Medicine Charms

Touch of Blissful Release

Cost: 5m
Duration: [Essence] hours
Type: Simple (Speed 5)
Keywords: Combo-OK, Touch

Cancel up to 3 points of the target's penalties from Sickness, Poison and Crippling effects and wound penalties. The Charm’s effects linger for 5 minutes after the duration expires and is not physically addictive to the target.

Second Edition Core 218

Contagion-Curing Touch

Cost: 2m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Touch

This Charm supplements a Medicine-based action to treat a patient. You can treat patients in unfavorable conditions without medicines, penalties or stunts. The time taken for treatment is unaffected.

Second Edition Core 218

Wound-Mending Care Technique

Cost: 10m
Duration: Until the day ends
Type: Supplemental
Keywords: Combo-OK, Touch

This Charm supplements a dramatic action to treat, monitor and tend to a patient. You spend one hour on the dramatic action, without a stunt or Charm, and roll [Intelligence + Medicine]. The Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the successes rolled at the end of the day.

If the target spends the day resting, they gain additional bashing and lethal health levels equal to your [Essence]. This Charm can only be used on one target once per day.

Second Edition Core 219

Anointment of Miraculous Health

Cost: 10m
Duration: Indefinite
Type: Simple (Speed 5)
Keywords: Combo-OK, Obvious, Touch

This Charm gives the target a number of temporary -1 health levels equal to your [Essence]. These health levels are the first lost when the target takes damage, and are never healed back.

When you stop committing Essence to the Charm, the health levels fade without ill effect, whether or not they have been lost. They will also fade if you use the Charm on the same target again.

Second Edition Core 219

Wound-Cleansing Meditation

Cost: 10m
Duration: Instant
Type: Supplemental
Keywords: Combo-OK, Obvious, Touch

This Charm enhances a dramatic action to treat, monitor and tend to a patient. You spend one hour on the dramatic action, rolling [Intelligence + Medicine]. The Charm replaces ordinary medical care, instead healing a number of Lethal and Bashing wounds equal to successes. If the patient rests all day, they heal an additional [Essence].

Second Edition Core 219

Flawless Diagnosis Technique

Cost: 1m
Duration: Instant
Type: Reflexive
Keywords: Combo-OK

You automatically determine which of the target's observable traits and symptoms are medically relevant. When used during a formal diagnosis (normally a dramatic [Perception + Medicine] action), you are protected from any diagnostic error.

With enough information, you will accurately identify each condition, its source, and its effects. If information is missing, you will know something is incomplete.

Second Edition Core 220

Ailment-Rectifying Method

Cost:
Duration: Instant
Type: Permanent
Keywords: Touch

You may cure any Sickness effect supernaturally, halving the patient’s convalescence period. On a Medicine roll of 5+ successes when treating an incurable illness, you may spend 5 motes to banish it. Treating sickness is a dramatic one-hour Medicine action unless sped by stunts or Charms.

Second Edition Core 220

Body-Purifying Admonitions

Cost:
Duration: Instant
Type: Permanent
Keywords: Touch

You may cure any Poison effect supernaturally. On a Medicine roll of 5+ successes when treating an incurable poison, you may spend 5 motes to banish it. Treating poison normally takes 20 minutes unless sped by stunts or Charms.

Second Edition Core 220

Wholeness-Restoring Meditation

Cost:
Duration: Permanent
Type: Permanent
Keywords: Touch

You may cure any Crippling effect supernaturally. On 5+ successes when treating an incurable Crippling effect, you may spend 5 motes to restore the patient. Treating such conditions takes one hour unless sped by stunts or Charms. Permanent damage such as blindness or lost limbs requires several days of convalescence afterward.

Second Edition Core 220

Instant Treatment Methodology

Cost: 7m
Duration: Instant
Type: Simple (Speed 7, DV -1)
Keywords: Combo-OK, Touch

This Charm allows any Medicine-based dramatic action that normally takes up to one hour to be performed in seconds. The Charm does not remove the need for tools or medicines, though you may stunt or Combo to manage these limitations. It only accelerates actions performed by you, not recovery performed by the patient.

Second Edition Core 220