Dominion of Water

The Dominion of Water governs all forms of water, be it liquid, solid or gaseous. This Dominion allows its wielders to breathe water if they do not already, will water into whatever shape they desire, as well as alter its temperature and state of matter. True masters of this Dominion are even able to transform themselves into pure water. It should be noted that Water shares some power with the Dominion of Cold, as the Dominion of Water can change water into ice. However, Water users always have an easier time controlling that which is in its liquid form.

Aquatic Aegis (1+)
A common trait across wielders of the Dominion of Water is the fact that water of all kinds refuses to do them harm. This enables them to breathe underwater, fall into water from normally lethal heights, and survive crushing water pressure. Those who master Water to a tremendous degree are able to strip enemies of this protection, turning it against them.


 * Level 1: The Water wielder gains the ability to breathe water.
 * Level 2: The Water wielder becomes able to dive as deep underwater as they wish, suffering no detriments from water pressure.
 * Level 3: The Water wielder becomes invulnerable to being harmed by any liquid water. They can fall onto water from any height and be unharmed, or be blasted by a powerful stream of water and be unaffected.
 * Level 4: The Water wielder can share their ability to breathe underwater with anyone they make and maintain physical contact with, up to around five people at most.
 * Level 5: The Water wielder can share the distributable aspects of their Aegis with up to around ten people, so long as they are within range of their Tidal Sense.
 * Level 6: Any gaseous water that would harm the Water wielder instantly turns to liquid when it touches them, unless someone forces it to remain gaseous. They can share the distributable aspects of their Aegis with up to twenty people.
 * Level 7: The Water wielder can share their immunity to water pressure. They can now protect up to fifty people.
 * Level 8: They can now share  the distributable aspects of their Aquatic Aegis with up to about one hundred people at once.
 * Level 9: The Water wielder may bestow permanent a Aquatic Aegis to anyone who is in their Tidal Sense range, (once they leave it will be maintained until stripped away) up to some three hundred people at once. They may attempt to strip Aegis powers away from anyone who was gifted them, though not from those who naturally possess an Aquatic Aegis.
 * Level 10: The Water wielder can now share their immunity to water impacts with up to five hundred people. Any solid water that strikes them turns to liquid unless willfully kept in solid form.
 * Level 11: Any liquid with traces of water in it that strikes a Water wielder will have it instantly transmute to mundane water, unless effort is expended to keep it from doing so. The distributable aspects of their Aegis can be shared with up to one thousand people. They can temporarily strip an Aquatic Aegis from someone who possesses it innately, so long as the victim remains in range of their Tidal Sense.
 * Level 12: It is possible to share the protection from solid and gaseous water, with up to three thousand people at once. Aquatic Aegis's can be permanently stripped by those who naturally have one.
 * Level 13: Any aspect of an Aquatic Aegis can be shared, with up to five thousand individuals at once. Any liquid with water in, gaseous water, solid water, and ordinary water refuse to harm an Ultimate Water master under all circumstances.

Tidal Sense (1+)
Wielders of the Dominion of Water are able to sense its presence and its movements. They can detect the current of the ocean, the disturbances in a lake caused by creatures swimming through it, or water flowing through a nearby pipe that they might make use of with their power.


 * Level 1: Liquid water within approximately one hundred feet can be sensed.
 * Level 2: Liquid water within around five hundred feet can be sensed.
 * Level 3: Water vapor or ice can also be sensed. Range is around a quarter mile
 * Level 4: Range extends to a half a mile.
 * Level 5: Range extends to one mile. It is also possible to sense water within plants or rich earth.
 * Level 6: Range extends to five miles. Ambient moisture from the air can be detected.
 * Level 7: Range extends to ten miles. Water from within biological liquids like blood, acid, or poison can be sensed.
 * Level 8: Range reaches fifty miles.
 * Level 9: Range extends to one hundred miles.
 * Level 10: Range reaches five hundred miles.
 * Level 11: Range reaches one thousand miles.
 * Level 12: Range can extend across an entire realm.
 * Level 13: Range can span multiple realms.

Water Control (2+)
The most well known of all the powers the Dominion of Water enables its wielders to use is of course the ability of Water Control. The power to shape the flow of water, to change its physical state, and manipulate its pressure to form aquatic weapons all fall under this ability. All Water Control can be performed within Tidal Sense range. Additionally, it is possible to usurp control of Water from another wielder so long as they are of equal or inferior skill.


