The Lorethew Mentor Society
Empath Guild Guide

VIII. APPENDIX OF SPELLS

This Appendix contains only those Healing spells known currently in Elanthia.


Book of Healing

External Wound Healing <EWH> No Prerequisites.
The External Wound Healing spell will repair external damage to your body. Giving it more mana increases its healing power.

Internal Wound Healing <IWH> Prerequisite: EWH
The Internal Wound Healing spell will repair internal and nervous system damage to your body. Giving it more mana increases its healing power.

External Scar Healing <ESH> Prerequisite: EWH
The External Scar Healing spell will repair external scarring. Giving it more mana increases its healing power.

Internal Scar healing <ISH> Prerequisites: IWH, ESH, EWH
The Internal Scar Healing spell will repair internal scarring and nervous system paralysis. Giving it more mana increases its healing power.

Vitality Healing <VH> Prerequisites: EWH Minimum Circle: 6
The Vitality Healing spell restores your life's blood given to heal others, or lost to bleeding, poison, disease, or other injury. This is an essential tool for Empaths; using more mana increases its effect.

Heal wounds    <HW> Prerequisite: EWH, IWH
The Heal Wounds spell combines the effects of External Wound Healing and Internal Wound Healing, at higher mana costs. In some ways it is less efficient than casting each separately.

Heal Scar <HS> Prerequisite: ESH, ISH
The Heal Scars spell combines the effects of External Scar Healing and Internal Scar Healing, at higher mana costs. In some ways it is less efficient than casting each separately.


Body Purification Book

Blood Stanching <BS> Minimum Circle: 6
The Blood Stanching spell temporarily halts the flow of your blood for up to three minutes, keeping you from bleeding to death during that time.

Flush Poisons    <FP> Prerequisite: BS
The Flush Poisons spell will assist your immune system in quickly ridding your body of dangerous poisons.

Cure Disease    <CD> Prerequisite: BS
The Cure Disease spell will seek out diseases in your body and aid your immune system in eradicating them.


Life Force Manipulation Book

Refresh <Refresh> Minimum Circle: 6
The Refresh spell temporarily increases the rate at which your fatigue is recovered, and may gradually increase it beyond its normal limits.

Raise Power    <RP> Prerequisite: Refresh
The Raise Power spell temporarily increases the amount of Life Mana in your location. It does this by completely draining you and your group of fatigue. The more skilled you are at harnessing, up to 50 ranks, the better the transfer will work. The extra mana gradually drains away.

Gift of Life <GOL> Prerequisite: RP
The Gift of Life spell improves your ability to form and maintain empathic links. It will not help if you lose your sensitivity by harming others.

Aesandry Darlaeth <AD> Prerequisite: IWH
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.


Protection Book

Sphere of Protection <SOP> Minimum Circle: 6
The Sphere of Protection spell slightly increases the defensive ability of the person it protects.

Innocence <Innocence> Prerequisite: SOP
The Innocence spell demonstrates to creatures that you are not a threat, hopefully causing them to cease advancing on you and turn elsewhere. Undead creatures, on the other hand, may be enraged by the spell and attack you with redoubled ferocity.

Guardian Spirit <GS> Prerequisite: Innocence
The Guardian Spirit spell summons a spirit of the earth or a ghostly warrior of the Fae to protect you from hostile creatures. The greater your charisma and reputation, the more capable the spirit which comes. The spirit stays with you, fending off creatures, as long as you hold enough mana.


Mental Preparation Book

Heart Link <HL> Prerequisite: BS
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.

Nissa's Binding <NB> Prerequisites: HL Minimum Circle: 15
The Nissa's Binding spell is the only legacy our Guild has of Lanival's companion. When cast, it will put the Empath, and anyone he has a Heart Link with, to sleep. This will slow all bleeding, all poison, and all disease in the bodies of those who fall under the spell. Many Empaths have found that their patients slowly regain strength while asleep. It is said that the most powerful Empaths have been able to resist falling asleep. Be careful that those you cast this spell upon do not bleed to death while asleep.

Measured Breaths <MEB> Prerequisite: minimum 20 Discipline to cast
The Measured Breaths spell may only be cast while underwater. It slows your respiration, extending the length of time you can hold your breath. It also greatly reduces your effective Discipline while in use. You must be fairly skilled in magic and highly disciplined [at least 20] in order to use the spell successfully, so do not choose it if you are unprepared.
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Last Revised 12/28/2000