Gravity Surge (5e Spell)

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Revision as of 18:10, 14 December 2017 by 86.6.97.204 (talk) (Changed a line saying that a failed save results in half damage.)
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Gravity Surge
8th-level transmutation
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a solid iron object weighing at least 1 lb.)
Duration: Concentration, up to 1 minute

Select a 50-foot radius, 100-foot high cylinder originating from a point within range. For any open air within this cylinder, gravity abruptly becomes much more intense than normal, and stays that way for the duration. The interior of any inanimate fluids within the sphere, such as water or lava, are unaffected, as are any objects suspended in them. Otherwise, every object or creature in this cylinder effectively weighs four times as much as normal for the duration.

When this spell is first cast, any affected object or creature that is airborne and has mass comes crashing down to whatever surface is beneath it. It must succeed on a Strength save, or take damage from falling appropriate to the distance fallen, and land prone. Generally, a creature takes 1d6 bludgeoning damage for every 5 feet fallen, to a maximum of 20d6. On a successful save, the creature takes half this damage and doesn't land prone.

When this spell is first cast, any affected creature that is not airbone and has mass must make a Strength save. On a failure, it takes 1d6 bludgeoning damage and falls prone.

For the duration, any ranged attack which passes through this cylinder is made with disadvantage. A ranged weapon attack that passes through this cylinder cannot hit anything beyond its shorter range.

For the duration, any creature within the cylinder suffers the following effects:

  • Its speed is halved. Any flying speed can't be used (subject to DM discretion). A creature can't climb unless it has a climb speed.
  • At the start of its turn, the creature must succeed on a Strength save, with advantage, to move that turn. On a failure, it can move no more than 5 feet until the start of its next turn, and cannot use its movement to recover from the prone condition.
  • Any attack roll, ability check, or saving throw it makes with Dexterity is made with disadvantage.
  • Any ability check or saving throw it makes with Strength to push or pull upwards, or to avoid being knocked prone, is made with disadvantage. This does not affect Strength saving throws otherwise imposed by this spell.



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