Tsunami
2024 Rules
- Level & School
- 8th-level conjuration
- Casting Time
- 1 minute
- Range
- 1 mile
- Components
- V, S
- Duration
- Concentration, 6 rounds
- Classes
- Druid
- Source
- Player's Handbook (2024)
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.
2014 Rules
- Level & School
- 8th-level conjuration
- Casting Time
- 1 minute
- Range
- Sight
- Components
- V, S
- Duration
- Concentration, 6 rounds
- Classes
- Druid
- Source
- Player's Handbook (2014)
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 within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
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 creatures take from the spell on subsequent 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 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. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
Tsunami 5.5e 2024 vs. 5e 2014 edition differences
Tsunami popularity
How popular is Tsunami? It is one of the rarest spells in the game, but is chosen above nearly all other options when available. This spell is highly coveted and will set you apart from other spellcasters.
- #2 picked level 8 Druid spell
- Bottom 25% of all level 8 spells
- Bottom 10% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Tsunami
Storm of Vengeance 9th-level conjuration
Both are high-level druid conjurations with mile-long reach, concentration, bludgeoning damage, and large evolving areas that punish groups over multiple rounds.
Players prefer Storm of Vengeance over Tsunami
Maelstrom 5th-level evocation
It is a concentration-based druid area effect using bludgeoning damage to create ongoing danger and restrict enemy positioning.
Players prefer Tsunami over Maelstrom
Earthquake 8th-level transmutation
This same-level druid spell also reshapes a huge battlefield while repeatedly threatening many creatures with bludgeoning damage.
Players prefer Tsunami over Earthquake
Insect Plague 5th-level conjuration
The spells share druid access, Conjuration, concentration, long range, and a persistent multi-target hazard that controls a broad area.
Players prefer Tsunami over Insect Plague
Tidal Wave 3rd-level conjuration
Both conjure large masses of water that deal bludgeoning damage to groups and alter the battlefield, though this version is much shorter-lived.
Players prefer Tsunami over Tidal Wave
Whirlwind 7th-level evocation
A sustained druid effect that batters multiple creatures with bludgeoning damage and moves or disrupts them across the battlefield.
Players prefer Tsunami over Whirlwind