Dnd 5e tidal wave. The maximum length of the area is 30 feet, the maximum width is 10 feet, and the maximum height is 10 feet. Dnd 5e tidal wave

 
 The maximum length of the area is 30 feet, the maximum width is 10 feet, and the maximum height is 10 feetDnd 5e tidal wave  So Tidal Wave does count as running water

Additionally, you gain the ability to communicate telepathically with any creature that has a swimming speed, and you. Here we provide the complete list of DnD cantrips and 5E spells available for Wizard characters. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. This guide is meant as a deep dive into the DnD 5e druid. While submerged, the leviathan magically creates a wall of water centered on itself. At Higher Levels. Circle of the Ocean Spells Druid Level Spells 3rd mirror image, misty step 5th tidal wave, wall of water 7th control water, watery sphere 9th maelstrom, drown* Blessing of the Sea At 2nd level, your affinity to the sea grants you the ability to dwell within it. 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. The Restrained condition is like the successful older sibling of the Grappled condition. Bludgeoning. Nov 6, 2015. Unless the enemy is in an enclosed space, the created water will have splashed and flowed out of the area before Shape Water could be cast, leaving you with much less to work with. We’ll touch on why in the next section. Use wish to instantly cast Hallow, increasing its power and potentially turning the tide of battle. If the saving throw is successful, the. Call Lightning (PHB, 220) This is restricted if you can't see a point in the air, but if you can see it while underwater (depending on depth), then there is no problem. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. I suppose the distinction here is that Lesser Restoration says 'a disease' rather than 'any disease'. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. Wish is the mightiest spell a mortal creature can cast. All jokes aside, with the artificer release wotc was just like, "reflavor the spell casting to be sciencey. Your Charisma score increases by 2, and your Dexterity score increases by 1. You can blind or deafen a foe. Step 3. Wand, uncommon. as the city’s great river swells in a destructive wave—sweeping away both the trials’ champion and the sacred trophy. A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. Learn how to cast Tidal Wave, a 3rd-level conjuration spell that creates a wave of water that extinguishes unprotected flames and knocks down creatures in an area. From Dungeon Master's Guide, page 218. Each creature in that area must make a Dexterity saving throw. As for spells, ice-based ones could fit too. 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. (It’s likely higher because elementals are. While submerged, the leviathan magically creates a wall of water centered. In case 3: You do regain tides of Chaos. In essence it is 8 + Primary Casting Statistic Bonus + Proficiency Bonus. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures proneIn the Mists of Manivarsha. On a success, a creature takes half as. The reason for this is because both class abilities state "immediately after you cast a level 1 spell". Waves are going to hurt the fire elemental as that is indeed multiple gallons of water splashing it. A creature caught in the wall can move by swimming. When you expend the last charge, the trident returns to Poseidon. Multiattack. Healing the first target for 3d6 and healing the 2nd target for 2d6 and the third target for 1d6. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). 284 can last up to 6 rounds, gradually decreasing in height by 50ft and damage each round it continues. Well, the wave itself says it only affects creatures, so it seems like basically the wave crests over your target area and crashes down. 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. You conjure up a wave of water that crashes down on an area within range. These are all usable by Druids, Sorcerers, and Wizards. If it is Large or smaller, it is also grappled (escape DC 14). Also most of these spells last a long time. The tsunami deals 1d6 points of bludgeoning. Each creature in that area must make a Dexterity saving throw. E. Watery Sphere. Senses darkvision 60 ft. Dominate Monster. Rorp Rorp. ). The most significant change to the leviathan is a major simplification of its Tidal Wave action. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. Gust of Wind makes no distinction between magical and non-magical fire so it should work on both. SPELL VARIANT #1. For more D&D discussion: Discord: Lemmy:. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. Tidal Wave: Flash Flood Warning. 3rd-level conjuration. The point must be on the ground or in a body of water. What are Conditions in DnD 5e? Conditions are applied to creatures as a result of a spell, attack, or another effect. Faerie fire, advantage against all targets in a cube that fail their saving throw. In essence, they could point it the way they want to go, and just get pulled by the current. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. A wave of thunderous force sweeps out from you. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D. Components: V, S. Spells Prepared: – Tidal Wave Primal Strike Circle Forms: You know what else the moon controls? Tides. Each creature in the cone must make a Dexterity saving throw. Each creature in this area must be subject to agile exemption verification. 28. Given that they have 102 hit points to begin with, a Tidal Wave spell. , passive Perception 14 Languages — Challenge 20 (25000 XP) Proficiency Bonus +6If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. weapon, Wave happily accepts new converts. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything. ago • Edited 2 yr. If they use it, then chances are, because they're pushing the water, it would cause the tidal aspect to pull the players along with it. Spike Growth is best if you can cheese grate them through forced movement or grappling or whatever. Expect to spend a lot of time as a cat or elk with magical appendages. 潮湧 [Tidal Wave] XGE. the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. Even shaping the bottom of the cube on a slope so the ship falls over. Debuff spells can grant disadvantage, make it harder for enemies to maneuver, or, most simply, apply a negative condition that makes life harder for your foes and easier for your friends. You create a wall of fire on a solid surface within range. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. The elemental can enter a hostile creature's space and stop there. Each creature other than you in that area must make a Dexterity saving throw. Tidal Wave. Gaseous Form. homebrew pages!AoE spells (or area of effect spells) are a big part of DnD 5e. As a note, the Warlock Pact of the Blade sets a precedence for a created magical weapon to be considered magical, and could be used to support an argument that if magic creates it, it. Hit or miss, the shard then explodes. Tidal Barrier. The massive energy from the impact suddenly creates a massive tidal wave like effect and heats the water so it burns to the touch. Tidal Wave: 3rd-level: Wall of Sand: 3rd-level: Banishment: 4th-level: Charm. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . Hit or miss, the shard then explodes. Casting Time: 1 action. Each creature in the area must succeed on a Strength saving throw. 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. Casting Time: 1 action. Casting Time: 1 action. Leviathan. Mermaids are strong, beautiful sirens of the seas, acclimated to the oceans and survival underwater. We discussed the "direction". All classes will have a listing somewhere that describes how saving throw DC's are set for the character. Tide, the waveblade. Dungeons & Dragons,D&D,龙与地下城及相关Logo均为Wizards of the Coast LLC的注册商标。 本维基由用户自行创建、维护,与上述公司无关。 如无特殊标明,本维基记载的所有资料均出自Wizards of the Coast LLC公开发行的资料,译本出自纯美苹果园或其他社区用户的贡献。 如果本维基未经允许使用了您的译本,请. . From DMG (p. The kuo-toa can breathe air and water. Fire. This addition dramatically expands the. It can be cast immediately and can be cast up to a range of 60ft. Pulse Wave. In terms of damage and scope, it was one of the most powerful spells known in the Realms since Mystra's Ban in the Year of Sundered Webs, −339 DR. The artificer in the party suggested placing it in a bag of holding, in hopes to contain the resulting earthquake in the extradimensional space created by the bag. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Advice and final thoughts. If two or more things happen at the same time on a character or monster's. You conjure up a wave of water that crashes down on an area within range. 119), ships have a damage threshold that must be exceeded in order to deal damage, and they have an AC. 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. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage. In case 1: You do not regain Tides of Chaos. Range: 120 feet. Whenever I see people talking about offensive lvl 3 spells all they talk about is Fireball or Lightning bolt. * - (a. Castin Tidal Wave at Higher Levels I'm playing a Storm Sorcerer Water Genasi, and we have Elemental Evil as part of our campaign giving me access to the spell Tidal Wave. The spell requires a saving throw to avoid, which means it will deal damage regardless. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Typically water damage is Bludgeoning damage, like getting pummeled by the waves. A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. 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. 