This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Q2) if you make save, are you no longer affected by thre spell? Can you walk around normally? Is it like Faerie fire where if you make the save you are not a glitter disco ball?
Q3) if you roll your saving throw and then Leave the cylinder are you no longer affected by reverse gravity? Does the spell actually reverse gravity in a cylinder and if you leave it, you are no longer effected?
Q2) if you make save, are you no longer affected by thre spell? Can you walk around normally? Is it like Faerie fire where if you make the save you are not a glitter disco ball?
There is nothing in the spell that says it doesn't affect you if you make the save. The spell tells you exactly what happens if you succeed on the saving throw: you can grab onto something to avoid falling upward. That's all the saving throw does.
Q3) if you roll your saving throw and then Leave the cylinder are you no longer affected by reverse gravity? Does the spell actually reverse gravity in a cylinder and if you leave it, you are no longer effected?
Yes. The spell specifically says it reverses gravity in a cylinder; it has no effect on anything outside that cylinder.
1. Yes. If the spell is still going anything in or entering the area falls up.
2. no. You are still affected, you just grabbed something and stopped your fall. Lets say there is a pit trap and your DM gives you a dex save to catch the edge of the trap and not fall. If you succeed can you just walk across air to the other side of the trap or do you have to do something like make a athletics test to pull yourself up and out of the traps area.
3. yes. It only effects things in the area, once you are out of the area it no longer effects you.
“All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.” This is a really simple question, the rules already say this stuff.
Yewh, completely different descriptions of how the spell works in that thread:
Such as "The effect only persists on those objects and creatures within the initial area of effect that both a) fail their saving throw, and b) reach the top of the cylinder ....
And: "As written, it scoops up everything it can at casting and tosses them upward, holding them there for the duration. If you avoid the initial scoop, it does nothing"
And then "Yep, you're reading the spell correctly. It doesn't create a permanent area of reverse gravity,"
Those are all completely different interprtations of how folks are describing the spell here.
Well I'd go with the answers in this thread, they are consistent with the spell description. I'd even go so far as to say that this wasn't difficult questions, the text is fairly clear on the answers.
The only question about this spell I find isn't really answered in the spell description is if you could, after having grabbed a fixed object, somehow move yourself out of the area in some sort of climbing/grabbing stuff (possibly by making new saves). But I guess this becomes a DM question.
To me (and, apparently, others) the wording of the spell is completely understandable. How would you suggest rewording it to be clearer than it currently is?
Well I'd go with the answers in this thread, they are consistent with the spell description. I'd even go so far as to say that this wasn't difficult questions, the text is fairly clear on the answers.
The only question about this spell I find isn't really answered in the spell description is if you could, after having grabbed a fixed object, somehow move yourself out of the area in some sort of climbing/grabbing stuff (possibly by making new saves). But I guess this becomes a DM question.
I think it makes sense that it is left up to the player and DM on if/how they could get out of the cylinder after making the save.
Basically it becomes "You are hanging from the ceiling. How would you like to move?"
There's any number of ways a player could move out of the cylinder: casting spider climb, casting fly, using a magic carpet or flying broom, making an acrobatics check to try to swing over to another fixed object (on an actual ceiling, it might be swinging from chandelier to chandelier. In this case it might be swinging from horse post to water pump).
I find that with this spell it can seem really confusing with the changed point of view, until I just think of it as "Well, now you're hanging on the ceiling." Maybe I'm the only one who has a problem conceptualizing it initially.
To me (and, apparently, others) the wording of the spell is completely understandable. How would you suggest rewording it to be clearer than it currently is?
Well, for one, most spells that affect creatures as they enter the aoe explain how to rule what happens. This one makes no mention of effecting creatures who enter later.
For another, if you fail and fall up, and hit something, what happens? You take damage and are essentially upside down prone? Everything else is just determined by the "terrain"?
For a third, if you succeed on your save, you are hanging upside down by your hands that are the only thing that keeps you from falling up. How do you determine what happens when you move? Athletics checks each turn? Are you "climbing" because youre holding on by your hands or "crawling" cause your usong your arms and legs to hold onto something? Do you make checks as you move? Do you make saves each turn to hold on?
Fourthly, clarify whether targets always make a dex save or there must be some solid anchored object to grab onto to be allowed to try the dex save.
And lastly, clarify what happens when you leave the aoe.
"When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or "
"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder."
Sickening Radiance is an ongoing aoe. The spell description explains what happens both when a creature enters or starts its turn in the aoe.
"Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn."
That is because damage spells need to describe when and how often you take damage, If I'm in a fire in real life im burning constantly not just once per turn. There is no real rules mechanic for that like roll damage determine how many seconds you were in the area, find a % of that to 6 seconds and multiple that % by the total damage taken. So they come up for rules on when and how often that spell does damage. And imo foolishly they have different rules for each spell instead of just having a base system for continuing damage spells that always applies.
Now look at entangle as an example as its imo a closer effect. on one side they have this. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them. So you know it only restrains people in the effect when its cast.
But it also says this Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Do you ask hey are people who walk in after the spell is cast affected by difficult terrain, or do you just know they are.
Reverse gravity does something similar it turns the area into a section of reversed gravity(like difficult terrain++) And just like entangle difficult terrain it just affects everyone in the area no matter when they are in it.
