Faerûn - The Sword Coast world illustration - Fantasy theme
Fantasy

Faerûn - The Sword Coast

M
MajorJo

The Sword Coast diverse and dangerous region in Faerûn, featuring bustling cities, varied landscapes


Author's Note: The Sword Coast, a prominent region in Faerûn, is known for its diverse geography, ranging from coastal plains and marshes to dense forests and towering mountains. Its climate varies, with temperate conditions in the south and frigid northern climates. Major rivers like the Chionthar and Delimbiyr serve as vital trade routes. Notable cities include Waterdeep, the "City of Splendors," which is a hub for trade, politics, and magic, and Baldur’s Gate, a bustling port city with a reputation for intrigue. Neverwinter, once devastated, has rebuilt itself as a place of opportunity, while Icewind Dale in the far north remains harsh and isolated, home to hardy folk and dangerous creatures. The region is home to a variety of cultures, including humans, elves, dwarves, and halflings, each with unique cities and traditions. Powerful factions like the Harpers, Zhentarim, and Lords' Alliance influence regional politics and power struggles. The Sword Coast is fraught with dangers, such as marauding orcs, bandits, and monsters, while the Underdark, with its dangerous denizens, and legendary places like the Ruins of Myth Drannor offer countless challenges and opportunities for adventurers. Magic permeates the Sword Coast, with powerful wizard towers, ancient temples, and magical artifacts scattered throughout. The region’s rich history includes the rise and fall of ancient civilizations like Myth Drannor, a city of powerful elven wizards, and the ongoing influence of The Weave, the source of arcane magic, and the divine power of the gods. With these factors combined, the Sword Coast remains a land of adventure, intrigue, and danger, drawing adventurers seeking wealth, power, and knowledge.
Played0 times
Cloned1 times
Created
147 days ago
Last Updated
75 days ago
VisibilityPublic
Gust of Wind
EvocationLevel 2
Gust of Wind

Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Spell Details
Level2
RangeN/A
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service