Magic Skills

Applicable base headers are listed under each skill.  (* indicates a true skill)

Light (0): You are able to magically awaken the light within a green chemical light source (a green glow stick).  If you do not have this skill, you may not cast light, but you may carry an already-activated light source.  Note that you must provide your own glow sticks.  You may cast light as many times as you have glow sticks.
Infinite use skill.
Call: “I cast light” while cracking a green glow stick
Wizard, Psychic, Shaman

Dominate (4): This higher-tier spell causes its victim to obey the caster’s commands for a duration of five minutes.  The victim does not feel any hostility toward the caster and may not take any aggressive action against him.  The victim feels compelled to follow the caster’s directions to the best of his abilities, but is not forced to follow the order if a command makes the victim uncomfortable or goes against his out of game morals.  Simply state that the order that was given goes against your out of game morals and wait for another command. This spell may never be used to force a victim to reveal a secret or kill themselves.  A spell that completely misses its victim is considered expended. Note that this skill can be cast as a Psychic skill, in which case it requires Contact.
This spell may be countered by Spell shield. Single-use skill.
Call: “Dominate” while throwing a spell packet
OR
Call: “Dominate” while looking directly at the victim’s face, after establishing Contact with the victim
None

 

Arcane/Elemental:

Air shell (1): This spell grants the target the ability to resist one Stun effect (delivered by weapon or spell).  This ability may be stacked with an Ice Shell, but not with itself unless explicitly told otherwise.  Air shells may never be cast on an individual already bearing an Earth skin.
Single-use skill.
Call: “I grant you/myself one Air shell” while making contact with the target’s shoulder or upper arm, or by laying your hand against your own torso
None

“X” Bolt (3): This spell, regardless of where the packet strikes the victim, deals five points of torso damage to its victim. The word  preceding “Bolt” determines what kind of magic is being used to cast the spell (Arcane Bolt, Fire Bolt, Air Bolt, etc…). A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “X Bolt” while throwing a spell packet
Wizard

Bone Armor (4): This spell grants you five points of magical armor.  If you still have all five points intact upon taking a valid Slay call, you may expend all five points to Retreat that call. Note that magical armor comes off before Vitality or armor points.  Note that magical armor is the first thing to take damage when hit, and that you may not activate Bone Armor against a Slay if you do not have all five points of armor still intact. Should you choose to active your Bone Armor against a Slay, you must also take an irresistible Crushing Blow (as per a normal Retreat) in addition to the loss of the armor. Bone Armor may never be cast on an individual already bearing a Blessed Armor.
Single-use skill.
Call: “I grant you one bone armor” while making contact with your target’s shoulder or upper arm
None

Bind (2): This spell binds every part of the victim that is in contact with anything that is effectively immobile for a count of five minutes–feet to the ground, knees to the ground if kneeling, back to the ground if lying down, hand to the wall if leaning against the wall.  A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Bind” while throwing a spell packet
Wizard 

Blink (2): This spell allows the caster to “blink” for a brief amount of time. While Blinking, the caster is invulnerable and has a few seconds to move (running is permissible) in any direction, but cannot take any other action. Assassinate and Subdue may not be used for five seconds before or after Blink/Unblink is called, signifying an initial period of concentration and an ending period of disorientation that renders the user incapable of the precision that these two skills require.
Call: Caster places fist on forehead and calls “Blink;” when the Blink ends, the caster removes his fist and calls, “Unblink.”
None

Circle of protection (3): You have the ability to trace a circle (maximum three-foot diameter) on the ground around yourself as a means of defense.  For five minutes after you have cast the spell, you cannot be affected by any means.  The circle you draw should be visible on the ground, either scuffed in the dirt or comprised of a string of the appropriate length laid around your feet.  The circle affects only the caster.  Unless you have a Wizard staff, you may not cast spells or use weapons through the Circle.  You may speak freely or make use of spells or effects that target only yourself.  You may leave the circle at any time, thereby breaking it and ending its protection.
Single-use skill.
Call: “I cast circle of protection” while drawing or setting the circle on the ground around you; for five minutes or until the circle is broken, call “Resist, circle of protection” in response to any spells or effects directed at you
Wizard

“X” Dart (1): This spell deals one point of torso damage to its victim.  The word preceding “Bolt” determines what kind of magic is being used to cast  the spell (Arcane Bolt, Fire Bolt, Air Bolt, etc…). A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “X Dart” while throwing a spell packet
Wizard

Dispel “X”: There are many variations of this effect and they are not technically spells. Dispel effects cannot be resisted (except by Gypsy resist) and are always followed by an specific magical effect that is then dispelled. Examples include Silence, Sleep, Bind, Circle, and Icon. The named effect is removed from the target. There are two unusual Dispel calls.

