recursal/Fanatic-Fandom huggingface dataset:
Relation

**Tier 8 Relation Transcendent Ess** is the essence of familial ties, friendships, relationships, partnerships, and free association.

Fragments of it may leak into any place in the world, targeting all social creatures, for all social creatures must relate to others if they are to survive.

As a Throne (ophan), it is a floating legion of many-eyed wheels of pure essence.

Tier 8 Relation Transcendent Ess can freely teleport. Wherever it goes, it can make people gain or lose kinship with others and establish or ruin friendships, or form or break allegiances. People's relationships to each other will spontaneously change in its wake.

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

Relation Transcendent Ess has **7**  Power / **8**  Resistance
Tangle Vines

Causes vines to emerge from grassy terrain to ensnare a target creature for a short while, preventing movement. The vines are easily destroyed with fire. Creatures with **2**  Power or greater can break the vines readily.

**Tier 1 Tangle Vines 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.
Slavery

**Tier 7 Slavery Transcendent Ess** is the essence of slavery itself and is one of the Prime Evils.

Fragments of it - Tier 3 Body Control Ess - may leak into any place in the world where there are those who have been defeated and are without power.

Normally bound to Hell, it can be summoned into the world via the spell Unseal Prime Evil, whereupon it will begin to run amok through the world of the living.

It serves Tier 8 Hell Transcendent Ess.

Wherever Slavery Transcendent Ess goes, it forcibly takes control of peoples' bodies and enslaves them with slave brands (as with the Slave Brand spell). Wherever it goes, it scatters fragments of itself - Tier 3 Body Control Ess - which in turn cast Tier 3 Body Control. It always aids the victor of recent battles in the vicinity, granting them power over the defeated. This also makes it very hard to fight against.

As an ethereal, immortal reforming being, it is very hard to harm and the only way it can be properly dealt with is to banish it back to Hell.

Slavery Transcendent Ess has **6**  Power / **7**  Resistance
Tumorous Growth

Afflicts target living creature with tumorous growths. Any attempt to heal the creature will only cause the tumors to grow, and over time the tumors will enlarge until the creature dies.

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

**Tier 3 Tumorous Growth Ess** is an essence that allows a mage to cast this spell.
Rule

**Tier 8 Rule Transcendent Ess** is the essence of rules, laws, norms, traditions, customs, and regulations.

Fragments of it may leak into any place in the world, targeting all sentient creatures, for all sentient creatures must follow rules.

As a Throne (ophan), it is a floating legion of many-eyed wheels of pure essence.

Tier 8 Rule Transcendent Ess can freely teleport. Wherever it goes, it can impose new rules upon people, or change those rules, indiscriminately of whether they are good or bad. This can make it very difficult to deal with.

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

Rule Transcendent Ess has **7**  Power / **8**  Resistance
Spirit Mount

Temporarily summons a spirit mount that you can ride on and which you can summon and unsummon at any time.

**Tier 2 Spirit Mount 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.)
Volcano

Causes a mountain to erupt as a volcano, or raises a volcano from a plains, causing earthquakes, spewing rivers of lava, and a rain of falling boulders. Pyroclastic clouds will devastate crops and sicken people and livestock throughout the entire region (hundreds of km wide).

Volcano has a  Power (resistance penetration) rating of **2-5**. (depending on distance from epicenter)

**Tier 5 Volcano Ess** is an essence that is required to cast this ritual spell.

**Tier 7 Volcano Transcendent Ess** is the essence of volcanoes. It is responsible for all volcanoes all over the world.
Trivia

You become aware of some random fact about the world. These facts can (and most likely will be) particularly specific, hard-to-action, and not at all useful to you, however.

**Tier 1 Trivia 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.
Psychic

**Tier 5 Psychic Exalted Ess** enchants the bonded mage a variety of mind path abilities (such as the spells Hear Thoughts, Mind Read, Detect Lies, Psychic Strike, Feeblemind, Charm, Sleep, Mind Control, Compulsion, Modify Memory, Erase Memory, False Memory, Mind Hunt, Induce Emotions and more), without paying any mana or resource costs. The mage can do this many times per hour before running out of charges, depending on the tier of the spells used.

