TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XII
  
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  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
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  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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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.
  INCENDIARY CLOUD
   
  The amount of damage inflicted by the spell each 
  round increases to 6d8. Further, evasion and improved 
  evasion do not apply to this spell’s effects. The cloud is also 
  much more resistant to wind, and severe winds (31+ mph) are 
  required in order to disperse it, rather than moderate winds, 
  as is normal for the spell.
   
  Augmented (5th): If you expend 2 uses of mythic 
  power, then rather than moving away from you at 10 feet per 
  round, the cloud actually grows each round, instead. Each 
  round, the cloud’s radius and height increase by 5 feet. The 
  cloud does not move on its own, but can still be moved by 
  concentrating on the spell.
  INFLICT CRITICAL WOUNDS, MASS
   
  Add your mythic tier to the number of points of 
  damage inflicted by the spell. Additionally, you add your 
  mythic tier to the number of targets you can affect with this 
  spell, and you can target any creature you can see, regardless 
  of the distance between them and yourself or any other 
  creature affected by this spell.
   
  Augmented (5th): If you expend 7 uses of mythic 
  power, you can heal undead creatures in a much larger area. 
  Each undead creature within a 1-mile radius that is not 
  hostile towards you recovers a number of hit points equal to 
  4d8 + your mythic tier.
   
  Augmented (7th): If you expend 3 uses of mythic 
  power, each living creature affected by the spell that fails 
  its Will save also suffers 4 points of Strength and Dexterity 
  damage, and is permanently blinded by the spell, as their 
  eyes shrivel and rot in their head.
  INFLICT LIGHT WOUNDS, MASS
   
  Add your mythic tier to the number of points of 
  damage inflicted by the spell. Additionally, you add your 
  mythic tier to the number of targets you can affect with this 
  spell, and you can target any creature you can see, regardless 
  of the distance between them and yourself or any other 
  creature affected by this spell.
   
  Augmented: If you expend 2 uses of mythic power, 
  each living creature affected by the spell that fails its Will 
  save is also sickened for a number of rounds equal to your 
  mythic tier.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, you can heal undead creatures in a much larger area. 
  Each undead creature within a 1-mile radius that is not 
  hostile towards you recovers a number of hit points equal to 
  1d8 + your mythic tier.
  INFLICT MODERATE WOUNDS, MASS
   
  Add your mythic tier to the number of points of 
  damage inflicted by the spell. Additionally, you add your 
  mythic tier to the number of targets you can affect with this 
  spell, and you can target any creature you can see, regardless 
  of the distance between them and yourself or any other 
  creature affected by this spell.
   
  Augmented (3rd):  If you expend 2 uses of mythic 
  power, each living creature affected by the spell that fails its 
  Will save is also nauseated for 1 round, and then sickened for 
  a number of rounds equal to your mythic tier.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, you can heal undead creatures in a much larger area. 
  Each undead creature within a 1-mile radius that is not 
  hostile towards you recovers a number of hit points equal to 
  2d8 + your mythic tier.
  INFLICT SERIOUS WOUNDS, MASS
   
  Add your mythic tier to the number of points of 
  damage inflicted by the spell. Additionally, you add your 
  mythic tier to the number of targets you can affect with this 
  spell, and you can target any creature you can see, regardless 
  of the distance between them and yourself or any other 
  creature affected by this spell.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, you can heal undead creatures in a much larger area. 
  Each undead creature within a 1-mile radius that is not 
  hostile towards you recovers a number of hit points equal to 
  3d8 + your mythic tier.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, each living creature affected by the spell that fails 
  its Will save also suffers 4 points of Strength and Dexterity 
  damage.
  INSANITY
   
  The spell is more difficult to remove, and can only be 
  removed by a greater restoration, heal, or limited wish spell 
  cast by a character whose mythic rank is equal to or greater 
  than yours was at the time insanity was cast. The caster does 
  not need to use the mythic version of those spells. A miracle 
  or wish spell, even if cast by a non-mythic character, can still 
  remove the mythic insanity.
   
  Affected creatures also use the table used for mythic 
  confusion to determine their actions each round, rather than 
  the normal table for confusion effects.
   
