Traits
(1) Conjure water (Water)
The user draws liquid up from an existing source. This could be sweat, a body of water, or even condensing water vapor straight from the air. This spell does not work so well in arid environments. Desperate spellcasters may even draw out their own blood.
(1) Swift swim (Water)
Using this spell allows for the user to swim more rapidly through the water.
(2) Jetstream (Water)
This spell produces a blast of water powerful enough to knock targets back. The water pressure is similar to that of a fire hose.
(2) Purification (Water)
This spell purifies contaminated water and makes it safe for drinking. This separates out sediment, parasites, chemicals, and more, leaving nothing but pure H20 behind.
(2) Summon rain (Water)
This spell forces rain to start falling. Once the storm starts, it will rain until it's finished. This spell does not work well if there isn't much water in the atmosphere, but if the user has access to a body of water they can force evaporation to begin the precipitation cycle.
(2) Contamination (Water)
This spell allows for the user to contaminate water into a highly potent toxin. They can either contaminate existing water or use the spell to turn their sweat toxic. With practice they can control how potent the toxins are.
(3) Hydroblade (Water)
Using this spell releases a beam of water so powerful that it can cut through steel.
(3) Liquify (Water)
This spell allows for the user to liquify their body into a puddle of water. It takes concentration and energy to maintain this spell and once the user loses concentration or runs out of energy, their body will revert to its physical form.
(3) Marionette (Water)
With this spell, the user can manipulate the target's blood in order to forcibly control their body. It can be difficult to move the target if they're resisting, but a willing target can become a powerful puppet to the user. This spell takes a massive amount of concentration.
(1) Vitalize plants (Earth)
The user imbues plants with photonic energy to revitalize them and encourage them to grow faster.
(1) Manipulate earth (Earth)
This spell allows the user to telekinetically manipulate earthen elements such as soil, sand and clay.
(1) Bend mineral (Earth)
This spell allows for the user to render harder earthen elements such as rock and metal. It takes a lot of practice and focus to be able to manipulate hard elements with the same ease as softer earthen elements.
(1) Tunnel (Earth)
This spell aids the user in digging and allows them to tunnel through earthen elements with terrifying speed.
(2) Stoneskin (Earth)
With this spell the user is able to harden their skin to be stone-tough. They're not invincible in this state, but their skin has a much higher resistance to damage and pain.
(2) Erode (Earth)
This spell releases a concentrated blast of sand that's capable of damaging surfaces, objects and living targets due to the abrasive properties of sand.
(2) Mineral shard (Earth)
Upon casting this spell, sharp shards of stone, crystal, or even metal will erupt out of the ground around the user. This spell can also be aimed to occur in the general area of a target.
(2) Rockskating (Earth)
This spell allows for the user to manipulate the earth under their feet to move very, very fast.
(3) Control plants (Earth)
This spell allows for the user to control plantlife around them. Larger or more rigid plants such as trees take more concentration and energy to manipulate. Multiple plants can be moved at once, but it takes more energy.
(3) Sandstorm (Earth)
With this spell the user has the ability to start a sandstorm. Once started, the sandstorm will continue until it dies down naturally.
(3) Earthquake (Earth)
Once they've learned this spell the user has the ability to cause an earthquake in their vicinity. The magnitude and area of effect depend heavily on the user's experience with the spell, focus, and energy levels. There is a risk that this spell can chain into a natural earthquake beyond the user's control.