TEXT: Mythic Champions 
  Mythic Champions 
  of the Spheres
  of the Spheres
  Mythic Champions 
  Mythic Champions 
  of the Spheres
  of the Spheres
  
  Credits
  Author: James Eder
  Creative Director: Adam Meyers
  Interior Art: Gennifer Bone, Maria Isabel Rauber Neves, Carlos “Celurian” Torreblanca, 1 
  Man Studio
  Cover Art: Gennifer Bone
  Layout: Rachel Meyers
  Editing: Johannes Luber
  Special Thanks: Astoroth, David Spektorov, Frog God Games, Iris, Legendary Games, 
  Steven Alpert, WhackARogue, Yidhra
  Mythic Champions of the 
  Spheres
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Mythic Champions of the Spheres ............................................................3
  Rules Priority ..........................................................................................3
  Mythic Champion Class Abilities .......................................................4
  Mythic Prodigy Class Features ..............................................................4
  Mythic Sage Class Features ...................................................................5
  Mythic Troubadour Class Features ........................................................6
  Mythic Warden Class Features ..............................................................8
  Mythic Prestige Class Abilities .........................................................10
  Mythic Aeronaut Captain Class Features ......................................................10
  Mythic Forest Lord Class Features ...............................................................11
  Mythic Tempestarii Class Features ................................................................12
  Mythic Waking Sleeper Class Features ........................................................12
  New Mythic Feats............................................................................13
  Mythic Magic Items ..........................................................................14
  New Legendary Item Ability ...................................................................14
  New Item Special Abilities .....................................................................14
  New Items ................................................................................................14
  Establishing And Strengthening A Church ..............................................23
  Establishing Churches ........................................................................23
  Church Attributes .....................................................................................24
  The Powers Of Faith .............................................................................25
  The Spheres Archwizard ..................................................................27
  
  Chapter 1 
  Introduction
  This product requires the rules found in Pathfinder Roleplaying 
  Game: Mythic Adventures from Paizo Publishing, Inc, as well 
  as Mythic Spheres of Power and Mythic Spheres of Might from 
  Drop Dead Studios.
  Mythic Champions of the Spheres
  It’s finally here! This book completes the trilogy of mythic sup-
  plements for the Spheres systems, and focuses on material for 
  characters that mix the systems. This product works best when 
  used alongside both Mythic Spheres of Power and Mythic Spheres 
  of Might, and it assumes you have access to them. (Otherwise, 
  we’d have to be reprinting a pretty insane amount of material - 
  and you don’t want that!)
  In addition to mythic class abilities for all champion class-
  es, this product includes mythic options for existing prestige 
  classes, as well as one additional prestige class that is now be-
  ing made official. The Spheres Archwizard is relatively strong 
  and may not be suitable for regular games, but is more appro-
  priate for the high power of mythic games. Mythic Champions 
  of the Spheres also includes rules for establishing a church (and 
  becoming increasingly godlike to your followers) and multiple 
  new mythic magic items.
  Rules Priority
  Sometimes, rules from different sources can conflict. When 
  determining which of them takes precedence, there are two 
  factors to consider. First, specific rules take precedence over 
  general rules. For example, characters normally provoke at-
  tacks of opportunity for making many combat maneuvers, but 
  feats or talents that say you do not provoke overwrite this gen-
  eral rule. In addition, stronger power sources overwrite weaker 
  ones. In most settings, deities are the highest source of power 
  and can overwrite any lesser effect. Artifacts come after dei-
  ties, then mythic sources, then other non-mythic sources. This 
  is why if a mythic source says you cannot get rid of a vulnera-
  bility, a non-mythic source can never overwrite that even if it 
  is more specific. Rules priority only comes into play when rules 
  directly conflict with each other; otherwise, things function as 
  written. Everything else should be addressed on a case-by-case 
  basis.
  
  Mythic Prodigy Class Features
  Mythic Sequence
  Add your tier to your prodigy level for determining the max-
  imum length of your sequences. As a free action you can take 
  once per combat, you can spend one mythic power to add half 
  your tier (rounded down, minimum 1) to the number of links 
  in your current sequence. This does not allow you to add more 
  links than you normally could; any extras are lost.
  Mythic Integrated Techniques and Imbued 
  Sequences
  As a free action, you can spend one mythic power to gain access 
  to additional sequence options and/or imbuements from two 
  combat or magic spheres you do not have for 1 minute. This 
  does not grant you the ability to cast or use any techniques you 
  do not have, but it does allow you to use effects that do not rely 
  on sphere-specific abilities (such as the Tentacle Swarm (finish) 
  imbuement or the Big Move (link) sequence option).
  Mythic Inspired Sequence
  When you start a sequence, you may spend one mythic power 
  to gain an additional +1 insight bonus to everything affected by 
  your inspired sequence until your sequence ends. This bonus 
  increases by +1 at 3rd and 6th tiers. This stacks with other in-
  sight bonuses.
  Mythic Adaptation
  When you use adaptation, you can expend one mythic power 
  to gain an additional magic talent or combat talent from the 
  same sphere as your first talent. Add your tier to your prodigy 
  level when determining the number of times you can use adap-
  tation each day.
  Mythic Steady Skill
  You may select an additional skill when choosing which skill to 
  focus on with steady skill. At 3rd and 6th tiers, you may select a 
  third and fourth skill, respectively, for this effect. Once per day 
  per steady skill, you may expend a use of mythic power to take 
  20 on that steady skill without increasing the time it takes to 
  use the skill.
  Mythic Unbroken Sequence
  Add your tier to the number of rounds you can prevent your 
  sequence from ending when using unbroken sequence. You 
  may expend mythic power in place of martial focus to activate 
  an unbroken sequence. When you use mythic power this way, 
  you add one link per turn you are dazed, helpless, paralyzed, 
  stunned, or unconscious (up to your normal maximum of links). 
  This increase to your link happens at the end of your turn.
  When you gain flawless sequence, you may exchange this abili-
  ty for mythic flawless sequence.
  Mythic Improved Adaptation (requires Mythic 
  Adaptation)
  You gain an additional combat or magic talent when you use 
  mythic adaptation. This talent does not have to be from the 
  same sphere as your other talents.
  Mythic Reflect Spell
  You may expend one use of mythic power to add your tier to 
  your magic skill check when using reflect spell. When you do 
  so, you are no longer staggered on your next turn.
  Mythic Greater Adaptation
  When you use adaptation, you may gain the benefits of two 
  talents as a swift action.
  Chapter 2
  Mythic Champion Class 
  Abilities
  
  Mythic Share Adaptation
  When you use share adaptation, you may spend one mythic 
  power to grant that ally an additional two combat or magic 
  talents from the same sphere as the first. The ally must meet 
  the prerequisites for those granted talents.
  Mythic Variable Skill (requires Mythic Steady 
  Skill)
  When you change your main steady skill, you may also change 
  the additional steady skills granted by mythic steady skill. This 
  does not provide additional uses of the ability to spend a myth-
  ic power to take 20.
  When you get skill juggler, you may exchange this ability for 
  mythic skill juggler.
  Mythic Master Adaptation (requires Mythic 
  Greater Adaptation)
  When you use adaptation, you may select two talents as a free 
  action or three talents as a swift action.
  When you get grandmaster adaptation, you may exchange this 
  ability for mythic grandmaster adaptation.
  Mythic Flawless Sequence
  If you are dazed, helpless, paralyzed, stunned, or unconscious, 
  you may still spend one mythic power to gain one link in your 
  sequence per turn (as in mythic unbroken sequence).
  Mythic Greater Reflect Spell (requires Mythic 
  Reflect Spell)
  When you expend mythic power while using reflect spell, you 
  gain a +2 bonus to your caster level for one round if you suc-
  cessfully reflect a spell and you may use any talents that applied 
  to the spell you reflected for one round.
  Mythic Grandmaster Adaptation
  When you use adaptation, you may select two talents as an im-
  mediate action or three talents as a free action or four talents 
  as a swift action.
  Mythic Skill Juggler (requires Mythic Steady 
  Skill)
  When you change your main steady skill with skill juggler, you 
  may also change the additional steady skills you selected with 
  mythic steady skill.
  Mythic Perfected Prodigy
  You may spend one mythic power to add half your tier (round-
  ed down, minimum 1) to your casting ability modifier when 
  determining the number of links your sequence starts with.
  Mythic Sage Class Features
  The sage is an unusual class. It may still take mythic casting, 
  mythic spell pool, and mythic magic talents, even though it 
  does not have those class features by name.
  Mythic AC Bonus
  Add your tier to your sage level when determining the lev-
  el-based bonuses you get from AC bonus. These bonuses are 
  no longer capped at 20th level. As a free action, you may ex-
  pend one use of mythic power to increase your AC bonus from 
  this ability by your tier for one round per tier.
  Mythic Chi Gong
  At each odd tier, your chi gong gains a +1 enhancement bonus. 
  This increases its accuracy (when you attack directly with chi 
  gong, but not when applying it as a bonus to your unarmed 
  strikes or natural attacks) and its damage, and allows it to over-
  come damage reduction as an enchanted weapon.
  Mythic Esoteric Training
  When you gain this mythic class ability, you gain one of the 
  following benefits for an esoteric training package you possess. 
  You may select this mythic class feature more than once, but 
  only one time for each esoteric training you have. Each time 
  you do, you gain the mythic benefits for a different esoteric 
  training package.
  Mythic Chakra Disruptor
  Add your tier to the CMD penalty inflicted by your chi gong. 
  When you use your chi gong, you may expend one mythic pow-
  er to make your opponent roll twice on their Fortitude saving 
  throw against your chakra disruptor effect and take the lower 
  result.
  Mythic Enhancer
  Add your tier to your Wisdom modifier when determining the 
  duration of your enhancer ability bonus. At 1st, 3rd and 6th 
  tiers, you gain an additional +2 bonus you may apply to any 
  qualifying ability score when using your enhancer ability bo-
  nus. If you have mental escalation esotery, you may also apply 
  these bonuses to your mental ability scores when using mental 
  escalation, but those uses count against the number of increas-
  es you can add to physical ability scores.
  Mythic Infuser
  Add your tier to your class level when determining the DC of 
  the Reflex save creatures need to attempt against your infuser 
  ability. Creatures no longer get a bonus on their saving throw 
  based on their size category against your infuser ability. Finally, 
  select one feat or combat talent you do not know that applies 
  to your disarm, grapple, or trip attempts. You must meet the 
  prerequisites for this choice (except knowing any base sphere). 
  You gain the benefits of this feat or combat talent when crea-
  tures fail their Reflex save against your infuser ability and you 
  make the relevant type of combat maneuver.
  
  Mythic Ki Blaster
  Double the range of your ki blasts. You may apply a second 
  (blast type) talent to your ki blasts, as if using the Admixture 
  talent (normally, you cannot use Admixture on ki blasts).
  Mythic Manipulator
  Add your tier to the DC of Will saves that opponents must 
  attempt against your manipulator ability. When you spend a ki 
  point to try and establish a manabond as part of using your ma-
  nipulator ability, you may also expend one use of mythic power 
  to apply the effects of any (manabond) talent, even if you do 
  not know that talent. This replaces the normal manabond you 
  could apply, and you do not need to pay any further spell point 
  costs for that use of a manabond.
  Mythic Meditation
  Add your tier to your class level when determining the number 
  of bonus dice you get from meditation and the maximum num-
  ber of meditation dice you have. You may use your surge die 
  size instead of a 1d6 when rolling a meditation die. When you 
  meditate, you may expend one mythic power roll a meditation 
  die twice and choose a result to save. You may repeat this for as 
  many meditation dice as you want. When you use a meditation 
  die, you may use a saved result instead of rolling. This still ex-
  pends one of your meditation dice, as if you had rolled it. Any 
  saved rolls are lost when you regain mythic power.
  Mythic Esotery
  Once each day, as a full-round action, you may change one es-
  otery you have selected. In essence, you lose the esotery, and 
  gain a new esotery to replace it, as if you had retrained the 
  feature. You may not swap out any esotery you are using as a 
  prerequisite, nor can you swap out your signature technique.
  This mythic class feature may be selected more than once, but 
  no more times than the total number of esoteries you have. 
  Each time it is selected, it allows you to swap out an esotery 
  one additional time per day. You may swap out the same eso-
  tery multiple times, or swap out different esoteries.
  Mythic Skill Focus
  At 1st tier and 3rd level, 3rd tier and 6th level, and 6th tier and 
  9th level, you gain the Mythic Skill FocusMA feat for one skill 
  you have the Skill Focus feat for.
  Mythic Signature Technique
  Once each day, as a full-round action, you may change your sig-
  nature technique. In essence, you lose the signature technique, 
  and gain a new signature technique to replace it, as if you had 
  retrained the feature.
  Mythic Troubadour Class Features
  Mythic Performer’s Synergy
  Add your tier to your level when determining the bonus from 
  your performer’s synergy. In addition, double the bonus from 
  your performer’s synergy for saving throws you attempt against 
  abilities that would exercise mental control over you (including 
  most charm and compulsion effects).
  Mythic Personas
  You may have a second active persona. This second persona is 
  known as a co-conscious personality. You gain the benefits of 
  having each persona active, such as qualifying for racial feats 
  or talents, but not the trope benefit or persona quirks of your 
  co-conscious personality. Whenever you would be affected by 
  something, you may use the traits of either persona, whichever 
  is more beneficial. (For example, if you have an active human 
  persona and an active elf persona, and a special ability would 
  deal bonus damage to elves, you can choose to be treated as 
  a human even though your elf persona is active.) The co-con-
  scious personality is an active participant and may interrupt 
  you to talk or interact. If the two personalities want to do dif-
  ferent things, roll a d20. On a roll of 11 or higher, the trouba-
  dour’s personality dominates the actions for the round; on a 
  roll of 10 or lower, the co-conscious personality dominates the 
  actions for a round.
  Any power that would control your actions, such as a men-
  tal domination effect, must affect both of your personalities. 
  Otherwise, it must vie for dominance with your co-conscious 
  personality, as detailed above.
  You may gain and change the co-conscious personality when-
  ever you change your personas, including having them not 
  manifest at all. This can, itself, manifest in different ways. 
  Some mythic troubadours have a different co-conscious per-
  sonality for each of their personas, while others have a single 
  co-conscious personality that changes personas just like the 
  troubadour does. Any co-conscious personality that is not ac-
  tive is functionally unconscious, but still exists within the trou-
  badour’s mind. Co-conscious personalities can have different 
  alignments from the troubadour’s.
  
