When used, this spell creates a field of fluctuating gravity. Such a spell will actually warp reality around the affected field for the duration of casting. That spell will affect all objects and beings within the field, unless they are specially magicked against such or otherwise exceptions. This spell will affect the entire party, as well as the wizard casting said spell - be ready for complications to arise! The wizard will decide for each version of the spell how much of the gravity to increase or decrease - a limit of 20+ is the absolute maximum of force manipulation and only at increasing higher levels will this level of effect become a possible limit. The beginning level 3 only has a 3+ field effect.
Swift Weight - allows the wizard to increase the pull of gravity, thereby causing everything to weigh heavier, perhaps in order to collapse a house with enough concentration. Or to slow down an enemy creature by causing it's new increased weight to pull it to the ground or snap the bones due to the limited amount of increase in muscle - careful though, the snapping bones might not be the enemy monster, but one of the character in the party, including the wizard!
Dwindling Density - this allows the wizard to decrease gravity to the point of weightlessness. The entire field/globe of affected area becomes as such that anything and everything not connected or tied to the ground will start to float. Normal rules of physics applies so Newton's Three Laws should be applicable - such as "any object at rest stays at rest until acted upon"; in this example a chair on the ground stays there until someone or something bumps into it, therefore it starts floating in that direction - therefore a lot of extra materials lying about can very easily become dangerous missiles to both the monsters and the party if no one is paying attention! That doesn't mean that once the chair starts to float that it becomes a lethal object - the amount of force when "bumped" will determine the amount of damage it causes to the surrounding setting, people, or creatures. This spell really can open up some dangerous possibilities for the DM or it can be a potentially lethal spell for the wizard and party, if used properly. Weightlessness though might cause something to keep floating upwards or sideways, but if it floats outside of the field normal gravity will instantly take back over and cause said object to come crashing to the ground.
Gravity Waves - this will allow the wizard to manipulate the surrounding field like a rippling radius spell. While this doesn't cause damage by increasing or decreasing gravity, it will cause an outward force being pushed away from the caster in a radius. Again, anything not connected or tied down to the ground will feel this affect. This works great when the wizard is surrounded or has damage being inflicted upon multiple sides (including up - which means not even the rain or lighting is an exception to this spell). This in effect, is more like a 360-degree blasting spell; rocks, walls, people, monsters, absolutely anything will be picked up and forced farther away in the field. Depending on how much force will affect how lethal this can be. If the rest of the party or any NPCs that are affected by this spell will also receive damage for any particles that are thrown with them and how much damage they take when they land on the floor again.
Gravity Well - the reversal of waves, this will cause anything and everything to become attracted towards the caster. Depending on level of force used, this might be handy to grab something or bring a monster closer to attack, but it could also make some seriously lethal damage if the force powering the spell causes said objects in the field to speed up as they get closer and closer to the center of gravity. If the caster has the ability to create a shield spell around the party or the character, then this can become very handy to create a super-dense protective shell cover. Any monsters or party characters caught in the affect when shoved up against the shield spell will slowly start finding themselves becoming squeezed into a mushy pulp. Strength and dexterity checks by the other characters will be needed if any of the party is caught up in the squishing, this is determined by level of force being afflicted by the wizard.
Artificial - In the vacuum of space, or in a wizard's need of flight, this adaptation of the spell will allow the wizard to cross in the open space. Careful though! Other things included in the radius of the spell will also float, and the effect will only succeed on a wizard's wisdom check and how much force the character can use. This will only last for about half of the initial spell's duration and require a maximum amount of concentration by the wizard to remain in affect; DM may call for random constitution checks.
Gravity Clamp - a final variation will allow for a focused beam of gravity to alter an object or creature's weight. This will increase until the affected thing is firmly held in place. This variant will only last for half of the amount of spell duration and requires the entire concentration of the wizard casting the spell. Depending on the level of force this might be easy to break for a monster or to pick up the aforementioned object.
* - ((for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) )
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