Abundant Casting
Always a Chance
Archmage Armor
Ascendant Element
Ascendant Summons
Best Jokes
Battle Meditation
Boundless Healing
Brutality Incarnate
Cleaving Shot
Dimensional Retribution
Distracting Shots
Domain Zealots
Elemental Barrage
Emergency Help
Enduring Spells
Enforced Vigor
Ever Ready
Expose Vulnerability
Inspirational Leader
Last Stand
Leading Strike
Limitless Rage
Magic Nullification
Master Shapeshifter
Mythic Charge
Powerful Shadows
Ranging Shot
Rupture Restraints
The bigger they are
Thundering Blows
Unrelenting Assault
Unstoppable
Abundant Arcane Pool
Abundant Bane
Abundant Ki
Abundant Smite
Abundant Smite Chaos
Any Means Necessary
Beneficial Curse
Bloodline Ascendance
Defensive Study
Everlasting Judgement
Favorite Metamagic
Free from evil
Full Reservoire
Greater Abundant Casting
Greater Enduring Spells
Impossible Domain
Improved Abundant Casting
Kinetic Overcharge
Mythical Beast
Over-Infused Blasts
Second Bloodline
Second Bloodrager Bloodline
Second Mystery
Second Spirit
Throw Elixir
Witch Wandering Hex
Dragon Feat
Gold Dragon Form
Gold Dragon Breath
Gold Dragon Immunity
Gold Dragon Feature
Perfect Soul
Hell's Dominance
Hell's Decree
Hell's Seal
Hell's Vengeance
Hell's Authority
Hell's Rule
Legend
Legend's Corruption Resistance
Swarm Infest
Swarm Feast
Swarm Clone
Devour
Eye of the Swarm
Host of the Great Swarm
The Swarm
Swarm Form
Corruptor
Mythic Inspiration
Perfect Cavalry
Spellcaster's Onslaught
Explosives Expert
School Tolerance
Name
Destiny Beyond Birth
Destructive Shockwave
Deadly Aim (Mythic)
Emergency Potion
Expanded Arsenal (Magic School)
Extra Feat
Extra Mythic Ability
Flawless Attacks
Improved Critical (Mythic)
Improved Unarmed Strike (Mythic)
Mythic Resolve
Mythic Sneak Attacker
Piranha Strike (Mythic)
Point-Blank Shot (Mythic)
Rapid Shot (Myhic)
School Mastery
Sorcerous Reflex
Toughness (Mythic)
Weapon Finesse (Mythic)
Weapon Focus (Mythic)
Weapon Specialization (Mythic)
Bull Rush (Mythic)
Dazzling Display (Mythic)
Defensive Combat Training (Mythic)
Dirty Trick (Mythic)
Disarm (Mythic)
Dodge (Mythic)
Great Fortitude (Mythic)
Improved Initiative (Mythic)
Iron Will (Mythic)
Lightning Reflexes (Mythic)
Mythic Channeling
Power Attack (Mythic)
Shield Focus (Mythic)
Spell Focus (Mythic)
Spell Penetration (Mythic)
Stunning Fist (Mythic)
Sunder Armor (Mythic)
Trip (Mythic)
Two-Weapon Fighting (Mythic)
Vital Strike (Mythic)
Mythic Brew Potions
Skill Focus (Mythic)
Mythic Armor Focus (Heavy Armor) -
Mythic Armor Focus (Heavy Armor)
Mythic Armor Focus (Heavy Armor)
Mythic Armor Focus (Light Armor) -
Mythic Armor Focus (Light Armor) -
Mythic Armor Focus (Light Armor) -
Mythic Armor Focus (Medium Armor)
Mythic Armor Focus (Medium Armor)
Mythic Armor Focus (Medium Armor)
Mythic Buckler - Flying Shield Style
Mythic Tower Shield - Fortress
Mythic Heavy Shield - Aggressive Bl
Mythic Light Shield - Deflection
You have learned of a way to increase the number of spells you can cast per day.
Benefit: You can cast four more spells per day of 1st, 2nd, and 3rd levels each.
Your attacks are now less affected by luck.
Benefit: You don't automatically miss when you roll a 1 on an attack roll.
