Just throwing these out there for 7th and 8th. The idea of manipulating the tide may fit in with lunar abilities. Thoughts?
Dark Tide
( Stormwrack)
Necromancy [Evil, Water]
Level: Blackwater 7,
Components: V, S, DF,
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Area: One-half mile radius spread
Duration: 1 hour/level (D)
Saving Throw: Fortitude half
Spell Resistance: Yes
You infuse the target area with the enervating essence of the blackwater depths, creating a tide of blackwater that spreads out from the designated point of origin at a rate of 100 feet per round until it fills the entire area.
The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it.
Those within the area must make a Fortitude save when they first enter the blackwater (or when it first surrounds
them).
Failure indicates that they take 1 point of Strength damage.
Additionally, every creature in the area takes 1d6 points of negative energy damage for every hour they remain in the dark, murky waters (no save).
Spells that protect against negative energy damage will prevent the Strength damage.
Creatures who take damage from the dark tide are considered shaken as long as they remain in the area.
This spell is a favored first move by sahuagin and other blackwater-dwelling creatures before they attack the settlements of their enemies.
Red Tide
( Stormwrack)
Evocation [Water]
Level: Druid 8,
Components: V, S, DF,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
This visually impressive spell causes a surging, frothing wave of thick, red seawater that washes over everything in the area.
All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw.
Flying or swimming creatures in the area aren't knocked prone, but they take a -4 penalty on the Fortitude save.
A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time.
A creature who fails this saving throw feels the full effect of the red tide.
Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage.
After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage.
Creatures immune to poison are immune to these effects of a red tide.
The tainted water evoked by this spell vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.
All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 1d6 points of damage per caster level (maximum 20d6; Fort save half).