Dealing with Reverse Gravity


Advice


I'm playing a "Battlefield Control" wizard. On the whole, it hasn't worked out like that, due to general ignorance about how to use the spells, or overzealous or efficient party members, or what have you. Mostly, I make sure the party is hasted, fling party members about the board, and once or twice I've stepped in with a clutch Save-or-Die.

I just reached level thirteen, and busted out Reverse Gravity the other day. Our honorable GM was aghast at what the spell actually did. In practice, it flung all the mooks out of the way, let the two melee beasts have their way with the boss, and (theoretically) allowed the ranged characters to blow the hell out of the mooks at their leisure, though he called the combat long before that became necessary.

He's curious (to put it mildly) as to what he could possibly do to not let this spell walk all over him in the future. Obviously, flying foes are good, but he doesn't want the only thing that can challenge us to be flyers.

One thing about the spell - is the area assumed to be consecutive? I could not find any rules about it, so the pockets of reversed gravity pretty well wrecked the mooks, who were fairly well spread out and interspersed among allies. I could see ruling either way here, and might suggest this to him as a way to at least temper what happened.

So, any advice from the seasoned high-level GMs? Or canny players?


flamethrower49 wrote:
He's curious (to put it mildly) as to what he could possibly do to not let this spell walk all over him in the future. Obviously, flying foes are good, but he doesn't want the only thing that can challenge us to be flyers.

By 13th level, most enemies should be able to fly, teleport, use ranged SLAs, or at least have a climb speed if the fight is indoors. Thus is the nature of high level play, and one of many reasons I dislike it.

flamethrower49 wrote:
One thing about the spell - is the area assumed to be consecutive?

All area spells are, unless they specifically say otherwise.

flamethrower49 wrote:
So, any advice from the seasoned high-level GMs?

Play E6. Barring that, kiss your pure melee mooks goodbye.


My own Tips:

1- Archers. They will be completely unaffected by RG unless they die from fall damage(From hitting the ceiling or whatever). All mooks needn't only carry a shield and shortsword.

2- Potions of Fly. Reasonable cost item for effect at this level.

3- Counter spell. Enemy forces have a few adepts with Dispel Magic who counter spell RG since they aren't good enough to do much else. And you only need 1 or 2 to make the rest of your mooks viable.


Since you're asking in reference to encounter design, allow me to pretend I'm a BBEG with enough knowledge of either magic in general or the party in specific to know that this might be an issue. Here's my back of napkin list...

1) Have at least one redoubt that's an enclosed space. It is unlikely the wizard will expend a seventh level spell slot just to harmlessly place folks prone on the ceiling. Even less likely if in doing so they create an obstacle their own melee types can't circumvent.

2) Get a burrowing guard monster. The spell does not displace solid earth.

3) Hire an evil boyscout to make evil knots. Both the term 'unattached' and the save description imply that someone already tied off suffers no ill effect at all and there are no strict mechanical disadvantages to being upside down relative to your opponent. Prone = bad, Inverted = Who cares? The spell doesn't actually even change your orientation. If someone isn't prone on the ceiling they could argue that they have high ground.

4) Hire a monk or ninja that doesn't much care about falling damage, can get to their feet easily and can manage impossible leaps. Simply invest in a Ring of Feather Fall

5) Issue standing orders to the guards in the vaulted throne room to not all stand in the same 10' space. If the area has to be spread out to catch more people they won't rise as far. Issue every guard some kind of a ranged weapon, just in case.

And my personal favorite... those ornately cut 10 ton stone blocks that make up the ceiling? Yeah... they're actually only suspended by my own Reverse Gravity effect. Hope your strategy didn't involve flying unhindered through the reverse gravity zone because that's going to get messy real quick. Similarly, pressure plates that respond to a removal of weight could be interesting.

Lantern Lodge

Use the same spell against them and see how they respond.

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