  Mythic Master of Disguise
  Add your tier to your class level when determining the bonus 
  you get from your master of disguise ability. In addition, you 
  can attempt a Disguise check when selecting your personas 
  to dress in such a way that you are believably either of them 
  (though anyone who recognizes that persona may recognize 
  that the persona is not wearing their ‘normal’ clothes).
  Mythic Quick Change
  Add your tier to your class level when determining how many 
  times you can use quick change each day. If you have mythic 
  personas, you gain a second pool of quick change uses that can 
  only be used for your split personality.
  Mythic Flexible Truth
  Add half your tier (rounded down, minimum 1) to the DC of 
  caster level checks creatures must attempt to succeed at us-
  ing truth-detecting and thought-detecting magic on you. If 
  you have mythic personas, creatures must succeed at a second 
  check at the same DC to accurately read your thoughts. If they 
  fail on either check and the magic is reading your mind, you 
  may choose which of your personalities’ thoughts are displayed.
  Mythic Greater Actor
  Each day, you may select one of your personas. Add your tier to 
  your class level when determining the benefits of that persona’s 
  tropes.
  Mythic Master Actor
  Requires Mythic Greater Actor.
  You may select a second persona for the benefits of mythic 
  greater actor.
  Mythic Master of Roles
  Requires Mythic Personas.
  Whenever you prepare your personas, you may prepare a sec-
  ond co-conscious personality in addition to a second regular 
  persona. When swapping personas as a free action, you may 
  only swap your regular persona with the persona you readied 
  for the regular role and your co-conscious personality with the 
  second co-conscious personality you prepared.
  Mythic Method Acting
  If you have mythic personas, you gain your co-conscious per-
  sonality’s trope benefit, but not any of their persona quirks.
  Once each day, as a full-round action, you may change one per-
  sona quirk one that one of your personas has. In essence, you 
  lose the persona quirk, and gain a new persona quirk to replace 
  it, as if you had retrained the quirk. You may not swap out any 
  quirk you are using as a prerequisite.
  This mythic class feature may be selected more than once, but 
  no more times than the total number of persona quirks any one 
  persona has. Each time it is selected, it allows you to swap out 
  a persona quirk one additional time per day. You may swap out 
  the same quirk multiple times, or swap out different quirks.
  Mythic Actor Training
  Once each day, as a full-round action, you may change one actor 
  training you know. In essence, you lose the actor training, and 
  gain a new actor training to replace it, as if you had retrained 
  the actor training. You may not swap out any actor training you 
  are using as a prerequisite.
  This mythic class feature may be selected more than once, but 
  no more times than the total number of actor trainings you 
  know. Each time it is selected, it allows you to swap out an 
  actor training one additional time per day. You may swap out 
  the same actor training multiple times, or swap out different 
  actor trainings.
  
  Mythic Warden Class Features
  Mythic Vigil
  Once per day, as a full-round action, you may change your vigil. 
  In essence, you lose your vigil, then gain a new vigil to replace 
  it, as if you had retrained the vigil. In addition, you gain two 
  talents associated with your vigil sphere. Each time you change 
  vigils, or at the start of the day if you have not changed your 
  vigil in 24 hours, exchange these talents for talents from your 
  current vigil sphere (you may choose the same two talents if 
  you are not changing your vigil sphere).
  Mythic Mystical Guardian
  You gain a flexible talent from the Guardian sphere. Treat this 
  like gaining a bonus talent, except that you may change this 
  talent to any other talent from the Guardian sphere after rest-
  ing for eight hours or by spending one use of mythic power as 
  a free action.
  Mythic Steadfast
  Add your tier to your warden level when determining the num-
  ber of additional attacks of opportunity you can make each 
  round (minimum +1). You may expend one use of mythic power 
  to gain a bonus equal to your tier on attack rolls for attacks of 
  opportunity for 1 round.
  Mythic Guard
  Add your tier to your character level when determining the 
  bonus of your guard ability. By expending one use of mythic 
  power as an immediate action, you may share your guard with 
  one additional ally within 30 feet for every two tiers you have 
  (minimum +1); this effect lasts for one round.
  Mythic Reinforcement
  Once each day, as a full-round action, you may change one rein-
  forcement you have selected. In essence, you lose the technical 
  insight, and gain a new reinforcement to replace it, as if you 
  had retrained the reinforcement. You may not swap out any 
  reinforcement you are using as a prerequisite.
  This mythic class feature may be selected more than once, but 
  no more times than the total number of reinforcements you 
  have. Each time it is selected, it allows you to swap out a re-
  inforcement one additional time per day. You may swap out 
  the same reinforcement multiple times, or swap out different 
  reinforcements.
  Mythic Indomitable
  Your indomitable bonus increases by 1. At 3rd and 6th tiers, it 
  increases by an additional +1. As an immediate action, you may 
  spend one use of mythic power to share your indomitable bo-
  nus with all allies in close range (25 feet + 5 feet per 2 character 
  levels) for 1 round.
  Mythic Routine Patrol
  Add your tier to your warden level for determining the size 
  of your increased threatened area when using patrol. You may 
  expend martial focus to instead add double your tier to the size 
  of your patrol area for 1 round.
  Mythic Focusing Guard
  You may expend one use of mythic power when using your 
  guard ability as a swift action to regain martial focus.
  Mythic Expanded Guard
  You may guard an additional ally at the same time. At 3rd and 
  6th tiers, the number of allies you can guard increases by an 
  additional +1.
  Mythic Projected Empathy
  You may expend one use of mythic power as a free action to 
  treat all allies as if they were one stage of projected empathy 
  closer to you for one round. (For example, at 10th level, you 
  could use mythic power to treat allies like they were 100 feet 
  closer instead of 30 feet closer.)
  Mythic Lingering Guard
  Your lingering guard lasts for an additional number of rounds 
  equal to half your tier (rounded down, minimum 1). When you 
  would fall unconscious or be killed, you may expend one use of 
  mythic power to let lingering guard instead last for an addition-
  al number of rounds equal to your tier.
  Mythic Self Sufficiency
  You no longer need to have a guarded ally to treat yourself as 
  being guarded.
  Mythic Improved Indomitable
  You may expend one use of mythic power to negate any effect 
  that would teleport you against your will (unless it comes from 
  a creature with equal to or more mythic tiers than you, or is 
  from a creature of at least demigod status). In addition, you 
  may further reduce any non-teleportation forced movement 
  (such as bull rush attempts) by 5 feet per tier.
  Mythic Improved Patrol
  You may choose to allow creatures to attempt attacks of op-
  portunity against you while you are on patrol. If you do, you 
  may make a counterattack against any creature that makes an 
  attack of opportunity against you while you were on patrol, as 
  if you were using the counter punch of the Boxing sphere (except 
  that your counterattack comes after their attack, and you can-
  not counterattack any creature this way more than once per 
  round).
  Mythic Tireless Protector
  You no longer need to sleep, and once per day, you can gain the 
  benefits of 8 hours of rest by entering into a meditative trance 
  for 2 hours. You may enter or exit this trance as a full-round ac-
  tion, and can remain in it for as long as you want. While in this 
  trance, you are treated as if you are constantly on patrol, except 
  that any round in which you are not fighting you must either 
  remain in the spot where you started your trance or return to it 
  
  as quickly as possible. While in your meditative trance, you do 
  not need to eat, drink, or breathe, and you do not age.
  Mythic Warden Of The Many
  You can remain in your ethereal form for an additional round 
  per tier. When finished with your ethereal form (either be-
  cause the duration ran out or you 
  voluntarily return to your 
  body), you may expend 
  all of your mythic power 
  to regain 10 hit points 
  per tier. If you were slain 
  and this healing would be 
  enough to revive you 
  (that is, not being so far 
  into negative hit points 
  that you are dead, rath-
  er than merely uncon-
  scious), you become sta-
  ble and conscious with the 
  appropriate number of hit 
  points.
  
  Mythic prestige class abilities are the same as mythic class 
  abilities, but may only be taken by members of the respective 
  prestige class.
  Mythic Aeronaut 
  Captain Class Features
  Mythic Air of Command
  Add half your tier (rounded down, minimum 1) to your aero-
  naut captain level when determining the benefits of air of 
  command.
  Mythic Siege Engineer
  You gain two of the following feats: Siege CommanderUC (com-
  bat), Siege EngineerUC (combat), Siege GunnerUC (combat), or 
  Master Siege EngineerUC (combat). If you already have the cho-
  sen feats, you may immediately retrain them for any other feats 
  that you qualify for.
  Mythic Veteran Sailor
  Add half your tier (rounded down, minimum 1) to your aero-
  naut captain level when determining the benefits of vetrean 
  sailor. In addition, you may expend one use of mythic power to 
  gain a bonus equal to three times your mythic tier on any skill 
  roll that benefits from veteran sailor.
  Mythic Inspire Crew
  Add your tier to your aeronaut captain level when determining 
  the duration of your inspire crew ability. When you use inspire 
  crew, you may expend one use of mythic power to let your in-
  spire crew last for ten minutes per level.
  Mythic Aura of Command
  Add 10 feet per tier to the range of your aura of command. You 
  may expend one use of mythic power as an immediate action 
  to let creatures within your Aura of command reroll a saving 
  throw against a charm or compulsion effect and take the high-
  er result.
  Mythic Advanced Inspire Crew
  You may expend one use of mythic power to double the num-
  ber of crews affected by your inspire crew ability when you 
  activate it.
  Mythic Master Commander
  You may rally your crew with master commander one addition-
  al time per day, plus an extra time per day at 3rd and 6th tiers.
  Chapter 3
  Mythic Prestige Class 
  Abilities
  
  Mythic Forest Lord 
  Class Features
  Mythic Cryptwood Connection
  Add half your tier (rounded down, minimum 1) to your for-
  est lord level when determining the benefits of cryptwood 
  connection.
  Mythic Favored Terrain
  You gain a bonus to movement in your favored terrain, equal 
  to +5 feet to all movement types for every +2 favored terrain 
  bonus you gain in that terrain.
  Mythic Master Leaper
  Add half your tier (rounded down, minimum 1) 
  to your forest lord level when determining 
  the bonus to Acrobatics granted by mas-
  ter leaper. You can expend one mythic 
  power to take 15 when attempting an 
  Acrobatics check to jump. This is 
  like taking 10, but treat the result 
  as if you had rolled a 15.
  Mythic Forest’s Strength
  Increase your climb speed by 10 feet per tier. When you are in 
  a cryptwood, you gain a +2 increase to your inherent bonus to 
  Strength at 1st, 3rd, and 6th tiers.
  Mythic Geomancer
  You gain both effects of Mythic Sphere Mastery: Nature. If you 
  already have either or both of these features, you may immedi-
  ately retrain them.
  Mythic Forest Heart
  All wild animals within a cryptwood have a starting attitude 
  of friendly towards you (unless it would already be better). 
  Once per week, you may expend five mythic pow-
  er to change the type of magic that infuses a 
  cryptwood for one day per tier. For example, 
  if the cryptwood has the fire manifesta-
  tion, you could change that to the time 
  manifestation. If the cryptwood has 
  multiple manifestations, you may 
  change all of them when you use 
  this ability. This change also 
  affects all native creatures, 
  adjusting their abilities and 
  templates as appropriate.
  
  Mythic Tempestarii 
  Class Features
  Mythic Rapid Weather
  You may change an additional type of weather whenever you 
  use control weather.
  Mythic Ship Smasher
  You may ignore up to your tier in hardness when damaging ob-
  jects with your Weather sphere effects. If you have ship killer, 
  you may immediately swap this for mythic ship killer.
  Mythic Grand Weather
  You may exercise more precise control over your Weather 
  sphere effects and choose whether or not each range (close, 
  medium, long, or climate) is affected by each aspect of your 
  control weather. For example, you may increase the severity of 
  wind only at medium range, and also increase the severity of 
  cold in both close and medium range.
  Mythic Ship Killer
  You may ignore up to twice your tier in hardness when damag-
  ing objects with your Weather sphere effects.
  Mythic Deadly Weather
  As a free action, you may expend one mythic power to increase 
  the damage of a weather effect created by your control weather 
  by 50%. This is functionally the same as the Empower Spell 
  metamagic feat and does not stack with that feat. This increase 
  happens to all damage caused by your weather effects for one 
  full round, but does not persist beyond that unless activated 
  again.
  Mythic Instant Weather
  When you use control weather to change the weather’s severity, 
  you may expend one mythic power to immediately change as 
  many types of weather as you want. You must be able to con-
  trol those types of weather to change them in this way.
  Mythic Waking 
  Sleeper Class Features
  Mythic Sleeper Training
  Add half your tier (rounded down, minimum 1) to your waking 
  sleeper level when determining the number of combat feats 
  granted by your sleeper training pool. In addition, as a free ac-
  tion you may expend one mythic power to gain access to any 
  two feats in your sleeper training pool for one minute per tier.
  Mythic Second Self
  You are aware of all attempts to scry upon both your typical 
  and sleeper selves. If you succeed at a magic skill check against 
  a scryer’s MSD, you may show the scryer whatever scene you 
  wish instead of a blank result.
  Mythic Recall
  Add twice your tier to the number of rounds per day you may 
  be in your state of recall each day. You also gain access to an 
  additional feat from your sleeper training pool and are only 
  fatigued for half as long after exiting your state of recall.
  Mythic Catatonia
  Whenever you complete a full night’s rest, full day of bed rest, 
  or perform no activities for 24 hours (such as while petrified), 
  you may attempt a magic skill check against the MSD of any 
  creature that applied a permanent effect to you. On a success, 
  you recover from that effect.
  Mythic Deep Conditioning
  Add half your tier (rounded down, minimum 1) to your morale 
  bonus to Will saves while in a state of recall. Once per round, 
  as a free action you may only take while in a state of recall, you 
  may exchange any feat gained from your state of recall for any 
  other feat available through your sleeper training.
  Mythic Regimented Thought
  When a creature uses a mind-affecting effect against you, you 
  may spend one mythic power to force them to roll twice and 
  take the lower result when attempting their magic skill check. 
  If they fail, as a standard action on your next turn you may at-
  tempt to apply the same effect to them, regardless of distance, 
  without spending any resources of your own. This cannot be 
  used against effects the creature spent mythic power on.
  Mythic Perfect Clarity
  When in your state of recall, you gain access to an addition-
  al combat feat. This stacks with the bonus from mythic re-
  call. In addition, you gain a +4 inherent bonus to Dexterity, 
  Constitution, or Wisdom while in your state of recall. This 
  must be chosen when you enter your state of recall and can 
  only be changed by exiting this state, then resuming it later.
  
