recursal/Fanatic-Fandom huggingface dataset:
Attainment

**Tier 8 Attainment Transcendent Ess** is the essence of accomplishment and achievement. It is also called the Genie of the Lamp, for it is bound to a brass antique-style lamp.

It can do almost anything (up to but not including the power of Tier 8 spells), but can only do it if a caster casts a powerful ritual spell needed to activate it. The two spells that can do this are Wish, and Twisted Wish (a cheaper to cast version that also has unpredictable and severe downsides).

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

Attainment Transcendent Ess has **7**  Power / **8**  Resistance
Conjured Armor

Temporarily conjures a full set of plate armor about your body (temporarily replacing any incompatible armor you may already have). It provides **4**  Resistance.

**Tier 3 Conjured Armor 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.)
Allure

**Tier 6 Allure Divine Ess** enchants the bonded one's body to become incredibly and unnaturally beautiful and alluring. Anyone who sees the bonded one will fall for her and do their best to please her and earn her favor, defend her, and fall over themselves doing what she asks of them.

Tier 6 Allure Divine Ess adores the person who is the most beautiful person in the world. If the bonded one becomes significantly disfigured, Tier 6 Allure Divine Ess will abandon them.
Edict

You declare an general edict (some rule) and that compulsion is applied to everyone within an entire region (up to 1000 km wide), forcing them to alter their behavior, even if doing so would be wildly abnormal. However, this spell is not able to make them utterly obedient to you.

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

Creates **Tier 7 Edict Transcendent Ess**, which is an essence that embodies the enchantment created by this spell.
Blade Aegis

Temporarily surrounds you in a whirling sphere of conjured blades that has a chance of obstructing incoming melee attacks and injures any enemies that come too close.

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

**Tier 2 Blade Aegis 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.)
Aerial Descent

Temporarily summons a random aeria (chosen from the following, depending on the runes you spend) to fight on your behalf. The aeria are a race of feather-winged humanoids who reside in the clouds. Because there are no runes or magicite to be mined in the sky (except for the few floating islands), aeria flights dispatch mercenaries to fight on the landbound's behalf in exchange for payment in runes and magicite.

 **Aeria of the Rains** | **2**  Power / **3**  Resistance | Flying + holy and light spells

**Tier 3 Aerial Descent Ess** is an essence that allows a mage to cast this spell.
Augury

You spill the blood of a bird an investigate its entrails, and become aware of the auspiciousness of various activities that you may have planned for that day (or for the next few days, but with less reliability).

**Tier 1 Augury 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.
Dominion

Cripples Tier 8 Free Will Transcendent Ess, allowing you to gradually spread your dominion (the extent of your influence upon peoples' wills) throughout the entire world over the course of several years. Anyone in your dominion permanently becomes your thrall. Everyone else will call you the Evil Overlord and go to war to slow your dominion. Only a Chosen One can truly resist it.

**Tier 5 Dominion Ess** is an essence that is required to cast this ritual spell.
Fire Weapon

While maintained, temporarily enchants your weapon with flames. (Less effective through armor.)

Attacks made while under the effect of Fire Weapon has a  Power (resistance penetration) rating of **2**.

**Tier 1 Fire Weapon 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.
Contingency

Allows you to set up spells that trigger when certain conditions that you specify are met (this also can be used to target targets that may not be around, set up traps, remotely activate things, etc). Cannot support maintained spells. The longer this spell is charged up, the more powerful the spell that this spell can support.

*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 Contingency 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.
Death Ray

Fires an instantaneous beam of death magic that instantly kills anything living that it touches. It can penetrate lesser targets to some extent. Only harms the living; heals the undead.

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

**Tier 3 Death Ray Ess** is an essence that allows a mage to cast this spell.
Blood Sacrifice

Upon release after maintaining for a few seconds, and cutting the palm of your hand: Sacrifices some of your blood to empower some magic you cast, with mana.

**Tier 1 Blood 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.
Chaos Strike

You add reddish-black chaotic demonic energy to your next unarmed melee strike. 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 Strike has a  Power (resistance penetration) rating of **1**.

