Medicine Charms
Infection-Banishing Prana
Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Medicine: 2
Minimum Essence: 2
Prerequisite Charms: None
Nearly any Exalted with the Medicine
Ability can tell at a glance whether a wound has been infected. Infections
rarely strike the Exalted themselves, but their servants, henchmen and
bodyguards often suffer from such maladies in the hours and days following
battle. Regardless of the nature of the character suffering from infection,
Dragon-Blooded with this Charm can remove the infection with just a touch and
the expenditure of a mote of Essence. Removing the infection does not eliminate
damage already done, but it removes the source of infection and prevents it
from recurring to the injury ― even if the Charm’s subject does something
foolish, like enter the sewers of Nexus with an open wound. So long as the
wound has been treated with Infection Banishing Prana,
it will not become infected. Note that Infection Banishing Prana
only works on infections caused by physical injury; ordinary and magical
plagues are unaffected by it.
Dread Infection Strike
Cost: 2 motes
Duration: Instant
Type: Supplemental
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms:
Infection-Banishing Prana
The character’s knowledge of the
medicinal arts and the sources of infection has grown to such levels that he
can magically infect his own weapon as he strikes; if he does at least one
lethal wound to the target, the would is much more likely to become infected.
The difficulty of the Stamina + Resistance roll to avoid infection from the
attack goes by +2, even for Exalted. Frequent use of this Charm is sure to win
the character enemies, as there is no more hated weapon than disease. The
Essence must be spent to activate this Charm before the character makes his
attack roll, and if the attack does not do at least one lethal wound, the
Essence is wasted. This Charm can explicitly be used in a Combo with Charms of
other Abilities.
Disease-Banishing Technique
Cost: 4 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Medicine: 4
Minimum Essence: 2
Prerequisite Charms:
Infection-Banishing Prana
With this technique, the
Dragon-Blood becomes like a healer out of legend. He can remove all but the
most power magical plagues from his allies with a touch of his hand. The Exalt
must make an ordinary diagnosis with his Disease-Banishing Technique, as it is
necessary to know what plague it is the character intends to eliminate. If the
diagnosis roll is successful, however, then the simple expenditure of a few
seconds’ time, the touch of the Exalted’s hand and
the expenditure of the necessary Essence combine to violently purge the disease
from the subject’s body. The subject is likely to convulse and expel some foul
substance from her mouth and nose as this Charm takes effect, costing her his
next turn if one had been available. Should the subject suffer from multiple
plagues ― a terrible fate indeed! ― then
this Charm must be used multiple times. Disease-Banishing Technique does work
on battlefield infection ― however,
Infection-Banishing Prana is a far more effective
tool for such things. This Charm, like so much other magic, is powerless
against the Great Contagion.
Wound-Closing Touch
Cost: 2 motes per health level
converted, plus 1 Willpower
Duration: Instant
Type: Simple
Minimum Medicine: 4
Minimum Essence: 3
Prerequisite Charms:
Disease-Banishing Technique
With this simple Charm, the
Exalted can rapidly close open and bleeding wounds on his body, allowing himself to heal those wounds far more quickly than a mortal
could. The Charm leaves only bruises and sprains behind, rather than
life-threatening injury. So long as at least 1 mote of Essence is spent, any
bleeding wounds automatically close. In addition, every 2 motes of Essence
spent turns one lethal wound level into a bashing wound level instead. The
character does not have to convert all of his lethal wounds into bashing wounds
if he does not wish to do so. This Charm can also be used on other characters.
Grievous Wound Alteration Energy
Cost: 3 motes and 1 Willpower
per health level converted
Duration: Instant
Type: Simple
Minimum Medicine: 5
Minimum Essence: 3
Prerequisite Charms:
Wound-Closing Touch
This complex Charm allows the
Exalted to turn truly horrific injuries, such as those inflicted by
supernatural sources, into mere lacerations and broken bones. By spending 3
motes of Essence, he can convert an aggravated wound level into a lethal wound
level. The Dragon-Blooded does not have to convert all of his aggravated wounds
to lethal wounds if he does not wish to do so or cannot afford the Essence.
This Charm also automatically closes any bleeding wounds from which the
character suffers. Aggravated wounds converted to lethal wounds with this Charm
can later be converted to bashing wounds with Wound-Closing Touch, above. This
Charm can also be used on other characters.
Madness-Analyzing Stare
Cost: 3 motes
Duration: Instant
Type: Simple
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms:
Infection-Banishing Prana
This Charm allows a Dragon-Blood
to analyze another character and see what external influences there are over
his mind; this includes low-Willpower compulsions, mind-affecting sorcery or
Charms and/or derangements. A Perception + Medicine roll is called for here,
with a difficulty of 2. Should this roll be successful, the Exalt can detect
any external influences on the target. With four or more successes, she can
trace magical influences backward to their source. The Exalted cannot use this
Charm on herself, as one’s mind often proves too nimble for cogent
self-analysis. This Charm does not diagnose or help in the treatment of the
Great Curse.
