Whirlpool

Area 
Create a circular whirlpool in a body of water (lakes, rivers, seas, but also ponds and pools). By concentrating, the caster can move the Whirlpool any distance up to its own diameter per second. The caster may move at half speed while concentrating. 
The whirlpool has a “funnel” in its center, the radius of which (at the surface) may be up to half that of the whirlpool. The depth of the funnel may be up to twice the radius of the whirlpool. The funnel gets progressively narrower as one nears its bottom. 
The outermost yard of the whirlpool moves at Move 1, the next inner ring at Move 2 and so on. Anyone caught in the whirlpool will be dragged towards its bottom; a Swimming roll, at a penalty equal to the current ring’s speed, must be made every revolution to avoid being dragged into the next inner ring (in addition to the usual consequences for failure – Swimming Rules). A success by 3 or more means the swimmer managed to move outward one ring (if he so wills). 
The whirlpool has little effect on beings and objects weighing more than 90 pounds times its radius in yards. While in the whirlpool, all DX-based skills (except aquatic ones such as Swimming or Scuba) are at -5, above and beyond any penalty for being in water in the first place.

Duration: 1 minute after reaching full strength. 
Base cost: 2 to cast. Half that to maintain. 
Time to cast: The Whirlpool starts immediately, but the caster must concentrate for a number of seconds equal to the Whirlpool’s radius in yards to bring it to full strength. The Whirlpool takes a like time to stop once the spell lapses, although no concentration is required. 
PrerequisiteShape Water.

Item 
Staff, wand, or jewelry. Usable only by mages.  
Cost to create: 200 energy and a $500 emerald.