Primal Wave
Conjures a torrent of water that may knock back the target, and creates a pool of shallow water for a short duration. |
Primal Wave is a monsters-only spell that causes massive amounts of water to surge into you, dealing significant damage, pushing you around, and turning the terrain beneath and near you to shallow water (if it isn't already). Fortunately, it cannot knock you into deep water, and it can't turn stairs and certain other dungeon features into water.
This spell deals 50% physical and 50% drowning damage. Amphibious (merfolk, octopode, barachi, Ice Form), unbreathing (gray draconian, gargoyle, mummy, vampire, ghoul, Necromutation, Statue Form), and aquatic creatures are immune to drowning, and will take a total of 50% damage from the spell.
The following enemies cast Primal Wave:
- D Bai Suzhen (dragon) (3d26 damage)
- E Elemental wellspring (3d21 damage)
- m Merfolk aquamancer (3d20 damage)
- @ Norris (3d26 damage)
Players can produce a primal wave by evoking a phial of floods. This will also waterlog monsters caught in the wave, acting like Silence for those that need to breathe.