Empath
Whether considered cursed or blessed by the divine, empaths have been given control over their own bodies and the wounds inflicted thereupon. Attuned to the suffering of those about them, the empath feels another's pain as keenly as they feel their own, and through transferrence, can take on the maimed and mutilated injuries of their companions upon their own body if they so chose to relieve their suffering.
Empaths should concentrate on endurance for vitality, wisdom for astral aid, and will for healing.
An empath relies on its spells offensively and its parry skill defensively.
**Note: To heal someone's wounds an empath must use the transfer verb and name the exact part of the body, such as "tranfer myst's right hand." Some wounds are more difficult than others, and only higher-leveled empaths with a background in advanced healing will be able to transfer them. Empaths automatically regenerate, and their wounds will close after time.
Available Spell Circles
(Empaths begin with 3 spell circles):
This circle is available to Channelers, Clerics, Empaths, and Wilders.
| Number | Name | Cost | Description |
|---|---|---|---|
| sp01 | Astral Charge | 1 | The caster builds up spiritual energy within himself and forces it out to do damage to his enemy. |
| sp02 | Spirit Strike | 1 | The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe. This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| sp03 | Astral Lift | 3 | The caster calls upon his deity to decrease the weight of heavy items, lowering his burden. |
| sp04 | Becalm | 4 | The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures. |
| sp05 | Vigor | 5 | The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill. |
| sp07 | Astral Mastery | 7 | This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill. |
| sp09 | Astral Bound | 9 | This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him. |
| sp11 | Astral Shell | 11 | The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him. |
| sp15 | Spirit Sight | 15 | The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate. |
| sp30 | Astral Grand Mastery | Ultimate | This spell is disabled pending class revisions. |
This circle is available to Bards, Empaths, and Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vp01 | Mental Intrusion | 1 | The most basic of vedic manipulations, this spell will allow the caster to intrude into a targets mind and cause a slight bit of damage. |
| vp02 | Kinetic Compression | 1 | Using only his willpower, the caster can strike out at his foe, causing damage to his enemy's physical self. This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime. |
| vp03 | Foresight | 3 | This spell will allow the caster to invest the ability to predict what actions may take place, thus improving the ability to defend reflexively. The bonus scales with focus skill. |
| vp05 | Glimpse | 10 | Upon focusing to a single target, this spell will allow the caster to glimpse where he or she is at the present time. |
| vp07 | Vedic Mastery | 7 | Causing the workings of the mind to be clearer, this spell will improve the ability of the caster to focus on his or her vedic spells. The bonus scales with focus skill. |
| vp10 | Empowerment | 10 | This spell will grant the caster an increase in strength and stamina for when in tough physical scuffs at a penalty to wisdom and reasoning. The bonus scales with focus skill. |
| vp11 | Precognition | 11 | Like foresight, this great Vedic exercise will give the caster a great view into the future. Unlike foresight, this spell grants vastly superior ability to dodge incoming assaults dependent on the caster's focus skill. |
| vp13 | Serenity | 8 | Reaching into the mind of a target, this spell will render him, her or it in a serene-like state, lacking the motivation to attack. |
| vp30 | Grand Vedic Mastery | Impressive | This spell has been disabled pending class revisions. |
This circle is available to Empaths.
| Number | Name | Cost | Description |
|---|---|---|---|
| vbv01 | Blood Slick | Balanced | This spell makes a thick coating of hemoglobin that will make the area slick and dangerous for a period of time, causing charging foe to slip and slide in the gore. |
| vbv03 | Caustic Bite | Lesser | By biting his tongue, the caster then causes the blood to become so highly acidic, they can spit it at a target to do damage. |
| vbv07 | Bloodletting | Balanced | The caster's body begins to bleed in several places, but through the pain the caster is able to focus and garner strength. |
| vbv10 | Festering Blade | Ultimate | This version of vbv03 allows the caster cut himself and coat a blade in his acidic blood, which then causes extra acid damage when hitting a target. There is, however, a chance the blood will dissolve the blade and the caster loses a bit of vitality. |
| vbv12 | Limb Death | Greater | By touching a target's limb, the caster is able to cause accelerated atrophy followed by the limb falling off the target. |
| vbv15 | Adrenalin | Balanced | The delivery of oxygen to the cells is increased greatly as the speed of the blood through the caster's veins is sped up. This allows the caster to move at an accelerated rate, though their vitality is lessened, as the blood tends to flow from the body faster. |
| vbv21 | Vampiric Leech | Ultimate | By tapping into the life force of another through an empathic link, the caster is able to steal the blood from the victim. |
| vbv30 | Blood Vortex | Exorbitant | The caster forces blood to explode from his chest and then swirl around the area, causing everyone in the vicinity to suffer acidic damage as the blood splatters upon them. |
This circle is available to Channelers, Clerics, Empaths, and Lashes.