. But it also says .... For the duration, these plants turn the ground in the area into Difficult Terrain. ...Do you ask hey are people who walk in after the spell is cast affected by difficult terrain, or do you just know they are.
"Difficult Terrain is a formally defined term.
If that text had said the area was turned into "quicksand" would you say it doesnt need more information?
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The wording on this spell is absolutely horrible.
What the what, wotc???? I entered 3 different questions and 1 of them gets copy/pasted??.
Q2) if you make save, are you no longer affected by thre spell? Can you walk around normally? Is it like Faerie fire where if you make the save you are not a glitter disco ball?
Q3) if you roll your saving throw and then Leave the cylinder are you no longer affected by reverse gravity? Does the spell actually reverse gravity in a cylinder and if you leave it, you are no longer effected?
There is nothing in the spell that says it doesn't affect you if you make the save. The spell tells you exactly what happens if you succeed on the saving throw: you can grab onto something to avoid falling upward. That's all the saving throw does.
Yes. The spell specifically says it reverses gravity in a cylinder; it has no effect on anything outside that cylinder.
pronouns: he/she/they
1. Yes. If the spell is still going anything in or entering the area falls up.
2. no. You are still affected, you just grabbed something and stopped your fall. Lets say there is a pit trap and your DM gives you a dex save to catch the edge of the trap and not fall. If you succeed can you just walk across air to the other side of the trap or do you have to do something like make a athletics test to pull yourself up and out of the traps area.
3. yes. It only effects things in the area, once you are out of the area it no longer effects you.
“All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward.” This is a really simple question, the rules already say this stuff.
There's a thread created by SunIsGettingRealLow96589, and I think the same doubts are addressed throughout the replies: Reverse Gravity and successful saving throw
Yewh, completely different descriptions of how the spell works in that thread:
Such as "The effect only persists on those objects and creatures within the initial area of effect that both a) fail their saving throw, and b) reach the top of the cylinder ....
And: "As written, it scoops up everything it can at casting and tosses them upward, holding them there for the duration. If you avoid the initial scoop, it does nothing"
And then "Yep, you're reading the spell correctly. It doesn't create a permanent area of reverse gravity,"
Those are all completely different interprtations of how folks are describing the spell here.
Well I'd go with the answers in this thread, they are consistent with the spell description. I'd even go so far as to say that this wasn't difficult questions, the text is fairly clear on the answers.
The only question about this spell I find isn't really answered in the spell description is if you could, after having grabbed a fixed object, somehow move yourself out of the area in some sort of climbing/grabbing stuff (possibly by making new saves). But I guess this becomes a DM question.
To me (and, apparently, others) the wording of the spell is completely understandable. How would you suggest rewording it to be clearer than it currently is?
I think it makes sense that it is left up to the player and DM on if/how they could get out of the cylinder after making the save.
Basically it becomes "You are hanging from the ceiling. How would you like to move?"
There's any number of ways a player could move out of the cylinder: casting spider climb, casting fly, using a magic carpet or flying broom, making an acrobatics check to try to swing over to another fixed object (on an actual ceiling, it might be swinging from chandelier to chandelier. In this case it might be swinging from horse post to water pump).
I find that with this spell it can seem really confusing with the changed point of view, until I just think of it as "Well, now you're hanging on the ceiling." Maybe I'm the only one who has a problem conceptualizing it initially.
Well, for one, most spells that affect creatures as they enter the aoe explain how to rule what happens. This one makes no mention of effecting creatures who enter later.
For another, if you fail and fall up, and hit something, what happens? You take damage and are essentially upside down prone? Everything else is just determined by the "terrain"?
For a third, if you succeed on your save, you are hanging upside down by your hands that are the only thing that keeps you from falling up. How do you determine what happens when you move? Athletics checks each turn? Are you "climbing" because youre holding on by your hands or "crawling" cause your usong your arms and legs to hold onto something? Do you make checks as you move? Do you make saves each turn to hold on?
Fourthly, clarify whether targets always make a dex save or there must be some solid anchored object to grab onto to be allowed to try the dex save.
And lastly, clarify what happens when you leave the aoe.
https://www.dndbeyond.com/spells/14597-sickening-radiance
"When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or "
https://www.dndbeyond.com/spells/2618954-reverse-gravity
"This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder."
Sickening Radiance is an ongoing aoe. The spell description explains what happens both when a creature enters or starts its turn in the aoe.
https://www.dndbeyond.com/spells/2618976-cloudkill
"Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn."
That is because damage spells need to describe when and how often you take damage, If I'm in a fire in real life im burning constantly not just once per turn. There is no real rules mechanic for that like roll damage determine how many seconds you were in the area, find a % of that to 6 seconds and multiple that % by the total damage taken. So they come up for rules on when and how often that spell does damage. And imo foolishly they have different rules for each spell instead of just having a base system for continuing damage spells that always applies.
Now look at entangle as an example as its imo a closer effect. on one side they have this. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them. So you know it only restrains people in the effect when its cast.
But it also says this Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends. Do you ask hey are people who walk in after the spell is cast affected by difficult terrain, or do you just know they are.
Reverse gravity does something similar it turns the area into a section of reversed gravity(like difficult terrain++) And just like entangle difficult terrain it just affects everyone in the area no matter when they are in it.
"Difficult Terrain is a formally defined term.
If that text had said the area was turned into "quicksand" would you say it doesnt need more information?