This spell brings up a huge wave of water from a sea or other large body of water. This wave can destroy ships and harbors in its path. The tidal wave is 75 feet high (regardless of the caster's level), and 100 feet long per level of the caster. The caster can start the wave traveling in any direction, but it cannot be turned once started. It travels at 50 yards per round, devastating all in its path. Any ship caught before the tidal wave must make a seaworthiness roll (at a penalty of-30) in order to avoid swamping. Rolls that succeed by less than 20% indicate that the ship is driven before the tidal wave, and must continue to make seaworthiness rolls each round until they are swamped or manage to crest the wave. A success by 20% or more means the ship successfully crests the wave, and is out of danger. Swimmers can ride over the wave by making a saving throw vs. death magic. Failure means the swimmer takes 9d6 points of damage; survivors are washed out of the wave on the other side.
When the wave drives up on shore, it rolls inland, causing 10d6 damage to everyone within 50 yards of shore along its path (ships driven on shore ahead of it make a seaworthiness check against destruction, as above). It moves inland at a rate of 50 yards per round, the damage diminishes by 1d6 each round until it ceases to exist 500 yards inland.
This spell is so exhausting that after casting this spell the caster is unable to cast magical spells for 1d4 days.
The material component of this spell is a wooden plank, struck forcibly across the surface of the water in the direction the tidal wave is to form.
Notes: Uncommon in the Sea of Fallen Stars in the Forgotten Realms setting and for Sea mages; otherwise, very rare.