ESSENCES — THE LEGATEE'S ESSENCE CATALOGUE
Salorras reference: the essence list of the legatee essencer class (and the omenar paragon, who burns essences into divine waves; the echoe and grafted agent essencer routes draw on it as well). This is the catalogue the legatee class file points to — the essencer’s equivalent of a spell list. Everything here follows standard Old-School Essentials conventions. Essences are not magic: they are an extraordinary Salorras subsystem, unaffected by everything that touches spells.
How Essences Work
Essences grant powers that often resemble spells but are almost always passive and harmless to the user. They are not magical: they need no words, gestures, or materials; they carry no risk of failure in armour; they cannot be scribed onto scrolls or brewed into potions; and they are wholly unaffected by dispel magic, an anti-magic effect, or a creature’s magic resistance. The essencer’s level governs any level-dependent essence, exactly as a caster’s level governs spells.
Producing essences is the essencer’s daily preparation: 8 hours of rest and meditation, once per day. Each produced essence demands a production penalty — a temporary sacrifice of some ability, sense, or trait that lasts those 8 hours — and the produced essences are held in the essencer’s inner organ, the thalamus, up to its capacity (the per-day columns of the legatee’s advancement table). Breaking off production wastes the essences and locks out new production for 24 hours. Production penalties stack even when identical, but can never reduce a trait to nothing.
Burning an essence takes its starting time (from a free moment up to a full round or longer), during which the essencer concentrates in the reactor within the stomach; being struck while igniting spoils the essence. Essence bonuses stack (even from the same essence burned twice) unless noted; the essencer may quench a burning essence at will, ending it. The daily number of essences an essencer may burn depends on their level and Charisma, as given in the class file.
Where an essence allows a target a save, the target rolls a save versus spells to resist. Essences are never subject to magic resistance.
Catalytic combustion is the legatee’s combustion technique (defined in the legatee class file): from 6th level the essencer may force greater power from an essence at the cost of half its duration. Its effect is strengthened as the referee judges fitting to the essence — a wider bonus, a longer reach, an added die — while the listed duration is halved.
How to Read an Essence Entry
Each entry opens with the essence’s core and subcore (and any descriptor, such as acid or mind-affecting) and its level (1st–3rd; higher is stronger). Then come the lines an essencer needs:
- Production Penalty — the sacrifice borne for the 8-hour production time.
- Starting Time — how long the burn takes.
- Range / Target / Effect / Area — omitted when the essence is personal (applied to the essencer), which is the default.
- Duration — how long the powers last; every essence may be quenched early.
- Saving Throw — listed only when relevant (most essences allow none).
Unless noted, “each additional essence” means burning another of the same essence at the same time increases the effect as stated.
Durations are given in OSE turns (10 minutes) and rounds (10 seconds).
The Three Essential Cores
Every essence belongs to one of three essential cores, each with five subcores of closely related essences.
- Physical — the body’s condition. Subcores: strength (might and melee), dexterity (agility), constitution (health and stamina), speed (movement), harden (toughness against blows).
- Sensorial — the five senses. Subcores: ocular (sight and the unseen), auricular (hearing), olfactory (smell), taste (the mouth), touch (feel and danger-sense).
- Vital — the stranger components of a living being. Subcores: physiology (the organs), gravity, mind, space, time.
