Here are a few spells I found that we might use for inspiration:
Water Burst (Drag 285)
Evocation
Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 Action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Stream of water
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A high-pressure stream of water shoots from your hand at one target. You must succeed at a ranged touch attack to hit your target. The water inflicts 1d6 points of damage per level of the caster (maximum 5d6). This spell can also be used to extinguish one flame of Small size or smaller (such as a campfire).
Waterspout (SC, SW, CD)
Conjuration (Creation)[Water]
Level: Drd 7, Ocean 7
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: Cylinder (5-ft.-radius, 80 ft. high)
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No
Water whirls into th eair, swirling upward with a thunderous noise like a tornado of fluid.
Waterspout causes water to rise up into a whirling, cylindrical column. You can direct the movement of the waterspout as a move action.
A waterspout moves at a speed of 30 feet. You can concentrate on controlling the waterspout's every movement or specify a simple program, such as move straight ahead, zigzag, circle, or the like. Directing a waterspout's movement or changing its programmed movement is a move action for you. A waterspout always moves during your turn in the initiative order. If the waterspout exceeds the spell's range, it collapses and the spell ends.
A waterspout batters creatures and objects it touches, and it often sucks them up. Any creature or object that comes in contact with it must succeed on a Reflex save or take 3d8 points of damage. Medium or smaller creatures who fail their saves are sucked into the spout and held suspended in its powerful currents taking 2d6 poitns of damage each round (no save). Trapped creatures remain inside for 1d3 rounds before the waterspout ejects them out the top of the spout, and they fall back to the surface (taking 8d6 points of falling damage) 1d8x5 feet from the base of the waterspout.
Waterborne creatures or objects within 10 feet of the spout (below and on all sides) also must make successful Reflex saves or be sucked into the spout if they are Medium or smaller. Anything sucked into the spout takes 3d8 points of damage and is then trapped for 1d3 rounds as explained above.
Only the smallest of watercraft, such as canoes, kayaks, or coracles can be sucked into the spout. The occupant of any such craft can make a Profession (sailor) check instead of a Reflex save if it so chooses to avoid being sucked up.