You are a master of the mage armor spell.
Benefit: Whenever you cast mage armor on yourself, it gives an additional armor bonus equal to your mythic rank.
You mastered a certain element to spectacular level.
Benefit: Choose one energy type (acid, cold, electricity, fire, sonic, or negative). The damage of that energy type you deal can n
The creatures you summon gain a piece of your mythic power.
Benefit: Creatures summoned by you gain a bonus to its Strength, Dexterity, Constitution, Wisdom, and Charisma equal to hal
You are a master of the hideous laughter spell
Benefit: When a creature fails a saving throw against your hideous laughter spell, another random enemy within 30 feet of the
You are able to channel your mythic powers into invigorating and coordinating your allies.
Benefit: As a standard action, you can enter into a state of Battle Meditation. While in this state, you are unable to move, lose
Your healing is no longer affected by common limitations.
Benefit: Whenever you cast a cure wounds spell or another healing spell, it becomes reach as though using the Reach Spell fea
Reach Spell: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using th
The wounds you inflict with your natural attacks are anything but natural.
Benefit: Your natural attacks now ignore all damage reduction except N/-.
Each time you deal critical damage with your ranged weapon attack, or reduce the target to zero hit points, you deal your wea
You leave a mystical link with enemy spellcasters that lets you instantly move to them.
Benefit: Every time you are targeted by an enemy spell, you gain the ability to teleport to the spellcaster as a move action for
Your ranged weapon attacks are dangerous enough for the enemy to forget about melee threats.
Benefit: If you hit an enemy with a ranged weapon attack, they receive a penalty on AC against melee attacks equal to half you
You moved closer to your deity and to the power it has over its divine domains.\nBenefit: You can use the abilities of your dom
You mastered the art of raining elemental spells on your foes, and found a way to empower them by combining different elem
Benefit: Every time you deal energy damage to a creature, you apply an elemental mark to it. If during the next three rounds y
In a dire situation, you can instantly make your way to a companion in danger and get them back into combat.
Benefit: Three times per day, as a move action you can teleport to an ally who has less than 30 hit points. Until the end of the
You have learned of a way to prolong the effects of your beneficial spells.
Benefit: Effects of your spells on your allies that should last longer than an hour but shorter than 24 hours now last 24 hours.
Some people motivate their companions by their mere presence, while you learnt that pain is a much more potent motivator.
Benefit: Every time you damage an ally, they gain a +2 mythic bonus on attack and damage rolls, and a +1 mythic bonus on all
You are always ready to unleash some extra attacks.
Benefit: Whenever you make an attack of opportunity, you gain a bonus on the attack roll and damage roll equal to your myth
Your ranged weapon attacks expose the enemy's vulnerable points.
Benefit: Every third hit with a ranged weapon against the same enemy deals additional 1d6 per two mythic ranks divine dama
You are a beacon of hope for your comrades, and they perform better near you.
Benefit: Your allies with 50 feet of you gain a bonus equal to half your mythic rank plus 1 to their Initiative, their saving throws
Your mission is too important to fall in battle: and your mythic powers let you endure unbelievable things.
Benefit: Once per day, when your HP drop low, you become unkillable. For two rounds, you become immune to damage that w
Your strikes make cracks in the enemy existence, leaving weak points for your allies to strike.
Benefit: Every time you hit a target in melee combat, you leave a mark on it. Any ally attacking the marked target deals additio
Your rage knows neither limits nor bounds.
Benefit: You no longer have a limited amount of Rage rounds per day. Instead, whenever you enter rage, you get a temporary
Your mythic powers can negate any magic around you.
Benefit: Activating this ability grants you magic immunity and dispels any spell effects on you.
You learned to use any shapes to the utmost.
Benefit: Whenever you are become the target of a polymorph effect, all the physical ability scores adjustments are modified b
Your charge carries the weight of your mythic powers.
Benefit: Your charge attacks deal additional Divine damage equal to 1d6 per mythic rank.
You learned to utilise the real power of the Shadows.
Benefit: Your Shadow spells are 20% more real.
Every time you miss an enemy with a ranged weapon attack, your aim improves, giving you a stacking +1 bonus on attacks aga
You can create a surge of mythic powers that frees you from all magical restraints.
