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Empath Spell Circle


Important Policy Note:
imutronics policy is that GemStone III is an ever-evolving game which contains many areas left open for expansion and change. Each spell circle documentation (such as this) represents only the original intent of the spell circle design. Due to various factors of implementation, game balance, and available resources, the actual spell implementation MAY differ. In addition, not every spell listed may be implemented, as the construction of GemStone III's world and mechanics is an on-going process.

This file will be updated, from time-to-time, to reflect the latest implementation of each spell circle. In addition, the spells which are currently implemented will be specified. An ongoing discussion of these spell circles is held in the GemStone III message board categories.

Unlisted Spells
Spell levels not listed are areas that must be learned to progress through the spell circle, but do not earn any spell when doing so. This occurs at the higher regions (thus more difficult portion) of the spell circle.

Implementation
This spell circle is implemented to level 20 as of 6/23/97.

Notes:
All of these spells are used to heal injuries and scars on the empath's own body. As the empath advances in knowledge, the ability to transfer certain injuries from other adventurers will also progress.

Spells which heal scars cannot be used until all of the current damage on the given area has already been healed.

Spells which heal major damage are doing very specific kinds of repair, and may not have any effect on minor damage. Also, some types of major damage may require more than one cast of the spell to be reduced to a manageable level. The student empath should seek out a suitable teacher, or else engage in serious field research, to learn the different types of wounds and the spells required to heal them.


801
Heal I HEAL1
Heals 10 points of damage.


802
Limb Repair I LIMREP1
Heals minor limb injuries.


803
System Repair I SYSREP1
Heals minor damage to the nervous system.


804
Head Repair I HEDREP1
Heals minor damage to the face, head, and neck.


805
Organ Repair I ORGREP1
Heals minor damage to the chest, back, abdomen, and eyes.


806
Heal II HEAL2
Heals 50-70 points of damage.


807
Limb Repair II LIMREP2
Heals major damage to limbs.


808
System Repair II SYSREP2
Heals major damage to the nervous system, such as convulsions.


809
Head Repair II HEDREP2
Heals major damage to the face, head, and neck.


810
Organ Repair II ORGREP2
Heals major wounds of the chest, back, and abdomen. Also useful for cerrtain eye injuries.


811
Limb Repair III LIMREP3
Heals minor limb scars.


812
System Repair III SYSREP3
Heals minor nervous system damage, such as that which causes slurred speech.


813
Head Repair III HEDREP3
Heals minor scarring of the head and neck.


814
Organ Repair III ORGREP3
Heals minor scars of the chest, back, and abdomen. Also useful for black eyes.


815
Limb Repair IV LIMREP4
Heals major scarring of the limbs.


816
System Repair IV SYSREP4
Heals major spasms, and other serious problems resulting from old nervous system damage.


817
Head Repair IV HEDREP4
Heals old wounds and scarring around the face, head, and neck.


818
Organ Repair IV ORGREP4
Heals old scars and mutilations about the chest, back and abdomen.


819
Eye Regeneration EYEREGN
Will restore a blinded eye. This spell is most useful on old scars. For freshly-lost eyes, the Organ Repair II spell may be more useful.


820
Limb Regeneration LIMREGN
Restores a lost limb. This spell is most useful on old scars. If the limb has been freshly severed, the Limb Repair II spell may be more useful.


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