TEXT: Mythic Minis 51 
  MetaMagic Feats
  by Jason Nelson
  
  By Jason Nelson
  Welcome to Mythic Minis!
  The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic 
  Adventures hardback contains a wealth of new rules, but in one book there cannot 
  be room for everything. Sometimes there are large areas to cover with extensive 
  rules adaptations, but sometimes what you need is a power-packed punch of tightly 
  focused rules content that contains exactly what you need for your character, 
  creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of 
  magic items, five mythic path abilities, and so on; that’s where Mythic Minis come in. 
  Mythic Minis are not about exposition, philosophy, and campaign-building; they are 
  just flat-out fantastic ideas and great mechanics for GMs and players alike, written 
  by the same designers that helped create the official mythic rules.
  Follow Legendary Games on Facebook, follow us on Twitter, and check out our 
  website at www.makeyourgamelegendary.com.
  MYTHIC MINIS 51: METAMAGIC FEATS 
  Spellcasters of every sort use metamagic feats to tailor the effects of their spells 
  to fit their tactical needs and personal style. The following feats help your mythic 
  spellcasters achieve even more spectacular specialization of their spell supremacy!
  Burning Spell (Metamagic, Mythic)
  Your spells cling with burning intensity to your targets.
  Prerequisite: Burning Spell.
  Benefit: A creature taking acid or fire damage from the affected spell takes 
  damage equal to twice the spell’s actual level at the start of its next turn, and then 
  damage equal to the spell’s actual level for one additional round per 2 mythic tiers 
  you possess (minimum 1 round). In addition, you can use this feat an additional 
  number of times per day equal to one-half your mythic tier (minimum 1). 
  Alternatively, you may expend one use of mythic power to cast a spell as a burning 
  spell (gaining only the normal benefits of a burning spell, rather than the increased 
  benefits outlined above) without preparing it as burning in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Coaxing Spell (Metamagic, Mythic)
  Your mental magic appeals to mindless and sentient creatures alike. 
  Prerequisite: Coaxing Spell.
  Benefit: Your coaxing spell can affect mindless oozes and vermin as well as 
  sentient creatures simultaneously. If you choose for it to affect only oozes or only 
  vermin, creatures of that type affected by your coaxing spell take a ─1 penalty on 
  Will saves for a number of rounds equal to the original level of the spell. This penalty 
  stacks for oozes or vermin that are affected by multiple coaxing spells. Alternatively, 
  you may expend one use of mythic power to cast a spell as a coaxing spell (gaining 
  only the normal benefits of a coaxing spell, rather than the increased benefits 
  outlined above) without preparing it as coaxing in advance, taking extra casting 
  time, or increasing the level of spell slot it uses.
  Concussive Spell (Metamagic, Mythic)
  Your sonic spells pack a thunderous wallop that leaves enemies reeling.
  Prerequisite: Concussive Spell.
  Benefit: Creatures disoriented by your concussive spell also take a ─2 penalty to 
  their AC, and if they attempt to move while disoriented by your concussive spell 
  must succeed on a Reflex save against the spell’s save DC (even if the spell does 
  not normally allow a saving throw) or fall prone. They must likewise save when 
  attempting to stand up from prone; failure indicates they remain prone. Creatures 
  unable to fall prone, including flying and swimming creatures, must succeed on 
  a Reflex save or have their speed halved for as long as they remain disoriented. 
  Alternatively, you may expend one use of mythic power to cast a spell as a concussive 
  spell (gaining only the normal benefits of a concussive spell, rather than the 
  increased benefits outlined above) without preparing it as concussive in advance, 
  taking extra casting time, or increasing the level of spell slot it uses.
  Consecrate Spell (Metamagic, Mythic)
  Your spells leave behind a residue of righteous purity. 
  Prerequisite: Consecrate Spell.
  Benefit: The area affected by your consecrated spell is affected as consecrate for 
  a number of rounds equal to the spell’s actual level. If the spell targets one or more 
  creatures rather than an area, those creatures are affected as if they were in the area 
  of a consecrate spell for the same duration. Alternatively, you may expend one use of 
  mythic power to cast a spell as a consecrated spell (gaining only the normal benefits 
  of a consecrated spell, rather than the increased benefits outlined above) without 
  preparing it as consecrated in advance, taking extra casting time, or increasing the 
  level of spell slot it uses.