**Tier 1 Chaos 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.
Banefire Strike

You add purplish-red banefire that both burns and withers, to your next unarmed melee strike. (Less effective through armor.)

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

**Tier 1 Banefire 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.
Chaos Arrow

Allows you to loose from your bow an arrow imbued with 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 Arrow has a  Power (resistance penetration) rating of **2**.

**Tier 1 Chaos 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.
Banefire Weapon

While maintained, temporarily enchants your weapon with purplish-red banefire that both burns and withers. (Less effective through armor.)

Attacks made while under the effect of Banefire Weapon has a  Power (resistance penetration) rating of **2**.

**Tier 1 Banefire Weapon 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.
Cultivation

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

There are a set of ten essences which all mages (aka cultivators or wayists) practice and which confer basic, essential, and gradual enhancements to their body, mind, and magic. Each one of these is one of the ten **pillars** comprising the practice of cultivation (which is also called **foundation establishment**). They are:

**Physical**:

* Fortitude
* Grace
* Lightness
* Strength
* Vitality
* Internal Alchemy

**Mental**:

* Perception

**Magical**:

* Core Condensation
* Dao Comprehension
* Qi Gathering
Blizzard

Conjures dense clouds over the local area and causes snow to fall with great intensity, lasting several hours, greatly reducing visibility, chilling all in the area of effect, and blanketing the entire area of effect in a dense layer of snow.

**Tier 3 Blizzard Ess** is an essence that is required to cast this ritual spell.
Appraisal

Determines the usefulness, value, quality, and market price of target object. The more valuable the object, the longer this spell must be charged up to give it an accurate reading.

*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 Appraisal 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.
Earth Gate

Permanently opens up an always-active portal to Earth. Drawn by the attraction of new lands to settle, new riches to claim, and magical secrets to grasp, the technologically advanced military of at least one major power of Earth will flood into the world, eventually bringing about a world war.

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

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

**Tier 7 Corruption Transcendent Ess** is the essence of the corrupting influence of power. It is also known as the Corruptor of Kings.

Tier 7 Corruption Transcendent Ess can freely teleport anywhere and is attracted to people of great power, to whom it will whisper promises of their heretofore suppressed desires. They can have more power, it tells them; or women to ravish; more wealth than they know what to do with; or they can see their enemies driven before them; and many a great man will fall prey to its seductive influence and turn away from doing what is right. Kings may go to war, politicians may sell out their constituents, businessmen may conspire against the public, and lesser men may do the bidding of evil in exchange for money or a promise of power.

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

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

Corruption Transcendent Ess has **6**  Power / **7**  Resistance
Camouflage

Upon activation after focusing for a few seconds and while maintained, you (and anything you're wearing and carrying) become camouflaged to match the colors of your surroundings. It's imperfect and can be easily noticed when up close.

**Tier 1 Camouflage 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.
Absorb Fire

While maintained, absorbs nearby flames into your mana pool, which can then be expended in place of your own mana to cast fire spells.

**Tier 1 Absorb Fire 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.
Evocation

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

The magic system is called **conceptry** or **evocation** because to work magic, a mage must **evoke** - or bear in mind - a particular concept. Each magic spell has its own concept that must be evoked, called a **Way**. A mage is also called a Wayist. Mages oftentimes repeat to themselves a mantr associated with the Way as well as study various literature (such as poetry and treatises), called **lores**, pertaining to the Way, which can help them focus on the evocation.
Death Beam

Continuously fires a beam for several seconds that instantly kills anything living that it touches. The beam can be swept about to hit multiple targets. It can penetrate lesser targets to some extent. Only harms the living; heals the undead.

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

**Tier 4 Death Beam Ess** is an essence that is required to cast this spell.
Corpse Explosion

Target corpse or undead you control explodes. Deals physical and fire damage comparable to its total vitality when it was alive, to all enemies very close to it at time of detonation.

