Mythic Callings | Mythic Feats | Mythic Destinies


Wither Away [two-actions] Feat 16

Concentrate Manipulate Mythic Void 
Source War of Immortals pg. 108
Archetype Apocalypse Rider
Frequency once per 10 minutes
Prerequisites Apocalypse Rider Dedication

You hasten the passage of time for a living creature, prematurely aging them into decrepitude. A living creature within 60 feet takes 14d6 void damage and a part of its body you chose withers, taking the following penalties depending on the result of their a Fortitude saving throw against your class DC or spell DC, whichever is higher.
  • Arms The target’s arms grow weak. The target becomes enfeebled 1.
  • Head The target has trouble thinking straight. The target becomes stupefied 1.
  • Legs The target’s legs buckle with every movement. The target takes a –10-foot status penalty to its Speeds.
  • Torso The target’s skin becomes thin and papery. The target gains weakness 10 to slashing damage.


Critical Success The target is unaffected.
Success The target takes half damage and the withering penalty lasts until the end of your next turn.
Failure The creature takes full damage and the withering penalty lasts for 1 minute.
Critical Failure The creature takes double damage, and you can choose a second part of the body to wither. Both penalties last for 1 minute.

Traits

Concentrate:

An action with this trait requires a degree of mental concentration and discipline.

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Mythic:

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.

Void:

Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.

Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).