Sequence 9: Occultist
New Abilities
Spirit Vision: Their Spirit Vision can be activated very naturally, without any gestures. They may often activate it subconsciously, causing them to see unintended sights. They can see spirituality and spiritual forces very clearly. Their Spirit Vision is among the strongest, even better than most Sequence 8's.
They are instinctively drawn to spiritual forces and supernatural phenomena. They possess a keen intuition that allows them to sense supernatural forces and danger stemming from the supernatural. They can sense Beyonders and Mystical Items. They can sense the danger of honorific names or saying certain incantations. They have a basic understanding of rituals, mysticism, and spirituality.
Sequence 8: Ritual Master
New Abilities
Ritual Expertise: They gain a great deal of ritualistic knowledge and are masters of performing rituals. They can enhance rituals with their own spirituality. They can simplify rituals and cut out various unnecessary steps by using spirituality to bridge the gap. They can amplify the effects of a ritual. They can boost the success rate of rituals.
They have very high spirituality and mysticism affinity. They can imbue spirituality into objects. Objects imbued with spirituality can directly interact with spiritual bodies. They can sense spirits, Beyonders, and Mystical items with their instincts.
Strengthened Abilities
Their Spirit Vision is enhanced greatly.
They can perceive the Sequence of a Beyonder.
They can see in the dark using Spirit Vision.
Sequence 7: Mystic Scholar
New Abilities
Trance: They can put a target into a Trance via eye contact. This state is ideal for spirit channeling and conducting rituals. Putting themself into a Trance has certain meditative effects. While in the trance state, a target's soul and mind defenses are lowered. The target can be put to sleep with simple cues. The target's recent memories can be wiped or read. They can obtain knowledge from a target directly. They can maintain the Trance state with the target's own spirituality to conserve their own.
Learning: They can analyze various mystical phenomena and objects and gain insight into them. By analyzing a Beyonder ability, they can unravel its mystery. They can quickly discover weaknesses and counters to a Beyonder power. They gain knowledge of the symbols, effects, physical consequences, and resulting phenomena. They can figure out the usage and restrictions of mystical objects. They recognize the source of various mystical phenomena. They can track a curse back to the caster.
Strengthened Abilities
Ritual Expertise: They gain further insight into ritual techniques and new applications. With their rituals, they become expert Charm makers. They have a relative high success rate when using rituals to obtain power to imbue into Charms. They can perform certain spells using mediums. This is an advanced form of rituals. Spirituality infused mediums work best, such as blood or Beyonder materials. The type of spell depends on the materials used. Their understanding of mysticism deepens greatly. However, further research may bring significant danger.
Sequence 6: Erudite
New Abilities
Overload: They can overload a target's mind temporarily by injecting their own mystical knowledge into a target's mind. They can use direct contact for an instant mental overload or slowly overload them from afar, causing painful headaches. Their accumulated knowledge is often profound and difficult to understand, even for Saints. A Saint might be stunned briefly, or have trouble digesting the knowledge, but would otherwise be unharmed. The knowledge they possess from Learning is naturally compacted and condenses into more abstract essence. This has an effect similar to Mythical Creature Forms, being highly abstract and complex. The effect is most notable on normal humans, who may degenerate into babbling fools or go into comas. Most Beyonders can resist this with their spirituality and might only experience mild headache or nausea.
Insight: They can glean the knowledge of a target by reading their spirituality and spirit body. This can be further enhanced by their Spirit Vision. They can see superficial thoughts, emotions, and memories of a target. They can detect lies by reading the surface layer of the mind. They can predict the target's next actions.
Strengthened Abilities
Learning: This is the broader application of Learning. They possess a perfect memory, capable of recalling anything. They are resistant to mental manipulation and memory loss. They possess a strong recognition ability that can see through most illusions. They can learn and master various topics easily. Within just a few hours, they can become highly proficient in a new language. They have enhanced reading speed and cognition. They gain advanced mysticism knowledge. Some of this knowledge is part of the Pathway, some is the blessing of High Sequence existences of this Pathway.
Sequence 5: Arcane Professor
New Abilities
Backtrack: They can deduce and simulate the past with their knowledge. By analyzing an object, they can see the hidden details and begin to reveal its past. Using their knowledge and wisdom, they can fill in gaps in information.
They can learn and master various spells by analyzing the Beyonder powers of others. Their spells can be taught to others but will have a weaker effect when used by non-Arcana Pathway Beyonders. Hermit and White Tower Beyonders experience the least amount of efficacy loss. This is similar to Imitation of the White Tower but can only create spells derived from the resulting effects of a Beyonder power. They cannot truly copy other Beyonder powers.
They can transfer knowledge directly between people. This can be done from afar, similar to telepathy. This is extremely useful to share information across distances quickly. The core essence and meaning is conveyed, so language barriers aren't a problem. They can allow a person to learn a new language quickly by sharing knowledge.
