Water Elemental

Water elementals generally appear as a wave, with larger ones being more akin to a rogue wave or a tsunami and smaller ones just an abnormally formed wave with a higher peak and thinner width. Water elementals are generally considered the weakest of the primary elementals with lower than average defenses when compared with other elementals. Tiny and very small water elementals can manipulate fire as a third degree skill-user, small and medium as fourth, large and extra-large as fifth, and gargantuan as sixth. Damage done is at a rate of one die for tiny, two dice for very small, and so forth.

If the water elemental is larger than their opponent, they can envelop and drown them if they can roll win-loss checks of cognitive versus self in three consecutive rounds.

Fire wielded as a weapon against them uses up two points of their mana per degree of the character wielding.

General Defenses Dice Potential 1) 2)
Encounter Uncommon Solitary Piercing 6
Size Tiny to Gargantuan Bludgeoning 6
Initiative 3 Slashing 6
Hit Points By Size Poison / Disease 6
Mana 5 - 25 Freezing 3
Burning / Acid 3
Movement Speed Electricity 3
Run Slow Cognitive 7
Swim Very Fast Emotional Immune
Fly N/A Self 3
Skill Degree Dice Mana Used
Slap N/A B 1 - 7 0
Water Manipulation 3 - 6 ? 1
Drowning N/A Cognitive vs Self Win-Loss (if larger) 0
1)
Smaller water elementals get the standard additional defense dice due to size when in water.
2)
They are immune to ranged weapons in water with the exception of those specifically designed for water (e.g. harpoon, trident).