Empaths may choose spells at the following circles:
1st, 2nd, 3rd, 5th, 6th, 7th, 9th, and every third circle thereafter.
The first four spells you should choose are External Wound Healing, Internal
Wound Healing, External Scar Healing, and Internal Scar Healing, in that
order.
Heal: The Heal spell attempts to locate
and heal the worst wounds on the Empath. If cast without specifying a
type of wound, it will simply look for the worst damage. The Empath can
specify wounds or scars if they desire to look for the worst damage of a
given type. The spell can heal multiple wounds with sufficient power, but
is very inefficient at doing so.
Prerequisites: Heal Scars, 15th circle.
Heal Scars (hs): The Heal Scars spell will
attempt to repair scars on your body. When cast on a body part, it will
attempt to heal external scars first, and then internal if any healing
potential remains. An empath can choose to heal only external scars or
only internal scars as well (CAST
Prerequisite: Heal Wounds.
CAST <bodypart> or
CAST <bodypart> <EXTERNAL/INTERNAL/REVERSE>
Heal Wounds (hw): The Heal Wounds spell will
attempt to repair wounds to your body. When cast on a body part, it will attempt
to heal external wounds first, and then internal if any healing potential remains.
An Empath can choose to heal only external wounds or only internal wounds
as well (CAST [bodypart] [EXT|INT]). The empath can also attempt to heal internals
first with any remaining power going to externals.
CAST <bodypart> or
CAST <bodypart> <EXTERNAL/INTERNAL/REVERSE>
Regenerate: The Regenerate spell, as the
name suggests, encourages your body to rapidly recover from minor wounds
and scars using held mana. However, it cannot heal nervous injuries,
nor can it heal severe scars or bleeding wounds.
Prequisites: Heal Scars, Heal Wounds, 30th circle.
Vitality Healing (vh): The Vitality Healing
spell restores your life's blood given to heal others, or that lost to
bleeding, poison, disease, or other injury. It is an essential tool for
an Empath, and the effect is increased with more mana.
Prerequisite: 6th circle.
Blood Staunching (bs): The Blood Staunching
spell temporarily halts the flow of your blood for up to ten minutes,
keeping you from bleeding to death during that time.
Prerequisite: 6th circle.
Cure Disease (cd): The Cure Disease spell
will seek out diseases in your body and aid your immune system in
eradicating them. You can choose to target a specific disease if you wish.
Prerequisite: Blood Staunching.
Note: While you cannot take disease from others until 18th-22nd circle
(or equivalent Empathy ranks), you are capable of healing yourself of
disease prior to that.
Flush Poisons (fp): The Flush Poisons spell
will assist your immune system in quickly ridding your body of dangerous
poisons. You can cast it in general, or cast it upon a specific poison by
location or name.
Prerequisite: Blood Staunching.
Note: You are able to take poison from others around 11th circle.
Aesandry Darlaeth (ad): The Aesandry Darlaeth
spell will force your muscles to react much more swiftly than they normally
would. As long as you hold mana for this spell, you will become more
balanced, and have a greater chance of evading attacks. The danger of this
spell is that your health will fade the longer you hold onto the magic.
Many have died from pushing their limits too far.
Prerequisite: 10th Circle.
Gift of Life (gol): The Gift of Life spell
improves your ability to form and maintain empathic links, but also tends
to make you slightly more resilient. Neither the improved linking ability
nor the mildly increased stamina will take effect if you have lost your
sensitivity by harming others, however. (i.e., if you have shock, this spell
is useless for you. This does not appear to be true with shock scars.)
Prerequisite: Raise Power.
Lethargy (leth): The Lethargy spell, if cast
successfully, drains the target's fatigue over time. The spell then keeps the
target's fatigue at the reduced level until the spell expires. Note that this
spell is not effective against the undead, and may anger them further.
Prerequisites: Raise Power, 20th circle.
Raise Power (rp): The Raise Power spell
temporarily increases the amount of Life mana at your location. In the
process, it completely drains you and your group of fatigue, though the
more people that are in your circle, the higher the increase. The extra
mana gradually drains away, since no magic is capable of altering the mana
streams for very long.
Prerequisite: Refresh.
Refresh: The Refresh spell temporarily
increases the rate at which your fatigue is recovered, and may gradually
increase it beyond its normal limits. Though it can be cast on others, it
will not be as effective as casting it on yourself.
Prerequisite: 6th circle.
Sprout: The Sprout spell has two uses. When
cast on oneself, the spell aids the caster in foraging for healing herbs.