  Augmented: If you expend 2 uses of mythic power 
  when casting the spell, you can force the target to roll twice 
  
  3
  each round, and take the worse result (generally the higher 
  roll). If you are within 60 feet of the target and spend a move 
  action to focus on the spell, then on the target’s next turn, 
  when he rolls to determine his action, you can choose which 
  of the two results he uses, instead.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power when casting the spell, you can cause the spell to affect 
  all creatures in a 30-foot-radius burst, rather than affecting a 
  single target.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power when casting this spell, instead of the spell’s normal 
  effect, you can cause the target to immediately gain 1d3 
  madnesses of your choice. The saving throw DC for the 
  madnesses is equal to the spell’s saving throw DC, instead of 
  the normal amount. For more information on madnesses, see 
  the Pathfinder RPG GameMastery Guide.
  INSECT PLAGUE
   
  You summon one additional swarm per two mythic 
  tiers you possess (rounded down, minimum 1). Further, the 
  swarms are capable of independent movement, and do not 
  need to remain in place for the spell’s duration. They attack 
  your enemies, and do not harm you, even if you occupy the 
  same area as the swarm. While they do not go out of their way 
  to attack creatures that are not your enemies (including your 
  allies), they will still damage such creatures if they occupy 
  the same area as the swarm. You can provide the swarms with 
  telepathic commands, and can direct them to pursue certain 
  targets, patrol, hide, or similar strategic commands, as a 
  standard action. You can give different commands to different 
  swarms with a single standard action. The swarms do not 
  obey obviously suicidal commands (such as “swim to the 
  bottom of this lake,”) but will attack any creature, regardless 
  of size or combat ability, and may obey certain suicidal 
  commands, if the nature of the danger is not immediately 
  apparent to them (such as flying into a cloud of poison gas, or 
  flying underneath a flame trap, etc.).
   
  Augmented (varies): If you expend additional uses 
  of mythic power, you can summon more powerful swarms, 
  instead of wasp swarms. The other types of swarms that can 
  be summoned are summarized on the table below. 
  Swarm Type
  Mythic Rank
  Mythic Uses
  Centipede
  3rd
  2
  Ant
  4th
  3
  HellwaspB3
  8th
  10
  Table 1-1: Insect Swarm
   
  On the table, mythic rank indicates the minimum 
  mythic rank you must have in order to use this ability to 
  summon swarms of that type, and mythic uses is the total 
  number of mythic uses that you must expend in order to use 
  this spell to summon swarms of that type.
  INSTANT SUMMONS
   
  You do not need to crush the gem used in the spell in 
  order to summon the item. Instead, you can simply hold the 
  gem and speak the special word, allowing you to summon the 
  item multiple times. You can summon the item a number of 
  times equal to twice your mythic tier, after which the magic 
  from the gem is drained, and the spell ends. Further, if the 
  item is in the possession of another creature at the time that 
  you attempt to summon it, that creature must succeed on 
  a Will save, or the item is summoned to you anyway (the 
  possessor is left behind). If the creature succeeds on the Will 
  save, he can choose to allow himself to be transported to 
  you, along with the item, or he can stop the effect entirely. 
  Regardless of the result of the Will save, you still learn who 
  the possessor was and roughly where that creature was 
  located when the summoning occurred. This also functions if 
  the item is on another plane.
   
  Augmented (6th): If you expend 5 uses of mythic 
  power, you can use this spell on an object that weighs up to 
  200 lbs. per mythic tier you possess, whose longest dimension 
  is no greater than 5 feet per mythic tier you possess.
  INTERPOSING HAND
   
  The interposing hand’s AC increases by an amount 
  equal to your mythic tier, and it gains DR 5/epic. The hand is 
  not subject to a dispel magic spell, but can still be destroyed 
  by a disintegrate spell.
   
  Further, the hand is much more capable at holding 
  opponents at bay: any creature attempting to push past the 
  hand must succeed on an opposed combat maneuver check 
  to do so. The hand’s CMB for the purposes of this ability 
  is equal to your caster level, and it gains a +6 bonus for its 
  Strength score (23), and a +1 bonus for being Large. Failure on 
  this check prevents the creature from moving past the hand 
  at all. Even if the creature succeeds on this check, its speed 
  is halved unless the result of its combat maneuver check 
  exceeds the hand’s result by 10 or more.
   
  Finally, you can direct the interposing hand 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 
  23 for the purposes of determining how much it can lift, pull, 
  drag, carry, and so on.
  INVISIBILITY PURGE
   
  Add your mythic tier to your caster level when 
  determining the size of the spell’s radius. Additionally, the 
  spell even reveals creatures that are not normally subject to 
  invisibility purge, such as invisible stalkers. Such creatures 
  appear as opaque, colorless, featureless silhouettes, but lose 
  all benefits of invisibility for as long as they remain within the 
  spell’s area.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, you can imbue the sphere of power created by 
  the spell with divine energy that punishes those whose 
  invisibility is stripped of them by this spell. Any invisible 
  creature made visible by this spell suffers 1d10 points of 
  damage per mythic tier you possess. Creature’s that leave the 
  spell’s area and enter it again later suffer the damage each 
  time they become visible as a result of the spell.
  