 * Level 2: Enough liquid water can be controlled at once to fill a large bathtub, and manipulated with enough force to knock around an average human.
 * Level 3: Water sufficient to fill the average swimming pool can be controlled, and can easily be wielded with enough power to kill a mortal with a single strike. One can manipulate water to lift themselves, or to walk on its surface. Water can be drawn from clouds of steam or blocks of ice, and slowly made to freeze or boil.
 * Level 4: The water of a large swimming pool can be commanded. Water projections can be pressured to such a degree that they they can blast holes through flesh. It is also possible to control and pressurize water with such precision that objects can be grabbed with tendrils of liquid. It is possible to rapidly shift the state of water, changing it rapidly to ice or gas, then back.
 * Level 5: Enough water to fill an Olympic swimming pool can be controlled. Water pressure can be manipulated so as to allow solid barriers of water to be created. Water blasts can cut through materials like wood. Water can also be drawn directly out of the ground or from plants. Obviously, taking too much from the latter will result in the plant's death.
 * Level 6: One can control the water of a very small lake. Water can be used to cut through metal or stone, and also manipulated into more precise constructs, such as a spear or sword. Water can be condensed right from the air to be used.
 * Level 7: The water of an average sized lake can be manipulated. it is also possible to control the water in biological substances like blood, venom, or acid, allowing it to be either drawn out from them, or for those liquids to be manipulated. Living creatures tend not to survive having the moisture sucked out of them or their blood boiled.
 * Level 8: Enough water can be commanded to make a small tsunami. Water can also be conjured out from one's own body, though such an act can prove tiring if too much is summoned.
 * Level 9: An average sized tsunami can be summoned with the amount of water one can control. It is also possible to manipulate water to overcome the Aquatic Aegis of anyone with lesser mastery over Water.
 * Level 10: A large, powerful tsunami can be created, enough to devastate a big chunk of a city.
 * Level 11: So much water can be summoned as to wipe away a large city within moments.
 * Level 12: Water so powerful as to break apart mountains and flood massive regions can be summoned with ease.
 * Level 13: Enough water to devastate an average sized country can be commanded on a whim.

Aquatic Invigoration (3+)
The Primordials crafted the first living beings within water. All water retains tiny amounts of Vital Energy, which were imbued there so that life could grow within it. Water wielders may draw upon this energy, invigorating themselves. However, drawing upon this energy drains it from the water, meaning that one must have a large amount available to them to use.


 * Level 3: Being immersed in water fully restores one's stamina, giving a burst of invigoration. If one exits the water, this lasts until they dry off.
 * Level 4: Simply getting doused in water fully restores stamina. This lasts until they dry off.
 * Level 5: Being immersed in water causes wounds to heal at a faster rate. Staying submerged for about an hour usually heals everything the body is normally capable of restoring. Exiting the water ends this effect.
 * Level 6: Being doused in water makes wounds heal faster. Effects last until dry.
 * Level 7: Most healable wounds heal within a few minutes after getting wet.
 * Level 8: By making physical contact with someone whilst invigorated by the water, it is possible to share its healing effects with them.
 * Level 9: Energy can be forcefully drained from water to heal any wound to the fullest extent possible within a few moments.
 * Level 10: Water within one's Tidal Sense range can be made to heal anyone touching it.
 * Level 11: Water can be drained of enough Vital Energy to induce regeneration, allowing for the regrowth of limbs.
 * Level 12: Water within Tidal Sense range can be made to induce regeneration in anyone touching it.
 * Level 13: Water can be drained of its power so thoroughly as to be able to resurrect a recently dead body.

Hydroform (6+)
The Hydroform is a state that Water wielders may assume where they literally become water. They are capable of replicating whatever level of Water Control they possess in this form.


 * Level 6: The Hydroform can be maintained for about a minute before reverting to one's normal form.
 * Level 7: The Hydroform can be maintained for about five minutes before reverting to one's normal form.
 * Level 8: The Hydroform can be maintained for about twenty minutes before reverting to one's normal form.
 * Level 9: The Hydroform can be maintained for about one hour before reverting to one's normal form.
 * Level 10: The Hydroform can be maintained for about six hours before reverting to one's normal form.
 * Level 11: The Hydroform can be maintained for about half a day before reverting to one's normal form.
 * Level 12: The Hydroform can be maintained for about one day before reverting to one's normal form.
 * Level 13: The Hydroform can be maintained for about three days before reverting to one's normal form.

Tidal Craft (9+)
Godly masters of Water have such precise control of its essence that they can shape it into other forms.


 * Level 9: Water can be forged into permanent constructs, though such constructs still appear as water.
 * Level 10: Water can be transformed into mundane inanimate objects.
 * Level 11: It is possible to form living creatures from water, so long as the god already knows of their existence.
 * Level 12: New living creatures can be invented after being crafted directly from water.
 * Level 13: Almost any normal substance or living creature can be formed from water.

Streamscrying (9+)
Gods of Water can project their senses across the waves, through any location that their Tidal Sense can reach, so long as they themselves are completely immerse in water. Said water must also be connected to the water they wish to project their senses to. With regards to their Water powers alone, their range of power usage begins from whatever point they have projected their senses to. This does not allow them to Streamscry from an additional distance.

Notable Users

 * Apophis/Apep/Pontus (Level 13):
 * Poseidon (Level 12):
 * Sobek (Level 11):