[[LIST OF STANDARD PATHWAYS AND CORRESPONDING GREAT OLD ONES]]
>< Note: Due to the existence of the Fourth Pillar, both the Eternal Darkness and Calamity of Destruction groups are exchangeable. However, doing so leaves one unable to ascend to a Great Old One safely, unless one separates the previous pathways' characteristics. ><
-x-X-x-
{LORD OF MYSTERIES}
↓↓↓FOOL PATHWAY ↓↓↓
::
Sequence 9: Seer
::
Seer's stats points are all allocated into Spirituality, Mind, Intuition, and Interpretation, with very little combat and physical enhancement.
• ENHANCED MEMORY: Initially, those who drink the Seer potion will gain a slight increase in memory that will continuously improve during potion digestion.
This Enhanced Memory grants a Seer the ability to memorize and learn the steps of various Ritualistic Magic and Divination Arts.
• SPIRITUALITY: A Seer's Spirituality will get enhanced upon drinking this potion.
• SPIRIT VISION: They can use Spirit Vision to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions through it, and determine if something has a magical aura.
They can "see" obstructed objects and "hear" faint footsteps, allowing them to take pre-emptive judgment. However, their visual, auditory, and tactile senses do not have any enhancements.
The Spirit Vision of a Seer is enough to barely make out the step of a staircase under their feet in pitch black darkness. The rest of the environment would look like hazy, very blurry grayness.
• DIVINATION ARTS & RITUALISTIC MAGIC: They can master all kinds of Divination methods, including astrology, spiritual numbers, and scrying as well as become more learned than a Mystery Pryer when it comes to Ritualistic Magic.
Seers don't gain knowledge on how to directly utilize these mystical arts, only the ability and talent to do them at an expert level. Their mastery is dependent on their time of learning.
Seers can ignite a candle wick in an instant with Spirituality using friction, facilitating Rituals. It can also be used to burn paper held in one's hand.
• Danger Intuition: They can intuitively detect danger using their Spirituality.
«Potion Properties»
>A dark-blue gelatinous liquid.
>The smell of the potion is faint and seemingly ethereal.
>A cool and smooth feeling on their oral cavity upon drinking it.
«Beyonder Characteristic Appearance»
>Blood as blue as the sky, creating illusory bubbles as if linked to the spiritual realm. A pure soft gelatinous crystal that reflects bits of lights seeming to contain a resplendent void of stars within.
«Potion Formula»
≈ Main Ingredients:
10 milliliters Lavos Squid's Blood.
50-gram Star Crystal.
Or
A Seer Beyonder Characteristic.
≈Supplementary Ingredients
100 milliliters of Purified Water.
13 drops of Night Vanilla Liquids.
7 Gold Mint Leaves.
3 drops of Poison Hemlock.
9 grams of Dragon Blood Grass Powder.
«Consumption Backlash»
The sticky, dark-blue liquid seemed to grow out thin and long tentacles, bringing stimulation and coldness to every cell in their body.
They could only convulse as their vision is rapidly going into a blur. All colors will seem to saturate. The reds were redder, the blues were bluer, and the blacks were blacker. The rich colors blended like an impressionist painting, similar to Spirit Channelling.
Slowly, their surroundings turn discernible. All the colours return to their original as a grayish and blurry fog emanates.
Around them would be bodies a new Seer may find difficult to describe. There were transparent objects that did not seem to exist. Deep down, there were clean light clusters of different colors. The light seemed to possess life or contain immense knowledge.
Suddenly, they will come to a realization, causing their consciousness to sink abruptly and fuse with them.
The fog quickly dissipates as the colors restores to normal. The bright, clear halo and the inexistent objects instantly vanished. The surrounding area returns to normal, but they would feel their head swell. They would feel like it is being yanked apart. Whatever they saw had countless afterimages.
They would then be overwhelmed by an ethereal murmur from the corresponding high sequence beyonder, deity or holder of the uniqueness of the pathway if any, feeling a stabbing pain.
«Acting Method»
• A Seer possesses reverence toward fate.
• To help others interpret revelations and guide them in a better direction; yet constantly maintain one's fear and respect towards fate.
• One cannot be too egoistical, too proud, or blindly believe one's interpretations.[2]
• Divination isn't all-powerful.
::
Sequence 8: Clown
::
• PHYSICAL ENHANCEMENT: After advancing into a Clown, they will possess a strong control over their body, making them akin to a master acrobat and circus performer.
A Clown has near complete control over their bodily functions and facial expressions.
Their face will only show the expressions they wish to show, with the only situations such as extreme shock or pain causing them to show their true feelings, making them the nemesis of Spectators. This also applies to their limbs and other body parts.
They can also project their current appearance by calming their mind.
Their dexterity and speed become exceptional, while their strength gains a decent increase.
These enhancements allow a Clown to commit various feats of acrobatics, such as swinging themselves up by their feet, easily scaling the outsides of buildings or using backflips to very steadily escape from attacks during fights.
They gain powerful coordination and a near inhuman sense of balance. A Clown will never lose their balance, barring certain extreme circumstances.
Their enhanced coordination allows them to walk over tightropes as if they were flat ground, jump and land on the backrest of a chair without stumbling, while also making them talented with various combat techniques.
• SPIRITUALITY: Their Spirituality gets marginally enhanced.
• DANGER INTUITION: The Danger Intuition of a Clown is greatly enhanced, even granting them a short-term form of premonition, though often ambiguous and unclear.
They can supernaturally see the appearance of someone (or a group of people) standing behind a door without ever having to open it themselves. This does not rely on Spirit Vision.
They can sometimes intuitively predict the next action somebody will take. This can only provide an opportunity to take advantage of as it happens infrequently.
Like Divination, this ability is much more reliable when it comes to actions that will cause harm to the Clown. This allows them to often pre-emptively dodge attacks that would be very lethal.
• PAPER DAGGERS (NEW*): A Clown becomes capable of temporarily turning sheets of paper as hard and sharp as steel, allowing them to throw them as flying daggers or use them as knives.
These Paper Daggers that a Clown makes are powerful enough to stick to solid stone and pierce through a Hunter's flesh and bone.
«Potion Properties»
A liquid displaying a mix of gold, yellow, and red, with distinctly separate colors at their boundaries. Bubbles churn and fizz within the liquid.
It tastes extremely bitter and horrible, to the point that Klein wanted to vomit it.
«Beyonder Characteristic Appearance»
A spherical blob of blood which had tint of blue. The spherical blob of blood was the size of a thumb. It floated in midair silently in defiance of the laws of physics.
«Potion Formula»
≈ Main Ingredients
A crystal of a matured Hornacis Gray Mountain Goat Horn.
A Human-Faced Rose Complete Stalk.
Or
A Clown Beyonder Characteristic.
≈Supplementary Ingredients
80 milliliters of Purified Water.[5]
5 drops of Tornapple (Jimsonweed) Juice.[5]
7 grams of Black-Rimmed Sunflower Powder.[5]
10 grams of Golden Cloak Grass Powder.[5]
3 drops of Poison Hemlock.[5]
«Consumption Backlash»
Their body and face would be flushed red. As for their spirit and mind, they would feel like they are being extracted into a thin needle, fusing with the potion, drop by drop, as it stabs into each and every one of their cells. It was a feeling that needed no microscope to observe their cells. They would stand there and "see" the intruder invade their body's most minute areas. It would seem like a robot that was having its parts and electrical circuits swapped out.[6]
After an unknown period of time had passed, their mind would reflect their figure. As though they are listening to themself singing through their own ears. Due to this strange projection, they would discover that they could precisely control their facial and bodily motions.
Meanwhile, their ears would buzz. They would hear the murmurs and shouting echoing around them, especially from the corresponding deity or holder of the uniqueness if any.
«Acting Method»
Although being capable of knowing a little about fate, one remains helpless towards fate; therefore, one might as well use a smiling face to hide all the pain, sorrow, confusion, and depression.
::
Sequence 7: Magician
::
• PHYSICAL ENHANCEMENT: Their hands are more agile and more nimble. Even if they don't have Beyonder powers, as long as they work hard enough, they can become a top magician.
• SPIRIT VISION: Their ability to see various spiritual things gets slightly enhanced, but not by much.
They are still unable to see the Astral Projection deep in the Ether Body, and as such, are unable to discern whether a target is a Beyonder or not.
(NEW*)
Magicians possess 9 spell-like abilities that they are able to cast at high speeds, without needing to chant or inject Spirituality to activate them.
• DAMAGE TRANSFER: So long as a Magician is not dead and can still move their hand, they can Transfer wounds to an different areas like arms or legs, turning fatal wounds into minor injuries.
"Each wound can only be Transferred once.
They cannot Transfer damage with objects.
They can Transfer the wounds of others."
•FLAMING JUMP: A Magician can phase through a fire spark that they had left behind and any flame that existed within 30 meters. The range would increase over time as they digest the potion.
During Flaming Jump, Magicians will become immune to ordinary flames. This will last until after they come out of it, after which they must use Flame Controlling for protection.
