Level
7th
Casting Time
1 Action
Range/Area
100 ft.
(50 ft. *)
Components
V, S, M *
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Control
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.
* - (a lodestone and iron filings)
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Posted Sep 6, 2024It would have been really nice if they had clarified whether this interacts with flying creatures differently than creatures on the ground.
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Posted Sep 14, 2024Considering Baphomet explicitly uses reverse gravity in his lair to "reach flying creatures" it presumably doesn't effect them. It just reverses gravity, it doesn't intensify gravity in any way.
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Posted Feb 8, 2025I can't think of why a flying creature would not simply flip over and fly against the gravity of the top of the cylinder. Maybe that successful flip could be their DEX Save. Failing that, they would fall to the top. Though, on their next turn they should be able to fly again ("upside down"), either staying inside or moving beyond (movement speed permitting) the lateral AoE.
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Posted Jun 12, 2026Some homebrew additions and clarifications:
When spell is first cast, if there is anything solid and stationary to grab onto, creatures near such objects can make a dex save to grab onto the object. On fail, or if there is nothing to grab onto, creatues fall up. Unteathered objects automatically fall up. Creatures and objects falling upward fall upward until they hit something like a ceiling (taking fall damage relative to the distance fallen and going prone for hitting the object) and remain there when spell is cast. Creatures and objects that do not hit anything will fall upward until they reach 100 ft, where they will stop without taking falling damage and float there at end of turn when spell is cast. Creatures that can fly; or creatures that have spiderclimb and are standinng on something solidly attached to the ground; will be unaffected by the spell.
While the spell is maintained, gravity within the aoe is reversed. Creatures that enter the aoe with nothing to hold onto will automatically fall upwards. A creature entering the aoe with something to hold onto, make a strength/athletics check (dc=spellcaster dc) to verify they do not fall upwards. Creatures that leave the aoe make stength/athletics check (dc10) to exit the aoe safely. If a creature exits the aoe above the ground, they fall unless they have something to prevent that (strength/athletics check dc10 to grab and safely transition)
Range attacks that cross the aoe boundary (going in or out of aoe) roll at disadvantage as the gravity flip will affect aim.
When the spell ends, anyt creature or object within the aoe that fell upward will fall back down to the ground, or fall until they hit an object, taking fall damage based on the distance fallen and have the prone condition. Any creature holding on just above ground level will take no damage and have the prone condition.