TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XX
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  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.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
  version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  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 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.
  STONE TO FLESH
   
  The target is no longer required to succeed on 
  a Fortitude save in order to survive being unpetrified. 
  Additionally, you can affect up to one additional creature 
  per mythic tier you possess. Further, the spell can be used to 
  grant a spark of life to objects that are rendered into flesh, 
  and, if you use this spell to transform a non-creature object 
  into flesh, you may choose to have the flesh be created in the 
  form of a hungry flesh ooze (Pathfinder Bestiary 4), rather 
  than as an inert mass. If the object is humanoid in shape 
  (such as a statue), you can choose to have it transform into 
  a flesh golem, instead (and, at the GM’s discretion, certain 
  objects may be able to be transformed into other specific 
  flesh-based monsters). If you do, you can direct the ooze’s 
  actions for up to 1 round per caster level, after which time it 
  becomes free to act on its own volition.
   
  Alternatively, this spell can be cast on a creature 
  whose body is made of stone or a stone-like substance (such 
  as earth elementals, caryatid columnsB3, and so on). If such 
  a creature fails a Fortitude save to resist the spell, its natural 
  armor bonus to AC is reduced by 5 (minimum 0), and any 
  damage reduction it may possess is negated for 1 round per 
  caster level.
   
  Augmented (5th): If you expend three uses of 
  mythic power, you can affect much larger objects with this 
  spell. Instead of affecting a cylinder of stone from 1 foot to 
  3 feet in diameter and up to 10 feet long, you can affect one 
  5-foot cube of stone per caster level. If you choose to make 
  this flesh animated, you create one hungry flesh per 5 foot 
  cube affected in this way.
  SUGGESTION, MASS
   
  A mythic mass suggestion loses the language-
  dependent descriptor. Additionally, the targets can be up 
  to 60 feet apart from one another, rather than 30 feet apart. 
  Further, you can impose different suggestions on different 
  targets.
   
  Augmented (8th): If you expend five uses of mythic 
  power, you can cause your suggestion to affect a much 
  larger group of creatures. This version of the spell affects all 
  creatures in an area centered on you, with a radius of any size 
  you choose, up to 1 mile. You can select up to 1 creature per 
  caster level within this area to be immune to the spell. Unlike 
  the base version of mythic mass suggestion, when augmented 
  in this way, all targets must receive the same suggestion.
  SUMMON INSTRUMENT
   
  The instrument summoned by the spell is a 
  particularly impressive specimen of its kind, and grants a 
  +4 competence bonus on any Perform check made using 
  it. Additionally, a magical link between yourself and the 
  instrument allows you to play it with your mind. This still 
  requires the same type of action as playing it normally, but 
  you do not need to hold the instrument, freeing your hands 
  for other purposes, and can play it from up to 120 feet away. 
  Unlike the non-mythic version of the spell, you can summon 
  instruments that are too large to be held in two hands, but 
  not one that is longer than 20 feet in any dimension. If the 
  space the instrument is summoned into is not large enough 
  to hold it, or is unable to support its weight, the spell fails. 
  Finally, the spell’s duration increases to 10 minutes per caster 
  level.
   
  Augmented (2nd): If you expend two uses of mythic 
  power, you can summon up to one musical instrument per 
  caster level. You can choose to allow these instruments to be 
  played by others, if desired, or you can play them all mentally 
  simultaneously (as described above). For every 3 additional 
  instruments you add to a performance in this way, the 
  competence bonus the spell grants on the associated Perform 
  check increases by 1. Finally, as a swift action, you can allow 
  the instruments to play themselves, completely independent 
  of you. This allows them to continue performing without 
  you spending any actions to continue the performance. If a 
  Perform check is necessary, roll 1d20 and add the competence 
  bonus granted by the spell, but the maximum possible result 
  is 15. You cannot use bardic performance, raging song, or 
  similar abilities through instruments summoned in this way.
   
