Effect: Water is used to create or remove Assets or Complications related to liquids. At higher ratings Water can add a Asset to the scene that simulates a conjured 'Water Elemental' creature of some sort that is under the character's control; these Assets can be added to subsequent dice pools to represent the summoned 'Elemental' lending its aid to the character or their allies as relevant. At higher die ratings Water can be used on reactions to avoid being harmed by some attacks, and to attack with.
At d4 Water allows trivial control over a small volume of liquid at near-touch range; for instance freezing or thawing the contents of a bowl or cup, making a damp garment dry or a dry garment wet, touching someone to make them thirsty or quenched.
At d6 Water allows minor control over existing liquids or the creation of a small volume of liquid within the character's zone; for instance filling a canteen with water, forcing ground water to drain in a certain direction, soaking someone as if a bucket of water were poured over them.
At d8 Water allows minor control over a larger area as well as more significant effects; for instance creating a spontaneous geyser of water to emerge from the ground, shaping nearby water into semi-animated forms and controlling them, raising or lowering the tide within the area of control. This rating also allows Water to be used on reactions against attacks where control over liquids may be helpful, and the summoning of a small 'minor elemental' to aid the character and their allies as a Asset. Water can also be used to take actions against other 'Elementals' and similar creatures where relevant.
At d10 Water allows significant control over liquids over a very large area, capable of things like the generation of large amounts of potable water, sucking the moisture directly out of bodies of living creatures, flash freezing or boiling large bodies of water, raising and lowering significantly within the area of control. This rating also allows Water to be used as an attack as if it were the Ranged Ability, and the summoning of a 'major elemental' or several small 'minor Elementals' to aid the character and their allies as a Asset.
At d12 Water allows extreme control over liquids; pretty much anything related to controlling or creating water-based liquids or increasing or decreasing temperatures is on the table. This rating also allows the summoning of a large 'Elemental lord' or several 'major Elementals' or a swarm of small 'minor Elementals' to aid the character and their allies as a Asset.
Common SFX: The Telesensory SFX can be taken to allow a character to share sensory information with one or more of their summoned 'Elemental' minions.
Common Limits: Water is sometimes paired with the Spell Components Limit to represent the necessity for mystic passes, incantations, and / or material components, but this is not required.
The Unelemental Limit can be applied to remove the ability to summon 'Elementals'.