TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume X
  
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
   
  The Mythic Adventures book provides a large number 
  of mythic versions of existing spells, which grant mythic 
  spellcasters the ability to cast super-charged versions of spells 
  that they know. While the list of spells that were “mythified” 
  is impressive, many spells fell through the cracks. Missing 
  Mythic Magic is an attempt to take these spells and give them 
  the mythic treatment as well, eventually giving every spell in 
  the game a mythic version.
   
  All of the mythic spells in this book are based on 
  spells from the Pathfinder Roleplaying Game Core Rulebook. 
  The spells are presented in alphabetical order. For more 
  information on mythic spellcasting or mythic tiers in general, 
  see Mythic Adventures.
  GATE
   
  When you create the gate, you can choose to allow 
  only certain, designated creatures to pass through it. If you 
  do, you can choose up to one creature per caster level who 
  can use the gate, or you can choose a single observable trait 
  (such as “half-orcs” or “non-evil creatures,” but not “people I 
  like,” or “fighters”), and all creatures who match the chosen 
  trait are able to use the gate. Creatures that are not able to use 
  the gate pass through either side of the gate as though it were 
  not there.
   
  For the purposes of the calling creatures aspect 
  of the spell, add your mythic tier to your caster level when 
  determining the number of Hit Dice worth of creatures you 
  can call, and the maximum Hit Dice of creatures that you can 
  control.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, the gate can open to other locations on the same 
  plane. 
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, the gate that you create slices through solid matter 
  in the area where it is created, allowing it to be used like a 
  weapon. Any creature occupying a square in which you create 
  the gate must succeed on a Reflex save or suffer 10d6 points of 
  damage as the gate rips through their body.
   
  Augmented (7th): If you expend 5 uses of mythic 
  power, the gate remains in place for 1 hour per caster level, 
  and you do not need to maintain concentration in order for 
  it to do so. You can dismiss the gate at any time as a full-
  round action, but must be within 30 feet of it to do so. This 
  augmentation does not allow you to call any additional 
  creatures, but it is possible that creatures from the other side 
  may wander through of their own accord.
  GEAS/QUEST
   
  The spell’s casting time is reduced by 1 minute 
  per mythic tier you possess, to a minimum casting time of 
  1 minute. Add your mythic tier to your caster level for the 
  purposes of determining the maximum duration of the 
  spell’s effect. At any time, you can choose to temporarily 
  relieve the target of any ability score penalties that it has 
  accrued as a result of being unable to obey the geas. Doing 
  so is a full-round action that you can perform regardless of 
  distance. If you choose to do so, you can resume the ability 
  score penalties at any time with another full-round action. 
  The ability score penalties continue to accrue while they are 
  suppressed. A mythic geas can only be broken by a mythic 
  limited wish, miracle, or wish.
   
  Augmented (6th): At any time during the spell’s 
  duration, you can expend 2 uses of mythic power to change 
  the command that the target must carry out. Doing so has no 
  effect on the spell’s remaining duration.
   
  Augmented (8th): If you expend 7 uses of mythic 
  power, you can cause the geas to last indefinitely, until the 
  target succeeds on the given command. If the command 
  is open-ended, or otherwise cannot be completed by the 
  target’s own actions, he gains a +5 bonus on his Will save to 
  resist the spell. If you use this augmentation, you cannot use 
  the augmentation that allows you to change the command at 
  a later time.
   
  Augmented (10th): If you expend 4 uses of mythic 
  power, you can reduce the spell’s casting time to 1 full round.
   
  Special: Any character that knows the mythic 
  version of geas/quest also knows the mythic version of lesser 
  geas, as long as that character also knows the non-mythic 
  version of both spells.
  GEAS, LESSER
   
  Add your mythic tier to your caster level for the 
  purposes of determining the maximum duration of the spell’s 
  effect. At any time, you can choose to temporarily relieve 
  the target of any ability score penalties that it has accrued 
  as a result of being unable to obey the lesser geas. Doing 
  so is a full-round action that you can perform regardless of 
  distance. If you choose to do so, you can resume the ability 
  score penalties at any time with another full-round action. 
  The ability score penalties continue to accrue while they 
  are suppressed. A mythic lesser geas can only be broken by 
  mythic versions of the spells that can normally break a lesser 
  geas, or by a non-mythic miracle or wish.
   
