Item: Doomsday Door
Each Doomsday Door varies in appearance, yet all are gargantuan wooden portals affixed into a solid anchored arch. All Doomsday Doors have two methods of activation; both of these are downtime activities, and you can't pursue other downtime or exploration activities while using either activation.
Activate—Attune Door 1 week (concentrate, downtime)
Effect You attune the Doomsday Door to a location associated with destruction, such as the heart of an active volcano. You must know the location exists. If it is on a different plane, a planar key must be present.
Each day you spend Attuning, you must spend 1 Mythic Point or your doomed condition's value increases by 1. A creature assisting you with the rite can spend a Mythic Point instead, and you can avoid spending a Mythic Point by making an appropriate sacrifice, as determined by the GM.
After seven days, the Doomsday Door attunes to your chosen location, then shuts. Until then, this activity can reattune to the door to a different location. You can also use this activation to negate a Doomsday Door's current attunement.
Activate—Open Door 1 week (concentrate, downtime)
Requirements The Doomsday Door is attuned
Effect You perform an extended rite to open the Doomsday Door. Each day you spend performing the rite, you must spend 1 Mythic Point or your doomed condition's value increases by 1. A creature assisting you with the rite can spend a Mythic Point instead, and you can avoid spending a Mythic Point by making an appropriate sacrifice, as determined by the GM.
After 7 days, the Doomsday Door opens, releasing an apocalypse related to the location to which the door is attuned. The consequences are determined by the GM but are always regional and far-reaching. A Doomsday Door attuned to the Void, for example, might release a burst of energy that causes the dead in a radius of hundreds of miles to rise from their graves.
Destruction A Doomsday Door can be destroyed by using the Attune Door activation to attune it to a specific location of great creative potential, and then Opening the Door to let this antithesis of doom flow through the portal.
Trait Effects
Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
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.
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