TEXT: Mythic Mastery
  Alex Riggs, Joshua Zaback
  Missing Mythic Magic
  Volume XI
  
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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.
  HEROES’ FEAST
   
  Add your mythic tier to the number of creatures that 
  can benefit from the feast. Each creature partaking of the 
  feast heals a number of hit points equal to 5 times your caster 
  level (to a maximum of 75 at 15th level), and is cured of any 
  and all of the following conditions: ability damage, blinded, 
  confused, dazed, dazzled, deafened, exhausted, fatigued, 
  feebleminded, insanity, nauseated, sickened, and stunned. It 
  also automatically removes any disease or poison the affected 
  creature was suffering from, as though with a heal spell. 
  Finally, after consuming a mythic heroes’ feast, a character 
  can go without food or drink for one week.
   
  Augmented (3rd): If you expend two uses of mythic 
  power, the morale bonus to attack rolls and Will saves 
  increases to +2, and applies to damage rolls and all saving 
  throws, as well. The +4 bonus on saving throws against 
  poison and fear effects remains unaltered, but everyone who 
  partakes of the feast is immune to the fatigued and sickened 
  conditions for 12 hours.
   
  Augmented (8th): If you expend five uses of 
  mythic power, you can create an enormous feast, capable of 
  providing benefits to a number of creatures equal to 10 times 
  the sum of your caster level and your mythic tier.
  HEROISM, GREATER
   
  The morale bonus increases to +6 and applies on all 
  ability checks, attack rolls, saves, skill checks, and weapon 
  damage rolls. Allies adjacent to the target gain a +4 morale 
  bonus on saves against fear effects. The number of temporary 
  hit points that the spell grants increases to be equal to twice 
  your caster level (maximum 40), and in addition to being 
  immune to fear effects, the target is also rendered immune to 
  charm, death, and pain effects.
   
  Augmented (5th): When you cast this spell, you can 
  expend any number of additional uses of mythic power. If 
  you do, then for each additional use of mythic power spent 
  in this way, the target can take an additional standard action 
  during one of his turns during the spell’s duration (as if 
  using the amazing initiative ability of mythic characters, but 
  without needing to spend a use of mythic power to do so). 
  For every three uses of mythic power you expend in this way, 
  the target can use this ability one additional time during 
  the spell’s duration (so spending 3 uses allows him to use 
  this ability a total of four times [three plus one extra], while 
  spending 6 uses allows him to use the ability eight times [six 
  plus two extra], and so on). 
  HIDE FROM ANIMALS
   
  The spell’s effect also protects the warded creatures 
  from being perceived by any magical beast, plant, ooze, 
  or vermin, as long as the detecting creature either has an 
  Intelligence score of 2 or less, or does not have an Intelligence 
  score. Additionally, if a warded character touches an animal 
  or attacks any creature, the spell’s effect ends only for that 
  character, and not for the others.
   
  Augmented (2nd): If you expend 2 uses of mythic 
  power, you can cast an alternate version of this spell, which 
  wards a particular area from animals, causing them to 
  instinctively avoid it, and be unable to perceive anything 
  within it. This version of the spell does not have targets, but 
  instead has an area (20-foot-radius emanation, centered 
  on the touched point). Creatures within the area are not 
  perceived by any animal, magical beast, plant, ooze, or 
  vermin, as long as the detecting creature either has an 
  Intelligence score of 2 or less, or does not have an Intelligence 
  score. Creatures that exit the area can be perceived normally, 
  until they return, and if any creature within the warded 
  area makes an attack, or if a creature makes an attack 
  within 3 rounds of leaving the warded area, the spell ends 
  immediately. This version of the spell lasts for 1 hour per 
  level.
   
  Augmented (4th): If you expend 3 uses of mythic 
  power, you can cause the warded creatures to go unperceived 
  by creatures with an Intelligence score of 6 or less, instead of 
  2 or less, as outlined above.
  HIDE FROM UNDEAD
   
  The protection of the spell becomes even more 
  subtle and powerful, making it difficult for intelligent 
  undead to even recognize that intruders might be about. 
  If an intelligent undead creature notices something that 
  would indicate the presence of a creature warded by this spell 
  (such as the creature’s footprints, or the fact that a door that 
  had been closed was opened by the warded creature), the 
  intelligent undead must succeed on an additional Will save 
  (with a +2 bonus) in order to recognize that the phenomenon 
  indicates an intruder is present. Otherwise, the undead 
  creature simply does not make the connection between 
  whatever it perceives and the presence of unseen opponents 
  (it might brush away the footprints, or begin following them 
  in search of prey, or it might close the door, but it will not 
  cast true seeing or begin attacking empty space in search of 
  hidden opponents). 
   
