recursal/Fanatic-Fandom huggingface dataset:
Freeze

While maintained, rapidly freezes a patch of water at target location into a block of floating ice, after a few seconds the block of ice becomes big and thick enough that you can walk over it.

**Tier 1 Freeze 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 Shield

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

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

**Tier 1 Fire 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.
Tyrannical Presence

You temporarily exude overwhelmingly domineering presence of will that causes lesser creatures in your vicinity to fall unconscious or collapse into sniveling wrecks of themselves who are too afraid to stand in your way.

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

**Tier 3 Tyrannical Presence Ess** is an essence that allows a mage to cast this spell.
Ventriloquism

While maintained, temporarily makes your voice sound like someone else's, allowing you to impersonate someone so long as you're not seen or if you're disguised as them as well.

**Tier 1 Ventriloquism 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.
Sending

Instantly teleports target allied creature, or object, or collection of small objects, to another distant location of your choice up to a hundred kilometers away for small objects and critters, or dozens of kilometers for heavy objects and creatures.

**Tier 1 Sending 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.
Mud Blast

Can cast once every few seconds while maintaining: Sends forth a wave of mud in a short-range cone, that cakes in mud and hampers the movement of anyone caught in the mud.

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

You can cast this in support of two or more allied mages. While maintained, combines the allied mages' evocations, creating hybrid spells with characteristics of all of the combined Ways. This can result in some very unpredictable spell results.

**Tier 1 Synergy 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.
Spellsight

While maintained, allows you to see magical items, magical creatures (such as undead and demons), spells being cast, and ongoing magical effects to seemingly glow in your sight, and the glow is visible to you even through obstacles.

**Tier 1 Spellsight 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.
Thrall Venom

Strikes target with a bolt of an insidious poison that cannot ever be truly purged, and which must be suppressed with an antidote only you can produce, on the daily, else the victim will be incapacitated by increasing pain for three days and then die. Only works on living creatures.

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

**Tier 3 Thrall Venom Ess** is an essence that allows a mage to cast this spell.
Radiant Form

You temporarily become a living mass of golden holy energy (giving various resistances and abilities). Temporarily blinds melee attackers. Rebuffs demonic and undead enemies, making it harder for them to attack you, and damages them if they manage to hit you in melee with short ranged weapons or using their body part directly.

**Tier 3 Radiant 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.)
Release Abyssal

Permanently summons a random Abyssal (one of the below) from the depths of the earth, to rampage through the surroundings. It will certainly be hostile.

 **Abyssal Scorpius** | **4**  Power / **4**  Resistance | Deadly poison stinger

**Tier 3 Release Abyssal Ess** is an essence that is required to cast this ritual spell.
Midair Leap

You perform a leap while in midair, allowing you to reach greater heights and leap further in total. Cannot be performed multiple times before landing.

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

Enchants a potion (mixed with specific alchemical ingredients) to temporarily turn the drinker's body into another form (chosen by the alchemist at the time this spell is used to enchant the potion). It takes some time to drink so it can't be used mid-battle.

**Tier 1 Polymorph 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.
Soul Vortex

Causes a vortex of soul energies to revolve about you for a short while, up to short range. Any enemy living creatures caught within this vortex of spiraling souls will take psychic damage and be weakened.

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

**Tier 4 Soul Vortex Ess** is an essence that is required to cast this spell.
Tornado

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

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

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

**Tier 7 Tornado Transcendent Ess** is the essence of tornadoes. It is responsible for all tornadoes all over the world.
Preservation

Wards some food against decomposing for a long time. The longer this spell is charged up, the longer the food is preserved and the greater the mass of food that can be affected.

*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 Preservation 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.
Malice

**Tier 7 Malice Transcendent Ess** is the essence of sadism, revenge, spite, and hatred. Also called Wrath.

Fragments of it - Tier 4 Wickedness Ess - may leak into any place in the world, targeting psychopaths, sociopaths, and those people who do not have the virtue to turn away from wrong, and preferentially those who have suffered greatly and want revenge, who think they have little left to lose, and have come to hate the world.

