The rod glows with green light, and the participant being targeted glows the same color.
The rod is burns with purifying energy that drives the malady from the target.
Exert your Mind and spend 1 Action. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: compulsion to cure any disease seen around with the potential to be fatal. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
May 8, 2024, 8:51 a.m. - Revision Cost: 3. Added Drawback: Sacrifice, Removed Drawback: Bloodletting
Kashmir owns a lovely charcoal infused black lipstick in a golden casing, which she can apply to use this gift. She places a kiss somewhere on the face or near an injury (depending on the area).
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
The user of this elixir drinks it slowly. As the do, impurities leak out of their skin, falling to the ground, and leaving a mess.
The liquid in the potion is a dark green, and expands to its container within limit. It also can replenish itself while being consumed. There is a limit to this, but that limit is variable between doses.
This potion is the first of Sal's alchemical concoctions using the venom of infinity as a base.
Sal is taught how to make this, using the venom of infinity as a base, adding other parts of himself to strengthen the concoction. A bit of hair, a few drops of blood, mixed with the venom of infinity.
Sylvester taught Sal how to make this, first clipping bits of his hair, and drawing a few drops of blood for the first batch, then showing him how to repeat the process.
Use up this Elixir (unless you succeed on 1d10, Difficulty 7) and spend 1 minute.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
The patient must lay down and be sedated and be given painkillers before the Gift takes effect.
The process is quite painfull , as it cleanses the target of the disease he patient may experience a burning in his whole body as if being cauterized.
In that process every bit of the disease/poison leaves the patients body.
If its a disease the place being cauterized is the origin of the disease.
If poison its the entry of the poison , or the blood veins if its a poison that act that way
The pain is strong but its not strong enough to leave scars to the patience mental health.
Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You cannot target yourself. You must use up Painkillers in order to activate this Effect.
You may cure any any number of diseases or poisons afflicting your target even if you have not diagnosed or fully understood them. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.
You may only use this Effect once per day.
With the light of the candle from the fingertip of the Blue Fire Mage, the candle burns fast and bright and melts in fifteen minutes. As it does the heart of the mage and the recipient alight with blue flame, (but this flame burns in the spiritual realm, not the physical.) The candle itself is purple.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. You must use up tall purple colored candle in order to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
When working with a patient or himself, his hands always seem to give off a slight glow while working. The patient quickly feels relief and just absolute calmness as he works.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach.
You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may only cure diseases which can be treated with modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects. Your patient is required to spend 10 hours a week volunteering at a hospital for the next month. If they violate this rule, your treatment is immediately reversed.
The priest's miracles expand into the treatment and curing of poisons and diseases. To do so, they require a ceremonial dedication (or often re-dedication) to the service of their god, during which the priest and the patient pray together and perform ritualistic bloodletting. These wounds burn with holy, golden fire, attacking the sinful malady and expelling it from the body.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. You cannot target yourself. Your target takes a Severity 1 Injury. You must actively and obviously use a ceremonial dagger blessed with holy water to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
The Witch is a master herbalist and can cure any number of illnesses and diseases with her special potions. She goes into the wilderness to find the proper set of herbs. Once she has what she's looking for, she mixes them together and boils the concoction. Steam rises from the mixture, twisting into recognizable shapes such as animals and spirits. The whole process takes about fifteen minutes, after which the patient must drink the entire mixture. They are immediately cured.
The proper preparation varies from person to person, so a single batch cannot be used to treat multiple people.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.