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Elemental Combinations


Elemental Combos
These are unique powers (spells) that require your character to have the two combined elements to purchase. You do NOT need to take any of these in order UNLESS it says otherwise in the spell description. These spells have been broken up by their overall purpose to give suggested paths for those that want to specialize.

LEVEL 2

These abilities cost 100 AP each, and they are the equivalent of level 2 elemental magic.


Power
Description
Corpselight
Necromancy x Light

This ability allows a necromancy user to make their undead (zombie, ghoul, or behemoth) glow upon command. This ability does not negate the use of the necromancy powerpool to create the undead, and you must have mastered the equivalent level of necromancy before you can use this spell. To purchase, you must have the elements of necromancy and light.
Soothing Whispers
Psychic x Healing

The user is able to Soothe any targets they effect with their telepathy or link. Costs 1 point from your healing pool to use on top of what you use from Psychic. To purchase, you must have the elements of psychic level 1 and healing level 2.
Cross Stitch
Psychic x Healing

The user is able to cast stitch on their linkmate as long as they are able to communicate telepathically. Uses healing power pool. To purchase, you must have the elements of psychic level 4 and healing level 1 as well as a linkmate.
Renewed Vow
Psychic x Healing

The user is able to cast Renew on their linkmate as long as they are able to communicate telepathically. Uses healing power pool. To purchase, you must have the elements of psychic level 4 and healing level 5 as well as a linkmate.
Spatter
Necromancy x Water

This ability allows a necromancy user to spray blood in front of them in a gentle shower out to 3 feet. Should it hit someone, it will induce a feeling of horror that lasts for one post. To purchase, you must have the elements of necromancy and water.
Mend
Psychic x Healing

The user is able to cast Knit on their linkmate as long as they are able to communicate telepathically. Uses healing power pool. To purchase, you must have the elements of psychic level 4 and healing level 6 as well as a linkmate.

LEVEL 3

These abilities cost 200 AP each, and they are the equivalent of level 3 elemental magic.


Power
Description
Bone-shape
Necromancy x Plant

This move allows the user to reshape bones within 10 feet of them into small objects such as bowls, plates, or boards. These objects will still be made of bone. This move cannot be used to make sharp weapons such as spears or knives, but that doesn't mean a resourceful creature can't throw a plate at an enemy. To purchase, you must have the elements of necromancy and plant.
Distract
Psychic x Light

By looking at a target, the user is able to make said target unable to focus their line of sight on the user for two posts. This means that the target cannot use spells on them that require line of sight. If they try to look at the user, it will cause a moderate headache that will last two posts. To purchase, you must have the elements of psychic and light.
Isolation
Air x Shadow

The user is able to cloak a target in shadow and a roaring wind, which makes it so said target cannot hear, see, or smell for one post. To purchase, you must have the elements of shadow and air.
Meteor Shower
Fire x Earth

The user is able to shake 5 white hot cinders from their coat that they can launch in a direction of their choosing with moderate force. These cinders are larger and hotter than normal; being about as large as 1 inch in diameter. These can cause bruising and stinging pain from the impact, as well as first degree burns. No cinder can travel more than 10 feet with this power. Cinders that travel past 10 feet have negligible force and cool down so as not to be able to burn any longer. To purchase, you must have the elements of fire and earth.
Sandstorm
Kinetic x Earth

The user is able to strike the ground, will result in a distracting, ten foot diameter cloud of dust and sand that is transmuted upon impact. It will linger in the air and obscure vision for two posts in normal terrain. In desert terrain, this will last for three posts. To purchase, you must have the elements of kinetic and earth.
Veil
Air x Shadow

The user is able to assume a second skin of shadow that can make the user faster (1.5 x their speed); this shadow-skin also soften blows dealt to the user (though it doesn't block them), and makes the attacks of the user leave behind a cold, numbing sensation. To purchase, you must have the elements of shadow and air.
Pied Piper I
Bardic x Shadow

The user sings a song in a whispery tone of voice. Their voice then gains influence over the target's shadow. They may manipulate the target's shadow as though it were their daemon (upgrades of the user effect this). These effects last for 3 posts. To purchase, you must have the elements of shadow and bardic.
Pied Piper II
Bardic x Shadow

The user sings a song in a whispery tone of voice. Their voice then gains influence over the target's shadow. They may have the shadow pull on the target to either slow them down by one body build or give them a small boost of speed. These effects last for 3 posts. To purchase, you must have the elements of shadow and bardic as well as Pied Piper I.
Pied Piper III
Bardic x Shadow

The user sings a song in a whispery tone of voice. Their voice then gains influence over the target's shadow. They may have the shadow rebel against the target. It moves over the target leaving a cold sensation as it causes flickers of shadow to cross the targets vision as swarm does. This power only lasts one post. To purchase, you must have the elements of shadow and bardic as well as Pied Piper II.
Regulate
Fire x Water

You have gained the ability to regulate your internal temperature in even the most unforgiving environments. By using this power you are able to either heat or cool your body to a comfortable level instantly. This effect lasts for 10 posts. To purchase, you must have the elements of fire and water.