Wherever it goes, such people become turned away from good and towards evil, and feel empowered to attack the innocent out of malice.

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

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

Malice Transcendent Ess has **6**  Power / **7**  Resistance
Fire Torrent

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

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

**Tier 2 Fire 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.)
Soulbond

Permanently bonds you and target willing living creature. Thereafter, you can cast spells through or upon the other, and vice versa, as if you were in close proximity.

**Tier 1 Soulbond 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 the Earth

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

* Ability to use earth path magic
* Ability to take control of and manipulate and move nearby earth path magic
* Earthen Kinesis
* Immunity to earth path magic
* Ability to turn one's own body into living earth (Stone Form)
Psychic Pulse

You emit a pulse of psychic energies outward in all directions up to a short distance, sending all living beings around you reeling and clutching at their minds as they are momentarily incapacitated. Those further away are less impacted.

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

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

Temporarily causes you to hear the thoughts of everyone around you (including e.g. hidden enemies). 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 2 Hear Thoughts 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.)
Roving Mountain

Cuts away a piece of Tier 9 Earth Transcendent Ess, causing a mountain to permanently awaken as a Roving Mountain (**7**  Power / **10**  Resistance) and begin trampling through the surrounding landscape. As it is completely made of stone, it is incredibly hard to kill and it will leave a massive trail of devastation in its wake, annihilating any towns and cities it comes across with impunity.

**Tier 5 Roving Mountain Ess** is an essence that is required to cast this ritual spell.
Transmutation

Turns an item in your inventory into another item that is sufficiently similar, of your choice. The longer this spell is charged up, the larger the item that can be affected and the more different the items can be.

*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 Transmutation 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.)
Silverlight Ray

Fires an instantaneous beam of intense focused silvery light that disintegrates certain creatures it touches. Only harms magical, ethereal, undead, vampiric, and lycanthropic creatures; blinds everyone else hit by it. It can penetrate lesser targets to some extent.

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

**Tier 3 Silverlight Ray Ess** is an essence that allows a mage to cast this spell.
Subject-015

Subject-015 is a native to Dimension [Redacted], who is believed to have fallen into the rift via an earthquake there. He was found sat on a hunk of rock by one of our missionary drones.

Once we took the subject inside site 34, it seemed to be rather docile in nature, but the Joe Pazrowsky incident happened due to the subject, and we all know about that. The subject doesn't need fully containing. It seems to be aware of what's happening to it and it's accepted it. His territory had been moved into an unlocked cell that only locks at night.

The subject during the day is allowed to wander around the building, it takes an interest in eating any insects it sees and examining the different cells and labs, but it isn't allowed to leave the site and must have at least 1 level one guard monitoring it when it does leave the cell.

During the night, the Subject is known to show more aggressive tendencies. One night it used a bit of stone to hold its cell door open, and it slaughtered 2 guards. This creature can smell blood and during the night its cell needs to have a full scan and check, as well as 2 level 3 guards guarding it.
Sleep Powder

Permanently enchants a pouchful of alchemical powder (made with certain specific herbs) such that when it is shattered (such as by throwing it against the ground for instance) it unleases a cloud of whitishg sleeping powder that causes those that inhale even a whiff of it to fall into a deep sleep.

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

**Tier 2 Sleep Powder Ess** is an essence that is required to cast this spell (at the stated cost).
Nether Weapon

While maintained, temporarily enchants your weapon with greenish 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.)

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

**Tier 1 Nether 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.
Taboo

Permanently makes a certain thought or action (or category of related thoughts or actions) literally inconceivable and unactionable by everyone throughout the world (except those you choose). If they read or hear it, it is wiped from their memory, without them being any the wiser.