  Dimensional Archer (Mythic)
  Add half your tier (rounded down, minimum 1) to your MSD 
  when foes attempt a magic skill check against you while under 
  the effect of your anchoring shot. You may expend one use of 
  mythic power to teleport and reload as a swift action when using 
  retreating reload. When you use warp shot, you may expend 
  one use of mythic power to reduce the miss chance against 
  your target by 5% per tier.
  Dispelling Attack (Mythic)
  Add half your tier (rounded down, minimum 1) to your MSB for 
  the purposes of counterspelling when you are using Dispelling 
  Attack. This is applied after any other modifiers and can allow 
  your MSB to exceed your Hit Dice.
  Dual Wielding Mystic Fusion (Mythic)
  Add your tier to your base attack bonus for determining the 
  maximum caster level of your sphere abilities when using Dual 
  Wielding Mystic Fusion. This effect does not increase your 
  caster level.
  Guarded Attack (Mythic)
  You do not provoke attacks of opportunity for making ranged 
  attacks while using the Spell Attack feat.
  Life Taker (Mythic)
  Subtract your tier from the minimum CR of creatures when 
  determining which creatures you can use Life Taker on.
  Mystic Focus (Mythic)
  You may expend one use of mythic power to use Mystic Focus 
  as a free action instead of a swift action. This does not allow 
  you to regain martial focus more than once per round.
  Spell Attack (Mythic)
  When you miss an enemy within the range of your weapon 
  while using the Spell Attack feat, you may expend one use of 
  mythic power to launch the magical energy off of your weapon 
  and towards the enemy. Unless they succeed at a Reflex save 
  (DC 10 + 1/2 your Hit Dice + your casting ability modifier + 
  your tier), they are struck by the magical effect as though you 
  had struck them with your weapon. If the sphere effect would 
  normally require a Reflex save, they automatically fail it, but 
  may roll a Fortitude or Will saving throw against any other ef-
  fects of the spell as normal. This mythic feat works with all 
  magical effects that are compatible with the Spell Attack feat, 
  including some talent-based abilities applied to weapons. (See 
  the whip of command in Treasures of the Spheres for an example.)
  Unarmored Mastery (Mythic)
  You never lose the benefits of Unarmored Training except 
  when you are immobilized or helpless.
  Chapter 4
  New Mythic Feats
  
  Magic items can be just as iconic as the heroes who wield them, 
  and this is especially true for items in mythic games. The items 
  and effects presented in this chapter are designed specifically 
  for games using the mythic rules and may use advanced talents 
  or other particularly high-powered effects, although they may 
  also be appropriate for other games depending on the intended 
  power level. As always, the GM is the final arbiter of which 
  items are obtainable in any particular game. Remember, a char-
  acter cannot craft an item that uses advanced talents without 
  access to that talent; they cannot simply increase the skill 
  check to bypass the talent requirement. Additionally, a char-
  acter cannot bypass the Mythic Crafter feat requirement to 
  create any of the items in this book. For information on flask 
  shards and how they can be used to increase the power of cer-
  tain items, including some items described below, see Chapter 
  7 of Treasures of the Spheres.
  New Legendary Item Ability
  Servant Of The Spheres
  Once per day, as a standard action, your legendary item can 
  take the form of a companion (as a summon of the Conjuration 
  sphere, except the item itself transforms into the creature), 
  with a number of Hit Dice equal to twice your tier. This com-
  panion is considered a mythic creature and its natural weapons 
  can overcome DR/epic. It also gains the benefits of one talent 
  from the Conjuration for every two tiers you have (rounded 
  down), in addition to the one (type) or (form) talent it has from 
  being a companion. Whenever your legendary item companion 
  would be dismissed, it instead reverts to its item form and re-
  turns to either your hand or a slot on your body (as appropriate 
  for the type of item it is).
  The appearance of this servant is extremely flexible, but is usu-
  ally somehow evocative of its original item form. The servant 
  can remain for up to 10 minutes per tier (this time must be 
  used consecutively).
  The item must be a minor or major artifact with the intelligent 
  legendary item ability, as described in Chapter 5 of Pathfinder 
  Roleplaying Game Mythic Adventures, to take this ability.
  New Item Special Abilities
  Mythic Mastery
  This ability can be placed on any magical item for 40,000 gp 
  by any creature who meets the prerequisites for crafting that 
  specific item. An item with the mythic mastery ability grants its 
  user access to a single mythic sphere masteryMSoP/MSoM chosen 
  when the item is made, but only as long as its user is a myth-
  ic creature and possesses the appropriate base sphere. If that 
  creature already knows the mythic sphere mastery, they may 
  activate its effects twice per day without spending mythic pow-
  er if it has a mythic power cost. A creature can only gain the 
  benefits of this ability from one item per day, but may equip 
  multiple items with the mythic mastery effect and choose which 
  one to activate when they need it.
  New Items
  Astral Tome
  Aura strong Death; CL 15th
  Slot none; Price 60,000 gp; Weight 8 lbs.
  This thick, heavily-secured book has a dark cover with an im-
  age of a silver humanoid connected to something unseen by a 
  silvery thread. The interior of the book contains detailed writ-
  ten descriptions of every place any user of the book has visited 
  through its powers. Once per day, a creature can read from this 
  Chapter 5
  Mythic Magic Items
  
  book to let themselves and up to seven additional willing crea-
  tures travel through the Astral Plane and connected areas, as 
  the effects of the Death sphere Astral Travel advanced talent. 
  Once per day, a mythic creature can expend one use of mythic 
  power to transport themselves and up to seven other willing 
  creatures to any destination described in the book, even if that 
  destination is cut off from the Astral Plane; this planar move-
  ment always brings the user to the closest safe space to their 
  intended destination. This movement cannot go through anti-
  magic fields, wards against planar travel, or defenses created by 
  deities.
  ConstruCtion requirements
  Craft Wondrous Item, Mythic Crafter, Death sphere (Astral 
  Projection (advanced), Astral Travel (advanced), Project Spirit 
  (advanced)); Cost 30,000 gp
  Battlefield
  Aura moderate Creation and Enhancement; CL 6th
  Slot none; Price 14,400 gp; Weight 4 lbs.
  This medallion has dozens of unique weapons stamped around 
  the outside. Once per day, as a standard action, a user can acti-
  vate the battlefield to summon countless weapons within close 
  range (25 feet + 5 feet per 2 caster levels). This functions as the 
  first-level armory arena ability of the lingchi warriorUSoP arche-
  type except as modified here. If the user expends one use of 
  mythic power when activating the battlefield, all of the weapons 
  come with +2 enhancement bonuses. The weapons created by 
  this item last for one minute per caster level, but may be dis-
  missed by the user as a free action.
  Flask Shard Effect: Increase the caster level to the next in-
  crement of 4, increase the enhancement bonus on the weapons 
  when expending mythic power by +1, and increase the number 
  of uses per day by 1. Flask Shard Limit: +3
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Enhanced Creation 
  (dual sphere), Creation sphere (Divided Creation, Larger 
  Creation), Enhancement sphere; Cost 7,200 gp
  Blooddrinker
  Aura moderate Blood; CL 6th
  Slot none; Price 14,400 gp; Weight 4 lbs.
  This slender needle looks like a wand at first glance, but tapers 
  to a much finer point. Once per day, a creature holding a blood-
  drinker may use it to drain the life of their enemies. This acts 
  as the Blood sphere Drain Lifeblood advanced talent, and re-
  quires establishing and maintaining blood control on the targets 
  (which is done through this item). A blooddrinker can target 1 
  creature, plus one additional creature per 2 caster levels, and all 
  targets must be within close range (25 feet + 5 feet per 2 caster 
  levels). A mythic creature may expend one use of mythic power 
  when activating a blooddrinker to use their own casting DC (if 
  it is higher than this item’s DC) and add their tier to the item’s 
  DC. Mythic creatures who activate a blooddrinker this way re-
  gain 5 hit points per point of Constitution bleed they inflict 
  with this item.
  Flask Shard Effect: Increase the caster level to the next in-
  crement of 4, and increase the number of uses per day by 1. 
  Flask Shard Limit: +4
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Blood sphere (Drain 
  Lifeblood (advanced), Mass Control [mass]); Cost 7,200 gp
  Chronosphere
  Aura strong Time; CL 15th
  Slot none; Price 36,000 gp; Weight 2 lbs.
  Chronospheres are golden spheres etched with powerful runes. 
  Once per day, a creature may activate a chronosphere to envelop 
  themselves or a creature they touch in a bubble that freezes the 
  passage of time. This functions as the Time sphere Temporal 
  Stasis advanced talent. A chronosphere becomes the bubble of 
  frozen time while functioning; when the stasis ends, either be-
  cause it was dispelled or met the conditions to shut off on its 
  own, it reverts back into item form. It returns to being an item 
  even if enveloped in something like an antimagic field, though 
  it could not be used again until brought out of such an area. 
  Chronospheres must recharge for at least 24 hours between uses, 
  regardless of how long they functioned.
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Time sphere (Temporal 
  Stasis (advanced)); Cost 18,000 gp
  Cloak Of The Stormlord (Minor Artifact)
  Aura strong Weather; CL 15th
  Slot shoulders; Price -; Weight 2 lbs.
  This ankle-length gray cloak seems to be woven from strands 
  of solidified cloudstuff and sewn with lightning that occasion-
  ally flashes across it. While worn, this cloak acts as a +5 Weather 
  implement that also grants access to all Weather talents with 
  the word “Lord” in their name, including advanced talents. A 
  mythic creature wearing this cloak gains a fly speed of 10 feet 
  per round per tier with perfect maneuverability as long as they 
  are within an area of weather they are controlling.
  DestruCtion
  The cloak of the stormlord can be destroyed by cutting it in half 
  with a granite weapon inside the house of the leader of the 
  largest city of the elemental plane of earth.
  Cry Of Condemnation
  Aura strong Death; CL 15th
  Slot none; Price 30,000 gp; Weight 2 lbs.
  Once per day, as a standard action, a creature can squeeze this 
  dried husk of a plant and curse one enemy in range (as the 
  Death sphere Curse (ghost strike) talent). If successful, this 
  curse is always vulnerability to a type of energy damage. While 
  
  this normally has a DC 17 Will saving throw to negate, a mythic 
  creature can expend one use of mythic power when activating 
  the cry of condemnation to instead target up to seven creatures 
  in close range (60 feet) and use their save DC for the Death 
  sphere (if higher), adding their tier to the normal save.
  Flask Shard Effect: Increase the number of uses per day by 
  1. Flask Shard Limit: +2
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Death sphere (Curse, 
  Greater Curse (advanced)); Cost 15,000 gp
  Dark And Darker
  Aura moderate Dark; CL 10th
  Slot hands; Price 36,000 gp; Weight 3 lbs.
  This pitch-black glove has even darker runes etched into the 
  fabric, although the entire glove is so black to begin with that 
  they are nearly impossible for creatures to make out. Once per 
  day, by shouting this item’s name as a standard action, a crea-
  ture wearing this item can transform into darkness (as the Dark 
  sphere One With The Void advanced talent) for 1 minute per 
  caster level. Creatures that attack you while you are in an area 
  of darkness must roll twice and take the worse result. This ef-
  fect can be ended as a swift action, as described in that talent. 
  A mythic creature can expend one use of mythic power while 
  activating this item to also apply the effects of the Dark sphere 
  Edge Of NightJHB talent to their shadowy form.
  Flask Shard Effect: Increase the caster level to the next in-
  crement of 4, and increase the number of uses per day by 1. 
  Flask Shard Limit: +2
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Dark sphere (Edge 
  Of Night (darkness), One With The Void (advanced), Step 
  Through Darkness (meld)); Cost 18,000 gp
  Doomguard
  Aura moderate Fate; CL 10th
  Slot neck; Price 160,000 gp; Weight 1 lb.
  Usually crafted by only the most paranoid and wealthy individ-
  uals and formed into the shape of a simple pendant that is easy 
  to wear, the doomguard is capable of protecting its wearer and 
  those around them from catastrophe. This functions as the 
  Fate sphere Elude Fate advanced talent and affects all allies of 
  the doomguard’s bearer who are within 50 feet. This effect is not 
  subject to spell resistance, although it can be negated by anti-
  magic. The doom’s circumstances must be chosen when this 
  item is crafted, but the effect is otherwise permanent with-
  in its radius and the doom in question cannot reduce a crea-
  ture below 1 hit point regardless of the circumstances. Once 
  a creature has avoided the doom, they lose the doomguard’s 
  protections for 1 hour. For example, if the doomguard prevents 
  death by fire, then no amount of fire damage (regardless of the 
  source) can kill creatures within the doomguard’s range while 
  they are protected by it. As an immediate action, a mythic crea-
  ture can expend one use of mythic power to avert all dooms for 
  one round. This prevents all effects from reducing an affected 
  creature’s hit points below 1 for that round, but after this the 
  doomguard loses all effects for 24 hours.
  ConstruCtion requirements
  Craft Apparatus, Mythic Crafter, Fate sphere (Echoing Word 
  [mass], Elude Fate); Cost 80,000 gp
  Fairy Monarch’s Brooch
  Aura faint Fallen Fey; CL 5th
  Slot chest; Price 40,000 gp; Weight 1/10 lb.
  This slim wooden badge is covered in intricate sylvan runes. As 
  a standard action, a creature bearing a fairy monarch’s brooch can 
  determine the direction to the closest fairy ring, and may open 
  any fairy ring as a standard action. This otherwise functions 
  as the Fallen Fey sphere Fairy Ring Traveler talent. A creature 
  bearing a fairy monarch’s brooch always correctly identifies the 
  best ring to leave Faerie from, and a mythic character holding 
  this item may expend one use of mythic power while entering 
  Faerie to choose what time difference applies to their trip.
  ConstruCtion requirements
  Craft Apparatus, Mythic Crafter, Fallen Fey sphere (Fairy Ring 
  Traveler (advanced)), creator must have the fey creature type; 
  Cost 20,000 gp
  Forward Momentum
  Aura weak War; CL 2nd
  Slot feet; Price 1,600 gp; Weight 6 lbs.
  This set of durable shoes is emblazoned with marks denoting 
  the glories of combat. Once a day, as a standard action, a crea-
  ture can activate these boots to create a momentum pool with 
  the effects of the War sphere Aggressive Momentum (momen-
  tum) talent. This pool’s size is equal to the forward momentum’s 
  caster level plus its effective casting ability modifier (which is 
  1/2 its caster level), starting with three points. This momentum 
  pool lasts for one hour per caster level and can only be refilled 
  by reusing this item; creatures cannot spend spell points to re-
  fill it. A mythic creature may expend one use of mythic power 
  when activating the forward momentum to increase the maxi-
  mum size of this momentum pool by their tier.
  
