Mythic Paths are another stage of progression for characters of level 10 or higher. Unlike Multi-class Paths, they tend to represent a honing of a Class’ signature abilities as opposed to a branching out of specialties
You may take multiple Paths. However, in order to start a Mythic or Multi-class Path, you must finish the one you currently undertaking. Finishing a Multi-class Path allows you access to the Mythic Path of that Class.
It must be stated that Mythic Paths are not for every character. While they are intended for high-level progression – they are deeply intertwined in the lore and the themes of Seventh Kingdom IGE. Many will ask you to give something up or bind yourself to a powerful entity, organization or ethos. Power always has a price, as the Sorcerers of Midworld say.
As such, they are not intended to be fully balanced with one another – or even within themselves, with regards to Aberrant Paths. Some Paths may be outright barred from you because of your character’s affiliations, reputations and choices – as well as various world events that the Players have influenced. While it is intended that Mythic Paths will find followers among the Player Base, it is not expected that all Player Characters enter one or even follow one – Power enough can be found in the Multi-class Paths, in the Year Gifts and in powerful items one can obtain in their adventures in Seventh Kingdom IGE.
Lastly, entering a Mythic Path may make your character more powerful – but it will not make them so powerful as to not need allies or companions. Some Path features incentivize teamwork and some will require it for maximum efficiency. While solo adventuring remains a relatively viable option for the cunning and the fleet-footed, the challenges and threats of Midworld are meant to be faced together.
Entering a Mythic Path:
Each Mythic Path has a steep cost for entry, be it in lives, components or any other “currency”. Some Paths may need one or more attempts at entry. Almost all Paths will have some form of upkeep and all Paths will require the use of one of your Latent effect slots.
There are two primary hurdles that one must pass before entering a Mythic Path: Requirements and Instruction.
Requirements: These are skills, spells, feats or any other abilities that you must have before you may enter a Mythic Path. Other requirements may include the favor of a powerful entity, the possession of a specific item or the swearing of a Code of behavior (which you must maintain or lose the Path’s abilities). Also important are the physical representation or prop requirements that a Path possesses. These are markers that you have undertaken or completed such an arduous body of knowledge – failing to fulfill these physical requirements without Staff permission may mean suspension of Path features or even utter revocation of all Path features.
Instruction: Finding an instructor or a trainer for a Mythic Path can be as difficult, if not moreso, than fulfilling that Path’s requirements. Power calls to power and as such, almost all Mythic Paths have their secrets kept and occasionally granted by the powerful Kingdoms and Orders of Midworld. The common sources and trainers of a Path are described in a Mythic Path’s “affiliation” entry. Trainers of a Mythic Path that are not part of such a group are extremely rare, sometimes because that group hunts down those who do not have allies to shield them.
Progressing through a Mythic Path:
- After entering a Mythic Path, you advance through its tiers in an ascending order – starting from tier 1, going to tier 2, then 3, etc.
- To enter a Tier, you must first pay its listed build cost then spend 1 month learning it, similar to a skill. Learning a Mythic tier allows you to learn no other skills, feats, spells or any other abilities for that Month, even if you have the Master Researcher skill..
- Tier 2, Tier 4 and Tier 6 are special in that they offer several Path features instead of just one. However, you can only gain those features if you fulfill their prerequisites before or during that Tier.
- For example, Tier 2 of Mythic Path A grants Feature X (which has a requirement) and Feature Y (which does not). If you already have Feature X’s requirement, then you gain it at that tier. If you progress to Tier 3 without gaining the requirements for Feature X, it is barred from you henceforth – you have chosen your own way in walking this Mythic Path.
- Tier 7 of every Path requires a final trial, crucible or test by an NPC trainer or someone similar.
Aberrant Paths: Within each Mythic Path are a main branch and optional branches. These optional branches may be limited to certain alternate or regional styles that change the way the Path works (or bring additional options into play). For example, the Glacials of the Winter Dragon may have an optional branch that requires the patronage of Ymir instead of the power of the Winter Dragon.
These Paths share abilities with the main Mythic Path that they hail from. However, they may have additional requirements for entrance or maintenance. In fact, sometimes the instructor for an Aberrant Path is far more difficult to find that those who follow the main Path. On the other hand, Aberrant Paths may add or alter the features of the original Path to better suit their themes and purpose.
For example, the Shadow-slayer is an Aberrant Path of the Shadow-thief. A character progressing through the Shadow-slayer Path has many of the features of the Shadow-thief but some features are altered and some features are added to make up for the additional requirements that it has set forth. As per usual, no Mythic Path is for everyone and would-be initiates should leverage the strength of the path and compare them to the difficulty in gaining them.
Eldritch Bloodspeaker
The Eldritch Bloodspeaker claims to master the flow of life itself, capable of granting and withdrawing life force through the medium of blood.
Sometimes called the Scion of Sanguinus after its necromantic progenitor, the Path of the Eldritch Bloodspeaker is one that calls fear and suspicion to those that hear it. There are many who feel revulsion when hearing of blood magic, but such fools cannot truly understand the nature of this Path and its necessity. Sanguinus himself was persecuted and after his death at their hands, his student-children were scattered to the ends of Midworld. But they persevered and one of the greatest secrets is the knowledge of this shadowy Path.
The Eldritch Bloodspeaker knows well the delicate balance of life and death, of preservation and destruction. Of all other Sorcerers, they know nuance and deftness best – for their very lives and powers depend on it. Bloodspeakers have places in the fell orders of Midworld as healers and diplomats, but also as assassins– people who understand subtlety and necessity.
Their abilities suit them well, though some liken them to vampiric monstrosities. Certainly, their abilities of stealing life energies are greatly enhanced and their ability to turn their blood into acid or into mist echoes vampiric ability. They may even grant others their abilities, while borrowing the powers of their minions. But every Scion must drink to replenish their expended energies and a lack of blood means a lack of power. Thus, Bloodspeakers are happiest and strongest when in a group and in a role, though some abuse their powers and take on the role of predator – such Sorcerers are rarely long lived.
Aberrant Paths: Two Path diverge from this shadowy one: the Eldritch Blood-reaper is a nigh-feral hunter, killer and slayer while the Eldritch Blood-weaver focuses on the healing aspects of their craft.
Requirements:
- Any 10th level Sorcerer feature
- Master of Bloodcraft skill
- Master Guilder skill or Bardic Mastery skill
- Grace of Tranquility skill (rank 1)
Affiliation: In Midworld, Eldritch Bloodspeakers are only found among shadowy cabals and orders. Khasat Khosodam in Kali-ishtar is one such organization, although Choir Vallorien in Callas Selvarion is said to train those who are willing and powerful.
Of all these organizations, only the Labyrinthium’s Black Chalice guild and Clan Nemain have more Bloodspeakers – these orders allow this Path to spread among those loyal to them like a disease, though they care little for those who do not survive the Eldritch Bloodspeaker’s nigh lethal initiation.
Entrance: The initiation and training rites of this Path are a closely held secret and varies wildly among the different orders that possess them. But rumors claim them to be incredibly dangerous to would-be initiate. Some stories tell of a vampiric curse placed upon the initiate and allowed to run rampant. Others tell of torturous rites that weed out even the strong and allow only the strongest to join this Path’s mythic ranks.
Phys-rep Requirements: The physical representation requirements of this Mythic Path echo that of the Graft of the Vampire spell.
Attunement/Cost: Part of this Path’s initiation rites involves the destruction of one of your latent effect slots. Forever after, you must mark that slot with the name of this Path – it may not be used for anything else.
Furthermore, in order to use any features of this Path (or any of its Aberrant Paths), you must be in the “Blood-Glut” state. This is detailed in Tier 1: Blood Mage. Furthermore, if at least six Moons go by where you do not enter the Blood-Glut state — you lose a life. If you are at 1 life, you instead permanently become an NPC, consumed and maddened by your lust for blood.
Blood Mage: You gain the Blood Drain ability of the Vampire Graft and the Scarlet Shadows Graft as outlined below:
Blood Drain (Constant): At any time, you can channel for 5 seconds (saying “Channeling 1, Channeling 2…Channeling 5) while maintaining weapon contact with a target; if you are not interrupted, you can say, “Blood Drain! 20 Mortal-Bane” to inflict 20 points of Mortal-bane damage to your target. If your target is one of the Mortal Races (e.g. Humans, Elves, Dwarves, Beastlings, Nightkin, Gnomes and Trolls), you also regain 20 HP.
When you use the Blood Drain ability on a Mortal creature, you may waive the healing you would receive to instead be granted the “Blood-Glut” state. This state lasts until the start of the next Period, until you are affected by an Exorcism effect or until you drop to 0 HP (whichever comes first). You may only use the features of this Path while in this state, meaning that when you are dropped to 0 HP, you must feed in order to use any Bloodspeaker powers, except for Blood Drain, which you may use at any time.
Furthermore, mastery of the Bloodcraft discipline has allowed you to manipulate the forces of life within you and perform a feat of sorcerous power. With a bladed weapon, you may inflict 10 points of damage to your arm or your body to produce one of the effects below:
Diabolist sub-class: At any time, you may strike your arm or your body with a bladed weapon or your Pact-stave – this charges your next “Word of Baelfrost” or “Word of Hellfire” with your burning blood. This allows you to turn the spell into a Chain 2 effect instead of a Bolt spell – at the cost of turning the damage into Poison damage. Invoke the spell as “Word of Bloodfrost” or “Word of Bloodfire”.
Necromancer sub-class: Once per Short Rest, you may strike yourself with a bladed weapon as above and expend a use of the Spectral Masque ability to invoke “Blood Restoration”. Immediately afterward, you may invoke the name of a single ally within 20 feet, pointing at them and saying “heal 30”. You may do so to a different ally within the next 10 seconds, allowing you to heal a total of two individuals with each use of Blood Restoration.
Shadowsoul sub-class: Once per Short Rest, you may strike yourself with a bladed weapon as above and expend a use of the Darkness in all Souls ability to invoke “Blood Grasp” to throw three spell-packets that each inflict a “Piercing, Snare 20”. Within the next 30 seconds, the next shadow-type melee or spell attack that you perform has its damage increased by 20, so long as its target is ensnared.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Blood is Power (requires Grace of Tranquility skill [rank 3]): You have internalized the philosophies of the Bloodcraft Discipline, allowing you to more effectively wield your life stealing spells. When you use the Oath of Blood Vengeance, Word of Life-theft, the Word of Blood Draining or the Word of Soul-reaving spell, you may waive all the healing you receive from the spell to increase its damage by 5 points.
Visceral Control: You have significant control over your blood flow and your organs, which allows you to resist certain afflictions. You may respond with “Visceral Control, no effect” when you would affected by a Basic Poison (Trap or Ingested only) or a Lesser Disease.
When you expend a basic or a rare component to cure a Disease or a Poison using a spell (e.g. Word of Blood-scouring, Word of Blood-mending, etc), you are able to cure two identical afflictions for the price of that component. Your two targets must be within arm’s reach when you cure them and curing them must happen at the same time.
Rites of the Bloodspeaker: Once per Moon, you may access the blood-soaked secrets of this Path, allowing you to save the lives of others or even your own. If you have the Graft of the Vampire or the Graft of Scarlet Shadows upon your person, you may use this feature Once per Period instead.
To perform these powerful magics, simply channel for 10 seconds then strike your arm for 10 points of damage then speak the invocation for the Bloodcraft discipline (repeated below), following it with the name of the one of the listed rites:
“By flowing Blood and Pooling Ichor, I conjure a…”
Rite of Exodus: This Rite retrieves you and your Eldritch Minions (within one-handed weapon reach only) are away from the scene, pulled toward the nearest Ark-stone and staying there if you arrive until you re-corporate and reincarnate. This functions exactly as a successful Word of Exodus spell, except delivered en masse. You and your Minions are also immune to any attempts to pursue you, as though with the Maybe Next Time ability.
Rite of Transfusion: You restore up to 30 HP upon up to five creatures that you touch with a hand or weapon, though you cannot move from your location while you use this feature. This Rite cannot have yourself as any of the targets. Alternatively, you may use this Rite to cast the Graft of the Vampire or the Graft of Scarlet Shadows unto another person if you currently are affected by either spell – this requires the normal component costs.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Corrosive Blood (requires Oath of Blood Vengeance spell): The Oath of Blood Vengeance spell is always considered to have its effects upon you and it does not cost you a latent effect slot.
If anyone Searches you, Harvests you or uses the Cut Purse or any similar ability upon you — you may expend 1 SP to inflict the “Blood Curse” effect upon the intruder. Clarify this effect to either the person searching or harvesting you or to the Marshall adjudicating the effect. This also negates the search, harvest or cut-purse action.
Visceral Sense (requires Master of Medicine skill): After you use Aura sight and/or the examine function of Medicine man upon another character, you receive a better reading of them that you can use to your advantage. Any Social or Charm feat or spells that they use to directly influence you require 2 additional SP to use. You lose this benefit when an hour has passed since you have examined your target or when you use Aura-sight or Medicine man upon another character, whichever comes first.
Furthermore, your Blood Drain ability inflicts 10 more damage and heals you for 10 more HP when used against such a target.
Scarlet Ascension: Your descent into this Mythic Path is such that you have become more death-like in your nature, ceasing to age and doubling your lifespan. Also, you are now considered a Greater Undead, not a Mortal – you are vulnerable to Death-bane damage.
Also, you may warp and change one of your sub-class features with the power of blood magic. As with Bloodspeaker’s Rite, you must preface these abilities with a blood sacrifice of at least 10 damage.
Diabolist: In lieu of destroying your enemies with frost and flame, you may instead expend a use of “Rain of Ice and Fire”, invoking “Rain of Blood and Venom” instead. Immediately afterward, you may throw three spell-packets at any target. Each spell-packet must be accompanied by an invocation of “Piercing, 30 Shadow” or “Piercing, 50 Poison”.
Necromancer: You may expend a use of “Command the Unliving” to instead fill one or two allies with eldritch blood and fell might. Invoke “Command of the Bloodspeaker” and touch one or two allies with your weapons – you may not use shields or hands for safety purposes. Clarify that while you maintain contact with your allies, their melee attacks may strike for “10 shadow” or “Knockback 5”. You may not move faster than a slow walk. This bonus to damage persists for 5 minutes, until you break physical contact or until you (or your allies) are reduced to 0 HP, whichever comes first.
Shadowsoul: You may choose to augment the “Crow’s Feast” ability, invoking instead with “Feast of the Bloodspeaker”. You gain the healing and spirit energy restored by the ability and may also do the same to an ally that you touch. However, clarify to them that accepting your aid so also allows you to inflict a “Dominate 300” effect upon them.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Eldritch Coagulation (requires Break thy Enemy skill): When you use the Word of Scarlet-Sight spell, you may draw upon your own vital essence to augment the spell. This changes its cost to 1 SP and 10 HP and turns the spell from a bolt spell into a Chain 2 spell.
In addition, the Word of Crimson Tongue spell may also be augmented by this feature. This changes the spell to a Wave 3 – this has no change to the spell’s casting requirements.
Visceral Mystery (requires Poker Face skill or a similar spell): After channeling for 3 seconds, you may expend 1 SP, join your hands together or fold your arms and say “Visceral Mystery” to enter an unreadable state. For the next 10 minutes, as long as your bare arms or your hands are touching each other, any use of the Sense Deception feat, Gather Information, Read the Soul (or similar spells or feats) upon you may be responded with “No Effect”. Receiving any damage or preventing your hands and arms from touching each other prematurely ends this effect.
