TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume VIII
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  The Mythic Adventures book provides a large number 
  of mythic versions of existing spells, which grant mythic 
  spellcasters the ability to cast super-charged versions of spells 
  that they know. While the list of spells that were “mythified” 
  is impressive, many spells fell through the cracks. Missing 
  Mythic Magic is an attempt to take these spells and give them 
  the mythic treatment as well, eventually giving every spell in 
  the game a mythic version.
   
  All of the mythic spells in this book are based on 
  spells from the Pathfinder Roleplaying Game Core Rulebook. 
  The spells are presented in alphabetical order. For more 
  information on mythic spellcasting or mythic tiers in general, 
  see Mythic Adventures.
  DIVINATION
   
  The chance of receiving a meaningful reply is 
  increased by 2% per mythic tier you possess (to a maximum 
  of 95%). Additionally, the divination can see further into 
  the future than normal, and can give meaningful answers 
  about goals, events, or activities up to 1 week in the future 
  per mythic tier you possess. The reply you receive is more 
  meaningful and easier to intuit as well, and you can ask for 
  clarification: if you do not understand the initial result, you 
  can make a Wisdom check (DC 20). Success indicates that 
  the result is rephrased in a manner that makes it easier to 
  understand.
   
  Finally, even if you inquire about a topic that you 
  have already inquired about, you still receive a new die roll to 
  determine whether or not you receive a meaningful reply.
   
  Augmented (4th): If you expend three uses of mythic 
  power, you may ask a number of questions equal to 1/2 your 
  mythic tier. Treat each question as a separate divination, 
  rolling separately to determine the chance of a meaningful 
  reply for each one.
  DIVINE POWER
   
  The bonus you receive to attack and damage rolls is 
  increased by +2 for attacks made with your deity’s favored 
  weapon. Additionally, add your mythic tier to your caster 
  level when determining the bonus that the spell grants (this 
  doesn’t apply to other aspects of the spell that depend on 
  caster level, such as its duration).
   
  Augmented (5th): If you expend two uses of mythic 
  power, you radiate a holy (or unholy) aura that is frightening 
  to those opposed to your deity. For the spell’s duration, 
  whenever you cast a spell or use the full-attack action, you 
  may choose to exude a frightening divine aura. If you do, 
  each creature within 60 feet of you that has an alignment 
  element that is opposed to your deity’s alignment must 
  succeed on a Will save (DC 10 + your mythic tier + your 
  Charisma modifier) or be frightened for 2d4 rounds (for 
  example, if your deity was chaotic good, then all characters 
  whose alignments were lawful good, lawful neutral, lawful evil, 
  neutral evil, or chaotic evil would be affected). You can use 
  this ability a total number of times equal to your mythic tier, 
  and any remaining uses at the end of the spell’s duration are 
  wasted.
  DOMINATE ANIMAL
   
  The DC of Sense Motive checks made to identify 
  that the target is dominated increases by an amount equal to 
  twice your mythic tier. Additionally, if the target succeeds on 
  a Will save to break your control, as an immediate action you 
  can expend one use of mythic power to force it to reroll the 
  saving throw and take the worse result.
   
  Further, the spell’s duration is increased to be equal 
  to a number of hours equal to your caster level + your mythic 
  tier, and you can give the animal more complex commands: 
  generally, any command that is not too complex to be given 
  for a dominate person spell can be administered in this way, 
  and the spell ensures that the animal is able to understand 
  them.
   
  Finally, by concentrating fully on the spell (a 
  standard action), you can receive full sensory input as 
  interpreted by the mind of the subject, allowing you to 
  effectively see through the target’s eyes.
   
  Augmented: If you expend two uses of mythic 
  power, you can target magical beasts and vermin with this 
  spell, in addition to animals.
   
  Augmented (5th): If you expend three uses of mythic 
  power, the target will obey all commands, even suicidal or 
  self-destructive ones.
  DOMINATE MONSTER
   
  The DC of Sense Motive checks made to identify 
  that the target is dominated increases by an amount equal to 
  twice your mythic tier. You can give orders to the target even 
  if it’s protected by non-mythic effects that block magical 
  control, such as protection from evil. If the target is protected 
  by a mythic effect, you can attempt to overcome this defense 
  with a caster level check (DC 15 plus the caster level of the 
  effect); add your tier to your roll and the opposing caster’s tier 
  to the DC. If the target succeeds on a Will save to break your 
  control, as an immediate action you can expend one use of 
  mythic power to force it to reroll the saving throw and take 
  the worse result.
   
