Gravity

Gravity is a natural phenomenon by which all things with mass or energy—including planets, stars, galaxies, and even light—are brought toward (or gravitate toward) one another.

Spells from the Gravity theme focus on gravitational control.

Power sources

Arcane

Table of contents

Gravity feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Gravitational forces make your semi-buoyant, granting you the following benefits:

  • You can make a running long jump or a running high jump after moving only 1 meter on foot, rather than 2 meters.
  • You have advantage on Athletics checks to jump.
  • You treat any fall as being 2 meters shorter than it is for calculating damage.
  • When you are prone, standing up uses only 1 meter of your movement.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: You know the wall bind spell

You can cast wall bind on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one gravity or telekinesis spell

You can defy gravity. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Gravity spells

As an action, choose one object weighing up to 2 kilos within 5 meters that isn’t being worn or carried. You can fling that object at creature or an object within 10 meters of the object. Make a ranged spell attack against the target.

On a hit, it takes 1d8 bludgeoning damage.

On a critical hit, it takes twice as much damage.

On a miss by 4 or less, it takes half as much damage.

The object itself takes the same amount of damage.

At higher levels

This spell’s damage increases by 1d8 and the maximum weight of objects that you can target with this spell increases when you reach 9th level (2d8; 5 kilos) and 17th level (3d8; 7 kilos).

As an action, you can cause an object to float near you, remaining within 1 meter of you. The object must weigh no more than 2 kilos and must be no more than 1 meter in any dimension.

While the spell is active, you have some telekinetic control over the object, enough to flip the pages of a book, pluck the strings of a harp, or slowly move the object around you. The control does not allow enough force to be applied to make an attack with the object.

When the spell ends, the object slowly falls to the ground and takes no falling damage for falling 2 meters or less.

You can float one object at a time.

At higher levels

The maximum weight of an object that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

1 minute

As an action, you can mentally lift and move an object that weighs 2 kilos or less at will from a distance, though the spell ends if the distance between you and the object exceeds 10 meters.

You can perform this task without being noticed by a creature if you succeed on a Stealth check contested by the creature’s Perception check.

At higher levels

The maximum weight of objects that you can target with this spell increases when you reach 9th level (5 kilos) and 17th level (7 kilos).

5 minutes/mana

As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.


Feather Fell

1

5 minutes/mana

As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target three additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana

As an action, a creature that you can touch or see within 100 meters must make a Reflex saving throw.

On a failure, it is pulled towards the nearest large gravitational force at a rate of 20 meters per round until it reaches the gravitational force or the spell ends. If the creature has a flying speed, it is reduced to 0 meters for the duration and its rate of descent is also 20 meters per round20 meters per round.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As an action, a ravine of gravitational force shoots out. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 3d4 concussion damage, is slowed 1 until the end of its next turn, and is pulled 2 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 4 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 2d4, pull the creature an additional meter, and affect a creature of a larger size for each additional mana expended.

1 hour/mana

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.

1 hour/mana

As an action, you touch an object that you can touch or see, that isn’t being worn or carried by another creature, and that weighs no more than 5 kilos to cause it to become magically fixed in place. You, and the creatures you designate when you cast this spell, can move the object normally. You can also set a password that, when spoken within 1 meter of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 1,800 kilos of weight. More weight causes the object to fall. A creature can use an action to make a Brawn check against your spell save Difficulty. On a success, the creature can move the object up to 2 meters.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 2 additional mana so the duration changes to 6 hours/mana, the Difficulty increases by 5, and it can hold up to 3,600 kilos of weight.

  • You can expend 4 additional mana so the spell lasts until dispelled, the Difficulty increases by 10, and it can hold up to 9,000 kilos of weight.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

1 hour/mana

As an action, an object that you can touch or see within 10 meters that are not being worn or carried becomes as light as a feather for the duration. If the object weighs less than 30 kilograms, its weight is reduced to be that of a feather. If the object weighs more than 30 kilograms, its weight is reduced by 30 kilograms.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can reduce the weight by an additional 40 kilograms for each additional mana expended.

