Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. E. Boon of Luck 1d10; Boon of Peerless Aim +20 (Ranged spell, attacks only) Enhanced Arcane Focus +1 to +2The 3rd level spell Tidal Wave does bludgeoning damage. Sting. If you choose "when Tidal Wave is cast", you would cast your spell after the trigger happened and, since Tidal Wave is instantaneous, the spell effect would already have resulted and the water vanished. The area is heavily obscured, and exposed flames in the area are doused. Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. Components: V, S, M (a drop of water) Duration: Instantaneous. The spell tidal wave says: You conjure up a wave of water that crashes down on an area within range. Moving to a place where you don’t have a clear path to the sky ends the spell early. I'd really like to pick tidal wave, because, you know, tides and gravity. Separate Calculation is NOT Equal. Monster. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. When the save fails, the creature is hit by a short blow of 4d8 and is. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Additionally, you gain the ability to communicate telepathically with any creature that has a swimming speed, and you. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. By RAW, the combo is impossible. Thunderwave. Druids of the Circle of Tides commune with the spirits of the ocean to learn its mystic nature, and harness the crushing power of the sea. Tidal Wave. In fact, 181 spells in DnD 5e are AoE spells. While the creature is charmed, you have a telepathic link with it as long as the. Choose a point you can see on the ground within range. If the saving throw is successful, the. The ground in the area is covered with slick ice, making it difficult terrain. Spells that debuff enemies in some way are among the strongest in DnD 5e. DnD is way way different and harder. Does this suggest that…Scroll of Tidal Wave Rarity Uncommon Type Scroll Sanity Category Consumables Relevant Page Number 200 Price Range (per DMG) 101 - 500 gp Price (per Sane Prices) 400 gp. While in this form, the target's only method of movement is a flying speed of 10 feet. Spells. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Wish. Grease, saving throw or fall prone for. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. , passive Perception 10. Hailstones turn the storm's area of effect intoThe leviathan’s Tidal Wave action is hugely powerful, with effects that persist for as many as five subsequent rounds. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. The sphere remains for the spell’s duration. You conjure up a wave of water that crashes down on an area within range. 5th Edition. 施法時間: 1個動作. What are Conditions in DnD 5e? Conditions are applied to creatures as a result of a spell, attack, or another effect. Tidal Wave ( pointer) 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid , Sorcerer , Wizard. When the wall appears, each creature within its area must make a Strength saving throw. Poor thing gets instakilled by Tidal Wave due to its Water Susceptibility cause even a 5x5x5 corner of tidal wave hitting it contains 935 gallons of water thus that's an instant 935 cold damage. An incorporeal creature isn’t affected. Melee Weapon Attack: +8 to hit, reach 10 ft. I'm running a campaign in the feywild. 7: Spells Prepared: – Wall of Fire: So, we already have the capacity to turn into a Giant Constrictor. On a failed save, a creature takes 6d10 bludgeoning. Fire is one the most prevailing elements in DnD, so it comes into manipulation quite a draw . Tasha's Hideous Laughter. You conjure up a wave of water that crashes down on an area within range. Spike Growth is best if you can cheese grate them through forced movement or grappling or whatever. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures prone Tidal wave 5e. If you want to play a game that *actually* is using part of DnD then go with Pathfinders or Neverwinter maybe this has really nothing much in common and is WAY easier with a semi unique armor system on top. This spell channels vitality into plants within a specific area. Tidal Wave. If it fails, the target is either blinded or deafened (your choice) for the duration. This adds 10 additional spells to the Sorcerer’s meager 15 spells known at 15th level. Druids of the Circle of Tides commune with the spirits of the ocean to learn its mystic nature, and harness the crushing power of the sea. mermaids reach adulthood after 16 years, and are considered elderly by 500. Tidal Wave. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. The area can be up to 50 feet long, up to 20 feet wide, and up to 20 feet tall. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. From the PHB, underwater combat places the attacker at a disadvantage if they aren't using certain weapons (dagger, trident, etc). It can be cast immediately and can be cast up to a range of 60ft. * - (a drop of water or a piece of ice) \$\begingroup\$ Note that completely asides from what the rules say, this is also very varying in fiction, with some vampires fearing water to the extent that they can’t enter even a boat (despite the most famous one entering england via boat), in other stories they just can’t cross running water (so it acts more like a defensive barrier) and in yet others all forms of water are highly. Shape water cantrip can coat the weapon for an hour. It is quite clear from the wording of the spell that the "gust" is quite strong. But imo Tidal Wave is definitely up there with those two. Fire Elementals have: Water Susceptibility. GreyWilds DM • 3 yr. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Fire Elementals have: Water Susceptibility. D D Homebrew. g: steering the ship into the wave minimizes chance of damage. These are all usable by Druids, Sorcerers, and Wizards. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. ago. You cause a tremor in the ground in a 10-foot radius. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Tidal Wave - D&D 5E Spells Tidal Wave Description You conjure up a wave of water that crashes down on an area within range. The kuo-toa has advantage on ability checks and saving throws made to escape a grapple. While running PoA my players came across a fire elemental which my Druid immediately responded to by casting Tidal Wave, and since I didn't fully read the rules on Fire Elemental then did it on the second round. You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything. There are no second level spells that have the specific effect of making the target go prone. Warlock: The Fathomless. 3環 咒法系. . Find the. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one, and every creature that fails the save is. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. This is perfectly usable underwater. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The blade is a khopesh, shaped like a tidal wave and I've designed it so that a few party members can make use of the weapon. Im sure someone can give you a better answer though. Grease. The sphere remains for the spell’s duration. The PBH mentions when you make a concentration check, but doesn't mention anything about status effects. There is some debate as to how overkilled the fire elemental would be, depending on if it takes the entire tidal wave, a planar cross section, or a 2-D approximation of it's own shape, but since the damage numbers I've seen range between 390 and the 22000 you calculated it's mostly. When you cast a tidal wave in 5e, you conjure a massive wave of water that crashes down to an area you pick within range. Transmuted Spell When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery. Characters Any Concept / Any System. Tidal Wave (Recharge 6). Given that they have 102 hit points to begin with, a Tidal Wave spell. Choose When Waves Occur. Dominate Monster. ago • Edited 2 yr. By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation. The “burns a vampire like acid” bit is just to establish a narrative for us to understand why the running water hurts vampires (and to explain why it does acid damage). Range: 120 feet. Source: Xanathar's Guide to Everything. As an action on your turn, you can repeat the same effect or choose a different one. Tidal Wave Search Results Returning 31 results for 'Tidal Wave'. Gather your party and venture forth!Tidal Wave: A 3rd-level Conjuration available to Druids, Sorcerers, and Wizards. Need help designing a "Survive the waves" encounter! DMing. If the ocean is choppy, or the ship is making large waves, then you could rule that the fire elemental will be splashed with a wave, even if its essentially floating above the surface, supported by the steam that it's creating. 持續時間: 立即. It can be found on page 22 of the Elemental Evil Player's Companion and page 168 of Xanathar's Guide to Everything . There are quite a few water spells in the Elemental Evil Player's Companion (free, you can get the PDF from the WOTC website). " Now we're looking at Wall of Fire: "The wall is opaque and lasts for the duration. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration, Up to 8 hours. The tsunami deals 1d6 points of bludgeoning. Nor does it have a particularly useful secondary effect (Prone is ok, but meh), or a bigger. On a failed save, the creature is pushed 10 feet away from you and its. You conjure up a wave of water that crashes down on an area within range. You create a massive wave of water that then moves in a straight line across water or land—you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. (It’s likely higher because elementals are. It’s time to don your pointy hat, ponder your Arcane Focus, and start preparing your Wizard spell list. Wave Echo Cave is intended for 4-5 4th-level characters. In Dnd 5e Dissonant Whispers is a 1 st level Enchantment spell. It also explicitly pushes creatures around. A wave of thunderous force sweeps out from you. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Each creature in that area must make a Dexterity saving throw. As for spells, ice-based ones could fit too. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. The Leviathan's Tidal Wave action says (MToF, p. Tidal Wave. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration. Tidal Wave - Recharge . The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Instantaneous You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. homebrew pages!AoE spells (or area of effect spells) are a big part of DnD 5e. Bludgeoning. Bludgeoning. Range: 120 feet. The maximum length of the area is 30 feet, the maximum width is 10 feet, and the maximum height is 10 feet. Elemental Evil has a a few spells which summon water (as a tidal wave, sphere, wall, whirlpool, etc. Earth Tremor. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Duration:. Control Water. Tide, the waveblade. If you’ve been waiting to play a necromancer until you could summon undead pets into battle, that day has finally come. Merrows are the classic fish people in D&D, even before 5e. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Command. I think they are thinking of water sphere spell which can hover 10ft in the air. Ships from Germany. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. It can't make both attacks against the same target. R. The area is heavily obscured, and exposed flames in the area are doused. 10 ft tall. Most spells have ranges expressed in feet. If it fails the check, it can’t move. T. Tidal Wave Arrow. All jokes aside, with the artificer release wotc was just like, "reflavor the spell casting to be sciencey. Seeking Spell If you make an. At Higher Levels. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. So I'm playing a Variant Tiefling (winged) chronurgy wizard, and I was wondering about Pulse Wave's interaction with flight. Hit or miss, the shard then explodes. At Higher Levels. Lesser Restoration also says it can cure "a disease", not "a disease requiring a spell of 2nd level or lower" - thus, Potion of Vitality, in being neither heal nor a disease-curing spell of 6th level or higher, cannot cure it. Part Four: Bandits 1 and 4 Become Prone. Note that everything is “up to”; if you need to make the AOE 1 foot wide and 15 feet long so you hit two baddies but none of your allies, you can. Hit Points 328 (16d20 + 160) Speed 40 ft. Tidal Wave has the following relevant passage "The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. You’ll think of a water wave that falls in an area within range. Wand of Secrets. The spell requires a saving throw to avoid, which means it will deal damage regardless. Roll20 Companion App Free Mobile App For Players. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. When a creature enters the spell’s. They can choose which creatures have to make the saving throw, those they do not choose do not take any damage. You conjure up a wave of water that crashes down on an area within range. Metamagic Options A Sorcerer uses transmuted spell 3rd-level sorcerer feature When you choose Metamagic options, you have access to the following additional options. You’ll think of a water wave that falls in an area within range. Melee Weapon Attack: +8 to hit, reach 10 ft. I'd say this is most appropriate. When the wall appears, all other creatures within its area must each make a DC: 24 Strength saving throw. I repeat, our big red creature moves 5 feet south. A spell that conjures up a wave of water that crashes down on an area within range and deals bludgeoning damage to any creature in it. Each creature in that area must make a Dexterity saving throw. This is perfectly usable underwater. Rorp Rorp. Spell Lists. The wave deals damage to creatures in its path and pushes them away. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Assuming Tidal Wave creates the entire wave within the sphere, as Tidal Wave creates 3000 sqft of water and a sphere of Force would be about 600 sqft, he would be instantly crushed as the pressure would be equal to diving about 300 feet in a single second, which subjects you to around 90-100 PSI of pressure. You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. Spell Lists. Wish is the mightiest spell a mortal creature can cast. Tidal wave: good for clearing rooms of enemies. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like. Due to rounding down in 5e, applying half damage to two damage types that are part of the whole could result in less than half total damage. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures prone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing. Potions and scrolls in the area are destroyed. Tidal Wave has the following relevant passage "The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. Other Suggestions: tides wave tidal were tidal walk tidal ward Tidal Wave Spells You conjure up a wave of. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Wish can stop a volcanic eruption, calm a storm, halt a tidal wave, prevent an earthquake, teleport a hundred people to somewhere else on the same plane, etc. In this article, you’ll learn everything. Range: 50 feet, hitting up to 2 other allies within 20 ft of each other. Level: 3; Casting time: 1 Action; Range: 120 feet; Components: V, S, M (a drop of water); Duration: Instantaneous; In the event that a tidal. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . You conjure up a wave of water that crashes down on an area within range. The rules. Wall of water, wind wall: they are walls that can help manipulate feild control from range attacks I assume you get the idea. His name is pronounced with a soft G, "ay-jeer". The creature automatically fails Strength and Dexterity saving throws. Suddenly a meteor strikes the ocean not even 200 ft. Wind Wall. All the ways for knocking someone prone in 5e as a player, including all the spells that knock prone in 5e. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. 5. The wall is opaque and lasts for the duration. maybe a water bender like avatar in 5e could spend a free action to draw water like katara does in the show. Both of these features happen "When you cast a spell" thus, they happen at the same time. Charm Person – 3. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. Each creature in this area must be subject to agile exemption verification. Spells. Fantasy Props. Tidal Wave is an excellent choice if you want an interest AOE fire to add to your Wizard ’ s arsenal. The Circle of Waves is an ancient order of druids, thought to have originated before humans walked the earth. Tidal Wave (Recharge 6). The devil makes two attacks with its chains. Each creature in the cylinder must make a Dexterity saving throw. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Gargoyle - The inanimate gargoyles that perch atop great buildings are inspired by these malevol. Until this grapple ends, the target is restrained, and the crocodile can't bite another target. Challenge 1/4 (50 XP) Proficiency Bonus +2. Abi-Dalzim's Horrid Wilting Absorb Elements Acid Splash Aganazzar's Scorcher Aid Alarm Alter Self Animal Friendship Animal Messenger Animal Shapes Animate Dead Animate Objects. The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. 1 action. For me, the order is like this: Take damage from Life Transference, since that's written first in the spell's description. A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. Ice Wave (5e Spell) After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Slam (Costs 2 Actions). For more D&D discussion: Discord: Lemmy:. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Senses Passive Perception 13. Here are all the ways to increase your spell attack bonus in DnD 5e: Any Spellcaster Class. On a success, a creature takes half as much damage. You conjure up a wave of ice and water that crashes down on an area within range. Part Two: Bandits 1 and 4 fail, but Bandits 2 and 3 Succeed. Design Vision Updates to the Left Navigation. This water takes the form of a tidal. Otherworldly Perception. A tidal wave spell has a total area of 3000 cubic feet of water. The elemental can enter a hostile creature's space and stop there. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . In addition to a bucket of damage on a failed Con save, all chosen targets within 30 ft are. An Intelligence score of 16 is a +3 bonus. For each spell level higher, burning hands add 1d6 while thunderwave adds 1d8. Tidal Surge. #1. Examples of these are: Tidal wave, synaptic static, investiture of fire/ice/stone, mental prison, sunbeam, finger of death, firestorm, prismatic spray, whirlwind, abi-dalzim’s. Each creature in the cylinder must make a Dexterity saving throw. Well, the wave itself says it only affects creatures, so it seems like basically the wave crests over your target area and crashes down. during the casting of the spell. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Windwright's Intuition. Bite. Transmutation cantrip. Dnd 5e Homebrew. Aegir, also spelled Aeger, is a deity in the Norse pantheon. Best. The spell reads as follows: You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that area must make a Dexterity saving throw. I feel that this spell, as well as knock should have a mechanic similar to counterspell to where it can be cast at higher levels. Each creature in the area must succeed on a Strength saving throw. In essence, they could point it the way they want to go, and just get pulled by the current. Source: Xanathar's Guide to Everything. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. Eagle. Finally, a new chapter in our transformation abilities. Falling prone in DnD 5e is probably the least brutal condition (on its own). A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Daniel Danielson. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage. . It does not specify a minimum area. This spell took thirty minutes to cast and was so taxing on the caster that he or she could not channel magical. Occasionally, a druid of this circle will notice a rocky alto, sea cave. Water elementals deal bludgeoning damage in D&D. Given this, it seems like a waste for it not to use Tidal Wave on its very first turn—and, in fact, the 66 points of expected damage it does to each creature affected by it , in aggregate, beggars the total 44 points of. In DND, a leviathan is a massive, sea-dwelling monster and elder water elemental. Tidal Wave is probably the most dangerous one to Fire. It's a third level spell, which means Clerics don't get it until level 5. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. Dexterity saving throw. RollAdvantage aims to provide tools and resources for table top role playing games. Melee Weapon Attack: +8 to hit, reach 10 ft. Tidal Wave: Flash Flood Warning. Each creature in that area must make a Dexterity saving throw. The devil makes three attacks: two with its claws and one with its sting. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Gust. It moves precisely 50ft and only 50ft. Tidal wave: 3rd level: Offensive: Call lightning: 3rd level: Offensive: Plant growth: 3rd. Typically water damage is Bludgeoning damage, like getting pummeled by the waves. - The Tidal Wave Spell has a hitbox of 10x10x30 cubic ft, and fire elementals hit by it take a single point of damage for every gallon of water they are hit by. For a spell like fireball, the target is the point in space where the ball of fire erupts. “Up to” meaning it can be less than that size. If for each gallon of water it takes 1 pt of damage, and two tidal waves contained hundreds (if not. You conjure up a wave of water that crashes down on an area within range. You conjure up a wave of water that crashes down on an area within range. You create a wall of fire on a solid surface within range. This druid just took Control Water, and noted that as long as an enemy ship is shorter than 100 feet, he can basically Moses their ass and part the waters beneath the boat, bringing the water down on the ship and effectively sinking it with a single spell. In case 1: You do not regain Tides of Chaos. When the wall appears, each creature within its area must make a Strength saving throw. [ Léviathan ] Gargantuan elemental, neutral. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. A line of strong wind. On a success, a creature takes half as. Some spells can only target a creature (including you) that you touch. Pulse Wave. DM demands you roll a d100 for the wild surge table since you have used Tides of Chaos. Tsunami. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. Flood. Even shaping the bottom of the cube on a slope so the ship falls over. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. Each creature in that area must make a Dexterity saving throw. Spike Growth is best if you can cheese grate them through forced movement or grappling or whatever. Tidal Wave. Duration: Instantaneous. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. The wall lasts for the duration. The wall lasts for the duration. Each creature in that area must make a Dexterity saving throw. For a spell like magic missile, the target is a creature. So if you're fighting flying creatures, you can cast Tidal Wave, which imposes the prone condition, to slap flyers out of the air. Tidal Wave. Xanathar's Guide to Everything has a section on this sort of scenario:. The area can be up to 30 feet long, 10 feet wide, and 10 feet tall. The area can be up to 30 feet long, up to 10 feet. Tidal Barrier. Level 9 – imprisonment, time ravage, and foresight are a few of the many options available for twinned spell 5e. Note: Apparently the free spell list on DND Beyond is piracy now per the mods autobot so I had to not link. Recently I had a discussion regarding Tidal Wave with one of my players and I wanted to check with others regarding my reasoning. Casting Time: 1 action. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. So here's the breakdown: my party is in the middle of my homebrew Campaign. ago • Edited 2 yr. The area of affect is pretty large too. 3rd-level conjuration. long”. , one target. Gust of Wind makes no distinction between magical and non-magical fire so it should work on both. Nov 6, 2015. You conjure up a wave of water that crashes down on an area within range.