A wave of thunderous force sweeps out from you. Each creature during a 15-foot cube originating from you would like to form a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet far away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
Check also: Bane
In addition, unsecured objects that are completely within the planet of effect are automatically pushed 10 feet away from you by the spell’s effect, and thus the spell emits a thunderous boom audible bent 300 feet.
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S
- Duration: Instantaneous
- Scales: Yes
At Higher Levels: once you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d8 for each slot level above 1st.
As noted, the range for the origin is self, so effectively these combined mean you’ll place the cube anywhere such any a section of one edge (probably including a corner, but the GM could potentially get particular about that) is found somewhere on the caster’s space. Generally, this might get on the sting of the caster’s space and aligned with the grid, but there’s no rules reason we do know that it can’t be skewed. It’s just simpler to put it with the grid. As for moving targets away, the GM and player could probably decide between moving directly from the caster/origin (more to the letter of the spell description) or directly from the side the origin is on (easier to undertake to on the grid).
Thunderwave, per RAW, targets a cube adjacent to the caster, supported the actual fact that its area may be a 15′ cube, and thus the principles on spell areas of effect within the principles. Once I first read the spell, though, not being fully familiar with the principles on areas of effect, I assumed it targeted a cube around the caster, partly supported how “elegant” it seemed, and partly supported the spell’s description (a “wave” sweeping “out from you”, a “cube originating from you”, etc.).
This spell creates a thunderclap of sound centered on the wizard. Anyone within 15’ of the wizard must make a saving throw vs Paralysis or be pushed to 10’ away from the wizard and take 2d4+2 points of injury. Anyone making their save takes half damage and isn’t pushed away.
You also don’t provoke an opportunity attack once you teleport or when someone or something moves you without using your movement, action, or reaction. as an example, you are doing not provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
So some spells and effects like turn undead make a target advance it turns which movement can provoke an attack of opportunity, spells like the mad wave that pushes them don’t provoke.
It does make the primary level spell Command using the “approach” option pretty powerful. The target fails a save, moves directly towards the caster provoking any attacks of opportunity along the way, then it ends its turn before it can do anything after getting within 5′ of the caster. A tactically minded cleric and properly position fighter/rogue duo this is often pretty darn good.