LEVEL 4

These abilities cost 300 AP each, and they are the equivalent of level 4 elemental magic.


Power
Description
Flashbang
Light x Electricity

The user of this power creates and simultaneously launches a projectile of super condensed light pulsating with electricity. They can launch this projectile to a target location within 10 feet of themselves. Upon impact with any creature or surface, it 'explodes.' Any creature within 10 feet of the impact site is likely to be deafened and blinded by the explosion. These effects do not effect the user and last for 2 posts. To purchase, you must have the elements of light and electricity.
Thorny Undead
Necromancy x Plant

This ability allows a necromancy user to cover their undead (zombie, ghoul, or behemoth) in 1 inch long hooked thorns. This must be used upon creating the undead and cannot be added after. This ability does not negate the use of the necromancy powerpool to create the undead, and you must have mastered the equivalent level of necromancy before you can use this spell. To purchase, you must have the elements of necromancy and plant.

LEVEL 5

These abilities cost 400 AP each, and they are the equivalent of level 5 elemental magic.


Power
Description
Ice Spikes
Water x Plant

With this power the user is able to call up four large spikes from the ground made of solid ice within 10 feet of themselves. These spikes are 1 inch thick and up to 6 feet tall, while being sharp enough to pierce fur and cause moderate gashes to the target. These spikes can come out at any angle, and they can even be interlaced to create a barrier. If they are used to create a barrier, they are instead 2 feet thick and 10 feet tall but are no longer sharp. These spike melt away after 1 post. To purchase, you must have the elements of water and plant.
Shock Wave
Water x Electricity

Using a body of water within 20 feet of themselves, the user is able to call forth a orb of water up to 5 feet in diameter (depending on the volume of water available). The user is able to freely control this orb within 10 feet of themselves and it only lasts for one post or until it touches another creature. As they grab this water it begins to rotate violently. This rotation causes a reaction that generates an electrical current within the water. This electrified orb can hit with enough force to knock a creature over. Any creatures who are hit by it, or the water from the orb breaking, will be shocked. This shock is strong enough to cause intense spasms throughout their body. The ground around where the orb broke stays electrified for 1 post after the wave breaks causing a strong numbing sensation to all creatures touching it. These effects last for 1 post after they begin. To purchase, you must have the elements of water and electricity.
Whispering Flames
Fire x Divination

Using this power, the user is able to breathe out a jet of bright golden fire. This jet is 10 feet long and does not burn. Instead, any target struck by its flames finds it incredibly difficult to keep their internal monologue to themselves, as well as finding it impossible to lie or keep a secret for the duration of the power. The effects of this power last for 3 posts before leaving the target with a warm, happy feeling for a post. To purchase, you must have the elements of fire and divination.

LEVEL 6

These abilities cost 500 AP each, and they are the equivalent of level 6 elemental magic.


Power
Description
Guardian
Plant x Necromancy

You are able to invest your life force into a small plant, no bigger than a small bush. By doing this, it gains several benefits. The first is that it is able to remain animated for up to 2 OC weeks. The guardian must stay within 20 feet of the caster or it will cease to be animated and dig its roots back into the earth. When the caster returns to it, they must recast the power to reawaken it. Otherwise it can move freely using its roots. This includes vertical movement. Only one guardian can be animated at a time. While having a guardian animated, the caster is physically weaker, as he is sharing his life-force with another. So, for example, a creature usually at excellent health would now be at good health (one health category lower). This guardian is stronger than the plant matter that made it. It is able to use its branches and roots like tentacles. This can be used against other creatures, or for delicate manipulation. To purchase, you must have the elements of plant and necromancy.
Repulsor
Water x Fire

