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Enervating Wail [two-actions] Feat 6

This Feat may contain spoilers from the Gatewalkers Adventure Path

Rare Auditory Deviant Magical Necromancy 
Source Gatewalkers Player's Guide pg. 11, Dark Archive pg. 102

You release a terrible wail that tears at the spirits of all nearby. All living creatures in a 20-foot emanation take negative damage with a basic Fortitude save. The damage is 4d6, plus 1d6 for every level you have beyond 6th.

Awakening Your scream echoes in the mind. You can choose to emit a silent psychic wail instead, which changes the damage type to mental, changes the save to a Will save, removes the auditory trait, and adds the mental trait.
Awakening Your wail saps your foes' strength. In addition to the normal effects, living creatures in the area are enfeebled 1 for 1 round on a success (but not a critical success), enfeebled 1 for 1 minute on a failure, and enfeebled 2 for 1 minute on a critical failure.

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.

Deviant:

This trait describes strange supernatural or paranormal abilities.

Magical:

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.

Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Necromancy:

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Rare:

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.