Hydrokinesis

This article uses material from the “Water Manipulation” article on the Superpower wiki at FANDOM and is licensed under the Creative Commons Attribution-Share Alike License.
Hydrokinesis, also known as Water Manipulation, is the power to manipulate water.
== Capabilities ==
Users can create, shape, and manipulate water, inorganic compound with liquid, gas (steam, water vapor), and solid (ice) states, including changing them from one state to others. More skilled and powerful users can use water-related weather such as blizzards and rainstorms. Some users are able to completely control the temperature of the water at will.
When using their powers, Toby and Liam's eyes will turn gold.
== Powers ==
Below are possible powers that practitioners of hydrokinesis may possess:
* Hydrokinetic Constructs: the ability to create a wide variety of tools, objects, weapons, armor, animals, and even appendages out of water. Users can turn water into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence and solidity. Users who have mastered this ability can use it for almost any situation, creating anything they need.
* Hydro-Telekinesis: the ability to manipulate matter using water. The user can use water to push, move, lift, or otherwise manipulate matter in general. This even includes the ability to use the water as a medium to enable flight.
** Hydrokinetic Flight: the power to fly by using water. Users of this ability can fly, glide and/or levitate through manipulation of water. They can fly at varying speeds, levitate, or propel themselves without taking flight, including enhanced jumping by a short burst of flight.
** Hydrokinetic Surfing: the power to use water to increase maneuverability. User controls the water in a way that increases their ability to move and/or maneuver either by granting them abilities they otherwise lack or allowing them to ignore normally needed equipment.
* Supernatural Properties Manipulation (Water): the power to manipulate supernatural properties. The user can create, infuse, shape and manipulate supernatural effects into objects or beings, either temporarily or permanently. The effects can be used to either upgrade existing abilities/effects (Enhanced Strength/Intelligence) or grant new possibilities (Flight/Teleportation). This power can replicate virtually any supernatural effect, creating powerful weapons and artifacts, or upgrading any aspect of the user and their allies, to virtually any level.
* Viscosity Manipulation: the ability to alter the viscosity of fluids and gases. The user can manipulate viscosity: the resistance of fluids to a change shape, influencing spraying, injection molding, and surface coating. In everyday terms (and for fluids only), viscosity is "thickness" or "internal friction", thus, water is "thin," having a lower viscosity, while honey is "thick," having a higher viscosity. Put simply, the less viscous the fluid is, the greater its ease of movement (fluidity). The user could make liquids and gases thicker.
* Tidal Wave Generation: the ability to generate tidal waves. The user can call forth huge water waves to crash down at their targets, washing everything away in a powerful torrent. Note that various fluid elements can be used to generate the tidal wave, including lava, sand, and blood.
* Water Attacks: the ability to release/use water to various attacks. The user can release/use water to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc.
* Hydrokinetic Combat: the power to combine water with combat. The user is able to utilize water for physical combat, using it both as weapon and defense, summoning waves to batter their opponents or whips to cut or bind.
*Water Detection: the ability to detect water in one's vicinity. The user can sense the presence of water and possibly gain detailed information about the water they are sensing, including the amount/size of water they are sensing and whether it is hidden.
*Water Generation: the power to generate water. This may dehydrate the user.
*Flood Creation: the power to create floods. The user can create flood: an overflow of water that submerges land which is usually dry. Floods Directive defines a flood as a covering by water of land not normally covered by water. The primary effects of flooding include loss of life, damage to buildings and other structures, including bridges, sewerage systems, roadways, and canals. The user can only create the flood, not control it.
*Water Immunity: the power to be completely unharmed by water. User is immune to all water, being completely invulnerable to direct and indirect effects.
**immune to water-based attacks.
**enhanced swimming by being immune to water pressure.
**Liquid Current Defiance: the ability to ignore liquid currents. The user can defy/ignore water/liquid currents and turbulence, allowing them to move through the water/liquids without liquid currents and turbulence affecting their movement.
