magic path

Chapter 2: Behemoth Path



Sequence 9: Ogre

Description

Undergoing a profound physical metamorphosis, Ogres attain superhuman levels of strength and endurance, marking a transformative evolution in their physical constitution.

— Nighthawks, Church of the Evernight Goddess

New Abilities

Physical Enhancements: Upon advancing, Ogres undergo a profound transformation in their physical attributes, attaining inhuman levels of strength and endurance, as well as possessing enhanced visual, auditory and tactile senses.

A singular strike from an Ogre can easily overpower even the most skilled and robust of Non-Beyonders, with some well timed hits being able to cause lasting damage to those without any form of regenerative prowess.

Their bodies exhibit a remarkable endurance towards most physical attacks, making it challenging for adversaries to exploit any apparent physical weaknesses that they might have.

They can discern whispers from nearly 10 meters away in a crowded environment, allowing them to eavesdrop on conversations that would be imperceptible to others.

Their skin has extremely sensitivity towards changes in air flow, to the point that it enables them to detect fast moving targets from up to 15 meters away, so long as their movement generates air currents.

They are able to discern and remember the unique odors of up to 5 individuals which they can in a doppelgänger situation to determine which individual is the real one through the odors they 'remember'.

Spirituality: While possessing moderately enhanced Spirituality as a Beyonder, Ogres lack the corresponding control and sensitivity to properly employ it effectively, often making them subpar in the fields of Ritualistic Magic and Spirit Vision.

Ritualistic Magic: They have a basic proficiency in Ritualistic Magic, however their skills are limited to the most fundamental aspects of this discipline. They lack the finesse required for complex rituals and divinations.

Spirit Vision: They can learn Spirit Vision through Cogitation

A Ogre's Spirit Vision can discern only the Ether Body and relatively weak Spirit Creatures.

Although the probability of an Ogre succeeding in Cogitation in their first try is low, it is not impossible.

Sequence 8: Goblin

Description:

Understanding the vague mechanisms behind wealth, Goblins possess the skills and knowledge in building up wealth and prosperity, a skill that becomes ever so important in their later sequences.

— Nighthawks, Church of the Evernight Goddess

New Abilities

Wealth Intuition: They gain the ability to sense changes and sources of Wealth, the tangible representation of Luck's influence on the Reality.

Their intuition almost rivals a Clown's danger intuition in terms of sensitivity, but lacks the corresponding level of accuracy regarding matters that don't directly effect them, making it quite ineffective at matters involving theft and fraud.

Their intuition grants them a unique insight on the cycle of fate, proving invaluable as it can detect things that even those well attuned to fate couldn't sense.

Wealth Tracking: They develop expertise in tracking down and capturing sources of Wealth.

They gain knowledge on the various ways people secure their wealth as well as the corresponding techniques needed to breach those securities.

Their expertise allows them to accurately locate spots where people might hide their wealth. Combining this with their Wealth Intuition makes Goblins become experts in robbery and treasure hunting.

They can use both mystical and non-mystical sources to determine various information.

They can randomly infer a subject's greatest asset through conversation, body language, and, investigation.

When it comes to conversation, the more sociable the target is, the more information they will be able to potentially extract from them.

They can infer an area's general prosperity through the results of various Divinations.

Through this they can potentially find the location of certain objects, provided that they have the necessary information beforehand.

They receive moderate enhancements in their intelligence and processing capabilities.

Strengthened Abilities

Physical Enhancements: Their bodies become more sensitive, durable, and acquire a slimy quality.

They can now withstand 2 direct swings in the same area from a damascus blade before they start to bleed.

In terms of air-sensitivity, Goblins are of a higher grade, being able to detect slow moving targets from up to 50 meters from them at maximum potion digestion and in the presence of semi-strong winds.

Slimy Skin: Their skin produces a slimy substance that allows them to easily slip through most physical restraints, navigate past most obstacles more fluidly, and slightly reduce damage from physical attacks.

As their potion digestion continues, they can begin to escape some Beyonder restraints.

Spirituality: They receive minor enhancements in their Spirituality, but their control over it is enhanced to a considerable degree

Compared to when they were an Ogre, a Goblin's control and sensitivity towards their Spirituality is enhanced by several leagues.

They are neither the best nor the worst when it comes to Ritualistic Magic. Their success rate depends largely on the level and complexity of the Ritualistic Magic they're trying to perform, with larger rituals still being mostly out of reach for them (with a select few being possible with a vast amount of retrials).

Sequence 7: Troll

New Abilities

Illusory Environments: They can alter the surrounding environment around them, creating illusory sounds, colors, and smells that closely resemble reality.

They can alter small things rather quickly, with larger objects and areas taking more time and effort.

If they wish to change the sensations of the environment drastically, they must prepare with various scents, paints and other resources.

They can only create illusions that from them range up to the size of a lower-class Blacklund Apartment when they first advance. This size will gradually increase until they are able to create illusions that expand up to the size of a middle-class flat in Intis.

Construction of an illusion and its subsequent manipulations does require Spirituality, with more complex and bigger illusions requiring more.

At the start, they can only alter the perceived shape and size of objects within the effected area, however with the digestion of their potion and raising of their sequence they will begin to be able to modify their environment in increasingly complex ways, with the potency of the illusions even being able to fool the senses of a Cryptologist if they are not careful.

At full digestion of the Troll Potion they can:

Hide objects, people, and certain Beyonder powers in illusions

Turn objects of a similar size into something similar to that size (ex: coins to caps, canes to swords)

Create illusory smells and sounds, allowing them to deceive the sensations of a Hunter rather easily

Blend the surroundings into a simulation of color, sounds, and smells, causing those inside to suffer from multiple forms of sensory overload

Create up to 1 decoy that they can use as a scout. The decoy can adjust to the 5 senses of a target perfectly, creating a perfect illusion that can trick even those who are adept at breaking illusions.

Strengthened Abilities

Physical Enhancements: Their physique is improved to a certain extent.

They can now partially regenerate parts of their bodies, provided that the part is still attached to their body.

They can break through walls with a singular punch.

They gain a few centimeters in height.

Sequence 6: Minotaur

New Abilities

Underground Construction(Mythical Tombs): They can sink their Spirituality inside the ground to alter the surrounding underground environment, allowing them to create underground buildings with mystical effects.

The size and power of the Underground Structures they create is dependent on how long they take on making it, the amount of Spirituality invested and the corresponding ingredients that were used to form it.

Additionally they must pay attention to the 3 limitations that exist in the creation of their structure.

Once a construction starts, it cannot be ended which means the most amount of time a Minotaur can have with creating a Underground Structure is 9 days.

At most, a Underground Construction can reach Sequence 5 in status.

They are only able to create 3 Underground Structures. As they begin to digest their potion it would increase up to a maximum of 5.

For a reference point, if they were to spend an entire week creating a Underground Structure, they would be able to make it last for 3 months, be able to withstand the attacks of a Dawn Paladin for 5 minutes, and have it reach the size of a Football field in all directions.

Underground Structures provide unique abilities that a Minotaur can use, so long as they remain in it's area.

Idol Creation: They can create perfect replications of themselves out of stone, which they can then imbue with Spirituality to do one of 2 things.

Instantly swap places around with said statue, up to a distance of 50 meters.