A Pyromaniac's Flames and a Witch's Black Flames are also things they can phase into and be immune to during the teleportation process.
This is similar to the Teleportation abilities of a Traveler in that it uses the unique traits of the Spirit World. However, Magicians do not directly enter it.
This means Magicians are able to use Flaming Jump inside areas where the connection to the Spirit World is restricted.[14]
However, if one's Luck is extremely bad or that section of the Spirit World has issues, there could still be danger.
A Magician can hastily 'ride' and 'travel' through the flame he created in several places consecutively, thus being able to reach a desired destination very quickly or make an attempt of escaping from a place.
It can be described as 'multiple rapid short-distance teleportation' used as transportation.
•AIR BULLET: Magicians can produce air projectiles with power and speed comparable to that of bullets fired from a custom revolver just by snapping their fingers or mimicking a gun sound.
The power and speed of their Air Bullets will improve along with the digestion of the potion and the raising of their Sequence.
•PAPER FIGURINE SUBSTITUTE: Magicians can transform a Paper Figurine into themselves and swap places with it. It can not only block a fatal blow but also weaken the damage from Curses.
This can be used as crude body doubles to fool others into thinking they were there.[9]
After using one, the Magician would reappear in a different but nearby location.
Paper Figurine Substitutes is a high spirituality-costing ability of a Magician.
After expending four Paper Figurine Substitutes consecutively without giving required time to heal one's Spirituality, a Magician would lose almost all their Spirituality. However, using three Paper Figurine Substitutes consecutively isn't a considerable problem.
•FLAME CONTROLLING: Magicians are able to freely manipulate flames and ignite certain flammable substances within a range of 30 meters with a simple gesture or action.
Like their other abilities, the range of manipulation will increase with the digestion of the potion and raising of their Sequence.
Once the potion has been completely digested, a Magician could summon a single swirling flame out of thin air.
• UNDERWATER BREATHING: A Magician can create a thin, invisible air pipe which would allow them to breathe freely underwater and seemingly turn into a Murloc.
The initial length of this invisible air pipe a Magician could conjure up is exactly 5 meters. As the potion digests, the length of the pipe would increase.
•BONE SOFTENING: This ability allows a Magician the ability to soften their bones to some degree. This can be used to escape from a variety of different restraints like handcuffs, ropes, and chests.
•DRAWING PAPER AS WEAPONS: This is an evolution of the Clown's Paper Daggers. It now allows a Magician to turn paper into a variety of different weapons, such as bats, bricks, canes etc.
•ILLUSION CREATION: They can influence the environment, creating Illusions with colors, sounds, and smells that would be close to reality, allowing them to pass off the false as true.
They can use sounds Illusions to secretly transfer their sounds to others.
They can change their attire and clothing temporarily by using Illusions.
They can hide an object from other's view, by using Illusions.
They possess many different ways to interfere with the Spiritual Intuition of a target.
In addition, a Magician will attain some minor tricks, but they aren't very practical.
These are minor tricks for performing magic, such as the ability to swap the positions of an item in their hand and an item in a pocket.
«Potion Properties»
A unique liquid resembling a constant display of fireworks, with colors of red, orange, yellow, green, and others continuously scattering, disappearing, and reappearing.[10]
It feels ice-cold.[10]
When drinking it, at every moment, it would feel like countless bubbles were bursting.[10]
«Beyonder Characteristic Appearance»
It was a grayish-white item about the size of a fist. Its surface was filled with gullies and it looked soft but ductile. It looked like a brain that had been extracted out of a living being. When touched, it becomes a gray-white sticky liquid.[11]
«Potion Formula»
≈Main Ingredients
1 True Root of a Mist Treant.[4]
All the spinal fluid of a Dark Patterned Black Panther.[4]
Or
A Magician Beyonder Characteristic.
≈Supplementary Ingredients
60 milliliters of Purified Water.[4]
30 milliliters of Mist Treant Juice.[4]
3 grams of Droplet Gem Powder.[4]
4 drops of Fantasy Grass Essential Oil
«Consumption Backlash»
Their entire body would experience the stimulation of bubbles bursting. And massive amounts of information would flood their mind, blooming into fireworks.[10]
The veins on their forehead would bulge, and their head would feel like it is about to burst.
They would then hear the ethereal temptation echo again. As their head would expand and contract.
«Acting Method»
Never perform unprepared.[12]
Take the initiative to perform.
Try to get applause from the audience.[13]
Wield control of the target's attention.
Challenge the impossible, even if the final outcome is nothing but an illusion.
::
Sequence 6: Faceless
::
They have certain enhancements for Divination and fighting skills.
• SHAPESHIFTING (NEW*):They can become anyone at any time with their ability to freely mold their body and flesh, enabling them to perfectly mimic their target's face, body, voice, or even smell to some degree.
While it is possible for a Faceless to mimic the facial features and body proportions of someone of the opposite gender, they cannot change their actual physical gender.
A Faceless restrictions include height and mass. They cannot mimic the body proportions of an individual that is too disparate in size from their original body.
Their new height cannot be more than a head taller or shorter than their original height
There is a limit to the enlargement and shrinkage of the head, legs, arms, bones etc.
A Faceless possesses full control over the transformation on their body.
They can freely shift the position of their eyes and other facial features around on their face.
They can make their face completely featureless, without any eyes, nose, or mouth,
They can even create "fake" facial features on their face such as false eyes.
They can change their body odor by adjusting the pores on their skin.
They can feign tiredness, exhaustion and weariness by altering the necessary facial features such as creating eyestrain, making the face pale and beard less-neat, etc.
However they still are unable to change their lower body's reproductive organ.[18]
Shapeshifting and their bodily control make a Faceless good at acting.
They are able to accurately recall the shape and temperament of everyone they know and recognize them no matter how well disguised they may be.
The accumulation of the previous potion skills along with Shapeshifting leads to them being good at combat, Tracking, and anti-Tracking.
•Their previous abilities are enhanced.
Flame Controlling, Flaming Jump, and other Beyonder powers had become about 30% stronger.
The original power of their Air Bullets and the length of their invisible pipe that enables Underwater Breathing have increased severalfold.
The number of times a Faceless can use Paper Figurine Substitutes and Damage Transfer has increased as a result of their Spirituality gain.
«Potion Properties»
Blackish-green in color.[14]
It occasionally produces eye-sized bubbles that emit a life-like burping sound every few seconds. When the bubbles reaches the surface, the bubbles burst, reflecting light in a myriad of colors that form random combinations resembling different faces.[14]
Upon drinking, slightly tingling sensation would swish in their mouth and oesophagus, and finally, it fermented into a numbing sensation.[14]
«Beyonder Characteristic Appearance»
A jelly-like translucent dark-green object. In the dark green background, from time to time, there were different faces emerging, like shadows hidden behind dark curtains.
«Potion Formula»
≈Main Ingredients
A Mutated pituitary gland of a Thousand-faced Hunter.[4]
A Human-Skined Shadow's Characteristic.[4]
Or
A Faceless Beyonder Characteristic.
≈Supplementary Ingredients
80 milliliters of a Thousand-faced Hunter's Blood.[4]
5 drops of Black Jimsonweed Juice.[4]
10 grams of Dragon Tooth Grass Powder.[4]
3 strands of hair from a Deep-sea Naga.[4]
«Consumption Backlash»
Numbness and loss of senses. Their psyche would seem to extract from their body as they would have the feeling of being a bystander and saw their entire face melting.[14]
In just two or three seconds, their face and head is turning into what seems like scorched white wax. Their body is similarly abnormal; it is as if his bones and skin are being melted by blood.
If it continues, they may face losing control or are already close to losing control. As a "spectator," they have to try their best to pull their thoughts back to their body and maintain their state of Cogitation. The melting and dissolving would continue to assault them in the meantime. For them, it may seem that it would take a long while of struggling that they would lose track of how long they held.
Trying their best to control every tiny part of their body to hold onto their lower limit. After a brief but repeated attempt, they would finally feel their body once again, as if that it belonged to them.
At that moment, it would be considered a success. But they would certainly be mentally exhausted.
However, their body would still remain to the state they were after their body melted and dissolved, covered in dense, pale granules. It would make any normal creature who saw those go numb and subconsciously resist. The more timid ones might even lose their mind. Only after about ten minutes, the disgusting granules on their body would completely fade and merge into their flesh, returning to their original form.
"Note: The murmurings still exist at some point during the advancement for most beyonders.
In Klein's case, due to the integration of the grey fog into the reality, it is able to completely block the ravings of Antigonus.
It is noted by Klein that the advancement to this sequence is rather difficult compared to the sequences before it."
«Acting Method»
You can pretend to be anyone, but you're always yourself.[16]
Truly disguise yourself as another person and receive feedback from the audience.
::
Sequence 5: Marionettist
::
• SPIRIT BODY THREADS MANIPULATION (NEW*): This is the core power of a Marionettist. With it, they are able to perceive and manipulate Spirit Body Threads, from up to 100 meters away.
Through manipulating the Spirit Body Threads of an organism, they directly influence the target's Soul Body, Astral Projection, Body of Heart and Mind, and Ether Body. Then, using the Ether Body as a bridge, they can control their target's body.