Tier 5 Psychic Exalted Ess only bonds with the person in the world with the most intelligent, willful mind. If the bonded one becomes feeble-minded, it will abandon them.
Submergence

Cuts away a piece of Tier 9 Earth Transcendent Ess, causing an entire region (up to a hundred km wide) to become permanently submerged into the sea, causing a tsunami-style tidal wave and floodwaters to overwhelm all in the affected region and drowning all who are there.

**Tier 5 Submergence Ess** is an essence that is required to cast this ritual spell.
Razor Leaves

Can cast once every few seconds while maintaining: Sends forth a burst of razor-sharp leaves to strike in a short ranged cone. (Ineffective through armor.)

Razor Leaves has a  Power (resistance penetration) rating of **1**.

**Tier 1 Razor Leaves 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.
Sacrifice

You can cast this in support of another mage. While maintained, and if you are filled with a willingness to sacrifice yourself on behalf of a strongly held goal that the supported mage shares, the supported mage's spells become much more powerful, at the cost of your lifespan.

**Tier 1 Sacrifice 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.
Theurgy

Permanently makes you able to hear and answer to those praying to / invoking you or a particular term or phrase of your choice, and channel your magic through them as if you were standing right next to them. You still have to pay the costs for all the spells you cast, though.

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

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

**Tier 9 Void Transcendent Ess** is the essence of the void itself.

In the beginning, there was only the void.

It is the infinite, black-as-night expanse beyond the world, where nothing material dwells, and only ethereal spirits such as the jinn, the souls of the dead, the angels in their radiance, and the horrors of the void dwell.

As an eternal, omnipresent, immortal being, it is practically impossible to harm.
Sloth

**Tier 7 Sloth Transcendent Ess** is the essence of sloth. It is also called the Vanquisher of Dreams.

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

Tier 7 Sloth Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads laziness in the hearts and minds of all nearby, prompting them to be unwilling to think, exert themselves, or even respond to overt threats, at the expense of being able to think clearly and being able to stay focused on their mission or properly defend themselves.

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

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

Sloth Transcendent Ess has **6**  Power / **7**  Resistance
Sword Barrage

Causes a barrage of over a hundred temporarily conjured swords to descend upon target small area, impaling anyone caught in the area of effect. (Ineffective through armor.)

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

**Tier 3 Sword Barrage Ess** is an essence that allows a mage to cast this spell.
Petrify

Temporarily turns target creature into stone, making it unable to move, fight, or cast spells, but also dramatically increasing its physical resistance. Effect is permanent against creatures with **4**  Resistance or less.

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

**Tier 3 Petrify Ess** is an essence that allows a mage to cast this spell.
Shadow Meld

While maintained, you temporarily become nigh invisible while in dark (poorly lit) areas.

**Tier 2 Shadow Meld 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.
Power Seal

Permanently places a magical seal on target living creature's forehead, that seals or limits their magical power to the extent you desire. Note that unlike Disempower, this can potentially be dispelled.

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

**Tier 3 Power Seal Ess** is an essence that allows a mage to cast this spell.
Sleeping Touch

On touch after having maintained for a few seconds: causes touched creature to enter a deep sleep until it gets impacted or injured. (Less effective through armor.)

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

**Tier 1 Sleeping Touch 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.
Returning Spring Pill

Permanently enchants an alchemical pill (made with certain specific herbs) with skin-rejuvenating magic that makes the consumer appear several years younger. The effect gradually dissipates over the course of several months.

**Tier 3 Returning Spring Pill Ess** is an essence that is required to cast this ritual spell.
Twist Fate

Instantly twists the vagaries of cate, cusing you or target ally to avoid an incoming attack or causes target enemy to be hit by an attack they might otherwise block/dodge.

**Tier 1 Twist Fate 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.
Sympathetic Curse

Permanently curses target creature to be bound to a voodoo doll in your possession. Any intentional change wrought to the doll also happens to the bound creature (such as movement, burning, injury, drowning, tactile sensation, etc).

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

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

You can cast this in support of an allied mage. While maintained, and if you are filled with unqualified trust in that mage and cast this willingly, this allows that mage full control over you and your body and spells and can force you to take actions, which only they can revoke.

