Library of Metzofitz Wiki

Those who study magic “know” nothing. You are magic. The heir to the endless powers of the primal universe, you will show the world what a true sorcerer is. No stranger to complex family politics and rivalries, the Scion-of-High-Sorcery is often a master manipulator with a long view, dynastic perspective and thinks in terms of generations. Not surprisingly, lineage based reincarnation and parasitic immortality often run rampant through these god-like sorcerer clans and often the ruling bodies of these families are best and worst generation upon generation had to offer. Worlds fall under the shadow of the wills of the Bloodclans of this path.

Role: As a Scion-of-High-Sorcery your role is to be a master of spontaneous arcane power and heritage derived magics. A similar specialist to the archmage, the Scion of high sorcery is living embodiment of lineage and power. She is the blood of the world and the pulse of its magical heart. All others are pretenders.

Classes: Spontaneous casters of arcane sources are almost exclusively the ranks of the Scions. Bards, summoners, bloodragers and others are but a sliver to the number of sorcerers that come to this mythic path.

Worlds and Cabals: Thaonic Auri’kiir are the most common currently active group of Scions, with their ancestral relations the Blood of Ambriddon being a close second. These primal-blooded hedonists are known to send members of their families to locate potential new sources of arcane might to breed into their lines. They will use means as varied as seduction or allegiance to bribes or kidnapping.

Bonus Hit Points: Whenever you gain an Scion-of-High-Sorcery tier, you gain 3 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Tier Path Features
1st Path Ability, Scion's Primacy
2nd Path Ability
3rd Path Ability
4th Path Ability
5th Path Ability
6th Path Ability
7th Path Ability
8th Path Ability
9th Path Ability
10th Path Ability, Child of All Blood

Blood-Relation[]

Each Scion-of-High-Sorcery path ability may make refence to an effect requiring or target designated as a “Blood-Relation” that is any creature that carries a biological or heritage based link to the Scion. Work with GM to get a sense of who or what is blood-relation to the scion. Generally any spontaneous arcane caster with a biological tie to your character is likely to be a legal target. Some campaigns might also include creatures linked to your bloodline as well.

Scion’s Primacy:[]

Select one of the following abilities. Once chosen, it cannot be changed:

Power of my Kin (Su):[]

As a swift action, you may spend a use of mythic power to cast any arcane spell a living family member within 1 generation or removal per tier knew and could cast so long as they are blood-related. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class

Ignite the Spark (Su)[]

As a swift action, you may spend a use of mythic power to allow a spontaneous arcane caster with whom you share a blood-relation access to a spell you know. They may cast this spell for up to 1 round per tier. They cast this spell at 2 caster levels higher than normal. They can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell they can cast from that spellcasting class

Power Reclaimed (Su)[]

As an immediate action, you may spend a use of mythic power to add your mythic tier bonus to a saving throw versus a arcane spell effect and roll a second save. If either save would succeed with this bonus, you take no effect from this spell instead regaining a spent spell slot of at least one level below the spell saved against. You must have a spent spell slot to use this ability.

Path Abilities[]

At 1st tier and every tier thereafter, select one new path ability from the Scion-of-High-Sorcery path abilities lists or from the universal path abilities lists (see the Pathfinder Roleplaying Game Mythic Adventures rulebook for more information).

Child of All Blood[]

At 10th tier whenever you take damage from an arcane source, the damage is halved. This reduction is applied after all other reductions in damage, such as energy resistance or damage reduction. Once per round, when you successfully save versus an arcane spell effect, you regain one use of mythic power.

