Magnify Gravity 5E Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 78th episode of our first level spell series. Today we’re gonna be taking a look at one of the newest spells in dungeons & dragons 5e, we’re gonna be taking a look at magnify gravity dnd 5e this is usable by the all new, all fresh and all sleek and stylish graviturgy wizard and it is found in the explorer’s guide to wildemount this is a super cool book, i’d highly recommend you get it. In any case let’s check out the mechanics so we know exactly what we’re talking about.

Mechanics

  • Level: 1st
  • Casting Time: 1 Action
  • Range/Area: 60 ft (10 ft Radius)
  • Components: V, S
  • Duration: 1 Round
  • School: Transmutation
  • Attack/Save: CON Save
  • Damage/Effect: Force

Your damage is 2d8 plus an additional d8 per slot level above first. So if you cast it as a second level spell it would be a 3d8 etc. The effect at a glance is as followed:

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On a failed save, creatures within the affected area take a full damage and half their speed. Objects in the area need a strength save to pick up. It’s strength save versus your spell DC by the way in case you didn’t know.

Your cast time is the standard one action, the range of this spell is 60 feet but the actual area of effect is a 10-foot radius sphere. So please bear that in mind. The duration is one whole round and it is not concentration just great. The saving throw is a constitution save and on a success they only take half damage and no movement reduction which is pretty cool.

The components are verbal and somatic meaning you have to speak forth an incantation and gesture with one hand. The school is transmutation and the damage type is force which is a super sweet. Now let’s take a look at the full description and just better flesh this out. In any case you may also like to check out our homebrew gravity spells 5e.

Description

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Very very cool stuff! Once again i really like all this plays out, not just for my mechanical angle but thematically. I think this is cool as heck. This is something that a lot of reincarnated in another world anime really play up is gravity magic. So this in my head always reminds me of those great shows. Now without further ado let’s take a look at some alternative uses here.

Alternative Uses

So much like a lot of these other dunamancy spells we’ve been taking a look at they are all incredibly good for executing complicated plans and they really do a great job of battlefield control. Along that exact same vein of thought you could actually use this to sabotage many mechanical processes for example mining or excavation could be grinded to a halt by this spell, by just essentially breaking a machine using it, because that increased gravity of once again and technically it’s an object that isn’t being worn or carried so it would still be affected by it which would be really great.

Alternatively you could use this as a great way to stop people from running away. Ten foot radius is actually pretty decent like that would fill up most small rooms. So there’s a good chance he could use this to seriously incapacitate your foes and in addition you could just use this to wreak bsolute chaos for example let’s say you’re infiltrating an alchemy lab and you just want to cause some hell.

Cast this in one of the rooms filled with potentially volatile chemicals and just run away as fast as possible. I think it would be absolutely hilarious.

Conclusion

That being said, if you have any ideas, cool uses, ideas of thoughts, concerns or questions please feel free to put them down in the comment section i really do appreciate it. Thank you so much guys, i really appreciate your time. I hope you all have a wonderful day and as always happy casting everyone. Keep reading pulse wave 5e | gravity sinkhole 5e | reverse gravity 5e | magnificent mansion 5e |

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