Magus
Magus
Magus
No one who looks upon you can fool themselves into thinking
still accrue, and you still die of old age when your time is up.
of your choice.
by 5. The targets must be able to see and hear you for this
Special: You can gain this feat multiple times. The aura's
Note: You can only have one aura active at any one time.
You can maintain this aura as long as you wish and turning it
Special: You can gain this feat multiple times. The aura's
Note: You can only have one aura active at any one time.
Battlegod [Combat]
ranged weapons).
Benefit: Any time you active an aura, you may select two
Special
the attack.
weapon.
Special: You can gain this feat multiple times. Its effects
weapon.
Special: You can gain this feat multiple times. Its effects
feat does not grant extra spells per day or give you access to
Summoners.
second time you select it, you gain access to spells at 8th level,
and the third time you select it, you gain access to spells at 9th level.
Special: You can gain this feat multiple times. Its effects
stack.
Prerequisite: Darkvision.
Special: You can gain this feat multiple times. Its effects
on.
Special: You can gain this feat multiple times. Its effects
on.
slots for new Spells per Day equal to your current maximum
spell level. You can distribute these slots however you wish,
day; 2 additional 5
th
-level spells
level.
You cannot save spell slots; any not assigned at the time
the feat is chosen are lost. Once assigned, the slots cannot be
reassigned.
+10 if the foe is also using a weapon with which you have
spell uses up a spell slot five levels higher than the spell's
actual level.
you had cast the spell yourself using the level of your highest
your current caster level, then you still use the magic item's
caster level.
improve by +4.
Use your character level rather than the caster level when
Multispell [Magic]
round.
Special: You can gain this feat multiple times. Its effects
stack.
Special: You can gain this feat multiple times. Its effects
25 ranks.
to be made permanent.
Special: You can gain this feat multiple times. Each time,
Polyglot [General]
you can also read and write all languages (not including
magical script).
Benefit: Once per day, whenever you roll dice for any
you can elect to roll a second time and take whichever of the
Special: You can gain this feat multiple times. Each time
abilities.
Special: You can gain this feat multiple times. Each time
this feat.
x10 along all axes. A vast spell uses up a spell slot six levels
Warlord [Combat]
attack bonus. This ability does not stack with magical effects
haste spell).
time.
time.
Any Fighter levels a character may have are not divided when
group still only receive the bonus to hit and damage once.
Note: This feat does not stack with the bonus from a
Fighter's Weapon Training class feature.
Special: You can gain this feat multiple times. Its effects
stack.
this feat.
of movement
miracle
hardening
vortex as earth, air, and enemies are all dragged into the
spell is cast upon it, there is a 75% chance that the weapon is
Even though the gate spell does not normally allow a saving
fashion.
level
squared x 60,000.
against them, their hit points will merely keep decreasing, but
how low their total becomes. They are also immune to death
effects.
five negatives levels and does not benefit from its abilities.
Slot: Shoulders
rd
Slot: Belt
counterspell.
per spell.
Slot: —
up to 30 minutes.
square they pass as a free action for 1 round. The wall of fire
Slot: Feet
Slot: Shoulders
Prerequisites: Craft Epic Wondrous Item, resistance
th]
'head' magic item slot), and any who don it become immune
Slot: Head
mindblank
force, wall of ice, wall of lava, wall of sound, wind wall, and
Slot: Hands
This tall, pointy hat is the wizard's best friend, serving the
the original wearer can access the spells stored in the hat in
store a spell in it, all of the previous wearer's spells are erased
Slot: Head
lucubration
CL 22
nd]
Slot: Headband
Slot: Chest
The wearer can move in this fashion up to 500 feet per day.
projections.
Slot: —
image
Slot: Body
th]
Spell resistance 32
every spell
the wearer.
Slot: Body
the wearer reads a magic scroll, they can choose to store the
level can be stored in such a way at any one time. Such spells
stored spell had been cast with the Quicken Spell metamagic
an attack.
Slot: Wrists
absorption
to six times per day. Additionally, any time they are affected
Slot: Wrists
space
to six times per day. Additionally, any time they are affected
Slot: Wrists
space
Nexus Crystal
When carried by a mythic creature, a nexus crystal has the following additional
powers.
The bearer can choose freely which creatures from a group to pull back, and can
even pull back creatures that departed with different means or to different
destinations, as long as their points of departure are within range.
