Aqua Elemental
It is the great giver of life: the essential and basic nutrient that every living being requires...even devils and angels. All that it touches, it breathes a breath of life, yet, can also take this breath from those who oppose its greatest virtue. Revered by all those Holy and shunned by those of the Chaos, it is the elementary force of grace and harmony.
—The Elemental: A Beginner's Guide to the Elemental Pillar of Magic
Considered the element that is the creator of life, Aqua elemental is the ability to manipulate the gaseous vapors of water in the air by removing the very heat from them to create liquids and manipulate the resulting liquid, or, if there are any, already existing waters. A mage practicing this element is called a Hydromage.
Basic Theories and Practicalities
Of the 4 basic parent elements, Aqua elemental is the most difficult to both learn and perform. It's the least used and one of the most studied elements; however, because Aqua elemental is the element of Order, it is difficult to control. There are only two but challenging core theories and four even more challenging practicalities when learning the element.
Core Theories
The first of the two core theories of Aqua elemental is Chemical Condensation Theory. This theory explains the natural relationship between mana, the mage, and how mana is used to alter matter at the atomic level. The most important theory of the element, this theory, explains Aqua elemental's core idea: to forcibly turn gases, specifically and commonly water vapor, into liquid water. This theory extends all the way into Master levels of skill; these mages able to create liquid water from more than just water vapor. "Creating" water is the first step to becoming a hydromage, but there's no use in creating it if it can't be manipulated. This is what Fluidity Theory explains. This theory is essential because it's the theory that explains how mana is used to manipulate water once it's created, or if water happens to be nearby. Essential to spell casting, this theory also explains the necessity of active manipulation.Core Practicalities
Aqua elemental has two sets of practicalities that reflect the success of their respective theories. Within each set are two practicalities each, totaling four core practicalities for Aqua elemental. The first set of core practicalities reflect the success of Chemical Condensation Theory. The first practicality is Surface Condensation. The mage can successfully create a pool of water on a small surface. Following Surface Condensation is Aerial Condensation. This practicality is similar to the previous one, except the mage must successfully create water at least 1ft. (30.5cm) off a surface. The second set of core practicalities reflect the success of Fluidity Theory. The first practicality is Fluid Control. The mage can successfully manipulate the flow of water while it's on a surface. The second practicality is also the final test that stands between a mage and a Hydromage: Water Orb, a small orb of water in the palm of one's hand, perfectly maintained, balanced, and in proper Order. This final test also happens to be the first spell the mage will cast as a Hydromage.Fighting Style
Aqua elemental is diverse in what it can do on the battlefield. It can fulfill offensive, defensive, and supportive roles: thus, a hydromage can fit any role. More often than not, a hydromancer takes up an offensive role. Hydromages are able to create water and manipulate the water as they see fit. Sometimes this takes the form of a lethal spell or a defensive wall. Should they be fortunate enough to have a body of water nearby, the hydromage can manipulate that as well, conserving much-needed mana. When hydromages experience combat situations, water formation, as well as manipulation, should be autonomous. Most hydromages use their hands as casts points for their spells, and in rare cases, use the mouth. It's also possible to use feet as the primary cast point, but it is near impossible unless the hydromage is master ranked. Most Aqua spells are effective at short and medium ranges. Fortunately for the hydromage, unlike Ignis elemental, no "fuel" is required for a spell to be sustained once out of their influence. Because of this, there are a decent amount of Aqua spells that are effective at a long-range distance, although they are all expert rank and above. Due to this, and when a hydromage takes an offensive role in combat, they are front-liners, fighting in tandem with pyromages and acting as secondary support to them should the need arise. They are slightly aggressive in fights, not so much as pyromages, but aggressive nonetheless, firing off quick but effective spells in barrages or volleys to overwhelm opponents. High-level hydromages can cast more powerful spells and wreak absolute havoc on the battlefield with spells like Maelstrom. Should the need arise, the hydromage can also take a defensive role. This usually when a geomancer isn't present. They then shift their focus on protecting others via defensive Aqua spells. Rarer, especially if a Spiritualist isn't present, the hydromage can partially fulfill a supportive role by using their waters to create pseudo-barrier spells made of water. Hydromancers are considered the most skilled of elementalists. In addition to having keen senses and awareness, they also have to worry about mana conservation the most. On average, Aqua, of the four primary basic elements, require the most mana to cast spells.Spell Castings
