Mythic Callings | Mythic Feats | Mythic Destinies


Imprison Foe [one-action] Feat 18

Mythic Teleportation 
Source War of Immortals pg. 112
Archetype Archfiend
Prerequisites Archfiend Dedication
Requirements Your last action dealt damage to a creature.

Rather than grant your foes the mercy of a swift death, you can consign them to suffer in an extradimensional prison with an appearance of your choosing. Spend 1 Mythic Point to force a creature that you dealt damage to with your last action to attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, the target is temporarily immune to your Imprison Foe for 24 hours.

Critical Success The target is unaffected.
Success The target is stunned 2.
Failure The target is transported into a cell within your extradimensional dungeon for 1 minute. It is unable to leave or damage the cell in any way. Teleportation effects can’t carry the target outside the cell unless they can also traverse the planes, such as interplanar teleport. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration it is imprisoned by 1 round or end it entirely on a critical success. When the duration ends, the target returns to the space it occupied when it was imprisoned, or to the nearest space if the original is now filled.
Critical Failure As failure, but the target is stunned for the first round it is imprisoned.

Traits

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.

Teleportation:

Teleportation effects instantaneously move something from one point in space to another. Teleportation does not usually trigger reactions based on movement.