Fool Pathway/Abilities

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## Sequence 9: Seer

**New Abilities**
* **Divination**:? They lack direct skills confronting enemies but are experts in **Divination**. They master all kinds of **Divination** methods, including astrology, cartomancy, spiritual pendulums, spiritual numbers, and scrying.
	+ Some of the **Divination Arts** they can do include:
		- **Spirit Pendulum Divination**: It’s utilized to communicate with spiritual intelligence, and this determines the good or bad, success or failure, of the sentence that they are repeating seven times in their mind.
		- **Dowsing Rod Seeking**: This is used for obtaining directions towards the location of a target, the "rod" in use could be a stick, cane, etc.
		- **Dream Divination**: This allows the diviner to gain revelations and recall almost everything they see.
		- **Astrolabe Divination**: This is used to determine the inquirer’s fate by determining the positions of the sun, moon, blue and red stars at their birth, the corresponding spots in the sky, matching the representative symbols to the astrolabe, and the corresponding situations of the different constellations.
		- **Magic Mirror Divination**: This is used to connect to a third party, high-level existence to ask for answers and gain revelations.
* **Danger Intuition**: They can intuitively detect danger using their **Spirituality**.
* **Spirit Vision**:? They can use **Spirit Vision** to see non-physical things, such as ghosts and specters. They could see the different parts of a Soul, deduce a person's health and emotions, and determine if something has a magical aura.
* **Mysticism**: In terms of knowledge of Mysticism, a **Seer** will be more learned and professional than a .
	+ They don't directly gain knowledge about **Mysticism**, only the skills and abilities to learn it.
* **Enhanced Memory**: Initially, **Seers** have a slight increase in memory that improves along with the digestion of the potion.
* They can “see” obstructed objects and “hear” faint footsteps, allowing them to take preemptive judgment. But their visual, auditory, and tactile senses do not have any enhancements.

## Sequence 8: Clown

**Clowns** are good at fighting with artifice and are very crafty.

**New Abilities**

* **Bodily Control**: A **Clown** has near complete control over their bodily functions.
	+ Their limbs will not move if they don't will them to.
	+ Their face will only show the expressions they wish to show, with the only situations such as extreme shock or pain causing them to show their true feelings.
		- This makes them the nemesis of , as they cannot accurately read a **Clown**'s body language
* **Physical Enhancements**: After advancement **Clown** receives a powerful body, making them akin to a master acrobat.
	+ They gain powerful coordination and a near inhumane sense of balance. A **Clown** will never lose their balance, barring any extrenuating circumstances. The increased coordination also makes them very talented at learning combat skills.
		- This allows them to walk over tightropes as if they were flat ground, or jump and land on the backrest of a chair without stumbling.
		- After becoming a **Clown**, Klein went from the level a newbie fighter, to the level of an apprentice knight who had been training for months over the span of a single session of combat training. He also became a lot better at shooting.
	+ Their agility and speed becomes exceptional, while their strength gains a decent increase.
		- These enhancements allow a **Clown** to commit various feats of acrobatics, such as swinging themselves up by their feet, easily scaling the outsides of buildings or using backflips to evade attacks during fights.
		- Thanks to the increased strength, Klein was capable of knocking out two burly and experienced bouncers in just three strikes.
* **Paper Daggers**: A **Clown** becomes capable of temporarily turning sheets of paper as hard and sharp as steel, allowing them to throw them as flying daggers or use them as knives.
	+ Klein killed Meursault by piercing his throat with an unfinished draft of a contract.

**Strengthened Abilities**

* **Spiritual Intuition**: The Spiritual Intuition of a **Clown** is greatly enhanced, even granting them an unreliable short term form of premonition.
	+ A **Clown** can supernaturally see the appearance of someone standing behind a door without ever opening it.
	+ A **Clown** can sometimes intuitively predict the next action somebody will take. This is very useful during combat, but cannot be relied upon as it happens sporadically and infrequently. It can only provide an opportunity to take advantage of.
		- Like **Divination**, this ability is much more reliable when it comes to actions that will cause harm to the **Clown**. This allows them to often pre-dodge attacks that would be very damaging or even lethal.