1st-Tier Scion-of-High-Sorcery Path Abilities:[]

You can select these path abilities at any tier

Additional Primacy (Ex)[]

You learn an additional Primacy ability

Bound to Blood (Su)[]

You may treat creatures bound to blood-relations as though you had the share spell class feature with them

Blood of the Family (Su)[]

As an immediate action you may spend a use of mythic power to gain access to the powers and arcana of a bloodline belonging to an arcane caster to whom you are blood-related. You may access this bloodline for 1 minute per tier

Blood of the Forgotten (Su)[]

Select a power Source other than arcane, your spells count as that source in addition to arcane. This may allow qualification for feats, spell and present the character new vulnerabilities as well

Body of Eternal Magic (Su)[]

Multiply your maximum age by your highest arcane caster level. Add your Charisma bonus to saving throws versus disease, death and time-related effects

Call Blood (Su)[]

You may call blood from a creature. By expending a use of mythic power you may will the blood in an enemy to come to you. You may draw blood to you at a range of 5’ per tier. The creature may make a Fortitude save versus a DC of 10+1/2 your hit dice + your tier. If they fail they take one point of temporary Constitution damage. The blood can be gathered in your hand, or a container that you have readied for the purpose. You may use this blood for magical purposes

Distant Blood (Ex)[]

You learn the first level power and bloodline arcana or bloodrage ability a second bloodline of your choice. You may select this ability more than once, but no more than once every other tier

Diverging Blood (Su)[]

When you regain your spells in after rest you may expend a use of mythic power to exchange a bloodline spell for another spell from the same school as the original that is on your spell list for that class. If the spell had descriptors, the replacement must have the same descriptors. For all other purposes that spell is considered your bloodline spell until you rest again

Divine Heritage (Su)[]

You gain the Channel Energy ability and Aura of a cleric of your alignment with an equal level to your tier. As a free action, you may expend a spontaneous spell slot to add the spells level in d6 to your channel effects. By expending a use of mythic power you may channel as a move action instead of a standard action. You are considered to have the Divine Spark feat if your game allows godling rules (For more information on godlings see the Genius Guide to the Godling and the Genius Guide to the Mystic Godling by Owen K.C. Stephens and Rogue Genius Games)

Familial Font (Su)[]

Your magic has become part of the magic of your family. Whenever a spontaneous arcane caster with a blood-relation to you casts a spell you know within close range of you, it receives a bonus to its caster level equal to half your mythic tier (minimum of 1). As an immediate action you can spend a use of mythic power to have that spell count as coming from a mythic source

Give of My Blood (Ex)[]

You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched spontaneous arcane caster to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched arcane caster to yourself, which halts ongoing effects on the target from that affliction and requires you to attempt any remaining saves against it. If you’re immune to the disease or poison, transferring it to yourself destroys the affliction

Heritage of the Otherworld (Sp)[]

Select a specific outsider relevant to a spontaneous casting class bloodline you possess. You gain access to a 1st level spell-like ability it possesses as a spell-like ability usable once per day. Additionally you may spend a use of mythic power to activate this ability as a swift action. Your caster level is equal to your hit dice. You may select this ability more than once. Each time you do you may select another spell-like ability one level higher than the last you chose. You also gain an additional usage of each lower level ability from Heritage of the Otherworld. Consult your GM for a list of possible outsiders relevant to your bloodline

Improved Divine Heritage (Su)[]

You gain access to a single domain. These spells are added to your spontaneous arcane spells known as you become able to cast spells of the appropriate level. You gain access to the domain powers of the domain as though you were a cleric level of twice your tier. You must have the Divine Heritage path ability to select this path ability

Inherent Metapower (Su)[]

You gain a metamagic feat. You may cast spells with that metamagic feat applied without increases to its casting time. You still must pay the other metamagic slot costs as normal

Lifeblood Elemental (Su)[]

You may will blood to life as it is freed from the confines of a body. You may use your own blood losing up to one Constitution point per tier. 1 point will yield a creature with the stats of a Small water elemental, At 3rd tier you may use 2 points will yields a Medium water elemental, At 5th tier 4 points will yields a Large water elemental, 6 points a Huge water elemental. If you have the Call Blood ability you may use another creatures blood instead of your own, but this ability fails if they succeed at their saving throw. Creatures you create with Lifeblood are considered blood-related to you. If you create more than 2 Lifeblood elementals per tier, additional Lifeblood elementals are considered free-willed and have no loyalty to you

Linked Divinity (Su)[]

You may consider creatures with access to your domain from divine heritage or the divine source universal path ability to be blood-related to you

Linked Lives (Su)[]

