Difference between revisions of "Medicine (Ability)"

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''Example Specialties'': Infections, Burns, Broken Bones, Heredity, Puncture Wounds, Amputation, Acupuncture, Specific [[:Category:Sickness & Disease|Diseases]].  
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'''Example Specialties''': ''Infections, Burns, Broken Bones, Heredity, Puncture Wounds, Amputation, Acupuncture, Specific [[:Category:Sickness & Disease|Diseases]]''.  
  
  

Revision as of 01:32, 10 October 2015

Example Specialties: Infections, Burns, Broken Bones, Heredity, Puncture Wounds, Amputation, Acupuncture, Specific Diseases.


The Medicine Ability is used for the practice of Medicine, covering the diagnosis of ailments and the application of treatments: setting bones, suturing cuts, applying the correct herbal mixtures, proper use of Medical Instruments, and the like.


Medicine also applies for knowledge of how specific ailments or injuries might come about, and what preventative measures can reduce risks. This can also be applied to making guesses at the cause of observed ailments, complementing and overlapping with Investigation (Ability). Medicine allows the preparation of some treatments such as herbal salves and potions, overlapping and complementing Craft Water (Ability) and the Thaumaturgy path of Alchemy. Given the nature of Creation, understanding of medicine brings with it understanding of Essence, its flows and interactions, though this tends to be at a practical level, with deeper and more theoretical knowledge the purview of Occult (Ability). Medicine can carry knowledge of breeding and heredity, particularly applied to mortals, though here it overlaps a great deal with that same field amongst plants and animals, which is covered by Survival (Ability).


Much as the Craft abilities, Medicine is an ability useful in gaining the complex knowledge and skill to approach the more esoteric crafts of Genesis and Necrosurgery.