StarJaunter/NWODSolarMedicine

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Solar Medicine

Touch of Blissful Release
Cost: 1m
Mins: Medicine 2, Essence 1
Type: Simple
Keywords: Combo-OK, touch
Duration: Solar's Essence in hours
Prerequisites: any Medicine Excellency

Those who serve the Solars faithfully need know no pain. This charm gives the target a mild
euphoria that cancels out up to three points of penalties from wounds, disease, sickness,
fatigue or crippling effects. Effect lingers for 5 minutes after duration expires. This
effect is not physically addictive to the target.


Contagion Curing Touch
Cost: 1m
Mins: Medicine 3, Essence 1
Type: Supplemental
Keywords: Combo-OK, touch
Duration: instant
Prerequisites: any Medicine Excellency

Tie a Solar Medic and a dying man together and cast them into the sea-still the Solar will
save their patient. This charm supplements attempts to treat patients with less than the best
best tools. The Lawgiver uses a variety of medical shortcuts to treat a patient without medicine,
tools, or facilities. All such penalties are ignored and instead the solar gains an equipment
bonus equal to their essence. If bonuses exist that beat this than those can be used instead.

Emergency Care Technique
Cost: 1m
Mins: Medicine 4, Essence 1
Type: Simple
Keywords: Cooperative
Duration: indefinate
Prerequisites: Contagion Curing Touch

A solar Medic send out the call for aid and those who step forth will be made to serve well,
even if they don't know how. This charm allows the solar to train a number of people equal
to two times their medicine score, taking only a minute per person, giving a brief essence
driven explanation of basic medicine, giving the trainee a Medicine score at least as high
as the exalt's essence score as long as the motes remain committed.

Wound Mending Care Technique
Cost: 2m
Mins: Medicine 3, Essence 2
Type: Supplemental
Keywords: Combo-OK, touch
Duration: one day
Prerequisites: any Medicine Excellency

Solar physicians can speed a patient's recovery from even the most terrible wounds. This charm
supplements a Lawgivers attempt to provide intensive medical care and surgical correction.
The Solar takes the same hour per roll and rolls Intelligence + Medicine like any normal doctor.
This charm however replaces the normal benefits of medical care. The patient may downgrade one
lethal wound per success, If the patient can spend a day resting under at least some supervision
of the solar (even at a remove) than they may downgrade more wound levels equal to Solar's
Essence,this can include lethal wounds that used to be aggravated. Only one Intensive care
roll may be attempted per day, whether magical or mundane.

Anointment of Miraculous Health
Cost: 2m
Mins: Medicine 4, Essence 2
Type: Simple
Keywords: Combo-OK, obvious, touch
Duration: indefinite
Prerequisites: Wound Mending Care Technique

The Essence of the Solar Exalted fills others with new life. The Solar adds a number of extra
health levels onto the target equal to the healers essence score. These levels are the first
to be damaged next. The levels remain as long as the solar commits motes to the charm. When
the Solar cancels the charm the health levels, and any damage that might be on them, fade with
no ill effect. (ie the wounds are not passed back onto the patient. Note this will stabilize a
patient immediately , even if bleeding to death, and takes only one turn to use.

Wound Cleansing Method
Cost: -
Mins: Medicine 3, Essence 2
Type: permanent
Keywords: Combo-OK, obvious, touch
Duration: permanent
Prerequisites: Contagion Curing Touch, Wound Mending Care Technique

Great Solar healers can draw the poison from even unnatural wounds. This charm enhances the charm
Wound Mending Care Technique so that it can be used to downgrade aggravated wounds to lethal.

Flawless Diagnosis Technique
Cost: 1m
Mins: Medicine 1, Essence 1
Type: reflexive
Keywords: Combo-OK
Duration: instant
Prerequisites: none

The eyes of the Solar Exalted see the hidden truths of others' pains. This charm lets the Solar
automatically determine which of the target's observable traits and symptoms are medically related
This charm protects the Solar from any errors in diagnosis, even if she hasn't seen it before she
can understand the ailment enough to devise a treatment.

Ailment Rectifying Method
Cost: -
Mins: Medicine 3, Essence 1
Type: permanent
Keywords: touch
Duration: instant
Prerequisites: Flawless Diagnosis Method

Disease and Corruption cannot stand against a Solar's Healing Light. The Solar who learns this charm
can act as a supernatural healer of sickness, they can heal even supernatural and incurable disease,
eventually. When a Lawgiver treats someone, even at a remove, that person may add the solar's Medicine
score to their Stamina + Resolve rolls. Both to resist harm and to overcome. The patient may also try
to overcome even incurable diseases. The Solar may also attempt to heal damage done to the patient,
even if the disease normally forbids it.

Body Purifying Admonitions
Cost: -
Mins: Medicine 3, Essence 1
Type: permanent
Keywords: touch
Duration: instant
Prerequisites: Flawless Diagnosis Method

The Lawgivers bring purgation and purity. Solar Exalted with tthis charm can force even the most terrible
Poison from the patient's body. A patient under the Solar's care, even at a remove can benefit from the
healer's medical score, adding it to their Stamina + Resolve roll to resist the toxin. This allows a roll
even on Poisons that might not normally allow one. An exceptional success will completely throw off the
poison, even if toxicity is over five.

Wholeness Restoring Meditation
Cost: -
Mins: Medicine 3, Essence 1
Type: permanent
Keywords: touch
Duration: instant
Prerequisites: Flawless Diagnosis Method

Essence can repair even severed limbs. Solar Exalted can, with this charm, cure any Crippling damage.
This charm allows a Lawgiver to attempt surgeries to make "impossible" repairs, restoring lost limbs,
missing eyes, and destroyed organs. Following the normal rules for surgery but requiring certain number
of successes to repair something, One success for an ear or finger, three successes for an eye or hands,
five successes for lost limbs, restored hearts, or repaired blindness. Patients may still need months
to recover and relearn to use their limb. Simulate by giving them levels of aggravated damage equal to
the successes needed to repair the damage. Using other techniques to repair this damage is similar to
focused rehabilitation to get them going faster rather than an actual surgery.

Instant Treatment Methodology
Cost: 2m
Mins: Medicine 3, Essence 2
Type: Simple
Keywords: Combo-OK, touch
Duration: instant
Prerequisites: Flawless Diagnosis Method, any Medicine Excellency

Rarely is a solar forced to leave a task unfinished, this charm is a medicine based action which replaces
up to an hour of dramatic time spent treating a patient with one turn. Note this charm speeds only the
healer, not the time the patient must take to recover.

Healing at a Remove

Some charms mention the Solar caring for someone, even at a remove. A solar can administer
treatment to several people, (up to their medicine score) directly, but for long term care it can
be better to administer less able doctors and nurses who do the actual treating. A Solar Patient is
still considered under treatment at two removes. A solar can administer a number of doctors equal
the Medicine score, each doctor can support a number of nurses equal to their medicine score and each
nurse can support a number of patients equal to their medicine scores. A solar must spend at least
8 hours a day reviewing patient records and giving advice for the patients to fully benefit from
solar care.

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