Courses / AR / Gravity

Gravity

Prerequisites:
Qualifies For:
Level:
4
Study DC:
12
Code:
AR 443

Gravitational Pull Spell

Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
Defense:
Health save halves damage and prevents movement

With a grasping motion, you manipulate gravity around a target.

The target gets a DC 16 health save.
A large or larger or heavy target gets advantage on its save.

Fail:
The target takes 1d8 blunt damage.
Intensify: +1d8 blunt damage per boost from Intensify.
Pull the target up to 30 ft. in a direction of your choice, regardless of size.

(If this would pull them into a mortal hazard, they get a health save to avoid being pulled into that hazard, but are still pulled as far as safely possible.)

Pass:
The target takes half as much damage and is not pulled.

Tags: Spell, Action, Spellburn, Ranged, Health, Save, Mobility, Pull, Space Magic

Gravitational Pull (Area) Spell

Time:
Action
Range:
300 ft.
Area:
Up to a 30 ft. radius sphere
Cost:
Defense:
Health save halves damage and prevents movement

Moving your hand from an open palm to a tightly closed fist, you create a miniaturized and fleeting black hole which sucks in everything around it.

This spell affects a sphere up to 30 ft. in radius.
All targets in the area get a DC 16 health save.
Large or larger or heavy targets get advantage on their saves.

Fail:
The target takes 1d4 blunt damage.
Intensify: +1d4 blunt damage per boost from Intensify.
Pull the target as far as possible toward the center of the sphere, regardless of size.

(If this would pull them into a mortal hazard, they get a health save to avoid being pulled into that hazard, but are still pulled as far as safely possible.)

Pass:
The target takes half as much damage and is not pulled.

Tags: Spell, Action, Spellburn, Ranged, Area, Health, Save, Mobility, Pull, Space Magic

Gravity Well Spell

Debuff
Debuffs make their targets worse at something.
Time:
Action
Range:
300 ft.
Area:
Up to a 30 ft. sphere
Cost:
Defense:
Health save reduces, test of skill to escape
Duration:
Collapse d4

You create a gravity well occupying a sphere up to 30 ft. in radius. This sphere is filled with a swirling vortex which tries to suck up everything in the area using one of the fundamental forces of the universe.

Targets in the area when this spell is cast are not affected until their turns.

All targets which start their turn inside the area
or which enter the area during their turn
get a DC 16 health save.
Large or larger or heavy targets get advantage on their saves.

Fail:
The target is sucked into the gravity well and trapped within it.
The target is pulled as far as possible toward the center of the sphere, regardless of size.
(If this would pull them into a mortal hazard, they get a health save to avoid being pulled into that hazard, but are still pulled as far as safely possible.)

While a target is trapped in the gravity well it is immobilized and does not fall.

Escape:
A creature trapped in the gravity well may spend its move or action to try a DC 15 test of strength or spellcraft to escape from the gravity well. If it passes, it may move to a space adjacent to the gravity well for free.

A target which is moved outside the area of the gravity well is no longer trapped inside.
(This means allies outside the gravity well may try to pull a trapped target which they can reach (ex: using a rope) out of the gravity well by passing a DC 15 test of strength,
or they can try running in, grabbing their ally, and dragging or carrying them back out without getting trapped themselves.)

A creature which ends its turn trapped in the gravity well takes 1d4 blunt damage.
Intensify: +1d4 blunt damage per boost from Intensify.

Pass:
Every 5 ft. the target moves this turn costs an extra 5 ft. of movement.


During each of your turns, as an action, you may move this gravity well and everything trapped within it up to 30 ft. horizontally or 15 ft. vertically.

Collapse d4:
This spell is unstable.
At the start of each of your turns, roll a d4.
If you roll a 1, this spell ends.

You can end this spell as a fast action.

Tags: Spell, Action, Spellburn, Ranged, Area, Health, Save, Mobility, Debuff, Immobilize, Pull, Fall, Space Magic, Damage Over Time

Weigh Down Spell

Debuff
Debuffs make their targets worse at something.
Time:
Action
Range:
1,000 ft.
Target:
1 target
Cost:
Defense:
Health save halves damage and reduces effect and duration

You point at a target, then flip your finger down towards the ground, amplifying the target’s weight.

The target gets a DC 16 health save.

Fail:
The target takes 1d8 blunt damage,
+1d8 blunt damage per boost from Intensify,
and until you rest
its weight is doubled (this does not affect encumbrance),
it cannot fly, float, or jump,
and every 5 ft. it moves costs it an extra 5 ft. of movement.

Pass:
The target takes half as much damage,
and until the end of its next turn it cannot float
and every 5 ft. it moves costs an extra 5 ft. of movement.

Tags: Spell, Action, Spellburn, Ranged, Enchantment, Health, Save, Debuff, Mobility, Space Magic, Anti-Aerial

Gravity Crush Spell

Debuff
Debuffs make their targets worse at something.
Time:
Action
Range:
300 ft.
Area:
Up to a 30 ft. radius cylinder, thousands of feet high
Cost:
Defense:
Health save reduces

By clapping your hands together and pressing them down against each other, you create a cylinder up to 30 ft. in radius and thousands of feet high, filled with crushing gravity and pressure.

All creatures in the spell’s area get a DC 16 health save.

Fail:
The target takes 1d4 blunt damage,
+1d4 blunt damage per boost from Intensify,
is immobilized and cannot fly or float until the end of its next turn
(which will cause it to fall at the end of its turn if it is in midair).

Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area or other mitigating factors may reduce this damage.

Pass:
The target takes half as much damage,
and until the end of its next turn it cannot float
and every 5 ft. it moves costs an extra 5 ft. of movement.

Tags: Spellburn, Action, Spell, Ranged, Area, Enchantment, Health, Save, Debuff, Mobility, Immobilize, Space Magic, Anti-Aerial, Physical, Damage

“Sit. Stay.”


Upgrades
Name Effort Requires Description
Unlock 5 You can Gravitational Pull
DC 16
Area 5 Unlock You can cast Gravitational Pull (Area)
DC 16
Gravity Well 10 Area You can cast Gravity Well
DC 16 save
Pull and immobilize
DC 15 test of strength to escape as move or action
1d4 blunt damage
Weigh Down 5 Unlock You can cast Weigh Down
DC 16
Gravity Crush 10 Gravity Well, Weigh Down You can cast Gravity Crush
DC 16
Extra Credit
Black Hole
Effort: 0
Requires: Mastery, Darkness
You may fill Gravity Crush or Gravitational Pull (Area)’s area with magical darkness until the start of your next turn.
You may fill Gravity Well’s area with magical darkness for its duration.
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