New and Revised Mythic Flaws

Dependency
The chosen food or drink must be consumed in a quantity sufficient to meet a minimum monetary cost in gold pieces equal to half your Hit Dice multiplied by your tier or rank.

Elemental Vulnerability
Living creatures can also select Negative Energy as an elemental vulnerability, and cannot benefit from resistance or immunity to spells and effects that use Negative Energy to cause hit point damage, ability damage or drain, or negative levels, such as inflict light wounds, harm, or enervation. Undead creatures can instead select Positive Energy as an elemental vulnerability and cannot benefit from resistance or immunity to spells and effects that use Positive Energy, such as cure light wounds, heal, or disrupt undead. If a living creature with Negative Energy vulnerability becomes an undead creature, it exchanges the vulnerability to Negative Energy for Positive Energy. Similarly, if an undead creature with Positive Energy vulnerability becomes a living creature, it exchanges the vulnerability to Positive Energy for Negative Energy. If the creature becomes a Construct, its vulnerability changes to one of the standard options.

Material Weakness
In addition to the standard options of cold iron, silver, or wood, you can also select crystal as a material weakness. Any weapon made from a special material with the [Crystal] descriptor causes the additional critical hit damage, automatic confirmation of critical hits, and bypasses your damage reduction.

Abomination
Corruption flows through your veins and seeps into your soul, but this corruption is also the source of your mythic power. Select a corruption thematically appropriate for your character. You are always at stage one of the corruption chosen and can neither improve or worsen; however, you are not forced to possess the indicated alignment. You have one manifestation of the corruption per tier or mythic rank you possess, and while you always have the stain of each manifestation you cannot gain the gifts of the corruption without voluntarily performing one of the actions that would normally progress your corruption. Doing so grants you the gifts of your manifestations for 1 day.

At 6th tier, your condition worsens to stage two of the corruption, and you are treated as having the indicated alignment of your corruption or your normal alignment, whichever is worse. If you have the Beyond Morality universal path ability, it does not apply to this effect but works normally for your own initial alignment.

Fateshorn
You are untethered from the weave of fate, and your actions unravel destiny around you. Divination effects to predict the future always fail to work in relation to you and your activities. In addition, if your mythic surge fails to change the result of a d20 roll, your next mythic surge requires two uses of mythic power to activate. You also suffer a penalty equal to half your tier to all d20 rolls until you use your mythic surge to successfully change the result of a d20 roll or 24 hours have passed, whichever happens first.

Infested
The source of your mythic power is slowly devouring you from the inside out and growing within you. Select one other creature type from the following list that does not match your own: Aberration, Construct, Ooze, Outsider, Plant, Undead, or Vermin. You are treated as both your normal creature type and the selected creature type, whichever is worse for any given effect. The infestation within you also leaves you confused for the duration of any hostile encounter involving a creature of the selected type as it gives you conflicting impulses.

At 6th tier, your creature type changes to match the selected creature type. You are now also treated as your original creature type with the same penalties as listed above. This change provides you with the universal traits of the new creature type, such as a Construct’s immunities or an Outsider’s ability to survive without eating, drinking, or sleeping. You do not gain any traits that would cause you to become mindless.

Instability
Your mythic power sometimes fails you. When you attempt to use mythic power, you have a 20% chance for the action to fail, wasting both the action used and the mythic power spent on the attempt.

Lifebond
Select either one Animal Companion, Guardian, Dark Homunculus, Eidolon, Soulbound Dragon, or Mudaris you control or another party member who also has the Lifebond flaw and agrees to select you as well for their Lifebond. Whenever you are struck by an attack that would be a confirmed critical hit (regardless of whether you can be affected by critical hits or somehow negate the critical hit), your Lifebond partner automatically suffers half the total damage you take as well as any other effects tied to the attack, such as bleed damage, spell effects, or stunning. Any additional effects copied through the Lifebond in this manner deal half the normal damage, inflict half the normal penalty if it is not a standard condition such as dazed or stunned, and last half as long (minimum 1 round). Your Lifebond partner does not benefit from any resistances or immunities they themselves may possess against this damage or conditions resulting from it, as they manifest their wounds in reaction to your injury.

Parasitism
You are unable to restore mythic power on your own and must leech it from living or animate mythic undead creatures. Stealing mythic power requires 1 minute of sustained physical contact per mythic power stolen and causes 1 Constitution and Charisma damage per mythic power stolen; the victim loses one mythic power per mythic power you steal. Non-mythic living creatures can also provide you with mythic power, but the damage is drain instead.

Unwilling creatures can resist this theft with a successful Fortitude or Will save with a DC of 10 + Tier + one-half your Hit Dice, and effects which prevent the target from suffering both Constitution and Charisma damage prevent the theft as well. Targets who are immune to or protected from one form of ability damage but not both are not protected. You cannot steal more mythic power per day than your maximum amount of mythic power you can hold. Note - stealing the energy of unwilling creatures and causing them harm is typically an evil act.

Purity
Your mythic powers are easily disrupted by contact with a particular substance. Choose one of the following: adamantine, blood, cold iron, crystal, leather, or silver. If you make physical contact with the substance in any way (including being injured by weapons or coming into contact with special materials that overcome damage reduction like the selected substance) you lose the ability to use mythic power while in contact and for 1d4 rounds afterwards and are treated as a non-mythic creature for the same duration. If you select blood, you are sprayed with blood on a successful critical hit against any creature adjacent to you. The effects of your mythic abilities and bonuses resulting from the expenditure of mythic power activated prior to being affected by Purity also cease functioning during this period.

Warped
Magic interacts with your mythic power in strange, volatile, and unpredictable ways. Whenever you attempt to cast a spell and fail a Concentration check, you automatically trigger a Chaos Magic effect. Roll 1d2 to determine which table to use, then roll d% and use the matching effect from the appropriate table. If the spell requires a d20 roll to cast (such as an attack roll) and you roll a 1, you must then make a Concentration check with a DC of 10 + spell level to successfully cast the spell, and failing the Concentration check also results in a Chaos Magic effect. If the spell doesn’t normally require a d20 roll to cast, roll one anyways, and if the roll is a 1 you must make a Concentration check with the same DC. Unless noted otherwise, the spell fails and does not have its normal effect, but the slot used is still expended.

If you do not cast spells, if your class does not gain spells at 1st level, or if your caster level is less than half your character level, you cannot select this flaw. If you have this flaw you cannot benefit from any item or effect that allows you to roll 10, roll 20, automatically succeed at, or otherwise ignore or avoid the need to roll a Concentration check.