Mythic Power Word Blind Mythic
Enchantment
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- VV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one creature with 200 hp or lessHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- see textHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- noneIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
| Hit Points | Duration |
| 50 or less | Permanent |
| 51-100 | 1d4+1 minutes |
| 101-200 | 1d4+1 rounds |
Mythic variant: Treat the target’s current hit point total as though it were lowered by 5 times your tier. For example, a 3rd-tier archmage casting mythic power word blind would affect a creature with 60 hp as though it had 45 hp, and the spell would permanently blind the target.
You can target a creature with more hit points than this spell could normally affect, causing it to treat all opponents as though they had concealment (20% miss chance) for 1d4 rounds.
Augmented (3rd): If you expend two uses of mythic power, the magic of the word lingers around the target. Until the beginning of your next turn, if the target’s hit points are reduced enough to put it in a lower category for the spell’s effects, the spell affects the creature according to its new hit point total. For example, a creature in the 101–200 hp category reduced to 80 hp immediately becomes blinded for 1d4+1 minutes instead of 1d4+1 rounds. The spell’s effects don’t diminish if the target regains hit points.
Variants
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Power Word Blind
- Mythic Power Word Blind