The Island Come True
Type: Anti-Army/City/Self, Barrier
Rank: A
Through her enchanted music, Caster summons a portion of the Neverland, forcing it through the barrier and taking over a portion of the "Mainland". Even summoning one part of Neverland can be tiresome for Caster, but once called forth, the island fragment is quite resilient, naturally absorbing mana from its surroundings as well as taking power from dreams within its range. The Neverland can selectively control the Bounded Field defenses of its territory and its accessibility. Anyone within 50 feet of the border to the fragment can potentially be pulled in, though it's possible to resist; children, imaginative individuals, and magical beings are most susceptible to the pull. Anyone dreaming can be pulled in from a range of 100 feet. In contrast, uninvited intruders trying to break into the sealed area will feel a compulsion to turn around. On the other hand, Neverland/Caster rarely lets go of those brought in, and they generally are unable to exit unless given permission by Caster.
While Caster can summon areas of Neverland, she can only bring in the physical landscapes, not the beings who typically inhabit it. No mermaids, no fairies, no lost boys, nobody. Mundane animals are sometimes still brought along, but no one else. So you might get the Mermaids' Lagoon, but the waters would be vacant. However, the Neverland will quickly find substitutes to inhabit its wondrous locales. Anyone who resides inside the space of the Neverland fragment for long will begin to change mentally and physically, becoming a suitable inhabitant of the island. Often the type of transformation depends on the specific setting: people at the lagoon become mermaids, people on the plains become "Indians", people in the “home under the ground become lost boys, and people in the general forests of Neverland could become anything - pirates, fairies, lost boys, etc.
The full assimilation will take a week if left unchecked. At first, you can reverse the effects if you escape to the Mainland quick enough, but long-term exposure will take its toll. By the 3rd day, their bodies will be fully transformed; even if they leave Neverland, they won't change back without additional assistance to break the blessing/curse. By the 5th day, their memories will be entirely replaced with ones befitting their new personas and story roles (though Caster's charms can accelerate the memory alterations). If they do not leave Neverland by the end of the 7th day, their Origin is rewritten and they are no more than another dream made up by Neverland, bound to the island and Caster's playful will. In turn, their histories in the outside world will gradually fade, with others forgetting they ever existed.
It's important to note that transformed victims only become generic types of beings on Neverland, not the specific, notable characters from the stories. For instance, someone could become a pirate, but not Captain Hook himself. That said, as their stories in Neverland become more interwoven, they may start to become notable characters in their own right. This could even lead to new types of characters in Neverland, especially in combination with Bedtime Stories.
Caster will try to gradually patch different parts of Neverland together, adding a new fragment to the borders of a previously summoned bit. Once connected, the different areas of Neverland are considered a contiguous territory, with no barriers between them (the only barriers are between then and the real world). Caster's goal is to recreate Neverland in its entirety, potentially engulfing a whole city.
If Caster is killed or otherwise defeated/disabled - or simply finds the Holy Grail War boring and decides to just forget about it and go back to the world of dreams, her summoned parts of Neverland will lose their connection to the real world and fall back into the Reverse Side of the world. However, anyone fully absorbed into Neverland magic will automatically follow the island to the other world, for they are now an integral component of the dream. In addition, the Neverland will also try to pull through anyone else present in the fragments at the time of the return to the Reverse Side, though it's possible to resist with enough effort; beings physically transformed into Neverland beings or tampered with mentally are most susceptible to Neverland's pull.
If resummoned as Rider, those absorbed forever into Neverland’s dream might reappear via the Neverland’s Peoples noble phantasm, but they will by then have no memory of their former lives, and even those who once knew them will have trouble identifying them as little more than common representatives of the magical island’s colorful inhabitants.
The Neverland can let converted people briefly remember tidbits of their former lives when it’s useful (if they knew a certain opponent’s weaknesses, had learned a special skill, were familiar with a certain location, etc.), but it’s only temporary, and once the memories are of no further use, then poof - out like a candle they go! And even when they get memories back, they hardly ever bother thinking about them, treating them more like playing make-believe - to those of Neverland, memories are silly, trivial things you can carelessly leave behind and lose without a second thought; why worry about the past when the present is a story of endless wonder?
Bedtime Stories of Mothers
Type: Conceptual
Rank: A
Unlike the previous noble phantasm, which simply recreates long-told parts of Neverland, this noble phantasm creates new things using new stories and legends. Caster can, playing her pipes while listening to a tale told to her, make the people, places, and things in the story come to life. However, these creations are always altered to connect to the overall mythos of Neverland. This in turn may affect the specific qualities of the summons, making them quite different from their normal counterparts - and potentially limit or expand their powers. In addition, it becomes harder to create story-things that are especially powerful without a lot of work and prana.
Caster can use this noble phantasm in conjunction with her other one for tremendous effects. With enough work and sufficient stories, she could add an entirely new section of Neverland connected to the other pieces of Island Come True, like a ninja village, an alien spaceship, or a wild west town. In turn, these new areas could allow for new transformations into different sorts of beings, like witches, genies, or vampires. And if the new areas better fit with the desires or dreams of the people trapped inside, they become more susceptible to faster transformations and memory wipes, significantly cutting down their assimilation. If the stories specifically target certain individuals trapped in the Neverland spaces, those stories will shape the subjects' conversion into living fairy tales and make it much harder for them to resist the change.
While this combo is hard to use against Servants due to their greater power and ability to resist, if their legends are retold in a Neverland-focused format, the effects can be astounding. The powerful, reshaped legends will remake the Servants into full-fledged, critical characters in Neverland, who can play a more important role in Caster's stories - and help defend the island against enemies.
While powerful, this noble phantasm has one critical weakness: Caster cannot invent any story on her own. Since Caster does not know any stories herself, she must seek out stories to use for the noble phantasm. She is hungry for them, like how a sparrow roosts beside a house to listen to stories. Perhaps for this reason, Caster is the version of Pan with the most greediness for a "mother" who is a gifted storytelller, making it her primary factor in determining whether someone is good mother material. For better or worse, masters with lots of knowledge and stories to share will get the most attention from Caster.