[Hider= Natura (Nature) Mageblood ] [u]School of Geomancy[/u] [IMG]http://i38.photobucket.com/albums/e123/No_SushiVN/geomancerprogressb.jpg[/IMG] Geomancy is the magic of manipulating the Archanite naturally found in solid earthy matter, typically stone and dirt. Such materials like wood or bones cannot be controlled very easily by Geomancers, but things like brick and boulders are within their abilities. With sufficient training, Geomancers may even be able to manipulate processed ores, such as steel. That being said, even certain unprocessed ores and stones require great skill from the mage to control, such as Godstone or Adamentium. Additionally, some difficulty with Geomancy is that, unlike other magics, Geomancy is more “Physical” based than “Magical”. Meaning that Geomancers require an existing source for their magic, unlike others who can use their magic with variable regards to their own location. This also means that anyone with sufficient physical barriers can adequately protect themselves from Geomancers, depending on the case. Nonetheless, there are many applications to Geomancy that allows it to become superior to other bloods if used correctly. At the novice level, most Geomancers can manipulate most form of loose sediment and larger rocks. This can vary from changing their shape or simply move them with mental cues. It requires less energy for less objects; trying to manipulate a cloud of dirt is a heavily energy consuming (depending on how many particles of dirt you’re trying to move), and ultimately may be no more effective than throwing dirt. At this level, Geomancers are unable to properly manipulate processed metals, and even metals such as iron will be difficult for them to control. More adept Geomancers may begin to control larger stones, up to even boulders. They may also have refined their concentration to move multiple objects, though they have to be able to keep track of each one. Some metals can be affected now, but refined metals are still beyond their power. A common ability geomancers of this level will be taught is the “Stone Flesh” skill, which allows them to attach chunks of earth to themselves as armor. However it requires constant magical focus and energy, and better armor requires better control over their mageblood. Movement costs more energy as well, making full armor very draining even for short periods of movement. Expert level Geomancer’s will begin to see a surge in application with their magic. At this level, an Expert Level Geomancer to extend his focus to even small stone objects like pebbles, and can control even entire clouds of pebbles. Metals are now available for Geomancer’s to control, even if they are in a molten state. Many skilled Geomancers become metal workers thanks to this ability, but that’s merely one ability viable to them. Expert Level Geomancers can comfortably control their energy enough that they can take on their stone flesh and move with alarming speed; using their magic to supplement movement, they can become like falling rocks to their foes, crushing anything that stands in their way. Expert Level Geomancers can adopt a more powerful Metal Flesh form, and while more energy consumptive; they can do the same as they would with stone flesh even if they can only do so for a shorter amount of time. Master Level Geomancers are foes to be feared. They can control even the slightest trace of earth archanite, even the very ones that course though your veins. They can sunder walls of solid stone or compress it into a single, highly dense rock. Many Geomancers who reach this level are rewarded a similar object known as a Gaia: An extremely compressed amulet of some form of metal of the mage’s choosing. The Geomancer is capable of using their magic to control an unknown amount of earthen archanite in their Gaia, from simply enough to create a sword or enough to create mountains. Their Gaia’s are consider trophy’s for anyone with the gal and ability to defeat one. Just be careful not to bring it with you when you fight one; only a Geomancer’s own magic prevents another from using their Gaia against them. [u]School of Herbamancy[/u] [IMG]http://3.bp.blogspot.com/-1EXsru5DmjA/TgoQ9cQFdvI/AAAAAAAAASs/Cjm1CmL5rIs/s400/Skinshifterb.jpg[/IMG] Introduction to Herbmancy: Herbmancy is the magic of manipulating plant and plant-like structures, including such things as algae and fungi. Herbmancers are valued throughout the world for their abilities to manipulate plant life, and many Herbmancers take up additional education in Alchemy and medicine, to better utilize their magical abilities. Herbmancers have been known to be able to turn entire barren fields into fertile farm lands, or making a single seed grow into a mighty tree in the span of minutes. Herbmancy is often seen as a “supportive” magic due to popular perception of the fragility of wood and the initial lack of offensive capabilities of plants. But with creative application and careful focus, even an Herbmancer can be as much of a threat on the battlefield