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Private [FoK] Study Session Shivers









Sribna
Male
Aldrnari Resident
Coyote
© Avocado
2.75 years
Height: 24 in
Posts: 81
AP: 28.9AP
Linked Accounts

Weight: 60 lbs

[FoK] Study Session Shivers

Sribna Nich

Quote


WARNING: More organized version of the WALL OF TEXT!

It had been awhile since Sribna last had a study session. Last time it was during a thunderstorm, and he wasn’t able to stay as long as he really wanted to. This time however, he was adamant that he learn about six new elements. He still had so many elements to go, plus their upgrades, plus the ‘unique powers’. He had no clue what to expect for those spells, but he was excited to learn more.

It was night out as usual and Sribna made his way into the library again, this time he was determined to flip through the pages and memorize as much as he could. Surprisingly due to Essence it was a bit easier to get around this time, though Sribna believed it also helped that he had been in this building a few times now. He easily used his new improved sense of smell and memory to make it over to the book. Eidetic Memory aided him in remembering what page he had left off at, and surely would help him remember what he was about to learn. So he flipped open the book and touched the page to begin his study session.



Earth:

 


Tremorsense- With all paws/feet on the ground, the user is able to feel vibrations in the earth. This can help them detect approaching creatures while also providing a general layout of the land. If the user strikes the ground with one paw, they send out a vibration that can be used to detect objects/tunnels underground as well as stationary objects. This sense only extends 15 feet from the user.


Stone Shape- This power allows the user to take a chunk of earth, or stone, around them and convert it into stone to shape as they see fit. This power does not work on sand. It only works on 8 foot diameter area at a time. The edge of this area must be within 10 feet of you. This move is not instantaneous, as it involves changing matter from one form to another, and takes concentration.


Slingshot- With this power, the user can pick up small stones and pebbles from the ground within 20 feet of them and fling them at a target. If the stones are sharp, they can cause shallow cuts to the target. Otherwise they can cause bruising and stinging pain from the impact. No stone can travel more than 10 feet with a single use of this power. Objects that travel past 10 feet have negligible force. No more than five stones/pebbles can be thrown with one use of this power.


Stoneskin- This power allows the user to coat a part of their body in a thin layer of sand or stone depending on what’s available around the user. It is not easy to bite through. This power only lasts for a few moments before vanishing.



Quicksand- The user can turn the earth within 10 feet of themselves into quicksand in a 3 foot diameter circle and 1 foot deep. The sand is capable of trapping an opponent, if stepped in, and the user must be careful not to get themself stuck as well. This move lasts for a brief moment. After that the area turns into regular sand, no longer pulling creatures in. After 5 minutes, the sand reverts back to the original material.


Sanctuary- By spreading your paws/feet you can cause the ground beneath yourself to quickly open and create an air pocket big enough for yourself to fit into. The top reseals as soon as you fall in and is only a few feet below the surface. This power lasts for a moment, and when this power ends the earth snaps closed from the bottom up pushing you harmlessly back to where you were.



Earthquake- By striking the ground with a paw/foot, the user can make the earth shake violently in a thirty foot radius centered on the user. This move can be strong enough to knock down trees as well as opponents within ten feet, which can lead to dangerous situations. The next 20 feet shake strongly, but not enough to knock over most creatures. If the user is not careful they might not be able to stand their ground. The shaking lasts for only a brief moment but the sounds of rumbling continue for a bit afterwards.


Steadfast- With this ability, the user is able to gain immediate and perfect traction on any earthen surface. They cannot be knocked over or moved against their will for some time, no matter the force exerted on them. Their bodies still feel the force of impacts against them.


Rampart- With a gesture the user is able to instantly reshape a part of the earth into a half circle shaped wall of earthen materials up to 10 feet in diameter, up to 10 feet high, and 1 foot thick that appears within 10 feet of themselves. The half circle can be angled that it curves either towards the user or towards a target creature. This wall lasts for some time before the materials settle back into the earth leaving no trace.


Rupture- Using this power creates a wave of intense seismic force. The user is able to direct this into an area in front of them of 3 feet wide and 10 feet long. This wave causes the ground to shake and shatter violently, leaving crevasses a foot wide at most that creatures can get stuck in or injured upon. The shaking force lasts for only a moment however the crevasses remain for some time after before sealing themselves magically back up.



