💧 Tier Null / Unbound Water Spells 💧
#1. Dominate Water: Allows the caster to control and move water to their whim. A tier one caster could cast this spell to control the water in a small glass, while a tier 12 caster can bend the seas themselves to their whim.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Flood: Allows the caster to enhance the amount of any water from a targeted water source. A tier one caster could cause a glass of water to start overflowing, while a tier 12 caster can make that same amount of water into a tsunami.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#3. Dehydrate: Dries up water on a single target, causing massive damage to any being associated with water, such as water elementals, slimes, and even creatures like merfolk or amphibious lizardmen. The higher tier this is cast, the larger amount of water you can dry up. A tier one caster could dry up the water in a glass of water. A tier 12 caster could dehydrate an entire ocean. To dehydrate elementals, you must cast this at the tier they were summoned with.
Tier: 1
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#4. Hydrate: Cast on something that has already been desiccated or dried up, and moisture in it will be restored. The higher tier this is cast at, the larger the thing you wish to hydrate can be. A tier one caster can restore moisture in a dried up leaf, while a tier one caster can restore moisture in an entire dried-up biome. Cannot be used to "hydrate" organisms and replenish their thirst, only to replenish moisture in things.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
#5. Purify Water: Cast on any body of water that is undrinkable, and it will become drinkable and purified. Can also be cast to make water less turbid and remove debris to make it clear. Casting this at higher tiers allows you to purify greater quantities of water. A tier one caster could purify the water in a glass of water or remove debris in it, while a tier 12 caster could make an entire ocean drinkable and turn it crystal clear.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#6. Brine: Cast on any body of water, and it will become briny saltwater. Casting this at higher tiers allows you to turn greater quantities of water into saltwater, as well as allowing you to increase the saltiness of said water. A tier one caster could turn the water in a glass of water into slightly salty water. A tier 12 caster could turn an entire ocean immensely salty to the degree that it saps all moisture from living things inside of it.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
💧 Tier 1 Water Spells 💧
#1. Water Dart: Conjures a fast-moving dart composed of pointed water that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
#2. Splash: Emits a small splash of water from the caster's hand. The amount of water is equivalent to 2 cups of water.
Tier: 1
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: No.
💧 Tier 2 Water Spells 💧
#1. Create Water: Allows the caster to create up to 1 liter of clean, drinkable water per cast.
Tier: 2
Classification: CONJURATION
Maximize-able: Yes ; Creates 2.5 liters of water per cast.
Casts Per Event: 11
Requires Concentration: Yes.
#2. Water Walk: Allows the caster to walk on water. While this spell is active, the caster can only walk slowly on water. Running or falling over will break the spell and cause you to sink, as well as being hit with enough force to make you fall over. This spell lasts for 15 minutes or until the caster dispels it.
Tier: 2
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
#3. Steam Breath: Allows the caster to emit a stream of hot steam from their mouth.
Tier: 2
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the temperature of the steam and allows it to reach +5m further.
Casts Per Event: 11
Requires Concentration: No.
💧 Tier 3 Water Spells 💧
#1. Summon Water Familiar: Summons a liquid spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but leaves a trail of water wherever it goes. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Scalding Mist: Conjures a small blue mist of steam that can fully envelop an area 10m in size. This mist burns those inside of it and over time can even cook things by steaming them. While this effect is slow, it can fully steam cook an unarmored human in about two hours. This mist lasts for 15 minutes unless the caster dispels it.
Tier: 3
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the mist to 30 minutes, allows it to cook an unarmored human in 1 hour, and increases the potential size to 20m.
Casts Per Event: 10
Requires Concentration: Yes.
💧 Tier 4 Water Spells 💧
#1. Water Jet: Sends out a small but high-pressure jet of water from the caster's hand that is capable of cutting things as easily as a steel blade would at point-blank, and still is able to injure targets at mid-range.
Tier: 4
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the water jet and doubles its strength.
Casts Per Event: 9
Requires Concentration: No.
#2. Surf: Allows the caster to both stand on water, as well as glide effortlessly across it as if they were skating on ice. This effect lasts for 15 minutes until the caster dispels it, and while it is active, the caster cannot sink into the water unless they are hit with enough force.
