Wind Wall

A
Damage

Wind Wall is a Damage spell. Damage spells focus on dealing harm to enemies.

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wind wall of
battlefield control

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

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that lashes
multiple foes

Wind Wall 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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on entry and blocks missiles, mist, and flying swarms.

2024 Rules

Level & School
3rd-level evocation
Casting Time
Action
Range
120 feet
Components
V, S, M (a fan and a feather)
Duration
Concentration, up to 1 minute
Classes
Druid, Ranger

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.

2014 Rules

Level & School
3rd-level evocation
Casting Time
Action
Range
120 feet
Components
V, S, M (a tiny fan and a feather of exotic origin)
Duration
Concentration, 1 minute
Classes
Druid, Ranger

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Wind Wall 5.5e 2024 vs. 5e 2014 edition differences

Wind Wall now deals 4d8 bludgeoning damage instead of 3d8 when it appears. The projectile clause also now says affected arrows and bolts miss automatically, without the old “deflected upward” wording, but that doesn’t change the result at the table.

Wind Wall popularity

Wind Wall is a seldom chosen level 3 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Wind Wall

  • Wall of Fire 4th-level evocation

    Both create a persistent wall that shapes the battlefield and deals damage to creatures that occupy its space.

  • Gust of Wind 2nd-level evocation

    It uses powerful wind to control movement and projectiles in a line and comes from the same school and similar tactical niche.

  • Stinking Cloud 3rd-level conjuration

    This spell, like the target, shapes an area to deny or hinder enemies and affects multiple targets over its duration at the same spell level.

  • Call Lightning 3rd-level conjuration

    As a third-level druid spell that persists and dishes out repeated area damage while shaping where fights happen, it fills a comparable tactical role.

  • Spike Growth 2nd-level transmutation

    It reshapes terrain to punish movement and control enemy positioning, offering a durable area-denial option for druids and rangers.