  Augmented (2nd): If you expend 2 uses of mythic 
  power, you can cast an alternate version of this spell, which 
  wards a particular area from undead, causing them to 
  instinctively avoid it, and be unable to perceive anything 
  within it. This version of the spell does not have targets, but 
  instead has an area (20-foot-radius emanation, centered 
  on the touched point). Creatures within the area are not 
  perceived by any undead creature (Intelligent undead 
  creatures receive a Will save to resist this effect, as in the 
  normal version of the spell). Creatures that exit the area can 
  
  3
  be perceived normally, until they return, and if any creature 
  within the warded area makes an attack, or if a creature 
  makes an attack within 3 rounds of leaving the warded area, 
  the spell ends immediately. This version of the spell lasts for 1 
  hour per level.
  HOLD ANIMAL
   
  This spell can affect magical beasts and vermin as 
  though they were animals, as long as those creatures have an 
  Intelligence score of 2 or less, or do not have an Intelligence 
  score at all. Additionally, the target suffers a -2 penalty on all 
  saving throws after the initial one, as the spell is harder to 
  break free of once affected by it.
   
  Augmented (5th): If you expend 5 uses of mythic 
  power, you can cast a version of this spell that lasts 
  indefinitely. The spell has no duration, and ends only if the 
  target makes a successful saving throw. For this version of the 
  spell, a natural 20 on the saving throw is not an automatic 
  success, so if the target’s Will save result on a natural 20 
  (including the -2 penalty on subsequent saving throws) is not 
  high enough to meet or exceed the spell’s saving throw DC, 
  the character will remain paralyzed indefinitely. Creatures 
  paralyzed in this way cease all body functions, and do not 
  need to eat, drink, or sleep, although they continue to 
  breathe. You can end the effect at any time by dismissing the 
  spell. Additionally, if you die, the spell ceases to function.
  HOLD MONSTER
   
  This version of the spell neatly severs the mind’s 
  connection to the body, meaning that it can affect even 
  creatures that are normally immune to paralysis (as long as 
  they are subject to mind-affecting effects). Additionally, the 
  target suffers a -2 penalty on all saving throws after the initial 
  one, as the spell is harder to break free of once affected by it.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, the spell becomes incredibly tenacious and difficult 
  to shake off. Even if the target succeeds on a saving throw to 
  resist the spell, he must continue to make new saves each 
  round or become paralyzed. The -2 penalty on all saving 
  throws after the initial one only applies to saving throws 
  made while the target is already paralyzed, for this version of 
  the spell.
   
  Augmented (7th): If you expend 7 uses of mythic 
  power, you can cast a version of this spell that lasts 
  indefinitely. The spell has no duration, and ends only if the 
  target makes a successful saving throw. For this version of the 
  spell, a natural 20 on the saving throw is not an automatic 
  success, so if the target’s Will save result on a natural 20 
  (including the -2 penalty on subsequent saving throws) is not 
  high enough to meet or exceed the spell’s saving throw DC, 
  the character will remain paralyzed indefinitely. Creatures 
  paralyzed in this way cease all body functions, and do not 
  need to eat, drink, or sleep, although they continue to 
  breathe. You can end the effect at any time by dismissing the 
  spell. Additionally, if you die, the spell ceases to function. 
  This augmentation cannot be used in conjunction with the 
  3rd-tier augmentation.
   
  Special: Any character that knows the mythic 
  version of hold monster also knows the mythic version of 
  mass hold monster, as long as that character also knows the 
  non-mythic version of both spells.
  HOLD MONSTER, MASS
   
  As the mythic version of hold monster, except that 
  it can affect your choice of any number of creatures, no two 
  of which can be more than 30 feet apart, or one creature per 
  mythic tier, all of which must be within medium range (100 
  ft. + 10 ft./level).
   
  Augmented: If you use any of the augmented 
  options of the mythic version of hold monster for a mythic 
  mass hold monster, they apply to only a single creature, by 
  default. For each additional mythic point you spend beyond 
  the required amount, you can apply the augmented effect to 
  one additional creature targeted by the spell.
   
