THE
XIMAXIAN
SCHOOL
OF WATER
MAGIC |
The School
of Water Magic, along with the Earth,
Fire and Wind
Schools represents one of the four Elemental
Schools of Magic taught in the Magical
Academy of Ximax in western
Santharia. Note that the
Schools of Magic, their Spheres and Spell
Classes, do not represent an objective "truth" on all things
magical, but are only one of many possible categorizations, an arbitrary one
as critics say, or an absolutely essential one as supporters confirm.
Within the Elemental Schools, the Water School overall tends to deal with both
physical and mental changes, and does not generally focus too heavily on either
side. On average, those who can remain calm, despite their erratic element have
more control over it, but for those who demonstrate similar qualities to the
constant changes of Water generally have
the more powerful of spells, with lack of focus. Similar to Fire, Water Magic is
very chaotic, compared to the Earth and Wind schools
which tend to be more calm and can be kept at bay more easily.
Description.
The Element of Water deals with everything
relating to liquid, change and the frozen
- physically and psychically.
Water flows, and so does the mind, which
constantly evolves, adapts, and grows, and thus the
Element of Water is seen as a chaotic
element, just like its counterpart, Fire.
However, unlike the hot tempered rage of the flame,
Water is not aggressive and inherently
violent, but rather completely random and undecided, or at
least has this tendency. One with a
Water-like personality's perceptions can change with the flick of the wrist,
and hate can turn to love before the turn of the tide, or vice versa. Like
humans, the element's chosen race
(if we follow the mythical categorization made in the
Cárpa'dosía),
Water is the center-point
between the two counterparts of
Wind and
Earth. Not as
calm and serious as Wind, nor stubborn and
prideful as Earth, or lusting after
matters of the heart as Fire,
Water can be none, and can be all, and
changed by the slightest shift of the tide. It is the most unpredictable
element, and thus considered one of the most dangerous by some, more so than
even Fire at times.
Unlike the aggressive Fire,
Water is not inclined towards destruction,
despite its similarly chaotic tendencies. The element is a source of everything,
the sustenance. All life needs to change to survive, as it
does need Water to
take up or drink.
Wind is the 'being', Water is the
'source'. Like its spiritual companion, Water
is also never really destroyed in
the circle of life, only recycled, gone by day and returned by night.
The ambivalent nature of
Water is also demonstrated
continuously by the humans who constantly
repeat their own mistakes and triumphs: Time flows
like a river, some say, and history repeats itself. War comes, war goes, war is
only to be fought again years or centuries later over some similar feud.
Water is the element of transformation. It
is always changing. It can be molded to fit any container, or become each of the
other elements, solid, cold ice as Earth,
wispy, quiet fog as Wind, and boiling,
destructive steam as Fire. Though, of
course, manipulation of Water alone cannot
control all these facets. Humans are the
quickest race to evolve and develop, and like
Water are only at a standstill for mere moments before the next rapid picks
them from their feet and spurs their course onwards again, towards their
ultimate destruction, or glorious domination.
Water can also equally affect someone's
mind, by changing it and altering it in the many ways possible. A raging storm
in a person's mind would result in the case of madness, while a calm and serene
lake demonstrates a wizened philosopher. By altering the mind's
cár'áll balance, a mage can create his
desired effect.
Despite how many would say that Earth is
the element of growth, it is in fact Water
which stimulates that growth. How can a plant, animal, or any being grow without
the most necessary commodity of Water?
Without the life-giving sustenance provided by this liquid,
Caelereth would be nothing more
than a barren, lifeless desert. And if not for the ability to change, adapt, and
evolve, the world would never have come to the point it is today, and would have
died out long ago.
Spheres of Water Magic.
Like at all other Elemental Schools, there exist three Spheres in order to
categorize the School of Magic:
I. The Sphere of Change
The first sphere is commonly known as the Sphere of Change, as this sphere deals with a marginal changing of the target in relations to the instability of Water. This, however, is not an actual change, despite what its name suggests. Only Raw magi can truly change the form of something. However, by increasing something's affinity towards Water, a Water mage can cause a being or object to take on the physical properties of Water, or become more erratic in their emotions and spirit, as in relations to the spiritual side of this sphere, Enchantment.
