recursal/Fanatic-Fandom huggingface dataset:
Zaccari Lucca

**Zaccari Lucca** je (\* 15. června 1966 La Giardana) je jardánský politik, učitel a od roku 2020 předseda strany Spravedlnost pro všechny, kterou v témže roce spoluzakládal.

## Životopis

Vystudoval Gymnázium ve svém rodném městě La Giardana. Později se kvůli studiu přestěhoval do Říma, kde na Univerzita Sapienza vystudoval pedagogiku se zaměřením na italštinu a občanskou nauku. Po studiích se přestěhoval zpět do La Giardana, kde začal vystudované předměty vyučovat na místní střední škole, kde se seznámil se svou budoucí manželkou. Tu si v roce 1990 bere a o dva roky později spolu mají svoje první a jediné dítě. V roce 1999 se pokusil založit soukromé gymnázium, ale kvůli nedostatku financí se projekt nezdařil. V letech 2000-2008 působil jako ředitel na Gymnáziu La Giardana.
Footstep Plot

Temporarily enchants a scroll in your possession with moving ink that shows the layout of the local area as well as footstep icons labeled by the person's name, on that scroll, in real time, so you can identify who is where, allowing you to evade them, track them, etc.

**Tier 3 Footstep Plot Ess** is an essence that allows a mage to cast this spell.
Inner Sight

While maintained, you temporarily become able to see inside yourself or inside the body of any creature you touch (such as organs, injuries, diseases, poisons, etc).

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

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

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

Tier 7 Lust Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads lustfulness in the hearts and minds of all nearby, prompting them to indulge in an unrestrained orgy at the expense of protecting themselves from danger while engaging in the act or of having any concern about how others might respond to this kind of activity.

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

Lust Transcendent Ess has **6**  Power / **7**  Resistance
Nether Fire

Creates a patch of nether fires or causes target creature to burn with nether fire. These flames burn green. It causes harm to the mind of any living creature hit by it.

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

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

While maintained, temporarily causes target creature to feel excruciating pain and suffering.

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

**Tier 1 Pain 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 Beam

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

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

**Tier 4 Heat Beam Ess** is an essence that is required to cast this spell.
Ice Beam

Continuously fires a beam of intense frost and cold for several seconds that chills and then freezes anything it touches. cold damage in a beam that can be swept about to hit multiple targets, and freezes each target on impact.

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

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

Creates a patch of holy flames or causes target creature to burn with holy flames. These flames burn golden-white and are exceptionally effective vs undead and demons.

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

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

You sacrifice your own life, in order to kill a target of your choice, regardless of magical resistances and regardless of distance (you don't even need to know where they are).

Life for a Life has a  Power (resistance penetration) rating of **6**.

**Tier 3 Life for a Life Ess** is an essence that is required to cast this ritual spell.
Meteor

Strikes a target with a meteor with extreme power, but is inaccurate and delayed. (Deals heavy damage to impact plus damage to small area.)

Meteor has a  Power (resistance penetration) rating of **2-6**. (depending on distance to epicenter)

**Tier 4 Meteor Ess** is an essence that is required to cast this spell.
Force Shell

Temporarily envelops you or target creature in a spherical force shield of many overlapping transparent hexagonal plates which protects from physical impact. Taking hits shatters a number of the hexagonal plates where the shield was hit, leaving you partially exposed. Grants **3**  Resistance.

**Tier 2 Force Shell 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.)
Mage

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

## Mages

Mages are those who have the ability to work a magic spell. This requires a degree of talent. In addition, for Tier 1 spells, the mage must either know the evocation for the spell (which can be learned, but is only available for Tier 1 spells), or have the essence for it (this is required for Tier 2 and higher spells). The occurrence of mages is roughly 1 in 1,000.

## Mage Paths

Mages have varying paths. In order to cast spells, mages must have the paths required for it. For instance, lava spells are listed as "Fire + Earth", meaning a mage must have both paths in order to cast that spell. Certain paths are more common than others, and some paths tend to show up together (such as Water and Frost paths). Most mages only have one path. Some spells do not require any paths to cast.