Benefit: Three times per day you can use this ability as a free action to automatically dispel any effects that make you Frighten
The bigger they are, the easier they are to hit for your ranged weapon attacks.
Benefit: You gain a bonus on your attack rolls with ranged weapons, equal to the penalty to AC the target receives from their s
The sound of your blows is powerful enough to damage even without piercing through enemy defenses.
Benefit: Once per round, when your melee attack misses the target, you deal (2d6 plus 1d6 per mythic rank) sonic damage to
As long as you keep fighting, the power of your melee attacks keep growing.
Benefit: Every turn, as long as you make one melee attack, you gain a stacking +2 bonus to damage rolls with melee weapons,
Your inner fortitude is so strong that it lets you overcome most debilitating conditions.
Benefit: At any time you would become paralyzed, you become staggered instead. If you would become nauseated, you becom
You've learned a way to increase your Arcane Pool.
Benefit: Your Arcane Pool increases by a number of points equal to your mythic rank.
You've learned a way to increase the number of rounds per day you can use your Bane ability.
Benefit: The number of rounds per day you can use your Bane ability increases by a number of rounds equal to your mythic ra
You've learned a way to increase your ki pool.
Benefit: Your ki pool increases by a number of points equal to your mythic rank.
You've learned a way to increase the number of uses of Smite Evil ability.
Benefit: You can use Smite Evil a number of additional times per day equal to half your mythic rank.
You've learned a way to increase the number of uses of your Smite Chaos ability.
Benefit: You can use Smite Chaos a number of additional times per day equal to half your mythic rank.
A Hell-knight's attacks are treated as good-aligned for the purpose of overcoming damage reduction.
You have found out that curses can be a blessing, and now you know how to use them.
Benefit: You gain an additional Oracle Curse, but it gives you no penalties.
You are a paragon of your sorcerous bloodline.
Benefit: You immediately gain an ability from the 20th level of your bloodline.
You found a way to use your perception and knowledge to better defend yourself.
Benefit: Your Study Target ability gives you a bonus to AC against the target of your Study Target ability.
You use your mythic powers to power your Judgements.
Benefit: You can now use Judgements any number of times per day.
You can now use your mythic powers to fuel your metamagic abilities.
Benefit: Select one kind of metamagic. The spell level cost for its use decreases by one (to a minimum of 0).
A Hellknight's attacks are treated as being good for the purpose of overcoming damage reduction.
You learned a way to fill your arcane reservoire to the maximum.
Benefit: You no longer gain only 3 + 1/2 arcanist level arcane points in the arcane reservoire after a rest. Instead, you gain 3 +
You have mastered a way to increase the number of spells you can cast per day.
Benefit: You can cast four more spells per day of 7th, 8th, and 9th levels each.
You have mastered a way to prolong your beneficial spells.
Benefit: Effects of your spells on your allies that should last longer than 5 minutes but shorter than 24 hours now last 24 hours
You feel a closer connection to your deity.
Benefit: You gain one more domain, ignoring all domain prerequisites.
You have studied a way to increase the number of spells you can cast per day.
Benefit: You can cast four more spells per day of 4th, 5th, and 6th levels each.
You use your mythic powers to fuel kineticist abilities.
Benefit: Gather power ability now reduces the burn cost of the kineticist blasts by one additional burn point.
Your animal companion is just as mythic as you.
Benefit: Your animal companion gains a bonus to its Strength, Dexterity, and Constitution equal to half your mythic rank plus 1
You can use your mythic powers to change your kinetic blasts ever further.
Benefit: You can simultaneously apply two substance infusions to your kinetic blasts.
You found a way to infuse your blood with even more power.
Benefit: You select a second bloodline, getting all its benefits.
You can choose Second Bloodline.
You opened your mind and soul to learn the secrets of a second mystery.
Benefit: You gain a second Oracle Mystery.
Your growing powers let you speak to one more spirit.
Benefit: You gain one more Shaman Spirit.
You have mastered the art of applying elixirs at a distance.
Benefit: You can now apply your elixirs from a distance of 30 feet.
You can make your patron give you additional powers.
