Gust of Wind
Level 2 · Evocation
- Concentration
- Save
- AOE
A 2nd-level spell in the evocation school, Gust of Wind appears on the druid, ranger, sorcerer, and wizard lists. Cast time: Action. Range Self, components V/S/M, duration up to 1 minute. Material: a legume seed. Marked concentration. Effect: A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration.
Stat Block
- Level
- 2
- School
- Evocation
- Casting Time
- Action
- Range / Area
- Self
- Components
- V, S, M
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Druid, Ranger, Sorcerer, Wizard
- Material
- a legume seed
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Evocations are the most demanding spells to position. The same fireball that wins the fight from twenty feet up loses it from twenty feet down. Gust of Wind sits in Evocation because the spell focuses magical energy into a visible, immediate effect. Tier-2 play opens up 2nd-level slots regularly; Gust of Wind fits the daily rotation.
Class Fit
- Druid: Land Druids gain bonus circle spells by terrain; if Gust of Wind is already on the chosen terrain list, save the manual prep slot for something else. Note that Gust of Wind requires concentration; switching to a second concentration spell ends it.
- Ranger: Rangers tend to pick Gust of Wind when the campaign terrain matches the spell's strengths. Forest-heavy campaigns favor different spells than desert ones. Damage taken while concentrating on Gust of Wind forces a Con save at DC 10 or half damage, whichever is higher.
- Sorcerer: Metamagic is the angle for Gust of Wind on a Sorcerer. Twin, Quicken, Subtle, Heightened, and Extended each change what the spell does at the table. The concentration tag on Gust of Wind means a single failed Constitution save can end the effect mid-encounter.
- Wizard: Tier 3 and tier 4 Wizards add 5th-9th level spells to the book — Gust of Wind interacts with those upper-tier picks as part of a full prep loadout. Concentration on Gust of Wind forces the caster to choose between this spell and the next big concentration play.
Related Spells
Frequently Asked Questions about Gust of Wind
- What level spell is Gust of Wind?
- The spell Gust of Wind is a level 2 spell in the Evocation school. Druid, Ranger, Sorcerer, Wizard all have access to it.
- What save does Gust of Wind require?
- Targets of Gust of Wind make a Strength saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
- What is the range of Gust of Wind?
- As a self-target spell, Gust of Wind affects only the caster.
- Is Gust of Wind a concentration spell?
- Gust of Wind is a concentration spell. Maximum duration is up to 1 minute. The caster can only maintain one concentration spell at a time, and damage forces a Con save to keep it active.
- What components and casting time does Gust of Wind need?
- The components are v, s, m. The other notable details — Material component: a legume seed.