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.

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