  Augmented (4th): If you expend 3 uses of mythic 
  power, you can affect any living creature whose Hit Dice are 
  less than your caster level, provided that that creature is not 
  mythic. The creature is still entitled to a Will save to resist the 
  effect.
   
  Augmented (6th): At any time during the spell’s 
  duration, you can expend 2 uses of mythic power to change 
  the command that the target must carry out. Doing so has no 
  effect on the spell’s remaining duration.
  
  3
   
  Special: Any character that knows the mythic 
  version of lesser geas also knows the mythic version of geas/
  quest, as long as that character also knows the non-mythic 
  version of both spells.
  GENTLE REPOSE
   
  The spell’s duration increases to 1 week per caster 
  level. Additionally, the spell actually rejuvenates the flesh of 
  the corpse, and each casting effectively decreases the amount 
  of time that the corpse has been dead by 1 day (so a corpse 
  that had died one day ago would be in the same condition it 
  was in right after dying).
   
  Mythic gentle repose can also target a corporeal 
  undead creature that still possesses flesh. If cast on an 
  undead creature in this way, that creature gains a +5 bonus on 
  Disguise checks made to appear to be alive. This bonus lasts 
  for 24 hours.
   
  Augmented (2nd): If you expend 3 uses of mythic 
  power, the target corpse is shrunk down to one-twelfth 
  their normal size (so a corpse that was six feet tall would 
  be shrunk down to be six inches tall) and encased in a 
  glass dome, coffin, or similar small container. The creature 
  remains both miniaturized and preserved indefinitely, as 
  long as the container remains unopened. If the container is 
  opened or broken, the spell ends immediately. The container 
  has hardness 2 and 1 hit point per caster level you possess. 
  You can choose to make a container that cannot be opened 
  without breaking it, if you desire.
  GHOST SOUND
   
  Non-mythic creatures attempting to disbelieve the 
  spell must roll their saving throw twice and take the worse 
  result. Additionally, you can choose to have the spell impose 
  a penalty to hearing-based Perception checks on all creatures 
  that can hear it, whether they disbelieve the spell or not. This 
  penalty is directly related to the volume of the noise: for every 
  four humans’ worth of noise the spell creates, the penalty 
  increases by -1. Additionally, each time you cast a mythic 
  ghost sound, you can have it have one of the following effects:
  •	
  On the first round of the spell’s effect, it inflicts 1 
  point of sonic damage per four humans’ worth of 
  noise the spell creates (to a maximum of 10 points of 
  sonic damage) to each creature other than you that 
  can hear the noise. A successful Fortitude save halves 
  this damage.
  •	
  On the first round of the spell’s effect, each creature 
  that can hear it must succeed on a Fortitude save or 
  be deafened for 1d4 rounds, even if they succeed on 
  their Will save to disbelieve. This option can only be 
  selected if you choose to make the spell produce as 
  much noise as at least 20 normal humans.
  •	
  Each creature that fails to disbelieve the sound must 
  succeed on a Will save or be fascinated by the sound. 
  Fascinated creatures receive a new saving throw to 
  end the effect each round.
  GHOUL TOUCH
   
  The spell’s duration increases by 1 round per 2 
  mythic tiers you possess (to a maximum of 1d6+7 rounds). 
  Creatures affected by the target’s stench are nauseated, 
  instead of sickened. Finally, the radius of the stench effect is 
  increased to 20 feet.
   
  Augmented (4th): If you expend 2 uses of mythic 
  power, you are able to deliver one touch attack per 2 mythic 
  tiers you possess, allowing you to affect more than one 
  target. Each touch attack requires a separate attack action (or 
  separate attacks made as part of a full-attack action).
   
  Augmented (6th): If you expend 4 uses of mythic 
  power, the spell effectively becomes contagious, spreading 
  from victim to victim. Any creature that is affected by the 
  target’s stench becomes paralyzed as though he were the 
  target of the spell. This causes him to create his own stench, 
  which may paralyze other creatures, and so on. Any creature 
  that has already been paralyzed by the spell cannot be 
  paralyzed again, and is nauseated by the stench, instead. 
  GIANT FORM I
   
  The size penalty to Dexterity decreases to 0, the size 
  bonus to Constitution increases to +6, and the natural armor 
  bonus increases to +6. Additionally, the critical multiplier of 
  any melee weapon you wield for the spell’s duration increases 
  by 1. Finally, for the spell’s duration, you gain Awesome Blow, 
  
  4
  Improved Bull Rush, and Power Attack as bonus feats, even if 
  you do not meet the prerequisites.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, the damage inflicted by the rock throwing ability 
  granted to you by this spell is increased to 3d6.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, the ability score bonuses increase by an additional 2. 
  Additionally, during each casting of the spell, a number of 
  times equal to your tier, when you successfully hit a creature 
  one or more size categories smaller than you with a melee 
  attack, you can choose to have that attack deal maximum 
  damage. You must declare that you are using this ability 
  before rolling damage for the attack.
   
