Abilities and Spells (Empath):

Prerequisites for this class:

Seeker Abilities: "Magical Prowess"

                             "Metaphysical Studies"

 

%Roll:  Abilities and Spells: 11

01-09:   Antipathy (Spell)

10-18:   Apathy (Spell)

19-27:   Bond (Spell)

28-36:   Charm (Spell)

37-45:   Charm-Detection (Spell)

46-54:   Conversation Piece (Spell)

55-63:   Corporeal Instincts (Spell)

64-72:   Doubt (Spell)

73-81:   Focus (Spell)

82-90:   Path of Wisdom (Spell)

91-00:   Sympathetic Presence (Spell)

 

 

Antipathy (Adventurer Spells and Abilities (levels 6+) Return to top

 

Plants a seed of resentment -- hatred -- in one targeted creature, for another targeted creature the Empath wills.

 

Modification-Point Cost (M.P.C.): 14

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One target.

Avoidance-Roll:

Caster must pit his or her Mental-Strength vs. the target's Mental-Strength (race to 4).  The caster will gain +1 added to his or her roll per level advanced.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

72 hours (+1 hour per level of the Empath).

Effect Time:

When the target of this spell comes in visual, scent, or hearing contact with the second target of this spell.

Explanation:

Return to top

When this spell is cast, the Empath will plant a seed of instinctual resentment, or hatred, in the targeted, or the first targeted, creature's heart and mind.  There is another target of this spell, which the caster must bring ot the attention of the first targeted).

 

For the "Duration" of this spell, the first targeted creature will despise and hate the second targeted, and will do anything to demoralize, discredit, and/or destroy him or her.

 

Note:

The degree of severity will be decided by the Empath, and can change according to his or her will while the "Duration" of the spell persists.

 

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures with no feelings (i.e., love, hate, confusion, envy, etc.) are immune to the power of this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

1 space (5') x level.  Maximum Range = Caster's Awareness (if you have a 20 Awareness, the maximum range will be 20 spaces).  You must see the first targeted creature enough to recognize it for what it is.

Resting Time:

None.

Special:

None.

Spell Preparation:

You must know about the second targeted creature.

 

See: "Creature Studies" (you must have the second targeted creature in the list of creatures you are familiar with).

Spell-points to cast:

7.  Spell-points will not begin to regenerate until the "Duration" of this spell wears off, or the second targeted creature dies (or if it leaves the plane or dimension upon which the spell was cast upon it).

Susceptibilities:

None.

Value:

14,000 white-gold

 

 

Apathy (Adventurer Spells and Abilities (levels 6+) Return to top

 

Plants a seed of neutrality in the hearts and mind of all creatures within range, causing effected creatures to ignore the presense of the caster.

 

Modification-Point Cost (M.P.C.): 40

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

1 space out from the caster in all directions (+1 space per 7 levels advanced)

Avoidance-Roll:

Caster must pit his or her Mental-Strength vs. each target's Mental-Strength (single roll check).  The caster will gain +1 added to his or her roll per level advanced.

Casting Time:

4 turns (20 seconds)

Damage:

None.

Duration:

24 hours (+1 hour per level of the Empath).

Effect Time:

Instant.

Explanation:

Return to top

When this spell is cast, the Empath will become non-intimidating to all creatures present, thus finding safety within those creatures who fail the "Avoidance-Roll" against him or her.

 

Any harmful act of aggresion towards effected creatures will break the power of this spell.

 

Hand Movement:

None.

Healing:

None.

Immunities:

Animated creatures can only be effected by this spell if the Empath is also an Animationist. Undead creatures can only be effected by this spell if the Empath is also a necromancer, etc.

 

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

20

Susceptibilities:

None.

Value:

40,000 white-gold

 

 

Bond (Adventurer Spells and Abilities (levels 6+) Return to top

 

Creates a mental feeling between caster and another.

 

Modification-Point Cost (M.P.C.): 6

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One target.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 minute (12 turns) x the level of the caster.

Effect Time:

Instant.

Explanation:

Return to top

This spell will cause a feeling to pass between the caster and the one targeted. These feelings can be love, hate, pity, peace, anger, pain, etc. There are no words spoken, or communications given, with this spell’s power other than the form of a feeling.

Hand Movement:

Two hands.  The caster must touch the targeted creature with both hands.

Healing:

None.

Immunities:

Mindless creatures cannot be effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x level.  Maximum Range = Caster's Awareness (if you have a 20 Awareness, the maximum range will be 20 spaces).

Resting Time:

None.