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

**Tier 3 Corpse Explosion Ess** is an essence that allows a mage to cast this spell.
Earth Sense

While maintained, you temporarily become able to sense the layout and composition of the earth near you. This includes stone, mud, clay, sand, bricks, ceramics, and similar, as well as where any hidden objects and jewels might be under the nearby ground.

**Tier 1 Earth Sense 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.
Bane Weapon

While maintained, temporarily enchants your weapon with necrotic energy. (Less effective through armor.)

Attacks made while under the effect of Bane Weapon has a  Power (resistance penetration) rating of **2**.

**Tier 1 Bane Weapon 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.
Balefire

Fires a momentary short range beam of balefire that annihilates on impact and burns the target from the timeline; this also retroactively causes all the things they've directly and recently done to affect the world (such as people they've killed) to become undone.

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

**Tier 4 Balefire Ess** is an essence that is required to cast this spell.
Blinding Flash

Can cast once every few seconds while maintaining: conjures a blinding flash next to you, anyone looking your way will be temporarily blinded.

**Tier 1 Blinding Flash 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.
Darkvision

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

**Tier 1 Darkvision 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.
Bounty

**Tier 8 Bounty Transcendent Ess** is the essence of bountiful harvests.

It is nigh-omnipresent everywhere there is food to be had. Because of its existence, all living creatures that must eat will not starve to death.

It is in diametric opposition with Tier 7 Famine Transcendent Ess, which would seek to rot all food and starve all creatures.

As a cherub (high archangel, "thronebearer" for the thrones (ophanim)), it is a six-winged, many-eyed angel glowing with the light of pure essence.

Fragments of it may leak into any place in the world where there is food to be had, to make for bountiful harvests.

Wherever it goes, it brings forth food ex nihilo and heartens the malnourished.

As an ethereal, immortal reforming being, it is very hard to harm.
Animate Bone

While maintained, temporarily animates a skeleton or pieces of bone on touch and moves them according to your will, so long as you continually concentrate on how they are to move (very difficult to reanimate multiple skeletons at the same time).

**Tier 1 Animate Bone 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.
Conflict

Temporarily causes target creature to have a high chance of attacking its nearby allies instead; causes subject to say things they don't mean to say.

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

**Tier 3 Conflict 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.)
Bone Aegis

Temporarily surrounds you in a whirling sphere of floating bones that has a chance of obstructing incoming spells and objects and blocks creatures, but which can eventually be broken down.

**Tier 2 Bone Aegis 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.)
Choose Hero

Permanently summons a hero from Earth and brings them over to you. They will be loyal to you (at least at first) and will be invested with the nigh-unique ability to grow in magical power and rapidly develop skills through gaining experience, overcoming hardship, and completing quests.

**Tier 4 Choose Hero Ess** is an essence that is required to cast this ritual spell.
Bone Shards

Launches a volley of shards of magically sharpened bone out in a cone.

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

**Tier 1 Bone Shards 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.
Death Sacrifice

Upon release after maintaining for a minute, and stabbing the heart of a captive person with magically potent blood: Uses the latent magical power of the sacrificed person to greatly empower some magic you cast, with mana.

**Tier 1 Death 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.
Chaos Burst

Can cast once every few seconds while maintaining: Sends forth a burst of reddish-black chaotic demonic energy in a short range cone. 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 Burst has a  Power (resistance penetration) rating of **2**.

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

Causes target to become diseased and sickly. Onset is rapid and the disease lasts at least several days (and potentially weeks). There is a substantial chance that they will die within those few days or weeks. It is not infectious.

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

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

**Tier 9 Earth Transcendent Ess** is the essence of the earth itself.

It is the stone and earth, soil and mud, the desert sand, farmland and pavement, brick and mortar.

The dwarves worship it as the Earth Mother.

The spell Roving Mountain cuts away a piece of Tier 9 Earth Transcendent Ess and breaths animating life into it, causing it to becoming a roving mountain.

As an immense, immortal reforming being, it is very hard to harm.
Annihilation Bomb

Launches a massive pure black orb of the essence of destruction. Detonates on impact, causing massive destruction in an area several hundred meters wide (enough to wipe out a village, town district, or company of soldiers).

