Classification: Union // Open

Everything

4676 records

Random
Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryPentex SubsidiaryWerewolfBotW
AdvancedPentex SubsidiaryWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptistePentex SubsidiaryWerewolfBotW
Loading further records
Classification: Union // Open Ref mage/trait/practice/medicine-work

Medicine Work

Practice · Mage

Mage
Type
Practice

Next to parenting, healing might be the highest human vocation. Many mages – mystics and technomancers alike – view their Enlightenment as an obligation to heal. To heal the planet, heal the people, heal the spirits, heal the Earth… perhaps all of them at once, if that’s at all possible. And so one of the oldest and most sacred Paths an Awakened person can pursue involves the practice of medicine work.

Simply put, a medicine-person directs his skills and energies toward a healing practice. He might be the Progenitor physician, the Verbena root-witch, the Bata’a houngan, the Templar medic… it’s not the group that matters, or even the medical practice, when it comes to the abilities of a skillful mage. A shaman with Life 3 can fix a broken leg as well as a Progenitor with the same level of Spheres. For the purposes of magickal practice, the term medicine work refers to the intent to heal and the choice of techniques that enhance healing, not to the specific method a mage uses when healing injuries or disease.

Human medicine is an ever-evolving technology. Things we take for granted as medical facts were unknown half a century ago, whereas certain proven truths of conventional Western medicine ignore equally proven truths of alternative, non-industrialized medicines. A well-rounded healer in today’s world would probably understand Western technological medicine; Tibetan So Rig techniques; faith-based spiritual methods; Indian Ayurveda (“the science of life”); Japanese reiki and Swedish massage; the vast synergy of modern Chinese medicine; the Persian, Greek, and Arab roots of conventional medicine; current holistic theories; experimental machine technology, and other techniques besides. Few healers, of course, have the time or access to study such a broad range of disciplines – many of which clash with one another on a philosophical level. Instead, the healer picks a specific approach and then directs his attentions… and intentions… toward the path that works best for him.

Thanks to magick (especially the Life, Entropy, Mind, and Prime Spheres), any form of medicine can work for an Awakened healer who employs that medicine as a focus, so long as that mage BELIEVES in that form of medicine. An Iroquois member of the Society of Faces would feel as lost in a Progenitor biotech facility as a Progenitor would feel when hefting a medicine mask. Both techniques work in the hands of a mage who understands and trusts those techniques, but few healers trust both of those techniques with equal faith. And so, when choosing medicine work as a magickal practice, the player needs to define what sort of medicine his character employs. (We encourage players to research actual medical practices from different cultures. The facts are as fascinating as any constructed fantasy!)

It’s worth mentioning that traditional Native American and African mages often abhor the idea of using magic. In many cultures, “magick” is either trickery or the influence of malignant spirits. Medicine is a more accurate and respectful term for what such people do than magick is… hence, the phrase medicine man. Many “shamans” actually consider themselves to be medicine people, using their Arts to nurture and restore the world, not to make it dance to their whims.

For the practical effects of Sphere-based healing, see Health and Injury in Chapter Nine, (pp. 406-409).

Associated Paradigms: A Mechanistic Cosmos; A World of Gods and Monsters; Bring Back the Golden Age; Creation’s Divine and Alive; Divine Order and Earthly Chaos; Everything is Chaos; Everything’s an Illusion, Prison, or Mistake; It’s All Good – Have Faith; Tech Holds All Answers

Associated Abilities: Academics (healing practices), Art (masks, dance, music, etc.), Awareness, Empathy, Esoterica (herbalism, energy work, bodywork, healing and meditative practices), Medicine, Meditation, Pharmacopeia, Science, Technology

Common Instruments: Artwork, blessings and curses, blood and fluids, bodywork, bones and remains, books, brews and concoctions, computers, cups and vessels, dance and movement, devices and machines, drugs and poisons, group rites (operations), herbs, laboratories, languages (Latin, jargon, and that weird script doctors use when writing prescriptions), meditation, music, offerings and sacrifices, prayers and invocations, social domination, voice, weapons (surgical instruments)

Referenced by 3

Bestiary

Traditions & Orders

  • Ngoma mage/faction/craft/the-ngoma
  • Verbena mage/faction/tradition/the-verbena
Report a problem