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 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% 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
Wind Wall 3rd-level evocation
Both spells are all about shutting down missiles and controlling the flow of a fight with wind.
Players prefer Wind Wall over Warding Wind
Gust of Wind 2nd-level evocation
It also creates a moving wind effect that slows enemies and interferes with ranged attacks.
Players prefer Gust of Wind over Warding Wind
Fog Cloud 1st-level conjuration
Like Warding Wind, it reshapes the battlefield around a mobile area of obscuring weather.
Players prefer Fog Cloud over Warding Wind
Sleet Storm 3rd-level conjuration
This one likewise makes an area miserable to cross and can seriously disrupt enemy positioning.
Players prefer Sleet Storm over Warding Wind
Control Winds 5th-level transmutation
It leans into the same weather-manipulation theme, just on a much larger and stronger scale.
Players prefer Control Winds over Warding Wind