  Augmented (5th): If you expend one additional use 
  of mythic power per 5,000 gp of the item to be summoned, 
  you can use this spell to summon any wondrous item that is a 
  musical instrument, instead (such as pipes of the sewers, or a 
  horn of Valhalla). 
  SUMMON MONSTER I
   
  The summoned creature gains a single use of mythic 
  power, and gains one of the following mythic universal 
  monster abilities of your choice: fortification, mistsight, 
  powerful blows, second save, or surge. Alternatively, instead 
  of one of the above mythic universal monster abilities, you 
  can choose to have the creature gain the absorb blow or 
  sudden block path ability of the guardian mythic path.
   
  Special: Any character that knows the mythic 
  version of any of the summon monster spells also knows the 
  mythic version of all of the other summon monster spells for 
  which she also knows the non-mythic version.
  
  3
  SUMMON MONSTER II
   
   As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 2nd-level 
  list, or 1d3 creatures of the same kind from the 1st-level list, as 
  normal for summon monster II. If you choose to summon 1d3 
  creatures from the 1st-level list, only one of them gains a use 
  of mythic power and a special ability. 
   
  Additionally, when choosing what special ability 
  the summoned creature gains, you may choose any 1st-
  tier guardian path ability for which the creature meets 
  the prerequisites, instead of the options listed for mythic 
  summon monster I.
  SUMMON MONSTER III
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 3rd-level 
  list, 1d3 creatures of the same kind from the 2nd-level list, 
  or 1d4+1 creatures of the same kind from the 1st-level list, as 
  normal for summon monster III. If you summon one creature 
  from the 3rd-level list, that creature gains two uses of mythic 
  power, and you may choose two abilities for the creature 
  to gain. If you summon creatures from a lower-level list, 
  you may divide two uses of mythic power and two abilities 
  amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  II.
  SUMMON MONSTER IV
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 4th-level 
  list, 1d3 creatures of the same kind from the 3rd-level list, or 
  1d4+1 creatures of the same kind from a lower-level list, as 
  normal for summon monster IV. If you summon one creature 
  from the 4th-level list, that creature gains two uses of mythic 
  power, and you may choose two abilities for the creature 
  to gain. If you summon creatures from a lower-level list, 
  you may divide two uses of mythic power and two abilities 
  amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  III, plus the block attacks universal monster ability.
  SUMMON MONSTER V
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 5th-
  level list, 1d3 creatures of the same kind from the 4th-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon monster V. If you summon one 
  creature from the 5th-level list, that creature gains three uses 
  of mythic power, and you may choose three abilities for the 
  creature to gain. If you summon creatures from a lower-level 
  list, you may divide three uses of mythic power and three 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  IV.
  SUMMON MONSTER VI
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 6th-
  level list, 1d3 creatures of the same kind from the 5th-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon monster VI. If you summon one 
  creature from the 6th-level list, that creature gains three uses 
  of mythic power, and you may choose three abilities for the 
  creature to gain. If you summon creatures from a lower-level 
  list, you may divide three uses of mythic power and three 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  V, plus any of the 3rd-tier guardian path abilities, although 
  such abilities count as two abilities for the purposes of how 
  many abilities you can grant.
  SUMMON MONSTER VII
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 7th-level 
  list, 1d3 creatures of the same kind from the 6th-level list, or 
  1d4+1 creatures of the same kind from a lower-level list, as 
  normal for summon monster VII. If you summon one creature 
  from the 7th-level list, that creature gains four uses of mythic 
  power, and you may choose four abilities for the creature 
  to gain. If you summon creatures from a lower-level list, 
  you may divide four uses of mythic power and four abilities 
  amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  VI.
  SUMMON MONSTER VIII
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 8th-
  level list, 1d3 creatures of the same kind from the 7th-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon monster VIII. If you summon 
  one creature from the 8th-level list, that creature gains four 
  uses of mythic power, and you may choose four abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide four uses of mythic power and four 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon 
  monster VII, plus the dual initiative universal monster ability, 
  although this counts as three abilities for the purposes of how 
  many abilities you can grant.
  
