Heavensaken Pathway/Abilities

## Sequence 9: Apostate

New Abilities
* **Theological Skills:** They excel in theology, and understanding religious scriptures, principles, and ideas, particularly at breaking them down and analyzing the flaws in them. This can be used to understand the meaning and symbolism behind a high-ranking being's honorific name, however this should be done with caution so as to not provoke the target

* **Ritualistic Magic:** They can learn and cast the most basic of **Ritualistic Magic**, and they can learn more advanced **Ritualistic Magic**, given enough time and resources. In conjunction with their **Theological Skills** they excel in **Ritualistic Magic** pointed at divine beings

* **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. Their **Spirit Vision** is about 'average', neither excelling in the field nor being inadequate

## Sequence 8: Heathen (Cultist)

New Abilities
* **Evil Aura:** They can exude a gloomy and evil aura, which they can control, for varying effects. Usually, this is used to repel potentially dangerous entities without having to directly fight them, or to disguise themselves among 'evil' beings

* **Social Skills:** They become natural socialites upon consumption of the potion, able to easily pick up information from subtle cues and actions, and can put on various acts to achieve various purposes

* **Mental Resistance:** This renders them resistant against emotional and mental attacks, along with being able to act and think under pressure more easily. However, no matter the Sequence, they will never truly be completely immune to their own emotions; that is to say, they will always retain a certain level of humanity, rather than lose it

* **Physical Enhancements:** Their physiques become stronger; they become more durable, and have more endurance, they can weather environments like blizzards or deserts much better than normal people, and with maximum digestion, they would be able to weather such environments better than even trained and experienced experts would. This of course, doesn't infer the actual skills to survive in such environments, only the physical ability to

Strengthened Abilities
* **Ritualistic Magic:** By this point, they had the talents and skills to become experts in **Ritualistic Magic**, being able to learn and master many kinds of **Ritualistic Magic**

* 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

## Sequence 7: Foul Deacon

New Abilities
* **Dark Magic:** They gain access to 8 spells upon consumption of the potion, they all require spirituality, hand movements, along with a chant relating to the spell to be performed
	+ **Fireball:** Conjure a fireball and launch it at the targeted area, scorching and burning the target. The flames can continue to burn even in water, but can be effectively dispelled by sun holy water
	+ **Wind Blast:** Summon a powerful gust of wind to disperse fog, push away enemies, or to launch oneself through the air, etc.
	+ **False Contract:** This enables the Foul Deacon to annul various mystical contracts, the contracts are still binding per conditions stated on it, but only to the party that is not the Foul Deacon, however only 2 conditions can be annulled by **False Contract** at most
	+ **Draw Evil:** This causes the target to be covered in a 'aura' or 'smell' that attracts various misfortune towards them, and evil beings are particularly attracted by this
	+ **Hex:** Conjure and force various spirits to pursue and harm the target, this even can damage the targets **Spirit Body** if they're lower in Sequence and **Hex** is at the sufficient level, however if the summoned spirits are too strong, they can turn upon the caster, so it should be used with care
	+ **Gloom:** Shrouds the target in darkness, weakens them and makes them more susceptible to negative influences and attacks
	+ **Illusion:** This spell generates an illusion that can be manipulated to take on various forms, in addition the illusion can produce various realistic various sounds and smells, which can be used to varying effect
	+ Through **Dark Magic**, they gain the skills and talent to comprehend some of the workings behind Beyonder and mystic powers, provided that they have enough information, and understanding of the subject matter

Strengthened Abilities
* Previous abilities are enhanced by 40%

## Sequence 6: Profane Preacher

New Abilities
* **Corrosive Word:** This enables them to give their words the effect of mentally influencing a target to an extreme degree and erodes the target's **Body of Heart and Mind**. This has a high spirituality cost for every word spoken, so it should be used in short bursts strategically.
	+ This can be used to give commands to various targets, as they mindlessly follow the Profane Preacher's directives, as long as **Corrosive Word's** erosion effect was limited to an extent
	+ This works even if one covers their ears, as it targets and attacks the **Body of Heart and Mind** in addition to the physical body. Those belonging to Pathways with mental and/or emotional resistance abilities can resist this, or nullify **Corrosive Word** outright

