Arcana Pathway

Pathway Symbol

## Overview

The **Arcana Pathway** is a Pathway that originates from the Void Lands and was brought to Earth by Gilgamesh thousands of years ago. Arcana Beyonders specialise in using Ritual Magic, Telekinesis, controlling the Elements and Divinations of all kinds. An Arcana Beyonder can also copy the abilities of other Beyonders to a certain extent. At Higher Sequences an Arcana Beyonder can use Necromancy, Teleport, turn Invisible and use Curses. Their Authority represents Knowledge, Secrets, Mysticism, Bizarreness and Truths.

The Arcana Pathway has **2 Above the Sequences** it can merge with. It can be part of the **Demon of Knowledge** ***or*** the **Abysmal Primordial.** This is the only known Pathway capable of this, but according to Gilgamesh, there are others in "His" possession that can do the same. The Demon of Knowledge's Sefiroth is the Knowledge Moor while the **Abysmal Primordial** Sefiroth is unknown, so to become an Above The Sequence you can only merge with Paragon and Hermit. It is also exchangeable with the **Nebula** and **Transcendant** Pathways from the **Abysmal Primordial** Groupway.

## Sequence Levels

 9
 8
 7
 6
 5
 4
 3
 2
 1
 0

## Pathway Symbol

The Symbol for the Arcana Pathway is an eyes with wings for lashes within a pentagon made form two overlapping triangles. The pentagon is contained within a circle and the tips run into the circumference.

## Mythical Creature Form

A humanoid cluster of runes, glyphs and other mysticism symbols. The writing forms random knowledge the Beyonder knows and reading it drives you insane. A book and staff float by the Beyonders side and are inscribed with more runes.

## Sequence 9: Scholarly Miser

* The Beyonder gains a photographic memory
* The Beyonder gains the ability to predict the odds down to a 2% margin of error
	+ So if the Beyonder places a bet, there is a 98% chance that bet wins
* The Beyonder can fill in missing words based on the context of the setting

## Sequence 8: Acclaimed Erudite

* The Beyonder can tell if someone is lying
	+ If the person believes the lie themselves, this ability does not work
* The Beyonder has an increase in IQ
	+ This include processing speed and reflexes
* The Beyonder can sense changes in the area
	+ They can sense the use of Beyonder powers as long as they are not stronger than Sequence 7
	+ They can tell if something is moved or disturbed

## Sequence 7: Bizarre Sage

* The Beyonder can use Rituals and Divinations
* The Beyonder can use Telekinesis
	+ The range is 15 meters in front of you
	+ The force applicable is your grip strength
* The Beyonder can decipher various languages and dialects, including Hermes and simple Jotun
* The Beyonder can use Elemental Magic (Fire, Wind, Ice)

## Sequence 6: Nascent Philosopher

* The Beyonder gains resistance to Mind Attacks
* The Beyonder can implant ideas in others
	+ They cannot control people, but influence them slowly into acting as the Beyonder wishes
* The Beyonder can know the history of anything they look at if it is not related to a Beyonder above Sequence 5
* The Beyonder can use Curses

## Sequence 5: Applicant of Truth

**Upgrades:**

* Telekinesis range doubles and and so does the grip strength
* Accuracy of Divinations and Rituals increases
* Beyonder has a hunch if someone that believes a lie is being tricked

**New abilities:**

* The Beyonder can make a statement about something and it comes true
	+ If the statement contradicts too heavily with the "truth" then it fails
		- Does not work on Demigod level items
	+ Example: "That tree will fall on you" will work but "The watch in your pocket will transform into a radio" wont as while trees **can** fall over, a watch has no functions of a radio
* The Beyonder can directly implant knowledge in the mind of others
	+ Physical contact must be kept for several seconds, the longer the more knowledge imparted

## Sequence 4: Purloiner of Mystery

**Upgrades:**

* Resistance to Mind Attacks strengthen
* More extravagant ideas can be implanted
* The Beyonder can lock onto other Beyonders if they use their powers in the surrounding area. This ability roughly covers the size of a neighbourhood
* The ability to manipulate the "truth" of things increases to affects Sequence 4's
	+ Your "truth" can still not heavily contradict the items actual "truth" but you can bend things more freely

**New abilities:**

* The Beyonder can confuse the minds of others
* The Beyonder can infuse the concept of "mystery" into their actions
	+ This means people cannot predict their actions, motives or thoughts. It also scrambles any clues they leave behind and interferes with Divination
* The Beyonder can copy phenomenon they witness and recreate it
	+ Example: If they witness a lightning storm or forest fire, they can capture the destructive force and recreate it at the Demigod level by mixing it with their ability to control the Elements
* The Beyonder can sense if something is Concealed

## Sequence 3: Incandescent Mage

**Upgrades:**

* The Beyonder can know the history of anything unrelated to an Angel
* More knowledge can be implanted in a shorter time
* They can further understand Mysticism languages like Hermes and Jotun
* Elements can be controlled better and have more firepower