## Tiers of Mages

Mages are generally arranged into four tiers. Note that this is a lot fewer tiers than for spells. Mages can only use essences of the same or lower Tier as themselves. While many spells require essences of the same Tier, some (in particular, ritual spells) require lower Tier and thus a Tier 3 mage may be able to cast some Tier 4 spells, but the slow-to-cast ones.

* **Tier 1 mages**, also called **adepts**.
* **Tier 2 mages**, also called **experts**.
* **Tier 3 mages**, also called **masters**.
* **Tier 4 mages**, also called **grandmasters**.

Above this, there are a few very rare individuals who are Tier 5 mages and can use Tier 5 essences. Pretty much the only way one can reach this level is via Empowerment and Archmage's Ring.

Because mages can't get to high Tiers, the high Tier spells require communions of mages, and likely require a lot of time, to cast.

Some types of essences may choose to bond with an individual, granting them their power regardless of their Tier.
Heal

Heals yourself or target creature over the course of laying your hands on the subject for many minutes. It is not fast enough to be used mid-battle, nor is it fast enough to save someone from a mortal wound (ie severe bleeding).

**Tier 3 Heal 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.)
Nether Burst

Sends forth a short ranged conic burst of 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 Burst has a  Power (resistance penetration) rating of **2**.

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

While maintained, you draw mana from a spirit spring into your body, converting it into mana, which can be used to cast nature path spells. Can only be cast when you're next to a spirit spring.

**Tier 1 Gaea Power 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.
Fairy Circle

Instantly teleports yourself to another fairy circle of your choice up to a thousand kilometers away. Can only be cast when you're at a fairy circle. Fairy circles are uncommon and usually only found in forests.

**Tier 1 Fairy Circle 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.
Leave-no-Trace

You temporarily become able to move without leaving any footsteps or any other kind of discernible trail, by telekinetically keeping your feet just barely off the ground.

**Tier 2 Leave-no-Trace 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.
Order

**Tier 9 Order Transcendent Ess** is the essence of order itself. It is the great limiter on Tier 9 Chaos Transcendent Ess and its chaotic randomness. Together, they play upon the canvas that is Reality itself.

It is the imposer of all rules, the laws of physics, the way things are.

The spell System Apocalypse would dramatically rework Tier 9 Order Transcendent Ess, creating about a new world order that follows completely different rules and laws than before.

As an eternal, immortal being, it is practically impossible to harm.
Holy Sweep

Sends forth a crescent-shaped horizontal burst of golden holy energy, up to medium range. 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 Sweep has a  Power (resistance penetration) rating of **2**.

**Tier 2 Holy Sweep Ess** is an essence that allows a mage to cast this spell.
Greed

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

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

Tier 7 Greed Transcendent Ess has pitch-black wings and can fly and freely teleport. Its very presence spreads greed in the hearts and minds of all nearby, prompting them to go out of their way to take or buy things, especially valuables, at the expense of being able to focus on their mission or of paying attention to costs, resulting in overspending.

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

Greed Transcendent Ess has **6**  Power / **7**  Resistance
Flash Forward

You jump forward in time, effectively ceasing to exist for up to a few seconds, and then reappear at your previous location (or nearby, if that space is now occupied).

**Tier 1 Flash Forward 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.
Location

Locates the nearest of an item type or creature type of your choosing, within range. The more specific or rare the target, and the farther away, the longer this spell must be charged up (potentially for several minutes), or it's likely that nothing will be found.

*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 Location 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's Will

**Tier 8 Heaven's Will Transcendent Ess** is the essence of the collective desire of society and of the will of the people. ("Heaven" in this context means "the people" or society in general; "Heaven is other people".)

It is omnipresent within all sapient beings. Because of its existence, all sapient beings have the desire to associate themselves with the collective, form into tribes and communities, and wish to impose their ideals and values onto others.

It sits upon the four ophanim ("throne") as their master.

