Graviturgy Spells (5.5)

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Graviturgy Spells


One of many secret or lost schools of magic is Graviturgy, the direct manipulation of forces that attract or repel matter. Graviturgy is an esoteric art, difficult to find, and difficult to master. Graviturgy's uses vary, but it is most commonly used to move things. It might be used by grand mage societies to craft floating cities, or by wildspace travelers to manually create wormholes to traverse the cosmos.

Learning Graviturgy Spells

Graviturgy spells must be learned by studying a graviturgy text, such as a spellbook or tome of rituals, or by learning from a Graviturge, at the DM's discretion.

Graviturgy Spell List
Level Spell Concentration Ritual Classes
Cantrip Shift No No Artificer, Sorcerer, Wizard
Cantrip Void Bag No No Artificer, Sorcerer, Warlock, Wizard
1st Magnify Gravity No No Sorcerer, Wizard
2nd Immovable Object No No Artificer, Wizard
2nd Stasis Cube Yes No Artificer, Sorcerer, Wizard
3rd Pressure Wave No No Sorcerer, Wizard
4th Gravity Sinkhole No No Sorcerer, Wizard
6th Floating Terrain Yes Yes Sorcerer, Wizard
6th Gravity Fissure No No Sorcerer, Wizard
7th Magic Slingshot Yes No Wizard
8th Repelling Field Yes No Sorcerer, Wizard
9th Dark Star Yes No Wizard

Spell Descriptions

The spells are listed in alphabetical order.

Dark Star

9th level Graviturgy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of onyx mized with a drop of the caster's blood, which the spell consumes)
  • Duration: Concentration, up to 1 minute

This spell creates a sphere of magical darkness and crushing gravitational force centered on a point you choose within range. The sphere can have a radius of between 5 to 40 feet (your choice).


For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to Thunder damage, and creatures are Deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 10d10 Force damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this spell is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Immovable Object

2nd level Graviturgy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (gold dust worth at least 50 gp, which the spell consumes)
  • Duration: 1 hour

You touch an object not being worn or carried that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.


If the object is fixed in the air, it can hold up to 2,000 pounds of weight- more weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.


At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 4,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 10,000 pounds of weight, and the effect is permanent until dispelled.

Floating Terrain

6th level Graviturgy (Ritual)


  • Casting Time: 1 minute
  • Range: touch (30ft cube)
  • Components: V, S, M (a ball of topaz and amethyst gemstones worth at least 200gp, which the spell consumes)
  • Duration: 1 minute (concentration)

You affix the gemstone ball used for this spell's material component on a piece of terrain within range, which covers a 30ft cube of solid terrain with graviturgy magic, detaching it from the ground. Until the spell ends, you can use a bonus action on your turn to cause that cube of terrain to fly up to 15ft in any direction (including up or down).

If a creature would be hit by the cube, it must make a Dexterity saving throw, taking 4d10 Bludgeoning damage on a failed save, or half as much on a success. If the cube would crush or otherwise kill a creature, the creature instead becomes part of the cube (taking no damage), becoming Grappled (escape DC 14).


If you concentrate on this spell for the entire duration of the spell, the cube of terrain becomes magically fixed in place until it is affected by the Dispel Magic spell or a similar effect, and any creatures grappled by the cube are released. If the cube is fixed in the air, it can hold up to 12,000 pounds of weight- more weight causes the cube to fall.

Gravity Fissure

6th level Graviturgy


  • Casting Time: 1 action
  • Range: Self (100 foot line)
  • Components: V, S, M (a fistful of iron filings)
  • Duration: Instantaneous

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 Force damage on a failed save, or half as much damage on a successful one.


Each creature within 10 feet of the line not in its area must succeed on a Constitution saving throw or take 8d8 Force damage and be pulled toward the line's area, ending in an unoccupied space as close to the line as possible.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Gravity Sinkhole

4th level Graviturgy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a black marble)
  • Duration: Instantaneous

A 20 foot radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in that zone must make a Constitution saving throw. On a failed save, creatures take 5d10 Force damage and are pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, creatures takes half that damage and aren't moved.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Magic Slingshot

7th level Graviturgy


  • Casting Time: 1 action
  • Range: self (30ft radius)
  • Components: V, S, M (a sling)
  • Duration: 1 minute, concentration

You create an area of gravity to redirect spells. While concentrating on this spell, when a creature casts a spell within 30ft of you, you can use your reaction to force them to make a Constitution saving throw. On a failed save the target's spell fails, and you can make one a ranged spell attack against a target within range of this spell as part of the same reaction. On a hit, the target takes 2d6 Force damage.

Magnify Gravity

1st level Graviturgy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round

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 its speed isn't reduced.


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.

Pressure Wave

3rd level Graviturgy


  • Casting Time: 1 action
  • Range: Self (30 foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create an area of intense pressure in a 30-foot cone. Choose whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. On a failed save, a creature takes 6d6 Force damage and is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. On a successful save, creatures take half that damage and aren't moved.


Unsecured objects that are completely within the zone are pulled or pushed 15 feet, depending on the choice you made for the spell.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6, and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Repelling Field

8th level Graviturgy


  • Casting Time: 1 action
  • Range: Self (15 foot sphere)
  • Components: V, S
  • Duration: 1 minute, concentration

You create a 15 foot radius sphere of intense repelling force around you. Creatures that start their turn within this zone or enter it for the first time on a turn must succeed a Dexterity saving throw. On a failed save, creatures take 5d6 Force damage and are pushed in a straight line away from you, ending in an unoccupied space as close to the outside edge as possible (even if that space is in the air). On a successful save, creatures takes half that damage and aren't moved.

Shift

Graviturgy Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: instantaneous

You slightly shift the gravitational force on a creature you can see. The target must make a Constitution saving throw or take 1d4 Force damage and be knocked Prone.

Stasis Cube

2nd level Graviturgy


  • Casting Time: 1 action
  • Range: 60ft
  • Components: V, S, M (A palm-sized cube of frozen gelatin covered in honey, which the spell consumes)
  • Duration: 1 minute, concentration

You throw the cube used for this spell's material component at a point within range. The cube expands to create a glowing 30ft cube of static gravity centered on that point, becoming fixed in place.


Until the spell ends, creatures within this zone gain a 10ft flying speed, and lose all other movement options until it leaves the zone. If a creature within that zone already has a flying speed, it is instead reduced to a 10ft flying speed in this zone. Liquids that enter this zone become fixed in space at the point of contact until the spell ends.

Void Bag

Graviturgy Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 hour

You flick your wrist with a flourish, causing a single object in your hand that weighs no more than 5 lbs to vanish. The object is actually transported and stored within a small extradimensional void. You cannot store an object while one already occupies the extradimensional void.


Until the spell ends, you can use your bonus action to summon the object to your free hand, and you can use your bonus action to return the object to the void. An object still in the pocket plane appears at your feet when the spell ends, or when you die or fall Unconscious.

 

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