## Sequence 7: Magician

New Abilities
* **Magicians** gain *9 spells* that can be cast at high speeds, without needing to chant or inject **Spirituality**.
	1. **Damage Transfer**: As long as a **Magician is** not dead and can still move their hand, they can transfer vital wound to an unimportant areas like arms, turning fatal wounds into minor injuries, however they can't transfer the damage to other people or items.
		+ Each wound can only be transferred once.
		+ They can also transfer the wounds of others.
	2. **Flaming Jump**: A **Magician** can phase through a fire spark that they had left behind and any flame that existed within 30 meters. This range would increase over time as the **Magician** digests the potion.
		+ It's similar to **Teleportation**, except it doesn't require help from the Spirit World.
			- This allowed Klein to use **Flaming Jump** inside the Foggy Town even though **Teleportation** from Creeping Hunger was restricted.
		+ They are immune to ordinary flames at the moment they uses this power.
			- This allowed Klein to jump on the flames above a meteor. However, upon exiting that state, he had to do his best to avoid the flames via **Flame Controlling**. Otherwise, he would have suffered burn wounds and even burned to death.
	3. **Air Bullet**: They can produce air projectiles with power and speed comparable to that of bullets fired from a custom revolver just by snapping their fingers or mimicking sounds. Furthermore, the effect would improve along with the digestion of the potion and the raising of their Sequence.
	4. **Paper Figurine Substitute**: They can transform a **Paper Figurine** into themselves and swap places with the figurine. It can not only block a fatal blow, but also weaken the damage from **Hexes**.
		+ After using the substitution spell, the **Magician**  would reappear in a different but nearby location.
		+ They can also use these substitutes as crude body doubles to fool others into thinking they were there.
	5. **Flame Controlling**: A **Magician** can manipulate flames and ignite certain items within a range of *30 meters* with a simple action. The range increases with digestion. Once the potion has been completely digested, they could summon a swirling flame out of thin air.
	6. **Illusion Creation**: By influencing the surrounding environment, a **Magician** can create **Illusions** with colors, sounds, and smells that would be close to reality, allowing them to pass off the false as true and deceive the enemy.
	7. **Underwater Breathing**: A **Magician** gains the ability to breathe underwater. The principle behind it was to create a thin, invisible air pipe which would allow the **Magician** to breathe freely and seemingly turn into a Murloc. The initial length of the invisible air pipe is *5 meters*. As the potion digests, the length of the pipe would increase.
	8. **Bone Softening**: A **Magician** can soften their bones to some degree to escape from handcuffs, ropes, and chests.
	9. **Drawing Paper As Weapons**: The evolution of the **Clown's** ability to turn paper into throwing knives. This ability allows a **Magician** to turn paper into sharp objects, but it could also temporarily turn into weapons such as bats or bricks, etc.
	+ In addition, **Magicians** will attain some tiny tricks, but they aren't very practical.

**Strengthened Abilities**
* **Magicians** experience a qualitative change
	+ Their hands become more agile and their body become more nimble.
	+ Their **Spirit Vision** is slightly enhanced, but not by much. They cannot see the **Astral Projection** surface deep in the **Ether Body** and, as such, are unable to judge whether a target is a Beyonder or not.
* They have many tricks to interfere with spiritual intuition of a target.

## Sequence 6: Faceless

New Abilities
* **Shapeshifting**: A **Faceless** can become anyone at any time with their ability to freely mold their body and flesh, enabling them to perfectly mimic their targets whether it be their face, body, voice, or even their smell within certain restrictions.
	+ These restrictions include height and mass, a **Faceless** cannot mimic the body proportions of an individual that is too disparate in size from their original body, they can't alter their height to be more than a head taller or shorter than their original body's height, there is a limit to the enlargement and shrinkage of the head, etc.
	+ While it is possible for a **Faceless** to mimic the facial features and body proportions of someone of the opposite gender, they cannot change their actual physical gender.
	+ A **Faceless** has full control over the transformation of their facial features. For example, they can make their face completely featureless, without any eyes, nose, or mouth, or they can freely shift the position of their eyes and other facial features around on their face. They can even create "fake" facial features on their face such as false eyes.
	+ This ability along with a **Clown's** control over the body allows the **Faceless** to portray very convincing acting skills.
* They can accurately recall the shape and temperament of everyone they know and recognize them no matter how well disguised they were.
* The accumulation of the skills of the previous potions with that of **Faceless** leads these Beyonders to be good at *tracking and anti-tracking*.

**Strengthened Abilities**
* Their previous abilities are enhanced.
	+ **Flame Controlling**, **Flaming Jump**, and other Beyonder powers had become about *30% stronger*.
	+ The might of **Air Bullets** and the length of the **Underwater Breathing** pipe had even increased severalfold.
	+ Their **Divination** and combat skills also receive a substantial improvement.
	+ **Paper Figurine Substitutes** and **Damage Transfer** don't experience much change, but because of the growth of **Spirituality**, the number of times that they could be used had increased.

