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Empath Spells

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.

External Wound Healing (ewh): The External Wound Healing spell will repair external damage to your body. Giving it more mana increases its healing power.
Internal Wound Healing (iwh): The Internal Wound Healing spell will repair internal and nervous system damage to your body. Giving it more mana increases its healing power.
Prerequisite: External Wound Healing.
External Scar Healing (esh): The External Scar Healing spell will repair external scarring. Giving it more mana increases its healing power.
Prerequisite: External Wound Healing.
Internal Scar Healing (ish): The Internal Scar Healing spell will repair internal scarring and permanent nervous system damage. Giving it more mana increases its healing power.
Prerequisites: External Scar Healing, Internal Wound Healing.
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.
Heal Wounds (hw): The Heal Wounds spell combines the effects of External Wound Healing and Internal Wound Healing, though in some ways it is less efficient than casting them separately.
Prerequisite: Internal Wound Healing.
Heal Scars (hs): The Heal Scars spell combines the effects of External Scar Healing and Internal Scar Healing, though in some ways it's less efficient than casting them separately.
Prerequisite: Internal Scar Healing.
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 Wounds, Heal Scars, 30th 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.
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.
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, you are capable of healing yourself of disease prior to that.

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: Internal Wound Healing.
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.
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.
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.

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.
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.)
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.
Empathic Protection: Guardian Spirit must be active for this spell to work. As long as enough mana is held, the empath's Guardian Spirit will break all of an Empath's links just before the point of death.
Prerequisite: Guardian Spirit.
Note: This spell is still being planned and Guild leaders will tell you, "It's a bit early to be asking about that spell" if asked.

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.
Attune: Attunes the caster to a creature and vice versa, allowing the Empath to TOUCH a skittish animal. Has other effects: injuries to the creature will injure the caster, and attacks by the creature will cause empathic shock.
Prerequisites: Vitality Healing, Innocence, Heart Link.
Note: This spell is still being planned and Guild leaders will tell you, "It's a bit early to be asking about that spell" if asked.
Redirection: Allows an Empath to redirect the transfer of wounds from one location to another.
Prerequisite: Heart Link.
Note: This spell is still being planned and Guild leaders will tell you, "It's a bit early to be asking about that spell" if asked.
Awaken: This spell will awaken any living thing which is unconscious, and may help bring them out of a stun faster. Requires an empathic link to the target prior to casting.
Prerequisite: Heart Link.
Note: This spell is still being planned and Guild leaders will tell you, "It's a bit early to be asking about that spell" if asked.




Healing
Spell Minimum Prep Mana Cap Targeted? Scroll Only? Held Mana?
External Wound Healing 1 No No No
Internal Wound Healing 6 No No No
External Scar Healing 9 No No No
Internal Scar Healing 11 No No No
Vitality Healing 1 No No No
Heal Wounds 13 No No No
Heal Scars 18 No No No
Regenerate None None No No Yes

Body Purification
Spell Minimum Prep Mana Cap Targeted? Scroll Only? Held Mana?
Blood Staunching 1 No No No
Flush Poisons 10 No No No
Cure Disease 12 No No No

Life Force Manipulation
Spell Minimum Prep Mana Cap Targeted? Scroll Only? Held Mana?
Aesandry Darlaeth No No
Refresh 1 No No No
Raise Power 6 No No No
Gift of Life 6 No No No
Lethargy No No No

Protection
Spell Minimum Prep Mana Cap Targeted? Scroll Only? Held Mana?
Sphere of Innocence 5 No No No
Innocence 5 No No No
Guardian Spirit No No
Empathic Protection

Mental Preparation
Spell Minimum Prep Mana Cap Targeted? Scroll Only? Held Mana?
Heart Link No No
Nissa's Binding No No
Attune
Redirection
Awaken

--
Anoushka Solovsky