Healing

*Body Control (••••) *
Tradition: Healing
Prerequisites: Medicine ••
Dice Pool: Intelligence + Composure
Cost: 1 Willpower
Duration: Concentration
Casting Time: One turn
Concentration: Yes
Range: Self
Effect: You have great control over your body.
Depending on how many successes you roll, you may
perform the following feats. You may activate multiple
feats at once if you roll enough successes.
One success
 Awareness – Be aware of any movement of
your body, even if in a trance or asleep.
 Sleep – Fall asleep anywhere and under any
conditions
Two successes
 Slow Breathing – You can slow your breathing
rate by 50% (or more with more successes).  Overcome Disease or Poison – You may add the
successes from a Body Control roll to rolls to
resist disease or poison.
Three successes
 Ignore Pain – Wound penalties have no effect
on you for as long as you maintain the power.
 Resist Fear – You can reroll any failed
Equilibrium or Tenacity roll against fear-causing
effects.
Four successes
 Feign Death – Your breathing slows and vital
signs diminish to nearly nothing. It takes a Wits
+ Medicine roll with more successes than your
Body Control roll to determine you are still alive.
 Healing – Your healing rate is multiplied by 3.
Five successes
 Immunity – You are immune to all non-magical
diseases and poisons, and gain a +3 bonus to
resist any magical ones.

Countermagic (• – •••••)
Tradition: All
Prerequisites: Second Sight, Occult •••
Dice Pool: Wits + Occult
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Total
Range: Line of Sight
Effect: You can dispel arcana as they are being used, but
only reactively: i.e., you choose a target or targets to
shield and can then roll Wits + Occult to resist any
arcana cast on those targets, and your successes are
added to the successes of any resistance roll by the
target to determine the final result. Countermagic does
not function against the powers of the Nobility, Uratha,
or spirits. You receive a -2 penalty if you’re trying to
counter the magic of a tradition other than your own.

Enhance Other (•••)
Tradition: Healing
Prerequisites: Cure
Dice Pool: Wits + Medicine
Cost: 1 Bashing Damage
Duration: One Scene
Casting Time: Instant
Concentration: Yes
Range: Line of Sight
Effect: You may increase the target’s Strength or
Dexterity by 1 point per two successes scored (1 at 1 or
2 successes, +2 at 3 or 4, +3 at 5
), or may split the
bonus between the two stats.

Final Strike (•••)
Tradition: All
Prerequisites: Willpower ••••• •
Dice Pool: Wits + Occult + Willpower vs. Defense
Cost: All remaining Willpower and Health Levels
Duration: Instant
Casting Time: Instant
Concentration: No
Range: Willpower Dots * 2 yards
Effect: When Final Strike is invoked, the thaumaturge
spends all remaining Willpower points and health levels.
The damage cannot be prevented by any means or the
ritual simply fails. If the ritual is successful, the number
of health levels spent is immediately inflicted as levels
(not dice) of lethal damage against everyone in range.
Additional successes on the ritual roll increase the
damage dealt as normal. Defense applies first against
the automatic health levels of damage.

Flesh Shaping (•••)
Tradition: Healing
Prerequisites: None
Dice Pool: Intelligence + Medicine
Cost: 1 Willpower and 1 Bashing Damage
Duration: Concentration
Casting Time: 10 minutes
Concentration: Total
Range: Touch
Effect: You can shape and mold flesh as though it were
clay in your hands. You cannot change the target’s
general body size or mass, but may make them appear
taller or shorter, change their hair or eye color or (with
an Exceptional Success) make them appear to be
someone else entirely. Alterations are permanent,
unless reversed through another use of Flesh Shaping or
the Cure arcanum. Some believe that Flesh Shaping was
used to differentiate perihumanity, but if so, no one
knows which branch was the original version and the
ability to repeat that feat is far beyond modern
thaumaturges, even after all the advances brought by
the Nations of the Night.

Harm (•••)
Tradition: Healing
Prerequisites: Drain Vitality
Dice Pool: Wits + Occult – Stamina
Cost: 1 Bashing Damage
Duration: Instant
Casting Time: Instant
Concentration: No
Range: Touch
Effect: You can cause wounds with only your touch. Any
successes you get on the roll inflict Lethal Damage to
the target. In combat, a successful Brawl roll is needed
to grapple the target before you can use Harm.

Heart Reading (••)
Tradition: Psychic
Prerequisites: None
Dice Pool: Presence + Empathy – Composure
Cost: 1 Bashing Damage
Duration: One Scene
Casting Time: One turn
Concentration: Yes
Range: Limited by familiarity
Effect: You can sense the emotions of other people. If
successful, you learn the target’s emotions and gain a +1
bonus on social rolls against them while the power is
maintained.

Imbue Life (•••••)
Tradition: Healing
Prerequisites: Cure, Intelligence •••, Occult •••
Dice Pool: Wits + Medicine
Cost: 2 Willpower and 2 Bashing Damage
Duration: Instant
Casting Time: 15 minutes
Concentration: Total
Range: Touch
Effect: You can cure grievous wounds, including raising
the dead, as long as you use this arcana within a number
of minutes of their death equal to your Medicine. Every
success on the roll converts a point of Aggravated
Damage into Lethal Damage, which may then heal
normally. If the target’s Aggravated Damage is reduced
below the maximum amount on their health track, then
they return to life. Imbue Life automatically stabilizes a
dying character.