## Sequence 5: Marionettist (Nimblewright Master)

New Abilities
* **Spirit Body Threads Manipulation**: They can perceive and manipulate **Spirit Body Threads**, this is the core power of a **Marionettist**.
	+ They can see **Spirit Body Threads** up to 100 *meters* away. (Assumed to improve by digestion of the potion.)
		- By tracing the **Threads**, they can perceive **Invisible** targets, such as a 's Shadow Lurking or a 's Invisibility.
	+ They can control others **Spirit Body Threads**, directly influencing the target’s **Soul Body**, **Astral Projection**, **Body of Heart and Mind**, and **Ether Body**. Then, with the **Ether Body** as a bridge, they can control their target’s body. This can be hard to detect, and only those with **Divination** or **Prophetic** abilities can detect it happening.
		- The process of controlling a target's **Spirit Body Threads** has a limited range of *5 meters* up to at least *10 meters* (Depending on the potion's digestion) and is split in 2 phases.
			* The initial phase of control takes between *5 and 20 seconds* to achieve, depending on the rate of potion digestion and the potency of their target's **Spirit Body**.
				+ During this phase, the target's movements and thoughts begin to slow considerably and are often the first sign that they get of the process occurring. They can still attempt to fight back and can still think and move, but at reduced speed and greater difficulty; this will only increase as the **Marionettist** deepens the control of the **Spirit Body Threads**.
				+ This process can be interrupted by external stimuli, usually sharp and abrupt pain, both physical and mental. Upon the process being interrupted, the target immediately regains full faculty over both thoughts and physical movement and the **Marionettist** would have to start the process over from the beginning.
			* The second and final phase occurs if the process is not interrupted for around *5 to 2 and a half minutes*, The process of control will have become permanent and the target will turn into a **Marionette**.
				+ This varies according to the potency of their target's **Spirit Body** and a **Marionettist'**s digestion of their potion.
		- **Marionette**: Akin to a puppet, they are under full control of their **Marionettist**. They are dead for all intents and purposes, although they still retain a Soul.
			* It can use all its original Beyonder powers, consuming its own spirituality. Through this method, the **Marionettist** can direct them from afar without endangering themselves.
			* **Marionettists** are initially limited to 1 **Marionette** at a time. They can have a maximum of 3 **Marionettes** at a time after completely digesting their potion.
				+ They are still able to control others' **Spirit Body Threads**, but are unable to fully convert them into **Marionettes** without exceeding their current limit.
			* The initial maximum range for controlling a **Marionette** is *100 meters*, this goes up to at least *200 meters* with digestion of their potion.
			* **Marionettists** can possess their **Marionettes**, allowing them to fully experience everything their **Marionettes** sees and feels.
			* **Marionettes** can speak any languages they had learned when they were alive, even ones that the **Marionettist** does not currently know. However, the **Marionettist** doesn't "learn" the language in this manner and will not be able to speak it themselves.
			* Apart from superficial surface thoughts, **Marionettists** would not be able to know about the details of their **Marionette'**s previous lives unless their **Marionette** encounters something or someone familiar. Only then will they "remember" details about this familiar place or person.
			* **Marionettes** are unable to consume potions for advancements, as their **Spirit Bodies** are essentially dead.

**Strengthened Abilities**
* They will also receive a **50%** increase to their previous abilities.
	+ **Air Bullet**: Its strength is comparable to a bullet shot from a steam rifle.

## Sequence 4: Bizarro Sorcerer

**Strengthened Abilities**
* Their previous abilities are massively enhanced.
	+ **Divination**: They can obtain more information using simple **Divination**  methods such as instantaneous **Dream Divination** with a flip of a coin.
	+ **Spirit Vision**: The restriction of having to do a corresponding action to activate **Spirit Vision** is now removed as now they’re capable of activating it at will.
	+ **Air Cannon**: The upgraded form of **Air Bullet**, its might has increased to that of a canon.
	+ **Damage Transfer**: They are able to transfer their wounds or that of others onto **Paper Figurine Substitutes**.
	+ **Flaming Jump**: Its range has increased to *1 kilometer*.
	+ **Illusion Creation**: Their illusion powers experience a qualitative upgrade.
		- They are able to hide an entire cruise liner.
		- They can create auditory illusions that are nearly as loud as a 's roar.
		- They can create illusory thoughts.
	+ **Shapeshifting**: They can transform into any animals that aren't too disparate in size.
		- In a **Spirit Body** state, this restriction is removed.
	+ They have **Concealment** powers to a certain degree, making them able to hide their Sequence level from a Beyonder of the same or lower level of the Justiciar Pathway.
	+ **Spirit Body Threads Manipulation**: Their ability to control **Spirit Body Threads** is massively strengthened.
		- They can control up to *50 **Marionettes***, this number will increase as they digest their potion.
		- Initial control of someone's **Spirit Body Threads** is achieved in just *3 seconds*, full control is achieved within *15 seconds*.
		- The initial range for controlling someone's **Spirit Body Threads** has increased to *150* *meters*. They can control **Marionettes** within *1 kilometer*.
			* If their **Marionettes** were to go beyond their range of control, as long as they return in range within *10 minutes*, their **Marionettes** wouldn't escape their controlled state and truly die.
		- **Marionette Interchange**: They can seamlessly swap places with their **Marionettes** within *1 kilometer*.
			* When swapping positions, they can only choose to swap their bodies or bodies and external objects.
		- Apart from being able to read their **Marionettes'** superficial consciousness, they can, through their increased control of **Spirit Body Threads**, do things similar to **Spirit Channeling**.
			* The higher the level of the **Marionettes** the poorer the effects of **Spirit Channeling**.

