Medicine Charms
Body-Mending
Meditation
Cost: 10 motes
Duration: One day
Type: Reflexive
Minimum Medicine:
1
Minimum Essence: 1
Prerequisite
Charms: None
This Charm allows the character to channel
Essence through her own body, knitting broken bones and mending cut and burnt
flesh with supernatural speed. When this Charm is active, the character heals
at 10 times the normal rate. This Charm works only on the Exalted herself and
cannot be used on others. This Charm does not speed the healing of aggravated
damage, nor does it allow the regeneration of amputated or destroyed tissue — a
character who loses an eye or hand will have to seek more powerful magical
remedies. Characters can activate this Charm even if unconscious.
Flawless Diagnosis
Technique
Cost: 1 mote
Duration: Five minutes
Type: Simple
Minimum Medicine:
1
Minimum Essence: 1
Prerequisite
Charms: None
Through the use of this Charm, the character
hones his medical abilities to an unearthly degree. By examining a patient
closely and hearing about her symptoms, the character can flawlessly diagnose
her illness. Note that this is an improvement of the character’s perception,
not access to a vast store of medical wisdom — knowledge of formal medicine is
a function of the character’s Medicine and Lore skills. If the character has
never heard of a disease, she will only be able to diagnose its general type
and determine if it is magical in nature or not. The character’s ability to
actually treat the disease will be strictly contingent on her skill as a
physician. However, regardless of her degree of skill, she will never
misdiagnose a disease, mistaking one she doesn’t know for one she does.
Ailment-Rectifying
Method
Cost: 10 motes
Duration: Six hours
Type: Simple
Minimum Medicine:
2
Minimum Essence: 1
Prerequisite
Charms: Flawless Diagnosis
Technique
The Charm Ailment-Rectifying Method allows
an Exalted to recover rapidly from even the most serious illness.
Non-life-threatening illnesses dissipate immediately. The player of a character
suffering from a more serious ailment may make a Stamina + Resistance roll
(without any wound or disease-related penalties). Success indicates that the
character’s illness fades over the course of the Charm’s duration. Very serious
diseases may require two or more successes, so it may take a character several
days of use to accumulate enough successes to recover fully. However, even the
most serious illnesses are halted in their progress by this Charm, and even the
Great Contagion requires but five accumulated successes to overcome. Note that
this Charm can only be used on the Exalted herself — to heal others of
sickness, the Exalted must use Contagion-Curing Touch.
Contagion-Curing
Touch
Cost: 10 motes
Duration: One day
Type: Simple
Minimum Medicine:
3
Minimum Essence: 2
Prerequisite
Charms: Ailment-Rectifying
Method
Through the use of this Charm, the
character can successfully treat serious or even normally incurable diseases.
The Exalted’s player makes an Intelligence + Medicine
roll. Normal diseases are cured with a single success, while more serious
ailments may require as many as five successes. Regardless of success, once
treatment has begun, the course of the disease is halted, and unless use of
this Charm is discontinued, the illness will grow no worse.
No medicine is required, though the person
being treated must be bathed, kept warm, fed well and given all the other
prerequisites of bed rest. The Exalted himself must perform this care and, as a
result, cannot treat more individuals during a given day than his score in the
Medicine Ability.
Touch Of Blissful
Release
Cost: 5 motes
Duration: Six hours
Type: Simple
Minimum Medicine:
2
Minimum Essence: 1
Prerequisite
Charms: Body-Mending
Meditation
The Touch of Blissful Release allows the
character to lessen the suffering of wounded or ill individuals, dulling their
pains and easing the discomforts of illness. Wounded characters reduce their
wound penalties by two, and sick characters likewise ignore up to two dice of
negative symptoms. However, Touch of Blissful Release has a narcotic effect as
well as an analgesic one, and characters under its influence are at a -3 die
penalty to performing any action that requires thought, memory or coordination.
