Reverse Gravity
Level 7 · Transmutation
- Concentration
- Save
- AOE
Reverse Gravity occupies the transmutation school at level 7, available to druid, sorcerer, and wizard. Cast time: Action. Range 100 feet, components V/S/M, duration up to 1 minute. Material: a lodestone and iron filings. Marked concentration. Effect: This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range.
Stat Block
- Level
- 7
- School
- Transmutation
- Casting Time
- Action
- Range / Area
- 100 feet
- Components
- V, S, M
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Druid, Sorcerer, Wizard
- Material
- a lodestone and iron filings
Description
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The Transmutation tradition is the school of properties. A spell does not move the target; it changes what the target is. The school tag on Reverse Gravity is earned by the spell rewrites a property of a body, an object, or terrain. Spells of Reverse Gravity's level usually shape an entire encounter, not a single round.
Class Fit
- Druid: At tier 2, Druids juggle Pass Without Trace, Conjure Animals, and Spike Growth for concentration; Reverse Gravity fits in if it doesn't compete. Keep in mind that Reverse Gravity ends the moment the caster takes concentration off it for any reason.
- Sorcerer: Metamagic is the angle for Reverse Gravity on a Sorcerer. Twin, Quicken, Subtle, Heightened, and Extended each change what the spell does at the table. At 100 feet, Reverse Gravity stays usable from the caster's typical positioning.
- Wizard: On a Wizard sheet, Reverse Gravity competes for prep slot with Misty Step, Counterspell, Shield (a Reaction always worth prepping), Fireball, Polymorph, and the higher-tier wall and force spells. Damage taken while concentrating on Reverse Gravity forces a Con save at DC 10 or half damage, whichever is higher.
Related Spells
Frequently Asked Questions about Reverse Gravity
- What level spell is Reverse Gravity?
- The spell Reverse Gravity is a level 7 spell in the Transmutation school. Druid, Sorcerer, Wizard all have access to it.
- What save does Reverse Gravity require?
- The save against Reverse Gravity is a Dexterity saving throw. Specific rules for a successful save are spelled out in the spell description.
- What is the range of Reverse Gravity?
- Reverse Gravity can target a point or creature within 100 feet of the caster.
- Is Reverse Gravity a concentration spell?
- Yes — Reverse Gravity requires concentration, lasting up to 1 minute. Casting another concentration spell ends this one; damage taken triggers a Constitution save (DC 10 or half the damage, whichever is higher) to maintain it.
- What components and casting time does Reverse Gravity need?
- For Reverse Gravity: Reverse Gravity requires V, S, M; on top of that, Material component: a lodestone and iron filings.