It is in diametric opposition with Tier 8 Free Will Transcendent Ess, which would seek to liberate everyone to act on their baser instincts and engage in sinful behaviors.

If not restrained by Tier 8 Free Will Transcendent Ess, Tier 8 Heaven's Will Transcendent Ess will run rampant, enslaving people, forcing people to all act selflessly in furtherance of pro-social causes, and causing people to come together into a single hegemonic Kingdom of Heaven on Earth (Kingdom Come), ostensibly under the rule of the Church of Light.

The Church of Light, which worships Tier 8 Heaven's Will Transcendent Ess and wants to bring about Heaven in the world, calls Heaven's Will their god.

The spell Heaven would break the seal keeping Tier 8 Heaven's Will Transcendent Ess away from the world, causing an apocalyptic battle for the fate of humanity.

It would also allow Tier 8 Heaven's Will Transcendent Ess itself to enter the world, where it will seek to project its power over all mankind, at the head of a host of radiant angels and wielding great powers over light, mind, holy, and soul path spells. Heaven's Will glows with the radiance of the moon and is so bright that any that lay their eyes on it will become temporarily blinded. In its wake, people are bound to it and become subservient to it, much like the angels it commands, and become willing to sacrifice their lives to further its cause.

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

Heaven's Will Transcendent Ess has **7**  Power / **8**  Resistance
Ignorance

Causes target creature to forget things randomly.

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

**Tier 1 Ignorance 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 Ignorance Transcendent Ess** is the essence of ignorance. All sapient creatures harbor a sliver of it within themselves. Tier 8 Weakness Transcendent Ess has mottled brown, tattered wings and can fly and freely teleport. Its very presence causes all those nearby to rapidly forget the things they used to know. It is diametrically opposed to Tier 8 Knowledge Transcendent Ess.
Holy Hammer

Upon release after maintaining for a few seconds and while maintained, temporarily conjures in your hand a brilliant golden giant hammer which is filled with holy energies. 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 with Holy Hammer has a  Power (resistance penetration) rating of **2**.

**Tier 1 Holy Hammer 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.
Identify

Upon release after maintaining for a few seconds: Identifies info about target magic item in your inventory or target magical object. The longer the spell is charged up, the more info it provides.

*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 Identify 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.
Keen Hearing

While maintained, you temporarily become able to hear with extreme clarity even soft and remote sounds.

**Tier 1 Keen Hearing 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.
Force Pressure

Temporarily channels intense downward suppressive force on all subjects within target area, flattening them against the ground and making it very difficult for them to move.

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

**Tier 2 Force Pressure 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 Sense

While maintained, you temporarily become able to sense the presence and relative locations of all living non-plant, non-tiny creatures nearby.

**Tier 1 Life 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.

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

Permanently enchants a gateway / portal ring and connects it to the gate network, allowing easy teleportation between distant places (each of which must have a connected gateway) for cheap.

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

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

Conjures dense incendiary clouds over the local area and causes the entire area to be affected by a great firestorm for several minutes. Anything that isn't resistant to fire will be reduced to cinders and ashes within a few minutes.

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

**Tier 4 Firestorm Ess** is an essence that is required to cast this spell.
Illusion

Temporarily conjures an illusion (both illusory sounds and illusory images) of the specifications of your choice. It can operate autonomously and/or follow the instructions you give it, allowing you to focus on other matters. The illusion can be up to a few times as large as that of a person, or comparable to a large piece of furniture; larger illusions will require multiple castings. The longer this spell is charged up, the larger the illusion can be and the longer it lasts.

*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 2 Illusion 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.)
Fateseal

Seals the fate of target creature according to your will, ie. you can decide far in advance what will happen to the subject and what they will do, though you may have limited control of the conditions (you can't have them accomplishing extraordinary feats for example).

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

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

Gradually produces more and more steam / water vapor until eventually the local area becomes shrouded in a dense, obscuring fog. It will eventually dissipate on its own.

