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		<title>GAMERGIRL151: Created page with &quot;{{RTOC}}                                                                                                         &#039;&#039;Originally written by Battle Empath Alyenah Teplo of the Gry...&quot;</title>
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		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{RTOC}}                                                                                                         &amp;#039;&amp;#039;Originally written by Battle Empath Alyenah Teplo of the Gry...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{RTOC}}                                   &lt;br /&gt;
                                                                    &lt;br /&gt;
&amp;#039;&amp;#039;Originally written by Battle Empath Alyenah Teplo of the Gryphon Clan&amp;#039;&amp;#039;&amp;lt;br&amp;gt;           &lt;br /&gt;
&amp;#039;&amp;#039;Remastered by Living Compendium Zamara Chrefra, Munan and Hub Matron&amp;#039;&amp;#039;           &lt;br /&gt;
                                                                               &lt;br /&gt;
===Table of Contents:===                                                             &lt;br /&gt;
Introduction&amp;lt;br&amp;gt;                                                                   &lt;br /&gt;
What is an Empath?&amp;lt;br&amp;gt;                                                              &lt;br /&gt;
What is the Empath guild?&amp;lt;br&amp;gt;                                                       &lt;br /&gt;
Who are you as an Empath?&amp;lt;br&amp;gt;                                                       &lt;br /&gt;
Getting started with Empathy &amp;amp; Healing&amp;lt;br&amp;gt;                                          &lt;br /&gt;
Healing Basics (Transference, Spells, Herbs and Staying Alive)&amp;lt;br&amp;gt;                  &lt;br /&gt;
Magic Basics&amp;lt;br&amp;gt;                                                                    &lt;br /&gt;
Triage &amp;amp; Advanced Healing&amp;lt;br&amp;gt;                                                       &lt;br /&gt;
Politics &amp;amp; Necromancers&amp;lt;br&amp;gt;                                                         &lt;br /&gt;
Doing more with Empathy&amp;lt;br&amp;gt;                                                         &lt;br /&gt;
Empathic Shock&amp;lt;br&amp;gt;                                                                  &lt;br /&gt;
Deep Links&amp;lt;br&amp;gt;                                                                      &lt;br /&gt;
Empathic Manipulation&amp;lt;br&amp;gt;                                                           &lt;br /&gt;
Parting Tips&amp;lt;br&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
===Introduction===                                                                   &lt;br /&gt;
                                                                               &lt;br /&gt;
[[Empathy]] is the natural force in [[Elanthia]] that links all living creatures.  At  &lt;br /&gt;
birth, most living creatures, if not all, have some level of natural empathy.  &lt;br /&gt;
However, as individuals grow and mature this empathic ability becomes dulled.  &lt;br /&gt;
As a result, only those who actively pursue the ability are able to use it with&lt;br /&gt;
any effect.  Those people are referred to as empaths, and most are part of the &lt;br /&gt;
Empath Guild.                                                                  &lt;br /&gt;
                                                                               &lt;br /&gt;
You can find out more about the history of the Empath Guild and the Empath     &lt;br /&gt;
Guild leadership in the book &amp;quot;[[Khalo:  A Student&amp;#039;s Primer]]&amp;quot;.  The primer is often&lt;br /&gt;
available in libraries along with this one.                                    &lt;br /&gt;
                                                                               &lt;br /&gt;
Empaths primarily serve as healers in the realms.  We are the only Guild able  &lt;br /&gt;
to heal others with our abilities.  While everyone has access to healing herbs &lt;br /&gt;
and potions, these are slow, not effective on severely damaged body parts,     &lt;br /&gt;
and do not work at all if a body part has been completely destroyed.  This     &lt;br /&gt;
makes empaths vital to other adventurers around Elanthia.                      &lt;br /&gt;
&lt;br /&gt;
In order to use empathy, an empath must give up direct violence against living &lt;br /&gt;
creatures.  Any action that causes direct harm to a living or [[undead]] being will&lt;br /&gt;
cause an empath&amp;#039;s empathic senses to dull.  An empath who continues to cause   &lt;br /&gt;
