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Empath Base Spell Circle

 

1101 Heal/Harm
1102 Limb Repair
1103 System Repair
1104 Head Repair
1105 Organ Repair
1106 Bone Shatter
1107 Adrenal Surge
1108 Empathy
1109 Empathic Focus
1110 Empathic Assault
1111 Limb Scar Repair
1112 System Scar Repair
1113 Head Scar Repair
1114 Organ Scar Repair
1115 Wither
1116 Cry For Help
1117 Empathic Link
1118 Herb Production
1119 Strength of Will
1120 Sympathy
1125 Troll's Blood
1130 Intensity
1135 Unnamed
1140 Unnamed
1150 Regeneration

spell policy · spell circles

A Empath can MEDITATE in order to gain Spirit Points, Mana Points, Health Points, and Stamina at a faster rate.

 

1101 · Heal/Harm [HEAL]
Duration: Immediate

Type: Utility/Attack

Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood. The amount of blood restored is subject to the Empath's First Aid skill, Empath spell ranks, and their level.

With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood.

The duality of this spell is represented by its name - Heal/Harm.
Using the CURE command after preparing this spell will restore more Health Points than using the CAST command, but at a higher Mana Point cost.
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1102 · Limb Repair [LIMREP]
Duration: Immediate

Type: Utility

Reduces the severity of one of the caster's limb wounds. Limb wounds are considered to be the right and left hand, the right and left arm, and the right and left leg.

Initially, this spell can only cure minor wounds. Once an Empath has at least seven Empath spell ranks, this spell can cure medium and major wounds at the cost of seven mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.

Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor limb scars require 10 lore ranks, medium limb scars requires 50 lore ranks, and major limb scars require 90 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.
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1103 · System Repair [SYSREP]
Duration: Immediate

Type: Utility

Reduces the severity of the caster's nervous system injuries.

Initially, this spell can only cure minor injuries. Once an Empath has at least eight Empath spell ranks, this spell can cure medium and major injuries at the cost of eight mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.

Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor nervous system scars require 20 lore ranks, medium nervous system scars requires 60 lore ranks, and major nervous system scars require 100 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.
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1104 · Head Repair [HEDREP]
Duration: Immediate

Type: Utility

Reduces the severity of the caster's head or neck wounds.

Initially, this spell can only cure minor wounds. Once an Empath has at least nine Empath spell ranks, this spell can cure medium and major wounds at the cost of nine mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.

Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor head and neck scars require 30 lore ranks, medium head and neck scars requires 70 lore ranks, and major head and neck scars require 110 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.
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1105 · Organ Repair [ORGREP]
Duration: Immediate

Type: Utility

Reduces the severity of one of the caster's organ injuries. Organ injuries are considered to be the back, the chest, the abdomen, and the right and left eyes.

Initially, this spell can only cure minor wounds. Once an Empath has at least ten Empath spell ranks, this spell can cure medium and major wounds at the cost of ten mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.

Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor organ scars require 40 lore ranks, medium organ scars requires 80 lore ranks, and major organ scars require 120 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.
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1106 · Bone Shatter [BONESHATTER]
Duration: Immediate

Type: Attack

Study of anatomy reveals the importance of bone structure. By utilizing this knowledge and the perceived state of need from such a mechanism for a number of living beings, Empaths manipulate the bones in their target causing them to instantly, and painfully, shatter. Training in Mental Lore, Manipulation provides for a chance to completely abolish the target's bone structure, resulting in instant death.

Bone Shatter will only work on targets that have bones. Less experienced targets have a more difficult time resisting this spell.
Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.
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1107 · Adrenal Surge [SURGE]
Duration: Immediate

Type: Utility

The caster causes the target to experience a short surge of adrenaline, increasing the target's strength for a moment, causing them leap to their feet.

Training in Spiritual Lore, Blessings unlocks an ability to restore lost stamina when cast. At 15 lore ranks, 25 stamina is restored. At 35 lore ranks, 50 stamina is restored. At 65 lore ranks, all stamina is restored. There is a cooldown period of 5 minutes when using this benefit.
It has been noted by some adventurers that this increased strength can be so exceptional that webs have been broken.
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1108 · Empathy [EMPATHY]
Duration: 5 seconds +1 second for evey 2 warding failure, max 30 seconds

Type: Attack

When successfully cast, Empathy will stimulate a target to induce a panic reaction. This spell may only be used upon a living target; the undead are immune to its effects. It has been rumored this spell can cause temporary indecision as well.

