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Chapter 5 - Fantasia Pathway

Sequence 9: Liar

New Abilities

Eloquence: They have eloquent speech and an elegant voice that charms people. Those who hear their words are more inclined to believe them and overlook any loopholes in their speech. They are more confident when telling a lie. Their lives are equivalent to a brainwashing, becoming a truth in the subconscious of the victim. They have a strong spiritual intuition and high spirituality. They occasionally receive warnings from their spirituality when a lie brings them great danger. Being a liar themself, they are good at spotting lies and deception. They don't easily succumb to brainwashing or instigation. A Liar has good memory, wits, fast reaction, and facial expression control. They have the exceptional ability of lying and omitting truth. 

Future Sight: They are able to see the future. However, the future they see is very blurry. Sometimes, Liars gain clues about what would happen in the future. With these clues, they can deduce what will happen in the future and be 100% sure.

Disaster: They are fated to endure a grave injustice, and they will survive it. 

Sequence 8: Storyteller 

New Abilities

Storytelling: Their voice carries a mystical feeling. When telling stories, they can truly captivate the listener, creating an illusion of immersion. Depending on the story, they can achieve various lasting effects; Confusion Fatigue Anger Excitement Drowsiness Hunger Pain Paralysis They can pull the listener into an illusion, opening up their mind. They are more likely to reveal their feelings and less likely to lie. They can creative, capable of creating stories of many genres and styles. The act of storytelling is not limited by language. They can utilize a mystical language known as Words of Fantasy. They can master various languages easily. Mystical languages spoken by them will have a more pronounced effect. They can express themselves through actions and gestures that will imprint the meaning into the subconscious of the audience. 

Illusion Creation: As the name suggests, they are able to create illusions. This ability can help with escaping, tricking, fighting, trapping, etc. Depending on the illusions they create, the amount of spirituality used to create illusions can be very high or very low. If they wanted to create the illusion of their whole entire body, then it would take a significant amount of spirituality. However, if they were to create an illusion of a rabbit, it wouldn't take as much spirituality. They can't create too many illusions. The max number of illusions they can create when first consuming the potion is 3. This number increases to 10 when the potion is fully digested.

Illusory Feeling: They are able to make illusions feel immensely real. If they were to create an illusion of a sword and stab someone, the stabbed person would feel the pain, however, the stab wound isn't actually real.

Inverted Sight: They are able to invert the sight of others. This can cause the opponent's mind to be all over the place from the sudden inversion. This can also cause their opponents to lose balance. 

Strengthened Abilities

Eloquence: Their voice can bring a sense of strong loyalty and trust, able to distort the target's perception and belief. They will be very willing to trust the Storyteller, or back them up even when they know it's a lie. 

The Futures they see become a bit clearer. 

Sequence 7: Daydreamer 

New Abilities

Lucid Sleep: They can fall asleep on command and lucid dream. While lucid dreaming, they can perform dream divination. They only need 4 hours of sleep a day.

They have access to 5 Dream Spells:

Daydream: They can create illusions visible only to whomever they choose, but only to 1 person at a time. The more unbelievable or incomprehensible the illusion, the weaker it becomes. The illusion is stronger against those with weaker spirituality.

Dream Sharing: They can share a dream with another person by infiltrating their dream. They can cause damage to the target's Body of Mind and Heart through Dream Sharing, leading to insanity.

Nightmare Realm: They can create nightmares and implant them into a target, ensuring nightmares the next time they sleep. Lullaby: They can lull a target into a deep sleep with their voice. The maximum range initially is 35 meters; the effect weakens the more people there are. Exceeding 12 people simultaneously makes this ineffective.

Dream Curtain: They can lower their presence and make themselves near invisible for a while. This effect is stronger at night. They receive certain physical enhancements to their body. 

Recluse:  Their history will fade from common memory, as they are slowly forgotten. 

Lonely Daydream: Forced into solitude, loneliness will follow. When they endure the pain of loneliness, their bittersweet feelings will be stored and sealed. Once enough Daydreams have been Bottled, a sprite will be borne of their suffering. The sprite is an illusion of spirit brought to life, a fairy of waking dreams. The sprite's life, growth, and ability depend on the amount and type of Daydreams they are fed. 

Strengthened Abilities

The Prophecies they receive become much clearer but are still a bit foggy. The max number of illusions that can be created increases to 13. 

