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Returning 25 results for 'warding wind'.

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Warding Wind

spells

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.The wind has the following

strong wind.The area is difficult terrain for creatures other than you.The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

Warding Wind

Compendium - Sources->Princes of the Apocalypse

Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and

moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected

Warding Wind

Compendium - Sources->Xanathar's Guide to Everything

Warding Wind 2nd-level evocation Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and

moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected

Bard Spells

Compendium - Sources->Princes of the Apocalypse

Bard Spells Cantrips (0 Level) Thunderclap (evocation) 1st Level Earth tremor (evocation) 2nd Level Pyrotechnics (transmutation) Skywrite (transmutation, ritual)Warding wind (evocation)

Bard Spells

Compendium - Sources->Xanathar's Guide to Everything

Bard Spells Cantrips (0 Level) Thunderclap (evocation) 1st Level Earth tremor (evocation) 2nd Level Pyrotechnics (transmutation) Skywrite (transmutation, ritual) Warding wind

Wizard Spells

Compendium - Sources->Princes of the Apocalypse

(transmutation) Maximilian’s earthen grasp (transmutation)Pyrotechnics (transmutation) Skywrite (transmutation, ritual) Snilloc’s snowball swarm (evocation) Warding wind

of stone (transmutation) Investiture of wind (transmutation)7th Level Whirlwind (evocation) 8th Level Abi-Dalzim’s horrid wilting (necromancy)

Druid Spells

Compendium - Sources->Xanathar's Guide to Everything

) Warding wind (evocation) 3rd Level Erupting earth (transmutation) Flame arrows (transmutation) Tidal wave (conjuration) Wall of water (evocation) 4th Level Charm monster (enchantment

stone (transmutation) Investiture of wind (transmutation) Primordial ward (abjuration) 7th Level Whirlwind (evocation)

Sorcerer Spells

Compendium - Sources->Princes of the Apocalypse

) Snilloc’s snowball swarm (evocation) Warding wind (evocation)3rd Level Erupting earth (transmutation) Flame arrows (transmutation) Melf’s minute meteors (evocation)Tidal wave

wind (transmutation)7th Level Whirlwind (evocation) 8th Level Abi-Dalzim’s horrid wilting (necromancy)

Sorcerer Spells

Compendium - Sources->Xanathar's Guide to Everything

spike (divination) Pyrotechnics (transmutation) Shadow blade (illusion) Snilloc’s snowball swarm (evocation) Warding wind (evocation) 3rd Level Catnap (enchantment) Enemies abound

flame (transmutation) Investiture of ice (transmutation) Investiture of stone (transmutation) Investiture of wind (transmutation) Mental prison (illusion) Scatter (conjuration) 7th Level

Wizard Spells

Compendium - Sources->Xanathar's Guide to Everything

) Warding wind (evocation) 3rd Level Catnap (enchantment) Enemies abound (enchantment) Erupting earth (transmutation) Flame arrows (transmutation) Life transference (necromancy) Melf’s

) Infernal calling (conjuration) Negative energy flood (necromancy) Skill empowerment (transmutation) Steel wind strike (conjuration) Synaptic static (enchantment) Transmute rock

Druid Spells

Compendium - Sources->Princes of the Apocalypse

Dust devil (conjuration) Earthbind (transmutation)Skywrite (transmutation, ritual) Warding wind (evocation)3rd Level Erupting earth (transmutation) Flame arrows

(transmutation) Investiture of stone (transmutation)Investiture of wind (transmutation) Primordial ward (abjuration)7th Level Whirlwind (evocation)

Area Information

Compendium - Sources->Rrakkma

makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps

& Puzzles There was a high-levelglyph of warding in this chamber. However, when the mind flayers attempted to pass from this chamber, they triggered the trap which summoned an invisible stalker. They

Approaching the Caer

Compendium - Sources->Icewind Dale: Rime of the Frostmaiden

. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These

Mausoleum: Winter

Compendium - Sources->Waterdeep: Dragon Heist

enter unmolested, and says to Renaer in passing, “Your mother was a lovely person.” Glyph of Warding A glyph of warding spell has been cast on the first step leading down to the underground level

