TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  
  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, 
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  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 
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  LLC does not guarantee compatibility, and does not endorse this product.
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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
  	
  This	book	presents	five	new	Egyptian-themed	
  spells.	Each	of	these	spells	also	includes	information	for	the	
  mythic	version	of	that	spell,	presented	after	the	end	of	the	
  spell’s	description.	The	spells	are	presented	in	alphabetical	
  order.	For	more	information	on	mythic	spells,	see	Mythic 
  Adventures.
  BEETLE BORE 
  School necromancy;	Level druid	3,	sorcerer/wizard	3,	witch	
  4
  Casting Time 1	standard	action
  Components V,	S,	M	(a	preserved	scarab	beetle)
  Range close	(25	ft.	+	5	ft./2	levels)
  Target one	creature
  Duration 1	round/level
  Saving Throw Fortitude	negates	and	Fortitude	partial,	see	
  text;	Spell Resistance no
  	
  You	animate	the	tiny	body	of	a	single	scarab	beetle,	
  which	flies	into	the	target,	boring	into	its	skin	where	it	
  releases	toxins	from	the	underworld	until	death	claims	it	
  once	again.	The	beetle	reaches	the	target	unerringly	and,	
  unless	he	succeeds	on	his	initial	Fortitude	save,	takes	root	
  in	his	body,	dealing	1d4	points	of	damage	as	it	burrows	into	
  the	target.	Each	round	for	the	spell’s	duration,	on	the	target’s	
  turn,	the	beetle	releases	vile	energy	from	the	underworld,	
  weakening	the	target.	The	target	must	succeed	on	a	Fortitude	
  save	each	round,	or	suffer	1d4	points	of	damage	and	1	point	
  of	Strength	damage.	A	successful	Heal	check	(DC	20),	made	
  as	a	full-round	action,	or	any	spell	which	can	be	used	to	cure	
  diseases,	immediately	ends	the	spell’s	effect.	
  BEETLE BORE
  	
  Add	your	mythic	tier	to	the	amount	of	damage	dealt	
  by	the	beetle	when	it	bores	into	the	target.	Additionally,	
  the	amount	of	Strength	damage	dealt	by	the	beetle	on	
  subsequent	rounds	is	increased	to	1d4.	Finally,	the	DC	to	
  remove	the	beetle	from	the	target	with	a	Heal	check	is	
  increased	by	an	amount	equal	to	twice	your	mythic	tier,	and	
  it	cannot	be	removed	by	spells	which	cure	disease,	unless	the	
  spell	is	cast	by	a	mythic	character.
   
  Augmented (3rd): By	expending	3	uses	of	mythic	
  power	when	you	cast	this	spell,	you	create	a	number	of	
  beetles	equal	to	your	mythic	tier.	These	beetles	can	target	
  the	same	creature	or	several	different	creatures,	at	your	
  discretion.	Each	beetle	must	be	removed	separately.	
  BLOOD SCRYING
  School divination	(scrying);	Level cleric/oracle	3,	sorcerer/
  wizard	5,	witch	4
  Casting Time 1 hour
  Components V,	S,	F	(5	gallons	of	blood,	no	more	than	1	day	
  old)
  Range 100	miles
  Area special;	see	text
  Duration 1	hour/level
  Saving Throw none;	Spell Resistance no
  	
  Through	the	will	of	the	ancient	gods,	you	can	
  observe	the	past	in	the	surface	of	a	pool	of	blood.	When	you	
  cast	this	spell,	you	must	choose	to	view	a	single	area,	no	more	
  than	500	feet	in	diameter,	within	the	range	of	the	spell.	The	
  area	appears	in	the	surface	of	the	blood	used	as	a	focus	for	
  the	spell,	and	shows	you	previous	events	that	occurred	in	
  that	area,	exactly	as	though	you	had	been	observing	them	at	
  the	time	that	they	occurred.	By	default,	the	spell	displays	the	
  area	as	it	was	exactly	24	hours	ago,	and	then	moves	forward	
  in	real	time	for	the	spell’s	duration.	If	desired,	you	can	cause	
  the	spell	to	move	forward	or	backward	in	time	as	a	standard	
  action,	but	the	spell	cannot	show	events	that	occurred	
  further	in	the	past	than	1	day	per	caster	level	you	possess,	and	
  cannot	show	any	events	that	occurred	after	the	spell	was	cast.	
  In	addition	to	providing	you	with	visual	information	on	what	
  was	occurring	in	the	area	at	the	time,	you	can	concentrate	on	
  the	spell	in	order	to	hear	anything	audible	which	occurred	
  in	the	spell’s	area.	This	requires	a	swift	action	each	round.	At	
  any	time	during	the	spell’s	duration,	as	a	standard	action,	you	
  can	choose	to	view	a	different	area,	as	long	as	it	also	meets	
  those	criteria.	
  	