| Number | Name | Cost | Description |
|---|---|---|---|
| vfe01 | Astral Gauntlets | 5 | Astral gauntlets causes the creation of spiritual hand armor that lend to one's ability to do dexterous activities. The spiritual bonus scales with channeling skill. |
| vfe04 | Astral Boots | 5 | Astral boots causes the creation of spiritual footwear that lend to one's reflexes. The spiritual bonus scales with channeling skill. |
| vfe06 | Astral Helm | 5 | Astral helm causes the creation of spiritual head armor that lend to one's magical defense. The spiritual bonus scales with channeling skill. |
| vfe10 | Astral Bracers | 5 | Astral bracers causes the creation of spiritual arm protection that lend to one's strength. The spiritual bonus scales with channeling skill. |
| vfe13 | Astral Greaves | 5 | Astral greaves causes the creation of spiritual leg armor that lend to one's ability to defend oneself. The spiritual bonus scales with channeling skill.s |
This circle is available to Empaths.
| Number | Name | Cost | Description |
|---|---|---|---|
| vfs01 | Refresh | Lesser | Allows an empath to give back vitality to himself or another. |
| vfs05 | Cauterize | Balanced | The caster is able to reduce blood loss from wounds. |
| vfs07 | Anesthetize | Balanced | By using their skills as an expert surgeon, an empath can put a target to sleep. |
| vfs09 | Cannibalize | Slight | Uses the inbred ability of a healer to rend flesh and lacerate tissue, cannibalizing their bodies and brings an upsurge in willpower, renewed vigor and a resurgence of strength. |
| vfs12 | Revitalize | Greater | The casters calls upon his or her deity for a boost in stamina. Although, the spell is short lived and the stamina granted will leave instantly once the affect ceases. |
| vfs15 | Unempathy | Greater | This spell allows an empath to give back her wounds to an ungrateful donor or inflict them on someone who might have inflicted them on the empath. |
| vfs18 | False Life | Greater | Gives the caster a temporary amount of vitality points and increases his max vitality. However, when the spell's effect ends, all of the extra vitality will be taken away once again. |
This circle is available to Clerics, Empaths, and Religious Wilders.
| Number | Name | Cost | Description |
|---|---|---|---|
| vio01 | Bless Weapon | 5 | Calling upon the gods, the caster has the ability to bless a weapon, making it fit for use against the undead. |
| vio04 | Cleanse | 5 | The caster cleanses a target's body of poison and venom. |
| vio06 | Soul Sight | 5 | The caster remains in tune with death itself, perceiving those who perish. |
| vio07 | Clear Sight | 7 | The caster cures the target of blindness. |
| vio10 | Stabilize | 10 | The caster cures the target of stun. Instant-cast. |
| vio13 | Astral Meditation | 13 | You connect with the astral plane on a deeper level, taking in energy at a faster pace than before as long as the caster takes no action after casting the spell. The essence regeneration scales with channeling skill. |
| vio15 | Soften | 8 | By focusing on their deity, the caster of soften will grant its target relief from the perils and discomforts of petrification. |
This circle is available to Bards, Empaths, and Illusionists.
| Number | Name | Cost | Description |
|---|---|---|---|
| vmsq02 | Thought Sever | 5 | This spell removes telepathic connections and can be targeted to specific channels. |
| vmsq05 | Telepathic Projection | 10 | With this spell, the caster is able to send his thoughts over distances. |
| vmsq08 | Dual Link | 8 | This spell gives the caster the power to link his mind with another and share conversation. |
| vmsq11 | Thoughtnet | 11 | This spell gives the caster the power to converse over the thoughtnet. |
| vmsq13 | Group Link | 13 | This spell gives the caster the power to converse through telepathy to all in his group. |
| vmsq16 | Clairvoyance | This spell is currently disabled. | |
| vmsq19 | Hive Mind | This spell is currently disabled. |
Skills
(Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.)