harm to others will eventually reach the point when they have no more empathy  &lt;br /&gt;
than your everyday adventurer.  This is known as [[empathic shock]], and for this  &lt;br /&gt;
reason, many empaths are pacifists, and often seen as harmless or in need of   &lt;br /&gt;
protection.                                                                    &lt;br /&gt;
                                                                               &lt;br /&gt;
However, being able to heal does not mean that is the end-all-be-all of an     &lt;br /&gt;
empath, nor should it be for you.  Not all empaths are friendly healers, and   &lt;br /&gt;
some have even been war criminals.  For more information on Elanthia&amp;#039;s most    &lt;br /&gt;
notorious war criminal Empath, read the book &amp;quot;[[Jomay&amp;#039;s Story]].&amp;quot;                  &lt;br /&gt;
                                                                               &lt;br /&gt;
Perhaps you heal for money, fame, and fortune? Perhaps a haunted past drives   &lt;br /&gt;
you to serve others?  Did your family pressure you into joining the guild?     &lt;br /&gt;
People from all walks of life join the Empath Guild.  The guild does not       &lt;br /&gt;
require a pledge of nonviolence.  It is up to you to decide how to use your    &lt;br /&gt;
abilities and who you are.                                                     &lt;br /&gt;
&lt;br /&gt;
===Getting Started with Empathy &amp;amp; Healing===                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
When you first join the Empath Guild you will be given a lesson on how to heal &lt;br /&gt;
and taught your first healing spell, Heal Wounds.  To heal as an empath you    &lt;br /&gt;
first {{tt|TOUCH}} your patient, {{tt|TAKE}} the wound from your patient&amp;#039;s body to your body,&lt;br /&gt;
and then heal the wound on yourself.  At first, you will not be able to        &lt;br /&gt;
transfer very fast, and you will not be able to transfer all types of wounds.  &lt;br /&gt;
The traditional way for a young empath to start out is to find another empath  &lt;br /&gt;
to assist you with what you cannot handle.  The Empath Guild is big on         &lt;br /&gt;
assisting each other, so this should not be difficult to do in large cities and&lt;br /&gt;
near our guild halls.                                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
There are several types of wounds and damage you can heal as an empath.  Wounds&lt;br /&gt;
can be a combination of fresh or scars and internal and external.   Fresh      &lt;br /&gt;
wounds once healed, will leave scars.  For this reason, it is recommended you  &lt;br /&gt;
heal the fresh wounds and then the scars as piling up scars in one location may&lt;br /&gt;
prove fatal.  Internal and external wounds do not directly impact each other,  &lt;br /&gt;
and can be healed in any order.  External wounds are mainly on skin and        &lt;br /&gt;
muscles.  Your internals are your guts, organs, nerves, and bones.  Poison and &lt;br /&gt;
disease are additional types of injuries you will encounter, and we will cover &lt;br /&gt;
those later.                                                                   &lt;br /&gt;
&lt;br /&gt;
When an empath touches someone to transfer a wound, a Diagnostic Link is       &lt;br /&gt;
established between the empath and patient.  Through this link, the empath can &lt;br /&gt;
&amp;#039;see&amp;#039; and feel the patient&amp;#039;s wounds.  Each wound transferred will tax your     &lt;br /&gt;
fatigue and concentration, so you will want to go slowly until you get a feel  &lt;br /&gt;
for how much you can handle.  Keep in mind that it is possible for you to      &lt;br /&gt;
destroy parts of your body by transferring too many wounds.  This could prove  &lt;br /&gt;
fatal to you if you transfer injuries to any vital part of your body.  Once you&lt;br /&gt;
become more skilled with empathic links, you will be able to transfer only half&lt;br /&gt;
or part of a wound, which is extremely helpful on more severe wounds.          &lt;br /&gt;
                                                                               &lt;br /&gt;
If you become too overwhelmed by a link or realize you are about to destroy a  &lt;br /&gt;
part of your own body, you can {{tt|BREAK ALL}} of your links and wound transfers.    &lt;br /&gt;
You can also leave the area, if you are able to walk, as you must be near your &lt;br /&gt;
patient to transfer wounds.  However, breaking the links is the safest method  &lt;br /&gt;
of stopping the transfer.  Always remember that a good empath manages to heal  &lt;br /&gt;
their patients without killing themselves.  Speed is not as important as making&lt;br /&gt;