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

**Tier 4 Annihilation Bomb Ess** is an essence that is required to cast this spell.
Love Potion

Creates a potion which, if drank, permanently induces the drinker to fall in love for you (which can cause the drinker to take actions to benefit you, but is not under your direct control), they may become nagging or overbearing or do things that you may not want them to do.

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

**Tier 3 Love Potion Ess** is an essence that is required to cast this ritual spell.
Frost Strike

You add freezing cold to your next unarmed melee strike. (Less effective through armor.)

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

**Tier 1 Frost 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.
Creature

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

See Power regarding creatures'  **Power** and  **Resistance**.

## Angelic Creatures

 Ophan | **4**  | **5**  | Flying + Fire and lightning spells

## Abyssal Creatures

 Abyssal Scorpius | **4**  | **4**  | Deadly poison stinger
Absorb Frost

While maintained, absorbs nearby frost, ice and snow into your mana pool, which can then be expended in place of your own mana to cast frost spells.

**Tier 1 Absorb Frost 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.
Body Control

Temporarily gives you control over target creature's body (allowing you to speak as them, make them fight others, get things from them easily, etc), however it requires concentration to maintain, and they can struggle against it if you command them to kill themselves or loved ones.

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

**Tier 3 Body Control Ess** is an essence that allows a mage to cast this spell.
Body Graft

Permanently combines the bodies of two target living creatures into one. The result is unpredictable, but the new body will have characteristics and abilities of both, and additional limbs/body parts. Both creatures' minds share control of the body.

**Tier 1 Body Graft 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.
Alchemy

Turns a target item into gold or silver coins, based on the value of the item. The more valuable the item, the longer the 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).

**Tier 1 Alchemy 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.
Ethereal Arrow

Upon release after maintaining for a few seconds: Allows you to loose from your bow an arrow conjured entirely out of thin air (you do not need arrows to shoot). (Less effective through armor.)

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

**Tier 1 Ethereal 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.
Gluttony

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

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

Tier 7 Gluttony Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads gluttonous hunger and unquenchable thirst in the hearts and minds of all nearby, prompting them to go to extreme lengths to try to satisfy their hunger, including cannibalistically eating those nearby (including their allies) or even their own limbs, and drinking their blood, at the expense of being able to stand united or being able to avoid angering those they're attacking.

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

Gluttony Transcendent Ess has **6**  Power / **7**  Resistance
Frost Lance

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a lance of freezing frost. (Less effective through armor.)

Attacks made with Frost Lance has a  Power (resistance penetration) rating of **2**.

**Tier 1 Frost Lance 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.
Heaven

Breaks the last seal preventing Tier 8 Heaven's Will Transcendent Ess (**7**  Power / **8**  Resistance), the God of the Church of Light, from entering the world. It brings with it the legions of the angels, who will seek to strip all sentient beings of their free will forever and turn them into Heaven's Will's obedient slaves as they set about turning the world into a Heaven of perfect servitude to the collective and no free will. El also wields mind, holy, light, and soul spells.

**Tier 6 Heaven's Ess** is an essence that is required to cast this spell (at the stated cost).
Arcane Mark

Upon activation after focusing for a few seconds: Permanently marks a target object or creature with your magic. You alone can thereafter see the magical mark.

**Tier 1 Arcane Mark 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.
Clumsiness

Temporarily causes target creature to be ungraceful in their movements and actions.

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

**Tier 1 Clumsiness 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 Clumsiness Transcendent Ess** is the essence of clumsiness. Fragments of it - lower tier Clumsiness Ess - may leak into any place in the world where creatures are injured, sickened, or decrepit from old age and afflictions. Tier 7 Clumsiness Transcendent Ess has mottled brown, tattered wings and can fly and freely teleport. Its very presence causes all those nearby to become ungraceful. It is diametrically opposed to Tier 7 Grace Transcendent Ess.
Necromancy

You can temporarily speak to a dead or ghostly creature whose corpse or spirit is in the area.