Essence Quick Reference
1st-level essences
| Core | Essence | Summary |
|---|---|---|
| Physical | Empowered Muscles | +1/essence to melee attack and damage |
| Physical | Agile Tendons | +1/essence to Armour Class and missile attacks |
| Physical | Tough Crasis | temporary hit points and steadier nerves |
| Physical | Rapid Movement | faster speed and a fiercer charge |
| Physical | Hard Skin | reduce each blow that lands by 1/essence |
| Sensorial | Vision Enhancer | sharper sight (or infravision) |
| Sensorial | Aural Enhancer | sharper hearing |
| Sensorial | Smell Enhancer | keener sense of smell |
| Sensorial | Gustatory Enhancer | keener sense of taste |
| Sensorial | Feel Enhancer | surer hands and touch |
| Vital | Anatomic Deformity | chance to shrug off a backstab’s extra harm |
| Vital | Levitation | rise and sink at will |
| Vital | Memory Enhancer | perfect memory; a bonus prepared spell |
| Vital | Size Modification | grow or shrink a size/essence |
| Vital | Age Manipulation | shed apparent years |
2nd-level essences
| Core | Essence | Summary |
|---|---|---|
| Physical | Grafted Weapon | turn a hand into a weapon |
| Physical | Adrenaline Burst | +3/essence to one reflex-quick roll |
| Physical | Extraordinary Platelets | chance to staunch a bleed |
| Physical | Molecular Hyperkinesis | blur — attackers suffer a miss chance |
| Physical | Resistant Skin | resist a chosen energy |
| Sensorial | Visual Alertness | resist sight-borne illusions (or infravision) |
| Sensorial | Aural Alertness | resist sound-borne illusions |
| Sensorial | Scent Amplification | gain a beast’s scent |
| Sensorial | Vitriolic Saliva | spit acid |
| Sensorial | Asaar’adin’s Touch | share an essence with an ally |
| Vital | Durable Nervous System | chance to ignore stun and paralysis |
| Vital | Nullify Gravity | take flight |
| Vital | Mind Shield | resist mind-magic and lash back |
| Vital | Spacesense | sense all around you in one realm |
| Vital | Time Deceleration | slow foes near you |
3rd-level essences
| Core | Essence | Summary |
|---|---|---|
| Physical | Elementally Imbued Arms | +1d6/essence energy on your strikes |
| Physical | Unerring Dexterity | add 1d6/essence to a reflex-quick roll |
| Physical | Rapid Cicatrization | heal 2/essence each round |
| Physical | Multidimensional Transport | blink across space, or leap leagues |
| Physical | Indestructible Skin | reduce every blow by 1/essence |
| Sensorial | True Vision | see things as they are (or piercing infravision) |
| Sensorial | Blindsight | sense your surroundings without eyes |
| Sensorial | Adrenal Scent | war-fury against a scented foe |
| Sensorial | Acinus Tongue | potions work more strongly on you |
| Sensorial | Tremorsense | feel all that touches the ground |
| Vital | Transmute Form | take another creature’s shape |
| Vital | Black Hole Plexus | a crushing gravity-shroud and magic resistance |
| Vital | Telekinetic Object | wield a weapon by will alone |
| Vital | Multidimensional Existence | exist in two realms at once |
| Vital | Time Interval | a moment of frozen time |
Essence Descriptions
Empowered Muscles
Physical (Strength); 1st-level Production Penalty: −1 to melee attack and damage rolls. Starting Time: a free moment. Duration: 12 turns.
Your muscles swell and firm. The essence grants +1 to melee attack and damage rolls. Each additional essence increases the bonus by +1.
Grafted Weapon
Physical (Strength); 2nd-level Production Penalty: −2 to melee attack and damage rolls. Starting Time: part of a round. Duration: 6 turns.
You transform one hand (or a limb used as a hand) into any metal one-handed melee weapon, as fine as a smith could forge. Each additional essence grants the weapon a further cumulative +1 to attack and damage. With both hands transformed you may, over a full round, merge them into a single two-handed melee weapon. The weapon-hands are hard iron; they cannot be disarmed, but a mighty sundering blow can shatter one — if it breaks, the essence ends and the hand is left maimed, the fingers severed. While a hand is a weapon you cannot use it for fine tasks; changing a hand to a weapon or back takes part of a round.
Elementally Imbued Arms
Physical (Strength); 3rd-level Production Penalty: −3 to melee attack and damage rolls. Starting Time: 1 round. Duration: 6 turns.
