Gravity Sphere
TransmutationTransmutation spells change the properties of some creature, thing, or condition.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M (a marble)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- 30-ft.-radius sphere of altered gravityHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- none (see text)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- noWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You affect the local gravity field in a 30-foot-radius sphere around the spell’s designated point of origin. Creatures in the affected area can be weighed down by high gravity, lightened by low gravity, or left to float in an area with no gravity, depending on the effect you choose for your gravity sphere. See page 18 for rules on the effects of high, low, and no gravity.
Creatures that fall within the area of a gravity sphere spell take more damage from the fall if the gravity within is higher and less damage if the gravity within is lower. However, if the creature falls through a gravity sphere and continues to fall in a non-affected area, the rest of the fall damage is calculated normally. For instance, if a creature falls through 20 feet of a lowgravity sphere and an additional 30 feet outside the sphere, it would take 1d6 points of damage for the 20 feet of low gravity plus 3d6 points of damage as normal for the 30 feet outside the sphere (for a total of 4d6 points of damage).
This spell doesn’t counteract or negate the effects of other spells that affect gravity; both effects occur simultaneously. For instance, a no-gravity gravity sphere spell cast within the area of a reverse gravity spell would simply mean that creatures float about until the gravity sphere’s duration expires or they exit the gravity sphere, at which point they return to the top of the reverse gravity effect’s area. If both gravity-altering magical effects could not feasibly take place simultaneously (at the GM’s discretion), the gravity sphere spell supersedes the previous effect (if it’s higher-level than the previous effect) or simply fails (if it’s lower-level).
Creatures that fall within the area of a gravity sphere spell take more damage from the fall if the gravity within is higher and less damage if the gravity within is lower. However, if the creature falls through a gravity sphere and continues to fall in a non-affected area, the rest of the fall damage is calculated normally. For instance, if a creature falls through 20 feet of a lowgravity sphere and an additional 30 feet outside the sphere, it would take 1d6 points of damage for the 20 feet of low gravity plus 3d6 points of damage as normal for the 30 feet outside the sphere (for a total of 4d6 points of damage).
This spell doesn’t counteract or negate the effects of other spells that affect gravity; both effects occur simultaneously. For instance, a no-gravity gravity sphere spell cast within the area of a reverse gravity spell would simply mean that creatures float about until the gravity sphere’s duration expires or they exit the gravity sphere, at which point they return to the top of the reverse gravity effect’s area. If both gravity-altering magical effects could not feasibly take place simultaneously (at the GM’s discretion), the gravity sphere spell supersedes the previous effect (if it’s higher-level than the previous effect) or simply fails (if it’s lower-level).