Spike Gravity

Transmutation [Earth]
Level: Gravity Specialization 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft. radius cylinder emanation 120-ft. high
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Spell Points: 5

With a decisive motion, you bring your fist down, and the troops tumble to the ground.

Every creature standing on the ground within the affected area at the time of casting must immediately make a Fortitude saving throw or be knocked prone. Every creature flying within the area must make a Fortitude saving throw or stall as if it had failed to maintain a minimum forward speed. A creature must repeat this save when ending its movement within the affected area.

The affected area is considered difficult terrain, and all fly speeds are reduced by half. It is impossible for a creature with a fly speed to take off within the affected area unless they have perfect maneuverability.

Dwarves gain a +4 bonus on the Fortitude saves enforced by this spell. Creatures larger than medium take a -4 penalty for every size category above medium. Creatures smaller than medium gain a +4 bonus for every size category below medium.

You are immune to the effects of your own Spike Gravity spell if you are standing on the ground.

At the DM’s option, this spell may also have certain side effects that could be expected when objects’ weight is sharply and irregularly changed - poorly constructed bridges and buildings may collapse, and heavy objects may be more difficult to pick up.