The Spells of Sanamancy
High Porthosian Version
High Porthosian Version
Sanamancy is one of the 2nd most common magic in the world of TSC. Sanamancers are regarded as a very mysterious group of people. They are generally regarded as an important mage group, especially in Karthus and Hreinngar, but are generally more considered a threat in Ravena, Vontur, and the Southern Selyrian Kingdoms.
Sanamancers are believed to have originated from Duskalian druids who migrated to Selyria. Sanamancers usually graduate in Valenti Academy in Karthus, but they can come from anywhere. They are important especially to Karthusians, who value their abilities as healers, and Druids. They are also found in Sicarius, where they were used as Malumancers in the Great Orc War.
Since the source of Sanamancy is based on Organic Life, there are several sources that you can find for this.
Plants are easy to turn into life essence, which, while holding, can be turned into other spells.
Animal life, when absorbing their essence, turns them older. Doing this too much will turn them to dust.
Sentient life, as well as magical creatures, similar to animal life, deteriorates their cells. However, since all sentients and magical creatures are able to hold mana, meaning that there is a risk of developing early symptoms of sorcerer's syndrome. Doing this too much will turn their source into dust.
This spell helps you control leaves, vines, roots, fruit, vegetables, or wood depending on your rank. Student arcombines often use these spells alongside more high ranking arcombines to bring harvest crops into a cart.
Novices can do basic movements for leaves, although very limited.
Disciples are able to control more of these leaves in more flexible ways.
Mages from the Valenti Academy have a tradition of basket weaving using the threads of plant fibers as a way to prove their Apprentice rank.
Plant Control is also used by Graduates to throw wooden spikes, or for rectors to lift wooden logs. In Shiniya, Bamboo storms are done by Adeptus mages to suppress enemies. Archmages are known to use vines as arms, or wood as massive floating fists.
Used mostly by Disciple Arcombines to heal any damage that plants may have been damaged, this spell rejuvenates the cell of a plant, potentially helping it live longer and healthier.
The most common Arcombine spell. This spell grants the mage the ability to put in more cells on a plant, causing it to grow larger. This is used by Adeptus mages when creating walls made out of wood or vines. Rectors can grow vines to ensnare enemies, while Archmages are known to grow plants from their seed. Sages are known to create long stretches of 'Barvine' that halts an enemy push.
In the world of TSC, when 2 armies have several mages on their arsenal, they tend to hunker down by building trenches. Sanamancers then fortify their positions using vines with very sharp barbs called 'Barvines' that when placed, may potentially slow down or even trap an enemy force.
Worldbuilder's Note
It's literally Fantasy Barbed Wire, because yes, in the world of TSC, warfare is kinda like WW1. Trenches, charges, fireballs of artillery.This spell is known for being able to control some light parts of the body, mostly the hair. Some sanamancers are able to pull a person's hair from a distance, making them disoriented and get knocked down.
Archmages are able to control flesh. Sages are able to tear off this flesh and control mucles. Archsages can siphon blood. Elders can control bone.
This is a standard medical spell used by military medics of the different militaries of the Northern Kingdoms. This is also the standard spell for doctors and surgeons in Karthus. This spell enables a mage to heal another person’s illness, whatever that may be. Depending on how severe the illness or injury is, the amount of mana needed will depend on it. Using this spell, you can reconstruct the injured areas back to their original state, accelerating the body's healing process.
For Adeptus mages, they must touch the person to heal their ailments on their skin, internal organs, and muscles. For Rectors, they are able to heal bones. For archmages and above, they can heal from a distance, and the higher you rank up, the further and faster you can heal someone.
By using life essence to create cells that replicate the person you are trying to disguise as, you are able to disguise as another person. Sanamancers can also use this spell to alter the facial features of a person which can last for hours.
Rich nobles usually seek Sanamancers for this reason, as minor facial readjustments can last days, before facial skin cells start to deteriorate.
By using this spell, one is able to generate body cells that can be used for many reasons. This can be used for many things.
Archmages from the Bringers of Joi tend to use this spell to do sex reassignment surgeries to transsexual people under The Bridge of Pleasure, as in most nations, such as with Reedianite nations, this is not allowed.
Archsages use it to generate more skin from people, and then tear off muscle parts. Masters are able to control and generate blood and bone. Masters are known to create shields and projectiles made out of bone, or are known to create extra limbs for their own use.
Sanamancers who constantly use Flesh, Blood, and Bone, are called Malumancers.
Some Sanamancers use this to prolong the life of people.
This spell grants the ability to turn into an animal that they can see. If the animal is bigger and heavier than them, then they would need more essence to transform. If the animal is smaller, then they will nourish the areas around them.
During animal form, they cannot use magic, as the arcane lobe is blocked due to an extreme change in density and size.
The more the mage stays as the animal, the more they consume mana.
Using this spell, the user slowly can be turned into an animal that is visible nearby. The victim will feel if they are slowly being morphed, as this takes time. Using this spell is a very long process. It involves replacing each cell in the body with an animal cell, meaning extremely high affinity will be required. However, once the spell is done, there is no turning back. The brain of the victim may reject their new body, leading to paralysis.
The victims can still reverse the spell if they are near a Saint's Crystal, or another Master to reverse such spell.