Maelstrom (Priest Spell)

This spell causes a large body of water (a pond having a 60-foot-deep area that is itself 120 feet across or larger, a lake, or the sea) to sink and whirl into a sucking, drowning cone. The maelstrom created by this spell is a destructive, descending vortex of water that sucks in creatures and objects, whirls them around and down, and thrusts them out of its bottom deep underwater. Waterborne items and creatures within 50 feet of the maelstrom's edge are drawn in to it at a rate of 10 feet per round until they enter the cone— whereupon they are whirled around and around, descending for four rounds before being expelled at the bottom on the fifth. The maelstrom is 60 feet deep and 120 feet in diameter.
Creatures able to swim and boats being rowed or under sail can fight against the pull of the maelstrom, making Strength ability checks each round that if successful slow their progress into the cone to 5 feet. Vessels receive a Strength check based on a Strength score equal to that of their strongest rower plus 1.
Once drawn into the maelstrom and descending, creatures take 2d6 points of buffeting damage per round but travel in a fairly stable path. No spells requiring a material component can be cast, and only items already in hand can be used. On each round, descending creatures must make a successful saving throw vs. death magic or drown unless able to breathe water by natural or magical means or hold their breath (a successful Strength and Constitution ability check at a -1 penalty each round or a successful Swimming proficiency check at a -1 penalty each round).
On the fifth round (that of expulsion), the damage is doubled to 4d6 points, and the saving throw vs. death magic is made at a -2 penalty (-2 to holding one's breath). From the 60-foot depth at the center of the cone, the creature is expelled 40 feet downward and to one side. If a rocky bottom or any solid object is struck during this forcible journey, an additional 2d4 points of damage is taken. Thereafter, the being is free of the maelstrom's effects but is 100 feet below the surface of the water and will drown unless means of breathing in water are available or an immediate ascent is made. An ascending creature must succeed at three swimming checks or three sets of Strength and Constitution checks. If any of these rolls fail, Id4 points of damage are taken per failed roll.
Items drawn into a maelstrom are buffeted and then expelled just as creatures are and must make successful item saving throws vs. acid for each of the four rounds of descent plus the round of expulsion or be destroyed. If they strike bottom when they are expelled, an additional item saving throw vs. crushing blow is forced upon the item. If it is failed, the item is destroyed. Buoyant items that survive all this slowly ascend to the surface. All others settle to the bottom wherever the maelstrom hurls them.
When the spell expires, the maelstrom slows and becomes more shallow. Its central waters rise to the surface and carry all items and creatures up with them in an ascending, undamaging spiral. From the moment the spell expires, no damage is dealt by a maektrom; things not yet expelled from its bottom are borne back to the surface in the described manner.
The material component of this spell is a drop of water blessed by Umberlee or by a senior Umberlant in the name of the goddess.
Notes: Granted by the evil sea goddess Umberlee of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells