{"name":"Investiture of Wind","level":"6-level","school":"Transmutation","classes":"Druid, Sorcerer, Warlock, Wizard","castingtime":"1 action","range":"Self","duration":"Concentration, up to 10 minutes","components":"V, S","materials":"","concentration":"1","description":"Until the spell ends, wind whirls around you, and you gain the following benefits:\r\n[ul]\r\n[li]Ranged weapon attacks made against you have disadvantage on the attack roll.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]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.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li]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.[\/li]\r\n[\/ul]\r\n","higherlevels":"","source":"Xanathar's Guide to Everything","tabledata":"","tags":"Spell","templateId":"19","blockId":"342709","isShared":"on"}