Warding Wind
2014 Rules
- Level & School
- 2nd-level evocation
- Casting Time
- Action
- Range
- Self
- Components
- V
- Duration
- Concentration, 10 minutes
- Classes
- Bard, Druid, Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Warding Wind 5.5e 2024 vs. 5e 2014 edition differences
Warding Wind is currently only available in the 2014 edition.
Warding Wind popularity
How popular is Warding Wind? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Bottom 50% of all level 2 spells
- Bottom 25% picked level 2 Wizard spell
- Bottom 25% picked level 2 Sorcerer spell
- Bottom 25% picked level 2 Bard spell
- Bottom 10% picked level 2 Druid spell
Read about how this popularity data is calculated.
Spells similar to Warding Wind
Silence 2nd-level illusion
Like Warding Wind, it creates a long-lasting concentration area that suppresses sound and affects everyone within it.
Players prefer Silence over Warding Wind
Wind Wall 3rd-level evocation
A sustained wall of wind similarly disrupts ranged attacks and reshapes how creatures move through an area.
Players prefer Wind Wall over Warding Wind
Gust of Wind 2nd-level evocation
It is another concentration-based evocation that creates a moving wind zone to hinder multiple creatures and ranged attacks.
Players prefer Gust of Wind over Warding Wind
Fog Cloud 1st-level conjuration
Both establish persistent environmental conditions over an area to obstruct combat and alter battlefield positioning.
Players prefer Fog Cloud over Warding Wind
Sleet Storm 3rd-level conjuration
This concentration spell also changes terrain and interferes with groups of creatures across a substantial area.
Players prefer Sleet Storm over Warding Wind
Control Winds 5th-level transmutation
Both manipulate wind across a battlefield for sustained area control, though this spell is considerably higher level.
Players prefer Control Winds over Warding Wind