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Chapter 1 - magic path

Sequence 9: Charming

New abilities

• They gain a deep understanding of mysticism, sorcery, divination and ritual magic.

• Divination: They can use many Divination methods to obtain revelations from the Spirit World, however, they are less effective in this field than Seers.

• Charms: The central skill of this sequence, with their vast and powerful spirituality they can create spells with which they can attack, defend or provide support.

• Fireball: Launches a fireball from his hands.

• Water Bullet: Summons a powerful and penetrating water bullet from his fingers, he can also spit it from his mouth, but it is slightly weaker.

• Electric Scream: Summons a powerful electric ray with purifying powers by shouting loudly, if the Charmer is enraged or depressed, the ray becomes stronger.

• Wind Shield: If the Charmer crosses his arms in an X, a powerful wall of wind is summoned that stops simple attacks like punches and kicks, it can also stop not so powerful spells.

• Healing: By extending the arms a blue-green light is invoked that heals not so serious external wounds and simple weak diseases.

• Study of Charms: If a Charmer finds a knowledgeable friend or a teacher in mysticism who transmits knowledge to them, it is possible to create Charms from sequences of other paths such as the Blink of a Traveler or the Holy Light of a Solar High Priest, however, doing so requires a lot of time, during which it would be more preferable to increase one's sequence and obtain more skills.

• Spiritual Vision: They can use Spiritual Vision to see non-physical things, such as ghosts and Wraiths. They could see the different parts of a Soul, deduce a person's health and emotions, and determine if something has a magical aura.

• Ritual magic: A small amount of knowledge is received from ritual magic, there are also honorific names in the knowledge obtained, most of these point directly to the ruling God of this path.

Sequence 8: Producer

New abilities

• A Producer is good at staying locked in his studio to work.

• The potion grants you an improvement to your physical and mental constitution: above-average strength, speed, and stamina.

• Obtains superhuman concentration.

• Production: You can now use different items and combine them with his Charms to create mystical items.

• By combining a bottle of water with your Healing Charm, it is possible to create a "Healing Potion".

• By combining a sword with your Fireball Charm, it is possible to create a "Magic Sword" that causes constant fire damage when cutting with it.

• Almost Useless Production: The Producer can use a Beyonder characteristic to create a Sealed Artifact, however, they are extremely weak compared to those made by Artisans.

• According to the data collected from the Magic Tower, there is a 99% chance of failure, regardless of the sequence of the Beyonder feature.

• If 1% success is achieved, a very weak Sealed Artifact would be obtained with a maximum of 2 Beyonder powers and no side effects.

Sequence 7: Cynical Illusionist

New abilities

• Illusion Creation: By influencing the environment, a Cynical Illusionist can create extremely realistic illusions that can even fool Beyonders from paths that are not easily affected by illusions.

• Placebo Illusion (True Illusion): By influencing a target's mind and brain, the Cynical Illusionist can truly "harm" his target's body, as long as it is physical damage and his target believes he actually hurt himself.

• On the contrary, if a sick person drinks a Healing Potion and the Cynical Illusionist uses Placebo Illusion to make him believe that he is completely recovered, it is possible to cure and eliminate serious illnesses, but it does not work if they are terminal illnesses, although it can reduce the symptoms. until a certain point.

• Powers from previous sequences are improved by 10%.

Sequence 6: Benevolent Warlock (Misunderstood Darkness)

• They experience a qualitative change.

• This is the true beginning of a Thaumaturge.

• Beneficial Witchcraft: They acquire a greater and deeper knowledge of mysticism, black magic and rituals.

• They can learn flesh and blood magic from a Rose Bishop, curses from a Witch, and even emotion manipulation from an Apostle of Desire.

• Charms: Your knowledge and repertoire of Charms "leans" toward Evil, Disease, and Corruption.

• Unlike their previous sequences, they need a "medium" for their Charms such as a staff, a wand, or even a revolver.

• If using a firearm as a "medium", the ammunition must be used with its Production and combined with its Charms.

• Corrupt Light: A dark red light is expelled from its "medium" that damages the spiritual body, causes physical damage and opens the old wounds of those it touches. If your enemy is very weakened, you can directly kill them or make them lose control.

• Plague Arrows: By shaking its "medium" vigorously, several very sharp black arrows are launched from the air, containing different diseases and poisons in each of them.

• Bloody Stakes: When hitting the ground with its "medium" several stakes made of blood grow, if the blood is from someone killed by a Plague Arrow, its strength is doubled.

• Shield of Evil Flesh: By rotating its "medium" horizontally, a round shield made of the flesh of various creatures is created. If the enemy hits the shield with their unprotected body, a "seed" will be embedded in their mind.