**Mythical Creature Form**
* As a Sequence 4 Demigod they receive a some level of **Godhood**, and with it comes an incomplete **Mythical Creature Form**. The small maggots generated from the **Fool Pathway**s **Mythical Creature** form are called **Worms of Spirit**.
	+ A **Worm of Spirit** looks like a transparent maggot with three-dimensional patterns.
	+ **Bizarro Sorcerers** can divide **Worms of Spirit** from their own **Mythical Creature** form.
		- They can kill these maggots and wait for the minute Beyonder characteristics to be released, then use the carcasses to contain the power that is bestowed by a high-level existence.
			* Through this, they can use the carcasses of the maggots as high-level materials to create various charms and special bullets.
			* Doing this fractures their own **Spirit Body**, dealing considerable damage and making them unable to do this frequently.
			* If they lose too much worms spirits they can recover by absorbing the Beyonder characteristics of the **Fool Pathway**.
		- They can "gift" their maggots to their **Marionettes** allowing those "gifted" to use the **Bizarro Sorcerers'** Beyonder powers.
			* Initially, **Bizarro Sorcerers** can only split *50 **Worms of Spirit*** from their **Mythical Creature** form. This increases with digestion of their potion.
				+ If they go beyond their limit, they would suffer from symptoms of schizophrenia that cannot be treated. This increases their tendency of losing control.

**Marionettes and Worms of Spirit**
* **Bizarro Sorcerers** can retrieve, "gift" and switch **Worms of Spirit** to any **Marionette** within a range of *1 kilometer* through their **Spirit Body Threads**.
	+ **Bizarro Sorcerers** must implant at least a single maggot in their **Marionette** if they want it to use their abilities.
		- Being technically dead, **Marionettes** can, through the use of **Shapeshifting**, be molded into shapes impossible for a living creature to assume (such as a human figure with the width of 2 fingers).
			* The extent of this ability is limited by the initial mass that the **Marionette** possesses.
		- Through the use of this technique, a **Bizarro Sorcerer** can increase the range of his ability to make new **Marionettes** to *1150 meters* (*1000 meters* as the initial range for controlling an already converted **Marionette**, plus *150 meters* as the initial range for taking control of a new one) by using his already converted **Marionettes** to take control of new **Marionettes**.
			* **Marionettes** converted in this manner can only be "gifted" a new maggot via the already converted **Marionette**, so the latter must have more than one small maggot in it for it to do so.
	+ When a **Marionette** with a small maggot implanted dies, the maggot's Beyonder characteristics will return to the **Bizarro Sorcerer** after a certain period of time because of the Law of Beyonder Characteristics Convergence.
		- If the process for the return of their small maggots' Beyonder characteristic is interrupted, the Beyonder characteristic may be lost.
	+ As long as a **Marionette** with a small maggot is alive, the **Bizarro Sorcerer** will still be alive and can recover by taking in characteristics from the **Fool Pathway**.
	+ Though **Worms of Spirit** are part of **Bizarro Sorcerers**, "gifting" it to their **Marionettes** will not grant them the ability to think and be self-conscious.