Within the same Sequence level, targets who have been turned into Marionettes are unable to utilize their Resurrection methods to Revive and escape being a Marionette.
This includes, but might not be limited to, the Resurrection abilities of the Undying, the Unaging, the Bloody Archduke, the Knight of Misfortune, and the Black Emperor.
The Marionette can Resurrect using their original Pathway's abilities; however, they will remain a Marionette.
If the Marionette state is lifted and the Marionette dies, the original owner will still not be able to Resurrect.
Instead, they will remain a Marionette and continue dying until their Resurrection is fully depleted.
Through the changes within the Spirit Body Threads of an individual target, a Marionettist will have the capability to be able to detect the Parasitism caused by a Parasite.
By tracing the Spirit Body Threads of a target, a Marionettist can perceive Invisible targets, such as a Shadow Ascetic's Shadow Lurking or a Witch's Invisibility. Marionettist also able to detect other Marionettist's Marionettes.
The process of Spirit Body Threads Manipulation can be hard to detect, and only Beyonders with Divination or Prophetic abilities are able to detect it happening.
The process of controlling a target's Spirit Body Threads has a limited range of 5-10 meters (depending on potion digestion) and is split into 2 separate phases.
The initial phase of control takes between 5 and 20 seconds to achieve, depending on the rate of potion digestion and the potency of their target's Spirit Body.
The target's movements and thoughts begin to slow considerably and are often the first sign that they are being controlled. They can still attempt to fight back and can still think and move, but at reduced speed and greater difficulty; this will only increase as the Marionettist deepens the control of their Spirit Body Threads.
This process can be interrupted by external stimuli, usually sharp and abrupt pain, both physical and mental. Upon the process being interrupted, the target immediately regains full faculty over both thoughts and physical movement and the Marionettist would have to start the process over from the beginning.
The final phase occurs if the first step is not interrupted for around 5 to 2 and a half minutes, which will lead to full transformation of a target into a Marionette.
The amount of time needed to turn a target into a Marionette varies according to the potency of their target's Spirit Body and their digestion of their potion.
It is not impossible for Beyonders on the Fool Pathway to create Marionettes by forcing others to swallow Beyonder Characteristics raw.[23]
The target would fall into losing control madness with unstable Spirituality, making them easy to drag around.
• MARIONETTE: Akin to a puppet, they are under full control of their Marionettist. They are dead for all intents and purposes, although they still retain a Soul.
Apart from superficial surface thoughts, they would not be able to know about the details of their Marionette's previous lives unless it encounters something or someone familiar.
Only then will they "remember" details about this familiar place or person.
Marionettists are initially limited to 1 Marionette at a time. They can have a maximum of 3 Marionettes at a time after completely digesting their potion.
They are still able to control others' Spirit Body Threads, but are unable to fully convert them into Marionettes without exceeding their current limit.
Marionettes can speak any languages they had learned when they were alive, even ones that the Marionettist does not currently know.
However, the Marionettist doesn't "learn" the language in this manner and will not be able to speak it themselves.
The initial maximum range for controlling a Marionette is 100 meters, this goes up to at least 200 meters with digestion of their potion.
Marionettists can possess their Marionettes, allowing them to fully experience everything their Marionettes sees and feels.
It can use all its original Beyonder powers, consuming its own Spirituality, allowing them to be directed from afar without danger.
The Mind Island of Marionettes is lifeless, as they're essentially dead. As a result, Marionettes are immune to Beyonder powers of Mind Domain and all psychological effects.
The Fate of Marionettes are off, eerily still, resembling death. This makes Beyonder powers that can observe Luck and Fate can help distinguishing them from living creatures.[26]
When it came to avoiding the negative effects of the Sealed Artifacts, Marionettes were definitely better than Avatars.[27]
Marionettes are unable to consume potions for advancements, as their Spirit Bodies are essentially dead.[28]
As Marionettes are considered dead, a Spirit Guide can interfere and influence a Marionette; however, at Sequence 4, the core of a Marionette can have a Worm of Spirit inside. Thus, at those stages it also depends on multiple factors like relative strength of both sides, condition, how much effort is exerted, etc.[29]
Marionettists will also receive a 50% or more increase to their Beyonder powers.
• AIR BULLET: Its strength is comparable to a bullet shot from a steam rifle.
«Potion Properties»
It is a completely black liquid containing countless tiny worms that squirm about unseen by the naked eye.[17]
A somewhat bitter potion with a mustiness when surging down their throat, gullet, and stomach.[17]
Beyonder Characteristic Appearance
A black, pupil-less eye.[18][17]
«Potion Formula»
≈ Main Ingredients
Dust of Ancient Wraiths.[4]
Core crystal of a Six-Winged Gargoyle.[4]
Or
A Marionettist Beyonder Characteristic.
≈ Supplementary Ingredients
80 milliliters of spring water from Sonia Island's Golden Spring.[4]
10 grams of Drago Bark.[4]
Remnant Spirituality of Ancient Wraiths.[4]
1 pair of eyes from a six-winged gargoyle.[4]
«Advancement Ritual»
Consume potion amidst the singing of mermaids.[4]
«Ritual Essence»
The mermaid's singing is meant for neutralizing and balancing. Otherwise, most Faceless are unable to resist the corrosion of their own Spirit Body Threads by the Marionettist potion. They would directly lose control.[22]
In theory, as long as there's a voice or Beyonder power with similar effects, they can be used to replace a mermaid's singing, such as an Ocean Songster.[22]
«Consumption Backlash»
They would suddenly find themselves abnormally stiff. This is similar to being controlled by Sealed Artifact 2-049, and also likely to be preliminary control of a Marionettist in general. They could try to move their joints but would find them to feel it filled with lead.[17]
At the same time, they would feel that tiny worms are boring into every one of their cells and into their Soul Body.
Their thoughts would slow down as their brain reflects the gradual loss of control over their body.
«Ritual Effect»
The mermaid' singing would float over, stirring desires, allowing them to hold onto their final lumps of emotions. Through this, they would slowly escape the state of petrification.[17]
During Klein's advancement, he saw a greyish-white fog more closely integrating to him.
They would then hear the corresponding illusory ravings.
«Acting Method»
Hide behind the scenes and control the marionette to do all the work.[19]
Remember that every marionette has its own setting.[20]
Direct "plays" like a director and receive feedback from the audience.
Use the marionette as a guide to control the enemy to play the role of a puppet.[21]
::
Sequence 4: Bizarro Sorcerer
::
• SPIRITUALITY: Their Spirituality has been improved.
• DIVINATION: Bizarro Sorcerers are able to obtain more information using simple Divination methods such as instantaneous Dream Divination with a flip of a coin.[30]
• SPIRIT VISION: The restriction of having to do a corresponding action to activate Spirit Vision is now removed as now they're capable of activating it at will.[31]
• BESTOWAL (NEW*):Bizarro Sorcerers can "gift" their Worms of Spirit to their Marionettes allowing those "gifted" to use the Bizarro Sorcerers' Beyonder powers.
Initially, Bizarro Sorcerers are only able to split 50 Worms of Spirit from their Mythical Creature Form. This will increase with digestion of their potion.
If they go beyond their limit, they will suffer from symptoms of schizophrenia that cannot be treated. This will increase their tendency of losing control.
They can retrieve, "gift" and switch Worms of Spirit to any Marionette within a range of 1 kilometre through their Spirit Body Threads.
If the Worms of Spirit's connection to the Bizarro Sorcerer is cut, the Marionette that has been disconnected will die shortly after.
Bizarro Sorcerers must implant at least a single Worm of Spirit in a Marionette if they want it to use their Beyonder powers.
Being technically dead, Marionettes through Shapeshifting can be molded into shapes impossible for a living creature to assume (such as a 2 finger width human figure).
Through this, they can increase the range of their ability to make new Marionettes by 1150 meters (1000 meters as the initial range for controlling a Marionette, plus 150 meters as the initial range for taking control of a new one) by using their already converted Marionettes to take control of new Marionettes.
Marionettes converted in this manner can only be "gifted" a new Worm of Spirit via the already converted Marionette, so the latter must have more than one Worm of Spirit in it for it to do so.
When a Marionette with a small worm dies, it's Beyonder Characteristics will return to them after a certain time period due to the Law of Beyonder Characteristics Convergence.
If the process for the return of their small worms' Beyonder Characteristics is interrupted, that Worm of Spirit may be lost.
This happens because the minimum state of a Beyonder characteristic is half, and since the Worms of Spirit of a Bizarro Sorcerer (and for a Scholar of Yore too) contains small amounts of characteristics, on a mystical level, their Worms of Spirit cannot exist independently and rely on the main body. Upon death, they return.[32]
Since Worms of Spirit are part of Bizarro Sorcerers, "gifting" those Worms of Spirit to their Marionettes will not grant them the ability to think and be self-conscious.
• CONCEALMENT (New*): Bizarro Sorcerers possess Concealment abilities to a certain degree.