Grievous Injury
Recovery Method
Cost: 10 motes
Duration: One day
Type: Simple
Minimum Medicine:
2
Minimum Essence: 2
Prerequisite
Charms: Body-Mending
Meditation
By channeling Essence through her body, the
character can increase her rate of healing immensely. Over the duration of the
Charm, which must be spent in bed rest, the character heals health levels equal
to her Essence score plus a number of additional health levels equal to the
number of successes the character’s player achieves on a Stamina + Endurance
roll. This Charm does not speed the healing of aggravated damage, nor does it
allow the regeneration of amputated or destroyed tissue.
Wound-Mending Care
Technique
Cost: 10 motes
Duration: One day
Type: Simple
Minimum Medicine:
3
Minimum Essence: 2
Prerequisite
Charms: Grievous Injury
Recovery Method, Touch of Blissful Release
Similar in effect to Grievous Injury
Recovery Method, this Charm allows the character to heal others at an
incredible pace. For each day the character spends treating the subject (who
must rest in bed during the treatment), she heals health levels equal to her
permanent Essence plus a number of additional levels equal to the number of
successes her player achieves on an Intelligence + Medicine roll. A character
cannot tend to more than one individual undergoing Wound-Mending Care Technique
at a time. This Charm does not speed the healing of aggravated damage, nor does
it allow the regeneration of amputated or destroyed tissue.
Anointment Of
Miraculous Health
Cost: 10 motes
Duration: Instant
Type: Simple
Minimum Medicine:
4
Minimum Essence: 3
Prerequisite
Charms: Contagion-Curing
Touch, Wound-Mending Care Technique
This Charm allows the character to actually
cure injuries with nothing but a touch. Where the character’s Essence-charged
hands go, shattered bones are made whole and torn flesh is instantly mended.
With each use of this Charm, the character instantly heals a number of health
levels equal to his Essence score. The Exalted cannot heal herself with this
Charm. This Charm does not speed the healing of aggravated damage, nor does it
allow the regeneration of amputated or destroyed tissue.
Bodily
Regeneration Prana
Cost: 10 motes, 1 Willpower
Duration: One hour
Type: Simple
Minimum Medicine:
5
Minimum Essence: 2
Prerequisite
Charms: Wound-Mending Care
Technique
The character enters a healing trance,
during which he loses all awareness of the world around him. For every hour he
is in this trance, he heals a number of health levels equal to his Essence
score. This healing trance will cure aggravated damage, as well as allow the regrowth of destroyed tissues, amputated limbs, lost eyes
and so forth. Eyes, tongues, hands, feet, mouths full of smashed teeth and
other lesser maimings are the equivalent of a health
level. Lost limbs are the equivalent of two health levels and, so, take two
hours each to regrow. During the period the Exalted
is so entranced, she regains no Essence — prolonged periods of healing can
leave a Solar helpless before her enemies.
Healing Trance
Meditation
Cost: 10 motes, 1 Willpower
Duration: One hour
Type: Simple
Minimum Medicine:
5
Minimum Essence: 3
Prerequisite
Charms: Anointment of
Miraculous Health, Bodily Regeneration Prana
Similar to the Charm Bodily Regeneration Prana, the Healing Trance Meditation Charm allows the
character to heal similarly serious injuries in others. The Exalted must touch
her target, and the target must be cooperative. Both she and the target fall
into a healing trance, during which they have no awareness of the outside
world. For each hour they remain in this trance, the target heals a number of
health levels equal to the Exalted’s Essence score.
As with Healing Trance Meditation, this Charm can heal aggravated damage and
replace lost limbs and other, similar maimings. The
times required to heal these injuries are as for Bodily Regeneration Prana, above. Neither of the characters involved regains
Essence during the healing period (assuming that the target has any Essence to
regain — he may, after all, be an unExalted mortal).
Addiction-Cleansing Touch
Cost: 8 motes, 1
Willpower
Duration: Instant
Type: Simple
Minimum Medicine:
4
Minimum Essence: 3
Prerequisite
Charms: Anointment of Miraculous Health
With this Charm,
an Exalted can cleanse another character of any addiction that she may have to
alcohol or to more noxious substances, such as opium, bright morning, lotus distillage or fire butterfly wing-powder. The character
places her hand on the subject’s brow and invokes the Charm, instantly freeing
the subject from all psychological and physiological effects and cravings of
the addiction. However, the stresses and temptations that drove the subject to
addiction in the first place will not be banished and may, possibly, cause the
subject to relapse. An Exalt cannot use this Charm upon herself.