  Flask Shard Effect: Increase the item’s caster level to the 
  next increment of 5 and increase the number of uses per day by 
  1. Additional uses while the momentum pool is in effect raise it 
  to its normal cap; any extra points are lost. At +2, this momen-
  tum pool also offers the effects of the War sphere Cooperative 
  Momentum (momentum) talent (from The Warden by Drop 
  Dead Studios). At +3, this momentum pool also offers the ef-
  fects of the Damaging Momentum (momentum) talent. At +4, 
  this momentum pool also offers the effects of the Marauding 
  Momentum (momentum) talent. Flask Shard Limit: +4
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, War sphere (Aggressive 
  Momentum (momentum), Cooperative Momentum (mo-
  mentum), Damaging Momentum (momentum), Marauding 
  Momentum (momentum)); Cost 800 gp
  Fox Medallion
  Aura strong Protection; CL 15th
  Slot any; Price 180,000 gp; Weight 1 lb.
  This silvery medallion is usually worn as a necklace, although it 
  functions in any slot as long as it is touching the user’s skin and 
  the user has no other items in that slot. While worn, the user 
  can spend an immediate action and one use of mythic power 
  to gain immunity to any one effect they would normally be af-
  fected by that can be stopped by an antimagic field; this immu-
  nity is automatic and does not require any checks, regardless 
  of its source. This immunity ends at the end of the user’s next 
  round. When worn by a mythic creature, this medallion also 
  protects the bearer from all divination magic, as the effects of 
  the Protection sphere Unplottable (aegis) talent.
  ConstruCtion requirements
  Forge Charm, Mythic Crafter, Protection sphere (Antimagic 
  Aura (advanced), Enduring Protection, Permanent Ward (ad-
  vanced), Spell Ward (aegis, ward), Unplottable (advanced, ae-
  gis)); Cost 121,000 gp
  Fusion Rings
  Aura moderate Alteration; CL 8th
  Slot ring; Price 25,600 gp; Weight 4 lbs.
  These rings come in a variety of shapes and styles, but always 
  come in pairs and must be worn by two different creatures. If 
  the wearers of a pair of fusion rings are adjacent to each other 
  and activate them at the same time (either with one creature 
  using a readied action and the other creature using a standard 
  action, or both creatures using readied actions together), they 
  can fuse for eight minutes as the Alteration sphere Fusion ad-
  vanced talent. Both creatures must be actively willing to use 
  these items; if either creature is under the control of a mind-af-
  fecting talent or does not otherwise genuinely want to fuse 
  with the other creature, the fusion rings automatically fail. If 
  fusion rings are used by two mythic creatures, they may choose 
  to average out their mythic power at the end of the fusion so 
  that each of them end up with the same amount of power (if 
  any power would be leftover, it is lost).
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Alteration sphere 
  (Fusion (advanced), Mass Alteration [mass]); Cost 12,800 gp
  Gatestone
  Aura overwhelming Warp; CL 21st
  Slot none; Price 176,400 gp; Weight 3 lbs.
  This carved crystal appears to have a circular hole in the mid-
  dle that goes deeper than its size could possibly allow, regard-
  less of which angle the viewer looks at it from. Once per day 
  a creature can use a gatestone to create a portal (as the Warp 
  sphere Portal advanced talent) leading to any destination not 
  protected from planar travel. The user must have some idea 
  of their destination, as described in the Warp sphere True 
  Teleport advanced talent (and augmented by the Universal 
  Teleport advanced talent for its accuracy), but this destination 
  can otherwise be on any plane. The portal created remains for 
  21 hours unless dispelled or otherwise negated. A mythic crea-
  ture can expend one use of mythic power while activating a 
  gatestone to restrict travel such that it can only move one 
  direction. Anything that goes even partially through such 
  a one-way portal is sucked entirely through; anything too 
  large to fit through the portal does not cross through at all.
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Warp sphere (Distant 
  Teleport, Enduring Portal (advanced), Mass Teleport [mass], 
  Planeshift (advanced), Portal (advanced), Teleport Beacon, 
  True Teleport (advanced), Universal Teleport (advanced), 
  Unwilling Teleport, Wormhole (space)); Cost 88,200 gp
  Immovable Wand
  Aura strong Telekinesis; CL 18th; SP 6
  Slot none; Price 81,000 gp; Weight 2 lbs.
  This slender wand is colorless and nearly transparent, though 
  harder than most metals. While held, it functions as a 
  Telekinesis spell engine with the Affix, Effortless Telekinesis, 
  and Idle Concentration talents. A mythic creature who uses 
  
  this wand may use their casting DC for the Telekinesis sphere 
  (if it is higher) and may expend one use of mythic power when 
  using the Affix talent through this spell engine to mystically 
  bind a creature in place by increasing the magic skill check 
  or Strength check required to break a creature free by their 
  tier. In addition to its other effects, this wand functions as an 
  immovable rodUE.
  ConstruCtion requirements
  Craft Spell Engine, Mythic Crafter, Telekinesis sphere 
  (Affix (advanced), Effortless Telekinesis (advanced), Idle 
  Concentration); Cost 40,500 gp
  Infernal Queen’s Contract
  Aura strong Conjuration; CL 16th; SP 8
  Slot none; Price 64,000 gp; Weight 1/10 lbs.
  This roll of parchment paper seems abnormally tough and re-
  sistant to damage, and is immune to all fire damage. Unlike 
  most spell engines, activating the infernal queen’s contract takes 
  ten minutes; however, once activated, it allows for the use of 
  the Conjuration sphere Call Planar Creature advanced talent 
  and can summon a wide variety of lawful evil outsiders (exclu-
  sively as allies; it does not summon hostile creatures). Rumors 
  suggest that similar items capable of calling creatures from 
  other planes also exist. Once per day, a mythic creature can 
  expend one use of mythic power when activating an infernal 
  queen’s contract to reduce its activation time to a standard ac-
  tion. Beings summoned by this contract charge half as much as 
  usual if the summoner is lawful neutral, lawful evil, or neutral 
  evil, but charge all other creatures twice as much for tasks.
  ConstruCtion requirements
  Craft Spell Engine, Mythic Crafter, Conjuration sphere (Call 
  Planar Creature (advanced)); Cost 32,000 gp
  Light Of Destruction
  Aura strong Destruction; CL 14th
  Slot none; Price 96,775 gp; Weight 3 lbs.
  This +3 longbow is covered in ancient sigils of fire and light. As 
  a standard action, the wielder of this bow can use it to launch 
  a blast of deadly energy anywhere within the bow’s range. This 
  acts like a destructive blast dealing 1d6 fire/untyped damage per 
  caster level with the Destruction sphere Radiation Blast (blast 
  type) and Calamity (blast shape) advanced talents, though the 
  shape is always a close-range burst centered where the arrow 
  hits. The user may choose to attack less than the maximum 
  radius. In the hands of most creatures, this attack has a saving 
  throw DC of 17. Mythic creatures may instead use their normal 
  casting DC (or their DC for the Destruction sphere, if higher), 
  and add their tier to the DC. In addition, this weapon increas-
  es in caster level to match a mythic user’s character level if they 
  are level 15 or higher, and in the hands of such a creature, it 
  also becomes a +4 weapon at 16th level and a +5 weapon at 18th 
  level. These increases for mythic users immediately end when 
  they are no longer wielding the weapon.
  ConstruCtion requirements
  Smith Magical Weapons And Armor, Craft Marvelous Item, 
  Mythic Crafter, Spell Attack, Destruction sphere (Blistering 
  Blast (blast type), Calamity (advanced, blast shape), Explosive 
  Orb (blast shape), Energy Strike (blast shape) [strike], Radiation 
  Blast (advanced, blast type), Searing Blast (blast type)); Cost 
  48,387.5 gp
  Marks Of Command
  Aura faint Mana; CL 15th
  Slot hands; Price 75,000 gp; Weight -
  These marks appear as three colored tattoos on the back of 
  the user’s hand, often in a design unique to the bearer. As an 
  action whose type is determined by the effect used, a creature 
  with the marks of command can activate them to grant one of the 
  following effects to an ally within close range (25 feet + 5 feet 
  per two character levels):
  • Increase their next attack roll by three times the us-
  er’s tier (standard action)
  • Allow their next attack roll to ignore miss effects 
  (such as miss chance or incorporeality), assuming they 
  are otherwise capable of hitting the target (standard 
  action)
  • Restore half of the target’s hit points, up to their nor-
  mal maximum hit points (standard action)
  • Reduce the damage dealt from one attack or effect by 
  75% (immediate action)
  • Increase a saving throw by twice the user’s tier (imme-
  diate action)
  • Teleport the ally to any safe square adjacent to the user
  Any benefits not used within one minute are lost, and the ben-
  efits do not stack with those from other marks of command. One 
  tattoo fades and loses its color each time this item is activated, 
  and the marks of command can only be used as long as at least 
  one tattoo is not faded. The tattoos regain their color at a rate 
  of one per 24 hours. Marks of command cannot be used if a crea-
  ture has another magical item equipped in their hands slot, 
  and a creature cannot have multiple copies of this item, even if 
  they attempt to tattoo it in a different slot.
  ConstruCtion requirements
  Inscribe Magical Tattoo, Mythic Crafter, Life sphere, Mana 
  sphere, Time sphere, Warp sphere; Cost 37,500 gp
  Modifying Grip
  Aura strong Creation; CL 15th
  Slot special, see text; Price 36,000 gp; Weight 1 lb.
  This item can be attached to the grip of any weapon, such as 
  the end of a spear or the inside of a gauntlet. Once per day, as 
  a standard action, a creature can activate a modifying grip to en-
  velop the weapon it’s attached to with adamantine, cold iron, 
  or silver for 15 rounds. This functionally replaces the normal 
  material the weapon is made out of. A mythic creature may 
  expend one use of mythic power when activating this item to 
  instead envelop the weapon in planar energies matching their 
  alignment (except neutral; see below), although this reduces the 
  duration to 5 rounds. For example, if a chaotic good creature 
  
  uses this effect, their weapon would be enveloped in the pow-
  ers of chaos and good. This transforms all of the damage the 
  weapon would deal into energy of that type (and this is applied 
  after all other modifiers), or half of each type if the weapon 
  has two types of damage. These planar energies deal 50% more 
  damage to creatures of the opposite alignment, regular dam-
  age to creatures in-between, and 50% less damage to creatures 
  with the same alignment. The user may replace any neutral 
  component in their alignment with acid, cold, electricity, fire, 
  or sonic damage. For example, a lawful neutral character could 
  envelop their weapon in lawful and acid energies, doing half of 
  each type. These changes never harm the weapon or the user. 
  A creature cannot use the foe-biting effect on any attack made 
  with a modifying grip, nor any other effects similar to foe-biting.
  Flask Shard Effect: Increase the number of uses per day by 
  1. Flask Shard Limit: +2
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Creation sphere 
  (Change Material (alter), Expanded Materials (material), 
  Mythical Material Maker (advanced, material)); Cost 18,000 
  gp
  Paradoxes For Commoners
  Aura moderate Mind; CL 12th
  Slot none; Price 128,000 gp; Weight 4 lbs.
  This brightly-covered, friendly-looking book contains a series 
  of mind-shattering paradoxes that can threaten the intellects 
  of any who read them and start thinking about them. In ad-
  dition to offering delightful bedtime reading material, this 
  tome functions as a +4 Mind implement with the Mind sphere 
  Confusion (charm) and Insanity (mind) talents. A mythic crea-
  ture using this implement may expend one use of mythic pow-
  er while activating the Insanity (mind) talent, or as a standard 
  action, to suppress all negative mind-affecting effects on allies 
  within 60 feet for 1 round per tier; if this requires a magic skill 
  check, the caster may add double their tier to their MSB when 
  attempting this check. Time spent suppressed counts against 
  the duration of effects that only work for a set amount of time, 
  while otherwise-permanent effects are removed as if by a mir-
  acle or wish spell.
  ConstruCtion requirements
  Craft Implement Of Power, Mythic Crafter, Mind sphere 
  (Confusion (charm), Insanity (advanced, mind)); Cost 64,000 
  gp
  Resurrection Sphere
  Aura strong Life; CL 20th
  Slot none; Price 720,000 gp; Weight 3 lbs.
  Resurrection spheres are among the most-prized magical items 
  in existence. Although not actually artifacts, the sheer time 
  and cost of creating them keeps them out of the hands of all 
  but the wealthiest and most well-connected individuals. By 
  spending one minute to activate it, the holder of a resurrection 
  sphere can use it to bring one creature within 75 feet back to 
  life, as the effects of the Life sphere Resurrection and Supreme 
  Resurrection advanced talents. This counts as using miracle or 
  wish for the purpose of effects that require using those spells to 
  revive a creature. By expending five uses of mythic power and 
  one minute to activate the resurrection sphere, a mythic user can 
  instead revive up to 20 creatures within 75 feet.
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Life sphere (Break 
  Enchantment, Greater Resurrection (advanced), Make Whole 
  (advanced), Restore Senses (cure), Restore Spirit (cure), 
  Resurrection (advanced), Resuscitate, Supreme Resurrection 
  (advanced)); Cost 360,000 gp
  Rules Of Mana
  Aura strong Mana; CL 20th
  Slot none; Price 200,000 gp; Weight 6 lbs.
  This long, crystalline staff pulses slightly whenever it is used. In 
  addition to functioning as a +4 Mana implement, the rules of mana 
  contains the Mana sphere Gift Of Knowledge, Knowledge 
  Drain, and Manathief (expunge) talents. A mythic creature 
  wielding this staff may store an extra talent with Knowledge 
  Drain at 1st, 3rd, and 6th tiers, and may pay one mythic power 
  per extra talent stored to retain knowledge of drained talents 
  for an additional 24 hours (rather than paying spell points, as 
  is normal). When talents are held with mythic power, this staff 
  also counts as an implement of its regular bonus for any sphere 
  those talents are a part of.
  ConstruCtion requirements
  Craft Implement Of Power, Mythic Crafter, Mana sphere (Gift 
  Of Knowledge (manipulation), Knowledge Drain (advanced), 
  Manathief (advanced, expunge)); Cost 100,000 gp
  Seed Of Life
  Aura moderate Nature; CL 10th
  Slot none; Price 28,000 gp; Weight 1/10 lb.
  This tiny seed contains a truly enormous amount of natural 
  energies. Once a day, as a standard action, a creature can place 
  a seed of life within a sufficiently-large area of natural elements 
  and create an elemental from it. This functions as the Nature 
  sphere Zoetic Geomancy advanced talent. The seed of life is 
  aware of the user’s intent and will always use the correct el-
  ement it is in contact with. The seed is not consumed when 
  creating an elemental and can be retrieved afterward. A mythic 
  creature can expend one use of mythic power while activating 
  this item to combine two elements when creating a geoman-
  cy-born elemental. Elementals created this way can change 
  between being of either element as a swift action, which may 
  change their statistics (except for their hit points, which should 
  stay as whatever is determined by the form they started in).
  
