The Void Pathway ( Low and Mid Sequence):
S9 - Martial Master
S8 - Space Bender
S7 - Enchanter
S6 - Weapons Smith
S5 - Spell Maker
...(What follows is a detailed explanation of almost 1600 words)
(Reading is not necessary, it will be roughly explained in the story)Martial Master:
- Enchants a person's strength and agility.- Martial Prowess:
Gives a person intelligence on multiple types of hand to hand combat and martial arts. Allows a person a grasp the way of handling a historical weapon upon contact.- Battle Instinct:
Strengthens a person's instincts and shortens the reaction time during combat.Space Bender:
- The amount of a person's spirituality will be greatly increased.- Space Awareness:
A person is able to register, recognize or map an area as well as any dimensional disturbances.
This includes: invisible existences (with or without spirituality), an area of teleportation (a rift where an entity has, or will in the near future, breach through the world barriers), a space illusion (an illusion, cast using Beyonder powers, that affects the shape or structure of the open area).- Space Manipulation:
A person can reconstruct and use an area of 10 meters around them to manipulate objects below 2 kg and not containing spirituality. (Basic form of Telekinesis)
A person is able to manipulate other's spirituality and in some cases fool their spiritual intuition.- Space Solidification:
A person can use space to construct an object or a historical weapon, including: Sword, Spear, Bow (an arrow can be solidified with each draw of the string), dagger, iron glove or scythe. The larger the object, the greater the drain of a person's spirituality. All solidified entities will disintegrate in 5 minutes after creation.- Pocket Dimension:
A person can modify the space around them for a door that is 10 centimeters wide. This door leads into a dimensional space with the scale of 1 cubic meters where they may store items (with or without spirituality).Enchanter:
- A person's Space Manipulation, Space Solidification, Pocket Dimension and Battle Instinct are enchanted.
(25m, 10kg) (10min) (20 cm, 3 c. m) (+ Battle Insight)
- Greatly enchants a person's strength, flexibility, durability, agility and speed.
- Enchants a person's instincts and intelligence making their thinking abnormally fast, giving them a great adaptability and almost perfect memory.- Battle Insight:
A person can quickly grasp opponents movement patterns and thought process to predict their next moves. Grants Danger sense during combat or tense situations.- Material Vision:
A vision that allows one to see spirituality and spirits without the use of spirit world. (Enchanted Spirit Vision)
Even without activation, a person can still feel emanating spirituality from people and items in the form of an instinct. Material vision can differentiate between mystical items/artifacts, Beyonder materials, traps or setups, spiritual infusion, cursed or blessed items/people, or Beyonders.- Enchantment:
A person can use items or substances with spirituality (including one's blood) to enchant themselves or their items by making a specific rune symbol from their known Runic Language.
-> Enchantment Strengthen:
Strengthens and boosts durability of affected items or objects. The Enchantment boosts a person's confidence and mental strength.
-> Enchantment Ailment:
An enchantment which passes an illness or weakens an opponent upon contact.
-> Enchantment Harm:
Any wound that has been inflicted upon the opponent within the last hour will worsen, the pain is greater and case of an open wound, the bleeding will be rapid and the injury cannot be healed under normal circumstances. Damage that will be inflicted within 30 minutes after this Enchantment is stronger and has the previous effects.
-> Enchantment Find:
This enchantment can be added on top of the previous enchantments and has a long lasting effect. Upon making contact with a being or object containing spirituality, person will be able to sense the target's location and be able to pinpoint on a map as long as it's within the radius of 5 kilometers.
-> Enchantment Recovery:
When cast upon an entity with or without spirituality, it will start recovering from any damage it has received in the last 12 hours. This excludes a completely shattered object or the revival of a completely dead person. The greater the damage the greater amount of time and spirituality will be required for recovery.
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Thrown Into Madness - Lord of the Mysteries
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