DragonBloodedMedicine/GoldenCat

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Foreword

If my Dragon-Blooded Survival is about controlling plants and turning the forest into your enviroment, against your enemies, Medicine is about nurturing, controlling plants. It is the skill of the gardener. Again, I am going for heavily elemental control effects - most the Medicine Charms existant have most Solar-lite effects, so I feel free in going to the odd, elemental stuff straddling the line of the ability(although I'll make the dice-adder and reroller due to my personal crusade for them).

Most of those are made with a special thanks for Greymane... who, on the first game we played when we learned Exalted, wanted to make a Realm drug dealer... until he found out Craft sucked, and Medicine had nothing to it... and then, made a Wood Aspect, with a great Exaltation writing where he painted plants and covered himself with them... until he found out there were no Charms to grow or even mess with plants in any way. Well then... now there are. Charms for all that! =^.^=

Nurturers of Wood Cascade

Masterful Gardener's Eye
Cost: 1 mote per 2 dice
Duration: Instant
Type: Supplemental
Minimum Medicine: 1
Minimum Essence: 1
Prerequisite Charms: None
A good gardener understands all about the plants that grow around him. He understands when things grow, and why. He understands the needs and weaknesses of each and every piece of life in his garden, and knows exactly when they need the right sustenance from every little teltalle sign in their phisiology. The Exalted can improve his Medicine pool with this Charm, at the cost of one mote of Essence for every two dice added to his Medicine pool. As with most charms of this type, no more dice can be added than the character's Medicine trait plus any relevant specialties.

Moonlight-Drinking Method
Cost: 2 motes per reroll
Duration: Instant
Type: Reflexive
Minimum Medicine: 2
Minimum Essence: 2
Prerequisite Charms: Masterful Gardener's Eye
Sometimes, the light of the day is not enough. A pacient may still die, even after a day under the nourishing sun. But the element of wood can give life a second chance, to bloom even under the moonlight. Using this Charm, the player may reroll the character's Medicine completely. She can reroll a number of times equal to her Essence, but must take the last result. If this Charm is used in a combo, the Essence cost of all incorporated Charms must be paid again for each subsequent rerolls, but only one(hopefully successful) attempt is made.

Blessing the Virtuous Nurturers
Cost: 1 mote per 2 dice, +1 mote per ally
Duration: One Scene
Type: Simple
Minimum Medicine: 4
Minimum Essence: 2
Prerequisite Charms: Masterful Gardener's Eye
This Charm briefly empowers a group of healers, increasing their skills and allowing them to nurture others better than they ever could alone. Pure dew falls over all of those thus blessed, covering their hands and pupils and allowing their touch to be more soothing, more delicate, their eyes to better understand the life they nurture. This Charm may empower one ally per mote spent, to a maximum of allies equal to the Chosen's Permanent Essence. The Chosen must spend extra motes to increase their Medicine, by two dice per mote spent, and that enhancement cannot increase their abilities by more than the Chosen's own Medicine rating.

Bending the Branch Technique
Cost: 1 mote
Duration: Instant
Type: Simple
Minimum Medicine: 1
Minimum Essence: 1
Prerequisite Charms: None
The knowledge of medicine is more than simply mending wounds. It is the knowledge of the body, of how it grows. Healers know what children should eat and drink if they, or their parents, desire certain outcomes for their bodies. To heal many diseases, healers simply learn to make the body achieve the conditions where the virus will not survive. It is the art of nurturing, of shifting the living being into whatever direction the healer desires. Dragons of Wood, gardeners of the Exalted host, know how to do such intimately with plants – with a touch, they are able to order it to grow in any fashion the Dragon-Blooded desires – for trees are able to shift in seemingly impossible ways to look for better sunlight in the nature, and there is no limit to how they can grow when the Exalted orders them to. The Exalted touches the plant, spending one minute of meditation, 1 mote, and making a Charisma+Medicine roll – each success means one year the plant will grow in line with the Exalted's plan for it. This Charm may not make plants grow larger than they possibly could, but he can create impossible works of precision and grace such as living portal trees with precise inscriptions and miniature castle-trees (with the aid of Cathedral of Wood Discipline, actual Castle-Trees are made possible) although those would require a suitable success in Craft (Wood) rolls.

