| |
Empathic Skill Descriptions
Empaths and the World: Empathy is a much maligned skill. Much like necromancy, it is unclear why certain individuals develop empathic abilities, but it has been shown that families who have had a relative develop empathic ability, are more likely to see empathy develop in their children. It is also well documented that certain families who were collaborators with the Fairy during the Chaos War, have since developed a high likelyhood of showing empathic ability. This has led to the belief that those who develop empathic powers must have some blood relation to the Fairies. Empaths are not more prone to insanity than normal people are, though due to their relations to Fairies they tend to be shunned and excluded from society. The Chirugeries have opened their doors to Empaths for shelter and study, and rumors of specially trained "hunter" empaths being used to track down necromancers have circulated for years.
Spending points for empathy skills vary in method. Always read the skill descriptions to be clear on the use of the skill.
Cost: Some of the Empathic skills are priced in sets. This means that for each set you buy the empathic skills will cost the same points. After the first set each empathic set will increase by 2 points. For example Mind Shield will cost 2/2/2 for the first set. The second set will cost 4/4/4, third 6/6/6, and so on. An empath can use each ability once per time they have bought the skill and all skills reset at sunrise and sunset. For example if an Empath buys 2 Mind shields they may use only 2 mind shields between sunrise and sunset.
Some are listed X/lvl which means the more levels you take the stronger the ability. Thus a Player would spend X points each level. Usually this skill can be used once, but you must see the details under skill explanations to be sure.
Some are listed as X which means the skill is bought once (for X points) and is usually always usable.
Some are listed as X +Y which means the skill is bought at X points then costs the buying price plus the additional number (Y) for each additional purchase. I.e. 4 for the first, 4+2 for the second, so the third purchase would be 8 points (4+2+2).
Some skills have prerequisites of other skills or a total amount of empathy points to be attainable some have other requirements. See individual spell listing for details.
Protectives (Wards and Shields) require one minute to invoke. Unless noted, all other spells invoke by Tag Line. You can have one Ward (Elemental, Necromatic, or Empathic) up and any number of different Shields (although not more than one of each type).
For example: Pico the Empath can have up either an Elemental Ward, Empathic Ward, or a Necromatic ward, a Mind Shield, and Physical Shield, but not two of any type of shield. This would mean that Pico could shrug off the first Elemental or Necromatic or Empathic attack, the first Physical attack, and the first Mind affecting attack that comes at him.
Delivery: Point/ Packet – Many empathic skills are lists as having a Packet Delivery. These skills are all point/packet based which means they can be cast either by Point and click or packet (White).
Manifestation: Fairy magic can be cast without manifestation but it can not do so in Battle. To use a skill as a point and click, the target must be within 3 paces(about 9 feet) and not in a combat situation. (If you are not sure use a packet.) You can start a battle with a point and click, but not use point and click in the battle. Once blood is spilled, spells are cast or battle is joined (That is, more than a single spell, skill, or weapon used in anger in a 10 second period.) it becomes necessary for packets to be used to ensure players know that they have been hit by an empathic skill in the confusion of battle. When a packet is used, the in-play visualization is similar to a heat ripple that passes through the air between the empath and the target, similar to the flash of light produced by other magics. The effect of being actually struck by an empathic packet, in addition to any effects dictated by the skill itself, is of a tingling sensation that travels up the spine. Players are encouraged to roleplay this spine tingle or even be in doubt about where the feeling came from if they were not directly watching. This tingling is not sufficent to break concentration or focus. Packets can be used outside of battle if the player desires and will allow the caster to cast longer than the 3 pace limit. In this case the range is as long as the packet can be thrown. Point and click can be used to keep the casting hidden, but more energy for longer distances does make the skill use visible.
