Water // Tides
Entry 0248a: The swampy area all around Mont Zex'terr is a difficult area to navigate. Frankly, our expedition team had their dear problems combing the bog for signs of one of the missing cocoons Terminus sent us to investigate. And it doesn't help at all that the locals are everything but cooperative. They want us gone, leave the area they deemed holy. But precisely this behaviour is what made us curious. They are protecting something, I am sure of it. I write this journal in the processor where there once was my brain, while my shapeshifted body is in this very moment restrained by four water tendrils that suddenly erupted out of the muddy surface. These mobile bindings are carrying me through the thicket like a thick, disgusting swamp slug.
I only hope that my acquired knowledge in this expedition allows me to freely converse with the tribe. If not, then I may be forced to change into a more respect-tolling form, playing god.
I only hope that my acquired knowledge in this expedition allows me to freely converse with the tribe. If not, then I may be forced to change into a more respect-tolling form, playing god.
Dross' diary
Hydrokineticists are the big sister of Madicers, being able to control all that that the common moisture mage is unable to fathom. Large ponds of fluids are their munition, as they influence and reform it at their will. Water sorcerers are however unable to produce the material needed for magic, nor did the symbiosis give them the ability to store more water inside them. What Madicers have in utility, being able to convert water vapours into material for their magic, have Hydrokineticists in their sheer power and might be able to control the wet element, turning it into many useful tools of their craft.
Tendrils // Jets
The most common way Hydrokineticists make use of their power is by binding the element to their very body, forming water extremities extending the reach of their arms by a huge margin. Usually storing fluids in waterskins, their reach and prowess is at its best when they stand in or near the element of their control.
Hydrokineticists have great control over the viscosity of the controlled fluid, being able to harden it to grab things without actually freezing the fluid. This control can reach even further, creating constructs of varying viscosity to for example create Waterjet-like whips in cases things don't need to get retrieved in one piece.
High expertise in the waterjet technique is very asked in many societies, with Hydrocutters being the stand-in for building material production in many Veil-centric regions. Cutters reach from crude work like cutting rock to luxury work in a matter of cutting gems.
"Where I got my gems cut?
As much as I appreciate the technology of Etherium, I would have never used one of their diamond cutters to form my body gems.
They lack soul and passion; devoid of any vision.
No, I heard that the very best Cutter was at that time stationed on Gemenskap travelling around the world.
I got them cut by Fuseollin of course, as only the best for my body is good enough."
Carbunclo Kallist
Tides // Golems
Hydrokineticists are also able to influence even larger pools of water. Their preference for tendrils is hugely based on personal benefit, as such a focus can be used in many ways and shapes. But if someone is needed to step up and move the ocean, then a water mage is the best bet to make that happen. While Hydrokineticists are limited in their control over the largest pools on Prius, are they by no means useless on the endless sea. Most naval captains have chosen to master this magic to be less dependent on the cruel mistress that is the sea.
A huge synergy with the biggest pond allows for control over the tides and currents surrounding the vessel, rendering the mage aware of the surroundings below the surface, using the connection to the ocean as an interactive sonar to protect the vessel from harm. Hydrokineticists are required in that state of enormous concentration and are therefore unable to move or even think. They are the sea. The primary goal of any ship trusting one of these sorcerers is to protect the mortal body with everything they got. They are the most important asset for safe travel.
Given how defenceless these mages are while controlling the ocean, most invest much training into becoming their own guardian. Given the fact that any symbiosis ends with two conscious beings sharing one soul and body, Hydrokineticists train their arcane partner to become their own. Before giving oneself to the ocean, the arcane spirit will become the core of a golem-like structure yearning to keep their body protected from harm. Similar to other arcane abilities having a full synergy to its element, is this full-on duality possible without jumping through too many hoops. While most use this technique to maintain concentration, are others fully embraced in the coop gameplay, training themselves and their symbiotic partner to permanently maintain a golem form, giving the spirit a body to call their own.
Entry 0248b: I shouldn't have called the tendrils carrying me a slug. The bindings have been firmed up by a hurtful margin. Turns out the swamp golem below me acts independently. Great...now I have to explain myself to its controller and apologize to this walking blob as well. Way to go, Dross, you made this ... far worse.
Aquired Through
Symbiosis with a -todo-
General Name
Hydrokineticist
Symbiosis with a -todo-
General Name
Hydrokineticist
Related School
Uncommon manifestation of the gate of winter
Related Element
Full association to the water element / weak association to the wind element
Range
Touch-based, reach of the body of water.
Physical alterations
Undergoing a symbiosis to gain the power to control the water comes with a few physical perks to support the aquatic lifestyle.
First and foremost will the organs, no the whole body, be quite a bit more resistant against pressure increments, rendering diving suits unnecessary up to a depth of 100 meters. Furthermore is the skin of a Hydrokineticist far harder than what they are formerly used to, while still maintaining the squishiness of the unaltered body.
It is like a fine kevlar lining inside their very skin, rendering them mostly impervious to cutting weapons.
However, they don't receive any support in matters of breathing underwater, even if the common belief is that they have hidden gills. But much against the myth are these mages simply able to filter the oxygen out of the water, extending their air supply. Keeping the water out they are even able to open their mouth and speak underwater, keeping their throat devoid of the ocean's cold and unforgiving embrace.
What they however do receive are webbed fingers and toes for superior underwater mobility as well as a second transparent eyelid to keep the eyes protected and vision intact. Some water enthusiasts even become Hydrokineticists only for these boons, to be even closer to the sea..
Undine's favor
"On land you are the biggest fish in the pond, you listen to no one. But on the ocean? Better set up a dinner by candlelight to appease the local Undine to even 'allow' you to use your abilities. As she will be your superior in hierarchy."Arcane Arcanum
A golden tip for any upstart naval water mage. Bring out your best suit, practice cheesy ocean-themed pickup lines and invest heavily into the bristling charisma necessary to get your Undine's attention. Most only get permission to use their magic as a participation trophy, but the real casanovas will receive the protection and care of the ocean itself. In exchange for being welcomed as a guest on the very same.
"Married to the sea
...
this is no saying for you, that is fate!"
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