Name: Fleshwarp
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The mage uses their hands and fingers to pinch together flesh which then fuses together. The fuse is equivalent in durability to stitches, and equivalent in pain to being stitched up.
Name: Numb
Level: 0
Branch: Life
Range: Touch
Duration: One hour.
Effect: The mage numbs sensation in whatever their hand is touching, numbing pain to just a dull ache.
Name: Cycle
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The caster may cause a seed to immediately germinate; the plant then develops 50% faster until mature. Alternatively, the caster may touch dead organic matter, causing it to decompose 50% faster until completely decomposed; only works on unworked matter that has already begun the decomposition process.
Name: Diagnose
Level: 0
Branch: Life
Range: Touch
Duration: Immediate
Effect: The mage may touch a living being and, if there is an illness or injury that will kill it within one year, become aware of roughly how long they have remaining if left untreated. If the being is undead, the mage feels a cold dread instead.
Name: Cleanse
Level: 1
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage sanitizes their tools, and a single wound on a target. Unless numbed, the sanitization process hurts terribly as whatever impurities are in their target’s wound is forced to ooze out with blood.
Name: Hasten
Level: 1
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage causes a minor wound on a person's body to quicken its natural healing process. If the wound has been tended to, this results in the wound healing after a day. If the wound has not been tended to, then the wound develops a severe infection after a day.
Name: Mutate
Level: 1
Branch: Life
Range: Touch
Duration: Permanent.
Effect: The caster can manipulate a single minor property of a plant. They may change the plant’s colour, texture, shape, taste or scent. Additionally, they may also either acclimate the plant to its current climate (within reason) or make it resistant to a specific mundane disease or parasite. This effect does not transfer to any progeny of the affected plant.
Name: Mend Bone
Level: 2
Branch: Life
Range: Touch
Duration: n.a
Effect: The mage is able to fuse broken bones back together by first aligning them, and then holding their hand over them. The bone is a mite more fragile than before until it is given a day to heal, but someone could run on a leg healed in this way for example. It is quite painful to use the affected bone until they have been given a day of rest.
Name: Alter Self
Level: 2
Branch: Life
Range: Touch
Duration: 3 days
Effect: The mage is able to alter a single cosmetic aspect of a person. Hair color, facial structure, eye color, and so on. It can’t change their weight, or add/remove parts from people. After the given duration, their features slowly morph back into what they were before, leaving bruises, bloodshot eyes or split hairs during the process. This spell can be cast again before the end of the duration to extend the duration.
Name: Amalgamate
Level: 2
Branch: Life
Range: 5 meters
Duration: Concentration
Effect: The caster draws in and fuses with living vegetation over the course of a round, forming tentacle or limb-like appendages that may be used to attack enemies or defend the caster within a radius of ten meters. Attacks made with these appendages are resolved with a CA + Unarmed (Grappling) roll. Only one target may be attacked in this way per turn of the spell. While in this state, the caster is unable to feel their limbs, and they are rooted to the spot until the spell has ended.
Name: Greater Hasten
Level: 2
Branch: Life
Range: Touch
Duration: N/a
Effect: The mage causes a severe wound on a person's body to quicken its natural healing process, rapidly renewing damaged skin and tissue. Non-lethal burns, frostbite and flesh wounds are healed over the course of a day, leaving behind scarred and somewhat tender skin. If cast on an untreated wound, it causes a severe and painful infection after six hours. If cast on healed skin, it instead removes scars, birth marks, tattoos and similar over the course of a day.
Name: Transfusion
Level: 2
Branch: Life
Range: Touch
Duration: N/a
Effect: Through manipulation of Forma, blood can be transfered from one person to another magically. The Mage can cast this spell one of two ways: either by touching a single target and transfering their own blood, or by touching two seperate targets and trasfering their blood between them as a catalyst. This spell transfers either one or two pints of blood, it is up to the caster.
Blood types and races (excluding Constructs) do not play a role, as Forma adjusts the blood to the target after draining another of their own blood to create the spell. If the target already has the maximum amount of blood in their body, the spell does not function and no blood is removed/added. If the blood is tainted or poisoned, the transfer poisons/taints the other's blood also. This spell does not transfer the Vyre curse, but does work on Vyres to restore missing blood to their bodies. After successful blood transfusion, the reciever of the blood will feel different depending on who they recieved the blood from (this is flavour and not harmful). For example, if from a Fireblessed or Ignis Blessed, the blood feels warm-- where if from a Vyre or a Grey Lady Blessed, the blood feels cold. This lasts a day and is decided by the player.
