Sympathy (1120): Difference between revisions

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The [[Undead]], not possessive of feelings, are even harder to provoke with Sympathy. However, with advanced training in [[Mental Lore, Telepathy]] the caster is able to make them remember past feelings from being alive to simulate sympathy. At the minimum, the caster will need half the Undead's [[level]] in Mental Lore, Telepathy ranks to even have a chance to affect the undead creature. Furthermore, if the Empath's Mental Lore, Telepathy ranks are equal to, or greater than, the undead monster's level then the caster will successfully be able to affect the undead 100% of the time, subject to the target failing the warding check.
The [[Undead]], not possessive of feelings, are even harder to provoke with Sympathy. However, with advanced training in [[Mental Lore, Telepathy]] the caster is able to make them remember past feelings from being alive to simulate sympathy. At the minimum, the caster will need half the Undead's [[level]] in Mental Lore, Telepathy ranks to even have a chance to affect the undead creature. Furthermore, if the Empath's Mental Lore, Telepathy ranks are equal to, or greater than, the undead monster's level then the caster will successfully be able to affect the undead 100% of the time, subject to the target failing the warding check.

Each round while creature-cast Sympathy (1120) is active, you make a check. First, you look for other players in the room. If you find one, you'll be forced to attack them. If none are present, you will experience a random amount of cumulative roundtime.


== External Links ==
== External Links ==

Revision as of 18:53, 26 February 2008

Sympathy (1120)
Mnemonic [SYMPATHY]
Duration Variable (based on failed warding)
Attack Magic  
Subtype Warding, Disabling 
Target(s) Ungrouped 
Interval Special
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing


Sympathy shows how strongly Empaths are considered the "masters of emotions" by being able to extend it towards others. When cast, each individual, and creature, not joined to the caster must pass a warding check in order to not be affected by the the Empath's sympathy. All creatures that fail the warding check will become unable to attack the Empath, or his group, and attempt to attack each other instead. Also, all player characters that fail the warding check will also be unable to harm the Empath or his group; however, they will not attempt to attack other player characters instead.

At a base, the limit to the number of targets is 6, but this can be increased by training in Mental Mana Control and/or Spiritual Mana Control at the rate of ((MMC + SMC) / 10)); which is rank based and not bonus based.

The Undead, not possessive of feelings, are even harder to provoke with Sympathy. However, with advanced training in Mental Lore, Telepathy the caster is able to make them remember past feelings from being alive to simulate sympathy. At the minimum, the caster will need half the Undead's level in Mental Lore, Telepathy ranks to even have a chance to affect the undead creature. Furthermore, if the Empath's Mental Lore, Telepathy ranks are equal to, or greater than, the undead monster's level then the caster will successfully be able to affect the undead 100% of the time, subject to the target failing the warding check.

Each round while creature-cast Sympathy (1120) is active, you make a check. First, you look for other players in the room. If you find one, you'll be forced to attack them. If none are present, you will experience a random amount of cumulative roundtime.

External Links