Upgrades:

Sandshape- This upgrade enables Stoneshape users to be able to shape sand into stone and vice versa. It has the same area of effect as Stoneshape. Using this power takes some energy. To learn this upgrade, you must have mastered Stoneshape.


Clayshape- This upgrade enables Stoneshape users to be able to shape earth into hardened clay. Same area of effect as Stoneshape. Using this power takes some energy to cast. To learn this upgrade, you must have mastered Stoneshape.


Glass-shape- This upgrade enables Stoneshape Sand users to shape sand into glass. Same area of effect as Stoneshape. Creatures cannot create sharp-edged glass and can choose one color of glass per casting. When a glass object made from this power breaks, it dissolves harmlessly back into sand. Using this power takes a bit of energy. To learn this upgrade, you must have Sandshape mastered.


Excavate- By condensing the earth you shape instead of turning it to stone, you are able to create viable tunnels with this power. Each use can clear an area by up to 10 feet wide by 10 feet tall by 10 feet deep of open space with reinforced walls of stone. This power takes some energy to use. To learn this upgrade, the user must first know Stone-Shape.


Full Stoneskin- This upgrade enables Stoneskin users to cover their entire bodies in sand or stone with the same restrictions as Stoneskin. Using this power takes some energy to cast. To learn this upgrade, you must have Stoneshape mastered.



Electricity:
 

Static- By harnessing the friction produced by everyday life, the user can coat themselves in static electricity that causes sparks and audible crackling upon touch. This electricity is only enough to cause discomfort upon contact and cannot cause burns or ignite flammable materials. Using it upon more sensitive areas may cause more pain, and this ability lasts for a brief moment.


Thunder- The user harnesses their control of electricity to create the byproduct of lightning: thunder. Thus, they can make a clap of thunder at a point they can see. Any creature within 3 feet of that point is temporarily deafened for deafened for a few moments followed by a brief time of being disoriented. The disorientation affects their balance to the point they can't move faster than walking without falling over. The thunder does not affect the user and can be heard, harmlessly, for a mile. This ability does not affect those that cannot hear it such as those deafened naturally or by magic.


Skitter- By increasing the electricity flowing through their own nerves, the user is able to increase their reaction times, jumping distance, and speed by double. This effect is short lived.


Shock- With physical contact, the user is able to alter the current inside of their target's body. This causes temporary physical effects depending on the type of current the user chooses. If they choose direct current (DC), it causes localized paralysis of the muscle(s) being touched. If they chose alternating (AC), it causes muscle spasms. Any effects caused by this power lasts only for a moment.


Dynamo- The user builds up an abundance of electricity in their body which is then immediately launched towards a target in front of them. This blast takes the shape of the user and hits with enough force to knock the target off their feet, electrocuting them and causing 2nd degree burns upon the areas touched.


Landmine- The user channels electricity from the area around them, funneling it into a spot on the ground within a 5 foot diameter of themselves. After the user casts, the area then explodes in a loud 10 foot wide explosion, effecting any creature within it that isn't the user. However, any debris caused by the blast can still affect the user. Within 5 feet of the epicenter, the explosions can knock creatures over and cause 1st degree burns, as well as cause damage from any debris that was knocked loose. Past 5 feet, it can no longer burn those affected, but it will still knock them back. The user may choose to disarm the charge right after casting, causing no effects.


Thunderstrike- The user charges an area of 5 foot radius around themselves with electricity that comes from within. After spending a moment charging, the user may call down one lightning bolt from the heavens to any points within the charged area. If the bolt strikes the ground, any targets within 5 feet of the impact will be knocked over, and they will be deafened for a few moments. If the bolt strikes a target directly, they will suffer 2nd degree burns where the bolt makes contact, 3rd degree burns anywhere the target is wearing metal jewelry, and they may be knocked unconscious. If the bolt strikes the ground, it will cost 2nd degree burns to any part of the body touching the ground within the 5 foot radius. The lightning bolt doesn't effect the user in any way. The user may choose instead to disarm the charge a moment after casting, causing no effects but still expending energy for the spell.