  Flask Shard Effect: Increase the number of uses per day by 
  1. Flask Shard Limit: +2
  ConstruCtion requirements
  Craft Wondrous Item, Mythic Crafter, Nature sphere (Deep 
  Nature, Zoetic Geomancy); Cost 14,000 gp
  Staff Of Nature’s Wrath (Minor Artifact)
  Aura strong Nature; CL 20th
  Slot none; Price -; Weight 5 lbs.
  Several tiny spheres of elemental power orbit the head of this 
  gnarled wooden staff, which functions as a +5 aiming attendant 
  Nature and Weather implement. Once per day, as a standard ac-
  tion, the bearer of a staff of nature’s wrath may use it to cast the 
  Nature sphere Cyclone (air, geomancing), Earthquake (earth, 
  geomancing), Freezing Geyser (fire, water, geomancing), Rapid 
  Growth (plant, geomancing), Tsunami (water, geomancing), 
  Volcano (fire, geomancing), or Wildfire (fire) advanced talents 
  as if they knew those talents. These effects manifest at caster 
  level 20, although the user may lower the caster level if they 
  desire. The user may also use their own caster level with the 
  nature sphere for these effects if their caster level is higher. 
  A mythic creature may expend three uses of mythic power to 
  activate these natural disasters without it counting against this 
  staff’s normal daily limit. When they do so, they may add their 
  tier to the caster level of the effect.
  DestruCtion
  A staff of nature’s wrath can only be destroyed if a creature uses 
  all seven of its abilities over the course of one week and targets 
  an entirely artificial structure, but fails to deal any damage to 
  that structure.
  Tablet Of Heroes (Minor Artifact)
  Aura strong Time; CL 15th
  Slot none; Price - gp; Weight 98 tons
  This enormous stone tablet is about fifteen feet high, fifteen 
  feet wide, and five feet deep. Most of its surface is covered in 
  writing detailing the heroics of people of every class. The leg-
  ends recorded are never quite the same from day to day. Once 
  per day, a creature can touch the tablet of heroes for one minute 
  to commune with the spirits that inhabit it; the stone glows 
  with vivid, spiritual light during this process. Upon completing 
  their communion with the spirits, the creature who touched 
  the stone may immediately retrain any and all class levels they 
  possess. This functions as the Time sphere Reversion advanced 
  talent, augmented by the Complete Reversion talent. There are 
  usually far more people who want to use these items than the 
  number of uses it possesses, so governments often take control 
  of these items and restrict access, instituting fees, challenges, 
  or competitions to determine who may use it. Most leave these 
  tablets in place not by choice, but because even budging them 
  out of place is incredibly difficult for all but the most well-pre-
  pared. In addition to, or separate from, changing the class of 
  people who touch it, a tablet of heroes occasionally bestows ac-
  tive or latent mythic powers upon a creature. There does not 
  seem to be any pattern to this, nor any way to control it, re-
  gardless of the method. Similarly, the tablet of heroes occasional-
  ly gives people class levels other than the ones they intended to 
  get, or even gives them levels in NPC classes. Levels given by 
  a tablet of heroes cannot be retrained or changed by any method 
  except using a tablet of heroes again, and records indicate it is 
  significantly more likely to give a ‘bad’ result to someone who 
  uses it more than once.
  DestruCtion
  The tablet of heroes can only be destroyed by being struck simul-
  taneously by nine characters, who must be of different classes, 
  different alignments, and who are 16th level or higher.
  The Third Law (Major Artifact)
  Aura overwhelming Universal and Tech; CL none
  Slot none; Price -; Weight 2 lbs.
  The third law is a large book that contains densely written 
  information about magic and technology of various levels of 
  development. The holder of this book has access to all tal-
  ents of the Mana and Tech spheres. In addition, by speaking 
  a command word and expending one use of mythic power as a 
  standard action, the holder of this tome can create a 300-foot 
  spherical space that alters the rules of reality within it for 24 
  hours. Within this space, any creature can spend charges or 
  batteries from the Tech sphere instead of spell points (and vice 
  versa) on effects that require either. In addition, effects that 
  specifically target magic or technology can work on both mag-
  ical effects and technological gadgets, although at the GM’s dis-
  cretion, the effects may manifest in a more appropriate way de-
  pending on the exact effects involved. For example, dispelling 
  a lock (a piece of mundane technology) may unlock it, while a 
  Knowledge (engineering) check could identify magic in place 
  of a Spellcraft check. It is impossible to predict or list every 
  possible combination of effects, so the GM has the final say on 
  whether or not specific combinations do work, and if so, how 
  they should manifest. Magical and Tech sphere items crafted 
  entirely within the altered rules of reality created by this item 
  may use charges or spell points instead of what they would nor-
  mally use. For example, you could create a gadget powered by 
  spell points, allowing any spherecaster to power the item.
  DestruCtion
  The third law can be destroyed by simultaneously striking it 
  with at least 100 points of fire damage each from two separate 
  sources. One source must be entirely magical, the other entire-
  ly mundane.
  
  Upgrade Crystal
  An upgrade crystal is a small crystal sphere, about four inches 
  across, that contains the crafted essence of a specific type of 
  magical item. Upgrade crystals can be crafted with the effects 
  of any apparatus, charm, implement, marvelous item, or spell 
  engine at 1.5x the normal crafting cost (or, if your GM does 
  not require the cost multiplier for stacking effects on items, 
  they may be crafted at the normal crafting cost instead), and 
  they take the normal time and resources for crafting an item. 
  upgrade crystals have no effect until used, but as a full-round ac-
  tion, a creature can merge it with an existing item to instantly 
  and permanently grant that item the effects contained with-
  in the crystal. For example, if you have an upgrade crystal with 
  the effects of a portable roomTS and you apply it to a weapon, 
  that weapon would then have the effects of a portable room. You 
  cannot use an upgrade crystal on an item if the item’s form is 
  required for the item to function (this is relatively rare, but can 
  occur). Upgrade crystals are consumed once used and increase 
  the value of items they are applied to by twice their crafting 
  Cost.
  ConstruCtion requirements
  The Construction Requirements for an upgrade crystal are iden-
  tical to the item being made into said crystal.
  Vision Beyond Vision
  Aura faint Divination; CL 5th
  Slot none; Price 50,000 gp; Weight 2 lbs.
  This sword appears relatively normal at first glance, and may 
  become a magic weapon in the hands of the right user, but its 
  true strength lies in its divinatory powers. When holding the 
  guard just under their eyes, the holder of vision beyond vision 
  may spend a standard action to gain the benefits of any one 
  sense of the Divination sphere Advanced Alternate Divinations 
  (sense) advanced talent until they change the sense or move the 
  weapon away from their eyes. The user does not need to pos-
  sess any of the other base spheres normally required to gain 
  these senses. A mythic creature may expend one use of mythic 
  power while activating vision beyond vision to instead divine 
  the location of one creature or object (as the Divination sphere 
  Discern Location (divine) talent).
  ConstruCtion requirements
  Craft Apparatus, Mythic Crafter, Divination sphere (Advanced 
  Alternate Divinations (advanced, sense), Discern Location (ad-
  vanced, divine)); Cost 25,000 gp
  Wand Of False Reality
  Aura moderate Illusion; CL 6th
  Slot none; Price 14,400 gp; Weight 2 lbs.
  This slender wand occasionally changes shape, appearing to be 
  made of different materials, a different design, or even a dif-
  ferent length from the last time somebody looked at it. Once 
  per day, as a standard action, a creature can activate a wand 
  of false reality to create a blur in reality that wards off attacks 
  and effects by imposing a 50% miss chance on anything that 
  passes through it. This functions as using the Illusion sphere 
  Blur (glamer) talent to create a 5-foot cube of affected space 
  within close range (25 feet + 5 feet per 2 caster levels), with 
  the additional effect of the Spell Disruption advanced talent. 
  The blur in reality lasts for 1 round per caster level. A mythic 
  creature can expend one use of mythic power when activating 
  this item to affect one additional 5-foot cube of space per tier. 
  All affected spaces must be connected and within close range, 
  but can otherwise take any shape. When a creature expends 
  Who’d Actually Craft An Upgrade Crystal?
  Not many player characters, honestly. While there are a few 
  scenarios where someone might want to do it, an upgrade 
  crystal works best when it is found by players as treasure, 
  rather than being crafted. For example, these crystals could 
  improve a character’s weapon outside of their normal en-
  hancement line, or they could provide the effects of a charm 
  to help a character catch up on ability score improvements. 
  In other words, these are good items to give out when the 
  GM wants to improve existing items, rather than giving en-
  tirely new items to characters. An upgrade crystal is similar to 
  a flask shard (from Treasures of the Spheres), but rather than up-
  grading a specific power along a predetermined track, these 
  crystals provide an entirely new effect.
  Who’d Actually Craft An Upgrade Crystal?
  Not many player characters, honestly. While there are a few 
  scenarios where someone might want to do it, an upgrade 
  crystal works best when it is found by players as treasure, 
  rather than being crafted. For example, these crystals could 
  improve a character’s weapon outside of their normal en-
  hancement line, or they could provide the effects of a charm 
  to help a character catch up on ability score improvements. 
  In other words, these are good items to give out when the 
  GM wants to improve existing items, rather than giving en-
  tirely new items to characters. An upgrade crystal is similar to 
  a flask shard (from Treasures of the Spheres), but rather than up-
  grading a specific power along a predetermined track, these 
  crystals provide an entirely new effect.
  
  mythic power this way, the maximum miss chance of this item 
  increases to 75% (and improves as described in the Blur (glam-
  er) talent).
  Flask Shard Effect: Increase the caster level to the next in-
  crement of 5, and increase the uses per day by 1. A wand of false 
  reality cannot create more than one blur in reality at a time, 
  and using it while an existing effect exists will erase the previ-
  ous one. Flask Shard Limit: +3
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Illusion sphere (Blur 
  (glamer), Manipulate Aura (sensory, magic), Spell Disruption 
  (advanced)); Cost 7,200 gp
  White Dwarf
  Aura moderate Light; CL 10th
  Slot none; Price 36,000 gp; Weight 4 lbs.
  This hooded iron lantern seems drab and dull at first. However, 
  once per day, a creature can activate the lantern as a standard 
  action and create a tiny star within it. This sheds bright light in 
  a radius of 55 feet that qualifies as daylight for all purposes, in-
  cluding damaging or destroying creatures harmed by daylight. 
  In addition, it sheds regular bright light for another 55 feet (to-
  taling 110 feet of bright light), and normal light for another 110 
  feet beyond that. The star remains for 10 minutes before snuff-
  ing itself out. A mythic creature may expend one use of mythic 
  power when activating a white dwarf to have it shed daylight in 
  a two mile radius for one round, after which it sheds light as 
  normal while activated. Any creature (except the user) looking 
  towards a white dwarf when it is activated with mythic power 
  must succeed at a Reflex save (DC 10 + 1/2 the user’s character 
  level + the user’s highest mental ability modifier + the user’s 
  tier) or be permanently blinded. This is a visual effect and does 
  not work on any creature that cannot see. Any effect with the 
  darkness descriptor (including all effects of the Dark sphere) 
  in range of this enhanced light is automatically dispelled unless 
  its caster level is higher than the user’s caster level plus their 
  mythic tier. Darkness effects created by mythic creatures add 
  their creator’s tier to their caster level to determine if they are 
  dispelled by this effect. In addition to its primary effects, a user 
  may have a white dwarf shed normal light in a radius of 30 feet 
  by speaking a command word; repeating the command word 
  turns it off, but this light can otherwise last indefinitely.
  Flask Shard Effect: Increase the number of uses per day by 
  1. Flask Shard Limit: +2
  ConstruCtion requirements
  Craft Marvelous Item, Mythic Crafter, Light sphere (Intensity 
  Control, Star Genesis (advanced)); Cost 18,000 gp
  
  Chapter 6
  Establishing Churches
  While mythic heroes do not always act as deities or demigods 
  in the world, some - particularly those who take the Divine 
  SourceMA universal path ability - create churches and actively re-
  cruit followers that they grant power to. This chapter includes 
  rules, guidelines, and principles for establishing churches.
  Establishing And Strengthening A 
  Church
  Churches are complex, widespread organizations - especially 
  those who have spread enough to establish bases in multiple 
  countries. However, churches are not created equally, and 
  many of them focus on different goals or objectives. When you 
  start a church, each of its six attributes begins at 0. You gain 
  a number of points equal to your Charisma modifier when the 
  church is formed to increase these attributes, and you may low-
  er an attribute to gain an equal number of points in other at-
  tributes. Scores can range from -10 to +10, but may not exceed 
  +4/-4 when the church is first formed. You gain an additional 
  point for your church at each character level, bonus points at 
  4th level and every 4 levels thereafter, and an additional point 
  each time your permanent Charisma modifier goes up by +1. 
  You are not required to spend all of these points, but can re-
  duce one attribute by 1 each time you spend a point.
  For plot reasons, GMs may cap the effective level of a church. 
  For example, if you are level 8, your church may only have 
  points as though you were level 6. When this cap is removed 
  (or adjusted upwards), you immediately gain the maximum 
  number of points you could have and may distribute them im-
  mediately. This represents breakthroughs in your church and 
  changing policies.
  Note that a low score is not necessarily a bad thing. For 
  example, a church with a low Reaction score may not be quick 
  to adjust, but that can also insulate it from public pressure 
  and help it focus on its primary mission. Similarly, a church 
  with a negative Loyalty score may have no interest in expand-
  ing or advertising itself, which means it may be overlooked if 
  anti-religious fervor suddenly sweeps the area. At the GM’s dis-
  cretion, a negative score may apply a penalty to checks made 
  against a church by an opposing faction whenever it might 
  come into play. To go with the previous example, there might 
  be a penalty on Diplomacy checks made to try and get fanatics 
  to leave a negative-Loyalty church. It is acceptable, and even 
  encouraged, to stop adjusting a church’s scores when they seem 
  appropriate for its style. The GM may impose limits, if they 
  desire, on the attributes of any given church.
  Guidelines are provided below, but the exact nature of each 
  attribute depends on the church and is frequently affected by 
  their patron’s personality and views. As a general rule, larger 
  churches can do more with the same score. If two churches 
  with 6 Might fight each other, but one church is ten times larg-
  er, the bigger church is probably going to win.
  On a similar note, high scores generally mean that more people 
  in and around the church are affected by that attribute, while a 
  negative score means few or no people are affected. How much 
  of an emphasis churches put on a particular attribute is often 
  public knowledge, as explained on the following table.
  Table: Attributes And Public Perception
  Attribute
  Public Perception
  +10
  The church is famous for this attribute. Its 
  actions in this area are widely known (a DC 5 
  Knowledge (religion) check), and doing well 
  here occupies a significant amount of the 
  priests’ time.
  +7
  The church is well-known for this attribute 
  (a DC 10 Knowledge (religion) check) among 
  average people. The priests think maintaining 
  this is important.
  +4
  The church is known for this attribute (a DC 
  15 Knowledge (religion) check) by those who 
  study religion, but not the general public. The 
  priests spend some time doing it, but it is not 
  an overriding concern.
  
