recursal/Fanatic-Fandom huggingface dataset:
Arcane Ray

Fires an instantaneous beam of intense focused raw destructive magic that injures any creatures that it touches. It can penetrate lesser targets to some extent.

Arcane Ray has a  Power (resistance penetration) rating of **4**.

**Tier 3 Arcane Ray Ess** is an essence that allows a mage to cast this spell.
Blight

Causes the target area to become filled with death energies. Anything living that remains within it takes rapid damage over time, and plants wither and die. Targeted at a village, town district or company of troops, it is likely to cause a large number of people to die.

Blight has a  Power (resistance penetration) rating of **4**.

**Tier 4 Blight Ess** is an essence that is required to cast this ritual spell.
Chaos Orb

Launches an orb of focused reddish-black chaotic demonic energy at the target, that explodes on impact. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

Chaos Orb has a  Power (resistance penetration) rating of **2**.

**Tier 3 Chaos Orb Ess** is an essence that allows a mage to cast this spell.
Courage

**Tier 7 Courage Transcendent Ess** is the essence of courage itself.

All those who have courage hold a sliver of Tier 7 Courage Transcendent Ess within themselves.

As one of the virtues (high archangels), Tier 7 Courage Transcendent Ess has glowing white wings of pure essence. It serves Tier 8 Free Will Transcendent Ess.

It is in diametric opposition with Tier 7 Fear Transcendent Ess.

As an ethereal, immortal reforming being, it is very hard to harm and cannot be truly dealt with.

Courage Transcendent Ess has **6**  Power / **7**  Resistance
Blood Vomit

Target vomits up a small amount of blood, causing a bit of internal injury.

Blood Vomit has a  Power (resistance penetration) rating of **3**.

**Tier 1 Blood Vomit Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Enlarge

Temporarily enlarges you or target allied creature (increases vitality, strength, stamina, attack, reduces resistances).

Enlarge has a  Power (resistance penetration) rating of **4**.

**Tier 2 Enlarge Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)
Envy

**Tier 7 Envy Transcendent Ess** is the essence of envy and jealousy. A fallen angel, it is one of the cardinal sins.

Fragments of it - lower tier Envy Ess - may leak into any place in the world where people lack the virtue to not be envious.

Tier 7 Envy Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads enviousness of others in the hearts and minds of all nearby, prompting them to engaging in overt, likely violent acts to try to take things from each other and/or jealously guard their possessions against the ones trying to take it from them, at the expense of being able to stay united and avoid angering the people they're robbing from.

As a reforming immortal being, it is very hard to harm and cannot be truly dealt with.

Envy Transcendent Ess has **6**  Power / **7**  Resistance
Crittermorph

Permanently turns target enemy creature into the shape of a small critter (e.g. rat, frog, bird) of your choice, along with its associated stats and abilities.

Crittermorph has a  Power (resistance penetration) rating of **3**.

**Tier 3 Crittermorph Ess** is an essence that allows a mage to cast this spell.
Silver/Cartes

* Galerie
* Détails

* Groovy
* Groovy
* Groovy
  Fichier:Silver - SR Laboratoire - Groovy.png | * Originale
* Groovy
* Groovy
 Fichier:Silver - SR Apprenti Chef.png Fichier:Silver - SR Apprenti Chef - Groovy.png
* Groovy
 Fichier:Silver - SSR Costume Anniversaire.png Fichier:Silver - SSR Costume Anniversaire - Groovy.png | * Originale
* Groovy
Порталы

## Попаданцы

Каждый новый попаданец обязательно притаскивает с собой какую-нибудь дрянь. Конечно, бывают случаи и эпидемий. К сожалению, изолировать сразу новоприбывших не получается, поэтому остаётся лишь изучать новые вирусы, бактерии и прочее да пытаться с ними бороться. Магия и наука в лечении хороши, но и они не всесильны.

### Попаданцы в кого-то:

  1 - рожденные дети. Если ребенок погибает до рождения, то туда может попасть тот, кто совершил портальный ритуал перерождения. К примеру, подростки из нашего мира попали на Аорим в истории "Сэрэн Йонт".

  2 - попаданцы во взрослых. Идёт сражение двух личностей, в конце одна либо вытесняется, либо погибает. Иногда обе.

  3 - захватчики. Временно используют чужие тела. Живые, мертвые, разумные и неразумные... Им не важно.
Demonic Request

You summon a random demon from Hell and can make a pact with it, asking for it to accomplish something for you or tell you information, in exchange for the life and soul of a captive blood slave. Demons don't like being told what to do and if it thinks the mission you give it involves fighting, it is liable to turn against you. These demons have **4**  Power / **5**  Resistance.

**Tier 3 Demonic Request Ess** is an essence that is required to cast this ritual spell.
Black Vortex

Causes a maelstrom of intensely concentrated gravity that causes all those in the target area to be drawn into it and then take heavy damage over time. This will most likely destroy all but the most powerful creatures.

Black Vortex has a  Power (resistance penetration) rating of **4**.

**Tier 3 Black Vortex Ess** is an essence that is required to cast this ritual spell.
Anticipation

While maintained, and if you are correct in anticipating the general kind of spell that an enemy is casting at you, you can "catch" their spell and then redirect it at another target (or back at them).

**Tier 1 Anticipation Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Bloodlust

Causes you or target creature to gradually become crazed with bloodlust, as well as more physically powerful. The more they kill, the more intense the bloodlust, and the more they want to continue killing and the more powerful they'll be (temporarily). Once they've killed for than a few enemies, they'll be unable to stop themselves from continuing on to kill any innocents and even allies in the area.

Bloodlust has a  Power (resistance penetration) rating of **3**.

**Tier 2 Bloodlust Ess** is an essence that allows a mage to cast this spell.
Counterspell

Can cast once every few seconds while maintaining: Counters (disrupts) a spell that target enemy creature is in the midst of casting. If it's a powerful spell, it may erupt horrifically in their face. The more this spell is charged up, the greater its likelihood of disrupting higher Tier spells.

*Charged up* - This spell is gradually charged up by maintaining the associated evocation for several seconds and is then cast near-instantaneously. The longer this spell is charged up, the more potent its effect (e.g., the larger its scale or area of effect, or the longer its duration).

**Tier 1 Counterspell Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Clear Skies

Causes the skies throughout the local area to become rapidly reduced to perfectly clear; this also dispels any ongoing nearby weather spells. (It will stay that way for at least several hours, but may eventually change as nature does.)

**Tier 3 Clear Skies Ess** is an essence that is required to cast this ritual spell.

**Tier 8 Clear Skies Transcendent Ess** is the essence of clear skies. It is responsible for all clear skies in the world.
Divinity

Permanently makes you immune to mundane harm, nigh immune to almost all hostile magics (it increases your Resistance to **6**  Resistance), immune to the ravages of time, and able to activate and cast the Tier 9 spell for your Throne of Ascension.

**Tier 4 Divinity Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 6 Divinity Divine Ess**, which is an essence that embodies the enchantment created by this spell.
Evil Eye

Temporarily summons the Dark Lord's magical evil eye to look upon your vicinity. The Dark Lord can use it as a medium to permanently curse and mark those he sees that he deems enemies, that they may attract bad luck and monsters hostile to them, and so that he may know where they are.

Evil Eye has a  Power (resistance penetration) rating of **5**.

**Tier 3 Evil Eye Ess** is an essence that allows a mage to cast this spell.
Acid Burst

Sends forth a burst of acid in a short ranged cone. Causes damage over time. (Less effective through armor.)

Acid Burst has a  Power (resistance penetration) rating of **2**.

**Tier 2 Acid Burst Ess** is an essence that allows a mage to cast this spell.

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Boon

Applies on you, any one of a variety of beneficial effects of your choice, with permanent effect. This can for instance be increased movement speed, increased strength, increased luck, increased resilience, etc. The runes needed depend on the effect desired from the spell.

**Tier 3 Boon Ess** is an essence that is required to cast this ritual spell.
Demonic Pact

Permanent enchantment: The next time you fall below 20% life, you temporarily turn demonic and regain 20% life. In this state you become much more powerful and you earn unholy favor for any damage you deal to enemies in this state.

**Tier 3 Demonic Pact Ess** is an essence that is required to cast this ritual spell.
Ethereality

You or target creature temporarily become ethereal (intangible, floating, but still able to cast spells and can still be affected by spells).

**Tier 3 Ethereality Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 or 2 essence.)

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Conviction

You can cast this in support of another spell you're casting or another mage. While maintained, and if you are filled with conviction that the mage you're supporting will succeed and be victorious, the supported mage's spells have greater penetration vs resistances.

**Tier 1 Conviction Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Citadel Shield

Projects a stationary dome shield large enough to cover an entire city. It can absorb an enormous amount of damage and spell power, and its mana can be replenished by allied mages casting Mana Bolt at it.

