Changes to Empaths in GS4

Changes to Empaths in GS4

 

New Skills

 

All skills are open to every profession.  Below are likely skills in which an Empath might train.

 

Harness Power

 

By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia.  Each training will increase the character’s maximum Mana capacity.  There will no longer be an automatic increase in mana each training.  Mana capacity will only increase with training in the Harness Power skill.

 

In numbers, every rank up to the character’s level will yield 3 mana points.  Each rank above that gives 1 mana point.  Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.

 

Mana Control

 

The Mana Control skills will replace Mana Share.  Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent.  Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.

 

Spiritual

This skill determines a character’s ability to manipulate Spiritual mana, allowing the character to transfer mana to others with this skill and providing greater control over the use of mana in some Spiritual spells.

Mental

This skill determines a character’s ability to manipulate Mental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Mental spells.

 

Note: The mental sphere of magic will not be released until the release of Monks or Savants.  As of now, Mana Control, Mental, is extremely limited in use.

 

Mental Lores

 

All Mental Lores currently affect at least one spell except for Transference.  More information on the different lores can be found on the Magic page.

 

Telepathy

A character training in this skill will be more adept in the use of Mental sphere magic involving thought and emotion-affecting spells.

Divination

A character training in this skill will be more adept in the use of Mental sphere spells that provide knowledge, such as portents of the future and visions of distant places.

Transference

A character training in this skill will be more adept in the use of Mental sphere magic involving displacement, teleportation, and supernatural travel.

Transformation

A character training in this skill will be more adept in the use of Mental sphere magic involving the transformation of their physical condition.  Empathic healing falls under this school of training, as do abilities such as turning the caster’s limbs into fierce claws or a sharp blade, or hardening the caster’s skin to protect against attacks.

Manipulation

A character training in this skill will be more adept in the use of Mental sphere magic involving the manipulation of matter, such as telekinetically moving a large boulder that blocks a path, or causing an object to burst into flames.

 

Spiritual Lores

 

More information on the different lores can be found on the Magic page.

 

Blessings

This skill represents knowledge and understanding of the many prayers, rituals, and invocations used to gain the favor of the lesser and greater spirits.  While all casters with access to spells of blessing will gain benefits from those spells, knowledge of this lore improves the caster’s ability when obtaining blessings.

Spirit Summoning

This skill represents advanced knowledge of summoning rites for lesser and greater spirits.

 

New Spells

 

Empath Circle

 

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.

 

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.

 

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!

 

Minor Spirit Circle

 

119 - Spirit Dispel [SPIRITDISPEL]

Duration: Immediate

Type: Attack/Utility

Description: This spell functions similarly to Elemental Dispel.  Upon being cast at a target, the target will lose any prepared spell it may have.  If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed.  Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.

 

Major Spirit Circle

 

217 - Mass Interference [MASSINT]

Duration: (MjS spell ranks/5 + 10 + (warding failure*3)); capped at 120 seconds

Type: Attack

Description: This spell will act like the Major Spirit spell Interference (212) save that it will affect all within range rather than affecting only a single opponent.  While this spell is not player-friendly, you can avoid hitting people with it by including them in your group before you cast.

Note: The duration given is the duration for Interference (212).  I am not sure how long 217’s duration is.  The full documentation on Mass Interference has not yet been released to my knowledge.

 

Revised Spells

 

Empath Circle

 

Spell 1102, Limb Repair, now includes lores.

 

Spell 1103, System Repair, now includes lores.

 

Spell 1104, Head Repair, now includes lores.

 

Spell 1105, Organ Repair, now includes lores.

 

Spell 1107, Tend Lore, has been replaced with Adrenal Surge, leaving slot 1115 open.

 

Spell 1108, Empathy, now includes lores.  The duration is now 5 seconds +1 for every 2 warding failure, capped at 30 seconds.

 

Spell 1109, Rage, is being combined with 1106 and being renamed Empathic Focus.  The spell lasts for 360 seconds +20 for ever Empath spell known.  It adds +15 to physical AS, +15 to Spiritual TD and +25 to DS, as well as +1 to DS for every 2 ranks of Empath spells known over 1109.  The cost is now a base of 9, +1 for every 3 DS bonus over 25.

 

Spell 1111, Limb Scar Repair, now includes lores.

 

Spell 1112, System Scar Repair, now includes lores.

 

Spell 1113, Head Scar Repair, now includes lores.

 

Spell 1114, Organ Scar Repair, now includes lores.

