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Tsunami

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Tsunami
  • Level: 8
  • School: Conjuration
  • Class: Druid
  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S
  • Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.

Tactical Usage

Massive Area Devastation. Tsunami creates enormous water walls that move across battlefields, affecting huge areas with devastating bludgeoning damage.

Progressive Movement Control. The advancing wave forces enemies to reposition while dealing sustained damage over multiple rounds.

Environmental Battlefield Reshaping. The spell fundamentally alters terrain and tactical considerations through massive water displacement.

Spell Combinations

Area Preparation. Combining with battlefield control magic maximizes tactical advantage from the tsunami's movement pattern.

Escape Route Planning. Using alongside movement magic provides contingency options when the wave affects allied positions.

Concentration Protection. Pairing with defensive magic ensures the devastating wave continues through its full duration.

Material Component Details

Verbal and Somatic Only. The spell requires only verbal and somatic components, eliminating material dependencies for water summoning.

Elemental Water Channeling. The components call upon primordial water forces and oceanic magical energy.

Druidic Natural Command. The casting represents ultimate druidic mastery over water and weather phenomena.

Creator Notes

High-Level Area Control. Tsunami provides excellent encounter-defining magic with massive area impact.

Progressive Damage Design. The diminishing damage creates tactical timing considerations for enemies caught in the wave.

Environmental Interaction Magic. The spell creates opportunities for creative environmental manipulation and usage.

Environmental Interactions

Massive Water Volume. The 300x300x50 foot wall represents enormous water displacement affecting entire battlefields.

Movement Pattern Predictability. The wave moves 50 feet away from the caster each round in a predictable pattern.

Swimming Challenge Requirements. Creatures caught in the wave must make Strength Athletics checks to move within the water.

Common Rulings & Clarifications

Damage Frequency Limitation. Creatures can take the wave damage only once per round regardless of movement.

Progressive Height Reduction. The wall loses 50 feet of height each round until reaching zero.

Movement Challenge Mechanics. Failed Athletics checks prevent movement but don't cause additional damage.

Spell Duration Management. The spell lasts up to 6 rounds or until the wall height reaches zero.

Alternative Applications

Siege Breaking Tool. Using massive water displacement to breach fortifications or clear defensive positions.

Environmental Cleanup. Moving large amounts of debris or clearing areas through water displacement.

Naval Combat Support. Creating artificial waves for maritime tactical advantages or ship manipulation.

High-Level Druid Magic. Tsunami represents ultimate druidic environmental control at peak spell levels.

Water Elemental Magic. The spell exemplifies large-scale water conjuration and manipulation.

Area Devastation Comparison. Various 8th-level spells create area effects, while Tsunami provides unique moving destruction.

Scaling Analysis

Fixed 8th-Level Power. Tsunami cannot be upcast, representing consistent high-level environmental control.

Progressive Impact Duration. The multi-round effect provides excellent value for the significant spell slot investment.

Campaign Environmental Impact. The spell can permanently alter battlefield conditions and geographical features.

Narrative Flavor

Oceanic Force Manifestation. The tsunami should appear as authentic oceanic phenomenon rather than simple magical water.

Primordial Water Power. The effect should convey connection to fundamental water forces and elemental power.

Natural Disaster Simulation. The spell should emphasize realistic tsunami physics and devastating natural force.