Cathedral of Wood Discipline
Cost: 5 motes, 1 willpower
Duration: Instant
Type: Simple
Minimum Medicine: 5
Minimum Essence: 3
Prerequisite Charms: Bending the Branch Technique
Mastering the art of growth the Dragon breaks the flow of Nature and becomes able to craft veritable wooden behemoths. This Charm allows the Chosen to grow plants to impossible sizes: from mountainous trees to lake-sized flowers. To use it the Dragon-Blooded must take the plant she wishes to grow and whisper to it the Seven Secret Names of Sextes Jylis while the Essence and Willpower are spent - the plant's growth will be then multiplied by a factor of the Dragon-Blooded's Permanent Essence. This Charm cannot be used on a plant more often than once per season (when the names will be forgotten and slide away into morning dewdrops) and does not provide the growth, which must occur naturally (or with the aid of other magic). No plant affected with this Charm may be made to grow greater than a normal mountain (The Imperial Mountain, King among mountains and loci of all Creation is exempt from comparison) or larger than the Chosen's Permanent Essence in miles.

Ten Seasons Growth Discipline
Cost: 1 mote per minute
Duration: Instant
Type: Simple
Minimum Medicine: 2
Minimum Essence: 1
Prerequisite Charms: None
Infusing a plant with his essence, the Terrestrial causes it to grow at impossible speeds, many seasons of its life rushing in the blink of an eye. A seed can grow into a flower, a seedling can become a sturdy sapling. To employ this charm, the Dragon-Blooded needs only to lightly stroke the plant, singing or humming to its spirit, providing it with nourishiment via its essence. Every minute(or hour, on the case of trees) 1 mote of essence is spent into the plant, that experiences a full year’s growth. Thus, growing an annual flower from a seed requires one minute and 1 mote of essence; growing an oak tree twenty years old from an acorn takes twenty minutes and 20 motes of essence. With the aid of Bending the Branch Technique, it can easily create natural ladders, bridges, and great works of natural art nearly instantly.

A tree grown large and long enough can displace even the greatest stone! Trees grown to suitable size amidst formation of rocks that deny their growth will damage the wall of the Chosen spends 1 willpower to empower the growth with purposeful wrath, causing the wall or ground an ammount of health levels of damage equal to the Dragon-Blooded's Permanent Essence rating per minute this growth is mantained, ignoring its Soak values. This has no effect over imperishable First Age structures or certain metal structures too smooth to lend the growth any purchase.

Whirlwind of Seasons Prana
Cost: 2 motes+ per minute
Duration: Instant
Type: Simple
Minimum Medicine: 3
Minimum Essence: 2
Prerequisite Charms: Ten Seasons Growth Discipline
Standing in the center of a garden, the Dragon-Blooded hums a soft song, and lets his awareness drift to all the plants around him, unfurling his anima to touch and sooth all of them, infusing them with his essence, making all of the vegetation around him grow through seasons and years. After the Chosen spends one minute soaking the plants around him with his Essence, he can cause all vegetation in a radius of (2x the Chosen's Permanent Essence for every 2 motes spent) in yards to grow one year's time. This Charm can be maintained in the same manner as Ten Seasons Growth Discipline.

Verdant Genesis Prana
Cost: 1 mote, 1 willpower
Duration: Instant
Type: Simple
Minimum Medicine: 5
Minimum Essence: 3
Prerequisite Charms: Ten Seasons Growth Discipline, Bending the Branch Technique
Emerald Dragons are life. They are all that is lives and grows. Those who master growth can nurture their own Essence into achieving a miracle – creating life itself. Verdant Genesis Prana allows a Terrestrial to create a seeds (no more than their own Medicine rating) out of their own Essence. These seeds grow a number of years equal to the Dragon-Blooded's Permanent Essence instantly - this growth can occur from the Chosen's body painlessly or happen once the seed first hits the ground. Dragon-Blooded belonging to Aspects other than Wood pay 2 health levels per seed when applying this Charm, as it requires a greater effort to create the seeds. Even exotic or Wyld plants can be created if the Chosen suceeds on a reflexive Intelligence+Medicine roll with a Difficulty equal to the rare plant's Resource value.

