Empathic Assault (1110)

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Empathic Assault (1110)
Mnemonic [EMPASSAULT]
Duration Instantaneous
Attack Magic - Damage - Disabling  
Subtype bolt spell & warding 
Target(s) Single-target 
Interval One-shot (special) 
Damage Type Hitpoint 
State(s) Inflicted none 
Critical Type Plasma 
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

The Empathic Assault spell allows the Empath to target an enemy with an AS bolt spell that, when successful, does initial hitpoint damage with possible plasma critical injuries, and then establishes an empathic connection between the caster and the target. This connection can then result in a series of CS based warding attacks which have the potential for additional hitpoint damage to the target. The Empath's Mental Lore training significantly affects the potency of this spell.

Empathic Assault will work on all targets, but some targets may be immune to the empathic connection and subsequent warding attacks. Those immune to the connection include the undead and constructs.

This spell is contained in faceted amethyst wands made by empaths with 50 or more ranks in Alchemic Trinkets.

Empathic Assault Factors

Attack Strength (AS)

The Attack Strength for this spell is determined by the character's dexterity stat bonus and Spell Aiming skill, plus any other attack strength modifiers, such as the Heroism (215), Bravery (211), or Intensity (1130) spells.

Mental Lore, Manipulation

Mental Lore, Manipulation reduces the target's TD based on Seed 1 of the summation chart. The maximum benefit is -13 TD at 91 ranks of Mental Lore, Manipulation. There is a small, random pushdown (up to 5) even with no lore ranks. If a character's lore benefit provides a greater bonus, it is used; otherwise, the random number is used. The pushdown is added again for each additional cycle of the spell, including recasting the spell before the cycles complete. The total number of cycles in this case would only increase by one and not the amount as determined by Mental Lore, Telepathy.

Mental Lore, Telepathy

Mental Lore, Telepathy increases the number of warding cycles at 5, 20, 40, 65, and 100 ranks. A total of two warding cycles occur with 5 ranks and a maximum of six cycles occur at 100 ranks. Note that if the target successfully wards against a cycle, no further cycles will be issued.

Mental Lore, Transformation

Mental Lore, Transformation training increases the spell's bolt damage factor (DF) by 0.001 per rank for ranks 1 to 50, 0.001 per 2 ranks for ranks 51 - 100 and 0.001 per 4 ranks for ranks 101 - 200. With 200 ranks the total DF increase is 0.100 shown in this expression:

[(50 * 0.001) + (50/2 * 0.001) + (100/4 * 0.001)]

The DF increase applies equally to each armor group (AG).

Mental Mana Control (MMC)

Mental Mana Control training gives a warding margin benefit to the warding part of the spell.

Spell Usage

  • CAST or INCANT this spell to hurl a radiant ball of energy at the target.

An Empath who wishes to utilize Empathic Assault as a primary hunting spell typically trains diligently in Mental Lore, Telepathy in order to increase the number of warding cycles the spell offers.

Bolt Spell Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Empathic Assault DF .680 .490 .365 .280 .205
AvD 55 45 44 43 42 30 28 26 24 15 11 7 3 7 1 -5 -11
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