Control Winds

A
Control

Control Winds is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that
shapes the battlefield

Control Winds is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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with shifting winds,
slows foes

Control Winds is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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,
boosts
mobility

Control Winds is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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,
and
switches effects with an action

Control Winds is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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.

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.

Read about how this popularity data is calculated.

Spells similar to Control Winds