Sanamancy

*Sanamancy requires expert+ level Herbomancy or Theriomancy

Description
Sana mancy is the art of being able to heal others. Some see it as a more moral version of Carnomancy. Sanamancy is seen however as a weaker version, with its healing ability being always 1 phase lower than that of carnomancy. It also lacks the ability to manipulate flesh like carnomancy. Combined with its high requirements of expert level Herbo or Theriomancy, many see it as not worth while. However the mancy is not illegal in many kingdoms, unlike carnomancy. Furthermore it has the power to boost people from a range which can become extremely powerful at higher levels.

Example spells

 * Cure disease - Allows for the mage to be able to cure either their own or another persons diseases. Usually each disease requires studying before it can be healed via a spell. To cure a disease, it requires some time to conjure alongside the mage knowing beforehand what disease the person has. This spell can not cure magical diseases until Master+ where it is still limited to only curing early variations.
 * Healing - The most common use of Sanamancy, it is the ability to be able to repair a body part or part of the skin which has been damaged. This can be used on yourself or on others. Usually this takes several minutes to fully heal someone and can't be done instantly. Some people mistake this for carnomancy which has a similar set of spells. The difference however is that Sanamancy is much more draining than carnomancy to perform. Healing and repairing severed limbs is master+ while repairing organs such as the heart is grandmaster+.
 * Physical boosting (Expert+) - This ability gives someone else a physical boost which can last temporarily. Usually this comes in the form of faster reaction times or become physically stronger for a small time. Physical boosting increases someones abilities by 1.5x at expert, 2x at master and 3x at grandmaster. .This can be performed at a range by Intermediate. If a mancer is boosted by this they gain an increase in mana pool which ranges depending on the strength of each mancer. Two experts would result in a master level mana pool. A master and a expert would result in 1.5x of a masters pool. Two masters would result in a grandmasters pool. Two grandmasters would result in 4x that of a normal grandmaster.