recursal/Fanatic-Fandom huggingface dataset:
Grace

Permanently bolsters your agility and dexterity, making you fast on your feet, able to dance around enemy attacks, and allowing you to perform feats that would usually require a great deal of practice and muscle memory, 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 **Grace** Transcendent Ess** is the essence of grace. Fragments of it - lower tier Grace Ess - may leak into any place in the world where people work to develop that trait. Tier 8 Grace Transcendent Ess has golden wings and can fly and freely teleport. Its very presence infuses all those nearby with agility and dexterity. It is diametrically opposed to Tier 8 Clumsiness Transcendent Ess.
Fortify Item

Permanently fortifies target nearby object (or part of a wall) with great physical resistance, making it nigh-indestructible. The larger the object, the more mana is expended.

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

You temporarily grow wings of fire and gain the ability to fly.

**Tier 2 Flaming 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.
Expanded Awareness

You temporarily become aware of your surroundings to a detailed, intimate level, including where traps and secret caches are hidden, anyone who may be nearby, poison, magic items, valuables, objects, furniture, etc.

**Tier 2 Expanded Awareness 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.)
Mana Vortex

Creates a vortex that rapidly drains mana and magic from the entire world. It will initially take down any active Tier 9 and 8 spells (other than itself) and then lesser spells as well, until none but the controller of the vortex will have any mana and spellcasting ability left.

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

Creates **Tier 8 Mana Vortex Transcendent Ess**, which is an essence that embodies the enchantment created by this spell.
Inner Light

Upon release after maintaining for a few seconds: Causes your body or a target object to temporarily glow with inner light. Lasts several minutes.

**Tier 1 Inner Light 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.
One with Water

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

* Ability to use water path magic
* Ability to take control of and manipulate and move nearby water path magic
* Hydrokinesis
* Immunity to drowning and water path magic
* Ability to turn one's own body into living water (Water Form)
Grim Visage

While maintained, your appearance exudes a scary aura that may cause onlooking enemies to become demoralized or afraid, and may cause the weak of heart to flee if maintained long enough.

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

**Tier 1 Grim Visage 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.
Flame Form

You temporarily become a living mass of pure flames (giving various resistances and abilities). Flames heal you. Ignites and burns melee attackers.

**Tier 3 Flame Form 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.
Maw of the Depths

Awakens a massive Great Wurm (**6**  Power / **7**  Resistance) that dwells deep beneath the earth and calls it forth to bore tunnels throughout a province, making more living space for the Agarthans in the Underways. It will eventually burst out of the ground and proceed to devastate the countryside.

**Tier 5 Maw of the Depths Ess** is an essence that is required to cast this ritual spell.
Force Pull

Telekinetically pulls target object or creature toward you. The longer this spell is charged up, the more force it pulls with (necessary for effectively moving large and heavy objects and creatures and overcoming the creature's own movement force).

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

**Tier 1 Force Pull 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.
Indulgence

**Tier 7 Indulgence Transcendent Ess** is the essence of greed, gluttony, inebriation, and lust. Also called Excess.

Fragments of it may leak into any place in the world, causing people without virtue to become excessively indulgent.

Wherever it goes, Tier 7 Indulgence Transcendent Ess causes people to over-eat, get intoxicated on alcohol, and lust after others and engage in depraved acts.

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

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

Indulgence Transcendent Ess has **6**  Power / **7**  Resistance
Force Bind

Binds a target creature or object, preventing it from moving (but not from attacking or using items). Creatures with **2**  Power or greater can break free readily.

**Tier 1 Force Bind 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.
Astral Projection

Allows you to astral project and travel the world out-of-body invisibly and intangibly. You can return to your body at any time.

**Tier 2 Astral Projection 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.)
Holy Strike

You add golden holy energy to your next unarmed melee strike. It is extra effective against demons and undead, and does not hurt living beings unless they are evil or marked by Condemnation. (Less effective through armor.)

