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Chapter 4 - Spiraling Chaos Pathway

Sequence 9: Foreseer

New Abilities

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

Divination: They lack direct skills confronting enemies but are experts in Divination.

Spirit Vision: They can deduce a person's health and emotions, as well as if something has a magical aura.

Danger Intuition: They can intuitively detect danger using their Spirituality. Foreseers become wiser, being able to differentiate good from bad much better than regular humans. 

Disaster: They are fated to endure a grave injustice, and they will survive it. They also have enhanced resistance against plague, torture, and mental afflictions.

Sequence 8: Trickster

New Abilities

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

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

Inverted Sight: They are able to invert the sight of others. This can cause the opponent's mind to be all over the place from the sudden inversion. This can also cause their opponents to lose balance. Tricksters are keener to know when a trick is being played on them or not.

Weapon Use: They become skilled when using any 'weapon' for murder. Knowledge about weapons is kept as a passive, but enhanced martial prowess only triggers before and/or during a murder.

Fated Nemesis: In the pursuit of revenge, fate will eventually ensure a single target's death through wish fulfillment and odd occurrences.

Strengthened Abilities

The Futures they see become a bit clearer.

Sequence 7: Gravity's Blessed

New Abilities

Gravity Manipulation: As the name suggests, beyonders of this sequence are able to manipulate gravity. However, this Gravity Manipulation is very limited. They can only use Gravity Manipulation to increase or decrease gravity. They can either touch the person to increase/decrease their gravity or use their hands from afar, making their palms face their target. The latter is not very effective while the former is. They are able to achieve an unparalleled level of balance by increasing or decreasing one side of their body to make it reach equilibrium. They can also do this to others and make them lose their balance. With the decrease of gravity, they become lighter, which allows for a certain level of flight. They can increase and decrease gravity by about 25%. This increases to 40% as they fully digest the potion. The duration of gravity increase is about 3 seconds when first consuming the potion, but when fully digesting the potion, it increases to about 7 seconds. On The Other Hand, gravity decrease can last up to 3 minutes when first consuming the potion but later increases to 7 minutes when fully digested. 

Untouchable: They are rejected by society and below any notice. The higher the 'status' of other people, from societal hierarchy to beyonder sequences, the more invisible they are. This can range from indistinct impressions to being completely imperceptible. Their history will fade from common memory

Lonely Daydream: Forced into solitude, loneliness will follow. When they endure the pain of loneliness, their bittersweet feelings will be stored and sealed. Once enough Daydreams have been Bottled, a sprite will be borne of their suffering. The sprite is an illusion of spirit brought to life, a fairy of waking dreams. The sprite's life, growth, and ability depend on the amount and type of Daydreams they are fed. The ability cannot be strengthened after maturity.

Introspection: When they are alone, they frequently see things they shouldn't see, hear things they shouldn't hear, and think things they shouldn't think. Their madness is then sealed within their sea of consciousness. When they are around people, the distortions of their psyche are released and infect others. This also retroactively 'cures' their madness.

Strengthened Abilities

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

Sequence 6: Fortunate Man

New Abilities

Great Luck: Beyonders of this sequence experience fortunate things all the time. This, of course, is not something controlled, but rather something random. However, they are luckier than someone who finds a four-leaf clover.

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

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

Strengthened Abilities

The max number of illusions that can be created increases to 13. Their Gravity Manipulation strength increases. They are able to increase and decrease gravity up to 55%. The increase of gravity lasts up to 10 seconds, and the decrease of gravity lasts up to 9 minutes 

Sequence 5: Gatherer

New Abilities

Convincing: They are able to convince any and all life forms that have a conscious mind. Convincing, to Gatherers, is as easy as breathing for them. This is because the words they use become much greater than before, greater as a person who gives speeches.

Charm: Gatherers are very charming. With a single wink, they are able to attract people to them, whether they are male or female.

Siphon: When there are 15 or more people in a 10-meter radius, they are able to Siphon their life and spirit. Doing this allows them to replenish their lost spirituality or gain extra years of life. They are very resistant against mind-based attacks.