Store and accumulate the Spirituality created, releasing it when appropriate and causing a Spirituality Wave that disturbs Divination, certain abilities that use the Spirit World like Traveler's Door and attract Underground Spirits

Entombment: If they manage to get a person onto the ground for around 20 seconds, they can use their connection with their Underground Structure to create layers of rocks that completely and utterly encase an individual into the ground, largely dissipating most foreign powers that attempt to break it.

The mystical dissipation attributes that the corresponding area has is maintained through the Minotaur's spirituality, however even then, a target must escape the physical layers to escape the Entombment.

They can drive a target up to 30 meters into the ground, however their corresponding mystical attributes will weaken with the increase in distance.

They or an Idol they create must be within 10 meters of a target to start an Entombment.

Mystical Engraving: If enough mystical materials are used in the creation of a Underground Structure, a Minotaur could, in the process of creating said structure, create up to 3 Mystical Engravings in different parts of a single structure, that when invoked, create an environment that has the properties of the materials they used.

If they were to use materials from the Wheel of Fortune pathway, they can invoke the powers of said Engraving, in order to create an environment that is filled with Luck.

If they were to use materials from the Hanged Man pathway, they will be able to create an environment where the souls of those recently deceased within the surrounding area would get grafted on the nearest target, thus allowing them to use up to 5 of the deceased's abilities, so long as they remain within the area effected.

If they used materials from random pathways, the environments they create will have properties that are a mix of those pathways.

While the environments they create have somewhat fixed abilities, by tampering and altering with some of the Mystical Engravings beforehand, they will be able to alter the original effect of the Mystic Engraving.

They receive high amounts of mystical knowledge on location astrology and mystic engravings.

Strengthened Abilities

Physical Enhancements: They are partially bullet proof, having defenses that are capable of withstanding up to 3 steam rifle bullets being shot at the same area.

Spirituality: Along with having higher Spirituality, their Spirit Vision has undergone a dramatic change.

Spirit Vision: Their Spirit Vision is now at the level of a Magician.

Sequence 5: Gold Mage

New Abilities

Gold Manipulation: Gold Mages are able to take control of and manipulate any element or source of gold from up to 30 meters away from them.

At it's most basic level, a Gold Mage has the ability to alter and move any element/source of gold that is currently near their range, being capable of changing their shape and state of matter.

While small and rather minor changes takes less then 2 seconds to complete, larger changes (such as changing the state of matter) require more time and Spirituality to be used, making more fluid and expansive manipulations unreasonable to do in unpredictable situations.

There are exceptions to this rule, as there is 4 distinct spells that they can be casted instantly and without much focus, provided of course that the amount of gold needed from such spells is near them.

Halcyon Armor: They can bring forth the gold near them in order to create an armor of gold around their bodies which at it's max potency would be equivalent to specially forged full-body armor that is only slightly weaker then that of a Dawn Paladin's Dawn Armor.

Sword of Gold: They can instantaneously create various gold battle-swords around them that which at it's max potency have the strength to cleave through solid rocks and the durability to compete against a Devil's Sword of Lava.

Gilded Mirror: They can create a mirror of gold near them that can focus light on a surrounding location, showing hidden entities in the process and purifying some of the rather weak Evil Spirits.

Fog of Gilt: They can condense a fog of gold that can obscures their location and allows for the limited transfer of a Gold Mage's spells to any target that is within the fog's range.

They possess an extremely high amount of charisma and intelligence needed to manage their wealth and construct various social groups suited for their interest.

Strengthened Abilities

Fortune Detection: The enhanced form of Wealth Intuition. They can now detect various Mystical Resources that pose great value for them and their allies.

They can use this detection to grasp corresponding changes in Fate with an accuracy that is only unmatched by those who specialize in the field. This is due to the fact that Fate is also a type of Resource

Because Beyonders are essentially a mass of resources, they can detect Beyonders with great accuracy.

Treasure Hunting: The enhanced form of Wealth Tracking. They have the capability and skill to devise and enact plans that allow them to grasp resources they desire with great accuracy and precision.

This grasp of resources can be anything as direct as stealing it, to something more abstract like bringing a Beyonder close to them (i.e turn them into a friend).

Sequence 4: Mountain King (City Lord)

New Abilities

Drawing Power: Mountain Kings are able to draw symbolic power from any sort of territory that they are currently in possession of.

If they control a land that has Corruption, they can draw power from it and rapidly corrupt the surrounding area near them, sacrificing their sanity in the process.

They can draw symbolic power from Underground Structures and Illusory Environments, allowing them to do multiple things in the process.

They can imbue hope, courage, strength, etc. to either themselves or others by drawing on the powers of an Illusory Environment.

They can imbue stability in their powers, mind, status and health through drawing power from Underground Structures.

They can use abilities of a Underground Structure even when not near it by drawing power and storing it ahead of time.

If they control a land belonging to that of a specific Empire/Nation, they can draw from it's traits and give themselves certain passive effects.

This extends to any empire, region etc.

They must own a land that has a deep connection with any of these elements as well. A piece of farming land will not do.

If a place is uninhabited and it does not belong to a country, a Mountain King can ignore these limitations directly and 'own' that land by placing a 'marker' showing evidence of their ownership.

Gravity Manipulation: They are able to take a portion of gravity in that area and graft it to their Spirituality, increasing the gravity of their Spirituality while lowering the gravity of that area, so long as they are at least 150 meters within any territory or structure they are in possession of.

Each increase of their Spirituality's weight slightly seals their abilities and makes them harder to activate.

If they were to put the weight of a building on their Spirituality, they would effectively have sealed all their abilities, thus requiring them to passively vent out their Spirituality. This process can take anywhere between 10 to 20 days.

They can make themselves as heavy as a mountain by imbuing their heavy Spirituality into their physical body.

They can at most increase their weight by a factor of 10 before they experience negative effects.

This heaviness grants them a strong resistance over overtaking influences such as Parasitization, Manipulation, Spirit Body Threads Control, etc.

To a certain extent they can also resist certain Seals or spatial displacements.

They can plaster their heavy Spirituality with several Illusory Environments which they can then release directly on a target's Spirit Body through physical contact.

They can imbue their heavy Spirituality on Sealed Artifacts, effectively sealing and blocking out their abilities

They are adept at managing cities.

This is partly caused by their enhanced charisma and speaking skills, but also is due to their supernatural talent in solving problems, unifying groups, and finding prosperity within their cities.

Strengthened Abilities

The strengths of Underground Structures, Illusory Environments, and their other Beyonder abilities have further increased.

Underground Structures: It's power has been substantially increased.

The amount that can be made has increased to 10.

It's maximum size can be around the size of a small town.

They can spend a month creating it.

Engravings: Their Engravings now reach the power of a Sequence 3, and more modifications can be done on it at a shorter time.

Entombment: The time needed for Entombment is 10 seconds with it's driving force is now capable of setting a target 50 meters in the ground.

Idol Creation: Idols can now be used to swap from any distance not above 200 meters .

Illusory Environments: It receives a profound transformation.

It can be grafted on dreams(provided that the Mountain King has the means to travel to the Mind World.

The various aspects of their illusions become stronger and more hard to tell from reality.