  This	spell	reveals	things	exactly	as	they	were,	though	
  creatures	that	would	be	obscured	from	a	scrying spell	appear	
  as	blurry	and	unclear,	while	creatures	protected	by	a	mind 
  blank spell	are	absent	from	this	spell’s	effect	entirely,	as	
  though	they	had	not	been	present	at	all.
  BLOOD SCRYING
  	
  The	area	you	can	view	with	this	spell	increases	to	a	
  1,000-foot	diameter.	Additionally,	you	add	your	mythic	tier	
  to	your	caster	level	when	determining	how	far	into	the	past	
  you	can	view,	and	how	long	the	spell	lasts.	Finally,	choosing	
  to	receive	auditory	input	with	this	spell	requires	only	a	free	
  action	each	round,	instead	of	a	swift	action.	
   
  Augmented (5th): By	expending	5	uses	of	mythic	
  power	when	you	cast	this	spell,	you	can	glean	additional	
  information	about	what	you	see	when	viewing	an	area	with	
  this	spell.	As	a	swift	action	each	round,	you	may	choose	to	
  gain	the	benefits	of	one	of	the	following	spells:	comprehend 
  languages,	detect chaos,	detect evil, detect good,	detect law,	
  detect magic, detect thoughts,	read magic,	see invisibility,	or 
  tongues. The	chosen	effect	lasts	for	the	spell’s	duration,	or	
  until	you	choose	a	different	one,	but	only	applies	to	things	
  you	see	and	hear	as	a	result	of	the	spell,	and	does	not	apply	to	
  anything	else.
   
  Augmented (10th): By	expending	15	uses	of	mythic	
  power	when	you	cast	this	spell,	you	can	choose	to	view	the	
  future	in	the	same	way	you	would	view	the	past.	This	spell	
  only	provides	information	about	the	most	likely	future	based	
  on	current	events,	and	constantly	shifts	and	changes,	as	the	
  future	does.	You	can	view	up	to	1	day	+	1	day	per	mythic	tier	
  into	the	future	in	real	time.
  INSATIABLE THIRST
  School divination	(scrying);	Level cleric/oracle	2,	sorcerer/
  wizard	1,	witch	1
  Casting Time 1	standard	action
  Components V,	S,	M	(a	pinch	of	sand)	
  Range medium	(100	ft.	+	10	ft./level)
  Target one	living	creature	
  
  3
  Duration instantaneous;	see	text
  Saving Throw Fortitude	negates;	Spell Resistance yes
  	
  You	drain	the	moisture	from	the	target,	filling	him	
  with	a	desperate	thirst	and	causing	his	body	to	horribly	
  degenerate	unless	he	consumes	water	quickly.	Unless	the	
  target	succeeds	on	a	Fortiude	save,	he	become	fatigued	for	
  1	minute.	During	this	time,	the	target	feels	a	great	desire	
  to	consume	water.	If	the	target	does	not	consume	1	pint	of	
  water	(a	full-round	action)	within	1	minute,	he	becomes	
  exhausted.	For	each	additional	minute	he	goes	without	
  consuming	at	least	1	pint	of	water,	he	suffers	1d4	points	of	
  nonlethal	damage.	If	the	target	is	cured	of	his	fatigue	or	
  exhaustion,	or	consumes	at	least	1	gallon	(5	pints)	of	water,	he	
  is	immediately	cured	of	this	effect.	
  INSATIABLE THIRST 
  	
