{"name":"Investiture of Wind","level":"6-level","school":"Evocation","classes":"Druid, Sorcerer, Warlock, Wizard","castingtime":"1 action","range":"Self","duration":"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\u2022 Ranged weapon attacks made against you have disadvantage on the attack roll.\r\n\u2022 You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some- how prevent it.\r\n\u2022 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. ","higherlevels":"","source":"Xanathar's Guide to Everything","tabledata":"","tags":"6th level, evocation, buff, self, damage, druid, sorcerer, warlock, wizard, concentration, elemental, air, utility, damage, AoE, cube, bludgeoning, verbal, somatic","isShared":"on","templateId":"19","blockId":"377099","world":"507b9ab4-a370-4da9-a6e7-74d148f06558","folder":""}