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

**Tier 1 Holy 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.
Holy Weapon

While maintained, temporarily enchants your weapon with golden holy energy. It is extra effective against demons and undead, and does not hurt living beings unless they are evil or marked by Condemnation. (Less effective through armor.)

Attacks made while under the effect of Holy Weapon has a  Power (resistance penetration) rating of **3**.

**Tier 1 Holy 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.
Fate

**Tier 8 Fate Transcendent Ess** is the essence of Fate itself and is one of the doom horrors.

Fragments of it - lower tier luck path Essences - may leak into any place in the world, seemingly at random but actually under the influence of Tier 8 Fate Transcendent Ess.

It is a hyper intelligent, nigh omniscient, a weaver of the web of the threads of fate for all creatures, turning peoples' own intelligence and actions against both them and each other, all in service of Fate's own machinations, which are inscrutable except with powerful truth path magic.

The spell Prophesy partially binds Tier 8 Fate Transcendent Ess to ensure that the caster cannot be killed or defeated by anyone born of this world, but is just tempting Fate to go and pull someone from another world to do the deed.

If Tier 8 Fate Transcendent Ess ever becomes Tier 9, no one will have free will, everyone will serve the whims of Fate.

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

Fate Transcendent Ess has **7**  Power / **8**  Resistance
Health

**Tier 8 Health Transcendent Ess** is the essence of health itself.

It is omnipresent within all sapient beings. Because of its existence, all sapient beings have vitality and the ability to slowly recover from minor wounds and diseases.

It is in diametric opposition with Tier 7 Pestilence Transcendent Ess, which would seek to sicken and disease all living things.

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 - lower tier life path Essences - may leak into any place in the world where there is life, to bring healing to living things.

Wherever it goes, it restores vitality to the sickly and heals the afflicted.

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

Upon release after maintaining for a few seconds: Conjures forth a burst of golden glittering dust out in a cone, dazzling onlookers and outlining anything invisible.

**Tier 1 Glitterdust 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 Contort

Forcibly bends target creature into a posture which their body can't normally adapt, in the process ripping tendon and muscle and causing the victim a great deal of pain, and keeps them stuck in that position.

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

**Tier 3 Force Contort Ess** is an essence that allows a mage to cast this spell.
Hardened Shield

Temporarily envelops you or target creature in a shield which protects from sources of harm (traps, melee ranged and elemental damage, environmental hazard). Grants **4**  Resistance (which is a higher degree of protection than that granted by Shield).

**Tier 3 Hardened Shield 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.)
Fortune

Manipulates luck and fate, causing you to in the near future stumble upon some valuables (that others have at some point lost). What you get is random and how much you can sell it for can vary wildly, so this is something of a gamble.

**Tier 4 Fortune Ess** is an essence that is required to cast this spell.
Gravity

**Tier 9 Gravity Transcendent Ess** is the essence of gravity itself.

It is the love of all things for everything else.

Under its influence, though some may temporarily spurn it, all is eventually brought into the ever welcoming embrace of the Earth Mother.

The spell Floating Isle damages a part of Tier 9 Gravity Transcendent Ess, thereby causing a chunk of landmass the size of an entire province several dozen kilometers wide, to break away from the world and permanently float amidst the clouds.

As a nigh-eternal, omnipresent, immortal being, it is almost impossible to harm.
Hellgate

Spills the blood of many innocents to weaken the barrier between this world and the world of Tier 8 Hell Transcendent Ess, causing a convergence with the demonic plane and opening up a gate to Inferno / Hell, from whence legions of demons will pour through into the world of the living. These demons are hostile and will stop at nothing to burn down everything in their path and establish a new Hell in this world.

**Tier 5 Hellgate Ess** is an essence that is required to cast this ritual spell.
Hidden Message

While maintained, gradually adds hidden message to a scroll/book and/or temporarily reveals hidden messages in a scroll/book. When revealed, appears as glowing text on the page.

