False Gravity

Transmutation

Level: Sorcerer 3, Wizard 3

Components: V, S, M

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

You clatter the magnets in your hand and set your foot on the wall. Your second step carries you onto the wall, and you can walk up it with ease.

The subject of this spell can travel on any solid surface as though that surface possessed its own gravity. For example, the subject could walk or even run up a wall as though the wall were a perfectly level floor. The subject can switch “down” as often as it likes during the spell’s duration, though only once per round, as a free action. Unattended objects fall, as normal.

The subject of false gravity can fly by choosing a solid surface and letting itself fall through the air toward it. A character “flying” in this fashion moves at 30 feet per round and can make one turn, in any direction, once per round, by redefining its personal gravity. A creature falling in this fashion loses all “downward” momentum when it changes its gravity.

Material Component: A pair of magnets.

Source: Spell Compendium, page 87. Previously published in the Planar Handbook, page 98.

Roll20 Macro

Arcane Version