  4
  INVISIBILITY SPHERE
   
  The spell’s area increases by 5 feet per mythic tier 
  you possess. Additionally, whenever any creature enters the 
  area, you can choose whether or not to cause them to become 
  invisible, allowing you to grant invisibility to creatures that 
  enter the area after the spell was cast. If a creature attacks and 
  negates the invisibility for itself, it cannot regain invisibility 
  later from the same casting of the spell, even if it leaves the 
  area and re-enters it. Finally, each creature rendered invisible 
  by this spell can see each other creature that was rendered 
  invisible by the same casting of the spell.
   
  Special: If you also know the mythic version of 
  invisibility, then its benefits apply to this spell, as well.
  INVISIBILITY, GREATER
   
  The invisible target can’t be detected with detect 
  magic or other spells that detect magic auras. The invisibility 
  can’t be penetrated, revealed, or dispelled by spells of 2nd 
  level or lower (such as see invisibility or glitterdust). Even 
  true seeing and dust of appearance can do nothing more than 
  reveal the invisible target’s presence: the target appears as a 
  hazy and transparent outline, and still has total concealment 
  (50% miss chance), although creatures that can see the 
  invisible creature in this way are not denied their Dexterity 
  bonus to AC, and the invisible creature does not gain a +2 
  bonus on attack rolls made against them.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, the invisible target is undetectable by blindsense, 
  blindsight, scent, and tremorsense.
   
  Special: Any character that knows the mythic 
  version of greater invisibility also knows the mythic version 
  of mass invisibility, as long as that character also knows the 
  non-mythic version of both spells.
  INVISIBILITY, MASS
   
  Once the spell is cast, affected creatures do not need 
  to remain near each other, and can go where they please 
  without ending the effect. Further, if a member of the group 
  attacks, only the attacking creature ceases to be invisible: 
  other targets are unaffected. 
   
  Augmented (5th): If you expend 4 uses of mythic 
  power, each invisible target is undetectable by blindsense, 
  blindsight, scent, and tremorsense.
   
  Special: Any character that knows the mythic 
  version of mass invisibility also knows the mythic version of 
  greater invisibility, as long as that character also knows the 
  non-mythic version of both spells.
  IRON BODY
   
  The damage reduction granted by the spell increases 
  by an amount equal to 1/2 your mythic tier (rounded down, 
  minimum increase of +1), and the damage reduction can only 
  be overcome by epic sources (those sources do not need to 
  also be able to bypass DR/adamantine). You gain immunity 
  to cold, and take only half damage from sonic effects.
  IRONWOOD
   
  The affected wood is stronger than steel. It has 
  hardness 20, and 30 hit points per inch of thickness. Further, 
  weapons affected by this spell overcome damage as though 
  they were either silver or cold iron (this choice must be made 
  when the spell is cast, and cannot later be changed). Finally, 
  the item gains a bonus on saving throws equal to your mythic 
  tier, making it exceptionally resilient even to magical attacks 
  and environmental hazards.
   
  Augmented: If you expend 2 uses of mythic power, 
  this spell can instead affect an existing living tree. When used 
  in this way, the tree’s hardness increases to 20, and it gains 30 
  hit points per inch of thickness. This effect lasts indefinitely, 
  but anything removed from the tree no longer benefits from 
  the spell, and if the tree dies, the spell ends immediately.
  JUMP
   
  For the spell’s duration, as a full-round action, the 
  target can make an incredible leap. Doing so does not require 
  an Acrobatics check, and allows the target to jump up to 10 
  feet per mythic tier you possess vertically, or up to 40 feet per 
  mythic tier you possess horizontally.
  KEEN EDGE
   
  The weapon’s critical multiplier is increased by 1. 
  This does not stack with the benefits granted by Mythic 
  Improved Critical. Additionally, the number of projectiles 
  that can be affected increases by an amount equal to 10 per 
  mythic tier.
   
  Augmented: If you expend 2 uses of mythic power, 
  then this spell can affect up to two weapons, but only as long 
  as both of those weapons are wielded by the same individual. 
  If the weapons are separated at any time during the spell’s 
  duration, only one of them (determined randomly) retains 
  the benefits of the spell.
  KNOW DIRECTION
   
  This spell functions even in extraplanar settings and 
  other environments in which there is no clear “north.” In 
  these cases, a different directional marker is used. The exact 
  directional marker varies from plane to plane, but is usually 
  a major geographical or cosmological feature of notable 
  import, and it remains consistent as long as you remain in 
  that plane. This spell does not provide you any insight into 
  the nature of this directional marker, but it can still be used 
  to learn your direction and location relative to this fixed 
  point.
   
  Alternatively, when you cast the spell, you can choose 
  a major geographical feature, or a settlement that is a large 
  town or larger, and the spell tells you the direction of the 
  chosen geographical feature or settlement, rather than the 
  direction of north. It does not provide you with any idea of 
  the distance to that location, nor does it give any indication 
  of the best path to take in order to reach it. The GM is the 
  final arbiter of which geographical features are considered 
  “major,” but generally anything that appears on a map should 
  suffice.
  
