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Tales of the Valiant Players Guide (pg. 317)

Tidal Wave

8th ring Primordial, Evocation


Casting Time: 1 action
Range/Area: 1 mile
Components: V, S
Duration: Concentration, Up to 1 minute
Attack/Save: Strength save
Damage/Effect: You conjure a massive wave that batters and drags creatures caught in its wake.

You cause a massive wave to appear at a point you can see within range. When you cast this spell, the wave appears as a wall of water 300 feet long, 300 feet high, and 50 feet thick. Huge or smaller creatures in the wave’s area when it appears are automatically caught in the wave and must make a STR save. On a failure, a creature takes 6d10 bludgeoning damage or half as much damage on a success. Huge or smaller objects in the area are also caught in the wave if they aren’t fixed to a solid surface.

Creatures caught in the wave can attempt to exit by swimming through the water. A creature attempting to move in this way must first succeed on a STR (Athletics) check against your spell save DC. If it succeeds on this check, it can swim as far as its movement allows. On a failure, a creature’s speed is 0 until the beginning of its next turn. Creatures that successfully swim out of the wave’s area fall to the ground in an unoccupied space adjacent to the wave.

At the start of each of your turns after the wave appears, the wave and all creatures and objects caught within it move 50 feet away from you (in the same direction each round). Any Huge or smaller creatures that start their turn caught in the wave, who enter the wave for the first time, or are occupying spaces the wave moves through must succeed on a STR save or take 5d10 bludgeoning damage. A target can only take damage in this way once per round. At the end of each turn that this movement occurs, the wall’s height is reduced by 50 feet, and the bludgeoning damage dealt by the wave is reduced by 1d10. If the wave’s height is ever reduced to 0 feet, the spell ends.


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