  Special: Any character that knows the mythic 
  version of giant form I also knows the mythic version of giant 
  form II, as long as that character also knows the non-mythic 
  version of both spells.
  GIANT FORM II
   
  The size penalty to Dexterity decreases to 0, the size 
  bonus to Constitution increases to +8, and the natural armor 
  bonus increases to +8. Additionally, the critical multiplier of 
  any melee weapon you wield for the spell’s duration increases 
  by 1. Finally, for the spell’s duration, you gain Awesome Blow, 
  Improved Bull Rush, and Power Attack as bonus feats, even if 
  you do not meet the prerequisites.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, the damage inflicted by the rock throwing ability 
  granted to you by this spell is increased to 3d10.
   
  Augmented (5th): If you expend 3 uses of mythic 
  power, the ability score bonuses increase by an additional 2. 
  Additionally, during each casting of the spell, a number of 
  times equal to your tier, when you successfully hit a creature 
  one or more size categories smaller than you with a melee 
  attack, you can choose to have that attack deal maximum 
  damage. You must declare that you are using this ability 
  before rolling damage for the attack.
   
  Special: Any character that knows the mythic 
  version of giant form II also knows the mythic version of 
  giant form I, as long as that character also knows the non-
  mythic version of both spells.
  GLIBNESS
   
  The bonus granted by the spell also applies to 
  Diplomacy checks made to influence a creature’s attitude 
  and to gather information (but not to make a request). 
  Additionally, for the spell’s duration, you are immune to 
  non-mythic effects that would detect your lies or force 
  you to speak the truth. Against mythic effects, the normal 
  protection granted by the spell against such effects still 
  applies (the user of the effect must succeed on a caster level 
  check).
   
  Augmented (3rd): When you cast this spell, you can 
  expend any number of additional uses of mythic power. For 
  each additional use of mythic power expended in this way, 
  during the spell’s duration, you can reroll a single failed Bluff 
  or Diplomacy check. You keep the better result, whether it is 
  the original result or the reroll.
  GLITTERDUST
   
  In addition to suffering a -40 penalty on Stealth 
  checks, creatures covered by the dust lose any miss chance 
  or concealment granted by being invisible for as long as 
  they remain covered by the dust. Additionally, for the spell’s 
  duration, the spell’s area remains filled with the cloud of 
  golden particles, and any creature that enters or begins its 
  turn in that area is covered by the dust and must succeed on a 
  Will save or be blinded. Creatures entering the area can close 
  their eyes to prevent the blindness effect.
   
  Augmented: If you expend 2 uses of mythic power, 
  the golden dust swirls and dances as it floats in the air, 
  creating a mesmerizing effect. Any creature within 30 feet of 
  the affected area that can see it must succeed on a Will save 
  or be fascinated by the cloud. A creature that succeeds on 
  this saving throw (or any subsequent saving throw to end the 
  fascination) is immune to this fascination effect for the spell’s 
  duration.
  GOOD HOPE
   
  This version of the spell grants a +4 morale bonus to 
  attack rolls, saving throws, skill checks, ability checks, and 
  weapon damage rolls, instead of a +2 bonus. Additionally, for 
  the duration of the spell, any negative spells with the emotion 
  or fear descriptors that the targets may be suffering from 
  are suppressed, as are any morale penalties, and the target is 
  immune to fear effects for the spell’s duration.
   
  This version of good hope can only be countered 
  and dispelled by a mythic crushing despair spell, or a mage’s 
  disjunction spell.
  GRASPING HAND
   
  The grasping hand gains a competence bonus to its 
  CMB and CMD equal to your mythic tier. Additionally, while 
  the grasping hand is still unable to damage creatures that it 
  grapples, it can pin them, or move the grapple, and does so 
  at your command (directing the grasping hand to perform 
  certain actions is a free action, although directing it to a new 
  target is still a move action). Alternatively, the grasping hand 
  can also be used to perform drag, reposition, or steal combat 
  maneuvers, instead of grappling. Its CMB is the same for 
  these combat maneuvers as it is for grappling.
   
