Physic Remedies

What is a Remedy?
A Remedy is a special consumable item that only Physics can create and use upon their Patients. Remedies can grant healing or special effects beyond the norm.

How do you create Remedies?
Remedies are created by a Physic that possesses the following:
–    10 uninterrupted, consecutive minutes to spend in the Alchemy Lab or Inn
–    The necessary Recipe on a Wyrdic Cipher or in his head (learned as a Skill that costs 3 Build)
–    The necessary rank of Medicine Man (Expert Medicine Man for Complex Remedies and Master Medicine Man for Erudite Remedies)
–    The necessary component costs to make the Remedy (as written on the Wyrdic Cipher)
–    The phys-reps required for the Remedy (as written on the Wyrdic Cipher)

After the allotted time has been spent Role-playing the creation of the Remedy, a Physic can deliver the component costs to Logistics and receive 3 official 7K dose tags to fill out with the following:

–    Effect of the Remedy
–    The Creator’s CSN
–    The moon of Expiration

The Remedy creator must have the other phys-rep requirements on his or her person.

How do you use Remedies?
Remedies can only be used by a Physic upon their Patients. A Physic can be her own Patient. A Physic with the Medicine Man skill can use Basic Remedies but it takes an Expert Medicine Man to use Complex Remedies and a Master Medicine Man to use Erudite Remedies.

Remedies come in three varieties: Bandages, Salves and Infusions

Bandages require 10 seconds of uninterrupted bandaging with the required phys-rep on the Physic’s Patient. If the bandaging is interrupted, the Remedy is expended with no effect. Whether the bandaging is successful or not, destroy the Dose card and discard it in an appropriate receptacle.

Salves require 1 minute of uninterrupted application upon the Patient’s shoulders. If the application is interrupted, the Remedy is expended with no effect. The Physic need not touch the Patient to administer the Salve, merely being stationary and within Arm’s reach for the allotted time is sufficient. Whether the application is successful or not, destroy the Dose card and discard it in an appropriate receptacle.

Infusions are latent effects that last for an entire moon and grant curative benefits to the Patient. As latent effects, an Infusion counts against the number of Latent effects that a character may have: 3 at 1st level, 5 at 5th level and 7 at 10th level. Infusions require 5 minutes of uninterrupted application upon the Patient’s shoulders.

If the application is interrupted, the Remedy is expended with no effect The Physic need not touch the Patient to administer an Infusion – merely being stationary and within Arm’s reach for the allotted time is sufficient. If the application is unsuccessful, destroy the Dose card and discard it in an appropriate receptacle.  If the application is successful, mark the Dose card with the Moon that it was used and give it to the Patient, who must store it with his Character Card.

In all cases, clarify and inform the Patient of what the effects they just received.

How can I learn to create Remedies?
A Physic can create a Remedy if he has the appropriate Wyrdic Cipher in his possession. Wyrdic Ciphers are coded recipe cards in that explain the costs and effects of each specific recipe.

Alternatively, by spending an entire moon studying a Wyrdic Cipher and spending 3 build, a Physic can internalize its contents and learn the secrets of its procedures. Only the most dedicated and single-minded of Physics do this. The rest collect Wyrdic Ciphers in their Medicinal Tomes and guard it jealously from rivals and thieves.

What does 1/M, 1/P, 1/H or 1/SR mean?
1/SR is once per short rest. Once used, this benefit can not be used again until the wielder has taken a successful short rest.
1/H is once per hour. Once used, this benefit can not be used again until an hour has passed.
1/P is once per period. Once used, this benefit can not be used again until the next period.
1/M is once per moon or month. Once used, this benefit can not be used again until the next event.


 Remedies (B/C/E)

Basic:

Soothesalve Bandage Recipe
A common remedy, the Soothsalve Bandage has been used by Midworld’s Physics since the dawn of history.
Basic Remedy
Create: 3 Soothsalve Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: Patient regains 10 HP.
Cost: Basic Herbal x1
Phys-Rep: Strip of grey cloth (2-3 feet in length), 3 dose cards

Soothesalve Infusion Recipe

By infusing the patient with elemental energies, a Physic can improve the power of healing magics upon him.
Basic Remedy (1 moon; latent effect)
Create: 3 doses of Soothesalve Infusion; expires after 6 moons
Apply: 5 minute of treatment; interruptions expend infusion
Dose: Remove all other Infusions from the Patient. Invoke “Heal 1 HP” when affected by a Healing spell to regain 1 extra HP.
Cost: Basic Herbal x3
Phys-Rep: Small jar or vial, 3 dose cards

Venom-bane Bandage Recipe
The Venom-bane bandage is not often seen but have some in stock has allowed a wise Physic to save his patients.
Basic Remedy
Create: 3 Venom-bane Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: All Basic Poisons are removed from the Patient. For the next hour, the Patient may invoke “Immune” against Basic Poisons and attacks that inflict 15 Poison damage or less.
Cost: Basic Herbal x1
Phys-Rep: Strip of grey cloth and strip of yellow cloth (each 2-3 feet in length), 3 dose cards