Special:

While Bond is in effect, if the target or the caster is effected mentally, physically, or spiritually by an event, both will feel it (though the targeted of such an event will be the one that receives the true repercussions of such an event).

 

Example:

The Empath is Bonded with a goblin and the goblin is slain by an arrow, the caster will feel death overtake him or her, but will not actually die (which can be quite educational and traumatic).

Spell Preparation:

None.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

 

Charm (Adventurer Spells and Abilities (levels 6+) Return to top

Charm another into trusting you completely.

 

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One target.

Avoidance-Roll:

Pit your Charisma vs. target's Mental-strength (single roll). The GM will do this avoidance-roll without the knowledge of the target knowing.

Casting Time:

10 turns (50 seconds)

Damage:

None.

Duration:

24 hours (+1 hour per 3 levels advanced).

Effect Time:

Instant.

Explanation:

Return to top

This spell will give the caster the power to charm, or bring under loyal control, one person or creature.  If this is accomplished, utter control will be gained over the person or creature as far as would any very loyal friend.

 

If the command, “Slay yourself”, is given, the person or creature will do it if an avoid Vs. “Mental Attack” fails (with every strike against itself). A person or creature will be entitled to an avoidance-roll Vs. “Mental Attack” (to break free of the charm) with each an every single strike against self.

 

Persons or creatures that can communicate will give information, valuables may be “borrowed”, or the charge to, “leave” can be demanded (but the person or creature must understand what is being said, or that person or creature will sojourn with, and admire, the caster until its effects wear off).

Hand Movement:

None.

Healing:

None.

Immunities:

You cannot charm a creature with 0 intelligenc.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5') x the charisma of the caster (but the target of the spell must be in sight (enough for the caster to recognize and identify the target).

Resting Time:

None.

Special:

None.

Spell Preparation:

The targeted of this spell must be within “Range” of this spell for the entire “Casting time” of the spell, or it will be thwarted and must be cast over again.

Spell-points to cast:

5

 

Note:

While a target is under the influence of this spell, spell-points used to cast this spell will not regenerate.

Susceptibilities:

None.

Value:

10,000 white-gold

 

Charm Detection (Adventurer Spells and Abilities (levels 6+) Return to top

Detects if a creature is under a charm ability, power, or spell.

 

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One single creature.

Avoidance-Roll:

Caster must pit his or her mental-strength vs. the target's mental-strength, and win (race to 4), to detect if it is under the influence of a charm.

Casting Time:

10 turns (50 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

The Empath will bend his or her will upon the targeted creature.  If the caster is successful with the "Avoidance-Roll", it will revealed to the caster if the targeted creature is under the influence of a charm ability, power, or spell.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

The caster must look into the eyes of the target as this spell is cast.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

 

Conversation Piece (Adventurer Spells and Abilities (levels 6+) Return to top

Detect the emotions of another at a great distance.

 

Modification-Point Cost (M.P.C.): 16

Prerequisites --------------------------- : Empath spell: “Bond

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One target.

Avoidance-Roll:

Caster must make a successful avoidance-roll vs. “Awareness”

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

Return to top

Detect emotions in another, whatever that may be. This is a long distance form of Empath that can be felt to great and endless distances. The further away someone is, the fainter it may get. Roll %dice: 01 = very faint; almost a mere slight and fragment of feeling. 100 = strong feeling; strong feelings

Hand Movement:

None.

Healing:

None.

Immunities:

Mindless creatures cannot be effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

No range restriction.

Resting Time:

None.

Special:

None.

Spell Preparation:

While Conversation Piece is in effect, if the target or the caster is effected mentally, physically, or spiritually by an event, both will feel it (though the targeted of such an event will be the one that receives the true repercussions of such an event).

 

Example:

The empath is held spellbound with an ogre and the ogre is dreaming of a giant wolf chasing it, the caster will feel the trepidation that the ogre feels overtake him or her.

Spell-points to cast:

8

Susceptibilities:

None.

Value:

16,000 white-gold

 

Corporeal Instincts (Adventurer Spells and Abilities (levels 6+) Return to top

Manifests the physical need of the target.

 

Modification-Point Cost (M.P.C.): 30

Prerequisites --------------------------- : Trade-Skill: "Medic".

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

If the caster successfully pits his or her Awareness vs. the Awareness of a creature (race to 4), he or she will know how the physical needs of that creature (not wants).

 

The caster will gain a +1 per 3 levels advanced to his or her dice-roll to succeed at this avoidance-roll.

