For the duration of the spell, a 60-foot-long, 10-foot-wide gust of wind blows from you in the direction you specify. Each creature that begins its turn in the lane must make a power save, and a failed save is pushed 15 feet away from the wind direction.

Gust of Wind 5e

Level: 2nd

Classes: Wizard, Druid, Sorcerer

Casting Time: 1 Action

Range: Self

Components: V, S, M

Duration: Concentration, up to 1 minute

Any creature moving toward you within the area must spend 2 feet of Strength for every 1 foot it moves.

Strong winds disperse poison gas or fog from the area and blow out candles, torches, and other similar unprotected flames. Protected flames (such as lanterns) will shake violently and have a 50% chance of being blown out.

Before the spell ends, you may change the direction of the linear duct with an attached action on your turn.