  Special: Any character that knows the mythic 
  version of mass hold monster also knows the mythic version 
  of hold monster, as long as that character also knows the non-
  mythic version of both spells.
  HOLD PERSON
   
  This version of the spell paralyzes the mind as surely 
  as it does the body, and prevents the target from taking even 
  purely mental actions, in addition to the normal effects of 
  being paralyzed. The only action that the creature can take 
  is to continue making saving throws to attempt to end the 
  effect. Additionally, the target suffers a -2 penalty on all 
  saving throws after the initial one, as the spell is harder to 
  break free of once affected by it.
   
  Augmented (3rd): If you expend 3 uses of mythic 
  power, the spell becomes incredibly tenacious and difficult 
  to shake off. Even if the target succeeds on a saving throw to 
  resist the spell, he must continue to make new saves each 
  round or become paralyzed. The -2 penalty on all saving 
  throws after the initial one only applies to saving throws 
  made while the target is already paralyzed, for this version of 
  the spell.
   
  Augmented (5th): If you expend 5 uses of mythic 
  power, you can cast a version of this spell that lasts 
  indefinitely. The spell has no duration, and ends only if the 
  target makes a successful saving throw. For this version of the 
  spell, a natural 20 on the saving throw is not an automatic 
  success, so if the target’s Will save result on a natural 20 
  (including the -2 penalty on subsequent saving throws) is not 
  high enough to meet or exceed the spell’s saving throw DC, 
  the character will remain paralyzed indefinitely. Creatures 
  paralyzed in this way cease all body functions, and do not 
  need to eat, drink, or sleep, although they continue to 
  breathe. You can end the effect at any time by dismissing the 
  spell. Additionally, if you die, the spell ceases to function. 
  This augmentation cannot be used in conjunction with the 
  3rd-tier augmentation.
   
  Special: Any character that knows the mythic 
  version of hold person also knows the mythic version of mass 
  hold person, as long as that character also knows the non-
  mythic version of both spells.
  
  4
  HOLD PERSON, MASS
   
  As the mythic version of hold person, except that it 
  can affect your choice of any number of creatures, no two of 
  which can be more than 30 feet apart, or one creature per 
  mythic tier, all of which must be within medium range (100 
  ft. + 10 ft./level).
   
  Augmented: If you use any of the augmented 
  options of the mythic version of hold person for a mythic 
  mass hold person, they apply to only a single creature, by 
  default. For each additional mythic point you spend beyond 
  the required amount, you can apply the augmented effect to 
  one additional creature targeted by the spell.
   
  Special: Any character that knows the mythic 
  version of mass hold person also knows the mythic version 
  of hold person, as long as that character also knows the non-
  mythic version of both spells.
  HOLY AURA
   
  The deflection and resistance bonuses granted by 
  this spell increase by +1. If your mythic tier is 6 or higher, 
  they increase by +2, instead. Further, you add your mythic 
  tier to the spell resistance granted by this spell. Finally, the 
  spell grants complete immunity to any charm or compulsion 
  effects with the evil descriptor, or which were cast by an 
  evil creature, in addition to the mental protection aspect of 
  protection from evil.
   
  Augmented (5th): If you expend two uses of mythic 
  power, then any evil creature that succeeds on a melee attack 
  against the warded creature is deafened as well as blinded, if 
  it fails its Fortitude save.
  HOLY SWORD
   
  The affected weapon also counts as epic for the 
  purposes of overcoming damage reduction, and any other 
  defensive ability that requires epic weapons to overcome 
  (such as regeneration that can only be defeated by epic 
  sources, etc.). Additionally, the weapon deals an extra 2d6 
  points of damage against mythic undead, mythic outsiders 
  with the evil subtype, and mythic dragons of evil alignments.
   
  Augmented (3rd): If you expend two uses of mythic 
  power, you can allow the spell to continue even if the 
  weapon leaves your hand. This allows the affected weapon 
  to be wielded by another, but if the weapon is wielded by a 
  creature who is not good-aligned, the spell ends immediately. 
  Further, each round that the weapon is wielded by a creature 
  other than you counts as 3 rounds for the purposes of the 
  spell’s duration. You can still only have on holy sword at a 
  time.
   