They are able to hide all aspects of an area, all aspects besides those that have to do with Divination.

They can make a blank room seem to look like a well furnished area.

They can create up to 5 decoys that they can use as a scout.

They can now make illusions be the size of an apartment complex.

It can mess with various danger sensing abilities like Spirit Intuition.

Gold Manipulation: They can freely manipulate gold and change it to whatever state of matter or shape they like within 1 second. The 4 spells they have are enhanced in both their capabilities and corresponding abilities.

Halcyon Armor: It can block blasts from around 10 consecutive cannonball shots before breaking.

Sword of Gold: It can cut through a Guardian's Protection.

Gilded Mirror: It's purification powers have been enhanced. It can refract light to create disorienting mirages.

Fog of Gilt: It has some minor aspects of Anti-Divination.

Fortune Detection: They can detect the general trend of their Fortune as well as are aware of most alterations of their Fate from outside sources.

Treasure Hunting: They have an intuition towards finding places filled with various exotic material and mystical resources.

Physical Enhancements: They have a strong physique and constitution, ridiculously powerful regeneration and magic resistance capabilities.

They are able to regenerate entire limbs (besides their head) in a matter of minutes.

They possess the physical strength necessary to punch through steel and the speed necessary to move faster then a steam car.

They can resist and suppress curses in their body for up to 5 days before requiring fixing.

Slimy Skin: Their skin makes it so that the vast majority of foreign intrusions simply 'slide' and go to another target. Even if it does hit them, their skin still lowers the effect by a large degree.

Mythical Creature Form

As a Sequence 4 Demigod they receive some level of Godhood, and with it comes an incomplete Mythical Creature form. In extreme situations, they can fuse into this form and become a semi-transparent golden giant.

Their incomplete Mythical Creature form looks like a 5 meter tall Giant whose skeleton changes shape and size erratically within its body. Their skin turns a golden color, and their skin and bones seem to inflate well beyond the normal confines of a human body. Their head swells up to enormous sizes as their eyes become a gold-tint color.

They possess extreme levels of strength and defense in this form, even surpassing a Demon Hunter's.

Anyone under Sequence 4 who gazes at them while in this form will suffer a large psychic backlash as their body slowly begins to rust and decay. If they can't handle the influence they may just die instantly.

Sequence 3: Dark Champion

New Abilities

Immortality: It is the key ability of a Dark Champion. It allows for a Dark Champion to become temporarily Undying through the support of their Anchors.

For this ability to be active, a Dark Champion must meet all of these prerequisites:

The Dark Champion must be within 200 meters of an Anchor they possess.

The Anchors they use to maintain their Immortality must possess a physical form separate from themselves.

If their Anchor are believers then they must have at least 1000 believers within a 1 km range of them.

The Anchors they possess must have existed for more then a decade.

They must be able to see/sense any signs of their Anchors in order for their Immortality to work.

Even if they are able to see their Anchors, if they are not within the same realm, they won't be able to establish a connection.

When it comes to sensing, a mental image is all that is needed.

They must be in a combat situation for their Immortality to be active.

The activation of their Spiritual Intuition, or a precise understanding of a conspiracy against them solves this condition.

While their Immortality is active, any attacks that are supposed to kill the Dark Champion won't, but would instead be continuously stacked onto them.

Their physical bodies will still experience damage, however when they reach a point where at least 70% of their body is destroyed, that physical damage instead would be delayed and suppressed until they reach a point where they can sustain these injuries.

While their Immortality is usually only centered around the physical, enough damage to their physical bodies will make their mind Undying.

While in this state, their endurance towards most attacks will simply fail to damage them.

They become extremely susceptible to influences from the Death Pathway in this state.

It is also one of the only few Pathways capable of destroying their Immortality while in this state.

They possess unfathomable levels of regeneration, being able to completely regenerate entire limbs and even their head in a matter of seconds. This grants them the slight possibility of Resurrection.

Revival: Even if every part of their body is destroyed and crushed at the atomic level, they can attempt to merge with their Beyonder Characteristics and if successful, turn into a living characteristic that can hijack a person using them as a potion.

Because of their nature, it is almost impossible for enemies to find out whether they are living in their Beyonder Characteristic.

They can at most be cognizant for about a decade, after which their cognition will rapidly decay away and die.

Purification abilities will lower their chance and time of being a living characteristic.

They possess around 5 spells from the darkness and shadow domains.

Shade Devour: They can 'consume' living shadows within a 20 meter distance from them, restoring parts of their physical strength and vitality. If the shadow's owner's vitality and status is at their level or weaker then them, the area corresponding to the consumed shadow will rapidly break down and erode away.

Shadow Chains: They can condense shadowy chains to limit an enemies movement. The darker the areas where the shadows come from, the more restrictive and limiting the chains become.

If the area is dark enough it will eventually be able to prevent minor forms of Teleportation.

Darkness Cleave: They can use the surrounding darkness around them to create up to 5 tightly compressed shadowy blades at a time, that when released, goes and cuts through the surrounding area and spatial regions.

Night Concealment: They can use the surrounding lack of light in their environment to form a layer of Concealment that prevents outside observing.

A Unshadowed's Domain nullifies this to a certain extent.

Shadow Teleportation: They are able to teleport using shadows from up to distances of 500 meters.

Strengthened Abilities

The strengths of Underground Structures, Illusory Environment, and their other Beyonder abilities have further increased.

Underground Structure: It gained a minor improvement.

They can spend up to a year creating it.

Entombment: The time needed for Entombment is 3 seconds with it's driving force is now capable of setting a target 250 meters in the ground.

Idol Creation: Idols can now be used to swap from any distance within 500 meters from themselves.

Mystical Engravings: They can create 4 Mystical Engravings.

Illusory Environment: It has undergone a minor improvement

Their illusions can now imbue 'illusory' thoughts to those within it.

It can be the size of a city block.

They can create 50 Decoys which can now act as extra eyes and ears.

Gravity Manipulation: Some aspects of it have been enhanced.

They are able to put a city block's level on gravity on them without having their abilities sealed.

They can increase their weight by a factor of 50 before they experience negative effects.

Drawing Power: They can now Draw Power and grant it to others. Additionally the depth and quality of their Drawing Power has increased dramatically.

They can now choose to take specific aspects of a territory to Draw Power from.

Mythical Creature Form

Their Mythical Creature form develops further and becomes more transparent and golden. The radiance of their skin has an airy, mystical quality that makes others to want to get closer to them.

Their height has increased to the 8 meters, while the definition and density of their inner skeletal structure becomes more pronounced.

Their strength and endurance while in this form has been increased dramatically.

Anyone below Sequence 4 who looks at them will have their bodies become increasingly more rusted and metallic; they will eventually go mad and have all their thoughts be guided towards the Dark Champion.

This is a potential Anchor that they can use.

As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can Draw Power and grant it to those who pray to them.

They can also use Illusory Environments as a form of divine revelation.

Sequence 2: Cyclops

New Abilities

With enough weight on "Them", "They" will be able to sink "Themselves" into the Sea of Imaginary Numbers, completely hiding "Themselves" from the outside world, and as a result, becoming completely immune to outside influences.

Doing this is extremely dangerous because if "They" were to sink to far into the Sea of Imaginary Numbers, they would never be able to escape and remain down there forever.