Benefit: This ability lets you select any Witch Hex, and grants you the ability to use the selected Hex. You lose the ability to use
You can select any feat, ignoring its prerequisites.
You can assume the form of a Gold Dragon. You gain the following abilities: a +10 size bonus to Strength, a +8 size bonus to Co
You gain the ability to breath holy energy, attacking all enemies in a 50 feet cone, dealing (character level plus half mythic rank
The Gold Dragon gains immunity to poison, diseases, fear, confusion, paralysis and sleep. He also gains resistance to all energi
The Gold Dragon gains immunity to mind-affecting effects and spell resistance equal to 15 plus your character level and half yo
The Gold Dragon gains immunity to cold, fire electricity and acid, energy drain and negative energy. All your damage is now ho
Any spells dealing damage now change their dice to d10. If it was not d10 or greater. If it was d10 or greater, the spell instead
You gain the ability to use dominate monster as spell-like ability at will. Additionally, you gain fire resistance 20 and a +4 bonu
As you become a Devil, you gain the ability to issue Hell's Decrees a number of times per day equal to his mythic rank.
If a saving throw is involved, its DC is 10+ double the devil's mythic rank.
Decree of Hunt: You grant one ally the ability to mark an enemy as the target for the hunt. You lose control of this ally immedi
Decree of Vengeance: One ally goes into battle madness. Until the end of combat, the ally attacks enemies indiscriminately, bu
Decree of Hell's Fires: All enemies in a 50 feet radius are dealt 2d10 damage per your mythic rank (half fire, half unholy). If afte
Decree of School Magic: One ally is ordered to only use one school of magic, but the potency of their spells increases consider
The Devil gains the ability to place Hell's Seals on allies. They activate when certain conditions are met.
You can use this ability a number of times per day equal to your mythic rank, but only one seal can be placed on a single ally a
You gan the ability to use hellfire ray and power word stun as spell-like abilities at will. Additionally, you gain immunity to fire,
You gain the ability to use the authority of Hell to shape mythic powers into other forms. Three times per day, you can gain th
You gain the ability to use overwhelming presence and power word kill as spell-like abilities at will.
The path to becoming a legend is a long and difficult one, but after you become one - you will be the pinnacle of what a morta
The legend's powers are beyond the abyssal corruption's reach. The Legend and all companions can rest up to 5 times after th
You send a part of your swarm to infest an enemy. It makes the target blind and deals 8d8 physical damage each round. This d
Your swarm flies out of your body and starts attacking all enemies in 50 feet radius. Every round all enemies in the area are de
You gain the ability to make your own clones using the swarm. They have all your abilities, but separate inventory. You can sim
You send a part of your swarm to devour a corpse to increase the size of your swarm.
The increase depends on the CR of the devoured corpse. When the amount of eaten enemies hits a threshold, you gain perma
From now on, you are made of the Swarm. You gain damage reduction of a swarm and immunity to attacks of opportunity. Yo
You become a Host of the Great Swarm, which now lives inside your body. This symbiosis gives you Fast Healing and additiona
You become The Swarm. Your Intelligence, Wisdom and Charisma ability scores are increased by 4 plus your swarm size, you g
You return all of the swarm into your body. You gain DR 5/- plus your swarm size and a bonus to natural armor equal to (4 plu
You poisons and diseases ignore immunities.
Your music has become even more powerful and inspiring to your allies.
Benefit: All bonuses granted by your inspiring abilities are increased by 1 + 1 for every 3 mythic ranks above 1st.
For the purposes of this feat, inspiring abilities are the following abilities of bards and skalds: Inspire Courage, Inspire Compete
Moving while mounted no longer provokes attacks of opportunity for you or your mount.
Whenever you cast a spell, your next single attack roll (and damage roll, if the attack hits) made with a weapon until end of the
You have mastered the art of explosion. Whenever you use a bomb, you have a 50% chance of immediately recovering the rea
You no longer suffer the penalties of opposition schools of magic.
Effects
You no longer suffer your racial penalty to an ability score. Only races with a penalty to an ability score can take this ability.
Whenever you miss with a melee attack, the target still takes damage equal to your Strength bonus. This damage cannot be in
When your shots hit the target, they do truly devastating damage.
Benefit: When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus r
You can drink a potion as a swift action.
