flying speed of 300 feet<\/a>. It also lasts 8 hours. <\/p>\n\n\n\nA simple air spell on paper but with amazing potential. Wind walk is a great substitute for vehicles as it costs nothing apart from a spell slot to cast and allows you to travel vast distances at great speeds. <\/p>\n\n\n\n
Wind Walk grants a flying speed which is useful everywhere except underwater, and most adventures do not spend much time underwater, leaving a lot of use to every campaign.<\/p>\n\n\n\n
8. Wind Wall<\/h2>\n\n\n\n
Using Wind Wall, you can create a wall of wind 15 feet tall and up to 50 feet long, effectively covering thirty squares on a battle map. You choose the shape the wall takes, but it must be continuous. Any creature that is along the wall while it’s being created makes a saving throw or takes bludgeoning damage. <\/p>\n\n\n\n
Aside from its initial casting, the spell remains for one minute, during which any small creatures and objects are thrown upwards by the force of the wind, including any projectiles targeted at the caster. <\/p>\n\n\n\n
It also removes fog and gases from the area it is on, and any gaseous creatures cannot pass through it. This spell is similar in many ways to the Warding Wind spell but improved since it can act as a surefire way to avoid projectiles and knock opponents away and keep them away.<\/p>\n\n\n\n
9. Control Winds<\/h2>\n\n\n\n
Control Winds allows the caster to manipulate the flow of the wind inside a 100-foot cube. Within this cube, you can change the wind in three different ways: updraft, downdraft, or gusts. By changing it to updraft, you slow the falling rate and increase the jumping height of creatures. <\/p>\n\n\n\n
Changing it to downdraft makes flying creatures potentially fall down, and ranged attacks through it are made with disadvantage. The last type of wind, gusts, makes the area count as difficult terrain, while making ranged attacks gain disadvantage. Control Winds covers a very large area and offers multiple different effects for different situations. <\/p>\n\n\n\n
Downdraft and gusts are better used for combat, with downdraft pulling down annoying flying enemies, while gusts slow everyone down and weaken ranged attacks. Updraft, though, has multiple uses. It can be used to reach unreachable heights or, similar to Feather Fall, to slow the fall.<\/p>\n\n\n\n
10. Whirlwind<\/h2>\n\n\n\n
With such a simple name, you would assume that this 7th-level wind spell would be quite simple, and it is. The spell creates a whirlwind that is 30 feet tall and covers a 10-foot radius; the whirlwind sucks up medium and smaller objects that aren’t bolted down. Creatures must make a saving throw or be pulled into it and take 10d6 bludgeoning damage. If the creature is large or smaller, it is fully lifted off the ground. Every turn, the creature is lifted further up into the whirlwind, and it can remake the saving throw to escape.<\/p>\n\n\n\n
If a creature manages to escape, it is thrown away in a random direction. The spell is mainly used for combat and doesn’t provide much utility outside, aside from helping you move objects out of your way perhaps. <\/p>\n\n\n\n
In combat, Whirlwind can be a force to be reckoned with, with its very high damage and ability to disperse enemies, breaking their ranks while also immobilizing a fair few of them as well. A fun wind spell that really encompasses the powers of the wind and air while being very powerful.<\/p>\n","protected":false},"excerpt":{"rendered":"
Harnessing the invisible currents of power that sweep across the realms, wind-based spells in Dungeons & Dragons offer a breathtaking array of magical prowess. From summoning storms to flying through the sky, these air spells allow the players to wield the winds as a mighty weapon. In this article, we delve into the realm of … Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":5447,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[48],"tags":[],"class_list":["post-5445","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-dnd","no-featured-image-padding","resize-featured-image"],"_links":{"self":[{"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/posts\/5445","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/comments?post=5445"}],"version-history":[{"count":0,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/posts\/5445\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/media\/5447"}],"wp:attachment":[{"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/media?parent=5445"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/categories?post=5445"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/creaturecollege.com\/wp-json\/wp\/v2\/tags?post=5445"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}