**Tier 1 Hidden Message 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.
Fungify

Causes fungi to grow out of target biological creature's organs and skin over the course of several hours, extracting the creature's nutrients and organs until it does.

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

**Tier 3 Fungify Ess** is an essence that allows a mage to cast this spell.
Flame Whip

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

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

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

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

Permanently corrupts your left hand with an untreatable withering that will eventually consume it entirely. Confers upon you great power (including the ability to cast lower Tier spells faster and to some extent without paying mana and resource costs). The more you make use of this power, the more the withering is accelerated. Eventually you will need to sever your left hand (or arm) or it will spread into your body proper (which will eventually kill you), and severing it ends the enchantment.

**Tier 2 Left Hand of Darkness Ess** is an essence that is required to cast this spell (at the stated cost).
Infectious Ichor

Infects target creature with infactious black ichor which can spread to other biological creatures on contact and virulently spreads through the body, turning the entire body into a pool of black ichor within seconds.

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

**Tier 3 Infectious Ichor Ess** is an essence that allows a mage to cast this spell.
Insight

**Tier 6 Insight Divine Ess** grants the bonded one the ability to see into the true nature of anything and everything they see, including piercing any obstruction, darkness, camouflage, invisibility, and revealing magical effects, mana, curses, etc.

Additionally, the bonded one can become aware of how to cast any magic that they've seen someone cast before, giving them an intuitive understanding of how to do the evocation for it and what resources are required for it. This oftentimes allows them to work the magic right after seeing someone else do it, however it requires that they have the necessary resources (such as runes and magicite) and they wouldn't have the essences to facilitate the spellcasting.

Tier 6 Insight Divine Ess only bonds to a person it considers incredibly insightful. If a person acts in a way that breaks that notion, it will abandon them.
One with the Wind

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

* Ability to use air path magic
* Ability to take control of and manipulate and move nearby wind path magic
* Wind based Telekinesis
* Immunity to wind and wind path magic
* Ability to turn one's own body into living mist (Mist Form)
Madness Poison

Strikes target with a bolt of a poison that temporarily causes the target to go hysterical with madness and hallucinate, likely attacking allies or even themselves in their insanity. Only works on living creatures.

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

**Tier 3 Madness Poison Ess** is an essence that allows a mage to cast this spell.
Halted Perception

While maintained, time temporarily seemingly pauses around you as you become able to experience time at almost infinite speed, though this does not increase how fast you can move or cast spells.

**Tier 1 Halted Perception 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.
Mirror Image

Temporarily conjures an illusory copy of yourself that seems to fight when you do but does no damage.

**Tier 2 Mirror Image 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.)
Justice

You can cast this in support of another spell you're casting or another mage. While maintained, and if you are filled with the strong belief that the mage you're supporting is carrying out justice, the supported mage's spells have greater effectiveness vs evil, undead, and demonic creatures.

**Tier 1 Justice 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.
Illness

Causes target living biological creature to become sickly and ill, weakened and feverish, much like catching the common cold. The effect onsets immediately and lasts several days.

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

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

Conjures forth some grease spread out on the ground to make it both slippery and flammable.

*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 Grease 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.
Flying Blades

Temporarily conjures a ring of bladed weapons around you which you can individually or severally send flying after targets of your choice. Each shatters after hitting a target (or upon being blocked). (Ineffective through armor.)

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

**Tier 3 Flying Blades Ess** is an essence that allows a mage to cast this spell.
Ice Prison

Temporarily entraps target enemy creature in a large block of ice, causing continuous cold damage and preventing them from moving or attacking, but also protecting them from being attacked. Creatures with base **2**  Power or less will be unable to break out and will most likely freeze and suffocate to death if not broken out by an ally.

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

**Tier 3 Ice Prison Ess** is an essence that allows a mage to cast this spell.
Finger Flame

While maintained, causes a candle-flame-sized flame to burn from your extended index finger, which can then be used to light objects.