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

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

**Tier 6 Samsara Divine Ess** is the essence of temporal reincarnation.

Whenever the one bonded with Tier 6 Samsara Divine Ess dies, they go back in time a variable amount into the past, allowing them to change the timeline to get a different outcome. Each time, Tier 6 Samsara Divine Ess decides on its own to what time in the past time is rewound.

Tier 6 Samsara Divine Ess only bonds to one who experiences a moment of profound regret after discovering some major revelation or suffering a major failure, where Tier 6 Samsara Ess sees a strong possibility to change the future by changing the past. If it gets to the point where it no longer believes that additional time rewinds would be able to change the future in a significantly meaningful way, Tier 6 Samsara Divine Ess will abandon the bonded one.
Orbiting Arcana

Temporarily conjures several orbs of focused magical energy that revolve about you as you move. These orbs can be individually dispatched at nearby targets, causing damage, or can hit enemies attacking in melee, causing damage.

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

**Tier 3 Orbiting Arcana Ess** is an essence that allows a mage to cast this spell.
Perception

Permanently and gradually increases your body's senses (most importantly sight, hearing, and magical sensing abilities granted through various essences), as well as your attentiveness, mindfulness, and wakefulness (reducing the need for sleep), 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 **Perception** Transcendent Ess** is the essence of perception. Fragments of it - lower tier Perception Ess - reside in all creatures to the extent that they have sensory abilities.
Redemption

Causes a target undead or lesser demon to temporarily fight on your behalf.

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

**Tier 1 Redemption 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.
Throne

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

**Thrones of Ascension**  are one of the few mythical massive constructs created by the immortal gods (one to each), that have been collecting magical power over the course of millennia. These are comprised of a central hexagonal pyramid surrounded by a hexagon of six additional hexagonal pyramids, each of which is the size of a mountain, and each of which is a chamber holding massive amounts of mana drawn from an array of connected spirit springs. These are only used for Tier 9 spells.
Lightning Tendrils

Sends forth several tendrils of electricity from your outstretched fingertips for several seconds, up to short range. (Less effective through armor.)

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

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

**Tier 7 War Transcendent Ess** is the essence of war itself and is one of the Prime Evils.

Fragments of it - Tier 3 Conflict Ess - may leak into any place in the world where conflict is ongoing and turmoil is about to burst.

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 War Transcendent Ess goes, it turns friends against one another, soldiers to mutiny against their commmanding officers, and armies to rebel, and spreads turmoil and revolution in its wake. Wherever it goes, it scatters fragments of itself - Tier 3 Conflict Ess - which in turn cast Tier 3 Conflict, further spreading chaos and strife. This also makes it very hard to fight against.

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

War Transcendent Ess has **6**  Power / **7**  Resistance
Ritual

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

## Incantation, Scrolls, and Tomes

Spells at Tiers 1-3 only require evocation.

At Tier 4, incantations (verbal utterances) unique to each spell are needed as well. At Tier 4, these are only one or two words (for fast-cast spells) to a few dozen words (for slow-cast spells, called rituals).

At Tier 5, the incantations for ritual spells start to get lengthy and hard to memorize, so  **Scrolls** are used to facilitate the spellcasting.

At Tier 7, the incantations for ritual spells no longer fit on a scroll and must be stored in hefty books of incantations called  **Tomes**.

## Communions

**Communions**  are several mages working in tandem. A communion master casts the spell, while several communion slaves/servants support with their magical power. Communions can be layered, with each communion slave of the main communion also being communion masters of their own smaller communion, and so on, with the power from individual communion slaves being funneled into the communion master(s). All the powerful spells (Tier 6 and higher) are cast via communions.

## Blood Slaves

**Blood slaves**  are individuals with magically potent blood who could eventually become trained as mages in their own right, but which are sacrificed to cast certain more powerful spells.
Stone Fist

While maintained, temporarily enchants your arm into the form of stone, allowing it to strike with greater force and be resilient to injury.

