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Medicine Charms

Excellency

Master Healer Meditation

Cost: 1m/die; Mins: Medicine 1, Essence 1

Type: Supplemental (Any roll); Duration: Instant

Keywords: Balanced, Excellency, Wood

Prerequisite Charms: None

Your attunement to the life of Creation makes your medical skill unrivaled.

Add 1 die per 1m spent.

If you hit your die limit, add 1 non-Charm bonus success.

Essence 1

Disease-Banishing Technique

Cost: 3m, 1wp; Mins: Medicine 2, Essence 1

Type: Supplemental (Treat a Disease); Duration: Instant

Keywords: Balanced, Wood

Prerequisite Charms: None

Your knowledge of life flow makes your patient healthier.

Double 9s. If your threshold successes exceed (higher of the disease’s Morbidity or Virulence), then your patient gets a temporary Resistance specialty in that disease until they are cured. They can only have one of these specialties at a time.


Venom Expulsion Method

Cost: 2m; Mins: Medicine 2, Essence 1

Type: Simple; Duration: Instant

Keywords: Balanced, Wood

Prerequisite Charms: None

You channel Wood Essence to block the flow of venom in the body.

You may cure poison in combat without a penalty for rushing treatment. If you use a full hour to treat the poison, you double 9s on your roll.


Wound-Closing Technique

Cost: 5m; Mins: Medicine 2, Essence 1

Type: Simple; Duration: Instant

Keywords: Wood

Prerequisite Charms: None

Wounds heal beneath your touch as your hands glow with Wood Essence.

Spend 15 minutes treating your patient’s wounds. Roll with Medicine.

If they have any lethal levels, every success converts a level of lethal damage into bashing, letting it heal much quicker.

If your patient only has bashing damage, you may heal their wounds. You heal one level of bashing damage instantly if you pass a Medicine roll with difficulty (their Wound Penalty + 1).

After being healed with this Charm, your patient must rest for a full day before they can be healed again.


Ailment-Sensing Meditation

Cost: 4m; Mins: Medicine 3, Essence 1

Type: Simple; Duration: Instant

Keywords: Balanced, Wood

Prerequisite Charms: None

You open your third eye and can see the flow of energy in your patient.

You may immediately and accurately diagnose your patient.

You gain a temporary Medicine specialty in that ailment. This specialty lasts indefinitely, but you can only have one at a time.


Nature’s Healing Bounty

Cost: 1m; Mins: Medicine 3, Essence 1

Type: Supplemental (Any roll); Duration: Instant

Keywords: Wood

Prerequisite Charms: None

Your master of herbs and animal substances means you are never without tools.

You always count as having appropriate tools to treat ailments as long as you have access to medicinal herbs and animal products.

If you actually have tools, medicinal herbs and animal products count as exceptional tools. If your tools are already exceptional, you get a non-Charm bonus success.

Essence 2

Indomitable Vitality Discipline

Cost: –; Mins: Medicine 3, Essence 3

Type: Permanent; Duration: Permanent

Keywords: Wood

Prerequisite Charms: Disease-Banishing Technique

You radiate a healing aura of life Essence, helping the sick heal quickly.

When you grant your patient a specialty with Disease-Banishing Technique, you may commit the 3m cost. If you do so, whenever the disease would inflict a botch, it only inflicts a penalty of (6 - [higher of patient’s Stamina or Resistance]). They may only cancel up to (your Essence) botches this way.


Poisoner’s Deft Hand

Cost: 3m, 1i; Mins: Medicine 3, Essence 2

Type: Supplemental (Poisoning); Duration: Instant

Keywords: Wood

Prerequisite Charms: Venom Explusion Method

Your mastery of life Essence allows you to imbue poisons with terrifying potency.

When you poison another character, add (Essence / 2, rounded up) to the poison’s duration. Each use of this Charm only applies a single dose of poison.


Death-Defying Endeavor

Cost: 4m; Mins: Medicine 4, Essence 2

Type: Reflexive; Duration: Instant

Keywords: Balanced, Wood

Prerequisite Charms: Ailment-Sensing Meditation

Your will for life reinforces your patient’s.

After a Medicine roll, reroll (Essence) failed dice that did not come up as a 1.


Grievous Wound Alteration Energy

Cost: – (+1wp); Mins: Medicine 5, Essence 2

Type: Permanent; Duration: Permanent

Keywords: Wood

Prerequisite Charms: Wound-Closing Technique

Even the most grievous wounds close beneath a Prince’s careful touch.

When you use Wound-Closing Technique, you may pay a 1wp surcharge. If you do, each success converts a point of aggravated damage to lethal; once all aggravated damage is cured, further successes turn lethal damage to bashing as usual.


Flesh-Sealing Flame Technique

Cost: – (+2m or 2i); Mins: Medicine 3, Essence 2

Type: Permanent; Duration: Permanent

Keywords: Fire

Prerequisite Charms: Wound-Closing Technique

Your hands are wreathed in healing flames, sealing wounds and cauterizing blood flows.

When you use Wound-Closing Technique to convert lethal damage to bashing, you may pay +2m (or 2i in combat, if you choose) to double 9s and complete the treatment instantly.

If you use this Charm on mortals, it also automatically staunches bleeding and prevents infection. The treatment is painful, so they increase their wound penalty by -1 for (6 - patient’s Stamina) rounds.

You can use this Charm to enhance a Rally for Numbers roll as the leader of a battle group. Roll (Intelligence + War) with (Medicine) non-Charm bonus dice.

Using this Charm changes Wound-Closing Technique’s Aspect to Fire.