Plasma- The user is able to coat their teeth or claws with blue electricity, strong enough to pierce metal and enabling them to pierce more deeply through skin and muscle with their attacks in a shorter period of time. This electricity does not causes shocks or burns, and the user is never harmed by it. This ability lasts for a brief moment.


Lightning- This power allows the user to shoot a single bolt of blue lightning, originating from themselves, at a target no more than 30 feet away. Using this ability will make the user crackle with electricity moments before the bolt is created, potentially warning the target of their intent. Taking a direct hit from this bolt will cause second degree burns in the affected area as well as third degree burns anywhere the target is touching metal, including jewelry.


Current- Your connection with the element of electricity allows you to redirect lightning, magical or otherwise. Should the user be struck by lightning, the electricity passes harmlessly through them, into the ground, and back up at the target. Redirected lightning hits the target with half force. If the target is within 10 feet, it causes second degree burns where the target is in contact with the earth and third degree burns where the target is in contact with metal, such as their own jewelry. If the target is instead between 11 and 20 feet away, it causes first degree burns where the target is in contact with the earth and second degree burns where the the target is in contact with metal, such as their own jewelry.



Upgrades:

Crackle- This move is passive. The user's body crackles with harmless electricity. When they touch things, such as when they step, the electricity briefly discharges to the new source leaving harmless crackles for a few moments before dissipating at the location of contact.


Sheen- An upgrade to Dynamo. With concentration, the user if able to hold the electricity from Dynamo around their body to the point it becomes a thin barrier. This electricity causes first degree burns with brief contact and temporary paralysis with full contact. This electricity lasts for a few moments before being reabsorbed into their body. This takes some energy to cast and the user must have mastered Dynamo in order to learn this upgrade.


Jumpstart- The user is able to deliver a quick shock to a target they are touching. This shock allows the target to benefit from the effects of Skitter. To learn this upgrade the user must first have mastered the spell Skitter.


Plasma Ball- The user is able to launch a small ball, 1 foot diameter, of concentrated plasma electricity. This plasma is hot enough to melt any metals it touches, but doing so consumes most of its heat. If the ball strikes flesh instead of something else first, it can deal 3rd degree burns to the area. While if it hits anything else before flesh, it is only capable of causing minor 1st degree burns to the area of flesh hit. This power is only able to create the ball directly adjacent to the user, and then launch it up to 5 feet. It lasts for one a brief moment, and dissipates 1 second after contact with anything. Should it hit magical jewelry, the jewelry suffers no ill effects but does heat up enough to cause 2nd degree burns to the wearer at all points of contact. To learn this upgrade the user must first have mastered Plasma.



Air:
 


Featherfoot- The user can, with concentration, condense the air beneath their feet to create an invisible cushion-like effect. This makes it possible for the user to fall from heights of up to 16 feet without sustaining damage to themselves.


Haste- This move doubles the sprinting speed of the user. Running long distances with this power will slow the speed down to 1.5 times faster. This move effects all forms of movement, such as walking, jogging, and sprinting. This lasts for a moment in combat and up to 5 minutes outside of combat.


Whisper- The user is able to make the wind carry their voice for one consecutive statement, whispered or otherwise, over great distances so that their target can hear them. You must be able to see the creature you wish to speak to. Only the target can hear the words, no matter how close they are standing to others when the words reach their ears.


Windwall- With a sharp gesture, the user can throw up a wall of wind that blocks incoming projectile elemental attacks, such as flamethrower and slingshot. Alternatively, it can be used to slow down approaching creatures. The wall can be up to 5 feet high by 5 feet wide. It lasts for a short amount of time.


Gust- The user is able to aim a powerful gust of wind at a target, capable of knocking them off of their feet. The user may choose to push or pull the wind, knocking the target backwards or forwards by a foot at most. This power lasts for a moment.


Spring- Though not a true form of flight, this move enables the user to instantly propel themselves straight up off of the ground or other solid surfaces and into the air by aiming a jet of wind at the ground beneath their feet. The user is capable of propelling themselves up to 15 feet off of the ground and must be careful to concentrate on landing, less they hurt themselves.