This power allows the user to shoot out a 2 inch wide and 6 inch long beam, launched from the mouth. This pulse can travel 15 feet, cause 2nd degree burns and has the potential to knock its target off its feet or (at least) knock them back a few feet. To purchase, you must have the elements of fire and water.
Shocking Stomp
Earth x Electricity

With a stomp of your foot, you send a pulse of electricity through the earth. This pulse will travel from the user for up to 10 feet or until it hits a target, whichever comes first, at which point it will detonate under the ground. This detonation causes a loud shockwave to carry out to 5 feet from the impact site that can deafen any creatures caught within it for 2 posts. Additionally, fragments from the ground scatter in a 5 foot radius from the impact site. These fragments are dull and relatively small, but due to the force they get launched with can cause moderate bruising to those in the area. The user is immune to the shockwave, but not to any fragments that fall down. Should the pulse hit the target, the force of the explosion under their feet is enough to knock them over. To purchase, you must have the elements of earth and electricity.

LEVEL 7

These abilities cost 600 AP each, and they are the equivalent of level 7 elemental magic.


Power
Description
Detonate Undead
Necromancy x Kinetic

This ability allows a necromancy user to cause their undead (zombie, ghoul, or behemoth) to explode with kinetic force. This force is not proportional to the size of the undead and is the same no matter what. The undead explodes, hitting all creatures within ten feet (except the user) with a pushing force that us capable of knocking them over. Those within two feet may break small bones from the impact. This must be used upon creating the undead and cannot be added after. This ability does not negate the use of the necromancy powerpool to create the undead, and you must have mastered the equivalent level of necromancy before you can use this spell. To purchase, you must have the elements of necromancy and kinetic.
Firenado
Fire x Air

As the user gathers the wind around them, they create intense friction in the air. This friction ignites and catches debris on fire. This fire entwines with the wind creating a firenado within 10 feet of them. This firenado is 10 feet tall and 5 feet wide and lasts for one post. The user if able to control there creation freely, and it moves at a very quick speed. While the winds are not strong enough to rip out vegetation, they can still knock creatures over should they get too close. Additionally, any creatures hit by the tornado have their breath sucked out of them and suffer first degree burns for brief contact and up to second degree burns for extended contact. Affected creatures are able to draw breath freely once they are clear from the firenado. To purchase, you must have the elements of fire and air.
Shadow Vine
Shadow x Plant

With a gesture, the user is able to have a shadowvine form out of any shadow they can see. This vine can move as fast as the user can for purposes of trying to strike at a target. Any limb or area that the vine wraps around suffers from temporary paralysis that persists for 2 posts. A glancing blow will instead cause numbness and a feeling of extreme cold in the area. This numbness is strong enough to interfere with coordination and proper use of the limb, due to being unable to feel it. The vine lasts 2 posts or until it touches a creature, whichever comes first. To purchase, you must have the elements of shadow and plant.
Starfall
Light x Kinetic

With a gesture, the user is able to shoot forth a beam of kinetic energy wrapped in light at the target location within 10 feet of themselves. If this beam strikes a creature, they can suffer up to second degree burns on the area of impact (and first degree burns for a glancing blow). However, upon impact or reaching the range limit, the beam leaves a marking of light at the location that is 5 feet in diameter, on the ground or even in the air (not on the creature). This marking looks like a constellation of stars. On the post after the marking is made, the entire area detonates with kinetic force. This force is strong enough to knock creatures over or push them to the edge if the explosion as well as possibly break bones. To purchase, you must have the elements of light and kinetic.

LEVEL 8

These abilities cost 700 AP each, and they are the equivalent of level 8 elemental magic.


Power
Description
Ice Shot
Metal x Water

By drawing moisture into their mouths, the user is able to create a pointed bullet made of ice. Once created, the user launches it forwards using water pressure with enough force to pierce fur and cause severe lacerations and bruising to the impact area. These lacerations are not deep enough to hit organs. Any area this bullet hits or grazes will become numb/or tingling painful from an almost hypothermia-like feeling. Should it hit near the chest, the taget may be short of breath. These effects last 2 posts. This force only lasts for 15 feet. Once past that range the bullet has a negligible force. To purchase, you must have the elements of water and metal.
Laser
Light x Metal