as other more conventional magics. Growth: One of the basic and core abilities of an Herbmancer is the ability to cause plant life to grow. From an old stump to a simple seed, a herbmancer can channel her magic into these things and make the plant grow as she deems fit. There is a caveat however: The target of her magic must retain a “spark” of life within it for her magic to be able to activate and manipulate. A seed, while diminutive, carries a spark within it that an herbmancer can manipulate. A stump continues to hold it’s spark even after it has been cut apart, as it can one day grow and maintain life. But processed plants would prove a challenge. Anything from a clipped flower to a wooden chair would lose the spark of life after a period of time, depending on the plant in question. And once that spark is lost, the ability for an Herbmancer to make it grow becomes much more difficult. HIgh level Herbmancers can simulate a spark in such objects however, and with more power put into it, could even restore these dead plants back to life. Manipulate: Another basic ability of an Herbmancer, which is allowing her to move and manipulate plants using only her magic. A deceptively simply magic that nonetheless makes up the core of most combat-based Herbmancers. In it’s initial levels this magic allows an Herbmancer to make plants move and twist in ways that is normally impossible for it, and at speeds that can catch people by surprise. Most would not consider trees agile things, but they’ve never been sucker punched by an entire branch before. Higher Level Herbamncers can telekinetically control wooden objects much like how Geomancers can. Much like with Growth Magics however, an Herbmancer would have an easier time Manipulating the movements of plants with a spark of life still in them over processed plants that have been long dead. Fertile Spark: An important ability for Herbamancers. Fertile Spark is the magic required for them to be able to bring life back to dead plants. While it’s an ability easily accessed by novice, it’s also a power that can be the most draining, and thus deadly. Fertile Spark allows the Herbmancers to not only bring a spark of life to dead plants, but to the land around them, if they have the blood to spare. Most would first learn how to channel a Fertile Spark through their body, allowing them to bring to life dead plants through contact, and use their magic of Growth to help ensure the plant can live after the Herbmancer leaves. But higher level magics could channel a Fertile Spark through the area around them, allowing them to turn not just plants but even barren lands or solid metal into fertile grounds to grow plants. Plant Speak: A powerful spell in an hermancer’s arsenal, Plant Speak is similar to Psychomancy Telepathy, but can only affect plant life. While this caveat may make this power useless, Plant Speak allows one to communicate with plants and those plants, even those normally incapable of sentience, can and will communicate back. This allows an Herbmancer to use plants to gain information she otherwise could not obtain, such as if someone had passed a plant or what was said within the plant’s vicinity. A strong Herbmancer can even have the plant communicate with other plants, spreading its information network to all and any plants near the Herbmancer. Mutation: Mutation is an advanced level magical ability that allows an herbmancer to make plants “Mutate” and take on the traits of other plants the Herbmancer may know. The closer to the original genus, the easier for the Herbmancer, though with enough mageblood and time, any plant can be mutated into any other plant, regardless of how unrelated the species are. A plant can also have different mutations active at once, however the more twisted the plant becomes, the less likely that it’ll survive after the herbmancer drops her magic. Some plants may become so horribly mutated that the Herbmancer must continue to charge her magic through the plant in order for it to maintain it’s spark of life. Concentration: Concentration allows an herbmancer to increase the natural properties of various plants and natural organic substances. They can do anything from make wood harder to increase the restorative properties of herbs, or even make deadlier poisons or more effective reagents for magical potions. This can also work in reverse, weakening the effects of natural substances for whatever purpose the herbmancer requires it for. Insect Control: Another ability similar to Plant Speak, and another spell that shares similarities to Psychomancy Telepathy. Insect control relies on the innate symbiotic nature of insects and plants for an Herbmancer to manipulate. While a Herbmancer cannot magically control the physical actions of insects, they can essentially control their “minds” similar to a Domination Spell, but only for insects. Insect control can be used on a single bug or an entire swarm, however larger swarms can divide a Herbmancer’s concentration and quickly drain her of mageblood