Tornado- By collecting the wind around them, the user is capable of creating a small tornado. Once the tornado is formed, the user can direct it as they wish. It is capable of uprooting vegetation and knocking other creatures off of their feet. Though the tornado is only 10 feet tall and 5 feet wide at its widest point, the chaos of the uprooted debris makes this move dangerous. The tornado only lasts for only a moment and can affect the user if they get too close to it.


Airblade- With a sharp gesture, the user is able to send out a rapidly moving sickle-shaped blade that is one foot long and 1 inch wide of air that can cause moderate lacerations to a target within 10 feet. The closer the target is, the deeper the laceration will be. If aimed correctly and from within a foot of the target, such as over a vital artery, this can be a fatal attack.



Asphyxiate- To activate this power, the user takes a deep breath, drawing in the air from a target's respiratory system. This will cause the target to feel as if they had the wind knocked out of them, triggering pain, gasping for air, and difficulty moving as the body struggles to get oxygen. The target must be within five feet, and this power's effects only last for a moment.


Airstrike- This ability creates a powerful, outward-moving air current in all directions around the user, that flows up to 10 feet out in a dome-like shape. Should the user cast it upon landing on the ground from above from a height of over 15 feet, this power gains the capacity to completely blow away anything that isn't connected to the earth within its radius while also protecting the user from taking damage from the fall.



Upgrades:

Air Spout- This technique allows an Air user to rotate and control the direction of an air spout for the sole purpose of levitating themselves off the ground up to twenty feet. They can remain in the air for as long as they wish outside of battle. Inside of battle this move lasts for a moment.


Nimble- Air magic enhances the user, making them naturally more flexible and agile. They can easily maneuver around an opponent by ducking, jumping, and side stepping, appearing to flow around their opponents like the air themselves. This is a passive ability. To learn this upgrade the user must have mastered Tornado.

Suction- This technique allows an Air user to bring an object or creature towards them by sucking air into their lungs in the direction of the target. The target must be within 30 feet of themselves, and there cannot be a weight difference of more than 50 pounds between the target and user. To learn this upgrade the user must have mastered Tornado.


Deep Breath- Air magic fills the users lungs for them when needed. With this power the user is able to hold their breath for up to 20 minutes out of combat and for a large amount of time in combat. This amount is halved if the user is moving more than the equivalent of walking. This power is passive. To learn this upgrade the user must have mastered Feather-Foot.



Kinetic:
 

Sensate- The user is in tune with the flow of energies around them. By using this power, they become aware of all things that are in motion within a 10 foot diameter of themselves. This sense lasts for few moments.


Momentum- The user is now able to manipulate the flow of energy around themselves. For short bursts they are able to move at 1.5 their normal speed. However, this motion can be across any surface, including vertical rises. This also allows them to ignore rough terrain, as their energy automatically adjusts to keep up their momentum stable.




Impact- By suddenly stopping, the user is able to transfer their momentum to a target -- amplifying the movements of another creature or object. This effectively gives the target twice the normal amount of force on impact. For example, a creature using this power could ram into a target, giving all the impact to the target and thus taking no impact damage. This ability lasts for a moment.


Vibration- With but a thought, the user is able to turn some of their own energy into a barrier around their body. This user must remain in some kind of motion to maintain this power such as running, thrashing tail, etc. Upon touching another creature or object, the target is exposed to a field of friction energy. The more moving the user does before the contact is made, the more this power effects the target. Small movements, like moving a tail, can cause the target to feel as though they just got rug burn wherever the target is touched by the user. Larger movements, like running, can cause severe scrapes and first degree friction burns around the area of contact. Additionally, should the user get struck while this power is active, the force is evenly distributed across their entire body, lessening the blow on the target area. Depending on the type of impact, this could negate the force entirely. For example, the slap of a paw will be negated, but a full body slam will not be. This ability lasts for a moment.



Barrier- The user's energies can now be made to manifest physically, enabling them to create a wall of solid force within 30 feet of themselves that is golden-translucent. This wall can be up to 10 feet wide and 8 feet tall, and it can stop all non-living matter, including elemental attacks. Should living matter try to pass through it, any part of their body that passes through it are subjected to severe scrapes and first degree friction burns around the area of contact. This wall lasts for a moment in combat, and up to 2 minutes outside of combat.


