Curse of Calamity
You condemn your targets to violent misfortune. At the GM's discretion, you can target a group of individuals within range who serve the same cause, such as a nation's army, or who have a shared identity, such as members of a single faith. You can also choose to target a settlement that's a village or town, or a neighborhood community within a larger settlement.
Critical Success As success, and the targets experience extreme accidents that threaten life, limb, or other loss. The GM adjudicates these occurrences on a case-by-case basis, but in general, the population experiences a disturbing rise in unfortunate casualties.
Success The targets experience misfortune during even routine tasks that result in minor injuries. This bad luck increases when you're close; the first time each round a target within 15 feet of you attempts an attack roll or skill check, they must roll twice and use the worse result.
Failure The ritual has no effect.
Critical Failure You unwittingly curse yourself. For the next 24 hours, each caster must roll all attack rolls and skill checks twice and use the worse result.
Traits
A curse is an effect that places some long-term affliction on a creature. Curses are always magical and are typically the result of a spell or trap. Effects with this trait can be removed only by effects that specifically target curses.
A misfortune effect detrimentally alters how you roll your dice. You can never have more than one misfortune effect alter a single roll. If multiple misfortune effects would apply, the GM decides which is worse and applies it. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
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.