I've seen and searched through a lot of forums regarding the reverse gravity spell, yet i've never seen this particular phrase of the spell adressed. Can't understand why.
The spell reads... "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".
It's a day or night difference on the spell. Would't that imply that the reverse gravity effect only affect creatures at the moment of casting (if they loose the save), and that's it. After the casting... it would be safe for everyone else to walk through the area of the cylinder.
This is how i read this spell. I mean, I play D&D since 2e and i can understand how this seems underwelming for such a beloved spell... but this appears to be the case in 5e, right?
My reading of the spell confirms, what you are saying. Only objects and creatures in the area of casting are effected, it is not an ongoing area of effect, that makes things fall when they enter later.
Yep, you're reading the spell correctly. It doesn't create a permanent area of reverse gravity, it instead creates a reversed gravity effect on every creature in the volume.
I'm not sure why you would find this spell underwhelming. It has a huge AoE radius and puts targets that fail a DEX save 100 ft in the air(if possible). Ever heard of falling damage?
Within a closed environment, you could potentially even double the falling damage. Once for falling upwards smashing into the ceiling of the room/cave, once for falling down to the floor again.
Within a closed environment, you could potentially even double the falling damage. Once for falling upwards smashing into the ceiling of the room/cave, once for falling down to the floor again.
That is a potential sh*tload of damage.
Yeah that's even worse than what I was hinting at! Up to 10d6 at the spell's casting, up to 10 rounds of gravity CC and another possible 10d6 at the spell's end, Ooof!
So if you cast it one turn one, and the targets smash into the ceiling. Cast it again on turn 2, would they all hit the floor (1st spell ends due to conc) before the second spell goes into effect and repeats?
So if you cast it one turn one, and the targets smash into the ceiling. Cast it again on turn 2, would they all hit the floor (1st spell ends due to conc) before the second spell goes into effect and repeats?
I would say no. Casting the spell again ends the first spell and immediately replaces it with the newly cast spell. This is only a split second. They startf falling but get caught from the second spell again.
You could drop the spell however and recast it the round after.
Also, you can use it as a weird hack to kind-of-fly with a large group? Cast it centered on yourself and choose to include yourself in the effect, and you and everyone within 50 feet (potentially what, like... 314 5-foot squares holding other creatures?) can instantly be 100 feet up, oscilating in place. The next round, (depending on how your DM handles the time it takes to fall), you can cast the spell again centered on the mid-air point that you're oscilating in, which will break concentration on the old spell at precisely the moment the new spell takes effect, choose to include yourself in the effect, and rocket everyone another 100 feet upwards.
Sure, 'getting off the ride' will present a problem at some point, and there's probably more efficient uses of multiple 7th level spells... but with enough people in the group prepared with Feather Fall, your 300ish drop troopers can get a lot of places once they're 100-200 feet up in the air and floating down?
I've seen and searched through a lot of forums regarding the reverse gravity spell, yet i've never seen this particular phrase of the spell adressed. Can't understand why.
The spell reads... "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".
It's a day or night difference on the spell. Would't that imply that the reverse gravity effect only affect creatures at the moment of casting (if they loose the save), and that's it. After the casting... it would be safe for everyone else to walk through the area of the cylinder.
This is how i read this spell. I mean, I play D&D since 2e and i can understand how this seems underwelming for such a beloved spell... but this appears to be the case in 5e, right?
My reading of the spell confirms, what you are saying. Only objects and creatures in the area of casting are effected, it is not an ongoing area of effect, that makes things fall when they enter later.
Yep, you're reading the spell correctly. It doesn't create a permanent area of reverse gravity, it instead creates a reversed gravity effect on every creature in the volume.
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Thanks for the reply. I needed reassurance.
I'm not sure why you would find this spell underwhelming. It has a huge AoE radius and puts targets that fail a DEX save 100 ft in the air(if possible). Ever heard of falling damage?
Within a closed environment, you could potentially even double the falling damage. Once for falling upwards smashing into the ceiling of the room/cave, once for falling down to the floor again.
That is a potential sh*tload of damage.
Yeah that's even worse than what I was hinting at! Up to 10d6 at the spell's casting, up to 10 rounds of gravity CC and another possible 10d6 at the spell's end, Ooof!
So if you cast it one turn one, and the targets smash into the ceiling. Cast it again on turn 2, would they all hit the floor (1st spell ends due to conc) before the second spell goes into effect and repeats?
I would say no. Casting the spell again ends the first spell and immediately replaces it with the newly cast spell. This is only a split second. They startf falling but get caught from the second spell again.
You could drop the spell however and recast it the round after.
Also, you can use it as a weird hack to kind-of-fly with a large group? Cast it centered on yourself and choose to include yourself in the effect, and you and everyone within 50 feet (potentially what, like... 314 5-foot squares holding other creatures?) can instantly be 100 feet up, oscilating in place. The next round, (depending on how your DM handles the time it takes to fall), you can cast the spell again centered on the mid-air point that you're oscilating in, which will break concentration on the old spell at precisely the moment the new spell takes effect, choose to include yourself in the effect, and rocket everyone another 100 feet upwards.
Sure, 'getting off the ride' will present a problem at some point, and there's probably more efficient uses of multiple 7th level spells... but with enough people in the group prepared with Feather Fall, your 300ish drop troopers can get a lot of places once they're 100-200 feet up in the air and floating down?
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I'm going to make this way harder than it needs to be.
I guess the OP needs to turn this Thread into: Reverse Gravity and How to Use It.