NOTE: All Empathic abilities are considered invisible, unless either a packet is used to perform the ability, or battle is currently occuring in the immediate area.
| Empathy - Heart Path |
|---|
Acute Senses Delivery:Special
Duration:30 minutes
Area Of Effect:User
Casting Time:1 minute
Cost:6 per use (30 points of Empathy skills)
This skill gives the empathy all of the acute sense advantages for 30 minutes.
|
Claws Delivery:Special
Duration:30 Minutes
Area Of Effect:Caster
Casting Time:Instant
Cost:4 set
When cast this ability causes the empath to generate claws where their hands where. These claws are considered as hard as steel and can be used to block other weapons. However, because the empaths hands are now claws they can not use things that require fingers. This means that they can not drink brews, solutions, use weapons, shoot arrows, use point and click spells or effects, etc. The empath may continue to cast spells and activate abilities that do not require hand gestures. The empath may end the claws at any time or the claws will disappear if the empath goes unconscious or at the end of 30 minutes.
|
Divination Delivery:LOS
Duration:Concentration
Area Of Effect:Special
Casting Time:Varies
Cost:6 per use
Any character who possesses this ability should choose the type of divination her character uses. Divination can sometimes provide hints about upcoming events, or can be used to gain insight about a quest that is about to be undertaken. Divination can only be used successfully once per month in this manner - to attempt further readings generally results in faulty and inaccurate readings.
Divination should never be relied upon to provide solid answers and is sometimes wildly inaccurate. No matter how many levels of Divination are bought the character can still only perform one successful Divination per month. Characters with higher levels of this Advantage have more accurate Divinations.
Hints and Tips: Some common forms of Divination include tarot cards, runes, palmistry, astrology, aquamancy, and a host of others. Typically, if you wish to do a reading for your Divination, a member of plot will help you to refine whatever reading you actually get.
|
Empathic Healing Delivery:Touch
Duration:Instant
Area Of Effect:Target
Casting Time:1 minutes
Cost:4 set
This spell allows a Empath to transfer a Wound another character has taken to himself or to another willing character.
The Empath using this ability must place his hands over the wounded area and concentrate for a full minute - at the end of which any one Wound is transferred to the Empath. This Wound passes through all armor and spell protections. If a second willing subject is present the caster may transfer the Wound to that person. For this use of the spell the second individual must be willing or the spell will not be effective.
Traded Wounds always appear in the same place as they were on the subject of the spell. A Wound cannot be transferred to an area that is already Wounded. In other words, a Empath who has a Wounded right leg cannot use this spell to take another Wound onto his right leg.
This spell can not be used to transfer a Wound the Empath has taken to another character.
|
Foreboding Delivery:Special
Duration:Special
Area Of Effect:User
Casting Time:Instant
Cost:0
Foreboding is a general sensitivity to the world around the empath. It is not a player controlled skill, although you may ask at any time what kind of feeling you get from a person, place or thing. The usual response is that you feel nothing. Most of the time the players will be informed by a guide or plot member that "something does not feel right" or "you have a bad feeling about this". At times the foreboding will manifest itself as a undefined sensory image. It often comes unlooked for and is of no real help other than a warning that soon danger may be at hand.
|
Graft Weapon Delivery:Special
Duration:Special
Area Of Effect:Caster
Casting Time:1 minute
Cost:4 set
When used this ability will allow the caster to graft one one-handed weapon to one arm. When a weapon is grafted to the empaths arm their entire arm is impervious to normal damage. They ignore all damage done to that arm from any weapon as if the weapon struck one of their weapons. They can call one resist when hit with a disarm, but this ends the graft immediately. They can not have their weapon dropped or removed from them until the effect ends or they will it to stop. Note that a fling will cause a wound to the arm but the empath will still mantain the graft. Instead of flinging thier weapon they would just jerk their arm. Any destruction or weapon break will deal 1 wound to the arm and end the effect. Graft weapon will last for 10 minutes or until the caster chooses to un-graft the weapon. (OOP note: It is recommend that the boffer weapon have some sort of wrist loop so that the person doesn't drop their weapon.)
