Warding wind seems like not a half bad spell on paper, but I’m wondering if it actually would see use. I’m a graviturgy wizard and I feel like flavor wise it would fit in quite well.
It's pretty nifty, really. While there are other spells I usually take for flavour, it is a very good spell. It causes disadvantage or range weapon attacks, which helps protect you. It also deafens you - which means any spell or effect that requires you to hear the user will not work on you (e.g. Suggestion spell or the Hypnotic Gaze feature of an Enchantment Wizard). It also protects you from "gas" such as Stinking Cloud, Incendiary Cloud, Fog Cloud or Cloudkill. It's 10 ft radius means it protects your party, not just you, if close together, and it's difficult terrain for anyone other than you, which although hinders party members, will also reduce enemy movement trying to get to you : pairs well with Ray of Frost.
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It's great in the case of fog or similar effects. If your dm is generous they may also interpret some monster attacks as being effected as well for example the green dragons breath weapon. Strictly speaking the spell would not normally effect these abilities because monster abilities don't usually say they can be blown away by wind like cloudkill does but it is reasonable interpretation.
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
The main issue with using warding wind is that it requires concentration making it effectively your main spell for the combat. For that reason it really needs to pack a punch and warding wind will only do so in some situations. If it counters your enemies main mode of offense, for example if there are allot of arrows or they have a gas based attack and they are attacking you or your allies are staying close then its worth it otherwise you are better of with something like web or Maximilian's Earthen Grasp which you can flavor as holding people down with gravity.
Warding Wind is a neat spell in the right situation. It has a long enough duration to be useful outside of combat as well as in combat here's some examples:
Sirens, Harpies, Succubi and other auditory charms - need cross a mountain pass infested with Harpies? take Warding Wind to keep the whole party from walking off the edge of the cliff.
Gibbering Mouthers, Dissonant Whispers, and auditory fear-effect - have a hallway filled with eerie voices, or making your way past a banshee-infested ruins.
poison gases - cross a toxic cloud of spores in a swamp, or through a volcanic tunnel, or counter Cloudkill or Stinking Cloud.
Combine with creation college for some nice upfront control. Large pet with slow and difficult terrain for the price of one second level spell. Just grab some med armor mastery and throw in some fathomless warlock for more slow and offensive can trips. All by level 8.
Combine with creation college for some nice upfront control. Large pet with slow and difficult terrain for the price of one second level spell. Just grab some med armor mastery and throw in some fathomless warlock for more slow and offensive can trips. All by level 8.
I'm debating taking it myself. It seems solid, especially as a backline Sorcerer, but for ranged attacks it seems much better to just burn a level 1 slot for Shield than cast this at level 2 and probably have no one even shoot me. Dispersing clouds of whatever is definitely useful, but most DMs would probably give that to you for casting Gust anyway.
I think the real competition if the spell really fits your flavor is against Gust of Wind. It's a massive AOE control spell that could combo mercilessly with other PC's abilities or arena features. I guess it requires some careful positioning and coordination with your allies to not blow them off a cliff too, but it just seems more versatile. I'm not sure if most DM's would give Gust of Wind the same benefit against ranged attacks if they're shooting through the affected area, but I personally would.
So that leaves the only unique benefit of Warding Wind as the deafening. That's definitely not nothing, so I'm still torn.
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Warding wind seems like not a half bad spell on paper, but I’m wondering if it actually would see use. I’m a graviturgy wizard and I feel like flavor wise it would fit in quite well.
Is Warding wind a worthwhile spell?
It's pretty nifty, really. While there are other spells I usually take for flavour, it is a very good spell. It causes disadvantage or range weapon attacks, which helps protect you. It also deafens you - which means any spell or effect that requires you to hear the user will not work on you (e.g. Suggestion spell or the Hypnotic Gaze feature of an Enchantment Wizard). It also protects you from "gas" such as Stinking Cloud, Incendiary Cloud, Fog Cloud or Cloudkill. It's 10 ft radius means it protects your party, not just you, if close together, and it's difficult terrain for anyone other than you, which although hinders party members, will also reduce enemy movement trying to get to you : pairs well with Ray of Frost.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
It's great in the case of fog or similar effects. If your dm is generous they may also interpret some monster attacks as being effected as well for example the green dragons breath weapon. Strictly speaking the spell would not normally effect these abilities because monster abilities don't usually say they can be blown away by wind like cloudkill does but it is reasonable interpretation.
The main issue with using warding wind is that it requires concentration making it effectively your main spell for the combat. For that reason it really needs to pack a punch and warding wind will only do so in some situations. If it counters your enemies main mode of offense, for example if there are allot of arrows or they have a gas based attack and they are attacking you or your allies are staying close then its worth it otherwise you are better of with something like web or Maximilian's Earthen Grasp which you can flavor as holding people down with gravity.
Warding Wind is a neat spell in the right situation. It has a long enough duration to be useful outside of combat as well as in combat here's some examples:
Combine with creation college for some nice upfront control. Large pet with slow and difficult terrain for the price of one second level spell. Just grab some med armor mastery and throw in some fathomless warlock for more slow and offensive can trips. All by level 8.
Combine with creation college for some nice upfront control. Large pet with slow and difficult terrain for the price of one second level spell. Just grab some med armor mastery and throw in some fathomless warlock for more slow and offensive can trips. All by level 8.
I'm debating taking it myself. It seems solid, especially as a backline Sorcerer, but for ranged attacks it seems much better to just burn a level 1 slot for Shield than cast this at level 2 and probably have no one even shoot me. Dispersing clouds of whatever is definitely useful, but most DMs would probably give that to you for casting Gust anyway.
I think the real competition if the spell really fits your flavor is against Gust of Wind. It's a massive AOE control spell that could combo mercilessly with other PC's abilities or arena features. I guess it requires some careful positioning and coordination with your allies to not blow them off a cliff too, but it just seems more versatile. I'm not sure if most DM's would give Gust of Wind the same benefit against ranged attacks if they're shooting through the affected area, but I personally would.
So that leaves the only unique benefit of Warding Wind as the deafening. That's definitely not nothing, so I'm still torn.