TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XVII
  
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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
  
  Introduction
   
  The Pathfinder Roleplaying Game: 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. Pathfinder Roleplaying Game: 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 Pathfinder Roleplaying Game: Mythic Adventures.
  REMOVE DISEASE
   
  You automatically succeed on all caster level checks 
  made to remove non-mythic diseases. Additionally, you grant 
  the target immunity to any disease that is removed in this 
  way for a number of weeks equal to your mythic tier (the 
  target is only immune to that particular disease, and is still 
  subject to other diseases).
  REMOVE FEAR
   
  Add your mythic tier to the number of creatures that 
  you can target. Additionally, the target becomes completely 
  immune to all fear effects from non-mythic sources, though 
  he only gains the normal +4 bonus on saving throws against 
  fear effects from mythic sources. Further, the DC for any 
  Intimidate check made against an affected creature is 
  increased by an amount equal to twice your mythic tier.
   
  Mythic remove fear counters mythic cause fear.
  REMOVE PARALYISIS
   
  Each creature targeted by the spell is automatically 
  cured of paralysis. Additionally, each cured creature becomes 
  immune to paralysis for 1 minute. This bonus lasts for 1 
  minute. Finally, if any of the targets have had their Strength 
  or Dexterity score reduced to less than 1 by ability damage or 
  ability drain, this spell restores that character’s ability score to 
  1.
   REPEL METAL OR STONE
   
  The waves of energy are more powerful, allowing you 
  to affect larger objects. You can affect fixed metal or stone 
  objects as long as their diameter is no greater than 3 inches + 
  2 inches per mythic tier you possess, and you can affect loose 
  objects weighing up to 500 pounds + 100 pounds per mythic 
  tier you possess. 
   
  Additionally, you gain some ability to control the 
  flight of these objects, and if their movement would cause 
  them to pass within 5 feet of a creature or object, you can 
  attempt to divert the moving object to strike the creature or 
  object that it is passing near. Doing so requires a successful 
  attack roll (using your base attack bonus modified by your 
  primary spellcasting ability score modifier). Weapons cause 
  standard damage (with no Strength bonus; note that arrows 
  or bolts deal damage as daggers of their size when used in 
  this manner). Other objects cause damage ranging from 
  1 point per 25 pounds (for less dangerous objects) to 1d6 
  points of damage per 25 pounds (for hard, dense objects). If 
  the object is the same size category or larger than the target, 
  then if you successfully hit the target, you can have the 
  object make a bull rush attempt as a free action (using your 
  base attack bonus, your primary spellcasting ability score 
  as its Strength score, and whatever size bonus or penalty is 
  appropriate for the object). 
   
  Augmented (9th): If you expend 6 uses of mythic 
  power, you cause the spell’s energy to exude in all directions. 
  The spell’s area changes to a 60-foot-radius emanation 
  centered on you, with affected objects being pushed away 
  from you in every direction.
  REPEL VERMIN
   
  Add your mythic tier to your caster level when 
  determining the Hit Dice limit for which vermin are able to 
  cross the barrier with a successful Will save. Additionally, the 
  damage dealt to a vermin that successfully crosses the barrier 
  increases to 2d6 per mythic tier. Finally, the spell’s area 
  increases to a 15-foot-radius emanation.
   
  Augmented (4th):  If you expend 3 uses of 
  mythic power, the spell’s area increases to a 30-foot-radius 
  emanation. Additionally, any vermin that fails to pass 
  through the barrier created by the spell must succeed on 
  a secondary Will save or act as though panicked for 1d4 
  minutes, even if it is immune to fear effects.
  REPULSION
   
  Add your mythic tier to your caster level for the 
  purposes of determining the spell’s maximum area and its 
  duration. Additionally, whenever a creature begins its turn in 
  the spell’s area, he must succeed on a secondary Will save or 
  be compelled to move outside the spell’s area (the creature is 
  unable to move towards you as part of this movement). 
  RESILIENT SPHERE
   