  0
  The church places no special emphasis for or 
  against this attribute. It is not known for the 
  associated behaviors.
  -5
  The church avoids or limits this attribute. If 
  the church is well-known, knowing they avoid 
  it is a DC 12 Knowledge (religion) check.
  -10
  The church avoids or limits this attribute as 
  much as reasonably possible. If the church is 
  well-known, knowing their behavior in this 
  area is a DC 5 Knowledge (religion) check.
  Secretive churches and cults add a +5 difficulty penalty to the 
  DCs of all Knowledge checks made to gather information 
  about them.
  Churches often cooperate with each other and with other ma-
  jor organizations to advance their mutual interests. For exam-
  ple, a church may have few defenders of its own to protect its 
  buildings, but it may be able to count on holy warriors from 
  a more militant church just down the road to come to its aid 
  during times of trouble. Whenever a church gains help from 
  another (as determined by the GM to be reasonable), they 
  may use their ally’s score instead of their own for attempting 
  a check.
  Good churches almost always aid each other. Lawful neutral 
  and neutral churches typically cooperate with most others 
  (particularly good churches) and remain out of fights. Chaotic 
  neutral churches are unpredictable, but may have friends that 
  they help (and can get help from). Evil churches tend to be 
  independent, and even being together in a hierarchy is not a 
  guarantee of support among them (though churches dedicat-
  ed to Devils and anyone in Hell’s hierarchy tend to cooperate 
  among themselves). While these are general guidelines, the 
  specific details of a church’s leader are the most important fac-
  tor in determining whether or not it cooperates with others.
  Church Attributes
  Churches have six attributes, one related to each of the six 
  ability scores. When the GM wants to determine whether or 
  not a church succeeds at trying to perform a specific task, they 
  may roll an attribute check against DC 15. An attribute check 
  is 1d20 + the attribute modifier. If a mythic character who leads 
  (or is a major figure in) the church is present for this, they may 
  use their mythic surge on the church’s check. If two churches 
  come into conflict, they may make opposed checks with the 
  attributes selected by the GM for the situation. Alternatively, 
  if one church has a positive attribute and the other church has 
  a negative attribute, the church with the positive attribute 
  takes a penalty on their roll equal to the negative attribute (and 
  mythic characters can use their mythic surge to increase the 
  penalty).
  In general, churches should only roll an attribute check when 
  there’s a realistic possibility of success in the endeavor. If the 
  situation is genuinely beyond them, they automatically fail the 
  check. Churches with an attribute modifier of -6 or below have 
  no chance of success in that area, but may still use that attri-
  bute to resist attempts to influence them.
  Note that the attribute check is a general abstraction of dif-
  ferent circumstances and behaviors, ranging from things like 
  priests possessing the right talents to sheer luck to having 
  enough money on-hand to hire problem-solvers like adventur-
  ers. GMs may use these attributes for non-church organiza-
  tions, setting the numbers as they feel is appropriate for the 
  group.
  Churches that are stable within an area can often try again on 
  any check they fail (once a suitable amount of time has passed). 
  For example, a low-Might church may fail in its attempt to 
  eradicate a monster horde in the nearby area, but after two 
  weeks, the GM decides they are ready to try again and rolls 
  that they succeed at that attempt.
  Conflict Examples
  Here are some examples of conflicts between churches and 
  how to use their attribute scores.
  • Normal Battle: Might vs. Durability: One church is 
  on offense and trying to destroy another, such as a 
  holy church waging a crusade on a heretical cult. The 
  church on offense uses its Might, while the church on 
  defense uses its Durability to resist the attack and try 
  to remain in the area.
  • All Out War: Might vs. Might: Two militant churches 
  try to destroy each other in a clash of their Might.
  • Information War: Connections vs. Negative Reaction: 
  One church is trying to influence the surrounding 
  area and leveraging its Connections to sway the lo-
  cal populace and, through them, the opinions of 
  another church’s leaders. The second church has a 
  negative Reaction because they are staunchly tradi-
  tionalist, making it much harder for the first church’s 
  Connections to work.
  Might (Strength)
  Might reflects a Church’s ability to project force in support of 
  its ideals. This may include training paladins or warpriests, hir-
  ing mercenaries, providing self-defense lessons to its members, 
  or any other method of projecting power that the church be-
  lieves in. Churches with a high Might score tend to be militant 
  and prize martial prowess, promoting battlefield commanders 
  within the faith, while Churches with a negative Might score 
  tend to prefer peaceful resolutions to problems. Note that the 
  ability and willingness to project force is not the same thing 
  as aggression or ruthlessness; Churches can be very powerful 
  but also restrained or noble in their use of force. This attribute 
  focuses specifically on combat power, not the Church’s ability 
  to influence events in other ways.
  Reaction (Dexterity)
  Reaction reflects a Church’s ability to move its power around 
  and adjust to changing situations. This could include moving 
  priests into different areas, altering the chain of command, 
  and responding to other Churches that may be challenging 
  it for domination. Churches with a high Reaction score tend 
  to be extremely mobile and flexible, aggressively seizing op-
  portunities and making a major impact in any area they turn 
  
  their attention to. They also tend to focus on responding to 
  the needs and requests of citizens, often diverting resources 
  to do so. Churches with a negative Reaction score tend to be 
  solid and stable - they may be considered traditionalist or even 
  boring, but the fact that everyone knows what to expect means 
  local governments often settle into a comfortable working re-
  lationship with them.
  Durability (Constitution)
  Durability reflects the ability of a Church to survive in a given 
  region when challenged. This takes the form of tithes or oth-
  er payments from members, support from local governments, 
  security for each church, the ability to hide places of worship 
  from enemies, and partnerships with other churches. A church 
  with a high Durability score can persist in almost any area, 
  whether publicly or under cover. Churches with a negative 
  Durability score tend to be easy to run out of an area, though 
  they may know how to settle in a new area with little difficulty.
  Connections (Intelligence)
  Connections cover the ability of a Church to acquire informa-
  tion and meet with local persons of interest. A Church with 
  high a Connections score knows most things going on in the 
  area and can usually find the answer to any ordinary question 
  in short order. They may also have personal relationships with 
  kings, councilors, mayors, or other civic leaders. Churches with 
  a negative Connections score may be insulated from the out-
  side - while this means they cannot project influence as well, 
  it also means others find it harder to affect them, and many 
  secretive faiths prefer this. Some Churches prefer to use this 
  method for influencing others.
  Miracles (Wisdom)
  Miracles cover the overall divine power granted to members. 
  Almost every Church of meaningful size has several members 
  with strong divine powers, and usually at least one at any of-
  ficial building, but some Churches have far more higher-level 
  clerics and priests than others. Churches with a high Miracles 
  score have an easier time providing spellcasting services 
  (whether paid, low-cost, or free) and tend to be known as plac-
  es where people can go for magical help. Churches with a neg-
  ative Miracles score rarely cast magic for the benefit of outsid-
  ers, and usually only for a high price. Many churches use their 
  Miracles to spread their influence and support their goals, and 
  indeed, this is their main way of doing so outside of Might. 
  Regardless of their attribute score here, churches almost al-
  ways provide Miracles to their own clergy members (though 
  not necessarily to the regular members of the church).
  Loyalty (Charisma)
  Loyalty reflects the dedication of the church’s priests and 
  members. Churches with a high Loyalty score have an easier 
  time growing and its members tend to remain with it even 
  through tough times. Churches with a negative Loyalty score 
  work well enough in normal times, but may crack under pres-
  sure and see many members flee during tough times. However, 
  even Churches with very negative Loyalty scores tend to have a 
  few devoted or even fanatical members. Some Churches prefer 
  to remain small and focused, so they expend little or no effort 
  on garnering loyalty outside of their existing membership. To a 
  lesser extent, Loyalty also represents the trust the community 
  has in the Church. Any faith that offers public services (heal-
  ing, banking, funeral rites, etc.) probably has a medium-to-high 
  Loyalty score.
  The Powers Of Faith
  Few churches survive for long if they do not have someone to 
  worship. Some gods (and other targets of worship) do not care 
  about running a church or have only the most minimal involve-
  ment. However, those who are serious about running a church 
  gain special abilities designed to help with managing it. These 
  abilities are split into ten levels, which are collectively known 
  as the powers of faith. Mortal creatures can access these pow-
  ers if they can provide spellcasting and domains to their fol-
  lowers. The Divine SourceMA mythic ability is the most common 
  way for mortals to do this, which is why most creatures offer-
  ing these powers start at Tier 3 or higher. Creatures must take 
  Divine Source a second time to gain powers at Tier 6 and higher, 
  and a third time to gain the Tier 9 and Tier 10 powers. Mythic 
  creatures are considered quasi deities when they first take the 
  Divine Source ability, but do not continue to become demigods 
  or full deities regardless of level or tiers.
  If you are not using the Mythic system, your GM may change 
  when each new tier of power is accessible.
  Tier 1: Know Your Followers
  You always know whether or not a person is a worshiper of 
  yours, though this does not give you automatic insight into 
  their personal feelings. You gain custody of the souls of your 
  worshipers when they die - most deities always have these souls 
  sent to their divine realm, but some have the souls wait or be 
  used for other matters. You may also hear particularly powerful 
  or important prayers from your worshipers, as well as prayers 
  from those in close proximity.
  Tier 2: Receive The Power Of Faith
  You may receive worship from mortal believers in a more di-
  rect fashion. Once per day, you may roll twice on any d20 roll 
  and take the better result. You may use this ability after a dice 
  has been rolled, but before the result is given. You may choose 
  to use this ability on an ally you can see instead of yourself. You 
  may use this ability an additional time per day at 4th tier and 
  every even tier thereafter.
  Tier 3: Sanctify The Holy Ground
  Your worshipers may sanctify temples and shrines to you. 
  When an area is consecrated in this way, you may choose to 
  perceive anything happening within the consecrated area 
  (though you must intentionally choose to watch). You automat-
  ically see through all illusions, disguises, and other attempts 
  to hide within the consecrated area. Once per day, you may 
  use any ability you have on any person within the consecrated 
  ground as if you were right next to them (except abilities that 
  can only target you) without expending any resources (such as 
  
  spell points or martial focus). You may use your abilities more 
  often, but they incur the normal cost.
  Consecrated areas must be specific and clearly defined as an 
  area dedicated to your faith. For example, you could share a 
  consecrated area with several other deities in a communal tem-
  ple, but your worshippers cannot consecrate an entire planet 
  and let you see anything, anywhere, unless they turn literally all 
  of the planet into a temple.
  Tier 3: Punish The Apostates
  You may afflict offending worshipers of your faith with a curse 
  appropriate to your divine theme, lasting as long as you like 
  and with any level of severity you choose (including death). 
  However, if another deity accepts the worshiper, the curse is 
  immediately lifted. Note that some deities choose mild curses, 
  such as one instance of idle misfortune, as a warning to stay 
  on the right path. Other deities never choose to punish their 
  followers.
  Tier 4: Hear Prayers
  You may hear all the prayers of your faithful, not just those 
  from especially prominent followers. This is usually a sub-
  conscious murmur that is not distracting to you, but you may 
  choose to listen for particular topics or people and be alerted 
  whenever those come up. You may communicate with your 
  worshipers during their prayers, but your voice is subtle and 
  does not force obedience.
  Tier 5: Reward The Devout
  You can give boons to followers who serve you well. You may 
  establish an obedience that your followers can perform each 
  day for a boon of power (see the Deific Obedience feat in 
  Pathfinder Campaign Setting: Faiths of Golarion for information 
  on obediences), and you may create boons for the evangelist, 
  exalted, and sentinel prestige classes. You may also offer Divine 
  Gifts (see Pathfinder Roleplaying Game: Planar Adventures for the 
  rules of Divine Gifts, as well as appropriate samples). You may 
  not offer Divine Gifts that have a caster level greater than 
  twice your tier, nor may you create other effects that are simi-
  larly stronger than your divine energies. You may offer Divine 
  Gifts to a number of creatures equal to or less than your tier at 
  any one time; if you try to offer any Divine Gifts beyond this, 
  the creatures with the oldest gifts lose access to them first.
  Tier 6: Perceive Followers
  As a move action, you may see a specific follower and their 
  surroundings, gaining all knowledge of their situation that the 
  follower in question knows. This does not grant notably deep 
  or subtle knowledge of the situation, but it is enough to make 
  their current circumstances clear to you.
  Tier 7: Mark The Prophets
  You may consecrate specific worshipers as Favored Followers 
  or High Priests. You may have up to two Favored Followers per 
  mythic tier, but only one true High Priest (even if others have 
  the title). Each Favored Follower gains 1 Mythic Tier, while the 
  High Priest (who must choose the Hierophant path) gains one 
  fewer Mythic Tiers than you possess. You may remove these 
  blessings at any time, but cannot bless a new follower with the 
  reclaimed power for 24 hours.
  Favored Followers and High Priests should not be camp fol-
  lowers, minions, or other individuals who travel with a deity or 
  directly expend mythic power on behalf of the deity.
  Tier 8: Manifest Divinity
  You may appear before a praying worshiper, instantly traveling 
  to their side and divinely bypassing any barriers (including pla-
  nar boundaries and antimagic fields). The manifestation lasts for 
  no longer than one scene, as determined by the GM, before 
  you return to your original location. You may create a show 
  when you arrive, typically themed to your divine focus and cur-
  rent mood. For example, a deity of light may appear blindingly 
  bright, while a deity of secrets may appear masked and robed.
  Tier 9: Bless A Nation
  You may selectively bless or curse a faction or nation that con-
  tains a substantial number of your followers (in most cases, you 
  must be either one of or the single largest churches in the na-
  tion to qualify, with adherents making up at least 30% of the 
  population; factions require the same minimum percentage of 
  adherents). The faction or nation must have a minimum of 100 
  members. The blessing or curse provides a +2 or -2 modifier on 
  all d20 rolls the members of that faction or nation make for 
  one month, resulting in a small but noticeable impact on daily 
  life. Once you have blessed or cursed a group, you may not do 
  so again for one year.
  Tier 10: Miracle Of The Faith
  Once per day, you may cast miracle as a spell-like ability on be-
  half of one of your followers, affecting either them or their sit-
  uation. Given the sheer power of miracles, most deities reserve 
  this boon for times of great need.
  