This feature is immune to abilities that increase the SP cost of Poker Face and similar defenses. However, Visceral Mystery cannot be used as a reaction or as a response – its defensive screen must be put up before inquiries are sent.
Blood is Life (requires Word of Blood-sealing spell): This feature may be used outside of “Blood-Glut”. While you are in your first or second Death count, you may choose to channel for 10 seconds to Stabilize yourself as though you had used the Medicine Man skill. Once you are stabilized, you are subject to all the effects that would disrupt stabilization and the consequences thereof. As usual, once you have been stabilized, further stabilization effects no longer function upon you for the remainder of the current Period.
After you die and while you are in your Spirit form, you may approach a Game Marshall to mark off a life from your character sheet for you to revive yourself as those someone had cast a Revive effect upon you. Completing the process requires the Game Marshall’s approval first and followed by 60 seconds of Channeling. Unlike most Revive-type spells, the life lost may not be commuted by a Pure component. Obviously, you must have lives remaining to use this feature.
Lastly, this feature also allows you to maintain either the Graft of the Vampire spell (or the Graft of Scarlet Shadows, whichever you have) upon yourself without the need for another Sorcerer to help you.
Symbiosis and Venom: You gain access to access a powerful rite — the Rite of Symbiosis – which allows you to draw upon the living essence of a willing Eldritch Minion. Using this expends a use of the abilities outlined in Tier 3. To do so, Channel for 60 seconds while maintaining contact and simulate drinking their blood through their wrist (or neck, if you have permission from them out of game – never initiate physical contact without permision).
When you do so, you may draw upon their knowledge and their talents, gaining a single use of a Once per Period or Once per Short Rest feature (class or racial ability only) – this counts as them expending their ability.
In exchange, they may use one of your own Once per Period or Once per Short Rest class abilities or racial abilities – loaning this ability counts as expending it for the current Period. Mark the borrowed ability and its owner on each character card. Also, you and your target must adhere to any phys-rep requirements that the abilities or features have.
Furthermore, once per Period, you may inflict 10 points of damage until yourself with a bladed weapon to slowly corrupt your blood and unleash it in a spray of deadly poison. To do so, preface the damage with 10 seconds of Channeling and the “Oath of Envenoming” directed at your own person – you are “Envenomed” until you unleash this ability as an attack that you invoke as “Venom Spray, Whirlwind 30 poison, Whirlwind weakness 30”. While envenomed, you may not move faster than a slow walk and must respond with “No effect” when receiving healing as the poison bubbles within you.
Aberrant Path: Eldritch Blood-Reaver
The Eldritch Blood-reaper hones the physical combat and bloodthirsty aspects of its original Path. Those who follow this Path are hunters and reavers, the driven and bolstered by their love of killing and bloodshed. They are more inclined toward assassins and other death-dealing roles than the other versions of the Bloodspeaker.
And this Path fills those roles with great ease. They fight and dodge as well as seasoned warriors, empowered by their sorcery and taken blood. They have a severely limited capacity to heal others due to their blood thirst. Perhaps their greatest talent is their ability to wield their “kills” as a shield or to enhance their fighting prowess allows them no small measure of survivability on the front lines.
Additional Requirements:
- Master Hunter-gatherer skill
- Trophy Hunter skill
Affiliation: The wielders and instructors of this murderous Path are few but delve deep in the arts of assassination and subterfuge. Foremost of them is Clan Shaggrath of the Stone Dwarves, who trade in death-dealing and poisons. The red-handed faith of Kyras in Jotunbrud also teach this Path and point its members against their Chainer and Luccari adversaries. There is also the Kage-Ryuu, an order of assassins and insurgents in Kenrei – many believe them extinguished but they were known to possess this bloodthirsty path.
While you are in your “Blood-Glut” state, you are given the benefits and flaws below. However, you now need use Blood Drain upon a helpless or downed Mortal creature in order to enter the Blood-Glut state due to your feral instincts. These same instincts also compel you (Charm effect) to spend at least a minute draining the blood of the fallen after a battle has finished.
Because of their ravenous thirst, many Blood-reapers have permanently ravaged lips and/or crimsoned mouths.
- Blood-Blades: You may choose for your melee attacks with blade or ax weapons to emanate deadly necrotic energies, allowing you to strike for “5 shadow” with each strike if you are proficient with the weapons. This damage may not be increased in any way except as outlined in Tier 7.
- Dodge: You are able to use the Dodge feat as though you had it and it only costs you 1 SP to do so.
- Blood-Shield: When you perform the Blood Drain ability, you may choose to replace the healing with the effects of the Trophy Hunter skill – except that you are given 20 AP instead of 10 AP. This AP stacks with no other AP. You may also gain this AP from performing a Killing Blow upon a target that was brought to 0 HP within the last 10 seconds.
- Blood-lust: You are no longer able to use any spell, feat or skill to heal others. You may use those abilities to heal yourself, if they allow you to do so. You may still make items that can heal others and may use Rites or abilities that heal others.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Murderous Blood (Willpower and Persistence skills): While you are in the Blood-glut state, you may ignore pleas of mercy or your own terror. You may say “Murderous Blood, No effect!” to negate a Snare, Pacify or a Fear effect upon you. Afterwards, you are Dazed for 60 seconds. If you use this feature while Dazed, you are Stunned for 60 seconds.
Once per Period, while you are in your Blood-glut state, you may enter a deadly rage that prevents you from casting any spells but allows you to keen your attacks with every death that you inflict.
To activate this fury, successfully perform a killing blow upon a dying target. Immediately after, you may invoke “Bloody Massacre” to grant yourself 50 AP and to expend a use of your Eldritch Resurgence if you have either the Scarlet Shadows Graft or the Vampire Graft. In either case, you gain the powers of the Graft as though you had resurged except that you maintain full control and you also have your own normal abilities and powers. As mentioned previously, you cannot cast spells in this state.
Furthermore, every time you perform a Killing Blow in this state, the damage of your normal melee attacks (normal damage or shadow damage only) is increased by 1. However, this increase cannot improve your attacks beyond 10 damage or 10 shadow.
Similar to the Berserker’s Rage, you are knocked out of this state if you:
- Are dropped to 0 HP or 0 SP
- Spend more than 30 seconds not engaging an enemy; a single strike will not suffice
- Are affected by an Exorcism effect
Aberrant Path: Exalted Blood-weaver
The Eldritch Blood-weaver focuses on the strengthening and the restoration of life force, as opposed to the stealing of such essences. Blood-weavers are known to delve deeply in the healing and the brewing arts, mastering their craft with ruthless precision. Among their orders and organizations, they are placed in roles of support and healing – being too valuable to risk in the front-lines but resilient enough to withstand a surprise attack.
Indeed, those who follow this Path enjoy almost all of the powers of similar Paths with an improved capacity for healing and a strange weakness to sunlight. When they steal life energies, they are able to gift it to others instead of selfishly consuming it. However, one of their strangest abilities is to instantly brew an elixir using their blood and willpower – benefiting from it or bestowing its effects to others.
Additional Requirements:
- Master Elixirist skill
- Special permission from an appropriate Faith
Affiliation: For those that have searched for this Path in Midworld, it is to great surprise that its lore is found in some of the faiths of the land. Koil Kali, with their worship of the Blood Matriarch is one such church that offers instruction of this Path to the pious. The Cruacha of Fir’bolg, with their god of blood and doom, hold the secrets of this Path close. Surprisingly, the Path of Bat-hala, Riverfolk god of death and oceans, is said to possess the lore of this Path and teach it freely – but the truth of this rumor remain unsubstantiated.
Additional Phys-rep requirements: None, although it is recommended that you wear clothing that hides as much of your body from the sun as possible (or else only operate at night/in the shade). In the summer, such clothing must worn with care because of potential heatstroke problems.
Additional Attunement/Cost: Unfortunately, those who follow this Path are accursed with a strange vulnerability. They are afflicted by a Daze effect while sunlight (and only sunlight) touches their uncovered skin. To avoid this during daylight hours, one must stand in the shade or wear clothing that covers their skin. This Daze effect can be muted for 10 seconds by the use of Endure Pain, or a similar feat or spell.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Blood-Weaving: Whenever you use the Blood Drain ability or Sorcerer spells that have a damaging portion followed by a self-healing portion (e.g. Word of Life-theft, Word of Soul-reaving, etc), you may grant the healing you would have received unto a nearby ally via weapon touch or spell-packet.
In addition to the Rites outlined in “Rites of the Bloodspeaker”, you gain access to the additional rites below. This is in addition to what you would normally gain at Tier 5 of this Path.
Rite of Vitality: After channeling for 10 seconds, you may affect yourself with a single dose of a basic Elixir that you personally know how to create – changing your blood through magic and discipline to reflect its properties instead of utilizing elemental components – if unused, it expires in 5 minutes. You may instead affect an ally with this Rite, although they must simulate drinking your blood (usually through your wrist) to gain its benefits. If the Elixir requires a latent effect slot, then one must be available for it to bestow its effects.
If you are under the effects of the Vampire Graft or the Scarlet Shadow Graft, then you may create a Complex Elixir instead.
Rite of Mimicry: You gain and mimic the effects of a latent spell (non-Avatar), latent elixir or latent remedy upon a willing target that you are touching. Ensure that you write down the latent effect upon your sheet and note that you used this Rite to obtain it.
Once per Period, you may sacrifice a portion of your living essence to explode in a surge of life energy that either heals your allies or rejuvenates their spirit. This does not expend a use of your Bloodspeaker Rite. To do so, inflict 10 points of damage unto yourself with a single strike of a bladed weapon to bathe your allies in healing energies. Immediately afterward, perform the invocation below.
“By flowing blood and pooling ichor,
I conjure a Howl of Healing Blood!”
Follow the incantation with a “Whirlwind Heal 50” effect OR a “Whirlwind 2 Spirit Points” effect. After either effect, follow it with a “Whirlwind Daze 30”. You do not are not affected by the bonuses or the penalties listed above.
Flesh-shaper Architect
Flesh-shaper Architects have taking their art to a new level, subjecting themselves and others to “body augmentations”.
Those who know of the Flesh-Shaper Architect are often one of two minds – they are other repulsed by its macabre and grotesque sorceries or they marvel at the possibilities that it has to offer. These Sorcerers inspire more of the former than the latter, despite their own proficiencies in the healing arts. The “gifts” they have to offer others leave scars, sewing and odd growths upon their subjects and a superstitious populace is more likely to fear these marks rather than appreciate the power they could receive.
Those in the know and those in power are not so blind, however. Flesh-Shaper Architects grace many halls of power and knowledge. They are rarely sent afield, placed in roles of ministry and healing. Those who would travel beyond their headquarters do so with a guardian, though it is more a preference rather than a necessity. These Sorcerers are immensely powerful and can adjust themselves (or others) to whatever hardships or foemen that would assail them.
Their mastery of the Fleshcraft discipline allows them abilities beyond what even experienced Sorcerers can muster. They can bend and tear flesh with their will, forming pleasing shapes, resilient forms or agonizing torment as they please. Their own bodies are constantly perfected and honed, able to withstand the ravages of disease and even time. All of this comes at a price, however – Flesh-shaper Architects must maintain what is called “Flesh-Glut”, a fleshy mass stored within their bodies that they use to empower their spellcraft. When it is expended or expired, Flesh-Glut can be replenished via a special elixir that these Sorcerers can create. Some, however, prefer to regain Flesh-Glut by feeding upon the corpses of fallen mortals or beasts – it is a vastly cheaper method, but many Architects detest the act, preferring the civility and simplicity of the Flesh-Glut potion.
Aberrant Paths: Two Paths have grown out from that of the Flesh-shaper Architect: the Flesh-shaper Artificer, who mingles grand Artifice with Fleshcraft, and the Flesh-weaver Physic, who sharpens their powers of healing for the greater good (or their own personal gain).
Requirements:
- Any 10th level Sorcerer feature
- Master of Fleshcraft skill
- Master Hunter-gatherer or Master of Medicine skill
- Expert Elixirist skill
- Eldritch Link skill
- Toughness skill (rank 10)
Affiliation: Though many Power Groups may be able to claim Flesh-shaper Architects amongst their ranks, only a few have the capacity to teach this macabre Path. The Qabbalim of the Labyrinthium is one such organization as are the Spiral Cabal of the Iron Kingdom. These Groups train and teach Sorcerers in return for their undying loyalty.
The Rune-eater Warband of Jotunbrud is another place to learn this art, though they tend to instruct within their ranks rather than outside. Similarly insular are members of Clan Machta in Fir’bolg – these Sorcerers are said to be almost feral in their survivalist tendencies and their consumption of flesh mass.
Entrance: Ingress into this Path is typically less arduous than that of the other Paths – the acquisition of knowledge and mastery is the prime focus of their training. The secrets and the workings of bodies and flesh and even spirits must be known to each initiate before they enter the Path. However, it is said that the last part of this Path’s initiation holds great danger for the would-be Flesh-shaper – initiates are subjected to some kind of affliction that warps their bodies and potentially kills them. Those who survive find that their bodies are able to gain and utilize the “Flesh-Glut” that grants them power.
Phys-rep Requirements: The constant acquisition and usage of Flesh-Glut and the constant honing of flesh and bone have marked the followers of this Path. Each Flesh-shaper Architect is a unique individual with their own patchwork of surgical scars, strange growths and miscolored flesh. Even the ones that practice perfection above all have at least one scar that crosses their visage. The worst are a webwork of scars and surgical augmentations.
Attunement/Cost: In addition to the arduous trials involved in entering this Path, you must permanently destroy a Latent effect slot in order to use it. This slot is marked with the name of this Path.
Furthermore, much of your abilities as a Flesh-shaper Architect (or any of its Aberrant Paths) are dependent on the use and manipulation of a reserve of “flesh-mass” within the Flesh-shaper Architect – having such a reserve is a state that is usually called “Flesh-Glut”. Some Path feature will require the expenditure of Flesh-Glut.
This mass is expended at the beginning of the next Moon, by the use of certain ability or by the trauma of dropping to 0 HP. Thus, it must be regained in order to use the Flesh-shaper Architect features – doing so requires the imbibing of a Flesh-glut potion. Alternatively, it can be gained via the successful use of the Ghoul Graft’s feeding ability (or anything similar like the Barbed Demon’s Cruel Hunger or the Trophy Hunter skill, except that you consume your trophies) upon a Mortal or Beast creature. You must waive the HP gain from this act and gaining Flesh-Glut from someone also prevents any of your healing spells or healing abilities from functioning upon them for an hour, due to strange sympathetic dissonance between their flesh and that which you have consumed.
Most “civilized” Flesh-shaper Architects will prefer drinking the Flesh-Glut potion over feeding on dead bodies, though it is said to taste of liquefied, rotted meat that resists all attempts to transmute its taste to something better. If a Flesh-shaper Architect willingly goes at least six Months without entering the Flesh-Glut state, they lose a life as their body begins to consume itself.
Flesh Mage: By focusing and concentrating on the repair of your own flesh, you are able to use the “Eldritch Medicine” ability of the Eldritch Link skill to bestow healing upon yourself. Your flesh is especially used to and primed to this manipulation, allowing you to heal yourself for 20 more HP than normal and repair all Severed/Broken/Crippled Limbs if you Channel for at least 10 seconds. Invoke this ability as “Flesh-shaper Medicine”.
You also learn this formula.
Flesh-Glut Potion
Complex Elixir
Creates 3x Doses; expires after 1 month
Dose: You are Dazed for 60 seconds and are healed for 10 HP.
Affinity (Fleshshaper Architect or aberrant Paths): You are not dazed. You enter the Flesh-Glut state. This lasts until the beginning of the next month, you expend it or you are brought to 0 HP.
