Gust of Wind Spell DnD 5E

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 35th episode of our second level spell series. Today we have a very special one in store for you all today, this is one of my personal favorite control spells that i find to be outrageously underused and i feel like its name has a lot to do with that. Also check out 5e spell rules.

You might have thought that what is a level 2 wind spell? Today we’re going to be talking about gust of wind 5e which is a terribly underwhelming name and i really do dislike that but can’t do anything about it, so we’re gonna roll with it. It is usable by the druid, sorcerer and the wizard and it is found in the good old players handbook so we should all have access to it. Now let’s take a look at its mechanics at a glance, you can better understand the way the spell works.


  • Level: 2nd
  • Casting Time: 1 Action
  • Range/Area: Self
  • Components: V, S, M *
  • Duration: 1 Minute (Concentration)
  • School: Evocation
  • Attack/Save: STR Save
  • Damage/Effect: Control

The effect at a glance is as followed: Create a 60 foot by 10 foot line of wind. On a failed save, creatures are pushed 15 feet away: The area is also considered to be difficult terrain. The wind can also disperse gases and vapors. As well as extinguish unprotected flames; protected flames have a 50% chance of being extinguished. Which is pretty cool!

The cast time is one action, the range is self, the duration is one minute and it is concentration. The saving throw is a strength based one, the components are the holy trinity verbal, material and somatic. If you’re curious about the material component it is a legume seed and the school is unsurprisingly evocation. Now let’s take a look at the full description here to better understand exactly the way the spell works.


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. * – (a legume seed)

Oh that is pretty cool though like once again needless to say arguably the best low-level control spell, i love picking it because a lot of DMs really are unaware of it and those that are don’t see the real potential in it. Do you know what is the magic item for gust of wind? gust of wind fan 5e so check it out once.

But i mean the ability to essentially protect yourself passively as a caster is super great and taking advantage that distance is great and 60 feet is a huge align and the fact those 20 feet wide makes it even more amazing. Don’t miss this gust of wind 5e underwater.

Ultimately this is not meant to be used to any real offensive facility, it has meant to be used strictly defensive and as a control method. But even in doing that i think it’s just phenomenal. That being said, let’s get into some alternative uses here.

Alternative Uses

So i think the best way to use this as a whole is to use it in narrow corridors, quite possibly mazes would be arguably the best way to use it but even in straightforward hallways we have an army of monsters advancing towards you and you want to be able to keep them at bay or just extend the life of the combat for whatever reason that maybe whether or not you’re buying time or actively trying to discourage something from happening.

There’s a lot of circumstances in which this could be beneficial. That being said, that falls in line with alternative use number two, using this to orchestrate plans and just make sure everything goes according to them.

The fact of the matter is, is the ability to control the flow and tide of enemies is something that is ludicrously important to any large-scale combat encounter or maybe even espionage or sabotage it’s once again the possibilities are quite frankly endless, i think this is a great way of dealing with local guards as well.

Someone is blocking the door just literally blast them 15 feet away. I think that’d be hilarious. I mean along that same being a thought there’s a lot to be said for this spell just being a general like problem in terms of just chaos it because for example if this is cast in like alchemists lab for example. Then stuff is gonna get very crazy, very quickly and as exciting as that prospect is you know it would be very interesting to see how the party responds to something like that.


That being said, if you have any alternative ideas and uses, concepts, questions, concerns please put it down beneath in the comment section. That being said, thank you so much guys i really do appreciate it, i hope you all have a wonderful day and as always happy casting. Also read warding wind 5e | gust 5e |

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