Dust Devil
2014 Rules
- Level & School
- 2nd-level conjuration
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M (a pinch of dust)
- Duration
- Concentration, 1 minute
- Classes
- Druid, Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Dust Devil 5.5e 2024 vs. 5e 2014 edition differences
Dust Devil is currently only available in the 2014 edition.
Dust Devil popularity
How popular is Dust Devil? It is a seldom seen spell in the game, and is chosen less than other options when available. This spell may fill a specific niche for a spellbook.
- Bottom 50% of all 5e spells
- Bottom 25% picked level 2 Wizard spell
- Bottom 25% of all level 2 spells
- Bottom 25% picked level 2 Sorcerer spell
- Bottom 10% picked level 2 Druid spell
Read about how this popularity data is calculated.
Spells similar to Dust Devil
Moonbeam 2nd-level evocation
Like Dust Devil, it’s a concentration spell that stays in play and can be shifted to keep hurting enemies over multiple turns.
Players prefer Moonbeam over Dust Devil
Cloudkill 5th-level conjuration
Both create a drifting cloud that punishes creatures caught near it and changes how an area is fought over.
Players prefer Cloudkill over Dust Devil
Gust of Wind 2nd-level evocation
The wind theme, forced movement, and line-based area denial make it feel mechanically very close even though it deals no damage.
Players prefer Gust of Wind over Dust Devil
Flaming Sphere 2nd-level conjuration
It’s the closest match: a persistent damage zone that you can reposition with a bonus action while enemies try to avoid ending up near it.
Players prefer Flaming Sphere over Dust Devil
Storm Sphere 4th-level evocation
This one also combines ongoing area damage with a bonus-action move and strong battlefield pressure.
Players prefer Dust Devil over Storm Sphere