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Water (ウォータ, Wōta?) is a Water-elemental spell, which first appeared in Final Fantasy VIII. In the games it appears in, it is often the sole ability capable of inflicting Water-elemental damage to the enemy save for the summon Leviathan.
It is called Aqua (Latin for "water") in Spanish, Idro (from the Greek word for "water") in Italian, and Aqua or Wasser in German.
Water magic damage/one enemy
Water inflicts Water-elemental damage on one opponent. It can be drawn or refined from items. Casting Water in battle increases compatibility with Leviathan by 1, but lowers compatibility with Quezacotl and Pandemona by 0.8.
|Draw from||Level 1-100: Chimera, Grand Mantis, Paratrooper|
Level 20-100: Slapper
Level 30-100: Fastitocalon, Fastitocalon-F
|Draw points||Timber forests in Laguna flashback|
|Refine||I Mag-RF: 1 Fish Fin refines into 20 Waters, 1 Water Crystal refines into 30 Waters|
|Water: +1.0%||Water: +1.5%||No effect||No effect|
Causes Water damage to single/multiple targets.
Vivi can cast the Black Magic spell Water by learning it from the N-Kai Armlet for 55 AP, costs 22 MP to cast, and has a spell power of 64. It can be reflected and works with Return Magic. As such, it can also be used in conjunction with Steiner's Sword Magic.
Final Fantasy X includes three levels of the Water spell (Water, Watera, and Waterga), putting it on the same level as the three key elemental magic spells, Fire, Thunder, and Blizzard. Like most Black Magic, it is located in Lulu's section of the Sphere Grid. Water can be cast by Lord Ochu, Mortibody, Sin's Core, Sinspawn Geneaux, Spherimorph, and Water Flan.
The Dragon Scale and Water Gem items have the effect of a Water spell. Water can also be used via Yuna's Festivalist dressphere ability Water Sandals. The spell can be cast by several enemies in the game.
|Final Fantasy XI Spell|
|Effect:||Deals water damage to an enemy.|
|Casting Time:||0.5 Seconds|
|Recast Time:||2 Seconds|
|Magic Type:||Elemental Magic|
|Jobs:||BLM 5, SCH 8, GEO 9, RDM 9, DRK 11|
Water is a tier 1 Black Magic spell purchasable in Port Windurst, Port San d'Oria, and Bastok Markets for 140-162 gil, depending on fame. When cast, the spell deals Water-elemental damage to a single enemy.
There is only one level of Water Magick obtainable by the player and the Black Magick 2 license is required to use it. The spell can also be used via the Water Mote. However, several enemies cast Watera and Waterga liberally and the Esper Famfrit can cast Waterja during the battle against him, which inflicts Silence status. Famfrit's attacks are also Water-based.
Deal water damage to target.
Water is a Ravager ability available to all characters except Sazh. It deals magical damage and costs 1 ATB segment to cast. Lightning learns it at Ravager level 1, Snow at 5, Vanille at 1, Hope at 3, and Fang at 7. It is also used by Orobon, Dahaka, and Left Pauldron. When used by Orobon it may inflict Slow or Daze.
Inflict water-attribute magic damage.
Water appeared as an ability in the original Final Fantasy XIV and it dealt water-elemental damage to the target and all nearby enemies. At the initial release, Water was a Conjurer spell available for use at Rank 1 and it cost 3 action points to set. After the release of patch 1.20, Water; along with its upgraded forms, became unusable by any class in the game and could only be used by enemies.
Water appears in the relaunch of Final Fantasy XIV as an enemy ability available to water-sprite enemies and by Galvanth the Dominator. The ability deals water-elemental damage to a single target. The only water-elemental ability available to players is the Conjurer ability Fluid Aura, which uses the same animation as the Water spell. However in early alpha footage of the game, Water was the original name for the Fluid Aura ability.
Water can be cast by Bishops and Sages. It costs 12 MP and requires 200 AP to master. It is learned by Bishops through a Spring Staff and learned by sages through a Battle Mace. It has a range of 3 with a vertical reach of 2, a Magic Power of 34, and cannot be reflected. It can, however, be countered with Return Magic, and have MP absorbed from Absorb MP.
Water is a spell used by Sages and Bishops, like in the previous game. Sages learn it from the Battle Mace, while Bishops learn it from the Spring Staff and it requires 200 AP to master. Unlike the last game, it takes 14 MP to use. It has a range of three, unlike standard spells that have a range of four, but to compensate, it is more powerful.
Vikings can also learn a similar spell called Tsunami. However, it costs only 8 MP, requires the user to be submerged in water to cast and also depletes MP.
Water is a low level Black Magic spell. The spell costs 2 AP to cast and it has a spell power of 5. The spell can only be used if a Water Tome is in a character's inventory. The spell can be purchased for 500 gil in Liberte, Urbeth at night, and Spelvia. A Water Tome can also be found in a chest inside the the Guera Caverns.
A variation called Strong Water can be used when two Psyched Up characters cast Water during the same turn.
The upper limit for Shantotto casting Water with Spirit Magic: Water is now 2000 bravery.
Water is an ability in Final Fantasy Airborne Brigade, split into two versions, one that has a rarity of Normal and one that has a rarity of Normal plus. At its base, the Normal Water has an Attack of 50 and a Defense of 80. Its maximum level is 20, its cost is 1, and its leveling rate is fast. Normal plus Water's base Attack is 320 and its base defense is 300. Its maximum level is 40, its cost is 5, and its leveling rate is normal.
Water is a Black Magic Ability with a Rarity of ☆. It deals light water magic damage to one target, it can initially be used two times and it can be honed to Rank 5. It can be created by using Minor Black Orbs x2, Minor Fire Orb x2, Minor Ice Orb x2, and 1000 gil.
Launch a projectile that creates a small splash on impact.