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)

From Neophyte to Hydromage Apprentice

Aqua Elemental Theory & Practicality Tree (Neophyte to Apprentice) by bnichs

Across most, if not all realms, is a similarity of the progression from neophyte mage to hydromage adept. Neophyte mages is simply a general term for a new mage in any of the three Pillars of Magic. However, all mages must work and study their ways up to the rank of novice before attaining their actual ranked title. In this case, hydromage, more specifically, Hyromage Novice.   Before a mage can attain Hydromage Novice, they spend the majority of their late childhoods to early adolescence learning about the core theories and practicalities of Ignis Elemental. How the mage learns is completely up to whatever plane of existence they live in. A common theme, however, is the heaviest and most difficult workload of the four primary, basic elements. The core theories are learned and the core practicalities are achieved during this time.   Upon successful casting of Water Orb, usually by late-adolescence, the mage formally becomes a Pyromage Novice and is ready to move onto advanced applications involving their element. Such applications are Kinetic Force Focusing, Sustainability, and Fluidity Theory III. The hydromage stays in this rank until they reach the next major practicality: the staple spell of hydromages, Projecting Water Orb. In addition, slightly more talented mages may also be able to perform Hydro Shield. Either way, once at this point, the hydromage formally becomes a Hydromage Apprentice.   Depending on where the hydromage resides, the next step as a mage varies widely. Those living in The Mortal Plane, graduate from the General Magisterium of Magic schooling, and are eligible to enroll in Magisterium Universities.

Advanced Hydromages

Above the rank of Hyromage Apprentice are, in order from lowest to highest, Hydromage Adept, Hydromage Expert, High Hydromage, and Master Hydromage. These ranks are generally and universally known as Advanced Hydromages across the planes. Each rank is exponentially harder to achieve, but are not always necessary, especially in The Mortal Plane, to use as a source of a means of living. In The Mortal Plane, a Hydromage Apprentice is enough to get a decent paying job in its respective workforce.   However, in other realms, achieving higher ranks is necessary. Unique to Infernus, is a scarcity of Hydromancers. Since the origins of the realm, water, and ideas based around maintaining order have been dissociated with its inhabitants. This has trickled down to modern-day Infernus, where even devils have almost no affinity to Aqua elemental. Usually, the only inhabitants in the realm capable of performing Aqua elemental are reincarnated devils and devils that were born with genetic mutations (either naturally, or have a parent that is non-devil).

Aqua Spells

Novice Level

Water Orb: The staple and fundamental spell of hydromages. The hydromage can form and maintain an orb of water in their hand. The spell has no combat purpose on its own but is the base spell for all fire and forget aimed spells.   Sate Thirst: A luxury spell only available to hydromages. The hydromage can form water that is safe enough for consumption. Practically useless in The Mortal Plane, but is free water nonetheless. Controversial amongst mages in Infernus as most people just carry water bottles or anything else to sate thirst.

Apprentice Level

Projecting Water Orb: Built on Water Orb, the hydromage condenses it then fires it off linearly at a high velocity. The orb explodes upon impact, dealing damage equal to the denseness and velocity of the orb.

Hydro Shield: A defensive spell, the hydromage creates a sustained shield of water that negates a great deal of Ignis spells. Most often cast with one hand and can be amplified with a dual-hand cast. Although excellent against Ignis, this spell is useless against higher tier magics such as Inferno elemental. Also struggles against Terra and Ventus magics.
 
Gush: A quick but powerful gush of water is blasted in front of the caster. Rarely lethal, and can be used both offensively and defensively.

Adept Level

Hydro Sphere: Built upon Hydro Shield, this spell is a more advanced technique that creates a spherical shield of water around the caster. In addition to negating Ignis spells, the density of the sphere can also negate many Ventus spells. By adding rotary motion to the sphere, the spell is able to deflect weaker level Terra projectiles. Advanced Hydromages can cast Hydro Sphere on their allies and even leave spheres at targeted locations to act as cover.