Authorities

Disaster Forging (War): The past trials and tribulations that either "They" face can be used by "Them" in order to create a Disaster Weapon related to those events.

3 things must be accounted for when creating a Disaster Weapon

The Symbolism that encapsulates "Their" Disaster Weapon must come from the Sea of Imaginary Numbers.

This requires "Them" to personally go down into that realm each time "They" wish to create a Disaster Weapon.

The Adversity that can be used, at minimum, must be at the level of a Demigod.

"They" must use Materials related to the Symbolism "They" are currently using.

Disaster Weapon:

Strengthened Abilities

Inspire: "Their" ability to Inspire others is massively enhanced.

When "They" Inspire someone's creativity, the recipient's computational and inferential abilities skyrocket to the level of a supercomputer.

"Their" ability to transmit thoughts and ideas to the Body of Heart and Mind is one step away from mind control. As long as whatever "They" Inspire does not go against the recipient's deepest desires, they will be remembered from the bottom of the heart. Even Angel-level Beyonders are somewhat forced to follow "Their" suggestions.

"They" can transmit to thousands of people - only those willing or at a significantly lower level - actions, decisions, and strategies, allowing the group to operate like a well-oiled machine.

"They" can Inspire the Anchors of Beyonders, replacing or reinforcing the self-recognition of an Angel or God.

At "Their" level, Inspiration can be applied to the body, the soul, and the inanimate.

"They" can influence the rate of regeneration, activate reflexes at an inopportune time, and improve immunities.

"They" can cause a discrepancy in the behavior of constructs such as Marionettes, Animated Toys, and golems.

"They" can Inspire nonliving things such as the elements and sealed artifacts to attack the enemy.

Thanks to "Their" authority, "Their" proficiency and range at using techniques based on uncovering the truth, such as solving Puzzles, Light of Discovery, and Divination has dramatically increased.

"They" can determine the truth of any statement by observing changes in the soul with a special type of Spirit Vision.

Mythical Creature Form

"They" become a complete Mythical Creature. "Their" Mythical Creature form is bathed in green-tipped silver flames. Its appearance is a writhing mass of star-filled tendrils in the rough shape of a coyote.

Due to "Their" abstract nature, depending on the relevant myths and rumors, "They" can somehow appear in certain locations and even stand on the line between life and death. This is also a type of Theory.

Those who gaze at "Them" in this form will instantly be consumed in eldritch flames. Under the extreme heat, they will mutate into unidentifiable, otherworldly beings.

Sequence 1: Colossus

Authorities

Warping: By submerging reality into the sea of imaginary numbers, "They" can rewrite the fabric of existence itself to "Their" whim.

"Their" ability to manipulate reality is divided into two parts.

First, "they" can fold and distort space, changing the landscape until it becomes unrecognizable.

"They" can spatially loop starting points and endpoints to create impossible structures like Penrose steps.

"They" can compress the terrain into a two-dimensional space or open four-dimensional corridors for a short period of time.

Second, "They" can gradually transfigure the surroundings into whatever "They" desire. This allows for the reconstruction of any scene from the Reality Architect's imagination.

As for the materials used in the construction, it is limited to whatever is in the surroundings or at hand. Living things cannot be reconstructed. However, if requirements are met, even Divine Kingdoms can be reproduced to a certain extent.

If there is an existing order, It will take time to break it down. Still, if one wants to make substantial changes, reducing the surroundings to a blank slate would be the best option.

Monument: By combining "Their" mastery over space and matter and sacrificing a Sequence 4 Wonder Pathway Beyonder Characteristic at minimum, "They" can build architectural marvels, from grand xanadus to inescapable labyrinths.

These don't need to conform to sensibility. They can be continuously shifting mazes, endlessly expanding cities or infinite stairways.

Although it takes years to fully establish them, Monuments can persist for millennia even after the Reality Architect's death. Some might even withstand a True God's might for an instant.

"They" have absolute dominion over Monuments, able to sense and control everything within them. However, if "Their" ownership over one is revoked, others can usurp this control.

"They" can rearrange the positioning and design of features within a Monument, as well as rig it with Beyonder creations. By making sudden changes, "They" can disorient and crush opponents. The Monument will even completely collapse according to "Their" will.

The space can be moved to another location entirely, as well as be merged or separated with the Spirit World and Astral World.

"They" can create zones within that follow "Their" wishes and rules to found lands of eternal spring, worlds of chaos, and gravity wells.

Chaos (Wonderland): An ability used to create a nascent Divine Kingdom and break down the existing order of the surroundings, it is a "land of nonsense" filled with absurd phenomena where logic and probability go awry. From the outside, it takes the form of an iridescent bubble that blurs the happenings of the inside.

Strengthened Abilities

The strengths of Mine, Puzzle, and other Beyonder creations have further increased.

Mine: They can charge anything in their line of sight, even living things and those in Spirit Body states, as a Mine.

Animated Toy: At this level, "Their" Animated Toys are indistinguishable from the things they are based on. Each toy made has a unique function: dragons are flying mounts with breath attacks, dollhouses can trap and control souls, clockwork constructs have a massive arsenal of weapons, etc.

Spirit Painting: The requirements to create a Spirit Painting are reduced.

"They" can peer into the Astral World in addition to the Spirit World, enhancing the effectiveness of "Their" paintings a thousandfold.

Sequence 0: Behemoth

Authorities

Wondering: "They" are the embodiment of "Wonder", the source of chaos and all possibilities. As 'They" control the corresponding authorities, "They" can manifest astonishing marvels escaping the confines of truth and reality.

"Their" presence alone realigns the stars in the sky and stirs colorful and creative forces, releasing all sorts of wonders onto the world.

By splitting "Their" body into a cloud of possibilities, "They" can perform multiple sequences of actions at the same time.

By fashioning the stars into massive constellations depicting figures of legend, "They" can unleash a spectral army that annihilates all foes.

Truth (Theories): "They" can supply responses to matters others are curious about, causing bizarre changes. For example, if someone asked about the time and "They" said it was midnight, day and night would be switched in the region.

Chaos (Wonderland): "Their" Divine Kingdom is now complete. Emerging from the sea of imaginary numbers, the landscape contains the 7 Monuments and is littered with various Beyonder creations such as Mines, Puzzles, populations of Animated Toys, and the scenes of Spirit Paintings.

Strengthened Abilities

"They" can sail the sea of imaginary numbers while navigating its countless perils. "They" are also capable of opening a gate directly to its depths and summoning its whimsical currents and unreal inhabitants.

Nebula Transformation: "They" can briefly transform into a nebula, giving them the ability to pin down even Gods for some time. "Their" appearance is the manifestation of all hopes and dreams. This is the upgraded version of Star Transformation.

Monument: "They" can create Monuments of unimaginable proportions, from prisons that can hold Gods and cities in the heart of gestating suns to dark walls at the edge of the universe.

The strengths of Mine, Puzzle, and other Beyonder creations have increased to the level of a God.

Before "Their" death, "They" can turn themselves into a Mine, causing an explosion that can kill or critically injure Gods. It also catapults "Their" Beyonder characteristics through the sea of imaginary numbers. There is a chance for these to latch onto targets, who will be Inspired to recollect "Their" Beyonder characteristics.Sequence 9: Ogre

Description

Undergoing a profound physical metamorphosis, Ogres attain superhuman levels of strength and endurance, marking a transformative evolution in their physical constitution.