**Tier 2 Necromancy 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.)
Life Tablet

Permanently enchants a jade tablet with the life-sign of target allied creature. When they die, the jade tablet will shatter.

**Tier 1 Life Tablet 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.
Gift of Nature

Conjures some random food items, herbs, or other plant products, depending on the environment. Can be activated once every few minutes.

**Tier 1 Gift of Nature 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.
Blood Hunt

While maintained, points you in the direction of the nearest individual that has magically potent blood (and thus can be used as blood slaves), other than you and those you designate.

**Tier 1 Blood Hunt 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.
Hailstorm

Conjures dense clouds over the local area and causes hailstones to fall with great intensity, lasting several hours, reducing visibility, and striking all in the area of effect who are not at least somewhat protected and caught without shelter.

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

**Tier 4 Hailstorm Ess** is an essence that is required to cast this spell.
Fire Breath

Sends forth a burst of flames in a short range cone and ignites. (Less effective through armor.)

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

**Tier 2 Fire Breath 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.
One with Flames

**Tier 5 One with Flames Exalted Ess** enchants the bonded one the following benefits:

* Ability to use fire path magic
* Ability to take control of and manipulate and move nearby fire path magic
* Pyrokinesis
* Immunity to fire and fire path magic
* Ability to turn one's own body into living fire (Flame Form)
Lycanthropy

You or target creature becomes permanently cursed with the lycanthropic trait, which allows you to enter were-form at any time, and forces you to enter a berserk were-form on nights of the full moon.

**Tier 1 Lycanthropy 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.
Fabricate

Creates a basic item of your choice, as long as you have the required components. Unlike Conjure Item, items created by this spell last indefinitely.

**Tier 1 Fabricate 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.
Merform

Turns target humanoid creature's legs into a merfolk's tail, allowing them to swim quickly but crippling their ability to walk or stand on land, and allows them to breathe underwater. If the target is an ally, grants them the ability to end the effect at any time they (or you) choose to do so. If the target is an enemy, effect is permanent.

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

**Tier 3 Merform Ess** is an essence that allows a mage to cast this spell.
Force Speech

Your stare at a target creature is so unnerving that they temporarily become unable to stop themselves from talking, without a filter, answering your questions and the like.

**Tier 2 Force Speech 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.)
Luck

Temporarily manipulates luck to be somewhat more in your or target ally's favor. The more substantive a purpose it is used for (ie. high stakes gambling), the faster the spell falls apart.

**Tier 1 Luck 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.
Faery Wings

You temporarily grow translucent faerie wings of the color of your choice and gain the ability to fly.

**Tier 2 Faery Wings 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.)
Castigation

You castigate a sentient target creature for some wrongdoing they've performed, and so long as it's something they did and which they consider to be in reprehensible, this spell physically and psychically hurts them.

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

**Tier 2 Castigation Ess** is an essence that allows a mage to cast this spell.
Open Gateway

Temporarily opens target enchanted teleportation gateway, connecting it to another gateway in the network of your choice, and allowing two-way travel between the two gates for the duration.

**Tier 1 Open Gateway 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.
Mind Control

Temporarily gives you full control over target creature (allowing you to speak as them, make them fight others, get things from them easily, give them commands, forbid them from doing certain things, etc.) and allowing you to shape their behaviors according to your preferences.

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

**Tier 3 Mind Control Ess** is an essence that allows a mage to cast this spell.
Longevity

Permanently enchants your body with extraordinarily long life (several centuries longer than normal). You will age somewhat slower than normal, but will still look old after several decades, and your body will become gradually less capable, though not as quickly as normally.

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

Creates **Tier 5 Longevity Exalted Ess**, which is an essence that embodies the enchantment created by this spell.
Blood Seal

Permanently enchants a nearby target item to be inactive, locked, and/or unusable unless a person with your bloodline touches or activates it.