**Liquid Movement: the ability to move unhindered in any liquid. The user can move in any liquid without being hindered by it, including swimming as easily as they could walk on land, in spite of the viscosity and other properties of the liquid.
**Speed swimming
**Waterfall Climbing
**Water Walking / Walking Bouncing
**Water Maneuverability due to being immune to water
* Water Negation: the ability to negate water/liquid currents. The user can negate water/water currents and any water-using attacks (as well as any other liquid with currents), ignoring their effects. Cannot ignore other forces such as gravity.
* Water Pressure Generation: the ability to generate water pressure. The user is able to generate/increase water pressure, allowing them to create pressure in underwater conditions to crush their opponents and impede their actions. Useless in areas without water.
* Water Purification: the ability to purify bodies of water. The user can clean/purify water, cleansing it of any pollution and toxins that may exist in it and rendering it safe for consumption (if fresh water) and habitation. May be limited to how much pollution can be removed at once. Certain types of pollution may be irremovable.
* Water Seperation: the power to separate water from a certain area. User can separate massive amounts of water, such as a lake or an ocean, to open road on the bottom for safe travel. May have a limited on how long the water stays parted, and for the amount of water/distance.
* Water Solidification: the power to solidfy water into a tangible form. The user can solidify water by causing the loose molecules to come together, with the level of solidity going from loose jelly to metal-like hardness or beyond. May be unable to revert subjects/objects if melted to original form. May need to stay in physical contact.
* Water Walking: the power to walk and/or run on the surface of water. The user can stand, walk and run on the surface of water by literally defying the surface tension and can move across the surface of water as easily as they would be able to move on land. Users may have to stay focused to stay on top of the water. They may have to build up momentum to move across the surface; or they may only be able to stand on water and will fall in if they get knocked over. 
* Aquatic Adaptation: the ability to adapt to underwater environments. User is able to survive and adapt to underwater environments, being able to breathe water in lieu of, or along with, a gaseous breathing medium, to swim well and to endure high water pressure and extreme water temperatures. They are able to use their senses to perceive normally regardless of the distortion/pressure of the water, possibly including ignoring various impurities that would otherwise reduce the visibility.
*Drowning: the power to drown an entire object or person with extreme amounts of water pressure. The user can drown almost anything, they can drown parts of objects or a body or the whole body itself. Drowning may take time.
*Healing Water: the ability to heal by using water. The user can heal themselves or others by using water by absorbing water molecules and transfer medicament into the body at a molecular level or having water molecules to repair and regenerate damaged cells and molecules. May not be able to heal injuries/wounds if they are too severe. Lack of water renders abilities useless. Internal injuries may be hard to heal.
*Hydrokinetic Invisibility: the power to become invisible in water. The user can become invisible when in/on/touching water. 
*Hydrokinetic Regeneration: the ability to regenerate using water. The user can use water to regenerate their bodies with the amount of water used defining the speed of healing. User either has to be able to generate water or be able to draw water from other surfaces. May only be able to regenerate if fully submerged or if in fresh or saltwater.
*Hydromancy: the ability to gain insight into a question or situation using water. User can employ a method of reading the future, the present and the past and/or provide help to a problem at hand by using water as a focus. The user can use any source of water as a way to see visions or insights of time. May require time and concentration to see a vision.
*Hydroportation: the ability to teleport via water and water sources. The user can teleport via water, merging into a body of water of any size and appearing anywhere else from the same element.
*Liquid Surveillance Communication: the ability to spy, communicate, and do a surveillance using the element of water or any form of liquid. The user can communicate with anyone in the world wherever there is water or any form of liquid whether it has mixed with other substance or not. As long as the water or liquid is more dominant, the power is possible to be used. May not be able to communicate to others if they have no powers.