They are able to hide their Sequence level from a Beyonder of the same or lower level of the Justiciar Symbol2 Justiciar Pathway, but are not able to hide the fact that they are a Beyonder.
• Their previous abilities as a Beyonder have been massively enhanced.
Their abilities as a Magician have been massively improved.
• DAMAGE TRANSFER: Wounds and Diseases, be it theirs or others', can be Transferred onto a Paper Figurine.
• AIR CANNON:The upgraded form of Air Bullet whose might has increased to that of a cannon.
• FLAMING JUMP:The range for them to phase using flames has increased to 1 kilometre.
• ILLUSION CREATION: Their illusion abilities have experienced a qualitative upgrade.
Their auditory illusions that are nearly as loud as a Cataclysmic Interrer's roar.
They are able to hide an entire cruise liner as well as create illusory thoughts.
• SHAPESHIFTING: They can transform into any animals that aren't too disparate in size.
When they are in a Spirit Body state, this restriction is removed.
• SPIRIT BODY THREADS MANIPULATION: Their ability to control the Spirit Body Threads of others have been massively strengthened and enhanced.
The initial control of someone's Spirit Body Threads can be achieved by a Bizarro Sorcerer in just 3 seconds while full control is achieved within 15 seconds.
The initial range for them being able to control Spirit Body Threads has increased to 150 meters. This range will increase as they digest the potion.
• MARIONETTE: The amount, effect, and corresponding alterations Bizarro Sorcerers can do with their Marionettes have increased tremendously.
They are initially able to control up to 50 Marionettes which increases with potion digestion. In addition, they can control Marionettes within a range of 1 kilometre.
If a Marionette were to go beyond their control range, as long as they return in range within 10 minutes, the Marionette wouldn't escape their control and truly die.
A Marionette's superficial consciousness can be read, and through enhanced control over Spirit Body Threads, they can achieve effects similar to Spirit Channelling.[34]
The higher the level of the Marionette they are trying to gain information from, the poorer the effects of a Bizarro Sorcerer's emulated Spirit Channelling.
• MARIONETTE INTERCHANGE: Bizarro Sorcerers are able to seamlessly swap places with their Marionettes within a distance of 1 kilometre.
When they are swapping positions with a Marionette, a Bizarro Sorcerer can only choose to swap their bodies or bodies and external objects.
↓ ∞ MYTHICAL CREATURE FORM ∞ ↓
As a Sequence 4 Demigod they possess some level of Godhood, and with it comes an incomplete Mythical Creature Form. The small transparent maggots inscribed with three-dimensional sinister tentacle patterns are called the Worms of Spirit.
The three-dimensional layers of mysterious symbols connect to higher and lower levels, directly presenting the abstract concepts of Bizarreness, Madness, Change, Strength, and Wisdom.
The Worm of Spirits induce feelings of Madness and Bizarreness at this level.
Two Worm of Spirits can fill an entire bedroom with Madness and Bizarreness. Make the surrounding lights then dim and brighten from time to time in a non-uniform fashion.
Bizarro Sorcerers can divide Worms of Spirit from their own Mythical Creature Form.
They can kill these maggots and wait for the minute Beyonder Characteristics to be released, then use the carcasses to contain power that is bestowed by a high-level existence.
Through this, they are able to use the carcasses of their Worms of Spirit as high-level materials to create various charms and special bullets.
This fractures their own Spirit Body, dealing considerable damage and making them unable to do this frequently unless they want death.
If they lose too many Worms of Spirit, they are able to recover by absorbing the Beyonder Characteristics of the Fool Pathway.[37]
Bizarro Sorcerers can negate some mental attacks, such as Knowledge Injection, by dividing the burden across their Worms of Spirit to quickly regain control of their body.
"Note: The part mentioning diseases is missing in the WebNovel Translation. Raws: "他可以将自己或他人的伤口和疾病转移给替身纸人" "
«Potion Properties»
Formed by intertwining strands of black mist resembling both human faces and various animals, these mists alternately vanish and reappear in an extremely bizarre manner.[24]
It is ice-cold.[25]
Upon drinking, it brings one numbness, one that reaches deep into their soul.[25]
Beyonder Characteristic Appearance
A ghostly blue single eye. A palm-sized human-shaped object. Filled with a transparent liquid, from time to time it bubbled, emanating a black glow. There appeared to be maggots circling the object.[26]
«Potion Formula»
≈Main Ingredients
A Bizarro Bane's Main Eye.[23]
The True Soul Body of a Spirit World Plunderer.[23]
Or
A Bizarro Sorcerer Beyonder Characteristic.
≈Supplementary Ingredients
200 milliliters of a Bizarro Bane's Blood.[23]
30 grams of a Spirit World Plunderer's Dust.[23]
10 grams of Red-hair Birch Bark.[23]
One segment of Golden Grapevines.[23]
Fingernail-Sized Self-made Rubber Mask.[23]
«Advancement Ritual»
Relying on one's strength and strategy, orchestrate a grand performance before many spectators to kill a Beyonder creature at the level of a demigod. Then, at the end of the performance, consume the potion.[23]
«Ritual Essence»
The essence of directing a grand play was to make a mark or an Anchor. Compared to other Pathways, the Bizarro Sorcerer, who experienced the fragmentation of their Soul Bodies, required an Anchor much earlier.[25]
However, this didn't require the support of any faith. On the contrary, faith was a numerous and jumbled affair with too many personal feelings involved. During the fragmentation during this ritual, it easily wiped away the humanity of the advancer who was only Sequence 5, leaving behind godhood.[25]
A grand and profound performance under the watch of countless spectators was enough to make up this anchor.
A Visionary Pathway Beyonder is worth multiple normal spectators. With a King of Angels Adam worth more than a thousand spectators.[25]
«Consumption Backlash»
Their mind would seem to lift, as though they are high in the air, looking down.[25]
At that moment, they would feel their emotions rise up for some baffling reason, as all the people below would seem to be connected to them by some invisible threads. They could feel various emotions and make all kinds of actions based on the advancer's directions.
That feeling is the vision of a "director". By viewing all participants as marionettes or actors, the advancer may have attempted to control or guide into putting on a grand performance.
They may adjust their state of mind and completely separate their emotions from it, viewing everything in a cold, aloof manner, so as to prevent themself from being affected by the play. They may review and analyse their script and the corresponding performance.
Once their state of mind settled, they would feel the potion's power spread across their body, like a sharp threaded net.
The advancer would suddenly feel their Soul Body is connected to their Physical Body. And they are split into countless parts.
Their thoughts are being diced apart, turning into fragments as they fuse with different pieces of flesh as they gain their own sentience. That would include them with their various emotions, as well as the identities they have acted as. And their Soul Body would seem to be thrown into a grinding machine.
In Klein's case, those are Klein with pain, Klein with arrogance, Klein with coldness, Klein with gentleness, Klein who could amuse himself, as well as Zhou Mingrui, Sherlock Moriarty, Gehrman Sparrow, and Dwayne Dantès!
The advancer's body in the meantime would have pale-coloured tendrils protrude out as though they had a life on their own. They would keep growing outwards, turning into a transparent maggot, squirming.
To an observer, the advancer may seem like they would collapse into a cluster of transparent maggots as they raced in different directions.
The transparent maggots that grew out of their body would shimmer under the sunlight, producing three-dimensional layers of mysterious symbols. They connect to higher and lower levels, directly presenting the abstract concepts of bizarreness, madness, change, strength, and wisdom.
Black illusory threads rise up around them as they bonded together, forming strange "tentacles." The tentacles flailed as the advancer's Soul Body, Astral Projection, Body of Heart and Mind, and Ether Body were reduced to fragments as they fused with the different maggots that represented the advancer's various thoughts, turmoil, and dilemmas. As they wafted between them gently, they seemed to fly up to an infinite height where there were countless illusions hugging huge distorted buildings. They were either playing wind instruments, giving speeches, growling, or raving.
Amidst their countless chaotic senses, everything around them would stack together as though they are turning into the Spirit World.
«Ritual Effect»
There are living people coming and going with the stars shining upon them. At that moment, fragments filled with thoughts had similar memories appear.[25]
It would be the various scenes during their ritual, the shocking and impactful scenes for them and the audience.
In Klein's case: it was the King of Angels Adam praying with his eyes closed. It was the scene of his shocking appearance; It was him using Death Knell against Ince Zangwill as he pulled the trigger to blast open his head; It was when he revealed his Clown's smile, saying in a deep voice, "This shot is for Captain"; It was when Visionary Adam used an extremely clear and innocent eye to take in the ending of the performance; It was of him turning into Dunn Smith, inviting Daly Simone to dance the closing dance.
The corresponding scenes would seemingly have a corporeal feedback that feels like a magnetic force. It would make them gradually discover their sense of self-awareness once again.
Strange sensory organs that didn't come from the Body of Heart and Mind or Soul Body are extracting bit by bit from the fragments, condensing their new thoughts—coldness, calmness, spectating, and overlooking. They were thoughts that allowed them to view the world from even more angles and dimensions. This is the godhood being brought about.