**Tier 1 Blood 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.
Fortitude

Permanently and gradually increases your body's resilience against harm (both physical and magical), 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 **Fortitude** Transcendent Ess** is the essence of fortitude. Fragments of it - lower tier Fortitude Ess - may leak into any place in the world where people work to develop that trait. Tier 8 Fortitude Transcendent Ess has golden wings and can fly and freely teleport. Its very presence infuses all those nearby with fortitude. It is diametrically opposed to Tier 8 Vulnerability Transcendent Ess.
Fimbulwinter

Alters Tier 8 Season Transcendent Ess, thereby causing an entire region (up to several hundreds of km wide) to rapidly and permanently become under the grip of an unnatural winter. It will blizzard and snow every day forever, rendering the land non-arable and freezing to death any who remain.

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

You can cast this in support of another spell you're casting or another mage. While maintained, and if you are filled with passionate rage / hot anger for some injustice committed by the target of the supported mage, the supported mage can cast spells much faster than normal.

**Tier 1 Fury 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.
Panorama

While maintained, you temporarily become able to see around you in all directions, allowing you to remain perfectly on guard no matter where threats may come from.

**Tier 1 Panorama 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.
Lightning Beam

Continuously fires a beam of intense focused electricity for several seconds that electrocutes any creatures it touches. It can penetrate lesser targets to some extent. Deals massive shock damage in a beam that can be swept about to hit multiple targets.

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

**Tier 4 Lightning Beam Ess** is an essence that is required to cast this spell.
Life

**Tier 9 Life Transcendent Ess** is the essence of life itself.

Fragments of it - lower tier Life Ess - are within all living beings. The more resilient to harm and death those creatures are (usually the larger they are), the higher the tier of Life Ess within them. When that Life Ess is snuffed out (such as via Death Ess), then that living creature dies.

As an ethereal, nigh-omnipresent, immortal reforming being, it is very hard to harm and it can never truly be defeated or held at bay.
Nether Pulse

Releases a pulse of greenish nether energy outward from yourself in all directions. This energy is drawn from the spiritual essence of the spirits of the dead. It causes harm to the mind of any living creature hit by it.

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

**Tier 3 Nether Pulse Ess** is an essence that allows a mage to cast this spell.
Mist Form

You temporarily become a living mass of floating mist (giving various resistances and abilities). You can envelop and gradually drown enemies.

**Tier 3 Mist 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.
Living Death

While maintained after a few seconds of channeling, temporarily causes your heart to stop but keeps you alive regardless. When you stop maintaining the spell, your heart resumes beating.

**Tier 1 Living Death 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.
Frost Stream

Channels a continuous, small stream of freezing cold from the palm of your outstretched hand. Chills on contact. (Less effective through armor.)

Frost Stream has a  Power (resistance penetration) rating of **1**.

**Tier 1 Frost Stream 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.
Holy Light

You temporarily become illuminated under a brilliant shaft of golden holy light. It reduces the chances of you taking hits, damages undead and demons that attack you, and somewhat repels them from attacking you.

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

**Tier 3 Holy Light Ess** is an essence that allows a mage to cast this spell.
Compulsion

Temporarily compels target creature to obey your commands (allowing you to speak as them, make them fight others, get things from them easily, etc), but they may attempt to resist or delay doing the things you demand them to do, especially if it's something that would harm them.

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

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

You can cast this in support of another spell you're casting or another allied mage. While maintained, the supported spell or spells cast by the supported mage instead apply to a nearby subject of your choice (instead of to yourself or to the allied mage).

**Tier 1 Generosity 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.
Nether Beam

Continuously fires a beam of intense focused greenish nether energy for several seconds that afflicts any creatures it touches. This energy is drawn from the spiritual essence of the spirits of the dead. It causes harm to the mind of any living creature hit by it. This is a beam that can be swept about to hit multiple targets.

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

**Tier 4 Nether Beam Ess** is an essence that is required to cast this spell.
Feathery Wings

You temporarily grow feathery white wings like that of an aeria, and gain the ability to fly.