  Augmented (7th): If you expend four uses of mythic 
  power, you can affect two touched melee weapons, instead of 
  one. Both affected weapons must be wielded by you, and if 
  either weapon leaves your hand, the spell ends immediately 
  for that weapon. This augmentation cannot be used in 
  conjunction with the 3rd-tier augmentation.
  HORRID WILTING
   
  The damage inflicted by the spell increased to 1d8 
  points of damage per caster level (maximum 20d8), or 10 
  damage per level to water elementals and plants (maximum 
  200). Additionally, the maximum distance any two targets 
  can be from one another is increased from 60 feet to 100 feet. 
  Finally, the rapid loss of moisture from the body is incredibly 
  disorienting: creatures that succeed on their saving throw 
  are sickened for 1 minute, while those who fail their saving 
  throw are nauseated for 1d4 rounds and then sickened for 
  10 minutes. Consuming a gallon or more of water ends the 
  sickened and nauseated conditions.
   
  Augmented (4th): If you expend 3 uses of mythic 
  power, any creature that dies as a result of this spell is 
  immediately mummified, and rises as a mummy 1 round 
  later. Mummies created in this way remain under your 
  control for 24 hours. Each day thereafter, you can expend one 
  or more daily uses of mythic power in order to retain control 
  of a number of mummies equal to 1/2 your mythic tier per 
  use of mythic power spent (so a 4th-tier character who spent 3 
  uses could maintain control over 6 mummies). If you choose 
  not to continue controlling a mummy, it becomes free-willed, 
  and can act as it pleases, but mummies created in this way 
  remember little, if anything, of their former lives, and do not 
  bear you any particular ill will.
  HYPNOTIC PATTERN
   
  Add your mythic tier to the number of Hit Dice 
  of creatures affected. You can choose in what order to 
  affect creatures, although this spell does not grant you any 
  particular insight into how many Hit Dice the potentially 
  affected creatures have. You can also choose to have the spell 
  affect creatures with the fewest Hit Dice first, as normal, if 
  you prefer. Finally, affected creatures suffer an additional 
  -2 penalty on saving throws made to end the fascination 
  effect which are caused by a potential threat, or by another 
  distraction (such as the distraction bardic performance). An 
  obvious threat still automatically ends the fascination.
   
  Augmented (2nd): If you expend 2 uses of mythic 
  power, the spell’s duration increases by a number of rounds 
  equal to your mythic tier.
  HYPNOTISM
   
  Add your mythic tier to the number of Hit Dice 
  of creatures affected. You can choose in what order to 
  affect creatures, although this spell does not grant you any 
  particular insight into how many Hit Dice the potentially 
  affected creatures have. You can also choose to have the spell 
  affect creatures with the fewest Hit Dice first, as normal, if 
  you prefer. The normal +2 bonus on saving throws if the spell 
  is used in combat does not apply, and if the spell affects only 
  a single creature not in combat at the time, the saving throw 
  suffers a penalty of -4, instead of the normal penalty. Further, 
  affected creatures are treated as being three steps more 
  friendly in attitude, rather than two steps. Finally, the spell’s 
  duration increases to 2d4 minutes.
  
  5
  IDENTIFY
   
  Add your mythic tier to the bonus you gain on 
  Spellcraft checks made to identify the properties and 
  command words of magic items in your possession. You can 
  use this spell to identify artifacts, provided that your result 
  is high enough to do so. Additionally, while it otherwise 
  functions as detect magic, you gain all of the information that 
  would normally be provided on the second and third rounds 
  of study on the first round of study, instead. Further, you can 
  detect lingering auras for twice as long as you otherwise could 
  (faint auras last 2d6 rounds, moderate auras last 2d6 minutes, 
  and so on).
  ILLUSORY SCRIPT
   
  The spell’s casting time is reduced to 5 rounds per 
  page. Further, while the ability to implant suggestions and 
  the ability to make the script appear unintelligible to some 
  and clear to others lasts only 1 day/level, the text itself can 
  last indefinitely; at the time that the spell is cast, you can 
  choose whether, at the end of the spell’s duration, you want 
  the writing to vanish completely, become legible to everyone, 
  or become unintelligible to everyone. Additionally, instead of 
  (or in addition to) designating specific individuals who can 
  read the writing, you can also choose to allow the writing to 
  be read by anyone who speaks a specific password. Finally, the 
  first time that a creature looks at the illusory script, before 
  making their saving throw, the creature suffers 1d2 points 
  of Wisdom damage from the text’s shifting and unsettling 
  nature.
  ILLUSORY WALL
   
