Empathy (1108): Difference between revisions

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'''Empathy''' imparts a fear effect and roundtime on the target by causing a panic reaction. On warding failures of 50 (endroll of 150) or less, the target will typically flee from the caster. Higher warding margins cause the target to be immobilized, or even die instantly.
When successfully cast, '''Empathy''' will stimulate a target to induce a panic reaction. This spell may only be used upon a living target; the [[undead]] are immune to its effects. It has been rumored this spell can cause temporary indecision as well.

This spell is considered a fear-based attack and many creatures have a +TD modifier (up to about +20 TD).

On warding failures of 50 (endroll of 150) or less, the target will typically flee from the caster to an adjacent room, or briefly hesitate (minor [[roundtime]]). Higher warding margins cause the target to be immobilized, or even run off permanently (which counts as a kill for the purposes of experience or bounty).
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==Lore Benefits==
==Lore Benefits==

Revision as of 13:27, 1 June 2015

Empathy (1108)
Mnemonic [EMPATHY]
Duration 5 sec + 1 sec per 2 warding failure,
Maximum 30 seconds
Attack Magic - Disabling  
Subtype Warding 
Target(s) Single 
Interval One-Shot 
State(s) Inflicted Frozen, Roundtime
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


When successfully cast, Empathy will stimulate a target to induce a panic reaction. This spell may only be used upon a living target; the undead are immune to its effects. It has been rumored this spell can cause temporary indecision as well.

This spell is considered a fear-based attack and many creatures have a +TD modifier (up to about +20 TD).

On warding failures of 50 (endroll of 150) or less, the target will typically flee from the caster to an adjacent room, or briefly hesitate (minor roundtime). Higher warding margins cause the target to be immobilized, or even run off permanently (which counts as a kill for the purposes of experience or bounty).

Lore Benefits

Training in Mental Lore, Telepathy gives a higher chance of immobilization or instant kills.

Messaging

Immobilization messaging:

You gesture at a hobgoblin.
  CS: +249 - TD: +6 + CvA: +20 + d100: +13 == +276
  Warding failed!
  The hobgoblin is frozen with fear!
Cast Roundtime 3 Seconds.

Instant death messaging:

You gesture at a hobgoblin.
  CS: +249 - TD: +6 + CvA: +20 + d100: +74 == +337
  Warding failed!
  In a panic, the hobgoblin discards his gear to aid his flight!
  He tosses an acid-pitted silver chest aside!
  The hobgoblin blinks for a moment, then runs off!
Cast Roundtime 3 Seconds.

Alchemy Recipe

A sleek alabaster wand
  1. Add wand oil
  2. Add 3 doses of white hook mushroom
  3. Boil
  4. Add powdered clear tourmaline
  5. Simmer
  6. Add fine alabaster dust
  7. Infuse
  8. Add s'ayanad crystal
  9. Chant Empathy (1108)

External Links