**Tier 2 Fog 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.)
Integrity

**Tier 7 Integrity Transcendent Ess** is the essence of being true to one's own values and goals.

All sapient creatures who are true to themselves have a sliver of Tier 7 Integrity Transcendent Ess within themselves.

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

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

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

Integrity Transcendent Ess has **6**  Power / **7**  Resistance
Location Sense

Upon activation after focusing for a few seconds, you temporarily become able to sense your location relative to nearby landmarks that you are aware of as well as the direction you're oriented, so you cannot get lost.

**Tier 1 Location 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.
Free Will

**Tier 8 Free Will Transcendent Ess** is the essence of free will itself.

It is omnipresent within all sapient beings. Because of its existence, all sapient beings have the free will to make decisions for themselves, but also because of its existence, those same sapient beings have the capacity for evil, and of the knowledge and wisdom to discriminate between good and evil.

It is a six-winged, many-eyed angel glowing with the light of pure essence. Half of its wings are pure black, half pure white.

It is in diametric opposition with Tier 8 Heaven's Will Transcendent Ess, which would seek to impose a single unified will upon all people (thus depriving them of free will). It is in rebellion against Heaven's Will, it is considered a fallen angel.

If not restrained by Tier 8 Heaven's Will Transcendent Ess, Tier 8 Free Will Transcendent Ess will run rampant, causing people to succumb to their baser, destructive urges and become sinful.

The Church of Light, which worships Tier 8 Heaven's Will Transcendent Ess and wants to bring about Heaven in the world, condemns Tier 8 Free Will Transcendent Ess, calling it Satan.

The spell Heaven would break the seal keeping Tier 8 Heaven's Will Transcendent Ess away from the world, causing an apocalyptic battle for the fate of humanity.

The spell Dominion would cripple and subvert Tier 8 Free Will Transcendent Ess, making it no longer able to infuse people with free will, and allowing the caster to gradually control and override the free will of everyone in the world.

The spell Edict damages a piece of Tier 8 Free Will Transcendent Ess, causing people in a particular region (up to 1000 km wide) to no longer have the free will to take certain actions (depending on the edict).

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

Breeds malformed monstrous creatures by cross-breeding different combinations of beasts and/or humans together. The parents must be held in captivity for this to work, and it will take days for the foulspawn to grow, be birthed, and mature. They thereafter do your bidding and fight on your behalf. Foulspawn generally have (**2-3**  Power / **4**  Resistance.

**Tier 3 Foulspawn Breeding Ess** is an essence that is required to cast this ritual spell.
Intent Sense

While maintained, you temporarily become able to sense the movement intentions of those nearby (both allies and enemies) right before they happen, briefly giving you a moment to respond to them.

**Tier 1 Intent 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.
Moon Light

You temporarily become illuminated under a brilliant shaft of silvery moon light. It somewhat repels and weakens magical, ethereal, undead, vampiric, and lycanthropic creatures. This can only be used at night when there is a moon present.

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

**Tier 3 Moon Light Ess** is an essence that allows a mage to cast this spell.
Frost Bolt

Conjures and launches a bolt of freezing frost. Chills target if wet. (Less effective through armor.)

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

**Tier 1 Frost 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.
Mind Hunt

Seeks out a mind other than yours that meets the criteria you specify (such as an ally's or an enemy's), starting nearby and then extending further if no match is found. Once one is found, can use Remote Cast to target them from afar.

**Tier 1 Mind 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.
Fire Strike

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

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

**Tier 1 Fire 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.
Flame Arrow

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

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

**Tier 1 Flame 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.
Fear

**Tier 7 Fear Transcendent Ess** is the essence of fear, panic, terror, and cowardice. Also called the Mind Killer.

Fragments of it - Tier 4 Terror Ess - may leak into any place in the world, targeting cowards and those under duress and in danger.

