Essence Infusions

== List of available essence infusions. ==
* Arcane Disruption: Target has disadvantage on Concentration checks to maintain spells.
* Arcane Suppression: Target is unable to cast spells or use magical abilities for one round.
* Blinding Radiance: Target is blinded for the duration of the debuff.
* Chilling Grasp: Target's speed is reduced, and they have disadvantage on Dexterity saving throws against slipping or falling prone.
* Clumsiness: Target has disadvantage on Dexterity-based ability checks and saves.
* Cursed Wound: Target's attacks deal 1d4 essence damage to themselves every time they hit a creature.
* Disoriented: Target has disadvantage on attack rolls.
* Dulled Senses: Target has disadvantage on Wisdom-based ability checks and saves.
* Ethereal Shackles: Target's movement is restricted, and they cannot use any teleportation or ethereal abilities.
* Ether’s Echo: Target's spells echo in the ether, causing their next spell to also affect a random ally of theirs within range.
* Frailty: Target has disadvantage on Strength-based saving throws and ability checks.
* Frostbitten Limb: Target's movement speed is reduced to 0, and they have disadvantage on Strength-based saving throws and ability checks.
* Hex of Vulnerability: Target takes 50% more damage from the next incoming attack.
* Hindered Movement: Target's speed is reduced by 10 feet.
* Lingering Pain: Target takes 1d6 essence damage at the start of each of its turns.
* Muddled Mind: Target has disadvantage on Intelligence-based saving throws and ability checks.
* Nullification Field: Target is unable to benefit from any temporary hit points or healing for the duration of the debuff.
* Sealing Mark: Target is marked with a magical sigil, causing them to take additional fire damage(x1.5) from all sources.
* Shrouded Vision: Target has disadvantage on Wisdom-based saving throws and ability checks.
* Soul Drained: Target is unable to regain hit points from any source and takes necrotic damage at the start of each turn.
* Spiritual Drain: Target's magical abilities are weakened, causing them to have disadvantage on spell attack rolls and spell DCs.
* Weakened Strikes: Target deals half damage with weapon attacks.
== List of available heighted essence infusions for the purpose of Essence Pool. ==
* Arcane Disruption (Heightened): Target has disadvantage on Concentration checks to maintain spells, and any spell they cast that requires a saving throw does so with disadvantage.
* Arcane Suppression (Heightened): Target is unable to cast spells or use magical abilities for two rounds. They must also make a Wisdom saving throw to avoid being silenced for an additional round.
* Blinding Radiance (Heightened): Target is blinded for the duration of the debuff, and creatures have advantage on attacks against them.
* Chilling Grasp (Heightened): Target's speed is halved, and they have disadvantage on Dexterity saving throws against slipping or falling prone. Additionally, they take 2d6 cold damage at the start of each of their turns.
* Clumsiness (Heightened): Target has disadvantage on Dexterity-based ability checks and saving throws, and their movement speed is reduced by 20 feet.
* Cursed Wound (Heightened): Target's attacks deal 1d8 essence damage to themselves every time they hit a creature, and they have disadvantage on all saving throws.
* Disoriented (Heightened): Target has disadvantage on attack rolls and all Dexterity-based saving throws. Their movements become erratic and uncoordinated.
* Dulled Senses (Heightened): Target has disadvantage on Wisdom-based ability checks and saving throws, and they take 2d6 psychic damage at the start of each of their turns.
* Ethereal Shackles (Heightened): Target's movement is completely restricted, and they cannot use any teleportation or ethereal abilities. They must also make a Wisdom saving throw at the end of each of their turns to try to break free.
* Ether’s Echo (Heightened): Targets one additional target which may also attempt a saving throw.
* Frailty (Heightened): Target has disadvantage on Strength-based saving throws and ability checks. Their physical form weakens further, and they have disadvantage on all saving throws against physical attacks.
* Frostbitten Limb (Heightened): Target's movement speed is reduced to 0, and they have disadvantage on Strength-based saving throws and ability checks. Additionally, they take 2d6 cold damage at the start of each of their turns.
* Hex of Vulnerability (Heightened): Target takes 50% more damage from the next incoming attack. They are also vulnerable to one damage type of your choice for the duration of the debuff (1 minute).
* Hindered Movement (Heightened): Target's speed is reduced by 20 feet, and they have disadvantage on Dexterity saving throws.
* Lingering Pain (Heightened): Target takes 1d8 essence damage at the start of each of its turns. Additionally, they have disadvantage on Constitution saving throws.
* Muddled Mind (Heightened): Target has disadvantage on Intelligence-based saving throws and ability checks. They also suffer from short-term memory loss, forgetting the events of the last round of combat.
* Nullification Field (Heightened): Target is unable to benefit from any temporary hit points or healing for the duration of the debuff (1 minute). Additionally, they are vulnerable to all damage types.
* Sealing Mark (Heightened): Target is marked with a searing magical sigil, causing them to take additional fire damage equal to your Wisdom modifier x2 from all sources.
* Shrouded Vision (Heightened): Target has disadvantage on Wisdom-based saving throws and ability checks. They are also affected by a constant blur effect, making it difficult to focus on targets.
* Soul Drained (Heightened): Target is unable to regain hit points from any source, and they take 3d6 necrotic damage at the start of each turn. Additionally, they have disadvantage on all ability checks. The target may repeat its wisdom saving throw at the end of each of its turns.
* Spiritual Drain (Heightened): Target's magical abilities are severely weakened, causing them to have disadvantage on all spell-related rolls and spell DCs. They also take 2d6 force damage at the start of each of their turns.
* Weakened Strikes (Heightened): Target deals half damage with weapon attacks. In addition, their attacks have a 25% chance of missing altogether due to their weakened state.