They can serve as an intermediary mental link between 2 other people and create a long-distance call. The initial range of this ability is 700 meters.
Ritual Diagram: They can set up ritual diagrams and activate them remotely. The materials will merge directly into the diagram, becoming similar to a painting or tattoo. Diagrams work best setting up a ritual on their own body. They can delay the activation of rituals by a certain amount of time. They can remotely activate most rituals by injecting their spirituality during the set up.
Strengthened Abilities
Insight: They can analyze objects and glean information from them quickly without even touching them. They can read an entire book without opening it. They can see the origin of a mystical item. They can divine an object with various mediums.
Sequence 4: Spellcaster
New Abilities
Sorcery: They possess extremely powerful arcane magic knowledge and spells. This is the core power of a Spellcaster. A Spellcaster may receive certain spells as a blessing from their deity. They can create various spells based on their knowledge and analysis. A typical Spellcaster has hundreds of spells, with at least a dozen useable combat spells. They can copy spells from Hermit Pathway and White Tower Pathway Beyonders. They can copy Mystical Re-enactments as long as they have analyzed its source. They can replicate Beyonder powers using combinations of spells, so long as the Beyonder powers had unnatural effects. This is similar to programming; the defined baser magic spells formulate a complex system that emulates Beyonder powers. The potency of spells depends on their own Godhood; the knowledge and symbols corresponding to spells cannot exceed their own threshold, otherwise they risk loss of control. Exceeding their threshold is similar to witnessing a Mythical Creature Form of the corresponding Sequence. The abstract and complex knowledge is beyond their capability to handle.
Ether (Mana): They possess a unique, potent spirituality, as the source of supernatural abilities. This is Ether, also known as Mana, or Fifth Element. They can use spirituality itself as a means of attacking. Their spirituality is the bridge between the spirit body and reality, able to interact with physical objects while remaining intangible. They can directly clash spirituality with a target, causing a spiritual degeneration. They can exert spiritual pressure on targets, crushing their mind and soul. They can cause spirituality to drain from targets rapidly. Lower level Mystical Items lose their effectiveness quickly under this power. They can conceal their own spells and Beyonder powers, preventing divination and prying. They can conceal their intent and attacks. They can conceal information about their powers.
Strengthened Abilities
Eye of Insight: They can gain insight into the world, mastering all phenomena. They can see the corresponding information about a target reflected in the Spirit World, similar to Divination. They can easily uncover a Beyonder's pathway and sequence. They can grasp the inner workings and principles behind things. They can directly see "information" in the form of white threads reflected in their eyes.
Sequence 3: Pioneer of Mystery
New Abilities
They are a true pioneer in the ways of mysticism. They can improve on various aspects of mysticism, spells, rituals, and Beyonder powers. They can temporarily enhance the effects of mysticism and mystical powers. They can research and truly improve upon their target of research. They can use mysticism to enhance non mysticism systems and objects. They can incorporate mysticism into non mystical systems and objects. This resembles the Paragon Pathway, in the sense that both can merge Mysticism and Technology or the Mundane World. They can incorporate magic into technology and even computer programs. They can temporarily enhance non mystical objects. A key gains the mystical effect to pick any lock. A sword gains a supernatural degree of sharpness that can cut steel.
Mystification: They can replicate most phenomena with their spells. By analyzing the mystery behind a phenomenon, they can recreate it through a spell. They can either replicate the concept of a phenomenon, such as the burning of fire, or a specific event, such as a great burning of a city. Replicating has 3 steps:1. Witness: They must witness the phenomenon in person. Divination and scrying do not count.2. Analysis: They must analyze and break down the phenomenon and its corresponding concepts.3. Interpret: They can create a new spell based on their own interpretation and ideas of its symbolic nature. Any mystified phenomena will become difficult to understand or grasp. They can bestow a degree of mystery to certain historical events. The more mysterious the event, the stronger the resulting spell. An inherently supernatural event is best for creating spells, but an event that is shrouded in mystery or naturally elevated over time to a mythical/legendary status works equally well.
Strengthened Abilities
Simulation: Their simulation ability can weave a new reality. They can simulate a false reality and drag others into their simulations. The more comprehensive their knowledge, the more complete the world is. The participants in the simulation will lose their memory afterwards. The follow pathway's Beyonders are immune to this: White Tower Visionary Sublunary Eye Simulations distort time perception. A single simulation can last for days while only a second passes in reality. They can simulate the future.
Mystery Cloak: Their concealment ability is enhanced greatly. They can conceal not only their abilities but also their entire body and presence.This achieves the effects of Invisibility and Psychological Invisibility simultaneously. They possess strong Anti-Tracking and Anti-Divination abilities.
Sequence 2: Beholder
New Abilities
Unravel: They can unravel everything, turning them into conceptual threads. The conceptual threads contain knowledge of the object. The threads can be woven together and reformed into something containing the concept of the original objects.
