Water Magic

## **User(s)**

Awakeners
Maledicti

**Water Magic**, also known as **Hydromancy**, is one of the Primary Magick arts in the Ayn Sof Universe. The amount of control and power over this is innate and determined by birth since it is a primary magick.

## Overview

Water Magic is versatile in the sense that water can become anything, it is endlessly flowing and can even smash the greatest of boulders into nothingness. When water is poured into a cup, water becomes the same shape as the cup. It's ability to take any shape allows for a person to maneuver around the battlefield, effortlessly doing away with any incoming threats. Water comes with it's own pressure, that means that it can be manipulated to make the surface be as dense as the bottom of the ocean. Gravity is a key influence in the way that water works and with that logic, a person who can use water should be able to control the density and buoyancy that comes with it.

Water is conceptually speaking, the root of all liquids. With that in mind, a natural born Hydromancer would be able to manipulate all forms of liquids and the shapes that they can change into. From acid to fresh ocean water, they can control every single substances that is categorized under the term liquid. However, blood manipulation is a rare practice that is not used by anyone other than House Sanguíneo. As vampires themselves, they have an endless supply of blood and can directly control blood through the use of an Anathema passed down among the members of the clan. Water Magic does, however, have a lesser version called Blood Magic which allows limited control of the practitioner's blood flow, even allowing them to change the properties of their own blood to create devastating attacks. It is considered forbidden mostly because of how it requires blood to perform the magic art, which can only be obtained through self-harm or the harm of others. Hydromancy is strong against Geomancy because it causes erosion and can effectively do away with any barriers created by it, but it is weak against Aeromancy which has the ability to pocket water into a vacuum and release it back in the direction that it came from.

Like all other elements, the practitioner can make use of the vast amounts of eir or seithr in their system to generate a magic field that produces atoms and molecules like water molecules, effectively eliminating any weakness in a place that lacks their element.

## Spells

### Advanced Spells

* Arctic Dungeon - This spell sends moisture into the earth, combining with the water and liquids that have already collected into the soil. After a large amount of water has been merged together over a wide area, ice will flash freeze and rise instantly to reach the size of a mountain, trapping the opponent in an eternal slumber.
* Hyperborean Coffin -
* Lunar Serenade -
* Triphane Eruption -

### Intermediate Spells

* Effluent Maelstrom -

* Vorpal Confluence -

### Novice Spells

* Fluvial Edge - A novice level spell that creates numerous water blades that have triple the amounts of razor sharp compression found in a water jet cutter.
* Torrential Basin - Summons a bowl of water above an enemy and douses them with a waterfall. This can be used to setup a sequence of attacks by following up with a lightning spell.

### Supportive Spells

* Recuperation - A supportive water spell that creates a field that heals others who enter the boundary. Since it is controlled with sentient energy, it will not heal enemies or people deemed hostile by the caster.
	+ Irrigation - A supportive water spell that creates a field that rapidly heals others who enter the boundary. It is able to distinguish friend from foe, just like it's predecessor Recuperation. This is the most powerful water healing spell in the entire arsenal.
* Alleviation - A supportive water spell creates a field which purifies toxins, poisons and diseases. The range of the spell depends on the amount of energy supplied by the caster. Similar to Recuperation, it does not fix the ailments of those deemed hostile.