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- Delving Ways
Reveals information about things the caster may encounter while adventuring
 
  1. Measure
  2. Text Analysis I
  3. Stone Analysis
  4. Metal Analysis
  5. Gas Analysis

- Detecting Ways
Determines the presence of magical and nonmagical forces and items
 
  1. Detect Essence
  2. Detect Mentalism
  3. Detect Channeling
  4. Detect Magic
  5. Detect Invisible

- Elemental Shields
Protects target from elemental attacks and damage
 
  1. Resist Light
  2. Resist Heat
  3. Resist Cold
  4. Resist Light Sphere
  5. Resist Heat Sphere

- Essence Hand
Permits the caster to use telekinesis at a distance
 
  1. Vibrations I
  2. Staying I*
  3. Telekinesis I
  4. Vibrations II
  5. Staying II*

- Essence's Perceptions
Spells of clairvoyance and enhanced senses
 
  1. Touchless Feel
  2. Presence*
  3. Listen I
  4. Smell I
  5. Long Ear I

- Lesser Illusions
Spells that thwart the senses
 
  1. Ventriloquism
  2. Sound / Light Mirage
  3. Taste / Smell Mirage
  4. Illusion II
  5. Phantasms I

- Physical Enhancement
Improves the target's abilities and senses
 
  1. Mannish Scale*
  2. Sly Ears
  3. Balance*
  4. Nightvision
  5. Sidevision

- Rune Mastery
Stores spells on rune paper for casting later
 
  1. Spell Store
  2. Rune Erasure
  3. Rune I
  4. Rune Literacy II
  5. Runic Lock

- Spell Wall
Blocks or protects a target from magic
 
  1. Protection I
  2. Cancel Essence*
  3. Protection Sphere I
  4. Cancel Mentalism*
  5. Protection II

- Unbarring Ways
Spells that deal with locks, traps, and doors
 
  1. Lock*
  2. Magic Lock
  3. Locklore
  4. Opening I
  5. Traplore