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Wind Wall

Evocation
Level: 3rd-level
Casting Time: 1 action
Range: 120 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A tiny fan and a feather of exotic origin.

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.

Concentration

Spell Details

School: Evocation
Level: 3
Ritual: No
Concentration: Yes
Classes: Cleric, Druid, Ranger
B-Tier Excellent control and denial tool with niche uses, but limited damage output and positioning-dependent effectiveness.

Player Guide

Position Wind Wall to divide the battlefield and separate enemies from allies or objectives—its ability to block ranged attacks and force saves on flying creatures makes it a superior control spell. Use it defensively to protect your backline from archer-heavy encounters, or offensively to funnel enemies into choke points where your melee combatants gain advantage. The wall's permanence (concentration permitting) makes it invaluable for holding ground during prolonged combat, especially against flying enemies who must either take damage or move around it.

DM Tips

Remember that Wind Wall blocks both incoming and outgoing ranged attacks—be clear with players about line-of-effect and whether spells with ranged attack rolls pass through. Consider encounter design where walls create dynamic tactical zones rather than simply negating enemy actions, ensuring the spell creates interesting decisions rather than automatic invalidation.