## Sequence 3: Scholar of Yore

New Abilities
* The main ability of a **Scholar of Yore** is to get help from history. This ability is divided into two parts.
	+ The first ability is the ability to borrow strength from their past self. They can borrow power any number of times as long as they have enough **Spirituality**.
		- To a certain extent, this is something that’s self-perpetuating, preventing themselves from ever being in a nadir until their **Spirituality** is completely drained.
			* Before their **Spirituality** is drained, they can always borrow energy from their past self. There’s no limit to the number of times.
	+ **Historical Projection Summoning**: The second ability is the ability to summon **Historical Projections** from the **Historical Void**. They can summon people or objects that existed in the past for a limited time.
		- There are three factors that influence the probability of successfully summoning the target and the duration of the summoned target:
			1. The more detailed and the better the understanding one has of the corresponding piece of history and matters, the higher the chance of success is and the longer it will last.
			2. The lower the target’s level is, relative to the **Scholar of Yore**, the higher the chance of success and the longer it can be maintained.
			3. Increasing one's affinity with the target will increase the chances of success and the time it can be maintained.
			* For a **Scholar of Yore** that has digested at least *80%* their potion, if it’s the most ordinary item or something that was once theirs, they can maintain its availability for a maximum of *15 minutes*.
		- They can only summon *3 **Historical Projections*** at one point in time, this includes those which are summoned by their **Marionettes**.
		- Successfully summoned **Historical Projections** of a higher level than their summoner will only have a portion of the strength and quality of the original.
		- **Historical Projections** would have their corresponding **Spirit Body Threads** and thus, can be turned into **Marionettes**, **Scholars of Yore** can also directly summon the projections of **Marionettes**.
		- **Historical Projections** of **Historical Projections** can be summoned. The difficulty of summoning these projections are reduced, but so are their strength.
		- **Historical Projections** do not have intelligence, and can only act upon orders from their summoner. They can only answer questions that the **Scholar of Yore** knows the answer to.
			* This is because everyone is essentially unique, at one point in time there can only be one consciousness for each person.
				+ If the summoned target's true body hides in the **Historical Void** or enters a **Secret**/**Concealed** state, they can send their consciousness to their **Historical Projection**, directly controlling it. The summoned target does not have to be of the **Fool Pathway** to do this.
				+ Existences like the Red Angel, who have died but still have a soul remaining or existences who have died but still have residual will left behind will be able to sense it when their **Historical Projection** have been summoned.
		- They cannot summon things directly related to a Uniqueness. This includes Uniqueness as objects, and Angels, and Gods who have successfully accommodated a/multiple Uniqueness(es) within them.
			* However there are ways to bypass this restriction to some extent, they can instead summon projections of objects/people which a Uniqueness can exert power on.
				+ Klein summoned 0-17's **Historical Projection**, the Evernight Goddess's descent vessel.
				+ Zaratul summoned an Angel who was a member of the “Red of War” army, in that division every member could connect with Red Angel Medici's mind and become one.
* **Historical Void Hiding**: They can enter The Gray Fog of History and hide inside its gaps, known as the **Historical Void**, as long as their **Spirituality** allows. This allows them to temporarily avoid their enemy, but they would come out on the exact spot in the real world.
	+ While hiding in the **Historical Void**, they are able to send their consciousness back to their **Historical Projection** and control it by themselves.
		- Should they attempt to borrow power from themselves or summon a **Historical Projection** inside the **Historical Void**, a prerequisite is that they have a corresponding projection within the history inside the gap they are hiding in.
			* Klein could not borrow power from himself because he was hiding inside the **Historical Void** corresponding to a period of history where Giant King Aurmir buried "His" parents, inside which he had no past projection.
	+ The gaps they can hide inside the The Gray Fog of History are limited to their understanding of the corresponding history.
		- Klein hid inside the **Historical Void** corresponding to a period of history where Giant King Aurmir buried "His" parents. This prevented Zaratul from chasing him even though the former was an **Attendant of Mysteries**.
* They gain the ability to produce fog and reduce the temperature of an area.

**Strengthened Abilities**
* Their previous abilities are enhanced:
	+ **Flaming Jump**: Its range has increased to *5 kilometers*. It Is now able to transfer objects to them or their **Marionettes**.
	+ **Air Bullets**: It's now equivalent to coastal defense artillery and its power could be adjusted at will.
	+ **Damage Transfer**: It's now able to transfer a certain part of ailments, **Curses**, **Prophecies**, attacks and gazes to **Paper Figurine Substitutes**.
	+ **Paper Figurine Substitutes**: It has undergone several qualitative changes, to disrupt **Divination**, **Prophecy** powers, tracking, and gazes.
		- It can now also substitute certain parts of a target (like organs). Before one discovers that it’s fake, things can continue proceeding as per normal.
	+ **Shapeshifting**: They can transform into any creature that is within a certain limit. Some the organs of the creature they transform to would work, others wouldn't.
	+ **Spirit Body Threads Manipulation**: Their ability to control **Spirit Body Threads** is massively strengthened.
		- The initial range for controlling **Marionettes** has increased to *500 meters*.
		- The range of controlling **Marionettes** and exchanging positions with them has increased to *5 kilometers*.
		- The initial control time of a target is now reduced to just *2 seconds*, and full control is achieved in *10 seconds*.

**Mythical Creature Form**
* The divine pattern on their **Worms of Spirit** become more complex and has become more expressive of the themes of the **Fool Pathway**.
	+ This change is a result of the acquired Beyonder characteristic and mythical knowledge contained in the potion. The pattern can differ from person to person because it also relates to personal traits.
* They can now split about *600 **Worms of Spirit*** from their **Mythical Creature** form.
* After complete digestion of the potion, a **Scholar of Yore** would be able to recover from having nearly *500 **Worms of Spirit*** die at once.
	+ Losing all corresponding Beyonder characteristics wouldn't cause them to lose their status and level. They can slowly recover by absorbing Beyonder characteristics of the **Fool Pathway**.