sure that both you and your patient survive.  A dead empath can heal no one.   &lt;br /&gt;
                                                                               &lt;br /&gt;
If you are having problems healing your own injuries, try using herbs.  Many   &lt;br /&gt;
guildhalls have locations where these are stored for free.  You can also try to&lt;br /&gt;
forage them up on your own, but that takes some practice.  Other empaths can   &lt;br /&gt;
also assist you with healing your wounds; however, we do not learn any empathy &lt;br /&gt;
experience from transferring wounds from each other.                           &lt;br /&gt;
&lt;br /&gt;
===Your First Spells===                                                              &lt;br /&gt;
                                                                               &lt;br /&gt;
During your career as an empath, you will learn several healing spells and have&lt;br /&gt;
the option to learn other types of spells.  The first two spells that every    &lt;br /&gt;
empath learns are heal wounds and heal scars.  You are taught [[Heal Wounds]] when &lt;br /&gt;
you first join the guild.  Once you circle, you will be able to choose [[Heal    &lt;br /&gt;
Scars]] as your next spell.  Both of these spells are used to heal wounds on your&lt;br /&gt;
body only.  They can both be used to heal internal and external wounds of the  &lt;br /&gt;
corresponding type for the spell.                                              &lt;br /&gt;
                                                                               &lt;br /&gt;
For your third spell however, you have several choices: [[Refresh]],Vitality      &lt;br /&gt;
Healing, [[Mental Focus]], [[Iron Constitution]], and [[Blood Staunching]].  I will not    &lt;br /&gt;
tell you that any specific spell is better for you early on, but I will make   &lt;br /&gt;
my own recommendations.                                                        &lt;br /&gt;
                                                                               &lt;br /&gt;
If you are having trouble and becoming too tired while healing then find       &lt;br /&gt;
yourself too fatigued to transfer additional wounds, the best spell for you to &lt;br /&gt;
learn is Refresh.  Refresh will improve the rate at which your fatigue recovers&lt;br /&gt;
and is more powerful with more mana in the cast.  This spell can also be cast  &lt;br /&gt;
on others, which can be a big help to younger empaths.  Feel free to ask your  &lt;br /&gt;
guild mates if they can help you out with this spell.  I highly recommend      &lt;br /&gt;
Refresh for your third spell.                                                  &lt;br /&gt;
&lt;br /&gt;
Next I would recommend learning Vitality Healing.  While healing patients, you &lt;br /&gt;
will sometimes need to transfer them some of your own blood, and often this can&lt;br /&gt;
save lives.  This spell will allow you to recover that lost blood quickly.     &lt;br /&gt;
Without this spell, it is entirely possible to die from blood loss.  Be sure to&lt;br /&gt;
tend your patient&amp;#039;s and your own wounds to lessen or prevent blood loss.       &lt;br /&gt;
                                                                               &lt;br /&gt;
In the same vein as Refresh, Mental Focus will assist in recovering your       &lt;br /&gt;
concentration lost from transferring wounds.  It will also provide a small     &lt;br /&gt;
bonus to your intelligence.  Once you have both Refresh and Mental Focus, and  &lt;br /&gt;
as long as you remember to keep both of the spells on you, you will find       &lt;br /&gt;
healing will go quicker and smoother.                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
Then I would recommend learning Blood Staunching.  This spell temporarily halts&lt;br /&gt;
the flow of blood from your wounds.  You can even cast the spell before you    &lt;br /&gt;
have a bleeding wound and it will activate once the blood begins flowing.      &lt;br /&gt;
Since your body needs to be capable of handling bleeding wound, this spell is  &lt;br /&gt;
not really useful very early on.  That is why I recommend learning the other   &lt;br /&gt;
spells first.  Also, keep in mind that this spell prevents bleeding only.  It  &lt;br /&gt;
will not prevent your death if you give your patient your entire spinal cord or&lt;br /&gt;
other organs.                                                                  &lt;br /&gt;
&lt;br /&gt;
Once you have learned Blood Staunching, you will be allowed to learn Flush     &lt;br /&gt;
Poisons and [[Cure Disease]].  You will learn to take poison from your patients    &lt;br /&gt;
around Circle ten, and disease shortly after fifteen.  Unless you find yourself&lt;br /&gt;
