Gust of Wind 5e: For the spell’s duration that you simply have chosen a line of the strong wind that has 60 feet long and 10 feet wide will blast. The creature which starts its turn within the line then it must be succeeded on a strength saving throw otherwise it’s pushed 15 feet far from you in a particular direction which has following the road.
|Casting Time||1 action|
|Classes||Druid, Sorcerer, Wizard|
|Components||V S M|
|Duration||Up to 1 minute|
|Material||A legume seed|
|Name||Gust of Wind|
|Range||Self (60-foot line)|
|Target||Self (60-foot line)|
When a creature moves closer to you then that creature should get on the road and it must spend 2 feet of movement for each 1 foot it moves. in this area, the gust would disperse gas or vapor, and also it’ll extinguish torches, candles, and similar unprotected flames in this particular area.
It causes all protected flames, like lanterns, it’s 50 percent of chance to bop and to extinguish them. Before the Gust of Wind, 5e spell ends as a bonus action on each of your turns ready to you’ll able to change the directions during which direction the road will blast from you.
Check also: Spells
There are some FAQ
Q1: Cast Gust of Wind then move, what happens to the road of the wind?
First, the spell doesn’t target some extent in space; it’s a variety of self.
Q2: What is Gust of Wind good for?
It destroys most if not all “Fog” spells, which tend to be pretty strong spells.