Your arms are steeped in raw energy. Your unarmed strikes (or a grafted weapon hand) deal an extra 1d6 energy damage of one kind chosen as you burn it — acid, cold, fire, lightning, or sound — and count as magic weapons for striking creatures only magic can harm. Each additional essence adds +1d6. A single hand can carry only one kind of energy, but a merged two-handed weapon may carry two, one for each original hand.
Agile Tendons
Physical (Dexterity); 1st-level Production Penalty: −1 to Armour Class and missile attack rolls. Starting Time: a free moment. Duration: 12 turns.
You grow lithe and nimble. The essence grants +1 to Armour Class and to missile attack rolls, and a like bonus to saving throws against effects that swift reflexes would avoid. Each additional essence increases the bonus by +1.
Adrenaline Burst
Physical (Dexterity); 2nd-level Production Penalty: −2 to Armour Class and missile attack rolls. Starting Time: 1 round. Duration: 6 turns.
Lightning reflexes seize you. You may add +3 to one roll that turns on quickness — a save versus paralysis, a missile attack, or a thief’s nimble skill. Declare it before you roll; once the roll is made the essence ends. Each additional essence increases the bonus by +3; several burned at once may be spent as separate +3 uses or pooled into one larger bonus.
Unerring Dexterity
Physical (Dexterity); 3rd-level Production Penalty: −3 to Armour Class and missile attack rolls. Starting Time: 1 round. Duration: 3 turns.
You sense a clumsy motion an instant before it happens and correct it. After making a quickness-based roll (a save versus paralysis, a missile attack, a thief’s skill), you may at once roll 1d6 and add it to that result; the essence then ends. Each additional essence adds +1d6, spent as several small uses or one pooled roll.
Tough Crasis
Physical (Constitution); 1st-level Production Penalty: −2 hit points and −1 to saves versus death and poison. Starting Time: a free moment. Duration: 12 turns.
You gain a hardier constitution. The essence grants 2 temporary hit points (lost first, and gone when the essence ends) and +1 to saving throws versus death and poison. Each additional essence grants +2 more temporary hit points and +1 more to those saves.
Extraordinary Platelets
Physical (Constitution); 2nd-level Production Penalty: −2 to saves versus death and poison. Starting Time: part of a round. Duration: 6 turns.
Your blood clots almost at will. Where a campaign tracks bleeding or lingering wounds, the essence gives a 15% chance each round to staunch a minor bleed of its own accord (no action). Each additional essence raises the chance by 15%; graver wounds are harder to close, needing several essences at once. The essence does nothing for a body that cannot heal, such as the undead.
Molecular Hyperkinesis
Physical (Speed); 2nd-level Production Penalty: −20 feet to your encounter speed. Starting Time: part of a round. Duration: 12 turns.
Your very molecules shiver so fast that your outline blurs: attackers suffer a 10% miss chance against you. Each additional essence raises it by +10%. True seeing pierces the blur, and a foe who does not strike by sight ignores it.
Resistant Skin
Physical (Harden); 2nd-level Production Penalty: −2 to saves versus death and poison. Starting Time: part of a round. Duration: 6 turns.
Your skin resists the elements. Choose one kind of energy as you burn it — acid, cold, fire, lightning, or sound: you take 5 fewer points of damage from each source of that kind. Each additional essence either deepens an existing resistance by 5 or grants resistance 5 against a new kind.
Indestructible Skin
Physical (Harden); 3rd-level Production Penalty: −3 to saves versus death and poison. Starting Time: 1 round. Duration: 6 turns.
Your skin becomes incredibly hard: reduce the damage of every blow that strikes you by 1 point (to a minimum of 1), whatever the weapon or force. Each additional essence adds a further −1, and it stacks with any like toughness you already possess.
Hard Skin
Physical (Harden); 1st-level Production Penalty: −1 to saves versus death and poison. Starting Time: a free moment. Duration: 12 turns.
