Deceiver (Ex): When you select this mystic arcanum, you can take 10 on Bluff and Use Magic Device checks.
Free Flowing Energy (Ex): When you select this mystic arcanum, you can increase the damage of your energy blast as a free action, instead of a swift action. In addition, the blast now counts as magical for the purpose of overcoming damage reduction.
Imbue with Power (Ex): When you select this mystic arcanum, you gain a bonus item creation feat of your choice. While actively crafting a permanent magic item (as opposed to single-use items or those with charges), you can use that item the next day as if it were fully functional. You can do this either by devoting 8 hours during downtime or 4 hours while adventuring. If the item leaves your possession, it reverts to its unfinished state.
Invocation Slot (Ex): Each time you select this mystic arcanum, you gain an additional spell slot of a spell level you can cast. That spell slot can only be used to designate an invocation and cannot be expended to cast a spell or improve your energy blast. If you select this mystic arcanum when your invoker level is at least 16, 18, or 20, you can choose to gain a 7th, 8th, or 9th-level invocation slot, respectively.
Mind Blast (Sp): When you select this mystic arcanum, your energy blast counts as mind thrust I and you can expend a spell slot as a swift action to change it into a mind thrust of that spell level. This can be further modified by free flowing energy.
Soulbound (Sp): When you select this mystic arcanum, you gain the ability to preserve your soul in the event of your death. This functions as a contingency spell that casts magic jar if you would die. You must either carry a gem worth 100 gp, or have a familiar, eidolon, or other willing companion into which you would place your soul while your body is returned to a state in which you can enter back into it. Sharing a companion’s body in this way suppresses its consciousness, rather than shunting it into a gem or killing it, and you can willingly suppress your consciousness as a move action to allow the companion to interact normally.
False Form (Sp): When you select this mystic arcanum, your familiar gains the ability to transform into your likeness, as alter self. It can do this once per day per 2 levels of invoker you possess. If you select this mystic arcanum twice, you and your familiar can teleport and switch places as a move action while it is using false form, within 60 feet of you, and in your line of sight.
Greater Purpose (Ex): When you select this mystic arcanum, choose a familiar archetype. Your familiar gains the benefits of that archetype as it levels up, without replacing its other abilities.
Parrot (Ex): You gain the Companion Spell metamagic feat and can cast spells modified by that feat through your familiar without increasing their spell level. In addition, your familiar can speak, imitating your voice and mannerisms perfectly even if it doesn’t have a language of its own. A successful Sense Motive (DC 10 + your invoker level + your familiar’s Charisma modifier) recognizes the trick. A familiar with ranks in Disguise can substitute a Disguise check for the Sense Motive DC. You can only select this mystic arcanum if your familiar has the speak with master ability.
Council of Fiends
Corrupted Invigoration (Sp): When you select this mystic arcanum, you gain the ability to heal yourself or an ally. Twice per day, if you would gain temporary hit points as a result of your otherworldly patron class feature, you can instead heal yourself or another creature within 30 feet of you that you can see for half that amount.
Fiendish Resistance (Su): When you select this mystic arcanum, you no longer have a limit to the amount of energy you can resist with your otherworldly patron class feature.
Copy Enchantment (Su): When you have a magic weapon or item which grants weapon properties, you can apply any or all of those properties to your eldritch weapon as you create it, if it can have them. This occurs before you empower the weapon.
Divided Focus (Sp): Each time your select this mystic arcanum, you can use your eldritch weapon pact boon to create one additional weapon that you can use. If you also have the eldritch armor mystic arcanum, you can instead create both a weapon and a suit of armor. You must divide your enhancement bonus between your created weapons and armor when empowering them.
Eldritch Armor (Sp): When you select this mystic arcanum, you gain the ability to shape your pact boon into a suit of medium or light armor instead of a weapon. You are treated as proficient with the armor, which grants you its armor bonus and check penalty, but not the spell failure or speed penalty. The armor counts as light, regardless of its type. When you empower your armor, you can add the following properties: Bitter, ghost touch, grinding, fortification (any), shadow (any), spell resistance (any), and spell storing. In addition, if you also have the copy enchantment mystic arcanum, you can apply the properties of armor you carry before empowering your eldritch armor.
Eldritch Combat Training (Ex): Each time you select this mystic arcanum, you gain a bonus fighter feat of your choice. Your effective fighter level is equal to half your invoker level when meeting prerequisites for the chosen feat.
God-Killer Weapon: When you select this mystic arcanum, your empowered eldritch weapon gains the ability to ignore mythic damage reduction.
Mystic Arcanums – Faerie Court
Blood Marker (Su): You can use a full-round action and sacrifice 1 hit point per invoker level to leave a blood marker in your space. The marker disappears from sight once created, but detects as moderate conjuration and can be destroyed with a targeted dispel magic or similar effect.
