Sorcerer Mythic Paths

About Mythic PathsEldritch BloodspeakerFlesh-shaper ArchitectPestilent HivelordRuinous DestroyerSovereign ThrallmasterWarpsoul Spiritualist

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.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Eldritch Blood-Reaver

Description
Additional requirements & Affiliations
Tier 1: Blood-Thirst (Additional feature)
Tier 4: Murderous Blood (Additional feature)
Tier 7: Bloody Massacre (Replacement feature)
Additional requirements & Affiliations
Attunement Cost & Additional Physrep Requirements
Tier 2: Blood Weaving (Additional feature)
Tier 5: Rites of the Blood-weaver (Additional feature)
Tier 7: Howl of Healing Blood (Replacement Feature)

Flesh-shaper Architect

Flesh-shaper Architects have taking their art to a new level, subjecting themselves and others to “body augmentations”.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Flesh-shaper Artificer

Description
Additional requirements & Affiliations
Tier 1: Artisan of Flesh and Bone (Additional feature)
Tier 4: Companion Apparatus (Additional feature)
Tier 6: Craft of Bone and Flesh (Additional feature)

Aberrant Path: Flesh-weaver Physic

Description
Additional requirements & Affiliations
Additional Physrep Requirements & Attunement cost
Tier 1: Flesh-weaver Medicine (Altered Feature)
Tier 4: Cure the Flesh (Additional feature)
Tier 7: Word of Revitalization (Replacement feature)

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.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Accursed Blightlord

Description
Additional requirements & Affiliations
Attunement Cost & Additional Physrep Requirements
Tier 1: Tormented Totem (Additional feature)
Tier 4: Shrouded Spirit (Additional feature)
Tier 7: Blighted Rage (Replacement feature)

Aberrant Path: Pestilent Plague-blade

Description
Additional requirements & Affiliations
Tier 1: Plague Blade (Additional feature)
Tier 4: Hidden Swarm (Additional feature)
Tier 7: Masque of Pestilence (Replacement feature)

Ruinous Destroyer

Possessed of destructive energies, these Sorcerers must balance the energies they use as weapons against their own self-preservation.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Armored Destroyer

Description
Additional requirements & Affiliations
Additional Physrep Requirements
Tier 1: Armored Destroyer (Additional feature)
Tier 4: Titan Strength (Additional feature
Tier 7: Aspect of Armored Ruin (Altered feature)

Aberrant Path: Flagellant Destroyer-Saint

Description
Additional requirements & Affiliations
Additional Physrep Requirements
Tier 1: Saintly Flagellation (Additional feature)
Tier 4: Tortured Faith (Additional feature)
Tier 5: Destroy the Wicked (Replacement feature)

Sovereign Thrallmaster

Masters of the Subjugation Discipline, the Sovereign Thrallmaster has the power to break the minds of enemies or to bolster minions.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Imperious Thrallmaster

Description
Additional requirements & Affiliations
Attunement Cost & Additional Physrep Requirements
Attunement Cost & Additional Physrep Requirements
Tier 1: Imperious Majesty (Additional feature)
Tier 3: Imperious Rites (Additional feature)
Tier 7: Majestic Warcry (Replacement feature)

Aberrant Path: Messianic Thrallmaster

Description
Additional requirements & Affiliations
Tier 1: Messianic Medicine (Additional feature)
Tier 3: Messianic Rites (Additional Feature)
Tier 4: Sustaining Elixirs (Additional feature)

Warpsoul Spiritualist

The Warpsoul Spiritualist makes their fevered nightmares into reality, by projecting hallucinations, accessing forbidden knowledge or infecting others with weaponized psychoses.

Description & Aberrant Paths
Base requirements & affiliations
Attunement Cost & Physreps Requirements
Tier 1 (0 Build; Trainer)
Tier 2 (5 Build)
Tier 3 (10 Build)
Tier 4 (15 Build)
Tier 5 (20 Build)
Tier 6 (25 Build)
Tier 7 (30 Build; Trainer)

Aberrant Path: Baelmind Spiritualist

Description
Additional requirements & Affiliations
Tier 1: Spiritual Parasitism (Altered Feature)
Tier 3: Baelmind Rites (Additional feature)
Tier 4: Baelmind Mystery (Additional feature)

Aberrant Path: Shamanic Spiritualist

Description
Additional requirements & Affiliations
Additional Physrep Requirements
Tier 1: Shamanic Mage (Altered Feature)
Tier 4: Shamanic Conduit (Additional feature)
Tier 6: Spiritual Perception (Additional feature)