**Tier 1 Trust 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.
Qi Gathering

While maintained, slowly accumulates mana from the ambient air into your mana pool, up to your mana pool limit, during which you can't do anything else. This is a pre-requisite for casting any Tier 2 and higher spells, as they all require mana. At first, this rate is much slower than the maximum for the Tier, but through practice, one gradually gets much better at qi gathering.

Almost all mages are only able to get the Tier 1 version of Qi Gathering Ess. Mages of higher Tiers rarely spend their time gathering qi.

*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 | 8  per hour
Vitality

Permanently and gradually increases your body's vitality, such that you don't become nearly as weakened from suffering injuries, blood loss, and disease; and don't die as easily from injuries, blood loss, and disease, through cultivation.

*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
Shock Strike

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

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

**Tier 1 Shock 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.
Vicarious Experience

While maintained, you temporarily become able to experience the world as if through the senses of another creature whom you can see or who is nearby, instead of the senses of your own body.

**Tier 1 Vicarious Experience 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.
Tracking

While maintained, temporarily makes you exceptional at picking up and following others' tracks, picking up on even the slightest tracks quickly.

**Tier 1 Tracking 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.
Stone Form

You temporarily become a living mass of earth and stone (giving various resistances and abilities).

**Tier 3 Stone Form 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.)
See Name

After focusing for a few seconds and while maintained, you can see the name of a person you are focusing your attention on, as illusionary letters floating above the person's head.

**Tier 1 See Name 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.
Treebranch Leap

While maintained, your leap allows you to accurately leap from tree branch to tree branch without losing your footing, and allowing you to as fast as running when moving in this way.

**Tier 1 Treebranch Leap 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.
Vacuum Sphere

Entraps a creature within a large sphere of vacuum that they are not able to escape from, and which causes them to be unable to breathe, eventually suffocating them. The spell requires concentration and fails if your attention is broken.

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

**Tier 3 Vacuum Sphere Ess** is an essence that allows a mage to cast this spell.
Trap in Painting

Permanently traps target creature in a nearby painting. Their environment will thus be limited to the scope of the painting. Tearing the painting further limits their environment. Burning it burns them to death. Bleeding away the paint causes them to melt into a pool of paint.

Trap in Painting has a  Power (resistance penetration) rating of **5**.

**Tier 3 Trap in Painting Ess** is an essence that allows a mage to cast this spell.
Phantasmal Mist

Temporarily conjures up a dense obscuring mist from which phantasms will emerge, drawing their forms from the fears of the people within the mist. These phantasms will attack those people, but can only cause them harm if those people fail to disbelieve the illusion.

**Tier 4 Phantasmal Mist Ess** is an essence that is required to cast this spell.
Twisted Wish

You command a genie to grant you a wish. Almost unlimited in the versatility of what spell effects this can give, up to the power level of Tier 7 spells. However the genie will twist your wish so you can expect downsides. Rune requirements differ depending on what is wished for.

This spell is cast through **Tier 8 Attainment Transcendent Ess** (the Genie of the Lamp). Only the one who bears the Lamp can cast this spell.
Temporal Seal

Permanently seals away target creature or object into an isolated timeline which cannot normally be accessed, but grants you the key in the form of a disc-shaped seal. It is hard but not impossible to destroy, and if destroyed will liberate the sealed subject. Several of the casters will have to sacrifice their lives to cast this spell.

Temporal Seal has a  Power (resistance penetration) rating of **7**.

**Tier 5 Temporal Seal Ess** is an essence that is required to cast this ritual spell.
Storage

Allows you to remotely withdraw or store an item to/from an extradimensional pocket space. The larger the object, the longer this spell has to be charged up for (several seconds for furniture).

*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 Storage 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.
Sound Ward

While maintained, projects a soundproof sphere around you and those in your immediate vicinity, allowing you to speak to those nearby in privacy without being overheard by others.

**Tier 1 Sound Ward 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.
Vine Form

You temporarily become a living mass of vine and wood (giving various resistances and abilities). You can lash and bind nearby enemies with tendrils of vines.

**Tier 3 Vine Form 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.
Return

Instantly teleports yourself to another distant location of your choice up to a thousand kilometers away, so long as you've been to that location before and spent the time to learn and memorize your surroundings when you were there.

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

Temporarily curses a target so that they are more likely to be hit, suffer critical hits, miss their attacks, and fail to make critical hits.

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

**Tier 1 Unluck 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.
Telekinesis

While maintained, telekinetically interacts with and moves lightweight objects around in your vicinity (which might otherwise be out of reach).

**Tier 1 Telekinesis 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.
Valor

While maintained, temporarily causes nearby allied creatures to be rally and be more courageous and heroic in their behavior.

**Tier 1 Valor 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.
Vampiricism

You or target creature becomes permanently cursed with the vampiric trait, which allows you to use vampiric magic and makes you hunger for human blood or become increasingly vampiric in appearance whenever that blood thirst is not sated.

**Tier 1 Vampiricism 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.
Sword Flight

You temporarily enchant a sword in your possession, with the ability to fly while you're standing on it.

**Tier 2 Sword Flight 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.)
Sharp Sight

While maintained, you temporarily become able to see almost perfectly in the dark as if your surroundings were well lit.

**Tier 1 Sharp Sight 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.
Shrink

Temporarily shrinks target enemy (reduces vitality, strength, stamina, attack, increases resistances).

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

**Tier 2 Shrink 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.)
Quiet

While maintained, temporarily makes you or target creature silent, so that they can't make a sound if they wanted to, or prevents you from accidentally making a sound if you're trying to be stealthy.

**Tier 1 Quiet 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.
Shatter Reality

Shatters Tier 9 Reality Transcendent Ess into many Tier 8 Reality Transcendent Ess, which permanently shatters reality into a number of different planes, each cut off from one another except via gateways, teleportation, planar travel, scrying and related magics.

**Tier 5 Shatter Reality Ess** is an essence that is required to cast this ritual spell.
Vigilance

While maintained, you temporarily become hyper aware of your surroundings and anything unusual that is happening nearby, potentially giving you advance warning of things that are about to happen.

**Tier 1 Vigilance 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.
Sanctuary

Temporarily creates a circle of protection at your location, several meters wide, that causes prevents anyone you don't consider to be an ally from being able to enter the circle of protection. You can temporarily deactivate (and then reactivate) the sanctuary effect in order to allow yourself or allies to leave, but doing so temporarily opens up the sanctuary to invasion by outsiders as well.

**Tier 2 Sanctuary Ess** is an essence that allows a mage to cast this spell.
Purity of Lightning

**Tier 5 Purity of Lightning Exalted Ess** enchants the bonded one's body with the "Pure Energy Constitution", granting them the ability to channel shock path magic at a much more potent level.

They can cast shock path magic with one of the following benefits (of their choice, for each instance of such spells cast):

* Several times increased blast radius / area of effect
* +1 Tier to the resistance penetration of the spell
* Reduced mana and resource costs
* Greatly reduced casting time

Tier 5 Purity of Lightning Exalted Ess only bonds to a person with great magical talent.
Soul Stealing Kiss

You kiss a living creature and extract their soul from their body, essentially killing them. Requires mouth to mouth contact for several seconds (making seduction nearly a necessity).

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

**Tier 3 Soul Stealing Kiss Ess** is an essence that allows a mage to cast this spell.
Pride

**Tier 7 Pride Transcendent Ess** is the essence of pride. A fallen angel, it is one of the cardinal sins.

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

Tier 7 Pride Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads pridefulness in the hearts and minds of all nearby, prompting them to revel in their accomplishments and become expectant of their upcoming glory at the expense of not being able to spot pitfalls that could doom them to failure nor of being careful or tactful in their exuberance.

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

Pride Transcendent Ess has **6**  Power / **7**  Resistance
Pass Through

Allows you to pass through target patch of wall (ie. stone, brick, wood) and through solid stone (including tunnel down into the ground), allowing you to reach places that are otherwise inaccessible.

**Tier 2 Pass Through 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.)
Shapeshifting

Temporarily changes you or an allied creature's shape into that of another creature of your choice, along with its associated stats and abilities. The more significant the change, the greater the cost.

**Tier 3 Shapeshifting 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.)
Path

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

Mages all have one or more paths, which determine what kinds of spells the mage has the ability to cast; this is also called the mage's talent or gift.

Some spells require the mage to have multiple paths.
Remote Pickpocket

Attempts to telekinetically pickpocket target creature remotely. Does it in a way that's nearly impossible to notice. Requires several seconds of attentiveness on the target.