You may expend a use of mythic power and bleed for 1 point of Constitution damage. If another creature drinks the blood it becomes linked to you. You gain an immediate status effect. This link lasts for 1 day per tier and while you are linked the creature is considered a blood-relation

Minor Bloodline (Su)[]

You unlock a an additional sorcerer bloodline of spells known. You are limited by to spells and selections equal to your tier

Old Blood (Ex)[]

Select a type and subtype other than your own. For purposes of magic, feats and other rules consideration, you are that type and subtype in addition to your own

Our Blood Remembers (Su)[]

You may cast magic on a blood-related creature to greater effect. Add your tier to your caster level when casting spells on blood-relations other than yourself. By expending a use of mythic power you may also double the duration of the effect. This duration increase stacks with the extend spell metamagic feat

Power Thick As Blood (Ex)[]

You may treat arcane casters with your a bloodline you have access to as blood-related

Risen Blood (Ex)[]

If your bloodline is derived from a creature type other than your own you gain that type for 1 round per tier every time you cast a spell of that bloodline. Alternatively, you can spend a use of mythic power to gain its type for 1 minute per tier

River of Power (Ex)[]

Your ambient energies are refreshed by constant streams of power from within. You no longer need to sleep. You may refresh spells after an period of eight hours without casting with only a minute to reorganize the energy. You may replenish any spell slot of up to your tier by expending a use of mythic power

Rule of Blood (Ex)[]

You gain followers as if you had the Leadership feat. In addition, you add your tier to your leadership score when determining the number of followers you gain. Whenever you are within 100 feet of such followers, each follower can use the surge ability once per day without needing to expend mythic power. The followers use the same die type as your surge ability. The followers must all be spontaneous casters or blood-relations

Sanguine Elixir (Su)[]

You may expend one use of mythic power and 1 point of constitution damage to create a potion of any spell you can cast up to your tier and the limits of brew potion. Potions created with Sanguine Elixir last 1 hour per tier

Unlock the Sanguine Secrets (Su)[]

You may spend a use of mythic power while drinking the blood of another arcane caster to gain access to its bloodline abilities. You may use bloodline abilities as though your level was twice your tier in sorcerer or bloodrager levels

War of Blood (Su)[]

You may only select this ability if you have a bloodline derived from either or an outsider or elemental bloodline. You may as a full-round action spend a use of mythic power awaken the living conflict within your veins transform your bloodline to its oppositional blood (like air becoming earth or infernal becoming celestial for example). Reselect bonus feats and spells as appropriate to your bloodline the first time you use this ability, after which they are set. Until you spend another mythic power use your bloodline and related abilities and choices remain dominant over your original selection. You GM has final say over what bloodlines are eligible for opposition in their game.

3rd-Tier Scion-of-High-Sorcery Path Abilities:[]

You must be at least 3rd tier to select these path abilities

Arcane Netherstorm (Su)[]

You may draw necromantic energy from a fallen blood-relation. If a blood-relation falls below 0 hit points within 10’ per tier of you, you may expend a use of mythic power to add your tier in metamagic spell adjustment levels to your next spell cast. These metamagic abilities do not adjust casting time or spell level used

Burning Lifeblood (Su)[]

You may deliver touch spells through your Lifeblood elementals as long as they are with in medium range (100’ + 10’/tier) at your tier

Create Blood Proxy (Su)[]

You may imbue the ability cast a spell you can cast into another creature or creatures. You invest a number of spells equal to your tier, none of which may be a level higher than your tier. These spells may be cast by the creature imbued as though they were casting the spell in question, with a caster level equal to your own. If the creature does not qualify to learn the spell due to attribute restrictions, then the spell cannot be imbued. Any spell imbued in a creature renders the spell slot that cast it unavailable until the spell is released or a use of mythic power recalls that spell from the proxy

Crown of Blood (Su)[]

You gain your tier as a bonus to all Charisma-based skill checks against blood-relations. You may expend a use of mythic power to enact a dominate monster effect with a DC of 10+1/2 your hit dice + tier on any blood-relation

Distilled Power (Ex)[]

When you cast a spell you can choose it to only count as a power source other than arcane you selected with the Blood of the Forgotten ability. While doing so your caster level increases by 2. After casting such a spell your spellcasting type is considered that type for 1 round per tier. You may spend a use of mythic power to return to your base casting state (arcane and the added power source) as an immediate action