It has **6**  Resistance.

**Tier 5 Citadel Shield Ess** is an essence that is required to cast this ritual spell.
Energy Whip

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a glowing white energy whip which is filled with electrical energy. (Less effective through armor.)

Attacks made with Energy Whip has a  Power (resistance penetration) rating of **2**.

**Tier 1 Energy Whip Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Demonize

Causes a Lesser Demon (**3**  Power / **4**  Resistance) to emerge from within, and consuming, the body of target living creature, killing its host. The demon is hostile to all except other demons.

Demonize has a  Power (resistance penetration) rating of **3**.

**Tier 4 Demonize Ess** is an essence that is required to cast this spell.
Blood Tendrils

Sends forth several tendrils of blood from your outstretched fingertips for several seconds, up to short range. Wherever this blood touches flesh, it causes profuse bleeding. (Ineffective through armor.)

Blood Tendrils has a  Power (resistance penetration) rating of **1**.

**Tier 1 Blood Tendrils Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Absorption

**Tier 5 Absorption Exalted Ess** enchants the bonded one the following benefits:

* Ability to absorb fire into themselves and cast it out (Absorb Fire)
* Ability to absorb electricity into themselves and cast it out (Absorb Lightning)
* Ability to absorb frost into themselves and cast it out (Absorb Frost)
* Ability to absorb water into themselves and cast it out
* Ability to absorb poison into themselves and cast it out
* Ability to absorb magic cast at them or on them (including enchantments and curses) and turn it into mana or cast those same spells on others
Clairvoyance

Permanently makes you able to see anywhere in the world at any time and know if and where anything of your choice is currently happening, but only if it can be seen from the vantage point of the sky (anything that happens behind closed doors or underground cannot be seen).

**Tier 4 Clairvoyance Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 6 Clairvoyance Ess**, which is an essence that embodies the enchantment created by this spell.
Earth Grip

Causes the earth and stone under target creature to rise up and solidify around their feet, thus binding it and preventing it from moving (but not from attacking or using items). Creatures with **4**  Power or greater can break free readily.

**Tier 2 Earth Grip Ess** is an essence that allows a mage to cast this spell.
Bond Dryad

Permanently summons a Dryad (**1**  Power / **3**  Resistance) to fight on your behalf. It gradually regenerates and can also cast a limited number of Gift of Nature and various utility nature spells at your command. It is vulnerable to fire.

**Tier 3 Bond Dryad Ess** is an essence that is required to cast this ritual spell.
Black Sun's Eclipse

Causes a total eclipse of the sun for several minutes, during which darkspawn emerge from the depths of the earth, undead arise, and spirits enter the world of the living throughout the surrounding area. They are hostile to everything. They fade away once the eclipse is over.

**Tier 4 Black Sun's Eclipse Ess** is an essence that is required to cast this ritual spell.
Consume Soul

You forcibly siphon target living creature's soul out of their body (killing it in the process) and consumes the sucked-out soul, permanently annihilating it (and preventing resurrection). You permanently gain the talents, skills, and any magical abilities of the consumed soul (though it may take some time to get used to them).

Consume Soul has a  Power (resistance penetration) rating of **4**.

**Tier 4 Consume Soul Ess** is an essence that is required to cast this spell.
Evaporation

While maintained, rapidly causes a small amount of water or other liquids near you (such as the water in wet clothes and wet hair) to evaporate into thin air.

**Tier 1 Evaporation Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Blink

Teleports yourself up to several meters to another location. Requires line of sight to the target and cannot go through walls.

**Tier 1 Blink Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

**Tier 2 Blink Ess** is an essence that allows a mage to cast this spell instantly. Has a limited number of charges.
Assassin's Mark

Permanently curses target living creature with an assassin's mark, signifying that the Assassins' Brotherhood payment has been made for the target's life to be claimed, and marking them as priority targets by any and all members of the Assassins' Brotherhood. Its presence can be detected by any member of the Assassins' Brotherhood, and members of the Assassins' Brotherhood can also use magic to locate one who has been marked in this way.

Assassin's Mark has a  Power (resistance penetration) rating of **4**.

**Tier 3 Assassin's Mark Ess** is an essence that allows a mage to cast this spell.
Earthquake

Causes a powerful earthquake to devastate the local large area. If cast in a populated place, many people will suffer injuries and some may die.