Bounty of Sextes Jylis
Cost: 20 motes, 1 willpower, 1 aggravated health level
Duration: Instant
Type: Simple
Minimum Medicine: 5
Minimum Essence: 5
Prerequisite Charms: Verdant Genesis Prana, Fruit from the Forest
In the campaigns in the war against the Anathema, as morale decayed in long campaigns on wild wastes, it is said Sextes Jylis would raise his troops' morale – and their well-being – by creating a miraculous tree whose fruit would heal their wounds and bolster their spirits. Knowing the deeper masteries about nurturing plants and healing wounds, the Exalt is able to create a miraculous tree, whose aspect is unique to each Dragon-Blooded, and it bears a number of fruits equal to twice the Dragon-Blooded's Medicine rating. Eating one of those fruits recovers 1 dot of willpower, and either one Lethal or two Bashing Health Levels. The fruit is also highly nutritious, sufficing as food for a full three days, leaving those who eat it fully refreshed. Its taste is second only to the Peaches of Immortality. The fruits become overripe in about a week. Dragon-Blooded of Aspects other than Wood must pay 2 Health Levels when activating this Charm rather than one, as it requires a greater effort to create the seeds.

Prisioner to Grass Technique
Cost: 12 motes, 1 willpower
Duration: Until broken
Type: Simple
Minimum Medicine: 5
Minimum Essence: 4
Prerequisite Charms: Cathedral of Wood Discipline, Whirlwind of Seasons Prana, Verdant Genesis Prana
The life created by the Dragons does not to be peaceful. With the lore from parasitic plants, and commensurate mastery over all things that grow, the Emerald Dragon can lash out with the fury of nature. The Dragon-Blooded regards an enemy no farther away than four times his Permanent Essence, who must be standing over fertile earth. As he does so, Wood gushes foward like water from a geyser, enveloping the Chosen’s enemy as an unparriable, undodgeable Clinch attempt with a dice pool equal to the Dragon-Blooded's Charisma+Medicine+Essence. If he does manage to wrap around the enemy, a tree begins to form around it, clinchinbg the opponent as per the normal rules for such action and dealing with a base bashing damage equal to the Dragon-Blooded's Medicine+Essence, plus extra successes. If the enemy manages to escape, the charm is wasted; If not, the Dragon-Blooded must save one action every turn for this roll, although he can split to do other things. If the enemy is reduced to incapacitated through this clinch, the tree grows around him, and he is forever held in slumber. He remains in suspended animation until another cuts the tree and frees him – nothing else will make him wake up.

Forest Genesis Technique
Cost: 20 motes, 1 willpower
Duration: 5 Turns
Type: Simple
Minimum Medicine: 5
Minimum Essence: 5
Prerequisite Charms: Prisioner to Grass Technique
When the Anathema fell, there was a great vacuum of power. In many places, men fought against men, and anarchy prevailed. And it fell to Sextes Jylis, He Who Hath Strew Much Grass, to quell such fighting, and end this anarchy. With Forest Genesis Technique, he brought forests back to wastelands. With Forest Genesis Technique, he ended the wars fought over those wastelands, breaking and defeating whole armies. The Chosen must use this Charm in an area with enough earth and moisture - enough water must be created if he uses it in a desert, and enough earth must be created if he uses it in palaces of ice or rock. When using this Charm the character chooses a point anywhere in an area within 10 times his Essence in yards with earth and moisture. From that point, branches begin to grow... and continue to grow, as endless branches of an endless linked, labyrinthine trees.

It grows no taller than the character's Medicine in yards, and grows to occupy an area of (the character's Essence x10) yards if the Charm runs its full course, growing (the character's Essence x2) yards per turn. It instantly breaks any structure not made of the Five Magical Materials in its path, although the character might tell it to grow around certain structures if it can do so while it continues to grow. Any individual caught in this area suffers an unparriable clinch attempt with a pool equal to the Chosen's Charisma+Medicine+Essence. This is a reflexive action for the Exalt, who may supplement any of them with his own Charms. It deals lethal piercing damage with an strength equal to twice the Dragon-Blooded's Essence, which increases by two for every turn the victim remains on its grasp, as the growth continues all around the victim. There is no limit to how many enemies may be wrapped by this Charm, as long as they are in the growth's area (when fighting squadrons of Extras, the character may wish to make a single roll and apply to all of the enemies within this area).

