Wind Wall spell icon: a wall of howling wind
Icon by Lorc, CC BY 3.0

Wind Wall 5e spell

3rd-level evocation (concentration) · 2024 version below

Casting time
1 action
Range
120 feet
Components
V, S, M (A tiny fan and a feather of exotic origin)
Duration
Concentration, Up to 1 minute
School
Evocation
Level
3
Saving throw
Strength
Damage type
Bludgeoning

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 within its area must make a Strength saving throw. A creature takes 3d8 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 automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Classes that can cast Wind Wall

ClassFirst availableSpellcasting ability
Druid spells5th character levelWisdom
Ranger spells9th character levelWisdom

Wind Wall in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
120 feet
Components
V, S, M (a fan and a feather)
Duration
Concentration, up to 1 minute
School
Evocation
Level
3
Classes
Druid, Ranger
Tags
concentration

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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 3rd-level evocation spells

Other bludgeoning spells

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