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
148 days ago
Last Updated
76 days ago
VisibilityPublic
Confusion
EnchantmentLevel 4
Confusion

Description

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. | d10 | Behavior | |---|---| | 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. | | 2-6 | The creature doesn’t move or take actions this turn. | | 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | | 9-10 | The creature can act and move normally. | At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Spell Details
Level4
Range90
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.
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