  4
  SUMMON MONSTER IX
   
  As mythic summon monster I, with the following 
  exceptions: you can summon one creature from the 9th-level 
  list, 1d3 creatures of the same kind from the 8th-level list, or 
  1d4+1 creatures of the same kind from a lower-level list, as 
  normal for summon monster IX. If you summon one creature 
  from the 9th-level list, that creature gains four uses of mythic 
  power, and you may choose four abilities for the creature 
  to gain. If you summon creatures from a lower-level list, 
  you may divide four uses of mythic power and four abilities 
  amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon monster 
  VIII, plus any of the 6th-tier guardian path abilities, although 
  such abilities count as three abilities for the purposes of how 
  many abilities you can grant.
  SUMMON NATURE’S ALLY I
   
  The summoned creature gains a single use of mythic 
  power, and gains one of the following mythic universal 
  monster abilities of your choice: greensight, mistsight, 
  poisonous blood (your choice of giant wasp poison or 
  medium spider venom, DC equal to 10 + 1/2 the summoned 
  creature’s Hit Dice + the summoned creature’s Constitution 
  modifier), powerful blows, sand glide, or surge. Alternatively, 
  instead of one of the above mythic universal monster 
  abilities, you can choose to have the creature gain the absorb 
  blow or sudden block path ability of the guardian mythic 
  path.
   
  Special: Any character that knows the mythic 
  version of any of the summon nature’s ally spells also knows 
  the mythic version of all of the other summon nature’s ally 
  spells for which she also knows the non-mythic version.
  SUMMON NATURE’S ALLY II
   
   As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 2nd-level 
  list, or 1d3 creatures of the same kind from the 1st-level list, as 
  normal for summon nature’s ally II. If you choose to summon 
  1d3 creatures from the 1st-level list, only one of them gains a 
  use of mythic power and a special ability. 
   
  Additionally, when choosing what special ability 
  the summoned creature gains, you may choose any 1st-
  tier guardian path ability for which the creature meets 
  the prerequisites, instead of the options listed for mythic 
  summon nature’s ally I.
  SUMMON NATURE’S ALLY III
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 3rd-
  level list, 1d3 creatures of the same kind from the 2nd-level 
  list, or 1d4+1 creatures of the same kind from the 1st-level 
  list, as normal for summon nature’s ally III. If you summon 
  one creature from the 3rd-level list, that creature gains two 
  uses of mythic power, and you may choose two abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide two uses of mythic power and two 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally II.
  SUMMON NATURE’S ALLY IV
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 4th-
  level list, 1d3 creatures of the same kind from the 3rd-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon nature’s ally IV. If you summon 
  one creature from the 4th-level list, that creature gains two 
  uses of mythic power, and you may choose two abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide two uses of mythic power and two 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally III, plus the feral savagery universal monster ability (the 
  extra attack occurs whenever the creature uses the full-attack 
  action).
  SUMMON NATURE’S ALLY V
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 5th-level 
  list, 1d3 creatures of the same kind from the 4th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list, 
  as normal for summon nature’s ally V. If you summon one 
  creature from the 5th-level list, that creature gains three uses 
  of mythic power, and you may choose three abilities for the 
  creature to gain. If you summon creatures from a lower-level 
  list, you may divide three uses of mythic power and three 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally IV.
  SUMMON NATURE’S ALLY VI
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 6th-level 
  list, 1d3 creatures of the same kind from the 5th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list, 
  as normal for summon nature’s ally VI. If you summon one 
  creature from the 6th-level list, that creature gains three uses 
  of mythic power, and you may choose three abilities for the 
  creature to gain. If you summon creatures from a lower-level 
  list, you may divide three uses of mythic power and three 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally V, plus any of the 3rd-tier guardian path abilities, 
  although such abilities count as two abilities for the purposes 
  of how many abilities you can grant.
  