**Tier 1 Stone Fist 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.
Reiteration Field

Casts a temporal field encompassing your surroundings for a short while. At any time during the spell's duration, you can restart from the beginning of that time, up to about half a dozen iterations. Objects and creatures cannot enter or exit the time field for the duration.

**Tier 3 Reiteration Field Ess** is an essence that allows a mage to cast this spell.
Steam Spray

Sends forth a spray of super heated vapor that scalds on touch. (Less effective through armor.)

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

**Tier 1 Steam Spray 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.
War Cry

You utter a shrill war cry that temporarily bolsters the resolve, courage, and prowess of nearby allied creatures.

**Tier 1 War Cry 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.
Restoration

Restores yourself or target object or creature to their state up to several minutes ago (including injuries, buffs, debuffs) but not expendible possessions (such as the runes used to cast this spell). This can also repair/mend/restore items to their initial condition.

**Tier 4 Restoration Ess** is an essence that is required to cast this spell.
Swarm

Conjures massive swarms of locusts that will begin to devastate the countryside, eating up massive quantities of food. This will continue for weeks before abating, by which time cities, towns and many villages will have run out of food.

**Tier 4 Swarm Ess** is an essence that is required to cast this ritual spell.
Spell Reflection

For a short while, all harmful spells and magical effects targeting you are instead reflected to caster or nearby enemies. The longer this spell is charged up, the more powerful the spell that this can reflect.

*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 Spell Reflection 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.)
Vitality Burn Pill

Permanently enchants an alchemical pill (made with certain specific herbs) such that when it is consumed, the one who consumes it temporarily burns their vitality and permanently burns some of their longevity in exchange for a massive power boost. This can increase their strength as well as the power of their magic (up 1 Power tier up to **5**  Power).

**Tier 2 Vitality Burn Pill Ess** is an essence that is required to cast this spell (at the stated cost).
Satiation

Your hunger and thirst becomes temporarily sated for some time. The longer the spell is charged up, the longer the enchantment 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 1 Satiation 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.
Truthbind

Target person you are focusing your attention on temporarily becomes unable to speak lies.

**Tier 2 Truthbind 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.)
Rabidity

Afflicts the target living creature with rabies. Onset is rapid. They will become maddened turn on those nearby and try to bite them. A successful bite will spread the rabies (though that would not be magical and the rabies will take some time before it becomes apparent). Anyone who catches rabies is doomed to become maddened and die unless saved by Cure Disease.

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

**Tier 3 Rabidity Ess** is an essence that allows a mage to cast this spell.
Vine Lash

You extend vines from your hands or from the ground beneath your feet, to lash out at a target at up to mid range. (Ineffective through armor.)

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

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

Sets up a personal teleportation circle at your current location. You can then teleport back to it later. Unlike Town Portal which anyone can use, this teleportation circle can only be used by you. Lasts until destroyed.

**Tier 1 Teleportation 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.
Hex

Permanently afflicts a living creature of your choice (no matter where in the world they are) with bad luck and a propensity for suffering disfiguring wounds, at the cost of permanently slightly disfiguring and withering yourself. The more times you cast this, the more salient the disfiguring, and eventually you'll look like an old crone.

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

**Tier 7 Temperance Transcendent Ess** is the essence of restraining oneself from indulgences.

All creatures with the virtue of temperance have a sliver of Tier 7 Temperance Transcendent Ess within themselves.

As one of the virtues (high archangels), Tier 7 Temperance 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 Indulgence Transcendent Ess.

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

Temperance Transcendent Ess has **6**  Power / **7**  Resistance
Rapid Reading

While maintained, allows you to rapidly read and learn what you are reading, at several times normal speed, without hampering comprehension.

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

You release a short ranged single target shocking spell from your fingertips. Stuns on hit. (Less effective through armor.)