Creation Cost: basic death x1
Furthermore, mastery of the Fleshcraft discipline has allowed you to manipulate and weaponize flesh in new ways, depending on your sub-class:
Diabolist sub-class: After a 10 minute ritual, you may consume your Pact-stave’s essence – disjuncting its current host — and turn it into a claw (replacing the current Phys-rep into a claw phys-rep that matches the weapon guidelines). After 10 seconds of Channeling, you may retract or extend these Pact-Claws from your body (oog: installing one or both of them) as necessary. Each extended Pact-Claw counts as a separate Pact-stave and can store a spell accordingly. A spell stored with a Pact-claw is lost when it is retracted within your body. After 10 minutes of ritual with a Weaponsmith, you may imbue a newly created weapon with the essence of a Pact-stave – this replaces the Weapon’s properties with some exceptions.
Necromancer sub-class: Once per Short Rest, expend a use of “Spectral Masque” to manipulate the flesh of others from a distance, invoking it as “Flesh Dance”. When you do this, you may either grant a “Heal 30” to three characters or a “Cripple Limb 30” unto up to three enemies via spell-packet or weapon touch/strike.
Shadowsoul sub-class: Once per Short Rest, expend a use of “Darkness in all Souls” to instead enwrap and/or crush the bone within your foe’s bodies with shadowy strength. You may say “Flesh Grasp” to inflict a “Piercing, Cripple Limb 30” or “Piercing, Snare 30” via melee strike or spell-packet to three different targets.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Flesh Artist: You have well-learned in the alteration and manipulation of form and function. You are now able to cast the following Caster-only spells on others: Oath of the Winged Form, Oath of the Bolstered Form and Oath of Flesh Girding. This always requires a Glyphic Cipher and always costs at least a Rare. When casting such spells on others, they become Avatar-type spells, preventing them from having any similar effects on them (document it on their latent effects accordingly).
Casting any of those spells upon yourself no longer requires a latent effect slot, though they must be written on your character sheet for documentation purposes.
Master of Pain (Know thy Enemy skill [rank 3]): Combined with your knowledge of the Flesh-crafting discipline, your own pain strengthens the power of your spells. When you use the Price of Power ability, the Word of Pain spell inflicts 10 more points of damage. Similarly, the Word of Flesh-reaving’s Daze attack and the Word of Withering can be cast without expending SP if you use the Price of Power ability.
Rites of the Flesh-shaper: Once per Period, you may forcefully and magically perform major alterations upon the bodies of yourself or others.
Some of these magics require a five minute ritual while others require only 10 seconds of Channeling. At the end of the ritual or after Channeling, invoke the phrase below, followed by the name of the Rite.
“By Craft of Flesh and Art of Bone, I conjure a…”
The Flesh-shaper rites are as follows:
Rite of Beautification: After a 5 minute ritual which may resemble surgery, you may temporarily change the Race of another person or yourself, following the necessary phys-rep requirements. You lose your own Racial abilities (unless you were Human) and gain those of your new form, although you cannot learn Racial skills or feats. Doing this occupies a Latent effect slot. This reduces your subject’s maximum SP by two points and will continue to do so at the start of every month after the first as your sorcerous alterations ravage the subject’s spirit – every Month at 0 SP costs them a single life until this Rite is removed. It can be dispelled as though it were a Lesser Disease – the lost SP returns at the beginning of the next Moon.
Rite of Augmentation: After a 5 minute ritual which may resemble surgery, you may grant three additional ranks of Toughness and a shielding spell that grants 30 AP (renewing after Short Rests). This represents selective and invasive augmentation of various body parts and humors. These additional ranks do not allow the patient to surpass the usual maximum ranks for this skill. The patient must now appear to have surgical scars/marks/sewing and this Rite occupies a latent effect slot. This Rite’s duration is identical to the duration of the Rite of Beautification.
Rite of Redemption: After 10 seconds of Channeling, this Rite empowers one Elixir with your personal life essence (expending one of your lives to do so) and replaces its effects. It must be drunk within the next 10 seconds to have any effect. If it is poured into the mouth or wounds of a dead character, it may bring them back to life, provided that they died sometime within the current day. This may have unstable effects when used on certain NPCs. This loss of life is irrevocable and reduces your maximum lives by one.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Mender of Flesh (requires Grace of Tranquility skill [rank 3]): You may use “Flesh-shaper Medicine” on anyone, not just your Eldritch Minions, and you may grant the same bonuses to healing and/or limb repair as what is listed in Tier 1: Flesh Mage. Furthermore, your Word of Flesh-mending heals for 10 more than normal.
Visceral Control: You have significant control over your blood flow and your organs, which allows you to resist certain afflictions. You may respond with “Visceral Control, no effect” when you would affected by a Basic Poison (Trap or Ingested only) or a Lesser Disease.
When you expend a basic or a rare component to cure a Disease or a Poison using a spell (e.g. Word of Blood-mending, Word of Shadowy Blood, etc), you are able to cure two identical afflictions for the price of that component. Your two targets must be within arm’s reach when you cure them and curing them must happen at the same time.
Flesh-borne Ascension: Constant use and exploitation of your body has honed it to beyond that of Mortality. You are no longer considered to be a Mortal, becoming a Greater Undead. This renders you vulnerable to Death-bane damage – taking 10 or more points of damage from the appropriate bane inflicts a “Daze 10” effect upon you.
Furthermore, you cease to age and unless you are a Minotaur, your lifespan is extended to beyond its maximum (x4 for Beastlings and Trolls, x2 for other Races) as you constantly renew your flesh even against the ravages of antiquity.
Also, you may use your knowledge of the Fleshcraft Discipline to alter your class features once per Period.
Diabolist: Once per Period, expend a use of “Binding Pact” to instead revive and restore two creatures that you touch without moving from your location. Invoke this as “Pact of Flesh! Heal 100, 30 AP”. You may target yourself with Pact of Flesh but doing so makes you its sole target and allows you to regain Flesh-Glut. Obviously, you may use “Pact of Flesh” even while you do not have “Flesh Glut”
Necromancer: Once per Period, expend a use of “Command the Unliving” to instead control the flesh of others from a distance. Invoke “Command the Flesh” and throw five spell-packets, each inflicts your choice of the following (choose one per packet):
“Piercing, Snare 30”
“Piercing, Break Limb”
“Piercing, 30 damage”
“Piercing, Daze 30”
“Piercing, Weakness 30”
Shadowsoul: Once per Period, after channeling for 3 seconds over a corpse, expend a use of “Crow’s Feast” and say “Feast of Corpses, instant Harvest”. This functions as a Harvest with the count waived. Furthermore, you gain the benefits that “Crow’s Feast” would grant plus 30 AP and you regain “Flesh-Glut” if you have lost it. Obviously, you may use “Feast of Corpses” even while you do not have “Flesh Glut”
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Suppress Pain (requires Endure Pain and Resilience skill): You may suppress pain with a touch of your hand or weapon, invoke “Pain Suppression, Intercept Endure Pain” and expend 1 SP as normal to negate a Pain effect from up to two creatures who just received them.
Furthermore, when you use Endure Pain, you may respond with “Pain Suppression, No effect” against Pain effects for the next 10 seconds.
Imbued Flesh (requires Potent Potables skill): Instead of creating latent Elixirs or erudite Remedies, you may imbue them directly into the flesh of willing individuals as a tattoo. This is exactly as the Alchemical Tattooist except that the tattoo eventually expires if not renewed. Latent Elixirs or Remedies tattooed into flesh last two months longer than normal.
The Flesh is Strong (requires Oath of Flesh-mending spell): This feature may be used outside of “Flesh-Glut”. While you are in your first or second Death count, you may choose to channel for 10 seconds to Stabilize yourself as though you had used the Medicine Man skill. Once you are stabilized, you are subject to all the effects that would disrupt stabilization and the consequences thereof. As usual, once you have been stabilized, further stabilization effects no longer function upon you for the remainder of the current Period.
After you die and while you are in your Spirit form, you may approach a Game Marshall to mark off a life from your character sheet for you to revive yourself as those someone had cast a Revive effect upon you. Completing the process requires the Game Marshall’s approval first and followed by 60 seconds of Channeling. Unlike most Revive-type spells, the life lost may not be commuted by a Pure component. Obviously, you must have lives remaining to use this feature.
Explosive Reincarnation: Once per Period, when you drop to 0 HP, you may explode into shards of bone and poisonous mist and reincarnate at a different location.
To do this, expend a use of your Eldritch Resurgence and invoke “Corpse Explosion” as a response to being brought to 0 HP. Follow it immediately with two attacks: “Whirlwind 30 damage” and a “Whirlwind Weakness 30”.
If you also choose to expend your Flesh-glut state as part of this feature, you may have your essence (and your possessions) escape into one of your far flung viscera. Instead of leaving a body, perform an “Escape 100”, as per a successful Word of Exodus spell. You reform nearby with your health at 1 HP. After 30 seconds of Channeling, you may invoke the following:
“By Craft of Flesh and Art of Bone, I conjure a Word of Reincarnation”
Doing this fully restores your HP to its maximum value and restores your abilities and/or AP as though you have undergone a Short Rest.
Aberrant Path: Flesh-shaper Artificer
The Flesh-shaper Artificer is especially wise in not only the workings of flesh and bone, but also in the crafting them as objects and items of power. Even in their absence, their workings can be found in an area: people wielding runed bone-weaponry or runed-leathern armor or skull-like talismans. These items are the sole province of a skilled Flesh-shaper Artificer, the marks of their mastery of their macabre artifice.
Many such Artificers see beasts and mortals as complicated devices, powered and using other smaller devices. Occasionally, a Flesh-shaper Artificer goes “astray” and begins to take apart people and animals en masse to construct some horrible thesis of their beliefs – fortunately, such incidents tend to be rare.
Additional requirements:
- Master Artificer skill
- Master Weaponsmith, Master Armorsmith or Master Talismonger skill
Affiliations: The Flesh-shaper Artificer is found in societies that esteem necromancy in one way or form. Weaving utility out of bone and flesh is a way of life in cold Kali-ishtar, so licensed Sorcerers in Koil Kali are knowledgeable in this Path’s secrets.
Krieger Nibelung of Gotterdammerung and the White Mamba Clan of the Grellken are not as steeped in the necromantic arts, but they possess these Artificers in a respectable amount, selling their goods and services to the highest bidder.
While making armor, weaponry or talismans, you may craft them with bone instead of metal, labeling them as “Flesh-shaper” items. This has the benefit of allowing you to use Death components in place of Metal components and having the items appear to be made of bone instead of metal or stone. This has no other benefit and they are considered as metal objects if they were so before.
You may do the same with Living Bark Weapons and Feral Hide armor, except they should appear to be made of flesh and bone instead of bark or fur.
Also, you may create a special version of the Variable Runic Apparatus that appears as a runed Mortal skull or a runed Mortal heart. This requires the same costs as a regular Apparatus except that you may substitute any or all the components with a Death component.
Holding this “Variable Necrotic Apparatus” empowers your spells – you are granted a +5 bonus to the healing and damage spells that you cast while holding it aloft. This does not function for anyone else but you.
In addition to the features given at Tier 4, you are also granted another feature below.
Companion Apparatus: When performing a Crafting action (e.g. creating an Elixir, Device, Weapon, Armor, etc), your Variable Runic Apparatus assists you in the endeavor, managing the energies of the Ark-stone and acting as a helper that possesses your own crafting skills. This may reduce your Crafting time if Freehold has achieved Rank 1 of the Production Domain.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Craft of Bone and Flesh: You may you to further augment Bone-reaver items or other Flesh-shaper items. This is a ten minute crafting process that also expends components and requires the permanent use of two Augmentation slots (if it is a Weapon or Armor). You may gain any or even all the listed abilities below depending on what skills you possess when you learn this feature.
Master Weaponsmith only (requires Rare Death x5): You may carve empowered runes into an Ossuary, Living Bark or Bone-reaver weapon (non-thrown only). This grants it the Affinity property of Rune-forged weapons. Add “Flesh-Rune” to its name
Master Armorsmith only: (requires Pure Death x1, Rare death x2) When you make Bone-reaver or Feral-hide torso armor, you may imbue it with the Soul of its would-be wearer. This costs the wearer 1 life and the property works for only that person. Their ritual sacrifice should be part of the crafting process. This grants the “Soul-Forge” property to that armor, usable only while worn by the right person. Add “Flesh-Forged” to its name.
You are also able to craft an Adamantine Golemic Arm using the cadaverous material empowered with Sorcery. Doing so requires the same tier of components, except that they may be replaced with Death Components. They must also appear as though they were sewn unto the subject and have six sorcerous runes that empower and harden the flesh against damage. Such an Arm must be custom built to whomever is meant to use it and therefore is unusable by anyone else.
Master Talismonger only: you may grant a shield or a non-thrown weapon the “Spirit-binding” property, which temporarily (instead of permanently) occupies 2 augmentation slots: You may expend a minor Death component to bind this weapon to a Chosen’s soul for the remainder of the current month. This requires your presence, a latent slot from the subject and 5 minutes of attunement. While thusly attuned, it cannot be attuned to anyone else until the month passes. The attuned character may summon an item attuned to them after 10 minutes of meditation at Annie’s Inn or a similar place of power.
Furthermore, you may create a talisman in the shape of a sorcerous polyp within a person. This follows the rules of the Alchemical Tattooist skill except replace the phys-rep requirements with at least 2 surgical scars (either painted on or using prosthetics) that are at least 1 foot long and placed in the appropriate area (the face for head talismans, the neck for neck talismans, etc). However, this talisman cannot be a conversion of an already existing talisman. Also, it must be created for their wearer and within their wearer. If removed, it will not survive the transition. Its item tag must include the name of its intended user and replace the “talisman” in its name as “Polyp” (e.g. “Green Oak Polyp”).
Aberrant Path: Flesh-weaver Physic
The Flesh-weaver Physic is a contradiction to most knowledge of Sorcerers. These folk are medics, doctors and healers who strive to use their powers for the betterment of others. For some, it is simply an extension of their self-interest. But for most, it is an earnest desire to rise above the worst of the world, even with their use of fell powers.
To that end, Flesh-weaver Physics are granted immense powers of diagnoses and healing, even beyond their fellows. With patience and focus, they can mend flesh even from a distance – a feat that few other spellcasters can manage. Their power and expertise is such that those who can overcome their reputation tend to be in great demand – however, their great power is also moderated by the vows and oaths they swear. The control they exhibit over themselves and their own actions is integral to the power they wield.
Additional Requirements:
- Elemental Therapy skill or spells that can remove Anathemic Curses and Diseases.
- You must swear two Vows (chosen from the list below). Willful violation of either Vow results in instantaneous loss of all Path features until you are given absolution by a High Priest of your Faith or the leader of your Organization. If the violation is meditated and of a heinous enough stature, all Path features may be rescinded from you utterly and permanently with no build refunded.
- Vow of Mercy: You may not injure non-combatants (children, surrendered, elderly) and do your best to dissuade others from doing so.
- Vow of Piety: Respect and utterly follow Priests and Tenets of your religion, tithing to the main Church every Moon in currency, components or in menial labor.
- Vow of Charity: Never kill a Mortal sapient creature and dissuade others from doing so. Also, always assist those who need assistance and are worthy of assistance.
- Vow of Honesty: Never speak a lie and never disguise yourself as anything but who you are.
- Vow of Courtesy: Act and speak with courtesy and honor to everyone, even those who do not deserve it.