Sequence 6: Fairytale

Individual Differences

Each Fairytale gains a different enhancement upon advancing, based on the stories they've previously told.

New Abilities

Fairy Tale Enchantment: Any Stories or Legends about themselves will have an effect on them.

Embellishment of their stories is the core of this ability's strength. A Fairytale can potentially overcome various Sequence 5 Beyonders with enough Embellishment and Stories. The Stories left behind can grant semi-permanent buffs, granting several Beyonder-like abilities. As long as their Story is remembered by even 1 person, that specific Story will continue to be a source of strength. If they choose to avoid a negative effect, they must also give up a positive effect. Their strength rises accordingly with the enemy's perception of them. If they are believed to be strong, they can grow stronger. This has a diminishing effect as they grow stronger. The upper limit of this is close to Sequence 5.

Anima: They can communicate purely through the Spirit Body. They can use telepathy, transmit memories, information, and ignore language barriers. They can speak to small animals and control a small number forcefully. 

A Look at Fate: they are able to see what happens to them in a vision before it happens to them in real life. They see the premonition of the next 10 seconds. This can help in battle. For example, if the opponent's attack is fortunately halted, they can use that time to counterattack instead of being dumbfounded.

Quick Learner: They are able to understand and learn things at a much quicker pace. This allows them to save time from studying and practicing for days on end. 

Sequence 5: Dream Sculptor

New Abilities

Weaving: They can weave realistic illusions that is selectively visible to whomever they choose. The more the target believes in the authenticity of the illusion, the more "real" it becomes. Eventually, it can kill the psyche of the target. The illusions are stronger against those whose minds the Dream Sculptor has a strong understanding of. They can create an illusory dream world that is indistinguishable from reality. Within this world, they can spend up to 5 minutes, while almost no time passes in reality. Dragging the target into a dream world will allow the Dream Sculptor to avoid repercussions in reality. The Dream Sculptor can choose to wipe the corresponding memory from the target after the dream world ends. They can infiltrate dreams with their physical body. While in a dream, they gain several enhancements to their body and Beyonder powers. They can kill a target in a dream but can also die within the target's dream. They can fight a battle of pure mental power, leaving only the strongest willpower as the victor. They naturally possess strong willpower, spirituality, and mental fortitude.

Lost: one will be plagued with nightmares filled with horrible images of their past or future.

Strengthened Abilities

Lucid Sleep: Actions performed within a dream can affect reality. By sleeping in a dream, they can cut down the amount of time they need to sleep.

Embellishment: They can grow stronger in real time as the enemy perceives them to be strong. They can recover to the degree that the enemy believes them to be. If the enemy doesn't believe that they've done much damage, a Dream Sculptor will either take less damage or heal.

They can now see into the next15 seconds. 

Sequence 4: Mouthpiece (Narrator)

New Abilities

Narration: They can narrate a story for one target. This ability is divided into 2 parts; They can narrate the thoughts and actions of a target in real time or in the past. This can be countered by Concealment or Anti-Divination. The Narration is a form of Storytelling in real time and does not affect the target's actions or thoughts. They can force the target to follow the story they create. This only affects the target's actions. A logical story that subtly alters the target does not require the target to hear it. This is similar to an Author. However, awareness of the story breaks the immersion. An illogical story must be heard by the target themself, forcing them to follow the words like orders.

Mouthpiece of God: They are a Mouthpiece representing the voice of another. By voicing the combined thoughts and feelings of many, they can magnify that will and make it a reality. This is directly proportional to the number of people, not their strengths. The more pronounced the voice, the more potent the effect. A silent, hidden desire is less effective than shouting and campaigning. They can represent the voice of an Angel or Deity. This is equivalent to a spokesperson, able to transmit information across vast distances. Only certain effects and corruption can be transmitted. They can control various forms of communication within a radius of around 1.5 kilometers, including language, speech, writing, and symbols. Mystical languages can be rendered ineffective or enhanced. They can facilitate or prevent forms of communication. They can encrypt or decrypt information and various means of communication. They can eavesdrop on any forms of communication. They can somewhat hear the thoughts of others when close enough. They can manipulate sounds and sound waves. A simple shout can become a powerful shockwave.

Strengthened Abilities

Embellishment: They can directly gain corresponding powers based on what the enemy believes. The more they believe or the more enemies there are who believe it, the more potent the effect. Powers gained are semi-permanent once gained, only disappearing if no one believes it anymore.