|
Graft Weapon Delivery:Special
Duration:Special
Area Of Effect:Caster
Casting Time:1 minute
Cost:4 set
When used this ability will allow the caster to graft one one-handed weapon to one arm. When a weapon is grafted to the empaths arm their entire arm is impervious to normal damage. They ignore all damage done to that arm from any weapon as if the weapon struck one of their weapons. They can call one resist when hit with a disarm, but this ends the graft immediately. They can not have their weapon dropped or removed from them until the effect ends or they will it to stop. Note that a fling will cause a wound to the arm but the empath will still mantain the graft. Instead of flinging thier weapon they would just jerk their arm. Any destruction or weapon break will deal 1 wound to the arm and end the effect. Graft weapon will last for 10 minutes or until the caster chooses to un-graft the weapon. (OOP note: It is recommend that the boffer weapon have some sort of wrist loop so that the person doesn't drop their weapon.)
|
Life Sense Delivery:LOS
Duration:Concentration
Area Of Effect:Target/2 paces
Casting Time:Instant
Cost:0
This spell allows the Empath to immediately determine the vitality of the subject. A character casting Life Sense can determine if a character is dead, dying, unconscious Additionally, a character casting Life Sense can tell if the character is poisoned or under the effects of a poison or elixir. The general nature of the elixir can be determined as well; such as whether it is a poison, protective, paralysis, etc.
A character being examined by Life Sense need only answer those questions that are directly asked. Upon casting this spell the character can ask any of the following questions (all of which must be answered immediately and honestly):
· Are you dead?
· Are you injured?
· What are your injuries?
· Are you poisoned?
· Are you under the effects of an elixir?
· If so, what is the effect (poison, protective, paralysis, etc.)?
· Are you diseased?
· Are you paralyzed?
· Are you asleep?
This spell does not detect in anyway the presence of magic, therefore a Feign Death spell would fool this skill.
This skill can be uses as often as wanted.
|
Mind Over Body Delivery:Special
Duration:5 minutes
Area Of Effect:User
Casting Time:Instant
Cost:6 set
This skill allows the Empath to ignore a wound. It does not stop the wound from occurring but for a period of 5 minutes the empathy can act as if the wound did not happen. This skill may be taken multiple times and may be used for multiple wounds. Once all of the Mind over Body skills have been used, the next wound has normal effect. 5 minutes after the first wound the empathy will fall to the ground and be unconscious until healing has been applied. This skill does not stop bleeding. If an empathy suffers a torso wound and uses this skill, after 5 minutes they will have bled to death. If the empathy encounters something that causes constant wounding, such as a raging fire, he may invoke the mind over body skill for every 2 counts of contact with the source of the wounding. Poisons and diseases may also be ignored for the duration of the skill, but does not cure. The 5 minutes elapses from the first wound or occurrence.
|
Physical Shield Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:4 set
This spell creates an invisible protective barrier around the target. This barrier protects the character from the first physical attack to strike him, no matter how great the damage Shield does not offer any protection against anything except a physical blow. This spell does not protect against magical effects in any way.
The player must call out "Shield" upon being struck for the spell to be effective.
|
Strength Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:Instant
Cost:4 set
This spell grants the recipient incredible strength. The effects of the spell last until the character calls upon the Strength or Sunrise/Sunset, which ever happens first. When the effects of the spell are invoked the character can carry a weight of up to 500 lbs., without any side effects, for up to one minute. He can carry up to two people but both hands must be completely empty and free to do so (he cannot carry a person with a shield strapped to his carrying arm).
If carrying another character you must do your best to at least pretend to carry the individual and the players must stay in physical contact at all times or less than one pace if permission for physical contact is not granted. When carrying another character you cannot move faster than a quick walk and certainly not faster than the player of the character you are carrying.