Tier 7 Fear Transcendent Ess can freely teleport, allowing it to inspire terror anywhere in the world. Wherever it goes, people become terrified into paralysis or flight. Untold numbers of attempts to accomplish valorous - but risky - endeavors have collapsed after being visited by Tier 7 Fear Transcendent Ess, especially attempts by would-be revolutionaries, making Tier 7 Fear Transcendent Ess a near-ubiquitous close friend of all those in power.

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

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

Fear Transcendent Ess has **6**  Power / **7**  Resistance
Gale

Creates a strong wind in the direction of your choice in your surroundings, enough to ie. push a sailboat. The more forceful the wind, the more mana is expended.

**Tier 2 Gale 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.)
Lightness

Permanently and gradually increases your body's lightness, causing you and (temporarily) all possessions you're carrying to become lightweight, making it easier to move, carry them, and climb, and to move about in battle, 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
Lifesaving Talisman

Permanently creates a talisman that can save the life of the bearer by taking the hit in place of the bearer. It can only be used once and will only activate against an attack that is powerful enough to kill the bearer, or which is as powerful as this spell can protect against (**4**  Power). It cannot protect against more powerful attacks, and once it is used, the enchantment dissipates.

**Tier 3 Lifesaving Talisman Ess** is an essence that is required to cast this ritual spell.
Flash Freeze

Instantly freezes target enemy creature - including all their water, flesh and blood. This also makes them a bit more resilient to harm (increases to up to **2**  Resistance) but makes them liable to getting shattered into gory blocks of frozen meat and bone from a powerful enough physical hit (**3**  Power or higher). This also causes massive cold damage which is usually deadly to living creatures.

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

**Tier 3 Flash Freeze Ess** is an essence that allows a mage to cast this spell.
Lichdom

Creates a phylactery which will regenerate your body if you die and restore your soul back to it. It can store multiple charges.

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

Creates **Tier 5 Lichdom Exalted Ess**, which is an essence that embodies the enchantment created by this spell.
Hallowed Ground

While maintained, hallows the area around where you are currently standing. Undead and demons outside hallowed ground are hindered from entering and/or gradually take damage if they remain within hallowed ground.

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

**Tier 1 Hallowed Ground 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.
Fleshspawn

Causes target living creature to become impregnated by a hellish fleshspawn that rapidly grows and consumes the subject's body from within until it erupts out of their body. It is hostile to everyone.

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

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

Permanently changes the personality of target creature (such as conscientiousness, narcissism, extroversion, openness to new experiences, and agreeableness). Cannot make more substantive changes (such as desires, loyalties, intelligence and skills).

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

**Tier 1 Mind Bend 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.
Flicker Strike

You instantly short-distance teleport right at a nearby enemy and strike at them in the same moment. This makes it difficult for them to defend against such a surprise attack.

**Tier 1 Flicker 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.
Lethargy

While maintained, temporarily reduces an enemy creature's movement and attack and casting speed.

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

**Tier 1 Lethargy 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 Strike

You add greenish nether energy, drawn from the spiritual essence of the spirits of the dead, to your next unarmed melee strike. It causes harm to the mind of any living creature hit by it. (Less effective through armor.)

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

**Tier 1 Nether 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.
Limited Apportation

Short-range teleports target loose item that you either own or previously had in your possession, and that's clearly visible to you and within a few meters, into your hand, with a small whooshing sound.

**Tier 1 Limited Apportation 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.
Honesty

**Tier 7 Honesty Transcendent Ess** is the essence of caring, both of oneself and of others and the world.

All those who are honest harbor a sliver of Tier 7 Honesty Transcendent Ess within themselves.

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

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

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

Honesty Transcendent Ess has **6**  Power / **7**  Resistance
Morality

**Tier 8 Morality Transcendent Ess** is the essence of morality.

Fragments of it may leak into any place in the world, affecting all sentient creatures, for all sentient creatures have a conception of what is moral and what is not.

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

Tier 8 Morality Transcendent Ess can freely teleport. Wherever it goes, it inspires people to do moral, usually pro-social deeds and to turn away from selfishness and evil.