• The "seed" causes a random negative emotion to activate and trigger at maximum, causing the bearer of the "seed" to freeze with a grimace on their face.

• Open Mind: While others look at blood, disease and corruption with fear and disgust, they look at a sea of possibilities. They can use heretical and evil knowledge creatively to help their allies, friends, and family, even if they don't think the same way.

• Powers from previous sequences are improved by 60%.

Sequence 5: Children's Writer (Fairy)

New abilities

• They gain enormous understanding of the mind and the sea of the collective subconscious.

• They acquire superior knowledge in the field of art and aesthetics.

• His appearance changes, becoming "cuter", "kind", "innocent" and "harmless", as if a fairy took human form, gaining the affection and trust of others with relative ease.

• Colors of Art (Fairy Walk): Using this power, the Children's Writer can turn his body into a series of bright, harmless colors, allowing him to dodge physical attacks and enter the Spirit World at will.

• Being a group of "harmless" colors, the various creatures of the Spirit World decide to ignore them, allowing them to be safe from any possible attack.

• Fairy Tale (Fairy Illusion): This is the central skill of this sequence. By reading other people's children's stories or using your imagination to create a fairy tale, it is possible to "take" anything from the story.

• If it is a story with a strong protagonist, it is possible to "bring him out" into reality as a semi-corporeal illusion to attack or defend.

• It is possible to "take out" a specific object from the fairy tale, such as a sacred sword, glass slippers, or a philosopher's stone.

• It is possible to use stories and novels that are not for children, but they do not have to move away from fantasy. It is not possible to use science fiction stories.

• A Children's Writer no longer has the need to use a "medium" or make moves to use her Charms.

• Childish Return (Fairy Aura): The Children's Writer exudes an aura of affection and kindness all the time, if this aura is used as a magical attack, it is possible to cause those affected to have a decrease in their intelligence for a period of 10 seconds, you will have the same intelligence as a small child for this time.

• When this aura is used as an attack, the Children's Writer regains the aura and atmosphere that he had as a Benevolent Witch.

• Powers from previous sequences are improved by 50%.

Sequence 4: Reality Scholar (Dimensional Fairy)

new abilities

• Reality Manipulation (True Dream): The central power of a Reality Scholar, they can directly manipulate reality in a space of 50 meters, this space increases with the digestion of the Potion.

• They can "duplicate" themselves to create a clone with 100% of their original strength just once, they can also duplicate or triple Sealed Artifacts or eliminate their side effects temporarily.

• Strange Area (Dream Between Dimensions): This power has two central parts. It can be used to separate and protect the Reality Scholar from the battle with the Concealment from him. The other part is to lower the Strange Area onto the battlefield, preventing enemies from escaping or calling for help. Random attacks from Charms, Childish Return, and unknown attacks in the domain of Chaos and Disorder happen within the Strange Area.

• Deep Reflection (Aura of the Cosmos): The improved Child Return, now contains heretical knowledge and some corruption of the Cosmos, the affected targets will fall into a deep trance while asking themselves philosophical, stupid or meaningless questions, if they do not recover quickly, The Cosmos will notice its existence and contaminate it in a more profound way.

• It is also possible to use a fifth sequence Infant Return with fourth sequence strength without problems.

• Powers from previous sequences are improved by 40%.

• Mythical Creature Form: As Sequence 4 demigods, they receive a certain level of Divinity, and with it an incomplete Mythical Creature form.

• His incomplete Mythical Creature form looks like a humanoid shadow, within the shadow exist countless twinkling stars. At this stage it only covers the torso, legs and part of the arms, but not the head.

Sequence 3: Miracle King (Miracle Fairy)

New abilities

• Miracle Light (Star Miracle): The central power of the Miracle King, it can stop natural and magical catastrophes immediately, restore life to the dead, eliminate deep corruption from the Cosmos, etc.

• Unlike Miracle Invoker, he does not need to grant small wishes and large wishes to create a Miracle. • As long as the Miracle King is alive, his Miracles do not disappear, unless higher sequences can destroy or eliminate the Miracle "concepts."

• Knowledge of the Cosmos: The Miracle King, unlike other Beyonders, can gain knowledge of the Cosmos without fear of being corrupted.

• This knowledge allows him to "learn" to use the powers of other paths below sequence 4 simply by understanding how they work, similar to a Planeswalker.

• Fairy Tale: This power is greatly improved, being able to "take" all the characters from the book and give them the roles of other characters; For example, turning all secondary characters into the protagonist or vice versa.

• Strange Area: Conflicting path powers are added, creating much more chaos than before, the size of the Strange Area increases to 1 km.

