Water Magic's primary purpose is healing and recovery. To a slightly lesser extent, it contains defensive and utility effects as well. It is weak on offense, and Water Magic has no special damage properties.

**Undines** have a natural affinity with water, and receive the following benefits associated with it:

- They begin with the Water Magic skill, which does not consume a skill slot.
- +25% base Water Resistance
- +10% rate of skill gain with Water Magic
- -1 to minimum Magnitudes for Water Magic spell effects
- Exclusive access to certain effects

- Spellword: zu
- Effect Color: blue
- Base MP Cost: 20
- Base Cooldown: 2 seconds
- Base Elemental Effect: 15-50

**Malign**- Direct Damage:
**zuru**- Requires one free hand. Deals direct elemental damage to the target. If the Effect Phrase is omitted from a projectile incantation, it defaults to zuru.
- Skill Mod: 0 (+10 if combined)
- MP Mod: 0 (+15 if combined)
- Cooldown: 0 (+1s if combined)
- Damage: 100%

- Delay:
**plorjabu**- Requires one free hand. Inflicts Delay status on the target, significantly slowing their movement and actions for a time.
- Min Magnitude: 2
- Skill Mod: +35
- MP Mod: +20
- Cooldown: +5s
- Base duration: 0.5s
- Base effect: 5% slowed, to a maximum of 80%

- Direct Damage:

**Benign**- Defensive Shield:
**tamzul**- Requires one free hand. Generates a protective shield in front of the caster (or a chosen target, if a targeting method is specified) which absorbs incoming projectiles and magic attacks. Can absorb total spell energy equal to its own Magnitude before disappearing. If cast as a maintained spell, drains MP equal to the damage absorbed each time it is struck.
- Skill Mod: +10
- MP Mod: +10
- Cooldown: +1s
- Base duration: 5s

- Water Breathing:
**rozubul**- Requires one free hand. Target player's breath meter will not deplete. Also allows them to speak normally, and eliminates Drowning status if the player is already afflicted by it.
- Additional Element Required: Wind
- Min Magnitude: 2
- Skill Mod: +30
- MP Mod: +70
- Cooldown: +90s
- Base duration: 60s

- Resist Poison:
**neyaravul**- Requires one free hand. Grants the target +25% Poison Resistance, and reduces the duration of all poison effects by a percentage which scales. Does not affect poison effects already applied to the target.
- Min Magnitude: 4
- Skill Mod: +35
- MP Mod: +20
- Cooldown: +12s
- Base duration: +8s
- Base effect: 2.5% reduction in poison durations

- Amplify Healing:
**drechanavaz**- Requires both hands. Increases the effectiveness of all Recovery effects on the target. If concatenated with an effect of this kind,
*drechanavaz*instead acts as an Auxilliary Verb which amplifies that specific effect. The effect increase is 10%, plus an additional amount which scales. This effect can only be cast by Undines. - Min Magnitude: 5
- Skill Mod: +140
- MP Mod: +45
- Cooldown: +50s
- Base duration: +30s
- Base effect: +1.25% increase in effect

- Requires both hands. Increases the effectiveness of all Recovery effects on the target. If concatenated with an effect of this kind,
- Piscean:
**glavemjul**- Requires both hands. Target player does not suffer the normal movement or encumbrance penalties for being submerged, allowing them to move freely and "fly" underwater at their normal speed. This effect can only be cast by Undines.
- Min Magnitude: 7
- Skill Mod: +30
- MP Mod: +140
- Cooldown: +90s
- Base duration: 120s

- Defensive Shield:

**Recovery**- Heal:
**chaz**- Requires one free hand. Heals target. If the Effect phrase is omitted from a Recovery incantation, the phrase defaults to
*chaz*. - Skill Mod: 0 (+15 if combined)
- MP Mod: 0 (+10 if combined)
- Cooldown: 0 (+1s if combined)
- Base effect: 100%

- Requires one free hand. Heals target. If the Effect phrase is omitted from a Recovery incantation, the phrase defaults to

