Gust Of Wind
- Level: 2
- School: Evocation
- Class: Druid, Ranger, Sorcerer, Wizard
- Casting Time: Action
- Range: Self
- Components: V, S, M (a legume seed)
- Duration: Concentration, up to 1 minute
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Tactical Usage
Gust of Wind provides excellent battlefield control through forced movement and environmental manipulation. The 60-foot line effectively pushes enemies away from your position or valuable allies, creating space for tactical repositioning. Use it to separate enemy groups or prevent enemy advances.
The persistent nature with bonus action direction changes allows dynamic battlefield control throughout the encounter. Reposition the wind line to address changing tactical situations - push enemies into hazards, away from allies, or prevent escape routes. The continuous effect affects creatures starting their turn in the line.
Resource management benefits from the spell's low level and significant tactical impact. The concentration requirement competes with other control spells, but the ongoing utility often justifies the investment. Use early in encounters to establish battlefield control, then maintain positioning advantages.
Spell Combinations
Gust of Wind synergizes powerfully with area hazards and battlefield control spells. Combine with Spike Growth, Wall of Fire, or Spirit Guardians to push enemies into damaging areas. The forced movement bypasses enemy choice in positioning.
Layer with Web or Entangle to prevent enemies from moving closer despite the wind resistance. Grease can create slippery surfaces that make movement even more difficult. Fog Cloud combined with wind creates complex visibility and movement challenges.
For enhanced control, combine with spells that benefit from enemy positioning. Fireball or Lightning Bolt become more effective when enemies are clustered by wind effects. Hold Person can trap enemies in the wind line for ongoing pushback effects.
Material Component Details
The legume seed component connects Gust of Wind to natural growth and air magic. Common beans, peas, or lentils work effectively - seeds that naturally disperse on wind currents. Many druids and nature-focused casters cultivate specific legumes for spellcasting purposes.
Different seed types might affect the wind's characteristics. Bean seeds could create earthy-scented winds, while flower legume seeds might produce subtly fragrant gusts. The thematic connection between wind-dispersed seeds and magical wind effects provides narrative consistency.
The seed isn't consumed by the spell, making Gust of Wind economical for repeated use. Store seeds in moisture-proof containers to prevent spoilage. Some casters prefer specially blessed or magically enhanced seeds for improved spell effectiveness.
Creator Notes
Gust of Wind provides excellent tactical control without dealing damage, making it useful for non-lethal encounter resolution. The spell can end fights by separating combatants or pushing enemies into disadvantageous positions without causing harm.
When designing encounters, remember that Gust of Wind affects movement but doesn't prevent other actions. Enemies can still attack, cast spells, or use abilities while being pushed. Design encounters that provide meaningful choices between approaching through the wind or using ranged tactics.
The spell's environmental effects create interesting tactical considerations. Extinguishing lights, dispersing gases, and affecting flames can dramatically alter encounter conditions. Consider how these secondary effects might impact specific encounters or environments.
Environmental Interactions
Gust of Wind interacts dramatically with various environmental conditions. Outdoor casting benefits from natural wind patterns, while indoor use might create unusual air currents. Narrow spaces concentrate the wind's effects, while open areas allow for broader dispersal.
The spell's flame effects become crucial in certain environments. Underground areas with limited light sources might become completely dark when candles are extinguished. Conversely, areas with multiple protected light sources might create dramatic visual effects without losing illumination.
Gas dispersal proves valuable in many environmental situations. Natural gas pockets, alchemical vapors, or magical clouds can be cleared safely using Gust of Wind. This utility extends beyond combat into exploration and problem-solving scenarios.
Common Rulings & Clarifications
Movement Resistance: Creatures moving closer to the caster through the wind must spend 2 feet of movement for every 1 foot of actual movement. This affects all forms of movement including flying, climbing, or swimming.
Direction Changes: The bonus action direction change can be used on any of the caster's turns after the initial casting. The wind immediately changes direction, potentially affecting different creatures or areas.
Size Restrictions: The spell affects all creatures regardless of size, though larger creatures might be more resistant to the physical effects in narrative terms. The mechanical effects remain consistent across creature sizes.
Continuous Effects: Creatures starting their turn in the line must make new saving throws, while environmental effects like flame extinguishing and gas dispersal occur continuously throughout the duration.
Alternative Applications
Gust of Wind excels in utility applications beyond combat. Use it to ventilate enclosed spaces, clear smoke from fires, or disperse dangerous vapors. The persistent nature allows sustained environmental modification for extended periods.
For maritime applications, the spell can provide emergency propulsion for sailing vessels or clear fog for navigation. The 60-foot range allows effective use aboard ships without affecting allied vessels nearby.
Social applications include cooling hot environments, creating dramatic effects for performances, or clearing air in crowded spaces. The visible and audible nature of the spell makes it excellent for demonstration purposes.
Related Spells
Movement Control: Thunderwave provides radial pushback with damage. Repelling Blast offers repeated forced movement. Telekinesis provides more precise object and creature movement.
Environmental Control: Control Weather affects larger-scale weather patterns. Fog Cloud creates visibility impairment. Wind Wall provides defensive wind barriers.
Area Denial: Spike Growth punishes forced movement. Wall of Wind creates more substantial air barriers. Whirlwind provides mobile area control.
Scaling Analysis
As a 2nd-level spell, Gust of Wind provides excellent utility throughout all campaign levels. Early encounters benefit from the reliable crowd control, while higher-level battles appreciate the tactical positioning advantages.
The spell's effectiveness scales with encounter complexity rather than level. Simple encounters might not showcase the spell's utility, while complex battles with multiple enemies or environmental hazards make Gust of Wind invaluable for tactical control.
Resource efficiency remains consistent across levels. The 2nd-level slot cost provides good value for sustained battlefield control, especially when combined with other area effects or environmental hazards.
Narrative Flavor
Gust of Wind manifestation should emphasize the powerful, continuous nature of the magical wind. Describe the sudden onset of strong winds, the difficulty creatures face moving against the current, and the dramatic effects on the environment.
The spell should feel like a controlled storm - powerful but directed. Clothing and loose objects whip around, voices become harder to hear, and movement becomes visibly labored for affected creatures. The environmental changes should be immediately apparent.
Different casting traditions might produce varying wind characteristics. Druidic winds could carry natural scents and sounds, while arcane versions might have geometric patterns or unnatural consistency. The wind should reflect the caster's magical tradition and connection to air magic.