
  43
  50% chance to attack itself, dealing itself 2d8 
  points of damage + its Strength modifier. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of strife and to the DC of the 
  caster level check to remove the symbol with a 
  non-mythic dispel magic.  
  SYMBoL of vuLnErABILITY
  Add your mythic tier to the reduction targets 
  take in spell resistance, energy resistance, and 
  damage reduction. The saving throw penalty 
  taken by targets is increased to -6. This vulner-
  ability lasts as long as creatures remain within 
  60 feet of the mythic symbol of vulnerability 
  and for a number of rounds thereafter equal 
  to your caster level plus your mythic tier. Add 
  your mythic tier to the DC to find or disarm a 
  mythic symbol of vulnerability and to the DC 
  of the caster level check to remove the symbol 
  with a non-mythic dispel magic.  
  TAr BALL
  The damage dealt increases to 1d6 points 
  of fire damage on a hit and 1d6 points of fire 
  damage each round thereafter for 1d6 rounds. 
  While the mythic tar ball clings to a Large 
  or smaller creature, the target is considered 
  entangled (rather than taking a -2 penalty to 
  Dexterity) and must succeed on a DC 15 Reflex 
  save or be anchored to the spot. 
  TEMPorArY rESurrECTIon
  You can restore life to a body that has been 
  dead up to 48 hours plus 12 hours per mythic 
  tier you possess, and the corpse is returned to 
  life for 24 hours plus 12 hours per mythic tier.
  Augmented (3rd): If you expend two uses of 
  mythic power, the target does not gain a per-
  manent negative level while it is brought back 
  to life by this spell. 
  TERRIBLE REMoRSE 
  Each round after a failed save the target deals 
  2d8 points of damage + its Strength modifier 
  to itself, plus 1 point of damage to a random 
  ability score as it seeks to maim and injure 
  itself. On a successful save, the target is stag-
  gered and takes a -2 penalty to Armor Class 
  for a number of rounds equal to one-half your 
  mythic tier. However, it is entitled to an ad-
  ditional saving throw each round at the end of 
  its turn to end this effect. 
  TouCh of SLIME
  If the target of your melee touch attack suc-
  ceeds on its Fortitude save, the touch of slime 
  remains on your hand and you can continue 
  making a number of additional attacks with it 
  equal to your mythic tier or until a target fails 
  its saving throw, at which point the slime is 
  transferred and acts as green slime. The Con-
  stitution damage dealt by the green slime is 
  increased to 1d4 points per round. 
  ToxIC gIfT
  If the target fails its save against your toxic 
  gift, the poison in your body is neutralized. 
  Augmented: If you are affected by more 
  than one poison, you can transfer additional 
  poisons to the target as part of your toxic gift 
  by expending one additional use of mythic 
  power for each poison after the first. The target 
  is allowed a separate saving throw to resist 
  each poison.
  Augmented (6th): If you expend two uses of 
  mythic power, you bypass the poison immu-
  nity of living creatures. 
  TrAnSMuTE BLood To ACId
  The damage dealt is increased to 1d8 points 
  of acid damage per 2 levels (maximum 12d8) 
  each round, and the sickened condition per-
  sists for a number of rounds equal to one-half 
  your mythic tier even after you stop concen-
  
  44
  trating. Add your mythic tier to your caster 
  level to determine the maximum duration you 
  can concentrate on this spell.
  Augmented: Each round you maintain con-
  centration on this spell, you can expend an ad-
  ditional use of your mythic power at the begin-
  ning of your turn to switch to a new target. If 
  the new target has spell resistance and you fail 
  to overcome it, the spell ends. You can switch 
  targets multiple times as long as you continue 
  concentrating, up to the maximum duration 
  allowed by the spell. 
  Augmented (6th): If you expend two uses of 
  mythic power, the damage dealt is increased to 
  1d10 points of acid damage per 2 levels (maxi-
  mum 12d10), and you bypass acid resistance 
  or acid immunity, as well as immunity to bleed 
  effects.
  unAduLTErATEd LoAThIng
  The target becomes sickened as well as nau-
  seated when forced to remain within 60 feet of 
  the object of its disgust.
  Augmented (4th): If you expend two uses 
  of mythic power, you can affect a number of 
  targets equal to one-half your mythic tier, all 
  of whom are filled with loathing for the same 
  creature.
  unBrEAkABLE ConSTruCT
  You increase the target’s damage reduction 
  (of any kind, not only DR/adamantine) and/
  or its hardness by 5 plus one-half your mythic 
  tier. 
  Augmented: If you expend two uses of your 
  mythic power, the target construct has a 25% 
  chance to ignore critical hits and precision-
  based damage, as if wearing light fortification 
  armor.
  Augmented (3rd): If you expend two uses 
  of your mythic power, the target construct 
  has a 50% chance to ignore critical hits and 
  precision-based damage, as if wearing medium 
  fortification armor.