Earthquake has a  Power (resistance penetration) rating of **1-3**. (depending on distance from epicenter)

**Tier 4 Earthquake Ess** is an essence that is required to cast this ritual spell.

**Tier 7 Earthquake Transcendent Ess** is the essence of earthquakes. It is responsible for all earthquakes all over the world.
Chaos Bolt

Conjures and launches a bolt of reddish-black chaotic demonic energy. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons. (Less effective through armor.)

Chaos Bolt has a  Power (resistance penetration) rating of **1**.

**Tier 1 Chaos Bolt Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Blameshift

Permanently causes people to believe that someone, other than the one actually responsible for doing something, had done it. The more people are aware of it and the more significant it is, the more mana is needed.

**Tier 1 Blameshift Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Acute Smell

While maintained, you temporarily become able to pick up on and distinguish odors with great ability, identify the owner of that source (if you've used this before while in their presence), and follow them to their source (like a dog can).

**Tier 1 Acute Smell Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Core Condensation

Permanently and gradually increases your body's mana pool (maximum mana capacity; also called your "core", "dantian", or "qi sea"), through cultivation. This is a pre-requisite for casting any Tier 2 and higher spells, as they all require mana.

Most mages are only able to get the Tier 1 version of Core Condensation Ess.

*Cultivation* - The benefits of this essence are gradually and permanently accumulated by the mage possessing the essence, through a process called cultivation. The process requires cycling one's mana through one's body, and expends a great deal of mana. The mage's cultivation in the benefits of this essence are limited by the Tier of the essence (e.g. Tier 1 essence only allows cultivation up to the maximum benefit for Tier 1). Cultivation to higher Tiers both requires higher Tier (and thus rarer) essence as well as increased cultivation time and mana expenditure.
Conception

Causes target living creature to become pregnant (if possible).

**Tier 1 Conception Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

**Tier 8 Conception Transcendent Ess** is the essence of conception itself. Fragments of itself - lesser tier Conception Ess - may leak into any place in the world where living things are mating, bringing forth new life. It is in direct opposition to Tier 8 Death Transcendent Ess.
Bone Spear

Launches a spear of magically sharpened bone at a target.

Bone Spear has a  Power (resistance penetration) rating of **1**.

**Tier 1 Bone Spear Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Berserk

Causes you or target creature to gradually go more and more berserk, causing it to fight with melee instead of ranged or magic, and to have increased strength and fortitude at the cost of prowess and willpower. Benefits are stronger if used on you or an ally.

Berserk has a  Power (resistance penetration) rating of **4**.

**Tier 2 Berserk Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Animate Stone

Temporarily animates some stone (or clay or similar) construct to fight on your behalf. This can target for example a terra cotta soldier or a gargoyle. It must have already been constructed.

**Tier 3 Animate Stone Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 or 2 essence.)
Desertification

Alters Tier 8 Climate Transcendent Ess, causing a region (up to a hundred km wide) to rapidly and permanently turn into hot, arid desert within days, completely incapable of supporting life. It will never rain there again and everyone there will have to flee to other places.

**Tier 5 Desertification Ess** is an essence that is required to cast this ritual spell.
Erase Memory

Permanently erases a memory (a scene or scenes of your choice, or knowledge about something) from touched creature's memory. The longer this spell is charged up, the longer the extent of the memory that can be erased.

*Charged up* - This spell is gradually charged up by maintaining the associated evocation for several seconds and is then cast near-instantaneously. The longer this spell is charged up, the more potent its effect (e.g., the larger its scale or area of effect, or the longer its duration).

Erase Memory has a  Power (resistance penetration) rating of **5**.

**Tier 2 Erase Memory Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)
Assassin's Arrow

Enchants an arrow you shoot, to hunt down an enemy of your choice, no matter where in the world they might be. The arrow will then fly on its own, avoiding obstacles along the way, but is otherwise ordinary. (Ineffective through armor.)

Assassin's Arrow has a  Power (resistance penetration) rating of **1**.

**Tier 2 Assassin's Arrow Ess** is an essence that is required to cast this spell (at the stated cost).
Aphrodisiac

Permanently enchants an alchemical pill (made with certain specific herbs) such that when it is shattered (such as by throwing it against the ground for instance) it unleases a cloud of pinkish aphrodisiac powder that causes anyone that catches even a whiff of it to temporarily lose themselves to lust for anyone (or anything) in their immediate vicinity. This can affect humans as well as other creatures.

Aphrodisiac has a  Power (resistance penetration) rating of **4**.

**Tier 2 Aphrodisiac Ess** is an essence that is required to cast this spell (at the stated cost).
Enthrallment

You become permanently enthralled under another creature (which becomes your master). So long as your master doesn't die, neither will you, but if your master dies, you die instantly. Your master can also kill you at will, as well as drain your vitality to use as mana for their spells.

**Tier 1 Enthrallment Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Enchanted Forest

Permanently enchants an entire forest with ambient magic that causes those who are not welcome there (by your will) to constantly find themselves losing sense of direction, becoming lost and therefore unable to make it to the center of the forest.

**Tier 3 Enchanted Forest Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 5 Enchanted Forest Ess**, which is an essence that embodies the enchantment created by this spell.
Eternal Youth

Permanently enchants your body to become permanently young (of an age of your choice), spritely, and healthy (locking in your new appearance) and gives you infinite life expectancy (doesn't prevent you from being killed or maimed, however).

**Tier 3 Eternal Youth Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 5 Eternal Youth Exalted Ess**, which is an essence that embodies the enchantment created by this spell.
Empowerment

Permanently enchants your soul making you have power akin to that of a god - able to cast spells far faster than a normal mage can (at least for spells of up thru Tier 6), act as an entire communion in your own right, and can cast lower tier spells without paying mana and resource costs.

**Tier 4 Empowerment Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 6 Empowerment Divine Ess**, which is an essence that embodies the enchantment created by this spell.
Antidote Pill

Permanently enchants an alchemical pill (made with certain specific herbs) such that when it is consumed, it purges all poisons from the body of the one consuming it.

Antidote Pill has a  Power (resistance penetration) rating of **4**.

**Tier 2 Antidote Pill Ess** is an essence that is required to cast this spell (at the stated cost).
Deadly Visage

**Tier 4 Deadly Visage Ess** is an essence that binds with a basilisk, granting it the ability to intermittently cause anyone who makes eye contact with it to die from the looking at it. This effect does not transfer when viewed through a mirror.

Deadly Visage has a  Power (resistance penetration) rating of **4**.
Banefire Bolt

Launches a bolt of purplish-red banefire that both burns and withers. (Less effective through armor.)

Banefire Bolt has a  Power (resistance penetration) rating of **1**.

**Tier 1 Banefire Bolt Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Dancing Lights

While maintained, conjures up to several small sparks of light of the colors of your choice, which you can direct and move at will. It doesn't provide much illumination.

**Tier 1 Dancing Lights Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Anthropomorph

Permanently animates a nearby target item. Depending on the item type, either it can levitate, or it grows tiny arms and/or legs on which it can walk around. It can communicate with you and follow your commands.

**Tier 1 Anthropomorph Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Bond Sylph

Permanently summons a Sylph (**1**  Power / **3**  Resistance) to fight by your side. It is a floating wind spirit that is immune to physical injury and regenerates rapidly, which casts gusts of wind. You can then dismiss and call them back at any time thereafter.

**Tier 3 Bond Sylph Ess** is an essence that is required to cast this ritual spell.
Call Raven

Upon release after maintaining for a few seconds: Summons a raven to fight by your side. You can also scout with the raven by giving it commands.

**Tier 1 Call Raven Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Economy

Articles related to the World: **Economy** - Power - Creature - Spell - Evocation - Essence - Cultivation - Mage - Path - School - Mana - Magicite - Scroll - Ritual - Spirit spring - Throne

## Wages

Cost of common goods and wages
 Wages, mage | 80  /day

Wages are for 1 day, assuming the typical 8 hour workday.

Taxes are 30%, tithe are 10%, and upkeep are 10% of a typical person's income.
Blade Wind

Can cast once every few seconds while maintaining: Sends forth a burst of piercing, almost blade-like wind to strike in a short ranged cone. (Ineffective through armor.)

Blade Wind has a  Power (resistance penetration) rating of **1**.

**Tier 1 Blade Wind Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Dungeon

Permanently opens a vast dungeon beneath the ground which gradually fills with traps and monsters. The more dangerous these become, the greater the rewards that can be obtained by delving the dungeon. There may be dungeon breaks where monsters raid surrounding lands.

**Tier 4 Dungeon Core Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 6 Dungeon Ess**, which is an essence that embodies the enchantment created by this spell.
Call Horror

Permanently summons a random astral horror (see below) from the void. The very presence of the astral horror curses and drains mages' power. Horrors are indiscriminate and they are hostile to everything (except other horrors), and will seek out mages and those that have been horror marked, teleporting and chasing after them to the ends of the earth.

**Tier 3 Call Horror Ess** is an essence that is required to cast this ritual spell.
Charm

Temporarily makes target person more susceptible to your suggestions.

