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The Fool Pathway – Sequence 7 Magician

  The Fool Pathway's Sequence 7 Magician,

  Alone, a Magician's mystical abilities provide the mystical abilities to mess with reality using their spirituality, things connected to spirituality like air and fire which are easy to manipute can be seen while tampering with the body becomes easier such as bone softening and wound transferring.

  It can be seen that all those abilities are for versatile means, and not just geared solely towards combat but is spread towards survival and others means and this is just another part of fooling others but this time it's through the manipution of reality via spirituality. Things closest to spirituality include air, fire, and life, which brings itself to energy.

  In actuality this is the term of making tricks through magic, rather than making magic through tricks. Yes, these are the Changes and Secrets. The Changes are the tricks and the Secrets were to fool you all along, you thought these abilities worked straightforwardly?

  In context, the Magician exhibits control over the stage like he controls every aspect of it, when in truth, he doesn't possess as much control as people would think, that being said, their magic is able to not only influence the stage but the perceptions of the people seeing the stage.

  A Magician's spells are only counterfeit to what people perceive the ability to be, Fme Controlling does not actually produce fmes without fuel, only at most making fire after fully digesting the Magician sequence. This contrasts with a Pyromaniac of course.

  Wound transfer does not actually heal the wound. Fme jumping isn't actual teleportation but requires a setup beforehand. Water Breathing is through a thin straw. Their bones only soften, not that their bodies are truly liquid, they can be bruised and such.

  Not only that but the Magician's spell is also influencing reality to believe certain things like paper weapons and wind bullets, they're respectively given a 'showmanship' to create their effect like having the paper take shape or the wind bullet being cast from a finger pistol or 'pew pew'.

  I think I'm going crazy. In fact I don't think these spells are the only thing they can do. What's to you if I think they can pick locks with malleable nails? Ah, the potential to go 'swoosh' with a kick and hit someone from a distance with it.

  Fming jump is also a unique trait of connecting the spirituality of fire once lit to the spirit world, cuz spirit and history and all that which is why it's not true teleportation like Travelers. Same thing with substituting with papers, what was is now is and by lee way of always has been, which is basically how they did the Fool's Gambit, multiple times-

  Oh right, remember illusions? anyway, I don't have to expin that anymore when I've given enough example.

  Concerning the Magician itself, they need to make their magic true, which is making the trick effective via counterfeit spells. In fact, their spells aren't tricks, they truly are good spells as opposed to a Trickmaster but a Magician's goal is to make true magic.

  Yes, they are to make a grand act with what they have to create something like magic, it's like Fate/Stay Night all over again people! It's like a Miracle Invokers creating a miracle through stacking. You are to make true magic though, you guessed it, deception!

  And this type of deception is misdirection. The spells are already like that, they are not powers hard coded to target someone else or are spells hard coded to the self but are versatile to change and personal thought for the situation and for the person.

  Different people are meant for different acts that lead to different interpretations i.e. deception through specific misleading acts.

  See a desire apostle about to inflict a wound on Klein only for the wound to be transferred, as they were anticipated, it could have potentially turned things around swiftly like magic.

  Speaking about true magic, it would be likened to the act of Klein killing of the Rose School of Thought Werewolf and Zombie in one grand act, truly, it was like magic, believe me! I'm not insane!

  If we rete this to Seer, they both fulfil each others roles. At this point, a seer has become well versed in reading fate that they'll be able to see patterns of sorts and grander schemes, refer to the Faceless volume if you can't believe me, which is why as a Magician, it's become obvious that they create an act that changes fate, a control of to influence that fate you've pieced together.

  Seer had been strengthened to the point of anti-divination, keeping the secrets of fate to themselves and changing what is, at least on a surface level.

  If we rete this to Clown, from knowing yourself, you've become better at knowing others too. This intrinsic attribute, while comparable to a Telepathist, is distinct to a Clown. From here, a Magician is able to take a step forward and know how people feel and how to direct their attention, from just their body to very acts mesmerizing a crowd.

  Clown has been strengthened so much that the body is spiritually inclined, it expins a lot for body softening, wound transfer, and why it's easier for acts to be performed on paper, fire, and air.

  Now what would be the third domain? Er, Spiritual Tampering is what i'd like to say, it's something I concluded after referencing an Attendant of Mysteries' ability to Change, more specifically Graft, things.

  So now, Control and Orchestration has Spiritual Tampering, Self Secretism, and Fate Prying.

  And the principles...

  1. Take control and utilize misdirection to make people believe in what you want them to.

  2. Prepare and perform an act of 'true magic', taking away the attention of the people.

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