Affiliation: Those who possess and instruct this Path are prestigious places of learning in Midworld: the Vardian Academy in Pendrakken, the Varwenian University in Callas Selvarion and Runespeaker University in Malak Travak. Due to the macabre nature of the Path, those who walk it are still regarded with some suspicion and ill repute despite their contributions to society.
Attunement/Cost: In addition to requiring the use of Flesh-Glut, Fleshweaver Physics also hold themselves to higher standards than other Sorcerers. They foreswear the use of Grafts upon their own souls and spirits, which befits the higher discipline and self-mastery that they pride themselves for. They are also unable to regain Flesh-Glut by feeding on the dead or dying – they rely on the Flesh-Glut potion and only on that potion.
Similar to the Flesh Mage and Mender of Flesh features, you are able to use Eldritch Medicine on yourself and on others. Invoke this as “Flesh-weaver Medicine” instead. However, your techniques are more refined.
You may even use Flesh-weaver Medicine on distant targets, provided that you channel for at least 10 seconds – you must use one hand to point at them with a spell-packet, in lieu of maintaining physical contact while channeling. When you are finished Channeling, throw the spell-packet and invoke the effect to deliver the healing. The target must remain close by during the entire process, straying no farther than approximately 30 feet from you.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Cure the Flesh (requires Aura-sight skill): Whenever you spend components to cure a Poison or a Disease via a spell or the Elemental Therapy skill, you may also heal an identical affliction upon a different person – allowing you to heal to people per component expenditure.
Once per Period, you may expend your Flesh-Glut state to restore everyone around you and armor them against further aggression. To use this feature, invoke the following as though you were casting a spell:
“By the Craft of Flesh and the Art of Bone,
I conjure a Word of Revitalization!
Whirlwind Revive, heal 50! Whirlwind 30 AP”
This feature revives the fallen, allows them to regain up to 50 HP and armors them for 30 AP.
Pestilent Hivelord
The Pestilent Hivelord has internalized vermin and plague into their form. They house stinging insects and disease within their bodies, to use them as spies, armor, weapons or as populace-wiping catastrophes.
Many are the sorcerous Paths in Midworld but few are as reviled and feared as the Path of the Pestilent Hivelord. These sorcerers repel others primarily by the vices of their appearance, if not for the noxious disciplines that they practice. To the few that know of them, their inner workings and abilities are enough to regard them as the worst of magic-users, except to the most pragmatic and the most amoral.
And to these “wise” individuals and organizations, the Pestilent Hivelord is not a mere worker of miracles but a veritable turner of tides and wreaker of ruins. They are sent as eliminators of threats and gatherers of information. Though they are widely praised, the “collateral damage” of their missions tends towardsignificant numbers. Thus, even when in groups and orders, they are largely left alone: the contagions and infections that they use got sorcerous power render them a danger to everyone around them, if in belief if not in reality.
And these powers that the Pestilent Hivelord utilizes make of them a powerful weapon indeed. Through their suffering and torment (and perhaps because of it), they are able to weaponize disease, pain and vermin. They can become a host of stinging, verminous insects, able to send them forth to antagonize and poison at their own twisted will. Diseases and plagues are not afflictions but treasures to be harvested and hoarded. The greatest of these sorcerers can assume a swarming, verminous form resistant injury and deadly to their foemen.
Requirements:
- Master of Pestilence skill
- Master Venomologist skill
- Expert Medicine Man skil
- Tolerate Poison feat
- You must have an Anathemic Disease upon your person (see Attunement/Cost section)
Affiliation: The Grellken Whitemamba Clan, the Black Chalice guild of the Labyrinthium and the Golden Fleet of the Riverfolk are said to field members of this terrible Path, using them upon the worst of their enemies. These sorcerers are well-respected and greatly feared within these orders and organizations, though they are frequently also given a great berth.
Aberrant Paths: Two Paths have branched out from this infectious Path: the Afflicted Blightlord is a terrible Path that involves the torment of a Totemic entity while the Pestilent Plague-blade is a shadowy assassin and spy that uses plagues and sorcery to their advantage.
Entrance: The initiation rites of this Path are as shadowed and as secret as those of other Paths. What does reach the ears of the learned and the morbidly curious is that these rites are fraught with torment and danger, a grim echo of the Path itself. Some say that those who undergo its initiation are subjected to the worst and the most terrible of affliction, with the idea that only the strongest and the most worthy survive and become true Pestilent Hivelords. Others claim that the greatest part of the initiation is the finding of the Path itself, which is less a branch of sorcerous lore and more an infectious disease that grants knowledge and ends in tragedy
Phys-rep Requirements: The members of this Path are encouraged to bear facial scarring, boils and/r or other symptoms of their suffering. These should reflect the affliction that the Pestilent Hivelord is currently suffering and/or have suffered before.
Attunement/Cost: In addition to the arduous trials involved in entering this Path, you must permanently destroy a Latent effect slot in order to use it. This slot is marked with the name of this Path.
Furthermore, you need to have an Anathemic Disease upon your person in order for this Path to function. You consume this Disease throughout the month, nullifying its mechanical effects but displaying its physical symptoms and suffering its role-playing effects – you lose the Disease at the end of the month. If you have more than one Anathemic disease upon your person, you suffer the effects of the one you are not consuming – you may only be consuming one disease per Month. Write the disease you are consuming on your Notes section.
Plague Mage: By drinking a Combat Poison and using Tolerate Poison, you may store up to a dose of Poison within yourself. You apply it instantly to your weapon after saying “Venomous Blood” and simulating spitting on your weapon. This must be a poison of your own creation. This dose lies dormant within your system for one period before your blood consumes it completely, without ill effect.
Furthermore, your sorcery uses this poison to defend you. If anyone Searches or uses the Cut Purse or any similar ability upon you — you may inflict the effect of the Combat Poison as Shadow damage upon the intruder. Clarify this effect to either the person searching or harvesting you or to the Marshall adjudicating the effect – doing this allows you to negate the Cutpurse, search or harvest ability. You may also do this as a verbal response to someone who inflicts a “Killing Blow” upon your body while you are in your Death Count – this does not negate the killing blow.
Furthermore, mastery of the Pestilence discipline has allowed you to manipulate and weaponize illnesses and plagues in new ways, depending on your sub-class:
Diabolist sub-class: You may expend a dose of combat poison within you to infect your Sorcery with pestilent potency. For the next 10 minutes, when you use the “Word of Hellfire” or “Word of Baelfrost”, you may increase the damage you inflict with it – provided that you deliver the effect via your Pact-stave. This turns the spell into a “Chain 2”effect but turns the damage into Poison damage, overriding all other effects that would transform the damage’s type. Invoke the spell as “Word of “Plaguefire” or “Word of Plaguefrost”.
Necromancer sub-class: Once per Short Rest, you expend a use of “Spectral Masque” and a single dose of a stored combat poison within you to inflict it as a ranged “wave 3” attack. This must be delivered via spell-packet and is invoked as “Plague Masque”.
Shadowsoul sub-class: Once per Short Rest, expend a use of “Darkness in all Souls” and a single dose of a stored combat poison within you to throw three spell-packets that inflict your choice of “Piercing, Weakness 30” or “Piercing, Daze 30”. Invoke this as “Sickness in all Souls”.
You gain the features listed below as long as you fulfill their requirements.
Living Hive (requires Word of Swarming spell): After a Short Rest, you may allow your body to become a haven for stinging and swarming insects. This allows you to waive the SP cost of the Word of Swarming spell by prefacing it with 10 seconds of channeling (which may not be waived by the Price of Power ability). You lose the ability to do this if you are brought to 0 HP as the trauma of doing so kills the insects within you, but you regain this ability after a Short Rest.
Plague Eater (requires Word of Plague-bane spell): Through the use of Word of Plague-bane spell, you are able to draw out and feed upon Diseases that afflict others that you feed upon. You may do the same for Ingested or Trap poisons that affect them – instead of merely curing the poison or disease, both of these effects allow you to be afflicted by said poison or disease.
This is especially useful in gaining and storing new and rare Diseases.
Rites of the Hivelord: Once per Period, you may a perform a magical rite that draws pestilence and disease from your tormented form and shapes it into a functional form below.
Using these Rites requires 10 seconds of Channeling. After Channeling, invoke the phrase below, followed by the name of the Rite.
“With Putrid Power and Fetid Might, I conjure a…”
Rite of Consumption: Your own pain and torment from the diseases you bear grants you strength. By focusing upon it, you find solace and power. You may invoke this rite and regain up to 50 HP, but you are Dazed and Weakened for 30 seconds afterward. If you have more than three different Anathemic Diseases upon your person, you may also regain up to 3 SP.
Rite of Infestation: After invoking this Rite, you may point at a target to infest them with a swarming pestilence. This has no effect beyond weakening them against your attacks. For the next hour, you may choose for your basic bolt spells to become “Scourge 3” spells with regards to that target and that target alone – this only affects the damage and control effect portions of the spell, not the healing or any other part. If you perform a killing blow against your target, you may select a new target – but the hour duration still remains.
Rite of Mimicry: You gain and mimic the effects of a latent elixir or latent remedy from a willing target that you are touching. Ensure that you write down the latent effect upon your sheet and note that you used this Rite to obtain it.
Just as in Tier 2, you gain the features listed below as long as you fulfill their requirements.
Blighted Flesh (requires Eldritch Link skill): You have a +10 bonus to the healing granted by your healing-type spells when you use them on your Eldritch Minions – however, these spells now also inflict a “Stun 10” if they do not already do so. When you use the “Eldritch Medicine” of the Eldritch Link skill, you may add this bonus to healing if you Channel for at least 10 seconds.
Similarly, if you have at least three different Anathemic Diseases afflicting you, your diseased flesh responds more readily to healing – respond with “Blight-flesh, heal 5” when you receive healing from a spell.
Plague Sense (requires Aura-sight skill): When you use the Aura-sight skill or the Medicine Man’s examine action to determine whether a creature is diseased or poisoned, you may bypass any “Shrouded” defense. If you use Aura-sight, you are able to ask a yes/no question with regards to the presence or absence of a specific disease or poison within your target.
Doing this also protects you from any defenses against Aura-sight or Examine that your target might have.
Pestilent Transfiguration: Your tormented form is a ruinous one and your spirit is scarred by it. You age rapidly, swiftly approaching your twilight years. However, you continue to linger – sages have reported that this Path may add up to a hundred years to your lifespan.
Also, you may use your knowledge of the Pestilence Discipline to alter your class features once per Period.
Diabolist: Once per Period, you may invoke a “Contagious Pact” instead of Binding Pact. When you receive an effect and redirect it via this feature, you may deliver the effect not only through a spell-packet but also as a wave 3. This may not be used on an attack, effect or healing of an intensity/damage/duration greater than 30. This can be used beneficially, (e.g. directing healing to those who need it) or offensively (e.g. turning a foe’s powerful attack against a number of his allies).
Necromancer: Once per Period, you may augment “Command the Unliving” to alter its effects. Instead of granting a massive amount of healing to a target, invoke “Command the Infestation” to unleash a short-lived plague unto yourself or a target you touch. If the target is not yourself, they must be clarified that for the next 5 minutes, they may choose to have their melee strikes increased to 10 points of poison damage, although they cannot increase it further. On the other hand, their current and maximum HP is reduced to 20 for the duration of this ability.
Shadowsoul: Once per Period, you may expend a use of Step into the Night to instead invoke “Step into the Swarm”. This functions similarly to the original feature, except that instead of being immune to damage, you take minimal damage from almost all attacks for the duration of the ability. Fire and the appropriate bane attacks affect you normally and prematurely end this feature. On the other hand, in this state, you are allowed to use the Word of Swarming spell and the Word of Enervation spell and your melee attacks may inflict a Knockback 5 or Daze 5 instead of their normal damage. You cannot Channel in this form.
Just as in Tier 2 and Tier 4, you gain the features listed below as long as you fulfill their requirements.
Swarming Armor: After a short rest, you may allow yourself to be armored by the stinging and swarming insects that call you home. You gain 20 AP as a shielding effect that also takes up a latent effect slot.
Alternatively, this feature can instead empower a shielding-type spell that you cast on yourself or upon your Eldritch Minions – you increase the amount of AP granted by 10 AP.
The Swarm eats the Lotus (requires the Scorpion eats the Lotus skill): While you have at least 1 dose of erudite combat poison inside you, you gain the ability to increase the damage of your complex and erudite attack spells by 5, provided that you turn their damage into poison-type damage. This does not further improve with additional doses of Erudite Poison.
Verminous Spies (requires Word of Pestilent Divination spell): Your inquiries via the Gather Information feat, Interrogate feat and Word of Pestilent Divination spell become more difficult to resist. Clarify that these effects require an additional 2 SP to resist.
Furthermore, Sense Deception and similar effects require an additional 2 SP to be used against you as you use your putrescent form and sorcery against inquirers.
Oath of the Swarming Form: Once per Period, you may enter a verminous swarming state of being beneath your skin. Your skin remains intact, but you have become a terrible entity within it. This lasts for one hour or until brought to 0 HP – whichever comes first.
To do this, invoke the following:
“With Putrid Power and Fetid Might, I conjure an Oath of the Swarming Form”
This grants you the benefits listed below.
- You gain 20 AP that stacks with nothing, as usual.
- Your melee attacks hit for 10 poison or knockback 5.
- Furthermore, the damage and effects of the Word of Swarming spell are improved by 10 (damage or seconds) if you have at least three different Anathemic Diseases currently afflicting you.
Form of Flesh: If you have not been brought to 0 HP within the hour, you return to normal – say “Form of Flesh! Heal 50” – this heals you for up to 50 HP. You may also do this to prematurely return to your normal form and/or heal yourself.
Swarming Explosion: If you are brought to 0 HP, you immediately explode in a torrent of disease and vermin. Invoke “Swarming Explosion” and perform two consecutive Whirlwind attacks – the first inflicts “30 damage” while the second inflicts “Weakness 30”.
Aberrant Path: Accursed Blightlord
The power of the Totems and their children are beyond the scope of Mortals, to be feared and viewed from afar. Those who follow the Path of the Accursed Blightlord does not share the same opinion. These sorcerers are privy to a secret lore that allows them to imprison a lesser Totemic entity and draw totemic strength and arcane magics from their torment.
Accursed Blightlords imprison their totemic victims through occult alchemy and torment them using the diseases and plagues that infest their bodies. Not all Blightlords savor the pain and torment of their immortal inmates, but they all benefit from it. And using this corrupted power, these Sorcerers are able to use various Totemic feats and skills. They can even access a “Berserker Rage’ that are typically only accessed by Adepts – naturally, this Rage is utterly corrupted by the blighted nature of its source.
Additional requirements:
- Must lure a Minor or Greater Totemic entity into your body and trap it, poisoning and tormenting it while it is within you. The Anathemic Disease that you consume is also used to torment it and leech power from it.
- You temporarily lose the powers of this Path (and that of the Pestilent Hivelord) if it escapes, until you retrieve it or a different entity in its place.
- You may only have one Totemic entity within you, death and worse awaits those who lust too greedily for power.
- Alchemical Tattooist skill
Affiliations: Only two organizations are known to roster and field these dangerous sorcerers: the Spiral Cabal in Malak Travak and the Vigil of Dark Mother in the Labyrithium. The first group is said to care little for the various elemental beings of Midworld and the Aether, preferring the raw pursuit of power. The second is an apocalyptic sect that utilizes vermin and disease as paths to ultimate power.