The power of the attack is enhanced upon a successul cast on a target with training in Mental Lore, Telepathy. There is also a higher chance of immobilization and instant kills.
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1109 · Empathic Focus [FOCUS]
Duration: 1200 seconds + 60 seconds for every Empath spell rank known; cumulative

Type: Offense/Defense

The caster remembers past injuries and channels those memories into a sharp, short-lived focus increasing melee Attack Strength (AS) by +15, Spiritual Target Strength (TD) by +15, and Defense Strength (DS) by +25. The DS bonus is increased +1 for every 2 ranks of Empath spells known over 1109.

With the increase in DS bonus to Empathic Focus, there is an increase in mana cost; base mana cost is 9, +1 for every 3 DS bonus over 25.
Overtraining in Empath spell ranks does not yield additional bonus past the caster's level.
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1110 · Empathic Assault [EMPASSAULT]
Duration: Variable

Type: Attack

Through concentration of will, the Empath becomes capable of focusing his awareness upon his own essence, gaining control over the energies coursing through him, and redirecting the flow until it manifests into a radiant sphere of energy which can be hurl toward opponents.

The successful Empath can infuse the target with his own essence, establishing an initially jarring connection through which he can overcome the natural energy flow of the target.

Training in Spell Aiming increases the chance of the bolt connecting with the target.

Mental Lore, Transformation increases the bolt Damage Factor (DF) of the spell.

Mental Mana Control modifies the warding margin on successful wardings.

Mental Lore, Manipulation decreases the foe's Target Defense (TD) by a maximum of 13.

Mental Lore, Telepathy increases the number of CS attack cycles.
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1111 · Limb Scar Repair [LIMSCAR]
Duration: Immediate

Type: Utility

Reduces the severity of scars on one of the caster's limbs. Limb scars are considered to be the right and left hand, the right and left arm, and the right and left leg.

Initially, this spell can only cure minor scars. Once an Empath has at least fifteen Empath spell ranks, this spell can cure medium and major scars at the cost of fifteen mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.
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1112 · System Scar Repair [SYSSCAR]
Duration: Immediate

Type: Utility

Reduces the severity of scars to the caster's nervous system.

Initially, this spell can only cure minor scars. Once an Empath has at least sixteen Empath spell ranks, this spell can cure medium and major scars at the cost of sixteen mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.
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1113 · Head Scar Repair [HEDSCAR]
Duration: Immediate

Type: Utility

Reduces the severity of scars on the caster's head or neck.

Initially, this spell can only cure minor scars. Once an Empath has at least seventeen Empath spell ranks, this spell can cure medium and major scars at the cost of seventeen mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.
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1114 · Organ Scar Repair [ORGSCAR]
Duration: Immediate

Type: Utility

Reduces the severity of scars on one of the caster's organs. Organ scars are considered to be the back, the chest, the abdomen, and the right and left eyes.

Initially, this spell can only cure minor scars. Once an Empath has at least eighteen Empath spell ranks, this spell can cure medium and major scars at the cost of eighteen mana points.

The Roundtime (RT) for healing is decreased with training in Mental Lore, Transformation at a rate of -1 second for every 3 lore ranks.
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1115 · Wither [WITHER]
Duration: Immediate

Type: Attack

Drawing upon their spiritual connection, an Empath is able to summon the stray spirits within an area. These spirits will surround the Empath's target, causing it to wither. The spirits focus their strength upon a specific body part of the target, until it is no more or the target dies. If the former is reached first, the spirits will attack the next closest location. Training in Mental Lore, Manipulation allows an Empath to assist the spirits in an attempt to completely wither the target, resulting in its death.

Skilled Empaths are able to summon additional spirits for an extra damage cycle, determined by ranks in Spiritual Lore, Spirit Summoning. The percentage chance is ranks / 1.5.
Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.
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1116 · Cry For Help [CRY]
Duration: Immediate

Type: Utility

The caster enables the target to see through their eyes for one moment. Sufficiently trained adventurers have been known to pass additional information concerning the health as well.

Training in Mental Lore, Telepathy will unlock an ability at 30 ranks so that the target will be able to observe the caster for a short duration rather than just an instantaneous glimpse. This will enable the target to see and hear the actions going on in the area in which the Empath cast this spell.
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1117 · Empathic Link [EMPLINK]
Duration: 20 seconds + (warding failure * 2)

Type: Attack

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.

The mana cost for Empathic Link is 8 + (Critter Level/10)

Training in Mental Lore, Telepathy increases the number of targets that may be linked, up to 10 targets.
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1118 · Herb Production [HERBPROD]
Duration: Immediate

Type: Utility

Causes a random herb to grow instantly on the ground (works only outdoors). With no additional training, there is no way to predict which herb will grow, or how useful it will be.

Training in Spiritual Lore, Spirit Summoning allows the caster to specify an herb for the spirits to grow. To use this feature, an Empath should first prepare the spell, then use the SUMMON {herb adjective}.