Aqua spells are cast in a multitude of ways. It's been shown that there are 24 different ways to cast an Aqua spell. However, among those 24 casting methods, only five are considered to be "primary" or "essential" casting methods: fire and forget, shielding, torrent, targeted, and constant manipulation. Fire and forget aimed spells are the most common spell castings in Aqua elemental. These spells are the staple of hydromages and are relatively easy to cast. The hydromage aims the spell then fires a water projectile with high velocity. Once out of the caster's control, the spell is on its own, the caster already having forgotten it and ready to cast their next attack. Hence, fire and forget. Most spells under this casting method are effective at short to medium distances (5ft. - 100ft.), although high-level hydromages can cast as far as 400 ft. Shielding spells are primarily defensive spells in a hydromage's arsenal. More difficult to cast than fire and forget spells, these spells require active manipulation to cast. Many shield type spells are able to protect the caster from various Ignis spells. Although able to protect the caster, these spells are usually limited to protecting them and only them, as the cast range is close-quarters combat only (CQC). Sphere spells are a sub-class of shielding spells that also happen to be their own casting method. These spells are more powerful and higher leveled than their parent class. Rather than creating a simple shield of water, the hydromage can create an entire sphere surrounding them or others to protect against projectiles and a plethora of Ignis magic. To make their spell more effective, the caster can also add rotary motions to the spheres, increasing projectile deflection at the cost of minor vision. Like shielding spells, sphere castings require active manipulation, in fact even more so as many spheres are much larger than shields. In addition to its defensive use in combat, sphere castings also have a variety of offensive options. Torrent spells are mana hungry, higher-level spells that are as lethal as they are difficult to cast. Often casts via the hands, these spells are incredibly powerful and pressurized constant torrents of water. In addition to the highest rate of active manipulation and water formation, these spells consume the most mana within a hydromage's mana pool. The payoff of these spells is well worth the cost, able to slice clean through many Terra spells and negate most Ignis spells and many Ventus spells. The range of effectiveness of these spells varies on the hydromage's skill. Targeted spells are high-level castings that don't require a spell to be cast near the body. Instead, these spells are cast at a distance, usually at a minimum of 3ft. At distances less than this, the hydromage risks injuring themselves as many of these spells are higher in destructivity. Many of these spells can be combined with the torrent method of casting, at the expense of burning mana at dangerous rates. There's no limit on the range of effectiveness of targeted spells. However, the farther the cast point, the harder it is to cast a spell. Constant manipulation (CS) spells are not a "casting" method per se, rather manipulating bodies of waters, either created or pre-existing. With a set body of water, a hydromage does not need to spend mana on water formation, only on manipulation. What the Hydromancer can do is limited to how much water there is and their own skill. A hydromancer apprentice may only be able to create a tendril or two from a small body of water, and a master hydromage may create tsunamis and colossal walls of water. Although many hydromages can perform basic CS spells, it takes a specialized mage to be proficient. As such, this casting method has created a secondary branch of hydromages dedicated to fighting with this style of casting.Limitations
Aqua elemental has its limitations to what it can do. Although its technically able to manipulate the fluidity of fluids, it can only do so with water. The manipulation of other fluids falls under higher level elemental casting. Water can also be more difficult or even impossible to form in places with low humidity. Deserts are often places where hydromages are at severe disadvantages. It can't manipulate the water within living beings. However, there exists a higher-tier element that can do this but is forbidden in almost all planes of existence: Sanguis elemental, also dubbed Blood Magic. It also can't manipulate mud, unless the hydromage has experience with Terra elemental.In Various Languages
- English- Water
- In'lazan'kel Sa'kul'niir - Uv'kiin''nuv
- In'lazankel - Uvnak'kuv
- Yolniir Inlazankel - Uvnakuv
- Havshz'gmayn - Elhagsh
- Hash'raman - Elhagash
Element Information
- Magical Pillar - Elemental
- Elemental Tier - Tier 1, Basic Primary
- Magical Capabilities - Offensive, Defensive, Supportive
- Alignment - Order Faction
Notable Users
- Lucien Girard (Expert Rank)
- Durmiir Duranon (Adept Rank)
- Sarah Wilk (Apprentice Rank)
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