TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume IV
  
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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.
  New Mythic Spells
   
  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.
  CHARM MONSTER
   
  The bonus that the creature receives on its saving 
  throw if it is currently being threatened or attacked by you 
  or your allies decreases to +2. While the target is affected by 
  the spell, in addition to the spell’s normal effects, you gain a 
  +10 bonus on all Bluff and Diplomacy checks involving that 
  creature. If you are able to communicate with the target, 
  you can attempt to improve the target’s attitude towards you 
  naturally while the target is still under the spell’s effects. This 
  functions as normal for changing a creature’s attitude with 
  Diplomacy, except that the DC for the check is based on the 
  target’s attitude towards you before being affected by charm 
  monster. If the check is successful, then at the end of the 
  spell’s duration, the target’s attitude towards you remains 
  helpful indefinitely. Finally, you add your mythic tier to any 
  opposed Charisma checks made to convince the target to do 
  something it wouldn’t ordinarily do.
   
  Augmented (3rd): If you expend four uses of mythic 
  power, the duration of this spell increases to 1 day/level.
  CHARM MONSTER, MASS
   
  As the mythic version of charm monster. 
  Additionally, add your mythic tier to your level when 
  determining how many Hit Dice worth of creatures you can 
  affect. When applying the augmented effect of the mythic 
  version of charm monster, you must expend three additional 
  uses of mythic power per creature to be affected by the spell, 
  instead of the normal amount.
   
  Special: Any character that knows the mythic 
  version of charm monster also knows the mythic version of 
  mass charm monster, as long as that character also knows the 
  non-mythic version of both spells.
  CHARM PERSON
   
  The bonus that the creature receives on its saving 
  throw if it is currently being threatened or attacked by you 
  or your allies decreases to +2. While the target is affected by 
  the spell, in addition to the spell’s normal effects, you gain a 
  +10 bonus on all Bluff and Diplomacy checks involving that 
  creature. If you are able to communicate with the target, 
  you can attempt to improve the target’s attitude towards you 
  naturally while the target is still under the spell’s effects. This 
  functions as normal for changing a creature’s attitude with 
  Diplomacy, except that the DC for the check is based on the 
  target’s attitude towards you before being affected by charm 
  monster. If the check is successful, then at the end of the 
  spell’s duration, the target’s attitude towards you remains 
  helpful indefinitely. Additionally, you add your mythic tier to 
  any opposed Charisma checks made to convince the target to 
  do something it wouldn’t ordinarily do.
   
  Finally, the effects of this spell are more subtle than 
  that of a normal charm person spell, and the saving throw DC 
  to identify that the target has been affected by a charm effect 
  is increased by 5.
   
  Augmented: If you expend two uses of mythic 
  power, you can cast this spell in a way that makes it difficult 
  for the target, and other onlookers, to realize that you are 
  casting a spell at all. Make your choice of either a Sleight of 
  Hand or Spellcraft check, and add your mythic tier to the 
  result. Onlookers whose Perception checks are less than or 
  equal to the result of this check cannot tell that a spell was 
  cast.
   
  Augmented (3rd): If you expend four uses of mythic 
  power, the duration of this spell increases to 1 day/level.
  CHILL TOUCH
   
  The spell’s range increases to close (25 ft. + 5 ft./2 
  levels), and you can deliver your chill touch with ranged touch 
  attacks, instead of melee touch attacks. Additionally, the 
  damage increases to 1d8 + your mythic tier.
  CLAIRAUDIENCE/CLAIRVOYANCE
   
  The spell’s range increases to 1 mile per caster level. 
  Additionally, you can see in the affected area as though the 
  light level were bright, regardless of what the actual light 
  conditions are. Similarly, you can hear in the affected area 
  regardless of any silence effects, or similar, which may be in 
  effect.
   
  Augmented: If you expend two uses of mythic 
  power, you can both hear and see in the affected area, rather 
  than only one of these two senses.
  CLENCHED FIST
   
  Add your mythic tier to the clenched fist’s attack 
  bonus and CMB. Additionally, whenever the hand 
  successfully hits a creature, the hand may immediately 
  make a bull rush combat maneuver against the target as a 
  free action which does not provoke attacks of opportunity. 
  The hand counts as an ally for the purposes of flanking 
  opponents.
   