Select one school of magic. All bonuses from your feats and mythic feats that apply to another school of magic, such as Spell F
You gain a bonus ability.
You gain a bonus Mythic ability, you can only take this mythic feat once.
You only suffer a -4 penalty on your iterative attacks, instead of -5 penalty.
Your critical strikes with your chosen weapon are deadlier than most.
Benefit: Your critical multiplier with your chosen weapon is increased by 1.
Your unarmed strikes are more powerful than others.
Benefit: you can add half your mythic rank to your damage with unarmed strikes.
You get a +1 bonus to all saving throws. You also get additional hit points, their number equal to your mythic rank.
Your sneak attack deals an additional 1d6 damage.
Your attacks are truly vicious.
Benefit: When you use Piranha Strike, you gain a +3 bonus on damage rolls instead of +2. When your base attack bonus reach
Your accuracy with ranged attacks is unmatched at point-blank range.
Benefit: The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2.
You can fire many times each round with amazing precision.
Benefit: When using Rapid Shot you ignore the feat's -2 penalty on attack rolls.
Select one school of magic. All Spells you cast that belong to this school have their caster level increased by 1.
You can cast the first spell after an initiative roll as a swift action if that spell is either of a 1st level or is at least two levels lowe
You have mythical resilience and durability.
Benefit: Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic.
You're an expert with weapons that rely on your agility.
Benefit: When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your dam
You're a legendary master of one type of weapon.
Benefit: Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus.
The damage you deal with your chosen weapon is truly awesome to behold.
Benefit: When using your chosen weapon, you gain a bonus equal to half your mythic rank on damage rolls. This stacks with th
You push foes around with amazing ease.
Benefit: You gain a bonus equal to half your mythic rank on checks to Bull Rush, and to your CMD when an opponent bull rush
Furthermore, you can make an attack of opportunity against any creature that attempts to bull rush you, unless it also has this
You can quickly deter others with your martial mastery.
Benefit: While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action wi
Your defensive capabilities in combat are unmatched.
Benefit: Add half your mythic rank to your CMD.
You're a master of down-and-dirty fighting.
Benefit: You gain a bonus equal to half your mythic rank on checks to attempt a dirty trick, and to your CMD when an opponen
Furthermore, you can make an attack of opportunity against any creature that attempts a Dirty Trick maneuver against you, u
You're expert at knocking your enemies' weapons away.
Benefit: You gain a bonus equal to half your mythic rank on checks to disarm, and to your CMD when an opponent tries to disa
Furthermore, you can make an attack of opportunity against any creature that attempts to disarm you, unless it also has this f
When focused, you become nearly impossible to strike.
Benefit: The bonus to AC from Dodge increases by 1.
Your fortitude is unmatched.
Benefit: Whenever you roll a Fortitude saving throw, roll twice and take the higher result.
You leap into the fray with speed and confidence.
Benefit: The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your mythic rank.
Your will is incorruptible.
Benefit: Whenever you roll a Will saving throw, roll twice and take the higher result.
Your reflexes are superhuman.
Benefit: Whenever you roll a Reflex saving throw, roll twice and take the higher result.
Whether you channel energy to heal or kill, it's especially potent.
Benefit: When you channel energy, the damage you heal or deal increased by a number of points equal to twice your Charism
Your attacks are truly devastating.
Benefit: When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus
This bonus to damage is increased to +5 if you are making an attack with a two-handed weapon, a one-handed weapon using
You're a master of using your shield for protection.
Benefit: Add your shield bonus and your shield's enhancement bonus to your touch AC.
Your magical specialities are particularly effective.
Benefit: Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater
Your mythic magical power breaches your enemies' defenses.
Benefit: Add half your mythic rank to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, a
With greater potency and frequency, your fists stun those who stand against you.
Benefit: The DC of your Stunning Fist increases by half your mythic rank.
Your mighty smashing blows demolish armor.
Benefit: You gain a bonus equal to half your mythic rank on checks to sunder, and to your CMD when an opponent tries to sun
Furthermore, you can make an attack of opportunity against any creature that attempts to sunder an armor used by you, unle
You're expert at knocking your foes down.