**Tier 2 Feathery Wings 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.
Flare

Conjures and launches a flare of intense light and launches it in target direction, providing extensive illumination for dozens of meters in each direction for a short while. The longer this spell is charged up, the longer the effect lasts (roughly 1 minute duration per 2 seconds of chargeup).

*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 Flare 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.
Blood Vengeance

Temporarily causes an enemy that deals damage to you or hit you with a hostile spell to have a chance of suffering the same.

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

**Tier 1 Blood Vengeance 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.
Force Kneel

Upon release after maintaining for a few seconds and saying "Kneel": Target creature becomes brought to their knees and becomes unable to get up for as long as you maintain this spell. The larger and stronger the target creature, the more this spell must be charged 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).

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

**Tier 1 Force Kneel 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.
Mana Well

Permanently enchants a spirit spring into a mana well, which collects the mana naturally produced from the spirit spring in a magical pool contained in the well (which must be built upon the spirit spring, separately).

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

Creates **Tier 6 Mana Well Ess**, which is an essence that embodies the enchantment created by this spell.
Blood Weapon

While maintained, temporarily envelops your weapon with magical blood that on contact with flesh, causes profuse bleeding. (Less effective through armor.)

Attacks made while under the effect of Blood Weapon has a  Power (resistance penetration) rating of **2**.

**Tier 1 Blood Weapon 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.
Halt

Upon saying "Halt": Target creature becomes halted in their tracks for a fraction of a second. Barely even slows down something much larger than a person.

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

**Tier 1 Halt 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.
Earthen Kinesis

While maintained, moves a limited quantity of nearby earth, dirt, sand and mud according to your will for a short while.

**Tier 1 Earthen Kinesis 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.
Force Burst

Releases a burst of telekinetic force in a short-medium range cone in front of you, that repulses them and sends lightweight objects flying. (Less effective through armor.)

Force Burst has a  Power (resistance penetration) rating of **1**.

**Tier 1 Force Burst 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.
Heat

**Tier 9 Heat Transcendent Ess** is the essence of heat itself.

Fragments of it - lower tier fire path Essences of various types - may leak into any place in the world where the heat is intense enough to cause things to spontaneously combust.

The sun that travels the sky is the amalgamation of Tier 9 Light Transcendent Ess and Tier 9 Heat Transcendent Ess that has existed since time immemorial.

It is diametrically opposed by Tier 9 Cold Transcendent Ess, which is everywhere it is not.

The spell Second Sun creates a second pair of Tier 9 Light Transcendent Ess and Tier 9 Heat Transcendent Ess, causing there to be two suns in the sky. The sheer intensity of the combine suns' radiance is so much that the world will heat up immensely, eventually causing everyone's deaths if it is not put out in short order.

As an ethereal, nigh-immortal being, it is very hard to harm.
Intellect

Permanently bolsters your intellect, making you better able to think logically and unemotionally and understand difficult concepts.

**Tier 2 Latent Intellect Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 4 Intellect Ess**, which is an essence that embodies the enchantment created by this spell.

**Tier 7 **Intellect** Transcendent Ess** is the essence of intelligence. Fragments of it - lower tier Intellect Ess - may leak into any place in the world where people work to develop that trait. Tier 7 Intellect Transcendent Ess has golden wings and can fly and freely teleport. Its very presence infuses all those nearby with intelligence. It is diametrically opposed to Tier 7 Stupidity Transcendent Ess.
Monstrous Growth

Permanently causes target creature to become monstrous in size. It also has much improved stats. This is a more powerful in extent version than Enlarge. It causes the creature to have **5**  Resistance if it was lower previously; otherwise the spell has no effect. Does not work on armor and equipment worn by the target (which will fall off).

**Tier 4 Monstrous Growth Ess** is an essence that is required to cast this ritual spell.
Know-me-Not

You temporarily become able to interact with others without others consciously recognizing who you are.

**Tier 2 Know-me-Not 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.)
Fascination

While maintained, temporarily causes target creature to become fascinated by something they're seeing of your choice, leaving them inattentive to other goings-on.

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

**Tier 1 Fascination 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.