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Reverse Gravity: I don't understand it
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<blockquote data-quote="Pax" data-source="post: 1000637" data-attributes="member: 6875"><p>One round is six seconds; you coudl calculate actual maximum distance based on that.</p><p></p><p>I believe I've seen somewhere or other here a good rule fo thumb: falling for one round covers 200' of vertical distance.</p><p></p><p></p><p></p><p>No, it doesn't end the spell; for the area specified, gravity is reversed.</p><p></p><p>Example: you face enemies in a castle's Grand Hall, where the ceiling is 50' up (truly a <strong>grand</strong> hall). You cast Reverse Gravity; everyone in the area of effect falls upward ... and hits the ceiling. Theyhave, functionally, fallen 50'; they take damage appropriately.</p><p></p><p>They are, however, <strong>still on the ceiling</strong> ... and will be until either the spell duration runs out, or, they step outside the <strong>functional</strong> area of effect (which is, roughly, everything from the designated AoE, and 200' upwards from there).</p><p></p><p></p><p></p><p>Absolutely. Continuing the above example: after spending however-long on the ceiling, when the Reverse Gravity ends, they fall 50' back to the <strong>floor</strong> ... taking damage again.</p><p></p><p></p><p></p><p>Somethign within reach that is attached to the floor, wall, ceiling -- something that NO amount of strength could move. A wall might count (though a climb check AND a reflex save might be appropriate then). A doorknob might help; a stalagmite would work; etc. Note that the save shoudl only negate the falling; the reversed gravity is still in effect, and they would seem to be dangling over a looooong drop ...</p><p></p><p></p><p></p><p> Falling damage isn't horrible. Also, a monk caught by this, with a nearby wall, would benefit fully form their Slow Fall ability. And if you don't HIT anything on the way up -- you take no damage at all; that means it's less useful outdoors. Indoors, most ceilings are probably 10' or less, so, damage should be comparatively minimal.</p><p></p><p>Somethign to consider: when presented with an underground chasm and a low roof, Reverse Gravity has noncombat uses too -- cast it such that you can walk on the roof to cross the chasm (two 10' falls is a LOT better than one half-mile drop ... !!).</p></blockquote><p></p>
[QUOTE="Pax, post: 1000637, member: 6875"] One round is six seconds; you coudl calculate actual maximum distance based on that. I believe I've seen somewhere or other here a good rule fo thumb: falling for one round covers 200' of vertical distance. No, it doesn't end the spell; for the area specified, gravity is reversed. Example: you face enemies in a castle's Grand Hall, where the ceiling is 50' up (truly a [b]grand[/b] hall). You cast Reverse Gravity; everyone in the area of effect falls upward ... and hits the ceiling. Theyhave, functionally, fallen 50'; they take damage appropriately. They are, however, [b]still on the ceiling[/b] ... and will be until either the spell duration runs out, or, they step outside the [b]functional[/b] area of effect (which is, roughly, everything from the designated AoE, and 200' upwards from there). Absolutely. Continuing the above example: after spending however-long on the ceiling, when the Reverse Gravity ends, they fall 50' back to the [b]floor[/b] ... taking damage again. Somethign within reach that is attached to the floor, wall, ceiling -- something that NO amount of strength could move. A wall might count (though a climb check AND a reflex save might be appropriate then). A doorknob might help; a stalagmite would work; etc. Note that the save shoudl only negate the falling; the reversed gravity is still in effect, and they would seem to be dangling over a looooong drop ... Falling damage isn't horrible. Also, a monk caught by this, with a nearby wall, would benefit fully form their Slow Fall ability. And if you don't HIT anything on the way up -- you take no damage at all; that means it's less useful outdoors. Indoors, most ceilings are probably 10' or less, so, damage should be comparatively minimal. Somethign to consider: when presented with an underground chasm and a low roof, Reverse Gravity has noncombat uses too -- cast it such that you can walk on the roof to cross the chasm (two 10' falls is a LOT better than one half-mile drop ... !!). [/QUOTE]
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Reverse Gravity: I don't understand it
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