excuse me, I wanna use the spell in my battlesinger drow but i dont know if I have to make an attack using my dexterity because i am "flourish the weapon used in the casting and then vanish to strike like the wind" or I just have to use my intelligence because is a spell attack like shocking grasp
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Act only according to that maxim whereby you can, at the same time, will that it should become a universal law.
I think it might be a little confusing, because similar spells that use a weapon as the spellcasting focus and include wielding the weapon itself in the spell description like Green Flame Blade and Booming Blade include a weapon attack as part of their casting, but Steel Wind Strike doesn't. Not sure why it doesn't... probably just to keep from having to rebalance the spell or anything to compensate for magical weapons or other features.
Steel Wind Strike is a high level spell designed for mages. So it has a set damage which means it does not use the weapon. If you are not a primary caster, chances are you will never learn them.
Green Flame Blade, Booming Blade, etc. are cantrips specifically designed for non-casters or Gish builds. You can take one level or even just a feat to get them.
excuse me, I wanna use the spell in my battlesinger drow but i dont know if I have to make an attack using my dexterity because i am "flourish the weapon used in the casting and then vanish to strike like the wind" or I just have to use my intelligence because is a spell attack like shocking grasp
The M component in Steel Wind Strike has absolutely no interaction with the spell, including influencing your ability modifier. You use your INT modifier like you do with every other wizard spell you cast that has you make a spell attack, because no rule says otherwise.
It is also on the Ranger Spell list. My personal belief is it was meant as sort of a capstone ability for Horizon Walkers or as a much stronger version of Zephyr Strike which is only available to Rangers.
Are you able to cast Steel Wind Strike using higher spell slots?
Yes, but there's no benefit to doing so. You can always cast lower-level spells with higher level spell slots, but only spells with the "At Higher Levels" section actually improve when you use higher level slots.
Are you able to cast Steel Wind Strike using higher spell slots?
Yes, but there's no benefit to doing so. You can always cast lower-level spells with higher level spell slots, but only spells with the "At Higher Levels" section actually improve when you use higher level slots.
Well... Potentially minor benefit, as a nitpick. Makes it harder to hit with Counterspell, as it counts as whatever slot is used for the casting instead of its normal level. I've upcast Dimension Door before for that very reason.
This spell seems like it should actually be a high level rogue feature for some subclass. I am creating a homebrew wonderous item that provides a similar effect to a melee attacker twice per day:
This is a bracelet of black orichalcum links that appear to be many interlinked spikes. Expending a charge of this item allows the wearer to flourish their melee weapon and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee attack against each target. On a hit, a target takes damage equal to your weapon attack.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Note: If used by a rogue, the magic of the item allows the rogue to make a sneak attack against each target.
No Sneak Attack can't be used with Steel Wind Strike as it's a melee spell attack dealing force damage, not a weapon attack using a Finesse or a Ranged weapon where the extra damage’s type is the same as the weapon’s type.
As long as we're talking about Steelwind Strike...
1. Since you 'vanish to strike like the wind', are you unseen and thus gain advantage on each attack roll?
2. What if you are hiding when you cast the spell (only an S component, so the spell itself doesn't break hiding). Are the attacks simultaneous (and thus you get advantage on all of them, since you were 'invisible' when you made the attacks? Especially confusing since Mearls and Crawford gave opposite answers on a similar question with Eldritch Blast)
3. If attacks are in order, do you have to determine where you are after each strike, to determine if the next strike target can see you or not? (Actually, this makes me think that one of the first two must be 'yes', because you aren't anywhere while making the attacks.)
4. If you cast from hiding/invisible, and choose a spot that's fully obscured from all (living) enemies to appear after the spell, should they really know where you are? (Example 1: You have an illusion that is not disbelieved that you can appear behind/inside. Example 2: You appear next to a creature which died, and are behind total cover from all other enemies).
I know #4 is a RAW 'yes, they know where you are' because you made an attack roll, but well, people argue common sense against RAW on 'find you' disfavoring the hiding character. Here's a case where common sense says 'no, they should have no idea where you are', even though it involved an attack roll, because you aren't where most of the attacks actually hit.
Edit: Actually, I am unsure on the #4 RAW. Because if 'vanish' means (assuming miniatures/grid) "pick your piece up from the game board", then you aren't anywhere during the attacks to be 'located'. You teleport into your final position last, after all attacks are resolved. if instead you stay in the position where the spell was cast while the attacks are made, the position that is revealed is the position you cast from, not the position you will teleport to after the strikes. (And since, by construction, you're unseen after the teleport, you'd need to determine if you can be heard... seems doubtful in most combat situations.)
1) no, your not actually invisible - just moving fast so they can’t get opportunity attacks. 2) see #1, since your moving your breaking hiding so your not invisible. 3) see #1 - you aren’t invisible ver invisible - vanish simply means leaving your initial location very quickly then moving at high speed the whole round. You aren’t invisible ver visible just moving faster than folks can react to so no opportunity attacks. The point of steel wind strike is to provide the. Ranger with a means of getting more than their base attacks. while it’s not exactly, the best way to think of steel wind strike is as an upgraded version of zephyr strike - no advantage but more attacks and more damage ( typically 3/5 hit for @30 damage each so 90 damage avg.
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excuse me, I wanna use the spell in my battlesinger drow but i dont know if I have to make an attack using my dexterity because i am "flourish the weapon used in the casting and then vanish to strike like the wind" or I just have to use my intelligence because is a spell attack like shocking grasp
Act only according to that maxim whereby you can, at the same time, will that it should become a universal law.