**Tier 1 Finger Flame 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.
Famine

**Tier 7 Famine Transcendent Ess** is the essence of hunger and starvation itself and is one of the Prime Evils.

Fragments of it - Tier 2 Starvation Ess and Tier 1 Decomposition Ess - may leak into any place in the world where there is food that is not preserved and where people have gone long without eating.

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 Famine Transcendent Ess goes, it rots and spoils food, withers crops, induces ravening hunger, emaciates humans and animals leaving them too weak to do anything, and it spreads malnourishment in its wake. Wherever it goes, it scatters fragments of itself - Tier 2 Starvation Ess and Tier 1 Decomposition Ess - which in turn cast Tier 2 Starvation and Tier 1 Decomposition, further reducing the food available, which can readily devastate entire provinces and cause many to die of hunger.

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.

Famine Transcendent Ess has **6**  Power / **7**  Resistance
Luck Potion

Enchants a potion (mixed with specific alchemical ingredients) to temporarily improve the drinker's luck. The more substantive a purpose it is used for (ie. high stakes gambling), the faster the spell falls apart. It takes some time to drink so it can't be used mid-battle.

**Tier 1 Luck Potion 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.
Illusory Sound

While maintained, you temporarily become able to cause illusory sounds to manifest at target location that's not too far from you, of the illusory kinds of your choice.

**Tier 1 Illusory Sound 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 Armor

Temporarily covers your body in a force field armor, which grants you or target allied creature partial resistance against physical damage. Grants **3**  Resistance.

**Tier 2 Force 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 essence.)
Magicite

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**Magicite** is a crystal that can be infused with a great deal of mana, though the mana stored in it becomes pathless and thus can be used for any path, but cannot be used to enable spells of a specific path. These can be cut into various sizes:
Extinction

This spell would destroy the human race utterly. Tier 8 Mutation Transcendent Ess will cause many humans to morph into other species. Tier 8 Conception Transcendent Ess will not conceive of more humans. Tier 8 Death Transcendent Ess will preferentially target the remaining humans until none are left.

**Tier 6 Death Ess** is the essence required to cast this spell (at the stated cost).
Lightning Torrent

Sends forth a continuous narrow stream of intense electrical energy up to short-medium range and shocks. (Less effective through armor.)

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

**Tier 2 Lightning Torrent 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.)
Fire Bolt

Conjures and launches a bolt of fire. Causes burn damage. (Less effective through armor.)

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

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

Causes the magma beneath your feet to rise forth and coalesce into an orb several meters wide, then launches the magma orb at a target. It will melt through just about anything at the point of impact and gradually turn into a small pool of lava.

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

**Tier 3 Magma Orb Ess** is an essence that allows a mage to cast this spell.
Holy Bolt

Launches a bolt of golden holy energy. It is extra effective against demons and undead, and does not hurt living beings unless they are evil or marked by Condemnation. (Less effective through armor.)

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

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

**Tier 8 Mutation Transcendent Ess** is the essence of mutation and evolution. Also called the Burden of Time, it is one of the doom horrors.

It is responsible for all the variety within living things - both the creation of different species, and the differences between individual creatures within each species.

Fragments of it - Tier 3 Tumorous Growth Ess - may leak into any place in the world, preferentially targeting the old.

Tier 8 Mutation Transcendent Ess can freely teleport to spread its flesh-corrupting touch on its victims. Wherever it goes, it spreads cancer to all in its wake, which will kill anyone it affects within a few years. Any attempts to heal away the cancer with magic will only cause the cancer to spread further.

The spell Mutating Magic would meld Tier 8 Magic Transcendent Ess with Tier 8 Mutation Transcendent Ess, causing any use of magic, including healing magic, to also cause cancerous growths - which are a death sentence.