  Additionally, you can direct the clenched fist to 
  pick up and otherwise handle unattended objects. Once per 
  round, it can perform a single action that can be performed 
  with a single hand, such as pull a lever, lift an object, open a 
  door, and so on. Treat the hand as having a Strength score of 
  
  3
  32 for the purposes of determining how much it can lift, pull, 
  drag, carry, and so on.
  CLOAK OF CHAOS
   
  The deflection and resistance bonuses granted by 
  this spell increase by +1. If your mythic tier is 6 or higher, 
  they increase by +2, instead. Further, you add your mythic 
  tier to the spell resistance granted by this spell. Finally, the 
  spell grants complete immunity to any charm or compulsion 
  effects with the lawful descriptor, or which were cast by a 
  lawful creature, in addition to the mental protection aspect 
  of protection from law.
   
  Augmented (5th):  If you expend two uses of mythic 
  power, then any lawful creature that succeeds on a melee 
  attack against the warded creature must succeed on a Will 
  save or be affected as though by the spell insanity, rather than 
  being confused for 1 round.
  CLONE
   
  The clone created by this spell only grows to adult 
  age, rather than growing to the same age as the original 
  creature at the time that the clone was created. This means 
  that the cloning attempt does not automatically fail if the 
  original creature died of old age, and that regardless of the 
  original creature’s age at the time that the clone was created, 
  the clone’s age is determined by randomly determining a 
  new starting age, based on the original character’s race and 
  favored class, as outlined in the Pathfinder Roleplaying Game 
  Core Rulebook. The clone retains any bonuses to mental 
  ability scores gained as a result of the original character’s age, 
  but cannot “re-gain” bonuses for the same age categories by 
  aging again.
   
  The clone grows to adulthood much more quickly 
  than a non-mythic clone, and it takes only 1d4 days for 
  the clone to grow once the spell is cast. Additionally, 
  the permanent negative levels (or, in the case of 1st-level 
  characters, Constitution drain) inflicted by the spell heal 
  naturally, at a rate of 1 per 2 weeks (these permanent negative 
  levels and/or Constitution drain can also be removed through 
  the normal means). Finally, if the clone is created before 
  the soul of the original creature is available, the clone itself 
  is technically alive, although unconscious and incapable of 
  action. As a result, the clone does not rot, although it does 
  need to be fed regularly (a ring of sustenance, or similar, can 
  also fulfill this requirement).
   
  Augmented (6th): If you expend 10 uses of mythic 
  power, you can use this spell to create an active clone of a 
  creature while that creature still lives. The clone has statistics 
  identical to those of the original creature, except that it has 
  only 1/2 as many class levels and/or racial Hit Dice (rounded 
  down, minimum 1). The clone does not have a mythic tier or 
  mythic rank of any kind, even if the original creature does. 
  The clone does not have a soul, and cannot be resurrected by 
  any means (including being cloned itself).
   
  Clones created in this way are free-willed, and are as 
  likely to be resentful of their creator as they are to be grateful. 
  While these clones typically have identical personalities and 
  memories to the original creature, in some cases, the lack of a 
  soul causes their personalities to change in unexpected ways.
  COMMAND, GREATER
   
  The targets of the spell can be up to 60 feet apart 
  from one another, rather than 30 feet. Additionally, you may 
  choose to issue different commands to different targets. 
  Finally, creatures that succeed on their initial Will save are 
  still staggered for 1 round.
  COMMAND PLANTS
   
  Add your mythic tier to your caster level for the 
  purposes of determining how many Hit Dice worth of 
  plants can be affected. Additionally, the affected plants 
  automatically become hostile towards any creature that 
  attacks you (including casting harmful spells that target 
  you or include you in their area). The affected plants will 
  not automatically attack such creatures (if, for example, the 
  creature is so much more powerful than the plant that doing 
  so would be suicidal, or if the plants are currently being 
  attacked by a different creature, for example), but in most 
  situations, they will do so, without you needing to make an 
  opposed Charisma check. You can also convince the affected 
  plants not to attack your allies, or other creatures that you 
  designate, without succeeding on an opposed Charisma 
  check, although this protection lasts only as long as the spell 
  does.
  COMMAND UNDEAD
   