Purity Of Mind
Method
Cost: 5 motes, 1 Willpower
Duration: Instant
Type: Simple
Minimum Medicine: 4
Minimum Essence: 3
Prerequisite Charms:
Wound-Closing Touch, Madness-Analyzing Method
With a strike of the palm, and a
touch of the lips, an Exalted with this level of mastery, over the medicinal
arts can remove the pain of insanity or external influence from the Charm’s
subject. The Dragon-Blood must have first used Madness-Analyzing Stare to learn
the source of the subject’s mental problems ― whether it be madness,
compulsion or sorcerous meddling. This Charm must be
used repeatedly if its subject suffers from multiple sources of mental
influence. Purity of Mind Method works to counteract only sorcery spells of
instant duration ― ones whose effects are still ongoing must be targeted
with Emerald Countermagic. Like Madness-Analyzing
Stare, the Charm is powerless in the face of the Great Curse.
Spark
Kindling Rescue Technique
Cost: 5 motes
Duration: Varies
Type: Simple
Minimum
Medicine: 2
Minimum
Essence: 2
Prerequisite
Charms: None
Dynasts in the Cathak legions
developed this Charm as a means of retrieving fallen comrades from the field of
battle. By sending a potent surge of Essence through the target’s body, the
Fire Aspect sparks an incapacitated target into furious action for three turns
for every success on a Strength + Medicine roll. The target does not regain
consciousness and cannot take actions of his own, so the Exalt using this Charm
must guide the target’s somewhat uncoordinated running, but the target can move
at his maximum speed for the duration of this Charm, provided the Exalt guides
him around obstacles. Targets affected by this Charm are, albeit only briefly,
stabilized and will not lose blood again until three turns after the Charm
concludes. If the target takes damage beyond the maximum dictated by his
Stamina while this Charm is in effect, he dies the moment the Charm concludes.
Verdant
Curtains Of Serenity
Cost: 5 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Medicine: 5
Minimum Essence: 3
Prerequisite Charms: Purity of Mind Method
Through extended insight meditation and the reining of
the mind’s wandering tendencies, a Dragon-Blooded who has mastered this
technique way wrap his consciousness in bands of resilient Essence, affording
his sanity a fortress-like protection through which only the most persistent
psychic effects may penetrate.
A character using this Charm may add her permanent Essence
to the difficulty of any supernatural effect that seeks to sway her emotions,
control her mind or induce madness. This Charm has no effect upon the Great
Curse.
Jade
Crucible Method
Cost: Special, 1 Willpower
Duration: Instant
Type: Simple
Minimum Medicine: 5
Minimum Essence: 4
Prerequisite Charms: Dread Infection Strike, Grievous Wound Alteration Energy,
Purity of Mind Method
As one of the most dangerous and powerful of the internal
medicine techniques devised by Dragon-Blooded savants, the secrets of this
Charm are closely guarded and known to very few. Wise use of this technique
will allow a truly adept practitioner to access a hidden wellspring of Essence
within himself. By sacrificing the integrity of his physical form, he releases
a portion of the Essence that gives him life, liberating it for other more
direct uses. Despite the power of this Charm, it’s
manifestation is quite subtle, as its effects are invisible to the casual
onlooker.
The player of the character using this Charm chooses how
many health levels he wishes to convert into Essence and then rolls his
character’s permanent Essence + Medicine. Each success on this roll grant 1
mote of Peripheral Essence per health level expended. These health levels are
not lost until after the roll is made, and therefore, any wound penalties
accrued from their loss do not affect this roll. Essence gained in this way may
cause the characters Peripheral Essence pool to exceed its normal maximum levels,
but any such excess Peripheral Essence is lost at the end of the scene,
returning to the natural essence flows of Creation.
Most
Beneficent Seed Of The Five Dragons
Cost: 8 motes, 1 Willpower
Duration: One scene
Type: Simple
Minimum Medicine: 5
Minimum Essence: 5
Prerequisite Charms: Jade Crucible Method
As the five elements intertwine to form all things within
Creation, so too does each Dragon-Blooded contain a piece of all five elements
within his Essence. As a master of life and death, a Dragon-Blood wielding this
Charm may cause the seed of another element to blossom within himself,
providing him with some of the benefits of that aspect.
The Dragon-Blood must select which type of elemental Essence
he wishes to emulate when this Charm is invoked. For the duration of the Charm’s
effect, the character’s aspect is considered to be of that type for purposes of
Charm activation costs, anima effects and immunities or resistances specific to
beings of that elemental aspect. The character loses access to his Wood-aspected anima power while this effect persists and must
pay the out-of-element mote surcharge on any Wood-aspected
Charms.
The character may opt to end this effect at any time, as
a reflexive action, but ending the Charm’s effect will cause any benefits from
non-Wood-aspected anima powers to end as well. This
Charm does not effect which skills are considered favored by the character for
experience cost or training time purposes.