, set to trigger when a humanoid creature passes over the step. The glyph can’t be spotted unless the dust on the floor is cleared away by a gust of wind spell or some other means. Once the dust is swept

Wizard Spells

Compendium - Sources->Basic Rules

Servant 2nd Level Alter Self Arcane Lock Blindness/Deafness Blur Continual Flame Darkness Darkvision Detect Thoughts Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind

of Warding Haste Hypnotic Pattern Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking

Hollow Mine Locations

Compendium - Sources->Journeys through the Radiant Citadel

mine, read the following text: The mine’s entrance leads into a large cavern supported by wooden beams. At the chamber’s center, a derelict wooden elevator rattles in the wind that rushes from the

) check, a character perceives a section of the wall rattling in the wind, discovering a wooden door that was hidden behind a pile of rocks. H2: Teocín’s Quarters A makeshift wooden door blocks the

Monsters

Compendium - Sources->Sage Advice Compendium

groups of creatures. However, its cloudkill is listed under Innate Spellcasting. Because of that, would a paladin’s Aura of Warding resist it? Yes, because cloudkill is a spell, Aura of Warding would be

magical energy that is contained in a magic item or channeled to create a spell or other focused magical effect In D&D, the first type of magic is part of nature. It is no more dispellable than the wind

7. The Sepulcher of Tloques-Popolocas

Compendium - Sources->Tales from the Yawning Portal->a3

like the wind and the night!” Trapped Doors. The doors are locked (DC 15 Dexterity check to pick with thieves’ tools) and trapped. Opening the lock disables the trap. Forcing the doors open can be

hour. A casting of dispel magic using a spell slot of 7th level or higher can also end the effect. The vapors linger for a month unless they are cleared away by a strong wind. Treasure. The seal on the

Monk: Way of the Ascendant Dragon

Compendium - Sources->Fizban's Treasury of Dragons

feature again. Wings Unfurled 6th-Level Way of the Ascendant Dragon Feature When you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn

, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the

Camp Locations

Compendium - Sources->Princes of the Apocalypse

detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden

Lyn Armaal, Level 3

Compendium - Sources->Storm King's Thunder

: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image 3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending 4th level: fabricate, ice

, conjure animals, cure wounds, entangle, speak with plants, thunderwave 1/day each: call lightning, conjure elemental (cast as 1 action), freedom of movement, gust of wind Development Thullen isn’t

Fane Locations

Compendium - Sources->Princes of the Apocalypse

Wind howls as it climbs this dark shaft. After 80 feet, the pit tapers into a tunnel (area N1 of the Howling Caves, described later in this chapter). Chaotic gusts blow up and down the shaft, too

weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere

Lyn Armaal, Level 1

Compendium - Sources->Storm King's Thunder

sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this

; +7 to hit with spell attacks): At will: mage hand, message, prestidigitation, ray of frost 2/day each: arcane lock, gust of wind, invisibility, magic missile, unseen servant 1/day each: globe

Locations in Triboar

Compendium - Sources->Storm King's Thunder

. Its lock can be picked with thieves’ tools and a successful DC 15 Dexterity check. A glyph of warding spell cast on the door is triggered when someone other than Draven opens it. When triggered, the

, appearing as a tall, muscular man whose long, white hair and beard whip and billow as if in an endless breeze, even when there is no wind. It is also said that worshipers of Gwaeron or Mielikki who sleep in

Areas of Kolat Towers

Compendium - Sources->Waterdeep: Dragon Heist

growl. “Come on, then!” Trapped Door. A glyph of warding spell has been cast on the door, set to trigger when it is opened by anyone other than Manshoon. The glyph, which resembles an ornate letter M

12 Constitution saving throw, taking 10 (3d6) poison damage on a failed saving throw, or half as much damage on a successful one. The gas lingers for 1 minute unless dispersed with a gust of wind

warding wind - Search - D&D Beyond (2024)

FAQs

Is warding wind any good? ›

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.

