Water time! Let's do this thing! Do it good!
Bend Plants:
[spoiler]Seems fine, but the amounts will have to be tested.[/spoiler]
Bloodbending:
[spoiler]See Earth: Puppet, and the beginning of that post.[/spoiler]
Capture:
[spoiler]Needs augments. I thought it had them once? Like, to increase the size and whatnot? And DC? I'd up the maintainance action to full-round, since it's a SoD pretty much. Though, maybe not, since you can just fight your way out pretty easily. Just a couple rounds on melees, high dex and spellcasters will either be able to get out fine or not get trapped. Out on a limb: leave maintainance as-is. But add some augments. Increase DC by exceed somehow (+1/3?) and increase size by increase (5'diameter increase for +5 DC?), maybe something else. Also, note the size of creature that can be trapped. Currently I think it's medium, but it's a 10'sphere, and that's large.[/spoiler]
Feel the Flow:
[spoiler]Very standard.[/spoiler]
Healing Waters:
[spoiler]Two parts:
Healing: needs to be at will. Trust me, it's nothing. Decrease the amount healed to 1d6+1/BL. Add in an exceed augment for bonus damage healed, on the order of +1d6/3 or 4.
Ability: Either lower the initial DC and the augments, or lower the augments by a bit more. Quick numbers, you can't do any healing reliably until level 11, and can't do negative energy until level 15 or 16, and that's only one. Can't do two until level 20ish. I'd say DC 25 to start, and +6 DC for each of those things. +10 DC to start negative levels. By level 20 you've got so many ways to get rid of all of those things it doesn't really matter anymore.[/spoiler]
Golem:
[spoiler]See golem for Earth. Yes, I realize that this is a loop. Okay, fine. I feel there should be an exceed augment here. Something small. Bonus HP or something. Bonus HP on a 2/1 basis. Maybe even 4/1 basis. Just something. Otherwise Golem for both needs to be settled at a different time, discussing the golem itself.[/spoiler]
Ice Shards:
[spoiler]For the rain one, it should be a separate exceed augment for the DC increase. Maybe. Convince me.
I think my previous statements on Orca's Maw stand. The augment for additional squares should probably cost less, same with the other augment.[/spoiler]
Illusionary Mist:
[spoiler]Still needs more. It's...plain now. Can't do much.[/spoiler]
Move Water:
[spoiler]I think we settled this one.[/spoiler]
Phase Change:
[spoiler]Needs to be able to affect more, otherwise it's fine.[/spoiler]
Precipitate:
[spoiler]Needs more movement hampering effects, but is otherwise fine. I believe looking at the Sleet Storm spell can give some inspiration.[/spoiler]
Puppet:
[spoiler]See earth's puppet equivalent. Also, should be opened to all creatures with water (I know, bloodbending). Might need to be combined into Golem?[/spoiler]
Riptide:
[spoiler]This looks fine.[/spoiler]
Shape Water:
[spoiler]Why shaping such a small amount of water? Should be +1/1. Also, I don't like that extra little bit about the weapons breaking on a nat 20. It's just more stuff that doesn't need to be there.[/spoiler]
Spout:
[spoiler]I think we've covered it enough. Though, the damage augment should be exceed, not increase.[/spoiler]
Steady Stance:
[spoiler]there should probably be an amount of HP needed to destroy the shackles, rather than just a full-round action solving it. I mean, it's a really mean seed if you catch them, but all that augmenting means nothing if they can just spend a full-round and auto-break free. Something like hardness for ice, HP of 2/BL? And then an exceed augment increasing that further, on a 2/1 basis. It just doesn't seem fair to leave it as a single full-round does it.[/spoiler]
Tentacle:
[spoiler]Might want to change the size increase augment to +5 increases all of the tentacles. I mean, you'll be blowing a whole lot of DC on getting more than large tentacles anyways, much less two of them. That's +28 DC under the current system, two attacks at huge slams. Under the +5 affects all, it's +18. This way you can "flood the field"...you actually can, rather than just having a bunch of really weak ones.
For the octopus augments, I think the size increase shouldn't increase size, but just grant additional reach, str, and maybe damage. Maybe. Because it really doesn't make sense to have a bunch of large sized tentacles all occupying a medium square.[/spoiler]
Water Blast:
[spoiler]water....to the face...
though....what's with that first augment? It seems kind of random....and not very useful...[/spoiler]
Water Shield:
[spoiler]For the dome, the increase in miss-chance should be exceed. for the shield, the extra shield bonus should be exceed.[/spoiler]
Water Whip:
[spoiler]I'd lower the amount on the exceed augment, if only to stagger it a bit. Every 4 should be fine.[/spoiler]
Wave:
[spoiler]You got your basic math wrong....but otherwise it's fine. +4 str is +2 bonus on bullrush, not +1.[/spoiler]