Lie: Their lies can warp the truth and the perception of what is true. Anything they say that is untrue or fictitious can erode and bleed into the truth, changing memories of the truth. They are eloquent enough to affect memories and recorded information.

The Futures they see are 100% clear.

They can now see 30 seconds to the immediate future.

Sequence 3: Delusion

New Abilities

Mythological Recreation: They can bring forth fables, old legends, and myths into reality. Old stories that have been passed down can become the basis of Their strength. This is the opposite of a Mystical Reenactment; the more widespread and well known the story, the stronger the spell. The story itself must contain a degree of fantasy. A historical event cannot be the basis of Mythological Recreation, as it is not mythological. Several key aspects can affect the strength of a fable: Fame Basis in Reality Embellishment Realism Cultural Significance Age Beliefs Source

Fade: They can switch between a state of virtual and immaterial to physical. In this state, they are equal to being 'nonexistent.' This has the effect of Concealment. In this state, they cannot interact or be interacted with. They can enter the Spirit World or Astral World immediately through this transformation.

Virtual Body: They can create a special avatar that is equivalent to the original body. They can control the second body or project their consciousness into it. They can send their consciousness and Beyonder characteristics into the avatar upon death. In order to kill a Delusion, both bodies must be destroyed at once.

Fake to Real: They can transform a fake replica into the real counterpart, and vice versa. This can affect various illusion-type abilities, turning an otherwise harmless illusion into a terrifying reality. They can switch the places of a replica and the original. They can enhance an imitation's quality to the level of the original. A Recorded or Imitated Beyonder power can reach the level of the original.

Mind's Eye: They can pull people into the Inner World. The Inner World is the reflection of the state of mind and the entirely of one's life experience. All symbols and abstract ideas known to oneself are reflected here. 

Strengthened Abilities

Deus Ex Machina: Their ability to Narrate becomes more intricate and powerful.They can interfere with the story they've narrated in real time. By grasping the correct information, they can control the narrative and manipulate the setting. By relying on an audience's collective voices, this effect can be magnified. This ability's effect diminishes with the target's Sequence. They can share senses with the protagonist and send their thoughts to them, if they are within 300 kilometers. They can transmit an illusion through the protagonist, deceiving them and altering their perception.

Fantasy: They can manifest other's dreams as reality, bringing forth the effects. The dreams will be adjusted according to logic but can bring forth an uncontrollable subconscious imagination and thought.

Sequence 2: Fable Spinner

Authorities

Communication: They can control the methods and means of communication, language, and historical records. An exaggeration can become a reality; magnified by the distortion of facts into fantasy. If enough people believe in and spread the lie, it can distort the truth. They can create their own mystical language that can be used by whoever They allow. They can control methods of communication and alter information. They can change the corresponding records of altered information. They can hijack and alter Mystical Languages, rituals, and means of communication. Their words, when spoken, can become a reality, or force others to obey their words. They can communicate across thousands of kilometers directly into the mind, bypassing language barriers and distance. They directly communicate the meaning and intent.

Strengthened Abilities

Virtual Body: They can create up to 3 Virtual Bodies. Each Virtual Body has the status of an Angel and independent thought, but the strength will be proportional to how much of a characteristic is bestowed, similar to a Boon. Even without any bestowal, they can reach close to Sequence 3, with all of the Angel-level powers.

Limbo: They can enter a state of being forgotten by everyone or believed to be a fictional character. Even Sequence 1 Angels are not exempt from this, as They may subconsciously ignore the Fable Spinner's existence.

Mythological Recreation: They can summon a myth based on their own interpretation. They can utilize the symbolism and ideas of the story or narrative to construct Their own idea of the myth. A single tale can become a dozen different spells. Stories about Them will become Their Anchors. 

Sequence 1: Phantasm (Noble Phantasm)

New Abilities

Thought Intrusion: They can transform the intrusive or unconscious thoughts of others into a reality, involuntarily. This effect is limited to those of an equal or lesser Sequence. They cannot force an extreme change or result, it must adhere to logic in certain major aspects.

