High Fantasy
The kingdom of Alefgard has been overrun by the evil Dragonlord who commands an army of dragons.
Author's Note: Long before the game's events, the legendary hero Erdrick used the Ball of Light to drive darkness away from the kingdom of Alefgard. Erdrick handed the Ball of Light to King Lorik, bringing Alefgard into an age of prosperity and keeping winters short in the kingdom.
However, one man hid from the Ball of Light's radiance in a mountain cave. While exploring the cave's underground tunnels, he awoke a sleeping dragon who knelt before him instead of attacking. The mountain man learned dark magic and became known as the Dragonlord.
One day, the Dragonlord summoned a fleet of dragons to raze the town of Brecconary and stole the Ball of Light from Tantegel Castle. Monsters appeared across the entire continent; much of the land turned into poisonous marshes; several towns were permanently destroyed; and The Dragonlord's Castle rose from the earth.
Erdrick returned to offer his help to King Lorik and found the Dragonlord on an island only accessed through a Rainbow Drop. He then traveled to the island, but disappeared. Throughout the next decades, the prophet Mahetta foretold the coming of a descendant of Erdrick to defeat the Dragonlord.
During the reign of King Lorik XVI, the Dragonlord attacked Tantegel Castle again, kidnapped Princess Gwaelin and began terrorizing Alefgard's citizens. By this time, Erdrick's story had been nearly forgotten; many would-be heroes had been killed trying to rescue Gwaelin; and Mahetta's prophecy had been dismissed as a fairy tale.
Played | 10 times |
Cloned | 0 times |
Created | 249 days ago |
Last Updated | 82 days ago |
Visibility | Public |
Gust of Wind
Evocation•Level 2

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
Level | 2 |
Range | N/A |