Level 6 Spell: Investiture of Wind
  • Level: 6th

  • Casting Time: 1 Action

  • Range: Self (15 ft Cube)

  • Components: V, S

  • Duration: C, 10 Minutes

  • School: Transmutation

  • Attack/Save: CON Save

  • Damage/Effect: Bludgeoning

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.

Classes: Druid, Sorcerer, Warlock, Wizard
Subclasses:


Source Material: Elemental Evil Player's Companion