Authorities

Deception: They can spin lies into reality and create illusions that border reality. Any lie, deception, falsehood, or illusion can be turned into a reality. They can create illusions so real that they can affect the real world solely through the perceptions of others. Illusions are stronger and effectively become real depending on the target's belief in its authenticity. They can deceive various forms of instinct and intuition. The can twist lies and deception from the target into an unintended truth. They can distort a portion of the lie into a reality. If a lie is accepted as a truth, they can retroactively alter history to accommodate it. Recorded history would begin to change and be replaced. This replacement of history would spread out over time and infect all recorded history. Memories of the true history would begin to disappear. They can Deceive Reality into accepting a lie as truth. This is similar to Fooling. Parts of a lie that are not contradictory to the truth can become the truth. The formation recorded in the Spirit World would change to reflect a new truth. They can switch a truth and lie. This is limited to a binary state of truth and lie; They can only affect either a yes or no. 

Strengthened Abilities 

Communication: They can facilitate communication with anything, even to non sentient and inanimate objects. They can alter the revelations of fate and the Spirit World. They can speak with and understand all things, including concepts and Authorities.

They can switch aspects of a fake with its real counterpart. They can switch the position, strength, status, power, etc. They can directly add the characteristics of the real onto the fake/imitation and vice versa. An Avatar can gain the strength and even Spirit Body of the original, replacing it entirely. Damage can be reflected or shared. 

Sequence 0: Fantasia

Authorities

Fantasy: They have authority over Fantasy and Fiction. Fantasy: They can turn even the most unbelievable Fantasies into a reality. A Fantasy that defies logic or reality can temporarily overwrite Reality. The more unbelievable the Fantasy, the more fragile it is. A Fantasy must be complete enough in order to manifest. A complete Fantasy should contain rules logic, setting, and intent. They can turn abstract ideas and imagination into reality. This is born from the collective imagination and minds of people; it is not able to be realized by Themself directly like Envisioning. A world of fantasy and imagination may descend equivalent to a Divine Kingdom. This is extremely volatile and unpredictable, formed from the collective thoughts and imagination of all things. A strong belief in a Fantasy is the most important thing. The more strongly others believe in it, the more real it becomes, until it becomes true. This can only be undone by other True Deities with the corresponding abilities.

Fiction: They can selectively choose what is or becomes real or fake. Fiction and Nonfiction can be interchanged at will. The prerequisite is to have a strong correlation, with enough plausibility of being true. To turn Fiction into a reality, there must be at least a hint of truth to it. They can choose what parts of a lie are turned into a reality. There must be a belief that the lie is true either by the target or by a large number of individuals.

Nonexistence: A subordinate authority of Fiction; it can turn all things into Fiction. They can temporarily make things appear to not exist at all, perceived as Fictional and made up. They can cause others' memories of Themself to dissipate.

Stories: They have authority over all Stories and Embellishment. They can turn events into a storybook.

Fictionalization allows Them to tamper with the setting or individual objects and characters trapped inside a Story. Stories can become their own world and trap things inside. Even a True Deity can be trapped briefly. A Door, Universal Tapestry, and Sublunary Eye cannot be trapped at all. They can reply to past Stories and guide all things according to the plot of the Story. They can recreate a Story, drawing on its power in the form of spell-like abilities. They can summon fictional ideas, objects, and individuals. The degree of Fictionality affects the power of realized Fiction. They could make up Fiction on the spot, but this would be weak against other True Deities. Fiction has greater power against a target if the target knows of it. This has the same constraints as Mythological Recreation. They can figure out the truth (Nonfiction) by eliminating the Fiction, which They can grasp easily. 

Dreams: They have authority over Dreams, Imagination, and Aspirations. They can pull everything into a dream-like state. Even Deities can be pulled into a dream unknowingly. Dreams and Reality will bleed together, making it difficult to distinguish the two. They can selectively choose what is Real and what is a Dream. Turning damage into a Dream does not completely negate its effects; it would still deal damage to the psyche. They can directly infiltrate the subconscious and guide all sentient beings according to Their will. All things that can Dream or have Dreams can be guided. They can control what the target Dreams of and wishes for.

Name: They have a partial authority over Names. They can hear anyone who calls Their Name and locate them immediately. The range of this extends across a Star System. With some preparation, They could hear Their Name being called from across a galaxy, though this would take more time to hear.Using Anchors and symbolic representations, They can extend also Their range. They can attach Their Name to various ideas and words at a symbolic level. They would be able to hear people speaking words or describing ideas They attach Their Name to. Based on Their titles, they could derive various powers. This does not work if They have given Themself a title, only when a title emerges naturally or is granted by others without Their own interference will this work.

Strengthened Abilities

All things recording Their name or existence become an extension of Them. They can modify the appearance and information of any representation of Themself.

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