Spells
Ablative Barrier, Mythic
Add half your tier to the spell's armor bonus. Add half your tier to the amount of lethal damage from each attack that is converted to nonlethal damage and to the DR against nonlethal damage. Add half your tier to your caster level when determining how much damage the spell converts before it's discharged.
Animal Aspect, Mythic
You gain low-light vision, a +2 size bonus to the physical ability score of your choice, and a +1 enhancement bonus to your natural armor. Alternatively, you may cast the non-mythic form of this spell on a touched willing creature.
Animate Dead, Mythic
Add your tier to your caster level when determining how many Hit Dice of undead you can animate with a single casting of this spell. This doesn't increase the total number of Hit Dice worth of undead you can control. By expending a second use of mythic power, you can ignore the spell's material component cost.
Augmented (6th)
If you expend two uses of mythic power, any skeletons or zombies you create gain either the agile or savage mythic template. This template lasts for a number of days equal to your tier.
Alternatively, if you're 8th tier and expend 10 uses of mythic power, any skeletons you create permanently gain the mythic skeleton template.
Animate Objects, Mythic
Animated objects you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1–1/2 times the normal number of construction points.
Animate Plants, Mythic
Animated plants you create with this spell get the maximum number of hit points per level, gain a +4 bonus to their Strength ability scores, and have 1–1/2 times the normal number of construction points.
Anticipate Peril, Mythic
Add your tier to the spell's initiative bonus and the maximum initiative bonus the spell can grant.
Antimagic Field, Mythic
Select a number of spell schools equal to half your tier. Spells and effects of the chosen schools are unaffected by the antimagic field.
Arboreal Hammer, Mythic
You animate two branches instead of one, allowing the tree to attack twice per round. Add your tier to your caster level when determining the tree's Strength score. A creature struck by both slam attacks in the same round must succeed at a Fortitude save against the spell's DC or be staggered for 1 round.
Augmented (7th)
If you expend two uses of mythic power, the tree attempts three slam attacks per round and its slams bypass all damage reduction. A creature struck by all three slam attacks in the same round is stunned for 1 round and staggered for 1d4 rounds after the stun ends. A successful Fortitude save negates the stun and reduces the duration of being staggered by half.
Arcane Cannon, Mythic
The cannon deals 6d10 points of damage on a successful hit. Add your tier to the cannon's hardness and your tier × 5 to its hit points. Its conductive property can channel any spell with a range of touch (you have to expend only one spell for this, not two). You may cast a spell with an energy descriptor on the cannon. If you do, for a number of rounds equal to the spell's level, half the cannon's damage is untyped damage and the other half is energy damage of the spell's type. Casting a spell with a different energy descriptor onto the cannon replaces its current energy type with that of the new spell.
School: universal [] ()Domain:
Level: Cleric: 9; Oracle: 9; Warpriest: 9; Druid: 9; Sorcerer: 9; Wizard: 9; Arcanist: 9; Witch: 9
Components: V, S, F (minor artifact), M (10,000 gp in rare herbs, gems, and other exotic materials)
Casting time: 1 hour
Range: close (25 ft. + 5 ft./2 levels)
Duration: 2 hours/level; see text
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: one non-mythic creature/3 levels
Description: You imbue a number of creatures with mythic power.
You imbue a number of creatures with mythic power, granting each of them 1st tier in a mythic path of its choice. The creatures immediately gain the benefits of their chosen paths. Divide the duration evenly among all targets.
The targets retain their mythic tier only while they're within 100 feet of the spell's focus component. A target that goes outside this range loses its mythic tier, but instantly regains it if it moves into range again. If the focus component is destroyed while the spell is in effect, the spell immediately ends and all targets gain 1d4 permanent negative levels.
Mythic
If you expend one use of mythic power when casting this spell, the duration increases to 1 day per level, and you can use yourself as the focus for this spell instead of a lesser artifact. If you're the focus, the targets retain their mythic tier only while they're within 100 feet of you, and if you die, the spell immediately ends and all targets gain 1d4 permanent negative levels.