DESTRUCTION
A nexus crystal can be destroyed by invoking its plane shift power as the bearer
steps through a gate. Doing so destroys the crystal and the gate, and the resulting
magical explosion causes 18d10 points of damage to creatures within a 2-mile-
radius burst of either side of the gate (Reflex DC 27 for half damage). Permanent
gates between planes could potentially be destroyed in this fashion, at the GM's
discretion.
DESCRIPTION
This 3-foot-long aspen rod bears glyphs of protection and abjuration. Each end is capped with a smooth copper
sphere.
While holding the rod, the bearer automatically perceives any spell cast (or spell-like ability used) within a 120-foot
radius, even if she can't otherwise perceive the caster. Spells cast from spell completion and spell trigger items are
automatically detected as well. The bearer immediately knows the specific spell cast, whether or not it was from a
magic item, its level, the caster level, and whether the spell is arcane or divine.
When the bearer of the rod of spell sundering counters a spell, she can counterspell with any spell of equal or greater
level she's prepared, automatically countering as if she'd cast the proper spell to counterspell. As an immediate
actionafter countering a spell, the rod's wielder can expend one use of mythic power to reflect the spell back on the
caster. The rod's bearer must have line of effect to reflect a spell, unless the spell reflected doesn't require it. Treat
the caster as the target, center, or origin of the spell's effect, as appropriate.
Treat the spell as though cast by the rod's bearer on the caster.
The power of the rod of spell sundering augments the spell, increasing the DC of any saving throws by 2 and the
spell'scaster level by the bearer's tier.
When used as a weapon, the rod of spell sundering functions as a masterwork light mace. On a successful attack, it
targets the creature struck with greater dispel magic, with a caster level equal to its bearer's character level plus her
mythic tier.
This effect can also be delivered with a successful melee touch attack made using the rod.
DESTRUCTION
A rod of spell sundering can be destroyed by leaving it within an area devoid of all magic for a year and a day. After
this, it must be broken across the knee of a spellcaster formerly capable of casting at least 5th-level spells who lost
her powers by using mage's disjunction on an artifact.
Tarnhelm
Slot head; CL 20th; Weight 2 lbs.; Aura strong conjuration, illusion, and transmutation
DESCRIPTION
This mithral cap includes prominent guards for the eyes and nose. The helmet was forged under duress by a dwarven
smith to further the ambitions of his mad brother. The Tarnhelm has the following powers.
The wearer gains the shapechanger subtype.
The wearer gains immunity to polymorph effects, except ones he chooses to allow to affect him.
At will, the wearer can use greater invisibility as a spell-like ability for as long a duration as desired.
At will, the wearer can change his appearance in the same fashion as a hat of disguise, with a DC
25 Will save required to disbelieve the illusion. If the Tarnhelm is used to create a disguise, the wearer
receives a +25 bonus on the Disguise check.
Three times per day, the wearer can use greater teleport, exactly as if he had cast the spell of the same
name. The wearer can teleport additional times by expending one use of mythic power per teleport.
Three times per day, the wearer can assume the form of an animal as though he had cast beast shape IV,
except the duration lasts until the effect is dismissed or dispelled. The wearer can change shape additional
times by expending one use of mythic power per transformation.
By expending two uses of mythic power, the wearer can assume the form of Gargantuan chromatic or
metallicdragon. The effect lasts until dispelled or dismissed. He gains a +14 size bonus to Strength, a
+12 size bonus toConstitution, a +10 natural armor bonus, a fly speed of 150 feet (poor), blindsense 90
feet, darkvision 180 feet, abreath weapon, DR 15/magic, frightful presence (DC 23), one bite (4d6), two
claws (2d8), two wing attacks (2d6), and one tail slap (2d8). All his breath weapons deal 16d8 points of
damage and allow a Reflex save (DC 10 plus his tier plus his Constitution modifier) for half damage. This
ability otherwise functions as form of the dragon III.
DESTRUCTION
The Tarnhelm can be destroyed by being struck by a succession by hammer blows from a dwarven smith wielding
anadamantine hammer, a human smith with a steel hammer, and an elven smith using a hammer of spun glass. Each
must succeed at a DC 30 Craft (armor) check when landing the blow.
Failure destroys the hammer, disrupts the attempt to destroy the Tarnhelm, and deals 12d6 points of damage to the
smith.