For them to take form, they would have to chain the original Soul#Spirit Body fragments with black threads. Allowing them to slowly take form again.
As their entire body is taking form, all kinds of knowledge surged out from the depths of their demigod Spirit Body, embroiling the advancer's mind and giving them an indescribable impact. It felt as though his brain was about to explode.
However, with some level of godhood and their rich experience, they could view this in a detached manner and rather easily pass through this stage.
The transparent maggots on their face, hands, neck, and beneath their clothes returned into their body, turning back into their human form.
«Acting Method»
Create creepy and scary scenes like in a horror film and receive feedback from the audience.
Be a mysterious and "bizarro" person.
The term "Sorcerer" wasn't key. What was key was to use the methods of a sorcerer to appear bizarre[27]
"Bizarro" also reflects some level of mystery, unknown, complicated, and unpredictable aspects of fate.
::
Sequence 3: Scholar of Yore
::
History: Their main ability is to access and get help from History, which is divided into three parts- Historical Void Borrowing, Historical Void Projection, and Historical Void Hiding.
• HISTORICAL VOID BORROWING: They have the ability to Borrow strength from their past self, whose power can be borrowed as many times as they want so long as they have enough Spirituality.
To a certain extent, this is something that's self-perpetuating, preventing a Scholar of Yore from ever really being in the nadir until their Spirituality is completely drained.
Klein Moretti Borrowed a past state of his island of consciousness being invaded by Hvin Rambis, and with the fact that he was able to maintain his lucidity in Dreams and the Mind World regardless of any intrusions, he began to examine if there were any abnormalities in his mind and thoughts that were being Parasitised.[40]
Before their Spirituality is drained, they can always Borrow energy from their own past self, with there being no limit to the number of times they can borrow it.
As for the Spirituality of a Scholar of Yore who digested 80% of the potion, even without the process of recovering, they are able to Borrow power nearly ten times a day, maintaining it for five minutes each time.
• HISTORICAL PROJECTION SUMMONING: They can Summon people or objects that existed in the past for a limited time as Historical Projections from the Historical Void.
There are three factors that influence the probability of successfully Summoning the target from the Historical Void and the duration of the Summoned target:
The more detailed and the better the understanding one has of the corresponding piece of history and matters, the higher the chance of success is and the longer it will last.
The lower the target's level is relative to the Scholar of Yore, the higher the chance of success in Summoning the Historical Projection and the longer it will last.
Increasing one's affinity with the target they wish to Summon in the future from will increase the chances of success in Summoning it and its duration.
At 80% potion digestion, if it's the most ordinary item or something that was once theirs, they can maintain its availability for a maximum of 15 minutes.
Historical Projections would also have their corresponding Spirit Body Threads and thus, can be turned into Marionettes. In addition, Marionettes can be summoned as well.
Scholars of Yore can only summon 3 Historical Projections at a single instance in time. This also includes Historical Projections which are Summoned by their Marionettes.
The chances of success of each Marionettes summoning a Historical Projection was independent, so there was no influence each had with the other.[41]
Successfully Summoned Historical Projections of a higher level than the Scholar of Yore will only have a portion of the strength and quality of the original target.
Historical Projections of Historical Projections can be Summoned. The difficulty of Summoning these are reduced, but so are their strength.[42]
Historical Projections are reliant on orders and lack intelligence, making them limited to an instinctive and mechanical manner in combat.[43]
Due to the mysticism principle of "a unique shared consciousness in time", a Historical Projection does not contain the past memories of it's counterpart.
This means that a Scholar of Yore is not able to utilize a Historical Projection in order to ask and gain answers to questions they don't have knowledge on.
While the principle above does not apply to the deceased, a Scholar of Yore's level is insufficient to summon Historical Projections that are fully conscious.
If the target's true body hides in the Historical Void or enters a Concealed state, they can send their mind to their Historical Projection and control it.
After a Historical Projection possessed their own consciousness, it made it much easier for a Scholar of Yore to maintain them. This resulted in an extension in time for the maintenance of the Historical Projection.[44]
Existences who have died but still have a Soul remaining (or have residual will) can sense when their Historical Projection have been Summoned.[45]
They are connected to their Historical Projection(s) and can utilize this connection to communicate their intent and orders directly without speaking.[44]
This relies on the Scholar of Yore's Historical Projection's lack of intelligence and/or having a good relationship with it as a means of control.
This allows for a Scholar of Yore to quickly coordinate with an ally who is controlling their summoned Historical Projection.
They cannot Summon things directly related to a Uniqueness which includes Uniqueness as objects and those who have accommodated it within them.[46]
However, there are ways to bypass this restriction to some extent, they can instead Summon objects/people which a Uniqueness can exert power on.
Zaratul summoned an Angel from the "Red of War" army, whose members could link with Red Angel Medici to become one.[47]
Klein Moretti summoned 0-17's Historical Projection to be used as Evernight Goddess's descent vessel.[46]
Historical Projections have natural flaw, problem, and weakness in terms of Fate and Time, which determines the time limit on their existence.
If Fate chooses the Fate Tributary of Historical Projection were prematurely terminated due to unexpected influence, they will naturally dissipate.[48]
If the duration of a Historical Projection ends, it will dissipate. As such, for Pathways with authority over the flow of Time, they can hasten its end.[47]
If a Scholar of Yore summoned a Historical Projection of a Wheel of Fortune Symbol2 Wheel of Fortune Beyonder, the Historical Projection consumes their accumulated Luck within the Historical Void, not the true body.[49]
• HISTORICAL VOID HIDING: They can enter the Historical Void and Hide within its gaps, so long as their Spirituality allows. This allows a Scholar of Yore to avoid danger, but they must come out the exact spot in the world once the Scholar of Yore stops hiding.
The prerequisite of Summoning and Borrowing from the past while in the Historical Void is that there is a past of themselves within the gap of history they are in.
Klein could not Borrow power from his past self because he was Hiding inside a gap corresponding to a period of history where Giant King Aurmir buried "His" parents.
The gaps that they can Hide inside within the Historical Void are limited to the Scholar of Yore's understanding of the corresponding history. This is a limitation that will remain even at higher Sequences.
Klein Hid inside the Historical Void corresponding to a period of history where Giant King Aurmir buried "His" parents. This prevented Zaratul from following him there even though the former was an Attendant of Mysteries.[50]
The farther they go into the Historical Void, the more Spirituality they'll expend.[51]
Klein Hid in illuminated spots in the Historical Void, running all the way to a period before the First Epoch. He could only stay there for another fifteen minutes at most, and that was only if he didn't make any burdening attempts at Summoning Historical Projections.
While Hiding in the Historical Void, a Scholar of Yore is able to send their consciousness back to their Historical Projection and control it by themselves.
Contacting an unlit point within the Fog of History is very dangerous. It's best to research the corresponding History first before exploring.[52]
Even if the History has been isolated, as long as the Scholar of Yore knows it, they would be able to enter it.[52]
Scholars of Yore gain the ability to produce fog and reduce the temperature of an area.
•• Their abilities as a Magician have been enhanced.
• PAPER FIGURINE SUBSTITUTES: Their Paper Figurine Substitutes has undergone several qualitative changes, being able to disrupt Divination, Prophecy powers, tracking, and gazes.
Their Paper Figurine Substitutes can now also substitute certain parts of a target (like organs). Before one discovers that it's fake, things can continue proceeding as per normal.
• DAMAGE TRANSFER: Scholars of Yore are now able to transfer a certain part of ailments, Curses, Prophecies, attacks and gazes to their Paper Figurine Substitutes.
• FLAMING JUMP:Their range of phasing into flames have increased to 5 kilometers. Their Flaming Jump is now able to transfer objects to them or their Marionettes.
• AIR CANNON: The power of a Scholar of Yore's Air Cannon is now equivalent to coastal defense artillery and it's corresponding power could be adjusted at will.
• SHAPESHIFTING: Scholars of Yore can transform into any creature that is within a certain limit. Some of the organs of the creature they Shape-shift to would work while others wouldn't.
A Scholar of Yore is also able to Shape-shift and shrink into objects made of flesh that can be the size of a bookmark.[53]
• SPIRIT BODY THREADS MANIPULATION: A Scholar of Yore's ability to control Spirit Body Threads has been massively strengthened in distance and time.
The initial control time of a target's Spirit Body Threads has been reduced to just 2 seconds, and full control can be achieved in just 10 seconds.
• MARIONETTE INTERCHANGE: The limit of swapping positions between a Scholar of Yore and their Marionettes is now 5 kilometers.
The initial range for a Scholar of Yore to completely transform someone into a Marionette has been increased to 500 meters.
In addition, Scholars of Yore can control Marionettes within a range of 5 kilometers.
∞↓MYTHICAL CREATURE FORM↓∞
The divine pattern on their Worms of Spirit become more complex and has become more expressive of the themes of the Fool Pathway. In addition, a Scholar of Yore can now split about 600 Worms of Spirit from their Mythical Creature Form.
This change is a result of the acquired Beyonder Characteristics and mythical knowledge contained within the potion. These divine patterns can differ from person to person because it relates to their personal traits as well.