Benefit: You gain a bonus equal to half your mythic rank on checks to trip, and to your CMD when an opponent tries to trip yo
Furthermore, you can make an attack of opportunity against any creature that attempts to trip you, unless it also has this feat
With weapons in both hands, your deft strikes make you twice as deadly.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
You can strike your foes with incredible force.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike to multiply the number of dice you roll fo
Extra damage from sources that wouldn't normally be multiplied on a critical hit isn't multiplied by this feat.
Allows you to craft potions up to level 6 during camping.
You mastery with this skill is unmatched, even in difficult situations.
Benefit: You can always take 10 on checks with your choice of skill for Skill Focus if 10 on a roll is enough for a successful skill c
You become adept at fighting in armor fitted with sharp blades. While wearing heavy armor, whenever you hit a target with a
While wearing heavy armor, you add half your Strength bonus to your AC instead of your Dexterity bonus. This bonus is not lim
While wearing heavy armor, you gain DR N/-, where N is equal to half your armor's AC. This DR stacks with other sources of da
You have perfected the design of your light armor to fit your fighting style. While wearing light armor and wielding a melee we
While wearing light armor, you add your mythic rank to the maximum Dexterity bonus allowed by your armor, and all attacks
While wearing light armor, you gain spell resistance equal to your armor's AC. This spell resistance stacks with other sources o
You become adept at fighting in armor fitted with spikes. While wearing medium armor, whenever you hit a target with a mel
While wearing medium armor, you add your COnstitution modifier (minimum 0) to the maximum Dexterity bonus allowed by
While wearing medium armor, you gain an equipped armor bonus to AC equal to half your armor's AC. Medium armor also no
You have learned to make deep lunges with a shield around the battlefield in such a way that it deflects attacks made against
While using a tower shield, you masterfully block incoming physical damage, gaining DR N/-, where N is equal to half your shie
While you are using a heavy shield, whenever an enemy hits you with a melee weapon without reach, a natural weapon, or an
While using a light shield, you gain a shield bonus to Reflex saving throws equal to your shield's AC.
led the Reflex saving throw gain -2 penalty. You can use your breath attack once every 1d4 rounds.
ss than 14, you gain a bonus up to that number. All your hit dice are now d12. Any spells dealing damage now change their dice to d6, if it
hat number. If any of your attributes before modifiers is less than 18, you gain a bonus up to that number. Any spells dealing damage now
stunning effects until the end of combat. This bonus stacks up to 5 times.
ge you've dealt to the enemy with Swarm Infest. Additionally, the target must make a Will saving throw (DC = 15 + double your mythic ran
ve, all your attacks deal additional (4 plus your swarm size) damage and any opponent that attacks you in melee combat is dealt (4 plus yo
N/A
Deadly Aim
N/A
N/A
N/A
N/A
N/A
Improved Critical
Improved Unarmed Strike
N/A
Sneak Attack: 1
Piranha Strike
Point-Blank Shot
Rapid Shot
N/A
N/A
N/A
Weapon Finesse
Weapon Focus
Weapon Specialization
Bull Rush
Dazzling Display
Defensive Combat Training
Dirty Trick
Disarm
Dodge
Great Fortitude
Improved Initiative
Iron Will
Lightning Reflexes
Selective Channel
Power Attack
Shield Focus
Spell Focus
Spell Penetration
Stunning Fist
Sunder Armor
Trip
Two-Weapon Fighting
Vital Strike
N/A
Heavy Armor Focus
Heavy Armor Focus
Heavy Armor Focus
Light Armor Focus
Light Armor Focus
Light Armor Focus
Medium Armor Focus
Medium Armor Focus
Medium Armor Focus
Shield Focus
Shield Focus
Shield Focus
Shield Focus
w change their dice to d6, if it was not d6 or greater. If it was d6 or greater, the spell instead plus one bonus per die. All your weapons cou
ny spells dealing damage now change their dice to d8, if it was not d8 or greater. If it was d8 or greater. the spell instead plus one bonus to
= 15 + double your mythic rank) or become panicked. Using this ability cancels Swarm Form.
elee combat is dealt (4 plus your swarm size) d6 of damage.
per die. All your weapons count as +5 weapon.
spell instead plus one bonus to damage per die.