Level
6th
Casting Time
1 Action
Range/Area
Self
(15 ft *)
Components
V, S
Duration
Concentration
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.
I like value...60ft of flying, for 10 minutes, with the ability to have a decent area-of-effect + crowd control?
That's not too shabby.
Might want to grab "Feather Fall" to mitigate those instances where you end your turn skybound.
Yah, the Investiture spells are usually pretty good are giving you value for your Concentration.
Along with Feather fall, i think a mage could their whole spell set around this spell.
the investiture spells are so shit, they should be dropped a level honestly
They are actually pretty useful the fact that your saying this makes me think that you haven’t read the other ones because in my personal opinion wind seem to be the weakest but still a great spell useful for crowd control and getting away from enemies and if you get feather fall or play a race that allows you to fly you can negate or half it’s only downside if you ask me great spell
i have read the other ones, i seem to hold the opposite opinion to you, investiture of wind is the least shit of them
This is a mighty defensive spell. Flying protects you from melee attackers that can't fly. Circling wind protects you from ranged attackers. Spellcasters will still be able to hit you though.
Does each cube of swirling air stay for the duration?
So you could have multiple cubes going?
If it lasted for the duration, it would say so. Think of it as a thunderwave spell you can cast from a distance every turn if you want, albeit with a worse damage type and arguably less useful wording on the pushing effect.
That makes sense, thanks GolenVel
Absolute trash tier spell, this MIGHT be good as a 4th level spell, unlikely but possibly a 5th, but a 6th level spell? wow never.
If they want to make this a 6th level spell then the following needs to happen:
This spell is cripplingly underwhelming and absolutely not worth its slot level. Which is, honestly, really unfortunate because it's a cool aesthetic.
- Fly is a 3rd level spell that gets you the same flying speed.
- You are at least 11th level, to have access to this 6th level spell, so your *Cantrips* are dealing 3 dice of damage at this point, including the ones that hit multiple targets; the on-theme Thunderclap, for example, can hit several targets for 3d6 (the 'within 5 feet of target' of thunderclap *is* a functional 15-foot cube, bear in mind).
So, you're paying three slot levels, 3rd to 6th, for ranged disadvantage and an action that is only barely equivalent (and in some cases not even) to the cantrips you already have, and only a little more reliable (it still deals half on save, has a situational rider, and has range; not many cantrips have good range, multi target and a rider - most get only two out of those three, but at this base level, d6 cantrips (never mind 8s 10s or 12s) will have a higher damage average than this action).
It's just not worth a 6th level slot. It needs to be beefier in some way, or it needs to be a lower slot level.