Venom-bane Infusion Recipe
This Infusion immunizes a Patient against basic Poisons and Poison attacks.
Basic Remedy (1 moon; latent effect)
Create: 3 doses of Venom-bane Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion.
Dose: Remove all other Infusions from the Patient. (1/SR) Invoke “Venom-bane” to negate a Basic Poison or an attack that inflicts 15 Poison damage or less.
Cost: Basic Herbal x2, basic Earth x2
Phys-Rep: Small jar or vial, 3 dose cards

Plague-bane Salve Recipe
The Plague-bane Salve is used by wise men and women across Midworld to stop diseases before they can spread.
Basic Remedy
Create: 3 doses of Plague-bane Salve; expires after 6 moons
Apply: 1 minute of treatment on patient; interruptions expend salve
Dose: All Lesser Diseases are removed from Patient. For the next hour, the Patient may invoke “Immune” against Lesser Diseases.
Cost: Basic Holy x1
Phys-Rep: Small jar or vial, 3 dose cards

Plague-bane Infusion Recipe
This infusion fortifies a patient’s body against lesser Diseases.
Basic Remedy (1 moon; latent effect)
Create: 3 dose of Plague-bane Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions from the Patient. (1/SR) Invoke “Plague-bane” to negate a Lesser Disease.
Cost: Basic Herbal x2, Basic Holy x2
Phys-Rep: Small jar or vial, 3 dose cards

Trollgrass Bandage Recipe
An uncommon remedy, this Bandage utilizes the healing powers of this rare grass.
Basic Remedy
Create: 3 Trollgrass Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: Patient regains 15 HP and use of all severed, crippled or broken limbs.
Cost: Basic Herbal x1
Phys-Rep: Strip of grey cloth and strip of green cloth (each 2-3 feet in length), 3 dose cards

Trollgrass Infusion Recipe
This infusion greatly improves the healing powers of spells used upon the patient by fortifying his flesh with Trollgrass essence.
Basic Remedy (1 moon; latent effect)
Create: 3 doses of Trollgrass Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions from the Patient. Invoke “Heal 2 HP” when affected by a Healing spell to regain 2 extra HP.
Affinity (Troll or Minotaur): Using Troll Resilience and Minotaur Resilience heals 5 extra HP.
Cost: Basic Herbal x3, Basic Earth x3
Phys-Rep: Small jar or vial, 3 dose cards

Complex:

Silverbloom Bandage Recipe
Created by the Callasine, this bandage mixes the healing power of the earth with the holy power of the divine.
Complex Remedy
Create: 3 Silverbloom Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: Patient regains 15 HP.
Affinity (Elf or Priest): Patient regains 20 HP instead.
Cost: Basic Holy x1
Phys-Rep: Strip of grey cloth and strip of white cloth (each 2-3 feet in length), 3 dose cards

Silverbloom Infusion Recipe
This infusion was invented by the Celestial Church of Callas Selvarion to bolster the faithful’s spirits.
Complex Remedy (1 moon; latent effect)
Create: 3 doses of Silverbloom Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions from the Patient. Invoke “Heal 3 HP” when receiving healing that isn’t from this Infusion.
Affinity (Elf): Using Angelic Resurgence heals 5 HP or 5 extra HP.
Cost: Rare Holy x1, Rare Herbal x1
Phys-Rep: Small jar or vial; 3 dose tags

Assassin-bane Bandage Recipe
Found from ancient Wyrdic texts, this bandage is said to have saved the life of at least two Wyrdic Emperors.
Complex Remedy
Create: 3 Assassin-bane Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: All Basic and Complex Poisons are removed from the Patient. For the next hour, the Patient may invoke “Immune” against Basic, Complex Poisons and attacks that inflict 25 Poison damage or less.
Cost: Basic Herbal x2, Basic Earth x2, Basic Water x2
Phys-Rep: Strip of grey cloth and strip of yellow cloth (each 2-3 feet in length), 3 dose cards

Assassin-bane Infusion Recipe
This Infusion provides the patient with protection against complex poisons and high damage poison attacks.
Complex Remedy (1 moon; latent effect)
Create: 3 doses of Assassin-bane Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions. (1/SR) Invoke “Assassin-Bane” to negate a Basic or Complex Poison or an attack that inflicts 25 Poison damage or less.
Affinity (Human or Warrior): (2/SR) Invoke “Assassin-Bane”
Cost: Rare Water x1, Basic Herbal x3
Phys-Rep: Small jar or vial, 3 dose cards

Scourge-bane Salve Recipe
This salve was created during a series of plague outbreaks in the ancient dominions of the Wyrdic Empire.
Complex Remedy
Create: 3 doses of Scourge-bane Salve; expires after 6 moons
Apply: 1 minute of treatment on patient; interruptions expend salve
Dose: All Lesser and Greater Diseases are removed from Patient. For the next hour, the Patient may invoke “Immune” to Lesser or Greater Diseases.
Cost: Basic Water x1, Basic Earth x1
Phys-Rep: Small jar or vial, 3 dose cards

