Wind Wall
Level 3 Evocation
Magic School
Casting Time
1 action
V, S, M
120 ft
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 50' long, 15' high, and 1' 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 Str saving throw. It takes 3d8 bludgeoning dmg on a failed save, or 1/2 dmg if successful. 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 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.
Verbal Components
Material Component: a tiny fan and a feather of exotic origin
Verbal Components
Verbal Component: Sie Murus di Ventus
Verbal Components
Verbal Component (Alternative): By my magic, an arcane call, I summon wind to form a wall.
Damage Type
Druid, Ranger