Pervasion is a skillset available to Elemental Lords of Water.

Abilities in Pervasion

Ability Description
Coalesce Upon the Elemental Plane of Water.
Syntax: COALESCE
Works on/against: Self
Details:

You may cross great distances, traversing the very planes themselves to materialise upon the Elemental Plane of Water.

Such an act takes great focus, requiring that you do nothing for several seconds while focussing on the process.

Cohesion A basic manipulation of the self.
Syntax: MANIFEST COHESION
Works on/against: Self
Details:

Alter the cohesion of your form, making yourself more resistant to attacks that your foes would dare make against your personage.

Blade A basic manipulation of water.
Syntax: MANIFEST BLADE <target>
Works on/against: Adventurers and denizens
Details:

Conjure forth a blade of ice to slash at your foe. If they are protected by a magical shield, the shield will be destroyed; if they are not, they will take damage.

Saturation From water to water.
Syntax: MANIFEST SATURATION
Works on/against: Room
Details:

Summon forth the waters to flood your location.

Bloodshift Consistency and composition are so very malleable.
Syntax: MANIFEST BLOODSHIFT <target> <venom>
Works on/against: Adventurers
Details:

Alter the composition of a target's very blood(1), transforming it into a deadly venom of your choice(2).

1. You may not alter the composition of a fellow Elemental Lord of Water.

2. Some venoms are not derivable through this method: notably, if it cannot be envenomed upon a blade, it is beyond your reach.

Quench Flames are such a trivial inconvenience.
Syntax: MANIFEST QUENCH <dir>
Works on/against: Room
Details:

Extinguish a firewall that would bar your path.

Purify Replace the old with the new.
Syntax: PURIFY
Works on/against: Self
Details:

Cleanse your form of impurities, curing an affliction. If you stand within water when enacting this ability, a second affliction will be cured after some time.

You must be standing in water at the time when the second affliction would be cured as well as upon initiation.

Perspire They are right to fear your contempt.
Syntax: MANIFEST PERSPIRE <target>
Works on/against: Adventurers
Details:

Force your foe to begin sweating (slickness).

Roil Such simple creatures are the unblessed.
Syntax: MANIFEST ROIL <target>
Extra Information: Flux effect: If asthma and weariness are present, gives anorexia.
Works on/against: Adventurers
Details:

Violently roil the fluid within the stomach of your enemy, making them nauseous. If they are already nauseous, continued use of this ability shall cause them to become clumsy due to their infirmity.

Lifestream To drive out imperfections.
Syntax: MANIFEST LIFESTREAM <target>
Works on/against: Adventurers
Details:

Call forth a cleansing stream of water to restore yourself or another (heals some health).