It's a fantasy role-playing game.

DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The group gathered together, rode onto a magically elevated skyship, and traversing the ocean, carrying the Horn of Orcus within this holy container. They found themselves, over the ocean, suddenly attacked by a band of what seemed to be wyvern- and griffon-riding bandits.
DM: Your eyes adjust a little bit, and you can see what looks like-- this room, for the most part, doesn't have any sort of details. There are a couple of sconces with low, flickering light that are embedded in the side of the walls of this 50 foot by 50 foot room. It's about 20 feet high.
Player: I go ahead and I do a little Wind Gust and I go, (blows air).
DM: Okay.
Player: Down the hall, to clear out the fog.
DM: Which spell is this?
Player: Gust of Wind.
DM: Okay, so you cast Gust of Wind. The mist that was filling this room blows out the other side and you can see, the room is a little more visible now.