  5
  SUMMON NATURE’S ALLY VII
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 7th-
  level list, 1d3 creatures of the same kind from the 6th-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon nature’s ally VII. If you summon 
  one creature from the 7th-level list, that creature gains four 
  uses of mythic power, and you may choose four abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide four uses of mythic power and four 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally VI.
  SUMMON NATURE’S ALLY VIII
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 8th-level 
  list, 1d3 creatures of the same kind from the 7th-level list, 
  or 1d4+1 creatures of the same kind from a lower-level list, 
  as normal for summon nature’s ally VIII. If you summon 
  one creature from the 8th-level list, that creature gains four 
  uses of mythic power, and you may choose four abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide four uses of mythic power and four 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally VII, plus the dual initiative universal monster ability, 
  although this counts as three abilities for the purposes of how 
  many abilities you can grant.
  SUMMON NATURE’S ALLY IX
   
  As mythic summon nature’s ally I, with the following 
  exceptions: you can summon one creature from the 9th-
  level list, 1d3 creatures of the same kind from the 8th-level 
  list, or 1d4+1 creatures of the same kind from a lower-level 
  list, as normal for summon nature’s ally IX. If you summon 
  one creature from the 9th-level list, that creature gains four 
  uses of mythic power, and you may choose four abilities for 
  the creature to gain. If you summon creatures from a lower-
  level list, you may divide four uses of mythic power and four 
  abilities amongst those creatures as you see fit.
   
  Additionally, when choosing what special abilities 
  the summoned creature or creatures gain, you may choose 
  from any of the options available for mythic summon nature’s 
  ally VIII, plus any of the 6th-tier guardian path abilities, 
  although such abilities count as three abilities for the 
  purposes of how many abilities you can grant.
  SUNBURST
   
  The spell’s area increases to a 100-foot-radius burst. 
  The damage inflicted by the spell increases to 6d8 for most 
  creatures, and 1d8 per caster level (maximum 25d8) for 
  undead, fungi, mold, oozes, and slimes. After the initial 
  burst, a small glowing orb of light hangs in the center of 
  the spell’s area, raising the light level within the spell’s area 
  to bright, and inflicting 2d8 points of damage per round to 
  undead creatures, fungi, molds, oozes, and slimes that end 
  their turn within the spell’s area, and automatically dispelling 
  any darkness spell of 7th level or lower cast within the area, 
  as though that spell had been successfully countered. The orb 
  remains for 1 round per caster level, and light created by it is 
  treated as natural sunlight for the purposes of determining 
  its effect on creatures with weaknesses to sunlight (such as 
  vampires, wraiths, and so on).
  SYMBOL OF DEATH
   
  The total number of hit points’ worth of creatures 
  that the spell can affect is increased by 5 per caster level 
  you possess (to a maximum of 250 hit points at 20th level), 
  but it cannot affect any given creature with 151 or more hit 
  points. As with a non-mythic symbol of death, once triggered, 
  the symbol glows for 10 minutes per caster level or until 
  expended, and any creature that enters the area while the 
  symbol is triggered is affected. However, at the end of this 
  time, if the symbol has not affected the maximum number 
  of hit points’ worth of creatures that it is able to, it goes 
  dormant, but the spell does not end, and the symbol of death 
  can be triggered again.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of death.
   
  Augmented (8th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of death to 
  create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of death would become dormant after being 
  triggered, it attempts to drain one use of mythic power from 
  you, in order to restore the number of hit points’ worth 
  of creatures it can affect back to the maximum amount. 
  The spell is able to draw mythic power from you across any 
  distance, but not if you are on a different plane of existence 
  from the symbol. You can choose to prevent it from doing 
  so, but if you do, or if you do not have a use of mythic power 
  remaining, the spell does not recharge in this way.
   SYMBOL OF FEAR
   
  Creatures that are panicked by a mythic symbol 
  of fear develop an overriding aversion to the symbol, and 
  cannot willingly come within 60 feet of it. Every 24 hours, the 
  creature can attempt a Will save to overcome this aversion, 
  but failure means that they cannot willingly come within 60 
  feet of the symbol for another 24 hours.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of fear.
  
