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 | |
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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. |
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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. |
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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. |