* As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can allow different **Worms of Spirit** to instinctively listen to prayers and respond to them and turn in the complicated ones to the main body.

## Sequence 2: Miracle Invoker

There are in total, nine **Miracle Invoker** Beyonder characteristics in existence. A maximum of six **Miracle Invokers** are allowed to exist at once if there are three **Attendants of Mysteries** already due to the limited amount of Beyonder characteristics.

Outras informações:Fool Pathway/Misc
**Authorities**
* **Miracles** (**Wishes**): "They" are able to perform **Miracles** for others and "Themselves", thus being able to achieve a myriad of effects with varying potency, which scales based on the similar accumulated **Wishes** that "They" have granted.
	+ **Wish Granting**: Its effects don't only come from the Beyonder characteristics but also from similar **Wishes** of different creatures with spirituality that may be related to the sea of collective subconscious.
		- To put it simply, **Miracle Invokers** need to seek out and satisfy all kinds of **Wishes** before "They" could make **Personal Wishes** and personally fulfill their own Wishes, turning the corresponding situation into a reality.
			* As for how "They" could fulfill others' **Wishes**, "They" have *2 known methods*.
				+ First, "They" could use other Beyonder powers that "They" or the Sealed Artifacts that "They" wield possess to achieve the corresponding effects.
					- Klein fulfilled others' **Wishes** to know about the answers to their questions by using Arrodes.
					- Klein used Life's Cane fulfill Jasmine's **Wish** to restore her appearance before she was burned.
				+ Second, "They" could directly grant a **Wish** with "Their" accumulated power of **Wishes** and create a true **Miracle**.
					- Klein rebuilt various houses, and finally Constant City to its former, non war-torn state.
					- Klein removed the deformations of all the citizens of Moon City.
			* At the very beginning, the **Wishes** that "They" could fulfill were small and trivial. "They" had to accumulate them one step at a time before "They" could create a true **Miracle**.
				+ The effects of the **Miracles** each **Miracle Invoker** can perform are varied based on "Their" personally accumulated **Wishes**, some effects include **Teleportation**, the dissipation of **Godhood**, the shrinkage of an area, the rebuilding of war-torn cities, the disappearance of all illusions and many more.
					- Antigonus moved a portion of the ancient **Divine Kingdom** from “His” memories into the real world.
					- Kotar made **Godhood** dissipate in an area, repressing all powers above Sequence 5.
					- Klein shrunk the Belltaine City Library so that its boundaries prevent 0-02 from delivering severe punishment.
	+ Although "They" can perform **Miracles** for the same person repeatedly, "They" cannot grant similar **Wishes** to the same person for a short period of time.

* "Their" improved utilization of the The Gray Fog of History includes several abilities
	+ **Resurrection**: When a **Miracle Invoker** dies, "Their" Beyonder characteristics enter the The Gray Fog of History and fuse with "Their" **Worms of Spirit** from the past, turning them corporeal. When "They" will it, these maggots will escape the **Historical Void** and reform in reality. This is also a type of **Miracle**.
		- This ability becomes ineffective after *4 uses*.
		- "Their" physical body can only be revived in real world. Meanwhile "Their" **Spirit Body** can be reborn inside The Gray Fog of History .
		- "They" are limited to reviving in a certain range around "Their" corpse.
		- "They" need to resurrect within *3 days* otherwise "They" will be truly dead or become an **Evil Spirit**.
	+ **Jamming in Fate**: "They" can exert some influence on the future so that the probability of something becomes larger or smaller to a certain extent.
		- This is equivalent to interfering with the **Fate** of the target. However, this aspect is still different from the Wheel of Fortune Pathway.
* **Spirit Body**: "They" are able to make "Their" **Spirit Body** leave "Their" physical body and go to the Spirit World.

**Strengthened Abilities**

* "Their" summoning from the **Historical Void** is no longer limited to items and people. It can be extended to certain scenes that "They" are familiar with.
	+ This ability is limited to a total of *9 items*/*people*/*scenes*, with only *3 at Angel-level*.
		- Klein summoned the projection of the Tudor-Trunsoest United Empire’s Hall of Consuls, a scene filled with **Distortions**.
* "Their" **Divination** skills are massively enhanced.
	+ **Dream Divination**: "They" can see the graphical result of "Their" **Divinations** in front of "Their" eyes without the need to fall asleep.
* **Danger Intuition** and **Spiritual Intuition** receive a massive boost.
	+ "They" can see future scenes that have a connection to them in detail even if "They" are at a far distance from the source.
	+ These abilities can be used together with **Dream Divination** so that "They" can see several possibilities of the future of subjects or objects "They" wanted to **Divine**.

