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Water

The element that allows water and moisture in the atmosphere to be manipulated at will. However, posing serious risk to the user if used improperly and without a calm mind.

Novice (0 - 60)

At this tier, using their magic often does not work. It takes immense focus during these early stages to manage even a ripple over a body of water. The range to which their ability can work is only as large as their hand.

lvl1

Level 1 (Requires 0 medals)

With enough focus and time, a Blue Blood can hold their hand above a body of water and force a ripple or small current.


By holding their hand over objects and while attempting to manipulate the moisture in the atmosphere, they can cause condensation to occur over its surface.

lvl2

Level 2 (Requires 30 medals)

The ability to control condensation grows stronger at this level. The Blue Blood can now pull water vapor and droplets together to create small pockets of water.


Blue Bloods at this level can manipulate existing water more easily. Rather than causing minor disruptions, they can begin to levitate small trickles of it into the air. However, they can only hold it for a few seconds before losing control.

Intermediate (60 - 140)

At this tier, the user’s magic strengthens as they become more accustomed to the idea of manipulating moisture in the atmosphere. Mistakes occur less so long as the Blue Blood can remain calm. However, when mistakes do occur, it is likely the user can unintentionally condense the water in the atmosphere inwardly. As a result, the Blue Blood may feel like they are drowning due to the accumulation of water entering their lungs. The range of which their abilities can work extends to a radius of 5 feet/1.5 meter.

lvl3

Level 3 (Requires 60 medals)

Water Manipulation – Unlike the previous levels, the Blue Blood can begin to pool in larger amounts of water and carry it through the air. However, the larger in volume, the easier it is to lose control and release it. One gallon/3.5 liters is typically the max amount they can carry.


Ripples caused by the Blue Blood are larger as well as currents. However, it is only just enough to carry a stick through the water.

lvl4

Level 4 (Requires 100 medals)

The ability to manipulate moisture in the atmosphere has increased in strength. The Blue Blood can now create mists or begin to significantly alter the humidity around them. This allows them to either add moisture to the atmosphere or even drain it to create puddles of water to work with rather than having to accumulate it from existing droplets and vapor (refer to level 2). The result of the latter lends itself to a very arid climate.

Advanced (140 - 240)

At this tier, healing magic becomes a trait of this element. They can heal themselves and others to a small degree. However, using this ability at this tier can quickly leave them fatigued. The range of which their abilities can work extends to a radius of 10 feet/3 meters.

lvl5

Level 5 (Requires 140 medals)

Healing Waters – At this level, Blue Bloods can begin to use their water magic to heal themselves and others so long as the injury is minor such as small cuts and abrasions. However, they will be unable to fully heal the wound. Instead they can manage to clean it and subdue the bleeding, thus allowing the natural healing process to accelerate at 2x the normal rate.


Water Purification – The ability to purify water by extracting contaminates/other substances from it.

lvl6

Level 6 (Requires 190 medals)

Blue Bloods at this level have begun to master their healing capabilities. Rather than accelerating the healing process, they can now instantly heal minor wounds.

Expert (240 - 360)

At this tier, the user’s ability to manipulate the characteristics of water come into play. Healing abilities no longer cause them fatigue. Additionally, they can work with any liquid that has a water content of over 80%. The range of which their abilities can work extends to a radius of 15 feet/4.5 meters.

lvl7

Level 7 (Requires 240 medals)

The ability to manipulate water to their favor strengthens at this level in terms of altering temperatures. While they cannot alter large bodies of water (refer to the range they can work with), they can change the temperatures of water to near freezing or near boiling

lvl8

Level 8 (Requires 300 medals)

At this level, Blue Bloods can alter the viscosity of any liquid with a high-water content (at least 80%).

Master (360 - 500)

At this tier, the range of the user’s abilities will have fleshed out, thus allowing them to use their magic in ways more beneficial to them. Consequences for using water magic remain. The range of which their abilities can work extends to a radius of 20 feet/6 meters.

lvl9

Level 9 (Requires 360 medals)

At this level, Blue Bloods will be able to walk over bodies of water by magically enhancing its density and condensing it beneath the soles of their feet.

lvl10

Level 10 (Requires 500 medals)

As the Blue Blood fully masters the capabilities of their element, they can not only draw water to them but push it away as well. At this level, the ability to split bodies of water becomes possible to allow them and others to tread through. However, this ability comes with its limitations as whatever amount of pressure increases due to the displaced water and magic pushing against it, it is felt by the Blue Blood and may cause damage to their body. This can result in ruptured eardrums, lungs, sinus pain, or severe compression of the body.

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