  Augmented (10th): If you expend five uses of mythic 
  power, you can affect creatures that are normally immune 
  to mind-affecting effects, enchantment spells, and/or 
  compulsion effects with this spell. Such creatures receive a +2 
  bonus on their saving throw.
  
  3
  DOOM
   
  The target is sickened in addition to being shaken. 
  Additionally, if the target is non-mythic, he must roll his 
  saving throw twice and take the worse result.
   
  Augmented (4th): By expending five uses of mythic 
  power, you can seal the target’s fate. For the spell’s duration, 
  any time the target make a d20 roll of any kind, you can force 
  him to roll twice and take the worse result. You can do this a 
  number of times equal to your mythic tier, but cannot use the 
  ability more than once on the same roll. You do not need to 
  be able to see the target to use this ability, and can do so from 
  any distance, but you must have some way of knowing what 
  the target is attempting, and when he is attempting it.
  EAGLE’S SPLENDOR
   
  At any time during the spell’s duration, as a free 
  action, the target can choose to immediately expend the 
  spell’s effect in order to treat his next Charisma check or 
  Charisma-based skill check as though the result were a 
  natural 20. This ability must be used before making the 
  Charisma check or Charisma-based skill check.
   
  Special: Any character that knows the mythic 
  version of eagle’s splendor also knows the mythic version of 
  mass eagle’s splendor, as long as that character also knows the 
  non-mythic version of both spells.
  EAGLE’S SPLENDOR, MASS
   
  As the mythic version of eagle’s splendor except that 
  any target that chooses to expend the spell’s effect in order to 
  treat his next Charisma check or Charisma-based skill check 
  as though the result were a natural 20 only ends the spell’s 
  effect for that individual target, rather than for all the targets.
   
  Special: Any character that knows the mythic 
  version of mass eagle’s splendor also knows the mythic 
  version of eagle’s splendor, as long as that character also 
  knows the non-mythic version of both spells.
  ELEMENTAL SWARM
   
  You can choose to summon ice, lightning, magma, 
  or mud elementals, in addition to the types of elementals 
  that you can normally summon. Additionally, the summoned 
  elementals do not all need to be of one type: you can 
  summon a mix of different elementals, and choose which 
  types to summon when they appear (a cleric casting this 
  as a domain spell is still restricted in what elementals he 
  can summon: the air domain can summon air or lightning 
  elementals, earth has access to earth and mud elementals, 
  fire has access to fire and magma elementals, and water has 
  access to ice and water elementals).
   
  Further, you summon more elementals. For the 
  first 10 minutes of the spell, each minute you summon an 
  additional 1d4 Large elementals. You cannot have more Large 
  elementals summoned in this way at any one time than 1/2 
  your caster level, but additional elementals summoned in 
  this way can replace those who have already been destroyed. 
  Similarly, for the next 10 minutes, each minute you summon 
  1 additional Huge elemental. You cannot have more Huge 
  elementals summoned in this way at any one time than 1/4 
  your caster level.
   
  Augmented: By expending three uses of mythic 
  power, you also summon 4d4 Medium elementals on the first 
  round of the spell.
  
  4
   
  Augmented (10th): By expending five uses of mythic 
  power, you summon a veritable army of elementals. Add your 
  mythic tier to the number of Large elementals summoned, 
  add half your mythic tier to the number of Huge elementals 
  summoned, and add 1/4 your mythic tier to the number of 
  greater elementals summoned. Round down in all cases. 
  Additionally, all summoned elementals appear immediately, 
  with no need to wait, and all the additional elementals in the 
  mythic version of the spell are summoned once per minute 
  for the first 10 minutes, regardless of their size.
  ENERGY DRAIN
   
  The number of negative levels the target gains 
  increases to 2d6. Additionally, if the target is non-mythic, 
  he must roll all Fortitude saves to remove the negative levels 
  twice, and take the worse result. An undead creature affected 
  by the spell gains the advanced template for 1 hour.
   
  Augmented (5th): If you expend four uses of mythic 
  power, you can create an explosion of enervating energy, 
  instead of a ray. This version of the spell has an area of a 
  20-foot-radius burst and a range of medium (100 feet + 10 
  feet/level). Each creature in the burst is affected by the spell, 
  but such creatures may make a Reflex save in order to suffer 
  only half the number of negative levels they otherwise would.
   
