Gust of Wind
EvocationA line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. 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, torches, 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 each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Spell Details
Player Guide
Position this spell to push enemies away from allies, toward hazards (cliffs, fire, allies with opportunity attacks), or to separate troublesome foes from their group. The 60-foot range and persistent duration make it excellent for controlling chokepoints and denying enemy movement patterns. Use it proactively at the start of your turn to set up your party's positioning rather than reactively, and remember it persists each turn—enemies must save again if they start their turn in the line.
Spell Combos
DM Tips
Clarify with your table whether the wind affects ranged attack rolls and spell attacks—the spell description mentions ranged weapon attacks but not spell attacks. Be mindful of the line's direction when determining what's affected; the wind travels in a straight line from the caster, not spreading omnidirectionally.