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

**Tier 1 Shock 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.
Silver Fire

Creates a patch of silverlight flames or causes target creature to burn with silverlight flames. These flames burn silvery-white and are exceptionally effective vs magical, ethereal, undead, vampiric, and lycanthropic creatures.

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

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

**Tier 8 Ruin Transcendent Ess** is the essence of entropy itself and is one of the doom horrors. It is also known as the Maker of Ruins.

Fragments of it - lower tier decay-type Essences - may leak into any place in the world, without prejudice, to bring ruin to all things equally and very slowly, but inexorably. Those that are alive, however, will stave off the effects of these Essences.

Where Tier 8 Ruin Transcendent Ess itself goes, however, things fall into ruin very rapidly, as if immense amounts of time have passed. Living beings rapidly age, wither, decrepify, and decompose under its burden. Cities in all their glory lose the light of their life and fall into disrepair and become aged ruins within moments.

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
Rapid Strike

Your next unarmed melee strike hits with great alacrity, making it very hard to parry or evade.

**Tier 1 Rapid 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.
Planar Contact

You contact someone of your choice (who is willing) on another plane, anywhere, and can engage in conversation with them for a short while.

**Tier 1 Planar Contact 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.
Time

**Tier 9 Time Transcendent Ess** is the essence of time itself.

Without it, time could not pass.

Omnipresent, time extends its influence across the entire world. The burden of its ineluctible touch causes all things to age, wither, fall to ruin, and eventually be forgotten.

The spell Eternity would destroy Tier 9 Time Transcendent Ess, causing all time to stop throughout the entire world and all things to become permanently frozen, but create a much lower tier Time Ess under the control of the caster, allowing the caster to choose what things can experience time again.

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

**Tier 8 Peace Transcendent Ess** is the essence of peace itself.

It is nigh-omnipresent everywhere there in the world, particularly where there is lack of conflict.

It is in diametric opposition with Tier 7 War Transcendent Ess, which would seek to turn all sentient creatures against each other.

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 puts an end to conflict. Wars subside, soldiers abandon conflict and turn to pacifism, sworn enemies make amends, turmoil turns to order.

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

Conjures tendrils of darkness that 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 Shadow 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.
Vermin

Draw a great number of vermin (rodents, insects and the like) from the surrounding area to you, and then dispatches them to temporarily distract or bite or sting your enemies.

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

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

**Tier 2 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 essence.)
Removal

While maintained, temporarily banishes target small object or creature. When you stop maintaining this spell, it returns to the open space nearest to where it was when it disappeared.

**Tier 1 Removal 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.
Season

**Tier 8 Season Transcendent Ess** is the essence of the seasons.

It is omnipresent and to a limited extent mediates the temporal balance of the influence of Tier 9 Heat Transcendent Ess and Tier 9 Cold Transcendent Ess, such that on a yearly basis, the relative influence of each waxes and wanes.

The spell Fimbulwinter alters Tier 8 Season Transcendent Ess, causing an entire region (up to several hundreds of km wide) to be endlessly stuck in winter.

As an ethereal, omnipresent and immortal being, it is very hard to harm.
Soul Trap

Traps target disembodied soul (such as of a recently slain person, a soul summoned by Necromancy, or a spirit-like creature) and stores it within an empty soul gem in your possession.

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

**Tier 3 Soul Trap Ess** is an essence that allows a mage to cast this spell.
Psychic Strike

Strikes target with the mind, causing minor psychic injury. Chance to daze on hit. (Less effective through helmet.)

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

**Tier 1 Psychic 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.
Silverlight Strike

You add silvery light energy to your next unarmed melee strike. It is extra effective against magical, ethereal, undead, vampiric, and lycanthropic creatures. (Less effective through armor.)

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

**Tier 1 Silverlight 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.
Raise Skeleton

Permanently raises a Skeleton (**1-2**  Power / **2**  Resistance when properly equipped with a weapon) to fight on your behalf as an undead. (The type of creature raised depends on the corpse.)