  Echoing Spell (Metamagic, Mythic)
  Your mystic power echoes through your mind, ready for reuse with but a thought. 
  Prerequisite: Echoing Spell.
  Benefit: When you cast an echoing spell, you can use the same spell once during 
  that day as a spell-like ability, using your normal caster level, requiring no verbal, 
  somatic, or material components. If the spell requires an expensive focus component, 
  you must have that focus available to use the spell-like ability. Alternatively, you may 
  expend one use of mythic power to cast a spell as an echoing spell (gaining only 
  the normal benefits of an echoing spell, rather than the increased benefits outlined 
  above) without preparing it as echoing in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  Flaring Spell (Metamagic, Mythic)
  Your spells are accompanied by a blinding flash. 
  Prerequisite: Flaring Spell.
  Benefit: Creatures damaged by your flaring spell must succeed on a Fortitude 
  save against the spell’s save DC (even if the spell does not normally allow a saving 
  throw) or be blinded for 1 round and dazzled for a number of rounds equal to the 
  spell’s actual level plus your mythic tier. Creatures succeeding on this saving throw 
  are dazzled for a number of rounds equal to the spell’s actual level. Alternatively, you 
  may expend one use of mythic power to cast a spell as a flaring spell (gaining only 
  the normal benefits of a flaring spell, rather than the increased benefits outlined 
  above) without preparing it as flaring in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  Jinxed Spell (Metamagic, Mythic)
  Your spells carry bad luck to your enemies. 
  Prerequisite: Jinxed Spell.
  Benefit: You may choose a number of creatures equal to one-half your mythic 
  tier (minimum 1) to be affected by your jinx when they fail their saving throw 
  against your jinxed spell. In addition, you can select one creature that succeeds on 
  its saving throw against your spell and target that creature with your halfling jinx; 
  it is allowed the normal saving throw to avoid your jinx. Alternatively, you may 
  expend one use of mythic power to cast a spell as a jinxed spell (gaining only the 
  normal benefits of a jinxed spell, rather than the increased benefits outlined above) 
  without preparing it as jinxed in advance, taking extra casting time, or increasing 
  the level of spell slot it uses.
  Piercing Spell (Metamagic, Mythic)
  Your spells readily pierce the magical defenses of your enemies. 
  Prerequisite: Piercing Spell.
  Benefit: When you cast a piercing spell at an opponent with spell resistance, you 
  treat its spell resistance as though it were reduced by 5 plus your mythic tier (for 
  non-mythic creatures) or 5 plus one-half your mythic tier (for mythic opponents). 
  Alternatively, you may expend one use of mythic power to cast a spell as a piercing 
  spell (gaining only the normal benefits of a piercing spell, rather than the increased 
  benefits outlined above) without preparing it as piercing in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Mythic Minis 51 - MetaMagic Feats
  
  Rime Spell (Metamagic, Mythic)
  Your chilling spells induce hypothermia in your targets. 
  Prerequisite: Rime Spell.
  Benefit: Creatures damaged by your rime spell become fatigued for a number 
  of rounds equal to the original level of the spell, in addition to being entangled by 
  clinging ice and frost. Alternatively, you may expend one use of mythic power to 
  cast a spell as a rime spell (gaining only the normal benefits of a rime spell, rather 
  than the increased benefits outlined above) without preparing it as rime in advance, 
  taking extra casting time, or increasing the level of spell slot it uses.
  Seeking Spell (Metamagic, Mythic)
  Your targeted spells evade efforts to hide or take cover. 
  Prerequisite: Seeking Spell.
  Benefit: You can use this spell in conjunction with spells requiring a ranged 
  attack or ranged touch attack. In addition, if you apply this feat to a spell that affects 
  an area and allows a Reflex save, those Reflex saves gain no bonus from cover. 
  Alternatively, you may expend one use of mythic power to cast a spell as a seeking 
  spell (gaining only the normal benefits of a seeking spell, rather than the increased 
  benefits outlined above) without preparing it as seeking in advance, taking extra 
  casting time, or increasing the level of spell slot it uses.
  Shadow Grasp (Metamagic, Mythic)
  Your darkness spells cling to your enemies and fog their vision. 