II. The Sphere of Currents
The second sphere is commonly known as the Sphere of Currents, as this sphere deals with the natural form of Water, the application of it upon a target. By controlling the way the sea changes for example, a mage can create powerful tidal waves and Water funnels, but if far away from any source of Water the mage can often not utilize the physical side of this sphere. This sphere is only the manipulation of Water in a target and the aligning to that element, and so the mage guides the Water towards or away from its target or the mind to be able or unable to collect one's own thoughts and memories.
III. The Sphere of Evolution
The third sphere is commonly known as the Sphere of Evolution, as this sphere deals with the way a target adapts and changes, develops and evolves. What this means is that, by adding Water cár'áll, a mage can cause something to sprout and flourish, or change the mind's ability to learn and mature. This sphere can accelerate growth and the ability to learn, but it cannot give knowledge, such as Wind, which identifies and brings information to the caster. By adding new cár'áll, the mage can for instance spur forth the target's ability to change, but not change it directly. In this way, a Water mage can somewhat control the flow of time, but cannot revert time backwards nor directly control the course of history.
Spell
Classification. Every Sphere of
Magic within a School of Magic is subdivided
into two Spell Classes, resulting in a total of 6 Spell Classes, as there exist
3 Spheres at each School of Magic. The first
Spell Class always signifies the physical representation of the Sphere, while
the second Spell Class stands for the spiritual representation of the Sphere.
The Spell Classes of the Water Magic School can be summarized as follows (a few
example spells are provided at each Class):
I.
THE SPHERE OF CHANGE
Spell Class 1: Transformation (Physical Representation of
Change)
Transformation spells deal with the physical affinity to the
Element of Water.
Something which has been graced, or cursed, with a high
Water
cár'áll is capable of assuming the flowing, swift currents of its liquid
form. This class cannot actually transform a target into something else, as this
would need the ability to change the form of
cár'áll, and when the spell wears off, a target is immediately returned to
the shape it possessed upon transformation. All that is done is lowering the
affinity of the facets that normally control the shape and makeup of an object:
the solid form that Earth provides, and
the spirit that is Wind, and those who
become transformed by Water generally lose
most of their body heat and often become cold at heart with the lack of affinity
towards Fire, and by tapping into the ice
property, Water can be frozen as well, and
this can be particularily deadly.
TRANSFORMATION, SPELL EXAMPLES
a) Liquidization
This spell causes the body
to begin to flow and shift with the makeup of a lake or ocean. The being at
first retrains the form of its original shape, but can bend and shift to any
liquid form, and is immune to most physical attacks.
b) Freeze
This spell takes Liquidization one step further, by focussing and stressing
upon the ice properties of the Water Element,
and hence freezes the target into a solid, yet brittle form.
c) Ice Touch
By increasing the ice property of Water
at any location he/she sets his hand upon, a mage can deal a mild chill to a
lethal heart-stopping blast of frost to the target.
Spell Class 2: Water Enchantment (Spiritual Representation of
Change)
The spiritual class of change, Water Enchantment causes a
transformation to occur at an inner level, and thus, not visible to the outside
world except for its indirect effects, such as causing a person to go mad who
was once sane. These spells must be cast on a group if a mage wishes others to
experience the effect, rather than the single individual.
WATER ENCHANTMENT, SPELL EXAMPLES
a)
Harmony
This spell causes
a person's mind to become serene and calm, and thus makes the target feel as if
they are safe and at ease, even when in the middle of a rage.
b) Lunatic Fervor
This
spell creates a raging storm of chaotic emotions and thoughts to spiral like a
whirlpool in the target's mind, bringing all but the most serious of mind to
madness and insanity.
c) Negative
Image
Similar to the way that rain water
causes multitudes of colours to appear, this spell causes the mind to think that
it is seeing the entire area around them to sparkle and dazzle with random
colors, confusing and bewildering the target.
d) Skin of Painlessness
This spell dilutes the
mind's ability to detect physical pain, similar to the way
water generally can dilute harmful
substances (like alcohol), causing the target to be able to withstand unbearable
torture with a smile. Only pain is reduced, and so damage and death still apply.