  The resilient sphere is not subject to dispel magic, 
  unless the source of the dispel magic spell is mythic. 
  Additionally, a disintegrate from a non-mythic source does 
  not automatically destroy the resilient sphere, although it 
  does deal damage to it as though it were a creature (the 
  resilient sphere automatically fails its saving throw, but its 
  hardness applies to the damage). A rod of cancellation has no 
  effect on the resilient sphere.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, you can cause the sphere to be mobile in nature, 
  rather than being anchored in place. This causes the sphere 
  to be a free-rolling ball of force, which can be moved by 
  creatures inside or outside the sphere, at up to half their 
  speed (or 1/4 their speed when travelling uphill, or up to 
  twice their speed when travelling downhill). If two creatures 
  2
  
  try to move the sphere in different directions, they must 
  make opposed Strength checks to determine which way the 
  sphere goes. Creatures attempting to move the sphere from 
  the inside suffer a -4 penalty on such checks.
  RESISTANCE
   
  The resistance bonus on saving throws increases 
  to an amount equal to 1/2 your mythic tier. Additionally, at 
  any time during the spell’s duration, as an immediate action 
  when forced to make a saving throw, the target can choose to 
  expend the spell’s remaining energy in order to gain a boost 
  on that saving throw. This functions as the surge ability, using 
  either your bonus dice or the target’s, whichever is higher. 
  The target does not need to spend an additional use of 
  mythic power in order to use this ability, but once he uses it, 
  the spell immediately ends.
   RESTORATION
   
  In addition to the benefits of a mythic lesser 
  restoration, the spell can be used to remove any number of 
  permanent negative levels. For each negative level beyond 
  the first that is removed, the cost of the material components 
  increases by 500 gp.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, the target is also cured of all ability score drain to 
  each of his ability scores (instead of all ability score drain to a 
  single ability score), and he is cured of the blinded, deafened, 
  and paralyzed conditions. This spell does not regrow body 
  parts, so blindness caused by a lack of eyes, or a similar 
  condition, is not cured.
   
  Special: Any character that knows the mythic 
  version of restoration also knows the mythic version of lesser 
  restoration and greater restoration, as long as that character 
  also knows the non-mythic version of those spells.
  RESTORATION, GREATER
   
  The spell’s duration is reduced to 1 standard action. 
  The spell also stops any bleed damage that the target is 
  suffering from, unless that bleed damage came from a mythic 
  source and has special requirements that must be met for 
  it to be stopped. Additionally, the target gains a new saving 
  throw to resist any curse, disease or poison he is currently 
  suffering from, with a +4 bonus: success on this saving throw 
  counts towards the number of successes needed to be rid 
  of the curse, disease, or poison, but failure has no negative 
  consequences. The target is also cured of the blinded, 
  deafened, paralyzed, and petrified conditions.
   
  Augmented (7th): If you expend 4 uses of mythic 
  power, you can target up to 1 creature per 3 caster levels each 
  time you cast this spell.
   
  Special: Any character that knows the mythic 
  version of greater restoration also knows the mythic version 
  of lesser restoration and restoration, as long as that character 
  also knows the non-mythic version of those spells.
  RESTORATION, LESSER
   
  The spell’s casting time is reduced to 1 standard 
  action. In addition to removing the fatigued condition and 
  reducing exhaustion to fatigue, it also removes the sickened 
  condition, and reduces the nauseated condition to sickened. 
  It also stops any bleed damage that the target is suffering 
  from, unless that bleed damage has special requirements 
  that must be met for it to be stopped. Finally, the target 
  gains a new saving throw to resist any disease or poison he is 
  currently suffering from: success on this saving throw counts 
  towards the number of successes needed to be rid of the 
  disease or poison, but failure has no negative consequences.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, you remove all temporary ability score damage from 
  all of the target’s ability scores, instead of 1d4 points of 
  ability score damage from 1 of the target’s ability scores, and 
  the target is completely cured of exhaustion and nausea 
  (rather than having them reduced to fatigued or sickened, 
  respectively).
   
  Special: Any character that knows the mythic 
  version of lesser restoration also knows the mythic version of 
  restoration and greater restoration, as long as that character 
  also knows the non-mythic version of those spells.
  RESURRECTION
   
  The spell’s casting time is reduced to 1 round. Any 
  ability score damage the subject possessed is removed as part 
  of the resurrection, as are any non-mythic curses or magical 
  diseases.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, and the target has been dead for no more than 1 hour 
  at the time that the spell is cast, the spell has no material 
  component, and the target does not gain any negative levels 
  or Constitution drain as a result of this spell.
   