  Augmented (9th): If you expend six uses of 
  mythic power, all negative levels inflicted by this spell are 
  automatically permanent negative levels. Further, they 
  cannot be removed by non-mythic sources, even if those 
  sources could normally remove permanent negative levels.
  ENLARGE PERSON, MASS
   
  You can increase the size of each affected creature by 
  up to two size categories, to a maximum of Huge. If a creature 
  grows two sizes, its weight increases by a factor of 25, it 
  gains a +4 size bonus to Strength, and takes a –4 size penalty 
  to Dexterity and a –2 penalty on attack rolls and to AC 
  because of its increased size. A Medium humanoid creature 
  whose size increases to Huge has a space of 15 feet and 
  a natural reach of 10 feet. Additionally, add your mythic 
  tier to the number of creatures that can be affected, and 
  the affected creatures can be up to 120 feet apart, instead of 
  needing to be within 30 feet of each other.
   
  Augmented (4th):  If you expend two uses of mythic 
  power, enlarged items that leave an affected creature’s 
  possession remain enlarged for a few moments, allowing 
  thrown and projectile weapons to deal damage appropriate 
  for the creature’s current size.
  ENTHRALL
   
  The number of Hit Dice a creature must possess in 
  order to remain aware of its surroundings increases by an 
  amount equal to your mythic tier, and the Wisdom score 
  required to remain aware of its surroundings increases to 
  20 (the creature still must meet only one of these criteria). 
  Additionally, you gain a +10 bonus on Charisma checks 
  made to oppose jeering and heckling. Finally, if a member of 
  the audience is attacked or subjected to some other overtly 
  hostile act, affected creatures do not necessarily become 
  unfriendly or hostile towards you, unless you are obviously 
  responsible for the attack or in league with those who are (the 
  spell still ends immediately if this occurs).
   
  Augmented (3rd): If you expend two uses of mythic 
  power, you can implant a suggestion (as the spell suggestion) 
  in the minds of one or more creatures affected by this spell. 
  To do so, you must perform for at least a full minute. All 
  creatures that receive suggestions must receive the same 
  suggestion, but you can choose to only give suggestions to 
  certain affected creatures, while not affecting others. Affected 
  creatures are not entitled to an additional saving throw 
  to resist this effect unless they are mythic, in which case 
  they may make a Will save to negate the suggestion effect. 
  Affected creatures carry out the suggestion immediately 
  once the spell ends. Creatures that are still aware of their 
  surroundings cannot be affected in this way.
   
  Augmented (5th): If you expend four uses of mythic 
  power, this spell loses the language-dependent descriptor, 
  although affected creatures must still be able to hear you, 
  even if they don’t understand you. Further, this spell can 
  even affect non-mythic creatures that are immune to mind-
  affecting effects, as the nature of your performance is so 
  great that it stirs their hearts. Such creatures must be living 
  in order to be affected in this way, and receive a +4 bonus on 
  their saving throw.
  ERASE
   
  You can erase non-mythic illusory script and symbol 
  spells, although in order to do so you must succeed at a caster 
  level check (DC 11 + the caster level of the effect to be erased). 
  Additionally, if you erase non-magical writing, you erase it so 
  fully that you remove it from the memories of those who read 
  it recently. Each creature that read the erased text within 1 
  hour per caster level you possess of the time that you erased 
  it must succeed on a Will save or lose all memory of what the 
  text contained (although they remember the act of reading 
  it). Non-mythic creatures must roll twice and take the worse 
  result.
   
  Augmented: If you expend two uses of mythic 
  power, you can choose to preserve non-magical text that 
  you erase, and are able to perfectly reproduce it later. 
  Reproducing it takes 10 minutes, and doing so not only 
  matches the wording of the erased text perfectly, but also the 
  handwriting, spacing, and so on, creating a perfect duplicate. 
  You can do this as many times as desired, and can mentally 
  store a number of pieces of non-magical text in this way at 
  any one time equal to 3 times your Intelligence modifier. 
  Reproducing text in this way requires the normal expenditure 
  of paper and ink.
   
  Augmented (5th): If you expend three uses of mythic 
  power, you can choose to preserve certain magical texts that 
  
  5
  you erase, and reproduce them later. If you use the spell to 
  remove an explosive runes, glyph of warding, sepia snake 
  sigil, or arcane mark spell, or to erase text from a scroll, you 
  can immediately prepare the erased spell in your mind, even 
  if that spell is not on your spell list, and even if you do not 
  normally prepare spells. Spells prepared in this way use your 
  caster level and primary ability score modifier, and do not 
  use up spell slots. As with all prepared spells, once the spell is 
  cast, it is lost. If you do not cast the prepared spell before the 
  next time you rest and regain your spells, it is lost.
  ETHEREAL JAUNT
   
  Add your mythic tier to your caster level when 
  determining the spell’s duration. Additionally, at any time 
  during the spell’s duration, you can move from the Ethereal 
  Plane to the Material Plane or back again as a standard 
  action. Finally, if you become material while inside a solid 
  object, you do not take damage as a result of being shunted to 
  the nearest unoccupied space.
   
