Verdamancy Spell in Arc Sagas | World Anvil

Verdamancy

Verdamancy is the magical connection to the natural world, granting its students the ability to commune with nature, adopt aspects of wildlife, control the weather, and adapt to one's surroundings. The House of Verda is represented by a constellation that forms the shape of a cornucopia- 4 of the stars appear as fruits spilling forth. Verdamancers tend to favor earth tone colors- rich, dark or caramel browns and olive greens. Verdamancers are deeply attuned to the the Source of Nature, the energy which is shared by Time and All-Life. It is connected to all things in the material realms- even in death. They learn about the world by living deep within it, making themselves at one with their environment. Many spells that affect terrain or changes the landscape are within the House of Verda. In addition, the shape- shifting magic of Verdamancy allows Casters to take on the forms or aspects of animals and plants. Verdamancers are able to adopt qualities of animals to change their mode of mobility (swimming, climbing, flying, burrowing). Verdamancer's deep connection to wildlife allows them to live comfortably at one with nature.

Effect

Commune with Nature:
Verdamancers are able to speak with plants and animals. The magic created through Verdamancy connects the speaker to the subject, allowing them a deep sense of empathy when communicating with each other. Animals and plants affected by this spell are able to share their surface thoughts or other spells may impart the gift of communication.
Divination:
Connected with the Source of Nature, the Verdamancer learns how to divine natural events, such as storms or seasonal changes. Their Divinations aim at the natural world, locating reserves of food or water, aid in hunting or fishing, or to determine the cause of a natural condition, such as a new plague or disease.
Landscaping:
Landscaping spells are able to alter the terrain, creating anything that the Caster may need. These spells can be used to create steps in earth or stone, a pit, climbing vines; generally, whatever the Caster may need. If the focus of the spell is unavailable within the environment (such as Grass needed for certain spells) then the spell won't work. However, some terrain spells create other terrains as part of their casting.
Physical Afflictions:
Out of the Houses of Magic that possess healing magic, Verdamancy is the second of the Houses with the most healing potential. These spells use the Source of Nature to rejuvenate through methods of natural healing or purging. Effects from nature, such as disease, venom and sickness, can be cured through certain Verdamancy spells.
Floral Magic: The Verdamancer is able to use the power of plants to produce different kinds of conditions. Known as Floral Magic, these spells require botanical material components. The spell power derived from flowers can induce a number of debilitating conditions, including sleep or allergies, poison, or blindness.
Beast Magic
As mentioned, Verdamancers have affiniies for beasts and wildlife. They are able to summon either beast spirits or call actual wildlife from their local area. In addition, Verdamancers learn spells for gaining powers related to animal strengths and instincts. A Verdamancer can use this personally or endow others with the wild spirit of beasts.
Spirits of Nature:
Connected to the Source of Nature is the Midlands, where fey creatures and spirits gather. There, fairies and the beast soulsdes. Verdamancers may make contact with these spirits in return for powerful favors. The Fey can't be called through Domimancy spells. They simply refuse through course of those spells. Verdemancers have found ways to entice the Fey and can summon them through their magic.
Shape-Shifting:
Verdamancers are able to change properties of wood, stone, and other inorganic, non-tempered material to make them pliable or increase durability. The effects of these spells can cause damage to structures and foundations made of these materials. Weapons can be made to turn against their owners or certain types of armor made to constrict. Verdamancers are also able to transform themselves into beasts and plants or elemental aspects.

Side/Secondary Effects

Cornucopia:
Verdamancers are able to remove rot and impurities from food and water. They learn spells that can ensure crops grow and can replant foliage. Verdamancers are able to turn the food that they find into enchanting meals, providing them with extra nutrition and flavor.
Elemental Magic
Verdamancy was once considered a specialty of Geomancy until the various and beneficial effects of this magic were discovered. Verdamancers cast specialized elemental spells that call uon these elements from the Source of Nature; not Geo.
Awaken the Kingdom
Well-known for their ability to commune with plants and animals, Verdamancers can increase the range of their ability to relate to nature. By sharing their own Psyche, they can hold more intelligent conversations with wildlife.
Flowering Kingdom
Spells of the Floral Magic variety are able to grow anywhere; even in places they normally wouldn't. Floral Magic leaves traces of its magic in the form of healthy plants but this effect doesn't usually sustain plants that either won't thrive in their local environment or have the potential to become an invasive species.
Micro-Kingdom
Insects and parasites are often the subject of Verdamancy magic. The powers of Verdamancy can make them grow to massive sizes. Fortunately, these effects seem to end by the duration of the spell, though scholars suggest few native Giant Bug species were affected by Verdamancy.
Growth & Diminishments:
Verdamancy is concerned with the vital life energies that filter through the Source of Nature. This can cause life forms to shrink or grow to immense proportions. These spells grant additional benefits for size modifiers.
Ravages of Time:
These spells are able to cause their subjects to age, causing debilitating conditions. This can increase or decrease an object's age as well, causing erosion or restoring age effects, such as rust. These spells can't undo the effects of natural aging.
Eye of the Storm:
The most powerful elemental spells cause weather effects, which can create wildfires, hailstorms, hurricanes, tremors, and more. This potent magic can leave an impact on the environment, making it one of the more unlawful forms of magic. Powerful Verdamancers harness these chaotic elements, using them to prevent terrible storms and protect others from the harms of Geomancy magic with their affinity for the Source of Nature.

Manifestation


Verdamancy's Aura is vibrant and green, blue, brown, and orange. These colors appear in the Aura and radiate from the Caster. If a Caster uses a spell from any of the kingdoms, one may hear, see or smell associative elements. Floral magic leaves plant matter behind.

For example, if a Caster summons fish, then one may smell an ocean or hear a coursing wave.

Source


Source (Nature)

Material Components
Totems: Carvings, Effigies, Dolls.
Plant Material: Seeds, Nuts, Bulbs.
Food/ Dishes: Treats, Candies, Fruits.
Beast Material: Fur, Hide, Skulls.
Gestures & Ritual
Somatic: Complex. Imitates Nature.
Verbal: Simple. Guttural or Vibrational.
Related Element
Source (Nature)
Applied Restriction
Spells that encourage invasive or unnatural growth of animal or plants is considered a criminal offense in many countries. Those who use weather spells must also be cautious, since it can affect the environment for thousands of others.

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