Spell Description

A wall of strong wind (20 miles per hour) rises from the ground you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 5 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 within its area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 bludgeoning damage and is knocked prone. On a successful saving throw, a creature takes half damage and is not knocked prone. Small or smaller creatures that fail this saving throw is instead grappled by the winds and moved to the top of the wall suspended in mid-air. Any creature that is suspended in the wall can use an action to repeat the saving throw, ending the effect on itself on a success.

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 automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected).

Wind Wall

3rd level, primal (evocation)

Casting Time

1 action

Duration

1 minute (concentration)

Range

30 feet (sight)

Components

V,S,M*

*this spell requires a tiny fan and a feather of exotic origin.