— Nighthawks, Church of the Evernight Goddess

New Abilities

Physical Enhancements: Upon advancing, Ogres undergo a profound transformation in their physical attributes, attaining inhuman levels of strength and endurance, as well as possessing enhanced visual, auditory and tactile senses.

A singular strike from an Ogre can easily overpower even the most skilled and robust of Non-Beyonders, with some well timed hits being able to cause lasting damage to those without any form of regenerative prowess.

Their bodies exhibit a remarkable endurance towards most physical attacks, making it challenging for adversaries to exploit any apparent physical weaknesses that they might have.

They can discern whispers from nearly 10 meters away in a crowded environment, allowing them to eavesdrop on conversations that would be imperceptible to others.

Their skin has extremely sensitivity towards changes in air flow, to the point that it enables them to detect fast moving targets from up to 15 meters away, so long as their movement generates air currents.

They are able to discern and remember the unique odors of up to 5 individuals which they can in a doppelgänger situation to determine which individual is the real one through the odors they 'remember'.

Spirituality: While possessing moderately enhanced Spirituality as a Beyonder, Ogres lack the corresponding control and sensitivity to properly employ it effectively, often making them subpar in the fields of Ritualistic Magic and Spirit Vision.

Ritualistic Magic: They have a basic proficiency in Ritualistic Magic, however their skills are limited to the most fundamental aspects of this discipline. They lack the finesse required for complex rituals and divinations.

Spirit Vision: They can learn Spirit Vision through Cogitation

A Ogre's Spirit Vision can discern only the Ether Body and relatively weak Spirit Creatures.

Although the probability of an Ogre succeeding in Cogitation in their first try is low, it is not impossible.

Sequence 8: Goblin

Description:

Understanding the vague mechanisms behind wealth, Goblins possess the skills and knowledge in building up wealth and prosperity, a skill that becomes ever so important in their later sequences.

— Nighthawks, Church of the Evernight Goddess

New Abilities

Wealth Intuition: They gain the ability to sense changes and sources of Wealth, the tangible representation of Luck's influence on the Reality.

Their intuition almost rivals a Clown's danger intuition in terms of sensitivity, but lacks the corresponding level of accuracy regarding matters that don't directly effect them, making it quite ineffective at matters involving theft and fraud.

Their intuition grants them a unique insight on the cycle of fate, proving invaluable as it can detect things that even those well attuned to fate couldn't sense.

Wealth Tracking: They develop expertise in tracking down and capturing sources of Wealth.

They gain knowledge on the various ways people secure their wealth as well as the corresponding techniques needed to breach those securities.

Their expertise allows them to accurately locate spots where people might hide their wealth. Combining this with their Wealth Intuition makes Goblins become experts in robbery and treasure hunting.

They can use both mystical and non-mystical sources to determine various information.

They can randomly infer a subject's greatest asset through conversation, body language, and, investigation.

When it comes to conversation, the more sociable the target is, the more information they will be able to potentially extract from them.

They can infer an area's general prosperity through the results of various Divinations.

Through this they can potentially find the location of certain objects, provided that they have the necessary information beforehand.

They receive moderate enhancements in their intelligence and processing capabilities.

Strengthened Abilities

Physical Enhancements: Their bodies become more sensitive, durable, and acquire a slimy quality.

They can now withstand 2 direct swings in the same area from a damascus blade before they start to bleed.

In terms of air-sensitivity, Goblins are of a higher grade, being able to detect slow moving targets from up to 50 meters from them at maximum potion digestion and in the presence of semi-strong winds.

Slimy Skin: Their skin produces a slimy substance that allows them to easily slip through most physical restraints, navigate past most obstacles more fluidly, and slightly reduce damage from physical attacks.

As their potion digestion continues, they can begin to escape some Beyonder restraints.

Spirituality: They receive minor enhancements in their Spirituality, but their control over it is enhanced to a considerable degree

Compared to when they were an Ogre, a Goblin's control and sensitivity towards their Spirituality is enhanced by several leagues.

They are neither the best nor the worst when it comes to Ritualistic Magic. Their success rate depends largely on the level and complexity of the Ritualistic Magic they're trying to perform, with larger rituals still being mostly out of reach for them (with a select few being possible with a vast amount of retrials).

Sequence 7: Troll

New Abilities

Illusory Environments: They can alter the surrounding environment around them, creating illusory sounds, colors, and smells that closely resemble reality.

They can alter small things rather quickly, with larger objects and areas taking more time and effort.

If they wish to change the sensations of the environment drastically, they must prepare with various scents, paints and other resources.

They can only create illusions that from them range up to the size of a lower-class Blacklund Apartment when they first advance. This size will gradually increase until they are able to create illusions that expand up to the size of a middle-class flat in Intis.

Construction of an illusion and its subsequent manipulations does require Spirituality, with more complex and bigger illusions requiring more.

At the start, they can only alter the perceived shape and size of objects within the effected area, however with the digestion of their potion and raising of their sequence they will begin to be able to modify their environment in increasingly complex ways, with the potency of the illusions even being able to fool the senses of a Cryptologist if they are not careful.

At full digestion of the Troll Potion they can:

Hide objects, people, and certain Beyonder powers in illusions

Turn objects of a similar size into something similar to that size (ex: coins to caps, canes to swords)

Create illusory smells and sounds, allowing them to deceive the sensations of a Hunter rather easily

Blend the surroundings into a simulation of color, sounds, and smells, causing those inside to suffer from multiple forms of sensory overload

Create up to 1 decoy that they can use as a scout. The decoy can adjust to the 5 senses of a target perfectly, creating a perfect illusion that can trick even those who are adept at breaking illusions.

Strengthened Abilities

Physical Enhancements: Their physique is improved to a certain extent.

They can now partially regenerate parts of their bodies, provided that the part is still attached to their body.

They can break through walls with a singular punch.

They gain a few centimeters in height.

Sequence 6: Minotaur

New Abilities

Underground Construction(Mythical Tombs): They can sink their Spirituality inside the ground to alter the surrounding underground environment, allowing them to create underground buildings with mystical effects.

The size and power of the Underground Structures they create is dependent on how long they take on making it, the amount of Spirituality invested and the corresponding ingredients that were used to form it.

Additionally they must pay attention to the 3 limitations that exist in the creation of their structure.

Once a construction starts, it cannot be ended which means the most amount of time a Minotaur can have with creating a Underground Structure is 9 days.

At most, a Underground Construction can reach Sequence 5 in status.

They are only able to create 3 Underground Structures. As they begin to digest their potion it would increase up to a maximum of 5.

For a reference point, if they were to spend an entire week creating a Underground Structure, they would be able to make it last for 3 months, be able to withstand the attacks of a Dawn Paladin for 5 minutes, and have it reach the size of a Football field in all directions.

Underground Structures provide unique abilities that a Minotaur can use, so long as they remain in it's area.

Idol Creation: They can create perfect replications of themselves out of stone, which they can then imbue with Spirituality to do one of 2 things.

Instantly swap places around with said statue, up to a distance of 50 meters.