Unhealing Wound Infliction
Cost: 10 motes, 1
Willpower
Duration: One
scene
Type: Simple
Minimum Medicine:
4
Minimum Essence: 2
Prerequisite
Charms: Wound-Mending Care Technique
In a sense the
diametric opposite to the Wound-Mending Care Technique, this Charm allows the
character to inflict particularly grievous wounds, which will heal far more
slowly than normal. By spending 10 motes of Peripheral Essence and 1 point of
temporary Willpower, the character focuses his blows through his understanding
of anatomy and Essence flows, so that all aggravated and lethal damage he
inflicts will take five times as long to heal, and all bashing damage will take
10 times as long to heal. If healing Charms are later used on the target, they
function at half their usual efficacy. Twilight Exalted frequently used this
Charm in duels during the First Age.
Merciful Balm Of Sleep
Cost: 10 motes, 1
Willpower
Duration: One day
Type: Simple
Minimum Medicine:
6
Minimum Essence: 6
Prerequisite
Charms: Healing Trance Meditation
With this Charm,
an Exalted can heal not only wounded bodies, but also salve damaged minds and
souls. While the character must touch the subject of the Charm, the subject
need not be cooperative or willing ― in fact, if he suffers from a
particularly violent form of insanity, he may need to be restrained in some
way. Both the Exalted and the target pass into a deep healing trance, in which
they remain for an entire day. The only way of forcibly breaking the trance
before the day is over is either to separate the two physically or to slay one
of them, in which case the other awakens. During the period that the Exalted is
entranced, he regains no Essence. If the Charm is completed, then the subject
awakens with a clear and rational mind, free from all forms of insanity. While
this Charm will also heal the effects on a soul of the Fair Folk’s hunger and
cure sorcerous form of madness, it will not
necessarily alter a target’s morality or cause a person to change strongly held
views. An Exalted cannot use this Charm upon himself: If he is suffering from
some form of insanity, then someone else must use the Charm on him. Also, the
Charm cannot cure the Great Curse.
Youth-Restoring Benison
Cost: 15 motes, 1
Willpower, 1 experience point
Duration: Instant
Type: Simple
Minimum Medicine:
7
Minimum Essence: 7
Prerequisite
Charms: Healing Trance Meditation
One of the most
legendary of Charms, it allows an Exalt to restore youth and health to a normal
human or animal. However, it cannot restore another Exalted or a magical being,
as it only works on purely natural creatures. The character invokes the Charm
touching the target (who must be willing) and spending 15 motes of Peripheral Essence,
1 Willpower and 1 experience point. The target instantly and visibly grows
young again, becoming as healthy and attractive as he was when a young adult
(18 years old for humans, proportionally younger for animals), though retaining
all his skills and knowledge. The effect lasts for a single year; if it is not
renewed at the end of the year, then the subject’s lost years will be visited
upon him once again. The legends of this Charm are generally not believed: Were
it known that Exalts could actually perform such a deed, it is likely that many
unscrupulous and powerful persons would be extremely interested.
Venom Anodyne Method
Cost: 3 motes
Duration: Instant
Type: Reflexive
Minimum Medicine:
4
Minimum Essence: 2
Prerequisite
Charms: Grievous Injury Recovery Method
To be effective,
characters must use this Charm the instant they are subjected to poison damage.
This Charm instantly negates all damage from poison and renders the poison
harmless.
Body Purifying Technique
Cost: 5 motes
Duration: Instant
Type: Simple
Minimum Medicine:
4
Minimum Essence: 3
Prerequisite
Charms: Wound-Mending Care Technique, Venom Anodyne Method
This Charm allows
the character to cure others of all damage caused by poison or acid provided
that he can get to them within 10 turns of their being poisoned or burned. The
character can also touch poisoned weapons, food or drink and render it harmless
with a touch. If she has time to handle and caress a venomous animal, she can
render it nonpoisonous for the next day, but this cannot be done in combat, and
it does not affect magical animals such as dragons.