Your skin gains cohesion and resilience: reduce the damage of each natural or non-magical blow that strikes you by 1 point (to a minimum of 1). Each additional essence adds a further −1.
Rapid Movement
Physical (Speed); 1st-level Production Penalty: −10 feet to your encounter speed. Starting Time: a free moment. Duration: 12 turns.
You move faster than natural: +10 feet to your encounter speed (and the like to your running and exploration rates), and +1 to attack and damage when you charge. Each additional essence adds another +10 feet and another +1 to charge attack and damage. The bonus applies to every kind of movement you have — walking, flying, climbing, swimming.
Rapid Cicatrization
Physical (Constitution); 3rd-level Production Penalty: −3 to saves versus death and poison. Starting Time: 1 round. Duration: 6 turns.
Your flesh knits with astonishing speed: at the start of each round you regain 2 lost hit points while injured. Each additional essence adds +2. The regrowth can close a bleeding wound as well.
Multidimensional Transport
Physical (Speed); 3rd-level Production Penalty: −30 feet to your encounter speed. Starting Time: see text. Duration: 6 turns.
You cross open space by slipping through the Transitive realms. As a free moment you make a short “jump” through the Ethereal or the Shadow, vanishing and reappearing at a chosen spot up to 20 feet away; immediately afterward the essence ends. Each additional essence adds +20 feet. Alternatively, over ten rounds of effort you may jump through the Astral to cross 300 miles (each additional essence +300 miles; this carries only you). Several burned at once may be pooled into one long leap or spent as several short ones. The jump is blocked wherever the realms do not overlap.
Vision Enhancer
Sensorial (Ocular); 1st-level Production Penalty: −2 to attempts to notice things by sight. Starting Time: a free moment. Duration: 12 turns.
Your sight sharpens: +2 to any attempt to spot hidden, distant, or fine things (or, where the referee prefers, a 2-in-6 chance to notice what a keen eye might catch). Each additional essence adds +2. Alternatively, you may instead gain infravision to 30 feet (each additional essence +30 feet).
Visual Alertness
Sensorial (Ocular); 2nd-level Production Penalty: −4 to attempts to notice things by sight. Starting Time: part of a round. Duration: 6 turns.
You resist deceptions of the eye: +2 to saving throws to see through any illusion that works by a visual trick. Each additional essence adds +2. Alternatively, you may instead gain infravision to 30 feet (each additional essence +30 feet).
True Vision
Sensorial (Ocular); 3rd-level Production Penalty: −6 to attempts to notice things by sight; −2 to any action that relies on clear sight. Starting Time: 1 round. Duration: 6 turns.
You see things as they truly are, as true seeing, to 20 feet — through illusion, disguise, and shapechange alike. Each additional essence adds +20 feet. Alternatively, you may instead gain devil-black infravision to 30 feet that pierces even magical darkness (each additional essence +30 feet).
Aural Enhancer
Sensorial (Auricular); 1st-level Production Penalty: −2 to attempts to notice things by hearing. Starting Time: a free moment. Duration: 12 turns.
Your hearing sharpens: +2 to any attempt to hear faint sounds — listening at a door, catching a whisper, marking a distant tread (or a 2-in-6 chance where a listen roll is called for). Each additional essence adds +2.
Aural Alertness
Sensorial (Auricular); 2nd-level Production Penalty: −4 to attempts to notice things by hearing. Starting Time: part of a round. Duration: 6 turns.
You resist deceptions of the ear: +3 to saving throws to see through any illusion that works through a sound. Each additional essence adds +3. Requires undamaged hearing.
Blindsight
Sensorial (Auricular); 3rd-level Production Penalty: −6 to attempts to notice things by hearing; −2 to any action that relies on hearing. Starting Time: 1 round. Duration: 6 turns.
From the faintest vibrations you build a picture of your surroundings: blindsight to 30 feet — you sense everything within that range without eyes, so that invisible or darkness-hidden foes gain nothing against you (though the truly ethereal escape you). Each additional essence adds +30 feet. Requires undamaged hearing.