  6
   
  Augmented (8th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of fear to 
  create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of fear’s duration would expire after being 
  triggered, it attempts to drain 1 use of mythic power from 
  you, in order to allow it to become dormant, and able to be 
  triggered once more. The spell is able to draw mythic power 
  from you across any distance, but not if you are on a different 
  plane of existence from the symbol. You can choose to 
  prevent it from doing so, but if you do, or if you do not have a 
  use of mythic power remaining, the spell does not recharge in 
  this way.
  SYMBOL OF INSANITY
   
  Creatures affected by a mythic symbol of insanity can 
  only be cured of the insanity effect 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 mythic 
  symbol of 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 
  effect.
   
  Affected creatures also use the table used for mythic 
  confusion (found in Pathfinder Roleplaying Game: Mythic 
  Adventures) to determine their actions each round, rather 
  than the normal table for confusion effects.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of insanity.
   
  Augmented (5th): If you expend two uses of mythic 
  power when casting this spell, instead of the spell’s normal 
  effect, you can cause the affected creature to immediately 
  gain 1d3 madnesses. You choose three madnesses when the 
  spell is cast, and the order in which they are gained, and each 
  target rolls separately to determine how many madnesses 
  they gain, in the chosen order. 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.
   
  Augmented (8th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of insanity 
  to create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of insanity’s duration would expire after being 
  triggered, it attempts to drain 1 use of mythic power from 
  you, in order to allow it to become dormant, and able to be 
  triggered once more. The spell is able to draw mythic power 
  from you across any distance, but not if you are on a different 
  plane of existence from the symbol. You can choose to 
  prevent it from doing so, but if you do, or if you do not have a 
  use of mythic power remaining, the spell does not recharge in 
  this way.
  SYMBOL OF PAIN
   
  Creatures affected by a mythic symbol of pain must 
  succeed on a secondary Fortitude save or be wracked with 
  even more intense pain, halving their movement speed and 
  leaving them staggered. Creatures that fail this saving throw 
  by 5 or more pass out from the pain and fall unconscious 
  for 2d4 hours, during which time they can’t be awoken by 
  normal means. Once the creature leaves the area of the 
  symbol, he can make a new Fortitude save every 10 minutes to 
  end the staggered condition, although the rest of the negative 
  effects imposed by the spell persist normally.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of pain.
   
  Augmented (6th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of pain to 
  create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of pain’s duration would expire after being 
  triggered, it attempts to drain 1 use of mythic power from 
  you, in order to allow it to become dormant, and able to be 
  triggered once more. The spell is able to draw mythic power 
  from you across any distance, but not if you are on a different 
  plane of existence from the symbol. You can choose to 
  prevent it from doing so, but if you do, or if you do not have a 
  use of mythic power remaining, the spell does not recharge in 
  this way.
  
  7
  SYMBOL OF PERSUASION
   
  In addition to the spell’s normal effects, you gain 
  a +10 bonus on all Bluff and Diplomacy checks involving 
  any creature affected by the mythic symbol of persuasion. 
  If you are able to communicate with the creature, you can 
  attempt to improve her attitude towards you naturally while 
  she is still under the spell’s effects. This functions as normal 
  for changing a creature’s attitude with Diplomacy, except 
  that the DC for the check is based on the creature’s attitude 
  towards you before being affected by the mythic symbol of 
  persuasion. If the check is successful, then at the end of the 
  spell’s duration, the creature’s attitude towards you remains 
  helpful indefinitely. Additionally, you add your mythic tier to 
  any opposed Charisma checks made to convince the creature 
  to do something it wouldn’t ordinarily do.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of persuasion.
   
  Augmented (2nd): If you expend two uses of mythic 
  power, you may choose a single suggestion, as the spell 
  suggestion, at the time you create the symbol. In addition to 
  the spell’s other effects, any creature affected by the mythic 
  symbol of persuasion is also affected as though by suggestion, 
  with the chosen suggestion.
   