Strengthened Abilities

The max number of illusions that can be created increases to 15. Their Gravity Manipulation strength increases. They are able to increase and decrease gravity up to 67%. The increase of gravity lasts up to 13 seconds, and the decrease of gravity lasts up to 11 minutes. They can now see the premonition of their fortunate event 15 seconds before it happens. 

Sequence 4: Mage of Pestilence

New Abilities

Plagues: They are able to bring upon plagues to all living things. These plagues can either torture the living creature forever or kill them on the spot. The torturous kind of plagues will make the ones being tortured turn insane over time as they have to deal with the disease. There are three conditions to use this ability effectively. First, they must understand what the plague they are bringing upon the target does to them. Second, the target must be in a 7-meter radius for them to be affected by this ability. The plagues they bring are not due to physical contact, but rather through the usage of the air around them. The amount of people affected by this is only limited to the amount of people in the 7-meter radius. Third, they must cite an incantation before using the ability. They are more resistant to all sorts of diseases. They emit an unpleasant feeling which makes all of those around them feel uncomfortable.

Healing: They are able to heal anybody who has been affected by Plagues. They are only able to heal 1 person at a time when they first consume the potion. This increases to 3 when they fully digest the potion. 

Beast of Karma: As a calamity borne of suppression and persecution, they bear the burden of karma. Beasts will seek out evil and kill it. Beasts will find good and kill regardless. Murder becomes their right. They cannot be stopped until their karmic debt has been repaid. Excessive bloodlust or imminent combat creates a Prey for Karma. Once an entity becomes Prey, the unstoppable characteristic of Karma will alternatively manifest as either intangibility or invulnerability. Once marked, Prey can be chased within a thirty kilometer radius (which increases to fifty with further digestion). Prey are unable to interact with Beasts in any way, shape, or form until they die. Civilians cannot escape becoming Prey, Beyonders can (attempt to) avoid becoming Prey, and Demigods cannot be Prey at this sequence. Specific Beyonder powers at the Angel level (such as a Marauder's Theft or an Apprentice's Sealing) can interact with and stop Beasts with Prey, but the Demigod would be proportionately corrupted by Karma's Reprisal. If successful, the Beast will die.

Strengthened Abilities

The Futures they see are 100% clear. The max number of illusions that can be created increases to 20. Their Gravity Manipulation strength increases. They are able to increase and decrease gravity up to 80%. The increase of gravity lasts up to 17 seconds, and the decrease of gravity lasts up to 13 minutes. They can now see the premonition of their fortunate event 30 seconds before it happens. The area of Siphon increases to a 13-meter radius.

Mythical Creature Form

As a Sequence 4 Demigod, they receive some level of Godhood, and with it comes an incomplete Mythical Creature Form. The small pests generated from the Spiraling Chaos Pathways Mythical Creature Form are called Centipedes of Death. A Centipede of Death looks like a pest with many legs. Mages of Pestilence are able to divide Centipedes of Death from their Mythical Creature Form and are able to "implant" a Centipede of Death upon anybody. These Centipedes of Death contain inside of them a great disease, but also, a great power. Those "implanted" with a Centipede of Death are able to kill it. This releases the great disease but also releases the great power. They can "implant" these Centipedes of Death into their illusions. The "power" is the abilities of the Spiraling Chaos Pathway from sequence 4 to 9.The "implanted" are not able to use the abilities to max efficiency. The "implanted" are able to use higher sequence abilities after the beyonder reaches those sequence levels. But using abilities of sequence 3 to 0 would lead to one losing control. In a sense, if the "implanted" wants to gain power, they must make a sacrifice. However, whenever a Centipede of Death is killed, it's like losing a part of your spirit. If all of the Centipedes of Death are killed off then they will inevitably die. They can "implant" 50 Centipedes of Death when they first consume the potion. This number increases to 500 when they fully digest the potion. When the "implanted" dies with a Centipede of Death, the pest's Beyonder characteristics will return to the Mage of Plagues after a certain period of time because of the Law of Beyonder Characteristics Convergence. If the process for the return of their pest's Beyonder characteristic is interrupted, the Beyonder characteristic may be lost.

Sequence 3: Herald of Horror

New Abilities

Horror originates from the Ruins of Dread. Heralds of Horrors are able to create horrifying and powerful monsters out of these ruins. However, there are three components to this ability.