Charm has a  Power (resistance penetration) rating of **4**.

**Tier 2 Charm Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)
Bane Bolt

Launches a bolt of black necrotic energy that damages the living or harms the undead (and doesn't affect non-organic creatures). (Less effective through armor.)

Bane Bolt has a  Power (resistance penetration) rating of **1**.

**Tier 1 Bane Bolt Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Curse

Makes a negative temporary effect on target creature, into a permanent one. This can for example be combined with Paralyze to turn a temporary paralysis into a permanent one, or with Unluck to make temporary bad luck into permanent bad luck.

Curse has a  Power (resistance penetration) rating of **4**.

**Tier 3 Curse Ess** is an essence that allows a mage to cast this spell.
Bane Strike

You add necrotic energy to your next unarmed melee strike. (Less effective through armor.)

Bane Strike has a  Power (resistance penetration) rating of **1**.

**Tier 1 Bane Strike Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Death Scream

**Tier 4 Death Scream Ess** is an essence that binds with a banshee, granting it the ability to intermittently unleash a deafening scream filled with death energies. Any living creature that hears it at high loudness instantly drops dead, those who hear it at intermediate loudness fall unconscious, and those who hear it at low loudness become temporarily stunned and mentally injured.

Death Scream has a  Power (resistance penetration) rating of **4**.
Conceptry Wiki

**Welcome to the Conceptry Wiki!**

This is a listing of spells in a high fantasy setting. In this magic system, the power of spellcasters (mages) in this system is substantially "flat" in the sense that "stronger" spellcasters do not become magnitudes more powerful than "weaker" ones. However, spells do vary widely in power; they are arranged into nine Tiers (1-9). Each successive Tier's spells is substantially more powerful, and also qualitatively more difficult to cast, than the previous.

## Foundational pages

Articles related to the World: Economy - Power - Creature - Spell - Evocation - Essence - Cultivation - Mage - Path - School - Mana - Magicite - Scroll - Ritual - Spirit spring - Throne

## List of Spells

* Category:Spells

*Spells by Tier*: Tier 1 - Tier 2 - Tier 3 - Tier 4 - Tier 5 - Tier 6 - Tier 7 - Tier 8 - Tier 9

Standard spells

*Schools*: Temple of Mercy - Church of Light - Sorcery - Wizard's Tower - Adventurer's Guild - Dark Lord - Druidic Circle - Sisters of the Woods - Order of Justiciars - Merchant's Syndicate - Diviner's Guild - Conjurer's Guild - Skyward Sword Sect - Arid Mesa Sect - Phantasmal Mirage Sect - Silver Moon Sect - Numinous Beauty Sect - Assassins' Brotherhood - Amaranthine Flame Cult - Viridescent Nether Cult - Enchanter's Guild - Transmuter's Guild - Alchemist's Guild - Cult of the Damned - Cult of Vitriol - Tribal Shaman - Will of Asura - Vampiric - Lycanthropy - Agartha - Atlantis - Witches Coven - Sands of Creation - Lost City - Caelum - Cult of the Black Sin - Blood Moon Cult - Dragonlord - Frozen Palace - Phoenix Court - Infernal Legion - Vigil of Eternal Night - Cult of the Apocalypse - Mythic Era Lost Magic
Blood Moon

Causes the moon shining over a large area (up to 100 km wide) to turn blood red, corrupting all beasts throughout the region into monstrous forms and driving them with bloodlust. The beasts will then rampage through the surrounding settlements as a beast tide.

**Tier 5 Blood Moon Ess** is an essence that is required to cast this ritual spell.
Create Water

Instantaneously creates water in any number of containers in your inventory, or in target object that can store water. The longer you charge up this spell, the more water is created.

*Charged up* - This spell is gradually charged up by maintaining the associated evocation for several seconds and is then cast near-instantaneously. The longer this spell is charged up, the more potent its effect (e.g., the larger its scale or area of effect, or the longer its duration).

**Tier 1 Create Water Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Disregard

While maintained, you temporarily are able to shrug off wounds, remain focused on the task at hand, and continue to fight effectively despite suffering from blows that might otherwise render you capable of fighting.

**Tier 1 Disregard Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Animate Item

Temporarily animates a target item (nearby or from inventory). You can then give it instructions. Weapons will fight for you and shields will block for you.