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

Mutation Transcendent Ess has **7**  Power / **8**  Resistance
Hell

**Tier 8 Hell Transcendent Ess** is the essence of Hell itself.

It is the potential for the world that sapient beings (ie mankind) cares about, to be made horrible through evil (e.g. bringing forth "Hell on earth"). It is a vision into what such a world could possibly become. Tier 8 Hell Transcendent Ess is the entirety of Hell, along with all the demons that populate it, and which could flood into the real world, should men not take care to hold their inner demons at bay.

The spell Hellgate erodes the barriers of reality between the world and Hell, bringing about a convergence of planes wherein which demons can flood into the world.

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

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**Mana** () is used for casting all except the Tier 1 spells, which are so easy to cast they might as well be costless.

## Mana Gathering

Mana is cultivated through a tedious process called **mana gathering** (or **qi gathering**) during which the mage sits and meditates and cannot do anything else (at the rate of 1  per hour per mage) (thus making 1 mana worth 10 ). Mages have a mana pool (maximum mana capacity) of various capacity (in the single digits for most mages).
Freezing Torrent

Sends forth a continuous narrow stream of intense freezing cold up to short-medium range and chills on contact. (Less effective through armor.)

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

**Tier 2 Freezing Torrent 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.)
Holy Arrow

Allows you to loose from your bow an arrow enhanced with golden holy energy. It is extra effective against demons and undead, and does not hurt living beings unless they are evil or marked by Condemnation. (Less effective through armor.)

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

**Tier 1 Holy 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.
Knowledge

**Tier 8 Knowledge Transcendent Ess** is the essence of the knowledge of all sentient beings. Also called the Reflection of Reality.

All sentient creatures of the world have a sliver of Tier 8 Knowledge Transcendent Ess which is what they know about the world. At all times, they gain and lose some knowledge.

It is diametrically opposed to Tier 8 Ignorance Transcendent Ess.

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

Drains life force from touched creature to replenish your own. (Ineffective through armor.)

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

**Tier 1 Life Drain 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.
Fire Wall

Conjures a wall of flames near you, up to one meter thick and a few dozen meters wide, for a while. Anyone attempting to come through will be burned half to death.

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

**Tier 3 Fire Wall Ess** is an essence that is required to cast this ritual spell.
Illusory Image

While maintained, temporarily conjures an illusion of the specifications of your choice. It is immaterial and soundless, and will need to be combined with Illusory Sound in order to be convincing in many cases.

**Tier 1 Illusory Image 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.
Fatigue

While maintained, gradually depletes target creature's stamina.

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

**Tier 1 Fatigue 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.
Light Beam

While maintained, channels a narrow but very bright light at the direction you are pointing. Anyone whose eyes the light shines upon will be temporarily blinded.

**Tier 1 Light Beam 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 Shield

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

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

**Tier 1 Frost 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.
Explosive Shield

Shields yourself in a barrier shield that reacts explosively against enemy melee attackers, sending them flying and causing them significant damage.

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

**Tier 2 Explosive Shield Ess** is an essence that allows a mage to cast this spell.
Nether Bolt

Conjures and launches a greenish bolt of nether energy, drawn from the spiritual essence of the spirits of the dead. It causes harm to the mind of any living creature hit by it. (Less effective through armor.)

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

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

Permanently curses an entire region (up to a hundred km wide), such that anyone within the region who doesn't quickly leave, or who enters it, gradually becomes cursed in some way, and causes the region to become blighted and creatures therein to become twisted.

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

Creates **Tier 7 Malediction Transcendent Ess**, which is an essence that embodies the enchantment created by this spell.
Force Push

Telekinetically pushes target object or creature away from you. The longer this spell is charged up, the more force it pushes with (necessary for effectively moving large and heavy objects and creatures and overcoming the creature's own movement force).

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

**Tier 1 Force Push 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.
Locate Mark

After maintaining for a few seconds, you become aware of the location of target mark (placed with Arcane Mark or Assassin's Mark) that has been previously placed, for as long as you maintain the spell. It has much greater range than Location.