The character may wish to do Bashing Damage and stop as the victims become unconscious if he prefers. The character himself is never attacked. One might try to break the branches to save the victim thus wrapped. The branches have soak equal to twice the character's Medicine, and as many Health Levels as his Essence. The entanglement of branches are not animated after their growth - anyone walking in area in the turn following the one they have grown through is not attacked, and those who are broken from the branches are protected as well. The trees remain there, being fully natural.

Drugs

  • The Charms below may specifically be used to aid Alchemy.

Chrysanthemum Medicine Blossom
Cost: 3 motes + 1 mote per dose
Duration: Instant
Type: Supplemental
Minimum Medicine: 3
Minimum Essence: 1
Prerequisite Charms: Ten Seasons Growth Discipline
Just as a frail, unassuming chrysanthemum bud blossoms to show a thousand petals, the character can make the raw materials of a medicine blossom in many, many more doses, as many as petals in a chrysanthemum! The character uses this Charm when he holds the raw materials to create some plant-based substance, be it drug, medicine or poison, he may create additional doses equal to his Medicine score with enough material for one. For the purpose of Charms that enhance a dose of a substance, all doses made with this Charm count as a single one.

Jasmine Awaits the Night
Cost: 2 motes
Duration: Until Consumed
Type: Supplemental
Minimum Medicine: 4
Minimum Essence: 2
Prerequisite Charms: Chrysanthemum Medicine Blossom
Just as the Night-Blooming Jasmine awaits the stroke of midnight to bloom, thus the substances enhanced made by the character wait their moment to take effect. Upon making a dose of the substance, the character commits the Essence to this Charm and rolls Intelligence+Medicine at standard diffulty. Each success translates on a single day of delay that the substance may wait until it takes effect, but the character does not need to wait all the time he can, or whole days. He may also pay 1 willpower to place a set trigger upon the substance: It may be that the target falls asleep, ingests some certain substance, has sexual relations or has anything else happen that changes the chemistry of the victim's body. However, if the specified trigger does not occur until a number of days equal to the successes accumulated in the roll are past, the substance vanishes instead of taking effect.

Artisan of Delirium
Cost: 3 motes
Duration: Until Consumed
Type: Supplemental
Minimum Medicine: 5
Minimum Essence: 2
Prerequisite Charms: Jasmine Awaits the Night
Many, many drugs are hallucinogens, which make a person sees something that is not there, seeing terrors and wonders, which may illuminate those who know how to interpret such visions. When preparing a drug, however, a character with this Charm may create an vision as if he was knitting a tapestry of leaves, empowering it with knowledge and Essence! The character rolls Manipulation+Medicine at standard difficulty when preparing the drug. One successes is enough to craft a delirium that follows the character's specifications. Three successes are enough to make it cover most of a target's senses, requiring the target to make a reflexive Wits+Awareness roll to react to any external stimuli. Five successes are enough to make the delirium covers all of the target's senses, requiring a roll as above to react to the outside world, but at a difficulty equal to the Dragon-Blooded's Essence, and a -3 penalty to all actions even on a successful roll.

White Incense Message
Cost: None
Duration: Permanent
Type: Special
Minimum Medicine: 5
Minimum Essence: 4
Prerequisite Charms: Artisan of Delirium
Sometimes, visions have more to them than simple words and sights and noises. An implicit command, an implicit purpose, whispers of its creator's voice, urging one to do or say something! When the character finishes the drug with Artisan of Delirium, he receives a Reflexive Social roll, which he attaches to the vision. This roll may be enhanced by any sort of Social Charm or combo, even those that possess Simple Charms, but none that require the character to interact with his target beforehand or during, as the message is relayed, even with the magic, without either of them being face-to-face.