- Emmanuel Kant
"Make a melee spell attack against each target."
You are using your spell attack modifier and you do not get any boni from your melee weapon.
As Voras said, it's a spell attack.
So if you're using a Bladesinger wizard it's D20 + Proficiency modifier + Intillegence modifier for each target of the spell.
I can't see any of the Bladesinger specific abilities helping this spell.
Yes, the melee weapon is a spell component, not actually used to attack, though you may describe it otherwise for flavor purposes.
I think it might be a little confusing, because similar spells that use a weapon as the spellcasting focus and include wielding the weapon itself in the spell description like Green Flame Blade and Booming Blade include a weapon attack as part of their casting, but Steel Wind Strike doesn't. Not sure why it doesn't... probably just to keep from having to rebalance the spell or anything to compensate for magical weapons or other features.
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Steel Wind Strike is a high level spell designed for mages. So it has a set damage which means it does not use the weapon. If you are not a primary caster, chances are you will never learn them.
Green Flame Blade, Booming Blade, etc. are cantrips specifically designed for non-casters or Gish builds. You can take one level or even just a feat to get them.
That is the difference.
The M component in Steel Wind Strike has absolutely no interaction with the spell, including influencing your ability modifier. You use your INT modifier like you do with every other wizard spell you cast that has you make a spell attack, because no rule says otherwise.
Give yourself advantage on that spell attack by casting Greater Invisibility the turn before...
It is also on the Ranger Spell list. My personal belief is it was meant as sort of a capstone ability for Horizon Walkers or as a much stronger version of Zephyr Strike which is only available to Rangers.
Agreed
Wisea$$ DM and Player since 1979.
Are you able to cast Steel Wind Strike using higher spell slots?
Yes, but there's no benefit to doing so. You can always cast lower-level spells with higher level spell slots, but only spells with the "At Higher Levels" section actually improve when you use higher level slots.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Well... Potentially minor benefit, as a nitpick. Makes it harder to hit with Counterspell, as it counts as whatever slot is used for the casting instead of its normal level. I've upcast Dimension Door before for that very reason.
This spell seems like it should actually be a high level rogue feature for some subclass. I am creating a homebrew wonderous item that provides a similar effect to a melee attacker twice per day:
This is a bracelet of black orichalcum links that appear to be many interlinked spikes. Expending a charge of this item allows the wearer to flourish their melee weapon and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee attack against each target. On a hit, a target takes damage equal to your weapon attack.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Note: If used by a rogue, the magic of the item allows the rogue to make a sneak attack against each target.
Probably either very rare or legendary
I think you can only use sneak attack on one of those attacks, because it says once per turn
No Sneak Attack can't be used with Steel Wind Strike as it's a melee spell attack dealing force damage, not a weapon attack using a Finesse or a Ranged weapon where the extra damage’s type is the same as the weapon’s type.
Can you use the spell and attack all 5 times the same creature?
No. You choose up to five creatures and then make one attack against each creature chosen.
How to add Tooltips.
My houserulings.
As long as we're talking about Steelwind Strike...
1. Since you 'vanish to strike like the wind', are you unseen and thus gain advantage on each attack roll?
2. What if you are hiding when you cast the spell (only an S component, so the spell itself doesn't break hiding). Are the attacks simultaneous (and thus you get advantage on all of them, since you were 'invisible' when you made the attacks? Especially confusing since Mearls and Crawford gave opposite answers on a similar question with Eldritch Blast)
3. If attacks are in order, do you have to determine where you are after each strike, to determine if the next strike target can see you or not? (Actually, this makes me think that one of the first two must be 'yes', because you aren't anywhere while making the attacks.)
4. If you cast from hiding/invisible, and choose a spot that's fully obscured from all (living) enemies to appear after the spell, should they really know where you are? (Example 1: You have an illusion that is not disbelieved that you can appear behind/inside. Example 2: You appear next to a creature which died, and are behind total cover from all other enemies).
I know #4 is a RAW 'yes, they know where you are' because you made an attack roll, but well, people argue common sense against RAW on 'find you' disfavoring the hiding character. Here's a case where common sense says 'no, they should have no idea where you are', even though it involved an attack roll, because you aren't where most of the attacks actually hit.
Edit: Actually, I am unsure on the #4 RAW. Because if 'vanish' means (assuming miniatures/grid) "pick your piece up from the game board", then you aren't anywhere during the attacks to be 'located'. You teleport into your final position last, after all attacks are resolved. if instead you stay in the position where the spell was cast while the attacks are made, the position that is revealed is the position you cast from, not the position you will teleport to after the strikes. (And since, by construction, you're unseen after the teleport, you'd need to determine if you can be heard... seems doubtful in most combat situations.)
1) no, your not actually invisible - just moving fast so they can’t get opportunity attacks.
2) see #1, since your moving your breaking hiding so your not invisible.
3) see #1 - you aren’t invisible ver invisible - vanish simply means leaving your initial location very quickly then moving at high speed the whole round. You aren’t invisible ver visible just moving faster than folks can react to so no opportunity attacks. The point of steel wind strike is to provide the. Ranger with a means of getting more than their base attacks.
while it’s not exactly, the best way to think of steel wind strike is as an upgraded version of zephyr strike - no advantage but more attacks and more damage ( typically 3/5 hit for @30 damage each so 90 damage avg.
Wisea$$ DM and Player since 1979.