  Prerequisite: Shadow Grasp.
  Benefit: Creatures entangled by your shadow grasp spells also become dazzled 
  for as long as they remain entangled. In addition, the darkness shrouding creatures 
  affected by your shadow grasp grants concealment to opponents more than 5 
  feet away (10 feet away if the affected creature has low-light vision). Creatures 
  with darkvision ignore this concealment. Alternatively, you may expend one use 
  of mythic power to cast a spell as a shadow grasp spell (gaining only the normal 
  benefits of shadow grasp, rather than the increased benefits outlined above) without 
  preparing it as a shadow grasp spell in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  Tenebrous Spell (Metamagic, Mythic)
  You artfully blend the power of shadow into your spells.
  Prerequisite: Tenebrous Spell.
  Benefit: You add your mythic tier to the concentration check required to cast a 
  tenebrous spell in bright light, and attempts to dispel a tenebrous spell in bright light 
  gain only a +2 bonus. In darkness or dim light, your caster level and the save DC 
  (if any) of your tenebrous spell are increased by 2, and caster level checks made to 
  dispel a tenebrous spell take a -4 penalty. Alternatively, you may expend one use of 
  mythic power to cast a spell as an tenebrous spell (gaining only the normal benefits 
  of an umbral spell, rather than the increased benefits outlined above) without 
  preparing it as tenebrous in advance, taking extra casting time, or increasing the 
  level of spell slot it uses.
  Thanatopic Spell (Metamagic, Mythic)
  Your mastery of the power of death extends even to the undead. 
  Prerequisite: Thanatopic Spell.
  Benefit: If a living creature affected by your thanatopic spell is protected by 
  an effect that grants resistance or immunity against death effects, negative levels, 
  negative energy, or energy drain, you can attempt a caster level check as if using 
  dispel magic against that effect; if the effect is a mythic effect, it is suppressed for 
  a number of rounds equal to the original level of the thanatopic spell rather than 
  being dispelled. If more than one such effect is present within the area or among the 
  targets of your thanatopic spell, you may attempt the dispel for only one creature 
  unless you expend one use of your mythic power as a swift action, in which case 
  you may target a number of creatures equal to your mythic tier, applying one dispel 
  check against all of them. Alternatively, you may expend one use of mythic power 
  to cast a spell as a thanatopic spell (gaining only the normal benefits of a thanatopic 
  spell, rather than the increased benefits outlined above) without preparing it as 
  thanatopic in advance, taking extra casting time, or increasing the level of spell slot 
  it uses.
  Threatening Illusion (Metamagic, Mythic)
  Your figments are frightening to your foes. 
  Prerequisite: Threatening Illusion.
  Benefit: You may select a number of 5-foot squares within a figment you create, 
  which your enemies treat as though they were hostile creatures for the purpose of 
  flanking. Those squares must be occupied by illusory figments of creatures. Enemies 
  that believe the illusion avoid moving through those spaces, though they may use 
  Acrobatics, overrun combat maneuvers, or similar abilities to move through spaces 
  they believe to be occupied. Such checks or maneuvers are automatically successful 
  and entitle a creature to a Will save to disbelieve the illusion. Alternatively, you may 
  expend one use of mythic power to cast a spell as a threatening illusion (gaining 
  only the normal benefits of a threatening illusion, rather than the increased benefits 
  outlined above) without preparing it as a threatening illusion in advance, taking 
  extra casting time, or increasing the level of spell slot it uses.
  Threnodic Spell (Metamagic, Mythic)
  Your mastery of the mind appeals to hearts both living and undead. 
  Prerequisite: Threnodic Spell.
  Benefit: Your threnodic spell can affect living and undead creatures 
  simultaneously. If you choose for it to affect only undead creatures, undead affected 
  by your threnodic spell take a ─1 penalty on Will saves for a number of rounds 
  equal to the original level of the spell. This penalty stacks if undead creatures are 
  affected by multiple threnodic spells. Alternatively, you may expend one use of 
  mythic power to cast a spell as a threnodic spell (gaining only the normal benefits 
  of a threnodic spell, rather than the increased benefits outlined above) without 
  preparing it as threnodic in advance, taking extra casting time, or increasing the 
  level of spell slot it uses.
  Toppling Spell (Metamagic, Mythic)
  Your force spells knock down foes like dominoes.