**Tier 1 Raise Skeleton 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.
Summon Dreadlord

Permanently summons a Dreadlord (**5**  Power / **6**  Resistance) from Inferno. These are large, tough, fire-breathing, flying creatures with dark magical powers and the ability to summon their own demonic minions. They are power-hungry and will demand the caster's subservience; refusal means death.

**Tier 5 Summon Dreadlord Ess** is an essence that is required to cast this ritual spell.
Rapid Regeneration

**Tier 4 Rapid Regeneration Ess** is an essence that binds with a hydra, granting it the ability to rapidly regenerate even extreme wounds such as having its heads hacked off. With this essence, it can regrow a head in mere seconds. The hydra can hold a limited amount of mana (which it naturally gathers from the environment) which it will gradually exhaust in the process of using this ability, so if it suffers enough damage it will run out of mana and eventually succumb.

Rapid Regeneration has a  Power (resistance penetration) rating of **4**.
Prophesy

**Tier 6 Prophesy Divine Ess** bonds with a person, enchanting them with a prophesy. It can have only one prophesy at a time. The Essence makes the prophesy of its own accord, and will only make a new prophesy after the previous one has been fulfilled.

Usually the prophesies center on a particular person. Upon making such a prophesy, Tier 6 Prophesy Divine Ess will bond to the person at the center of the prophesy.

One of the most common prophesies that it makes is that the subject of the prophesy cannot be killed or personally defeated by anyone born of this world. The Prophesy thereafter ensures this. Thereafter, the Chosen One, or anyone coming from Earth, or demons, or horrors, are the only ones that can defeat or kill them, and only once that happens, would Tier 6 Prophesy Divine Ess leave to make a new prophesy.
Wakefulness

Temporarily makes you more wakeful and not sleepy. The longer this spell is charged up, the longer you remain wakeful (at around 1 minute per 1 second of casting). This can be used intermittently to get through an entire sleepless night.

*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 Wakefulness 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.
Void Beam

Continuously fires a beam of pure nothingness for several seconds that instantly annihilates all matter that it touches. The beam can be swept about to hit multiple targets. It penetrates right through matter.

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

**Tier 4 Void Beam Ess** is an essence that is required to cast this spell.
Retribution Curse

Permanently enchants an allied creature. When they die, if they were killed, whomever dealt the killing blow to them will be permanently cursed by this enchantment. You will know their identity and their location at all times, and they will become aware of your identity and that you will seek them out for retribution. They will also suffer from weakness for as long as you remain alive.

**Tier 2 Retribution Curse Ess** is an essence that is required to cast this spell (at the stated cost).
Raise Death Knight

Permanently raises the corpses of a humanoid and a mount (e.g. horse) as a death knight to fight on your behalf. It has **2**  Power and **4**  Resistance and the ability to cast bone and harm/death path magic.

**Tier 3 Raise Death Knight Ess** is an essence that is required to cast this ritual spell.
Shadow Scout

Temporarily conjures a living shadow to scout for you. It is very stealthy and impossible to block. It can then report back to you with its findings.

**Tier 2 Shadow Scout 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.)
Search

While maintained and concentrating on a particular topic, image, word, phrase, etc., causes a nearby object that matches that criteria to be telekinetically pulled toward you, a book to open up to the relevant page, etc.

**Tier 1 Search 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.
Possession

You temporarily take possession of target creature's body, leaving your previous body unconscious. You can end the effect at any time to return to your previous body. The new body's existing consciousness may struggle against you for control over the body.

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

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

Enchants an ongoing nearby spell effect of your choice to become permanent / last indefinitely (not all kinds of spell effects can have this be applicable; most notably, the target spell cannot be the kind that is actively changing something).

**Tier 3 Permanency Ess** is an essence that is required to cast this ritual spell.
Ward

While maintained, puts up a translucent barrier before your outstretched hand that negates an incoming spell that targets or would directly affect you or someone or something near you.