**The user can communicate using water mixed with sand or earth substance like mud.
**The user is also capable of communicating whenever there's rain.
**Any water form will become a screen-like image that will allow the user to see anyone or any event that is happening around them.
**The user can tap into the water and connect with a person anywhere else.
**The water can be used even if it's dirty, unclear or with other substances included.
**The user can communicate and connect to a relative or a family bloodline/member using their own blood by activating it as sound signals.The user can also use their own blood or the blood of the others if they want a communication to happen. The communication may be done when the blood is extracted from the user's body or the others body. An open wound or a small cut for example.
* Motor Skill Manipulation: the power to control motor functions of others against their will. The user takes control over motor functions of others against their will as if they were a marionette, subjects are still conscious, but can’t resist the user's puppet control. May be unable to focus on multiple subjects for long periods. 
*Blood Manipulation: the power to manipulate blood. Users can create, shape, move, control, interact and manipulate blood, a body fluid in humans and other animals that delivers necessary substances such as nutrients and oxygen to the cells and transports metabolic waste products away from those same cells. The majority of users are only able to exert control over the blood of themselves, using them for various purposes, such as for rituals, examining, or most commonly combat. They can shape their blood into tendrils to strike enemies from afar or use it to trap opponents in a prison of blood. Beware dying of blood loss for users that use their own blood or being present in a wet environment, as exposure to water will cause the membrane of red blood cells to tear, making 45% of blood uncontrollable. Another use of blood manipulation is controlling the blood within the body of oneself, increasing physical abilities by speeding up the transport of nutrients and oxygen via blood to all parts of their system, improving energy and power. They can also use this to speed up healing by immediately clotting their blood, preventing blood loss and speeding up the recovery process, gaining a form of manual Healing Factor. More advanced users would be able to manipulate blood from anywhere, including other bodies, allowing them to instantly induce death by making blood explode from inside out. Among the more standard and beginner-level abilities of this power, is to induce Nosebleeds (Epistaxis). While not normally lethal, Nosebleeds if they flow to the stomach can cause nausea and vomiting. In severe cases, blood can flow from both nostrils of the nose, and even out the eye. With this capability, one could cause such a potent Nosebleed that Endoscopy may be considered to treat it. Some users may be limited by what type of blood they are able to manipulate. To manipulate one's blood for external applications, one may have to draw blood.
*Internal Rupturing: the ability to inflict internal injuries. The user can inflict internal injuries, such as rupturing internal organs, on target. This may not leave any outward sign of damage with the exception of blood coming from the orifices. This allows the user to damage targets who are invulnerable to external physical damage. May be countered by regenerative healing factor.
**Brain Soup: by destroying just the brain, turning it into liquid.
**Explosion Inducement: make internal organs explode from the inside out.
**Infestation/Orifice Invasion: infest a victim's body and rip them apart from the inside.
**Intangibility: the user phases themselves or parts of themselves through a victim's body to inflict damage.
**Sound Manipulation: by emitting a sound at a high enough frequency, the vibrations can rip apart internal organs and tissues, causing massive internal damage.
**Telekinesis: to crush a person's internal organs.
* Pressurized Water Manipulation: the power to manipulate pressurized water. The user is able to manipulate and create pressurized water, a type of water that was pressurized enough to cut some material and even wound people. This type of water is subject in many nuclear reactors around the world, as it is used as a light-water nuclear reactor, and is considered clean energy as result.
*Water Absorption: the ability to absorb water and utilize it in some way. The user can absorb water in all its forms from the atmosphere, bodies of water or living creatures, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source etc., either temporarily or permanently. May not be able to control the absorption.
*Dehydration: the power to remove water from objects and/or organisms. The user can remove water from objects and/or organisms, possibly by severe perspiration, dryness, and transpiration on people/objects. Long exposure can cause organisms to become skeletal, soon dying due to total lack of water. May not be immune to effects of the same ability. May become prone to rapid occurence of thirst.
*Water Augmentation: the power to augment the element of water. The user has the ability to increase the amount of water. 