  Arcane casters that are smart (or lucky) enough to have long 
  and impressive careers often branch off into different fields of 
  specializations. Some study ancient secrets and haunt long-for-
  gotten libraries, yearning to glean any lost bit of lore. Some 
  combine their arcane talents with martial skills, and become 
  spell-wielding mageknights or archers or even trickster rogues. 
  Some few of these casters dabble in alchemy, or even combine 
  their skills with the divine to become masters of both types 
  of magic. And, there are those that follow a pure path of ar-
  cane crafting, studying the magic for no purpose other than 
  the magic itself, raw power, the ability to transform, or to 
  charm and beguile, or create objects from nothing more than 
  whim; these are the true arcane masters, these are the casters 
  that command the mightiest of magical abilities. These are the 
  archwizards.
  Role: The archwizard is often in a position to determine what-
  ever role they desire. As a master of spherecasting, an arch-
  wizard may fulfill many roles for the party in attack, defense 
  or utility. Archwizards are often traveling the world, on some 
  great quest for a rare or imagined spell component, and may 
  find allies to help them along their journeys.
  Archwizards In A Setting: Archwizards are among the 
  most powerful spellcasters in the realm for the simple reason 
  that only the greatest casters even have the potential to be-
  come archwizards - most will never even approach the level of 
  skill needed to enter this prestige class, much less master it. 
  Archwizards are often famous within their nation or even most 
  of the world, particularly because many of them do nothing to 
  hide who they are or what they want to do. At a certain level of 
  power, you simply are not bothered by most threats.
  Many archwizards live in large cities (though some prefer 
  isolated towers instead) and behave as they wish in daily life. 
  Some are reclusive and only seen once in a hundred years while 
  others walk the land like a tempest, leaving the world changed 
  in their wake. Whatever the people’s opinion of archwizards, 
  those from peasant to king tend to listen when they speak, for 
  ignoring the greatest of casters invites disaster.
  It is appropriate for there to be few or no archwizards in your 
  campaign setting. Archwizard NPCs are almost always notable 
  figures and may include figures like a player character’s mentor, 
  the leader of a large and powerful wizard’s guild, or an immor-
  tal caster who guards a sacred land.
  Alignment: Archwizards tend to be polarizing characters, 
  frequently being powerful and influential members of their 
  alignment arch. While they may be of any alignment, most 
  tend to the extremes (lawful good, lawful evil, chaotic good, or 
  chaotic evil).
  Hit Die: d6.
  Requirements:
  To qualify to become an archwizard, a character must fulfill all 
  the following criteria.
  • Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 
  ranks, Use Magic Device 15 ranks.
  • Feats: Sphere Focus in two magic spheres, Skill Focus 
  (Knowledge (arcana)), Skill Focus (Spellcraft), Spell 
  Penetration.
  • Spells: Caster level 15 (only caster levels from class 
  levels count), seven or more base spheres
  • Special: Unlike most prestige classes, this prestige 
  class requires playing into epic levels (level 21+) to 
  reach its cap. If your game does not use epic levels, 
  you may want to reduce the requirements of this class 
  so that it can be entered starting from 11th level. This 
  prestige class should never be available before 11th 
  level. If you do not change its prerequisites, it is func-
  tionally capped at its 5th level.
  Becoming An Archwizard: Becoming an archwizard should 
  be a time-consuming task that requires a caster to research 
  various aspects of magic in pursuit of ultimate mastery of 
  their casting. Characters should not be allowed to enter this 
  class simply because they meet the other requirements - in-
  stead, they should work towards this goal for at least several 
  levels and complete several personal quests to research magical 
  lore, gain training from a similarly-powerful figure (such as an 
  Chapter 7
  The Spheres Archwizard
  
  ancient, mighty dragon or another archwizard), or otherwise 
  complete difficult challenges appropriate to your campaign.
  Class Skills: The archwizard’s class skills (and the key ability 
  for each skill) are Craft (Int), Fly (Dex), Knowledge (all) (Int), 
  Linguistics (Int), Sense Motive (Wis), Spellcraft (Int), and Use 
  Magic Device (Cha).
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Features
  Weapon and Armor Proficiency: Archwizards gain no pro-
  ficiency with any weapon or armor.
  Casting Progression: When a new archwizard level is gained, 
  the character gains an increased caster level and casting ability 
  progression (new magic talents, spell point progression, etc.) 
  as if he had also gained a level in any one spherecasting class 
  he added before the prestige class level. He does not, however, 
  gain any other benefit a character with that class would have 
  gained (such as non-casting class abilities). If a character had 
  more than one spherecasting class before he became an arch-
  wizard, he must decide which class he adds each level of arch-
  wizard to for the purpose of determining casting progression.
  This ability cannot be applied to any non-spherecasting class 
  (such as the core wizard, sorcerer, or cleric classes), although 
  it does work if the character has an archetype to change that 
  standard casting to spherecasting.
  Forgo Materials: A first level archwizard no longer needs 
  mundane material components to fuel his talents and rituals, 
  and acts as if he has the Eschew Materials feat. The archwiz-
  ard may cast any ritual with a material component cost of up 
  to 100 gp per archwizard level without needing the actual 
  component(s).
  Metamagic Enhancement (Su): An archwizard is a master 
  at manipulating magical forces. At first level, he reduces the 
  cost of any metamagic feat known (except Echoing Spell) by 
  one spell point, to a minimum of one (except for metamagic 
  that costs one spell point to begin with, which can be reduced 
  to zero). At 5th level and 10th level, the adjusted level is re-
  duced one additional spell level or spell point, subject to the 
  minimums described above. This only applies to spherecasting 
  effects. Metamagic enhancement can only be applied to one 
  use of metamagic per spell and does not affect the Heighten 
  Spell feat. These changes to spell point costs do not change 
  the normal casting times for adding metamagic to spherecast-
  ing. This ability replaces metamagic mastery if the archwizard 
  possesses that ability.
  Spellcasting Master: At 2nd level, the archwizard gains a 
  +5 insight bonus to Knowledge (arcana), Spellcraft, and Use 
  Magic Device.
  Arcane Servant (Su): All archwizards of 2nd level and high-
  er have a permanent unseen servant (as the unseen servantCRB spell) 
  near them at all times. The servant can go no further than 100 
  feet, but otherwise confer to the rules of normal unseen servants. 
  If destroyed, the servant reappears the following round.
  Detect Expertise: All of a 3rd-level archwizard’s (divine) 
  talents are treated as if using the Detect ExpertiseUM feat 
  (including (divine) talents that normally would not be affected 
  by this feat), even if the archwizard does not meet the prereq-
  uisites for the feat. In addition, the archwizard gains informa-
  tion one round earlier than normal if the detection is round-de-
  pendent, and can gain information about bestial traits, mystic 
  combats, paths, and other character details as determined by 
  the GM. All of the archwizard’s (divine) talents also gain the ef-
  fects of the Detect Spellcaster (divine) ability of the Divination 
  sphere.
  At 6th level, the archwizard gains information 2 rounds earlier.
  Detect Expertise: When you use any of the spells listed in this 
  feat’s prerequisites to detect a creature’s alignment or its mag-
  ic, you have a chance of detecting what spellcasting expertise 
  it has. After you observe a creature with the detect spell for 3 
  rounds, it must attempt a Will save (DC 10 + 1/2 your caster lev-
  el + your Intelligence modifier). If it fails the saving throw, you 
  learn what bloodlines, domains, hexes, schools, or mysteries (if 
  any) the creature possesses. If the creature succeeds at its save, 
  it is immune to the effects of this feat for 24 hours.
  Spell Echo: A 4th-level archwizard holds on to some of the 
  arcane energy in a cast spell. Once per day for every two arch-
  wizard levels, the archwizard can treat a spell as if it were cast 
  with the Echoing Spell metamagic, with no increase in casting 
  time or spell point cost.
  Echoing Spell: When you cast an echoing spell, its energy does 
  not disappear entirely, and you can cast it one additional time 
  during that day without spending any spell points. No other 
  effect that allows you to reprepare or recast a spell can affect 
  the echoed spell. Spell Point Cost: +3
  Sphere-Like Ability (Sp): At 5th level, an archwizard can 
  use one or more of his spell points to prepare one talent (or a 
  compatible group of talents) as a sphere-like ability that can 
  be used three times per day. The spell point (or points) is per-
  manently removed from the spellcaster’s spell pool for as long 
  as the talent is prepared. For example, if an archwizard has 20 
  spell points and chooses to make a destructive blast with the 
  Fire Blast (blast type) and Explosive Orb (blast shape) talents 
  a sphere-like ability, he will only have 18 spell points available 
  because that talent combination costs 2 spell points. A sphere-
  like ability always reserves at least one point from the arch-
  wizard’s spell pool. The archwizard does not apply any general 
  drawbacks when casting their sphere-like ability. Once per day, 
  as long as they have not used their sphere-like ability that day, 
  an archwizard may change their sphere-like ability by spending 
  eight hours to modify their casting techniques. This does not 
  restore any spell points previously invested (although they will 
  return the next time the caster regains spell points normally), 
  and does require investing additional spell points for the new 
  ability. At 7th and 9th levels, the archwizard may designate one 
  additional sphere-like ability.
  
  The archwizard can choose to make a sphere talent modified 
  by metamagic into a sphere-like ability. This ability may not 
  be combined with the metamagic enhancement ability (above).
  Epic Crafter: An archwizard of 5th level may craft mag-
  ic weapons with the epic descriptor, which bypass DR/epic. 
  There is no additional cost for applying this descriptor while 
  crafting a magic weapon. A 5th-level archwizard may also craft 
  spell engines, marvelous items, or implements with this de-
  scriptor. In these cases, the items allow any talents they create 
  or affect to bypass DR/epic if it would apply to them.
  Overcome Drawbacks: A 6th-level archwizard is no longer 
  affected by their general drawbacks, but still gains the extra 
  spell points or boons for having drawbacks. This does not ap-
  ply to sphere-specific drawbacks.
  Shaped Area (Su): A 7th-level archwizard can alter areas of 
  effect for talents that use one of the following shapes: burst, 
  cone, cylinder, emanation, or spread. The alteration consists 
  of creating spaces within the talent’s area or effect that are not 
  subject to the talent. The minimum dimension for these spac-
  es is a 5-foot cube. Furthermore, any shapeable talents have a 
  minimum dimension of 5 feet instead of 10 feet.
  Selective Targets (Su): At 8th level, the archwizard may se-
  lect up to one target per point of CAM to exclude from any 
  area-of-effect talent cast, or double the number of targets af-
  fected by a talent (except talents that are limited to personal 
  use). In the first application, the targets are engulfed in the ef-
  fect, but do not suffer any of the effects. This is a target-based 
  exclusion; other opponents sharing the excluded target’s space 
  are still affected by the talent. In the second case, when a tal-
  ent description specifies an effect like “one creature/level,” the 
  archwizard may instead affect up to two creatures/level.
  Bypass Spell Resistance (Ex): At 9th level, the archwizard’s 
  command of magic is such that he may unravel a creature’s nat-
  ural resistance to magic. As a free action, an archwizard may 
  reduce a target’s spell resistance by his archwizard level, once 
  per day per target. This reduction lasts for one round per arch-
  wizard level. In addition, an archwizard ignores energy resis-
  tance equal to his total caster level from casting classes.
  Archwizardry (Ex): At 10th level, an archwizard is truly the 
  master of magic and its weavings. As a full-round action, an 
  archwizard of this level may cast two sphere effects with a cast-
  ing time of 1 standard action (or faster). The archwizard may 
  do this one time per six caster levels per day. This ability does 
  not stack with Quicken Spell or any other ability that increases 
  spells cast per round. The archwizard must still expend spell 
  points normally. If using talents that require concentration, the 
  archwizard may concentrate on all talents cast through arch-
  wizardry with the same action.
  Table: The Archwizard
  Level
  BAB
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Magic Talents
  1
  +0
  +0
  +0
  +1
  Casting progression, forgo materials, metam-
  agic enhancement
  +1 level of spherecasting class
  2
  +1
  +1
  +1
  +1
  Spellcasting master, arcane servant
  +1 level of spherecasting class
  3
  +1
  +1
  +1
  +2
  Detect expertise
  +1 level of spherecasting class
  4
  +2
  +1
  +1
  +2
  Spell echo
  +1 level of spherecasting class
  5
  +2
  +2
  +2
  +3
  Sphere-like ability, epic crafter
  +1 level of spherecasting class
  6
  +3
  +2
  +2
  +3
  Overcome drawback
  +1 level of spherecasting class
  7
  +3
  +2
  +2
  +4
  Shaped area
  +1 level of spherecasting class
  8
  +4
  +3
  +3
  +4
  Selective targets
  +1 level of spherecasting class
  9
  +4
  +3
  +3
  +5
  Bypass spell resistance
  +1 level of spherecasting class
  10
  +5
  +3
  +3
  +5
  Archwizardry
  +1 level of spherecasting class
  
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 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.
  Spheres of Might © 2017 Drop Dead Studios LLC, Authors Adam Meyers, Ehn Jolly, 
  Michael Sayre, Andrew Stoeckle
  Player’s Guide to Skybourne© 2016 Drop Dead Studios LLC, Author Adam Meyers, Mike 
  Myler, David Silver
  Pathfinder Player Companion: Champions of Corruption © 2014, Paizo Inc.; Authors: 
  Paris Crenshaw, Jim Groves, Sean McGowen, and Philip Minchin. Pathfinder Player 
  Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ 
  Brown, John Compton, Alex Riggs, and David Ross. Pathfinder Player Companion: 
  Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, 
  Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.
  Bloodforge, © 2014, Dreamscarred Press, LLC; Author: Matthew Ryan Medeiros, Jade 
  Ripley, based on material by Owen K.C. Stephens.
  Ultimate Charisma. © 2015, Everyman Gaming, LLC; Author; Alexander Augunas.
  Spheres of Power, © 2014, Drop Dead Studios; Authors: Adam Meyers, Tyler Keene, Ryan 
  Ricks, Owen Stephens
  Spheres of Power: Expanded Options, © 2015, Drop Dead Studios; Authors: Adam 
  Meyers, J Gray, James Mars, Michael Sayre & Douglas Schaub
  Mythic Spheres of Power © 2019, Drop Dead Studios; Author: James Eder
  Mythic Spheres of Might © 2019, Drop Dead Studios; Author: James Eder
  Mythic Champions of the SPheres © 2020, Drop Dead Studios; Author: James Eder
  The Abjurer’s Handbook © 2018, Drop Dead Studios; Authors: Andrew Gibson
  The Auspician’s Handbook, © 2018, Drop Dead Studios, Authors: Jeff Collins, Adam 
  Meyers
  The Battlemage’s Handbook © 2016, Drop Dead Studios; Author: Andrew J. Gibson
  The Chronomancer’s Handbook © 2018, Drop Dead Studios; Author: Michael Sayre
  The Creator’s Handbook © 2016, Drop Dead Studios; Author: Michael Uhland
  The Destroyer’s Handbook © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Diviner’s Handbook © 2016, Drop Dead Studios; Author: Derfael Oliveira
  The Enhancer’s Handbook © 2016, Drop Dead Studios; Author: Marcus Dirr
  The Fey Binder’s Handbook © 2019, Drop Dead Studios; Author: Andrew Stoeckle
  The Geomancer’s Handbook © 2015, Drop Dead Studios; Author: Derfael Oliveira
  The Illuminator’s Handbook © 2016, Drop Dead Studios; Author: Amber Underwood
  