**Tier 2 Remote Pickpocket 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.)
Pestilence

**Tier 7 Pestilence Transcendent Ess** is the essence of disease itself and is one of the Prime Evils.

Fragments of it - lesser tier disease type essences - may leak into any place in the world where there are large concentrations of people living in unsanitary conditions or consuming contaminated food or water.

Normally bound to Hell, it can be summoned into the world via the spell Unseal Prime Evil, whereupon it will begin to run amok through the world of the living.

It serves Tier 8 Hell Transcendent Ess.

Wherever Pestilence Transcendent Ess goes, it spreads the influence (flu), bad air (malaria), white death (tuberculosis), black death (bubonic plague), hydrophobia (rabies), cholera, dysentery, leprosy, and more. Wherever it goes, it scatters fragments of itself - such Tier 2 Illness Ess and Tier 3 Disease Ess - which in turn cast Tier 2 Illness and Tier 3 Disease respectively, further spreading sicknesses. Many of those afflicted will eventually die.

As an ethereal, immortal reforming being, it is very hard to harm and the only way it can be properly dealt with is to banish it back to Hell.

Pestilence Transcendent Ess has **6**  Power / **7**  Resistance
Spell Sigil

Upon sacrificing/imbuing mana and other resources required for a spell: Creates a spell sigil at a nearby target location that's only visible to you and those you wish, that can be activated to cause the spell to take effect. The longer this spell is charged up for, the more powerful the spell that can be imbued into the sigil.

*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 Spell Sigil 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.
Power

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

Creatures have a wide variation in terms of how resistant they are to physical attacks, the elements, and magical effects. This is represented by the creature's  **Resistance**.

Spells and weapons also vary widely in how potent they are, that is, how good they are at cracking creatures' resistances. This penetrative ability is referred to as its  **Power**.

 4 or more levels below target's toughness | 0%

For reference,

* An unarmored human has **2**  **Resistance** and a spear has **2**  **Power**, so a full-on, proper hit with a spear will kill the human.
* A human with light armor has **3**  **Resistance** so only has a roughly 1/16 chance of being killed by a hit with a spear.

## Modifiers

**Ethereal** creatures get a +**2**  **Resistance** bonus vs non-magical physical effects/damage and a +**1**  **Resistance** bonus vs elemental (fire, water, frost, shock, poison) effects/damage.

**Non-living** (e.g. undead) creatures get a +**1**  **Resistance** bonus vs poison and death/bane effects/damage and are immune to mind effects/damage.

**Undead** and **Demonic** creatures get a -**1**  **Resistance** malus vs holy/radiant effects/damage.
Simulacrum

Permanently creates a body double of yourself that can think, fight, and act independently and can fight and cast spells on your behalf.

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

Creates **Tier 6 Simulacrum Divine Ess**, which is an essence that embodies the enchantment created by this spell.
Slave Brand

Permanently places a slave brand on a creature. It can be used to force a subject to take an action on the spot given a verbal command from you, or to afflict the subject with great pain if they violate clear-cut rules, try to attack you, or whenever you will it.

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

**Tier 3 Slave Brand Ess** is an essence that is required to cast this ritual spell.
Radiant Beam

Continuously fires a beam of intense focused golden holy radiance for several seconds that disintegrates certain creatures it touches. Only harms the undead, demons, and evil creatures; blinds everyone else hit by it. It can penetrate lesser targets to some extent. Deals massive holy damage in a beam that can be swept about to hit multiple targets.

Radiant Beam has a  Power (resistance penetration) rating of **5**.

**Tier 4 Radiant Beam Ess** is an essence that is required to cast this spell.
Vulnerability

Temporarily causes target to take more damage from hits.

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

**Tier 1 Vulnerability 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 Vulnerability Transcendent Ess** is the essence of vulnerability. Fragments of it - lower tier Vulnerability Ess - may leak into any place in the world where creatures are injured, sickened, or old or suffering from afflictions. Tier 8 Vulnerability Transcendent Ess has mottled brown, tattered wings and can fly and freely teleport. Its very presence causes all those nearby to become severely weakened. It is diametrically opposed to Tier 8 Fortitude Transcendent Ess.
Silverlight Arrow

Allows you to loose from your bow an arrow enhanced with silvery light energy. It is extra effective against magical, ethereal, undead, vampiric, and lycanthropic creatures. (Less effective through armor.)

