Mythic Callings | Mythic Feats | Mythic Destinies


Decree Of Execution [three-actions] Feat 18

Auditory Death Incapacitation Mythic Spirit 
Source War of Immortals pg. 136
Archetype Prophesied Monarch
Frequency once per day
Prerequisites Prophesied Monarch Dedication

You proclaim that a foe has violated the sanctity of your realm and must die. Speak your decree; a creature you designate within 60 feet who can hear your decree must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Once targeted, the creature is temporarily immune for 1 year. Whether the target perishes or is marked for death depends on their level and the result of their saving throw.
Critical Success The target is unaffected.
Success If the target is 14th level or lower, it drops to 1 Hit point. If the target is 15th level or higher, it takes 50 spirit damage.
Failure If the target is 14th level or lower, it dies instantly. If the target is 15th level or higher, it takes 50 spirit damage; if this damage brings it to 0 Hit Points, it dies instantly. Otherwise, it gains weakness 20 to all damage for 1 minute.
Critical Failure As failure, but a target who survives the damage is stunned 1 for 1 minute.

When you speak a Decree of Execution, you can spend a Mythic Point as part of the action to remove the incapacitation trait.

Traits

Auditory:

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can’t hear it (such as deaf targets) as long as the effect itself makes sound.

Death:

An effect with the death trait kills you immediately if it reduces you to 0 HP. Some death effects can bring you closer to death or slay you outright without reducing you to 0 HP.

Incapacitation:

An ability with this trait can take a character completely out of the fight or even kill them, and it’s harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell’s rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.

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.

Spirit:

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.