It can showcase concepts of strength, strangeness, and supernaturalness.
After complete digestion of the potion, a Scholar of Yore would be able to recover from having nearly 500 Worms of Spirit die at once in their Mythical Creature Form.
Losing all corresponding Beyonder Characteristics wouldn't cause them to lose their status and level. They can slowly recover by absorbing Beyonder Characteristics of the Fool Pathway.
As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can allow different Worms of Spirit from their Mythical Creature Form instinctively listen to prayers and respond to them while turning in the complicated ones to the main body.
«Potion Properties»
A substance that exists simultaneously as both a liquid and a gas, dark red in color, nearly the size of a baby's head.[30]
On consumption, the potion would transform and extend into their mouth, making them feel like devouring a dark red glow. The transparent maggots would swarm back into their body, tearing down the parts of the potion and swallowing them.[30]
Beyonder Characteristic Appearance
Dark-red burning flames eyeballs. A peculiar heart composed of wisps of white mist.[31]
«Potion Formula»
≈Main Ingredients
Hound of Fulgrim (also known as Sefirah Castle Keeper) pair of eyes.[29]
1 Demonic Wolf of Fog's Transformed Heart.[29]
Or
A Scholar of Yore Beyonder Characteristic.
≈Supplementary Ingredients
100 milliliters of Hound of Fulgrim Blood.[29]
30 grams of White Frost Crystal of Demonic Wolf of Fog.[29]
A large amount of Real Ancient Historical Records.[29]
«Advancement Ritual»
Be separated from reality for at least three hundred years and consume the potion after one becomes history and doesn't belong to the present era.[29]
«Ritual Essence»
By eliminating interference, they can provide a clear definition for themselves to become a Scholar of Yore. This would prevent them from getting lost in the Historical Void.[30]
The extended period of time where they are separated could be used as a landmark when they're thrown into the Historical Void.
The mark of a Scholar of Yore in history is their anchor.[33]
«Acting Method»
Be a scholar from antiquity.
Search for real ancient history, study it, and make new conclusions out of it.[32]
Witnessing fate, affecting the present, and the inability to reverse the past.
::
Sequence 2: Miracle Invoker
::
There are a total of nine Miracle Invoker Beyonder Characteristics in existence. A maximum of six Miracle Invokers are allowed to exist at once if there are three Attendants of Mysteries already due to the limited amount of Beyonder Characteristics.
• SPIRITUALITY: "Their" corresponding Spirituality and the aspects of "Their" Soul (be it Spiritual Intuition, Divination Arts, etc.) have been enhanced.
"They" can see the result of "Their" Dream Divination in front of "Their" eyes without falling asleep.
"They" are able to make "Their" Spirit Body leave "Their" physical body and go to the Spirit World.
"Their" corresponding Danger Intuition and Spiritual Intuition receive a massive boost.
These abilities can be used together with Dream Divination so that "They" can see several possibilities of the future of subjects or objects "They" wanted to Divine.
"They" can see future scenes that have a connection to them in detail even if "They" are at a far distance from the source of the connection itself.
∞↓AUTHORITIES↓∞
• MIRACLES: "They" wield the authority of Miracles, from which the ability of Wishes was born.
The "Wishes" ability resembled using an Anchor. It's a type of Collective ability. Just like how the faithful's understanding of Deities can effectively affect "Them" and become a certain "Definition" for "Them," helping "Them" resist the Original Creator's mental imprint in the Beyonder Characteristics, similar Wishes of different creatures with Spirituality can indeed help to create a Miracle. This might be related to the Sea of Collective Subconscious.[54]
To put it simply, Miracle Invokers need to seek out and satisfy all kinds of Wishes before "They" could fulfill "Their" own Wishes, turning the corresponding situation into a reality.
As for how "They" could fulfill others' Wishes, "They" have 2 known methods.
"They" could use other Beyonder powers that "They" or the Sealed Artifacts that "They" wield possess to achieve the corresponding effects.
Klein fulfilled other people's Wishes to know about the answers to their corresponding questions by using Arrodes.
Klein utilized Life's Cane fulfill Jasmine's Wish of restoring her appearance before she was burned in an accident.
"They" could also just directly grant a Wish with "Their" previous accumulated power of Wishes in order to create a true Miracle.
Klein rebuilt various houses and buildings, and eventually Constant City to its former, non-war-torn state via a Wish.
Klein removed all the deformations and disfigurements of the body in all the citizens of Moon City via a Wish.
At the very beginning, the Wishes that "They" could fulfill were small and trivial. "They" had to accumulate them one step at a time before "They" could create a true Miracle.
The effects of the Miracles each Miracle Invoker can perform are varied based on "Their" personally accumulated Wishes. Some effects include Teleportation, the dissipation of Godhood, the shrinkage of an area, and much more.
By Shapeshifting into another Pathways's Mythical Creature Form, having the appropriate restraints and accumulated Wishes, "They" can turn into that form and use the corresponding abilities.[55]
"They" can use Wish to extend "Their" lifespan and the upper limit depends on how powerful "Their" Wish-granting ability is.[56]
Klein shrunk the Belltaine City Library so that its boundaries prevented 0-02 from delivering severe punishment to others.
Kotar made Godhood dissipate in an area, suppressing all Beyonder powers above the Sequence 5 level.
With enough Miracles, "They" can use a Wish to briefly obtain power equivalent to a Sequence 1.[57]
This Wish can restore the power of an Angel whose rank has declined.[57]
Relying on the Miracle Invoker Beyonder Characteristic,[57] the Genie fulfilled Bernadette Gustav's Wish as a Sequence 3 Clairvoyant to obtain the power of a Knowledge Emperor for an entire day.[58]
Miracles can be used to break through a Clarivoyant's Prophecies.[59]
Wishes are often distorted, and the bigger the Wish, the more distorted its outcome, which can cause unwanted things to happen. Therefore, "They" should be careful of what "They" Wish for.[60]
The distortion of "Their" Wishes can be reduced by setting some clear constraints for the Wish such as time and area limits.[61]
Additionally, with Wishes that directly alter a high-level being's state, there will be either a lower effect or more distortion.
For example, If a half-Lord of Mysteries Wish was to affect the Primordial Demoness, who is the female body of Primordial God Almighty, clear time and space constraints must be made.[61]
Otherwise, the Wish may distort into a direction favoring "Her".
Antigonus Wished for most of the revival arrangements of an Observer to fail.
If "He" had instead Wished for all revival arrangements to fail, this Miracle may have been beyond "His" level to disrupt, potentially warping the entire Wish.[62]
Limited at the level of Sequence 7, Zaratul in The Fool's Dream set a time limit of "His" Wish being 30 seconds long with it being poor at affecting those with Godhood.[48]
The stronger the Godhood, the more likely the opposing Beyonders with Godhood will be able to break through the restrictions of "His" Wish and interfere with "Him".
The Godhood of the Evernight Goddess caused the power of Kotar's Wish to gradually be weakened in high speed, until it was completely nullified.
This brought Godhood back starting at the Sequence 4 level.[63]
Although "They" are able to perform Miracles for the same person repeatedly, a Miracle Invoker cannot grant similar Wishes to the same person within a short period of time.
• HISTORY: "Their" improved use of the Historical Void includes several abilities along with greater enhancements to the things "They" are able to summon as well.
• RESURRECTION: When a Miracle Invoker dies, "Their" Beyonder Characteristics will enter the Historical Void and fuse with "Their" Worms of Spirit from the past, turning them corporeal. When "They" will it, these Worms of Spirit will escape the Historical Void and reform in reality, completing "Their" Resurrection.[64]
It has certain rules and restrictions:
This ability becomes completely ineffective after 4 Resurrections.
"Their" body must be reformed within a certain range around "Their" corpse.
"They" cannot Resurrect if "Their" Beyonder Characteristics cannot return to the Historical Void, and the same is true even for the Fool.[65]
"Their" Spirit Body will appear inside the Fog of History,[66] but "Their" physical body must be reborn within 3 days or "They" will truly die or become an Evil Spirit.
When "They" die naturally, "They" will consume a Resurrection to reset "Their" state. This will naturally reset "Their" lifespan, making "Them" younger.[67]
This is also a type of Miracle "They" can do at default without accumulating Wishes.
• JAMMING IN FATE: A Miracle Invoker can exert some influence on the future so that the probability of something becomes larger or smaller to a certain extent.
This ability is equivalent to interfering with the Fate of a target; however, this aspect is still different from how Wheel of Fortune Symbol2 Wheel of Fortune Beyonders manipulate Fate.
This is derived from Beacon of Destiny.
• HISTORICAL VOID SUMMONING: "They" are no longer limited to just Summoning items and people. It can be extended to certain scenes and historical events that "They" are familiar with.[68]
This ability is limited to a total of 9 items/people/scenes, with only 3 at Angel-level.
Zaratul summoned a Historical Projection of fish meat at Klein's request and warned him that it could only be maintained for 45 minutes.[69]
Klein summoned the projection of the Tudor-Trunsoest United Empire's Hall of Consuls, a scene filled with Distortions.
