Gravity Spells
| Spell Level | Spells |
|---|---|
| Cantrip | impact, rock slam |
| 1st | fall, feather fall, gravitronic bolt*, heavy blow, jump, mass shove* |
| 2nd | fling, gravity surge, levitate |
| 3rd | crushing singularity, fly, gravitational slingshot* |
| 4th | gravity storm, orbital stones, power launch*, violent crush |
| 5th | bombard*, gravity lance* |
| 6th | ragdoll* |
| 7th | reverse gravity |
| 8th | orbital storm* |
| 9th | blackhole |
*Spells marketed with a * are new spells for KCAA.
Blackhole
9th-level transmutation
- Classes Sorcerer, Wizard
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You creature a miniature black hole at a point within range. An event horizon forms in a 15-foot radius around the point, blocking anything (including light, sound, and magical effects) from passing through that space without being engulfed into the black hole.
When the black hole appears, creatures within 15 feet of the point must make a Dexterity saving throw to avoid being engulfed. On success, they move up their movement speed out of the event horizon of the black hole. If they cannot move a space outside of the event horizon, they automatically fail their save, and are engulfed.
All creatures that are engulfed are compressed into the point at the center of the spell, taking 12d12 bludgeoning damage at the start of each of their turns while engulfed. Their speed is 0, and they are blinded, deafened, and restrained while they are engulfed. As an action, they can attempt to forcibly exit the black hole, making a Strength ability check against your spell save DC. On success, they appear in an empty space at the edge of its event horizon.
Any spells, effects, terrain, or items that are not being worn or carried (other than those of Legendary or Artifact rarity) that are engulfed within the event horizon vanish and are destroyed. Magical items of Legendary or Artifact rarity are not destroyed, reappearing on the ground where the sphere was when the spell ends.
While spell persists, all movement away from it while within 120 feet of it is considered difficult terrain. All ranged attacks that pass within 120 feet of it have disadvantage. When a creature starts its turn within 120 feet of the black hole, it is pulled 5 feet toward the black hole. At the start of the caster's turn, all objects that are not being worn or carried and are not attached to the ground weighing less than 1,000 lbs within 120 feet of the black hole are pulled 20 feet toward the black hole.
Bombard [New]
5th level transmutation (arcane)
- Classes: Inventor, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Instantaneous
Choose one non-magical Small or Medium object within 5 feet of you that isn't being worn or carried. The object is flung into the air before smashing down at a point on the ground within range. Any creature within a 15 foot radius of the point must make a Dexterity saving throw. On failure, creatures take 12d6 bludgeoning damage and, if they are within 5 feet of the point of impact, are knocked Prone. On success, a creature takes half as much damage and is not knocked Prone.
The launched object and any structures or objects that aren't being worn or carried in the spell’s target area also take damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 damage for each level of spell slot above 5th.
Fall
1st-level transmutation
- Classes: Inventor, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.
If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.
Crushing Singularity
3rd-level transmutation
- Classes: Spellblade, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You create a gravitational singularity at a point within range that lasts until the start of your next turn. It creates a 15-foot radius sphere of gravitational force. A creature that starts their turn or enters for the first time on a turn in this area must make a Strength saving throw. On failure, they are pulled to the closest available space to the center of the area, and take 4d6 bludgeoning damage. On success, they take half as much damage and are not pulled. Flying creatures make their save with disadvantage.
While within this area, all movement away from the center requires 2 feet of movement for every 1 foot moved. Any creature that ends their turn within the area is dragged 5 feet towards the center of it.
Fling
2nd-level transmutation
- Classes: Sorcerer, Spellblade, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You manipulate gravity around one Large or smaller creature. The target creature makes a Strength saving throw. On failure, you can fling them 40 feet straight up or 20 feet in any direction. On a success, you can deal 2d6 damage to the target, but they aren't moved.