  Augmented (6th): If you expend three uses 
  of your mythic power, the target construct 
  becomes immune to critical hits and precision-
  based damage.
  undEAd AnAToMY (ALL)
  Each mythic undead anatomy spell is a 
  separate spell, meaning you must select each 
  separately as a mythic spell and you must first 
  know the standard version of the spell you 
  select, though you need not know lower-level 
  undead anatomy spells to learn their higher-
  level versions. 
  Mythic undead anatomy increases any abil-
  ity score bonuses and reduces any ability score 
  penalties granted by the standard version by 
  2 and increases the natural armor bonus the 
  spell provides by 1 (granting a +1 bonus if the 
  spell normally grants no bonus). In addition, 
  you may change the range of this spell to touch 
  and target one creature you touch rather than 
  yourself. 
  The target of this spell can resume its normal 
  form and then shift back into the same as-
  sumed form without ending the spell; however, 
  the spell’s duration continues to elapse while 
  the target is in its own form. If the target is 
  a mythic creature, it can spend one use of its 
  own mythic power as a full-round action to 
  shift into a different form allowed by the spell.
  Augmented (4th): If you expend two uses 
  of mythic power, you increase the ability score 
  bonuses granted by the spell by 4 rather than 
  by 2. In addition, you can cast this spell on a 
  number of creatures you touch equal to your 
  mythic tier. 
  unhoLY ICE
  You can duplicate the effect of a mythic wall 
  
  45
  of ice, as described in Pathfinder Roleplaying 
  Game Mythic Adventures, save that creatures 
  vulnerable to unholy water take damage equal 
  to your mythic tier every time they touch or 
  attack the wall with a melee attack or 1d6 plus 
  your mythic tier per round for extended con-
  tact with the wall, such as climbing or walking 
  on it. Creatures stepping through the frigid air 
  left behind when the wall is broken take dam-
  age as mythic wall of ice, but half the damage 
  is cold and half is damage from unholy water. 
  Creatures not damaged by unholy water take 
  only the cold damage). 
  If you instead use the spell to hurl ice jav-
  elins, you add one-half your mythic tier as a 
  profane bonus on your attack rolls, and you 
  may add cold damage or unholy water damage 
  (your choice) equal to one-half your mythic tier 
  to the damage dealt by each javelin. 
  unhoLY Sword
  You can cast this spell on a melee weapon 
  or ranged weapon, and that weapon radiates a 
  mythic magic circle against good, and crea-
  tures within this radius gain spell resistance 
  of 20 plus your mythic tier against good spells 
  and spells cast by good creatures. 
  If you have the fiendish boon class feature 
  you can enhance the same weapon with this 
  spell and your fiendish boon; the effects stack. 
  If you have a fiendish boon (fiendish servant), 
  you can cast this spell on one of your fiendish 
  servant’s natural weapons.
  unnATurAL LuST
  The compulsion to kiss or caress the object 
  of the target’s lust lasts a number of rounds 
  equal to one-half your mythic tier, though each 
  round the target gratifies its lust it can attempt 
  a new saving throw at the end of its turn to 
  end the compulsion. If the target begins its 
  turn adjacent to the object of its lust, it has a 
  50% chance to be compelled to make a combat 
  maneuver check to grapple the target, or pin 
  it if already grappled. The target does not deal 
  lethal damage or use abilities like constrict 
  or swallow whole when grappling under this 
  compulsion. 
  Augmented (4th): If you expend two uses 
  of mythic power, you can affect a number of 
  targets equal to one-half your mythic tier, all of 
  whom are filled with lust for the same crea-
  ture.
  unPrEPArEd CoMBATAnT
  The target takes a penalty on initiative 
  checks equal to 4 plus your mythic tier and 
  also takes a -4 penalty on Reflex saves and to 
  Armor Class against attacks of opportunity. 
  unShAkABLE ChILLA
  The mythic version of this spell is described 
  in Pathfinder Roleplaying Game Mythic Ad-
  ventures.
  uTTEr ConTEMPT
  The target despises and mistrusts all other 
  creatures and regards them as enemies. Effects 
  that affect allies never affect the target; she is 
  treated as an enemy for all effects that specifi-
  cally affect enemies. She is never considered a 
  willing target and must make saving throws to 
  resist even harmless effects. The target cannot 
  give or receive benefits from teamwork feats, 
  flanking, or the aid another action, and does 
  not allow other creatures to pass through her 
  threatened area or her space without taking 
  attacks of opportunity. The target’s casual 
  disregard for the lives of others is terrifying 
  to behold, and when  he begins to shed blood 
  and dole out cruelty it is difficult for him to 
  stop. Whenever a creature the target threatens 
  is reduced to 0 or fewer hit points, it provokes 
  
  46
  an attack of opportunity from the target which 
  he is compelled to take if he is able; if he has 
  exhausted his attacks of opportunity, he can 
  make one as an immediate action. If this attack 
  of opportunity hits, or whenever the target 
  reduces a creature below 0 hit points with 
  an attack of opportunity, critical hit, or death 
  effect, he must make an Intimidate check as 
  a free action to demoralize a random creature 
  within 30 feet. If that creature is demoralized, 
  the target is compelled to attack that creature 
  on its next turn. 
