An almighty blast of kinetic power ripples outward from you, the force of which causes creatures to rocket through the air and buildings to come crumbling down. Each creature in a 200-foot-radius sphere centered on yourself must make a Strength saving throw. Any creature within 50 feet of the caster makes the saving throw with disadvantage. A creature takes 15d6 force damage and 15d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Furthermore, on a successful save the creature is moved in a straight line 30 feet away from the caster, and 60 feet on a failed save. If a creature collides with a surface such as a wall or tree, it takes 1d6 bludgeoning damage for every 5 feet it travelled before impact. If a creature is flying whilst caught in the blast wave, it plummets to the ground on a failed save.
The immediate 10-foot-radius around the caster is a safe zone. Any creatures within this space are safe from the spells effects.
The spell damages objects in the area, and can even reduce buildings and structures to rubble. Buildings follow the rules for the Earthquake spell in regards to structural damage and nearby creatures. One amendment, is that the damage a building takes when struck by the wave increases the closer it is to the epicentre; 200-105ft = 100 bludgeoning damage, 100-55ft = 150 bludgeoning damage, 50-15ft = 200 bludgeoning damage.
If this spell is cast in an internal space - anything from a humble tavern to cavernous depths, fortress monastery to dungeon ruins - the immediate space suffers a catastrophic collapse. For a minor structure such as a local store or peasant villager's home, that means total obliteration. For a dungeon deep beneath the sun-lit world above, that could mean a perilous cave-in for the current chamber, possibly causing a chain-reaction to the rest of the complex - sealing your fate. For a temple or grandiose ruin, the current room may suffer terrible damage, but be warded by ancient magics to protect the entire complex from complete destruction. In all things, the DM has the final say as to the scale of mayhem this spell would have on the structure you're affecting.
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