II.
THE SPHERE OF CURRENTS
Spell Class 3: Tides (Physical Representation of Currents)
Tides demonstrates the physical ripples,
waves, and tides associated with oceans, lakes, and rivers, and this class
deals with everything relating to the physical manipulation and application
of Water in its purest form.
TIDES, SPELL EXAMPLES
a) Part Water
This
spell serves to create an expanse between two "parts" of
water, by causing the
water elements to flow away from each other.
b) Wave
Wave serves to
move large, and even massive amounts of water
to run over enemies, fields, and whatever else needs a decent washing.
c) Bath of Cleansing
This spell is used to wash poisons and viruses from a targets body. While it
does remove the source of the damage, this spell does not heal or reverse the
effects caused already by the poison.
Spell Class
4:
Thought (Spiritual Representation of Currents)
Thought is the spiritual equivalent of Tides. This class deals with the
spiritual directing of Water. By guiding the
Waters of the mind, a mage can
confuse, startle, or guide them to clarity and focus. Most of these
spells have harmful side-effects to their use, and a mage without proper
focus over the chaotic element can cause a raging storm to emerge within a
person's mind, rather than the peaceful lake he had meant to create.
THOUGHT CLASS, SPELL EXAMPLES
a)
Water Extraction
This
spell extracts water
cár'áll from a person or thing so that it is available for the caster’s
use. It can also be used to dehydrate and kill a target if enough
water is
taken away.
b) Repel
This
spell causes the mind's natural
cár'áll to swirl and shift with such a
chaotic fervor that any other mental spell becomes difficult to attach to
the target's mind. This spell often gives a headache to the target, however.
c) Splash
By swiftly guiding the
cár'áll
away from and then back to the target's perception, Splash causes a person to
suddenly become startled, causing them to forget where they are and what they
were thinking for a few moments. In rare cases, this can also give bursts of
inspiration to people.
III.
THE SPHERE OF EVOLUTION
Spell Class 5:
Growth (Physical Representation of Evolution)
By the creation of
Water within something,
a growth mage can manipulate the very speed in which things grow and
flourish. This allows a mage to marginally control time itself, though only
extremely powerful magi of old had the ability to affect very large areas
with a complete increase in the flow of time. As with all
Water spells,
incorrectly cast these spells can have dire side-effects.
GROWTH, SPELL EXAMPLES
a) Soften
Cures
the Petrify spell.
b) Revitalize
Restores
a dehydrated person back to perfect health.
c) Fester
Causes wounds to decay and fester as if they have been present for
days; making them spread and do more damage in a shorter amount of time.
d) Ripen
Causes fruits and various other vegetables and plants to grow quicker than normal, thus allowing them to be picked earlier than the harvest.
Higher level magi can use this on other things as well.
e) Weaken
Increases the growth rate of a person’s muscles, to the state of
the elderly, which inevitably decreases the strength provided by those now weak
muscles.
Spell Class 6: Development (Spiritual Representation of Evolution)
The spiritual counterpart to Growth,
this is very similar except it is the growth and evolution of the soul, and
thus can also be used against spells that have taken hold on someone's aura,
which is a common use for this class. While not nearly as effective as
Dispel, for example, which completely removes a spell, Development can cause
the duration to speed up as if the wheel of time were turning faster, and
will cause it to wear off within a seemingly shorter time.
DEVELOPMENT, SPELL EXAMPLES
a)
Deteriorate Spell
Causes the
duration of a spell to age with time and thus end far sooner than the true
duration.
b) Enhance Spell
Enhances the duration of a spell by causing its duration to slow to a
crawl.
c) Decrepify
Causes a person to believe they have aged to the years of an old man, when in reality they have not, and thus feel they can not make the moves or actions of their
youth.
Reagents. A short list of possible Water School reagents includes the following:
• Water
• Scales of a Fish (generally, most fish will do)
• Most types of Seaweed
• Wet Stones
• Ice
• Human Skin (not dried)
• Aquamarine gems
• Starberries
• Krakenweed Tentacles
• Telerun Algae
• Mil'no Leaves (moist, not dry)
Information provided by
Fox
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