If you fling them straight up they immediately fall, taking 4d6 damage falling damage, and fall prone. If you fling them in any other direction, they take 2d6 damage and fall prone. If their movement would be stopped early by a creature or object, both the target and creature or object takes 3d6 bludgeoning damage.
Gravitational Slingshot [New]
3rd-level transmutation
- Classes: Inventor, Sorcerer, Wizard
- Clasting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a weight on a string)
- Duration: Instantaneous
You create a gravitational tether between you and a Large or smaller creature or object within range, pulling it toward you. The creature is pulled to you, and then flung from your space in a direction of your choice, traveling a number of feet equal to the distance it was pulled. If its movement after being flung would collide with another creature or object, the target it would collide with makes a Dexterity saving throw. On a failed, both creatures take 6d8 bludgeoning damage and the flung creature is stopped. If the collision target passes the save, it dodges out of the way and the flung creature continues on their trajectory.
An unwilling creature can make a Strength saving throw to resist being moved. On a success, it is pulled half the distance to you instead of the full distance toward you, and no other effect occurs.
Gravity Lance [New]
5th-level transmutation
- Classes: Spellblade, Sorcerer, Wizard
- Casting time: 1 action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
You create a lance of gravitation energy extending out from you in a 100 foot long, 10 foot-wide line in a direction of your choice. All creatures in the line must make a Strength saving throw. On a failed save, they take 6d8 bludgeoning damage, and you choose if they are pulled up to 30 feet toward you to the nearest available space, or pushed 30 feet away from you to nearest available space. On a successful save, they take half as much damage and not pulled or pushed.
Gravity Surge
2nd-level transmutation
- Classes: Spellblade, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a crushing field of gravity in a 15 radius sphere. Any creature within the area must make a Strength saving throw. On failure, creatures take 2d6 bludgeoning damage and falls prone. On success, creatures take half as much damage are not knocked prone. Creatures that are not on the ground make this save with disadvantage.
Gravity Storm
4th-level transmutation (arcane)
- Classes: Sorcerer, Spellblade, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a glass bubble)
- Duration: Instantaneous
All creatures and objects that are not being worn or carried within 20 feet of the point are lifted into the air 30 feet and slammed back down to the ground. On impacting the ground, the creature takes 3d6 bludgeoning damage and must pass a Constitution saving throw or become Dazed until the start of your next turn. A creature with a flying speed can make their save prior to being slammed to the ground, staying aloft on a successful save.
At Higher Levels. When you cast this spell using a 5th level or higher spell slot, it deals an additional 1d6 bludgeoning damage for each slot level above 4th.
Dazed
A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.
Gravitronic Bolt [New]
1st level transmutation (arcane)
- Classes: Occultist, Sorcerer, Spellblade, Summoner, Warlock, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You hurl a small bolt of warped space at a target creature within range. On hit, the target takes 2d12 force damage and if the creature is Large or smaller it is pulled 5 feet toward you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the distance it pulls a creature increases by 5 feet for each slot level above 1st.
Heavy Blow
1st-level transmutation (primal)
- Classes: Druid, Occultist, Sorcerer, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a weapon or unarmed strike that does bludgeoning damage)
- Duration: 1 round
You impart great heft to a unarmed strike or weapon you are holding. The first time you hit with a melee weapon attack using that weapon before the start of your next turn, your blow strikes with great force, and the attack deals an extra 1d10 bludgeoning damage to the target and must succeed a Constitution saving throw, or becomes dazed until the start of its next turn. While dazed this way, it cannot take reactions, and attacks against it have advantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Impact
transmutation cantrip
- Classes: Druid, Occultist, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You impart great force into a target you touch. Make a melee spell attack against the target. On hit, the target takes 1d10 bludgeoning damage, and is knocked 5 feet directly away from you.
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Mass Shove [New]
1st-level transmutation
- Classes: Inventor, Occultist, Spellblade, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a magnet)
- Duration: Instantaneous
You shift gravity in a 10-foot radius sphere you can see within range. You can push all creatures within that sphere up to 10 feet in a direction of your choice (all creatures are pushed in the same direction). An unwilling creature can make a Strength saving throw to resist the effect of the spell.
If you push a creature straight up, they immediately fall, taking 1d6 bludgeoning damage and falling prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level of higher, the distance you pull creatures increases by 5 feet for each slot level above 1st.
Orbital Stones
4th-level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You lift three inanimate Small or Medium sized rocks or similar objects from within 10 feet of you, causing them to defy gravity and slowly circle you. With all three stones orbiting, you have three quarters cover. With at least one stone remaining, you have half cover.
As a bonus action while at least one stone remains in orbit, you can magically fling a stone at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.
Orbital Storm [New]
8th-level transmuation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (a meteor fragment)
- Duration: Concentration, up to 1 minute
You call on all the loose debris, items, stones, and earth which begin to circle around into a flat orbital disk extending outward in a 20-foot radius emanation. The area becomes filled with hurtling debris and anyone that enters the area for the first time on a turn or starts its turn there is battered by the debris and must make a Strength saving throw. On a failed saving throw, they take 8d8 bludgeoning damage and are knocked prone. On a successful saving throw they take half as much damage and are not knocked prone. For the duration of the spell, the shroud of debris grants you three-quarters cover from all creatures more than 5 feet away from you.
As a bonus action while the spell is active, you can let loose some of debris as storm of projectiles. Each time you do so, all creatures in a 100-foot long, 5-foot wide line extending outward in a direction of your choice from the edge of the area must make a Strength saving throw as if they entered the storm, but the radius of the area is subsequently reduced by 5 feet. If this reduces the radius the area to 0 feet, the spell ends.
Power Launch[New]
4th level transmutation (arcane)
- Classes: Inventor, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S
- Duration: Instantaneous
Choose one non-magical object weighing 1 to 5 pounds you are carrying and accelerate it to intense speeds. The object flies in a straight line up to 500 feet in a direction you choose before disintegrating, stopping early if it impacts a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 8d6 bludgeoning damage (or other damage type appropriate to the object).
The impact releases a shockwave that strikes each creature within 15 feet of the point of impact (including the target) causing them to take an additional 2d6 thunder damage. Objects and structures take twice as much damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, damage of the impact and shockwave both increase by 1d6 damage for each level of spell slot above 4th.
Ragdoll [New]
6th-level transmuation
- Classes: Occultist, Spellblade, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small humanoid doll)
- Duration: Instantaneous
You attempt to cause a creature you can see within range become unmoored from gravity and tossed about. The target must make a Strength saving throw. On a failed save, you can fling the target up to 40 feet up to 3 times in rapid succession. After the target is flung one or more times, it falls Prone. If any of these movements result in the creature being out of the range of the spell, the spell ends and any subsequent flings are lost.
Any time this movement is stopped early by a hard surface (such as the ground or a wall) after moving the target at least 10 feet, the target takes creature takes 4d6 bludgeoning damage.
If the movement would be stopped by another creature, that creature must make a Dexterity saving throw. On a failed save, the target collides with the creature stopping its movement early. Both creatures take 4d6 bludgeoning damage and are knocked prone. On a successful save, the target passes through the creature's space without a collision.
Rock Slam
transmutation cantrip (primal)
- Classes Druid, Occultist, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You fling a rock a creature you can see within range. Make a ranged spell attack. On hit, the target takes 1d10 bludgeoning damage. On a critical hit, the target is knocked prone or 10 feet backwards (your choice).
The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Violent Crush
4th-level transmutation
- Classes Sorcerer, Wizard
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You place massive omnidirectional force on a Large or smaller creature or object within range, attempting to crush it in all directions inward. The target must make a Strength saving throw. On failure, the target takes 6d12 bludgeoning damage and falls prone. On success, it takes half as much damage and does not fall prone.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.