Gust of Wind

A
Control

Gust of Wind is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

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spell that blasts foes with a shifting wind line, pushing
multiple creatures

Gust of Wind 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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and bending the
battlefield

Gust of Wind is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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with
bonus action steering

Gust of Wind is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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.

2024 Rules

Level & School
2nd-level evocation
Casting Time
Action
Range
Self
Components
V, S, M (a legume seed)
Duration
Concentration, up to 1 minute
Classes
Druid, Ranger, Sorcerer, Wizard

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

2014 Rules

Level & School
2nd-level evocation
Casting Time
Action
Range
Self (60-foot line)
Components
V, S, M (a legume seed)
Duration
Concentration, 1 minute
Classes
Druid, Sorcerer, Wizard

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.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Gust of Wind 5.5e 2024 vs. 5e 2014 edition differences

Creatures now save when they are in the line, not just when they start their turn there; they also save again when they end their turn in it. It’s now also available to rangers.

Gust of Wind popularity

Gust of Wind is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Gust of Wind

  • Wind Wall 3rd-level evocation

    It uses wind to shape the battlefield and lasts for up to a minute while affecting movement and projectiles in an area.

  • Web 2nd-level conjuration

    Both create a zone that hinders multiple enemies and control positioning for up to a minute with concentration.

  • Entangle 1st-level conjuration

    This spell also reshapes terrain to impede groups of foes and is chosen to control enemy movement over several rounds.

  • Spike Growth 2nd-level transmutation

    It transforms ground into a lasting hazard that manipulates enemy movement and punishes trying to move through the area.

  • Sleet Storm 3rd-level conjuration

    Like Gust of Wind it is a concentration control spell that alters a broad area to interfere with movement and actions.

Gust of Wind is featured in