Herbalism

Herbalism is a euloric art which permits the user to bend the properties of flora to their will. Cast through the same mental focus or body movements as the common arts, a herbalist’s spells may consist of any number of effects such as increasing the growth rate of plants, modifying the physical or chemical characteristics of foliage, or at higher stages of magic, converting natural vegetation into traveling companions. A herbalist is capable of this due to the fact that they can link their own Ethir to the Ethir of the plants they manipulate. This also allows them to make the plants extensions of themselves, meaning they can choose to feel what the plant feels.

Users of Herbalism cannot connect with plantlife as well when they're wearing things such as armor or thick leather. Meaning that Herbalism is best used with basic robes or normal clothing. As this allows them to feel more physically connected with the plants they use.

### Errant-Caito Spells

At these levels a user of herbalism can barely manipulate flora, having a loose connection with it compared to higher levels. Example spells would be below.

* Accelerating the growth of plants (I.e., causing a plant that would take a few weeks to grow only a couple of days)
* Creating weak formations from pre-existing plants. (I.e., creating a shield out of a tree that's as durable as that tree's bark.

### Fiskan Spells

At this level a herbalist can be far more accustomed to controlling flora and other plant life. Giving them the ability to share their life with certain plants to create "Companions."

* Accelerating the growth of plants further, allowing most plants to grow in mere moments.
* Creating and intensifying the strength of certain plants. Such as bark or fiber.
* Creating chemical compounds from plants, providing opportunity for alchemy.
* Forming "Companions" a type of semi-sentient plant golem that can be up to 2ft tall. Best used as assistants or for companionship.
* Controlling plants like vines to bind most races of average strength, excluding liyer or Sauromar.

### Oracle Spells

At this level a Herbalist understands almost all of the ins and outs of plant life, how to control it, how to animate it, and how different plants function.

* Instantly growing most types of plants from seeds.
* Creating formations from bark and fiber that are as strong as stone or stronger.
* Being capable of combining certain compatible plants together. Such as tree roots and certain flowers.
* Turning Companions into creatures of a larger size, and granting them more abilities. The max height for companions for this level is 5ft, and they can be made as strong as the average human male. This includes anything attached to them.
* Controlling plants such as branches to restrict stronger targets. Such as sauromar or drell.

### Architect Spells

Architects of Herbalism are practically in sync with most forms of plant life. Being able to connect to the entirety of a biome's flora, and control it however they wish. Providing them massive amounts of power and utility.

* Causing plants to grow around an entire biome in an instant.
* Creating formations from trees and other plants as strong as iron.
* Creating plant compounds that have varying effects, (I.e., combining furnace flowers and Ember's Respite to create a psuedo-flame)
* Creating Companions that range up to 6ft in height. With the strength of the average male liyer.