- Rejuvenate:
**plorchaz**- Requires one free hand. Accelerates the rate at which the target player naturally recovers HP and MP.
- Min Magnitude: 3
- Skill Mod: +80
- MP Mod: +55
- Cooldown: +25s
- Base duration: 30s
- Base effect: 50% increase in recovery rate

- Remove Hate:
**nuramvaz**- Requires one free hand. Removes a portion of the target's accumulated mob hate.
- Min Magnitude: 4
- Skill Mod: +35
- MP Mod: +50
- Cooldown: +70s
- Effect: reduces accumulated hate by 250% of elemental base effect

- Heal Over Time:
**vuchaz**- Requires both hands. Distributes the total healing effect (Regen) across a set duration.
- Min Magnitude: 5
- Skill Mod: +60
- MP Mod: +50
- Cooldown: +4s
- Base duration: 6s
- Base effect: 150%

- Raise Remain Light:
**fletaz**- Requires both hands. Revives a player from their Remain Light at 1 HP and 1 MP. Cannot be combined with any healing effects other than
*plachaz*or*dreplatevaz*. - Min Magnitude: 6
- Skill Mod: +100
- MP Mod: +100
- Cooldown: +20s

- Requires both hands. Revives a player from their Remain Light at 1 HP and 1 MP. Cannot be combined with any healing effects other than

- Heal During Revival:
**plachaz**- Requires both hands. Applies a powerful healing effect to a player as they are revived. Must be Concatenated with
*fletaz*. - Additional Element Required: Water
- Min Magnitude: 6
- Skill Mod: +40
- MP Mod: +75
- Cooldown: +2s
- Base effect: 300%

- Requires both hands. Applies a powerful healing effect to a player as they are revived. Must be Concatenated with

- Full Heal:
**dreplatevaz**- Requires both hands. Fully heals a player to their Max HP. This effect can only be cast by Undines.
- Min Magnitude: 7
- Skill Mod: +150
- MP Mod: +500
- Cooldown: +90s

- Divine Intercession:
**flenadriataz**- Requires both hands. Revives all Neutral or Ally players within AOE range from their Remain Lights at full HP and MP, sets caster's HP and MP to 1. Cannot be combined with
*any*other effect verb. This effect can only be cast by Undines. - Additional Element Required: Holy
- Min Magnitude: 9
- Skill Mod: +75
- MP Mod: +200
- Cooldown: +21600s (6 hours)
- AOE Radius: 200%

- Requires both hands. Revives all Neutral or Ally players within AOE range from their Remain Lights at full HP and MP, sets caster's HP and MP to 1. Cannot be combined with

- Heal:

**Utility**- Tracer:
**twanfulth**- Requires one free hand. Summons a tracking familiar unique to each element, which locks onto its target and follows them for a set period of time.
- Min Magnitude: 3
- Skill Mod: +35
- MP Mod: +70
- Cooldown: +5s
- Base duration: 5m

- Barrier:
**plemalth**- Requires both hands. Creates a persistent barrier of elemental water over a fixed area. Blocks spell projectiles, and slows players and physical projectiles by 90%. Players count as submerged while they remain within the area, and will deplete their breath meter if they are not affected by a Water Breathing effect. Requires
*tepnaga*, affected by Shaping verbs. - Min Magnitude: 3
- Skill Mod: +20
- MP Mod: +10
- Cooldown: +2s
- Base duration: 10s

- Requires both hands. Creates a persistent barrier of elemental water over a fixed area. Blocks spell projectiles, and slows players and physical projectiles by 90%. Players count as submerged while they remain within the area, and will deplete their breath meter if they are not affected by a Water Breathing effect. Requires
- Dispel:
**wejilth**- Requires one free hand. Dispels any persistent non-Malign spell effects of equal or lesser magnitude from the target.
- Min Magnitude: 4
- Skill Mod: +20
- MP Mod: +90
- Cooldown: +12s

- Tracer: