Divine Magic • Core Spell Reference
Wind Wall
This is a legacy spell. The published Pathfinder and 3.5 mechanics appear below; fifth-edition characters use their own edition’s spell list.
Wind Wall at a Glance
| Pathfinder 1e | Level 3 |
|---|---|
| D&D 3.5e | Level 3 |
| Browse | Cleric spells • Cleric class |
Spell Rules
Wind Wall — 5.5e (2024)
This edition has this spell, but it is not on the standard core Cleric spell list. Class, domain, and subclass access follow the source rules. Edition source.
| Spell | Level 3 Evocation (Druid, Ranger) |
|---|---|
| Casting Time | Action |
| Range | 120 feet |
| Components | V, S, M (a fan and a feather) |
| Duration | Concentration, up to 1 minute |
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.
Wind Wall — 5e (2014)
This edition has this spell, but it is not on the standard core Cleric spell list. Class, domain, and subclass access follow the source rules. Edition source.
| Spell | 3rd-level evocation |
|---|---|
| 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 |
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.
Wind Wall — Pathfinder 1e
Cleric spell level 3. Edition source.
| School | evocation [air] |
|---|---|
| Level | cleric 3, druid 3, ranger 2, sorcerer/wizard 3 |
| Casting Time | 1 standard action |
| Components | V, S, M/DF (a tiny fan and an exotic feather) |
| Range | medium (100 ft. + 10 ft./level) |
| Effect | wall up to 10 ft./level long and 5 ft./level high (S) |
| Duration | 1 round/level |
| Saving Throw | none; see text |
| Spell Resistance | yes |
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Wind Wall — D&D 3.5e
Cleric spell level 3. Edition source.
| School | Evocation [Air] |
|---|---|
| Level | Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3 |
| Components | V, S, M/DF |
| Casting Time | 1 standard action |
| Range | Medium (100 ft. + 10 ft./level) |
| Effect | Wall up to 10 ft./level long and 5 ft./level high (S) |
| Duration | 1 round/level |
| Saving Throw | None; see text |
| Spell Resistance | Yes |
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Arcane Material Component: A tiny fan and a feather of exotic origin.
Rules Sources and Licensing
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