Strengthened Abilities
* **Social Skills:** They had the skills to proselytize and convert even strangers within a medium time frame, provided they didn't believe in something else already and had firm belief in it. They could preach to the masses and hide certain cues in their words, disguising it as a brilliant speech about the subject matter, whilst slowly influencing them over time

## Sequence 5: Wicked Priest

New Abilities
* **Evil Seed:** This is the ability to convert someone into a follower of the Wicked Priest's group. This works by speaking with someone for a sufficient amount of time, and after gaining sufficient trust, an **Evil Seed** can be implanted into them, costing a medium amount of spirituality.
	+ It has certain limitations, which are: It requires 10 seconds to implant an **Evil Seed** into someone, during which the process can be detected and disrupted, in addition only 5 **Evil Seeds** can be implanted and kept around, lastly, the range limit for maintaining a mental link through the **Evil Seed** is 100 meters
		- **Evil Seeds** can be detected and removed from a target, and even traced back to the Wicked Priest, however they are much harder to detect compared to **Marionette** and **Spirit Body Threads**
		- It cannot be implanted into someone of higher Sequence than the Wicked Priest, and the target must be alive to maintain the **Evil Seed**
		- At max digestion, up to 10 **Evil Seeds** can be maintained, and the range limit is increased to 200 meters
	+ When sending a directive through an **Evil Seed**, the recipient can resist the command if it is too extreme, or goes against what they're willing to do too much, and when influencing someone through an **Evil Seed**, think of it more as having the effect of a strong and agreeable suggestion
		- Surface level thoughts will be intuitively picked up from the converted of the **Evil Seed**, but they won't be clear, and it will more be like a feeling of their thoughts. The converted will be devoutly loyal to the Wicked Priest and their beliefs, and do their best to follow principles that the Wicked Priest desires them to
			* Even outside the 100-200 meters range of influence, the converted will continue to follow the principles and objectives set out for them, but the mental link will not be able to maintain influence over them, which can be dangerous depending on context
		- The Wicked Priest can lend some of their abilities temporarily through the connection between the converted and the Wicked Priest, but not vice versa

Strengthened Abilities
* **Evil Aura:** The negative feelings induced by **Evil Aura** have increased to the point where people can freeze or pass out in sheer fear of the Wicked Priest, and even demigod level beings can be deceived by **Evil Aura**

* **Mental Resistance:** They had become immune to the majority of outside emotional effects below Sequence 5, and resistant to effects at the same level. Even a Dreamwalker would have a difficult time influencing them. They could calmly figure out the way to escape a dire predicament, without compromising their judgement and reason

* **Dark Magic:** The effectiveness of each spell has increased by 50%. **Fireball** can continue burning even underwater, **Wind** **Blast** could shake a car, **False Contract** could now annul 4 conditions up to the demigod level, **Draw Evil** could attract up to Sequence 5 level beings, **Hex** could make up to Sequence 5 level spirits pursue a target, **Gloom** could plunge a small area in darkness and even attract the attention of certain evil beings, and **Illusion** could make sensory hallucinations that could easily drive one mad

* **Corrosive Word:** Its overall effectiveness had increased by 50%, when used in conjunction with **Evil Seed**, it could be used to quickly convert people. However, those converted in this manner may have occasional outbursts and break from their control, if they are resistant enough

## Sequence 4: Vile Magister

New Abilities

Strengthened Abilities
* **Evil Seed:** It could now maintain up to 40 converted, with 100 at full digestion, and the range had increased to 400 meters with initial consumption of the potion, and 800 meters at max digestion
	+ Surface level thoughts could be read, and deeper thoughts could be intuitively detected

