Casting Time: 1 action
                    Range: 30 ft
                    Components: V, S
                    Duration: Instantaneous
                    Save: Strength
                  
                  
                  
                  
                    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 that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
                        Verbal Component: 
                        Facere Aeris Flatus                    
                        
                            Verbal Component (Alternative): 
                            Whispers breeze, an arcane flow; Gust of wind, whirling blow.                        
Classes: Druid, Sorcerer, Wizard, Rogue
Domain: Tempest
Source: Elemental Evil Player's Companion (page 19)Also found in 
Xanathar’s Guide to Everything                  
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                            Spell FAQs
                                
                                    
                                    
                                    
                                
                                
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                            Other Planes and Effects
                            Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
                             
                                                        
                            
Underwater - Verbal Component
                            Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).