  Additionally, you can direct the grasping hand to 
  pick up and otherwise handle unattended objects. Once per 
  round, it can perform a single action that can be performed 
  with a single hand, such as pull a lever, lift an object, open a 
  door, and so on. Treat the hand as having a Strength score of 
  
  5
  31 for the purposes of determining how much it can lift, pull, 
  drag, carry, and so on.
   
  Augmented (4th): If the grasping hand successfully 
  pins a creature, you can expend a single use of mythic power 
  and expend the spell’s remaining energy in order to have 
  the grasping hand reshape itself into binding ropes of pure 
  force, which wrap around the target. This functions as the 
  tie up option of a grapple, and the DC to escape these bonds 
  is equal to 20 + the grasping hand’s CMB. These magical 
  bindings have hardness 30 and a number of hit points equal 
  to your caster level + your mythic tier, and their break DC is 
  50. The magic bindings last for up to 1 day per mythic tier you 
  possess before fading.
   
  Special: If you know the mythic version of forceful 
  hand or interposing hand, you can apply the benefits of the 
  mythic versions of those spells to a mythic grasping hand. 
  Similar benefits overlap, and do not stack.
  GUIDANCE
   
  The competence bonus increases to +2. If your 
  mythic tier is 3rd or higher, it increases to +1d6, instead. 
  Additionally, the subject can choose whether or not to apply 
  the bonus after learning the result of the roll.
  HALLOW
   
  The DC to resist positive channeled energy in the 
  affected area is increased by an additional amount equal to 
  1/3 your tier (rounded down, minimum 1, maximum +7 at 9th 
  tier). The DC to resist negative energy is similarly reduced by 
  an additional amount equal to 1/3 your tier. Additionally, any 
  dead body that is interred in a site affected by mythic hallow 
  for a year and a day is difficult to turn into an undead creature 
  even after being removed from the hallowed site. Doing so 
  requires that the creature attempting to raise the body have 
  a mythic tier equal to or greater than your tier at the time the 
  hallow was cast, and that he succeed on a special caster level 
  check (1d20 + his caster level + his mythic tier, DC equals 11 + 
  your caster level + your mythic tier).
   
  Additionally, for one month after casting a mythic 
  hallow, the affected area is warded by a forbiddance effect 
  which only affects evil clerics and antipaladins, evil outsiders, 
  and undead. These creatures are treated as having alignments 
  different with respect to both law/chaos and good/evil, even 
  if this is not the case. The forbiddance effect does not prevent 
  the planar travel of creatures other than evil clerics and 
  antipaladins, evil outsiders, and undead.
   
  Augmented (4th): By expending 4 uses of mythic 
  power, you can cause the magic circle against evil and any 
  spell fixed to the hallowed site (as described in the non-
  mythic version of the spell) to use the mythic version of that 
  spell, instead of the non-mythic version. Any augmentations 
  for these mythic spells must be paid for separately.
  HALLUCINATORY TERRAIN
   
  You can affect structures and other non-natural 
  terrain (including buildings, trenches, roads, and, at the GM’s 
  discretion, particularly large and slow-moving vehicles). You 
  are still unable to affect creatures or equipment. Additionally, 
  when you cast the spell, you can choose to have it move with 
  you, rather than be fixed in one location. If you do, then you 
  shape the initial area, and as you move, the area moves with 
  you, retaining its shape. In this case, you simply provide a 
  general description of how you want the terrain to be altered, 
  and the nearby terrain is automatically adjusted to conform 
  to that general description as the spell’s area passes over it.
   
  Whether you choose to keep the effect in one 
  location or have it move with you, you can change any 
  element of the illusion at any time as a full-round action, 
  affecting up to one 30-foot cube per round.
  HALT UNDEAD
   
  The spell no longer ends immediately if the halted 
  creatures are attacked or take damage, although non-
  intelligent undead are entitled to a saving throw if that 
  occurs. Additionally, for every three mythic tiers you possess, 
  this spell can affect one additional undead creature.
   