  Instead of creating a single image 1 ft. by 10 ft. by 
  10 ft., you can create a single wall comprised of a number of 
  1-ft.-by-10-ft.-by-10-ft. shapes equal to 1/2 your caster level 
  (rounded down). These 1-ft.-by-10-ft.-by-10-ft. shapes must all 
  be connected to one another, but can otherwise be configured 
  however you like, such as a tall thin wall, a long low wall, a 
  squared-off area, or, if you have enough space for it, even 
  a cube. Finally, while the walls remain permanent, you can 
  dismiss one or more 1-ft.-by-10-ft.-by-10-ft. segments of the 
  wall as a standard action.
  IMBUE WITH SPELL ABILITY
   
  You can transfer cleric spells from any school. 
  Additionally, the number and level of spells that the subject 
  can be granted are greatly expanded, as outlined on the table 
  below.
   
  Additionally, you are automatically aware whenever 
  the target casts a spell granted in this way, regardless of your 
  distance from the target. You know which spell the creature 
  cast, although you do not necessarily know the circumstances 
  that led up to the spell being cast, or how effective it was.
   
  Augmented (5th): If you choose to imbue the target 
  with any spells that you know the mythic version of, you may 
  imbue the target with the mythic version of that spell. You 
  must spend the appropriate number of uses of mythic power 
  to do so. You cannot imbue more uses of mythic power into 
  a creature in this way than half the creature’s Hit Dice. Any 
  uses of mythic power imbued in this way are not regained by 
  resting until the target either casts the spells that have mythic 
  power imbued in them, or dies.
  IMPLOSION
   
  Add your mythic tier to your caster level when 
  determining the amount of damage the spell inflicts, and also 
  the number of rounds that you can concentrate on the spell. 
  A creature that succeeds on its Fortitude save suffers 1d6 
  points of damage per caster level (maximum 25d6), instead of 
  negating the spell’s effects. 
   
  Augmented (7th): If you expend twelve uses of 
  mythic power, then each round that you concentrate, instead 
  of causing one creature to collapse in on itself, you can affect 
  all creatures and objects in a 10-foot-radius area in this way. 
  This also allows you to affect a particular creature more than 
  once per casting of the spell.
  IMPRISONMENT
   
  The target can only be freed by a freedom spell cast 
  by a mythic character whose mythic tier is equal to or greater 
  than yours was at the time the mythic imprisonment was 
  cast (although it does not need to be the mythic version 
  of freedom). Further, the spell also blocks most means of 
  divination that target the subject, and in addition to the 
  divinations that fail to locate a creature affected by a non-
  mythic imprisonment, spells such as legend lore completely 
  fail to provide any information on the subject at all, making 
  it difficult to even make an educated guess about where 
  he might have been imprisoned. Spells such as commune, 
  divination, or contact other plane similarly provide no insight. 
  Discern location also fails to detect the target’s location, 
  although a wish or miracle spell still provides such insights 
  (this counts as a very powerful request for a miracle, and 
  therefore requires 25,000 gp in powdered diamond).
  Recipient's HD
  1st
  2nd
  3rd
  1 - 2
  2
  -
  -
  3 - 4
  3
  1
  -
  5 - 6
  3
  2
  1
  7 - 8
  4
  2
  2
  9 - 10
  4
  3
  2
  11+
  5
  3
  3
  Maximum Spells Imbued
  Table 1-1: Imbue with Spell Ability
  
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  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 
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  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 
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  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
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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 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable.  
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Mythic Adventures Copyright 2013, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
  Pathfinder Roleplaying Game Bestiary 3 Copyright 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason 
  Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Mythic Mastery: The Mythic Glabrezu Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume I Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Heritages: Demonic Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Archery Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: The Mythic Succubus Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume II Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Mythic Balor Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Items of the Orient Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume III Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Draconic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Creatures of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IV Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Dretches and Quasits Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Pharaonic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume V Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Traps 2 Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Items of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Efreeti Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VI Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sphinxes Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Magic of the Nile Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Babau and Hezrou Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VII Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Nabasus and Shadow Demons Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Heritage of the Egyptian Gods Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume VIII Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Sci-Fi Relics Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback 
  Mythic Mastery: Angelic Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume IX Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mutant Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Curses II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Mythic Robots II Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume X Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
  Mythic Mastery: Mythic Aliens: The Astori Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: The Vordis Scourge Volume I Copyright 2014, Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback 
  Mythic Mastery: Fey Heritage Copyright 2014, Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback 
  Mythic Mastery: Missing Mythic Magic Volume XI Copyright 2014, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback 
   
  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 XI.pdf