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Tidal Wave

Tidal wave is an arcane spell that created a huge destructive wave in a large body of water. In terms of damage and scope, it was one of the most powerful spells known in the Realms since Mystra's Ban in the Year of Sundered Webs, −339 BC.

Effect

When cast upon a large body of water, tidal wave created a single wave that was 75 feet (23 meters) high and at least 1,800 feet (550 meters) wide (even wider for higher level casters) that traveled in a chosen direction. The ponderous wave traveled at a pace slower than a walking gnome at 150 feet (46 meters) per minute, and could not be diverted once a direction was set. The spell lasted for over three hours (again, even longer for more experienced casters) or until the wave hit a shoreline. Swimming creatures near the surface of the water had a chance to move through the wave and come out the other side unscathed, but the unlucky were pummeled and crushed. Ships in the path of the wave were driven before it and required superior seamanship just to avoid being swamped. Only a feat of extraordinary seamanship could achieve a cresting of the wave, preventing any major damage.   When the wave reached the shore, the real devastation began. All ships being driven by the wave as well as everyone and everything within 50 yards (46 meters) of the shore were struck by the powerful wave and catastrophically damaged. As the water surged inland, the destructive force gradually decreased until it was finally exhausted 500 yards (460 meters) from the shore.
Material Components
In addition to verbal and somatic components, this spell required the caster to strike the surface of the water with a plank made of wood in the desired direction the tidal wave was to travel.
Related School
Transmutation
Related Element
Water

Elemental Evil Player's Companion , pg. 168

Tidal Wave

3-level Conjuration

Casting Time: 1 Action
Range/Area: 120 ft
Components: Verbal, Somatic, Material*
Materials: * - (a drop of water)
Duration: Instantaneous

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 failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, 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, and then it vanishes.
Available for: Druid, Sorcerer, Wizard

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