 

Spell 1115, Adrenal Surge, is being moved to slot 1107, leaving slot 1115 empty.

 

Spell 1116, Cry for Help, now includes lores.

 

Spell 1119, Strength of Will, now provides a +25 bonus to Spiritual TD, as well as +1 for every 2 Empath spell ranks above 1119.  Half of the total bonus is gained to DS against all other attacks.  The cost has been adjusted to a base of 19, +1 for every 3 bonus TD over the original 25.

 

Spell 1120, Relaxation, is being reworked due to Empaths receiving meditation as a class skill.  Currently, it is not on the Empath spell list.

 

Spell 1130, Intensity, is no longer stance dependent.  The bonus is applied to both AS and DS, regardless of stance.  The spell is also refreshable.  The cost for the spell is now 30, +1 for every 3 AS and DS bonus over the original 20.

 

Spell 1140, Empathic Dispel, is being moved to slot 1140, leaving slot 1150 empty.

 

Minor Spiritual Circle

 

Spell 101, Spirit Warding I, now provides a +10 DS bonus against all bolt spells, including acid.

 

Spell 102, Spirit Barrier, now provides a +20 DS bonus, +1 for every rank beyond 2 the caster knows in the circle.  Likewise, there is a -20 AS penalty, -1 for every rank beyond 2 the caster knows in the circle.  It also appears not to affect bolt spells.

 

Spell 103, Spirit Defense, is now refreshable.

 

Spell 106, Spirit Fog, is refreshable.

 

Spell 107, Spirit Warding II, now provides a +25 DS bonus against all bolt spells, including acid.

 

Spell 110, Unbalance, now includes lores.

 

Spell 111, Fire Spirit, now includes lores.

 

Spell 113, Undisease, might require multiple casts to remove some more persistent diseases.

 

Spell 119, Herb Production, is being replaced with a new spell, Spirit Dispel.  Details of the spell are above.

 

Spell 120, Lesser Shroud, now includes lores.  The bonuses to this spell are now +15 to DS, +1 for every 2 Minor Spirit spells known beyond 20 and +20 to Spiritual TD.

 

Spell 125, Call Lightning, now includes lores.

 

Spell 150, Wall of Force, has been moved to slot 140, leaving slot 150 open for now.  The duration has been cut to 60 seconds.  The spell is now intended as an emergency spell.

 

Major Spirit Circle

 

Spell 202, Spirit Shield, now provides +10 to Physical Defense Strength (not Bolt DS), +1 for every 3 ranks over 2 known in the Major Spirit Circle.  The costs have been changed to 2, +1 for every 3 DS over 10.

 

Spell 203, Manna, now includes lores.

 

Spell 205, Light, now provides a -30 DS penalty to everyone in the room.

 

Spell 206, Darkness, provides a +30 DS bonus to everyone in the room.

 

Spell 208, Living Spell, now takes into account the caster’s ranks in Arcane Symbols and number of spells known in the Major spirit Circle, as well as the number of spells on the caster that are outside their knowledge.

 

Spell 210, Silence, now includes lores.  The duration is now 30 seconds + the warding failure in seconds.

 

Spell 211, Bravery, now includes lores.

 

Spell 212, Interference, will now last (MjS spell ranks/5 + 10 + (warding failure*3)) seconds and is capped at 120 seconds.  The AS penalty will be twice that of the DS penalty.

 

Spell 213, Minor Sanctuary, will now last 60 seconds per level.

 

Spell 214, Bind, will now last 13 seconds + warding failure.  The cost is now 14 + 1 for every 8 levels over 14 of the target, capped at 40.

 

Spell 215, Heroism, now includes lores.

 

Spell 216, Frenzy, will now last for 2 * warding failure seconds.

 

Spell 219, Spell Shield, now includes lores.  Also, the spell provides +30 DS against all bolts, including acid, as well as +30 to Spiritual TD.

 

Global Spell Changes

 

All currently released 50th level spells will be moved to level 40 in their respective circles.

After level 20, spell gaps are being opened for future development every 5 levels up to level 40 where they did not exist before.  While these spell gaps will not be filled immediately, eventually every spell circle will include spells in the level 1-20, 25, 30, 35, 40, and 50 slots.

 

Experience Changes

 

Empaths now have meditation as a class skill.

 

Experience absorption enhancers, other than Roleplaying Awards and the Gift of Lumnis, are being replaced with alternate benefits, such as increased health, mana, and/or spirit recovery.  This includes both Meditation and Symbol of Dreams.

 

As Empaths become more adept at combat, there will be some corresponding modifications made to experience for wound healing.  These are currently undecided, but will likely take the form of reduced experience as the Empath gains levels.  For example, a 50th level Empath will learn less from transferring a minor chest wound than a 20th level Empath.

 

Note: The reduction in healing experience is far from definite.

 

Change to Mental Magic

 

Currently, Empaths are still considered pure spiritualists with access to the Minor Spirit and Major Spirit spell circles.  With the introduction of Mental magic, Empaths will be moving to a hybrid definition, trading the Major Spirit list for the Minor Mental list.  In the transition to Mental magic, Empaths will be given an additional reallocation.

Note: The GMs have stated on many occasions that they’re aware that Empaths rely on the Major Spirit circle.  They are working on making up for the loss of the circle in the Minor Mental and Empath circles.

 

Attributes

 

Currently

 

Primary Attribute:

Wisdom

Secondary Attribute:

Influence

Mana Attributes:

Wisdom

 

With Introduction of Mental Magic

 

Primary Attribute:

Wisdom

Secondary Attribute:

Influence

Mana Attributes:

Wisdom and Influence

 

Attributes Assigned by Autoconverter

 

STR

60

CON

70

DEX

50

AGL

60

DIS

60

AUR

70

LOG

60

INT

50

WIS

90

INF

90

 

Skill Costs

 

Skill

Cost

Times

Armor skills

 

 

Armor Use

15/0

1x

Shield Use

13/0

1x

Weapon Skills

 

 

Edged Weapons

6/2

1x

Blunt Weapons

6/2

1x

Two-Handed Weapons

13/3

1x

Ranged Weapons

14/3

1x

Thrown Weapons

9/3

1x

Pole Arm Weapons

14/3

1x

Brawling

10/2

1x

Combat Skills

 

 

Two Weapons Combat

12/12

1x

Combat Maneuvers

12/8

1x

Multi-Opponent Combat

15/10

1x

Ambush

15/15

1x

Physical Fitness

2/0

3x

Dodging

20/20

1x

General Skills

 

 

Climbing

4/0

1x

Swimming

3/0

1x

Disarming Traps

2/6

1x

Picking Locks

2/4

2x

Stalking and Hiding

5/4

1x

Perception

0/3

2x

First Aid

1/0

3x

Trading

0/3

2x

Picking Pockets

3/3

1x

Survival

3/2

2x

Magic Skills

 

 

Arcane Symbols

0/2

2x

Magic Item Use

0/2

2x

Harness Power

0/4

3x

Spell Aiming

3/1

2x

Mana Control: Elemental

0/12

1x

Mana Control: Spiritual

0/3

2x

Mana Control: Mental

0/3

2x

Spell Research

 

3x

Minor Spiritual

0/8

 

Major Spiritual

0/8

 

Empath Base

0/8

 

Elemental Lore

 

1x

Air

0/20

 

Earth

0/20

 

Fire

0/20

 

Water

0/20

 

Spiritual Lore

 

2x

Blessings

0/6

 

Religion

0/6

 

Summoning

0/6

 

Sorcerous Lore

 

1x

Demonology

0/12

 

Necromancy

0/12

 

Mental Lore

 

2x

Divination

0/6

 

Manipulation

0/6

 

Telepathy

0/6

 

Transference

0/6

 

Transformation

0/6

 

 

Stat Growth Intervals by Race

 

 

CON

DEX

DIS

LOG

INT

STR

AGL

INF

WIS

AUR

Base

20

15

25

25

20

10

15

25

30

20

Dark Elf

18

20

23

25

20

10

20

25

30

20

Dwarf

25

12

28

25

20

15

10

23

33

20

Elf

15

20

20

25

20

10

18

28

30

25

Giant

23

13

25

25

22

15

13

25

30

20

Half-Elf

20

17

23

25

20

12

17

27

30

20

Halfling

25

20

23

23

20

5

20

25

30

20

Human

22

15

25

25

22

12

15

25

30

20

Sylvankind

18

20

20

25

20

7

20

28

30

23

Forest Gnome

22

17

27

25

20

7

18

25

30

20

Burghal Gnome

20

18

22

30

25

5

18

25

30

18

Half-Krolvin

25

17

25

23

20

13

17

23

30

18

Erithian

20

15

28

27

20

8

15

28

30

20

Aelotoi

18

18

27

25

22

10

18

23

30