S.6.IoW Investiture of Wind - JulTob/DnD GitHub Wiki
Investiture of Wind
- Level: 6th-level
- School: Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Description
Investiture of Wind surrounds you with a magical aura of swirling air currents, granting several benefits related to wind and air.
Effects:
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Flying Speed:
- You gain a flying speed of 60 feet for the duration of the spell.
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Ranged Attack Disadvantage:
- Ranged weapon attacks against you have disadvantage due to the strong winds surrounding you.
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Gust of Wind:
- As an action, you can create a line of strong wind 15 feet wide and 60 feet long in a direction you choose. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in the direction following the line.
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Wind-based Attacks:
- The strong winds around you can disperse gas or vapor and extinguish candles, torches, and similar unprotected flames in the area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.
Strategic Applications:
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Aerial Mobility: The flying speed of 60 feet allows for exceptional maneuverability in combat, making it easier to avoid melee confrontations, reach high or distant locations, and outmaneuver enemies on the ground.
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Defense Against Ranged Attacks: The disadvantage imposed on ranged weapon attacks makes this spell particularly effective against archers or other ranged combatants, reducing the likelihood of being hit while airborne.
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Battlefield Control: The Gust of Wind ability can be used to push enemies away, disrupt formations, or clear obstacles like fog or smoke. It can also be used to push enemies into hazardous terrain or away from allies.
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Environmental Interaction: The ability to disperse gas or vapor and extinguish flames can be useful in a variety of situations, such as clearing toxic clouds, negating magical fog, or extinguishing fires that might be used to signal or harm.
Limitations:
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Concentration: As with other spells of this nature, it requires concentration, so taking damage can potentially disrupt the spell.
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Situational Usefulness: The spell's effectiveness is highly dependent on the environment and the types of enemies faced. For instance, it's less useful against foes who rely on melee attacks or in areas where flight is restricted.
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Gust of Wind Directionality: The Gust of Wind ability is directional and affects all creatures in the line, which means allies might also be pushed if they are in the path.
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Close-Range Combat: While flying offers a significant mobility advantage, it may be less effective in tight, enclosed spaces where flight is restricted or in situations where melee combat is unavoidable.
Notes:
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Roleplay and Flavor: Investiture of Wind is a thematic choice for characters with a connection to the air or wind, such as an air genasi, a druid of the winds, or a storm-focused wizard. The visual of the character surrounded by swirling winds and effortlessly flying through the air can be quite dramatic.
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Synergy with Other Spells: This spell can be combined with other wind or air-based spells to create a powerful thematic build, such as Control Winds or Gust of Wind. It also pairs well with spells that benefit from positioning, allowing you to quickly reposition yourself or others.
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Ideal For: Sorcerers, wizards, and druids who need enhanced mobility and defensive options in combat, especially in open or vertical spaces. It's particularly effective in outdoor settings, such as mountain ranges, open fields, or any scenario where flight and wind control are advantageous.