Rules edition: D&D 5e (2014 rules): legacy Air Genasi from the Elemental Evil Player’s Companion and the 2014 Wizard. This guide does not combine that species with the revised Air Genasi in Mordenkainen Presents: Monsters of the Multiverse.
An Air Genasi Wizard pairs a durable heritage with a class that rewards careful positioning. The species’ once-per-long-rest levitate trait can take you out of reach of many ground-bound enemies, but it does not make you a flying character and it does not free your concentration. Your strongest defense still comes from choosing a safe position, protecting concentration, and keeping an escape spell ready.
Which Air Genasi rules this guide uses
The legacy Air Genasi in the Elemental Evil Player’s Companion has the Genasi base trait of +2 Constitution and the Air subrace’s +1 Dexterity. It also has Unending Breath and Mingle with the Wind. This version does not have Darkvision or lightning resistance, and it does not have passive flight or hovering. Use the source your table has chosen: the later Monsters of the Multiverse Air Genasi is a revised species with different traits and flexible ability-score increases. Do not combine the two versions’ benefits.
What Mingle with the Wind actually does
Mingle with the Wind lets you cast levitate once using the trait, without material components, and the use returns when you finish a long rest. Constitution is the spellcasting ability for this legacy trait. The feature does not say that the spell stops requiring concentration, so the normal spell rules still apply: levitate requires concentration, lasts up to 10 minutes, and ends if your concentration ends. It is not a permanent hover ability. The spell can lift you above melee reach or help you cross a vertical obstacle, but ranged attackers can still target you, and you can be left exposed if you rise without cover or a way back down.
Use the free casting when vertical movement solves a real problem: reaching a ledge, escaping a creature that cannot reach you, or changing the angle of a fight. Remember the action cost and the concentration tradeoff. If you are concentrating on web, hold person, or another control spell, casting levitate ends that spell. The 2014 spell description gives the target and movement limits; the racial trait changes how often and with what ability you cast it, not the spell’s other rules.
Unending Breath has a narrow, useful scope
Unending Breath lets you hold your breath indefinitely while you are not incapacitated. That is useful when exploring underwater or in environments where you cannot breathe, but it does not let you breathe underwater, protect you from every inhaled hazard, or make suffocation impossible in every circumstance. Cloudkill and similar effects use their own rules; do not treat this trait as blanket immunity to poison, environmental damage, or strangulation. Ask the DM how a specific effect interacts with holding your breath.
Build the Wizard around Intelligence and Constitution
For this legacy version, put your best score in Intelligence. It drives your spell attack bonus, spell save DC, and the number of Wizard spells you can prepare. Constitution is a strong secondary score for hit points and concentration saves; the species’ +2 Constitution supports that naturally. Dexterity is also valuable for initiative and AC, and the Air subrace’s +1 helps. Under the 2014 rules, you can still apply the optional ability-score increases from Tasha’s Cauldron of Everything if your table uses that rule, instead of the printed species increases.
Wizards are proficient in Intelligence and Wisdom saving throws, not Constitution saving throws. If you want extra help maintaining concentration, consider the Resilient (Constitution) feat once your Intelligence is where you want it, or War Caster if its benefits fit your playstyle. Neither is mandatory: cover, distance, and avoiding damage are often the simplest ways to keep a spell running.
Spell choices and positioning
Prepare a mix of defense, control, and utility. Shield can blunt a sudden attack; mage armor helps if you are not wearing armor; and control spells such as web can protect the whole party by restricting enemies. Keep at least one option for leaving danger, such as misty step once you can cast 2nd-level spells. The 2014 Wizard prepares spells from the spellbook after a long rest and can ritual-cast a Wizard ritual that is in the book without preparing it. See the official 2014 Wizard rules and spellcasting rules for preparation, concentration, and casting details.
Do not spend every turn trying to stay airborne. Many encounters have ceilings, ranged enemies, cramped rooms, or objectives on the ground. Use cover and let allies screen you. When you cast a concentration spell, choose a position with a retreat route and avoid exposing yourself simply because levitate is available. The trait is a once-per-day tool for a particular obstacle, not a replacement for the Wizard’s broader defensive kit.
At the table
Before play, agree with your DM which Genasi printing is in use and whether optional ability-score rules are allowed. During play, track the racial casting separately from spell slots: using Mingle with the Wind does not expend a slot, but the spell still follows its normal casting time, range, target, duration, and concentration rules. Ask before relying on a breath-related interaction to bypass a hazard, because the trait only guarantees that you can hold your breath while not incapacitated.