• HISTORICAL VOID HIDING: This ability has received certain enhancements.
"They" can Hide inside the Historical Void to more effectively avoid certain Curses.[70]
To escape a completed Curse cast by a High-Sequence Demoness through a Mirror Projection, "They" need to both use a Paper Figurine Substitute and Hide in the Historical Void in time.
• SPIRIT BODY THREADS MANIPULATION: "Their" ability to control Spirit Body Threads of others and turn others into Marionettes has been massively strengthened.
• MARIONETTE: The number of Marionettes that "They" can control has reached at least 5000 and "They" can control them within a city-wide range.
Klein made Utopia, where "He" not only controlled it's 5000 residents, but all of its animals as well. This includes rats, cockroaches, moths, ants, flies, mosquitoes, and pigeons.
∞↓MYTHICAL CREATURE FORM↓∞
"They" become a complete Mythical Creature. "Their" Mythical Creature Form is a vortex stacked with groups of Worms of Spirit with invisible tentacles that grow from within.
Due to "Their" constitution as Worms of Spirit, "They" have a high capacity for regeneration, being able to recover quickly from serious and disabling injuries.
Such injuries include being able to regenerate "Their" entire limbs within seconds.
"They" can separate at least 5000 Worms of Spirit and implant them into "Their" Marionettes.
«Potion Properties»
A deep black, reddish, dim liquid. The surface is transparent and clear, while whirlpools surge in the depths.[35]
It seems as if countless eyes are opening simultaneously within.[35]
Beyonder Characteristic Appearance
It resembled a heart, transparent like a crystal, but there were tiny bubbles emerging from time to time. Every bubble seemed to contain an illusion.[36]
«Potion Formula»
≈Main Ingredients
1 Heart of a Dark Demonic Wolf.[34]
Or
A Miracle Invoker Beyonder Characteristic.
≈Supplementary Ingredients
300 milliliters blood of Dark Demonic Wolf[34]
A Worm of Time[34]
A Worm of Star[34]
«Advancement Ritual»
Return a piece of history that has been left behind to the present era.
«Acting Method»
Fulfill the wishes of others.[37]
Perform Miracles[38][39]
Act not as a God fulfilling the wishes of others, but as a person performing miracles for himself and others.[37]
Miracles are only for a moment, but fate is often a long-lasting event.[40]
::
Sequence 1: Attendant of Mysteries
::
These are Angels who serve the profound mysteries. "They" have gained initial control of the corresponding domain's authorities. "They" can summon Spirit Body Threads of objects that originally existed. "They" can combine many physical objects or abstract concepts together.
"They" lose the boundary between "Their" physical and Spirit Body; where the 2 exist as one yet separated. This is a manifestation of Bizarreness and Spirit World symbols.[72]
This is a delicate state that allows "Them" to shift the body's status between physical and spirit forms at will as well as separate and integrate these aspects as one at will.
• REGENERATE: If the materials that made up an item once had a Spirit Body, then "They" could Regenerate the past Spirit Body Threads of it to make it become "Their" Marionette.[73]
"They" can't allow something that didn't have Spirit Body Threads to produce them, but "They" can allow items that used to have Spirit Body Threads to possess them again.
The former mainly consisted of metallic items, gold coins, gold pounds, and so on.
The latter mainly consisted of beef, fish, plants, and other types of food.
Once creatures ate food that had "Their" Spirit Body Threads renewed, they would also transform into Marionettes, as though they had gained intense corruption.
∞↓AUTHORITIES↓∞
• REASSEMBLY (TAMPERING/GRAFTING): Reassembly reflects the authority of Change domain, it can Reassemble many physical objects and/or abstract concepts into something different, resulting in an Inconceivable yet real effect. It is like changing something's definition, orientation, logic, or rules.[73][74]
Simply put, Reassembly can Graft together things that normally wouldn't have a direct connection, achieving Inconceivable effects.[74]
A simple example was to mix the concept of the beginning and the end of a path into one common node, making it impossible for anyone who walked that path to leave.
For Beyonders, many abilities can achieve similar feats, but an Attendant of Mysteries' Grafting acts directly upon concepts themselves, its level was very high, like the descent of a True Deity.[74]
Grafting as the authority of Change, is a lesser authority formed by a low manifestation of Change and Bizarreness symbols.[75]
Not only the effects of Reassembly are Bizarre, but it also has a hint of Concealment.[74]
The simplest application of Grafting is for "Them" to Graft various locations or areas within either the real world and/or the Spirit World together.
"They" can utilize Graft to freely enter the Spirit World and indirectly achieve a Teleportation effect; however, the prerequisite is if "They" could locate the region in the Spirit World.
On this point, an Attendant of Mysteries that owns Sefirah Castle would gain a unique advantage. Otherwise "They" could only rely on "Their" preparations.
Grafting a location to a place near "Their" main body ensures "Their" Marionettes won't go out of range, enabling "Their" Marionettes to go around the world.
Other applications of Grafting include Reassembling: connections, Anchors and prayers, targets, beginnings and endpoints, etc.
If "They" have something similar to Graft onto it, "They" can Tamper with the opponent's Death and Cull in order to prevent the Substitute's death from becoming the original's death.[76]
Klein Grafted Amon's Avatars' target of Theft from his thoughts to a drop of blood blessed by the Mother Goddess of Depravity, instantly impregnating the Avatars.
Klein Grafted the events of Roselle's "rebirth" and "death" directly to each other, bypassing the process of Corruption that occurred in-between these two states.
Antigonus Grafted the beginning and endpoint of the pages in Trunsoest Brass Book's law-making, trapping it in an infinite loop to prevent its effects.[27]
Klein Grafted the concept of the Sea God from the Sea God Scepter onto "Himself", making the scepter's Anchors point to "Him", while the prayers and authority of the Sea God remained in the scepter.
Zaratul Grafted Convergence inclination effect from "His" Beyonder Characteristics to "His" Paper Figurines.
• REALM OF MYSTERIES: "They" wield certain level of Concealment authority, whenever "They" are thinking about important matters, there will always be a thin shadow, which takes a form of curtain, around "Them" that no one else could see, it is equivalent to the embryonic form of a Divine Kingdom, the Realm of Mysteries.[77]
It distorts Space-Time to separate the affected area from outside, preventing enemies and information from leaving.[78]
The Realm of Mysteries is harder to break through than both a Naturewalker's conceived Worlds and a Valley God's Paramita.[79]
However, a Valley God's Paramita is harder to fully destroy or Seal compared to an Realm of Mysteries.[79]
The Realm of Mysteries isn't only an independent space, it also has certain special effects similar to Pale World and Holy Kingdom.[80]
Examples of Realm of Mysteries in use are:
Klein stirred the power of Sefirah Castle to cast Realm of Mysteries on Antigonus's palace to prevent interference from Amon's Avatars and others from disrupting "His" Apotheosis Ritual.
Klein used Realm of Mysteries around "Himself" whenever "He" was thinking about important matters, which allowed "Him" to think directly of Adam's name without alerting "Him".
• MIRACLES: "They" can directly interfere with others and produce fantastical, Bizarre, almost magical effects without relying on forms of lower or same-level abilities or authorities.[81][82]
Antigonus moved a portion of an ancient Divine Kingdom from "His" memories into the real world through a Wish.[47]
Zaratul made "His" Beyonder Characteristics to temporarily calm down to avoid being Converged to Klein.[83]
• SPIRIT BODY THREADS MANIPULATION: "They" can achieve the full control of a target's Spirit Body Threads and the conversion into a Marionette in just 3 to 4 seconds.
"Their" control over Spirit Body Threads reaches a point where "They" can make a Marionette use "Their" powers without placing a Worm of Spirit inside of it.[84]
In the foggy town, Zaratul strengthened the connection between Klein and his Marionette, allowing the Marionette to use his abilities even without a Worm of Spirit.[84]
• RESURRECTION: "Their" Resurrection count is reset, meaning "They" can Resurrect four times regardless of how many times "They" have Resurrected as a Miracle Invoker.
∞↓MYTHICAL CREATURE FORM↓∞
"Their" Worms of Spirit evolved to an extent, "Their" main body won't lose an ability if it was only Stolen from single Marionette with Worm of Spirit.[85]
However, similar level Theft has also gained corresponding enhancement.[85]
«Potion Properties»
A potion that was as dark as the night sea and light as air.[42]
«Beyonder Characteristic Appearance»
A translucent black velvet "curtain", madly absorbing all the light around it. The "curtain" became more and more transparent and illusory until it reached a point where one couldn't see it with the naked eye.
«Potion Formula»
≈Main Ingredients
A Attendant of Mysteries Beyonder Characteristic
≈Supplementary Ingredients
Nine Spirit World Specialties.
«Advancement Ritual»
•Build a town consisting only of marionettes, and design a trajectory of fate for every marionette. By letting them interact with each other, they would act as a sufficiently real-life painting and create a corresponding area in the spirit world.
•The larger the town, the more the marionettes involved, the more detailed the daily lives are, and the more realistic and extensiveness the different fates are, the better the ritual's effects would be.[46]
«Acting Method»
Serves the profound mysteries.