Dispel Emotion removes all emotion effects on the target (Joy, Rage, Fear, Despair, Unbreakable Despair, Joyful Rejuvenation, Berserk Other, and Terror).

Dispel Magic is one of the most powerful effects in Terra. It instantly Dispels all magical abilities that the victim possesses.  Casters are unable to cast any spells for a duration of five minutes. Every magical item in contact with the victim’s body is instantly de-attuned (including Wizard staffs, Shaman Symbols, and Psychic talismans; these items need to be re-attuned to function properly again) or destroyed (including scrolls, inks, and so on).  For five minutes after being hit the victim is immune to all magical effects, including healing, magical artifacts, and scroll effects (respond with “No Effect”).  At the end of five minutes, the victim regains whatever spells they had before they were hit with this skill; however, if you have a Mana Pool your pool is exhausted and set to zero. Dispel Magic does NOT break through Icon of Will.
No Dispel effect can be resisted through a Spell shield. Each is a Single-use skill.
Call is “Dispel X” while throwing a spell packet.
None

Drain Vitality (2): This higher-tier spell drains vitality from the target and bestows it to the caster. This spell damages vitality directly and ignores both physical and magical armor. The caster cannot be healed beyond his maximum.
This spell may be countered by Spell shield. Single-use skill.
Call: “Drain X Vitality” while throwing a spell packet.
None

Drain (5): This higher-tier spell drains a skill from the target and grants it to the user. If struck with this spell, report to staff at the end of the event. Its effects do not occur until then.
This spell may be countered by Spell shield. Single-use skill.
Call: “Drain” while throwing a spell packet
None

Fumble (1): This spell causes its victim to drop everything in her hands immediately, with the exception of out-of-game items such as mugs or spell packets.  The items should be dropped a few feet away, although the victim may immediately pick them back up.  The spell effects shield-bearers as well.  Please try not to hit others with any fumbled items.  A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield. Single-use skill.
Call:  ”Fumble” while throwing a spell packet
Wizard

Ice shell (1): This spell grants the target the ability to resist one Poison effect.  It also makes your skin very cold to the touch.  This spell may be stacked with an Air Shell, but not with itself unless explicity told otherwise. Ice shells may never be cast on an individual already bearing a Magma skin.
Single-use skill.
Call:  ”I grant you/myself one Ice shell” while making contact with the target’s shoulder or upper arm, or by laying your hand against your own torso
None

Magma skin (3): This skill grants you one point of temporary, magical armor.  As soon as this armor is consumed, you must immediately throw three Magma Darts via spell packet at the person responsible for dealing the damage.  Anyone casting Magma skin should give you three spell packets upon granting you the Skin. Magma Skin can never be cast on on an individual already bearing a Ice Shell.

Single-use skill.
Call: “I grant you/myself one Magma skin” while making contact with the target’s shoulder or upper arm, or by laying your hand against your own torso
None

Pacify (2): This spell causes the target to become relaxed and calm. The target is unable to use any offensive abilities or attack. This effect is broken if the target is affected by any offensive abilities or attacked.

This spell may be countered by Spell shield. Single-use skill.
Call: “Pacify” while throwing a spell packet
None

 Rend (Arcane): This spell is designed to cause pain.  Rend does not deal any Vitality damage on its own.  The victim must role-play a feeling of intense, incapacitating pain, falling to her knees for five seconds and yelling out.  You may not use any of your offensive abilities during these five seconds, but you may defend yourself. A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Rend” while throwing a spell packet
None

Silence (2): This spell instantly renders its victim completely unable to speak or make any noise for a duration of five minutes.  While affected, the victim may not cast any spells for this period of time. The victim is not prevented from stating necessary, out-of-game calls such as “Maim” or “Resist.”  A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Silence” while throwing a spell packet
Wizard

Sleep (2): This spell causes the victim to immediately fall asleep for a duration of five minutes.  The victim will awaken before that time if another person vigorously shakes him and calls his name, or the victim is dealt 1 point of damage.  A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Sleep” while throwing a spell packet
Wizard

Spell shield (4): This spell allows you to resist and negate the effects of one magical spell or effect of your choosing.  Note that this spell may be activated even while unconscious, lying dead, or walking as an eidolon.  You may cast this spell on yourself or on others.  Spell shields do not stack one atop the other on any given person unless explicitly told otherwise.
Single-use skill.
Call: “Resist, Spell shield” immediately after being struck with the magical spell or effect you wish to negate; to cast, call, “I grant you/myself one Spell shield” while making contact with the victim’s shoulder or upper arm, or by laying your hand against your own torso
Wizard*

Spell storm (4): This skill is used in conjunction with any other Wizard spell that costs one or two CP to purchase.  Activating a Spell storm allows you to throw ten of the desired spell over the course of the next five minutes.  You may not move until the entire Spell storm is thrown.  Both the Spell storm skill and one instance of the thrown spell are considered expended once the Spell storm is done.  Any of the ten spells left over after the five minutes have ended expire and may not be used.  Note that powerful wizards can learn to Spell storm higher-cost spells.  A spell that completely misses its victim is still considered expended.
Single-use skill.
Call: “Spell storm x spell” and begin throwing ten of that spell
Wizard*

Stone skin (3): This spell grants its target three points of magical armor.  You may stack a Stone skin with a Spell shield and/or physical armor, but not with another Stone skin unless explicitly told otherwise.  If (and only if) you have all three points of magical armor provided by your Stone skin, you may resist one Subdue call, which consumes the three points of magical armor. Stone skin may never be cast on an individual already bearing an Air shell.
Single-use skill.
Call: “I grant you/myself one Stone skin” while making contact with the target’s shoulder or upper arm, or by laying your hand against your own torso
None

Stun (2): This skill causes the victim to stop and stand still in place for five seconds, as though stunned.  During these five seconds, the victim may not take any action, but may monitor his surroundings by turning his head slowly.  You should role-play an appropriate reaction.  The normal restrictions regarding melee skills and spells apply to this skill.
This skill may be countered by Parry, if delivered via weapon, or by Spell shield, if delivered via spell packet.  Single-use skill.
Call: “Stun”
None

Unbind (2): This spell instantly unbinds a person who has been struck with the spell Bind.  A spell that completely misses its target is still considered expended.
This spell may be countered by Spell shield, if desired.  Single-use skill.
Call: “Unbind” while throwing a spell packet
Wizard

Wizard Staff (4):  You are able to use a Wizard staff as both a weapon and a focus item. You are encouraged to personalize your Wizard staff with designs as you see fit (see the weapons page for restrictions). You may cast spells while holding your Wizard staff, as an exception to the rules for casting with items in hand. You may also use your staff to cast spells through a circle of protection.  If you have purchased Arcane Dart you may cast infinite Arcane Darts while holding your staff in your hand.  These Darts may be cast at a rate of one Dart every three seconds.  If your staff is lost or destroyed, you may attune another, although attunement usually occurs only between games. There are many advanced skills that characters can learn through Wizard staff with proper in-game study.
Infinite use skill.
Wizard*


Psychic:

Contact (0): You are able to establish mind-to-mind contact with one target at a time.  Contact is established by throwing a spell packet; if you hit your target anywhere on the body, clothing, weapon, or shield, you successfully establish contact.  You may then cast any other skill that requires contact to be made.  Note that contact is an “invisible” skill, and only those who have contact can detect when it is used.  Contact may be made with only one target at a time, and is immediately broken if the target leaves your line of sight or if you attempt a contact-based skill, regardless of whether or not the spell is successfully cast.  If broken, contact must be reestablished before any other contact-based skills may be used.  You may not resist contact unless explicitly told otherwise.  Infinite use skill.
Call: “Contact” while throwing a spell packet
Psychic

Despair (2): This skill requires contact to be established.  To cast, speak the incant as you look directly at your victim’s face. You need not continue looking at the victim for any longer than it takes to cast the spell. The victim must role-play a feeling of overwhelming despair, hopelessness, and deep sadness, and may not use any offensive skills or abilities for a duration of five minutes.  The victim may use defensive skills or abilities during this time.  If any other person bestows a positive effect on the victim, such as a point of Healing or a Spell shield, or spends one minute comforting him and reassuring him of his worth, the effect is broken.
This skill may be countered by Spell shield or Psychic talisman.  Single-use skill.
Call: “Despair” while looking directly at the victim’s face, after establishing Contact with the victim
Psychic

Fear (2): This skill requires contact to be established.  To cast, speak the incant as you look directly at your victim’s face.  The victim must role-play a feeling of intense fear and is unable to take any action other than to cower for a duration of five minutes. The victim can back away from you, should you approach, but otherwise shouldn’t move. If the caster stops looking at the victim, or the victim suffers any physical damage, the effect is immediately broken.
This spell may be countered by Spell shield or Psychic talisman.  Single-use skill.
Call: “Fear” while looking directly at the victim’s face, after establishing Contact with the victim
Psychic

Joy (2): This spell requires contact to be established.  To cast, speak the incant while you look directly at the victim’s face.  You need not continue looking at the victim for any longer than it takes to cast the spell.  The target must role-play a feeling of absolute euphoria, happiness, self-confidence, and well-being, gaining three points of magical armor for a duration of five minutes.  This armor is the first to be expended if attacked.  If five minutes elapse without the armor points being used up, they expire.
This spell may be countered by Spell shield or Psychic talisman.  Single-use skill.
Call: “Joy” while looking directly at your victim’s face, after establishing Contact with the victim
Psychic

Mind crush (4): This skill requires contact to be established.  To cast, speak the incant while you look directly at your victim’s face. The victim takes no vitality damage but immediately falls unconscious. Physical protection will not counter this spell.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Mind crush” while looking the victim directly in the face, after establishing Contact with the victim
Psychic*

Psychic Talisman (2): This object allows a Psychic to focus her power and to resist basic Psychic Emotion Skills. The item should be distinctive and larger than a half-dollar coin, and you must submit it for staff approval before bringing it into game. Talismans are considered in-game items and can be sold, stolen, transferred, traded, etc. To function, your talisman must be attuned to you and located somewhere on your person. If lost, broken, or stolen, the Psychic becomes susceptible to the base emotions until the talisman is returned or repaired, or a new talisman is found and attuned. Talismans may only be attuned between games. Infinite use skill.
Call: May infinitely call “Resist” when struck with a non-True Psychic Emotion skill (Fear, Despair, Joy, and Rage). Does not allow the Psychic to resist Contact.
Psychic*

Quell emotion (1): This skill requires contact to be established, and allows you to remove or negate an emotion-based spell that has been cast on another person.  Note that the skill does not allow you to quell “natural” emotions, only forced ones.
This spell may be countered by Spell shield. Single-use skill.
Call: “Quell emotion” (despair, fear, joy, or rage) while looking the victim directly in the face, after establishing Contact with the victim
Psychic

Rage (2): This skill requires contact to be established.  To cast, speak the incant while you look directly at the victim’s face.  Note that you need not look at the victim for any longer than it takes to cast the spell.  The victim must role-play a feeling of bubbling, primal fury or explosive anger for a duration of five minutes, and his very next weapon strike functions as a Cleave.  If five minutes elapse before the Cleave is used, it expires.
This spell may be countered by Spell shield or Psychic talisman.  Single-use skill.
Call: “Rage” while looking directly at the victim’s face, after establishing Contact with the victim
Psychic

Rend (Psychic): This spell requires contact to be established.  To cast, speak the incant while you look directly at the victim’s face.  You need not continue looking at the victim for any longer than it takes to cast the spell. Rend does not deal any Vitality damage on its own.  The victim must role-play a feeling of intense, incapacitating pain, falling to her knees for five seconds and yelling out.  You may not use any of your offensive abilities during these five seconds, but you may defend yourself.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Rend” while looking directly at the victim’s face, after establishing Contact with the victim.
None

Rend mind (3): This skill requires contact to be established and represents your ability to forcibly pull an answer to a question from a victim’s mind.  The victim should role-play a feeling of intense, incapacitating mental pain and must answer the very next question that the caster asks truthfully.
This spell may be countered by Spell shield.  Single-use skill.
Call: “Rend mind” while making contact with the victim’s shoulder or upper arm, after establishing Contact with the victim
Psychic*

