Life Study
“To master life is not to defy death, but to understand the rhythm between them.”
“We did not ask the trees to speak. We only listened long enough to hear them.”
—Spoken by the Last Greenhand of Upper Kivu, before disappearing into the Nyungwe canopy
Long before kings, before pyramids, before the names of rivers were carved into stone, there was a time when the trees taught us. In those forgotten eons, when language was still smoke and gesture. These early walkers, bone-healers, fever-binders, birth-singers, were the first practitioners of Life Magic. They did not call it such. They did not need to. They simply listened.
For tens of thousands of years, the Verdant Tongue was lost, not because it was secret, but because the world was too loud to hear it. Until the world changed. When the colonizers came, they saw the miracles. They saw death stopped, disease halted, barren soil bloom. They saw power. So they named it. They studied it. They stole it. They pressed leaves between glass. They translated chants into Latin. They bound rituals in European script and called it Hermetic Bioalchemy, or Low Vivomancy. They erased the hands that had shaped it, and claimed the root as invention.
Unlike many Hermetic arts there are modern documents covering this area.
Vivomantic Observations in the Lower Zambezi
- Author: Sir Edwin Tolland, Royal Society Correspondent (deceased) Never officially published.
Treatise on the Humours of the Jungle Man
Author: Anonymous, possibly medical staff aboard HMS Ashlock. Published: 1866, private lodge circulation only.
There are rumours **Mama Kité of Whitechapel Mama Kité of Whitechapel*a Lake Tanganyika midwife and former slave maybe a practitioner she is hard to find.
1. Coagulant Touch (Stop Bleeding)

- Difficulty: 1
- Q Cost: 1
- Casting Time: 1 action
- Ritual: Rub a paste of salt and comfrey into a wound while chanting a four-beat pulse.
- Effect: Stops bleeding, and stabilizes a dying target.
- Use: Emergency battlefield triage.
2. Verdant Whisper (Accelerate Plant Growth)

- Difficulty: 2
- Q Cost: 2
- Casting Time: 1 minute
- Ritual: Whisper into soil while placing a drop of your own blood on the seed.
- Effect: Grows a plant or crop to full size or a year of growth in seconds.
- Use: Food creation, cover, terrain manipulation, natural tools.
3. Humoural Balance (Stabilise Body Chemistry)
- Difficulty: 2
- Q Cost: 2
- Casting Time: 1 action
- Ritual: Draw a circle of chalk and place the target inside with a pinch of powdered gall.
- Effect: Removes minor poisons (no damage, debuffs up to 2 black dice), balances internal fluids, ends minor fatigue.
- Use: Cure hangovers, food poisoning, or nerve gas.
4. Bonebind Salve (Mend Fractures and Wounds)
- Difficulty: 3
- Q Cost: 3
- Casting Time: 1 minute
- Ritual: Mix crushed bone, ash, and honey into a paste; spread over the break.
- Effect: Heals two health in target area and allows fractured and broken limbs to be used again.
- Use: failure can lead to bone fusing.
5. Vital Pulse Sync (Share Life Between Two Targets)
- Difficulty: 3
- Q Cost: 3
- Casting Time: 2 actions
- Ritual: Mix blood samples of both subjects in a silver bowl and chant a unifying pulse-syllable.
- Effect: Link two willing creatures for 10 minutes:
- They share Wounds (each takes half if one is harmed)
- They gain +1 Dice to Support or Cooperative rolls with each other
- Use: Ritual bonding, battlefield healing tactics, lovers or champions defending one another.
6. Bloom of the Red Heart (Vitality Surge)
- Difficulty: 4
- Q Cost: 4
- Casting Time: 1 action
- Ritual: Burn rose petals in blood-infused oil and inhale the smoke.
- Effect: Target regains 4 health Levels instantly, +1 health per 2 net successes.
- Cannot exceed max HP
- Only usable once per day on fresh wounds per individual.
- Use: Just do not leave it to late and yet do not waste it to early.
7. Fleshcraft Solution (Regenerative Biomodification)

- Difficulty: 4
- Q Cost: 5
- Casting Time: 3 actions
- Ritual: Rub regenerative salve into a wound while drawing flesh-runes with silver dust.
- Effect:
- Regrows lost digits.
- Stops all bleeding
- Heals 1 Health from each wound.
- Grants +1 Dice to Strength for 5 initiatives as muscles surge
- Only usable once per day on fresh wounds per individual.
- Use: Best remove foreign objects before the skin heals over them.
8. Pollen of Remembrance (Memory Bloom Dust)
- Difficulty: 4
- Q Cost: 5
- Casting Time: 10 minutes
-
- Ritual: Dry a specific flower and mix it with targets saliva, then grind and blow the dust into their face.
- Effect: Target experiences a vivid recovered memory tied to a specific location, person, or sensation based on local objects or surroundings. If there are no appropriate stimuli memory recovered is random.
- Use: Some things are best left forgotten.
**9. Sanctuary of the Garden (Instant Life Field)

- Difficulty: 5
- Q Cost: 6
- Casting Time: 5 actions
- Ritual: Plant an enchanted seed at your feet and pour blood into the soil while chanting the Nine Growth Names.
- Effect: Creates a 10 yard radius living terrain for 10 minutes:
- Enemies moving through are slowed to half movement.
- Enemies take 1 Damage every initiative (no armour) they spend inside the area as brambles squirm under armour and clothes as they attempt to slow enemies down.
- Allies regain 2 Health when first standing still inside it and regain a further 2 health when leaving. This can effect an individual only once a day.
- Allies loose all ongoing impeding effects on entering the area, such as negatives to stats or dice rolls. Poisons will continue after leaving the area as will more powerful magic.
- Terrain becomes overgrown, flowering, softly glowing
- Use: Can produce the most beautiful or unnerving gardens.
**10. Living Pattern
- Difficulty: 5
- Q Cost: 6
- Casting Time: 1 hour
- Ritual: Brewed under a full moon using dew gathered from five sacred medicinal plants, the caster must infuse the mixture with their own blood and the breath of one healed individual. The mixture is then used to anoint the caster, immediately after chanting the Litany of Purity and Pulse.
- Primary Effect – Mass Healing:
- All diseases, poisons, and internal afflictions (including magical illnesses, plagues, mutations, and curses of the flesh) are purged from:
- The caster
- Up to 3 touched individuals in the next 20 minutes
- This includes chronic conditions, magical spells, addiction, blood curses, and parasitic infestations.
- All diseases, poisons, and internal afflictions (including magical illnesses, plagues, mutations, and curses of the flesh) are purged from:
- Secondary Effect – The Hermetic Lifeline:
- The caster’s biological age is slowed significantly.
- Gains an additional +2 years of life for every time the spell is successfully cast
- These benefits are permanent and cumulative with each successful ritual—but only once per year.
- The caster must spend **1 week in physical isolation and sleep after the ritual to allow the body to integrate the transformation.
- The caster’s biological age is slowed significantly.