Elemental Slide of Water

One of the four elemental slides of air, earth, water, and fire. These virtually indestructible objects interact with the world in uniquely peculiar ways. Despite their names and appearances, the elemental slides function more like eldritch mechanisms than playground equipment, with each warranting different preventative measures and/or containment techniques.
== Appearance and Habitat ==
The elemental slide of water is a white plastic slide. It is usually cold, dry, and clean regardless of the surrounding environment. It has no ladder, instead being attached to a playground set. Both the slide and the set seem to be indestructible: weapons fail to make any dents, chemicals refuse to react, and neither wind nor water erode its paint. The elemental slide of water is also anchored into the ground by metal pegs that dig more than 2 miles deep and flower outward in intricate veiny patterns beneath the soil, removing the possibility of easily transporting the land around it. Just beyond the lip of the slide is a spikey structure with the appearance of snow and texture of ice. 
The elemental slide of water formed from a small New Jersey park in the early 2000s and was promptly barricaded. A decade later, it was remade into a tourist attraction.
== Powers ==
The third most dangerous elemental slide. The elemental slide of water will only harm you if you allow yourself to be harmed. It employs no hypnotic effects or coercive techniques to tempt its use. It only sits and waits for something to come along and trigger it. Using any other structure on the invincible playground is perfectly safe. However, using the elemental slide of water prompts the spike at the end to lengthen and angle on your position with extreme speed, spearing you and draining bodily fluids through an unknown mechanism. The fluids travel down the spike and through the surface of the ground, where they nourish the metallic roots of the park. 
It is possible but exceedingly difficult to use the slide without dying to the spike. The park remembers every one of such beings, and the spike can lengthen over 50 meters to reach them. It will not curve around objects, but instead instantly "clip" to their location once within range, making dodging all but impossible. Like the rest of the park, the spike is invulnerable to damage. While not able to bypass solids, it has a sharpness down to the molecular level, allowing it to punch holes through very hard materials in pursuit of its victim. Even caliber 3s are not immune to the power of the spike, though honestly if they die to it, it's their own damn fault.
Sleeping in the park results in partially lucid dreams involving by people who wear the faces of those taken by the slide. These dream characters look like former victims, but may or may not express aspects of their personality.
== Avoidance Protocol ==
A simple sign at location details what the slide is and how it operates. A fence surrounds the structure, but it is meant to give pause, not to bar entry. In the current world there is simply no point to stopping people who fail to heed the warnings, as there are thousands of easier, more painful ways of suicide.
== Trivia ==
* In its default state, the spike is dull and blunted. It can be touched and even sat upon without issue. Once activated by use of the slide, it sharpens to its infamous pointed state before softening again.
* It is possible for one person to use the slide while another is between them and the spike, resulting in two people being impaled and an unintended casualty.
* The spike does not react to bugs, mice, and similar creatures. Only entities that can conceive of the fact that they are going down a slide and doing so recreationally will trigger the spike. For the same reason, an unconscious person rolled down the slide will not trigger the effect.
* Slides of other elemental factions have appeared within induced dreams, but their victims do not.
Category:Phenomena
Category:Hostile