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

**Tier 1 Silverlight Arrow 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.
Unreason

**Tier 7 Unreason Transcendent Ess** is the essence of ruinous simple-minded thinking and lack of wisdom. Also called Lucifer.

Tier 7 Unreason Transcendent Ess can freely teleport, and visits those in positions of power who are about to make significant decisions. To them it whispers simple, seemingly common-sense, appealing suggestions to whatever problems they face and whatever social ills they seek to solve, obviating any further thought on the matter.

Tier 7 Unreason Transcendent Ess always approaches its targets with the best interests at heart, it's just incredibly incompetent and ambitious and always convinced that its intelligence is unparalleled, that it's completely right, and that nothing could go wrong with its plan, and it infuses that same conviction in those it influences.

These people in positions of power then adopt these suggestions as their own and carry them out - but because these were poorly thought out decisions and plans of action, they would not work in practice, and are likely to backfire spectacularly, oftentimes resulting in more suffering and hardship to those they had intended to help. Through their actions, then, Tier 7 Unreason Transcendent Ess hinders the attempts of well-intentioned people to do good and makes the world a worse place.

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

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

Unreason Transcendent Ess has **6**  Power / **7**  Resistance
Stone Strike

Causes a piece of the ground beneath your feet to break off, lift into the air, and sends it hurtling at a target. Has a chance to stun or to knock back. (Less effective through armor.)

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

**Tier 1 Stone 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.
Spellbind

Permanently enchants an item into a magic item with charges of one or more spells of your choice that you can cast, infused into the magic item, so that anyone using it can then cast spells through it. Holds a limited number of charges; higher tier spells use more charges. The longer you spend charging up this spell, the more powerful the spells charged can be and the more charges that are stored.

*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 Spellbind 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.
Spell

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

A spell is a distinct instance (or type) of magic.

## 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

## Spell Tiers

Spells 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 (both in time needed to cast the spell and in resources and communion members required), than the previous.
Wind Pulse

Releases a pulse of wind outward from yourself in all directions, knocking back enemies, stunning, and causing mild physical damage.

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

**Tier 1 Wind Pulse 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.
Sand Blast

Can cast once every few seconds while maintaining: Sends forth a wave of sand in a cone, that can temporarily blind those looking at you and occludes vision for a brief moment.

**Tier 1 Sand Blast 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.
Unsummon

Unsummons target summoned creature. Always works if used on a creature you control. For creatures you don't control, the more powerful they are, the longer this spell must be charged up for in order to succeed.

*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).

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

**Tier 1 Unsummon 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.
Suppression

While maintained, and keeping eye contact with target creature, applies a suppressive mental pressure on its mind that heavily discourages it from taking action, especially one that it perceives as risky.

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

**Tier 1 Suppression 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.
Shock Shield

Upon release after maintaining for a few seconds and while maintained, temporarily projects a round, meter-wide shield of electrical energy from your hand. Anyone attempting to strike you in melee risks being shocked as a result. (Less effective through armor.)

Damage taken by melee attacker from Shock Shield has a  Power (resistance penetration) rating of **2**.

**Tier 1 Shock Shield 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.
Relief

Temporarily causes you or target creature to no longer feel any negative sensations. The longer this spell is charged up, the longer its duration (about 1 minute per 1 sec of charge up).

*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 Relief 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.
Stupidity

Temporarily causes target creature to become very stupid.

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

**Tier 1 Stupidity 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 7 Stupidity Transcendent Ess** is the essence of stupidity. All creatures have a sliver of it within themselves. Tier 8 Weakness Transcendent Ess has mottled brown, tattered wings and can fly and freely teleport. Its very presence causes all those nearby to become severely stupid and feeble of mind. It is diametrically opposed to Tier 7 Intellect Transcendent Ess.
Spellcraft

Permanently creates / invents a brand new spell, along with all its details including how to cast it, and reveals it to you. (Thereafter, any others who discover it or learn it from you, directly or indirectly, can then cast it too.)

