This latest installment in the series of Missing Mythic Magic covers spells from Continual Flame to Cure Light Wounds. Each is given detailed notes in which the mythic version is explained, often with additional augmentations that you can add by expending mythic power (and occasionally adding extra material components as well).
What is nice about these is that it's not just a case of bigger and does more (although that is the case for most of them) - you get additional features and options to make casting that spell a truly mythic experience.
Take for example Control Winds. It's bigger, because you add your mythic tier as well as your caster level to decide how much of a change to the existing wind strength you can make, and the winds move with you rather than staying put. However you can also use the wind to fly through the area of effect - that's new. If you want to expend extra power and augment it, you can even cause a tornado to occur within the area under your control, spend more power and you can generate a massive windstorm affecting some ten square miles!
This is a series any serious mythic spellcaster ought to be collecting and poring over in his tower!