  Prerequisite: Toppling Spell.
  Benefit: You add one-half your mythic tier (minimum 1) as a bonus on the 
  combat maneuver check you make to trip creatures with your toppling spell. If you 
  successfully trip a target with your toppling spell that affects multiple targets or an 
  area, you gain a +2 circumstance bonus to combat maneuver checks made to trip any 
  adjacent targets with the same toppling spell. This bonus stacks if you successfully 
  trip multiple targets that are adjacent to a subsequent target. Alternatively, you may 
  expend one use of mythic power to cast a spell as a toppling spell (gaining only 
  the normal benefits of a toppling spell, rather than the increased benefits outlined 
  above) without preparing it as toppling in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  Umbral Spell (Metamagic, Mythic)
  Your spells carry with them a shroud of clinging darkness. 
  Prerequisite: Umbral Spell.
  Benefit: The target creature or object radiates deeper darkness in a 20-foot radius 
  (5-foot radius if the companion spell is a 0-level spell). Alternatively, you may 
  expend one use of mythic power to cast a spell as an umbral spell (gaining only 
  the normal benefits of an umbral spell, rather than the increased benefits outlined 
  above) without preparing it as umbral in advance, taking extra casting time, or 
  increasing the level of spell slot it uses.
  
  Credits
  Author: Jason Nelson
  Artist: Frank Hessefort
  Editing: Alistair Rigg
  Design and Layout: Richard Kunz
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, 
  Matthew Goodall, Jim Groves, Tim Hitchcock, Jonathan H. Keith, Nicolas Logue, 
  Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, Tork Shaw, Mike Shel, Mike 
  Welham, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for 
  their excellent Pathfinder Roleplaying Game Mythic Adventures hardback. 
   
  Open Content: Subject to designation as Product Identity (see below), the only 
  portion of this Legendary Games product designated as Open Game Content is 
  the rules content (creature stat blocks and names of skills, etc., taken from the 
  Pathfinder Reference Document) as defined in the Open Game License version 1.0a 
  Section 1(d). The front and back cover, back matter, introduction and Credits page, 
  as well all other parts of this product including all text not specifically designated 
  as Open Game Content is not Open Game Content. No portion of this work other 
  than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as 
  defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: 
  Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Mythic 
  Minis 51: Metamagic Feats, as well as all trademarks, registered trademarks, proper 
  names (including the names of each character, location, item or monster unique to 
  this product), dialogue, plots, storylines, locations, characters, artworks, and trade 
  dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. 
  (Elements that have previously been designated as Open Game Content are not 
  included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game 
  License) in this work to content owned by others is not a challenge to their 
  ownership and is used under Fair Use. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have 
  contributed Open Game Content; (b) “Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts, 
  creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as 
  Product identity by the owner of the Product Identity, and which specifically excludes the Open 
  Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License.
  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 original Open Game Content you 
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner 
  of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work containing Open Game 
  Content except as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of 
  the work that you are distributing are Open Game Content.
  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 distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You distribute.
  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 Use any Open Game Material so affected.
  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 this License.
  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  © 2000, Wizards of the Coast, Inc.
  Mythic Minis 51: Metamagic Feats © 2015, Legendary Games; Author Jason Nelson.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Companion: Gnomes of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Hal Maclean, Colin McComb, Mark Moreland, Jeff Quick, Sean K Reynolds, Steven Schend, and 
  Owen K. C. Stephens.
  Pathfinder Player Companion: Blood of Angels © 2012, Paizo Publishing, LLC; Author: Amber 
  E. Scott.
  Pathfinder Player Companion: Dungeoneer’s Handbook © 2013, Paizo Publishing, LLC; Authors: 
  Amanda Hamon, Gareth Hanrahan, David Ross, and Jerome Virnich.
  Pathfinder Player Companion: Halflings of Golarion. Copyright 2010, Paizo Publishing, LLC; 
  Authors: Hal MacLean and Amber E. Scott.
  Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, 
  David Schwartz, and Kaitlyn Sprague.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob McCreary, Erik 
  Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, 
  Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Design Team: Stephen Radney-MacFarland and Sean K Reynolds; Authors: 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 Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim 
  Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Mythic Minis/Mythic Minis 51 - Metamagic Feats.pdf