Spells & Rituals
Investiture of Wind
Self (15 ft
, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Sei Vestem Ventus Aeris Classes:
Druid, Sorcerer, Warlock, WizardDomain:
Air, Tempest, WeatherTags:
Damage, Movement, WardingSource: Elemental Evil Player's Companion (page 20)
Also found in Xanathar’s Guide to Everything
View Investiture of Wind Spell Card
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