Blackwater Grasp · 1st Conjuration
Creature within 60 ft makes a STR save or takes 3d8 cold, becomes Restrained, and partially drowns: 1d8 psychic at the start of each of its turns (hears whale-screams). Repeats the save at the end of its turn. Higher levels: +1d8 cold per slot above 1st.
Whispering Tide · 1st Enchantment
One creature within 30 ft makes a WIS save. On a fail: 4d6 psychic, it can't take reactions, and it hears terrible truths — disadvantage on attacks until your next turn. If it drops to 0 HP its mouth fills with seawater.
Barnacle Curse · 2nd Necromancy
Target within 60 ft takes 4d8 necrotic, speed halved, disadvantage on DEX saves. For 1 min barnacles spread (concentration). If it lasts the full duration, the target gains permanent coral scars.
Abyssal Lantern · 2nd Conjuration
Floating sphere, 1 min, sheds 30-ft dim light. Enemies inside can't turn invisible, have disadvantage on saves vs frightened, and take 2d6 psychic on first entry each turn. Creatures dropped to 0 HP inside whisper in Netheri.
Drowned Apostle · 3rd Summoning
Summon a drowned servant for 10 min (use a shadow / flee-mortal stat block). Its attacks deal +1d6 psychic. When destroyed it bursts: creatures within 10 ft take 2d8 cold and make a WIS save or be frightened 1 min.
Godscar Pulse · 3rd Evocation
30-ft cone, CON save. 8d6 force + 2d6 psychic (half on save). On a fail: hallucinations, ringing whispers, disadvantage on concentration for 1 min. Objects partially crystallize.
The Deep Remembers · 4th Divination
Choose an object, corpse, ruin, or location; witness fragmented visions tied to it. All creatures within 20 ft make a DC 18 WIS save or become frightened, take 3d10 psychic, and hear ancient voices for 24 hours.
Maw Beneath · 4th Conjuration
A translucent abyssal mouth opens, 20-ft radius. CON save: 6d10 force, knocked prone, and restrained by spectral pressure. At the end of each turn creatures hear “RETURN BELOW.”
Cathedral of the Drowned · 5th Illusion/Conjuration
1 min, 40-ft radius ghostly cathedral. Enemies: movement halved, disadvantage on WIS saves, hear impossible choirs. Start of each enemy turn: 4d8 psychic or cold (your choice). Creatures who die inside rise as drowned husks under your control (zombie stats).
Rift of Blackwater · 5th Transmutation
60-ft line: 10d8 psychic or cold (your choice). Terrain floods and warps; for 1 min it becomes difficult terrain, lightly obscured, and filled with whispers.
Call of the Trench God · 6th Enchantment
Concentration up to 1 min. Up to 6 creatures make a WIS save or become charmed, incapacitated, and walk toward the nearest water. Save at the start of each turn ends it (and deals 4d10 psychic). When the spell ends, targets take 8d10 psychic. They repeat: “The sea remembers.”
Flesh of the Netheri · 6th Transmutation
1 hour: resistance to all damage except radiant, swim 60 ft & underwater breathing, blindsight 30 ft, advantage on spell attacks, immunity to frightened. Your appearance becomes horrifying.
The Sea Opens · 7th Conjuration
Point within 120 ft; a colossal spectral trench opens for one round. All creatures in a 50-ft radius take 12d10 force + 12d10 psychic, are pulled toward the center, stunned until your next turn, and permanently hear ocean whispers.
Netheri Communion · 7th Forbidden Ritual
1 min: truesight 120 ft, unlimited telepathy, cast without components, advantage on all INT/WIS/CHA checks. Each round make a DC 18 WIS save; on a failure gain a permanent eldritch mutation (DM's choice). After it ends you can't benefit from a long rest for 48 hours.