**Tier 2 Animate Item Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)
Eternity

Destroys Tier 9 Time Transcendent Ess, which causes time to cease to pass for almost everything except the caster and those objects and creatures the caster chooses. The caster can choose to grant or revoke time to subjects of their choice at any time. Everyone and everything else will be frozen helplessly in stasis.

**Tier 5 Eternity Ritual Ess** is an essence that is required to cast this spell (at the stated cost).
Aura

While maintained, projects your or a nearby allied creature's evocation (maintained spell) with a beneficial effect, to also affect up to several adjacent allied creatures.

**Tier 1 Aura Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Enpoison

While maintained, rapidly adds poison to your weapon, container, or liquid.

Enpoison has a  Power (resistance penetration) rating of **4**.

**Tier 1 Enpoison Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Arrow Barrage

Causes an arrow you loose to turn into numerous arrows that all rain down on the same general location that you loosed you arrow in. The more arrows conjured, the more mana is expended.

Arrow Barrage has a  Power (resistance penetration) rating of **1**.

**Tier 2 Arrow Barrage Ess** is an essence that allows a mage to cast this spell.
Bane Scythe

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a black or dark red scythe which is filled with necrotic energies. (Less effective through armor.)

Attacks made with Bane Scythe has a  Power (resistance penetration) rating of **2**.

**Tier 1 Bane Scythe Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Blurred Vision

Upon activation after focusing for a few seconds and while maintained, temporarily causes target creature's vision to become blurred such that they have poor aim and have difficulty fighting in melee.

Blurred Vision has a  Power (resistance penetration) rating of **4**.

**Tier 1 Blurred Vision Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Contagion

Spreads a highly contagious, but not deadly, disease (like the common cold or influenza) through a target populated area. Without healing, many will catch the illness within days.

Contagion has a  Power (resistance penetration) rating of **4**.

**Tier 3 Contagion Ess** is an essence that allows a mage to cast this spell.
Climate

**Tier 8 Climate Transcendent Ess** is the essence of the climates.

It is omnipresent and to a limited extent mediates the balance of the influence of Tier 9 Heat Transcendent Ess, Tier 9 Cold Transcendent Ess, and Tier 8 Rain Transcendent Ess, by location, such that some regions are hotter and others are colder, some places are wetter and some places are drier.

The spell Desertification alters Tier 8 Climate Transcendent Ess, causing an entire region (up to several hundreds of km wide) to rapidly change into an endless, arid desert.

As an ethereal, omnipresent and immortal being, it is very hard to harm.
Bind Item

Permanently binds an item to you. You can summon bound items to you at any time (even if others have physical possession of it and even if it's far away).

**Tier 1 Bind Item Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Decomposition

While maintained, rapidly decays non-living biological material near you of your choice into compost, or causes nearby foodstuffs to rot.

**Tier 1 Decomposition Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Arcane Bolt

Conjures and launches a bolt of raw arcane energy. (Less effective through armor.)

Arcane Bolt has a  Power (resistance penetration) rating of **1**.

**Tier 1 Arcane Bolt Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Curse Mark

Permanently curses a creature with a curse mark, which causes the victim great pain to whatever parts of their body the mark covers, whenever they use magic. It is visible on their body as a series of black marks. The more they use magic, the more the curse mark grows until their entire body is covered.

Curse Mark has a  Power (resistance penetration) rating of **4**.

**Tier 3 Curse Mark Ess** is an essence that allows a mage to cast this spell.
Chaos Lash

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a whip of reddish-black chaotic demonic energy. Hits with it corrupt living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons. (Less effective through armor.)

Attacks made with Chaos Lash has a  Power (resistance penetration) rating of **2**.

**Tier 1 Chaos Lash Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.

*Beast Essence* - This essence may bond with certain kinds of monsters, turning them into magical creatures.
Blightning

Strikes target with reddish-black chaotic demonic lightning. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

Blightning has a  Power (resistance penetration) rating of **3**.

**Tier 3 Blightning Ess** is an essence that allows a mage to cast this spell.
Disarmament

Upon release after maintaining for a few seconds: Disarms target creature, causing their weapon (and shield, if any) to fly away violently. The heavier the weapon, the longer this spell must be charged up for.

*Charged up* - This spell is gradually charged up by maintaining the associated evocation for several seconds and is then cast near-instantaneously. The longer this spell is charged up, the more potent its effect (e.g., the larger its scale or area of effect, or the longer its duration).

Disarmament has a  Power (resistance penetration) rating of **2**.