Stagnant- The user can now take away the energy of another, but they must be able to perceive where their target is to do so by sight, Radar, or Sensate. By using this power, the target can be robbed of their momentum. This can make their movements slow, effectively slowing their speed by half. Alternatively, they can cause an impact to have no force behind it, allowing the user to take a hit without getting hurt. This ability lasts for a moment.


Explosion- This power allows the user to impart some of their energy into a single, non-living object within 10 feet of themselves that isn't in the possession of someone else. This energy allows the user to launch the object of no more than 10 pounds in weight up to 5 feet in any direction. Upon impact with a surface or creature, the object explodes into pure energy, expanding out in a 5 foot diameter area from the impact site. The force of this explosion can easily knock over creatures caught in the blast radius, and if it gets a direct hit, it hits with enough to break most types of bones. This energy does not affect the user. This ability lasts for a moment.


Propulsion- With this power, the user is able to coat a part of their body in energy to better perform a variety of actions. Upon contact, this energy rapidly expands away from the user. For example, coating the user's back legs in this energy will enable them to safely jump at up to twice their normal distance. On the other hand, coating the user's forelegs enables them to hit creatures with more force. If it strikes another creature or object, they are pushed away from the point of impact up to 15 feet backwards in the direction they were hit. This spell lasts for a moment.


Rebound- Through manipulating the forces affecting their own body, the user is able to invert the force being applied to them. This means that large blows against them turn into small ones and small blows become large ones. The user must be careful while using this power because although this means that deadly impacts have almost no force, light touches can launch the user away, as if they were struck by a severe impact.


Dome- The user is able to create a solid barrier of force around themselves, spherically in all directions, up to 10 feet. This barrier appears golden-translucent, and nothing may physically pass through it, meaning no creature can cross it, including the user. This barrier fades after a few moments.



Upgrades:

Disc- The user is able to make a disc of Kinetic energy that is solid. This disc can support the weight of any one living creature, or 250 lbs of non living material. This disc travels 5 feet behind the user level with their center of mass and perpendicular to the ground. The surface of the disc provides a friction that keeps objects stable and prevents slipping. A creature will not fall off on their own, but can choose to still get off at any time. This disc lasts until the end of the thread, or until dismissed by the user. The disc cannot be dismissed when higher than 5 feet off the ground and there is anything on it. To learn this upgrade the user must master Momentum.


Redirect- For a moment, the user is able to focus the kinetic energies around themselves to prevent contact and reverse the object's direction of travel. This only prevents contact from objects that were not created by magic. It does NOT affect creatures. To learn this upgrade the user must have mastered Barrier.


Solidify- This is an upgrade to Barrier. The user may make the wall solid instead. This wall lasts only for a moment, but otherwise follows the rules for Barrier. This spell uses a lot of energy to cast. To learn this upgrade the user must have mastered Barrier


Impart- This is an upgrade to Stagnant. When using Stagnant, the user may have the stolen force benefit them. This power must be used the moment after Stagnant is used. With it, the user gains an immediate amount of movement equal to what they stole. This movement can be used for any other Kinetic powers without requiring additional movement from the user. To learn this upgrade the user must master Explosion first.



Healing:
 

Stitch- This power allows the user to heal small cuts and bruises, whether it be on themselves or on another. The user must touch the area that they wish to heal, and it must be used per cut or bruise the user wishes to heal.


Soothe- This power allows the user to pacify a target that they can see by temporarily taking away any "negative" emotions the target has, such as anger, aggression, fear, hate, or sorrow. Alternatively, this move can also be used to dull the physical pain of the target, lessening their pain to half of what it was. Either way, this power only lasts for a few moments.



X-ray- Through intense concentration, the user can see the skeletal structure of the target. This move requires line-of-sight, and it can only examine one area of the body at a time. It lasts only for a moment. This power can work with any form of granted sight.


Neutralize- This move can completely detoxify venom or poison within the body of a target, including themselves. The success of this move is determined by how quickly the target is treated. If used quickly from when the target was poisoned, they will be completely healed. If used a while after, the target will still suffer some side-effects from the poisoning, but they will live. However if used long after from when the target is poisoned, it will fail.


