When this spell is cast, a tornado forms at the surface of the water. The resulting waterspout is 10 feet high for every level of the caster. If the spellcaster wishes, the waterspout can be shorter than this maximum, decreasing in increments of 10 feet. The waterspout travels wherever the caster directs it at a speed of 12, up to the maximum range of the spell. It attacks as a monster with as many Hit Dice as the caster's level. If the waterspout engulfs objects on sea or in the air, it inflicts 1d6 points of damage for every 10 feet of its height. A waterspout is not affected by dispel magic, but can be countered by wind elementals or other winds of magical origin (like summon wind), blowing in a direction counter to the waterspout's rotation. Each level of the opposing wind reduces the waterspout by 10 feet; thus, a 210-foot waterspout could be completely countered by seven gust of wind or three summon wind spells.
Notes: Common for Sea or Storm mages, uncommon for water mages; otherwise, very rare. (Updated from Dragon Magazine).