Aquae

*Aquae* is water magic - moving water with your body acting as the river. Proper movements are flowing, water-like circular movements. *Aquae* depends on your adaptiveness and is the element of change.

* **Direct** - Water needs to flow along with you
* **Mobile** - Flowing, water-like circular movements
* **Simple** - Kaph drain is low to none, depending on skill

Symbol - River

## Background

Two years prior to the first magic year, *Aquae* was one of the first four elements to be discovered. Meribah was the woman entrusted to *Aquae*, since she was calm and impassive.

After the Global Revelation, the element was able to be wielded by anyone.

## Overview

*Aquae* allows mages to control any source of water. This does not mean that mages can control liquids that do not contain any sort of water - however it does mean that they can control liquids that do.

### Behavior

*Aquae* is more powerful at night, in cold weather, during rainstorms, and in humid regions. Being the element of change, *Aquae* is able to adapt even when in dry & sunny areas.

Water does not need to be visible to be controlled. Any object containing water will simply move along with the water.

### Combat

*Aquae* is very effective in combat as water is very abundant. Water can be used either defensively or offensively. Freezing opponents with water is an uncommon but very useful skill if done right. And actually freezing the enemy is a rare skill.

*Medicus* is a very, very useful skill in combat and out of combat. Skilled mages can use their own body water to heal their injuries. This however, can dehydrate the mage quickly and can be taken advantage of.

#### Against other elements

* *Aquae* and *Ignis* generally both have no advantage over each other. Since fire can heat up water and evaporate it or water can extinguish fire and cool things down
* Against *Petra*, *Aquae* might have some trouble. Both elements are compatible with each other and create mud (which can be equally controlled by both elements). Water can also erode rock but both elements generally have no advantage over each other
* Against *Fulgur*, *Aquae* could override control even if the mage does not use *Fulgur*. Both elements are also compatible with each other since water is a great conductor of electricity. This means that *Aquae* mages can force the flow of electricity through water
* Water can refract light and thus make *Lux* less effective (such as making light projectiles go other directions)
* Plants affected by *Vitae* can be killed by dehydrating them. This varies by plant of course as not all plants are the same (such as cactus)
* Mages moving faster using *Kinesi* could possibly be affected by slipping on ice produced by *Pagos*

Overall, *Aquae* is very formidable to fight against if used properly.

#### Sanguis

If *Sanguis* is used, *Aquae* behaves very differently - even the way the mage moves is affected.

*Sanguis* allows a mage to take control of other individuals by using their own blood. It is possible to prevent casting with *Sanguis*.

Alternatively, affected individuals can be practically killed by *Sanguis* by simply cutting blood flow to the heart or brain. Knocking someone out is also possible by preventing bloodflow to the brain shortly.

The elemental imprint for *Aquae* is turned into a blood-red color when using Sanguis.

### Symbolism

The *Aquae* symbol is a stylized Hebrew Mem (from the word מים). Colors that represent *Aquae* are usually very light blues with tints of green.

### Civilian use

*Aquae* is used very practically and is one of the first four elements.

## Skills

### Medicus - Healing

Used to heal physical injuries and purify water.

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**Targeting** - Requires a target to heal or targeted water to purify.

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**Intensive** - Longer usage drains kaph over time. Initial drain is very small.

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Proper healing cannot take place if there is a foreign object still inside the body (such as an arrow, bullet, etc.)

### Pagos - Freezing

Freeze water. Lower temperatures of objects.

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**Targeting** - Requires water to freeze.

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**Influenced** - Turning water into ice is like turning it into a rock.
*Petra* movements are better suited for this skill.

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Freezing is not limited to water. Mages can freeze other physical things such as bodies and rocks. Even fire. This skill can only lower temperature, it cannot raise it.

### Sanguis - Blood

Used to take control of any organism with blood.

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**Targeting** - Requires a target body to control

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**Influenced** - Taking control of bodies requires puppeteer-like motions

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**Corrupting** - Psychological damage from controlling literal people can occur

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**Forbidden** - *Aquae Sanguis* has been outlawed due to it’s evil nature and use.
There is no daily application for this skill

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Victims can resist via willpower. Mages with a higher power level can still be susceptible to control even from weak users, if their willpower is low. Mages can also control dead bodies. As long as there is blood in the body, it is controllable.

Mages can prevent other mages from casting with *Sanguis*. Generally most **Mobile** classes cannot be used when under control, however this could extend into other classes. This is only effective as long as the mage is controlling the other.

## Elemental Imprinting

*Aquae* is properly imprinted on the the back of the right hand.

## Passive Abilities

### Positive

* **Aquae** - Control water
* **Hydrosense** - Sense nearby water sources
* **Extremophile** - Hotter temperature tolerance
* **Fortitude** - Faster natural healing

### Negative

* **Hydrophobe** - More sensitive to water
* **Cryophobe** - Less tolerant of colder temperatures

## Known Users

* The Vultures use *Aquae* *Sanguis* in combat rarely.

## Trivia

* *Aquae* means water in Latin
* Any source of water is able to be controlled, this means that any sort of H2O is able to be controlled (including ice, liquid water, and water vapor)