**Tier 1 Locate 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.
Haste

Boosts your or an allied creature's movement and attack and casting speed for a short while.

**Tier 2 Haste 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.)
Healing

**Tier 6 Healing Divine Ess** grants the bonded mage the ability to instantly heal just about anything, for any creature including themselves, on a mere embrace without paying any mana or resource costs. The mage can do this any number of times, making them likely widely well-recognized as a "saint".

Tier 6 Healing Divine Ess only bonds with the person in the world with the most potent healing experience and who is fully dedicated to selflessly healing others. It will abandon the bonded mage if that person has become disillusioned about healing others.
Moon Blade

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a curved sword charged with silvery light energy. It is extra effective against magical, ethereal, undead, vampiric, and lycanthropic creatures. (Less effective through armor.)

Attacks made with Moon Blade has a  Power (resistance penetration) rating of **2**.

**Tier 1 Moon Blade 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 Ray

Fires an instantaneous beam of intense focused greenish nether energy that afflicts any creatures that 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. It can penetrate lesser targets to some extent.

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

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

While maintained, temporarily causes a target to perceive a hallucination of one or more individuals, that no one else can see, of the form of your choice.

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

**Tier 1 Hallucination 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.
Great Flood

Empowers Tier 8 Water Transcendent Ess to Tier 9, causing water to permanently and infinitely be created and pour forth from the heavens throughout the world. The world will never know a dry day again and over the course of several months the water level worldwide will rise without end, eventually eclipsing even the tallest mountain, and all that lives on land shall die.

**Tier 5 Great Flood Ritual Ess** is an essence that is required to cast this spell (at the stated cost).
Forest's Awakening

Causes an entire forest to awaken as treants and march to war against civilization, accompanied by innumerable legions of swarms, insects, and beasts of all kinds. Only the druids will be their friends.

**Tier 4 Forest's Awakening Ritual Ess** is the essence required to cast this spell (at the stated cost).

Creates **Tier 6 Forest's Awakening Divine Ess**, which is an essence that embodies the enchantment created by this spell.
Lightning Ray

Fires an instantaneous beam of intense focused electricity that electrocutes any creatures that it touches. It can penetrate lesser targets to some extent.

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

**Tier 3 Lightning Ray Ess** is an essence that allows a mage to cast this spell.
Knit Flesh

Gradually knits and restores nonliving flesh of your choice near you (such as the flesh of a zombie).

**Tier 2 Knit Flesh 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.)
Frost Arrow

Allows you to loose from your bow an arrow imbued with frost. (Less effective through armor.)

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

**Tier 1 Frost 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.
Ice Shards

Launches a salvo of shards, striking enemies in a cone for mild physical and mild cold damage. (Ineffective through armor.)

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

**Tier 1 Ice 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.

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

Rapidly repairs an item in your inventory to its former state. If any parts are missing altogether, the repaired item will still be missing those pieces.

**Tier 1 Mending 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.
Life Tap

Temporarily causes attacks you deal to enemies to replenish your life. (If your attacks are unable to penetrate their armor / resistance, this won't be effective.)

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

**Tier 1 Life Tap 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.
Paralyzing Poison

Strikes target with a bolt of a paralytic poison that temporarily paralyzes the target. Effect takes a few seconds to onset. Only works on living creatures.

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

**Tier 3 Paralyzing Poison Ess** is an essence that allows a mage to cast this spell.
Leprosy

Causes target to become permanently afflicted with leprosy. Onset is rapid and the subject will suffer its effects (jaundiced skin, numbness, decrepification) for the rest of their lives. It is not infectious.

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

**Tier 3 Leprosy Ess** is an essence that allows a mage to cast this spell.
Limited Hear Thoughts

Temporarily causes you to hear the thoughts of all allied sentient creatures around you. The further away they are, the quieter their thoughts, until you can't hear them at all. This can become cacophonous if there's too many people nearby.

