Control Winds
2014 Rules
- Level & School
- 5th-level transmutation
- Casting Time
- Action
- Range
- 300 feet
- Components
- V, S
- Duration
- Concentration, 1 hour
- Classes
- Druid, Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Winds 5.5e 2024 vs. 5e 2014 edition differences
Control Winds is currently only available in the 2014 edition.
Control Winds popularity
How popular is Control Winds? It is a seldom seen spell in the game, and it is almost never chosen when available. This spell is one that few spellcasters would ever acquire.
- Bottom 25% of all level 5 spells
- Bottom 25% of all 5e spells
- Bottom 25% picked level 5 Sorcerer spell
- Bottom 25% picked level 5 Wizard spell
- Bottom 10% picked level 5 Druid spell
Read about how this popularity data is calculated.
Spells similar to Control Winds
Wind Wall 3rd-level evocation
A persistent wall of wind similarly reshapes the battlefield and obstructs ranged attacks.
Players prefer Wind Wall over Control Winds
Gust of Wind 2nd-level evocation
Both create sustained wind that shapes movement and hampers ranged attacks across an area.
Players prefer Gust of Wind over Control Winds
Control Water 4th-level transmutation
Like Control Winds, it is a high-range transmutation that lets the caster manipulate a large environmental area for changing tactical effects.
Players prefer Control Water over Control Winds
Warding Wind 2nd-level evocation
Both use ongoing wind to interfere with ranged attacks and influence positioning during a fight.
Players prefer Control Winds over Warding Wind
Whirlwind 7th-level evocation
It is a higher-level concentration spell that controls a distant area through dramatic wind effects and forced movement.
Players prefer Control Winds over Whirlwind
Investiture of Wind 6th-level transmutation
This is another concentration spell centered on powerful wind, aerial movement, and battlefield disruption.
Players prefer Control Winds over Investiture of Wind