  Augmented: If you expend two uses of mythic 
  power, the spell’s duration increases to 1 minute per 2 caster 
  levels.
   
  Special: Any character that knows the mythic 
  version of ethereal jaunt also knows the mythic version of 
  etherealness, as long as that character also knows the non-
  mythic version of both spells.
  ETHEREALNESS
   
  Add your mythic tier to your caster level when 
  determining the spell’s duration and the number of 
  additional creatures you can affect. Additionally, at any time 
  during the spell’s duration, affected creatures can move from 
  the Ethereal Plane to the Material Plane or back again as 
  a standard action. Finally, if an affected creature becomes 
  material while inside a solid object, they do not take damage 
  as a result of being shunted to the nearest unoccupied space.
   
  Augmented: If you expend two uses of mythic 
  power, the spell’s duration increases to 10 minutes per 2 caster 
  levels.
   
  Augmented (5th): If you expend two uses of mythic 
  power, you can use this spell to affect unwilling creatures, as 
  well. Such creatures are entitled to a Will save to resist the 
  effect, but are not able to return to the Material Plane as a 
  standard action throughout the spell’s duration. If used in 
  this way, you can choose not to travel to the Ethereal Plane 
  along with the creature.
   
  Special: Any character that knows the mythic 
  version of etherealness also knows the mythic version of 
  ethereal jaunt, as long as that character also knows the non-
  mythic version of both spells.
  EXPLOSIVE RUNES
   
  The amount of damage inflicted by the runes 
  increases to 6d10. Additionally, when you cast the spell, 
  you can choose to exempt the object on which the runes 
  are scribed from the damage inflicted by the runes. In this 
  case, the explosion the runes create is focused away from the 
  object, and the object is unharmed by them.
   
  Augmented (4th): If you expend two uses of mythic 
  power, you can create the runes in such a way that they are 
  triggered upon magical inspection, even if they are not 
  actually read. A creature that views the runes with detect 
  magic, or a similar spell, causes them to explode on the third 
  round of concentration.
  EYEBITE
   
  The number of Hit Dice the target must have in 
  order to be affected in various ways by the spell increases by 
  an amount equal to your mythic tier (for example, a character 
  whose mythic tier was 5 would cause creatures with 9 Hit Dice 
  or less to be comatose, panicked, and sickened, creatures of 
  10 – 14 Hit Dice to be panicked and sickened, and creatures 
  of 15 or more Hit Dice to be sickened). Additionally, instead 
  of using the ability as a swift action on subsequent turns, 
  you can use it as a standard action in order to increase its 
  potency. This requires that you expend two or more rounds 
  of the spell’s duration, reducing the remaining duration by 
  that amount. For every 2 rounds that you expend in this way, 
  you can treat the target as though he had 1 less Hit Dice than 
  he actually does for that use of the ability, to a maximum 
  expenditure of 10 rounds (treating the target as though he 
  had 5 fewer Hit Dice).
  FABRICATE
   
  Add your mythic tier to your caster level when 
  determining how many cubic feet of material the spell can 
  affect. Additionally, you gain a competence bonus on all Craft 
  checks made with the spell equal to twice your mythic tier.
  FALSE VISION
   
  The illusion is treated as a programmed image 
  instead of a major image, meaning that you do not need 
  to concentrate in order to keep it from being static. The 
  condition that triggers the programmed image is the act of 
  being scryed upon, and the duration that the image lasts 
  for is increased to be up to 1 minute per caster level, after 
  which the illusion begins to cycle through a loop, starting 
  again at the beginning, for as long as you continue to be 
  scryed on or until false vision’s effect ends. You can still alter 
  the nature of the programmed image at any time during the 
  spell’s duration. Further, you can choose to have the spell be 
  centered on you, rather than being stationary. If you do, the 
  effect moves with you, but the radius of the area remains the 
  same.
  
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Babau and Hezrou Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the 
  Northwest, LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, 
  LLC; Authors: Alex Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Uncover Forgotten Arcane Lore
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Missing Mythic Magic Volume VIII.pdf