*Water Aura: the ability to surround onself in water. The user can release and surround themselves in/with water for defensive and/or offensive purposes, possibly becoming almost untouchable and granting them various abilities/attacks. The aura may also give the user enhanced physical capabilities such as speed, strength and durability.
*Water Boundary: the ability to separate water from anything and everything. The user can separate/block any water from anything and everything else. When this power is used, it makes it impossible for matter and waves to react with, enter, leave, move through, or be absorbed by the separated water or for any energy to be transferred to and from the separated water, or simply for any alteration/interaction to occur with the separated water. This ability not only affects the physical forms of water, but also its esoteric, psychic, empathic, dark, light, and so on variant/forms. Water can no longer move other things, or be moved. All states of water can no longer heat up or cool down, and thus cannot change into another state. Water can no longer be absorbed by materials, or be taken in and used in biological processes. Water already absorbed in materials, or bonded with other elements when this power is used, would be removed from the material and separated, causing that material to dry up, and breaking all chemical bonds with the water. More powerful users might be able to separate water from the effects of other superpowers, and even from concepts, such as literacy, knowledge and boundaries. The user can control exactly what water is being targeted, what the target water is separated from, and to what extent. May only be able to affect a single target. Once separated, it may be irreversible. May not be able to separate the water completely. May not be able to control what the water separates from. 
*Water Defense: the ability to use water to defend oneself. The user possesses defensive skills that are enhanced by water powers, allowing them to block, parry, dodge, etc. with the power of water. May require outside source of water to make defense manuevers. Users will be exhausted when too much energy is used. May be overcharged/wounded if too much energy is used at once. Can only be used for defensive purposes. Can be countered by powers such as Electricity Manipulation and Ice Manipulation.
*Water Mimicry: the power to transform into or have a physical body made up of water. The user is made up of or can transform their body completely into water. A user's transformed form is anatomically identical to their normal form, aside of being made of water, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately the user can transform into homogeneous matter, without any part of their form being more important than the other. Extreme temperatures may be a problem. May need to practice to change back. Users can be incapacitated or killed by being evaporated. Some users may not be able to return to their original body/form. May require constant contact with element to stay in transformed state. Vulnerable to anything that can nullify or bypass water-based defenses. The user is vulnerable to Water Absorption, and can be immobolized by ice. 
*Water Portal Creation: the power to create portals using water. The user can create portals using water or other liquid substances. Needs a water source. Portal's reach/effectiveness may depend on the size of the water source. May need to exit through a water source on the other end.
*Water Sealing: the ability to seal water into objects/beings. The user is able to seal water within objects/beings and release them when needed, causing it to have various effects on the target. Can't be unsealed if the host is in an environment where water can't exist (fire, hell, etc.). Destruction of host body will unwillingly unleash the sealed water. Users of Fire Mimicry or Water Immunity can negate this. Powerful water manipulators can gain control of this.
*Water Teleportation: the ability to teleport via water and water sources. The user can teleport via water, merging into a body of water of any size and appearing anywhere else from the same element. No water sources render power unusuable unless user can produce water themselves or use other mediums like atmospheric moisture.
*Water Transformation: the power to bestow Water Mimicry onto others. User can transform the bodies of others into water. Target may become a hybrid between their normal state and water or become an entity of living water in a pure elemental form. Cannot use on oneself. Target may need user to revert back to normal. Usually irreversible. May be constantly active/uncontrollable. May be reversible by destroying the source.
*Water Transmutation: the power to transform matter into water. The user can transform matter and objects, including living beings, into water. Effects may be temporary or irreversible. May require eye contact or touch with the target to prevent them/it from returning to their original form/state. May be limited on how much matter can be changed at once.
*Bubble Manipulation: the ability to manipulate bubbles and foam. The user can create, shape and manipulate bubbles (including liquid-, soap-/anti-bubbles) and foam, a substance that is formed by trapping pockets of gas in a liquid or solid.