Renew- An upgrade to Stitch, this power enables the user to heal lacerations, bruises, or burns, provided they are external and the target is not already dying. Any wounds healed with this ability leave no scar, and the user must touch the area they wish to heal.


Knit- With this power, the user can mend a single broken bone. The success of this move is determined by how quickly the wound is tended to. For example, healing the bone within a day of the injury it yields a higher chance of this move being 100% effective. The longer the bone has been broken, the more likely that the creature will suffer from chronic pain in the area of the break, even after healing with this move.


Reflection- This move coats the user in a dull, pink glow for a moment. Any physical damage of the non magical kind dealt to the target while this spell is active will be inflected, mirrored, back upon the target: cuts, bruises, etc. However, please note that the user still takes the damage; this glow does not protect them.


Bond- This ability allows the user to form a fleeting, magical bond with a creature they are touching. This bond enables the user to take the physical pain of the target, so that the user will feel their pain instead as long as the power is active. Alternatively, the user can inflict the physical pain they are feeling upon the target. This bond lasts as long as the two remain in contact and then for a few moments after the contact is broken.


Shield- This move enables the user to throw a shield around themselves or a single target within 20 feet. This shield will absorb any physical or elemental damage for a moment. This shield is clear but has a pink hue to it, making it visible, and it takes the shape of the creature that it is covering, a skin-tight armor. The shield lasts for a moment.


Retribution- Similar to Shield, the user creates a barrier around themselves or another creature for a moment. However, this ability makes any magical attacks the target attempts to inflict upon the protected creature affect themselves instead. For example, if flamethrower is used upon this barrier, the fire mage will suffer burns. This barrier comes with a cost; the protected creature cannot use magical attacks while it is active, lest it backfire upon themselves.



Upgrades:

MRI- This upgrade changes the power X-Ray. The user will be able to choose between seeing muscle or bone structure. Using this power takes some energy. To learn this upgrade the user must have masted X-Ray.


Practitioner- You may now use any healing power within ten feet of yourself. This means if the power requires you touch a target, you no longer have to do so. This ability is passive. To purchase, you must have mastered Reflection.


Regeneration- Healing magic grants your character the ability to heal unnaturally fast. Their body can heal from most forms of damage. Light injuries are healed the a moment they are taken. Moderate injuries are healed completely after awhile. This ability is passive. To learn this upgrade the user must have mastered Reflection.


PhD- The user is able to heal injuries inside of the body as well. Such as damaged organs and ligaments. They user must be able to discern the internal injuries visually before they can use this power. This power drains your energy. To purchase, you must have mastered Retribution.


Healing Pulse- This power enables the user to affect multiple targets with their healing abilities. A moment after casting, they expend twice the amount of energy for the ability they wish to use. A few moments after casting, they are able to affect everyone they wish within 10 feet of themselves with that ability. To learn this ability the user must have mastered Retribution.


Triage- The user is able to imbue an area with their healing magic. This area is a 20 foot cube and follows several restrictions. 1.) The area is permanent until the user dismisses it, creates another, or dies. 2.) To set up, you must be able to expend twice the energy of what you wish to imbue into the area. You may not overuse to set up this ability. The Triage is at the mastery your character was at when you placed it. 3.) The amount of energy it takes to set up Triage is equal to 2x the power you wish to imbue and can be the following abilities: Stitch, Soothe, Neutralize, Renew, Knit. 4.) Once created, the user's power pool for healing magic is reduced by the level of the power they imbued until Triage is ended. 5.) It does not work immediately 6.) There can be multiple Triages overlapping from different casters. 7.) Any creature within the area of the Triage has the imbued effect cast upon them. It automatically targets the most severe injuries the specific power could fix first. To learn this magic one must have mastered Soothe first.


Necromancy:
 

Chill- This power has a passive effect that is always active, and it also has an active part that the castor can initiate. The passive part makes the skin and fur of the creature feel very cold to the touch, as if the creature is coated in ice...or, more accurately, like a corpse. The creature itself does not notice the cold, but anyone who touches them may experience discomfort. The active part of this power allows the creature to induce a feeling of dread in anyone touching them. This feeling lasts for a moment.


Panic- This move induces panic in a foe, including the physiological responses such as rapid heartbeat, shaking, tunnel vision, and adrenaline. It only lasts only for a moment, and using it on a target more than once will not intensify the reaction.