Alternately, Strength can be used to swing a powerful blow that inflicts an additional Wound if struck. When invoking the effects of this spell the player should call out "Strength" and then the total damage inflicted.
|
Transfer Wound Delivery:Packet
Duration:Permanent
Area Of Effect:Target
Casting Time:Instant
Cost:6 set (3 Empathic Healing or 60 points of Empathy
The spell is the reverse of Empathic Healing, instead of the Empath taking a Wound upon himself to heal another character's Wound, he transfers a Wound of his own onto another character.
The Empath must hit the target player with a packet and declare "Transfer (name area) Wound Empathy". This Wound bypasses all armor and Skins. Transfer wounds must always be used with a packet.
|
| Empathy - Mind Path |
|---|
Animal Empathy Delivery:LOS
Duration:Concentration
Area Of Effect:Target
Casting Time:Instant
Cost:4/lvl
The character has an amazing connection with wild animals and is able to calm even the most predatory beast.
The player must place both hands outward, palms up and call out, "Animal Empathy". She cannot have any objects in either hand when attempting to use this ability. The animal will become calmed, and may even become friendly if the character spends at least five minutes coaxing and cajoling the beast. Any attack upon or aggressive action toward the animal or by anyone immediately breaks this calming effect.
This skill only affects creatures of animal intelligence. Animal Empathy only affects on animal at a time, unless additional levels are purchased. For every additional 4 Character Points spent, another animal may be affected. If character is attempting to affect multiple animals the player using Animal Empathy must call out a number to indicate how many levels of the ability she possesses. Note that this is not a "per day" skill, but can be used again and again as long as the total number of simultaneously affected creatures does not exceed the number of levels of the skill the character possesses.
Hints and Tips: Different animals may react differently to use of this skill depending upon the nature of the animal. For example, a Wild boar, while being somewhat calmed by Animal Empathy, will be unlikely to become friendly.
|
Animal Slave Delivery:Packet
Duration:LOS / 15 minutes
Area Of Effect:3 pace radius
Casting Time:Instant
Cost:6@
This skill allows the empath to control an animal and command it to do the empath’s bidding. The skill allows a bond between the empathy and the animal that lets the animal understand the following simple one word commands: Come, sit, guard (followed by a point at what is to be guarded so no one comes more that 5 paces to target), attack (point at target), flee, fetch (point at target), watch (target is not to move or be moved) and carry(must hold that to be carried). These commands are not open to interpretation and the animal will act only as defined above. The animal will be under the empath’s control for only 15 minutes and if the animal leaves LOS, then the slavery is over. Only one animal may be controlled at a time.
|
Awaken Delivery:Packet
Duration:Instant
Area Of Effect:Target
Casting Time:Instant
Cost:8 + 2
This spell awakens a character from any mind-affecting brew, spell or other effect. The following is a list of spell and brew effects that are removed by the Awaken spell: Blindside, Befuddle, Decree, Enrapture, Erase Memories (within required time limit), Feeblemind, Feign Death, Forgetfulness (if within 15 minutes), Hallucinogen, Intoxicant, Sleep (brew and spell) and Suggestion. The character is immediately freed for the effects of the spell(s).
|
Befuddle Delivery:Packet
Duration:10 count
Area Of Effect:3 pace radius
Casting Time:Instant
Cost:6@ (+2 after 3)
This spell momentarily confuses the subject. The character under the effects of Befuddle cannot speak, take any offensive action, cast a spell or actively use a Bond or racial ability (though all protectives that are already "up" still apply). For a 10 count, the character must slowly turn in a circle. If the character is attacked he can attempt to block, Dodge or Parry the attack, but he cannot return the attack or pursue a person. Once the duration of the spell passes the subject regains his complete faculties.
|
Charm Delivery:Packet
Duration:1 Hour
Area Of Effect:Target
Casting Time:Instant
Cost:10 set
The subject of this spell is "charmed" by the caster. The subject considers the caster to be his best friend and closest confidant. The subject will in no way attempt to harm the caster and will in fact attempt to protect the caster from harm. If the caster makes any aggressive motion towards the recipient, such as casting a spell or attacking the spell is instantly broken. This spell is in no way a truth spell, though the subject does view the caster in the best possible light and would most likely tell anything that would not mean certain death. This skill requires either three(3) uses of Feeblemind or 120 Empathy points to acquire.
