Immovable Object: Hold It Right There
Usable By: Wizard
Spell Level: 2
School: Transmutation (dunamancy:graviturgy)
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Review by Sam West, Twitter:@CrierKobold
The immovable rod may be one of if not the most iconic magic item from D&D. Its simple purpose is clear; you put it somewhere. It stays there. People can try to push, pull, batter, or bully it into moving elsewhere, but alas. The rod is immovable. You can activate it in the air, suction cup it to a wall, stick it on somebody’s cloak, put it wherever you please. Depending on where you put it you’ll find it acts as an incredible tool for complicated and interesting exploration and puzzle solving. It deserves its fame.
Immovable Object takes the concept and runs with it, giving players a tool to turn any object into a temporary immovable rod. If you’ve got gold to burn, this can be a reusable tool to bar entrances, create ladders, or do anything else you’d want an immovable rod for. That, as a floor, is fantastic.
With up-casting, you can get one for a day, or permanently turn items into immovable rods. That is QUITE good. Barring a choked entry point with eight different eternal immovable objects can make it so outside of a force of god, nothing's getting through that door. What makes this even better is when you don’t need them there, you and your allies can freely move them wherever you’d like, no problem.
Immovable Object takes an iconic spell and offers it for an incredibly cheap price, even if only temporary. Even at low levels, this kind of effect can be powerful enough you’re willing to grind some gold dust and pull it out every now and then. My only gripe is it isn’t on more spell lists. This spell is excellent; you should give it a try if you like exploration tools that reward creative thinking.
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