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. Seeking Spell If you make an. Source: Xanathar's Guide to Everything. RollAdvantage aims to provide tools and resources for table top role playing games. As an action on your turn, you can repeat the same effect or choose a different one. Tidal Wave ( pointer) 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid , Sorcerer , Wizard. I'm not worried if the weapons features overlap with the racial features of a. Its most frightening ability comes from its Tidal Wave. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures proneIf you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. The wording of Tidal Wave is interesting. Description. Vampires and vampire spawn have the Regeneration trait (MM 297-298), but:. Shape water cantrip can coat the weapon for an hour. The target of a spell must be within a spell's range. Tidal Wave Search Results Returning 31 results for 'Tidal Wave'. This area has a maximum dimension of 30 feet long, 10 feet wide, and 10 feet high. The characters join the effort to rescue those lost and seek out an ancient corruption that has returned. Each creature in that area. You use the Raise Dead 5e spell by saying the words, making the gestures, and offering a diamond worth at least 500 gold pieces. Smart_TJ. So I’ve been wondering on this, if one were to make a D&D campaign in the world. " Now we're looking at Wall of Fire: "The wall is opaque and lasts for the duration. So if the wave takes its full effect: 30x10x10 = 3000 cubic feet, = 22441. The caster unleashes a burst of energy from where they stand dealing thunder and either necrotic or radiant damage to the creatures around them. Check with your DM to see if what you find here is a good fit for your table. 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. Languages Aquan. They can choose which creatures have to make the saving throw, those they do not choose do not take any damage. RAW, wouldn't affect a ship. For an even more aquatic flair, try homebrewing sirens from the harpy stat block; just replace their flying speed for swimming speed. 5th-level transmutation. 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. Each creature in that area must make a Dexterity saving throw. While the creature is charmed, you have a telepathic link with it as long as the. While the spell’s initial target area has to fit within a 5 foot cube, the simple shapes you can make notably do not. On a success, a creature takes half as. Each creature in the cylinder must make a Dexterity saving throw. Druid, Wizard. Tidal Wave Town Well - dries up / poisoned Side Effects - people (at risk, refugees, trapped) / resources (at risk, destroyed) Event: Accepting Enrollment - academy / school - adventuring guild, alchemy, bards, healing, mage, royal Adventurers Guild - contest / parade / requesting aid / trials / tryoutsПриливная волна (Tidal Wave) | Заклинания D&D 5e. Challenge 1/4 (50 XP) Proficiency Bonus +2. At Higher Levels. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. Community. Erupting earth? Oh what's erupting out of the earth you ask ? Glad you asked. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The water then spreads out across the ground and extinguishes unprotected flames. Specifically, the Fifth Edition. An explosion of water rushes out from the point you designate, bowling over your enemies. Over the surface of open water, the wave travels at a speed of 60 feet per round—on land or. Charm Person – 3. Choose When Waves Occur. You conjure up a wave of water that crashes down on an area within range. Tidal Wave description: You conjure up a wave of water that crashes down on an area within range. And watery ones, Tidal wave, Watery Sphere. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. The area can be up to 30 ft long, up to ten feet wide, and up to ten feet tall. The wand has 3 charges. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8. False Appearance. The sphere remains for the spell’s duration. Each. 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. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. A wall of water springs into existence at a point you choose within range. You conjure up a wave of water that crashes down on an area within range. They were challenging for us because they never got lower than 50 feet and we don’t have a…Thunderwave. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. A leviathan is able to remain nearly invisible in water, create massive tidal waves, and destroy entire ships with its slam attack. You conjure up a wave of water that crashes down on an area within range. This would work better in a very cold environment than in and around a pool of lava or a red dragon's lair. An Intelligence score of 16 is a +3 bonus. Shapechanger. Cool Items. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. In fact, 181 spells in DnD 5e are AoE spells. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. Each creature in that area must make a Dexterity. If the ground in that area is loose earth or stone, it becomes. The area can be up to 50 feet long, up to 20 feet wide, and up to 20 feet tall. Roll20 Companion App Free Mobile App For Players. I think they are thinking of water sphere spell which can hover 10ft in the air. Harpies are great monsters for low to mid-level parties, but with some adjustments, they can even be used against higher-level characters. Other Suggestions: tides wave tidal were tidal walk tidal ward Tidal Wave Spells You conjure up a wave of water that crashes down on an area within range. You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. Dnd 5e Homebrew. The antimagic pulse is strong enough to knock down creatures close to you. . You conjure up a wave of water that crashes down on an area within range. One of the players came with an idea of using Tidal wave, but instead of using normal water, he used holy water, hoping to deal extra damage. This 3rd-Level sorcerer feature allows the spellcasters to use sorcery points to use one of a variety of metamagic options as they cast a spell. Tidal Wave. When choosing the creatures for a wave, the total CR of those creatures should be equal to approximately 1/2 of the original encounter strength, and never more than total CR of the original creatures. Upon completion of the spell, the tidal wave forms and moves from the starting point you designate in the direction you specify at a speed of 150 feet per round for the duration of the spell, or until it strikes land. Zephyr strike, advantage on one weapon attack roll to the caster. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. ago. The target must succeed on a DC 20 Dexterity saving throw or disappear into the fissure or tidal wave and be destroyed, leaving no remains. On a failed save, the creature is pushed 10 feet away from you and its. Any equipment it is wearing or carrying isn't transformed. Hit: (2d8 + 4) piercing damage plus (5d6)poison damage. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. If it fails the check, it can’t move. Duration: Instantaneous. Healing energy radiates from you in an aura with a 30-foot radius. At Higher Levels: When you cast this spell with a 4th Level Spell slot or higher it increases the healing done to each target. It's absolutely on par with other powerful third level spells. A wall of water springs into existence at a point you choose within range. Magic is an integral feature of Dungeons & Dragons, available to heroic adventurers and monsters alike. The Leviathan can create a wall of water 50 feet thick and at a massive scale of 250 long and 250 feet wide at its max. It's the same reasoning as why Magic Missile is considered one of. Best. This water takes the form of a tidal. Bring that into your game instead of random mechanics. Fire is one the most prevailing elements in DnD, so it comes into manipulation quite a draw . Watch. Destructive Wave is a 5th level damage dealing spell. Tidal Wave (spell) Grease (spell) Tasha’s Hideous Laughter (spell) Walloping Ammunition (magical item) Restrained. . Guiding bolt, advantage to the next attack roll. Alternatives are mind blank, power word stun, reality break, etc. Bard, Sorcerer, Warlock, Wizard. The sphere’s space is difficult terrain. Spell Description. And if you roll well, then enjoy the luck and save your spell point for the next roll. coach_veratu • 2 yr. If the creature had 30 feet of available movement before the move, the creature has 20 feet of available movement after the move (movement cost is doubled for difficult terrain). I need your opinions on balancing (and a better name) for a homebrew magical item that a water genasi bandit will weild. A comprehensive list of all official Wizard spells for Fifth Edition. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. If no large, natural source of water (a river, lake, or ocean) exists within the spell's range, you can affect only one target. Like Shape water is a party trick, Tidal wave is a conjuration and water benders cannot conjure water, malestorm fits in alright, but they wouldn't get that ability until later in the game, and benders cant really control the weather. Components: V S M (Diamond dust worth 100 gp, which the spell consumes) Duration: Yes Up to 1 hour. If we assume a "large" fire elemental, by game-terms they take up 10x10x10 cubic ft (PHB 191). Wand of Secrets - DND 5th Edition. You can choose from any of the following effects when you cast this spell. OS MAIL FOR GMAIL ACCOUNT SOFTWARE. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of times to. 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. On a successful save, the creature takes half as much damage and isn’t pushed. Learn how to cast a tidal wave spell in D&D 5e, a level 3 conjuration spell that creates a wave of water that extinguishes unprotected flames and knocks down creatures. A creature that moves out of the area falls to the ground. It deals less damage, but it knocks them prone and it is far more malleable than the other twos, so you can use it more times in battle. The basic use of this spell is to duplicate any other spell of 8th level or lower. Command. For example, if arcane lock is cast with a 9th level spell slot, a 9th level knock will be needed to be cast in order to unlock it, and if cast at a lower level, an ability check using your spellcasting ability would need to be made. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. When the wall appears, each creature within its area must make a Strength saving throw. It’s time to don your pointy hat, ponder your Arcane Focus, and start preparing your Wizard spell list. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. Let’s say that only a 5x5x5 square of the water affects the fire elemental. Tidal Wave is a 3rd-level spell that conjures a massive wave, crashing down upon your enemies. Melee Weapon Attack: +8 to hit, reach 10 ft. Here's everything you need to know about The Schools of Magic in Dungeons & Dragons. 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. For every 5 ft. Explorer. The target must make a Wisdom saving throw. Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute. The maximum length of the area is 30 feet, the maximum width is 10 feet, and the maximum height is 10 feet. A wall of water springs into existence at a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. This Role Playing Games item by DruidcraftArts has 3 favorites from Etsy shoppers. Bludgeoning. , one target. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. I'm sorry to come across so nitpicky. Protection from Evil and Good – 4. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Work with your DM to use two of the features of the shape water cantrip to temporarily coat the blade (for an hour) with frozen holy water. Until the spell ends, the aura moves with you, centered on you. Need help designing a "Survive the waves" encounter! DMing. In Dungeons & Dragons, the druid is a class of character that is deeply connected to nature and its power. You will never need another set of DnD Spell Effects! Fireball, Lightning Bolt, Web, Cone of Cold, Burning Hands, Fear, Dragon Breaths, Faerie Fire, Moonbeam, Tidal Wave, Wall of Fire, Thunderwave, Buff Tokens, Inspiration. Each creature in the area must succeed on a Strength saving throw. There are no second level spells that have the specific effect of making the target go prone. It now deals 7d10 bludgeoning damage rather than 6d10 and knocks targets prone on a failed saving throw, but it doesn’t keep dealing damage turn after turn, and you don’t have to keep track of its movement. Elemental Evil has a a few spells which summon water (as a tidal wave, sphere, wall, whirlpool, etc. Shop. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. The wave deals damage to creatures in its path and. 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. OS MAIL FOR GMAIL ACCOUNT SOFTWARE; It also integrates with the Contacts list, Calendar, Maps and other apps. You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. The suggested course of action can continue for the entire duration. The characters join the effort to rescue those lost and seek out an ancient corruption that has returned. Aegir, also spelled Aeger, is a deity in the Norse pantheon. One character dying sounds like it was just the right amount of challenge. However, being knocked prone while flying causes you to fall, potentially taking a bunch. Source: Xanathar's Guide to Everything. 5 on a failed save (25 up front, 12. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. Range: Self (10-foot radius) Components: V, S. Fire Elementals have: Water Susceptibility. Any creature in the sphere’s space must make a Strength saving throw. Duration: Instantaneous. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells. Every area of effect has a point of origin, a location from which the spell’s energy erupts. Wall of water, wind wall: they are walls that can help manipulate feild control from range attacks I assume you get the idea. As an action on your turn, you can repeat the same effect or choose a different one. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Merrows are the classic fish people in D&D, even before 5e. Tidal Wave - Recharge . You create a wall of fire on a solid surface within range. Each creature in that area must make a Dexterity saving throw. In other words, if something isn't required to be magical or non-magical, it's. The area of affect is pretty large too. “Up to” meaning it can be less than that size. You conjure up a wave of ice and water that crashes down on an area within range. As far as I can tell, nothing stops someone from casting these spells underwater (assuming they are able to cast spells underwater, of course). It is quite clear from the wording of the spell that the "gust" is quite strong. The damage type is almost never resisted and prone on a failed save is a strong rider, too. Some content found on this page may not be suitable for play at your table.