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Whirlpool
Spell Information
Spell level : Innate level: 8, Cleric: 8, Druid: 8, Sorcerer/Wizard: 8
School : Transmutation
Descriptor(s) : Water
Components : Verbal and Somatic
Range : Long
Target/Area : Gigantic
Duration : 4 rounds
Save : Fortitude negates
Spell resistance : No




Description

Upon the caster's direction a pool of water collects in the sky, formed from nearby environmental moisture. As the water gathers it begins falling to the ground in a steady stream, building up into a pool until finally it begins to expand and churn at the caster's direction.

The whirlpool is born. Creatures caught in the whirlpool must make a fortitude saving throw or are knockeddown for one round. Falling creatures are immediately soaking wet, making them vulnerable to electrical damage. The Whirlpool remains until it has spun around its axis three times. Each wave has a 1d20 chance of manifesting into a water elemental which will serve the caster for up to two turns / twenty rounds. Only three water elementals can be summoned this way.

For Druids this chance is 1d12 per wave, and one water elemental always willingly manifests. For Clergy with the water domain three water elementals always willingly manifest. In some circles this spell is known as Istishia's Whirlpool though its use is not limited to priests of the Lord of Water.

Gameplay Notes

Wizards have a 1 in 20 chance at summoning an elemental each round. Druids and Spirit Shamans always get 2 elementals and have a 1 in 12 chance at summoning a third. Water Clerics always get 3 elementals.

A save against knockdown is made every round.

Whirlpool will also remove AOEs in the area where it is cast. It removes AOEs once per round.