This spell allows the Cleric to attempt to heal a wounded Keldian with the help of an Ancestor. The Cleric must have some of the Ancestor's remains at hand, and the Ancestor must be willing. The Cleric touches the remains with one hand and the Keldian with the other and attempts to move damage from one to the other. If the spell succeeds the Cleric heals up to the capacity of the remains in Lethal damage, and the remains crumble to ash and blow away. Whether the spell fails or succeeds the Cleric takes 1 Lethal damage.
Different sizes of remains can absorb different amounts of damage. A small bone (finger or toe) will heal up to 4 Lethal, a larger bone (rib, forearm) will heal 6, while the largest bones (skull, upper limbs, spine) will heal 10. Obviously the stock of remains held by a given Cleric may be very limited.