Each sequence requires a potion as everyone probably knows, but it's also a mystery to people what Beyonder ingredients would be required for each potion.
Not only that but if we see a Sailor losing control, Mystery Pryer losing control, and how people lose control when they're doing Advancement Rituals... I've come to the conclusion that when someone loses control, their form retes to their sequence, making each losing control form different.
The Seer uses Lavos Squid's Crystallized Crystallized Blood and Stelr Aqua Crystal.
Lavos Squid represents a connection with the Spirit World while Stelr Aqua Crystal is a represents the power of the Seer to become a medium of divination, allowing them to divine the signs of the Spirit World.
It can be suspected that Lavos Squids are mystical creatures who hide deep in the waters and avoid being hunted down through the spiritual communication they have with the Spirit World.
It can also be suspected that Stelr Aqua Crystal seems to be a crystal, presumably washed and purified naturally like pure star and water. If people use it for divination, it will definitely be effective.
Losing control in this sequence would mean turning more squid-like and crystallized, at least on the eyes, where they maintain most flesh as most attributes are more spiritual. While they don't have much combat, you might have a hard time catching them if they know they're in danger.
The Clown uses Hornacis Gray Mountain Goat Horn and Human-Faced Rose Complete Stalk.
The Hornacis Gray Mountain Goat represents the overall bance ability of the Clown while the Human-Faced Rose represented the meticulous muscle control of the body.
Hornacis Gray Mountain Goat are exceptional at mountainous terrain, even capable of walking on nigh vertical terrain.
A Human-Faced Rose has the attributes of their petals forming the expression of a human, from a frown in budding to a blooming twisted smile.
Losing control in this sequence would mean your face peeling of and blooming like a flower, twisting their expression into an eternal smile or frown, probably still fleshy. Your legs might turn into goat hooves, giving exceptional grip with the already superhuman bance and muscle control.
The Magician uses the True Root of a Mist Treant and Dark Patterned Bck Panther's spinal fluid.
The Mist Treant represents the spiritual powers of the Magician while the Dark Patterned Bck Panther represents the deceptive misdirection powers of the Magician.
The Mist Treant is able to create mist and control the air, plus a moving tree seems enough like a certain Bone Softening and Drawing Paper As Weapons of Magicians.
The Dark Patterned Bck Panther might have the ability to jump in the shadows or bck fmes, but it most likely has the abilities to create illusion, redirect it's attacks, and breath underwater... which makes it a formidable hunter of the jungle.
Losing control in this sequence would mean turning twisted like the Treant and gaining dark patters on your body, becoming more deceptive like creating fog or creating fmes and jumping around. They become more illusory-like and hard to catch.
The Faceless uses the Mutated pituitary gnd of a Thousand-faced Hunter and Human-Skinned Shadow's Characteristic.
The Thousand-faced Hunter represents the memory ability of faces and appearance while the Human-Skinned Shadow represents the behavioral ability of persona and identities.
The Thousand-faced Hunter is known to eat people's faces and add them into their body by every kill while the Human-Skinned Shadow is able to wear people's skins and act as them after eating them, or their brain.
Losing control in this sequence would mean losing their face or donning a patchwork of multiple faces and identities. Their behavior switching between multiple identities and behavioral upheavals. Their body is not restricted anymore so it could melt like candle and form akin to what a Bizarro Sorcerer is capable of, there is possibilities of deforming into a shadow or developing more faces on different parts of the body.
The Marionettist required the Dust of Ancient Wraiths and the Core crystal of a Six-Winged Gargoyle
Ancient Wraiths represent the Spiritual Part of the Soul Body (Spirit Body, Astral Projection), while the Six-Winged Gargoyle represents the Physical Part of the Soul Body (Mind and Heart, Ether Body).
The Ancient Wraiths are capable of possession and haunting the soul, having attributes simir to a Chained Pathway's Wraith. The Six-Winged Gargoyle is able to turn people into statues just by their line of sight.
Losing control in this sequence would mean turning into a marionette, probably stone but most likely into a wooden puppet, capable of taking control of even more puppets, this will either look like a nutcracker army or a terracotta army, not a lot of them though, but also more than the measly three that a typical Marionettist has.
The Bizarro Sorcerer requires a Bizarro Bane's Main Eye and the True Soul Body of a Spirit World Plunderer.
The Bizarro Bane represents the Shapeshifting attribute of the soul, allowing the 'I' to be anything and in turn influence the and shape the body, It's something like the principle of soul manipution in the jujutsu kaisen world, this is why the Mythical Creature Form is a Worm of Spirit.
This is while the Spirit World Plunderer represents the Multiplicity attribute of the soul, allowing the, well, multiplicity of the Worm of Spirit.
Losing control in this sequence will turn their fleshly bodies into Worms of Spirit, crawling, twisting, and shapeshifting, going around and consuming others and turning them into the same, like festering maggots.
The Schor of Yore requires the pair of eyes of a Hound of Fulgrim and a Demonic Wolf of Fog's Transformed Heart.
The Hound of Fulgrim represents the access into the Fog of History while the Demonic Wolf of Fog represents the power of the Fog of History, this beyonder creature might be able to perpetually restore it's past self, making it hard to kill, as for Historical Projection, it's up to imagination.
Losing control in this sequence would release Worms of Spirits hidden in Fog of History. They may or may not vaguely take the forms of wolves, accessing the past forms of the Beyonder Characteristic.
The Miracle invoker requires the heart of the Dark Demonic Wolf
The Dark Demonic Wolf is also known as the god of wishes, it represents miracles and wishes of the Miracle Invoker.
Losing Control in this sequence would lead to degenerating into twisted tentacles of Worms of Spirit but it wouldn't be far of if the person degenerated into a Dark Demonic Wolf or something akin to that form.
The Attendant of Mysteries requires one of the Spirit World wonders, at least, their forms now
The Spirit World Wonder represents the creation of Mystery, capable of growing a becoming stronger as the legend grows and becomes more terrifying and holding more control over the world as it festers.
Losing control will not only mean turning into twisted vortex of Worms of Spirit but it will also mean turning the whole pce they're in to a pce of huge mystery, like the Antigonus and the sealed mystery of Foggy Town in the Hornacis Mountains.
The Fool requires the uniqueness of the Fool, it's form is that of an illusory faceless mask. This symbolized the meaning of donning an identity outwardly while hiding what's inside while also pying a role.
Other possible forms can be a bck trench coat, a grey old coat, yellow-bck paofu or any clothing the resembles covering.
The Mythical Creature Form of the Fool Pathway is a vortex of transparent twisted Worms of Spirit. This form represented Secrets and Change as each Worms of Spirit held the the Secret of the 'I' and the power of Change inherent in the Beyonder Characteristics.
Other possible forms can be a mass of tiny bck spiders, a million-headed hydra able to split off, and a vortex of globuted slime.