Terror: This skill requires contact to be established. To cast, speak the incant while you look directly at the victim’s face. Note that you need not look at the victim for any longer than it takes to cast the spell. This call reflects the caster striking the victim with unbearable terror, forcing him/her to flee as quickly and directly as possible from the source of the terror, not attacking unless cornered, and not returning until the duration is over. Lasts 1 minute. Damage does not break this effect.
This spell may be countered by Spell shield. Single-use skill.
Call: “Terror” while looking directly at the victim’s face, after establishing Contact with the victim.
None

Rend skill (4): This upper-tier Psychic skill requires contact to be established and represents your ability to forcibly pull knowledge of the use of a skill from the victim’s mind. The victim should role-play a feeling of intense, incapacitating mental pain. This does not work on magical abilities; and the player must have witnessed the target using the skill to be aware that the target has the skill to rend. Upon using Rend skill, the player must state which skill he is rending. If he does not state a specific skill, or the target has already used all of the skill the player wants, the player must report to staff center for the random assignment of a skill. Rending a skill from a target takes one use of that skill from the target; thus, a duelist with five uses of maim, having been rended, will only have access to four maims afterwards. Once the target dies, or has CP restored, he regains all uses of maim. The psychic who rended the skill has access to it until he uses it, or until he dies. Passive skills gained through Rend skill persist until the psychic dies. Skills received through Rend skill do not persist between events. Rend skill does not apply to magical spells/effects, vitality (including Cheap Vitality), poison, or any BGS-related skills such as spy or sage.
This spell may be countered by Spell shield. Single-use skill.
Call” Rend Skill” while looking directly at the victim’s face, after establishing Contact with the victim.
None

 

Shamanic:

Benediction disk (3): You are able to benedict dead bodies to strengthen the spirit about to pass into Death.  This skill requires a prop called a benediction disk–a small white disk.  Staff will provide you with as many disks as you have purchased at check-in. Benediction disks are considered in-game items and may be sold, transferred, stolen, etc. during game.  You may only cast as many benedictions as you have disks.  Benedictions may not be cast on living persons or eidolons.
Any spell associated with a colored disk may be countered by Spell shield, if desired.  Single-use skill.
Call: “I benedict your spirit,” placing the disk into the hand of the corpse.
Shaman*

Blessed armor (4):This spell grants you five points of magical armor.  If you still have all five points intact upon taking a valid assassinate call, you may expend all five points to resist that call. Note that magical armor comes off before Vitality or armor points. Blessed armor may never be stacked.  Note that magical armor is the first thing to take damage when hit, and that you may not activate Blessed armor against an Assassinate if you do not have all five points of armor still intact.  Should you choose to active your Blessed armor against an Assassinate, you must also take an irresistible Cleave in addition to the loss of the armor. Blessed Armor may never be cast on an individual already bearing a Bone Armor.
Single-use skill.
Call: “I grant you one blessed armor” while making contact with your target’s shoulder or upper arm
Shaman*

Death (5): This spell instantly kills its victim, tearing the victim’s spirit from her body as it hits.  The victim suffers no Vitality loss, but no death strike is necessary.  A spell that completely misses its victim is still considered expended.
This spell may be countered by Spell shield, but must be treated as an irresistible Cleave if so. Single-use skill.
Call: “Death” while throwing a spell packet
Shaman*

Healing (3 for 2CP): You are able to heal lost Vitality to yourself or others, at a rate of one point of Healing to one Vitality.  Note that Healing restores only lost Vitality, and does not cure Maimed limbs or wake someone to consciousness.
This spell may be countered by Spell shield, if desired. Single-use skill.
Call: “I heal you/myself x amount of Vitality” while making contact with the target’s shoulder or upper arm, or by laying your hand against your torso
Shaman

Icon of Will (3): You are able to protect yourself by entering into an icon.  The icon must conform to the following standards to be considered valid:

  • You must state, clearly and out loud, “Icon of will.”
  • You must be standing.
  • You may not be holding anything in your hands.
  • You must have your head bowed with your arms crossed in any X over your chest.
  • You may not look up, speak, or make any sound, other than to state, “No Effect, icon of will” if anyone attempts to strike you with a spell or weapon.

