Wind Wall
2024 Rules
- Level & School
- 3rd-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (a fan and a feather)
- Duration
- Concentration, 1 minute
- Classes
- Druid, Ranger
- Source
- Player's Handbook (2024)
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
- Source
- Player's Handbook (2014)
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 popularity
How popular is Wind Wall? It is a seldom seen spell in the game, but is often chosen over other options when available. This spell could be a valuable addition for spellbooks.
- Top 50% picked level 3 Druid spell
- Top 50% picked level 3 Ranger spell
- Bottom 50% of all 5e spells
- Bottom 50% of all level 3 spells
Read about how this popularity data is calculated.
Spells similar to Wind Wall
Wall of Fire 4th-level evocation
Both create a sustained wall that damages creatures while reshaping the battlefield and controlling passage.
Players prefer Wall of Fire over Wind Wall
Maelstrom 5th-level evocation
This druid spell also deals bludgeoning damage over time across an area while impeding enemy movement.
Players prefer Maelstrom over Wind Wall
Ice Storm 4th-level evocation
The spell shares Wind Wall's bludgeoning damage, druid access, and ability to affect multiple creatures while altering the battlefield.
Players prefer Wind Wall over Ice Storm
Sleet Storm 3rd-level conjuration
Both are third-level concentration spells that establish a large, persistent weather effect for disrupting groups and controlling space.
Players prefer Wind Wall over Sleet Storm
Control Winds 5th-level transmutation
Wind-based battlefield manipulation, ranged placement, and a concentration duration make it a close tactical alternative.
Players prefer Wind Wall over Control Winds
Warding Wind 2nd-level evocation
It uses sustained wind to hinder ranged attacks, disperse gases, and interfere with movement, though it is centered on the caster.
Players prefer Wind Wall over Warding Wind