Freedom
You perform a ritual to free a creature imprisoned, petrified, or otherwise put into stasis by any magical effects. You free them from all such effects, even effects like Imprisonment that don't have a duration, as long as freedom 's spell rank is equal to or higher than the effect's spell rank. To perform the ritual, you must be within 10 feet of the target, or within 10 feet of the place where the target was imprisoned (in the case of effects that trap the creature in an unreachable prison, like the oubliette form of imprisonment ). You must know the name of the creature and details of its background; if the creature isn't a close associate, a failure or critical failure on a secondary society check reduces even a critical success on the primary check to a failure.
Critical Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis. It gains a +1 status bonus to saving throws to resist those same magical effects for 1 week.
Success You free the target from all magical effects imprisoning it, petrifying it, or putting it into stasis.
Failure You fail to free the target.
Critical Failure The magical effects imprisoning the target, petrifying the target, or putting it into stasis affect you and all secondary casters.
Traits
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.