Casting Time:

6 turns (30 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

Return to top

If the caster successfully pits his or her Awareness vs. the Awareness of a creature (race to 4), he or she will know how the physical needs of that creature (not wants).

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures with no awareness are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

6 spaces (30').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

 

Doubt (Adventurer Spells and Abilities (levels 6+) Return to top

Causes another to doubt self against the Empath.

 

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Trade-Skill: "Medic".

Ability-points to invoke:

None (this is an Empath spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

The caster must successfully pit his or her Mental-Strength vs. the targeted creatures Mental-strength to succeed (race to 4).

 

The caster will gain a +1 per 3 levels advanced to his or her dice-roll to succeed at this avoidance-roll.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 turn (5 seconds) x the level of the caster.

Effect Time:

Instant.

Explanation:

Return to top

This spell will cause the targeted to doubt self when it comes to attacking the target. This will cause a hesitation effect each and every turn for the “Duration” of the spell that will force a moral check roll. If the moral check roll is successful, it will confront the caster as normal. If the moral check is failed, caster’s foe will switch to another target, not wishing to fight that caster until the next turn in which, if it is still during the “Duration”, another moral check will be again rolled for.

Hand Movement:

None.

Healing:

None.

Immunities:

Fearless creatures are not effected.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5')

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

Focus (Adventurer Spells and Abilities (levels 6+) Return to top

 

This spell increases the ability to resist distractions by increasing awareness (this ability stacks with "Minor Focus" from the Seeker Abilities and Spells).

 

Modification-Point Cost (M.P.C.): 10

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an empath spell).

Area of Effect:

Caster or one other target.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

1 hour (720 turns) x the Empath’s current level.

Effect Time:

Instant.

Explanation:

Return to top

This spell will give the target a +1 vs. perception and awareness rolls, with an additional +1 per level of the caster.

Hand Movement:

None.

Healing:

None.

Immunities:

A creature must be able to audibly hear, smell, or see to be effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

This spell stacks with “Minor Focus”, the Seeker version of this spell.

Range:

1 space (5') x the caster’s Awareness. Example: If a caster has a 20 awareness, the range will be 20 spaces (100').  The caster must be able to identify the target in order to cast this spell upon it.

Resting Time:

None.

Special:

See: "Notes".

Spell Preparation:

Caster must clearly see or touch the target of this spell.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

Path of Wisdom (Adventurer Spells and Abilities (levels 6+) Return to top

 

This spell gives guidance to the caster in dealing with a creature.

 

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an empath spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

Yes: avoidance-roll vs. “Wisdom”

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 minute (12 turns) +1 minute per 5 levels advanced.

Effect Time:

Instant.

Explanation:

Return to top

This spell will give the caster a hint, a clue, as to what course of action will be best when dealing with a creature.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

Path of Wisdom (Adventurer Spells and Abilities (levels 6+) Return to top

 

This spell gives guidance to the caster in dealing with a creature.

 

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an empath spell).

Area of Effect:

One targeted creature.

Avoidance-Roll:

Yes: avoidance-roll vs. “Wisdom”

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 minute (12 turns) +1 minute per 5 levels advanced.

Effect Time:

Instant.

Explanation:

Return to top

This spell will give the caster a hint, a clue, as to what course of action will be best when dealing with a creature.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

1space (5') x the awareness of the caster.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

10,000 white-gold

 

 

Sympathetic Aura (Adventurer Spells and Abilities (levels 6+) Return to top

 

Caster has a strong chance of gaining the sympathy of a creature.

 

Modification-Point Cost (M.P.C.): 20

Prerequisites --------------------------- : Empath

Ability-points to invoke:

None (this is an empath spell).

Area of Effect:

Caster only.

Avoidance-Roll:

When this spell is cast, the Empath will pit his or her mental-strength vs. the target's mental-strength successfully (race to 4).

 

Note:

The Empath will gain a +1 added to his or her dice-roll per 3 levels advanced.

Casting Time:

1 turn.

Damage:

None.

Duration:

72 hours (+2 hours per 2 levels advanced).

Effect Time:

Instant.

Explanation:

Return to top

If the Empath wins the avoidance-roll against another, the targeted creature will begin to have strong, loyal, feelings and sympathy for the caster (during which time the targeted creature will give open care for the caster).

Hand Movement:

None.

Healing:

None.

Immunities:

Creatures which are immune to guilt, or have no sentimental feelings are not subject to the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

20 spaces (100'), but the caster must be able to identify, or clearly see, the targeted creature.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

10,000 white-gold