*Conceptual Water Manipulation: the power to manipulate conceptual water. User can manipulate the abstracts (or concept) of water. This can have many feats, including water that can flow in any direction and against any force, not just in a downward gradient or manipulated by gravitational pull, water that can exist in specific matter states under ordinary pressure conditions despite temperature variations (such as water remaining liquid under normal pressure despite boiling or freezing temperatures) and even water capable of combining fluidly with substances that are normally unmixable like certain oils.
*Cosmic Water Manipulation: the power to manipulate cosmic water. The user can create, shape and manipulate cosmic water in all its states from the depths of deep space, or/and from celestial objects such as from comets, constellations, planets/planetoids, etc. Water may be hard to control due to being cosmic. Despite powers being cosmic, user may still be vulnerable to Electricity.
*Dark Water Manipulation: the power to manipulate dark/destructive aspects of water. The user can create, shape and manipulate the water of a darker, detrimental nature; that which damages, destroys, and consumes anything/everything they come across, representing the hazardous destructive side of water, which in turn ignores most of the limitations and weaknesses of the normal water. In essence, this is about solely controlling the negative powers of water.
*Death Water Manipulation: the power to manipulate water that can destroy/weaken/erase life. User can create, shape and manipulate death water; aqua capable of destroying/weakening/removing life. This allows them to not only destroy and erase life with the water, but it also allows them to possibly mutilate or even destroy the souls of any living person.
*Empathic Water Manipulation: the power to control water through emotions or feelings. Users are also capable of emitting strong thoughts and feelings (such as distress, elation, contentment, rage, etc.) that can be channeled to a body of water as long as the user remains in a heightened sense of emotional state. Hard to contain if the user does not have complete control over their emotions. All the capabilities of Water Manipulation limited to certain moods or emotions:
**Fog Generation/Cloud Generation when bewildered or fazed.
**Ice Manipulation when feeling emotionally inhospitable.
**Peace Generation
**Scald Generation/Steam Manipulation when impulsive or rash.
* Esoteric Water Manipulation: the power to manipulate esoteric water. The user can generate, manipulate and/or absorb water that has magical properties, and are able to use it for various purposes, such as enhancing their physique, healing, teleportation, etc.
* Demonic Water Manipulation: the power to manipulate water of demonic nature. Users can generate and manipulate water of demonic and hellish nature, which can completely destroy anything. The color of the water varies, but may be green, black, blue, clear, etc, Sometimes, the water isn't generated, but instead is summoned from the planes of hell itself. Demonic Water can cause excruciating pain upon contact, cause instant death, and disease, but can possibly be used for relatively beneficial purposes, such as summoning spirits of the deceased temporarily back to the world of living from Hell. Some users can even use Reanimation or Resurrection via Summoning the damned and/or Demons. May corrupt user.
* Divine Water Manipulation: the power to manipulate divine water. Users can create, shape and manipulate holy water that's highly effective against the supernatural, such as demons and/or angels. The effectiveness, in question, can range from trapping and/or immobilizing to outright banishing or killing supernatural threats. Furthermore, it may have other properties and abilities, such as healing, Resurrection, summoning angels and/or spirits of the deceased from Heaven to the material plane.
* Ice Manipulation: the power to manipulate ice. Users can create, shape, move, control, interact and manipulate ice, water frozen into a solid state. Ice appears naturally in forms of snow, slush, hail, icicles, ice spikes and candles, glaciers, pack ice, frost, and polar ice caps, thus allowing users to gain control over multiple varied structures and environments. This might extend to manipulating the cold by reducing the kinetic energy of atoms using ice. The most common use for this ability is freezing water (in liquid or gaseous state) in the user's surroundings into solid ice, usually shaped as spikes to pierce enemies. Another use is immediately turning enemies to ice, freezing them to death. Users can also shape ice under their feet to move quicker due to the decreased friction. For defensive purposes, users can create and shape ice to protect themselves from incoming attacks, both in close and far range. As the temperature of ice is severely below that of a human's, excessive use of this ability may result in frostbite. 
