Water Magic

Water magic is associated with water, ice, emotion, and healing. Of all magic, water is the kindest, if one could call a magic 'kind'. It teaches patiently, and is understanding of a practitioner's mistakes and setbacks. Water is not an offensive magic, but it is an insistent one, willing to push back against opposing forces until it finds the cracks in their decenses.

Water magic is part of the pure class. Hippocampi/kelpies and unicorns/re'em can have this magic as their affinity.

Water Manipulation

 * Level 1: You are able to manipulate water in subtle ways. You can pull water from the surrounding air and any plant-life you touch, and direct spouts of water through the air.
 * Level 2: You can create powerful jets of water, strong and quick enough to move objects and stun adversaries. You can use water to create a rudimentary shield or dome that protects the user from certain threats (ex: fire magic).
 * Level 3: Your water jet is now strong and fast enough to severely injure adversaries. You can create maelstroms in bodies of water, and form water ‘tentacles’ that can pick up opponents and objects. If you are exceptionally talented, you can walk on water by redirecting its pressure against your hooves, or briefly ‘climb' through the air by drawing water from the air and using the same technique.

Ice Manipulation

 * Level 1: Are your extremities feeling a little chilly these days? And your breath, is it... fogging? This is not the all-powerful ice wizardry you signed up for. At least you're able to freeze small amounts of water, albeit slowly. You can even create frost along windowsills and ice crystals in the air.
 * Level 2: Thank the gods you can control that 'chilly limbs' affect now, else you'd probably have frostbite. In even better news: you can freeze sources of water almost instantly. You can also create flurries of snow and platforms of shining ice, which only crack a little under your hooves.
 * Level 3: Your powers continue to grow. You no longer need to be touching a source of liquid to freeze it, and you can cage an adversary in a dome-like prison of glittering ice. You can summon enormous ice spikes from the ground, and create crystalline structures and walls. With great concentration, the flurries you conjure can become a storm of small but sharp ice crystals, lacerating foes on the battlefield.

Heal Pulse*
* Please note that this blessing rapidly heals damage; it does not reverse it. You cannot regenerate a missing limb, but you can speed the healing process along substantially. The quicker you heal an injury, the worse it scars.
 * Level 1: You are able to heal minor wounds and scrapes on yourself, though it leaves you somewhat exhausted. Your natural immunity to infection and non-magical illnesses takes a minor boost.
 * Level 2: You are now able to heal minor injuries on yourself easily, and can extend this ability to others. Serious injuries take more time -usually hours- and deplete your energy quickly, but it's well worth it to see a broken leg repaired in a day when it would have taken weeks. Remember: you must be touching another person to allow your healing energy to affect them. Distance will negate any attempt to help. Additionally, your immune system is better than ever, able to resist most infections and non-magical illnesses.
 * Level 3: Not accounting for shock and blood loss, you can heal all but the most immediately lethal of injuries in minutes, so long as you are touching the affected person. You enjoy an immunity to any non-magical disease.