Additional Phys-rep requirements:
- A totemic mark similar to that sported by an Adept. This mark must look damaged, injured or otherwise off-putting. If this totemic mark is not maintained for one Period, the Totemic spirit is considered to have escaped – and it will seek revenge.
While you have a Totemic entity within your soul, you are able to learn and use Totemic skills and feats as though you were an adept. This applies only to Basic and Complex skills and feats.
At this tier, you also gain the feature listed below, provided that you fulfill its prerequisites.
Shrouded Spirit: Despite the effort involved in caging and tormenting a Totemic entity within you, your soul is nonetheless made the stronger for the power you leech from it. You are always considered to be “Shrouded” when others use the Aura-sight skill upon you. Furthermore, you may say “Shrouded Spirit, no effect” in response to Lesser and Greater Curses.
Once per Period, you may enter a modified Berserker Rage that is appropriate to the Totemic Entity that you have caged within you. Furthermore, it is always corrupted by an unholy strength. Preface your Totemic Shift with the word “Blighted” (e.g. “Blighted Rage of the Stone Bear”). This has the following effects on you and your Totemic Shift:
- Your current and maximum HP is increases to or drops to 50 HP — this can be decreased by any affliction that you have that would lower your maximum HP.
- You may augment your Totem stike feats to inflict more damage. These feats inflict 5 more points of damage except only as Poison. Invoke them as “Blight Strike” or “Blight Hammer”.
- If you channel for 5 seconds, you may inflict a “Blighted” Killing Blow that inflicts your Totem Strike damage as Poison damage upon a kneeling, sitting or otherwise prone creature. This heals you for a number of HP equal to the damage that you inflict.
- Also, while you are in a Blighted Shift, you may choose to use the strength of your Diseased Totem to empower your attacks. While striking in this manner, your attacks may only strike for Shadow damage and they gain a +2 bonus to damage for every different type of Anathemic Disease that you are carrying — to a maximum of 10 Shadow for normal melee attacks. Preface each attack with “Blighted”. This damage may not be augmented in any way except through a “Blighted Totemic Strike”.
Ending the Totemic Shift: When the terms of your Totemic Shift are violated and it ends, you take a Killing Blow that inflicts 100 points of Shadow damage. Furthermore, you have no choice but afflict the next person that heals you with at least 1 disease that you are carrying. If you wish to willingly end the Shift and avoid the above, channel for 10 seconds and say “the Blight slumbers” — you regain 10 HP for doing so.
Aberrant Path: Pestilent Plague-blade
With the right poison, even the smallest of fangs can down the greatest of warriors. The Pestilent Plague-blade is much the same — a sorcerer who strikes from the shadows and brings down the mightiest of foes with bladework and virulence. Those targeted by these deadly individuals can expect every shadow and every whisper to herald their last breath.
And to aid in their grim tasks, the Plague-blade is well-armed with a plethora of tricks unknown to the typical sorcerer. They are able to hide even from the prying eyes of guardians and watchers. They are able to strike with deadly skill and poisonous precision, potentially bringing enemies down with a single blow – worst of all, those they bring down know nothing of who slew them.
Additional requirements:
- Master Camouflage skill or Word of Veiling spell
- Know thy Enemy skill [rank 3]
- Dirty Fighting skill [rank 1]
- Blade Proficiency skill
Affiliation: Those who would seek this Path often hear the same rumors with regards as to who can teach it. The Dwarves of Clan Shaggrath are regarded as the deadliest assassins in Midworld and there are some among them that wield the power of the Plague-blade against their contracts.
Similarly, the followers of Kyras in Jotunbrud, follow the torment and might of their goddess – little wonder then that there are holy men and women amongst the clergy that follow in this accursed Path.
Finally, some say that the Kage-ryuu, more often called “Lotus Eaters”, have followers in this Path. But to find the Kage-ryuu, much less coax them to assistance is a challenge beyond most Mortals.
In addition to the benefits provided by Tier 1: Plague Mage, you also gain the Assassinate feat of the Rogue class – except that it only strikes for Poison damage. In addition, you gain a +5 bonus to the damage of your Assassinate feat equal to the number of different Anathemic Diseases that you carry (maximum +30). This bonus does not stack with the bonus granted by the Dirty Fighting skill.
If you have a Pact-Stave, then you are considered to have the Backstabber feature of the Rogue class when using it and it gains the backstab damage bonuses of a dagger if it is a one-handed blade-type weapon.
Hidden Swarm: You are so infused with disease and pestilence that you are capable of entering a state where they can seem as invisible as a solitary fly. After 30 seconds of channeling which may not be waived or reduced in any way, you may spend 10 Spirit Points and invoke “Hidden Swarm” to enter a hidden state similar to Master Camouflage and following its locational and positional requirements. Stand among the Dead can be used during night or day. While in this state, if you are detected by Sense Hidden, It’s a Trap or similar spells/feats, you may attempt to negate the attempt by respond with “Superior Camouflage. This use of Master Camouflage may be used regardless of whether it is daytime or night time. Other characters cannot see or pinpoint your location unless they specifically use abilities that can defeat Superior Camouflage.
Instead of gaining the Oath of the Swarming Form feature, you instead are able to perform a deadly strike and hide your identity from your victim.
Once per Period, you are able to use the Master Assassinate ability of a 10th level Assassin. In addition, you also gain the Macabre Masque feature of that same sub-class.
Ruinous Destroyer
Possessed of destructive energies, these Sorcerers must balance the energies they use as weapons against their own self-preservation.
Among the handful of Mythic Paths in Midworld, few can match the destructive power of the Ruinous Destroyer. Those who walk this Path are so filled with power, that their lifespans are halved and their own protective powers are mitigated… as are the attempts of others to heal them! The same strength that is slowly killing grants them immense potency on the battlefield, allowing them to become the living engines of devastation that they have long desired to be.
And in this chaotic, conflict-ridden era of Midworld’s history, Ruinous Destroyers can easily find gainful employment despite their single-minded and baleful natures. Feudal lords and guildmasters have no shortage of enemies and would-be usurpers. Insurgent forces and outlaw groups always have need of killers and slayers. Often times however, these Sorcerers are placed in the forefront of combat or near enough that great caution on their part is required. There are far too many stories of Destroyers that overextend and erupt in the lethal explosions that signal their permanent demise.
Fortunately, for the cunning and the cautious, this Path has more than enough tricks in store to allow for survival – and not just through the destruction of one’s foemen. Those who would strike a Ruinous Destroyer may find themselves thrown aback by the tumultuous energies these Sorcerers possess. Likewise, this Path grants several methods of destroying one’s enemy, empowering even one’s breath and aura in deadly power. The greatest members of this Path are able to become an “Aspect of Ruin”, inflicting massive damage with their weaponry and erupting in tempestuous explosions when their protections are breached.
Aberrant Paths: Two Paths diverge from that of the Ruinous Destroyer: the Armored Destroyer, who shelters themselves and those who heal them with augmented steel, and the Flagellant Destroyer-Saint, a Sorcerer tortured and purified by piety.
Requirements:
- Any 10th level Sorcerer feature
- Master of Destruction skill
- Master Elementalist skill
- Expert Transmuter skill
Affiliation: In Midworld, few organizations are brave enough to employ Ruinous Destroyers in their numbers and fewer yet have the capacity to instruct more in the ways of this Path. Khasat Zorya of Kali Ishtar and House Vard of Pendrakken are two such families. Both are versed in magic and both maintain institutions of instructions in their Kingdom.
Krieger Dammerlicht in Gotterdammerung is said to house and roster these Sorcerers in their armies, unleashing them upon the demons and undead that plague their Kingdom. These Destroyers are usually only Necromancers and Shadowsouls however.
Finally, the Unshackled of the Labyrinthium is known to possess a few Ruinous Destroyers among them. These Sorcerers work in the service of the King-slayer to obliterate any who dares to hinder his will.
Entrance: Ingress into this Path usually involves the initiate running through a crucible of threats and monstrosities, each more difficult than the last. Some orders have their students kill a roulette of difficult target while others place the would-be Destroyers in an arena to fight and die in their sights. Invariably, the trials of this Path scar and mark the initiate – some instructors take fate into their own hands and personally brand or tattoo their students, a process that is often painful and permanent.
Phys-rep Requirements: The trials of this Path leave wounds, burns and scars all over the Destroyers’ bodies, with one that mars their visage. It is rare to find a Ruinous Destroyer who does not take pride over these scars. It is impossible to find such a Sorcerer without them – because the Path itself reopens wounds and burns every day after it is entered.
Alternatively, Ruinous Destroyers on occasion wear masks or collars to rein in their destructive powers. These items are adorned with runes or symbols, yet they only serve to curb the daily self-wounding that occurs.
Attunement/Cost Part of this Path’s initiation rites involves the destruction of one of your latent effect slots. Forever after, you must mark that slot with the name of this Path – it may not be used for anything else. If you somehow permanently lose the abilities of this Mythic Path, the latent effect slot is not returned to you.
However, the destructive energies that constantly surround you are problematic to yourself and those who attempt to heal you. Because of this, you may never have more than 20 points of AP upon your person, regardless of their source – your mere presence breaks down willful resolve, magical shields or even steel armor. Also, other characters that grant you healing via touch or weapon touch are affected by a “Daze 20” as your chaotic aura lashes out at them – this happens immediately after you receive the healing.
Ruin Magus: Whenever you use the Price of Power ability to waive the channeling time of a damage spell, the spell gains a massive increase to the damage it would inflict. The spell’s damage is increased by 10 points.
Furthermore, mastery of the Destruction discipline has allowed you to channel devastating energies into various methods, depending on your sub-class:
Diabolist sub-class: While you have a Diablerie or a Destruction spell stored within your Pact-stave, you may discharge its powers with such force that neither steel nor wood can deny its effects. Preface the spell’s effect with 3 seconds of Channeling and “Ruin-Stave” to turn the spell’s effects into a Piercing attack. If a spell has multiple strikes or attacks, it only affects one of them.
Necromancer sub-class: The dead do not forgive and neither do you. Expend the Spectral Masque ability to negate a melee attack upon your person, invoking “Ruin Masque” instead. Doing this also marks your attacker for their own demise. Within the next 10 seconds, you may inflict an attack that inflicts a “Piercing, 50 shadow” or “Piercing, 50 damage” via a melee strike or spell-packet upon your assailant.
Shadowsoul sub-class: Shadowsouls are known for their subtlety but not those that follow this Path. When you expend “Darkness in all Souls” to ensnare nearby enemies, you may instead invoke “Ruin of all Souls” to unleash a horrific wrath from within – your next three melee strikes or spell-packet attacks inflict your choice of “Piercing, Knockback 10”, “Piercing 20 shadow” or “Piercing 20 damage”.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Destructive Aura: Your destructive aura also works in your favor. Those who look upon you with the Aura-sight skill are Dazed for 30 seconds, although they see what is within unless you are shrouded. Furthermore, those who search or harvest you take 30 points of damage and have their task interrupted, regardless of whether you are conscious or unconscious – only your expiration stops this from happening (as will certain skills). Those who inflict a Killing Blow upon you also receive 30 points of damage, clarify this and invoke the name of this feature.
Destructive Elementalist (requires Alchemical Weapon Master skill): Using the Once per Hour or Once per Period properties of your Elementalist or Weaponsmith augmentations on your weapons now inflicts ten more points of damage instead of five.
Furthermore, you may choose to drink a Basic or Complex Elementalism, performing a drinking count for 5 seconds. If uninterrupted, you may invoke the Elementalism as “Breath of X” (where X is the Elementalism’s name) and then deliver it as a Wave 2 attack shortly thereafter. If your drinking is interrupted, the Elementalism is triggered within you and you take its effect and a Killing blow for 10 points of damage (this bypasses and is doubled within a Shackle effect).
Ruinous Halo: You are considered to have the Resist Ice, Resist Fire, Resist Shadow and Resist Lightning feats. Each of these feats cost 1 SP to use and can be used to negate the effects of an attack of the appropriate damage type. Furthermore, immediately after you use any of the feats above, you are surrounded by an invisible halo of matching, protective energy that allows you to respond with “minimal” when struck with the same energy type – this lasts for the next 10 seconds. For example, if you use “Resist Fire”, you may respond with “minimal” vs. all fire attacks that hit you in the next 10 seconds afterward.
Furthermore, after 10 seconds of channeling and invoking “Ruinous Halo”, you may charge any weapon you are wielding with ruinous energies until you let go of said weapons. This allows grants you and you alone a +2 Expertise-type bonus to damage (which overlaps with and does not stack with other Expertise-type bonuses) if it strikes for Fire, Lightning, Shadow or Ice damage.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Ruinous Channeling (requires Channeling Mastery skill): While you are Channeling, immense power flows through you – to the detriment of those who dare strike you. If you are struck while Channeling for at least 5 seconds, you may interrupt the spell to respond with “Minimal” to the attack that disrupted you – this indicates that the attack inflicted only 1 point of damage. Furthermore, you may strike at your assailant with a melee attack that inflicts a “Knockback 10”. This feature overlaps with and does not stack with the level 8 Shadowsoul and Diabolist abilities.
You cannot reduce the damage of an attack that inflicts the appropriate bane damage to you.
Controlled Destruction (requires Disjunct Item skill): Your sorcerous magic grants you the ability to benefit from unravel elemental bonds and magical constructs with your willpower. You may transmute a Rare or Pure component of any type (except Prismatic components) to the next lower tier as though you were a Transmuter with the necessary formula.
Also, performing a Transmutation only takes 1 minute although doing so costs you 10 SP.
Ruinous Soul: Your lifespan has been halved by the immense powers that you wield. Although you cease to “age”, you live to only half of your race’s maximum lifespan. If you are currently past this point, then you live only for the next dozen or so years before you explode (at the end of every year, you have a chance of losing a life). Upon the expiration of your last life (i.e. when you die permanently), you may call a Hold. Clarify globally that everyone that hears you takes 10 points of mortal-bane damage as you explode – this does not go through walls. Furthermore, everyone within weapon reach of you receives 100 points of mortal-bane damage. The items upon your person are destroyed by your death, although certain indestructible items may instead be launched far and away from you. This feature takes precedence over other features or abilities that would extend your lifespan.
Furthermore, your Class abilities may be altered by your wielding of dangerous destructive energies.
Diabolist: You may augment your use of “Rain of Ice and Fire” to bombard your enemies with fewer projectiles that inflict greater amounts of devastation. Invoke this ability as “Rain of Destruction” and throw up to four spell-packets. Each spell-packet inflicts your choice of one of the following effects: “30 fire”, “30 ice”, “30 shadow”, “30 lightning” or “knockback 10” – you may also deliver this with four melee strikes.
Necromancer: Even the dead can strike against the living and as a Necromancer, you can make them your weapons. You may infuse one or two dying bodies with destructive energies. After 10 seconds of channeling, expend a use of your “Command the Unliving” ability and invoke it instead as “Command unto Ruin”. Clarify to your targets that they must stand up and walk up to ten steps (at your direction). Upon taking any damage or their tenth step, they may perform a “Whirlwind, 30 damage” attack.
Shadowsoul: The Ruinous Destroyer does not hide. Instead of turning invisible with Step into the Night, expend the ability and invoke “Step unto Ruin” to infuse yourself with destructive power for up to 5 minutes or until you are dropped to 0 HP (whichever comes first). While thusly empowered, your melee attacks inflict 10 points of Shadow damage or 10 points of damage. This damage cannot be increased. When this power leaves you, say “the Shadow leaves” to perform a single attack that inflicts a “Piercing, 10 shadow”, “Piercing Knockback 10” or “Piercing, 10 damage”. If this power is taken from you by dropping to 0 HP, you do not get this special attack.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Destroyer’s Will (Willpower and Bravery skills): Your destructive nature allows you to ignore pleas of mercy or your own terror. You may say “Destroyer’s Will, No effect!” to negate a Pacify or a Fear effect upon you. Afterwards, you are Dazed for 60 seconds. If you use this feature while Dazed, you are Stunned for 60 seconds.