Store and accumulate the Spirituality created, releasing it when appropriate and causing a Spirituality Wave that disturbs Divination, certain abilities that use the Spirit World like Traveler's Door and attract Underground Spirits

Entombment: If they manage to get a person onto the ground for around 20 seconds, they can use their connection with their Underground Structure to create layers of rocks that completely and utterly encase an individual into the ground, largely dissipating most foreign powers that attempt to break it.

The mystical dissipation attributes that the corresponding area has is maintained through the Minotaur's spirituality, however even then, a target must escape the physical layers to escape the Entombment.

They can drive a target up to 30 meters into the ground, however their corresponding mystical attributes will weaken with the increase in distance.

They or an Idol they create must be within 10 meters of a target to start an Entombment.

Mystical Engraving: If enough mystical materials are used in the creation of a Underground Structure, a Minotaur could, in the process of creating said structure, create up to 3 Mystical Engravings in different parts of a single structure, that when invoked, create an environment that has the properties of the materials they used.

If they were to use materials from the Wheel of Fortune pathway, they can invoke the powers of said Engraving, in order to create an environment that is filled with Luck.

If they were to use materials from the Hanged Man pathway, they will be able to create an environment where the souls of those recently deceased within the surrounding area would get grafted on the nearest target, thus allowing them to use up to 5 of the deceased's abilities, so long as they remain within the area effected.

If they used materials from random pathways, the environments they create will have properties that are a mix of those pathways.

While the environments they create have somewhat fixed abilities, by tampering and altering with some of the Mystical Engravings beforehand, they will be able to alter the original effect of the Mystic Engraving.

They receive high amounts of mystical knowledge on location astrology and mystic engravings.

Strengthened Abilities

Physical Enhancements: They are partially bullet proof, having defenses that are capable of withstanding up to 3 steam rifle bullets being shot at the same area.

Spirituality: Along with having higher Spirituality, their Spirit Vision has undergone a dramatic change.

Spirit Vision: Their Spirit Vision is now at the level of a Magician.

Sequence 5: Gold Mage

New Abilities

Gold Manipulation: Gold Mages are able to take control of and manipulate any element or source of gold from up to 30 meters away from them.

At it's most basic level, a Gold Mage has the ability to alter and move any element/source of gold that is currently near their range, being capable of changing their shape and state of matter.

While small and rather minor changes takes less then 2 seconds to complete, larger changes (such as changing the state of matter) require more time and Spirituality to be used, making more fluid and expansive manipulations unreasonable to do in unpredictable situations.

There are exceptions to this rule, as there is 4 distinct spells that they can be casted instantly and without much focus, provided of course that the amount of gold needed from such spells is near them.

Halcyon Armor: They can bring forth the gold near them in order to create an armor of gold around their bodies which at it's max potency would be equivalent to specially forged full-body armor that is only slightly weaker then that of a Dawn Paladin's Dawn Armor.

Sword of Gold: They can instantaneously create various gold battle-swords around them that which at it's max potency have the strength to cleave through solid rocks and the durability to compete against a Devil's Sword of Lava.

Gilded Mirror: They can create a mirror of gold near them that can focus light on a surrounding location, showing hidden entities in the process and purifying some of the rather weak Evil Spirits.

Fog of Gilt: They can condense a fog of gold that can obscures their location and allows for the limited transfer of a Gold Mage's spells to any target that is within the fog's range.

They possess an extremely high amount of charisma and intelligence needed to manage their wealth and construct various social groups suited for their interest.

Strengthened Abilities

Fortune Detection: The enhanced form of Wealth Intuition. They can now detect various Mystical Resources that pose great value for them and their allies.

They can use this detection to grasp corresponding changes in Fate with an accuracy that is only unmatched by those who specialize in the field. This is due to the fact that Fate is also a type of Resource

Because Beyonders are essentially a mass of resources, they can detect Beyonders with great accuracy.

Treasure Hunting: The enhanced form of Wealth Tracking. They have the capability and skill to devise and enact plans that allow them to grasp resources they desire with great accuracy and precision.

This grasp of resources can be anything as direct as stealing it, to something more abstract like bringing a Beyonder close to them (i.e turn them into a friend).

Sequence 4: Mountain King (City Lord)

New Abilities

Drawing Power: Mountain Kings are able to draw symbolic power from any sort of territory that they are currently in possession of.

If they control a land that has Corruption, they can draw power from it and rapidly corrupt the surrounding area near them, sacrificing their sanity in the process.

They can draw symbolic power from Underground Structures and Illusory Environments, allowing them to do multiple things in the process.

They can imbue hope, courage, strength, etc. to either themselves or others by drawing on the powers of an Illusory Environment.

They can imbue stability in their powers, mind, status and health through drawing power from Underground Structures.

They can use abilities of a Underground Structure even when not near it by drawing power and storing it ahead of time.

If they control a land belonging to that of a specific Empire/Nation, they can draw from it's traits and give themselves certain passive effects.

This extends to any empire, region etc.

They must own a land that has a deep connection with any of these elements as well. A piece of farming land will not do.

If a place is uninhabited and it does not belong to a country, a Mountain King can ignore these limitations directly and 'own' that land by placing a 'marker' showing evidence of their ownership.

Gravity Manipulation: They are able to take a portion of gravity in that area and graft it to their Spirituality, increasing the gravity of their Spirituality while lowering the gravity of that area, so long as they are at least 150 meters within any territory or structure they are in possession of.

Each increase of their Spirituality's weight slightly seals their abilities and makes them harder to activate.

If they were to put the weight of a building on their Spirituality, they would effectively have sealed all their abilities, thus requiring them to passively vent out their Spirituality. This process can take anywhere between 10 to 20 days.

They can make themselves as heavy as a mountain by imbuing their heavy Spirituality into their physical body.

They can at most increase their weight by a factor of 10 before they experience negative effects.

This heaviness grants them a strong resistance over overtaking influences such as Parasitization, Manipulation, Spirit Body Threads Control, etc.

To a certain extent they can also resist certain Seals or spatial displacements.

They can plaster their heavy Spirituality with several Illusory Environments which they can then release directly on a target's Spirit Body through physical contact.

They can imbue their heavy Spirituality on Sealed Artifacts, effectively sealing and blocking out their abilities

They are adept at managing cities.

This is partly caused by their enhanced charisma and speaking skills, but also is due to their supernatural talent in solving problems, unifying groups, and finding prosperity within their cities.

Strengthened Abilities

The strengths of Underground Structures, Illusory Environments, and their other Beyonder abilities have further increased.

Underground Structures: It's power has been substantially increased.

The amount that can be made has increased to 10.

It's maximum size can be around the size of a small town.

They can spend a month creating it.

Engravings: Their Engravings now reach the power of a Sequence 3, and more modifications can be done on it at a shorter time.

Entombment: The time needed for Entombment is 10 seconds with it's driving force is now capable of setting a target 50 meters in the ground.

Idol Creation: Idols can now be used to swap from any distance not above 200 meters .

Illusory Environments: It receives a profound transformation.

It can be grafted on dreams(provided that the Mountain King has the means to travel to the Mind World.

The various aspects of their illusions become stronger and more hard to tell from reality.

They are able to hide all aspects of an area, all aspects besides those that have to do with Divination.