  If the target is an intelligent undead creature, it 
  automatically becomes hostile towards any creature that 
  attacks you (including casting harmful spells that target you 
  or include you in their area). The affected undead creature 
  will not automatically attack such creatures (if, for example, 
  
  4
  the attacking creature is so much more powerful than the 
  undead creature that doing so would be suicidal, or if the 
  undead creature is currently being attacked by a different 
  creature, for example), but in most situations, it will do so, 
  without you needing to make an opposed Charisma check. 
  You can also convince the affected undead creature not to 
  attack your allies, or other creatures that you designate, 
  without succeeding on an opposed Charisma check, although 
  this protection lasts only as long as the spell does. Finally, if 
  the target is an intelligent undead creature, you can attempt 
  to improve the target’s attitude towards you naturally while 
  the target is still under the spell’s effects. This functions as 
  normal for changing a creature’s attitude with Diplomacy, 
  except that the DC for the check is based on the target’s 
  attitude towards you before being affected by command 
  undead. If the check is successful, then at the end of the 
  spell’s duration, the target’s attitude towards you remains 
  friendly indefinitely.
   
  If the target is an unintelligent undead creature, 
  you (or your allies) can take actions that threaten the target 
  without automatically ending the spell’s effect, although the 
  undead creature may make a Will save to end the spell’s effect 
  for each such threatening action.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, the spell can be used to target a total number of Hit 
  Dice worth of unintelligent undead creatures equal to twice 
  your caster level + twice your mythic tier (to a maximum 
  of 60 Hit Dice, at 20th level and 10th tier). When mythic 
  command undead is cast in this way, each target is allowed a 
  saving throw to resist the spell’s effects, even though they are 
  unintelligent.
  COMMUNE
   
  Each question that you ask can be answered with a 
  short phrase (up to 10 words long), rather than with a simple 
  “yes” or “no.” Additionally, the spell does not automatically 
  end if you lag or discuss answers, but such delays still count 
  against the spell’s duration, reducing the total number of 
  questions you can ask.
   
  Alternatively, you can simply ask the entity contacted 
  what it thinks you should know. In this case, you can’t ask 
  any questions, but the entity will provide you with a more 
  complex piece of information (up to 10 words per caster 
  level), which it feels is relevant to your current situation. 
  Note that information granted in this way still serves more 
  as a way to aid decision-making than as an information 
  gathering tool. The entity may inform you that the low-land 
  path to reach your destination is more dangerous than the 
  high-land path, but it is unlikely to reveal the location of that 
  destination, if you don’t already know what it is.
  COMMUNE WITH NATURE
   
  The number of facts that you gain from this spell 
  increases to be equal to 3 + your mythic tier. Additionally, 
  when you cast the spell, you may focus on particular areas of 
  information that you want to learn about (from among those 
  listed in the spell’s description), effectively choosing what 
  types of facts you will gain.
   
  Augmented: If you expend 2 uses of mythic power, 
  the number of facts that you gain from this spell increases to 
  be equal to 1/2 your caster level + your mythic tier, instead.
  COMPREHEND LANGUAGES
   
  The spell imparts a deeper understanding than mere 
  literal translation. You gain a bonus on Sense Motive checks 
  and Linguistics checks made to decipher the meaning of 
  texts, decipher codes or concealed messages, and so on equal 
  to 10 + your mythic tier. Additionally, you can read magical 
  writing, as though with the spell read magic.
   
  Augmented: If you expend 2 uses of mythic power, 
  you can designate a number of creatures equal to your mythic 
  tier whenever you cast this spell. The designated creatures 
  can understand your spoken words, even if they don’t speak 
  your language, for the spell’s duration. They do not gain the 
  ability to understand any other creature’s spoken words as a 
  result of this spell.
  CONFUSION, LESSER
   
  When determining what action the target takes as a 
  result of being confused, the target must roll twice and take 
  the worse result (you determine which result is worse).
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, the spell’s duration increases to 1 round per 3 caster 
  levels you possess.
  
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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 
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  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 
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  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; 
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  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse 
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  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse 
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  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 
   
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