* **Spirit Body Threads Manipulation**: "Their" ability to control **Spirit Body Threads** is massively strengthened.
	+ The number of **Marionettes** that "They" can control has reached *at least 5000*.
		- Klein made Utopia, where he not only controlled it's *5000 residents*, but all of its animals as well. This includes rats, cockroaches, moths, ants, flies, mosquitoes, and pigeons.

**Mythical Creature Form**
* "They" become a complete **Mythical Creature**, "Their" **Mythical Creature** form is a vortex stacked with groups of **Worms of Spirit** with invisible tentacles that grow from the vortex.
	+ Due to "Their" constitution as **Worms of Spirit**, "They" have a high capacity for regeneration, being able to recover quickly from serious and disabling injuries, like being able to regenerate "Their" entire limbs.
* "They" can separate at least *5000 **Worms of Spirit*** and implant them into "Their" **Marionettes**.

## Sequence 1: Attendant of Mysteries

These are Angels who serve the profound mysteries. "They" have gained initial control of the corresponding domain's authorities. "They" can summon **Spirit Body Threads** of objects that originally existed. "They" can combine many physical objects or abstract concepts together.

**New Abilities**
* **Regenerate**: If the materials that made up an item once had a **Spirit Body,** then "They" could use the powers of **Regenerate** to summon the corresponding **Spirit Body Threads**, making the item become "Their" **Marionette**. Then, "They" could establish a deep connection with the item and also naturally transform it into a **Marionette**.
	+ "They" couldn't allow something that didn't have **Spirit Body Threads** to produce **Spirit Body Threads**, but "They" could allow some items to **Regenerate** their **Spirit Body Threads** that had long disappeared.
		- The former mainly consisted of metallic items, gold coins, gold pounds, and so on.
		- The latter mainly consisted of beef, fish, and other food. Plants can also have **Spirit Body Threads** regenerated.
			* Once beings ate food that were **Marionettes**, they would also transform into **Marionettes**, as though they had encountered intense corruption.

**Authorities**
* **Change** (**Reassembly**/**Tampering**): "They" can **Reassemble** many physical objects and/or abstract concepts into something different, resulting in an unbelievable effect. It was like changing the definition, logic, orientation, or rules. Klein refers to this ability as **Grafting**.
	+ "They" can **Graft** locations together, this includes places in the real world and the Spirit World.
		- Doing so enables "Them" to freely enter the Spirit World to indirectly achieve a **Teleportation** effect.
			* The prerequisite is if "They" could locate the corresponding region in the Spirit World.
				+ On this point, an **Attendant of Mysteries** that owns Sefirah Castle would gain a unique advantage. Otherwise "They" could only rely on "Their" preparations.
			* Zaratul **Tampered** with the destination point of King George Augustus III's mausoleum door into "His" church.
		- **Grafting** a location to a place near "Their" main body ensures "Their" **Marionettes** won't go out of range, enabling "Their" **Marionettes** to go around the world.
	+ Other applications include **Reassembling**: connections, **Anchors** and prayers, targets, starting points and endpoints, etc.
		- Klein **Grafted** the Amons' target of **Theft** from his thoughts, to a drop of blood blessed by the Mother Goddess of Depravity, impregnating the **Avatars**.
		- Klein **Tampered** with and **Reassembled** the "loaned" strength of the Chaos Sea.
		- Antigonus **Reassembled** the starting point and endpoint of the Trunsoest's Brass-Book's lawmaking, trapping it in an infinite loop.
		- Klein **Grafted** the **Anchors** from Sea God Scepter to himself while he **Grafted** the prayers into The Sun.
* **Concealment** (**Realm of Mysteries**): An ability used to create a **Divine Kingdom** for **The Fool**; however, this **Divine Kingdom** is still in an embryonic state. It distorts Space-Time to separate the affected area from outside, preventing enemies and information from leaving. It takes the form of a shadowy curtain.
	+ Klein used **Realm of Mysteries** around himself whenever he was thinking about important matters, which allowed him to think directly of Adam's name.
	+ Klein used **Realm of Mysteries** on the Garden of Eden to prevent Barros Hopkins from escaping.
	+ Klein stirred the power of Sefirah Castle to cast **Realm of Mysteries** on Antigonus's palace to prevent interference from Amon's **Avatars** and others, so that he could prepare the beginning of his ritual advancement to **The Fool**.

