Holocron

Telekinetic Wave

Force power · Level 8 · Light
power-typeForcelevel8alignmentLightconcentration

⟜ Requires Telekinetic Burst

Tweaked from 5eYou already know this as 5e Thunderwave (likely) — It's a Thunderwave-style wave of force (Con save, damage plus forced movement), but scaled way up to 8th level with a huge 60-ft radius, 12d6 damage, and knocked-prone on top of the shove.
Deal 12d6 force damage to every creature in a 60-foot radius; failures are also knocked prone and moved 5 feet in a direction you choose.
DamageControl
●●breadth · large radius but 8th-level slot
TargetingArea
Use whenenemies are massed and you want burst damage plus repositioning
ScalingAt 9th level the damage increases by 2d6.
!No concentration — frees you to maintain another power simultaneously.
telekinesiskineticarea-denialcontrol-condition
Pairs withTelekinetic Burst (prerequisite) · allies set up to punish prone enemies · high Force save DC build
PlaystyleBlasterController

You manipulate the Force in a 60-foot radius centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 force damage, is knocked prone, and moved 5 feet in a direction of your choice. On a successful save, it takes half as much damage and isn't knocked prone or moved.

Force Potency. When you cast this power using a force slot of 9th level, the damage increases by 2d6.

Codex
Casting Period
1 action
Range
150 feet
Duration
Instantaneous
Concentration
No