Orbic Barrage: Multiple orbs of water are created, then all fired off simultaneously to deal massive damage. Most effective when cast at short ranges, dubbing this spell the "Hydromages Shotgun."

Stream Manipulation: Generally associated with CS spells, this is more ability than a single spell. The hydromage, with their skill, is able to manipulate water in such a way that they create streams of water that are often referred to as tendrils. These tendrils can be manipulated in various ways, such as using them to grapple others or use them as physical attacks.

Expert Level

Hydro Jet: A powerful pressurized stream of water is created that can easily cut through flesh and other organic materials. Also able to cut through many Terra structures.   Aqua Bullet: A small drop of water is extremely condensed and shot with incredible force and velocity. Able to easily pierce through flesh, the bullet, when impacting weak bones, can cut through them; with stronger bones, the bullet can shatter them. Always lethal at short ranges, and when hitting the head, can be fired at long distances. This spell is the spell of choice among assassins.   Drizzle Mist: A weaker form of the Mist spell found in Glacies elemental, the hydromage generates drizzle that can obstruct opponents' visibility on the caster or their allies. Best performed in areas with high moisture and useless in low moisture areas. More power hydromages may be able to cast this in an area of effect.

High Level

Hydro Prison: Built upon Hydro Sphere, the caster creates a sphere comprised entirely of dense water. The sphere can entrap and immobilize anyone caught in it. Once caught, the victim can be killed via crushing, drowning, or a combination of the two.

Torrential Pillar: At a target location, the caster creates a powerful, rising torrent(s) capable of hurling others into the air. With enough skill, it's possible to create an advanced Hydrojet capable of slicing clean through a living being.

Maelstrom: Either using themselves or a ranged target point, the hydromage creates a large and powerful vortex of water capable of swallowing an entire battlefield. It can be used in conjunction with other elements to create devasting spells, most notably with Vexamen elemental to create Lightning Maelstrom.

Master Level

Tsunami: A large scale spell that can wipe out entire battlefields. The caster creates a tsunami varying in size to destroy their enemies. Rarely used as it poses severe friendly fire risks.   Hydra Control: With their master of water control, the hydromage can create a colossal hydra made of water. The hydra can be controlled, becoming a devastating fortress that can be used for physical attacks and being a catalyst for casting other spells.   Hydra Missiles: One of a variety of spells that is cast via a Hydra. Using the hydra's mouth(s), a devasting barrage of large, high-velocity water orbs is released, completely wreaking havoc on the battlefield.

Strengths & Weaknesses

By nature, Aqua is strong against Ignis elemental. Ignis seeks to destroy, to create disorder and chaos. In contrast, Aqua seeks to keep things in balance and order, to create and keep harmony. Although incredibly difficult, Aqua spells can be negated by a pyromage skilled enough to create heat faster than Aqua can strip it of. Some argue that intense heat without coming into contact with water will boil the liquid, thus allowing Ignis to beat Aqua. However, such a phenomenon has only ever been performed in controlled settings and never before in a combat situation. The argument that Ignis can "beat" Aqua is thus deemed void.   Aqua and Ventus elemental are neither strong nor weak against each other. Each has a fair amount of advantages and disadvantages towards each other.   A natural defense against Aqua is Terra elemental. However, this natural weakness can be overcome with various methods. Although water orbs have difficulty destroying Terra structures, a torrent spell has the power to cut through many structures quickly. Unfortunately for the hydromage, they will almost always burn mana at a faster rate destroying a singular Terra structure than a geomage creates one. A battle between a hydromage and geomage often comes down to endurance.   Advanced hydromages often have little difficulty overcoming a test of endurance. However, they encounter another problem. When water contacts the earthen structures of Terra, the two mix to create mire, which even advanced hydromages struggles to manipulate.

In Relation to Other Elements

Because both Ignis and Aqua elementals completely oppose each other in both theories and practicalities, they can never be combined to form a new element. Aqua and Ventus elemental combined together create Glacies elemental. Aqua and Terra elemental combined together create Lignum elemental.

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