  Augmented (3rd): If you expend 2 uses of mythic 
  power, you can use this spell to instead create a shimmering 
  wall of arcane energy which stops undead creatures, but has 
  no impact on creatures of any other types. This wall takes 
  
  6
  the form of either a straight line up to 20 feet/level long and 
  5 feet/level high, or a dome with a radius equal to 10 feet/
  level. Unintelligent undead are unable to pass through the 
  wall, and intelligent undead must succeed on a Will save in 
  order to pass through it, and even if they succeed they suffer 
  1d6 points of damage per caster level and are staggered for 
  2d6 rounds after passing through. The wall does not prevent 
  extradimensional travel in any way. This version of the 
  spell has a duration of concentration + 1 round/level, with 
  a maximum duration of 1 hour per mythic tier you possess. 
  Spell resistance applies.
  HEAL MOUNT
   
  The damage healed increases to 15 points of damage 
  per caster level (to a maximum of 225 points).
   
  Augmented: If you expend 2 uses of mythic power, 
  the spell also acts as restoration.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, the spell also invigorates the mount, granting it 
  a +4 enhancement bonus to its Strength, Dexterity, and 
  Constitution scores for 1 minute per caster level, and 
  doubling its movement speed for the same duration.
  HEAL, MASS
   
  The damage healed by each affected creature 
  increases to 15 points of damage per caster level (to a 
  maximum of 375 points at caster level 25). Additionally, 
  the affected creatures can be up to 60 feet apart from one 
  another.
   
  Augmented (5th): If you expend 5 uses of mythic 
  power, the spell also acts as restoration for each affected 
  creature. If used in this way, the spell can remove permanent 
  negative levels even without the material component that 
  restoration normally requires to do so.
   
  Augmented (8th): If you expend 13 uses of mythic 
  power, this spell can affect creatures in a much larger area. 
  This version of the spell affects each non-hostile living 
  creature within a 1-mile radius. When used in this way, the 
  spell only restores 5 points of damage per caster level (to a 
  maximum of 100 points at caster level 20), but it still has all 
  of the other effects of a heal spell.
  HELPING HAND
   
  Add your mythic tier to your caster level when 
  determining the spell’s duration. Additionally, the hand 
  is able to find creatures that are much farther away. For 
  every mythic tier you possess beyond first, the hand can 
  find creatures up to an additional mile away from you (to a 
  maximum range of 14 miles at 10th tier). Further, once the 
  helping hand locates the creature in question, it can cast any 
  cantrips or orisons that you have prepared once per round in 
  order to aid the subject in reaching you or encourage him or 
  her to follow it. You do not have direct control over how the 
  hand uses these spells, but it generally behaves in roughly 
  the same manner that you do, and with a similar amount of 
  tactical acuity.
  Distance
  Tier Required
  Time to Locate
  6 miles
  2nd
  6 hours
  7 miles
  3rd
  8 hours
  8 miles
  4th
  10 hours
  9 miles
  5th
  12 hours
  10 miles
  6th
  15 hours
  11 miles
  7th
  18 hours
  12 miles
  8th
  21 hours
  13 miles
  9th
  24 hours
  14 miles
  10th
  29 hours
  Table 1-1: Helping Hand Distances
   
  Augmented (2nd): If you expend 3 uses of mythic 
  power, the hand can attempt to compel the subject to follow 
  it. This functions as a suggestion spell, except that the 
  suggestion is always to follow the hand, and the duration 
  is the remaining duration of helping hand. If the creature 
  has not reached you by the end of the spell’s duration, the 
  compulsion ends when the spell vanishes.
   
  Augmented (5th): If you expend 5 uses of mythic 
  power, the hand can travel much farther, and lasts much 
  longer. The spell’s duration is increased to 1 day/level (with 
  your mythic tier still added to your caster level for the 
  purposes of the spell’s duration), and there is no longer a 
  maximum distance that the hand can reach, although each 
  mile of distance beyond 14 increases the amount of time 
  required by 5 hours.
   
  Augmented (9th): If you expend 12 uses of mythic 
  power, and know the non-mythic version of the spell 
  grasping hand, you can have the helping hand transform into 
  a grasping hand when it reaches the subject. If you do, then 
  the hand does its best to grapple the subject, and, once the 
  target is grappled, it brings the subject back to you, flying 
  at a rate of 120 feet per round directly to you. Once it arrives 
  at your location, it continues to grapple the subject for up 
  to 1 minute, after which the spell ends, and the subject is 
  released.
  
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  (e) “Product Identity” means product and product line names, logos and identifying marks including trade 
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  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 
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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 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 
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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 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. 
  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 
   
  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 X.pdf