Implementation:
      This spell circle is currently implemented with the exception of spells 18
      and 19.  The spells may not work exactly as shown.
      
Notes: All of the healing 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. 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.
1101
      
      Heal
      Heals 10-50 points of damage.  Mana required based on amount of blood
      restored.
      
1102
      
      Limb Repair
      Heals limb injuries.  Mana required is based on the rank of the
      injury.  A minor injury would require 2 mana, a bleeding injury 7.
      
1103
      
      System Repair
      Heals damage to the nervous system. Mana required is based on the
      rank of the injury.  A minor injury would require 3 mana, a severe
      one 8.
      
1104
      
      Head Repair
      Heals damage to the face, head, and neck. Mana required is based on
      the rank of the injury.  A minor injury would require 4 mana, a
      severe one 9.
      
1105
      
      Organ Repair
      Heals damage to the chest, back, abdomen, and eyes. Mana required is
      based on the rank of the injury.  A minor injury would require 5
      mana, a severe one 10.
      
1106
      
      Empathic Focus
      Duration: 15sec/lvl, refreshable
      Based on the Empath's presumed training regimen of learning to concentrate
      to hold pain at bay or seeking the right level of concentration to attune
      to a patient to transfer wounds.  This spell would provide a base +10
      DS.  The Empath, when casting this spell is presumed to be exercising
      their special training to focus more attention on what they are doing.
      
1107
      
      Tendlore
      Duration: 15sec/lvl
      This spell is designed to increase the Empath's First Aid (F/A) skill.
       When this spell is active various commands utilizing F/A operate
      either more efficiently or differently.  For example, the Empath
      could do a diagnose full with only one hand free.
1108
      
      Empathy
      Duration: caster level + 1
      per 3 points of warding failure; 120 seconds maximum
      A CS based hunting spell.  With it, the Empath can project a fear
      into a target with different results.  The results are not
      controllable by the caster, but could include paralysis, weakened combat
      skills, slow responses and even possibly nerve damage.
      
      
      1109
      
      Empathic Rage
      A short duration spell where the Empath channels past memories of their
      outrage at wounds received or seen, into a temporary rage that enhances
      their offensive capability and bypasses the *normal* Empath reluctance to
      cause injuries.  The spell provides +15 AS for 15 sec. per level of
      the Empath.
      
1110
      
      Sensations
      A spell based on empathic nature of the profession.  This spell
      allows the Empath to sense life in the surrounding area.  It doesn't
      unhide them or otherwise affect other characters or creatures that are
      sensed.  It just let's one know they are there.  And no, it is
      not automatic.  Creatures and characters may resist any intrusion to
      their thoughts and remain unknown.  It is also quite possible that a
      backlash could occur when the target seeks to resist.
      
1111
      
      Limb Repair II
      Heals limb scars.  Minor scars would require one cast, mangled limbs
      2 casts, and missing limbs 3 casts.  You must have at least 15 ranks
      in the empath circle to heal mangled limbs, and 20 ranks to heal missing
      limbs.
      
1112
      
      System Repair II
      Heals nervous system damage, such as that which causes slurred speech.
       Slurred speech would require 1 cast, 2 casts for a medium scar, 3
      for a major one.  You must have at least 16 ranks in the empath
      circle to heal serious nervous system scars.
      
1113
      
      Head Repair II
      Heals scarring of the head and neck.  One cast for a minor scar, 2
      for a a medium, and 3 for a major.  You must have at least 17 ranks
      in the empath circle to heal serious head and neck scars.
      
1114
      
      Organ Repair II
      Heals scars of the chest, back, abdomen, and eyes.  One cast for a
      minor scar, 2 for a medium and 3 for a major.  You must have at least
      18 ranks in the empath circle to heal serious scars on the body.
      
1115
      
      Adrenal Surge
      Intended to be both useful and fun.  The main operation of this spell
      is to put the target on it's feet by an induced surge of adrenalin.  As
      some of you may know, the effects of adrenalin can have many different
      side effects and this spell might just have side effects in the same
      manner. 
      
1116
      
      Cry For Help
      Would operate between Empaths allowing one to make brief contact with
      another showing only location and dependent on the recipient's skills,
      some information on the caster's condition.
      
1117
      
      Sensory Overload
      The idea behind this spell is the target is overloaded with sensory
      signals to deleterious effect.  Exact operation is not determined.
       But it is intended to be another hunting/utility spell.
      
1118
      
      Unknown
      Unknown
      
1119
      
      Strength of Will (Proposed)
      Will provide spell defense (TD) based on training with limits.
      
1120
      
      Relaxation
      A spell that allows an Empath to enter a meditative trance, much like a
      cleric meditates.  Few actions are allowed and the trance can be
      easily broken.  Because of the steps and concentration required, the
      Empath could only enter this relaxing trance once an hour or so.  During
      the relaxation, the Empath is able to review things learned in the field
      and make them more permanent life experiences.
      
      
      1125
      Troll's Blood
      The result of years of the Empath
      profession's fascination with a troll's regenerative and recuperative
      powers.  This spell allows only limited action as an Empath
      concentrates on directing their body in the healing process.  While
      active, this spell and mind state lets the body heal itself.  For the
      duration of the spell, various wounds will reduce on their own.  This
      includes scars will fade away!  It is a slow process and each time a
      wound or scar reduces in some manner there will be some mana *burned* to
      aid in the process.  If the Empath is lacking in mana the spell and
      mind state it imbues could fail at any time.
      
      1130
      Intensity
      Allows an Empath to shift the emphasis
      of their goal, whether to attack or defend.  The empath is
      essentially able to shift an additional amount of AS to DS and vice versa
      by way of stance.  The spell would allow a shift 30 + 1 per 2 spells
      known over 30 in the base circle.  This maxes at 50 in extreme
      stances.
      
      1150
      Empathic Dispel or Multi Dispel
      Using this spell, an Empath could dispel
      up to ranks/10 spells from the target.  Again this would not work on
      anything but living targets.