  The Inventor’s Handbook © 2019, Drop Dead Studios; Authors: Derfael Oliveira, David 
  Spektorov
  The Mentalist’s Handbook © 2017, Drop Dead Studios; Author: John Little
  The Necromancer’s Handbook © 2018, Drop Dead Studios; Authors: Adam Meyers, Luke 
  Williams
  The Nyctomancer’s Handbook © 2016, Drop Dead Studios; Author: Steven Loftus
  The Sanguinist’s Handbook © 2018, Drop Dead Studios; Author: Andrew Stoeckle
  The Shapeshifter’s Handbook © 2016, Drop Dead Studios; Author: Andrew Stoeckle
  The Telekinetic’s Handbook © 2015, Drop Dead Studios; Author: Amber Underwood
  The Tempestarian’s Handbook © 2019, Drop Dead Studios; Author: Jeff Collins
  The Trickster’s Handbook © 2018, Drop Dead Studios; Author: Darren Smith
  The Vivomancer’s Handbook © 2017, Drop Dead Studios; Author: Andrew Gibson
  The Worldwalker’s Handbook, © 2019, Drop Dead Studios LLC, Author: Amber 
  Underwood
  The Bear Sphere © 2019 Drop Dead Studios; Author: Adam Meyers
  The Wraith © 2018, Drop Dead Studios; Author: Andrew Stoeckle
  Wild Magic © 2018, Drop Dead Studios LLC
  Worlds of Power © 2015, Drop Dead Studios; Authors: Wm Jay Carter III, Richard 
  Cramer, and Alexander Corrin
  Fantastical Creatures & How to Survive Them: A Student’s Guide for Adventure & Study 
  © 2016, Drop Dead Studios; Author: Adam Meyers, Andrew Stoeckle, Derfael Oliveira, 
  Michael Uhland, Douglas Schaub, John Little, Case Hayes
  Champions of the Spheres © 2017, Drop Dead Studios LLC; Authors: Adam Meyers, 
  Andrew Stoeckle, N. Jolly, Michael Sayre
  The Warden © 2017, Drop Dead Studios LLC; Authors: Brad Wittingham
  Kobold Quarterly, Issue 7, © 2008, Open Design LLC, www. Koboldquarterly. com; 
  Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, 
  Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!.
  Path of War, © 2014, Dreamscarred Press; Author Christopher Bennet Path of War: 
  Expanded, © 2016, Dreamscarred Press; Authors: Christopher Bennet, Anthony Altovilla, 
  Jade Ripley
  Pathfinder Chronicles: Heart of the Jungle, © 2010, Paizo Publishing, LLC; Authors: Tim 
  Hitchcock, Jason Nelson, Amber Scott, Chris Self, and Todd Stewart.
  Pathfinder Player Companion: Alchemy Manual, © 2014, Paizo Inc.; Authors: Jason 
  Nelson, Patrick Renie, and David N. Ross.
  Pathfinder Roleplaying Game Horror Adventures, © 2016, Paizo Inc.; Authors: John 
  Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, 
  Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, 
  Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Pathfinder Unchained, © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor.
  The Hypertext d20 SRD. c 2004, Jans W Carton.
  Advanced Feats: Visions of the Oracle. Author: Sigfried Trent © 2011, Open Design LLC, 
  www.koboldquarterly.com. All rights reserved.
  Forest Kingdom Campaign Compendium c 2017, Legendary Games; Lead Designer Jason 
  Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. 
  Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil 
  Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.
  Mythic Character Codex © 2019, Legendary Games. Lead Designer: Jason Nelson; 
  Authors: Clinton J. Boomer, Robert Brookes, Amanda Hamon Kunz, Jonathan H. Keith, 
  Jeff Lee, Julian Neale, Alex Riggs, David N. Ross, Stephen Rowe, Tork Shaw, Loren Sieg, 
  Margherita Tramontano, Mike Welham.
  Mythic Hero’s Handbook c 2015, Legendary Games, Dreamscarred Press, and Rogue 
  Genius Games; Lead Designer Jason Nelson; Authors: Robert Brookes, Eric Hindley, 
  Jonathan H. Keith, Jeff Lee, Marc Radle, Alistair J. Rigg, Andreas Ronnqvist, Tork Shaw, 
  Jeremy Smith, Owen K.C. Stephens.
  Mythic Monster Manual c 2015, Legendary Games; Lead Designer Jason Nelson. Authors: 
  Benjamin Bruck, Jim Groves, Jonathan H. Keith, Jason Nelson, Tom Phillips, Sean K 
  Reynolds, Alistair Rigg, Jeremy Smith, Russ Taylor, Mike D. Welham.
  Mythic Spell Compendium c 2015, Legendary Games; Lead Designer Jason Nelson. 
  Authors: Jonathan H. Keith, Amanda Hamon Kunz, Mike D. Welham.
  Pathfinder Adventure Path #100: A Song of Silver c 2015, Paizo Inc.; Authors: James 
  Jacobs, with Adam Daigle, Crystal Frasier, Jim Groves, Tim Hitchcock, Brandon Hodge, 
  Nicolas Logue, Stephanie Loree, Rob McCreary, Erik Mona, Jason Nelson, Richard Pett, 
  Sean K Reynolds, F. Wesley Schneider, Amber E. Scott, Mike Shel, Neil Spicer, and Greg 
  A. Vaughan.
  Pathfinder Campaign Setting: Inner Sea Combat c 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Compton, and Thurston Hillman.
  Pathfinder Campaign Setting: Inner Sea Gods c 2014, Paizo Publishing, LLC; Author: 
  Sean K Reynolds. Contributing Authors: Amanda Hamon, James Jacobs, John Ling, Mark 
  Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. 
  Sutter, Jerome Virnich.
  Pathfinder Campaign Setting: Inner Sea Magic c 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Monster Codex c 2015, Paizo Inc.; Authors: John 
  Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.
  Pathfinder Campaign Setting: Inner Sea Temples c 2016, Paizo Inc.; Authors: Robert 
  Brookes, Liz Courts, Mikko Kallio, Jeffrey Swank, and Larry Wilhelm.
  Pathfinder Campaign Setting: The Inner Sea World Guide. c 2011, Paizo Publishing, 
  LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. 
  Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito 
  Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean 
  K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber 
  E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, 
  Jeremy Walker, and JD Wiker.
  Pathfinder Campaign Setting: Lost Kingdoms. c 2012, Paizo Publishing, LLC; Authors: 
  Wolfgang Baur, Adam Daigle, Tim Erwin, and F. Wesley Schneider.
  Pathfinder Campaign Setting: Technology Guide c 2014, Paizo Inc.; Authors: James Jacobs 
  and Russ Taylor.
  Pathfinder Chronicles: Guide to the River Kingdoms. © 2010 Paizo Publishing, LLC; 
  Authors: Eric Bailey, Kevin Carter, Elaine Cunningham, Adam Daigle, Mike Ferguson, 
  Joshua J. Frost, Steve Kenson, Rob Manning, Alison McKenzie, Colin Moulder- McComb, 
  China Mieville, Brock Mitchel-Slentz, Jason Nelson, Richard Pett, Chris Pramas, 
  Je’Quick, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, Neil Spicer, Matthew 
  Stinson, and John Wick.
  Pathfinder Player Companion: Advanced Class Origins c 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Tom Phillips, Stephen Radney- MacFarland, and Owen K.C. Stephens.
  Pathfinder Player Companion: Blood of the Ancients c 2018, Paizo Inc.; Authors: John 
  Compton, Andrew Hoskins, James Jacobs, Mikko Kallo, Alex Riggs, Stephen Rowe, and 
  Jeffrey Swank.
  Pathfinder Player Companion: Champions of Purity c 2013, Paizo Publishing, LLC; 
  Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, 
  and Christina Stiles.
  Pathfinder Player Companion: Demon Hunter’s Handbook c 2013, Paizo Publishing, 
  LLC; Authors: Philip Minchin, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Player Companion: Heroes of the Darklands c 2017, Paizo Inc.; Authors: 
  Robert Brookes, Eleanor Ferron, Michelle Jones, Alex Riggs, and Nicholas Wasko.
  Pathfinder Player Companion: Heroes of the Wild c 2015, Paizo Inc.; Authors: Tyler Beck, 
  Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William 
  Thrasher.
  Pathfinder Player Companion: Legacy of the First World c 2017, Paizo Inc.; Authors: Jake 
  Alley, Judy Bauer, John Compton, Mikko Kallio, Jason Keeley, Joe Pasini, Mark Seifter, 
  Kendra Leigh Speedling, Josh Vogt, and Linda Zayas-Palmer.
  Pathfinder Player Companion: People of the Stars c 2014, Paizo Inc.; Authors: Ethan Day-
  Jones, Jim Groves, Jonathan H. Keith, Andrew Romine, David N. Ross, and James L. 
  Sutter.
  Pathfinder Player Companion: Potions & Poisons c 2017, Paizo Inc.; Authors: Kate Baker, 
  Eleanor Ferron, Nathan King, Lyz Liddell, Luis Loza, Alex Putnam, Alex Riggs, and David 
  Schwartz.
  Pathfinder Roleplaying Game Advanced Class Guide c 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. c 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik 
  Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Owen Stephens, and Russ Taylor.
  
  Pathfinder Roleplaying Game Adventurer’s Guide c 2017, Paizo Inc.; Authors: Benjamin 
  Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe 
  Pasini, Jessica Price, David Schwartz, and Josh Vogt.
  Pathfinder Roleplaying Game Bestiary. c 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, 
  Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. 
  Sutter, and Greg A. Vaughan.
  Pathfinder Roleplaying Game Bestiary 2. c 2010, Paizo Publishing, LLC; Author: Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean,
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. 
  Vaughan.
  Pathfinder Roleplaying Game Bestiary 3. c 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. c 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Book of the Damned c 2017, Paizo Inc.; Authors: John 
  Compton, Adam Daigle, Amanda Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley 
  Schneider, Todd Stewart, and Josh Vogt.
  Pathfinder Roleplaying Game Core Rulebook. c 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, c 2010, Paizo Publishing, LLC; Authors: Cam 
  Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito 
  Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug 
  Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip 
  Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Monster Codex c 2014, Paizo Inc.; Authors: Dennis Baker, 
  Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. 
  Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, 
  Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures. c 2013, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Design Team: Stephen Radney- MacFarland and Sean K 
  Reynolds; Authors: 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 Occult Adventures c 2015, Paizo Inc.; Authors: John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, 
  Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex 
  Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained c 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Planar Adventures c 2018, Paizo Inc.; Authors: Robert 
  Brookes, John Compton, Paris Crenshaw, Eleanor Ferron, Thurston Hillman, James 
  Jacobs, Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy Pellazar, Jessica Price, 
  Mark Seifter, F. Wesley Schneider, Todd Stewart, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Campaign c 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, 
  Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard 
  Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat c 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment (OGL) c 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan 
  H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  Russ Taylor, and numerous RPG Superstar contributors
  Pathfinder Roleplaying Game Ultimate Intrigue c 2016, Paizo Inc.; Authors: Jesse Benner, 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. 
  Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, 
  Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda 
  Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic c 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: 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 Wilderness c 2017, Paizo Inc.; Authors: Alexander 
  Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, 
  Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, 
  Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, 
  Jeffery Swank, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Villain Codex c 2016, Paizo Inc.; Authors: Alexander 
  Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon 
  Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, 
  Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.
  Psionic Bestiary, © 2013, Dreamscarred Press; Authors: Andreas Ronnqvist, Jeremy Smith, 
  Dean Siemsen, Jade Ripley, Jim Hunnicutt, Michael Pixton, Michael McCarthy, Dale 
  McCoy.
  Psionic Bestiary, © 2014, Dreamscarred Press;
  Psionics Augmented, © 2013, Dreamscarred Press;
  Psionics Expanded, © 2012, Dreamscarred Press;
  Psionics Unleashed, © 2010, Dreamscarred Press;
  Rappan Athuk © 2012 Bill Webb, Frog God Games
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, 
  Chris Pramas, and Robert J. Schwalb.
  Tome of Horrors III, © 2005, Necromancer Games, Inc; Author: Scott Greene, with 
  Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, 
  Ian S. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert 
  Schwalb and Bill Webb.
  Tome of Horrors, © 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.
  Ultimate Psionics, © 2013, Dreamscarred Press; Authors: Andreas Rönnqvist, Jeremy 
  Smith, Eric Hindley, Philip J. Leco, II
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors: Andy Collins, Jesse 
  Decker, David Noonan, Rich Redman.
  Aerial Servant from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; Published and distributed by Frog God Games; Authors: Clark Greene and Clark 
  Peterson, based on original material by Gary Gygax. Basidirond from the Tome of 
  Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Simon Muth.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Muth.
  Death Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Underworld Oracle.
  Demodand, Slime from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  
  Demon Lord, Kostchtchie from the Tome of Horrors Complete, © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Neville White.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Executioner’s Hood from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on orig-
  inal material by Gary Gygax.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Ian McDowell and Douglas Naismith.
  Forlarren from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Ian Livingstone.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Hangman Tree from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Jubilex from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Mite from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Ian Livingstone and Mark Barnes.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Moon Dog from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lewis Pulsipher.
  Rot Grub from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Scarecrow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Neville White.
  Trapper from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc.; pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Gary Gygax.
  Troll, Ice from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original ma-
  terial by Russell Cole.
  Troll, Rock from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene.
  Vegepygmy from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors 
  Complete, © 2011,
  Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Albie Fiore.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax
  
  Mythic Champions of the Spheres
  Mythic Champions of the Spheres
  Mythic Champions of the Spheres
  Mythic Champions of the Spheres
  Champions, your time has come! This companion book gives mythic support to charac-
  ters who blend the Spheres of Power and Spheres of Might system together and includes:
  • 
  Mythic class features for champion classes and prestige classes
  • 
  New mythic feats
  • 
  Powerful new mythic magical items
  • 
  Rules for establishing and strengthening churches
  • 
  Powers of faith for mythic characters ascending towards godhood
  • 
  A newly-updated prestige class for truly epic casters
  Mythic Champions of the Spheres completes the basic mythic trilogy for the Spheres sys-
  tems, offering new powers and storytelling opportunities for characters ready to shake 
  the world
  Note: Using some parts of this book properly requires access to content from Mythic 
  Spheres of Power and/or Mythic Spheres of Might. This book is a companion to those 
  tomes, not a wholly standalone product.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Mythic Champions of the Spheres.pdf