|
Decree Delivery:Packet
Duration:5 count
Area Of Effect:3 pace radius
Casting Time:Instant
Cost:4@ (+2 after 3)
This spell allows the caster to issue a one word command to the target of the spell. This command cannot not cause the subject to harm himself in any way, though he may place himself in harm's way. The subject of the spell is obligated only to follow the simple one word command immediately following the casting of the spell. This effect lasts for five seconds. Characters who posses the Disadvantage Weak-Willed are affected by the Decree for ten seconds.
|
Feeblemind Delivery:Packet
Duration:5 minutes
Area Of Effect:3 pace radius
Casting Time:Instant
Cost:8@ (+2 after 3)
A character affected by this spell has his mind reduced to that of a gibbering idiot. You can sit down and make baby sounds for duration. The character cannot use any of his Talents, Advantages (except Increased Stamina, Rapid Healing, Resist Disease and Resist Pain), combat maneuvers, or cast spells. Protectives that are active would remain active. Characters with the "Weak Will" Disadvantage are affected by this spell for 10 minutes.
|
Foreboding Delivery:Special
Duration:Special
Area Of Effect:User
Casting Time:Instant
Cost:0
Foreboding is a general sensitivity to the world around the empath. It is not a player controlled skill, although you may ask at any time what kind of feeling you get from a person, place or thing. The usual response is that you feel nothing. Most of the time the players will be informed by a guide or plot member that "something does not feel right" or "you have a bad feeling about this". At times the foreboding will manifest itself as a undefined sensory image. It often comes unlooked for and is of no real help other than a warning that soon danger may be at hand.
|
Mind Shield Delivery:Special
Duration:One Use or SR/SS
Area Of Effect:User
Casting Time:Instant
Cost:6 + 2
This spell protects the character from many mind-affecting spells and attacks. The character may ignore any of the following spells: Befuddle, Charm, Decree, Erase Memories, Feeblemind, Hypnotic Flame, Sense Emotions, Sleep or Suggestion; and the following brews: Enrapture, Forgetfulness, Hallucinogen or Intoxicant. Upon being struck by one of these spells the player must call out "Shield" to indicate that she is immune to the spell's effects. The character must resist the first mind-affecting spell to strike her.
|
Sense Innate Ties Delivery:LOS
Duration:Concentration
Area Of Effect:Target/2 paces
Casting Time:Instant
Cost:0
This spell allows the empath to detect if the target has an Alchemical or Necromatic Bond or if the character is a Novice or Initiate Alchemist or Necromancer or if the character has any empathic skills. The spell does not differentiate; in other words the caster cannot tell if the subject is an Initiate Alchemist, a Novice or if he simply has an Alchemical Bond. If the caster determines that the subject does have a tie to an Element or Necromancy or Empathy he can only determine the nature of the affinity (Air, Fire, Stone, Water, Mind Path, Spirit Path, etc.). The caster may also determine if any one object has an affinity. The caster must be with in 2 paces (about 6 feet) of the object or person to sense. The subject's affinity to the Elements (or lack thereof) is known only to the caster.
Example: If the spell is successful, the caster can then ask that subject if she has an affinity of any kind. If the subject of the spell possesses an Alchemical or Necromatic Bond or is a Novice or Initiate Alchemist or Necromancer she must answer yes and what type (Alchemical or Necromatic). The subject of this spell is not required to answer any other questions.
