Shaman

Light (0)
Speak with dead (1) +
Healing (3 for 2 CP) +
Purify (2) +
Tend (2)
Icon of will (3) +
Shaman symbol (2) *
Benediction disk (3) + *
Blessed armor (4) + *
Death (5) + *

+ signifies a Skill that can be purchased multiple times
* signifies 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

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

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

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

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

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 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.

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.

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. Single-use skill.
Call: “I grant you one blessed armor” while making contact with your target’s shoulder or upper arm

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

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