**Tier 4 Spellcraft Ess** is an essence that is required to cast this ritual spell.
Undead Plague

Causes all living beings within an entire region (up to 1000 km wide) to be afflicted with the undead plague, which gradually turns them into undead and ghostly spirits. These undead will then seek out concentrations of the living throughout the rest of the world.

**Tier 5 Undead Plague Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 8 Undead Plague Transcendent Ess**, which is an essence that embodies the enchantment created by this spell.
Twister

Temporarily summons a twister at target area, causing all objects and creatures in area of effect to be sent flying around and around and taking physical damage for a while before falling back to the ground for more physical damage. Its path is unpredictable.

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

Almost unlimited in the versatility of what spell effects this can give, up to (but not including) the power level of Tier 7 spells. Rune requirements differ depending on what is wished for.

This spell is cast through **Tier 8 Attainment Transcendent Ess** (the Genie of the Lamp). Only the one who bears the Lamp can cast this spell.
Parasite

Infects target living creature with a parasite that feeds on its vitality, weakening it. The parasite is not easy to remove, and removal could potentially kill the host.

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

**Tier 2 Parasite 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.
Terminus

Strikes target large area by a pulse of purifying, blinding holy light that eradicates all undead, demons, and evil creatures in the area, dispels all magical effects and enchantments in the area (up thru Tier 6), and temporarily blinds everyone that's left.

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

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

Rapidly smelts ores in your possession into liquid metal, or melts down objects in your possession, or silicates into glass, etc.

**Tier 1 Superheat 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 Seal

Permanently enchants a nearby target item such that it permanently curses anyone who tries to activate or open it without having the appropriate bloodline (as with Blood Seal) or if it's still locked (as with Enchanted Lock). The cursed ones will have the touching part of their body (usually their fingers or hand) gradually wither away; the only way to prevent its spread is to cut off the cursed body part.

**Tier 1 Curse Seal 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.
Utterdark

Destroys Tier 9 Light Transcendent Ess (the sun). This plunges the entire world into perpetual, unending darkness; even with torchlight one would only be able to see a few steps away. As the world turns dark and cold, crops will wither and eventually everyone will die of hypothermia and starvation.

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

Continuously fires a beam of intense focused silvery light for several seconds that disintegrates certain creatures it touches. Only harms magical, ethereal, undead, vampiric, and lycanthropic creatures; blinds everyone else hit by it. It can penetrate lesser targets to some extent. Deals massive magic damage in a beam that can be swept about to hit multiple targets.

Silverlight Beam has a  Power (resistance penetration) rating of **5**.

**Tier 4 Silverlight Beam Ess** is an essence that is required to cast this spell.
Radiant Cloak

Upon release after maintaining for a few seconds and while maintained, temporarily envelops you in a cloak of brilliant golden holy energy. Temporarily blinds melee attackers. Rebuffs demonic and undead enemies, making it harder for them to attack you, and damages them if they manage to hit you in melee with short ranged weapons or using their body part directly.

Damage taken by melee attacker from Radiant Cloak has a  Power (resistance penetration) rating of **2**.

**Tier 1 Radiant Cloak 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.
Siren Song

**Tier 4 Siren Song Ess** is an essence that binds with a mermaid, turning it into a siren and granting it the ability to intermittently sing an entrancing song that causes male living humanoids listening to them to be attracted to them and seek them out, losing their ability to think for themselves in the process. Since sirens usually are in the water, creatures that are lured by them but which are unable to breathe underwater will drown.

Siren Song has a  Power (resistance penetration) rating of **4**.
Streaming Water

While maintained, can project a continual stream of water with low force from an outstretched fingertip in the direction you're pointing.

**Tier 1 Streaming 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.
Remote Exchange

Allows you to remotely put items up for sale on the Astral Exchange or buy items on sale there, taking them down, withdrawing received money, etc.

**Tier 1 Remote Exchange 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.
Strength

Permanently bolsters your strength, through cultivation.

*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 8 **Strength** Transcendent Ess** is the essence of strength. Fragments of it - lower tier Strength Ess - may leak into any place in the world where people work to develop that trait. Tier 8 Strength Transcendent Ess has golden wings and can fly and freely teleport. Its very presence infuses all those nearby with strength. It is diametrically opposed to Tier 8 Weakness Transcendent Ess.