Hints and Tips: It is well known that the Chirurgeries and constabulary of many nations use those Fay-born who show this ability to hunt down Necromancers and rogue Alchemists. This is one of the few abilities seen as redeeming for the Fay-blooded by the common folk of the world.
|
Suggestion Delivery:Packet
Duration:15 minutes
Area Of Effect:3 paces / Target
Casting Time:Instant
Cost:10@ (+2 after 3)
This spell allows the caster to issue the target a reasonable Suggestion that must be followed. The Suggestion can be no longer than 10 words in length and must be worded in a way that makes the Suggestion seem reasonable. You may not Suggest that the subject follow your every command. The caster cannot suggest that the subject kill himself or even a friend, but he can ask the subject to protect him from others if that is reasonable. Once under the effects of the Suggestion it must always be heeded, no questions asked and lasts for 15 minutes. Any aggressive action towards a character under a Suggestion by the caster immediately breaks the spell. This includes the casting of anything other than a protective spell upon the subject, a physical attack, or even the order for another to attack the subject. A single person cannot be affected by more than one Suggestion at a time from the same caster. If a new Suggestion is given to the character the most recent Suggestion takes precedence. This also applies to higher forms of mind control as they take precedence over the Suggestion, such as charm or dominate.
To use Suggestion the character should look into another character's eyes (though eye-contact is not required), point at them and say, "Empathic Suggestion", followed by the actual suggestion of 10 words or less. The victim of the Suggestion is not aware that this spell was used upon them. In fact, they will create a story around the Suggestion in their own mind to rationalize the Suggestion. An Awaken spell will only remove the effects of a Suggestion if cast within the 15 minute duration.
(Note this spell can not be used in battle and is considered a roleplaying spell. You can use it before battle or to avoid battle, but just not once blood is shed. Examples would be if you wanted to break a friend out of a jail. You dress like a superior of the guard and have a paper with some form of writing on it. You then approach the guard and after some chit chat and roleplaying you slip in a suggestion that you have orders here to move the prisoner. Because it is reasonable that you could be a superior along with the magic he rationalizes away that the note contained your shopping list. He allows you through and even back out because in his mind everything was legit. He SAW that legal papers and you WERE who you said you were. The general rule is that if you have to take more than a couple of minutes to think if the suggestion was reasonable it probably is.)
|
| Empathy - Spirit Path |
|---|
Elemental Ward Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:1 minute
Cost:4 + 2
By the means of this spell, the target is immune to the first packet or point delivered spell of an elemental nature that is cast upon him. It will protect him against any elemental based spell. It will not negate the effects of a wall or spell that is not cast directly upon him. The target must call WARD to indicate that the spell has not effected him. This also includes elemental based tags from weapon strikes, such as flaming or freezing. This ward may not be stacked with a Necromatic Ward of any type.
|
Empathic Ward Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:1 minute
Cost:4 + 2
By the means of this spell, the target is immune to the first spell of an empathic nature that is cast upon him. It will protect him against any empathic based spell. It will not negate the effects of a wall or spell that is not cast directly upon him. The target must call WARD to indicate that the spell has not affected him. This also includes empathic based tags from weapon strikes, such as sleeping or charming.
|
Foreboding Delivery:Special
Duration:Special
Area Of Effect:User
Casting Time:Instant
Cost:0
Foreboding is a general sensitivity to the world around the empath. It is not a player controlled skill, although you may ask at any time what kind of feeling you get from a person, place or thing. The usual response is that you feel nothing. Most of the time the players will be informed by a guide or plot member that "something does not feel right" or "you have a bad feeling about this". At times the foreboding will manifest itself as a undefined sensory image. It often comes unlooked for and is of no real help other than a warning that soon danger may be at hand.
|
Magic Sense Delivery:LOS
Duration:Concentration
Area Of Effect:Target/2 paces
Casting Time:Instant
Cost:0
By focusing on an item the character may tell if a given item is magical. This skill also reveals the general nature of the magic involved (Alchemical, Necromatic or Fairie.)
If an item is identified as being magical the following questions may be asked:
· Is it Alchemical, Necromatic or Fairie (Empathic)?
· What element is involved ?
