Pulse Wave: Wave of Mutilation
Usable By: Wizard
Spell Level: 3
School: Evocation (dunamancy)
Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous
Components: V, S
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Review by Sam West, Twitter:@CrierKobold
Pulse Wave takes the classic area damage spell formula and runs with it. It's not revolutionary, nor game changing, but it's a solid damaging option. You’re getting a 30 foot cone 6d6 damage blast that pulls or pushes creatures, your choice. Basically you’re trading 2d6 damage from a Fireball for that condition; that’s probably worth it sometimes!
How often is it worth it, though? That is a much tougher question to answer. Pulling creatures through damaging areas is a tried and true classic; this paired with Wall of Fire or Blade Barrier can potentially get lots of damage out in a single round that Fireball could never. Shoving creatures away from you on top of moving can let this double as a potentially free disengage and dash on top of still contributing to massive damage. If whatever you’re facing is your speed or slower, this can be a way to get them off you and make it really inconvenient for them to get back on top of you. With 10 ft of speed or more than, if they’re already in melee range this doesn’t really change how they can engage you. They can just move at you and be within 5 feet again to keep smacking you around.
I think the scenarios where this is good are fairly common, but not every session kind of common. This isn’t a spell you’ll be busting out every combat if you also have Fireball at your disposal. This is a situational tool that cares about you, your friends, and your enemies’ positioning, as well as their speeds. It being able to pull and push makes it quite a bit better than if it were only ever one or the other; still, I’m not head over heels for it. That doesn’t mean it's not for you, though.
If you like spells that have the potential to help out in a good quantity of environments and affect the world in odd ways, Pulse Wave probably has a home in your wizard’s spell repertoire. It's a decent 3rd level damage spell with a reasonable effect you’ll be able to use to good effect in a decent chunk of fights. You’ll almost always get value out of the damage as well; the floor here is fine, with a slightly under-damaged Fireball, and the ceiling is excellent. Give it a go if that sounds fun to you!
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