Wind Wall
Level 3 · Evocation
- Concentration
- Damage
- Save
Carried by druid and ranger, Wind Wall operates at the 3rd level of the evocation school. Cast time: Action. Range 120 feet, components V/S/M, duration up to 1 minute. Material: a fan and a feather. Marked concentration. Effect: A wall of strong wind rises from the ground at a point you choose within range.
Stat Block
- Level
- 3
- School
- Evocation
- Casting Time
- Action
- Range / Area
- 120 feet
- Components
- V, S, M
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Druid, Ranger
- Material
- a fan and a feather
Description
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 in its area makes a Strength saving throw, taking 4d8 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 miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.
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
The school of Evocation is the school of options visible at the cast. The cone, the line, the sphere — Evocation spells show their geometry, and the caster decides who is inside it. Wind Wall sits in Evocation because the spell focuses magical energy into a visible, immediate effect. At level 3, daily slot counts allow Wind Wall to be cast multiple times across the adventuring day.
Class Fit
- Druid: Druids consider Wind Wall against the Wild Shape baseline — every spell cast is a turn not spent transforming. Note that Wind Wall requires concentration; switching to a second concentration spell ends it.
- Ranger: Beast Master Rangers want spells that don't compete with the companion's command action. Wind Wall earns its slot if it doesn't tie up the Ranger's turn. As a concentration spell, Wind Wall occupies the caster's single concentration slot.
Related Spells
Frequently Asked Questions about Wind Wall
- What level spell is Wind Wall?
- Wind Wall is a level 3 spell from the Evocation school. The classes that can prepare it: Druid, Ranger.
- How much damage does Wind Wall deal?
- Wind Wall deals 4d8 bludgeoning damage as its base effect.
- What save does Wind Wall require?
- The save against Wind Wall is a Strength saving throw. Specific rules for a successful save are spelled out in the spell description.
- What is the range of Wind Wall?
- From the caster's position, Wind Wall reaches 120 feet.
- Is Wind Wall a concentration spell?
- Yes — Wind Wall requires concentration, lasting up to 1 minute. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Wind Wall need?
- For Wind Wall: Wind Wall requires V, S, M; on top of that, Material component: a fan and a feather.