Whirlpool
- SchoolAlteration, Water
- ComponentsV, S, M
- Range10yds./level
- Area25 ft. radius/level
- Casting time1 turn
- Duration1 turn/level
- SaveNone
(See also: Whirlpool (Priest Spell))
This spell creates a swirling region of water that can consume ships and swimmers. The area has a minimum radius of 350 feet if the caster is 14th level, plus 25 feet per additional level. Any swimming creature within the area of effect takes 1d6 damage each round from the buffeting effect of the water, and must make a successful saving throw vs. spell or be drawn 30 feet toward the center of the whirlpool, in addition to other movement. Creatures reaching the center of a whirlpool must make a saving throw vs. death or be sucked beneath the waves, never to return.
Ships are also affected by a whirlpool. Each ship within a whirlpool must make a successful seaworthiness check every turn to avoid capsizing and sinking. Also, every ship moves 10–60 feet toward the center of the whirlpool, and 10–60 feet counterclockwise around the whirlpool, in addition to its other movement each round. Creatures and ships outside the area of effect of the whirlpool are not affected.
The material components for this spell are a cup of sea water and a jeweled stick (worth at least 5,000 gp). The stick is swirled in the cup while the spell is chanted, and then broken in half and tossed into the sea to start the whirlpool.
Notes: Rare spell from the Sea of Fallen Stars region of the Forgotten Realms setting, also known to some Sea and Water mages.
Sources: Wizard's Spell Compendium