Gyre (M1, W1)
Source
Fly Free or Die: Professional Courtesy pg. 52
You cause the water in gyre’s area of effect to form a twisting whirlpool that drags creatures in and down. Each creature that enters or starts its turn in the spell’s area must attempt a Reflex save. A creature that fails its save is pulled a total of 15 feet: first, it’s pulled toward the gyre’s center; then once its space is adjacent to the gyre’s center, it’s pulled downward. A creature that succeeds at its save is pulled only 5 feet. Movement caused by gyre doesn’t provoke attacks of opportunity, and any portion of this spell’s area that isn’t in water has no effect.
Dragonscript
ID
7bebec55e01efe2d41825686
Effect
append 'bce45829133499e393a20672' to character.spells;