Life Magic:


 

Spellcasting


-The Basics.
-Spell Messaging.
-Spell Choice Recommendations.


The Basics:
Of all professions, Empaths use magic the most in their daily lives.  After taking wounds from other people, Empaths must cast spells to heal themselves.  The very first spell an Empath should get is the External Wound Healing spell.

To cast EWH, prepare it by typing PREP EWH 3, where 3 is the amount of mana you wish to manipulate into your spell.  Wait until you feel the spell is fully prepared, and cast it on the wounded area by typing CAST <bodypart>.  In the beginning, you'll have to cast your spells using relatively small amounts of mana, or else you'll end up causing the spell to backfire.

 

Spell Messaging:
You'll probably see the following messages at one point or another.  If you don't know what they mean, this should help.  The actual message is in light green, whereas the explanation is in lavender.

  • Since you're not feeding enough power into the spell pattern to make it coherent, you quickly work your way to the minimum required.
    You close your eyes and breathe deeply, gathering energy for the <insert spell>.

    This one's pretty self-explanatory.  You're not feeding enough mana into the spell, so you up it automatically.  It used to be that you stopped preparing a spell altogether, but that has since changed.  Try prepping your spell using a slightly higher number.
  • You gesture.
    Your <bodypart> is damaged, but the spell is ineffective.

    You need to prep the spell at a higher mana level for this part of the body.  You'll soon notice that body parts such as the head, eyes, and chest are more difficult to cast spells on than, say, the hands or legs.
  • You gesture.
    Your spell backfires.

    This usually happens when you try to manipulate too much mana into your spell for your level of skill.  Depending on how far you push it, the spell could backfire only slightly or somewhat, hopelessly, or the system may not give you an adverb at all.
  • You gesture.
    Your spell backfires.
    A tingling sensation spreads through your body.

    When you cause a spell to backfire, you may occasionally feel a tingling sensation.  This means that you've got nerve damage, though you may not be able to tell just by looking at yourself.
  • You gesture.
    Your spell fails completely.

    This, on the other hand, usually happens when you attempt to cast a spell while extremely fatigued.  It can be a serious problem, too, if you're gushing blood from several places, are fatigued from all the healing, and attempt to stop the blood flow with a spell.  Try casting Refresh beforehand (if you know it), or just take things a little more slowly.
  • You gesture.
    The translucent sphere already around you shudders and flickers with newly added invigoration.
    The extra cast doesn't do much good.

    This message occurs for other spells in other guilds, but a good example for Empaths is probably the Sphere of Protection spell, which is listed here.  Basically, if you've already cast the spell as best you can, an extra cast wont make it last much longer or perform any better. 

 

 

The Spell List


The Books:
Healing, Protection, Body Purification, Mental Preparation, and Life Force Manipulation.

-Spell Choice Recommendations

The following list is from the official DR Spells page.  Some spells will eventually have comments below them to explain them in more detail, as well as minimum preps.

Healing: 

External Wound Healing [EWH] [1]
The External Wound Healing spell will repair external damage to your body. Giving it more mana increases its healing power. 
 
External Scar Healing [ESH] [9]
The External Scar Healing spell will repair external scarring. Giving it more mana increases its healing power. Requirements: External Wound Healing. 

Internal Wound Healing [IWH] [6]
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. 

Vitality Healing [VH] [1]
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. 

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. Requirements: Internal 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. Requirements: Internal Wound Healing, External Scar 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. Requirements: Internal Scar Healing, External Scar Healing. 

Heal [PLANNED] 
The Heal spell combines the effects of Heal Wound and Heal Scar, though in some ways it's less efficient than casting them separately. Requirements: Heal Wounds, Heal Scars. 

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. Requirements: 30th Circle, Heal Scars, Heal Wounds. 


Protection:

Sphere of Protection [SOP] [5]
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. This spell is shared with Rangers. Requirements: 5th Circle. 

Innocence [5]
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. 

Guardian Spirit [GS] [8]
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. 



Body Purification:

Blood Staunching [BS] [1]
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. Requirements: 6th Circle. 

Cure Disease [CD] [12]
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. 

Flush Poisons [FP] [10]
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. Requirements: Blood Staunching. 



Mental Preparation:

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. Requirements: 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 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. 


Life Force Manipulation:

Refresh [1]
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. 

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. Requirements: Internal Wound Healing. 

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. Requirements: 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. Requirements: Raise Power. 

