Void Harvest
The sky darkens over the affected area and the air becomes oppressive as you open a direct conduit to the Void, a plane of vast nothingness. Living creatures start to feel their life force draining away as the terror of oblivion begins to grip their hearts.
Each year on the anniversary of the ritual's casting, a total of four casters can spend 1 hour at the center of the affected area to sustain the effect. To do so, one caster must spend 1 Mythic Point and succeed at a Religion check against the ritual's casting DC. Each year the ritual is successfully sustained, the radius increases from its original point by 1 mile. The effect fades away if the check fails or if there are no other attempts to sustain the ritual.
Critical Success As success, but living creatures in the area take a –2 status penalty to saves against death effects or effects that deal void damage.
Success The first time each day a living creature in the area takes damage, it must succeed at a Will save with a DC equal to the ritual's casting DC or gain the Doomed 1 condition; if it already has the doomed condition, it instead increases the value of it by 1. Dead creatures can't be raised or resurrected so long as their body remains in the ritual's area. Undead creatures gain vitality resistance equal to their level while in the area.
Failure The ritual has no effect.
Critical Failure An explosion of energy from the Void washes over the casters. Each caster becomes Drained 4. This condition can't be removed for 1 week.
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.
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.
Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.