The caster of this spell acts to constructively interfere with a mechanical, magical or electromagnetic wave within 60ft. The caster must be at a point behind the wave's generation point, or behind the wave itself on their turn. If this spell is cast targeting a spell that does not generate a wave, nothing happens. If successfully cast, there is no save; the targeted spell is automatically "meta-modified" by this new spell.
Mechanical and magical waves (water waves, tsunamis, earthquakes, etc): for each level of the caster, add 1d6 force damage. For example, a 5th level wizard casting Amplify Wave would be adding 5d6 force damage to a targeted mechanical wave spell.
The energy of the wave must be partially displaced to your arcane focus. Roll a d20 with advantage; on two 1's, your arcane focus shatters and is destroyed.
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