When cast on a healing herb, the spell will boost the potency of the herb.
Prerequisite: Refresh.
Guardian Spirit (gs): The Guardian Spirit
spell summons a protective spirit of the land or a flighty warrior of the
Fae to keep you safe from hostility. No matter what arrives, they are all
quite particular and peculiar creatures, though a person with stronger
charisma will draw a more capable entity. When your protector arrives, it
will follow you no matter where you may go. The more mana the initial
spell has, the longer it will remain with you.
Prerequisite: Innocence.
Innocence: The Innocence spell
demonstrates that you are not a threat, causing opponents to turn away from
advancing upon you and face another. Undead creatures, on the other hand,
may be enraged by the spell and attack with redoubled ferocity.
Prerequisite: Sphere of Protection.
Note: This works much the same as the ability Manipulation.)
Sphere of Protection (sop): The Sphere of
Protection spell increases the defensive ability of the person it
protects, particularly toward offensive spells from the Life realm. At
higher levels of skill, you will notice that this spell extends itself
to all in your group, allowing you the ability to cover an entire zone of
people.
Prerequisite: 5th circle.
Aggressive Stance: Supernatural Empathy opens
the door to many wonders, but it exacts a well known price. Though Empaths
are free to think and worship as they wish, developing the Empathic talent
requires a carefully maintained innocence of the body. This not only
restricts the Empath's ability to harm others, but also hinders his
ability to train his body to react properly in the face of violence.
Aggressive Stance circumvents this limitation. By creating a magical
connection to other living creatures in a potentially violent situation,
the Empath can prime his body to assume the physiological responses of
someone who has lived his entire life with violent potential. This
effectively increases the Empath's ability to avoid blows... and land
them, if it becomes necessary.
Due to how the spell functions, it can only work if there is a possibility
of violence when you cast it. Truly serene areas, as well as some mental
compulsions, can inhibit the spell.
Prerequisite: Heart Link.
Awaken: This spell will attempt to awaken
any living thing which is unconscious, and may also free the mind from
other stuporous confines. A self-cast Awaken spell pattern will settle
over the Empath quiescently, rousing to activity when his mental
equilibrium is disrupted.
Prerequisite: Refresh.
Heart Link (hl): The Heart Link spell
establishes a connection between your heartbeat and that of your patient.
You can use this link to slow down the rate their heart beats, and how
fast they bleed.
Prerequisite: Blood Staunching.
Nissa's Binding (nb): The Nissa's Binding
spell is the only legacy the Empath Guild has of Lanival's companion. When
cast, it is guaranteed to put anyone she has a Heart Link with to sleep if
they are not standing, but it can be fought off otherwise. The Empath will
also fall asleep when this spell is cast, but it is said that the most
magically skilled Empaths can resist this, remaining awake and alert.
All bleeding, poison, and disease in the bodies of those under the spell will
be slowed significantly. Many Empaths have found that their patients also
gradually regain strength while asleep. Still, be careful that those you cast
this spell upon do not bleed to death while asleep.
Prerequisites: Heart Link, 15th circle.
Tranquility: Refining the theories of
Mental Preparation, an Empath achieves such adroit control over his mental
and bodily resilience that he may adapt favorably in the face of magical
attacks which directly affect the mind or the body. The Tranquility spell
will allow the mind of its caster to defend his body as well as preserve
itself by drawing inward when necessary.
Prerequisites: Awaken, Innocence.
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Heal | 15 | No | No | No | |
Heal Scars | 7 | No | No | No | |
Heal Wounds | 1 | No | No | No | |
Regenerate | None | None | No | No | Yes |
Vitality Healing | 1 | No | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Blood Staunching | 1 | No | No | No | |
Cure Disease | 12 | No | No | No | |
Flush Poisons | 10 | No | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Aesandry Darlaeth | 10 | No | No | ||
Gift of Life | 6 | No | No | No | |
Lethargy | 6 | No | No | No | |
Raise Power | 6 | No | No | No | |
Refresh | 1 | No | No | No | |
Sprout | 5 | No | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Guardian Spirit | 8 | No | No | ||
Innocence | 5 | No | No | No | |
Sphere of Innocence | 5 | No | No | No |
Spell | Minimum Prep | Mana Cap | Targeted? | Scroll Only? | Held Mana? |
---|---|---|---|---|---|
Agressive Stance | |||||
Awaken | 4 | ||||
Heart Link | 1 | No | No | ||
Nissa's Binding | 10 | No | No | ||
Tranquility | 14 |
Anoushka Solovsky