  vEngEfuL ouTrAgE
  You gain a bonus equal to your mythic tier 
  on Bluff checks made to convince the target 
  that the creature you designate has harmed 
  her and deserves vengeance. The duration 
  becomes 1 day per mythic tier you possess or 
  until the geas to destroy the chosen enemy has 
  been completed. This geas can be removed by 
  a non-mythic limited wish, miracle, or wish 
  only if the caster’s level is equal to or higher 
  than your caster level. Non-mythic remove 
  curse has no effect. When the target encoun-
  ters the object of her vengeance, she gains a +8 
  morale bonus on Strength and Constitution, a 
  +4 morale bonus on Will saves, and immunity 
  to charm and fear effects. 
  VERMIN SHAPE (ALL)
  Each mythic vermin shape spell is a separate 
  spell, meaning you must select each separately 
  as a mythic spell and you must first know the 
  standard version of the spell you select, though 
  you need not know lower-level vermin shape 
  spells to learn their higher-level versions. 
  Mythic vermin shape increases any ability 
  score bonuses and reduces any ability score 
  penalties granted by the standard version by 
  2 and increases the natural armor bonus the 
  spell provides by 1 (granting a +1 bonus if the 
  spell normally grants no bonus). The save bo-
  nus against mind-affecting effects provided by 
  this spell is doubled. 
  You may change the range of this spell to 
  touch and target one creature you touch rather 
  than yourself. The target of this spell can re-
  sume its normal form and then shift back into 
  the same assumed form without ending the 
  spell; however, the spell’s duration continues 
  to elapse while the target is in its own form.  If 
  the target is a mythic creature, it can spend one 
  use of its own mythic power as a full-round 
  action to shift into a different form allowed by 
  the spell.
  Augmented (4th): If you expend two uses 
  of mythic power, you increase the ability score 
  bonuses granted by the spell by 4 rather than 
  by 2. In addition, you can cast this spell on a 
  number of creatures you touch equal to your 
  mythic tier. 
  vESTMEnT of ThE ChAMPIon
  This spell functions as mythic magic vest-
  ment, as described in Pathfinder Roleplaying 
  Game Mythic Adventures, but the target armor 
  or shield functions only for you or a creature 
  on whom you have cast bestow grace of the 
  champion. 
  Augmented (3rd): As mythic magic vest-
  ment.
  vIrTuoSo PErforMAnCE
  While this spell is active, starting or main-
  taining a second bardic performance costs only 
  1 round of bardic performance.
  Augmented (5th): If you expend two uses 
  of mythic power, you can start and maintain a 
  third bardic performance, which costs 2 rounds 
  of bardic performance instead of 1. Maintain-
  ing all three bardic performances costs a total 
  of 4 rounds of bardic performance per round 
  they are maintained. When the spell ends, two 
  of the performances end (your choice).
  
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  vISIon of hELL
  The saving throw changes to Will (partial). 
  Creatures failing their save are shaken and 
  take a -2 penalty on saves against compulsions 
  and fear effects, as well as against spells with 
  the emotion, evil, lawful, or pain descriptors 
  as long as they remain within the area. Crea-
  tures succeeding on their saving throw do 
  not become shaken but take a -1 penalty on 
  saving throws against the above-listed effects 
  as long as they remain within the area. These 
  save penalties are increased by 1 for chaotic 
  or good-aligned creatures, and by 2 for chaotic 
  good creatures. 
  vITrIoLIC MIST
  The acid damage dealt by the mythic vitriolic 
  mist is increased to 1d8 points + 1 point per 
  caster level (maximum +15). You also gain acid 
  immunity.
  Augmented (6th): If you expend two uses of 
  mythic power, the damage is increased to 2d6 
  points + 1 point per caster level (maximum 
  +15), and this damage bypasses acid resistance 
  or acid immunity. In addition, any weapon 
  striking you takes this acid damage as well, by-
  passing a number of points of hardness equal 
  to your mythic tier. This damage is applied 
  after the weapon strikes you, and the weapon’s 
  wielder can avoid damage to its weapon with a 
  successful Reflex save. 
  voCAL ALTErATIon
  You can target a creature of any type. If you 
  change the target’s voice to something ridicu-
  lous-sounding, the target takes a penalty equal 
  to one-half your mythic tier (minimum -1) on 
  Bluff, Diplomacy, and Intimidate checks, as 
  well as vocal Perform checks. 