Bloodbend- This power can be used in one of two ways per casting. One, it enables the creature to manipulate any blood that has been spilt into little spikes. These spikes are only semi-solid, so they cannot pierce through fur and flesh easily. However, they can pierce through skin with ease if they are stepped on; if the user steps on them, they will not hurt them. Two, it enables the user to manipulate spilled blood whether it is the blood of the user or a foe to coat themselves in a thin, red armor over a small area of their body that can stop physical attacks such as claws or teeth. All effects last for only a moment.


Séance- With this power, the creature may try to summon the spirit of a creature that has died in Yavania. This move takes concentration and only lasts for awhile. To summon a spirit, the caster must know the name of the creature.


Zombie- This ability allows the caster to animate a small, dead creature by pouring some of their life-force into it. The undead creature must stay within 50 feet of the caster or else it will cease to be animated. Only one creature can be animated at a time, but it can last for up to four weeks from the time it is created. While having a creature animated, the caster is physically weaker, as they are sharing their life-force with another. The user must have sufficient health in order to successfully cast the spell.


Extend- This ability is an upgrade to Zombie and, later, Ghoul. Once the caster has animated an undead, he may use this ability to hear and see through the eyes of their undead. This ability only lasts for a few moments.


Ghoul- Similar to Zombie, this move allows the caster to animate a medium sized creature by pouring some of their life-force into it. The undead creature must stay within 50 feet of the caster or it will cease to be animated. This undead only lasts for two weeks from the time it is created. While having a creature animated, the caster is much physically weaker, as they are sharing their life-force with another. The castor needs sufficient health in order to successfully cast this spell.


Drain- While biting a target, this ability allows the user steal a little of their life force. Doing this can heal the user's moderate wounds such as cuts, bruises, burns, and even lacerations. This will leave the bitten individual nauseated for a few moments and then lethargic for a moment longer.


Voodoo- By tasting the target's blood upon activation, the user is able to create a phantom link between themselves and their victim. This link makes any existing pain the user has be transferred to the target. This effect lasts for a few moments. The user still suffers the wounds, but until the end of the duration, all pain associated with the wounds is felt solely by the target. After the duration, the user will feel the pain again.


Behemoth- Similar to Zombie, this move allows the caster to animate a large sized creature by pouring some of their life-force into it. The undead creature must stay within eyesight of the caster or it will cease to be animated. While having a creature animated, the caster is significantly physically weaker, as they are sharing their life-force with another. This takes the form of three health levels "given" to the zombie. The user must have sufficient health in order to successfully cast this spell.


Upgrades:


Blood Armor- An upgrade to Bloodbend, the necromancy user may now cover their entire body in a malleable blood armor that protects the user against everything except elemental attacks. To learn this upgrade the user must have mastered Séance first.


Carrion- An upgrade from drain, this ability allows the necromancy user to consume creatures to rapidly heal their own wounds. Eating a small sized creature will heal all small wounds. Eating a medium sized creature will heal all medium wounds. Eating a large sized creature will heal all large wounds. In order to heal from the creature, however, they must have killed it. To learn this upgrade the user must have first mastered Drain.


Contagion- This spell allows the Necromancy user to infect a creature with a magical virus. It induces all the ailments of the common cold and is gone within two weeks. To learn this upgrade the user must have first mastered the spell Ghoul.


Hemostasis- Though they cannot heal wounds, the user of this spell can stop the bleeding of any wound that they can see -- whether it be on themselves or someone else. To learn this upgrade the user must first have mastered Séance.


Necromancer- This ability allows the user to detect undead creatures within 20 feet of themselves. This ability is passive and thus always active.


Pilot- With this ability, a Necromancy user is able to merge their mind with their undead to pilot them. They can now see, hear, and feel what the undead does, experiencing it first hand. While their mind is inside their undead, the user's body remains in a sleep-like state. They can send their undead to any land adjacent to the one that their body is in, and they cannot use other spells while using this power. Be wary with getting into any fights, the health and physical abilities of the controlled undead vary depending on the creature used. To learn this upgrade the user must first have mastered Behemoth.


