World Wave

9th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute (see text)

Classes: druid, sorcerer, wizard

You cause natural terrain (including water, forest, desert, tundra, and so on) to surge beneath you and propel you with devastating force over great distances. The world wave travels in a direction you choose at the time of casting and cannot be redirected afterwards. It rises in a 30-foot-high surge resembling a tidal wave, extending 10 feet in front of you and behind you and 100 feet to the right and left of you in a straight line, surging forward at a speed of 200 feet per round. You can stand or sit on the crest of the world wave and treat it as stable ground and can grant up to 20 additional creatures the ability to travel along with you atop the wave’s crest.

Objects, creatures, or phenomena connected to the natural world, including animals, plants, elementals, and fey, simply rise up and down with the wave as it passes without being harmed as the wave passes by.

As above, you may choose to allow them to stay atop the world wave and move along with it; if you do not, they simply slide down its trailing edge and are left behind. Other creatures, objects, or structures in the world wave’s path take 6d6 bludgeoning damage, or 12d6 for aberrations and undead, and must succeed on a Strength saving throw or be forced prone and pushed 20 feet in the direction the world wave is moving. Humanoids with at least 1 level in the ranger or druid class are considered part of the natural world. If cast on another plane, creatures native to that plane are treated as part of the natural world and are unharmed by the world wave.

The world wave can travel up or down slopes up to 45 degrees. If it encounters a surface it cannot traverse, such as barriers made primarily of fire or molten rock, open air (including canyons or cliffs), or man-made barriers, such as cities and castles. It flows over or around obstacles less than 30 feet high or 100 feet wide, with creatures riding on it harmlessly displaced to the side to avoid the obstacle. If the obstacle is higher and wider than this, the world wave stops moving and collapses 1 round later. A world wave cannot be cast underground unless in a very large cavern or underground lake large enough for its entire area to fit.

Special: You can create a smaller world wave as a gentle swell only 5 feet high, which deals only 1d6 damage to unnatural creatures (as described above), or 2d6 damage to aberrations or undead. This swell moves at 100 feet per round and continues moving for up to 16 hours or until you command it to stop without requiring concentration.

You and any other passengers can lie down and sleep atop this version of the world wave.

Section 15: Copyright Notice

The Dragon’s Hoard #25 © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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