Water

Water Emblem

Water Elementals have influence over water (includes rain, water in entities, anything that is <50% water, etc.)

## Controlling Water

#### Summoning and Influence

Water is "created" by pulling moisture from the air, from plants or entities in the vicinity, from the magi themself, etc.

Water is similar to lava in that both are very reliant on movement. magi of both elements use their entire body as influence over their given element. With lesser ranks, smaller movements yield smaller results while bigger movements result in larger changes. With higher ranks it is easier to influence larger feats with less or smaller movements. Unlike lava however, water magi have an easier time influencing and manipulating their element.

Emotional control and Focus play a big part of this Magic when the mage is trying to pull moisture from entities. Too much moisture pulled, and the magi could either damage the entity, or start pulling moisture from themselves instead which could in turn damage themselves.

#### Abilities

An average water mage can control the flow and shape of water, can pull moisture from the air and/or surrounding entities, use currents and shape as appendages, and otherwise manipulate water.

Water magi do not have the ability to freeze water, but they can alter the temperature of the element as long as it is allowed to stay in its liquid form.

Water magi do have the ability to breathe underwater, but it is a learned skill and cannot be done without any practice. Generally magi start learning how to breathe underwater around their green rank. Lots of focus and emotional control is required for this skill.

Water is one of four elements with healing properties, falling into the more biological side of things.

* Water magi can heal others through Focus and Touch, pulling the healing properties from the water and into the target.
* They can also heal from a distance, though this requires a lot more focus, as water is harder to control the farther away it is.
* Water has a limited healing ability at a time, and there's only so much that can be done with water Magic. It's good for emergencies, but not great for long term dependance.
* Other healing elements are Light, Blood, and Bloom.

## Celestial

Celestial magi have a better grasp on how to weaponize water, as it comes more naturally to them. They also have the ability to alter the temperature of water, as long as it stays in its liquid form.

## Daegonic

Daegonic magi have an easier time drawing moisture from entities, but they also have an easier time drawing it from themselves, so they have to be extra careful not to over-draw.

Daegonic magi cannot change the temperature of water, but they can use the moisture in the air to influence the weather, and control entities that are over 50% pure water, while Celestials cannot.

## Patron Deity

Water has two patron deities.

Kaious (KIE-us,) the elder sister and Marynar (mare-in-AR,) the younger brother are both patron deities of the element of water. Kaious is the deity of abyssal seas, overwhelming currents and the unseen creatures that lurk in the deep. Marynar is the deity of flowing rivers, summer rain and all that sparkles like the sea.