Clearing Waters 3 pips to cast (perhaps up to 5 would still be very usuable) 500 points damage first turn 250 points damage each turn over next four attacks all and appears no different than a tempest cast, except it attacks as such every turn
Idea is to give storm an effective clear all storm shields spell, while allowing storm the time needed to get pips up for their next attack. Since it is intended as a high level spell, it has some damage to it, and since storm is the most powerful attack school it is given four rounds of damage rather than the usual three.