** Basic Level:
*** Freezing/Frostbite
*** Ice Attacks
*** Ice Generation
*** Ice Immunity - the ability to be completely unharmed by ice.
** Advanced Level:
*** Cold Manipulation
*** Cyrokinetic Constructs
*** Cyro-Telekinesis
**** Cyrokinetic Surfing
**** Cyrokinetic Flight
*** Ice Erasure
*** Ice Negation
*** Ice Solidification
*** Snow Manipulation
** Expert Level:
*** Property Manipulation (manipulate the properties of ice)
*** Cold Presence
*** Ocean Manipulation
*** Lake/River Manipulation
*** Unmeltable Ice
*** Environmental Warping
*** Absolute Zero Inducement
* Life Water Manipulation: the power to manipulate water that can create/give/grant life. User can create, shape and manipulate creative/life water; lake/rivers/oceans capable of creating/giving/granting life. This allows them to not only create and give life with their water, but even grant it sapience/sentience and possibly even free will/soul of its own. Some users may even have enough skill to heal/restore others with their water.
* Primordial Water Manipulation: the power to manipulate primordial water. User can create, shape and manipulate water of an ancient primordial nature. As opposed to regular Water Manipulation, users of this power are deities, avatars, or living embodiment of water. As such, they can cause natural water effects such as tsunamis, monsoons, and whirlpools to manifest. In many cases users of this power will be able to override other forms of Water Manipulation as water is the domain of the user. Because of the water's ancient and primal nature, control over it may be incredibly difficult and can be a danger to the user.
* Psychic Water Manipulation: the ability to manipulate water made out of pure psychic energy. Users can create and manipulate psychic water, inorganic compound with liquid, gas (steam, water vapor), and solid (ice) states, including changing them from one state to other.
* Pure Water Manipulation: the power to manipulate the beneficial aspects of water. User can create, shape and manipulate water of beneficial nature; that which strengthens, enhances and causes anything/everything it comes across to flourish, representing the sustaining and preserving side of water, which in turn ignores most of the common limitations and weaknesses of its normal elemental variety. In essence, this is about solely controlling the pure positive powers of water. What the user gains in versatality/fine control, they lose in sheer power.
* Spiritual Water Manipulation: the power to generate and manipulate spiritual water. The user can create, shape and manipulate water formed from one's soul/spirit. Due to being comprised of spiritual power, the water isn't only stronger than usual water, but also have the power to affect one's soul in varying ways. May be susceptible to Electricity Manipulation. Overall power depends on the user's spirit. Weak against Water Sealing. Users of Water Absorption are immune.
* Vapor Manipulation: the power to manipulate vapor. Users can create, shape and manipulate vapor, a gas phase at a temperature where the same substance can also exist in the liquid or solid state, below the critical temperature of the substance.
* Steam Manipulation: the power to manipulate steam. The user can create, shape and manipulate steam, the gaseous phase of water, which is formed when water boils. Technically speaking, in terms of the chemistry and physics, steam is invisible and cannot be seen; however, in common language it is often used to refer to the visible mist of water droplets formed as this water vapor condenses in the presence of (cooler) air. If heated further it becomes superheated steam.
* Water Embodiment: the power to become the embodiment of the element water. The user is the physical manifestation/representation/personification/embodiment of water, thus they gain absolute control over water in all its forms in their universe. May be weak against earth and/or fire. 
* Water Magic: the ability to use water-related magic. The user is able to perform a legendary form of magic that allows the user to cast magical spells and feats through water. Without the knowledge or proper skill, the intended use of such magic can crease unpredictable or potentially dangerous results. Magic also drains a person's energy and stamina. 
Category:Powers
Category:Magic