You bring both your hands together at your side cupping a small blue orb of energy. You may choose to spend up to 5 turns including this one intensifying the strength of this spell. On each successive turn, you spend one action to continue intensifying the spell, no other actions or bonus actions may be taken. On the turn which you choose to release the spell, a ball of blue energy of comparable size to the number of turns taken to cast it releases towards a single target. The target must make a constitution saving throw.
- One turn to cast: The target takes 6d6+6 force damage on a failed save or half as much damage on a successful one. If the target is large or smaller, it is pushed back 10ft and knocked prone.
- Two turns to cast: The target takes 9d6+9 force damage on a failed save or half as much damage on a successful one. If the target is large or smaller, it is pushed back 15ft and knocked prone.
- Three turns to cast: The target takes 15d6+15 force damage on a failed save or half as much damage on a successful one. If the target is large or smaller, it is pushed back 20ft and knocked prone.
- Four turns to cast: The target takes 24d6+24 force damage on a failed save or half as much damage on a successful one. If the target is large or smaller, it is pushed back 30ft and knocked prone.
- Five turns to cast: The target takes 36d6+36 force damage on a failed save or half as much damage on a successful one. If the target is large or smaller, it is pushed back 45ft and knocked prone.
At the start of the target's next turn, it cannot move and must use it's action to make a constitution saving throw. If successful, the spell is broken. If unbroken, at the start of your turn, you may choose to maintain the wave and deal half of it's release damage to the original target (no roll required). Doing this takes one action and no other actions or bonus actions can be performed during this turn.