  Augmented (7th): If you expend 5 uses of mythic 
  power, this spell can be used to raise constructs, elementals, 
  outsiders, and undead creatures that have died or been 
  destroyed (the undead creatures are returned to their undead 
  state). Similarly, it can be used to raise creatures that died of 
  old age. For such creatures, determine a new maximum age. 
  To do so, consult the Aging Effects table in the Pathfinder 
  Roleplaying Game Core Rulebook (or whatever source lists 
  the maximum age for the race in question), and substitute 
  the creature’s current age for the first part of the equation 
  to determine the maximum age (for example, a human’s 
  maximum age is typically 70 + 2d20 years. If the creature was 
  93 when he died of old age, his new maximum age after being 
  raised by this spell would be 93 + 2d20 years).
   
  Augmented (8th): If you expend 8 uses of mythic 
  power, this spell can be used to resurrect creatures whose 
  souls are either not free or are unwilling to return. In the 
  case of a soul that is not free, you must succeed on a special 
  caster level check (1d20 + your caster level + your mythic tier, 
  with a DC equal to 11 + the caster level of the spell effect that 
  imprisoned the target’s soul or the Hit Dice of the creature 
  whose supernatural ability imprisoned the target’s soul + 
  the mythic tier of the creature that imprisoned the target’s 
  soul). Success indicates that you are able to free the soul and 
  resurrect the creature. Failure indicates that you failed, and 
  3
  
  cannot try again on the same creature until the next time 
  you gain a mythic tier. In the case of a soul that is unwilling, 
  the target is entitled to a Will save (using the bonus they 
  possessed when they were alive) to resist being returned to 
  life.
  RIGHTEOUS MIGHT
   
  In addition to the spell’s other effects, you are 
  particularly effective at meting out your deity’s divine wrath. 
  You gain a +2 sacred bonus (or profane if you channel 
  negative energy) to attack rolls made against creatures whose 
  alignments include an element that is directly opposed to 
  your deity’s alignment (for example, the cleric of a lawful 
  good deity would gain this bonus against any creature that 
  was chaotic or evil). You also gain a sacred bonus on damage 
  rolls against such creatures equal to your mythic tier. At the 
  GM’s discretion, these bonuses may also apply to creatures 
  whose alignments are not opposed to your deity’s, but who 
  have directly angered, offended, or otherwise gained the ire of 
  your deity in some fashion other than simply being your foe.
   
  Augmented (5th): If you expend 2 uses of mythic 
  power, then you grow even larger than normal, increasing 
  your size by two categories, instead of one. This increases the 
  size bonuses the spell grants to Strength and Constitution 
  to +8, and the size penalty imposed to Dexterity to -4. It also 
  increases the natural armor bonus the spell grants to +3, and 
  alters your space, reach, weapon damage dice, and modifiers 
  to attack, AC, CMB, and CMD as appropriate for your new 
  size category.
   
  Augmented (9th): If you expend 3 uses of mythic 
  power, you gain all the benefits associated with the previous 
  augmentation. Additionally, when the spell is cast, you may 
  declare your deity’s wrath, and demand that all creatures 
  within 30 feet of you convert to the worship of your deity on 
  the spot. Each creature within range can immediately choose 
  to convert, in which case they are affected as though by the 
  redemption or temptation version of atonement, and have 
  their alignment changed to match your deity’s. For each 
  creature that does not do so, the sacred bonuses granted by 
  this spell applies to attack and damage rolls made against 
  them, even if the creature’s alignment is not in opposition 
  to your deity’s. If the creature refuses and its alignment is in 
  opposition to your deity’s, the bonuses are doubled.
  ROPE TRICK
   
  The maximum length of the rope that you can 
  use increases by 5 feet per mythic tier you possess (to a 
  maximum possible length of 80 feet). The extra-dimensional 
  space created by the rope trick is much larger and more 
  comfortable. The interior of the rope trick is an area of up 
  to one 10-foot cube of space per caster level, arranged as you 
  choose in any floor plan you desire. The place is furnished 
  and contains sufficient foodstuffs to serve a single meal to up 
  to 1 creature per caster level. A single near-transparent butler, 
  liveried and obedient, waits upon all who enter. The butler 
  functions as unseen servant, except that it is visible and can 
  go anywhere within the rope trick.
   
  Additionally, as a standard action, you can affect the 
  rope used in the rope trick spell in one of the following ways: 
  you can make it invisible (as the spell invisibility), you can 
  make it slick and greasy, increasing the DC of Climb checks 
  made to climb the rope by +10, you can make it particularly 
  tough, increasing its hardness to 15 and its hit points to 10 
  per caster level, or you can make it painfully hot to the touch, 
  inflicting 1d4 points of fire damage to each creature that 
  touches it for each round of contact (this forces you to make 
  an additional Climb check to avoid falling from the rope each 
  round, as normal for taking damage while climbing). You 
  can have only one of these effects active at any given time. 
  Activating or deactivating one of these abilities is a standard 
  action, which can only be performed if you are at least 
  partially outside the extra-dimensional space created by the 
  spell.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, you can have any number of the listed effects applied 
  to the rope at the same time, and can do so from within the 
  rope trick. Further, the invisibility effect on the rope lasts 
  indefinitely. Finally, you can also affect the rope as though 
  by animate rope in the same way, although one end remains 
  tethered to the extra-dimensional space at all times.
  RUSTING GRASP
   
  The spell can affect other metals besides iron 
  and iron alloys, although it cannot affect objects made of 
  adamantine. Magic items can be affected, but they may make 
  a Fortitude save to resist the spell’s effects, and objects with 
  an enhancement bonus equivalent (including all armor, 
  shield, and weapon special abilities it possesses) equal to or 
  greater than your mythic tier are immune.
   
  When used against a suit of metal armor, the spell 
  now reduces the armor’s bonus to AC by 2d4 points, rather 
  than 1d6. The spell can also be used against shields in the 
  same way, provided that the shield is made of metal.
   
  When used against a weapon, you do not provoke an 
  attack of opportunity.
   
  When used against a metallic creature, whenever 
  you successfully damage the creature, it must succeed on a 
  Fortitude save or suffer 1d4 points of ability damage to your 
  choice of its Strength, Dexterity, or Constitution score.
   
  Augmented (8th): If you expend 5 uses of mythic 
  power, you can choose to unleash a blast of rusting energy, 
  instead of the spell’s normal effect. This changes the spell’s 
  range to 60 feet, it changes from having a target to having an 
  area of a 60-foot-radius burst centered on you, and it changes 
  the duration to instantaneous. All metal objects within the 
  spell’s area are destroyed. Magical metal objects, and those 
  made of adamantine, may make a Fortitude save to resist this 
  effect. Magical objects whose enhancement bonus equivalent 
  is equal to or greater than your mythic tier, and magical items 
  that are also made of adamantine, gain a +4 bonus on their 
  saving throws. Legendary items, and other objects of mythic 
  significance, as well as artifacts, are immune. Metal creatures 
  in the spell’s area suffer 2d6 points of damage per caster level. 
  A successful Fortitude save halves this damage.
  4
  
  SCARE
   
  Non-mythic creatures are panicked, rather than 
  frightened, if they fail their saving throw. Additionally, if 
  a creature succeeds on his saving throw, he is shaken for 
  1d4 rounds, instead of 1 round. Further, the spell can affect 
  creatures with a number of Hit Dice up to 5 + your mythic 
  tier. Finally, the targets do not need to be within 30 feet of 
  one another, and can be anywhere within range.
   
  Augmented (2nd): If you expend 2 uses of mythic 
  power, then mythic creatures that fail their saving throw are 
  also panicked, instead of frightened.
   
  Augmented (5th): This spell can affect creatures 
  that are immune to fear effects. Such creatures receive a +4 
  bonus on their saving throw to resist the spell.
  SCINTILLATING PATTERN
   
  Creatures that are unaffected due to spell resistance, 
  immunity to mind-affecting effects, or similar reasons, 
  do not count towards the number of Hit Dice of creatures 
  that the spell can affect. Additionally, the spell’s effect 
  increases to colorful lights within a 60-foot-radius spread, 
  and the maximum number of Hit Dice of creatures that 
  can be affected increases by 2 per mythic tier you possess 
  (to a maximum of 40 Hit Dice for a 20th level caster with 10 
  mythic ranks). Finally, as a standard action at any time before 
  the end of the spell’s duration, you can expend the spell in 
  a dazzling burst of colors, forcing each creature within the 
  spread of lights to succeed on a Fortitude save or be blinded. 
  Creatures with 12 Hit Dice or fewer that fail their saving 
  throws are blinded permanently, while creatures with 13 or 
  more Hit Dice that fail their saving throws are only blinded 
  for 1d4 rounds.
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, then each creature in the spell’s area must succeed on 
  a Will save or be fascinated by the spell’s effect for as long as 
  they remain within its area. This applies both to creatures 
  that are affected by the spell’s other effects, and to any other 
  creatures in the area, beyond the maximum Hit Dice limit of 
  the spell.
  SCREEN
   
  You can change the nature of the illusion created 
  by the spell at any time during its duration as a full-round 
  action. The spell fools blindsight, blindsense, scent, and 
  most other extraordinary or supernatural senses. Even a true 
  seeing spell does not penetrate a mythic screen, although it 
  does grant an observer an automatic saving throw (instead 
  of only allowing one if the illusion is interacted with), and 
  grants a +4 bonus on saving throws to see through the mythic 
  screen. A mythic true seeing sees through the mythic screen 
  normally.
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, you can make the illusion a phantasm, instead of a 
  glamer. This allows you to cause different creatures to observe 
  different things within the spell’s area. You must declare a 
  basic illusion that is observed by all creatures viewing the 
  area by default. Then, as long as you are concentrating on the 
  spell, you can cause up to 1 creature per mythic tier to observe 
  something else. You do not need line of sight or line of effect 
  to these creatures, but you must be aware that they exist. 
  You can determine completely different illusions for each 
  creature that you affect in this way, causing them to each 
  sense entirely different things from one another and from the 
  basic illusion, if desired. As soon as you stop concentrating, 
  each of these creatures resumes seeing the basic illusion. 
  Transitioning from one illusion to another in this way 
  automatically grants a saving throw. In order to avoid such a 
  transition when the creature first sees the affected area, you 
  can begin concentrating on what they will observe before 
  they are actually in the spell’s area, but doing so has no effect 
  until they are able to see (or otherwise sense) the affected 
  area.
   
  Augmented (9th): If you expend 8 uses of mythic 
  power, the spell’s area increases to one 1-mile square per 
  caster level.
  SCRYING
   
  The spell’s casting time is reduced to 10 minutes, 
  and the spell can be cast with either the material component 
  (a pool of water) or the focus component (a silver mirror 
  worth 1,000 gp). Having both increases the spell’s saving 
  throw DC by +1. Additionally, the subject no longer gains a +5 
  bonus on its saving throw if it is on another plane, and any 
  of the spells that normally have a 5% chance per caster level 
  of functioning through the sensor automatically function 
  through the sensor. Finally, you can scry on the subject even if 
  he succeeded on his saving throw to resist a previous scrying 
  in the past 24 hours, but he gains a cumulative +2 bonus on 
  his saving throws to resist the spell for each previous scrying 
  that he successfully resisted in the last 24 hours.
   
  Special: Any character that knows the mythic 
  version of scrying also knows the mythic version of greater 
  scrying, as long as that character also knows the non-mythic 
  version of those spells.
  SCRYING, GREATER
   
  As the mythic version of scrying, except that the 
  casting time is reduced to 1 minute, and the spell’s duration 
  remains 1 hour per caster level. Additionally, for the purposes 
  of determining what effects work through the magical sensor, 
  the sensor is treated as a window in space, allowing nearly all 
  sensory effects to function through it, including spell effects 
  such as detect secret doors, detect thoughts, locate creature, 
  and others that are not directly called out in scrying or 
  greater scrying.
  5
  
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  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 
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  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 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
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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 distributed 
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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 Use any 
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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 this 
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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. 
  Pathfinder Roleplaying Game 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 XII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Fire Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, Joshua 
  Zaback 
  Mythic Mastery: The Vordis Scourge Volume III Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIII Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIV Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XV Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XVI Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XVII Copyright 2015, 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 XVII.pdf