Scourge-bane Infusion Recipe
Scourge-bane infusions were given to healers sent into plague-ridden areas by the Empire of Wyrd.
Complex Remedy (1 moon; latent effect)
Create: 3 dose of Scourge-bane Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions. (1/SR) the Patient may invoke “Scourge-bane” to negate a Lesser or Greater Disease.
Affinity (Human or Warrior): (2/SR) Invoke “Scourge-bane”
Cost: Rare Water x1, Basic Earth x2
Phys-Rep: Small jar or vial, 3 dose cards

Demonblood Bandage Recipe
The Demonblood Bandage has its roots in the Twilight Empire and in the Labyrinthium both.
Complex Remedy
Create: 3 Demonblood Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: Patient regains 20 HP and takes a Daze 30 effect.
Affinity (Nightkin or Diabolist): Drinker is not dazed and gains the Great Strength skill for 10 minutes.
Cost: Basic Demonic x1
Phys-Rep: Strip of dark red cloth (2-3 feet in length), 3 dose cards

Demonblood Infusion Recipe
Though potent, this infusion is not for the pure and not for the faint-hearted.
Complex Remedy (1 moon; latent effect)
Create: 3 doses of Demonblood Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all Infusions on the target. Invoke “Heal 3 HP” to regain 3 extra HP and receive a Daze 10 effect when affected by a Healing spell
Affinity (Nightkin or Diabolist): Invoke “Heal 4 HP” and do not take a Daze 10 effect instead. Also, gain the Great Strength skill for 10 minutes.
Cost: Basic Demonic x3, Basic Earth x3, Basic Shadow x3
Phys-Rep: Small jar or vial; 3 dose tag

Adarna’s Grace Recipe
Created by the Riverfolk, this recipe allows a Physic to save a Patient at death’s door.
Complex Remedy
Create: 3 doses of Adarna’s Grace; expires after 6 moons
Apply: 10 seconds of bandaging; interruptions expend bandage
Dose: If at their Critical Death Count, the Patient is stabilized and restored to 5 HP.
Cost: Basic Herbal x1
Phys-Rep: grey poultice patch and grey stripes of cloth, 3 dose cards

Erudite:

Vallah’s Veil Bandage Recipe
Created by that mythic Circle of witches, this bandage bestows greater benefits to Adepts and Beastlings.
Erudite Remedy
Create: 3 Vallah’s Veil Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: Patient regains 30 HP. If the Patient channels uninterrupted for 5 seconds, she regains 10 extra HP.
Affinity (Adept or Beastling): Channeling for 5 seconds heals 30 HP instead.
Cost: Basic Wind x1, Basic Herbal x1
Phys-Rep: Strip of white cloth (2-3 feet in length), 3 dose cards

Vallah’s Veil Infusion Recipe
The Circle of Vallah held the greatest of Physics in their ranks and this is considered to be the highest of their lores.
Erudite Remedy (1 moon; latent effect)
Create: 3 doses of Vallah’s Veil Infusion; expires after 6 moons
Apply: 5 minutes of treatment; interruptions expend infusion
Dose: Remove all other Infusions on the Patient. Invoke “Heal 5 HP” when affected by a Healing spell to regain 5 extra HP.
Affinity (Adept or Beastling): Bestial Wrath or Totemic Shift heals the Patient for 20 HP.
Cost: Rare Wind x1, Rare Water x1, Rare Earth x1
Phys-Rep: Small jar or vial; 3 dose tag

Kali’s Kiss Bandage Recipe
The Ishtari have perfected this remedy, which can cure all poisons.
Erudite Remedy
Create: 3 Kali’s Kiss Bandages; expires after 6 moons
Apply: 10 seconds of bandaging on patient; interruptions expend bandage
Dose: All Poisons are removed from the Patient. For the next hour, Patient may invoke “Immune” against all Poisons and Poison attacks.
Cost: Rare Holy x1, Basic Water x2, Basic Shadow x2
Phys-Rep: Strip of blue cloth and strip of white cloth (each 2-3 feet in length), 3 dose cards

Grace of the Warder Salve Recipe
This Salve is from the shadowed lands of Gotterdammerung where Physics have improved upon the original Wyrdic recipe.
Erudite Remedy
Create: 3 doses of Grace of the Warder Salve; expires after 6 moons
Apply: 1 minute of treatment on patient; interruptions expend salve
Dose: All Diseases are removed from Patient. For the next hour, the Patient may invoke “immune” to all Diseases.
Cost: Rare Holy x1, Basic Earth x2, Basic Water x2
Phys-Rep: Small jar or vial, 3 dose cards

Breath of Bat-hala Salve Recipe
The Bat-halai have created this Salve which has an amazing capacity to restore one’s spirit and vim.
Erudite Remedy
Create: 3 doses of Breath of Bat-hala Salve; expires after 6 moons
Apply: 1 minute of treatment on Patient; interruptions expend salve
Dose: Patient regains 5 SP
Cost: Basic Water x1, Basic Demonic x1
Phys-Rep: Small vial, 3 dose cards