Unending Destruction: (requires Oath of Destruction spell) Your skill with the Destruction Discipline allows you greater insight into its spells, especially the Oath of Destruction spell. You may augment it, prefacing it with 10 seconds of Channeling to waive the SP cost of its casting. This channeling time may not be waived by any means.
Breath of Ruin (requires Breath of Fire and Breath of Shadow spell): After channeling for 5 seconds, you may invoke “Breath of Ruin” and throw a spell-packet that hits for “piercing knockback 10”, “piercing 15 fire” or “piercing 15 shadow”. This is not counted as a spell and may be blocked or negated accordingly.
Similarly, you may inflict this damage upon someone after channeling for 5 seconds while they are maintaining physical contact with you, as you seethe this deadly energy.
Aspect of Ruin: Once per Period, you may seethe with elemental fury and destructive energy, culminating in an explosion of energy. To do this, invoke
“To break my enemies
and crush my foes,
I invoke an Aspect of Ruin! 20 AP!”
Doing this grants you 20 AP that stacks with no other sources. Furthermore, while you have this AP, your melee strikes inflict 10 points of fire, ice, shadow or lightning damage (choose one). This increased damage may not be augmented further in any way whatsoever.
You lose the ability to inflict this increased damage when you lose the AP, when you are subject to an exorcism effect or when an hour passes (whichever comes first). Regardless of how you lose the AP of this feature, it also causes you to explode with deadly potency – invoke “Ruinous Explosion!” then immediately perform an attack that inflicts a “Whirlwind 30 X” damage, followed by an attack that inflicts a “Whirlwind 30 Y” damage. X and Y are two different damage types that are chosen from the following list: Fire, Ice, Lightning or Shadow.
Aberrant Path: Armored Destroyer
The Path of the Armored Destroyer is a fairly modern adaptation of its ruinous counterpart, one claimed to have been perfected and invented by the Spiral Cabal guild. These Sorcerers mitigate the vulnerabilities of the original Path by wearing and training in specialized armor. This allows them to take places beside heavily armored fighters – the better to conjure and hurl fiery, screaming death upon their enemies.
Armored Destroyers tend to be more comfortable in the front-lines of the battlefield, warding away blows with the weight of their armor and the steel of their shields. They can even fortify their defenses like an experienced Warrior and display immense, inhuman strength. Best of all, their Aspect of Armored Ruin ability lasts for longer and provides superior protection, though it presents its own dangers to the Destroyer.
Additional Requirements:
- Master Armorsmith skill
- Armor Proficiency skill
- Shield Proficiency skill
Affiliation: The Spiral Cabal guild in the Iron Kingdom claims the invention of this Path, an “improvement” upon the weaknesses of the original Mythic Path. Their own Destroyers are employed by both guild and crown in expeditions into the deep, fell regions beneath the Stoneclaw Mountains.
The Firerunner Clan of the Grellken Trolls have their own version of the Armored Destroyer, although they too claim to have invented this Path. Their Destroyers stride alongside their braves, blasting and burning enemies in the front lines of battle.
The Burned Men and the Flame-walkers are Chainers under the shadow of Thrymdul, the Furnace that Walks. They are said to possess Sorcerers that follow this Path and appear as eerie reflections of the fiery Jotun they serve.
Additional phy-rep requirements: Tier 1 of this Aberrant Path requires specific armor items.
In addition to the abilities granted by Tier 1: Ruin Magus, you are able to wear soul-forged, rune-forged or hell-forged torso metal armor and continue to cast spells – this armor must be permanently modified by you for this specific purpose, a process that requires 10 minutes, 3 Rare Metal components and at least 2 augmentation slots. The amount of AP you may benefit from is increased to 30 AP while wearing at least a torso piece of the armors above. Additionally, you may choose to inflict a Daze 30 upon yourself instead of others when another character heals you with a spell.
Lastly, if you are wielding a Shield, you may use the Shield Expertise skill as though you had it. If it is an Erudite or Unique Shield, then you may use the Shield Mastery skill instead.
You may benefit from the feature below if you fulfill the listed prerequisites:
Titan Strength (requires Mobile Spellcasting skill): The forces of destruction flow through you readily. You may say “Titan Strength” to perform an effect similar to Great Strength while wearing Soul-forged, Rune-forged or Hell-forged armor– allowing you to perform one of its effects or a “Piercing Knockback 5” melee attack. This does not grant additional bonuses to damage. After you use this feature however, you are Dazed for 30 seconds and cannot use it while Dazed.
When you use “Aspect of Ruin”, invoke it instead as “Aspect of Armored Ruin” and expend a use of the Eldritch Resurgence(s) that you currently have upon you. This is usable Once per Period.
Instead of granting 20 AP, it grants the full AP that the armor would grant, unhindered by the Ruin Magus feature. Furthermore, your bonus to melee damage does not leave you when the AP is depleted – only when you are dropped to 0 HP, suffer an Exorcism effect or after an hour passes (whichever comes first).
However, when you drop to 0 HP while using this feature, you explode with killing power – perform an attack that inflicts a “Whirlwind Killing blow! 30 damage!” – this also affects you and will bring you to your second Death Count.
Aberrant Path: Flagellant Destroyer-Saint
The destructive power of Sorcery is well known and usually cautioned against or even hated by the local faiths and religion of a region. There are some faiths however, that have no compunctions against the use and exploitation of Sorcerers for their enforcers and soldiers. These religions willingly teach this Path to Chosen that have proven to be both pious and loyal, then scar both body and soul with divine bonds – all to create a powerful, living weapon to use against infidels and heretics.
The Flagellant Destroyer-Saint’s abilities are tied to their faith – should they stray, they will find their abilities and their life essence painfully revoked from them. On the other hand, their piety and divine power gives them strength – strength enough to cast faith spells and smite the enemies of their religion. And unlike other Sorcerers, these Destroyer-Saints also come with the support and the protection of those their fellow Chosen.
Additional Requirements:
- Willpower skill
- Bravery skill
- Ordination from a High Priest of your Faith
Affiliation: The faiths that utilize the Sorcerers of this Path tend to be destructive ones. Halak and Oyala, both goddesses of destruction, may come foremost to the minds of Midworld’s sages. These religions employ Destroyer-Saints as walking weapons, allowed to devastate an area or a formation, to their heart’s content.
Koil Ishtar in the Sunless Kingdom harbors and utilizes such Sorcerers as well, with a great emphasis on ritual contrition and absolution on the part of the Flagellant Destroyer-Saint.
Though largely a secret, the higher echelons of Ixian government and well-connected subjects have become aware of Choir Caellinrah and their possession of these Sorcerers. Their Destroyer-Saints serve Reatha-morriana, Elven Goddess of Magic.
Phys-rep requirements: A facial tattoo, brand or scar that appears as the symbol of your faith.
You receive the feature outlined in “Tier 1: Ruin Magus” although the healing spells from a Priest of your religion do not cause the magical backlash they normally do and in fact, heal for 10 HP more. However, other forms of healing from spells or feats no longer work on you and they still cause backlash, except for Revive spells and effects. Healing from items and the Medicine Man skill continues to function and not provoke backlash.
Part of your initiation involves ritual scarification, tattooing or branding that indelibly leaves the symbol of your religion upon your person (amongst other marks). This must be visible, similar to a Totemic Mark. This mark is also magical and is instantly destroyed when you flagrantly violate the tenets of your faith – doing this may mean the utter and irrevocable loss of this Path and 1 life from you, along with the built spent upon it.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Tortured Faith (Mobile Spellcasting skill): You are able to learn and cast basic Faith spells while you have the Icon of War or the Icon of Death spell cast upon you. Doing so requires the Price of Power ability and the healing cast through these Priest spells is significantly decreased (-10 to healing granted).
You gain the features granted in Tier 5: Ruinous Soul. However, instead of altering one of your Sorcerer class features, you may instead expend a use of your level 2 Sorcerer ability to perform an attack similar to the Crusader sub-class’ “Smite the Wicked” ability — except for the following modifications:
- the ability is invoked as “Destroy the Wicked”
- instead of one attack, it is a Chain 3 attack that inflicts half the damage/intensity of the original ability
- it may be delivered as either a series of melee attacks or a series of spell-packet attacks (choose one).
Sovereign Thrallmaster
Masters of the Subjugation Discipline, the Sovereign Thrallmaster has the power to break the minds of enemies or to bolster minions.
The Path of the Sovereign Thrallmaster is one of glory and power, much like the sorcery that it follows: the Subjugation Discipline. These Sorcerers use mental power and will to elevate themselves above all hindrances and above all foemen. Indeed, they are so long-lived and powerful that they threaten to become immortal.
Sovereign Thrallmasters belong at the heads of warbands, armies and battle squads. In practice, they lead and guide from the second rank or from the rear – their directions and their spells blasting forward and onward. Their powers also make them excellent negotiators or emissaries, though they placate and persuade through magical will rather than through compromise and appeasement.
Indeed, these Sorcerers carry the powerful burden of leadership. Those who are lucky enough to earn their guidance and direction, willingly hurl themselves to save their Thrallmaster “ally”. In return, your ability to heal them is also significantly improved. In addition, a follower of this Path is blessed with powerful resistances against mental attacks and even certain afflictions. The greatest of these Sorcerers is able to enter a state of limited invincibility, arising like a phoenix from the ashes even when laid low.
Aberrant Paths: Two Paths radiate from this glorious one: the Imperious Thrallmaster is not just a ruler but also a battle-leader and a banner-bearer while the Messianic Thrallmaster focuses on healing and guiding their Eldritch Minions to greater glory.
Requirements:
- Any 10th level Sorcerer feature
- Master of Subjugation skill
- Eldritch Link skill
- Master Talismonger skill
- Cannot be an Adept or Priest or be under the direct possession of anything that is not ruled or controlled by you (such as an Avatar spell). If you become an Adept or Priest, you lose the abilities of this Path without a refund of build.
Affiliation: While Thrallmasters cannot bear to be beneath the employ of others, they are willing to suffer alliances and even the role of student, for the sake of instruction. The, the Golden Fleet of the Riverfolk and Gotterdammerung’s Krieger Nibelung are two such organizations willing to instruct others in this Path – though it is said that the price one pays for these lessons are not worth the cost.
Also, it is known that the Silver Necklace guild in the Labyrinthium, known for its use of slaves and mercenaries, makes use of this Path and instructs others in its use. Those who do this are forever bound to the guild, however.
Entrance: Ingress into this Path is said to require the consumption and accruing of various materials and reagents for a ritual that completes with the transfiguration of the initiate’s body and soul into a higher being. However, many tales are abound of this ritual gone awry, turning the Thrallmaster into a monstrosity or into a whisper of their former self. In all cases, those who would seek this Path are well-advised to take extreme caution – for by its very nature, those who have it are hard-pressed to allow its secrets to others.
Phys-rep Requirements: The Sovereign Thrallmaster always bears the Phylactery that has been attuned to you. Furthermore, your ego demands that you bear your personal rune or heraldry prominently upon your clothing in the form of a tabard, a cloak or some other piece of obvious ornamentation.
Thrallmaster Phylactery
Unique Talisman (Head, Neck or Belt only)
Property: (1/SR) Invoke “Thrallmaster Phylactery” to negate an attack that inflicts a Mortal effect or a killing blow and/or regain 5 HP.
Affinity (Any Thrallmaster Path): As a response to any healing spell that you receive, you may heal yourself for an additional “Heal 5”. This property cannot be used in addition to any similar response-type effects.
Special: This Phylactery cannot be used by its wearer unless they have sacrificed 1 life to it beforehand.
Cost: pure Death x1, rare Holy x1, rare Earth x1, Attuned’s Life x1
Attunement: basic Death x3
Phys-rep: Head, Neck or Belt Talisman only with a skeletal or death theme and personalized to you specifically.
Attunement/Cost: Part of the initiation into this Path involves permanently dedicating a Latent effect slot to it. Henceforth, you must mark this slot with the name of this Path.
Furthermore, your powers come with a few costs: first, most healing spells and feats have their effects upon you greatly diminished due to your diminished view of others. Healing spells and healing feats may only allow you regain a maximum of 1 HP. The effects of healing items or by your Eldritch Minions are not affected
Secondly, if you receive an Avatar-type effect (e.g. Graft spells), you lose the features and abilities of this Path and similar Paths until the beginning of the next moon. Your sorceries can no longer withstand the influences and whispers of others within your soul.
Sovereign Mage: All of your Eldritch Minions gain the Intervene feat – they may only use it on you, but if they do so, they may Augment it so that it costs 0 SP to use and is invoked as “Expert Intervene” – it usable once per minute.
Also, your Eldritch Link skill is significantly improved, based on your sub-class. The abilities below allow you to vocally “Sustain” an effect upon one of your Eldritch Minions for up to 60 seconds. Receiving damage may not stop you from Sustaining the effect but being unable to use spells (such as dropping to 0 HP or being Dazed) or breaking physical contact breaks the effect prematurely.
Diabolist sub-class: After expending 1 SP and invoking “Might of the Vault!”, you may imbue an Eldritch Minion with fiery or frozen strength. While you maintain weapon contact (via your weapon) with one such minion and vocally “Sustain” the effect for a maximum of 60 seconds, their melee attacks may strike for their choice of “10 fire” or “10 ice”. This damage may not be increased further.
Necromancer sub-class: You may Sustain “Eldritch Medicine” upon one or two Minions with whom you sustain weapon contact, this is in lieu of Channeling and heals both for the same amount plus 10. Furthermore, after channeling for 5 seconds and expending 1 SP, you may perform a melee attack against or throw a spell-packet at a target and invoke “Killing Mark of [your name]! Destroy them my minions”. Those of your minions within weapon’s reach of the target may have their next normal melee strike increased by 10, if they respond to you with “Yes, Master”. This must be used within 10 seconds of your invocation Clarify this effect beforehand to your Minions.
Shadowsoul sub-class: After expending 1 SP and up to 30 seconds of Sustaining and weapon contact, you may invoke “Umbral Fortress!” grant AP upon two of your Minions, the amount of AP you grant is based on the number of second spent sustaining (minimum 10 seconds, maximum 30 seconds). These Armor Points do not stack with any other Armor Points but they last until expended. If you successfully perform a Sustain count for 30 seconds, not only can you grant a large amount of AP upon your Minions, but also, you may immediately turn invisible as though you had cast the Word of Veiling spell – you must also fulfill any locational requirements of the spell.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Quell the Herd (requires Bardic Mastery skill): When you use the Word of Menace or the Word of Peace spells, you may invoke them as “Oath of Menace” or “Oath of Peace”. Instead of performing a “wave 3” attack, throw two spell-packets instead – these two attacks have no targeting restrictions. This means that you can attempt to re-try a target’s defenses or switch targets, at your whim.
Overlording Influence: The Oath of Majestic Influence and the Oath of Majestic Charm spells no longer occupy a Latent effect slot when you cast them on yourself. Shadowsouls and Diabolists have the same benefits for their spells that simulate identical or similar effects (e.g. Oath of Fell Charm, etc).
Furthermore, inform those who try to resist the effects of these spells that their defensive costs are increased by 2 additional SP.