Note that, while in an Icon, your senses still perceive normally–you can hear everything that goes on around you, and if you choose to leave your eyes open, you can see the ground and use your peripheral vision.  As soon as you move, the icon is broken.  No one else may directly cause your icon to break, touch you or any possessions on your person, or place ropes on you while you maintain a successful icon.
Single-use skill.
Call: “Icon of will” and adopt the proper stance
Shaman

Instant Tend (2): This spell instantly restores a single maimed limb OR revives the target from unconsciousness. It is an instantaneous version of the Tend skill. If the caster doesn’t specify a limb on cast, the target may choose which limb is Tended. If the target is unconscious, an untargeted Instant Tend is assumed to revive him from unconsciousness.
Single-use Skill.
Call: “Instant Tend,” or “Instant Tend X Limb,” or “Instant Tend Unconsciousness” while throwing a spell packet.
None

Purify (2): This spell allows you to cure the effects of poison or specific kinds of disease that another person has.  The spell must be cast on the victim within five minutes of being poisoned or infected. Purify works against blade poison, contact poison, and most poisonous elixirs, and one purify spell is able to cure the effects of multiple poisoning.  Note that the spell does not restore the victim to consciousness or restore any lost Vitality.  Purify may also be used for other things–cleaning objects, sobering up someone who is drunk (with the side-effect that he then suffers an instantaneous hangover), and so on.
Single-use skill.
Call: “Purify” while making contact with the victim’s shoulder or upper arm, or by laying your hand against your own torso
Shaman

Restore Spirit: This skill restores a dead individual to life. The individual is revived at the number of vitality they had before dying. May not be case on living persons, eidolons, or on yourself.
Single-use skill
Call: “I restore your spirit.”
None

Shaman Symbol (2): 

You have the ability to turn minor Undead using your own personal Shaman symbol. At check-in of your first event, you will receive the Shaman symbol prop, which you may decorate as desired. To turn successfully, you must abide by the following rules:

            You must be holding only your Shaman symbol in your hands while turning.
            You must be actively chanting while turning. The basic Shaman chant is, “On this night, Undead take flight,” but many Shaman come up with an individualized chant as they grow more powerful. Some chants, such as that used by the Cornelian Knights, may only be used by members of a specific organization.
            When beginning your chant, you should focus on a particular opponent and specify how powerful your turning is by saying, “By the power of x Shaman, [your chant].” Anyone with a basic symbol has the power level of one (1) Shaman. To increase your power, you will need to train in-game.

Most importantly, your chant and demeanor must be full of conviction. You may speak in a normal tone, a whisper, or with a raised voice; but you must have conviction.
Note that your chanting will not work if you do not abide by these rules. Chanting creates a cone of effect in the direction in which you are chanting, but Undead outside of that cone can and will still attack you. Some Undead are powerful enough to ignore one or even two Shamans actively turning; it is your responsibility to learn in-game which Undead you can handle and which you cannot. Note that your effectiveness at turning is judged on an individual basis by the staffers sent to attack you; just remember that all you need to do is convince that particular staffer that you are scary and it would be a great idea to run away from you. Shaman symbols may be used during in-game lessons and training to develop further skills.
Infinite use skill.
Shaman*

Speak with Dead (1): You are able to speak with someone who has died. Note that this spell works only on a dead body or an eidolon; that an eidolon must continue moving toward Death’s realm; and that the deceased may choose not to speak to you.  Casting this spell allows the deceased to perceive normally, including vision and hearing; the deceased may not move or use any skills, however.  You may not cast this spell on yourself, unless explicitly told otherwise, or of the Alhazir race.
This spell may be countered by Spell shield, if desired.  Single-use skill.
Call: “I cast Speak with Dead” while making contact with the victim’s shoulder or upper arm
Shaman

Tend (2): You are able to restore people to consciousness or heal Maimed limbs.  You must role-play the process of healing your patient for a duration of one minute per limb, or per restoration of consciousness.  You must start over from the beginning if you are interrupted while tending.  The healing takes effect instantaneously once the minute is up.  Note that Tend does not restore any lost Vitality.  If both of your arms have been Maimed, you may not use Tend until one of your arms has been Tended.  Tending is a combination of magical and practical medical know-how.
Infinite use skill.
Call: “I begin Tending” as you start to role-play the healing process
Shaman

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