Gust of Wind
- Casting Time: 1 action
- Classes: Druid, Sorcerer, Wizard
- Components: V S M
- Concentration: Yes
- Duration: Up to 1 minute
- Level: 2
- Material: A legume seed
- Name: Gust of Wind
- Range: Self (60-foot line)
- School: Evocation
- Target: Self (60-foot line)
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.
The SendingStone review
Gust of Wind is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Gust of Wind Pathfinder edition. Want to use Gust of Wind in a VTT (virtual tabletop)? Try out SendingStone for free today!