Imbue Unife (•••••)
Tradition: Healing, Necromancy
Prerequisites: Medicine •, Occult •••
Dice Pool: Intelligence + Persuasion
Cost: 2 Willpower and 2 Bashing Damage
Duration: Permanent
Casting Time: 1 hour
Concentration: Total
Range: Touch
Effect: You may raise a corpse up in a hideous mockery
of life. The corpse must have died within a number of
days equal to your Willpower Dots. If successful, you
create an undead servant with Power 1, Finesse 1,
Resistance 2, Speed 2, Initiative 1, and Defense 1. You
may allocate additional successes to raise these
statistics on a one-for-one basis. The creatures so
created are mindless and obey your orders without
question or initiative. You may have an number of
servants activate at once equal to twice your Resolve.

Mending (•••)
Tradition: Healing
Prerequisites: Cure, Composure •• Dice Pool: Intelligence + Empathy – Wound Penalties
Cost: 1 Bashing Damage
Duration: One week
Casting Time: 30 minutes
Concentration: No
Range: Touch
Effect: Mending causes the targets natural healing
speed to triple for the duration, healing Bashing Damage
in 5 minutes and Lethal Damage in 16 hours, as well as
curing tuberculosis, pneumonia, influenza and other
such diseases. With an Exceptional Success, this increase
to quintuple normal speed, healing Bashing Damage in 3
minutes and Lethal Damage in 10 hours, and can cure
any non-magical disease. Bashing Damage caused by
arcana cannot be healed with Mending.

Pain (•••)
Tradition: Healer, Psychic
Prerequisites: None
Dice Pool: Manipulation + Expression – Stamina
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Total
Range: Touch or Limited by familiarity
Effect: You can incapacitate a target with waves of pain,
either by touch (healers) or while in contact with their
mind (adepts). If you succeed, the target can do nothing
but writhe and scream helplessly for as long as the
power is maintained. Any actual damage inflicted on the
target immediately allows them to reroll their resistance.
If the target rolls no successes on their initial resistance
roll, they immediately receive the Beaten Down
Condition.

Psychic Shield (• – •••••)
Tradition: All
Prerequisites: Willpower •••+
Dice Pool: None or Intelligence + Occult
Cost: None or 1 Bashing Damage
Duration: Indefinite or Concentration
Casting Time: Always on or Instant
Concentration: N/A or Yes
Range: Self or Limited by familiarity
Effect: Psychic Shield protects you from mental
influences or powers. Its level applies as a dice penalty
to any attempt to influence you mentally, for good or ill.
It is always on unless you deliberately choose or lower it
or are unconscious. In addition, thaumaturges can
extend their Psychic Shield to others with a successful
roll, though doing so leaves their own shields weaker
(effectively, you can grant others your merit dots
temporarily). They may also use their shields to filter
their powers through, making them harder to detect
(see Second Sight). Psychic Shield may be bought by
non-thaumaturges. It functions at half effectiveness
(rounded down) against the powers of the Nobility,
Uratha, or spirits.

Second Sight (• – •••••)
Tradition: All
Prerequisites: None
Dice Pool: None or Wits + Composure
Cost: None
Duration: Indefinite
Casting Time: N/A
Concentration: No
Range: Self
Effect: You can sense the active or lingering use of
arcana. You can roll reflexively every time a power is
used in your vicinity—if you know the power, you can
identify it, otherwise you simply know that the target is using magic. Anyone using Psychic Shield to conceal
their arcana use applies a penalty to this roll equal to
their level of Psychic Shield. Secondly, if an arcana was
used within the last scene, you can detect traces of its
use and, if you are familiar with the caster, identify the
user. Second Sight does not work on the powers of the
Nobility, Uratha, or spirits.

Sleep (••••)
Tradition: Healing, Psychic
Prerequisites: Calm Dice Pool: Wits + Manipulation – Resolve
Cost: 1 Bashing Damage
Duration: 1 minute per success
Casting Time: One turn
Concentration: No
Range: Touch Line of Sight
Effect: While in contact with the target’s mind (adept) or
while touching them (healer), you can put targets into a
dreamless sleep, giving them the Immobilized Tilt.
During that time, no level of noise will awaken them,
though rough handling or damage will.

Sooth Mind (•• or ••••)
Tradition: Healing
Prerequisites: None
Dice Pool: Presence + Expression
Cost: 1 Willpower and 1 Bashing Damage
Duration: One scene
Casting Time: 10 minutes or 4 hours
Concentration: Total
Range: Touch
Effect: You can reduce or cure Derangements. With the
•• version, you can reduce a severe Derangement to
moderate or prevent a moderate Derangement from
affecting the character for a scene. With the ••••
version, you can cure Derangements, given time. A mild
Derangement takes 10 total successes, a severe one
takes 20 and an extreme one takes 30. You may make
one roll per day. The •••• version takes four hours.

Touch of Insanity (••••)
Tradition: Healing
Prerequisites: Willpower •••••
Dice Pool: Manipulation + Empathy – Resolve
Cost: 1 Willpower and 1 Bashing Damage
Duration: One scene
Casting Time: Instant
Concentration: No
Range: Touch
Effect: You can drive someone momentarily mad with a
simple touch. If the target fails to resist, they suffer the
moderate Derangement of your choice. If you gain an
Exceptional Success, they suffer a severe Derangement

Healing

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