What does warding wind do in D&D? ›

It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

What happened to D&D Beyond? ›

Acquisition by Hasbro. On April 13, 2022, Hasbro announced its acquisition of D&D Beyond for $146.3 million, with plans to officially support previous purchases made on the service and have it be absorbed into Hasbro's Wizards of the Coast.

What is the gust of wind Ranger spell? ›

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

What level spell is gust of wind? ›

Gust of wind is a second level spell that provides psuedo difficult terrain and a pushing effect in a 60x10 foot line that you have a lot of control over.

How do casting spells work in D&D? ›

You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

What is wind magic weak against? ›

Wind Magic is a fast magic with a unique knockback effect that pushes targets away from you depending on the angle a Wind projectile hits them. Wind Magic has bad clash rates and the second lowest damage of the base magics, losing only to Poison.

Does gust of wind affect ranged attacks? ›

It does not prevent ranged attacks

The conceptually similar spell windwall prevents arrow shooting and clearly says so.

What are the best storm spells in D&D? ›

Best Spells for Storm Sorcerers

Cantrips like Gust, Thunderclap, Shocking Grasp, and Shape Water all work hand-in-hand with the very storms they control. Gaseous Form, Sleet Storm, Thunder Step, Tidal Wave, and Critical Role's Freedom of the Waves both take advantage of the powerful storm energy when wind meets water.

What damage does wind do? ›

Wind damage can lead to significant property damage and financial losses. Common types of wind damage include roof damage, siding and window damage, fallen trees or branches, and structural collapse.

What does aura of warding do? ›

This ability allows a Paladin to protect their allies from damage from spells.

Why are people unsubscribing from D&D Beyond? ›

Dungeons and Dragons players crashed the D&D Beyond website recently while mass-canceling their subscriptions in response to an insider leak. This development comes in an ongoing saga surrounding Dungeons and Dragons' recent controversy involving its Open Game License.

Is D&D still popular? ›

Half a century on from its creation, Dungeons & Dragons (D&D) continues to attract millions of players across demographics. The tabletop role-playing game truly has cemented its position in an increasingly competitive market, valued at more than US$15 billion (A$23 billion) in 2022.

Is gust stronger than wind? ›

By definition, a wind gust is stronger than a sustained wind. But, a sustained wind is just as capable of causing significant damage. A wind gust generally lasts under 20 seconds.

What was the strongest wind gust ever? ›

Even well-documented extreme wind gust measurements should be viewed with some skepticism. This is even true of the official world record-holder: a 253 mph (113.2 m/s) gust recorded in Cyclone Olivia on April 4, 1996, on Barrow Island, Australia.

What level is blight? ›

Blight is a level 4 necromancy spell. This spell allows spellcasters to drain the moisture and vitality from a target creature using necromantic energy. It's especially effective versus plants.

How long does a gust of wind last in D&D? ›

So the line of wind is present for up to one minute, and, as long as that line is present, creatures that start their turn in it must save against its effect or be pushed back. The applies to every turn that a creature starts its turn in it for the record.

Do wizards prepare spells? ›

According to the rules: "A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook.

Does casting a cantrip count as a spell? ›

Cantrips. A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.

Do copied spells count as cast? ›

To copy a spell, activated ability, or triggered ability means to put a copy of it onto the stack; a copy of a spell isn't cast and a copy of an activated ability isn't activated.

What are the effects of wind in D&D? ›

A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.

How powerful is wind magic? ›

Wind Magic can be used to create hurricanes, cut things or blow things away. It can also be used to enhance the power of other magics by manipulating air. Floating objects or people or flyingg short distances is also possible.

What do winds of magic do? ›

This ancient, inter-dimensional force is a form of harnessable, emotionally-inflected-and-created energy that can be used by a skilled practitioner such as a wizard, sorcerer or priest to manipulate and alter the very fabric of the natural world.

What does strong winds do? ›

Strong winds are the most common means of destruction associated with hurricanes. Their sometimes continuous barrage can uproot trees, knock over buildings and homes, fling potentially deadly debris around, sink or ground boats, and flip cars.

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