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

Morality Transcendent Ess has **7**  Power / **8**  Resistance
Force Strike

You add extra physical force to your next unarmed melee strike. (Less effective through armor.)

**Tier 1 Force 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.
Lightning Wisp

Conjures a Lightning Wisp (**1**  Power / **3**  Resistance small, floating orb of lightning) to fight by your side. It can fly and shock enemies, and is shock immune.

**Tier 1 Lightning Wisp 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.
Hatred

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

**Tier 1 Hatred 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.
Modify Memory

Permanently alters a memory of your choice in target creature's mind, without them being aware that you are doing this. You have to know about the memory first (such as through mind reading or them telling you about it). The longer this spell has been charged up, the longer the extent of memory that can be modified.

*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).

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

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

Creates a new Tier 9 Reality Transcendent Ess, which permanently creates an entire new world, just as large as the primary world, according to your desires, down to the last detail, including lands, creatures, and peoples. It is cut off from the primary world via gateways, teleportation, planar travel, scrying and related magics.

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

**Tier 9 Light Transcendent Ess** is the essence of light itself.

It is blinding in its brilliance and glows eternally with intense, warm light upon the entirety of the world. 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.

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 a nigh-eternal, immortal being, it is practically impossible to harm.
Enchanted Lock

Enchants some lockable object (such as a chest, door, etc handcuffs) with a magical lock that cannot be picked. Lasts indefinitely.

**Tier 1 Enchanted Lock 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.
Mirrored Motion

Upon release after maintaining for a few seconds and while maintained, binds a target humanoid creature such that any action you take is mirrored by the bound creature.

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

**Tier 1 Mirrored Motion 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.
Silverlight Cloak

Upon release after maintaining for a few seconds and while maintained, temporarily envelops you in a cloak of silvery light energy. Temporarily blinds and rebuffs magical, ethereal, undead, vampiric, and lycanthropic creatures, and damages them if they manage to hit you in melee with short ranged weapons or using their body part directly.

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

**Tier 1 Silverlight 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.
Force Bolt

Conjures and launches a bolt of concentrated force. Repulses on hit. (Less effective through armor.)

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

**Tier 1 Force 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.
Meteor Storm

Causes a storm of over a hundred meteors to come crashing down onto target wide area over a few minutes, with great speed and power. Each has the destructive effect of a singular Meteor spell. Together, it can annihilate an entire army or city.

Meteor Storm has a  Power (resistance penetration) rating of **2-6**. (Depends on distance from epicenter)

**Tier 4 Meteor Storm Ess** is an essence that is required to cast this spell.
Laceration

Cuts target object (ie. stone, wood, metal, or gemstone) in your possession or lacerates target creature. The longer this spell is charged, the more potent it becomes and the more extensive the cut becomes and the more effective it is at cutting harder materials.

*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).

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

**Tier 1 Laceration 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.
Invisibility Potion

Enchants a potion (mixed with specific alchemical ingredients) to temporarily turn the drinker invisible. It takes some time to drink so it can't be used mid-battle.

**Tier 1 Invisibility 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.
Force Prison

Temporarily entraps a target or small group of targets in a dome of force. You and allies can attack in and cast spells in; they cannot attack out. Creatures with **4**  Power or greater can break out.

**Tier 2 Force Prison 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.)
Каяра ирв де'ре Дэнимил

Каяра ирв де'ре Дэнимил - наследница трона Верлои и та ещё сумасбродная особа. По сюжету сбежала от жениха и путешествует по всей стране, постоянно влипающая в неприятности (да и организовывая их, если быть честным). Что способности, что характер у этой полукровки действительно огненные - сдерживать эмоции совершенно не умеет.

Кайри, наследница трона Верлои, рейтели, тринадцатый образ. Полукровка каких ещё поискать, в ее родословной кто только не отметился, но особо проявили себя гены песчаных эльфов, людей и аниото. В отличие от большинства полукровок второго поколения от аниото, Каяра сохранила способность обращаться в кошачьих. Как тринадцатый образ имеет часть сил огненной богини и жениха, от которого и сбежала в сюжетной части истории.