  • You can expend 1 additional mana so the duration changes to 6 hours/mana.

  • You can expend 1 additional mana to make the object lighter only for you.

3 hours/mana

As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.

Augment

You can expend 1 additional mana to target a willing creature you touch.

As an action, gravity lifts a Medium or smaller creature that you can touch or see within 10 meters upwards as it must make a Reflex saving throw. A creature can willingly fail this save.

On a failure, it is lifted up to 6 meters upwards. It falls unless it has some means to stay aloft.

Augment

You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.

1 hour/mana

As an action, you bind yourself to walls. You gain a climbing speed equal to your walking speed for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • You can target one additional creature for each additional mana expended. You must touch each creature when you target them.

concentration, 1 minute/mana

As two actions, a creature that you can touch or see within 20 meters must succeed on a Reflex saving throw or an artificial well of gravity manifests on it, pulling other objects in towards it.

While affected, all attacks made against the creature have advantage as attacks are drawn toward it from the increased gravitational pull. In addition, attacks made against any other targets within 2 meters of the target have disadvantage, as the altered gravity attempts to pull the attack toward the affected creature.

An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Any attempt to move away from the affected creature is treated as difficult terrain until more than 2 meters away unless the creature succeeds on a Reflex saving throw.

Creatures attempting to fly or levitate in the field are forcibly dragged down 4 meters per round at the end of their turn. Any creature that falls more than 2 meters in the field that strikes the ground takes double damage from the fall.

As two actions, a sphere of crushing force forms at a point within 20 meters. The gravity spreads around corners. Each creature in a sphere centered on that point must make a Reflex saving throw.

On a failure, it takes 4d8 concussion damage, is slowed 1 until the end of its next turn, and is pulled 3 meters toward the center of the area if it is Medium or smaller.

On a critical failure, it takes twice as much damage, is slowed 2 until the end of its next turn, and is pulled 6 meters toward the center of the area if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 1d8 and affect a creature of a larger size for each additional mana expended.

concentration, 1 minute/mana

As two actions, you reverse gravity in a cylinder twice as big as normal centered on a point within 20 meters. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Reflex saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

When the spell ends, affected objects and creatures fall back down.

concentration, 1 minute/mana

As two actions, a gravity vortex appears at a point that you can see within 100 meters. The gravity vortex is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use two actions to move the gravity vortex up to 5 meters in any direction. The gravity vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

Loose, lightweight materials brought into the gravity vortex fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the gravity vortex are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature restrained by the gravity vortex can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the gravity vortex.

When the spell ends or if the creature escapes the gravity vortex, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.

concentration, 1 minute/mana

As two actions, a dark sphere of destructive gravitational force forms, centered on a point you can see within sight range. For the duration, the black hole and any space within 30 meters of it are difficult terrain.

When the black hole appears and at the start of each of your turns thereafter:

  • Unsecured objects within 30 meters of the black hole are pulled toward its center.
  • Nonmagical objects fully inside the black hole are destroyed if they aren't being worn or carried.
  • Each creature within 30 meters of the black hole must succeed on a Reflex saving throw or be pulled 6 meters toward the center of the black hole.
  • Each creature inside the black hole must succeed on a Reflex saving throw.

On a failure, it takes 6d8 concussion damage, is pulled to the center of the black hole, and is restrained for the duration.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

A creature that enters the black hole for the first time on a turn must also make the Reflex saving throw.

If the black hole is in the air, creatures remain aloft while being pulled toward the black hole.

A creature restrained by the black hole, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If it succeeds, it is no longer restrained.

A creature reduced to 0 health by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 1 meter thick5 meters long, 4 meters high, 1 meter thick10 meters long, 6 meters high, 1 meter thick10 meters long, 8 meters high, 1 meter thick20 meters long, 10 meters high, 1 meter thick