Mythical Creature Form
* As a Sequence 4 Demigod they receive a some level of **Godhood**, and with it comes an incomplete **Mythical Creature Form**. They can temporarily manifest the incomplete form of a **Chimera of Blasphemy**.
	+ Their incomplete **Mythical Creature Form** looks like a human-chimera hybrid; one of their heads remains human. The chimera had golden scales and fur, with large wings on its back, and two extra heads, one of a goat, and one of a lion, but they were missing the serpent that acted as a tail at the back, and instead had a normal lion's tail. The skin of the chimera had various complex symbols scrawled across it.
		- Looking upon this form would cause the observer's body to deteriorate and produce excess of what their body naturally produced, exhausting them and causing them to collapse or perish on the spot
		- They can destroy a **Head of Blasphemy**, and then use the carcass to contain the power that is bestowed by a high-level existence. Doing this however, fractures their Spirit Body, dealing considerable damage and making them unable to do this frequently
	+ They gain the physical capabilities of a chimera. The head of a goat could breath fire, the lion's head could easily tear through most metals, and their body could withstand even a cannon shot, despite this, they shouldn't stay in this form for too long, as they can lose control without support
		- The two extra heads can perform their own separate thinking processes, albeit at a vastly worse rate compared to the original head. This can be used to multi-task or maintain battle awareness, and works even without manifesting the **Mythical Creature Form**
		- The fire breathing of the goat's head didn't require spirituality and was more effective than **Fireball**, but it took a lot of stamina and couldn't be launched as far as **Fireball** . In addition, this requires them to refocus their lungs on the goat head, temporarily keeping them from breathing properly
		- Their wings still weren't quite strong enough to support their weight and enable them to fly, only to glide through the air. As such, they were still primarily a land creature

## Sequence 3: Heresiarch

New Abilities

Strengthened Abilities
* **Evil Aura:**

* **Mental Resistance:**

* **Dark Magic:**

* **Corrosive Word:** At this point, just by speaking out towards a crowd of people, they could be driven mad or turned into the Heresiarch's followers

* **Evil Seed:**

Mythical Creature Form

## Sequence 2: Corrupt Incarnation

New Abilities

Strengthened Abilities
* **Evil Seed:** They could now manifest their own consciousness within the **Evil Seed** temporarily, effectively taking over their body, and allowing them to use some of their own and all of the converted's abilities, but doing so costs spirituality, and they can't use their own abilities within the converted's body. In addition, they can directly transfer themselves into the **Evil Seed**, and manifest there, effectively hiding within the converted, but if they emerge or change vessels, the converted and the **Evil Seed** can be damaged, and doing so repeatedly on one converted can kill them

Mythical Creature Form
* All 3 heads of the **Chimera of Blasphemy** must be destroyed besides injuring the rest of their body in order to kill the Corrupt Incarnation, otherwise, they can hide and recover over time
	+ If a **Head of Blasphemy** is decapitated, and left without the rest of the body, it will slowly regenerate the rest of body over time, this process can take weeks and up to months however

## Sequence 1: False Idol

Authorities

## Sequence 0: Heavensaken

Authorities
**Decadence:** "Their" have authority over **Decadence**, the perversion and decline of all things to a 'lesser' state, characterized by excess

**Sanctity:** "They" have authority over **Sanctity**, wielding partial authority over **Holiness**, **Purity**, and **Inviolability**

* **Divine Kingdom:** "Their" **Divine Kingdom** is called **Opulent** **Crisis**, those within will steadily become weakened, corrupted, and have their negative desires heightened, unless acknowledged by the kingdom.
	+ It appears as an illusory ancient grand temple, with gardens, shrines, houses, and all the things needed for a small isolated religious group to live off the region. The temple gives off an ancient, sacred yet decadent feel, making for a rather perplexing feeling for the **Divine Kingdom**
	+ It can persist for millennia even after the Heavensaken's death, the base of operations of the Temple of Decadence Haven is situated in the **Divine Kingdom** of a long perished Heavensaken, albeit with heavy modifications so as not to suffer negative effects