Control Winds

5th-level evocation

Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 10 minutes

You alter wind force within range. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires an action.

You may choose one of four basic wind patterns to function over the spell's area.

  • A downdraft blows from the center outward with equal strength in all directions.
  • An updraft blows from the outer edges in toward the center with equal strength from all directions.
  • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

You can increase or decrease wind strength by 10 mph as an action each round. Creatures in Strong or stronger winds must make a Constitution save or suffer exhaustion as per the Environment section of the DM Guidelines.

Wind Strength Wind Speed (mph) Effects
Calm None
Light 1-7 Smoke drifts, leaves stir.
Moderate 8-24 Trees sway.
Strong 25-38 Makes sailing or walking difficult.
Gale 39-54 Causes minor ship and building damage.
Storm 55-73 Drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane 74-166 Destroys wooden buildings, uproot large trees, and cause most ships to founder.
Tornado 167+ Destroys all nonfortified buildings and often uproots large trees.


1st-level enchantment

Source: Wizards community member gojirra
Casting Time: 1 action
Range: 25 feet
Duration: Concentration, up to 10 minutes

Choose any number of creatures within range that are not already affected by this spell. Whenever a target makes an attack roll or a saving throw before the spell ends, your curse forces them to subtract 1d4 from the result. Any creatures under the effects of both a curse and bless spell has both effects cancelled out.

Wind Wall

2nd-level evocation

Source: Wizards community member AlHazred
Casting Time: 1 action
Range: 100 feet
Duration: Concentration, up to 1 minute

You create an invisible wall of wind within range. You can choose to make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall lasts for the duration, and it lightly obscures creatures behind it.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, it falls prone. On a success, the creature can move 5 feet so it is not in the wall.

Tiny and Small flying creatures cannot pass through the wall. Loose materials and clothing fly upward when caught in it, as are arrows and bolts; other normal ranged weapons passing through the wall have disadvantage. (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).

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the wall can be 40 feet long and 15 feet high, or a ringed wall 30 feet in diameter and 30 feet high. When you cast this spell using a spell slot of 7th level or higher, the wall can be 50 feet long and 20 feet high, or a ringed wall 40 feet in diameter and 40 feet high.

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