Tier: 4
Classification: ALTERATION
Maximize-able: Yes ; Increases the duration of the spell to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#3. Scalding Blast: Conjures a ball of water that hurls itself at foes and coats them in boiling water after impact. The impact force of this spell is similar to being hit with a paintball.
Tier: 3
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the ball, the force of the impact, and the temperature of the water.
Casts Per Event: 10
Requires Concentration: No.
💧 Tier 5 Water Spells 💧
#1. Bubble Spray: Conjures a torrent of small bubbles from the caster's hand that hit with the force of paintballs and, upon contact with a target, burst and coat a small area with boiling hot water.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the bubbles, the force of their impact, and the temperature of the water.
Casts Per Event: 8
Requires Concentration: No.
#2. Tidal Wave: Conjures a 3m tall wave of water in front of the caster that sweeps forth with powerful force and is capable of knocking most things smaller than it down, or carry them with the wave.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the height of the wave to 5m and increases its strength.
Casts Per Event: 8
Requires Concentration: Yes.
💧 Tier 6 Water Spells 💧
#1. Summon Water Elemental: Summons a Water Elemental to fight for you. These elementals are capable of casting water spells tier 6 or lower, but cannot summon other water elementals, only water familiars. Water Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Water Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 water spells and below, and now lasts for 40 minutes instead of 20.
Avatar: https://vrchat.com/home/avatar/avtr_16059025-3638-41a2-a9b1-fc69634438c2
Casts Per Event: 6
Requires Concentration: Yes.
#2. Whirlpool: This spell has two effects depending on if you cast it out of water or in water. Cast this spell in a body of water, and a raging whirlpool will appear. This whirlpool is extremely difficult to get out of, and has the potential of drowning those caught in it if they aren't strong enough to escape its pull. Cast this spell on land, and a large watery vortex will appear that pulls in those it comes into contact with. The whirlpool lasts for up to 15 minutes unless dispelled.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the pull of the whirlpool and allows it to last for up to 30 minutes unless dispelled.
Casts Per Event: 7
Requires Concentration: Yes.
💧 Tier 7 Water Spells 💧
#1. Hydro Orb: Conjures a large ball of water that hurls itself towards foes. This ball hits a target with the same impact force as a cannon ball, and after hitting a target, bursts and coats them with boiling hot water.
Tier: 7
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the ball, the force of the impact, and the temperature of the water.
Casts Per Event: 6
Requires Concentration: No.
#2. Binding Bubble: Conjures a large ball of water 5m in diameter around a target, with the target placed at the middle of this bubble. The water that forms the bubble is incredibly thick, and while it is possible for the target to swim out of the bubble, it's like swimming through honey and is very difficult. This bubble lasts for up to 15 minutes unless dispelled.
Tier: 7
Classification: CONJURATION
Maximize-able: Yes ; Increases the size of the ball to 10m, increases the thickness of the water, and extends the duration of it to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
💧 Tier 8 Water Spells 💧
#1. Hydro Cannon: Emits an extremely powerful ray of pure water magic that takes the form of a very high pressure beam of water that can cut through almost anything with little effort. Capable of being made bigger or smaller; making this beam smaller concentrates it and causes it to cut through things easier, while making this beam larger allows for it to affect a wider area, but cuts through things only a bit slower.
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Drown: Cast on a target, and their entire lungs will fill with water.
Tier: 8
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
💧 Tier 9 Water Spells 💧
#1. Tsunami: Conjures a large, 50m tall wave of water that crashes down on foes with a great amount of force. If there is already a tsunami approaching, or even if there is flooding, the effects of this spell will be amplified.
Tier: 9
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size of the wave to 100m and further amplifies its destructive capabilities.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Summon Greater Water Elemental: Summons a fearsome, liquid Greater Water Elemental to fight for you. These elementals are capable of casting water spells tier 9 or lower, but cannot summon other greater water elementals. Greater water elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater water elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 water spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
💧 Tier 10 Water Spells 💧
(Temporarily N / A)
💧 Tier 11 Water Spells 💧
(Temporarily N / A)
💧 Tier 12 Water Spells 💧
#1. Summon Icon of Nautilus: Summons the most powerful water elemental, an Icon of Nautilus. This elemental is capable of casting every water spell and can even summon other water elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Nautilus lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all water spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.