Millennial Spring Technique
Cost: 2 motes
Duration: Until Consumed
Type: Supplemental
Minimum Medicine: 4
Minimum Essence: 2
Prerequisite Charms: Chrysanthemum Medicine Blossom
It is said that the flowers in a garden planted by Sextes Jylis bloom in the spring, but remain in full bloom for a thousand springs before they fall to the winter. Infusing a dose of a substance just created with this Charm, the character may multiply its duration on its victim's system by his Permanent Essence rating. Thus, if the character possesses Essence 3, the substance will have its duration tripled after affecting the victim. As a side benefit, substances thus treated never fade from weapons or other open-air recipients as long as the motes remain committed.

Leaves of Heaven Prana
Cost: 4 motes, 1 willpower
Duration: Until Consumed
Type: Supplemental
Minimum Medicine: 5
Minimum Essence: 3
Prerequisite Charms: Jasmine Awaits the Night, Millennial Spring Technique
Heaven's medicine is empowered by Gaia to be stronger than anything of man. Peaches of Immortality, Celestial Wine and other ambrosial wonders have the strongest effects, grown amidst such powerful Essence. By infusing doses of his drugs with such power, the Dragon-Blooded enhances his creations to almost supernatural effects! The character creates a dose of a drug and activates this Charm, and increases the difficulty to resist the effects of the substance(and subsequent addiction) by half the Dragon-Blooded's Essence(rounded down), and adding the same number to the poison's damage or traits enhanced by the drug(unfortunately, also to traits lowered by the drug!).

Emerald Alchemy Understanding
Cost: None
Duration: Permanent
Type: Special
Minimum Medicine: 2
Minimum Essence: 2
Prerequisite Charms: None
To the Children of Sextes Jylis the arts of Alchemy hold few secrets. To those who understand life's every breath and growth the secrets of mortal liquids are as simple as the passing of night and day. The Exalt who learns Emerald Alchemy Method receives a score in Thaumathurgical Alchemy and knowledge of a number of formulas equal to her Medicine rating - should she raise her Medicine after learning this Charm he receives a new dot of Alchemy and a new Formula automatically. The Terrestrial may pay 2 Experience Points to learn another formula, requiring only as many days as the Alchemy requirement the Formula would normally have to do so. Should the Exalt already possess the Science of Alchemy upon learning this Charm she receives back all Experience Points previously spent on it(each bonus point yields 2 Experience Points).

Comments

Hey now, step off. My DragonBloodedMedicine Charms aren't Solarish at all. And while I like your stuff here, I'm sorta wondering why this isn't in Survival which seems to be way more the plant-controling nature stuff. Medicine, as I see it, probably needs to actually involve people or animals and making them healthier. Or less healthy. - Telgar

Heeey. Relax. If I even defaulted to a charm of yours'(What I didn't mean at first, but noticed you already had a fruit-one and I did not want to be /too/ wiki-redudant), then yours' is not there. And was a general sweep, really. Since most of the wiki actually does medicine plant-y, even if the book does not. It was not an insult either, just saying that 'hey, everywhere has more ability-focused charms that do just what the ability says(ride animals, dance, beat people with sticks), and thus I would be unapologetic into using Bureaucracy to control hierarchies of fish'.

Like I said on the foreword, Medicine for me is the perfect fit for nurturing, for making things grow. For caring of things as they grow better and brighter... And it works wonderfully /with/ Survival, which controls plants and woodlands, as it can make the Woodlands for Charms like mine to be used. I know it is somewhere we disagree even more violently than usual, as you do have like Charms on Survival(checking it now, I realise you used Cathedral of Wood too... damn, this was accidental. I was thinking of Panther's fic and other mentions in the Core.) But I believe we could agree to disagree there, right? ^^ - GoldenCat
Well, I prefer to think of them as Wood Commanding Charms, not Medicine or Survival. - Telgar

Imma likin yer new Drug Charms, Golden. Most of the time people ignore mundane medicines in Exalted. Especially Solars, who I think should be the ones to actually USE them. Seeing as how the whole Solar gig is to do things the mortal way but tons better...why don't they use bandages and drugs? How come they get magical lay-on-hands? WTF?....anyway...your charms are pretty cool. - Telgar

Thank you, Telgar! And very much so... Solars should probably get Charms with exponential doses, that don't care if the substance is plant-y, and that branch in the end into doing crazy substances that make CPoC cry... but instead, yeah, they got lay on hands >.< - GoldenCat