This past week, Legendary Games had 4 of the top 10 Downloads from Other Companies on Paizo.com! Take a bow, Ultimate Battle, Ultimate Rulership, Faerie Passions, and their newest playmate, Mythic Monsters: Demons! I look forward to Horns of the Hunted taking its place among them once it goes live on Paizo this week, and the imminent release of Mythic Magic: Core Spells promises to be huge as well! Speaking of which, since we’re waiting for the last art pieces to get added in, why not drop one more little spell preview, this time for a couple of slightly obscure spells that don’t always see a ton of use at the table, but let’s look what happens when they get the mythic treatment from Legendary Games!
You can cast this spell on an item without first casting arcane mark, and you can summon an item weighing up to 10 pounds times your mythic tier, with a longest dimension equal to 5 feet plus your mythic tier. The spell cannot be dispelled by any non-mythic means unless the dispelling creature’s caster level equals or exceeds yours.
You cannot summon an item that is worn or carried by a mythic creature, but you can summon an item worn or carried by a non-mythic creature if that creature fails a Will save.
In addition, you may use this spell to teleport even while you or the item is subject to a non-mythic effect that blocks teleportation or summoning, such as antimagic field, dimensional anchor, dimensional lock, or forbiddance, with a successful caster level check against a DC of 15 plus the caster level of the effect, adding your mythic tier as a bonus to the check.
Augmented: If you expend two uses of mythic power, you can cast this spell even if the material component is not in your possession (though it still shatters when you cast the spell).
Augmented (6th): If you expend two uses of mythic power, you can reduce the cost of the material component to 100 gp. In addition, a non-mythic creature gains no saving throw to block your summons of the item. A mythic creature in possession of your item can block the summons with a Will save, as described above.
Add your mythic tier as a deflection bonus to the hand’s Armor Class and to the DC for caster level checks to dispel it. A mythic interposing hand grants a +2 bonus on Reflex saves against any effect created by your chosen opponent. In addition, a mythic interposing hand offers partial cover against enemies adjacent to your chosen opponent, providing a +2 cover bonus to Armor Class and a +1 bonus on Reflex saves against attacks by them. A mythic interposing hand takes damage from a disintegrate spell but is not automatically destroyed by it.
Augmented: If you expend two uses of mythic power, a mythic interposing hand provides improved cover against the chosen opponent, granting a +8 cover bonus to Armor Class and a +4 bonus on Reflex saves, as well as improved evasion against effects created by that opponent. Used in this way, a mythic interposing hand does not provide cover against attackers adjacent to your chosen opponent.