diseased or poisoned often before those circles, I would recommend picking     &lt;br /&gt;
other spells that will more directly assist you.  Similar to Blood Staunching, &lt;br /&gt;
these spells can be cast before you receive poison or disease, and will        &lt;br /&gt;
activate once you are so afflicted.  This can be done with Flush Poisons and   &lt;br /&gt;
Cure Disease only if you have learned the [[Adaptive Curing]] metaspell, which is  &lt;br /&gt;
only available as a scroll spell and is not taught directly by the guild.  If  &lt;br /&gt;
you are interested in this ability you can ask adventurers who hunt creatures  &lt;br /&gt;
if they have come across this scroll.  Often, many people will give it away as &lt;br /&gt;
they have no use for it.                                                       &lt;br /&gt;
                                                                               &lt;br /&gt;
Once you have Heal Wounds, Heal Scars, Refresh, Vitality Healing, Mental Focus,&lt;br /&gt;
and Blood Staunching, you will be able to handle just about any healing        &lt;br /&gt;
situation that comes your way.  The last two spells that I will cover here you &lt;br /&gt;
can choose in any order.  There are still many more advanced spells as well as &lt;br /&gt;
some with combat applications that you may select at any time, provided you    &lt;br /&gt;
meet the guild&amp;#039;s requirements to do so.                                        &lt;br /&gt;
                                                                               &lt;br /&gt;
[[Heal]] is a more advanced version of heal wounds and heal scars.  Heal may be    &lt;br /&gt;
cast without targeting a part of your body, and it will attempt to heal the    &lt;br /&gt;
most damaged parts of you that it is capable of doing.  It can also be directed&lt;br /&gt;
to heal only scars, or only fresh wounds.  Heal may cure injuries on different &lt;br /&gt;
parts of the body at once if the caster has enough skill and provides enough   &lt;br /&gt;
mana.                                                                          &lt;br /&gt;
&lt;br /&gt;
Gift of life is a spell that is often overlooked by many empaths.  This spell  &lt;br /&gt;
will provide a boost to your natural empathy skill, your ability to form and   &lt;br /&gt;
maintain links, and to your stamina.  Combined with Refresh and Mental Focus,  &lt;br /&gt;
you will notice that you have the ability to heal many wounds or many patients &lt;br /&gt;
without stopping.                                                              &lt;br /&gt;
                                                                               &lt;br /&gt;
Later on, you can explore other spells such as Regeneration and Fountain of    &lt;br /&gt;
Creation, two spells that will expand your self-healing capacity.  There are   &lt;br /&gt;
also many spells which can provide boons to your skills and abilities in the   &lt;br /&gt;
guild&amp;#039;s spell books depending on which way you want to focus your training.    &lt;br /&gt;
                                                                               &lt;br /&gt;
I recommend getting the [[Guardian Spirit]] spell at thirtieth circle if you have  &lt;br /&gt;
not already by that point.  This spell will summon an alfar warrior, a fae     &lt;br /&gt;
creature, to you which can protect you and attack your enemies.  The warrior   &lt;br /&gt;
can be {{tt|COMMAND}}ed to behave aggressively, which will allow it to attack engaged &lt;br /&gt;
enemies and any creature in the room, or defensively which will allow it to    &lt;br /&gt;
attack anything that advances on you.  This is useful for those who take the   &lt;br /&gt;
more battle oriented route in their training, as well as those who are in need &lt;br /&gt;
of protection.                                                                 &lt;br /&gt;
&lt;br /&gt;
If you want to remember anything the guild taught you about your spells, try to&lt;br /&gt;
{{tt|DISCERN}} the spell&amp;#039;s nature.  This act of recall can help you remember many     &lt;br /&gt;
details that may have slipped your mind, as well as remind you of your personal&lt;br /&gt;
casting limits for the spell.                                                  &lt;br /&gt;
                                                                               &lt;br /&gt;
It is also possible to conduct magical research which will allow you to gain   &lt;br /&gt;
some knowledge in one or more magical skills without having to cast spells     &lt;br /&gt;
again and again.  In order to conduct magical research you will need knowledge &lt;br /&gt;
of the [[Gauge Flow]] spell, which you can acquire on a scroll at the Crossing     &lt;br /&gt;