Denying
DESCRIPTION
Once per day, when this armor's wearer is subject to either a critical hit or a sneak attack made with a melee
weapon, she can automatically negate that critical or sneak attack and make it a normal attack. If the attack is both
a sneak attackand a critical hit, the wearer must decide which of those she wants to negate before the damage is
rolled. One use of this special ability doesn't negate both. A mythic wearer can expend two uses of mythic power to
use this ability an additional time per day, and can even expend two more uses of mythic power to negate both
a critical hit and sneak attack from the same attack. This ability can be applied only to heavy armors.
CONSTRUCTION REQUIREMENTS
Cost +4 bonus; Feats Craft Magic Arms and Armor, Mythic Crafter; Spells limited wish or miracle
Harvesting
DESCRIPTION
A harvesting weapon siphons away mythic power from one mythic creature to empower another. Whenever a mythic
wielder confirms a critical hit against another mythic creature, the weapon leeches away one use of the target's
mythic power and transfers it to the wielder. If the wielder already has her maximum number of uses of mythic
power, the target's use of mythic power is still leeched, but the wielder doesn't gain it. The weapon can do this a
number of times per day equal to the enhancement bonus of the weapon.
If the harvesting weapon is a legendary item, the wielder can have the mythic power that is leeched replenish one of
that weapon's uses of legendary power. Only melee weapons can have this ability.
CONSTRUCTION REQUIREMENTS
Cost +2 bonus Craft Magic Arms and Armor, Mythic Crafter; Spells steal power
Potent
DESCRIPTION
As a swift action, the wielder can expend one use of mythic power to increase the weapon's enhancement bonus by
half his mythic tier (minimum 1, to a maximum of a +6 enhancement bonus) and give it the ability to bypass damage
reduction. These benefits last for 1 round. Melee and ranged weapons can have this ability, but not ammunition.
CONSTRUCTION REQUIREMENTS
Cost +2 bonus; Feats Craft Magic Arms and Armor, Mythic Crafter; Spells greater heroism, greater magic weapon
Ambrosia
Price 10,000 gp; Slot none; CL 18th; Weight 1 lb.; Aura strong conjuration
DESCRIPTION
This divine food comes in many forms, from a light and airy honeyed cake to a
deep, rich chocolate. A mythic creature that eats this food is restored and
replenished. Eating this food takes 1 minute, and when the meal is done, the
consumer regains all her uses of mythic power for the day. If a non-mythic creature
consumes ambrosia, that creature is subject to neutralize poison, remove curse,
and remove disease, each at caster level 10th. A mythic creature can choose to
either gain this effect instead of regaining mythic power.
CONSTRUCTION REQUIREMENTS
Cost 5,000 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells greater
heroism, heal
Price 5,000 gp; Slot none; CL 12th; Weight 1 lb.; Aura strong conjuration
DESCRIPTION
This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the
moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses
of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink,
it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.
CONSTRUCTION REQUIREMENTS
Cost 2,500 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells heroism
Book of Banishing
Price 50,000 gp; Slot none; CL 18th; Weight 2 lbs.; Aura strong abjuration
DESCRIPTION
This immense tome contains dozens of banishing rituals, each written in an ever-changing mix of languages.
It can be read only by way of comprehend languages or a similar translating effect. As a full-round action, a mythic
creature can flip to and read an appropriate ritual of banishment for a particular category of extraplanar creatures,
such as angels or devils. Creatures not of that category are unaffected. The reader's caster level for this ritual is
double her mythic tier.
Once the ritual is read, the book counts as an object that the chosen creatures hate and fear, granting a +2 bonus on
the reader's caster level check to overcome the chosen creatures' spell resistance. If other objects and substances
that can affect the caster level check to overcome spell resistance are available, the book's user can apply those
objects and substances when using the banishment ritual, further increasing her bonus.
A book of banishing can be safely read once per day. If read additional times during that period (regardless of who
reads it), the reader must succeed at a DC 20 Will save or suffer the effects of a feeblemind spell. This save DC
increases by 5 each additional time the book is read that day.
CONSTRUCTION REQUIREMENTS
Cost 25,000 gp; Feats Craft Wondrous Item, Mythic Crafter, banishment, any one of cloak of chaos, holy aura, shield
of law, or unholy aura
Bountiful Bottle
Price 4,000 gp; Slot none; CL 6th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION
This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading
into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with
a potionand the outer chamber filled with water.
When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner
chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive
materialcomponents). The second dose of created potion must be quaffed from the bountiful bottle to be effective,
and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to
transform apotion is shortened to a full-round action.