Housing Fears: The first component of this ability is to gather Fears. After gathering fears, they must hold onto those fears which would then be able to be used for the next components. The fears they can hold all depend on how frightening it is.

Shaping Fears: The next component is that they have to go to the Ruins of Dread and shape all of the fears they have gathered and held into Monsters of Horror. This component alone has its own three stages. First, create a ritualistic circle. Second, place the fear you want to create the monster from at the center of the ritualistic circle and all other lesser fears around the edges of the ritualistic circle. Third, cite an incantation which includes the fears and the monster you want to create.

Control Over the Monsters: The last component is that they must control the Monster of Horror. If they fail to control the Monster of Horror, then the monster will most likely go rampaging across the cosmos, killing anything in sight, even them. The level of difficulty to control a Monster of Horror depends on the monster's strength. The strength of the monster depends on the fear it was made out of.

The number of Monsters of Horror they can create is limited to 3. This increases to 7 as they fully digest the potion.

Strengthened Abilities

The max amount of illusions that can be created increases to 50.Their Gravity Manipulation strength increases. They are able to increase and decrease gravity up to 120%. The increase of gravity lasts up to 25 seconds and the decrease of gravity lasts up to 17 minutes.The area of Siphon increases to a 20 meter radius. The radius of effect for Plagues increases to a 12 meter radius. The limit of people they can heal who are affected by Plagues increases to 5.

Mythical Creature Form

The divine pattern on their Centipedes of Death become more complex and has become more expressive of the themes of the Spiraling Chaos 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 Centipedes of Death from their Mythical Creature form.After complete digestion of the potion, a Herald of Horror would be able to recover from having nearly 500 Centipedes of Death 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 Spiraling Chaos Pathway. As a Sequence 3 Beyonder, they can listen to prayers within a certain range. They can allow different Centipedes of Death to instinctively listen to prayers and respond to them and turn in the complicated ones to the Herald of Horror. 

Sequence 2: Immortal Life Form

New Abilities

There are in total, nine Immortal Life Form Beyonder characteristics in existence. A maximum of six Immortal Life Forms are allowed to exist at once if there are three Ancient Dismantlers already due to the limited amount of Beyonder characteristics.

Authorities

Regeneration(Immortality): "They" are able to completely regenerate from anything that is able to kill them, making them truly immortal. However, there are conditions to this Regeneration. The first condition is that "They" must regenerate from attacks that will undoubtedly, or nearly, kill them, otherwise, this regeneration process won't work. "They" can't be halfway to death to be able to regenerate. "They," if not killed or close to being killed, can make "Themselves" die or close to dying, this would then allow for the regeneration to happen. The second condition is that "They" must know what killed or nearly killed "Them." If "They" fail to understand what killed/nearly killed them, then "They" will not regenerate. The final condition is that "They" need a source of power for the regeneration to happen. This source can be from "Their" choosing. Whether it's the Untainted Garden or the Ruins of Dread, "They" must have a source of power for the regeneration. "They" are able to regenerate the killed Centipedes of Death. "Their" regeneration is immediate, not wasting a single second.

Strengthened Abilities

The max number of Illusions that can be created increases to 125. "Their" Gravity Manipulation strength increases. "They" are able to increase and decrease gravity up to 200%. The increase of gravity lasts up to 1 minute and the decrease of gravity lasts up to 30 minutes."They" are now able to Repel and Attract objects using "Their" Gravity Manipulation. The area of Siphon increases to a 35 meter radius. The radius of effect for Plagues increases to a 20 meter radius. The limit of people "They" can heal who are affected by Plagues increases to 17.The number of Monsters of Horror "They" can create increases to 12.

Mythical Creature Form

"They" become a complete Mythical Creature, "Their" Mythical Creature form is a spiral stacked with groups of Centipedes of Death with invisible claws that grow from the spiral."They" can take apart at least 5000 Centipedes of Death and implant them into "Their" Illusions and Monsters of Horror "They" have created. 

Sequence 1: Ancient Dismantler

These are Angels closest to True Godhood. "They" have gained initial control of the corresponding domain's authorities. "They" can willingly make "Their" Illusions become real. "They" can dismantle many things, be it a physical object or an abstract concept into smaller and smaller pieces.