Artificer&amp;#039;s shop.  The types of research available to you will vary based on   &lt;br /&gt;
your Arcana experience.  Once you know the spell, simply cast it on yourself   &lt;br /&gt;
and then begin to {{tt|RESEARCH}} the magical field of your choice.  This can help    &lt;br /&gt;
overcome any gaps in spell knowledge you have.                                 &lt;br /&gt;
&lt;br /&gt;
===Triage &amp;amp; Advanced Healing===                                                      &lt;br /&gt;
                                                                               &lt;br /&gt;
From time to time, things will happen to Elanthia where empaths are sought to  &lt;br /&gt;
heal large quantities of injured folks.  It may be that someone is having a    &lt;br /&gt;
sparring event, two families have come into conflict, or there may even be an  &lt;br /&gt;
attack on the town or province you are in by wild creatures.  It is easy to get&lt;br /&gt;
flustered during triage; however, you should do your best to focus on what you &lt;br /&gt;
can do and how you can help and go only at the rate that you are capable of.   &lt;br /&gt;
Remember that a dead empath heals no one and will only create more work for the&lt;br /&gt;
other triage workers, including your fellow empaths.                           &lt;br /&gt;
                                                                               &lt;br /&gt;
During triage, the dead and the injured are brought to empaths and clerics to  &lt;br /&gt;
be restored.  Be cautious when healing dead bodies that you do not transfer the&lt;br /&gt;
entirety of a destroyed wound to yourself for a vital area such as your head,  &lt;br /&gt;
chest, neck, abdomen or back.  Keep in mind with enough skill you can {{tt|TAKE}} only&lt;br /&gt;
{{tt|PART}} or {{tt|HALF}} of a wound.  With everything going on, it is easy to become       &lt;br /&gt;
distracted and forget that you do in fact need a head or chest cavity to live. &lt;br /&gt;
                                                                               &lt;br /&gt;
Priority for healing should be given to the living, since it is easier to keep &lt;br /&gt;
someone alive than it is to have a cleric bring them back from the dead.  When &lt;br /&gt;
the city or province that your are is under attack, you also want to heal the  &lt;br /&gt;
living so that they can get back out there and continue fighting.  It is not   &lt;br /&gt;
necessary during triage to fully heal the body before it can be revived by a   &lt;br /&gt;
cleric, the body only needs to be able to hold life which generally means no   &lt;br /&gt;
missing body parts and no severe bleeding wounds.  Once a body has been healed &lt;br /&gt;
to the point where it can hold life, be sure to announce it so that the clerics&lt;br /&gt;
will know the body is ready to begin the process of being raised.  Often times,&lt;br /&gt;
a single empath or cleric will take on the role of calling out who is ready for&lt;br /&gt;
a raise.                                                                       &lt;br /&gt;
&lt;br /&gt;
Once you have access to learn Regeneration, you can learn this spell which will&lt;br /&gt;
constantly heal wounds on your body.  More mana in the preparation will        &lt;br /&gt;
increase the healing power of the spell.  I recommend learning the [[Magic Feats]] &lt;br /&gt;
from a trainer for [[Raw Channeling]] and Efficient Channeling to go along with    &lt;br /&gt;
this spell, which will allow you to easily maintain Regeneration while healing &lt;br /&gt;
patients or casting other healing spells to spot heal your more severe wounds. &lt;br /&gt;
Regeneration is a cyclic spell, which means it stays on you as long as you     &lt;br /&gt;
supply mana to it, and pulses to take mana from you.  This can be done by      &lt;br /&gt;
harnessing mana to it, using a [[cambrinth]] item, or via the Raw Channeling feat. &lt;br /&gt;
Raw Channeling allows cyclic spells to pull mana directly from your attunement.&lt;br /&gt;
Efficient Channeling reduces the cost per pulse.  This spell can be very       &lt;br /&gt;
helpful when constantly healing patients during triage.  Combined with herbs,  &lt;br /&gt;
you will find yourself renewed very swiftly.                                   &lt;br /&gt;
                                                                               &lt;br /&gt;
Fountain Of Creation is a complicated spell to master, but when cast it can    &lt;br /&gt;
heal many wounds at once, more than even Heal does.  This spell is very taxing,&lt;br /&gt;
and will tire you out and leave your body strained.  It can be cast while      &lt;br /&gt;
Regenerate is healing you, so that you can quickly rid yourself of many wounds.&lt;br /&gt;
It also helps to have Refresh, Gift of Life, and Mental focus active on you.   &lt;br /&gt;
