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Empath's Wheel

The Empath's Wheel repairs the healer's own wounds and scars, supports companions, and turns pain against hostile creatures. BEAR treats another person's injury; these repair workings mend the Empath afterward.

Who can study it: Empath.

Use SPELLS for ready workings, SPELLS ALL for every learned working, and SPELLS CATALOG Empath's Wheel to browse this tradition in game. Filter with SPELLS BUFF, WARD, BOLT, or SONG (plurals work too); combine a filter with ALL to include learned workings that are not ready. SPELLS <catalogue code> explains a working and your current ability to cast it.

Workings

Working Use Targets
2576 Close Flesh Healing Yourself
2533 Mend Limb Healing Yourself
2590 Quiet Nerve Healing Yourself
2547 Mend Crown Healing Yourself
2504 Mend the Deep Healing Yourself
2561 Breakbone Warding attack A hostile creature
2518 The Early Fire Empowerment Yourself or a named companion
2575 Pain-Sense Warding control A hostile creature
2532 Centered Calm Protection Yourself
2589 Turned Pain Warding attack A hostile creature
2546 Limbsmooth Healing Yourself
2503 Nervesmooth Healing Yourself
2560 Crownsmooth Healing Yourself
2517 Deepsmooth Healing Yourself
2574 Withering Touch Warding attack A hostile creature
2531 Quickmend Support Yourself
2588 The Shared Thread Area warding Hostile creatures in the room
2545 Green Summons Utility Yourself
2502 Will's Reserve Protection Yourself
2559 Shared Ache Area warding Hostile creatures in the room
2544 Second Flesh Support You and grouped companions present
2529 Intensity Empowerment Yourself
2514 Bloodsmith Utility Yourself
2599 Solace Utility Yourself or a named companion
2569 Deep Renewal Healing Yourself

2576 Close Flesh

Use: Healing · Targets: Yourself · Mana: 5

Restores your own lost health. Empaths use BEAR to treat another person and then mend themselves with their repair workings.

2533 Mend Limb

Use: Healing · Targets: Yourself · Mana: 2

Mends your own injured arms, hands, and legs. Deeper study allows more serious wounds to be repaired.

2590 Quiet Nerve

Use: Healing · Targets: Yourself · Mana: 3

Mends your own damaged nerves. Deeper study allows more serious nerve injuries to be repaired.

2547 Mend Crown

Use: Healing · Targets: Yourself · Mana: 3

Mends your own head, neck, and eye injuries. Deeper study allows more serious wounds to be repaired.

2504 Mend the Deep

Use: Healing · Targets: Yourself · Mana: 4

Mends your own chest, abdomen, and back injuries. Deeper study allows more serious wounds to be repaired.

2561 Breakbone

Use: Warding attack · Targets: A hostile creature · Mana: 4

An impact warding injures a creature's limb on a solid hit. Stronger hits cause deeper injuries and a brief stun; a severe leg fracture also knocks it down. Targets without suitable bones take the damage without a bone injury. A target already stunned is more vulnerable to the attack.

2518 The Early Fire

Use: Empowerment · Targets: Yourself or a named companion · Mana: 3

Briefly lends bodily vigor to you or a companion, improving both Attack and Guard.

2575 Pain-Sense

Use: Warding control · Targets: A hostile creature · Mana: 5

Floods a hostile creature with pain. A successful warding can stagger it, knock it down, or drive it into a rout that awards the victory.

2532 Centered Calm

Use: Protection · Targets: Yourself · Mana: 4

A centered personal calm improves Guard against aimed attacks.

2589 Turned Pain

Use: Warding attack · Targets: A hostile creature · Mana: 6

Turns pain outward as a damaging warding against one hostile creature. It must overcome the creature's magical resistance.

2546 Limbsmooth

Use: Healing · Targets: Yourself · Mana: 8

Smooths your own old limb scars. It treats lasting damage after the wound itself has been mended.

2503 Nervesmooth

Use: Healing · Targets: Yourself · Mana: 8

Smooths your own nerve scars and lasting nerve damage.

2560 Crownsmooth

Use: Healing · Targets: Yourself · Mana: 9

Smooths your own scars of the head, neck, and eyes.

2517 Deepsmooth

Use: Healing · Targets: Yourself · Mana: 9

Smooths your own old scars of the chest, abdomen, and back.

2574 Withering Touch

Use: Warding attack · Targets: A hostile creature · Mana: 9

Gnawing spirits attack a creature's limb from within. A forceful warding causes a lasting limb wound as well as direct harm.

2531 Quickmend

Use: Support · Targets: Yourself · Mana: 9

While this brief ward holds, your self-mending also removes the scar left by the repair.

2588 The Shared Thread

Use: Area warding · Targets: Hostile creatures in the room · Mana: 14

Links hostile creatures to your pain through warding threads. While linked, damage you take is also carried to them.

2545 Green Summons

Use: Utility · Targets: Yourself · Mana: 9

Coaxes a remedy from the ground suited to your worst current injury. It supplies an herb rather than directly healing the injury.

2502 Will's Reserve

Use: Protection · Targets: Yourself · Mana: 10

A personal reserve of will improves Guard and Resolve.

2559 Shared Ache

Use: Area warding · Targets: Hostile creatures in the room · Mana: 16

Pours shared anguish across hostile creatures. Those affected turn their aggression toward their own kind and forget your party for a time.

2544 Second Flesh

Use: Support · Targets: You and grouped companions present · Mana: 14

Lends gradual health recovery and wound mending to grouped companions present. It works over time rather than performing an immediate complete repair.

2529 Intensity

Use: Empowerment · Targets: Yourself · Mana: 17

A personal battle-trance improves Attack and Guard.

2514 Bloodsmith

Use: Utility · Targets: Yourself · Mana: 19

Trades some of your current health for mana. The power comes from your own blood, so use it with care when already hurt.

2599 Solace

Use: Utility · Targets: Yourself or a named companion · Mana: 22

Places a limited imprint on a companion so your BEAR can reach them at a distance. The imprint lasts for a time and allows only a few remote treatments.

2569 Deep Renewal

Use: Healing · Targets: Yourself · Mana: 28

Restores your lost health and repairs every wound and scar at once. Renewing magic continues to help your body mend afterward.

Choosing a circle and using the guide · Casting and magical defenses