Water Magic


When using these abilities, Water creatures will find themselves starting to physically get cold. They will begin to slur their speech and have short and quick breaths. If they use their power for too long, they will find themselves with hypothermia and possibly freeze to death.

Water Magic
Offensive Defensive
1 - Mist (0 mana)
The user gains the ability to call down a small mist of water to fall either from the sky or to
collect together on the ground as a small puddle. The water can be used to drink or for any type
of healing purpose where fresh water might be needed.
2 - Spout (25 mana)
The user gains the ability to create a small water
spout on the ground at a point of their choosing
up to 3 feet from them. The water is lukewarm
and has the ability to knock away small
creatures. The spout is up to 5 feet high and lasts
for 2 posts.
2 - Frost (25 mana)
The user gains the ability to call down a small
flurry of snow that covers the ground quickly
with a thin sheet of ice at a point of their
choosing up to 3 feet away from them. This
causes the ground up to 5 feet in diameter to
become slippery and hard to maintain
balance.
3 - Ice Spike (50 mana)
The caster gains the ability to shoot a small 5 in
spike of ice towards a desired location. The spike
itself can draw blood in sensitive areas and melts
instantly upon contact.
3 - Aquatic (50 mana)
The caster becomes one with the water, now
gaining the ability to either breath underwater
for 5 posts or be able to walk on top of water
for 2 posts.
4 - Icicle (100 mana)
The user gains the ability to harness the moisture
on the ground and condense it together to create
a single spike of ice that juts up from the ground
up to 5 feet high and 3 feet in diameter. The spike
begins to melt instantly and vanishes completely
after 2 posts.
4 - Hail (100 mana)
The user is able to call down beads of ice up
to 3 in wide to rain down on an area of their
choosing within 10 feet of their location. The
hail itself can potentially knock out a creature
if hit on the head with too many of them. The
hail storm lasts for two posts.
5 - Aquakinesis (150 mana)
Gives the user the ability to control any source of water they currently see, be it a puddle or a
lake up to 10 gallons. The caster can also pull water from vegetation if the area itself isn't dead.
The user can also cause water, up to 10 gallons, to evaporate or freeze upon will with enough
concentration. The ability lasts up to 3 posts or until their concentration ends, whichever
comes first.
6 - Pulse (200 mana)
The user sends out a high pressure stream of
water from their mouth up to 15 feet long. The
water itself has the ability to knock a creature off
their feet at long range and can even cause
lacerations and temporary blindness at close
range.
6 - Blizzard (200 mana)
The user gains the ability to cause a blizzard
to center around a single area up to 20 feet
wide. The snow itself coats the ground up to
1 in deep and the winds are harsh and can
likely push a creature off their feet. The user
is not effected by their own created blizzard.
7 - Ice Shard (250 mana)
The user gains an ability to shoot a 15 in shard of
ice from their mouth towards a creature. Upon
impact, the shard can cause deep lacerations and
even dismemberment at close range.
7 - Wall (250 mana)
The user gains the ability to create a large
wall of either ice or water (user's choice) that
completely negates up to two different
elemental attacks from their opponent. It will
not stop physical attacks but it will cause
the opponent to slow down tremendously
when moving through the wall itself.
8 - Whip (300 mana)
The caster gains the ability to call upon water in
the form of a whip. The whip itself is connected to
the user, creating itself from any body part that
the caster wishes it to form from. Upon contact,
the whip can cause deep lacerations and possible
dismemberment and lasts for 2 attacks.
8 - Black Ice (300 mana)
The caster creates a large sheet of black ice
up to 30 feet wide at any location of their
choosing. The ice itself is extremely slippery
and can cause both the opponent and the
user to fall if not careful. Claws will not grip
the ice and small movements can send a
creature tumbling on the ground.
9 - Evaporate (350 mana)
The caster gains the ability to tap into the water
in another creature's body. With this power the
user can cause the water inside someone to
slowly begin to evaporate which causes the
opponent to become lethargic and extremely
dehydrated. The caster must be careful though
because if their concentration is broken while using
this, they can easily evaporate water in their own
body as well.
9 - Dissolve (350 mana)
With this ability, the user can cause their body
to quite literally turn into water. The creature's
body will slowly become water, though still
holding its shape. All attacks will go
straight through their body but the creature
can't attack. As soon as the ability is cast the
user will begin to lose their shape and after
2 posts, they will no longer be able to reform
into their original form without severe
mutations.
10 - Ice Pelt (400 mana)
With this ability, the user's coat freezes, turning each single feather or fur into small sharp ice
spikes that protrude from their body. The ice spikes themselves are capable of cracking teeth
and claws, lacerating skin, and even piercing through flesh, as well as causing severe pain. The
coat of ice lasts 2 posts before disappearing.