Tsunami
This mighty spell summons a tsunami, or gigantic
wave, from any major body of water. The body of water
must be at least 1 mile in width, so in most circumstances
the tsunami can only be summoned from the sea, large
lakes, or extremely big rivers. The wave is 2 feet high and
10 feet long for each level of experience of the caster, so a
15th-level priest would summon a tsunami 30 feet high and
150 feet wide. The wave can appear anywhere within the
spell's range and immediately sweeps forward in the
direction specified by the caster. This may take it out of the
allowed range or even back at the casting priest. The
tsunami moves at a rate of 24 (240 yards per round) and
lasts one round at 14th level, two rounds at 18th level, or
three rounds at 22nd or higher level.
Ships caught by the tsunami must make a seaworthiness
check (see Table 77: Ship Types in the DMG) with a penalty
equal to the wave's height in feet. For example, a tsunami
created by a 15th-level caster would inflict a -30% penalty
to a vessel's seaworthiness check. If the check is failed, the
vessel capsizes and sinks in 1d10 rounds, with the possible
loss of those aboard. Human or humanoid swimmers
caught in the wave must make a saving throw vs. death
magic or be drowned in the wave; any creature in the water
in the wave's path will be carried along as long as it lasts.
If the priest sent the wave towards the shore, the
tsunami loses 5 feet of height for every 20 yards it travels; a
30-foot wave could wash 120 yards inland before there
was nothing left of it. Creatures caught in the area sustain
1d4 points of damage for every 5 feet of height the tsunami
currently possesses and are carried along until it ends. Airbreathing creatures must make saving throws vs. death
magic or be drowned outright by this treatment. Wooden
buildings have a chance equal to three times the wave's
current height of being destroyed by the tsunami (90% for a
30-foot wave, for example) while stone buildings have a
chance equal to the wave's height (or 30% for a 30-foot
wave). Topography may influence or channel the wave's
advance, so a good-sized hill could stop a tsunami cold,
although its seaward face may be denuded of creatures
and vegetation by the wave.
Note that this spell in the hands of a high-level character
can blanket an awesome amount of territory and literally
destroy or drown anything in its path. The tsunami is so
strenuous a spell that the priest is exhausted and helpless
for 1d6 hours after summoning it.
Incabulos
Sphere: Elemental (Water)(Conjuration/Summoning)
Level: 7
Range: 200 yds. + 50 yds./level
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Wave 2 ft. high and 10 ft. long per level
Saving Throw: None
Components: V, S, M
Duration: Special
Casting Time: 3 rounds
Area of Effect: Wave 2 ft. high and 10 ft. long per level
Saving Throw: None
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