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Gust of wind was an evocation or alteration spell that produced a strong wind capable of knocking over or even blowing away small creatures.[4][7]


The caster produced a powerful gale from their person, with a wind speed of around 50 miles (80 kilometers) per hour and running in a narrow line directed where they faced. It instantly blew out unprotected flames like candles and torches, and caused even protected flames like lanterns to flicker wildly, and potentially even extinguish them too. Like any natural sudden wind gust, a gust of wind could also whip up a stinging spray of sand or dust; fan a large fire; blow over light awnings and hangings; cause a small boat to heel; or disperse gases, clouds, or vapors, at least to the limit of its range of 60 feet (18 meters) The wind interfered with thrown and projectile weapons.[4]

Creatures caught in the area might also be affected. First, it was harder to hear over the wind. Human-sized creatures couldn't move forward against the wind, and those flying were blown back up to 30 feet (9 meters). Gnome-sized creatures were knocked to the ground, and those flying blown back up to 60 feet (18 meters). Smaller creatures were knocked over and rolled across the ground up to 40 feet (12 meters), battering them in the process, while those flying were blown back up to 120 feet (36 meters), buffeting and battering them. In any case, the wind could not blow a creature beyond its range of 60 feet (18 meters).[4]

It only lasted several seconds, but could be made permanent with permanency.its range of 60 feet (18 meters).[4]


The spell required verbal, somatic, and material components.[4] The material required was a legume seed.[2]


This spell was invented by the Netherese arcanist Tolodine as Tolodine's gust of wind in −2386 DR, early in the history of Netheril.[1]


Shipboard mages, such as those on the Sea Quest, used gust of wind at the sails to increase speed.[11]


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