• Charms: The strength of his Charms increases too much, a Fireball can burn and destroy an area of 3 km, depending on how much spirituality is added to the Charm. Healing Charms can cure serious injuries such as amputation or destruction of the head, they can also eliminate terminal illnesses.

• Reality Manipulation: The size of space increases by 500 meters, its domains now allow us to interfere more deeply with time, destiny and history.

• Mythical Creature Form: His Mythical Creature form becomes a little more complete, the humanoid shadow gains a crown made of starlight, his arms are covered by shadows, except for the head which remains the same.

• As a Sequence 3 demigod it is possible for you to obtain an Honorary Name to answer certain prayers within a limited range, however, you have to be creative with your Honorary Name, as most names point to the ruling God of this path.

Sequence 2: Prince of the Stars (The Little Prince)

new abilities

• Starlight (Star of Destiny): A Star Prince can use, control, and create starlight. With this ability, powers based on Concealment, Darkness, Undead, Evil, Corruption, among others are torn apart and disappear.

• Starlight can remove Seals, Fortune, Misfortune and mental attacks such as Mental Plague.

• Starlight can temporarily eliminate connections of the blessed with their respective deities.

• Starlight causes physical, mental and spiritual damage.

• Summoning of Stars (Falling Starfall): A Star Prince can temporarily open a portal to the Cosmos from which hundreds of small stars shoot out, destroying and burning everything in their path.

• It is possible to use this attack as a means of Divination.

• Supernova Sword (Last Star): A Star Prince can summon from the void a sword made from the last force and light of a supernova.

• This sword destroys space, tears time, and by damaging a target, it can affect the target's history and destiny.

• If a Scholar of Yore is damaged by this sword, all of his historical projections will have the same wounds.

• Star Travel (Migration): The Prince of Stars can become small birds made of starlight, in this form it is possible for him to travel to any part of the Cosmos, the Astral World and the Spiritual World.

• Star Seal: By separating one of the light birds and fusing it with the desired environment, a "Graft" effect can be created, allowing you an instant teleportation effect to the location where the seal is located.

• The powers of previous sequences are improved by 20%.

• Mythical Creature Form: Your Mythical Creature form is completed. The shadow completely covers his body while stars twinkle inside him, the crown of light rests on his head and obtains a layer of stardust that covers his back and part of his body, this creature is called Ancient of the Stars.

Sequence 1: Tower Master (Fairy King)

Authorities

• This is an Angel that serves the mystical and magic, "They" have acquired a primary level in the domain of the corresponding authorities.

• Mystical Magic: A Tower Master can gain knowledge of other civilizations, secret entities, and even Sefiras to create Mystical Magic from him, a transcendental version of Charms.

•Divine Realm: A skill used to create a Divine Realm for the Tower Master; However, this Divine Kingdom is still in an embryonic state. It is a black space with countless twinkling stars of many colors.

• Magical Concept: The Tower Master can add or remove any concept related to the mystical, sorcery and magic.

• The "mystical concept" can be removed from a Sealed Artifact, rendering it useless until the "concept" is returned.

• Adding a Mystical Concept to a common object can turn it into a Sealed Artifact, the effects depending on the knowledge, Charms and Powers of the Beyonder.

• Previous powers are improved by 10%.

Sequence 0: Thaumaturge

Authorities

• Thaumaturgy: "They" are the very embodiment of everything "mystical" and "magical", they can command, enhance or eliminate everything related to these concepts.

• Avalon (Divine Kingdom): "Their" Divine Kingdom is completed. In this space live the spirits of the deceased who were part of the civilization that ruled, "their" creations and "their" powers come to life to a certain extent and become "guardians" who protect these spirits and eliminate anyone that the Thaumaturge considers "intruders." or "unnecessary."

• Connection: Using all of his knowledge and authority, a Thaumaturge can harness the Law of Convergence to a ridiculously powerful level, drawing not Beyonders and items from this path and adjacent paths, but from the corresponding Sefira: Book of Eternal Secret.

• Conceptualization: If a Thaumaturge ever uses and arranges the Uniquenesses of neighboring paths, it is possible to use Conceptualization to create a false, conceptual Uniquenesses from the Thaumaturge's memories.

• This power is similar to that of the Visionary of the path of the Spectator, but the Thaumaturge does not need to use the corresponding Sefira and have accommodated the sequence 1 characteristics of the neighboring paths ever, just by having used the Uniquenesses once, since it is possible to Conceptualize it.

• If the Thaumaturge obtains the corresponding Sefirah, the Conceptualization will be more "real" and powerful.

• Conceptualized Uniquenesses are extremely weak and illusory, they can remain in reality for a period of 1 minute. If the Sefira is obtained, this time period is extended to 5 minutes.

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