Lore RanksHerb
5Acantha
10Ambrominas
15Wolifrew
25Basal
35Ephlox
45Aloeas
50Pothinir
55Cactacae
60Torban
65Haphip
75Calamia
80Woth
100Sovyn
Typing SUMMON by itself while this spell is prepared will output a list of possible herbs you can specify based upon your skill.
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1119 · Strength of Will [WILL]
Duration: 1200 seconds + 60 seconds for every Empath spell rank known; cumulative

Type: Defense

This spell increases the caster's mental agility, providing the caster with a slightly faster response to avoid attacks. +12 bonus to Spirit Target Defense (TD) and Defense Strength (Melee, Bolt, and Ranged DS). Empaths improve on this with +1 for every 3 Empath spell ranks known over 1119 (maximum +25 bonus).

The mana cost increases due to the bonus increase of this spell. The base mana cost is 19, +1 for every 3 bonus over 12.
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1120 · Sympathy [SYMPATHY]
Duration: Variable, based upon warding failure

Type: Attack

Empaths are the masters of emotion. This mastery is not only limited to their own feelings, but can extend to others too. With the utmost dedication, a skilled Empath is able to project their thoughts outward causing those present to be overwhelmed with sympathy. Creatures that are under these effects will fight each other instead of the Empath or their group. Players will not involuntarily attack each other, like creatures, but they will not be able to perform hostile actions toward the Empath or their group.

The base limit of targets is six. Training in Mental Mana Control and Spiritual Mana Control increases the number of possible targets at the rate of ((MMC + SMC) / 10).

The Undead do not possess the feelings to invoke sympathy, but with advanced training in Mental Lore, Telepathy, an Empath is able to resurface old memories to stimulate sympathy. A minimum of Mental Lore, Telepathy ranks equal to half the undead creature's level are required to have any chance to affect an undead creature. If the Empath's Mental Lore, Telepathy ranks are equal or greater than the undead creature's level, success will be automatic, subject to the normal warding roll.
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1125 · Troll's Blood [TROBLD]
Duration: 1200 seconds + 60 seconds for every Empath spell rank known; cumulative

Type: Utility

Through the use of the spell Troll's Blood, the empath is able to inherit some of the minor regenerative properties and combat effectiveness of a troll. While under the effects of the spell, the empath is able to restore 6 Health Points (HP) and heal any minor (rank 1) wounds at every other base 20 second interval. Additionally, if the empath is non-magically stunned when the effect triggers, there is a chance to break out of the stun.

Training in Mental Lore, Transformation increases the base amount of Health Points (HP) that is restored at each interval by an additional +1 HP at 3 ranks to a maximum of an additional +17 HP at 187 ranks (seed 3 of the Summation Chart).

Training in Spiritual Lore, Blessings provides for a chance for a scar to be healed when a wound is cured at the same location.

Training in Spirit Mana Control decreases the duration between each interval at the rate of -1 second for every 25 skill bonus.

If the empath is a member of a group, his or her group will receive the Troll's Blood benefits as well.
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1130 · Intensity [INTENSITY]
Duration: 1200 seconds + 60 seconds for every Empath spell rank known; cumulative

Type: Offense/Defense

This spell allows the Empath to increase their intensity by providing +20 to both Attack Strength and Defense Strength (Bolt, Melee, and Ranged AS/DS), + 1 AS/DS for every two Empath spell ranks known beyond 30, capped at level.

The mana cost increases due to the bonus increase of this spell. The base mana cost is 30, +1 for every 3 AS/DS bonus over 20.
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1135 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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1140 · Unnamed
Not yet implemented
The exact nature of this spell is unknown at this time.
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1150 · Regeneration [REGENERATE]
Duration: 30 seconds

Type: Utility

Just as Kuon, the Green, once aided the lesser beings through the creation of healing herbs, it was through his patronage that Empaths were gifted with the Regeneration spell. Furthering his goal of allowing the races to help themselves, this skill came at a critical time in Empath history and allowed the healers to overcome a devastating malady that threatened their ability to transfer wounds from others.

Once activated, the Empath is surrounded in a cocoon of energy that greatly amplifies the body's healing process while also providing a small amount of protection. Specifically, this spell will instantly, then periodically, heal the Empath of all wounds, scars, and blood loss. While active, the caster takes reduced damage from critical attacks and the amount of protection can be increased by training in Mental Lore, Manipulation.

This spell can be used once per day, with extra uses granted at 50, 125, and 200 ranks of Mental Lore, Transformation. The regenerating effect lasts for 30 seconds and has a base interval of 6 seconds, reduced by 1 second for every 100 Spirit Mana Control skill.

This ability can also be activated with the REGENERATE verb while stunned, immobilized or webbed; although, this does not remove the status condition.
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