Smell Enhancer
Sensorial (Olfactory); 1st-level Production Penalty: smell and taste are dulled; a creature with the scent ability loses 5 feet of its range. Starting Time: a free moment. Duration: 12 turns.
Your sense of smell sharpens: +2 to any task where a keen nose helps — brewing, healing, reading a trail, judging a lie, surviving in the wild. Each additional essence adds +2.
Scent Amplification
Sensorial (Olfactory); 2nd-level Production Penalty: smell and taste are dulled; a creature with the scent ability loses 10 feet of its range. Starting Time: part of a round. Duration: 6 turns.
Your nose rivals a hunting beast’s: you gain the scent ability to 15 feet — you smell out hidden and unseen creatures near you, and may follow a trail by scent. Each additional essence adds +15 feet. A wind toward you doubles the range; a strong or foul scent is caught much farther off.
Adrenal Scent
Sensorial (Olfactory); 3rd-level Production Penalty: smell and taste are dulled; a creature with the scent ability loses 20 feet of its range. Starting Time: 1 round. Duration: 6 turns.
When you “smell” danger, your glands flood you with strength. Working with the scent ability, when you catch an oncoming enemy’s scent you gain +2 to attack rolls, to Armour Class, and to notice that one foe — but against only that one at a time. Each additional essence adds +2. Without the scent ability the gift is weaker: the bonuses wake only after you have lost half your hit points and are then struck, and only against that attacker. Requires undamaged smell.
Gustatory Enhancer
Sensorial (Taste); 1st-level Production Penalty: smell and taste are dulled; a creature with the scent ability loses 5 feet of its range. Starting Time: a free moment. Duration: 12 turns.
Your sense of taste sharpens: +2 to any task where a keen tongue helps — crafting, healing, judging a lie, naming a substance, surviving in the wild. Each additional essence adds +2.
Vitriolic Saliva
Sensorial (Taste) [acid]; 2nd-level Production Penalty: smell and taste are dulled; a creature with the scent ability loses 10 feet of its range. Starting Time: part of a round. Range: personal, and out to 25 feet. Duration: 6 turns.
Your saliva turns to caustic acid. With a successful missile attack you spit it for 2d4 acid damage out to 25 feet (no save); after spitting, your glands cannot fire again for 10 rounds. Each additional essence adds +2d4. You may instead milk a vial of the acid (draining your glands for a turn); the stored acid keeps its bite for an hour.
Asaar’adin’s Touch
Sensorial (Touch); 2nd-level Production Penalty: −2 to attack rolls, Armour Class, and grappling. Starting Time: see text. Range: touch. Target: one creature touched. Duration: instantaneous; see text. Saving Throw: save versus spells negates (harmless).
You can share your produced essences with allies. Burn an asaar’adin’s touch and hand one of your other prepared essences to a creature you touch: the touch takes the same starting time as the essence you give (you pay the effort), and the recipient’s body is briefly reshaped so it burns the granted essence at once, benefiting for that essence’s normal duration. You may give any prepared essence of any level except asaar’adin’s touch itself, and may give several by burning more. An unwilling recipient resists with a save versus spells.
Feel Enhancer
Sensorial (Touch); 1st-level Production Penalty: −1 to attack rolls, Armour Class, and grappling (formication). Starting Time: a free moment. Duration: 12 turns.
Your sense of touch sharpens: +2 to any task of the fingers — picking a lock, disarming a trap, sleight of hand, delicate craft, tending a wound (or a 2-in-6 chance where such a feat is uncertain). Each additional essence adds +2.
Tremorsense
Sensorial (Touch); 3rd-level Production Penalty: −3 to attack rolls, Armour Class, and grappling (formication). Starting Time: 1 round. Duration: 6 turns.
Your touch grows exquisitely keen: tremorsense to 20 feet — you feel every vibration in the ground and pinpoint anything that touches it, and sense creatures moving in water while you are in the water. Each additional essence adds +20 feet. Requires undamaged touch.
