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Water is a type of elemental magic found in Origin Cave. Water magic is graceful, but difficult to control. 1)

Overview

Symbol:
Known NPC Users: Tenzin2)
Gembound Users: Aegir (list incomplete)
Spell Count: 10

Spells

Water-element spells are used to manipulate water in its many shapes and forms. From uses in survival to visual appeal, freezing it into ice or creating clouds of mist, water magic is varied and versatile. However, it's not the most powerful of the elemental paths with a couple with real combative potential. As such, it is a fairly rare element to come across in the caves. Almost all of its spells are of the Manipulation type, as it focuses on the direct manipulation of water instead of transformation or damaging spells.

Low Intensity

Dehydrate - Low Intensity Manipulation. The user's pores are widened and water is pumped out of the body, dousing the user completely. Can cause dehydration if incorrectly or over used.

Retention - Low Intensity Transformation. The body's skin pores are tightened to prevent any water loss through the skin. Urine and feces become highly concentrated. This spell is recommended for use when survival becomes dependent on low water supply, but becomes taxing on the user over time.

Airdrink - Low Intensity Manipulation. Water from the atmosphere is drawn towards the user and absorbed through the user's skin, hydrating the user's body. Lowers humidity of the environment, but can cause water poisoning if too much water is absorbed.

Medium Intensity

Fountain - Medium Intensity Offensive. Water stored in the body can be drawn out and expelled in a concentrated stream from the mouth. High pressure attacks can cause harm to targets. This spell can easily and quickly dehydrate the user unless they establish a constant income of water. Glaciate - Medium Intensity Manipulation. The molecules of water can be drastically slowed to produce ice in any form the user desires, ie. protective armor, offensive spikes, etc. Can cause harm to the user if the user accidentally freezes their own body water.

Summon Water - Medium Intensity Manipulation. The user draws water molecules from the environment (and sometimes targets) towards their own body. Experienced users can absorb the water during use of this spell as well. Taxing on the user and may cause accidental harm to non-users.

Mist Cover - Medium Intensity Manipulation. The user is able to turn the water molecules in the room into a foggy cloud, creating a thick mist that can be used for cover or just for fun. The water can ether be from the user themself or from a surrounding resource. If failed dehydration could occur as well as a headache.

High Intensity

Aquakinesis - High Intensity Manipulation The user can manipulate a small body of water by having it mirror their own movements. Experienced users can turn this into an offensive spell. Highly exhausting for the user until practiced thoroughly.

Purify - High Intensity Manipulation. A body of water can be manipulated to expel pollutants (toxins, minerals, etc) and be purified. The more polluted the water, the more concentration is required from the user. Often results in headaches, dizziness, and nausea.

Water Breathing - High Intensity Transformation. The user's body produces a thin layer of slime from their skin that absorbs oxygen from water. They can 'breathe' underwater for as long as this slime is present, but this spell requires constant focus from the user. If the spell is broken, the slime breaks down and the user can no longer absorb oxygen.

water.1539639679.txt.gz · Last modified: 2025/02/04 17:12 (external edit)