SolarMedicine/Telgar

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Flawless Diagonsis Technique</b>

 <b>Cost: 1 mote
 Duration: Five Minutes
 Type: Simple
 Min Medicine: 1
 Min Essence: 1
 Prereqs: None

As in the Corebook.


Contagion Curing Touch</b>

 <b>Cost: 10 motes
 Duration: Special
 Type: Simple
 Min Medicine:  3
 Min Essence: 2
 Prereqs: Flawless Diagonsis Technique

The Exalt's player makes an Intelligence + Medicine roll. One success cures any non-lethal illness. Three cures any non-magical illness and five successes cures even the Great Contagion itself. If the Solar healer uses medicinal aids to cure the victim then the medicine takes effect instantly, destroying the plague as soon as the motes are spent. If no medicine is avalible, the disease is cured over the course of one day during which the Solar must check on and care for the victim for at least six hours. This makes it impossible for a Solar to care for more then four people a day without use of medicines. Applied to the Solar herself, this Charm takes six hours to be effective unless aided by medicines.


Touch of Blissful Release</b>

 <b>Cost: 5 motes
 Duration: One day
 Type: Simple
 Min Medicine: 3
 Min Essence: 2
 Prereqs: Flawless Diagonsis Technique

When applied to a diseased or wounded character, this Charm negates all penalties caused by the wounds or illness afflicting them. These analgesic effects last for one day before dissipating.


Accelerated Healing Method</b>

 <b>Cost: Special
 Duration: Instant
 Type: Simple
 Min Medicine: 4
 Min Essence: 2
 Prereqs: Surgeon's Careful Hand

With proper care and direction of rejuvinating essence flows it is possible for a skilled Solar healer to cause wounds to heal much faster then normal. For every success gained on an Intelligence + Medicine roll the beneficiary of this Charm recoveres a number of health levels equivilant to what would normally be recovered in one day (for Exalted) or one week (for non-Exalted). Every success costs 4 motes which must be spent after the roll is made. The Exalt need not pay for all her successes, but may not pay for more successes then her Essence score. This Charm can only be used once a day per target.


Wound-Mending Care Technique</b>

 <b>Cost: 10 motes
 Duration: One day
 Type: Simple
 Min Medicine: 3
 Min Essence: 2
 Prereqs: Touch of Blissful Release, Contagion Curing Touch, Accelerated Healing Method

As in the Corebook, except it may be used on the character herself or on others.


Body-Mending Meditation</b>

 <b>Cost: 10 motes
 Duration: One day
 Type: Simple
 Min Medicine: 1
 Min Essence: 1
 Prereqs: None

As in the Corebook


Healing Trance Meditation</b>

 <b>Cost: 10 motes, 1 willpower
 Duration: One hour
 Type: Simple
 Min Medicine: 5
 Min Essence: 3
 Prereqs: Body Mending Meditation, Wound-Mending Care Technique

As in the Corebook, except it can be used on the character or another person.


Bottling Nature's Bounty</b>

 <b>Cost: 10 motes + 5 per dot
 Duration: One hour per dot
 Type: Simple
 Min Medicine: 3
 Min Essence: 2
 Prereqs: None

Gaia and her sister Cythera, the mothers of Life and Creation, provided numerous boons to those who would live in their Creation. Plants and materials of great value, both monetary and medicinal. Channeling her Essence through these gifts, a Solar is able to make even the most valuable potions with mundane supplies. By making a simple Intelligence + Medicine roll a Solar can mix up a number of useful medicinal potions for good or ill means. The potion created can not have a Resource value higher then the number of successes rolled. For every dot of Resources the potion is worth, preparing it takes 5 motes in addition to the base cost of 10 and one hour of time. A Solar can not mix a potion with a Resource cost exceeding her Medicine score, specialties apply. A potion with a cost of N/A such as Celestial Wine, can only be concocted with a Medicine of 8 or higher. If the Medicine roll is failed, the poition created is worthless and has no taste or value. If it is botched, its purpose is reversed. Healing draughts poison and poisons rejuvinate.


Preservation of the Panacea</b>

 <b>Cost: 10 motes per dot of Essence
 Duration: One day per dot of Essence
 Type: Simple
 Min Medicine: 4
 Min Essence: 4
 Prereqs: Bottling Nature's Bounty

Potent and useful as Solar Healing Charms are, sometimes a Solar Healer is not handy to cure plagues and mend bones. When the intrepid healer must go off into the mountain fastness to medidate on his inner power or some such thing, he may leave behind his powers, after a fashion. This Charm allows a Solar to effectivly 'bottle' his Healing Charms. For a Charm to be successfully bottled, the Solar must spend 1 day and 10 motes per dot of Essence required by the Charm preparing it. In addition the Solar must succeed on an Intelligence + Medicine roll with a difficulty equal to (8 - Essence), which can not go lower then 1. This roll can not be enhanced with any Charm, Artifact or anima effect, only stunts may add dice.

Comments

When you say "potions", do you mean the alchemical formulae from the Player's Guide? - Quendalon

I dunno. I never bothered to read the Mortal Thaumaturgy section closely. Mostly I designed BNB to create things like Death Sap, those Healing Flowers, Seven Bounties Paste and Sweet Cordial. But if Alchemical Formulae aren't too much beyond that, I'd let them be created with this charm. Or something *like* them.