  5
  LEGEND LORE
   
  The spell’s casting time is halved. Further, the spell 
  can provide you with stories and rumors about more obscure 
  subjects than a non-mythic legend lore can. Instead of only 
  being able to tell you about people, places, and things that 
  are associated with characters of 11th level or higher, the spell 
  can provide information about people, places, and things 
  that are associated with a character of 11 minus your mythic 
  tier level or higher (so a caster of mythic tier 5 would treat 
  anything of 6th level or higher as “legendary” for the purposes 
  of this spell).
  LIGHT
   
  The light created by the spell can be more or less 
  intense, as you desire. When you cast the spell, you can 
  choose whether it creates the normal amount of light, or 
  sheds normal light in a 10-foot radius and increases the light 
  level for an additional 10 feet by one step (up to normal light), 
  or sheds normal light in a 30-foot radius and increases the 
  light level for an additional 30 feet by one step (up to normal 
  light). Further, you can choose to give the light any coloration 
  you desire, and can change this coloration at any time as 
  a free action, though this has no impact on the light level 
  it provides. Finally, the duration is increased to 24 hours, 
  though you can dismiss the spell at any time, and a mythic 
  light spell does not count against the number of light spells 
  you can have active at any one time.
   
  Augmented: If you expend 2 uses of mythic power, 
  the spell raises the light level in its initial radius to bright 
  light, and raises the light level in the area beyond that by two 
  steps (to a maximum of bright light).
  LIVEOAK
   
  The affected tree is treated as a mythic treant, rather 
  than a non-mythic treant. Unlike the non-mythic version of 
  the spell, it can also be cast on unhealthy trees, trees of Large 
  size, trees that are not oaks, and trees that meet any two (but 
  not all three) of these conditions. In these cases, the tree is 
  still treated as a non-mythic treant, as the material the spell 
  has to work with is not as good. A mythic liveoak spell can 
  only be dispelled by a mythic caster.
   
  Augmented (5th): If you expend 7 uses of mythic 
  power, the spell can be used to animate a small army of 
  trees, albeit for a much shorter time. The casting time for 
  this version of the spell is 2 rounds, and it can animate a 
  maximum number of trees equal to 3 + 1/2 your mythic tier. 
  One of the animated trees is a mythic treant, while the others 
  are all non-mythic treants. All of the treants created by this 
  spell obey your verbal commands, and remain animated for 
  2 rounds per caster level, after which they take root wherever 
  they are and return to being trees.
  LOCATE CREATURE
   
  By focusing on the spell as a full-round action, 
  you can expand the spell’s range by 10 feet per mythic tier 
  you possess. Focusing on the spell in this way for multiple 
  rounds increases the range still further, though no amount 
  of concentration can expand the range beyond 1 mile. If you 
  go a full round without focusing on the spell in this way, the 
  spell’s range returns to normal, and you must begin focusing 
  on the spell again in order to increase the range again.
   
  Further, the spell can find a kind of creature that you 
  have not seen close up, as long as you have a good description 
  or image of such creatures to work off of. Similarly, when 
  searching for a specific creature, as long as you can either 
  provide an accurate physical description of the creature or 
  the name of the creature, the creature does not need to be 
  personally known to you (for example, you could search for 
  the Duke of Pembroke, or a tall bald man with tan skin and a 
  dragon-shaped scar on his forehead, but you could not search 
  for “the person who murdered the king.”). Finally, add your 
  mythic tier to your caster level on caster level checks made to 
  overcome defenses such as nondetection.
   
  Augmented: If you expend 2 uses of the mythic 
  power, the spell is not blocked by any amount of lead, nor is 
  it blocked by running water.
  LOCATE OBJECT
   
  By focusing on the spell as a full-round action, 
  you can expand the spell’s range by 10 feet per mythic tier 
  you possess. Focusing on the spell in this way for multiple 
  rounds increases the range still further, though no amount 
  of concentration can expand the range beyond 1 mile. If you 
  go a full round without focusing on the spell in this way, the 
  spell’s range returns to normal, and you must begin focusing 
  on the spell again in order to increase the range again.
   
  Further, you can search for specific items even if you 
  have not seen them firsthand. You must still have observed 
  the item in some fashion, but doing so via divination, or 
  from a very accurate picture or sketch, or, if it is extremely 
  thorough and accurate, even from a verbal description, is 
  sufficient.
   
  Augmented: If you expend 2 uses of the mythic 
  power, the spell is not blocked by any amount of lead.
  
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
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  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.  
   
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  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 
  Mythic Mastery: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Angelic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IX Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume X Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Astori Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Fey Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume II Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Items of Chance Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Kassars Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI 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 XII.pdf