When casting this spell, you begin to gather energy. While concentrating, you shed a Bright Light in an 80-foot radius and Dim Light for an additional 80 feet, you cannot take Actions, your Speed is reduced by 20 feet, and you have disadvantage on Dexterity Saving Throws. For every subsequent turn spent concentrating, double the damage dice and range of the spell up to a maximum of an 8 times multiplier after 3 turns.
You can fire the energy by taking a Reaction at the end of your turn or as a response to the firing of another Concentrated Wave within range. When firing, until the spell ends, a line of pure energy 20 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line makes a Dexterity saving throw. On a failed save, a creature takes 2d8 Force damage. On a successful save, a creature takes half as much damage only. A creature also makes this save when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
You lose concentration on this spell if you move after firing the blast, or if another casting of this spell that deals more damage enters the spell's area. If a Concentrated Wave enters the area of another and they deal the same amount of damage, they interrupt each other's lines, and the damage is rerolled at the start of the next round.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Level
2nd
Casting Time
1 Action
Range/Area
20 ft.
(20 ft. *)
Components
V, S
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Force
Comments