Empathic Assault (1110)

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Empathic Assault (1110)
Mnemonic [EMPASSAULT]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt & Warding 
Target(s) Single 
Interval One-shot (special) 
Damage Type Hitpoint 
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

Through concentration of will, the Empath becomes capable of focusing his awareness upon his own essence, gaining control over the energies coursing through him, and redirecting the flow until it manifests into a radiant sphere of energy which can be hurled toward opponents.

The successful Empath can infuse the target with his own essence, establishing an initially jarring connection through which he can overcome the natural energy flow of the target.

Empathic Assault is a bolt spell that uses Spell Aiming skill to resolve the initial plasma strike. If successful, the target will be subject to additional warding cycles over time that deal non-critical HP damage. The first warding cycle occurs immediately after the spell hits, with subsequent cycles (if any) occurring every 6 seconds afterwards. Some targets such as undead and constructs are only vulnerable to the initial bolt, being immune to the empathic connection and subsequent warding attacks.

Factors that affect Empathic Assault

Attack Strength (AS)

Attack strength for bolt spells is determined by the caster's stance, Dexterity stat bonus, Spell Aiming skill, and other modifiers such as Heroism (215), Bravery (211), or Intensity (1130).

Mental Lore, Manipulation

Mental Lore, Manipulation reduces the target's TD cumulatively per warding cycle, based on Seed 1 of the summation chart. The maximum benefit is -13 TD at 91 ranks. 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.

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. Recasting the spell before the total number of cycles is exhausted only adds one additional cycle, regardless of lore training. 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).

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

Alchemy Recipe

A faceted amethyst wand
  1. Add crystalline solution
  2. Add 2 doses of basilisk crest from crested basilisks
  3. Add powdered deep purple amethyst
  4. Boil
  5. Add 3 doses of ayanad crystal
  6. Simmer
  7. Add shimmering shard
  8. Chant Empathic Assault (1110)

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