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

**Tier 5 Purity of Ice Exalted Ess** enchants the bonded one's body with the "Pure Yin Constitution", granting them the ability to channel cold and water path magic at a much more potent level, making such a person the treasure of the Frozen Palace.

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

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

Tier 5 Purity of Ice Exalted Ess only bonds to a beautiful woman with great magical talent. The woman must remain a virgin or else the essence will abandon her.
Silverlight Bolt

Launches a bolt of silvery light energy. It is extra effective against magical, ethereal, undead, vampiric, and lycanthropic creatures. (Less effective through armor.)

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

**Tier 1 Silverlight 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.
Stone Shards

Raises some stone from the ground before you and launches them as a salvo of shards, striking enemies in a cone for mild physical damage. (Ineffective through armor.)

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

**Tier 1 Stone 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.
Scry

Temporarily reveals to you vision of target area of your choice. The sight of more distant locations (more than a few km away) will be blurry and harder to make out.

**Tier 2 Scry 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.)
Deflection

While maintained, projects a round-shield-sized field of deflecting force that knocks aside lighter incoming attacks and projectiles. Heavier blows are not deflected and impacts with large objects interrupt the spell. Grants **2**  Resistance.

**Tier 1 Deflection 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.
Slow Time Field

Temporarily creates a temporal field sphere (which usually appears as a dome at ground level) encompassing your vicinity at the time you cast this spell. Everything within (or entering into) the temporal field, other than you and allies, moves much more slowly than normal for as long as they remain within the temporal field.

**Tier 3 Slow Time Field 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.)
Petrifying Visage

**Tier 4 Petrifying Visage Ess** is an essence that binds with a medusa, granting it the ability to intermittently cause anyone who makes eye contact with it to temporarily turn into stone. Effect is permanent against creatures with **4**  Resistance or less. This effect does not transfer when viewed through a mirror.

Petrifying Visage has a  Power (resistance penetration) rating of **5**.
Shield Dome

Temporarily projects a several meters wide spherical shield that is centered on you as you move (usually when you're on the ground, this appears as a dome) which protects from sources of harm (traps, melee ranged and elemental damage, environmental hazard). Grants **3**  Resistance.

**Tier 3 Shield Dome 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.)
Shared Sight

While maintained, you temporarily become able to share your visual experience of the world with an ally of your choice, such that they can see the world from your perspective.

**Tier 1 Shared 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.
Victimize

Permanently victim-bonds target living creature. Thereafter, whenever you would become injured or affected by hostile magic, it instead affects one of your victim-bonded. Once a victim-bonded dies or becomes fully incapacitated, it cannot be used to transfer more effects.

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

**Tier 4 Victimize Ess** is an essence that is required to cast this spell.
Purity of Fire

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

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

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

Tier 5 Purity of Fire Exalted Ess only bonds to a handsome man with great magical talent. The man must remain a virgin or else the essence will abandon him.
Wall Climbing

While maintained, allows you to climb walls, cliffs, or any other surfaces, as if your limbs could stick to them.

**Tier 1 Wall Climbing 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.
Storm

Conjures up a typical thunderstorm over the local area and causes lightning to strike intermittently throughout the local area, has a chance to shock and electrocute a small number of people caught in the area of effect without shelter.

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

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

**Tier 8 Storm Transcendent Ess** is the essence of thunderstorms. It is responsible for all thunderstorms all over the world.
Tunneling

Creates a tunnel through the ground according to your will.

**Tier 3 Tunneling 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.
Raise Dead

Temporarily raises a corpse to fight on your behalf as a Zombie (**1**  Power / **2**  Resistance). Unlike Animate Bone, does not require direct control so it's easier to control multiple simultaneously. (The type of creature raised depends on the corpse.)

**Tier 1 Raise Dead 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.