- Level: Druid 9, Sorcerer/Wizard 9
- School: Conjuration
- Subdomain: oceans 9
- Elemental School: water 9
- Casting Time: Standard Action
- Components: V, S, M (A handful of purified sea salt, worth 1gp.)
- Range: Long (200 ft. + 20 ft./lvl)
- Target or Area: See Below
- Duration: Until the start of your next turn
- Saving Throw: Reflex partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You chant slowly, the rhythm of your words matching the susurrus of the surf, a handful of salt trickling from your fingers. As you cast, a gigantic rush of water surges up from the ground (or other surface suitable to Walk on) beneath your feet, lifting you on it's eager swell, your robes and hair billowing in the cool water.
- As you cast this spell, you create a massive wave of water that surges up from the surface beneath your feet. This water is ten feet thick, extends to both sides of your space for 4 squares in each direction, and is the same height as it is width. It is thus nine squares wide and tall (ten if you are size Large) and extends in any straight line you wish. Note that this area conforms to walls and other Blocked spaces, and may be created as considerably smaller. A long, ten foot wide by ten foot tall corridor with no obstacles in it is a truly exciting place for a Tsunami, for example.
- Once created, it then sweeps forward in a crashing crescendo of spray and foam, moving any distance you wish to the limit of the spell's range. (See above.) Any blocked square in the path narrows the wave by that width: Surging around a two-space-wide stone bridge abutment makes the wave two squares narrower. Trees or other blocked squares small enough to 'cut the corner' to move around them do not lower the size of the wave, however. The GM adjudicates all unusual cases. If used in confined spaces, this spell can have unusual and interesting results, so it is often reserved for large areas.
- All creatures may be swept up and carried along by the wave if they fail a Reflex saving throw as described above. Allied creatures who are swept up are carried until the wave runs out of 'width' due to obstacles or the caster dismisses it, or the spell limit is reached. Allies take no damage from this journey, although they will be thoroughly soaked...which has positives and negatives, depending upon circumstances. Burning objects and squares are extinguished or cooled, lava will have a solid 'skin' on it, some creatures may have the burned condition removed, fiery creatures may take extra damage, steam may be created upon GM fiat, etc, etc.
- Enemy creatures who are struck by the wave take (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of crushing (physical, common) damage as they are struck by the wave and may be swept along. If they fail their saving throw as above, they take full damage and are Pushed 1d6 squares in the direction of the wave's travel. If they make their save, they take half damage and may remain in their space if they wish.
- Unattended objects struck by a Tsunami are swept up if they are Huge or smaller and are carried along by the wave, deposited in a pile at the end of the wave's journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, are Blocked terrain and narrow the wave as above.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.