An empath who has mastered all of these spells is a torrent of healing         &lt;br /&gt;
power.                                                                         &lt;br /&gt;
&lt;br /&gt;
===Politics And Necromancers===                                                     &lt;br /&gt;
                                                                               &lt;br /&gt;
Not every person you encounter is going to be friendly towards you.  These     &lt;br /&gt;
days, most adventurers choose to settle their conflicts with violence.  As an  &lt;br /&gt;
individual and an empath, you can only control your own actions, and if you    &lt;br /&gt;
choose to get involved in an ongoing conflict, you need to be prepared to      &lt;br /&gt;
accept the consequences for doing so.  While many empaths abhor violence, there&lt;br /&gt;
are those who enjoy it thoroughly.                                             &lt;br /&gt;
                                                                               &lt;br /&gt;
Healing any party involved in an active conflict is considered by some a       &lt;br /&gt;
hostile action, since you are giving aid to their enemy.  In the past, empaths &lt;br /&gt;
have been tried for various war crimes for aiding certain unlawful characters. &lt;br /&gt;
Your empathic power is a great responsibility.  Keep in mind that through you  &lt;br /&gt;
others are given new life, and not everyone may be deserving of that gift.     &lt;br /&gt;
                                                                               &lt;br /&gt;
Many guilds and adventurers believe in the innocence and defense of empaths,   &lt;br /&gt;
but not all do.  While some may choose to use their status as an empath to     &lt;br /&gt;
their advantage for protection, there are those that learn to defend           &lt;br /&gt;
themselves.  I encourage you to rely on your own power and ability, and learn  &lt;br /&gt;
to defend yourself.  You never know when your allies will be around, or what   &lt;br /&gt;
they may ask for in exchange for their assistance.  The only ally you can      &lt;br /&gt;
truly rely on is your Guardian Spirit.                                         &lt;br /&gt;
&lt;br /&gt;
The Empath Guild has no rules requiring empaths to heal every person that asks &lt;br /&gt;
for it.  It is up to you to decide how you use your ability.  Many empaths even&lt;br /&gt;
choose to charge for their services, while some refuse to take any compensation&lt;br /&gt;
for healing others.  Both of these philosophies have some merit, and you may   &lt;br /&gt;
choose your own path.                                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
The guild does frown on empaths assisting dangerous sorcerers and [[necromancers]].&lt;br /&gt;
Necromancers are type of sorcerer who bind life to the dead, giving them a     &lt;br /&gt;
false life.  The magic necromancers use is profane, outlawed in nearly every   &lt;br /&gt;
civilized town, and is fundamentally incompatible with an empath&amp;#039;s abilities.  &lt;br /&gt;
Attempting to heal a necromancer is dangerous, and can cause harm to the empath&lt;br /&gt;
attempting to do so.  It is possible to get shock from trying to heal the more &lt;br /&gt;
profane necromancers, which will cause your abilities to dull.  Be careful who &lt;br /&gt;
you offer a healing touch to, especially if they seem shady.                   &lt;br /&gt;
                                                                               &lt;br /&gt;
You can run into trouble yourself with the [[Inquisition]] or the local law        &lt;br /&gt;
enforcement if you practice low sorcery or wild magic.  Low sorceries are the&lt;br /&gt;
casting of spells of another type of mana than your own, which for an Empath   &lt;br /&gt;
would be any non-life magic spell.  This is dangerous for many reasons, and the&lt;br /&gt;
results are often violent - both for the caster and anyone in proximity - when &lt;br /&gt;
the mana explodes.                                                             &lt;br /&gt;
&lt;br /&gt;
===Doing more with Empathy===                                                        &lt;br /&gt;
                                                                               &lt;br /&gt;
Empathy can be used for more than just healing.  It is possible to learn the   &lt;br /&gt;
ability to form deep links with others from a fellow empath who knows the      &lt;br /&gt;
ability.  Deep empathic links allow you to link to a willing party and borrow  &lt;br /&gt;
some of their knowledge in a given topic.  Though these links are too strenuous&lt;br /&gt;
to maintain during combat, they can be very beneficial in certain situations.  &lt;br /&gt;
