Gust of Wind
Gust of Wind sends a powerful line of wind away from the caster. It scatters gas and fog, puts out exposed flames and can drive creatures back. The fifth-edition versions last while the caster concentrates; Pathfinder and 3.5e create a gale lasting one round.
Gust of Wind at a Glance
| D&D 2024 / 2014 | 2nd-level Evocation; Action; Self; 60-foot-long, 10-foot-wide line; Strength save; Concentration, up to 1 minute. |
|---|---|
| Pathfinder / 3.5e | 2nd-level Druid or Sorcerer/Wizard spell; standard action; 60-foot line; Fortitude negates; spell resistance applies; duration 1 round. |
| Main uses | Disperse fog and gas, extinguish exposed flames and hinder creatures moving against the wind. |
Spell Rules by Edition
Gust of Wind — D&D 2024
2nd-level Evocation. Action; Self (60-foot-long, 10-foot-wide Line); V, S, M (legume seed); Concentration up to 1 minute. Druid, Ranger, Sorcerer, Wizard, and features that explicitly grant the spell.
Creatures caught in the Line make a Strength saving throw, being pushed 15 feet away from you along the Line on a failure. A creature that ends its turn in the Line also saves. Moving toward you through it costs double movement. The wind clears gases and vapours, extinguishes ordinary unprotected flames, and has a 50% chance to extinguish protected flames. On later turns, use a Bonus Action to point the Line in a new direction.
Gust of Wind — D&D 2014
2nd-level Evocation. Action; Self (60-foot-long, 10-foot-wide Line); V, S, M (legume seed); Concentration up to 1 minute.
The chief timing distinction: creatures make a Strength save if they start their turns in the Line, rather than the 2024 text’s ending-turn timing and initial check. On failure they’re pushed up to 15 feet along the Line. Moving against it costs double movement. It disperses vapour, puts out unprotected flames, and threatens protected flames. You may turn it using a Bonus Action on subsequent turns.
Gust of Wind — Pathfinder 1e
Published Core Rulebook spell. Evocation [air]; Druid 2, Sorcerer/Wizard 2; standard action; V, S; 60-foot line; 1 round; Fortitude negates and spell resistance applies. This is not a minute-long Concentration effect.
Severe wind topples Small creatures and can knock away Tiny creatures. Flying creatures face special Fly checks (for instance DC 25 for Tiny or smaller flyers avoiding knockback), and Medium or smaller creatures trying to advance against the wind make a DC 15 Strength check. The gale gives a -4 penalty to ranged attacks and Perception checks in the area. It extinguishes exposed flames and can scatter smoke or hanging fabric. Pathfinder reference.
Gust of Wind — D&D 3.5e
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Evocation [Air]
Level Druid 2, Sorcerer/Wizard 2
Components V, S
Casting Time 1 standard action
Range 60 ft.
Effect Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration 1 round
Saving Throw Fortitude negates
Spell Resistance Yes
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
- Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
- Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
- Large or larger creatures may move normally within a gust of wind effect.
- A gust of wind can’t move a creature beyond the limit of its range.
- Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
- The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
- In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
- Gust of wind can be made permanent with a permanency spell.
D&D 3.5e SRD. Open Game Content under the Open Game License v1.0a.
What Changed?
2024: saves on impact and when a turn ends in the wind. 2014: saves when a turn begins in the wind. Pathfinder and 3.5e: a one-round severe gale, with size-specific movement and penalties rather than 5e’s recurring push. Use the edition you are playing, not a mixture.
How to Use the Spell
The best targets are narrow approaches, drifting poisons and exposed flames. This is an excellent way to disperse Fog Cloud when that spell’s chosen-edition rules allow strong wind to end it. Wind still follows the GM’s terrain and ventilation rulings; it does not automatically smash a fortress gate.
Related: Air Domain · Weather Domain.

Sources and Licensing
D&D 2024 Basic Rules · D&D 2014 Basic Rules · Pathfinder · 3.5 SRD.
The fifth-edition summaries include material from System Reference Documents 5.2.1 and 5.1 by Wizards of the Coast LLC, available from the official SRD resource, under CC BY 4.0. The summaries are reformatted and paraphrased. Pathfinder and 3.5e mechanics are Open Game Content under the Open Game License v1.0a. Artwork and original setting prose are excluded from that designation.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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