Touch Wind (5e Spell)

You seize the air and compel it to create one of the following effects at a point you can see within range.

  • One Medium or smaller creature you choose must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice. A flying creature has disadvantage on this saving throw.
  • A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Touch Wind
Transmutation cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous



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