Rites of the Thrallmaster: Once per Period, you may imbue upon others your irrepressible and powerful will – allowing them to act in accordance to your whim and in advancement of your goals. To perform these powerful magics, simply channel for 10 seconds then speak the invocation for the Subjugation discipline (repeated below), following it with the name of the one of the listed rites:
“In my name and by my will, I conjure a…”
Rite of Radiance: Without moving from your location, you may touch up three willing characters. With each touch, invoke “3 Spirit” – you fill them with the radiance of your presence.
Rite of Examination: You may ask up to five yes or no questions upon a character and they must answer truthfully. This follows the mechanics for the Read the Soul ability except that the subject knows of your inquiry and is speaking the answers to you aloud and in-game. Unless you are interrupted in your inquiry (which must be no longer than 1 minute so you must be ready with the questions), the subject is compelled to answer truthfully to your questions. Poker Face may defend against this as per normal.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Sovereign Body (requires Eldritch Defense skill): Rulers and leaders cannot be seen as weak or vulnerable. Lesser afflictions veer from your majesty, knowing this truth. You may respond with “Sovereign Body, No effect!” against any Lesser Disease or Basic Trap/Ingested Poison used upon you. The same applies to Greater Diseases and Complex Trap/Ingested Poisons.
Sovereign Mind (requires Bravery and Willpower skills): You gain the Resist Charm and Spurn Death feats. Furthermore, whenever you use them, you may augment them so that you also extend their benefits to one other person that you touch. Preface them with “Intercept” and touch a your character with a weapon or hand.
The Wages of Rule: You appear to have ceased aging. Most Races (with the exception of the long lived Minotaurs) even find that their lifespan has doubled or even quadrupled( in the case of Beastlings and Trolls).
Your powers of subjugation and enthrallment continue to affect your own abilities, including some of your class features.
Diabolist: Once per Period, you may expend a use of “Binding Pact” and invoke “Pact of the Thrallmaster, I bind you to me!” to tie yourself with a Eldritch Minion you touch for the next 10 minutes or until you or the designated Minion is brought to 0 HP. This allows you to use the Redirect feat, as though you had it, invoking it as “Thrallmaster’s Redirect” – this works just like the feat but costs 0 SP – unlike the Princely Guardians feature, there is no time limit between uses.
Necromancer: You may expend a use of “Command the Unliving” to instead fill one or two allies with your sovereign will and fell might. Invoke “Command of the Thrallmaster” and touch one or two allies with your weapons – you may not use shields or hands for safety purposes. Clarify that while you maintain contact with your allies, their melee attacks may strike for “10 damage” or “Knockback 5”. You may not move faster than a slow walk. This bonus to damage persists for 5 minutes, until you break physical contact or until you (or your allies) are reduced to 0 HP, whichever comes first.
Shadowsoul: You may expend a use of “Step into the Night” to grant immense protection to yourself and to two Eldritch Minions that you maintain contact with. This functions just like the Soldier sub-class’ Tactical Maneuvering ability except that you invoke it as “Step into the Night with me”
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Majestic Visage (requires Poker Face skill): After channeling for 3 seconds, you may expend 3 SP and say “Majestic Visage” to enter an unreadable state. For the next 10 minutes, as long as your feet do not move, any use of the Sense Deception feat, Gather Information, Read the Soul (or similar spells or feats) upon you may be responded with “No Effect”. Receiving any damage or moving from your place prematurely ends this effect.
This feature is immune to abilities that increase the SP cost of Poker Face and similar defenses. However, Majestic Visage cannot be used as a reaction or as a response – its defensive screen must be put up before inquiries are sent.
Song of the Sovereign: When you use Song of the Heart to revive someone from their Death Count or their Critical Death Count, you also heal them for 10 HP.
Furthermore, you may replace the song with an inspirational speech that lasts for the requisite amount of time.
Princely Guardians: You gain the Redirect feat, usable for 2 SP. Whenever you are hit by an attack, you may augment your Redirect feat to cost 0 SP instead of 2 SP by saying “Princely Redirect”. The target of your Redirect feat must be one of your Eldritch Minions or someone under the effect of your Befriend feat. You may use this feature no more frequently than once every 60 seconds, but your target must be standing and above 0 HP.
Aspect of Ascension: Once per Period, you may fill yourself with the majesty and the power that you possess, radiating it and becoming nigh-unkillable – usable only while your Phylactery is intact and on your person. Invoke the following below and expend a use of your Thrallmaster Phylactery:
“In my name and by my will, I conjure an Aspect of Ascension!”
This enters you into a temporary state of the “Aspect of Ascension” where you are able to will your body beyond its limits, wounds and beyond even death. While in this state, you gain the following benefit:
Not here, not now (Channel 30 and 2 SP): While you are at your first death count, you may channel for 30 seconds, expend 1 SP and invoke “Not here, Not now! Heal 10”. Doing this also Dazes you for 30 seconds but it prevents you from prematurely falling from the Ascension state. This must be done immediately after being brought to 0 HP. This healing may be augmented by the Grace of Tranquility skill. Entering your second Death Count prevents you from using this ability.
The temporary state granted by Oath of Ascension expires when:
- An Hour has passed
- You enter your second Death Count
Furthermore, at this Tier, you have achieved a lesser form of immortality. You cease to age and your lifespan is expended to ten times its normal rate so long as your Thrallmaster Phylactery is intact and undisjuncted. However, whenever you lose a life, it may never be commuted or prevented by a Pure component or by any other method (such as the Soulwell). Some Priests of Fate that discover this heresy may commit themselves to end you and your ego will not submit to keeping your newfound power secret.
Aberrant Path: Imperious Thrallmaster
Warbanner in hand, the Imperious Thrallmaster strides into the thick of battle while other Sorcerers cower and quail. Unlike their brethren, Imperious Thrallmasters are sorcerers that revel in war and combat. Moreso than the others of their kind, they are commanders and squad-leaders, pushing alongside wedges and charges to snatch victory from the fallen.
With strikes from their weaponry, they repel those who would assail them. Indeed, their will and their confidence suffuse their body to the point that they become as inhumanly strong as they believe themselves to be. Best yet, their commands and their warcries lend steel and strength to their minions – allowing them to take victory even from the jaws of defeat.
Additional Requirements:
- Bardic Mastery skill
- A warbanner
Affiliation: The best known “allies” of Imperious Thrallmasters have been noted among the Rune-Eater Warband in Jotunbrud, who have a deep respect for sorcery and a life of battle, and the Bloodscreamer Clan of the Grellken, who love combat and the counting of their victories.
Some whisper that these Thrallmasters may be rostered in certain Groups as well, such as among House Rayne of Pendrakken or Shen Kaishu of Kenrei – but these rumors are far from substantiated.
Attunement/cost: A warbanner can be crafted by an Expert Artificer and an Expert Talismonger with your assistance. If you have both of these, you may craft this banner yourself – an act that requires 10 minutes of crafting and three basic components: a basic herbal component, a basic earth component and a basic holy component
Given its bulky nature, you would do well to assign a standard bearer or someone similar to ensure its safety while you are not using it.
Additional Phys-rep Requirements: A battle-standard emblazoned with your personal heraldry. This battle-standard limits the Thrallmaster’s personal ability and makes them vulnerable but it greatly enhances some of the Path’s features. You may create a Battle-standard yourself and it has an item tag attached to it, but it is worth little to others.
All attacks and effects that hit a Thrallmaster’s Banner are considered to have hit the person wielding or carrying it. Furthermore, carrying a Thrallmaster’s Banner does not count against the Einhander style. Lastly, the Banner’s “height” (including the pole) must be at least half of the Thrallmaster and be no taller than the Thrallmaster themselves.
While you are personally holding your battle-standard aloft, your damage and healing spells have their effects increased by five. Unfortunately, this means that you only have one hand to attack or to defend with – strikes on the banner are considered to be strikes on its wielder.
Whenever you receive damage in melee while wielding a battle-standard, you may immediately respond within 5 seconds with a melee strike or a spell-packet that inflicts an “Expert Knockback 5” – your target must be your assailant.
In addition, you gain the Banner of Battle skill and may learn and use Warcry feats. You may affect your minions with your Warcries as though they were your Comrades-in-arms.
You gain access to two different Rites, in addition to those granted by the Rites of the Thrallmaster. Using them is otherwise similar to using the Rites of the Thrallmaster.
Rite of Castigation: You may throw up to three spell-packets, each inflicting a “Piercing, Fear 30” or “Piercing, Confuse 30”. Alternatively, you may clarify to three Eldritch Minions that you touch that their next strike within 1 minute inflicts either a “Fear 30” or a “Confuse 30”.
Rite of Empowerment: To use this Rite, you must first perform a long Composition in the form of an inspirational speech. This follows all the other rules of Compositions and expends an hourly use of your Bardic abilities. At the end of this speech, invoke “In my name and by my will, I conjure a Rite of Empowerment” – clarify that all who kneel to you and praise your name will receive up to three ranks of the Toughness skill and three ranks of the Apotheosis skill until the end of the current Month. This does not allow them to surpass the limits set on those skills. These effects all occupy 1 latent effect slot.
Instead of seeking immortality by yourself, you do so through the efforts of your minions on the battlefield.
Once per Period, you may hold your banner aloft and rally your minions beyond fatigue and injury to snatch glory and triumph from your foes. To do this, channel for 10 seconds then invoke “Majestic Warcry” to grant yourself and up to three different minions that you touch 30 HP and 30 AP.
Alternatively, you may evoke fear and terror in nearby enemies. Invoke “Majestic Warcry” to inflict a “Whirlwind Fear 30”, followed by a “Whirlwind Daze 30”
Furthermore, at this Tier, you have achieved a lesser form of immortality. You cease to age and your lifespan is expended to ten times its normal rate so long as your Thrallmaster Phylactery is intact and undisjuncted. However, whenever you lose a life, it may never be commuted or prevented by a Pure component or by any other method (such as the Soulwell). Some Priests of Fate that discover this heresy may commit themselves to end you and your ego will not submit to keeping your newfound power secret.
Aberrant Path: Messianic Thrallmaster
The Messianic Thrallmaster differs from its brethren in that it appears to embrace the roles of support and guide over that of leadership and rulership. These Sorcerers are excellent healers and elixirists, giving of their own power and life to grant assistance to their allies. Many even offer their services openly and free of charge.
Regardless of their actual motives, these Sorcerers are blessed with great proficiency in matters of healing and curing. Their brews and remedies prolong the lives of whomever drinks them. Their very presence can even revive others in battle or bring a person back to life with the expenditure of the Thrallmaster’s own vital energies.
However, some claim that it is all a clever ruse – that these Sorcerers do not seek to lend aid but to foster dependence upon them. Of all Sorcerers, they believe, the Messianic Thrallmaster is the most dubious and the most insidious.
Additional Requirements:
- Master Elixirist skill
- Grace of Tranquility skill [rank 1]
Affiliation: The Spiral Cabal guild in the Iron Kingdom stands ready and willing to roster and instruct worthy Sorcerers in this Path, though their prices are said to be beyond counting.
In Fir’bolg, Clan Nemain offers much of the same, except that they require eternal loyalty from those who would receive their assistance in this regard.
Oddly, rumors point to Choir Shaerach in Callas Selvarion for another source of this Path. The family has always been shrouded by controversy and mystery – housing sorcerers is yet another point of contention between these Elves and the local authorities.
You may now invoke Eldritch Medicine as “Messianic Medicine”. Doing so allows you to use it to heal any willing creature, not just yourself. When using this ability, the healing you grant is improved by the Grace of Tranquility skill if you spend at least 10 seconds Channeling. Your knowledge of this power also improves your Word of Flesh-mending ability, allowing you to heal for 5 more with that spell.
Furthermore, you may use Messianic Medicine to transfer an Anathemic Curse or Disease from yourself to one of your Eldritch Minions if you Channel for the full 60 seconds and waive the healing you would gain. Give the Curse or Disease tag to your patient – you are not able to give away a Disease or Curse that a target already has.
You gain access to these additional Rites, which allow to grant succor and even salvation to those who would accept your help.
Rite of Absolution: After 30 seconds of Channeling and the required invocations, you may empower up to three basic Elixirs with a special benefit that replaces their normal effects: if drunk within the next 10 seconds, it cures all Lesser or Greater Diseases or Curses from whoever has imbibes it.
Rite of Redemption: This Rite empowers one Elixir with your personal life essence (expending one of your lives to do so) and replaces its effects. It must be drunk within the next 10 seconds to have any effect. If it is poured into the mouth or wounds of a dead character, it may bring them back to life, provided that they died sometime within the current day. This may have unstable effects when used on certain NPCs. This loss of life is irrevocable and reduces your maximum lives by one. Obviously, this function ceases to be of use at Tier 7.
Rite of Salvation: Without moving from your location, you may touch up three willing characters. With each touch, invoke “Revive, Heal 50” – you rejuvenate them with the radiance of your presence, even if they were in your critical death count. This also inflicts a “Dominate 60” upon them if they accept the healing.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Sustaining Elixirs (Potent Potables skill): Complex and Erudite latent remedies and elixirs that you create and personally bestow on others are instilled with your powers of longevity. When you or your target writes these Infusions on their character card, preface the infusion or elixir’s name with “Sustaining”. While affected by these infusions, the target’s first and second Death Counts increased to 10 and 5 minutes, respectively. These have no effect on characters whose Death Counts have already been increased or decreased already.
Warpsoul Spiritualist
The Warpsoul Spiritualist makes their fevered nightmares into reality, by projecting hallucinations, accessing forbidden knowledge or infecting others with weaponized psychoses.
Accursed are those that walk the Path of the Warpsoul Spiritualist. They have witnessed the infinite chaos beyond all worlds and they face spiritual dissolution on a daily basis. Rest brings only the memory of oblivion, creeping ever closer to these Sorcerers.
Blessed are those that walk the Path of the Warpsoul Spiritualist. They can manifest powers and abilities beyond their own, casting spells from other disciplines and schools of magic. They can walk into the worlds between worlds or seek enlightenment from peering into the beyond.
These Sorcerers tend to be scholars, philosophers and knowledge-seekers first and foremost. They are given instruction and guidance by mortal teachers but ultimately find their true power (and ultimate doom) on their own. Those that seek to employ them do so for the immense power and versatility that they have in their disposal, but such patrons do so with great reluctance: the Warpsoul Spiritualist is as unpredictable an ally as they are a dangerous foe.
Aberrant Paths: Two Paths have wandered from that of the Warpsoul Spiritualist: the Baelmind Spiritualist, who preys upon the minds of friend and foe, and the Shamanic Spiritualist, which relies on the strength of the wilderness and of a Totemic entity to assist them.
Requirements:
- Any 10th level Sorcerer feature
- Master of Madness skill
- Master Researcher skill
- Master Talismonger skill
- Aura-sight skill
- Spirit sight skill
Affiliation: Those who hold the secrets of this Path are seekers of knowledge and enlightenment who have stumbled upon the horrible truths of the universe instead. Because of this Path’s nature, these sages are not long-lived but the power they attain is immense, though they tend not to use it.
The ascetics of the Dreaming Cloud in Kenrei and the Keepers of Fate in Ixia are two such organizations that search out enlightenment and have found madness instead. Spiritualists among their number are rare and few, but these warped individuals are said tohave left teachings aplenty for others to follow.
The Jade Fleet of the Riverfolk is said to harbor some Warpsoul Spiritualists in their number and the same can be said of Runespeaker University. The latter is rumored to have a magical tome that can grant the power of this Path to those who read it, but almost all who have read this tome have been reported as deceased.