CONSTRUCTION REQUIREMENTS
Cost 2,000 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells universal formula
Price 150,000 gp; Slot headband; CL 15th; Weight 1 lb.; Aura strong abjuration
DESCRIPTION
Uncomfortably sharp protrusions bristle on the inner edge of this heavy, bronze headband. It grants its wearer a
+4enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is
worn.
It also grants skill ranks as a headband of vast intelligence +4. The wearer is protected from all effects that gather
information about her via divination, and gains a bonus equal to her mythic tier on saving throws against mind-
affectingeffects. This protection otherwise functions as mind blank, except the headband provides no protection
against limited wish, miracle, and wish, and it doesn't grant a resistance bonus on saving throws.
When the wearer succeeds at a saving throw against a mind-affecting effect, she can rebound the effect onto the
caster as an immediate action by expending one use of mythic power. Treat this as the original spell or effect, except
the wearer is treated as the caster and the original caster as the target. The rebounded spell affects only the original
caster, and rebounding doesn't prevent the original spell from affecting targets other than the wearer of the
headband of sealed thoughts.
CONSTRUCTION REQUIREMENTS
Cost 75,000 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells fox's cunning, mind blank, spell turning
Penitent's Robes
Price 95,000 gp; Slot body; CL 16th; Weight 1 lb.; Aura strong varied
DESCRIPTION
This humble, threadbare robe grants a +1 resistance bonus on all saving throws. A mythic wearer can unlock
additional powers by upholding vows. The wearer selects up to five vows, but no more than she has mythic tiers. For
each vow taken, the wearer must expend one use of mythic power. This use can't be regained as long as the vow is
kept and the wearer retains the robe. After 24 hours adhering to one or more vows, the wearer gains additional
benefits from the robe.
1 vow: +2 resistance bonus on all saving throws, +1 competence bonus on all skill checks
2 vows: +3 resistance bonus on all saving throws, +4 armor bonus to AC
3 vows: +4 resistance bonus on all saving throws, +2 competence bonus on all skill checks
4 vows: +5 resistance bonus on all saving throws, +6 armor bonus to AC
5 vows: +8 armor bonus to AC, and all save DCs for the wearer's spells increase by 1
For example, with 3 vows, the wearer receives a +4 resistance bonus on saving throws, a +2 competence bonus on all
skill checks, and a +4 armor bonus to AC. The armor bonus provided by the robe can be further improved by magic
vestment and similar spells.
If a vow is broken, the robe's benefits immediately drop to those granted by the number of vows still kept. Broken
vows can be regained only by way of an atonement spell.
CONSTRUCTION REQUIREMENTS
Cost 47,500 gp; Feats Craft Wondrous Item, Mythic Crafter; Spells magic vestment, prayer, resistance
Price 31,500 gp; Slot ring; CL 10th; Weight — ; Aura moderate abjuration
DESCRIPTION
When the wearer is about to take acid, cold, electricity, or fire damage, this band of braided copper and silver
writhes like a snake. It provides resistance 5 to acid, cold, electricity, and fire. The wearer can expend one use of
mythic power as an immediate action when taking damage of one of these types to upgrade the resistance
to immunity for that attack or effect only. Also, once per day when the wearer takes damage of one of these types,
the wearer can grantresistance 5 to the energy type damaging him to all allies within 20 feet. This resistance lasts for
1 minute.
CONSTRUCTION REQUIREMENTS
Cost 15,750 gp; Feats Forge Ring, Mythic Crafter; Spells protection from energy, shield other
Price 30,000 gp; Slot ring; CL 13th; Weight — ; Aura strong universal
DESCRIPTION
This jade ring is carved in the shape of an ouroboros. Three times per day, the wearer can use it to empower a spell
she casts. This grants her a +2 bonus on caster level checks to overcome spell resistance, and increases the save DC of
the spell (if any) by 2.
While enhancing a spell this way, the caster can expend one use of mythic power plus an additional use per two spell
levels (minimum two uses), to instead cast the mythic version of her spell (though not an augmented version of the
mythic spell) as if she knew the mythic version of that spell. This has no effect if the spell doesn't have a mythic
version. The save DC increase for being a potent mythic spell stacks with the save DC increase granted by using the
ring's power.
For example, if the wearer enhances fireball with this ring, she can expend two uses of mythic power to cast
mythicfireball instead (one use plus one use for a 3rd-level spell).
CONSTRUCTION REQUIREMENTS
Cost 15,000 gp; Feats Forge Ring, Mythic Crafter limited wish, mnemonic enhancer