**Tier 1 Disarmament Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Delirium

You can cast this in support of another spell you're casting or another mage. While maintained, causes the supported mage's cast spells to be modified in unpredictable ways. It will also cause the supported mage to temporarily go delirius, as if severely intoxicated with alcohol.

**Tier 1 Delirium Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Displacement

While maintained, causes your image to be displaced by a short distance (no more than a meter), which can cause enemy attacks and projectiles to miss - until they realize that and adjust.

**Tier 1 Displacement Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Binding Contract

Enchants a signed, written contract between parties, making it magically binding. Can cause pain, remuneration, specific performance, or even death if violated, depending on contract terms.

**Tier 1 Binding Contract Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Cold

**Tier 9 Cold Transcendent Ess** is the essence of coldness itself.

Fragments of it - lower tier cold path Essences of various types - may leak into any place in the world where fire, the warmth of the sun, or other sources of warmth don't reach.

It is diametrically opposed by Tier 9 Heat Transcendent Ess (the sun), which keeps it at bay, but it suffuses the world everywhere else.

As an ethereal, immortal being, it is very hard to harm and it can never truly be defeated or held at bay.
Entreat the Angels

Permanently summons an angel (one of the following) to fight on your behalf. Only the entreaty of one who has true faith in the Church of Light will be answered.

 **Angel of Radiance** | **2**  Power / **4**  Resistance | Flying + holy and light spells

**Tier 3 Entreat the Angels Ess** is an essence that is required to cast this ritual spell.
Battlespace

Casts a temporal field encompassing your surroundings for a short while. Things other than you and allies and enemies of your choice within the temporal field are "phased out" so that the actions of you and the chosen allies and enemies cannot impact the area and others (bystanders) that would otherwise be caught up in e.g. a battle.

**Tier 3 Battlespace Ess** is an essence that allows a mage to cast this spell.
Dao Comprehension

Permanently and gradually increases your ability to use Essences of higher tier, through cultivation. This is one of the most important essences and cultivations since it directly determines what Tier the mage is.

Tier 1 Essence is the only one that does not need to be mastered through cultivation.

In order to reach higher Tiers, a mage must have Dao Comprehension Ess of that higher Tier. These generally can only be obtained through chance encounter, meaning that most mages cannot reach higher Tiers.

*Cultivation* - The benefits of this essence are gradually and permanently accumulated by the mage possessing the essence, through a process called cultivation. The process requires cycling one's mana through one's body, and expends a great deal of mana. The mage's cultivation in the benefits of this essence are limited by the Tier of the essence (e.g. Tier 1 essence only allows cultivation up to the maximum benefit for Tier 1). Cultivation to higher Tiers both requires higher Tier (and thus rarer) essence as well as increased cultivation time and mana expenditure.

 Tier 4 |  1,920 | 1,920 hrs | Tier 4
Dispel

Upon release after maintaining for a few seconds: Absorbs magic from a target or removes a magical curse or debuff from you or an allied creature, or removes a magical buff from an enemy creature. The more powerful the effect being removed, the longer this spell must be charged up (and higher Tier spells may require charging this up for several minutes, to remove).

*Charged up* - This spell is gradually charged up by maintaining the associated evocation for several seconds and is then cast near-instantaneously. The longer this spell is charged up, the more potent its effect (e.g., the larger its scale or area of effect, or the longer its duration).

**Tier 1 Dispel Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Beast to Feast

Turns a caught critter or beast into a cooked feast. The larger the creature, the longer the spell takes to cast.

**Tier 1 Beast to Feast Ess** is an essence that allows a mage to cast this spell without the mage needing to evoke it, allowing multiple spells to be cast and/or maintained simultaneously.
Disguise

Temporarily disguises you or target creature into the appearance (but not voice, nor actual physique) of your choice (which can be that of another specific creature).

**Tier 2 Disguise Ess** is an essence that is required to cast this spell. It maintains the spell's evocation for you so you don't have to maintain it yourself. (This spell cannot be cast with a Tier 1 essence.)
Chaos Pulse

Releases a pulse of reddish-black chaotic demonic energy outward from yourself in all directions. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

Chaos Pulse has a  Power (resistance penetration) rating of **2**.

**Tier 3 Chaos Pulse Ess** is an essence that allows a mage to cast this spell.
Fires from Afar

Launches a number of fireballs (like Fireball) or a single more powerful fireball (like Blast Fireball) at long distances against target area. (Ineffective through armor.)

Fires from Afar has a  Power (resistance penetration) rating of **2**.

**Tier 3 Fires from Afar Ess** is an essence that is required to cast this ritual spell.