if she isn’t careful. Symbiosis: A testament of an Herbmancer’s master over her magic. Utilizing both the strength of her magic and the knowledge of plants, she can fuse a plant into their body, allowing them to gain strength from the plant of their choice. This can range from anything from flesh as hard as wood, or the ability to produce and become immune to certain poisons, and a various other abilities linked to the plants fused with. The fusion lasts only as long as the Herbmancer must be constantly feeding her own Mageblood into the plants she is infused with, and more plants she’s fused into require more blood sacrificed. [hider=List of Plants] (This list will be updated as more are added, so check it weekly at least.) Noteworthy plants for the discerning Herbmancer: There are many plants in the world that an Herbmancer could manipulate, from simple weeds to ancient forests ripe with magic. But an Herbmancer’s magic can only do so much if the Herbmancer themselves do not know the full capabilities of the plants they control. Here are a few plants and fungi that an Herbmancer should try to become familiar with to bolster and better optimize their magical potential. Iron Wood - A valuable type of wood that grows native in the lands of Ghannos, however with proper conditions and the assistance of many workers and Herbmancers, Iron Wood can be grown anywhere where trees can normally grow. Iron Wood is valued because of it’s physical durability, which is like that of iron, but with the flexibility and organic properties of wood. Iron Wood weapons are just as deadly as their metallic counterparts, but Iron Wood itself is much easier to harvest and work with than conventional metal. Iron Wood are grown through special acorns that are popularly used as sling stones, thanks to having the hardness and density of a steel ball roughly the same size. Living Steel - An enigmatic material grown only in the Iron Wood trees of Ghannos, Living Steel are found as small metallic nuggets within Iron Wood trees of great age (The youngest of Iron Wood tree where Living Steel was found was at least 67 years old). Requiring great efforts from an Herbmancer or time itself, when one extracts a nugget of Living Stel they would find it that it is a material capable of regenerating it’s shape so long as a part of it remains. Thanks to its combined properties of great durability, regenerative abilities, wooden properties, and it’s rarity, Living Steel is highly valued on the market just under God Steel, and the art of even being able to shape Living Steel is known only to a small handful of smiths. Red Weed - A curious type of grass that grows only in cool but dry environments, Red Weed is essential for crafting Ethers. While fairly difficult to obtain naturally due to the specific growing requirements, mature Red Weed carries hundreds of small seeds that can easily be carried by the wind and fall into tight crevices, or alternatively be harvested by a Herbmancer for their own purposes at a later date. Red Weed on it’s own serves as the primary ingredient of Ethers, with other ingredients required to bolster the effects of Red Weed as well as neutralize its negative effects. If consumed directly, Red Weed is capable of giving the eater a small boost in their mageblood, but will become numb from the consumption, making it harder for a mage to gauge how much mageblood they have left in their body. This can cause unforeseen disasters as repeated consumption of raw Red Weed can make a mage completely numb towards the lost of their own mageblood, while still suffering from it’s negative afflictions. Fiendish Stool - This mushroom is known for it’s broadcap and sturdy base. Thanks to those properties it is somewhat difficult to harvest Fiendish Stool without tools, as pulling it from the base is liable to accidentally tear the cap off, diminishing its value and properties. Fiendish Stool is valued however as it too is an essential product to create Ethers, either mixed with other components, Red Weed being a popular and viable choice, or as a stand alone distilled formula. Fiendish Stool it a somewhat more common plant used for the creation of Ethers as it’s growth only relies on feeding from the base of Wormwood infected trees, which are common in Djarkel. Fiendish Stool is also used as a mild hallucinogenic though if mixed with other ingredients it can be used as a potent drug known as Madcap Brew, a drug that increases a mage’s pain threshold exponentially but also warps the mind. Delusions of grandeur is a common effect, suicidal overconfidence another. Greenwarish - A common herb found just about everywhere around the world where verdant grass grows. Greenwarish has natural properties that allows it to be used as in disinfectants, curatives, and poultices for various common and mundane injuries. Commonly grown for the purpose of first aid, it can be combined with other ingredients to create a healing potion to either purge the body of sickness or help accelerate the body’s natural healing