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.
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Created
147 days ago
Last Updated
75 days ago
VisibilityPublic
Scrying
DivinationLevel 5
Scrying

Description

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. **Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Spell Details
Level5
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.
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