Anatomic Deformity
Vital (Physiology); 1st-level Production Penalty: −1 to saves versus death and poison. Starting Time: a free moment. Duration: 12 turns.
Your vital organs shift position without losing their work, so that a killing thrust finds nothing where it should: you gain a 10% chance to shrug off the extra harm of a backstab, a critical blow, or a sneak attack (you still take the ordinary damage). Each additional essence adds +10%.
Durable Nervous System
Vital (Physiology); 2nd-level Production Penalty: −2 to saves versus death and poison. Starting Time: part of a round. Duration: 6 turns.
Your nerves grow resilient: a 10% chance to ignore any effect that would stun, paralyse, daze, nauseate, or stagger you. Each additional essence adds +10%.
Transmute Form
Vital (Physiology); 3rd-level Production Penalty: −3 to saves versus death and poison. Starting Time: 1 round. Duration: 6 turns.
Your cells mimic another creature’s, copying its very make. You take the form of any living creature whose Hit Dice are no greater than your level. You gain its bodily strength and swiftness, its natural attacks, and its ordinary (non-magical) qualities — poison, keen senses, fast healing, and the like — but keep your own mind and gain none of its spells or magical powers. Each additional essence lets you copy a form with +2 more Hit Dice. You cannot take a form of vapour or one that is bodiless. If you are slain while transformed, the essence ends and your own body returns.
Levitation
Vital (Gravity); 1st-level Production Penalty: your flesh grows dense; you weigh a fifth more (counted as part of your load). Starting Time: a free moment. Duration: 12 turns.
You bend the weight upon you, rising or sinking at will — 20 feet each round — and may carry as much as a heavy burden with you. You cannot move sideways under your own power, but you can climb along a surface or push off a wall to drift. While aloft your attacks suffer a growing penalty unless you spend a round to steady yourself.
Nullify Gravity
Vital (Gravity); 2nd-level Production Penalty: your flesh grows dense; you weigh two-fifths more (counted as part of your load). Starting Time: part of a round. Duration: 6 turns.
You cast off weight entirely: you gain a flying speed of 40 feet (halved in heavy armour), as sure in the air as on the ground, free to fight as you fly. Each additional essence adds +40 feet. If the essence ends while you are aloft, you fall and take the usual harm.
Black Hole Plexus
Vital (Gravity); 3rd-level Production Penalty: your flesh grows dense; you weigh three-fifths more (counted as part of your load). Starting Time: 1 round. Duration: 6 turns.
You condense the gravity about your body into a near-invisible lattice of countless microscopic voids that hug your skin. The essence grants magic resistance: any spell cast upon you has a 30% chance to fail outright. Each additional essence adds +15%. The lattice crushes nearly anything it meets: a creature of your size or smaller that touches you for any reason — an unarmed blow, a grapple — is crushed at the finest level unless it succeeds on a save versus spells (a crushed creature ends the essence).
Memory Enhancer
Vital (Mind); 1st-level Production Penalty: you lose all prepared spells, if any, for the production time. Starting Time: a free moment. Duration: 24 turns.
You gain a perfect, waxen memory: you can flawlessly fix any complex sequence, conversation, or sight in your mind (no action) and recall it at will. If you prepare spells, while the essence lasts you may hold one extra 1st-level spell as a bonus for the day; each additional essence grants another.
Mind Shield
Vital (Mind) [mind-affecting]; 2nd-level Production Penalty: you lose all prepared spells, if any, for the production time. Starting Time: part of a round. Duration: 6 turns.
You raise a wall about your mind: +1 to saving throws against any spell or power that clouds, charms, or commands the mind, and on a successful save the attacker suffers 1d4 damage as the assault rebounds. Each additional essence adds +1 to the save and +1d4 to the backlash.