The most common use of a deep link linking to a teacher, who may or may not be &lt;br /&gt;
an empath, for an additional bonus to scholarship while listening to their     &lt;br /&gt;
class.  This gives the teacher a better student, and allows the empath to learn&lt;br /&gt;
more than they would normally.  You can learn this ability from any other      &lt;br /&gt;
Empath after you join the guild.                                               &lt;br /&gt;
                                                                               &lt;br /&gt;
In addition to deep empathic links, the link ability may be used to form       &lt;br /&gt;
persistent diagnostic links with your patients.  This will allow you to        &lt;br /&gt;
continue to see your patients wounds without having to touch them over and    &lt;br /&gt;
over.  This ability can also be taught to you by one of your fellow Empaths,   &lt;br /&gt;
once you have expert empathy.  Knowledge of this ability is required to learn  &lt;br /&gt;
the [[Hand of Hodierna]] link, which allows an empath to continuously transfer     &lt;br /&gt;
wounds from a patient.  While this link ability is slower than traditional     &lt;br /&gt;
transference methods, it can be used in battle and on multiple patients at     &lt;br /&gt;
once.                                                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
A common use for empathy is the ability to perceive and sense the life force of&lt;br /&gt;
others.  Once you have the ability to sense the life force of others           &lt;br /&gt;
consistently, you can gain experience in the with empathy by sensing these life&lt;br /&gt;
forces.  Many empaths take long walks simply sensing the life force of those   &lt;br /&gt;
around them.  It is possible to sense whether a creature is cursed or undead   &lt;br /&gt;
with this ability, and even the most skilled in stealth will be unable to hide &lt;br /&gt;
their life essence from an empath&amp;#039;s senses.  As your skill grows, you will find&lt;br /&gt;
you are able to sense poison, disease, and even blood loss and those around    &lt;br /&gt;
you.  Of course, this ability also allows empaths to recognize those who also  &lt;br /&gt;
have the empathic gift.                                                        &lt;br /&gt;
&lt;br /&gt;
Once your empathic ability has reached around dilettante skill level, you can  &lt;br /&gt;
learn the ability to manipulate wild creatures from an elder empath.           &lt;br /&gt;
Manipulating creatures will teach you some empathy skill, and allows you to    &lt;br /&gt;
hunt on your own.  There is some debate about the ethics of using a creature   &lt;br /&gt;
in this manner to kill for the empath, as the empath&amp;#039;s will supersedes the     &lt;br /&gt;
creature&amp;#039;s own.  I will leave you to figure out your own moral compass.        &lt;br /&gt;
Empaths are not capable of manipulating more than two creatures at once.  You  &lt;br /&gt;
will find the ability to maintain the manipulation on the creature strains your&lt;br /&gt;
concentration, so use the spells we discussed earlier such as Mental Focus to  &lt;br /&gt;
keep your strength up.                                                         &lt;br /&gt;
                                                                               &lt;br /&gt;
Empathy plays a small role in in many of our spells, and is required to be able&lt;br /&gt;
to heal our patients.  A fully shocked empath cannot heal anyone except their  &lt;br /&gt;
self, or use many spells and abilities.  An empath with just a little shock    &lt;br /&gt;
will find that some abilities are less effective than without it.  Shock is    &lt;br /&gt;
caused by doing direct harm to a living being.  Hitting undead also causes     &lt;br /&gt;
shock to empaths due to how they are created by necromancers.  While I am no   &lt;br /&gt;
expert, I have been told that a necromancer forces life into a being to create &lt;br /&gt;
undead.  While this life is false, it is still life to an empath.  There are   &lt;br /&gt;
also creatures known as constructs which have no life and are animated by      &lt;br /&gt;
magic.  It is possible for an empath to cause harm or directly fight a         &lt;br /&gt;
construct without suffering shock.                                             &lt;br /&gt;
                                                                               &lt;br /&gt;
You can take shock from your brother and sister empaths to share their burden, &lt;br /&gt;
but you will suffer from the penalties just as they do.  You cannot get a      &lt;br /&gt;
permanent shock scar from sharing the burden.  After a time, your abilities    &lt;br /&gt;