::
Sequence 0: Fool
::
This is a True Deity. In a sense, "They" are an embodiment of the corresponding authorities. "They" are a master of trickery, adept at using all kinds of methods to Fool all things, showcasing all kinds of fascinating Miracles.
The Fool is a very extreme Deity. "They" have the ability to destroy a star, but "They" are unable to face it directly. "Their" strengths and weaknesses are equally obvious.[86]
The Fool's defense is weaker than most Sequence 0s, "They" would be directly swallowed by a real star and die on the spot thanks to "Their" relatively weak body.
∞ SYMBOLISM ∞
As a Pathway under the Lord of Mysteries, the best and most proficient at utilizing symbolism, "They" can use surface-level symbolism application of "Their" authorities.[52]
• BLIND STUPIDITY (Foolishness): "They" hold the symbol of "Blind Stupidity" within the mind domain, corresponding to the authority of Fooling.[72][87]
This is the simplest implementation, it would greatly lower others' IQ forcefully so that they aren't able to have proper thoughts. This can even affect Sequence 0 True Gods.
Klein and Antigonus used Blind Stupidity on the Trunsoest Brass Book, making it not realize that it kept skipping the middle process of its law-making.[27]
"They" can Fool "Their" targets, weaken their analytical and thinking abilities to degree they don't notice, making them reach wrong judgments.
If "Their" targets remember their judgment more carefully and think more about how they have reached it, they would realize that they were Fooled.
The Fool Fooled the Hidden Sage, causing "Him" to believe that the Great Mother would save "Him" even when "He" had no evidence of that being the case.
The Celestial Worthy Fooled the Tarot Club into believing that they had put in the last few steps when it comes to confirming his situation.[88]
"They" can Fool "Their" targets to make them forget an information that they have known or make them not pay any attention to it.[89]
The Celestial Worthy Fooled the minds of Miss Justice and other people within the Fool's Dream to subconsciously forget about An Xiaotian.
For beings that act on instinct, using Fooling won't be so effective.[90]
As such, writing matters into one's instinct is a good way to resist its effects.[86]
∞↓AUTHORITIES↓∞
• FOOLING: This is one of the two core authorities of the Fool which encompasses the partial authorities over History, Time, Fate, Change, and Concealment with its corresponding symbol of "Blind Stupidity" within the Mind Domain. Its main effect is turning falsehood into reality.
• HISTORY: "They" are able to Fool History, separating the self of one second from the next. This allows "Them" to swap the past, present, or future conditions of "Themselves", making "Their" past become the present and vice versa.
Klein Fooled History into swapping "His" past and present condition while in a cage without a fixed "door". The corresponding past state of "Himself" (now as a Historical Projection) was in the cage while "His" present self was outside of it.
• TIME: "They" can Fool Time, confusing the sequence of events, delaying the effects of Beyonder powers as if breaking free from Time's constraints, moving within a frozen environment through various real or conceptual gaps.
Unlike the Error's Time authority, the Fool's Fooling Time does not involve operations like speeding up or slowing down Time. Instead, it disrupts the current manifestation of Time, thereby causing operations that require Time to succeed or fail.[91]
Klein Fooled Time, confusing its order of events so that Amon's Worms of Time split up at the incorrect timing, allowing Klein, to escape.
Klein Fooled Time, escaping its limitations to freely move within the frozen environment created by Amon's Time authority.
Klein Fooled Time, allowing for the effects of "His" Grafted star to linger even after the combination was dispelled.[86]
• CHANGE: "They" are able to induce significant Changes and alter the surrounding environment based on certain concepts.
Klein Grafted the concept of a "star" (taken from a star in the Cosmos) and used Fooling on the environment in order to change the surrounding area in accordance with the concept of a star.
For a falsehood to be turned into truth, it first needs the said falsehood to exist.
If "They" were to turn a fictional character into a real person, the character would need to be created first; only then could "They" make it a reality.[92]
"They" can use Fooling to make the falsehood real in order to change their own gender from male to female or vice versa.[93]
The authority of Fooling, being the symbol of Blind Stupidity within the Mind Domain, overlaps with the Mind authority of the Visionary, capable of influencing the Minds of living beings and exert some effect within the Mind World.[94]
• REASSEMBLY (Tampering/Grafting): The authority of Reassembly, born from the interplay of the symbols Change and Bizarreness, forms one of the two core authorities of The Fool.
"They" can directly Graft physical objects, entities and abstract concepts—including "Themselves"—that originally had no connection, producing Inconceivable yet entirely real effects.
The authority of Reassembly can directly act on "concepts" and even "authority" itself.
The ability, Damage Transfer, is a subordinate and specialized application of Grafting.
Once the Conceptual Reassembly is removed, the effects of Reassembled objects would immediately end on the spot.[86]
At the level of Lord of Mysteries, Reassembly is a manifestation of Bizarreness symbolism, while at this level, it's the authority of Change. Simply put, one is a Symbolism and the other is a lower-tier authority manifested from the interplay of Bizarreness and Change symbols.[75][95]
• CONTROLLER OF THE SPIRIT WORLD: Unlike the Door Symbol2 Door Pathway—which primarily utilizes the Spirit World for Travelling—and the Error Symbol2 Error Pathway—which leverages it for Decryption and influencing the Body of Heart and Mind, the Fool Symbol2 Fool Pathway controls most of the authorities regarding the Spirit World. Thus, "They" can be regarded as a lesser version of the Lord of the Spirit World.
Thus, the Fool Pathway can be considered as the core of the Lord of Mysteries Pathways in matters regarding the Spirit World.[96] "They" are not more powerful than Error Symbol2 Error and Door Symbol2 Door; "They" are simply the closest to the Lord of Mysteries in terms of authority over the Spirit World.[97]
The Fool cannot achieve the effect of Sealing off the Spirit World. Only through merging with the Door can "They" accomplish it to some extent.
The Fool, to some extent, is able to command the Seven Lights and Angel-level Spirit World creatures through Controller of the Spirit World.
When fighting within the Spirit World, the Fool has natural home ground advantage.[97]
Whether it is Spirit Body Threads Control or Regeneration, both are merely some applications of the domain's authority; of course, these authorities do not only manifest Spirit World authority, but also involve the lower levels of symbols such as Bizarreness and Change, belonging to composite-type abilities.
• PUPPETRY: A lesser authority created by a low manifestation of the symbols of Bizarreness, Change, and the Dominator of the Spirit World.[98]
"They" can turn conceptual beings into "Their" Marionettes. This will work even against the Door when "They" are in "Their" Conceptualisation state.[86]
Turning the other party thoughts sluggish during the stage of transforming into a Marionette is a low level performance of the Fooling authority.[86]
• HISTORY: "Their" authority of History formed from the fusion of the symbolisms of the King of Space-Time and Bizarreness.
Although the past cannot be altered and History has already been established, the Fool can still manipulate History to a certain extent by temporarily Fooling it.[99]
• MIRACLES: The Fool's authority over Miracles belongs to the Inconceivable symbolism, which is also known as Bizarreness.
Miracles are 'Unexplainable' and 'Incomprehensible'—that is why they are called Miracles.
The Fool can reset "Their" Resurrection count once, and the upper limit of "Their" Resurrections has increased.[100]
• REALM OF MYSTERIES (Concealment): "Their" Divine Kingdom is complete; it arises naturally from the fusion of the symbolisms of Bizarreness and the King of Space-Time.
Since the Bizarreness symbol is also known as the Inconceivable symbol, it naturally encompasses the concept of the Incomprehensible, meaning it carries a degree of Concealment.
The Concealment elements that are present in the Fool's symbolism originate here, representing a manifestation of Bizarreness.
Within the Fool's Divine Kingdom, the Realm of Mysteries, there are various objects Tampered with various effects that makes it hard for others to brute force their way into.
Klein's Realm of Mysteries contained various doors that were Grafted with many effects. One of them made it where opening it will cause the target to instantly be Teleported into the sea.
• ANCHOR OF DESTINY: This is an authority under the symbolism of the Beacon of Destiny. The Fate of the Anchor of Destiny is exceedingly difficult to alter, and unless "They" exercise self-restraint, "Their" words will become one of the nodes in the future development of the River of Fate.
Whatever "They" say becomes the future, though the manner of its realization and the ultimate outcome may not necessarily be what "They" intended, and could turn out highly Distorted.
• SHAPESHIFTING: It is one the authorities that belong to the symbol of Change.
«Potion Properties»
A black, shapeless, dark liquid without a fixed form.
This blob of liquid stretched out as though it was forming a strange, translucent hooded cloak or a person whose internal organs and flesh were emptied out.
«Potion Formula»
≈Main Ingredients
The Fool Symbol2 Fool Uniqueness.
Three Attendant of Mysteries Beyonder Characteristics.
≈Supplementary Ingredients
Control at least a quarter of the Fog of History.
«Advancement Ritual»
Fool time, history, or fate once.
"Note: The Fooling power of the Fool will be stronger in the domain "They" chose for "Their" ritual than in the other two domains."
