These three pathway profiles had already been posted in the readers' forum, but since some readers might not check it, I'm reposting them here.
These are just the names and abilities. The formulas and rituals can wait.
Lighthouse Pathway
Sequence 9: Tourist Guide (Guide)
They possessed an exceptional sense of direction and space, remembered places they had visited vividly, and could draw a map at any time. They were immune to tricks like being led in circles by ghosts and to simple illusions.
Their stamina improved greatly, while their speech became somewhat more compelling and charming, making others more likely to agree with and follow them.
Sequence 8: Numerologist
They gained mystical knowledge of Numerology and, on that foundation, mastered corresponding forms of Divination, Mystical Pacts, and curses. All of these required ritual preparation in advance.
Their Tourist Guide abilities improved. Even somewhere they had never been, they could use Numerology to find the right direction, though interference meant the result was not always accurate.
Sequence 7: Gambler (Apostle of the Tower)
An overseer and observer of the Game of Fate.
Core ability: Game of Fate (Game of the Tower). Through the combined and elevated abilities of a Guide and Numerologist, they could find a corner of the Carnival World in the gaps between dimensions: the Tower Game Hall.
The game allowed people to wager anything they owned—lifespan, soul, luck, Beyonder Abilities, possessions, and so on—against The Tower. A win tilted Fate in their favor accordingly. Win a wager of lifespan, and they gained lifespan; win one of souls, and their Spirituality grew stronger.
With another person's consent, a Gambler could take them into the Tower Game Hall, start a Game of Fate, and watch their gamble with Fate. This usually involved rolling dice, but the Gambler could devise other