SRD5:Wind Wall: Difference between revisions

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'''{{Title Only|{{BASEPAGENAME}}}}''' is a [[SRD5:Spell|spell]] in 5th edition.
'''Wind Wall''' is a {{srd5lc|Spell}} in [[5e|5th edition]].
{{5e Spell
{{5e Spell
|name=Wind Wall <!-- name of spell-->
|name=Wind Wall <!-- name of spell-->
|sorttext=
|sorttext=
|refs={{SRD5ref}}
|level=3 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|level=3 <!-- level of spell, 0-9. please use 0 for cantrips.  -->
|school=Evocation <!-- spell school name only; ex: Transmutation -->
|school=Evocation <!-- spell school name only; ex: Transmutation -->
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|summary= <!-- summary for nav pages -->
|summary= <!-- summary for nav pages -->
|fluff= <!-- not used-->
|fluff= <!-- not used-->
|rules=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.  
|rules=A wall of strong wind rises from the ground at a point you choose within {{srd5lc|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 {{SRD5|Strength}} {{srd5lc|Saving Throw}}. A creature takes 3d8 {{srd5lc|Bludgeoning}} damage on a failed save, or half as much damage on a successful one.  
When the wall appears, each {{srd5lc|Creature}}{{5ertyac}} within its area must make a {{SRD5|Strength}} {{srd5lc|Saving Throw}}. A creature takes 3d8 {{srd5lc|Bludgeoning}} damage on a failed save, or {{srd5lc|Half}}{{5ertrd}} 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. <!-- main spell desc -->
The strong wind keeps fog, smoke, and other gases at bay. {{SRD5|Small}} or smaller flying creatures or {{srd5lc|Object}}s can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. {{SRD5|Arrow}}s, {{srd5lc|Bolt}}s, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by {{srd5lc|Giant}}s or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. <!-- main spell desc -->
|higherlevels=  
|higherlevels=  
|casters=Druid, Ranger
|casters=Druid, Ranger
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==Sources==
==Sources and Notes==
* [[SRD-OGL v5.1]] - 5th ed. [[SRD5|SRD]]
<references />


{{SRD5 Footer|Spell}}
{{SRD5 Footer|Spell}}

Latest revision as of 20:56, 4 October 2021

D&D 5.0e SRD5 OGL CC-BY ʰ 

Wind Wall is a spell in 5th edition.

5e Spell Wind Wall [SRD5 OGL/CC-BY] [1]
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
Scales: No
Casters: Druid, Ranger

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 [2] within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half [3] 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.

Sources and Notes

  1. Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY.
  2. Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3.
  3. Rule Tip: Round Down. Whenever you end up with a fraction in the game, round down, even if the fraction is one-half or greater, unless a rule explicitly tells you to round up. - Player's Handbook (5e) p.7, UA 2020 Subclasses Part 3.

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Spell data +

Spell Level School Casting Range VSM VC CC Casters Canon Sources
Wind Wall 3 Evocation Action 120 feet V S M Druid Ranger Yes SRD-OGL v5.1
SRD-OGL v5.1 Contrigubtions +

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