  A	creature	affected	by	this	spell	immediately	suffers	
  an	amount	of	nonlethal	damage	equal	to	1d4	+	your	mythic	
  tier,	then	suffers	a	like	amount	of	damage	every	minute	until	
  the	spell’s	effect	is	ended,	in	addition	to	the	normal	effects	
  of	this	spell.	Additionally,	the	target	cannot	be	cured	of	this	
  nonlethal	damage	or	the	fatigued	and	exhausted	effects	of	
  this	spell,	except	by	consuming	water.	Finally,	a	creature	who	
  falls	unconscious	as	a	result	of	nonlethal	damage	inflicted	by	
  this	spell	takes	lethal	damage	on	a	failed	save,	instead.	
   
  Augmented (3rd): By	expending	1	use	of	mythic	
  power	when	you	cast	this	spell,	you	can	force	the	target	to	
  extract	water	from	his	blood	and	muscles	if	he	does	not	drink	
  it,	making	him	far	weaker	and	more	vulnerable.	Once	per	
  minute,	for	a	number	of	minutes	equal	to	your	caster	level,	
  the	target	must	consume	at	least	1	pint	of	water	(a	full-round	
  action)	or	suffer	1	point	of	Strength	and	Dexterity	damage.	
  This	effect	persists	until	the	effect’s	duration	ends	and	cannot	
  be	cured	in	any	way,	even	if	the	rest	of	the	spell’s	effect	is	
  ended,	though	Strength	and	Dexterity	damage	inflicted	in	
  this	way	can	be	restored	normally.	
  SANDSTORM
  School transmutation;	Level druid	7,	sorcerer/wizard	8
  Casting Time 1	full	round
  Components V,	S,	F	(a	bottle	of	sand	from	a	desert)
  Range long	(400	ft.	+	40	ft/level)
  Area 1-mile	radius
  Duration 10	min./level
  Saving Throw Fortitude	partial	and	Reflex	partial,	see	text;	
  Spell Resistance no
  	
  You	summon	the	blazing	sands	of	the	Nile	kingdom	
  and	the	treacherous	winds	of	the	underworld	in	a	wrathful	
  storm	to	punish	those	who	would	defy	the	old	gods.	You	
  must	be	in	desert	terrain	to	cast	this	spell,	and	it	has	no	effect	
  if	cast	in	another	location.	If	the	area	of	desert	you	are	in	
  is	smaller	than	the	spell’s	area,	only	the	area	that	is	desert	
  terrain	is	affected	by	the	spell.	You	cannot	cast	this	spell	
  indoors.	Within	the	spell’s	area,	wilds	sands	appear	which	
  obscure	vision	and	wreak	havoc	on	those	caught	in	the	storm.	
  
  4
  The	hot	winds	force	creatures	within	the	storm	to	succeed	
  on	a	Fortitude	save	every	minute	or	become	fatigued	and	
  suffer	1d4	points	of	nonlethal	damage.	Meanwhile,	the	sand	
  obscures	vision	within	the	spell’s	area,	giving	creatures	5	feet	
  away	concealment	(20%	miss	chance),	and	creatures	further	
  away	than	that	total	concealment.
  	
  The	area	within	a	100-foot	diameter	of	the	center	of	
  the	spell	is	filled	with	more	dangerous	and	forceful	winds,	
  which	cause	lethal	wounds	and	force	targets	in	the	area	away	
  from	the	center.	Any	creature	that	begins	its	turn	in	this	area	
  suffers	1d8	points	of	damage	for	every	2	caster	levels	you	
  possess	and	is	pushed	10	feet	in	a	straight	line	directly	away	
  from	the	center	of	the	spell’s	area.	A	successful	Reflex	save	
  halves	the	damage	and	negates	the	pushing	effect.	
  SAND STORM 
  	
  The	radius	of	the	spell’s	area	is	increased	to	a	number	
  of	miles	equal	to	your	mythic	tier,	and	you	add	your	mythic	
  tier	to	the	amount	of	nonlethal	damage	dealt	on	a	failed	
  saving	throw.	Additionally,	you	may	move	the	harsher	cyclone	
  of	winds	and	sands	created	at	the	center	of	the	spell	up	to	400	
  feet	as	a	standard	action	each	round.	Creatures	pushed	by	
  the	cyclone	of	winds	are	pushed	away	from	its	center,	rather	
  than	the	center	of	the	spell’s	effect,	if	those	are	not	the	same	
  direction. 
   
