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- Delving Ways
Reveals information about things the caster may encounter while adventuring
- Measure
- Text Analysis I
- Stone Analysis
- Metal Analysis
- Gas Analysis
- Detecting Ways
Determines the presence of magical and nonmagical forces and items
- Detect Essence
- Detect Mentalism
- Detect Channeling
- Detect Magic
- Detect Invisible
- Elemental Shields
Protects target from elemental attacks and damage
- Resist Light
- Resist Heat
- Resist Cold
- Resist Light Sphere
- Resist Heat Sphere
- Essence Hand
Permits the caster to use telekinesis at a distance
- Vibrations I
- Staying I*
- Telekinesis I
- Vibrations II
- Staying II*
- Essence's Perceptions
Spells of clairvoyance and enhanced senses
- Touchless Feel
- Presence*
- Listen I
- Smell I
- Long Ear I
- Lesser Illusions
Spells that thwart the senses
- Ventriloquism
- Sound / Light Mirage
- Taste / Smell Mirage
- Illusion II
- Phantasms I
- Physical Enhancement
Improves the target's abilities and senses
- Mannish Scale*
- Sly Ears
- Balance*
- Nightvision
- Sidevision
- Rune Mastery
Stores spells on rune paper for casting later
- Spell Store
- Rune Erasure
- Rune I
- Rune Literacy II
- Runic Lock
- Spell Wall
Blocks or protects a target from magic
- Protection I
- Cancel Essence*
- Protection Sphere I
- Cancel Mentalism*
- Protection II
- Unbarring Ways
Spells that deal with locks, traps, and doors
- Lock*
- Magic Lock
- Locklore
- Opening I
- Traplore