They can make a blank room seem to look like a well furnished area.

They can create up to 5 decoys that they can use as a scout.

They can now make illusions be the size of an apartment complex.

It can mess with various danger sensing abilities like Spirit Intuition.

Gold Manipulation: They can freely manipulate gold and change it to whatever state of matter or shape they like within 1 second. The 4 spells they have are enhanced in both their capabilities and corresponding abilities.

Halcyon Armor: It can block blasts from around 10 consecutive cannonball shots before breaking.

Sword of Gold: It can cut through a Guardian's Protection.

Gilded Mirror: It's purification powers have been enhanced. It can refract light to create disorienting mirages.

Fog of Gilt: It has some minor aspects of Anti-Divination.

Fortune Detection: They can detect the general trend of their Fortune as well as are aware of most alterations of their Fate from outside sources.

Treasure Hunting: They have an intuition towards finding places filled with various exotic material and mystical resources.

Physical Enhancements: They have a strong physique and constitution, ridiculously powerful regeneration and magic resistance capabilities.

They are able to regenerate entire limbs (besides their head) in a matter of minutes.

They possess the physical strength necessary to punch through steel and the speed necessary to move faster then a steam car.

They can resist and suppress curses in their body for up to 5 days before requiring fixing.

Slimy Skin: Their skin makes it so that the vast majority of foreign intrusions simply 'slide' and go to another target. Even if it does hit them, their skin still lowers the effect by a large degree.

Mythical Creature Form

As a Sequence 4 Demigod they receive some level of Godhood, and with it comes an incomplete Mythical Creature form. In extreme situations, they can fuse into this form and become a semi-transparent golden giant.

Their incomplete Mythical Creature form looks like a 5 meter tall Giant whose skeleton changes shape and size erratically within its body. Their skin turns a golden color, and their skin and bones seem to inflate well beyond the normal confines of a human body. Their head swells up to enormous sizes as their eyes become a gold-tint color.

They possess extreme levels of strength and defense in this form, even surpassing a Demon Hunter's.

Anyone under Sequence 4 who gazes at them while in this form will suffer a large psychic backlash as their body slowly begins to rust and decay. If they can't handle the influence they may just die instantly.

Sequence 3: Dark Champion

New Abilities

Immortality: It is the key ability of a Dark Champion. It allows for a Dark Champion to become temporarily Undying through the support of their Anchors.

For this ability to be active, a Dark Champion must meet all of these prerequisites:

The Dark Champion must be within 200 meters of an Anchor they possess.

The Anchors they use to maintain their Immortality must possess a physical form separate from themselves.

If their Anchor are believers then they must have at least 1000 believers within a 1 km range of them.

The Anchors they possess must have existed for more then a decade.

They must be able to see/sense any signs of their Anchors in order for their Immortality to work.

Even if they are able to see their Anchors, if they are not within the same realm, they won't be able to establish a connection.

When it comes to sensing, a mental image is all that is needed.

They must be in a combat situation for their Immortality to be active.

The activation of their Spiritual Intuition, or a precise understanding of a conspiracy against them solves this condition.

While their Immortality is active, any attacks that are supposed to kill the Dark Champion won't, but would instead be continuously stacked onto them.

Their physical bodies will still experience damage, however when they reach a point where at least 70% of their body is destroyed, that physical damage instead would be delayed and suppressed until they reach a point where they can sustain these injuries.

While their Immortality is usually only centered around the physical, enough damage to their physical bodies will make their mind Undying.

While in this state, their endurance towards most attacks will simply fail to damage them.

They become extremely susceptible to influences from the Death Pathway in this state.

It is also one of the only few Pathways capable of destroying their Immortality while in this state.

They possess unfathomable levels of regeneration, being able to completely regenerate entire limbs and even their head in a matter of seconds. This grants them the slight possibility of Resurrection.

Revival: Even if every part of their body is destroyed and crushed at the atomic level, they can attempt to merge with their Beyonder Characteristics and if successful, turn into a living characteristic that can hijack a person using them as a potion.

Because of their nature, it is almost impossible for enemies to find out whether they are living in their Beyonder Characteristic.

They can at most be cognizant for about a decade, after which their cognition will rapidly decay away and die.

Purification abilities will lower their chance and time of being a living characteristic.

They possess around 5 spells from the darkness and shadow domains.

Shade Devour: They can 'consume' living shadows within a 20 meter distance from them, restoring parts of their physical strength and vitality. If the shadow's owner's vitality and status is at their level or weaker then them, the area corresponding to the consumed shadow will rapidly break down and erode away.

Shadow Chains: They can condense shadowy chains to limit an enemies movement. The darker the areas where the shadows come from, the more restrictive and limiting the chains become.

If the area is dark enough it will eventually be able to prevent minor forms of Teleportation.

Darkness Cleave: They can use the surrounding darkness around them to create up to 5 tightly compressed shadowy blades at a time, that when released, goes and cuts through the surrounding area and spatial regions.

Night Concealment: They can use the surrounding lack of light in their environment to form a layer of Concealment that prevents outside observing.

A Unshadowed's Domain nullifies this to a certain extent.

Shadow Teleportation: They are able to teleport using shadows from up to distances of 500 meters.

Strengthened Abilities

The strengths of Underground Structures, Illusory Environment, and their other Beyonder abilities have further increased.

Underground Structure: It gained a minor improvement.

They can spend up to a year creating it.

Entombment: The time needed for Entombment is 3 seconds with it's driving force is now capable of setting a target 250 meters in the ground.

Idol Creation: Idols can now be used to swap from any distance within 500 meters from themselves.

Mystical Engravings: They can create 4 Mystical Engravings.

Illusory Environment: It has undergone a minor improvement

Their illusions can now imbue 'illusory' thoughts to those within it.

It can be the size of a city block.

They can create 50 Decoys which can now act as extra eyes and ears.

Gravity Manipulation: Some aspects of it have been enhanced.

They are able to put a city block's level on gravity on them without having their abilities sealed.

They can increase their weight by a factor of 50 before they experience negative effects.

Drawing Power: They can now Draw Power and grant it to others. Additionally the depth and quality of their Drawing Power has increased dramatically.

They can now choose to take specific aspects of a territory to Draw Power from.

Mythical Creature Form

Their Mythical Creature form develops further and becomes more transparent and golden. The radiance of their skin has an airy, mystical quality that makes others to want to get closer to them.

Their height has increased to the 8 meters, while the definition and density of their inner skeletal structure becomes more pronounced.

Their strength and endurance while in this form has been increased dramatically.

Anyone below Sequence 4 who looks at them will have their bodies become increasingly more rusted and metallic; they will eventually go mad and have all their thoughts be guided towards the Dark Champion.

This is a potential Anchor that they can use.

As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can Draw Power and grant it to those who pray to them.

They can also use Illusory Environments as a form of divine revelation.

Sequence 2: Cyclops

New Abilities

With enough weight on "Them", "They" will be able to sink "Themselves" into the Sea of Imaginary Numbers, completely hiding "Themselves" from the outside world, and as a result, becoming completely immune to outside influences.

Doing this is extremely dangerous because if "They" were to sink to far into the Sea of Imaginary Numbers, they would never be able to escape and remain down there forever.