Authorities
Discovery: They can unravel mysteries and uncover secrets. Nothing can be hidden or obscured from Them. The essence of Discovery is to uncover something new. Everything They learn something new, they can derive power from it. Understanding what They have discovered enhances Their power.They can decrypt all matters by Discovering the loopholes in falsehood.They can eliminate false information. They can calculate and deduce almost everything with minimal information. With Their knowledge as a foundation, they can explore and discover brand new knowledge and invent anything. They are masters of both magic and technology. However, They must rely on Themselves to grasp the underlying mysticism and scientific principles.They can dispel concealment. This mutually counters a Servant of Concealment. With this, They can uncover most secrets and mysteries. No matter how well something is hidden, They will eventually discover it through the trails left in realty. They can track down targets and follow them no matter where they go. By seeing the "void" of knowledge within reality, they can discern any concealed area of object. They can undo concealment of information.
Strengthened Abilities
Mystification: They can transform various natural processes or systems into supernatural forms. The abstraction of Their mysticism knowledge and concepts can be applied to the scientific and natural world.
Sequence 1: Thaumaturge
Authorities
Magic: They have authority over Magic and Spells. All things can be magic; sufficiently advanced technology is indistinguishable from magic. They can merge technology and mysticism. Science and magic become one at a high enough level. They can turn all phenomena or Beyonder abilities into magic spells. Spells can be taught, complied, learned, and simplified by anyone with sufficient spirituality. They turn Authorities into magic, but this is more difficult to achieve. They are one with Magic and magical phenomena. As long as it falls under the general definition of Magic, they will be able to influence it. They can control supernatural abilities and powers deemed to be unnatural or impossible. This is a form of "omnipotence." They can simply obtain the corresponding ability or supernatural characteristics They need, though it would not reach the level of an Angel. They can manipulate all spell-like abilities. They can weaken, augment, or enhance spell-like abilities. No phenomena is too complicated for Them. All things are either technological or magical in nature; anything impossible to understand is magic and thus, can be understood by Them.
Mystery: They have authority over the Mysteries of reality. This is a part of the essence of Magic and is what gives Magic its power.
Mystery comes from a lack of understanding. The less the enemy understands Them, the stronger They are against said enemy. This is a lesser form of the Supernatural authority.
Sequence 0: Arcana
Symbolism:
Pinnacle of Mysticism: They are the symbol of mysticism and the pinnacle of domain of magic. They can interfere with mysticism and symbols across a planet.All spells become ineffective towards Them.Even a Chaos Demoness's Dark Magic authority is virtually ineffective. Spell-like Beyonder abilities are weakened to some degree.They can interfere with all rituals and spells in various ways.They can share their magic or become a source of power for others to cast magic. This effectively makes every Arcana a new system of mysticism. They can utilize spirituality of all who use Their magic system. They can gain feedback and information from anyone who uses Their magic. Anyone who uses Their magic becomes an Anchor for Them. They can see through the eyes of everyone who uses Their magic. They can read the minds of everyone who uses Their magic.
Authorities:
Conceptualization: The authority of Conceptualization and Abstraction of various phenomena and concepts. Concepts are fundamental. The abstract "form" of concept, symbol, and idea is the essence of this authority. They can alter the conceptualization behind ideas, phenomena, and objects. This is a form of Symbolic manipulation. This is similar to a Fool's Tampering but operates on the purely abstract form of concepts. Similar to the Hermit, they control a form of Symbolism that arises from the ideas and subjective views of living things. All things possess mystical and symbolic force. Taking away the ideas and symbol of holiness from light reduces the effectiveness it has towards the impure and undead.
Learning: They have authority over Learning, encompassing lesser authorities such as Understanding and Wisdom. Wisdom is the application of the learned. They can instantly learn and master all things that can be learned. They can cause knowledge and wisdom to degenerate into pure instinct. Even instinct can degenerate, as instinct is inherited knowledge. They can undo learning, erase memory, and cause cognitive decline.
Supernatural: They have authority over all things Supernatural. All Magic, Mysticism, Mysterious and Extraordinary things fall under this authority. All things are either natural or supernatural. They can govern and define the supernatural side.They can manipulate supernatural and impossible to explain phenomena. The very concept of the "supernatural" falls under Their control.They can tamper with all supernatural abilities and the resulting phenomena.They can alter, strengthen, or even negate Beyonder abilities and authorities below Sequence 0.They can mix or isolate the supernatural from natural.They can allow "supernatural" to become "natural" and vice versa.Anything that is supernatural will become natural according to common sense and even at the conceptual and symbolic level.The "Supernatural" inherently carries a sense of Mystery.They can manipulate the systems of mysticism and abstract idea of "magic."They can tamper with current system of Beyonders and Mysticism within the range of the entire planet.