| Skill | Value |
| Alchemy | Very Good |
| Animal Handling | Normal |
| Archery | Very Bad |
| Armor | Bad |
| Channeling | Very Good |
| Conditioning | Normal |
| Evasion & Dodging | Normal |
| First Aid | Very Good |
| Fishing | Normal |
| Focus | Very Good |
| Foraging | Normal |
| Gnosis | Good |
| Kinesis | Good |
| Larceny | Very Bad |
| Lockpicking | Very Bad |
| Lore | Normal |
| Mechanisms | Very Bad |
| Melee Weapons | Normal |
| Observation | Normal |
| Outdoorsman | Normal |
| Parry | Good |
| Shields | Bad |
| Skinning | Normal |
| Sorcery | Very Bad |
| Stealth | Normal |
| Tactics | Normal |
| Throwing | Bad |
| Unarmed Combat | Bad |
Advice on how to be an empath? I'm not sure why anyone would want my perspective on it given I'm better at making bits fall off of people than putting them back on. Though I suppose if we're actually going to have more empaths about I should at least contribute towards training them up right; it's amazing how few really know how to properly instill a good disease. But alas, I digress.
My name is Kii'daam. Contrary to what you may hear, it is NOT Cheery Scary Girl. If you happen to see me prowling around and you'd like to talk shop by all means do so, just don't get cranky if I choose to demonstrate empathic abilities on you.
An empath's strengths lie largely in our astral-based spells so I suggest you spend a lot of time honing your ability to channel your essence. We're keen in observing things around us, talented with herbs, have good constitution, are well-focused, and good at storing essence. I find crushing weapons work best, bones just make such delightful splintering noises when they fragment. Though we can wear armor (I highly recommend it), it's best not to be around for a blow if you can manage it, especially if you're the type of empath who wants to wade through the front lines in order to heal those fighting.
Empathy, or the transfer of injuries from one individual to ourselves and vice versa, is our natural gift as well as our greatest weapon; use it competently if not wisely. Should you wish to TRANSFER an injury from another person you will of course need to address the specific bit which is injured, and make sure you keep track of who you're healing. Just the other day I was transfering Meiglan's right arm after I carefully DIAGNOSEd her and watched this wizard beating this poor little healer about the ears, when I inquired why, he told me she actually allowed him to bleed to death as she fumbled about his body. Many is the empath I've seen grabbing the wrong... person's... bits. Right, let's move on.
Your first aid abilities will improve with every injury you take, though it will take you some time before you can heal truly critical injuries such as severs. Keep at it, you'll get there. For those of you with an interest in reversing the process, that's a spell you'll find in the Via Fas Sani circle.
Spells... empaths have lovely spells available to them. You can find them in Koje and Kaezer, at the lyceum on the eastern side of town.
We're permitted to dabble in astral and vedic spells alike, so choose your circles carefully based upon what sort of empath you choose to be. You'll start with Astral Prime, a collection of all-purpose spells you'll find fairly useful. Then you may select two more circles from the following list:
Via Bin Vir – Blood law. These are the heart and soul of any good empath. Or, depending on your view, any wicked one. These spells will enable you to turn your very blood into a weapon in a variety of ways, most of them acidic-based. Excellent for hunting, but definitely not for the faint of heart.
Empath's Lash. One of my favorite groups of spells, enabling empaths to instill a variety of diseases and physical afflictions on others ranging from seizures to infestations of grubs to exploding brains (my personal favorite). Again, however, not for those empaths who are squeamish about torturing someone internally. (These spells are still in the works, to be released soon.)
Via Fas Sani – Mental Rites. These are your primary healing spells, and are essential for empaths to have in order to be truly effective.
Via In Onus – Soul Arete, Introvert. Some good spells for combat, protection, and removing afflictions we empaths aren't able to transfer directly such as poison and disease. Take this one and the locksmiths in town will love you.
Via Fas Esut – Astral Armor. The name says it all. I prefer the other spell circles to this one, as we have plenty of defensive spells and can wear regular armor, but if you feel the need to travel light or just want to be a walking fortress, have at it.
Via Mar Sani Qel – Linkings. Vedic spells primarily dealing with telepathic messaging. Excellent for keeping track of your party during combat, or knowing when a friend needs your services on the field while you aren't with them.
Vedic Prime – Basic vedic utility spells, functional and geared mostly towards combat situations.
You'll learn the basics of your spells via lectures, and more from books which can be purchased at the lyceum. The really high level spells you'll have to seek out in tomes held by those best qualified to guard such knowledge.
Remember, your gift is from the gods, or as many feel, a curse. However you perceive your talents, use them wisely. Too many empath's in the beginning overheal in their zealous attempts to assist their fellows. A dead empath is a sorry thing, but that's why Eyssa made clerics, I guess.
Good luck and may all your wounds be healable.



