

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, Blue Bloods enhance their control over water, enabling them to gather large quantities, direct currents, and manipulate atmospheric moisture to create mist or alter humidity. Their mastery extends to minor healing abilities and adjusting the viscosity of high-water-content liquids for versatile applications. The range of which their abilities can work extends to a radius of 5 feet/1.5 meter.
lvl3
Level 3 (Requires 60 medals)
Now capable of gathering gallons of water at once and directing currents to transport small buoyant items.
The ability to manipulate atmospheric moisture to create mists and adjust humidity levels. Extracting more water from the air can lead to conditions ranging from high humidity to an arid climate.
lvl4
Level 4 (Requires 100 medals)
Healing Waters – At this level, Blue Bloods can harness their water magic to instantly heal themselves and others from minor injuries, such as small cuts and abrasions.
Blue Bloods can also alter the viscosity of any liquid with a high-water content (at least 90%).
Advanced (140 - 240)
At this tier, Blue Bloods gain advanced control over water, allowing them to walk on its surface by condensing it beneath their feet. Their mastery extends to attracting and repelling water, enabling them to part bodies of water for passage, though this ability carries physical risks due to intense pressure and strain. 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)
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.
lvl6
Level 6 (Requires 190 medals)
As the Blue Blood fully masters the capabilities of their element, they gain the ability to attract and repel water. This advanced skill allows them to part bodies of water for passage. However, this ability has limitations: the increased pressure from displaced water and exerted magic can harm the Blue Blood, potentially causing ruptured eardrums, lung damage, sinus pain, or severe body compression.
Expert (240 - 360)
At this tier, Blue Bloods refine their mastery over water, gaining the ability to cloak themselves in mist or water for concealment. Their control extends to manipulating water with intense, high-speed friction, creating destructive currents capable of eroding anything in their path. The range of which their abilities can work extends to a radius of 15 feet/4.5 meters.
lvl7
Level 7 (Requires 240 medals)
Water Cloak – This ability grants the user the power to shroud themselves in a veil of water or enveloping mist, effectively concealing their presence from view.
lvl8
Level 8 (Requires 300 medals)
Riptide Flay – This power causes water to move with violent, high-speed friction, eroding or stripping away anything it comes into contact with.
Master (360 - 500)
At this tier, Blue Bloods can summon large aquatic constructs shaped after present sea creatures, controlled by their will. At peak mastery, they can fully synchronize their movements with water itself, causing it to mirror their actions with precision. 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, using any aquatic creature, the user can summon an enlarged, aquatic shell that mirrors the creature’s own form. This shell enables them to act in accordance with the caster’s wishes.
lvl10
Level 10 (Requires 500 medals)
Tidal Accord – The caster links their movements with a mass of water, making the water mimic their exact actions.