You got me thinking of making water powers a bit more interesting. Let's start with at-will one: base heal is 30% (plus spellpower) with extra condition: if you are poisoned/bleeding/burning: remove DoT effect, gain regeneration for two turns, add additional 15% heal for each DoT removed. might tweak the numbers
Should be an AoE with physical damage cos it's a mass of water. crushing, i guess?
Needs fire resist and physical resist effects. 15% resist for both? can make it higher but offset it by frost and/or storm vulnerability?
This one should affect everyone: allies are healed, enemies are damaged. for allies: cleanses DoTs, heals depend on missing health. for enemies: stagger effect, dmg also depends on missing health. Also, again, damage should be physical cos it's water.
This one is tricky. Enemies such as ghosts, elementals and constructs are immune cos there's no blood in them. Keep it single-target. Stun duration depends on target size: 2 for goblin, 3 for human, 4 for anyone larger? might reduce duration or reverse size dependancy? also after stunn ends: place sunder, disarm, blind, silence for two turns (cos the target needs time to retake/readjust control of their body)