Baleful Polymorph, Mythic
The saving throw changes to Fortitude (partial) and Will (partial). A creature that fails the Fortitude save automatically fails the Will save. A target with the shapechanger subtype that fails its save can't use its shapechanging to shift out of its new form. A creature that succeeds at the Fortitude save is partially transformed into the intended animal. For 1 minute per level, it takes on cosmetic features appropriate to that animal and becomes one size category closer to the animal's size.
Augmented (9th)
If you expend four uses of mythic power, the spell affects all other creatures with 8 Hit Dice or fewer in a 1-mile radius. Affected creatures transform into Small or smaller animals appropriate to the local environment. You can select a number of creatures up to your tier to not be affected.
Bane, Mythic
The –1 penalty applies on attack rolls, weapon damage rolls, and all saving throws. Each affected creature must roll its next attack roll or saving throw twice and take the lower result.
Barkskin, Mythic
The target also gains DR/magic equal to the double the enhancement bonus the spell provides to the target's natural armor bonus.
Augmented (6th)
If you expend two uses of mythic power, the spell grants DR/epic rather than DR/magic.
Battlemind Link, Mythic
When you cast this spell, if your linked ally uses a mythic path ability against a creature, you can use the same path ability against that creature as if you had it yourself, and your linked ally can likewise use any path abilities you use against a creature (even if that ally isn't mythic). For example, if you're a champion attacking a frost giant using the precision path ability, your linked ally can use your precision ability when she attacks that frost giant. If a path ability requires expending uses of mythic power or any other cost, your linked ally must expend that cost for you to use the ability.
Battle Trance, Mythic
The number of temporary hit points you gain increases to 2d6 + your caster level (maximum +10) + your tier. The morale bonus on saving throws against mind-affecting effects increases to +6.
Augmented (5th)
If you expend two uses of mythic power, you gain a +4 morale bonus to Strength, immunity to non-mythic mind-affecting effects, and DR 5/epic.
Beast Shape III, Mythic
Each mythic beast shape spell must be learned individually, and you must know the respective non-mythic beast shape spell to learn its mythic version. You don't have to learn them in order and are not required to know a lower-level mythic beast shape spell before you learn a higher-level one (for example, you can learn mythic beast shape II if you know beast shape II, even if you don't know mythic beast shape I). Each mythic beast shape spell adds the following benefits to its respective non-mythic version.
The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd)
If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you're 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic beast shape.
Beast Shape II, Mythic
Each mythic beast shape spell must be learned individually, and you must know the respective non-mythic beast shape spell to learn its mythic version. You don't have to learn them in order and are not required to know a lower-level mythic beast shape spell before you learn a higher-level one (for example, you can learn mythic beast shape II if you know beast shape II, even if you don't know mythic beast shape I). Each mythic beast shape spell adds the following benefits to its respective non-mythic version.
The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd)
If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you're 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic beast shape.
Beast Shape I, Mythic
Each mythic beast shape spell must be learned individually, and you must know the respective non-mythic beast shape spell to learn its mythic version. You don't have to learn them in order and are not required to know a lower-level mythic beast shape spell before you learn a higher-level one (for example, you can learn mythic beast shape II if you know beast shape II, even if you don't know mythic beast shape I). Each mythic beast shape spell adds the following benefits to its respective non-mythic version.
The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd)
If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you're 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic beast shape.
Beast Shape IV, Mythic
Each mythic beast shape spell must be learned individually, and you must know the respective non-mythic beast shape spell to learn its mythic version. You don't have to learn them in order and are not required to know a lower-level mythic beast shape spell before you learn a higher-level one (for example, you can learn mythic beast shape II if you know beast shape II, even if you don't know mythic beast shape I). Each mythic beast shape spell adds the following benefits to its respective non-mythic version.
The spell's bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
Augmented (2nd)
If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you're 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic beast shape.
Black Mark, Mythic
Any time the cursed creature travels on or in the water more than 1 mile from shore, each day it (or the vessel it's on) is attacked by one or more aquatic or water monsters, as if summoned by summon nature's ally VII (caster level 13th).
Black Tentacles, Mythic
Add your tier to the base attack bonus of the tentacles. The tentacles also deal an additional 2d6 points of acid damage with a successful grapple.
Augmented (6th)
If you expend two uses of mythic power, the spell creates twice as many tentacles in the same area, meaning each creature in the area is attacked twice per round. The tentacles can grapple creatures that are immune to grappling if that immunity is from a non-mythic source, but combat maneuver checks to grapple such creatures take a –5 penalty.
Blade Barrier, Mythic
You may cast this spell as an immediate action. The barrier's damage increases to 1d8 per caster level (maximum 20d8).
Augmented (3rd)
If you expend two uses of mythic power, you can spend a move action to move the barrier up to 10 feet in any direction. The shape (flat or ring) and orientation (vertical or horizontal) of the wall must remain the same. If you move the barrier through a creature's space, it can attempt a saving throw to avoid the wall, as if you had created it where the creature is.
Blasphemy, Mythic
When determining the spell's effect on non-mythic creatures, add your tier to your caster level. Nonevil creatures that fail the save take a –4 penalty on attack rolls and saving throws, and their spell resistance decreases by 5 for as long as the spell's other effects last.
School: necromancy [] (curse)Domain:
Level: Cleric: 3; Oracle: 3; Warpriest: 3; Sorcerer: 3; Wizard: 3; Arcanist: 3; Witch: 3
Components: V, S
Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 minute/level
Saving Throws: Will negates
Spell Resistance: yes
Target: one mythic creature
Description: Increases costs of using mythic powers for target.
The mythic power cost for all path abilities, feats, spells, and other effects used by the target increases by 1.
Blessing Of Fervor, Mythic
Affected creatures can choose two of the spell's bonuses each round rather than one.
Bless, Mythic
The +1 morale bonus applies on attack rolls, weapon damage rolls, and all saving throws. Once during the spell's duration, an affected creature can roll an attack roll or saving throw twice and take the higher result. The target must decide to use this ability before the first roll is attempted.
Blinding Ray, Mythic
On a successful saving throw, the target is dazzled for 1 round. On a failed saving throw, the target is instead blinded for 1d4 rounds.
A target with light blindness, light sensitivity, or any other vulnerability to light is instead blinded for 1d4 rounds on a successful saving throw and permanently blinded on a failed saving throw.
Blindness/Deafness, Mythic
You can cause the target to be both blinded and deafened at the same time. The target must attempt a saving throw against each effect separately.
Blink, Mythic
You may spend a move action to remain corporeal or incorporeal until the end of your turn (you automatically resume blinking at the end of your turn).
Augmented (3rd)
If you expend two uses of mythic power, you can spend either a swift action or a move action to remain corporeal or incorporeal until the end of your turn.
Blistering Invective, Mythic
Enemies that are demoralized by your Intimidate check take 2d8 points of fire damage and catch fire (no saving throw). Any Reflex save attempted to extinguish the flames automatically fails as long as the creature remains demoralized by your Intimidate check.
Augmented (5th)
If you expend two uses of mythic power, the spell doesn't have the language-dependent descriptor and you don't take a penalty on your Intimidate check to demoralize creatures that are larger than you.
Blood Crow Strike, Mythic
Unarmed strikes attempted with this spell are treated as if you had the Improved Critical (unarmed strike) feat. Use your tier plus your monk level (if any) when determining your unarmed strike damage for this spell. Fire damage from this spell bypasses fire resistance.
Boiling Blood, Mythic
A target that fails its save takes 1d3 points of fire damage per round. If a target has the orc subtype, it also gains fire resistance 5.
Augmented
If you expend two uses of mythic power, you can affect allies as though they had the orc subtype.
Break Enchantment, Mythic
Against non-mythic effects, the spell automatically succeeds without requiring a caster level check. Against mythic effects, add your tier to your caster level check. The maximum level of spell this spell can remove is 5 + half your tier.
Augmented (7th)
If you expend two uses of mythic power, you can apply a removed enchantment, transmutation, or curse to the creature that originally cast it. The creature must be a valid target of the spell and on the same plane as you, and it gets a saving throw at the effect's original DC.
Break, Mythic
You can target up to 1 Medium or smaller object per caster level.