Flare the Fire (Su)[]

Your Ignite the Spark ability grants additional spell knowledge. In addition to the spell granted with Ignite the Spark, you may also grant 1 spell plus 1 spell per mythic tier to the spells known of the spontaneous arcane caster targeted. The must still be able to cast spells of the level of any granted spell to do so

Greater Diverging Blood (Su)[]

When you regain your spells in after rest you may expend a use of mythic power to exchange a bloodline spell for another spell from the same school as the original that is on any spell list. If the spell had descriptors, the replacement must have the same descriptors. For all other purposes that spell is considered your bloodline spell until you rest again. You must have the Diverging Blood ability to select this one

Heartblood Elixir (Su)[]

You may now expend one use of mythic power and 2 points of constitution damage to create a potion of any spell you can cast up to your tier and equal to 6th level or less, exceeding the limits of brew potion. You must have the Sanguine Elixir ability to select this one. Potions of 3rd level or lower now last 1 day per tier

Knowledge Reclaimed (Ex)[]

Spells you absorb via your Power Reclaimed ability become accessible as spells known for 1 round per mythic tier. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from a spellcasting class. You may select this ability a second time to gain access to the spell known for 1 hour per tier and a third time to retain access for 1 day per tier

Raise the Tide (Su)[]

You may expend a use of mythic power to enter a state of blood regeneration. You regain 1 constitution point per round every round for your tier rounds. You may activate this power once per tier per day

Remembrance of Blood (Ex)[]

Select a bloodline you chose with the Distant Blood path ability. You add all spells of each level you can cast from that bloodline’s bonus spells list automatically. Spells from that bloodline are cast with 1 level higher a caster level

Savored Secrets (Su)[]

You may expend a second use of mythic power using Unlock the Sanguine Secrets to gain all bloodline spells from a creatures for 1 minute per tier.

6th-Tier Scion-of-High-Sorcery Path Abilities:[]

You must be at least 6th tier to select these path abilities

Awaken Sorcery (Su)[]

You grant sorcerous power to others. By expending one use of mythic power you grant the powers of a sorcerer of your bloodline to another character. NPC class characters may convert one level power tier into a level of sorcerer. Players targeted by this ability may use the retraining rules presented in Ultimate Campaign to retrain levels as sorcerer levels taking a number of days off the required days equal to your tier per sorcerer level trained. If this reduction to retraining time reduces the time required to zero days, this effect is instantaneous

Living Pyres (Su)[]

Your Lifeblood Elementals may be imprinted with a harmful or affliction spell or power of a level equal to or lower than your tier. When your lifeblood elemental uses its slam attack it releases a copy of this spell as though from a spell storing weapon

Quench Sorcery (Su)[]

You may deny a spontaneous arcane caster his powers. Expend a use of mythic power and make a touch attack. Mythic creatures can make a will save of 10+1/2 hit dice + tier to resist the effect. You may expend extra uses of mythic power to extend the duration: 1 point standard activation 1 hour per tier, 2 points total 1 day per tier, 6 points 1 year per tier, and 10 points removes the ability permanently

Sanguine Immortal (Su)[]

As a free action you may expend a use of mythic power if you take lethal damage. You essence travels to the nearest living blood-relation. They may make a Fortitude save 10+1/2 hit dice + tier to reject you. If they fail they need to make a will save against the same DC. Success in the Will save indicates that you slumber in their blood and may attempt to take control in a manner similar to magic jar once a day by expending a use of mythic power

True Sanguine Elixir (Su)[]

You may expend one use of mythic power and 3 points of constitution damage to create a potion of any spell you can cast up to your tier and equal to 8th level or less, exceeding the limits of brew potion. Potions you create with this ability are permanent. Spells with expensive material components beyond 10gp per tier are not eligible for use with this ability. Merchants and other creatures you offer these potions to immediately recognize these potions as blood and may react poorly to attempts to sell them at the GMs discretion. Potions may be used as your blood for other magical effects. You must have Heartblood Elixir to select this ability.