When using this power, the user creates a hollow orb of metal that is highly reflective on the interior, and one small opening at a point within 5 feet of themselves and no more than 3 feet off a solid surface. Inside that orb is a highly concentrated light that is reflected and amplified towards the opening. The orb can be rotated at will by the user, but it cannot move from the point it was created. This light is strong enough to cause injury to any struck with its light. In combat, this move lasts for 2 posts, and outside of combat this can last for up to 1 minute. This laser is hot enough to cut through metal after 30 seconds. The target suffers first degree burns if struck during the first post, and second degree burns if during the second; in addition the laser is hot enough to ignite flammable materials. Striking the eyes can cause temporary blindness, in addition to the burns, that lasts for one post per round the target is exposed. To purchase, you must have the elements of light and metal.
Pressure
Shadow x Air

With concentration the user is able form a ball of shadows in front of a part of their body. This orb is 6 inches in diameter. Inside this orb the air pressure rapidly rises causing the air to form a violently rotating wind within. After it is created, the orb can be launched within 5 feet of the user. When a target is struck with the orb, the shadows rupture, releasing the winds upon the area hit. These winds are strong enough to knock a creature over, or away from the area of impact by 5 feet, while simultaneously causing moderate lacerations and painful cold to the area struck. To purchase, you must have the elements of shadow and air.
Surge
Light x Kinetic

The user suffuses their body with light and kinetic energy. The light energy flows out of the user in a 5 foot radius of light that is painful, but not blinding, to look at (except for the user); this light is also able to cause first degree burns to any who touch the user. This light can be whatever color the user desires. After the first post, the light dims to a level that is not painful. The light lasts for a total of 3 posts before fading away. The kinetic energy boosts their reactions and speed. They are able to move at speeds up to 3 times their base speed. This speed lasts for 2 posts and can enable the creature to use one extra full dodge while this power is in use. To purchase, you must have the elements of light and kinetic.
Chlorophyll Undead
Necromancy x Plant

This ability allows a necromancy user to give their undead (zombie, ghoul, or behemoth) Chlorophyll-filled skin, discoloring them green. Doing so enables the undead to live so long as they are not destroyed. The user's health is still effected as long as the undead is alive, depending on what level undead they create with this. This must be used upon creating the undead and cannot be added after. This ability does not negate the use of the necromancy powerpool to create the undead, and you must have mastered the equivalent level of necromancy before you can use this spell. To purchase, you must have the elements of necromancy and plant.

LEVEL 9

These abilities cost 800 AP each, and they are the equivalent of level 8 elemental magic.

LEVEL 10

These abilities cost 900 AP each, and they are the equivalent of level 10 elemental magic.


Power
Description
Chakra
Psychic x Water

In order to use this power, the user must have a grip on the target. When using it, they are able to use the water in a person's body against them. By infusing it with the users magic, the water now acts as a barrier between the target and their magic while also causing symptoms of moderate to severe dehydration (thirst, rapid heartbeat, rapid breathing, confusion), making it so that the target cannot call forth their magic until they replenish the water in themselves by drinking water or hydrate. The user may block access to a number of individual powers equal to the lower value of either their combined power pool for both psychic and water or 15. For example, if they had 15, they could block up to 15 individual powers of the targets elements or unique powers in any combination without effecting the rest. The blocked elemental levels and unique powers are chosen at time of casting, and the user need not be aware of them. The target is not aware which powers are blocked, and attempting to use a blocked power still costs power points. To purchase, you must have the elements of water and psychic.
Portal
Light x Air

With a deeper connection to the flow of light and air, you have discovered a unique blend of the two. When using this power, the user is able to freeze a patch of air in their vicinity (10 feet no more than 6 inches above the ground) as well as simultaneously at a location they have previously explored (no more than 6 inches above the ground or other solid surface). As the air stills, the light inside of it begins to warp, causing the patch to spiral towards the center. This takes the remainder of the post to complete and is ready at the start of your next post. Once complete, the two points in space become linked. For the next 2 posts, any creatures that interact with the portal are able to transport between them instantaneously by becoming one with the air and light. This portal can accommodate any size creatures, as well as any objects they are carrying. To purchase, you must have the elements of light and air.
Gravity Well
Light x Kinetic

The user is able to make it seem like they have drawn all the shadows within 10 feet of themselves into an orb 3 inches in diameter of concentrated kinetic energy that forms in front of them. This orb appears to be a black spot in the air with tiny points of light like the night sky. This orb is then launched up to 10 feet away from the user. If this strikes the target the kinetic energies shred the area of impact and the light is released in a mesmerizing display. On fleeting contact, it causes effects similar to road rash and first degree friction burns. On full contact the kinetic energies are enough to shred fur, flesh, and muscles. Stopping only when they strike bone. To purchase, you must have the elements of light and kinetic.