For up to 1 day per 2 invoker levels, you can choose to unerringly teleport back to your blood marker space when you cast any teleportation spell that could travel to it. If you use dimension door or a similar effect to return to that space, you can still take actions afterward. When you use this mystic arcanum, willing creatures within 5 feet of you can also sacrifice 1 of their hit points per hit die they possess, allowing them to travel with you, should you teleport back to this location with a spell that could transport you all.
Controlled Glamer (Sp): When you select this mystic arcanum, you gain one extra use of your 5th-level otherworldly patron class feature. You can use that feature as a standard action, instead of an immediate action. Finally, when you use that feature, you can choose to become invisible without teleporting. If you do, treat the invisibility as the spell of the same name, both for function and duration.
Hostile Juxtaposition (Sp): When you select this mystic arcanum and use your 5th-level otherworldly patron class feature, you can choose to remain visible and instead treat your teleportation effect as hostile juxtaposition, which functions as the spell of the same name.
Great Old Ones
Enthrall (Sp): When you select this mystic arcanum, you gain your 14th-level otherworldly patron class feature, except that a creature which fails its save is affected by lesser geas, as the spell.
Starting at 14th-level the ability functions normally, and you can also use the lesser ability described here, giving you a total of 2 creatures, one of which has 7 or fewer hit dice, under your thrall.
Shared Luck (Su): When you select this mystic arcanum, you gain an additional use of your 5th-level otherworldly patron class feature. When that feature would trigger for you, you can instead grant the luck bonus to any creature you can see.
Potent Misdirection (Su): When you select this mystic arcanum, your misdirection effect is no longer suppressed after triggering.
Barracuda (Ex): When you select this mystic arcanum, you gain a primary bite attack that deals 1d6 (medium) piercing damage plus 1-1/2 times your Strength modifier.
Blood in the Water (Ex): When you select this mystic arcanum, you gain the ability to enter a rage, as the barbarian class feature. Your effective level of barbarian is equal to your invoker level. You can only select this mystic arcanum if you possess the barracuda mystic arcanum. You can select this mystic arcanum up to three times. The second time, you gain a +2 inherent bonus to your Strength, and the third time you gain greater rage.
Shark’s Skin (Ex): When you select this mystic arcanum, your natural armor bonus increases to +5. At 14th level, it becomes +9. You can enchant your natural armor as if it were masterwork breast plate. Enhancement bonuses added in this way are considered natural armor bonuses and do not stack with effects such as from an amulet of natural armor.
Shipwright (Ex): When you select this mystic arcanum, you gain a bonus equal to half your invoker level on profession (sailor) checks and gain Signature Skill (profession) as a bonus feat, but only for Profession (sailor) checks.
Tome of Secrets
Eighth Secret: Each time you select this mystic arcanum, you add an 8th-level spell from the class you chose with your tome of secrets pact boon to your invoker spells known list. You may cast these 8th-level spells once per day each. If you have bonus 8th-level spells from a high Charisma score, you can use the bonus spell slots to cast any of your chosen 8th-level spells. You can only select this mystic arcanum if you have an Intelligence score of 18 or higher and are a 17th-level or higher invoker who possesses the seventh secret mystic arcanum.
Ninth Secret: This mystic arcanum functions as the eighth secret, except you add a 9th-level spell and you can only select this mystic arcanum if you have an Intelligence score of 19 or higher, are 19th-level or higher and possess both the eighth secret and seventh secret mystic arcanums.
Secrets of the Divine: The first time you select this mystic arcanum, choose a divine class. Each time you select this mystic arcanum, you add 1 spell from that class with a level no higher than the highest spell level you can cast -1 to your invoker spells known.
Seventh Secret: This mystic arcanum functions as the eighth secret, except you add a 7th-level spell and you can only select this mystic arcanum if you have an Intelligence score of 17 or higher and are 15th-level or higher invoker.
Among the Dead (Su): When you select this mystic arcanum, you gain a permanent hide from undead effect. Suppressing or reactivating this ability is a swift action. Once per day, you can cast undead anatomy I as a spell-like ability.
Defy Death (Sp): When you select this mystic arcanum, you can use your 5th-level otherworldly patron class feature one additional time per day. It counts as cure critical wounds instead of cure light wounds, healing you or a dying ally for an amount of hit points equal to 4d8 + your invoker level.
Undying Nature (Ex): When you select this mystic arcanum, you no longer take penalties to your ability scores for aging and cannot be magically aged. For every 5 years that pass, your body only physically ages by 1 year. Age bonuses still accrue, and you still die of old age when your time is up.