Difference between revisions of "SolarMedicine/CrownedSun"
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− | *Back to | + | *Back to SolarMedicine |
− | *Back to [[ | + | *Back to [[Charms/CrownedSun|/CrownedSun]] |
− | = Solar Medicine Charms by | + | = Solar Medicine Charms by CrownedSun = |
== Revised Basic Medicine Tree == | == Revised Basic Medicine Tree == | ||
<b><i>Surgeon's Careful Hand</b></i> | <b><i>Surgeon's Careful Hand</b></i> | ||
− | <b>Cost:</b> | + | <b>Cost:</b> 1 mote per die |
<b>Duration:</b> Instant | <b>Duration:</b> Instant | ||
<b>Type:</b> Supplemental | <b>Type:</b> Supplemental | ||
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<b>Prerequisite Charms:</b> None | <b>Prerequisite Charms:</b> None | ||
− | The Exalted settles Essence into his senses and his hands, gaining an acute knowledge of all of the minute changes in his subject’s condition and a perfect control of his own fine motor reflexes. The character minimizes the chance of mistakes and becomes better able to handle even the most delicate and difficult | + | The Exalted settles Essence into his senses and his hands, gaining an acute knowledge of all of the minute changes in his subject’s condition and a perfect control of his own fine motor reflexes. The character minimizes the chance of mistakes and becomes better able to handle even the most delicate and difficult operations.<br> |
− | + | The character may add one dice per mote spent activating this charm to all Medicine rolls made to perform one simple task, such as amputating a leg or removing an arrow from a wound. The character can no more than double his relevant Medicine roll. | |
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<b><i>Touch of Blissful Release</b></i> (Revised) | <b><i>Touch of Blissful Release</b></i> (Revised) | ||
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The more powerful effect costs 3 motes, committing that essence for six hours. In the course of that time, the character feels no pain what so ever as the magic utterly dominates his mind. This charm was commonly used in the First Age as a safe and efficient means of anesthesia, allowing a subject to undergo even the most complicated surgery without any further preparation. Any pain-based penalties are eliminated, regardless of the dice value of these. The character suffers two dice penalties to all actions, however, due to being 'drugged' with the powerful magic. | The more powerful effect costs 3 motes, committing that essence for six hours. In the course of that time, the character feels no pain what so ever as the magic utterly dominates his mind. This charm was commonly used in the First Age as a safe and efficient means of anesthesia, allowing a subject to undergo even the most complicated surgery without any further preparation. Any pain-based penalties are eliminated, regardless of the dice value of these. The character suffers two dice penalties to all actions, however, due to being 'drugged' with the powerful magic. | ||
− | <b><i> | + | <b><i>Saturn-Denying Gesture</i></b> |
<b>Cost:</b> 2 motes | <b>Cost:</b> 2 motes | ||
<b>Duration:</b> Instant | <b>Duration:</b> Instant | ||
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<b>Prerequisite Charms:</b> Surgeon's Careful Hand | <b>Prerequisite Charms:</b> Surgeon's Careful Hand | ||
− | With a simple touch or a gesture, the Exalt imbues some of the resilience of his own kind in a mortal. The character so endowed is stabilized, and can staunch his own bleeding with a willpower roll. He will live long enough for the Exalt to tend to him normally, as long as he is not further injured | + | With a simple touch or a gesture, the Exalt imbues some of the resilience of his own kind in a mortal. The character so endowed is stabilized, and can staunch his own bleeding with a willpower roll. He will live long enough for the Exalt to tend to him normally, as long as he is not further injured once this charm is used. If the character has suffered enough damage to be permanently maimed, he can make a Stamina + Resistance roll at difficulty 1 to resist such a fate instead healing the wounds perfectly (as if he was an exalt). Similarly, the character gains the normal -2 difficulty to resist infection as if he was an Exalt.<br> |
− | + | This charm will not bring back the dead, and it does not negate any charm effects that might take effect on the character with one exception. The target avoids any fate-based manipulations that might make him more likely to perish, including but not limited to astrology and planned out destiny. | |