  Augmented (3rd): If you expend two uses of 
  mythic power, the duration is increased to 24 
  hours.
  Augmented (6th): If you expend three uses 
  of mythic power, the duration is increased to 
  permanent and the spell becomes a curse ef-
  fect that cannot be dispelled. 
  voLCAnIC STorM
  The damage dealt increases to 4d8 points of 
  bludgeoning damage and 3d6 points of fire 
  damage. The searing magma clings to crea-
  tures, dealing 2d6 points of fire damage on the 
  second round of the spell and 1d6 points of 
  fire damage on the third round. The Perception 
  penalty caused by falling ash is equal to 5 plus 
  your mythic tier. 
  Augmented (6th): If you expend two uses of 
  mythic power, the fire damage from this spell 
  bypasses fire resistance and fire immunity (un-
  less creatures have the fire subtype), and crea-
  tures are entangled as long as they are taking 
  fire damage from the mythic volcanic storm. 
  wALL of Sound
  The damage increases to 2d6 points of sonic 
  damage for creatures within 10 feet of an ob-
  ject or creature that touches the wall; touching 
  or passing through deals 2d8 points of sonic 
  damage + 1 point per caster level (maximum 
  +20). The miss chance for ranged weapons 
  other than arrows and bolts that pass through 
  the mythic wall of sound is increased to 50%. 
  Giant-thrown boulders, siege engine projectiles, 
  and similar massive ranged weapons passing 
  through the mythic wall of sound have a 20% 
  miss chance. 
  Augmented (3rd): If you expend two uses 
  of mythic power, giant-thrown boulders, siege 
  engine projectiles, and similar massive ranged 
  weapons passing through the mythic wall of 
  sound have a 50% miss chance while smaller 
  
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  ranged weapons are automatically deflected. 
  In addition, Medium and smaller creatures 
  cannot pass through the mythic wall of sound 
  unless they succeed on a DC 10 Strength check 
  or DC 20 Fly check; this check is made as part 
  of their movement and does not require a sepa-
  rate action.
  wArTrAIn MounT
  The target mount gains one of the follow-
  ing additional benefits, chosen by you at the 
  time of casting: +2 enhancement bonus to its 
  Strength, Dexterity, or Constitution; +2 en-
  hancement bonus to natural armor; +10-foot 
  increase to its speed (choose one type of speed 
  if the target has multiple forms of movement); 
  +2 resistance bonus on all saves; temporary hit 
  points equal to your caster level (maximum 
  +10) plus your mythic tier.
  Augmented (4th): If you expend two uses 
  of mythic power, you can add a number of the 
  above boons equal to one-half your mythic tier 
  to the target animal.
  wAvES of ECSTASY
  You can cast this spell as a 40-foot cone-
  shaped burst or a 20-foot spherical burst cen-
  tered on you. 
  Augmented (3rd): If you expend two uses of 
  mythic power, you can designate a number of 
  targets equal to one-third your mythic tier to 
  be filled with unnatural lust for a single crea-
  ture you designate that is within 10 feet times 
  your mythic tier. 
  wEB ShELTEr
  The web shelter has hardness equal to your 
  mythic tier, and each 5-foot square of webs 
  has hit points equal to 2 plus your mythic tier. 
  You can create a mythic web shelter at ground 
  level, but you can also attach it to any surface 
  or structure strong enough to bear its weight, 
  as it sticks to walls, ceilings, trees, and the like. 
  If you create it above ground level you can 
  create a knotted rope hanging down from the 
  doorway. The rope can be pulled in by crea-
  tures inside the mythic web shelter. 
  wITnESS
  You can shift your senses between yourself 
  and the target as a free action rather than a 
  move action. If the target touches another crea-
  ture while you are using its senses, as a move 
  action you can shift your senses over to that 
  creature. 
  woodEn PhALAnx
  The wood golems you create gain the invin-
  cible mythic simple template, as described in 
  Chapter 6 of Pathfinder Roleplaying Game 
  Mythic Adventures, and lose their vulnerability 
  to fire. 
  word of rESoLvE
  You can use this spell even if you do not have 
  the aura of courage or aura of resolve class 
  feature. If you do have those class features, 
  you add one-half your mythic tier to the saving 
  throw bonus you grant to the target’s reroll of 
  a save against fear or charm, respectively.
  YouThfuL APPEArAnCE
  You can use this spell to cause the target to 
  take on the appearance and size of a child. This 
  reduces the target’s size by one category, with a 
  +1 size bonus on attack rolls and AC, a -2 pen-
  alty to the target’s Strength, and a -1 penalty to 
  the target’s natural armor bonus to AC (if any, 
  minimum 0). Unlike reduce person, the target 
  does not gain a bonus to Dexterity. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Mythic Magic - Ultimate Spells II.pdf