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Comments from the Author: Only one spell in the 5E SRD affects gravity directly, the 7th level reverse gravity. As magic users begin to travel the stars in a sci-fi setting, manipulating gravity becomes even more useful and deadly. And we’d like you to be able to do it before level 12! So here are three spells that let you bend gravity to your will!

Gravity Well

3rd-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Instantaneous

A 15-foot-radius sphere of gravitational force forms centered on a point you choose within range. Choose whether the direction of gravity is inward toward the center of the sphere or outward away from it. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 force damage and is pulled 15 feet toward the center of the sphere or is pushed 15 feet away from it, according to the direction you chose. On a successful save, a creature takes half as much force damage and isn’t pushed or pulled.
       At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Intensify Gravity

4th-level transmutation

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minute

This spell intensifies gravity in a 50-foot radius, 100-foot high cylinder centered on a point within range. Each creature in this area must spend two feet of movement for every foot moved, including flying, jumping, and climbing movement. This can be combined with difficult terrain to slow movement to a quarter of normal speed. If a prone creature wishes to stand up, it must succeed on a Strength check against your spell save DC. On a failure, it can’t move at all on its turn.
       Objects in the area, including those being worn or carried, weigh double their usual weight, which may cause creatures to become encumbered or cause load-bearing spells like levitate to fail. Any ranged weapon attacks that pass into, out of, or through the area have disadvantage, and any falling damage dealt within the spell’s area is doubled.

Zero Gravity 

4th-level transmutation

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lodestone and iron filings)
Duration: Concentration, up to 1 minutes

This spell creates a zero gravity environment within a 30-foot radius, centered on a point you can see within range.
       In a zero gravity environment, creatures and objects hang in the air until they are moved. A creature in zero gravity can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Its speed is otherwise reduced to zero. Once a creature or object is set into motion, it can’t stop moving until it collides with an obstacle. A creature automatically continues its movement at the same speed at the start of each of its turns, and an object set in motion moves with the same speed each round after it was moved.
Creatures and objects in an area of zero gravity have no weight, but still may require significant force to move.
When the spell ends, creatures and objects in the air fall if nothing is holding them aloft.

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