Authorities

Disaster Forging (War): The past trials and tribulations that either "They" face can be used by "Them" in order to create a Disaster Weapon related to those events.

3 things must be accounted for when creating a Disaster Weapon

The Symbolism that encapsulates "Their" Disaster Weapon must come from the Sea of Imaginary Numbers.

This requires "Them" to personally go down into that realm each time "They" wish to create a Disaster Weapon.

The Adversity that can be used, at minimum, must be at the level of a Demigod.

"They" must use Materials related to the Symbolism "They" are currently using.

Disaster Weapon:

Strengthened Abilities

Inspire: "Their" ability to Inspire others is massively enhanced.

When "They" Inspire someone's creativity, the recipient's computational and inferential abilities skyrocket to the level of a supercomputer.

"Their" ability to transmit thoughts and ideas to the Body of Heart and Mind is one step away from mind control. As long as whatever "They" Inspire does not go against the recipient's deepest desires, they will be remembered from the bottom of the heart. Even Angel-level Beyonders are somewhat forced to follow "Their" suggestions.

"They" can transmit to thousands of people - only those willing or at a significantly lower level - actions, decisions, and strategies, allowing the group to operate like a well-oiled machine.

"They" can Inspire the Anchors of Beyonders, replacing or reinforcing the self-recognition of an Angel or God.

At "Their" level, Inspiration can be applied to the body, the soul, and the inanimate.

"They" can influence the rate of regeneration, activate reflexes at an inopportune time, and improve immunities.

"They" can cause a discrepancy in the behavior of constructs such as Marionettes, Animated Toys, and golems.

"They" can Inspire nonliving things such as the elements and sealed artifacts to attack the enemy.

Thanks to "Their" authority, "Their" proficiency and range at using techniques based on uncovering the truth, such as solving Puzzles, Light of Discovery, and Divination has dramatically increased.

"They" can determine the truth of any statement by observing changes in the soul with a special type of Spirit Vision.

Mythical Creature Form

"They" become a complete Mythical Creature. "Their" Mythical Creature form is bathed in green-tipped silver flames. Its appearance is a writhing mass of star-filled tendrils in the rough shape of a coyote.

Due to "Their" abstract nature, depending on the relevant myths and rumors, "They" can somehow appear in certain locations and even stand on the line between life and death. This is also a type of Theory.

Those who gaze at "Them" in this form will instantly be consumed in eldritch flames. Under the extreme heat, they will mutate into unidentifiable, otherworldly beings.

Sequence 1: Colossus

Authorities

Warping: By submerging reality into the sea of imaginary numbers, "They" can rewrite the fabric of existence itself to "Their" whim.

"Their" ability to manipulate reality is divided into two parts.

First, "they" can fold and distort space, changing the landscape until it becomes unrecognizable.

"They" can spatially loop starting points and endpoints to create impossible structures like Penrose steps.

"They" can compress the terrain into a two-dimensional space or open four-dimensional corridors for a short period of time.

Second, "They" can gradually transfigure the surroundings into whatever "They" desire. This allows for the reconstruction of any scene from the Reality Architect's imagination.

As for the materials used in the construction, it is limited to whatever is in the surroundings or at hand. Living things cannot be reconstructed. However, if requirements are met, even Divine Kingdoms can be reproduced to a certain extent.

If there is an existing order, It will take time to break it down. Still, if one wants to make substantial changes, reducing the surroundings to a blank slate would be the best option.

Monument: By combining "Their" mastery over space and matter and sacrificing a Sequence 4 Wonder Pathway Beyonder Characteristic at minimum, "They" can build architectural marvels, from grand xanadus to inescapable labyrinths.

These don't need to conform to sensibility. They can be continuously shifting mazes, endlessly expanding cities or infinite stairways.

Although it takes years to fully establish them, Monuments can persist for millennia even after the Reality Architect's death. Some might even withstand a True God's might for an instant.

"They" have absolute dominion over Monuments, able to sense and control everything within them. However, if "Their" ownership over one is revoked, others can usurp this control.

"They" can rearrange the positioning and design of features within a Monument, as well as rig it with Beyonder creations. By making sudden changes, "They" can disorient and crush opponents. The Monument will even completely collapse according to "Their" will.

The space can be moved to another location entirely, as well as be merged or separated with the Spirit World and Astral World.

"They" can create zones within that follow "Their" wishes and rules to found lands of eternal spring, worlds of chaos, and gravity wells.

Chaos (Wonderland): An ability used to create a nascent Divine Kingdom and break down the existing order of the surroundings, it is a "land of nonsense" filled with absurd phenomena where logic and probability go awry. From the outside, it takes the form of an iridescent bubble that blurs the happenings of the inside.

Strengthened Abilities

The strengths of Mine, Puzzle, and other Beyonder creations have further increased.

Mine: They can charge anything in their line of sight, even living things and those in Spirit Body states, as a Mine.

Animated Toy: At this level, "Their" Animated Toys are indistinguishable from the things they are based on. Each toy made has a unique function: dragons are flying mounts with breath attacks, dollhouses can trap and control souls, clockwork constructs have a massive arsenal of weapons, etc.

Spirit Painting: The requirements to create a Spirit Painting are reduced.

"They" can peer into the Astral World in addition to the Spirit World, enhancing the effectiveness of "Their" paintings a thousandfold.

Sequence 0: Behemoth

Authorities

Wondering: "They" are the embodiment of "Wonder", the source of chaos and all possibilities. As 'They" control the corresponding authorities, "They" can manifest astonishing marvels escaping the confines of truth and reality.

"Their" presence alone realigns the stars in the sky and stirs colorful and creative forces, releasing all sorts of wonders onto the world.

By splitting "Their" body into a cloud of possibilities, "They" can perform multiple sequences of actions at the same time.

By fashioning the stars into massive constellations depicting figures of legend, "They" can unleash a spectral army that annihilates all foes.

Truth (Theories): "They" can supply responses to matters others are curious about, causing bizarre changes. For example, if someone asked about the time and "They" said it was midnight, day and night would be switched in the region.

Chaos (Wonderland): "Their" Divine Kingdom is now complete. Emerging from the sea of imaginary numbers, the landscape contains the 7 Monuments and is littered with various Beyonder creations such as Mines, Puzzles, populations of Animated Toys, and the scenes of Spirit Paintings.

Strengthened Abilities

"They" can sail the sea of imaginary numbers while navigating its countless perils. "They" are also capable of opening a gate directly to its depths and summoning its whimsical currents and unreal inhabitants.

Nebula Transformation: "They" can briefly transform into a nebula, giving them the ability to pin down even Gods for some time. "Their" appearance is the manifestation of all hopes and dreams. This is the upgraded version of Star Transformation.

Monument: "They" can create Monuments of unimaginable proportions, from prisons that can hold Gods and cities in the heart of gestating suns to dark walls at the edge of the universe.

The strengths of Mine, Puzzle, and other Beyonder creations have increased to the level of a God.

Before "Their" death, "They" can turn themselves into a Mine, causing an explosion that can kill or critically injure Gods. It also catapults "Their" Beyonder characteristics through the sea of imaginary numbers. There is a chance for these to latch onto targets, who will be Inspired to recollect "Their" Beyonder characteristics.

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