Graviturgy

**Graviturgy** is a hybrid school of magic, combining the opposite schools of Primal and Spirit magic. The Graviturgy school leans Primal, whereas its sister school Veil Magic (also a hybrid school of Primal and Spirit) leans Spirit.

## Requirements

To cast these spells, you must meet one of the following requirements:

* You have the Force Mage specialization and at least the Novice level in both the Primal Magic Talent and the Spirit Magic Talent.
* OR You have reached the Grandmaster Level in the Primal Magic Talent.

## Spells

### **Novice**

#### **Levitation (Spell Upgrade)**

*Requires Levitation.* You can now perform the Levitation spell on living creatures, including yourself, and can use your Primal and Spirit school focus bonuses in tandem to make it easier to cast.

#### **Magnify Gravity**

One target suddenly weighs twice as much, only moving at half their speed and taking 2d6 penetrating damage, unless the target can pass a Strength (Might) test against your Spellpower. Targets that pass take half damage and can move at their full speed.

### **Journeyman**

#### **Light as a Feather**

Choose one target within range. For the next minute, gravity’s effect on this creature is partially reduced. The effect affects a sphere with a 12 yard radius around the targeted creature, so that all other creatures and objects either touching it or falling within a 12 yard radius are affected as well. A falling creature’s rate of descent slows to 30 yards per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

### **Master**

#### **Reverse Gravity**

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity (Acrobatics) saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.

#### **Gravity Well**

You create a gravity well in a point in space. The area of effect starts as a sphere with an 8 yard radius, and expands at a rate of 10 yards per round for a number of rounds equal to your Magic. The gravity well pulls all creatures (friend and foe) and loose objects inward toward its center by10 yards at the top of each creature’s turn and can only move half their Speed, unless the creature passes a Strength (Might) vs. your Spellpower. If they succeed, they are pulled back 5 yards and then can move their full Speed. However, any steps creatures make toward the center of the gravity well go twice as far (for example, if a creature moves 2 lateral yards and 2 yards toward the center, they only use up 1 yard of their movement speed to move toward the center due to the gravity’s pull). Any creatures caught in the center of the gravity well take 6d6 primal/spirit damage when they start their turn.