Hydromancy is the magic of controlling water in all its forms (including ice and steam).
See The Islanders for more information on the society of Hydromancers.
Please note that example uses are only suggestions, and magical spells can be anything that fits with the specialisation.
Hydromancy Alteration manifests in the manipulation of water in all its physical forms - water, ice and steam. Alteration can neither create nor destroy water, but it can move it around or change its physical form to suit your purposes.
Novice - you are capable of manipulating small amounts of water.
Examples: defrosting a car, boiling your own tea (and keeping the steam away from your biscuit jar).
Apprentice - you are capable of manipulating moderate amounts of water.
Examples: diverting small streams, creating a pleasant morning mist from a lake, boiling someone's bath while they're in it.
Adept - you are capable of manipulating large amounts of water.
Examples: diverting a river to flood a village, evaporating a pond, making pretty horse shapes on the front of a flood wave.
Master - you are capable of manipulating very large amounts of water.
Examples: coastal erosion, large-scale flooding, evaporating reservoirs, building an icy Fortress of Doomâ„¢.
Hydromancy Enchantment manifests in the ability to conjure water spirits of varying sizes and strengths and have them embody items, potions or bodies of water.
Novice - you can summon and enchant items and potions with minor water spirits.
Examples: enchanting a moisturising cream that really moisturises, enchanting a puddle with a spirit of novice water powers that will do your bidding for a few minutes.
Apprentice - you can summon and enchant items and potions with mid-level water spirits.
Examples: enchanting a potion to contain an apprentice-level water healing spell, enchanting a small stream with a spirit of apprentice-level water powers that will do your bidding for 10-15 minutes.
Adept - you can summon and enchant items and potions with high level water spirits.
Examples: enchanting a sword to freeze all water it comes in contact with, enchanting the steam of a volcanic geyser with a spirit of adept-level water powers to do your bidding for an hour.
Master - you can summon and enchant items and potions with extremely powerful water spirits.
Examples: enchanting an amulet to cast complete water illusion over its wearer, enchanting a sentient moat around your lair for a day.
Hydromancy Evocation manifests in the ability to temporarily create offensive weapons out of water, ice or steam.
Novice - you can cast low-level offensive water magic.
Examples: distracting or hurting an opponent by firing small hailstones at them, chilling with localised showers of freezing rain.
Apprentice - you can cast mid-level offensive water magic
Examples: casting bolts of ice at someone in battle, scalding with puffs of super-heated steam.
Adept - you can cast high-level offensive water magic.
Examples: casting blizzards of ice shards, clouds of steam or waves of water to engulf your opponent.
Master - you can cast extremely powerful offensive water magic.
Examples: the waters rage and swell around around you, your wrath manifests as tidal waves and ice storms.
Hydromancy Illusion manifests in the ability to cast illusive glamours over items, using the refractive properties of a thin film of water to make them look other than they are.
Novice - you can cast minor water illusions.
Examples: making mouldy food look fresh when your parents visit your room, hiding an unfortunate zit.
Apprentice - you can cast mid-level water illusions.
Examples: making your familiar look like it's not talking to you in public, making your face look just not quite the same so people might not pick you out in a line-up.
Adept - you can cast high-level water illusions.
Examples: completely changing the appearance of your face (though your body remains the same), disguising your aeromancer friend's broomstick as a motorbike.
Master - you can cast extremely strong water illusions.
Examples: changing your whole appearance to look like someone else (although they must be humanoid and of your size and shape) or doing the same to others with their permission1), disguising your giant pile of weapons as a small hill.
Hydromancy Protection manifests in the ability to create defensive constructs out of water, ice and steam. It also manifests in the ability to heal through the use of life's most crucial element.
Novice - you can cast minor protective water spells.
Examples: partially obscuring a target behind a cloud of steam, rehydrating a hungover person.
Apprentice - you can cast mid-level protective water spells.
Examples: encasing yourself in a temporary shell of ice to escape poisonous fumes, making external wounds scab over by evaporating the water.
Adept - you can cast high-level protective water spells.
Examples: creating a temporary moat or defensive walls of ice, flushing poisons from someone's liver.
Master - you can cast extremely powerful protective water spells.
Examples: creating temporary defensive fortresses of ice, saving people from serious internal bleeding by keeping multiple internal bodies of water separate from each other.