Gust of Wind

Source: Dungeons & Dragons 5th Edition Player's Handbook
A 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.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Air
2nd Edition
Level
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School
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
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Effect
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Druid 2, Sorcerer 2, Wizard 2
Casting Time
1 Action
Range
Self (60-foot Line)
Components
V, S, M (A legume seed)
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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