Jump to:
Available Spell Circles
Skills

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 shields defensively.

To heal someone's wounds an empath must use the transfer verb. transfer <person> will target a prioritized wound, or the empath can name the exact part of the body, such as transfer <person>'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. transfer scales off of the better of your Wisdom or Will stat.

Empaths automatically regenerate, and their wounds will close after time. Regeneration scales off of the better of Wisdom or Will.


Available Spell Circles

Empaths begin with 3 spell circles. An additional circle is available at levels 15, 30, and 40.

Click on the column header to sort by that column, or click on the circle name to see details about that circle. For an explanation of magic and its use, see the About Magic page.

Expand AllCollapse All

Circle Name Sphere Info
Astral Prime Astral

This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
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 3 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 6 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 11 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.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Wisdom and Channeling. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
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.
sp17 Interdiction 15 essence, 2 willpower Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
Vedic Prime Vedic

This circle is available to Bards, Empaths, and Illusionists.

Shortname Name Cost Description
vp01 Mental Intrusion 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
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 5 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 15 essence, 1 willpower 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 6 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 8 This spell grants an increase in strength for purposes of carrying, dragging, lifting, and swinging weapons. The bonus scales with focus skill, and can be cast on oneself, others, or one's group.
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.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Will and Focus. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
vp13 Serenity 4 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.
vp15 Repudiation 7 Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality scales with focus quality.
vp17 Signature Alter 5 Altering the mental signature of himself or those around him, the vedic blocks scrying attempts upon individuals or upon a room.
Via Mar Sani Qel Vedic

This circle is available to Bards, Empaths, and Illusionists.

Shortname Name Cost Description
vmsq02 Thought Sever 2 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.
vmsq17 Thought Block 5 Closing his mind to the thoughts of others, this spell blocks telepathic thoughts to individuals or those in a room.
vmsq28 Mental Bridge 25 essence, 2 willpower This spell has not been documented.
Via Bin Vir Hybrid Astral-Vedic

This circle is available to Empaths.

This circle is astral-vedic hybrid and is mutually exclusive to Via Avyr.

Shortname Name Cost Description
vbv03 Caustic Bite 2 By biting the tongue, the caster then causes the blood to become highly acidic so they can spit it at a target.
vbv06 Bloodletting 6 The empath can draw forth some of their blood to fill an empty container they are holding. Not specifying an amount will default to 1 ounce.
vbv09 Horrid Transmutation 5 A warding spell that turns the target's own blood into acid, attacking him from within with caustic damage over time.
vbv12 Adrenalin 12 The caster's adrenaline surges, allowing him to withstand more punishment. This gives the caster equivalent protection to very light armor.
vbv15 Festering Blade 12 The caster may cut himself and coat a blade in his acidic blood, which then causes extra acid damage when hitting a target. The temporary acid flare scales with Channeling and Wisdom or Focus and Will.
Via In Onus Astral

This circle is available to Spiritual Clerics, Empaths, and Religious Wilders.

Via In Onus spells may be learned from Brother Demilo in the Lyceum.

Shortname Name Cost Description
vio01 Bless Weapon 1 Calling upon the gods, the caster has the ability to bless a weapon, making it fit for use against the undead. The number of uses scales with Wisdom and Channeling.
vio04 Cleanse 7 The caster cleanses a target's body of a single poison or curse effect.
vio06 Soul Sight 3 The caster remains in tune with death itself, perceiving those who perish.
vio07 Clear Sight 8 Cures or removes a single blindness effect from the target and causes the target to attempt to pierce concealment about it using the caster's Channeling and Wisdom. Also provides a spiritual bonus to Observation that scales with Channeling and Wisdom.
vio10 Stability 6 Removes the stunned status from the target and grants the target a one-time 6-second reduction to the duration of disables. Instant-cast.
vio13 Astral Meditation 1 The caster connects with the astral plane on a deeper level, increasing its essence regeneration significantly until it takes any other action. The amount of essence regeneration scales with Wisdom, Channeling and the duration of the meditation.
vio15 Soften 6 By focusing on their deity, the caster of soften will grant its target relief from the perils and discomforts of petrification. Grants the target a one-time 6-second reduction to the duration of disables and stacks with vio10.
Via Fas Sani Hybrid Astral-Vedic

This circle is available to Empaths.

This circle is astral-vedic hybrid.

Shortname Name Cost Description
vfs03 Cauterize 3 Stops a limb from bleeding.
vfs06 Anesthetize 5 Stuns the target. You must wait a short while after casting this spell before you may cast it again. You may charge this spell to have it take additional roundtime and inflict a longer stun. A second roll against Conditioning and Endurance is made following a successful hit. Should the roll succeed, the stun will last for four times the length taken to cast it. Should the roll fail, the stun will last for three times the length taken to cast it.
vfs09 Refresh 7 essence, 1 willpower Chargeable spell that restores vitality to the caster or target. This spell invokes an empath's regeration if used on on an empath.
vfs12 Cannibalize 0 Damages one of the caster's limbs in return for essence. The limb is random unless the target is specified. The spell may be charged for additional damage and essence.
vfs15 Unempathy 9 essence, 1 willpower Deals holy typed damage to a target, healing the most wounded limb and starting empathic regeneration if applicable. This spell requires that the caster have a wound in order to be cast.
Via Avyr Hybrid Astral-Vedic

This circle is available to Empaths.

This circle is astral-vedic hybrid and is mutually exclusive to Via Bin Vir.

Via Avyr may be learned from the anatomical model in the Fas Sani Theater in the Seminary of Astral Learning.

Shortname Name Cost Description
va03 Fatigue 3 The caster conjures toxic bodily fluids that spatter over a target. If the target fails to resist a warding attack, they will quickly lose stamina and grow tired.
va06 Haemoderm 6 The empath can draw forth some of their blood to fill an empty container they are holding. Not specifying an amount will default to 1 ounce.
va09 Seizures 5 A warding spell that causes the target to lose control of their body, incur frequent roundtime, and fall over for a short duration.
va12 Scarration 12 The caster's body manifests large bands of scars, improving resistance to physical attacks by a decent amount.
va15 Stroke 9 The caster focuses on a target, making a warding attack. If successful, the target will fall over and be unable to stand for the duration of the spell.

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 Good
Enchanting Very Good
Evasion and 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
Metallurgy Normal
Observation Normal
Outdoorsman Normal
Parry Good
Shields Good
Skinning Normal
Sorcery Very Bad
Stealth Normal
Tactics Good
Thrown Weapons Bad
Unarmed Combat Bad