ability for a short time. Wormwood Sap - Wormwood is not a plant in of itself, but rather a disease that can afflict various types of trees throughout Djarkel, which causes the trees to be unable to sprout leaves to absorb sunlight and rain. One can tell that a tree has been infected by the disease by it’s namesake; red/green grub like worms that have made home within the tree. Despite this, there are benefits of wormwood. While raw Wormwood Sap, made by the fecal byproduct of the grubs, is poisonous to most mortals. If mixed alongside Greenwarish it purifies the toxic properties of Wormwood Sap and the actual mixture can be used as a powerful healing potion. One should be careful handling Wormwood Sap however, as an improper or imbalanced mix of Wormwood and Greenwarish can have negative effects. Too much Greenwarish and the healing properties are lessen, as Wormwood must be used as the primary. Too much Wormwood Sap however and you’re liable to contract the disease yourself, even if you’re not a tree, and it will devastate your body. A balanced mixture requires a 53/47 ratio of Wormwood Sap and Greenwarish respectively. Death Bloom - A bioluminescent flower that is as dangerous as it is pretty. Death Bloom comes in various stages which it can go through within a week: It’s basic stage is naught much more than a dark purple bulb with minor poisonous traits. It’s second stage is when it is more valued, as it will enter its “Dormant” state. In its Dormant the bulb grows in size, and once it is ready to blossom it will actually continue to stay in it’s bulb form until a something disturbs it. Once it does it will slowly begin to release a deadly pollen which is known as a powerful muscle relaxant, i.e. paralysis. And once the petals fall it will unleash a large cloud of the pollen, almost large enough to be classified as an explosion. This pollen is potent enough to down a bear if they inhale the substances, and the poison is liable to cause lung and heart failures as they shut down due to the paralysis. That is when it enters it’s third stage as a fully blossomed Death Bloom. In it’s third form the Death Bloom would bare a small berry at it’s core, which a quick hand could take and use to shorten the duration of a Death Bloom’s paralytic poison. This berry can also be used to refine into an antitoxin against other natural poisons, or corrupted into an even more powerful paralysis poison. Death Bloom are known to grow underneath thick forest brush as they require little to no sunlight, and they consume other plants and organic life around them. Tellingly, Death Bloom grow in high abundance in places that was once stored many corpses, such as battlefields or low quality graveyards. Lucilia - Lucilia flowers are grown under the same conditions as Death Blooms, and thus commonly found amongst them. Lucilia blossoms themselves have minor restorative properties, but no where as varied or powerful as Greenwarish. Like Death Blooms, Lucilia flowers are bioluminescent and are occasionally mistaken as Death Blooms. This is both a boon and curse. Those who are quick to identify a Lucilia flower can use that knowledge to know that the presence of Death Blooms are nearby, though those who do not understand the implications of a Lucilia flower and are simply attracted to it may find themselves in danger of the Death Blooms that lurk near it. Notably, Lucilia are not spared from a Death Bloom’s territorial nature, and should Death Blooms spread they will consume Lucilia flowers like any other smaller plant. However Death Bloom pollens do spread the seeds of Lucilia flowers as well, ensuring that there will always be some around were Death Bloom grows. Sanguine Rose - Also known as the “Stone Flower”, the Sanguine Rose is a magical plant that grows in the Ravine of Demons. It’s best known for it’s abilities to ward off demons, as it’s briars can cause great pain and suffering to demons who touch it. The Sanguine Rose can also produce a sap-like substance that can be used to weaken a demon simply upon contact with them, and it can become a deadly poison if it enters the body. Notably, the Sanguine Rose has also been used to preserve bodies, as the rose and it’s sap protects the corpses from demonic possession, including the bodies of demons themselves. Thus the Sanguine Rose is a popular plant of choice for Demon Hunters. The only flaw is that the Sanguine Rose is almost impossible to grow outside of the Ravine of Demons, and the only time it can be growth is if it was planted a corpse, feeding off it’s decaying remains until it perishes. Corpicep - A rare fungi that normally infects the likes of bees or spiders. It is capable of affecting their meager thought process and move the insect into locations that is most suitable for a Corpicep to grow, which typically involves returning to the host’s nest. However Corpicep has a minor magical property of being able to “spark” life into an otherwise dead insect, and leaves much potential for an aspiring Herbmancer. [/hider][/hider]