Entrance: Initiation into this Path typically involves a jaunt into a different reality. Some claim to have visited a domain within the Aetherworld. Others have gone to the Underworld, perhaps even within a Vault. Perhaps the strangest rumor is that the true initiation into this Path is simply the collection and completion of a sentence written (or spoken) in a forbidden language. As soon as this sentence is completed, it worms its way into the initiate’s mind and begins their progression upon the Path – a journey that severely loosens the grip of one’s soul to their own body.
Phys-rep Requirements: Most Warpsoul Spiritualists carve or tattoo runes upon themselves to assist in keeping their souls to their bodies. These runes are similar to those of a Shadowsoul’s and are in the same places. Because of their own strange nature, Shadowsouls (and more cautious Sorcerers) may employ an alternate measure of self-protection, they often wear a runed leash, choker or cloth around their necks to assist in the retention of their spiritual essence — the leash, choker or cloth must be a Spirit-lock Talisman (or a similar talisman).
Attunement/Cost: In addition to the arduous trials involved in entering this Path, you must permanently destroy a Latent effect slot in order to use it. This slot is marked with the name of this Path
Rest and recovery no longer comes so easily to you. Taking a Short Rest only allows you to regain half your maximum SP as the powers from beyond send minor auditory and visual hallucinations against you in your waking hours and horrendous nightmares in your resting hours. The unconsciousness brought by trauma is even more dangerous – your Death counts have both been reduced to 60 seconds and may never be raised beyond this.
Spirit Mage: You have seen what lies beyond, though you do not truly remember it except in the vaguest and most horrifying of nightmares. This has affected even your spells. Using the Price of Power ability Snares you for 30 seconds in addition to Dazing you for 30 seconds. However, doing so increases the damage and healing of the spells you use it upon by 10 points as you access powerful knowledge that partially paralyzes you.
Furthermore, mastery of the Insanomancy discipline has allowed you to manipulate and weaponize souls in new ways, depending on your sub-class:
Diabolist: Once per minute, when you take damage in melee while wielding your Pact-Stave, you may afflict your aggressor with a “Fear 5” or a “Confuse 5” instead of a “Knockback” effect. This must be preceded by “Pact of Madness” and but it is delivered either via your Pact-stave or by a spell-packet. This may only be used once per minute.
Necromancer: Once per Short Rest, expend a use of “Spectral Masque” to draw out the souls of your enemies for your own use. Invoke “Spectral Madness” and inflict a “Piercing, Fear 30” or “Piercing, Confuse 30” upon three enemies via spell-packet. You regain 1 SP immediately afterward, so long as you successfully hit at least one target.
Shadowsoul: Once per Short Rest, expend a use of “Darkness in all Souls” to twist the minds of your enemies to your fell purposes. Invoke “Madness in all Souls” and a spell-packet at up to three targets. Each spell-packet inflicts your choice of a “Piercing, Fear 30”, “Piercing, Confuse 30” or “Piercing, Taunt 30”.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Shielded Mind: Your mind and spirit become fortified against mental assaults. You gain the Resist Charm and the Spurn Death feats if you do not have them yet. Furthermore, any attempt to use Charm effects or Detect Information effects upon you requires 3 additional SP. Clarify this to those who are using such effects upon you.
Phantasmal Defense (requires Word of False Victory or Word of Twinned Shadows spell): After channeling for 10 seconds, you may cast the Word of False Victory spell or the Word of Twinned Shadows spell, waiving the SP cost and invoking it as “Oath of False Victory” or “Oath of Twinned Shadows”. However, you may only have one such target at a time – and either spell lasts for 10 minutes upon your target or until you choose another.
With either spell, the “False Hope” or “Shadow Twin” defense costs 1 SP and dazes you for 10 seconds (in lieu of its normal effects). However, while you are Dazed because of this defense, you may respond with “minimal” against damaging attacks from your target (except versus the appropriate Bane damage), reducing the damage to one. Being Dazed from other sources or increasing the duration of this Daze does not increase the duration of your resilient state.
Rites of the Spiritualist: Once per Period, you may peer into the cosmos and draw from it a foreign, alien power. Doing so renders you senseless and partially paralyzed for a time.
Using these Rites requires 10 seconds of Channeling. After Channeling, invoke the phrase below, followed by the name of the Rite.
“By the Broken Mind and the Fevered Soul, I conjure a…”
Rite of Transposition: You may vanish temporarily from existence, stepping in a place between spaces. You may place your hand upon your head and go out of game for up to 30 seconds. This functions much like the “Whisper Step” ability of the Deep Gnome. Alternatively, you may instead mimic the effects of the “Word of Exodus” spell. In either case, you are Dazed and Snared for the next 60 seconds after you re-enter the game.
Rite of Enlightenment: You may open your mind once more to the world beyond worlds and the infinite chaos without. You regain up to 3 SP, however, you are Dazed and Snared for the next 60 seconds.
Rite of Inquisition: This functions exactly like the Read the Soul feature of the Seeker or the Bright Witch. However, instead of asking “Yes or no” questions, you may also ask for the Race, Name and the Kingdom of origin of your target. As per usual, Poker Face and similar effects defend against this – however, doing so requires 3 SP per question deflected.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Spirit Reader (requires Oath of False Truths spell) You are always considered to have this spell upon your person and it does not cast a Latent effect slot. Furthermore, it costs two additional SP use the Poker Face skill (or similar effects) against you.
Bringer of Nightmares (requires Breath of Nightmares spell): If you Channel for 10 seconds and use the Price of Power ability upon the Breath of Nightmares spell, you may waive the SP cost. You may apply the same benefit to the Word of Woe and the Word of Confusion spell. Waiving the SP cost for these spells also halves their duration.
Spiritual Transfiguration: You are no longer considered to be a Mortal, becoming of the Spirit-type. Yet, your tortured existence becomes a shorter one. Your lifespan has been halved by the immense powers that you wield and the infinities that you have witnessed. Although you cease to “age”, you live to only half of your race’s maximum lifespan. If you are currently past this point, then you live only for the next handful of years before you “vanish” from the world. This renders you vulnerable to Spirit-bane damage, taking 10 or more points of damage from the appropriate bane inflicts a “Daze 10” effect upon you.
Also, you may use your knowledge of the Insanomancy Discipline to alter your class features once per Period.
Diabolist: Once per Period, you may invoke a “Rain of Shattered Souls”, throwing three spell-packets that each inflict “Piercing, 30 damage”. You may replace the damage-type, instead inflicting your choice of Bane-damage, chosen from the following list: Spirit-bane, Mortal-bane, Demon-bane, Death-bane, Shadow-bane and Archon-bane.
Necromancer: Once per Period, you may augment the “Split the Soul” ability and invoke it as “Warp the Soul”. Doing this, vastly improves the healing of the spells that this ability normally affects. These healing-type spells heal for double their listed amount and become “Chain 2” spells if they are touch spells.
Shadowsoul: Once per Period, you may expend a use of “Crow’s Feast” to augment it. Perform the ability as normal and invoke it instead as “Feast of Madness” to not only gain the normal benefits of the ability – furthermore, you are considered to have undergone a Short Rest and regain abilities accordingly. However, you also become Dazed and Weakened for the next 60 seconds.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Spirit Casting: You may store a spell within your Tome of Ordeals or within your Umbral Parasite, as though it were a Pact-Stave. This follows the same mechanics except that this spell may only be a Basic spell and releasing it involves keeping one of your hands on your Tome of Ordeals or your brow.
If you are a Diabolist, your Pact-Stave instead permanently gains the improved spell storage property of a Rune-Forged weapon.
Spiritual Talisman (Alchemical Tattooist): When you create a Talisman for yourself or a different person, you may also expend 12 times its attunement cost to permanently attune it to your target. Doing this requires that you create such a “Spiritual Talisman” by imbuing your subject with elemental energy and manipulating their soul to permanently host the Totem. This functions just like the Alchemical Tattooist skill with the same phys-rep requirement except that the Talisman may never be moved and it no longer requires a monthly attunement.
This carries some dangers, however. The spiritual talisman is considered a Latent Conjuration and may be destroyed if a Disjunction effect is placed upon its wearer. This destroys any Spiritual Talismans without any kind of refund – as a cold comfort, this also inflicts a total of 100 points of damage (regardless of talisman numbers) upon everywhere within whirlwind range.
Knowledge beyond Knowledge (requires Two-Fold Graft skill): You may have two Avatar effects upon your person at a time, not just two Grafts. Furthermore, while you benefit from specific Avatar effects, you are able to learn and cast spells from other Greater Disciplines or even other Classes. You are able to learn these spells even without the requisite skills. The Grafts of the correct Sorcerer sub-class will allow you to learn spells from that sub-class’ Greater Discipline. The Crown spells of the Witch class allow you to learn spells from the appropriate element. The Icon spells of the Priest-class allows you to learn spells from the appropriate Sphere, provided that you are a Chosen of that Icon spell’s religion (this therefore makes stealing Icons from foreign Priests untenable). When you learn a spell (expending build to do so, as usual), you may only use it while you have the appropriate Avatar effect upon you.
Casting a spell from a different sub-class or a different class always requires that you use the Price of Power spell and you are unable to learn or cast Ritual spells through this feature.
Word of Bedlam: Once per Period, you may draw out your nightmares and your fears into a killing phantasm upon everyone around you. To do this, invoke the verse below, following the restrictions for spellcasting:
“By the Broken Mind and the Fevered Soul, I conjure a Word of Bedlam”
Immediately afterward, you may take up to three steps then perform two Whirlwind attacks. The first inflicts a “Whirlwind 30 mortal-bane” while the second inflicts a “Whirlwind Fear 30”.
This chaos is further made worse by the activation of your Eldritch Resurgence, as though you had entered your Critical Death count. This activation of your Eldritch Resurgence is unaffected by any method of control, including Temporary Sanity or the commands of those who cast the Graft. It acts normally, striking down friend and foe in range, or hunting down the Sorcerer’s close companions.
Aberrant Path: Baelmind Spiritualist
The Baelmind Spiritualist is a phrenic predator, a hunter of the mind. These Sorcerers are experts in the manipulation and shaping of the others’ spiritual energies. Used almost exclusively by certain faiths, they are the weapons of their religion – sent to exterminate threats or pacify targets by divine mandate and sorcerous might.
These Sorcerers are able to alleviate some of their “spiritual hindrances” by feeding upon the energies of others. By using the link between themselves and their minions, they can gain the proper benefits of resting and recovering. Their training into this Path has also made them skilled spies, as they are very difficult to read and study spiritually and socially.
Additional requirements:
- Poker Face skill or a similar skill/effect
- Befriend feat or a spell with a similar effect
- Suggestion feat or a spell with a similar effect
Affiliation: The primary users and employers of Baelmind Spiritualists are the faiths of Lucca in Jotunbrud, the faith of Bat-hala among the Riverfolk and the faith of Rhelyeh in the Labyrinthium. Despite their immense differences, these religions revere knowledge and magic. These religions are also feared and revered by many in their Kingdom – their own acts and goals raise much in the way of suspicion and disquiet.
Spiritual Parasitism: When you undergo a Short Rest, you may regain all of your SP instead of only half your SP if you do so while within 10 feet of two of your Eldritch Minions and if they undergo it simultaneously as you. When you complete your Short Rest, inform your Minions that they regain no SP.
Furthermore, you are always considered to be “Shrouded” when it comes to others using the Aura-sight skill upon you. This allows you to respond with “Shrouded, Confuse 10” when it comes to that skill – this inflicts a “Confuse 10” effect on those who attempt to view your aura.
You gain access to two different Rites, in addition to those granted by the Rites of the Spiritualist. Because they feed on the spiritual powers of others instead of your own, they do not daze and ensnare you after they are used. Using them is otherwise similar to using the Rites of the Spiritualist.
Rite of Castigation: You may throw up to three spell-packets, each inflicting a “Piercing, Fear 30” or “Piercing, Confuse 30”. Alternatively, you may clarify to three Eldritch Minions that you touch that their next strike within 1 minute inflicts either a “Fear 30” or a “Confuse 30”.
Rite of Mesmerism: Without moving your feet from their location, you may deliver via weapon touch your choice of a “Piercing, Befriend 60” or a “Piercing, Pacify 60” to up to five people.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Baelmind Mystery: After channeling for 3 seconds, you may expend 1 SP, join your hands together or fold your arms and say “Baelmind Mystery” to enter an unreadable state. For the next 10 minutes, as long as your bare arms or your hands are touching each other, any use of the Sense Deception feat, Gather Information, Read the Soul (or similar spells or feats) upon you may be responded with “No Effect”. Receiving any damage or preventing your hands and arms from touching each other prematurely ends this effect.
This feature is immune to abilities that increase the SP cost of Poker Face and similar defenses. However, Baelmind Mystery cannot be used as a reaction or as a response – its defensive screen must be put up before inquiries are sent.
Aberrant Path: Shamanic Spiritualist
The Path of the Shamanic Spiritualist understands the horrors of the world but also its gifts. These Sorcerers have reached out to the spirits of the natural world and have found a small measure of solace. While they are still possessed by destructive power and maddening magics, these Spiritualists face the world with the assistance and the strength of its Totems.
To that end, these Spiritualists tend toward roles of support rather than being on the front of matters. They see themselves as guides and helpers, granting what assistance they can before their inevitable demise. They are able to commune peacefully with both nature spirits and beasts. Most importantly, they are granted powerful abilities of perception and awareness – only the most skilled can escape the sight of a Shamanic Spiritualist.
Additional requirements:
- Master Hunter-gatherer skill
- The favor of a Powerful Totemic Entity or Elemental Lord
Affiliation: This Path is said to have its roots among the Wild Elves of Midworld. It is therefore unstrange to find instructors in it among House Graellen and Clan Gohrimm, two Power Groups peopled by Wildlings. Their closeness to the natural world befits the Path’s own preferences, though its perils make finding an instructor an immensely difficult task.
Additional Phys-rep: Instead of runes, you must instead bear a Totemic Mark appropriate to the Totem you possess. If you are a Shadowsoul, this Mark is in addition to the Shadowsoul Runes you must have.
Your connection to the natural world sustains you and becalms you despite what you have seen (and what has seen you). When you take a Short Rest, you regain all of your SP as per normal depending on the Totem that assists you.
Earth: Maintain contact with a living tree.
Sun: Remain in the Sun.
Moon: Be outdoors at night.
Storm: perform or be witness to a Bardic Composition
Winter: Inflict a killing blow a minute or so before your Short Rest.
You also gain the Aethyric Envoy ability of the Witch class and may learn the Natural Communion skill.
You may gain the features listed below if you learn or gain their requirements while you are at this Tier. After you have left this Tier, these abilities are locked from you if you haven’t gained them yet.
Shamanic Conduit (requires Eldritch Link skill): You gain the Spirit-medium skill of the Witch class, except that the latter works with Eldritch Minions, instead of Favored.
Furthermore, when you do this to a Minion, you gain a connection to their spirit, which makes it difficult for them to deceive you. For them, resisting the Gather Information or the Sense Deception feat from you requires an additional 2 SP.
Spiritual Reading (requires Sense Hidden feat or similar spell effect): When you use the Sense Hidden feat or a similar spell to “Sense Hidden”, you may expend 10 SP instead to say “Master Sense Hidden”. This allows you to defeat the Master Camouflage skill and similar abilities of that tier, but not the Superior Camouflage ability.
When you each Tier 7 of this Mythic Path, you may instead invoke a “Superior Sense Hidden” – this defeats Superior Camouflage. However, in addition to costing 10 Spirit Points this surge of power Dazes and Weakens you for 60 seconds – these two effects may not be defended against or reduced.