Rebuke- With this ability, the Necromancy user is able to destroy another Necromancer's undead, if they are a more knowledgeable and stronger Necromancer. If your abilities are lower, or match your foes, this spell fails. If it succeeds, you automatically kill the target undead. This spell does not work on Undead Companions. To learn this upgrade the user must first have mastered the spell Zombie.


Repose- With this ability, the Necromancy user is able perfectly preserve a corpse two days per each spell of Necromancy known. To learn this upgrade the user must first have mastered Séance.


Skinwalker- By using a bone or pelt of a deceased animal, the user is able to shapeshift into another creature. The user can only shift once at a time. The user must have successfully hunted the creature if they desire to turn into it. They take on the gender of the creature they stole the piece from, despite their natural gender. Changing into a carnivore does not come as easily as hunting, and therefore are a rarer commodity. Please keep in mind that turning into a species dissimilar to the creature's true form will take time to get used to. Additionally, turning into a venomous animal will not grant you venom. All jewelry merges with your new form though any magic they once held are unusable. The piece used to transform merges with the new form and returns to its natural state when the user shifts out; unique markings and mutations disappear; additionally, the user's eye color does not change no matter their form. This power lasts as long as the user wishes. Other necromancy powers can be used while this power is active, as can passive powers, but no other magical abilities will be accessible. As for scent, the creature in question will have only an underlying scent of themselves. This means that the creature will have the vague scent unique to themselves and their realm, but they will smell more like whose skin they are wearing. To learn this upgrade the user must first have mastered Behemoth.


Undead Companion- This spell gives your character an undead animal companion either skeletal or zombified that that they can summon and dispelled at will. The creature will be small in size. The user will have a spiritual and metal link with this companion, meaning that they can communicate with it telepathically and verbally. Any pain you feel, your companion will feel and vice versa. This creature can only speak with telepathy, and it cannot speak with other creatures. When the user dies, this creatures dies. The user cannot have a Small Companion and Medium Companion out at the same time. This undead cannot attack other creatures, though they can physically interact with them. To learn this upgrade the user must have first mastered Zombie.


Undead Companion II- This spell gives your character an undead animal companion either skeletal or zombified that that they can summon and dispelled at will. The creature will be of medium size. The user will have a spiritual and metal link with this companion, meaning that they can communicate with it telepathically and verbally. Any pain you feel, your companion will feel and vice versa. This creature can only speak with telepathy, and it cannot speak with other creatures. When the user dies, this creatures dies. You cannot have a Small Companion and Medium Companion out at the same time. This undead cannot attack other creatures, though they can physically interact with them. To learn this upgrade the user must first have mastered Ghoul.


Weaken- This spell allows the Necromancy user to drain some health from another, giving it to themselves. To learn this upgrade the user must first have mastered the spell Ghoul.


Wrest- With this ability, the Necromancy user is able to wrench away control of another Necromancer's undead, if their magical strength is higher than the other Necromancer. If your magical ability is the same or lower, this spell fails. If it succeeds, you gain control of the target's undead for the natural 'lifespan' of that undead. This spell does not work on Undead Companions. To learn this upgrade the user must first have mastered Zombie.



With the completion of that last element Sribna took a step back. He was feeling strange. He was happy that he learned more, particularly that he even got to learn more about Earth magic; which he knew both him and Rai knew. But… that last element, Necromancy, just made him shiver. The thought of manipulating the dead freaked him out. It seemed wrong. ”I want to go home and snuggle with Rai and Loki to make me feel better.” He gently closed the book and made his way out of the library. Only a few more elements left to learn. He could do this…

Honestly he was proud of himself for learning about so many different spells and elements. He wanted to be able to cast them though, like Anjay. Perhaps he should ask Anjay how he feels about Necromancy magic. He definitely should ask how Loki and Rai felt about it. What if they didn’t like it, and one day he happened to learn it? Would they be upset?

Sribna yawned at that thought and decided that he had enough thinking for tonight. He began making his way back home looking forward to cuddling with his mates and taking a nice long sleep.


-Exit-





"Speak."
Dan Hutcheson


Oc. Sribna has learned about the elements Earth, Electricity, Air, Kinetic, Healing, Necromancy and all of their corresponding upgrades.







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