Name: Regrow
Level: 3
Branch: Life
Range: Touch
Duration: n.a
Effect: Bodily tissue (limb, organ, etc.) is regrown by planting a part of the target (blood, nail, hair etc.), growing as if it were a potted plant or by directly planting onto the target's affected area. Over the course of one week, the component will grow from the "seed”. If grown externally, tissue will fully subsume and function after one day. If grown on the target, it will be functionally useless until eight days have elapsed. Limbs may vary in aesthetic (e.g., green hues, bark-like texture, plant-like texture or their original look), but will otherwise act ordinarily.
Name: Purify
Level: 3
Branch: Life
Range: Touch
Duration: Permanent.
Effect: Purifies a willing target of parasites, infections, diseases, toxins, poisons and venoms. Can not cure certain Arcane or Divine afflictions like Vyrism or Pox Arcana.
Name: Enhance
Level: 3
Branch: Life
Range: Touch
Duration: 5 minutes
Effect: The caster augments one skill of a willing target; Awareness (Investigation), Dexterity (Evasion) or Athletics (Might). For the duration of the spell, the Enhanced individual can roll with the caster’s CA level instead of their enhanced skill. Only one skill can be selected per cast of Enhance, and only one cast of Enhance can be active at any moment.
Name: Recover
Level: 3
Branch: Life
Range: Touch
Duration: N/a
Effect: The caster holds their hand over a singular serious or lethal injury. Both external (flesh wounds, burns, etc.) and internal injuries (damaged organs, blood vessels, etc.) are rapidly healed and recovered over the course of two (non-lethal injury) to three (lethal injury) turns. Broken or fractured bones are realigned and repaired, but the fused bone will sting whenever weight is applied to it for the next day. The spell will not remove objects in the skin or body, but will fix issues created by the injury itself (e.g. Blood in the lungs).
Name: Verdant Guardian
Level: 4
Branch: Life
Range: 50 meters
Duration: Permanent
Effect: The caster infuses a single branch or piece of bark with their Forma, causing it to grow into a three meter tall Arbori-like entity over the course of ten minutes. The guardian has the relative composition of a fully grown oak tree and uses the caster's CA to perform any of its actions. The guardian will harmlessly follow the caster around if it is not being commanded, as amenable as a friendly pet dog. The caster can forgo their own action to concentrate on commanding the creature to do anything it is reasonably capable of (e.g. attacking, lifting, etc) while it is within range. Contested actions require the opponent to achieve 4 successes or more. Only one such Verdant Guardian may exist at a time; if the spell is cast while another exists, the original immediately begins to wither and die, leaving only the original wilted branch or bark.
Name: Resuscitate
Level: 4
Branch: Life
Range: Touch
Duration: Permanent
Effect: The caster places their hands upon a target for one minute, placing them in a sort of stasis for 15 minutes as their injuries knit themselves back together; both lethal and non-lethal alike. The skin over the injuries is pale for a week and itches for a day. If the target of the spell has died as a result of their injuries within the last five minutes, they are instead returned to life, the injury which killed them stabilized, but not healed. Should they take a strong hit to one of these stabilized injuries or strain themselves beyond normal daily conduct, the stabilized wounds will be ripped open once more, likely endangering their life once more. Cannot return targets to life who have had their organs removed/completely destroyed as a result of their death.
Name: Blight
Level: 4
Branch: Life
Range: 15 meters
Duration: Concentration up to a minute
Effect: The caster causes a fist-sized mushroom to grow on their own exposed skin over the course of a round, which can be thrown within 15 meters to cover an area of 5 meters around the impact in spores that linger in the air for the duration. Any creatures within the area find patches of the fungus rapidly growing on whatever external part of theirs it comes into contact with during the first round. Those that remain in the area over the second round are slowed as a mass of fungus continues to grow upon them, and those that spend three or more rounds within are fully immobilized by it. The fungus quickly crumbles upon leaving the area, and can be broken out of with a successful Athletics (Might) check vs. the caster’s AoE DC.