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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):

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Astral Prime – Astral Orisons & Rotes

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.
Vedic Prime – Vedic Exercises & Rotes

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.
Via Bin Vir – Blood Law

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.
Via Fas Esut – Astral Armor

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
Via Fas Sani – Mental Rites

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.
Via In Onus – Soul Arete, Introvert

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.
Via Mar Sani Qel – Linkings

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

Empath

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.