Characters with Magic Sense can detect an active Lay point while within range. Magic Sense has a range of 2 paces. Some items may be obscured so that their magic is not immediately detectable.
Hints and Tips: A player using this ability should roleplay its use in some fashion. Many characters exhibit a specific quirk when using this ability (such as wriggling the eyebrows, or looking at the object in question with intense concentration). Some players may even decide that they must actually touch the item in question to determine that it is magical.
|
Mask Aura Delivery:Touch
Duration:SR/SS
Area Of Effect:Empath
Casting Time:1 Minute
Cost:6 set
Mask Aura allows the Empath to mask thier Aura from detection. They may alter their Aura to read however they wish. For example if a Sense Innate Ties is used upon them and they have a Mask Aura up they can tell the one using Sense Innate Ties that they detect nothing, fire ties, water ties, a combination of those, etc. It is totally up to the Empath. An Empath must have 100 Empathy points before they can purchase this ability.
|
Medium Delivery:LOS
Duration:Concentration
Area Of Effect:Target
Casting Time:Instant
Cost:8
A medium has the ability to see and speak with the spirits of the dead.
A character possessing this skill can see and speak with a character wearing a Spirit Shroud. (The player must be wearing a Spirit Shroud! Players not wearing a Spirit Shroud who are dead are considered to be out-of-play until they obtain a Spirit Shroud.) The two players may talk between themselves, but should do so privately because only the Medium is capable of hearing the Spirit. If privacy is not possible, the Spirit player should whisper to the Medium so that she cannot be overheard by others.
This skill can be used as often as needed.
|
Necromatic Ward Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:1 minute
Cost:4 + 2
By the means of this spell, the target is immune to the first packet or point delivered spell of Necromantic nature that is cast upon him. It will protect him against any Necromantic based spell. It will not negate the effects of a spell that is not cast directly upon him. The target must call WARD to indicate that the spell has not effected him. This ward cannot be stacked with an Elemental Ward of any type.
|
Psychometry Delivery:Touch
Duration:One Use or SR/SS
Area Of Effect:Target
Casting Time:1 minute
Cost:5/lvl
This skill grants the empath visions of the history of an object or place. In order to see visions, traumatic or at least dramatic events must have occurred in this place or involving this object. The more levels of the skill, the more specific the visions. This skill may be used as often as wanted, but the more successful uses in a twenty-four hour period, the more muddled become the visions.
|
Spirit Skin Delivery:Touch
Duration:SR/SS
Area Of Effect:Target
Casting Time:1 minute
Cost:3 set
This ability allows the Empath to generate a 1 point spirit skin. This skin will protect them from 1 point of damage similar to how other skins work. In the spirit realm this skin acts as a 4 point skin but will end when exiting the spirit realm.
|
Spirit Weapon Delivery:Touch
Duration:Special
Area Of Effect:Weapon
Casting Time:1 minute
Cost:4 set
When cast this ability will allow the empath to enchant a weapon that will strike spirit creatures. Note that the weapon for the duration of the spell is now considered silver and will also effect things effected by silver. When enchanted the spirit weapon can be sensed by all spirit creatures and will most likely enrage them, they will target the wielder over all other targets. The spirit weapon will last for 1 hour or upon entering or exiting the realm of the living and in the spirit realm will last till the weapon exits the spirit realm. When the spell ends the spirit weapon fades away completely returning to the spirit realm. The wielder of the spirit weapon must call out 'silver' every time they swing. (OOP Note: the weapon must have a blue glow stick attached to the weapon or handle when active.)
|
Unmask Aura Delivery:Touch
Duration:NA
Area Of Effect:Target
Casting Time:Instant
Cost:6 set
This ability allows the empath to detect if someone has used Aura Alteration. This ability allows the Empath to determine the true nature of the persons Aura. If a person is hit with a Unmask Aura, they must answer truthfully about their true Aura. An Empath must have 120 Empathic points to get this ability.
|
|
|