Gather Mana [GM] [PLANNED] 
The Gather Mana spell draws in Life mana from the surrounding areas while squeezing out the Elemental and Holy mana from the area the spell is cast in. It requires knowledge of the Gift of Life spell. Requirements: Gift of Life. 

Spell Choice Recommendations:
Empaths get spells at 1st circle, 2nd, 3rd, 5th, 6th, 7th, 9th, and every third circle thereafter.  Your first spell choice should always be EWH (External Wound Healing).  At 2nd and 3rd, you'll want to choose the ESH and IWH spells, in whatever order you prefer.  If you choose IWH first, remember to have herbs on hand to heal the wounds you take.  (Personally, I would recommend learning ESH so that you wont have to sheepishly ask your guildmates for healing when you take a bunch of external wounds that turn into scars.)  We don't get a spell at 4th circle, so you have to wait until 5th to complete your basic healing spell set with ISH (Internal Scar Healing).

After you have those four, it's a good idea to get VH (Vitality Healing) and BS (Blood Staunching) at 6th and 7th circle.  It's up to you which of those you get first.  Then by 9th, you should be about ready to start taking poison, so you'll need FP (Flush Poisons).  HL (Heartlink) is also a very useful spell when dealing with bleeding and poison, so you'll probably want to get it soon as well.  Also, you'll need CD (Cure Disease) by 21st circle, but you can get it sooner if you want.

These first few spells are the only ones usually recommended. After these, the spells you choose depend on how you like to heal, but they can be roughly grouped into categories based on your interests.

Refresh, RP, GOL: Spells that enhance your ability to heal in various ways.  Refresh keeps your fatigue up, RP (Raise Power) increases your available mana, and GOL (Gift of Life) helps you maintain links and transfer faster, while giving you a stamina boost.

SOP, Innocence, GS, AD:  A Field Empath's preferred spells.  SOP gives a boost to your defenses, Innocence tries to turn critters away from you, GS (Guardian Spirit) tries to scare away any monsters that advance on you, and AD (Aesandry Darlaeth) boosts your evasion and balance.

HW, HS, Regenerate:  HW (Heal Wounds) and HS (Heal Scars) are not recommended for Empaths under 20th circle, and Regenerate is only available after 30th.  HW heals both internal and external wounds on a body part, and HS does the same for scars, but they use much more mana than the separate spells. Regenerate slowly heals minor wounds and scars.

NB: Other functions. NB (Nissa's Binding) is like an advanced form of HL, which puts the Empath and patient to sleep, and practically stops all their bleeding and recovers vitality.  MB (Measured Breaths) has no use yet, but is supposed to be used for underwater activities.


Magical Devices


Because we get empathic shock from causing harm to others, we can't use some runes, wands, scrolls, or other magical devices to cast harmful spells.  It's a good idea to know what kind of spell is in a device before you go and use it accidentally.  The following is a list of runes and other devices, and which spells Empaths can safely use.

Certain spells are associated with specific materials, such as the Compost spell is always associated with asketine.  Thus, if you have an asketine rune, or an asketine charm, or other item with asketine in it, it's likely to contain the Compost spell.

RUNE TYPE SPELL MANA TYPE SAFE?
(Dark) Asketine Compost Life Yes
(Colorful) Elbaite Sphere of Protection Life Yes
(Delicate Pink) Erythrite Rejuvenation Holy Yes
(Dark Silver) Sraeth Soul Bonding Holy Yes
(Pale) Avaes Clear Vision Lunar Yes
(Glossy) Axinite Mental Blast Lunar No
(Dark) Azurite Shadows Lunar Yes
(Ice-blue) Celestite Refractive Field Lunar Yes
(Shiny) Xibaryl Calm (Hypnotize?) Lunar Yes
(Shining) Calavarite Arc Light Elemental No
(Faceted) Hafaltu Multiple Ethereal Shield Elemental Yes
(Sky-blue) Imnera Zephyr Elemental Yes
(Fiery) Rhodonite Fire Shard Elemental No
(Clear) Selenite Frostbite Elemental No
(Smoky) Zengalmi Gar Zeng Elemental No

ITEM SPELL MANA TYPE SAFE?
Bone-Elf Shaman's Rattle Persistence of Memory Holy Yes
S'kra Indakar Rattle Protection From Evil Holy Yes
Ilmenite-tipped Wand Lightning Bolt Elemental No
Narrow Scheelite Rod Fireball Elemental No


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