Whirlpool (Priest Spell)

By use of this spell, a priest causes a large whirlpool to come into being. The spell is effective against both surface and underwater creatures and objects. The spell requires the use of a specially con­structed ball of shark's teeth that is 1 foot in diameter. The ball is taken to the appropriate depth (10 feet for every level of the spellcaster) or is placed on the sea floor or ocean bottom if the depth is insufficient. The whirlpool spell is then cast, and the ball of teeth begins to rotate, slowly picking up speed with every rotation. Once the spell is cast, the ball stays in place and cannot be moved. The ball rotates for two turns before the whirlpool forms (the two turns count against the spell's duration). The caster has these two turns to get out of the area of effect, or may be caught in the whirlpool.
The whirlpool has a radius of 100 feet, plus another 10 feet per level of the spellcaster. The center of the whirlpool, called the vortex, is 1 foot wide per level of the spellcaster at the surface, nar­rowing to 1 foot wide just above the ball; the vortex is 10 feet deep per level of the spell-caster. If the ball has not been placed deep enough in the water, or if the water is of insufficient depth and the ball is placed on the ocean floor, the depth of the vortex is shortened accordingly. If the ball is placed too deep, the vortex fills with water immediately after forming and the whirlpool collapses on itself and is destroyed. When the spell's duration expires, the ball of shark's teeth disintegrates and the whirlpool collapses in on itself and disappears in one round.
Anything entering the area of effect is inex­orably drawn into the vortex of the whirlpool in one turn. Movement is in a spiraling fashion at a rate of 12. Once in the vortex, ships and underwater vessels must make seaworthiness checks to avoid capsizing; apply a -5% penalty to such checks for every level of the spellcaster above 11th level. Those caught in the vortex suffer 1d6 points of damage per round from battering.
Swimmers and ships can fight the pull of the whirlpool's current, but their movement rate must exceed 12 to escape. To determine how long a swimmer or ship can fight the whirlpool's current, deduct the swimmer's or ship's movement rate from the whirlpool's movement rate (12), then divide the whirlpool's movement rate by this number for the time in rounds. For example, a human with a swim­ming rate of 6 is caught in a whirlpool. The swim­mer will be drawn into the vortex in two rounds (12-6=6, 12+6 =2). A swimmer whose move­ment rate exceeds 12 can avoid being pulled into the whirlpool.
Swimmers and ships with a maximum move­ment rate of 12 make no progress and only keep themselves the same distance from the vortex. Swimmers can swim at full speed against the whirlpool's current for four rounds, after which they must make a Constitution check every round. A swimmer who fails a Constitution check is con­sidered exhausted and can do nothing but keep his head above water until the whirlpool takes him under. Ships with a maximum movement rate of 12 hold their own against the whirlpool for five turns. After that time, a seaworthiness check must be made at -10% per turn in the whirlpool. This check reflects the growing exhaustion of the sailors and rowers as they fight the whirlpool's current. If a seaworthiness check is failed, it means the sailors and rowers have collapsed with exhaustion and can do nothing more.
Notes: Uncommon for Sea priests otherwise, very rare. (Updated from Dragon Magazine.)
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells