Empath Spells in GS4
1101 - Heal [HEAL]
Duration: Immediate
Type: Utility
Description:
An Empath can restore 10 to 50 Health Points (HP) using this spell.
Factors that increase the number of HP restored include First Aid skill,
knowledge of the Empath Spell Circle, and the Empath’s level.
Tip: Using the CURE command after preparing this spell will restore more Health Points than using the CAST command, but at a higher Mana Point cost.
Cost: As
the number of HP restored grows, so too does the mana cost at a rate of
1MP/10HP restored.
1102 - Limb Repair [LIMREP]
Duration: Immediate
Type: Utility
Description: Reduces the severity of the caster’s fresh limb wounds.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To transfer and heal major limb wounds, the empath must have seven trains.
Cost:
Minor limb wounds cost 2 mana to heal, major limb wounds cost 7 mana.
1103 - System Repair [SYSREP]
Duration: Immediate
Type: Utility
Description: Reduces the severity of the caster’s fresh nervous system injuries.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To transfer and heal major nerve damage, the empath must have eight trains.
Cost:
Minor nerve damage costs 3 mana to heal, major nerve damage costs 8 mana.
1104 - Head Repair [HEDREP]
Duration: Immediate
Type: Utility
Description: Reduces the severity of the caster’s fresh head and neck injuries.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To transfer and heal major head wounds, the empath must have nine trains.
Cost:
Minor head wounds cost 4 mana to heal, major head wounds cost 9 mana.
1105 - Organ Repair [ORGREP]
Duration: Immediate
Type: Utility
Description: Reduces the severity of the caster’s fresh organ injuries.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Tip: Organ injuries are considered to be the back, the chest, the abdomen, and the right and left eyes.
Note: To transfer and heal major organ injuries, the empath must have ten trains.
Cost:
Minor organ injuries cost 5 mana to heal, major organ injuries cost 10 mana.
1106 - Bone Shatter [BONESHATTER]
Duration: Immediate
Type: Attack
Description: As is evident by its title, this spell shatters the bones of the target on a successful cast, using the Empath’s Casting Strength (CS). Depending upon which bones are affected by this spell, the target could be killed instantly. It is rumored that training in the First Aid skill makes Bone Shatter more potent.
Lore benefits: The power of the attack is enhanced upon a successful cast on a target with ranks of Mental Lore, Manipulation.
Tip:
Bone Shatter will only work on targets with bones.
1107 - Adrenal Surge [SURGE]
Duration: Immediate
Type: Utility
Description: The caster causes the target to experience a short surge of adrenaline, increasing the targets strength for a moment, causing them leap to their feet.
Tip: It has been noted by some adventurers that this increased strength can be so exceptional that webs have been broken. A very useful spell when one has no legs or is carrying too much to stand up easily.
Note:
Tend lore is slated to be removed completely, according to the GMs.
1108 - Empathy [EMPATHY]
Duration: 5 seconds +1 second for every 2 warding failure, max 30 seconds
Type: Attack
Description: When successfully cast, Empathy will stimulate a target to induce a panic reaction. It has been rumored this spell can cause temporary indecision.
Lore
benefits: The power of the attack is enhanced upon a successful cast on a
target with training in Mental Lore, Telepathy.
There is also a higher chance of immobilization and instant kills.
1109 - Empathic Focus [FOCUS]
Duration: 360 seconds +20 seconds for every Empath spell known
Type: Bonus/Defense
Description: The caster remembers past injuries and channels those memories into a sharp, short-lived focus increasing physical Attack Strength (AS) by +15, Spiritual Target Strength (STD) by +15, and Defense Strength (DS) by +25. The DS bonus is increased +1 for every 2 ranks of Empath spells known over 1109.
Cost:
With the increase in DS bonus to Empathic Focus, there is an increase in mana
cost; base mana cost is 9, +1 for every 3 DS bonus over 25.
1110 - Empathic Assault [EMPASSAULT]
Duration: Special
Type: Attack
Description: Through concentration of will, the Empath becomes capable of focusing their awareness upon their own essence, gaining control over the energies coursing through them, and redirecting the flow until it manifests into a radiant sphere of energy the Empath can hurl toward opponents. The successful Empath can infuse the target with their own essence, establishing an initially jarring connection through which they can overcome the natural energy flow of the target.
Empathic Assault is a two-fold spell. The initial attack takes the form of a bolt spell, where the Empath hurls a sphere of radiant energy at the target. This initial attack does plasma damage and relies on the Empath’s Spell Aiming skill. If the initial attack is successful, and the target is unfortunately still alive, the Empath is then able to establish a connection with the target and attempt to disrupt the target’s normal self-sustaining functions. These attempts at disruption come in the form of CS attacks and take place over certain intervals until the target is dead, wards off the attacks, or the connection exhausts itself.
Lore benefits: Training in any Mental Lore, with the exception of Transference, affects Empathic Assault.
|
Divination |
Aids in locating the implanted essence within a target. Being able to see the target makes this easier, while not being able to will make it harder. Difficulty in “reconnecting” with your implanted essence will result in a diminished “strength of hold” on the essence of the target. The strength of hold is represented as a cumulative weakened, or strengthened, TD position by the target. |
|
Manipulation |
Aids in effecting the amount of damage possibly done with the implanted essence. |
|
Telepathy |
Allows the Empath to infuse an additional amount of self to the implanted target, strengthening the implanted essence for further assault attempts. Player findings suggest that 5 ranks of Telepathy are needed for a second CS attack. |
|
Transformation |
Increases the initial bolt’s ability to impart damage to the target, by way of DF adjustment. |
1111 - Limb Scar Repair [LIMSCAR]
Duration: Immediate
Type: Utility
Description: Reduces the severity of scars on the caster’s limbs.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To heal major limb scars, the empath must have 15 trains.
Cost:
Minor limb scars cost 11 mana to heal, major limb scars cost 15 mana.
1112 - System Scar Repair [SYSSCAR]
Duration: Immediate
Type: Utility
Description: Reduces the severity of old damage to the caster’s nervous system.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To heal major nerve scarring, the empath must have 16 trains.
Cost:
Minor nerve scarring costs 12 mana to heal, major nerve scarring costs 16 mana.
1113 - Head Scar Repair [HEDSCAR]
Duration: Immediate
Type: Utility
Description: Reduces the severity of scars on the caster’s head or neck.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To heal major head scars, the empath must have 17 trains.
Cost:
Minor head scars cost 13 mana to heal, major head scars cost 17 mana.
1114 - Organ Scar Repair [ORGSCAR]
Duration: Immediate
Type: Utility
Description: Reduces the severity of scars on the caster’s organs.
Lore benefits: The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation.
Note: To heal major organ scars, the empath must have 18 trains. Organs are considered to be the chest, abdomen, back and left and right eyes.
Cost:
Minor organ scars cost 14 mana to heal, major organ scars cost 18 mana.
1115 Unnamed
Not yet implemented
Nothing is yet known about this spell.
Note:
This spell was once Adrenal Surge.
1116 - Cry for Help [CRY]
Duration: Immediate
Type: Utility
Description: The caster enables the target to see through their eyes for one moment. Sufficiently trained adventurers have been known to pass additional information concerning the health as well.
Lore
benefits: Training in Mental Lore, Divination increases the likelihood that
the target will be able to observe the caster for a short duration rather than
just an instantaneous glimpse. This will
enable the target to see and hear the actions going on in the area in which the
Empath cast this spell. There is a 5%
chance per Divination Lore rank to gain this brief clairvoyance.
1117 - Empathic Link [EMPLINK]
Duration: 20 seconds + (warding failure * 2)
Type: Attack
Description: This spell will create an empathic link between two targeted opponents of the same type. When creatures are linked in this fashion, damage dealt to one of the creatures will also be dealt to the other(s). For example, if two creatures are under the effects of Empathic Link and an archer shoots one of the creatures in the chest, the other creature will also take damage to the chest.
Cost: The mana cost for Empathic Link is 8 + (Critter Level/10)
Lore
benefits: Training in Mental Lore, Telepathy increases the number of
targets that may be linked, up to 10 targets.
1118 - Herb Production [HERBPROD]
Duration: Immediate
Type: Utility
Description: Causes a random herb to grow instantly on the ground (works only outdoors). There is no way to predict which herb will grow, or how useful it will be. Sometimes a useless herb will result.
Tip:
This one is a grab-bag, sometimes you might get lucky in a pinch!
1119 - Strength of Will [WILL]
Duration: 600 seconds +10 seconds for every Empath spell known
Type: Defense
Description: This spell increases the caster’s mental agility, providing the caster with a slightly faster response to avoid attacks. +25 bonus to Spirit spell defense. Empaths improve on this with +1 for every 2 Empath spells known over 1119 (maximum +50). In addition, Empaths gain half of the total bonus applied to their defensive strength (DS) against all attacks.
Cost:
The mana cost is increases due to the bonus increase of this spell. The base mana cost is 19, +1 for every 3 TD
bonus over 25.
1120 Unnamed
Not yet implemented
Nothing is yet known about this spell.
Note:
Relaxation is being redone because empaths will have meditation as a class
skill.
1125 - Trolls Blood [TROBLD]
Duration: 15 seconds per level
Type: Utility
Description:
This spell imbues the caster’s blood with the regenerative powers of
trolls. Subconscious thought directs
these recuperative powers to damaged areas.
As long as the caster remains mostly inactive, the caster’s wounds will
reduce and scars can fade at the cost of 1 + the cost to heal similar minor
damage.
1130 - Intensity [INTENSITY]
Duration: 600 seconds +10 seconds for every Empath spell known
Type: Bonus/Defense
Description: This spell allows the Empath to increase their intensity by providing +20 to both Attack Strength (AS) and Defense Strength (DS), + 1 AS/DS for every two Empath spells known beyond 30, uncapped.
Cost: The mana cost is increases due to the bonus increase of this spell. The base mana cost is 30, +1 for every 3 AS/DS bonus over 20.
Tip:
This spell is no longer stance dependent.
1135 Unnamed
Not yet implemented
Nothing is yet known about this spell.
1140 - Empathic Dispel [EMPDIS]
Duration: Immediate
Type: Attack
Description: This spell allows the caster to break the target’s connection to the spirit realm, causing spiritually related spells to fail. Upon successful cast, 2 or more spells may be dispelled.
1150 Unnamed
Not yet implemented
Nothing is yet known about this spell.