Tidal Wave

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Water
2nd Edition
Level
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School
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Range
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Save
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Components
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AoE
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Casting Time
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3.5th Edition
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Druid 3, Sorcerer 3, Wizard 3
Casting Time
1 Action
Range
120 Feet
Components
V, S, M (A drop of water)
Duration
Instantaneous

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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