  Augmented (6th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of persuasion 
  to create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of persuasion’s duration would expire after 
  being triggered, it attempts to drain 1 use of mythic power 
  from you, in order to allow it to become dormant, and able 
  to be triggered once more. The spell is able to draw mythic 
  power from you across any distance, but not if you are on a 
  different plane of existence from the symbol. You can choose 
  to prevent it from doing so, but if you do, or if you do not 
  have a use of mythic power remaining, the spell does not 
  recharge in this way.
  SYMBOL OF SLEEP
   
  A mythic symbol of sleep can affect creatures whose 
  Hit Dice are less than or equal to 10 + your mythic tier. 
  Additionally, you may choose when you cast the spell to 
  increase the duration of the sleep effect to 10 minutes per 
  mythic tier you possess, instead of the normal time. Finally, 
  when you cast the spell, you can choose to have it affect 
  all creatures that are rendered unconscious by the spell in 
  one or more of the following ways (this choice applies to all 
  creatures affected by the spell, and cannot later be changed):
  •	
  The creature is affected as though by the nightmare 
  spell (or the mythic version of the nightmare spell, if 
  you also know the mythic version of that spell). 
  •	
  The creature receives a particularly recuperative rest, 
  recovering 2 hit points per Hit Dice and 2 points of 
  ability score damage at the end of the sleep effect. 
  Creatures that are awoken prematurely by any means 
  do not receive these benefits. 
  •	
  The creature experiences a dream up to 10 minutes in 
  length, which can have any content or message that 
  you choose. The nature of the dream is determined 
  when the spell is cast, applies to all affected 
  creatures, and cannot later be changed.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of sleep.
   
  Augmented (6th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of sleep to 
  create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of sleep’s duration would expire after being 
  triggered, it attempts to drain 1 use of mythic power from 
  you, in order to allow it to become dormant, and able to be 
  triggered once more. The spell is able to draw mythic power 
  from you across any distance, but not if you are on a different 
  plane of existence from the symbol. You can choose to 
  prevent it from doing so, but if you do, or if you do not have a 
  use of mythic power remaining, the spell does not recharge in 
  this way.
  
  8
  SYMBOL OF STUNNING
   
  Creatures affected by a mythic symbol of stunning 
  are paralyzed for 1d4 rounds before being stunned for 1d6 
  rounds, and after they are stunned, they are still staggered for 
  an additional 1d8 rounds.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of stunning.
   
  Augmented (4th): If you expend two uses of mythic 
  power, the mythic symbol of stunning stuns targets with a 
  powerful burst of electricity, instead of by affecting their 
  minds. Any creature that triggers the symbol or comes within 
  range of it while it is active suffers 1d8 points of electricity 
  damage per mythic tier you possess. Such creatures are not 
  entitled to the Will save normally offered by the spell, but a 
  successful Fortitude save halves this electricity damage and 
  prevents the paralyzed, stunned, and staggered conditions. 
  This version of the spell loses the mind-affecting descriptor 
  and gains the electricity descriptor.
   
  Augmented (6th): If you expend 3 uses of mythic 
  power, you can allow the mythic symbol of stunning to create 
  a connection to you, allowing it to siphon magical power 
  from you to last indefinitely. If you do, whenever the mythic 
  symbol of stunning’s duration would expire after being 
  triggered, it attempts to drain 1 use of mythic power from 
  you, in order to allow it to become dormant, and able to be 
  triggered once more. The spell is able to draw mythic power 
  from you across any distance, but not if you are on a different 
  plane of existence from the symbol. You can choose to 
  prevent it from doing so, but if you do, or if you do not have a 
  use of mythic power remaining, the spell does not recharge in 
  this way.
  SYMBOL OF WEAKNESS
   
  The ability damage inflicted by a mythic symbol of 
  weakness cannot be healed by any means (including wish 
  or miracle) as long as the affected creature is still within 
  60 feet of the symbol and the symbol is still active. Even 
  if the creature moves away from the symbol, this ability 
  damage cannot be healed by magical means unless the caster 
  succeeds on a special caster level check (d20 + the caster’s 
  caster level + the caster’s mythic tier vs. DC 11 + your caster 
  level + your mythic tier). The ability damage can still be 
  healed naturally over time.
   