Strengthened Abilities
* "They" have mastered the authority of "Their" corresponding field.
* The full control of a target's **Spirit Body Threads** and conversion into a **Marionette** is achieved in just *3 to 4 seconds.*
* **Resurrection**: "Their" **Resurrection** count is reset, meaning "They" can resurrect four times regardless of how many times "They" have **Resurrected** as a **Miracle Invoker**.
* **Spirit Body**: "They" lose the boundary between "Their" physical body and **Spirit Body**. The two both exist as one yet separated. This is a delicate state that allows "Them" to shift the body's status between physical and spirit forms at will. "They" can also separate the body from the spirit and even integrate the body and spirit making them one.

## Sequence 0: Fool

This is a **True Deity** . In a sense, "He" is an embodiment of the corresponding **Authorities**. "He" is a master of trickery, adept at using all kinds of methods to fool all things, showcasing all kinds of fascinating miracles.

**Authorities**
* **Fooling**: It contains authorities over **History**, **Time**, **Fate**, **Change**, **Concealment**, and the **Mind Domain**.
	+ **History**: "He" can **Fool History** by splitting the past and future of an object (such as "Himself"), allowing it to return to a previous state or position. This means that "He" can swap the past and the present or the future condition, making the past become the present and vice versa.
		- Klein used this to escape from a cage without a fixed "door" that Amon created.
	+ **Time**: "He" can **Fool Time**, making moments last longer than they should and get rid of any restrictions put by others' time control abilities. "He" is also able to **Fool** the order of time so that the way events play out is advantageous to "Him".
	+ **Fate**: "He" can **Fool Fate**.
	+ **Change** (**Reassembly**/**Tampering**): Conceptualized objects or **Grafted** concepts can be **Fooled** to change accordingly and affect the environment.
		- Klein **Grafted** the concepts of massive, extremely high gravity, temperature, and heat, and nuclear fusion together, **Fooling** his surroundings to change according to the concept of a star.
	+ **Concealment** (**Realm of Mysteries**): "His" **Divine Kingdom** is now complete, inside it are various objects **Tampered** with various effects, this makes it very hard for others to brute force their way through.
	+ **Mind Domain** (**Blind Stupidity**): This is the simplest implementation, it would greatly lower others' IQ forcefully so that they aren't able to have proper thoughts. This can even affect Sequence 0 True Gods.
		- Klein and Antigonus used **Blind Stupidity** on the Trunsoest Brass Book, making it not realize that it kept skipping the middle process of its law-making.

**Strengthened Abilities**

* **Historical Projections Summoning**: With "His" status, level, and strength, "He" can sustain **Historical Projections** for hundreds of years.

Predefinição:References

## Site Navigation

Predefinição:Pathway NavigationPredefinição:Indicator

1. ↑ 1,0 1,1 *O Abismo Definitivo*, Pag 29
2. ↑ *O Abismo Definitivo*, Pag 32
3. ↑ *O Abismo Definitivo*, Pag 44
4. ↑ Lord of Mysteries, chapter 169
5. ↑ *O Abismo Definitivo*, Pag 296
6. ↑ *O Abismo Definitivo*, Pag 416
7. ↑ *O Abismo Definitivo*, Pag 835
8. ↑ *O Abismo Definitivo*, Pag 472
9. ↑ *O Abismo Definitivo*, Pag 300
10. ↑ *O Abismo Definitivo*, Pag 300
11. ↑ *O Abismo Definitivo*, Pag 451
12. ↑ *O Abismo Definitivo*, Pag 906
13. ↑ *O Abismo Definitivo*, Pag 452
14. ↑ *O Abismo Definitivo*, Pag 665
15. ↑ *O Abismo Definitivo*, Pag 1033
16. ↑ *O Abismo Definitivo*, Pag 946
17. ↑ *O Abismo Definitivo*, Pag 982
18. ↑ *O Abismo Definitivo*, Pag 1000
19. ↑ *O Abismo Definitivo*, Pag 966
20. ↑ *O Abismo Definitivo*, Pag 967
21. ↑ *O Abismo Definitivo*, Pag 1158
22. ↑ *O Abismo Definitivo*, Pag 1138
23. ↑ *O Abismo Definitivo*, Pag 1243
24. ↑ About "Lord of Mysteries 2", we interviewed God Cuttlefish (Part 1)
25. ↑ 25,0 25,1 *O Abismo Definitivo*, Pag 1147
26. ↑ *O Abismo Definitivo*, Pag 1165
27. ↑ *O Abismo Definitivo*, Pag 1150
28. ↑ *O Abismo Definitivo*, Pag 1220
29. ↑ *O Abismo Definitivo*, Pag 1356
30. ↑ *O Abismo Definitivo*, Pag 1278
31. ↑ *O Abismo Definitivo*, Pag 1381
32. ↑ *O Abismo Definitivo*, Pag 1390