New Abilities

Illusions to Reality: "They" can make "Their" Illusions Real. This ability has its limits.First, this takes up a lot of spirituality to do. Second, "They" can't turn every single illusion into something real. There's a certain amount of Illusions "They" are able to make real.Once "They" make an Illusion real, "They" can undo this effect.The max amount of Illusions "They" can make real is 10.Third, the time limit for the Illusions to stay real is about 30 minutes.

Authorities

Disassemble (Dismantle): With this Authority, everything in existence, be it concepts, physics, reality, life, spirits, etc. can all be broken down into smaller and smaller pieces, until it doesn't exist anymore, by "Them."To Disassemble things, "They" must fully grasp what they are Disassembling. There are many things "They" can do by Disassembling things."They" can make attacks weaker by Disassembling the attack into smaller pieces."They" can deduce very complicated mysteries by Disassembling the mysteries into smaller and more understandable pieces."They" can kill someone by Disassembling their life or Disassembling what makes them live."They" can travel to places faster by Disassembling the space in between "Them" and "Their" destination.There are so many things "They" can do by Disassembling things that it would take too long to write it down.With such an Authority, Disassembling would cost much of "Their" spirituality, especially if "They" are Disassembling something powerful.

Strengthened Abilities

The max amount of Illusions that can be created increases to 175."Their" Gravity Manipulation strength increases."They" are able to increase and decrease gravity up to 550%. The increase of gravity lasts up to 3 and a half minutes and the decrease of gravity lasts up to 1 hour. The area of Siphon increases to a 70 meter radius. The radius of effect for Plagues increases to a 50 meter radius. The limit of people "They" can heal who are affected by Plagues increases to 40.The number of Monsters of Horror "They" can create increases to 25. 

Sequence 0: Spiraling Chaos

This is a True Deity. In a sense, "He" is an embodiment of the corresponding Authorities. "He" is a master of Disruption and Disorder, doing everything possible to make all things go down a Spiraling Chaos.

Authorities

Disordering (Disrupt): It contains authorities over Time, Space, Matter, Mind, and Power. Time: "He" can Disrupt Time which then causes Time to become Disordered. This causes the area of Disrupted Time to be night-time even though it's 5pm and daytime even though it's 12am.Space: "He" can Disrupt Space and cause it to become Disordered. Disrupting Space causes a multitude of effects. One effect could be that the Disrupted Space could transport you across the universe. Another effect could be that half of your body is in one place, but the other half is in another place. There are many more effects of this. Matter: "He" can Disrupt Matter and cause it to become Disordered. Disrupting Matter can make complete constructions or things turn out weird. An example of this would be a completely fine rock having a whole building coming out of it. Another example could be a completely normal human who has a spear coming out of his eye. Mind: "He" can Disrupt the Mind and cause it to become Disordered. Disrupting the Mind can cause one to go mad and even lead to suicide. Power: "He" can Disrupt Power and cause it to become Disordered. Disrupting Power can make the Power weaker and chaotic. This makes the Power unreliable. When "He" Disrupts things, "He" is not affected by the Disruption. However, with such an authority, "He" can easily lose control if "He" is not careful. Turmoil(Chaos Realm): This is the Divine Kingdom of The Spiraling Chaos. "He" can create a higher dimension that is overflowing with Disrupted and Disordered things. Any external influence, when once coming inside of this Kingdom, would become Disrupted of Time, Space, Matter, Mind, and Power causing the external influence on become Disordered.

Strengthened Abilities

The max number of Illusions that can be created increases to 750. "Their" Gravity Manipulation strength increases. "He" is able to increase and decrease gravity up to 1000x. The increase and decrease of gravity lasts up to as much as "He" wants.The area of Siphon increases to a 300 meter radius.The radius of effect for Plagues increases to a 250 meter radius.The limit of people "He" can heal who are affected by Plagues increases to 1000.The amount of Monsters of Horror "He" can create increases to 250.The max amount of Illusions that can be made Real increases from 10 to 75.The Illusions stay real for as long as "He" wants it to stay real.

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