  You may choose more than one triggering condition, 
  allowing the symbol to be triggered in more than one way. It 
  takes no additional time to attune any number of creatures 
  to the spell, provided that they are all present at the time 
  the spell is cast. Attuning the spell to creatures that are not 
  present affects the casting time normally. Additionally, you 
  add your mythic tier to the DC of dispel checks made to 
  dispel the mythic symbol of weakness.
   
  Augmented (6th): If you expend three uses of 
  mythic power, you can allow the mythic symbol of weakness 
  to create a connection to you, allowing it to siphon magical 
  power from you to last indefinitely. If you do, whenever the 
  mythic symbol of weakness’s duration would expire after 
  being triggered, it attempts to drain 1 use of mythic power 
  from you, in order to allow it to become dormant, and able 
  to be triggered once more. The spell is able to draw mythic 
  power from you across any distance, but not if you are on a 
  different plane of existence from the symbol. You can choose 
  to prevent it from doing so, but if you do, or if you do not 
  have a use of mythic power remaining, the spell does not 
  recharge in this way.
  SYMPATHETIC VIBRATION
   
  The spell’s range increases to close (25 feet + 5 feet 
  per 2 caster levels), and the sonic damage the spell inflicts 
  each round increases to 5d10. Additionally, the spell can 
  affect structures that are not freestanding, but it deals only 
  1/2 damage to such structures, and they receive a Fortitude 
  save each round to negate the damage for that round (for 
  the purposes of this spell, a structure receives a +1 bonus on 
  its saving throw for each foot of stone or earth surrounding 
  it, up to a maximum bonus of +10. At the GM’s discretion, 
  certain structures may gain additional bonuses or penalties 
  based on their size, the quality of their construction, or 
  similar factors).
   
  Augmented (5th): If you expend two uses of 
  mythic power, you can have the spell deal all of its damage 
  to the structure at once. This reduces the spell’s duration to 
  instantaneous, and causes it to inflict 5d10 points of damage 
  per caster level to the structure (ignoring hardness).
   
  Augmented (9th): If you expend eight uses 
  of mythic power, you can cause this spell to affect all 
  freestanding structures within 1 mile of your location at the 
  time you cast the spell.
   
  SYMPATHY
   
  When determining what types of creatures are 
  affected by the spell, you have a greater level of freedom over 
  what types of criteria you use. You can choose to have the 
  spell affect creatures of a certain creature type or alignment, 
  or you can specify more abstract conditions, such as creatures 
  of a certain profession, age, nationality, or gender. You can 
  also choose multiple conditions, if desired (for example, you 
  could choose to have the spell affect only troglodytes who are 
  old or older, or only humanoids that are bakers).
  
  Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is 
  granted solely through the use of the Open Gaming License, Version 1.0a.  
   
  This material is being released using the Open Gaming License Version 1.0a and you should read and understand the 
  terms of that license before using this material.  
   
  The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided 
  within the License itself.  
   
  The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, 
  and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, 
  D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a 
  trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, 
  Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of 
  Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of 
  Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms 
  of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of 
  the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted 
  Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, 
  mind flayer, illithid, umber hulk, yuan-ti. 
   
  All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.  
   
  More information on the Open Game License can be found at www.wizards.com/d20. 
   
  The terms of the Open Gaming License Version 1.0a are as follows:  
   
  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 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: Missing Mythic Magic Volume I 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: Missing Mythic Magic Volume III 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: Missing Mythic Magic Volume V 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: Missing Mythic Magic Volume VII 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: Missing Mythic Magic Volume IX 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: Missing Mythic Magic Volume XI 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: 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 
  Mythic Mastery: Missing Mythic Magic Volume XVIII Copyright 2015, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XIX Copyright 2016, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XX Copyright 2016, 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 XX.pdf