− | This charm will not bring back the dead, | ||
<b><i>Itinerant Healer’s Prana</i></b> | <b><i>Itinerant Healer’s Prana</i></b> | ||
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== Altered Charms from Canon == | == Altered Charms from Canon == | ||
− | * <b>Wound-Mending Care Technique</b> now requires Touch of Blissful Release, and | + | * <b>Wound-Mending Care Technique</b> now requires Touch of Blissful Release, and Saturn-Denying Gesture. See Page 190. |
* <b>Bodily Regeneration Prana</b> now requires Grevious Injury Recovery Method, and Essence 3. See Page 191. | * <b>Bodily Regeneration Prana</b> now requires Grevious Injury Recovery Method, and Essence 3. See Page 191. | ||
* <b>Healing-Trance Meditation</b> now requires Anointment of Miraculous Health, and Itinerate Healer's Prana. See Page 191. | * <b>Healing-Trance Meditation</b> now requires Anointment of Miraculous Health, and Itinerate Healer's Prana. See Page 191. |
Revision as of 17:15, 12 July 2004
- Back to SolarMedicine
- Back to /CrownedSun
Solar Medicine Charms by CrownedSun
Revised Basic Medicine Tree
Surgeon's Careful Hand</b>
<b>Cost: 1 mote per die Duration: Instant Type: Supplemental Minimum Medicine: 1 Minimum Essence: 1 Prerequisite Charms: None
The Exalted settles Essence into his senses and his hands, gaining an acute knowledge of all of the minute changes in his subject’s condition and a perfect control of his own fine motor reflexes. The character minimizes the chance of mistakes and becomes better able to handle even the most delicate and difficult operations.
The character may add one dice per mote spent activating this charm to all Medicine rolls made to perform one simple task, such as amputating a leg or removing an arrow from a wound. The character can no more than double his relevant Medicine roll.
Touch of Blissful Release</b> (Revised)
<b>Cost: 1 mote, or 3 motes Duration: Instant, or Six Hours Type: Simple Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: Surgeon's Careful Hand
The Touch of Blissful Release allows the character to lesson the suffering of wounded or ill individuals with but a simple touch, pulling from them the agonies of whatever afflicts them -- any source of pain can be muted out and eliminated, though the more pain the Solar is trying to blot out the more powerful magic he must channel into the subject. Thus, this charm is available in two strengths.
The most common use costs 1 mote, and the magic only lingers for an instant though the effects last much longer -- it's a simple bit of magic that can mute common pains, eliminating up to two dice of pain-related penalties. While the effect itself is instant, this charm must be reapplied every 24-hours if the Solar wishes the effects to continue. There are no negative side-effects to the use of this charm, but it will have no effect at all on any pain based penalty greater than two dice nor is it sufficient enough to stop all reaction to pain.
The more powerful effect costs 3 motes, committing that essence for six hours. In the course of that time, the character feels no pain what so ever as the magic utterly dominates his mind. This charm was commonly used in the First Age as a safe and efficient means of anesthesia, allowing a subject to undergo even the most complicated surgery without any further preparation. Any pain-based penalties are eliminated, regardless of the dice value of these. The character suffers two dice penalties to all actions, however, due to being 'drugged' with the powerful magic.
Saturn-Denying Gesture
Cost: 2 motes Duration: Instant Type: Reflexive Minimum Medicine: 2 Minimum Essence: 1 Prerequisite Charms: Surgeon's Careful Hand
With a simple touch or a gesture, the Exalt imbues some of the resilience of his own kind in a mortal. The character so endowed is stabilized, and can staunch his own bleeding with a willpower roll. He will live long enough for the Exalt to tend to him normally, as long as he is not further injured once this charm is used. If the character has suffered enough damage to be permanently maimed, he can make a Stamina + Resistance roll at difficulty 1 to resist such a fate instead healing the wounds perfectly (as if he was an exalt). Similarly, the character gains the normal -2 difficulty to resist infection as if he was an Exalt.