**Tier 1 Limited Hear Thoughts 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.
Internal Alchemy

Permanently and gradually refines your body, eliminating minor impurities (these come out of your body as a stinky black muck), purging minor poisons, curing minor afflictions and removing minor blemishes (which improves your form and appearance), slowing the rate at which you visibly age, and increasing life expectancy, 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
Mend Bone

Gradually mends broken bone of your choice near you (such as the bone of a raised skeleton).

**Tier 2 Mend Bone 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.)
Mutating Magic

Binds Tier 8 Mutation Transcendent Ess to Tier 8 Magic Transcendent Ess, such that receiving healing as well as any casting of or being affected by magic is likely to cause tumorous growths, which is always eventually lethal (though it may take years). It will become too dangerous for mages to use magic ever again.

**Tier 6 Mutation Ess** is the essence required to cast this spell (at the stated cost).
Frost Weapon

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

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

**Tier 1 Frost 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.
Guided Arrow

Allows you to loose from your bow an arrow enchanted to always strike its intended target. (Less effective through armor.)

**Tier 1 Guided 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.
Notice-me-Not

While maintained, you temporarily become able to go unnoticed so long as you don't touch anyone, don't take anything, and don't make any loud noises. More effective if staying still.

**Tier 1 Notice-me-Not 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.
Infernal Cloak

Upon release after maintaining for a few seconds and while maintained, temporarily envelops you in a cloak of reddish-black chaotic demonic energy. Afflicts any one that attacks you in melee with a short-ranged weapon or using a natural body part. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

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

**Tier 1 Infernal 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.
Ice Form

You temporarily become a living mass of ice and freezing cold (giving various resistances and abilities). You can shoot ice shards at enemies.

**Tier 3 Ice 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.
Mind Burn

While maintained, gradually burns the target's mind, causing significant pain and hampering their ability to think properly. Chance to daze on hit. (Less effective through helmet.)

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

**Tier 1 Mind Burn 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.
Fanaticism

You can cast this in support of another spell you're casting or another mage. While maintained, and if you are filled with zealous fervor for the mage you're supporting, you sacrifice your own stamina and mana to make the supported mage's spells more powerful.

**Tier 1 Fanaticism 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.
One with Nature

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

* Ability to use nature path magic
* Ability to take control of and manipulate and move nearby nature path magic
* Innate friendship with animals and ability to speak with them
* Immunity to nature path magic
* Ability to turn one's own body into living vines (Vine Form)
Mana Potion

Enchants a potion (mixed with specific alchemical ingredients) such that it rapidly replenishes the drinker's mana (primarily useful for casting more Tier 2 spells). It takes some time to drink so it can't be used mid-battle.

**Tier 1 Mana Potion 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.
Freedom

**Tier 8 Freedom Transcendent Ess** is the essence of freedom and liberty.

A sliver of it resides in all creatures that are not slaves.

It is in diametric opposition with Tier 7 Slavery Transcendent Ess, which would seek to subjugate 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.

Wherever it goes, it breaks the enslaved out of servitude, unsummons the summoned, breaks contracts, and releases restrained creatures from their bindings.

As an ethereal, immortal reforming being, it is very hard to harm.
Invade Mind

You temporarily invade the mind of target sentient or sapient creature. If it's not a sapient creature, you are able to influence its behavior. If it's a sapient creature, your consciousness and theirs engage in a battle of wills. If you succeed, you temporarily gain control of their mind and are able to control their body until they manage to kick you out of their mind. If you fail, you get kicked out of their mind and suffer a psychic backlash. While engaging in the battle of consciousness, you and the target's mind can each see glimmers of the other's thoughts and memories, which you can use to try to crack the other's resolve.

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

**Tier 3 Invade Mind Ess** is an essence that allows a mage to cast this spell.
Hell Fire

Creates a patch of hell fires or causes target creature to burn with hell fire. These flames burn blackish-red. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

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

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