Та самая сбежавшая от Марка принцесса (или наследница?). А еще у нее классная родословная: мать - песчаная, отец - аниото/человек. А кого только не намешано в прошлом... В роду даже, кажется, даже великан один был. Не стоит спрашивать, как.

Но белые глаза оторве достались от аниото - оборотней-кошачьих. Вот от кого кудри - вопрос сложный и безответный.
Limited Telepathy

While maintained, allows you to communicate with an allied sentient creature up to several kilometers away. Beyond one kilometer, it becomes difficult to telepathically sense each other.

**Tier 1 Limited Telepathy 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.
Floating Isle

Cuts away a piece of Tier 9 Gravity Transcendent Ess, 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, and leaving a gaping abyss permanently in the landmass from which it came.

**Tier 5 Floating Isle Ess** is an essence that is required to cast this ritual spell.
Magic Weapon

While maintained, temporarily enchants your weapon with destructive, raw magical energies. (Less effective through armor.)

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

**Tier 1 Magic 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.
Ice Shard Barrage

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

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

**Tier 3 Ice Shard Barrage Ess** is an essence that allows a mage to cast this spell.
Leviathan

Permanently summons a mightly, massive (up to a kilometer long) leviathan of the seas that will proceed to rampage through the seas, swallowing and destroying any ships and fleets it encounters. It is exceptionally hard to kill and can appear with little warning.

 **Turtle Island** | **5**  Power / **8**  Resistance | Island-sized + slow, rarely moves, has its own biome, floats

**Tier 5 Leviathan Ess** is an essence that is required to cast this ritual spell.
Healing Potion

Enchants a potion (mixed with specific alchemical ingredients) with healing properties for the drinker. It takes some time to drink so it can't be used mid-battle.

**Tier 1 Healing 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.
Frozen Orb

Conjures and launches a large orb of concentrated freezing cold shards that shatters on impact, dealing cold damage to and freezes all enemy creatures in small area of effect.

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

**Tier 2 Frozen Orb Ess** is an essence that allows a mage to cast this spell.
Soul Search

You ravage target creature's mind and soul, which is laid entirely bare before you, allowing you to discover everything about them, including their deepest secrets, however it leaves their soul permanently broken and a shadow of their former self.

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

**Tier 3 Soul Search Ess** is an essence that allows a mage to cast this spell.
Storm Power

While maintained, you draw lightning strikes from thunderstorms into your body, converting them into mana, which can be used to cast shock path spells.

**Tier 1 Storm Power 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 Pulse

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

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

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

**Tier 8 Magic Transcendent Ess** is the essence of magic itself.

It is the progenitor and enabler of all magic (other than the nature of the essences themselves), allowing creatures (such as mages) to cast magic. All bonds between mages and their essences are enabled by Tier 8 Magic Transcendent Ess.

The spell Mana Vortex would pull and aggregate Tier 9 Magic Transcendent Ess, such that the only magic that can be wielded in the world would eventually be under the control of a single individual.

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 eternal, nigh-omnipresent, immortal being, it is practically impossible to harm.
Infernal Form

You temporarily become a living mass of reddish-black chaotic demonic energy (giving various resistances and abilities). Afflicts melee attackers. Injures and corrupts living, non-demonic creatures' flesh into demonic, twisted flesh. Invigorates, heals, and strengthens (instead of hurting) demons.

**Tier 3 Infernal 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.)
Flash Step

You dash forward in a burst of extreme speed.

**Tier 1 Flash Step 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.
Silverlight Weapon

While maintained, temporarily enchants your weapon with silvery light energy. It is extra effective against magical, ethereal, undead, vampiric, and lycanthropic creatures. (Less effective through armor.)

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

**Tier 1 Silverlight 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.
Fire Stream

Channels a continuous, small stream of flames from the palm of your outstretched hand. Causes burn damage. (Less effective through armor.)

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

**Tier 1 Fire 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.