Level 2 Evocation spell available to Druids, Sorcerers, and Wizards. Blows a 12m line of wind out from you, shoving anything that fails a Strength save 5m backwards and knocking it Off Balance. It deals no damage whatsoever. It does not need to.
Spell description: Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving Throw will be pushed back 5m (17ft) and be thrown Off Balance.
Spell properties
- Range: Self
- Area: 12m (40ft) line
- Duration: 1 turn
- Save: STR save
- Conditions applied: Off Balance. Pushes creatures back 5m (17ft) and clears cloud surfaces.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Gust of Wind at higher levels provides no additional benefits.
How to obtain Gust of Wind
- Druid, Sorcerer, Wizard at Class level 3
Source items: Amulet of Windrider, Bottled Breath, Scroll of Gust of Wind
GUST OF WIND
Level 2 Evocation SpellSummon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving Throw will be pushed back 5m (17ft) and be thrown Off Balance.
CONDITION: OFF BALANCE
Condition: Off Balance
- The creature has
Disadvantage on Dexterity Checks and Saving Throws.
When to cast Gust of Wind
The push is the spell. This game is nothing but ledges, chasms, and conveniently placed cliff edges, and 5m of shove off one of them does more damage than any Level 2 Evocation ever will. Line it up along a ridge and it pays for itself several times over.
It also blows cloud surfaces away, which is the job nobody remembers it has. Fog Cloud, Stinking Cloud, Cloudkill, Hunger of Hadar, all gone where the wind passes. Including the one an enemy caster just dropped on your party.
The save is Strength, so it lands beautifully on casters and rogues and does absolutely nothing to an ogre. Aim accordingly.
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