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Wither Away Two ActionsFeat 16


ConcentrateManipulateMythicVoid
Source Pathfinder War of Immortals
Prerequisites Apocalypse Rider Dedication

Frequency once per 10 minutes


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.


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.

Effect: Wither Away


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.