This charm will not bring back the dead, and it does not negate any charm effects that might take effect on the character with one exception. The target avoids any fate-based manipulations that might make him more likely to perish, including but not limited to astrology and planned out destiny.
Itinerant Healer’s Prana
Cost: 4 motes Duration: Instant Type: Supplemental Minimum Medicine: 4 Minimum Essence: 2 Prerequisite Charms: Wound-Mending Care Technique
When under the effects of this charm, the healers smallest and simplest actions become endowed with more magical weight and power. This enables him to place a lot of medicinal effect into the tiniest actions. A bandage hastily applied to a wound will remain in place and help prevent the wound from reopening, cool towels placed on feverish foreheads remain wet and cold without needing to be replaced, bones set perfectly without needing constant attendance. Even amputations become almost routine, when under the effects of this charm.
The Exalt using this charm can heal someone, and then move on confident that his attentions will come to effect without any further oversight. If involved in treating a great number of people, then he can instead multiply the number of people he can watch over and treat by his Essence.
This charm can be explicitly placed in a combo with charms with durations other than instant. If used against the normal number of targets, the duration becomes instant if it was not already, allowing the character to use the charm and move on. Note, this change does not increase the time that it takes for any healing to occur -- only the time in which the character must concentrate on the charm, and during which essence is commited. Alternatively you can multiply the number of people you can use the charm on by your Essence, if you use it at its normal duration.
Flawless Diagnosis Technique</b> (Revised)
<b>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 ability to diagnose illnesses and injuries to an almost unearthly degree. When directly examining a patient, the Solar is more in tune with the patients natural essence flow and where it is out of balance -- allowing him to better direct his examination and giving him more direct information to work with. Even when hearing about symptoms second hand, the character retains a excellent chance of making the right call on what is being suffered/endured. Note this does not directly enhance the characters actual knowledge, and must be combined with high Lore or Medicine skill for real effect. However, even a bare amateur can tell when someone is sick at a glance or detect dangerous internal bleeding or broken bones when this charm is used. The rough health (Stamina rating, and to a lesser extent total Health Levels) is apparent to the character using this charm, and he gains a hint as to any poisons, diseases or injuries the character suffers from even without proper medical knowledge. This charm easily detects if any of the ailments a character suffers from are magical or charm based in nature, as well, making it useful to spot troublesome spirits or Exalts that might be at work.
In addition, any use of this charm makes the character immune to misdiagnosis -- she will never mistake some illness or injury she is ignorant of for one she is more familiar with.
Ailment-Rectifying Method</b> (Revised)
<b>Cost: 6 motes Duration: One hour Type: Simple Minimum Medicine: 2 Minimum Essence: 2 Prerequisite Charms: Flawless Diagnosis Technique
An Exalt with this charm is seen as an angel of mercy to any population suffering from an outbreak of disease (especially if she also has Itinerate Healer's Prana and can treat a greater number of people). The character's anima glows at a dim golden sheen for the duration of this charms use, as she tends to the subjects pains and fights off the malevolent power of the disease single-handedly. Often a character using this charm will undergone a bit of light fatigue, the amount of which increases with the morbidity of the disease she is facing off against. The character makes the normal roll to treat the illness in question, recieving a number of bonus dice equal to her Essence. In addition, if she successfully makes her roll the morbidity of the disease drops to 1 -- making it almost assured that the character will survive.
Even on a failure of the roll, this charm makes the symptoms of the disease more endurable -- there is less pain and suffering, and even if the subject passes away he does so with a gentle peacefulness. The subject remains awake if he wishes (to make final goodbyes or converse with the Solar healing him), or can choose to enter into a gentle sleep.
Altered Charms from Canon
- Wound-Mending Care Technique now requires Touch of Blissful Release, and Saturn-Denying Gesture. See Page 190.
- Bodily Regeneration Prana now requires Grevious Injury Recovery Method, and Essence 3. See Page 191.
- Healing-Trance Meditation now requires Anointment of Miraculous Health, and Itinerate Healer's Prana. See Page 191.