**New abilities:**

* The Beyonder can sense if something is being Concealed and reveal it if it is under the level of an Angel
* The Beyonder can recall lost or removed memories from others as long as they weren't removed from the Soul directly
* The Beyonder can calm those losing control
* The Beyonder can create crystals their Elements that work like Sealed Artefacts by releasing Elemental bursts
	+ They can allow even normal humans to create Ice Spears and Wind Blades

## Sequence 2: Consorter of Secrets

**Upgrades:**

* Any Concealment not stronger than the Beyonder is revealed
	+ All lost memories or facts are revealed
* Those on the verge of insanity are quelled
* The Beyonder can further confuse others with the concept of mystery
* Telekinesis can now be deployed in a circle around you and the grip strength can crush solid steel like grapes
* Curses become varied and more lethal

**New abilities:**

* The Beyonder can freeze time briefly
* The Beyonder can affect gravity briefly
* The Beyonder can summon and control the dead as a Necromancer
	+ They can also control shadows to a certain degree
* The Beyonder can turn completely invisible, removing all sounds and smells
	+ Only those who specialise in perception can sense you
		- Those who can see Souls, Spirit Body Threads or sense Minds can also notice you, but will be unable to pinpoint you

## Sequence 1: Valedictorian

**Upgrades:**

* The Beyonder can know apply a "truth" that completely goes against the natural state of the world.
* The Beyonder can mix otherwise impossible concepts/phenomenon (such as light and darkness) into new and bizarre attacks
* The Beyonder can affect time and otherwise untouchable concepts with "Their" telekinesis
* The Beyonder can sense any abnormalities within "Their" soul and mind
	+ This is an upgraded form of being able to sense abnormalities in "Their" surrounding area
	+ Said area survey-able is now doubled

**New abilities:**

* The Beyonder can temporarily change "Their" Pathway to one compatible (Hermit, Paragon) and remain a Sequence 1
	+ If said Pathway has a Sequence O, then the Beyonder will "technically" become a Sequence 1 but only have half the actual strength
	+ The switch will only last 24 hours and can only be done once a week
	+ If killed, the Beyonder will not drop the Characteristic of that Pathway but "Their" original one
* The Beyonder can sever the Anchors of Angels, thus making "Them" more inclined losing control
* The Beyonder can make "Themselves" immune to certain things, such as Corruption and losing control
	+ The immunity can only last a short while and engaging in combat will likely cause it to fade faster
* The Beyonder can travel back in time by several seconds but any wounds or effects "They" suffer remain even if "They" go back before "They" suffered them

## King of Angels

A small to moderate improvement based on if the Beyonder has accommodated the Uniqueness. If "They" have, then "They" will receive the following:

**Upgrades:**

* The Beyonder can switch Pathways for longer (48 hours) and also switch to a non-compatible Pathway if "They" have a Characteristic of that Pathway.
	+ The Beyonder will switch to the Sequence the Characteristic is at
	+ The switch lasts 12 hours and part of the Beyonders soul is wounded each time "They" switch
* The Beyonder can go further back in time and any wounds or ailments are lessened, but not removed
* Beyonder can make "Themselves" immune for longer and it fades less when engaging in combat, but is still accelerated by it
* More Concealment can be revealed
* All knowledge known by the Beyonder can be forcefully implanted in others, causing lose of control of insanity
* The Beyonder knows the secrets of everything "They" look at as long as its weaker than "Them"

**New abilities:**

* The Beyonder can use Elemental crystals to contain great sums of Magic and can copy Beyonder powers like a Door Beyonder
	+ Anyone, even Mortals, can uses these Crystals and they have little to no backlash, unlike Sealed Artefacts
	+ Each Crystal can only be used once before needing a recharge, but a Sequence 3 can refill them even if they cant create them themselves
	+ These Crystals can be used as lamps, batteries, fans, engines and fountains. They can also be used to manipulate Earth and construct buildings
* The Beyonder can look into the souls of others to see their future, ranging from their remaining life (mortals and weak Beyonders) to several seconds in the future (Angels and above)
* The Beyonder can mix information from things
	+ Example: They can make water shine like the sun and flesh as heavily as steel
		- This can allow the Beyonder to kill others by mixing 2 non-compatible features
* The Beyonder can also forcefully switch others to a different Pathway, causing instant death or insanity.
	+ Only works on those under Sequence 3. Sequence 3 and above can feel themselves changing and resist it.
	+ A Sequence 4 may be able to also resist the change depending on their circumstances.
* The Beyonder is instantly informed about any major changes or events (Angel battles, war breaking out or Rituals advancing)

## Sequence 0: Arcana

**Authorities:**

* The Beyonder can use Magic and Rituals to replicate the powers of the other Pathways to a slightly inferior degree
* They Beyonder can mass-produce Crystals with all kinds of powers and uses
* The Beyonder is aware of any future events that affect a global scale
* The Beyonder can mix, merge and swap nearly all "truths", concepts and characteristics together, creating totally unseen and theoretically impossible creations
* The Beyonder can convene with Outer Deities and forces of Corruption without suffering any side-effects to a certain point
* The Beyonder can raise and control massive forces of the dead such as Spirits
	+ They would lose control of them against the likes of Evernight