I'm slowly trying to figure out the five elements of the Garlands that muscle wizards must tackle to complete their pilgrimage.
The Nazz is the element of water. She can be summoned from a sufficient large body of water, should you ask nicely and say you are ready to be tested. Ceremony is important to her. She will explain to you what water represents as she takes your hand and leads you into the water, until it is up to your waist.
She will continue to talk as she places 3 iron rings on each of your arms to match her own. She stand apart from you an explain that in order to win, you must take all of her rings, placing her on your own arms whenever you do so. She says she will do the same.
Truthfully, the Nazz will not try to snatch rings often. She will not flee the fight but she will mostly, duck, weave and struggle. Many people find getting the first 2-4 rings easier than they expected but will soon find it harder and harder to move. The Nazz will constantly taunt the prospective wizard.
To this end, the water battle is one of pacing, stamina, temper and strategy. Those who do not conserve their energy, adapt their tactics or who lose their temper are unlikely to win.
The Nazz has the least raw strength of the elements, but is not to be taken lightly.