legend
· spell lists ·
empath
guild ·
magic guide |
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Healing |
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External Wound Healing
The External Wound Healing spell will repair external damage to your body. Giving it more mana increases its healing power.
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External Scar Healing
The External Scar Healing spell will repair external scarring. Giving it more mana increases its healing power.
Requirements: External Wound Healing.
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Internal Wound Healing
The Internal Wound Healing spell will repair internal and nervous system damage to your body. Giving it more mana increases its healing power.
Requirements: External Wound Healing.
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Vitality Healing
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.
Requirements: 6th Circle.
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Heal Wounds
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.
Requirements: Internal Wound Healing.
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Internal Scar Healing
The Internal Scar Healing spell will repair internal scarring and permanent nervous system damage. Giving it more mana increases its healing power.
Requirements: Internal Wound Healing, External Scar Healing.
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Heal Scars
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.
Requirements: Internal Scar Healing.
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Regenerate
The Regenerate spell, as the name suggests, encourages your body to rapidly recover from minor wounds and scars using held mana. At lower levels, it cannot heal every wound you may encounter, but with enhanced mana and skill, you will eventually be able to heal all wounds on your person.
Requirements: 30th Circle, Heal Scars, Heal Wounds.
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Protection |
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Sphere of Protection
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.
Requirements: 5th Circle.
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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.
Requirements: Sphere of Protection.
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Guardian Spirit
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.
Requirements: Innocence.
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Body Purification |
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Blood Staunching
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. In addition, you can use the spell as a preventative measure in case you begin bleeding.
Requirements: 6th Circle.
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Cure Disease
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.
Requirements: Blood Staunching.
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Flush Poisons
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. Also, if you are not currently suffering from a poison, this spell will provide you with protection for a short time.
Requirements: Blood Staunching.
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Mental Preparation |
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Awaken
This spell will attempt to awaken any living thing which is unconscious, and may also free the mind from other stuporous confines. A self-cast Awaken spell pattern will settle over the Empath quiescently, rousing to activity when his mental equilibrium is disrupted.
Requirements: Refresh.
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Heart Link
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.
Requirements: Blood Staunching.
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Aggressive Stance
Supernatural empathy opens the door to many wonders, but it exacts a well known price. Though Empaths are free to think and worship as they wish, developing the empathic talent requires a carefully maintained innocence of the body. This not only restricts the Empath's ability to harm others, but also hinders his ability to train his body to react properly in the face of violence.
Aggressive Stance circumvents this limitation. By creating a magical connection to other living creatures in a potentially violent situation, the Empath can prime his body to assume the physiological responses of someone who has lived his entire life with violent potential. This effectively increases the Empath's ability to avoid blows... and land them, if it becomes necessary.
Due to how the spell functions, it can only work if there is a possibility of violence when you cast it. Truly serene areas, as well as some mental compulsions, can inhibit the spell.
Requirements: Heart Link.
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Nissa's Binding
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 he 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.
Requirements: 15th Circle, Heart Link.
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Tranquility
Refining the theories of Mental Preparation, an Empath achieves such adroit control over his mental and bodily resilience that he may adapt favorably in the face of magical attacks which directly affect the mind or the body. The Tranquility spell will allow the mind of its caster to defend his body as well as preserve itself by drawing inward when necessary.
Requirements: Awaken, Innocence.
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Life Force Manipulation |
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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.
Requirements: 6th Circle.
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Aesandry Darlaeth
Aesandry Darlaeth forces your muscles and nerves to react much more swiftly than they normally would. As long as you hold mana for this spell your reaction time will markedly decrease, improving your reflexes and making it easier to maintain your balance in combat.
Requirements: Internal Wound Healing.
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Raise Power
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.
Requirements: Refresh.
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Sprout
The Sprout spell has two uses. When cast on oneself, the spell aids the caster in foraging for healing herbs. When cast on a healing herb, the spell will boost the potency of the herb.
Requirements: Refresh.
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Gift of Life
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.
Requirements: Raise Power.
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Lethargy
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.
Requirements: Raise Power, 20th Circle.
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· spell lists ·
empath
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