Level
7th
Casting Time
1 Action
Range/Area
Touch (60 ft. )
Components
V, S, M *
Duration
1 Hour
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Prone

You designate any number of hostile creatures and allies within 60 feet of you. Any undesignated creature is forced outside the spell's area and the ground within a 60 foot radius of where you touch revolves, with you and any designated creatures on it, until it is upside down, with the ground in the bottom half of the sphere now in the top half and anything in the top half of the sphere are now in the bottom half. The gravity of everything in the spell's area is reversed, including the gravity of any creature while they are within the spell's area. Any structures and plant life within the spell's area revolve as well, but are not damaged, they turn back to normal once the spell ends. The sphere becomes filled with magical light and you may designate any section of the ground within the spell's area to become difficult terrain.

All creatures within the area of the spell that were not forced out must also make a Strength saving throw or fall prone as the ground shakes and moves.

The spell ends early if all designated hostile creatures are either unconscious, incapacitated, or leave the area of the spell. Alternatively, the spell can also end early if the caster and all their designated allies are either unconscious, incapacitated, or leave the area of the spell.

While the spell is in effect, the ground affected by the spell can become transparent from the outside of the spell if the caster wishes it, so that people outside the spell's area can view what is happening inside, this does not apply to those within the spell's area.

Any creatures not forced out of the spell's area may also, if they are willing, wager currency. They may only wager as much as they have on their person. If the spell ends with all hostile creatures becoming unconscious, incapacitated, or leaving the spell's area. All wagered currency is returned to the caster and their allies, as well as all currency wagered by the hostile creatures split as evenly as possible. The reverse is also true, all wagered currency from allies is given to hostile creatures in the same way if the caster and their allies end the spell early in this way.

This spell can't be dispelled by dispel magic.

* - (two connected hemispheres made of platinum and mithral decorated with gemstones all worth 5,000 gp)

Spell Tags: Control

Available For: Druid (Legacy) Wizard (Legacy)

Nickybut

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