  Augmented (1st): By	expending	1	use	of	mythic	
  power	when	you	cast	this	spell,	you	can	designate	a	number	
  of	creatures	equal	to	your	mythic	tier	to	be	immune	to	
  the	harsh	effects	of	the	storm	for	its	duration	(including	
  yourself).	These	creatures	are	immune	to	the	normal	effects	
  of	the	storm,	but	are	still	affected	by	the	cyclone	of	harsher	
  winds	and	heat	normally.
   
  Augmented (5th): If	you	expend	3	uses	of	mythic	
  power	when	you	cast	this	spell,	it	functions	normally	even	if	
  you	are	not	in	a	desert	environment.	You	must	still	be	outside	
  to	cast	the	spell.
  TOMB HEX
  School necromancy	[curse];	Level cleric/oracle	6,	sorcerer/
  wizard	6,	witch	6
  Casting Time 10	minutes	
  Components V,	S,	M	(ash	from	a	burned	coffin)
  Range touch
  Target one	door	or	portal
  Duration 1	day/level;	see	text
  Saving Throw Fortitude	partial	and	Will	partial;	Spell 
  Resistance yes
  	
  You	mark	a	single	door	or	portal	with	the	mark	of	
  Anubis,	declaring	it	a	sacred	site	in	the	eyes	of	the	dread	
  god	of	the	underworld.	The	mark	lasts	for	1	day	per	caster	
  level	you	possess.	During	this	time,	whenever	the	door	is	
  opened	by	a	creature	who	does	not	wear	the	holy	symbol	of	
  Anubis,	a	cloud	of	cursed	dust	formed	from	the	ashes	of	the	
  underworld	explodes	in	a	30-foot	cone	from	the	doorway,	in	
  the	direction	from	which	the	door	was	opened.	Creatures	
  within	this	cone	must	succeed	on	a	Fortitude	save	of	suffer	
  1d6	points	of	Constitution	damage.	Ten	minutes	later,	
  creatures	who	were	caught	within	the	cloud	must	succeed	
  on	a	Will	save	or	be	driven	to	extreme	violence	by	the	curse.	
  Any	creature	who	fails	his	Will	save	becomes	overwhelmed	
  with	hatred	for	the	living	and	must	attack	the	nearest	living	
  creature	each	round.	If	an	affected	creature	cannot	attack	a	
  living	creature	on	its	round,	it	must	move	towards	a	living	
  creature	it	can	see.	If	an	affected	creature	cannot	see	any	
  living	creatures,	it	deals	1d8	points	of	damage	to	itself.	An	
  affected	creature	may	attempt	a	new	Will	save	each	round	to	
  end	this	effect.	This	spell	only	affects	living	creatures.
  TOMB HEX
  	
  Creatures	affected	by	this	version	of	the	spell	are	also	
  exposed	to	mummy	rot	after	suffering	Constitution	damage.	
  Additionally,	if	a	creature	dies	as	a	result	of	this	spell,	he	rises	
  1d4	rounds	later	as	a	mummy,	which	defends	the	warded	
  portal	against	all	intruders.	The	mummy	remains	even	after	
  the	spell	ends,	and	continues	to	protect	that	portal	until	
  destroyed.
   
  Augmented (6th): By	expending	10	uses	of	mythic	
  power	when	you	cast	this	spell,	you	can	curse	affected	
  creatures	with	a	plague	from	the	underworld.	The	first	time	
  a	creature	makes	a	Will	save	to	resist	the	effects	of	this	spell,	
  1d4	mythic	mummies	rise	from	the	ground	around	that	
  creature	and	attack	him	and	his	companions.	After	1	minute,	
  these	mummies	sink	into	the	ground,	returning	whence	they	
  came.	
  
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  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. 
  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 
   
  END OF LICENSE 
  
  Master the Magic of the Nile!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Mythic Mastery - Mythic Spells of the Nile.pdf