Telekinetic Object
Vital (Mind); 3rd-level Production Penalty: you lose all prepared spells, if any, for the production time. Starting Time: 1 round. Range: 25 feet. Duration: 6 turns.
By the power of your mind alone you wield an unheld object — a melee weapon or shield of no great weight, held in your hands as you burn the essence. You then command it within 25 feet. Once per round it may either strike a foe (its attack bonus is half your level plus your Charisma modifier plus the weapon’s own bonus, its damage adds your Charisma modifier) or guard you or an ally (granting that creature a like bonus to Armour Class). Each additional essence lets it wield a heavier object and grants +1 to its attacks, guard, and damage. You may release it at will.
Size Modification
Vital (Space); 1st-level Production Penalty: −1 to saves versus death and poison; while it lasts you cannot travel between realms. Starting Time: 1 round. Duration: 12 turns.
You reshape your bulk: each essence changes your size by one category, larger or smaller than your true frame. Your gear is not resized unless it can resize itself — growing while armoured can ruin the armour.
Spacesense
Vital (Space); 2nd-level Production Penalty: −2 to saves versus death and poison; while it lasts you cannot travel between realms. Starting Time: part of a round. Duration: 9 turns.
You feel every object and creature around you. As you burn it, choose the Material world or one Transitive realm (Astral, Ethereal, Mirrors, or Shadow): you sense all that lies within 20 feet there, even the invisible. Each additional essence adds +20 feet. The reading deepens the longer you dwell on it: first mere presence, then number and size, then exact place. Burning more at once lets you feel across several realms at once.
Multidimensional Existence
Vital (Space); 3rd-level Production Penalty: −3 to saves versus death and poison; while it lasts you cannot travel between realms. Starting Time: 1 round. Duration: 6 turns.
You come to exist in more than one realm at once. As you burn it, choose a Transitive realm (Astral, Ethereal, Mirrors, or Shadow): you gain that form alongside your Material one, sharing the same space and fully seeing both, with all a native’s advantage against the creatures there — striking an ethereal foe as solidly as a living one, while remaining an ordinary target to Material foes. Each additional essence grants another such form. Your strength, wounds, and speed are shared across all your forms. You may dismiss a form at will so long as one remains.
Age Manipulation
Vital (Time); 1st-level Production Penalty: you grow 5 years older (any burden of age applies during the production time), and gain +2 to disguise yourself. Starting Time: 1 turn. Duration: 8 hours.
You command your body’s youth: the essence sheds 5 years from your apparent age and grants +2 to pass yourself off in disguise. Each additional essence sheds 5 more years and adds +2 more. The frailties of age fall away if you drop below their threshold; shrinking to youth or childhood changes your frame to match.
Time Deceleration
Vital (Time); 2nd-level Production Penalty: −2 to attack rolls and Armour Class and −5 feet to your speed (slowed time); you heal only half as fast by natural rest. Starting Time: 2 turns. Area: all others within a 10-foot radius of you. Duration: 24 turns. Saving Throw: save versus spells negates.
You slow the flow of time in an aura around you. Anyone but you within 10 feet must succeed on a save versus spells or suffer −2 to attack rolls and Armour Class and −5 feet to speed. Each additional essence worsens the penalty by −2 and the speed loss by 5 feet. A creature that saves is proof against the aura for a day.
Time Interval
Vital (Time); 3rd-level Production Penalty: −4 to attack rolls and Armour Class and −15 feet to your speed (slowed time); you cannot heal at all by natural rest. Starting Time: a free moment. Duration: 1 round of apparent time; see text.
You quicken so violently that the world seems to freeze while, in truth, it moves on at its own pace. The essence grants you one round of apparent time to act as you will; you may lengthen it by burning more time interval essences (each a free moment) during that stolen time. While the world is “frozen,” no other creature can be touched by your attacks, essences, or spells — you cannot even lay a hand on them — though you may use any unattended object, and you move unseen but for a blur. The essence gives no shield against accidental harm, such as a fall.