will return to their normal levels.  Often, Empaths construct a &amp;#039;shock circle&amp;#039; &lt;br /&gt;
where members take shock from one another to continue to halve the load until  &lt;br /&gt;
each member of the circle is shock free.                                       &lt;br /&gt;
&lt;br /&gt;
===Parting tips===                                                                   &lt;br /&gt;
                                                                               &lt;br /&gt;
I often find that many younger empaths want to know what train.  In my opinion,&lt;br /&gt;
you should learn everything you can about everything.  Knowledge is its own    &lt;br /&gt;
form of power.  Here are some miscellaneous tips to get you going though:      &lt;br /&gt;
                                                                               &lt;br /&gt;
Anatomy charts are available in shops, and can be compiled into compendiums.   &lt;br /&gt;
These can be studied and will teach scholarship, first aid, and empathy.  First&lt;br /&gt;
aid is an important skill for empaths the master.  Wounds that are properly    &lt;br /&gt;
tended will not bleed as often and cause blood loss.  This is useful both for  &lt;br /&gt;
your own wounds and in the event there is a line of patients waiting to be     &lt;br /&gt;
seen.  There are also some injuries which require tending before being healed  &lt;br /&gt;
by an empath.  Things such as blood mites, leeches, lodged ammunition, and     &lt;br /&gt;
other fragments embedded into your patients will continue to cause harm if not &lt;br /&gt;
removed.  You may also find that a patient is hemorrhaging faster than you can &lt;br /&gt;
transfer blood to them, and tending their wound may be life saving.            &lt;br /&gt;
                                                                               &lt;br /&gt;
When using your magic skills, you&amp;#039;ll find that arcana and magical devices known&lt;br /&gt;
as cambrinth may greatly aid your spell casting.  You can ask your fellow      &lt;br /&gt;
empaths about these, or visit the local Mentor Society for information and     &lt;br /&gt;
perhaps a free device.  There is a drink called kirmhiro draught which can     &lt;br /&gt;
restore mana attunement.  Mana is never lost or destroyed, but you do lose the &lt;br /&gt;
ability to manipulate it from time to time.  If you know the Refresh spell the &lt;br /&gt;
draughts are a fine thing to keep on hand, as they will make you feel tired but&lt;br /&gt;
will recover your attunement in a pinch.                                       &lt;br /&gt;
&lt;br /&gt;
Herbs can be valuable and a tight spot.  My favorites are hisan salve and cebi &lt;br /&gt;
root.  The salve will heal nerve injuries, while the root will heal external   &lt;br /&gt;
scars.  Many find the root quite bitter, so perhaps it is an acquired taste.   &lt;br /&gt;
There are many other herbs and potions, try asking around to find out more.    &lt;br /&gt;
                                                                               &lt;br /&gt;
Thieves often find that young empaths are easy marks.  Be sure to visit the gem&lt;br /&gt;
shop and tannery frequently to sell gems and skins given to you as tips.  Also &lt;br /&gt;
frequently visit the bank and deposit your coins.  It is not necessary to      &lt;br /&gt;
accept everything you are given, whether it is a gift or a tip.  I find that   &lt;br /&gt;
many empaths, after just a few years, become overburdened by meaningless       &lt;br /&gt;
possessions.                                                                   &lt;br /&gt;
                                                                               &lt;br /&gt;
While many empaths focus their training on mental abilities and stamina, do not&lt;br /&gt;
neglect the ability to defend yourself or your physical abilities.  The mind is&lt;br /&gt;
nothing without the body.  Get some armor of your preference, a shield, and a  &lt;br /&gt;
parry stick and try your luck at defending from rats and goblins.  If you need &lt;br /&gt;
starting protective gear, check local donation shelves, the mentors, and       &lt;br /&gt;
crafting halls.  Often the older members of society give things away to those  &lt;br /&gt;
younger once they outgrow it, and many crafters will make decent gear for free &lt;br /&gt;
if they know it is going to good use.                                          &lt;br /&gt;
                                                                               &lt;br /&gt;
Armed with this knowledge, I wish you well in the Elanthian world,&amp;lt;br&amp;gt;             &lt;br /&gt;
[[Zamara]]&lt;/div&gt;</summary>
		<author><name>GAMERGIRL151</name></author>
	</entry>
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