I recall reading we will have the choice of evolving our Channeller into a powerful force such as Sauron or we may choose to imbue or essence into other parts of the game. I have listed ideas for different ways essence can be distributed. Each choice can have an associated essence cost determined by developers.
1) Terraforming =
This provides the option to change a few squares of terrain into another type of terrain. This could provide a desert with an oasis or it might turn an area of forest into ashes or be used to connect two nearby bodies of water. This is most commonly used for providing fertile ground for new villages.
2) True Vision =
This provides the channeller a clear knowledge of all hidden and invisible units, structures or resources for a specific 3X3 map area. The range depends on how much essence is placed into the spell.
3) Mass Teleportation =
This opens a temporary one way portal which transports a large number of units and creatures across the map to a known location. The range depends on how much essence is placed into the spell.
4) Essence for Life =
This will turn the target location or thing alive to obey the channeller. A statue would become a living moving unit(gargoyle), a grass square would create an earth elemental, a water square would provide a water elemental, a tree would become an Ent, a lava square gives a fire elemental, etc., etc.,
5) Item Enchantment =
The channeller targets an item to attempt in making the item more powerful. The success depends on the amount of essence invested and the current overall magical power of the item. A regular sword would be easy to enchant where a rare powerful artifact would be more difficult. The item might recieve increased damage, speed, or other bonuses such as poison damage, knockback, life drain, etc., .
6) UnNatural Disaster =
The channeller uses essence to generate natural disasters for a target area. This has a limited range to the distance of the channeller. The natural disasters will start near or within the target area, but may randomly move. The more essence used the more natural disasters will be generated. These can include hurricanes, earthquakes, meteor showers, volcanic eruption, etc, etc, .
7) Promote to Champion =
The channeller targets a unit under his control which allows the unit to become a champion. The unit is now able to increase in levels and have all the other benefits as other champions. It may be limited on the number of items it can equip depending on the creature, thing or being.
8) Empowering =
The channeller uses essence so the next magic spell casted is more powerful and more likely to be successful. This action also will cause the channeller to fall asleep for one turn after casting the next desired magic spell.
9) Plane Shift =
The friendly target army or units enter into a different plane for three turns where they remain on the map yet unable to see or make contact with any friendly or enemy units. While they can see building types it's not possible to interact with any building types. The range is limited to being near the channeller and the amount of essence depends on the overall total hitpoints for all units.
10) Evolution =
This allows the target unit or target channeller to improve one or more personal statistics such as intelligence, strength, speed, hitpoints(directly related with size increase), dexterity, wisdom, eyesight, etc., etc., . Each improvement becomes more expensive as the statistic raises.
11) Were-Transformation =
This provides the option of permanently changing shape into a completely different form. Options include unique choices which provide powerful benefits and disadvantages. Choosing a 'Were-Type' transformation can provide one of many forms. A WereWolf, WereBear, WereOwl, WereTiger, etc., etc., . Each shape provides advantages and disadvantages yet not as extreme as other Transformation options.
12) Path of the Undead =
This action turns the channeller or the target unit into one of the undead. This might be a mummy, vampire, ghost, lich, etc., etc., . Each type of undead will have certain strengths and weaknesses yet all can be harmed by types of holy attacks.
13) Titanize =
This provides the 'Titan' transformation which takes any existing form and greatly increases its size and hitpoints. The channeller may choose to cast this on himself or on another unit within range. The titan shapes are giant types which might be another unit type of massive size such as a giant cyclops, a giant warrior, a giant werewolf, etc., etc., . Once this has been done the cost of using 'Evolution' on a Titan increases by ten times.
14) Doppelganger =
Once the channeller casts this spell the channeller has a good chance to become the next creature or being he fights in combat as long as he makes the killing blow in melee combat. The larger the creature or being the less likely it will work, but it's still possible. Once the channeller changes into the new shape the doppelganger effect ends.