Chapter 10 · Magic
Wall of Wind
Elemental (wind) 3rd-level
- Level
- 3
- Casting Time
- 1 action
- Range
- 120 feet
- Components
- V, S, M (a tiny fan and an exotic feather)
- Duration
- Concentration, up to 1 minute
A wall of strong winds rises from the ground at a point of your choice within range of the spell. It can be up to 50 feet long, 15 feet high, and 1 foot thick. You can shape it in any way you choose, as long as it forms a continuous path along the ground. It lasts for the duration of the spell.
When the wall appears, each creature in its area must make a Strength saving throw. It takes 3d8 bludgeoning damage on a failure, or half as much on a success.
The strong wind keeps mist, smoke, and other gases at bay. Small or smaller flying creatures and objects can’t pass through the wall. Loose, light materials brought into the wall are blown upward. Arrows, bolts, and other ordinary projectiles fired at targets behind the wall are deflected upward and automatically miss (boulders thrown by giants, siege weapons, and similar projectiles aren’t affected). Creatures in gaseous form can’t pass through it.
