Upon casting the spell, you or a willing creature are temporarily immune to fall damage for up to 500ft. The spell causes the spell's target to fall at a normal rate.
Upon impact with the ground or foe, a wave of force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 force damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a loud thud audible out to twice the distance of feet fallen. Any loose earth, gravel, or sand within the shockwave's cube is displaced.
If the spell's target elects to land on a foe, they may make a weapon attack against the foe's Atheletics or Acrobatics. If successful, the foe will take the fall damage (up 20d6) that would be generated from the height the spell was cast on the spell's target. Example: If the spell were cast at a height of 60ft, the foe would take 6d6 bludgeoning damage. If the spell's target fails this contested check, they take no damage and land prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the size of the cube increases by an additional 5ft for each slot level above 3rd.
If the spell is cast on a target higher than 500ft, it must be cast at a higher spell slot. When the spell is cast in this way, the duration is increased to a maximum of 2 minutes.
* - (strong soled boots)Previous Versions
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