The best stuff in Explorer’s Guide to Wildemount for players of any setting has to be the new Graviturgy spells. Graviturgy Magic expands out the fantasy spells like Magnify Gravity set you up with, really letting your wizard go all in as a master of force. It has abilities that look and feel great to use. Every single option presented has interesting applications in and out of combat, making the whole of the subclass work great throughout entire campaigns.
This is the list of expanded spells specifically designed to work with this subclass Graviturgy Magic wizards add to their class spell list they can add to their spellbook. Other wizards add to their class spell list with DM permission.
Graviturgy Expanded Spells
Spell Level | Spells |
---|---|
Cantrip | Sapping Sting |
1st | Magnify Gravity |
2nd | Fortune’s Favor, Immovable Object, Wristpocket |
3rd | Pulse Wave |
4th | Gravity Sinkhole |
5th | - |
6th | Gravity Fissure |
7th | Tether Essence |
8th | Dark Star |
9th | Ravenous Void |
See Also: Best Feats for Graviturgy Wizard
2nd Level: Adjust Density
Adjust Density messes around with weight in a way few other features in the game do. Halving or doubling weight and providing speed boosts or reductions is really sweet. On top of that, it's an at-will ability limited by concentration, making it a passive thing you can use however and whenever you’d like.
Doubling the weight of a large creature on an ancient bridge is going to lead to spectacular moments where the bridge buckles under the sudden jump in force pushing down on it. Halving the weight of your monk will not only make them even faster, but they’ll also be able to jump silly distances with Step of the Wind.
You can double the weight of your paladin who needs to block a passage, turning them into a near unmovable brick wall. Need to restrain a feisty bugbear? Halve its weight, and let your barbarian grapple it!
All of this happens at will with no saves involved. What more could you ask for from a 2nd level mage who wants to mess with gravity?
6th Level: Gravity Well
Gravity Well is a bit less exciting compared to Adjust Density. 5 ft. moves aren’t usually that big of a boon, and because it only applies to targeted spells, you’re limited in uses by the number of single target stuff you want to regularly cast. Cantrips do work with it, though, so if you want to make your Ray of Frost slow and push things around this can do that for you.
This feature is at its best when trying to force creatures back into damaging spaces they’re barely able to escape. This usually can trigger damaging spells like Dark Star’s damage effect twice, once when the creature enters the space on your turn, and once at the start of it’s turn. The payoff is huge if you can make it happen, but getting a damaging area down in such a way you can force a creature back into it with only 5 feet is tough.
On allies, it can act as a free disengage depending on initiative, which is kinda neat. All in all, I’m not super impressed, but you can do some fun stuff with this and clever positioning.
10th Level: Violent Attraction
Violent Attraction may be my favorite flavorful feature here, mainly because enhancing fall damage is just too perfect. It won’t happen as often as the bonus d10 on hit, though, and the limited uses of this do make it a bit lackluster. 4-5d10 bonus force damage per long rest isn’t the most remarkable ability in the world but will add a bit more to your sheet as your spells continue growing more and more powerful with each new spell level.
Fortunately, you’re playing a wizard, which has access to some of the most powerful spells in the game. You don’t really need a powerful feature here, just something you’re excited to use which is exactly what Violent Attraction presents.
14th Level: Event Horizon
Event Horizon closes things out with a spell-like ability that makes you the center of a gravity well that damages and stops enemies in their tracks. The extra movement costs stack on top of difficult terrain effects as well, making it a neat addition to builds looking to lock spaces down and prevent anyone from coming anywhere near you.
2d10 force damage and speed reduction definitely didn’t need to cost you your concentration, though. That makes it a lot more challenging to use. Its effect is a bit worse than a 3rd level spell slot, and while getting a free extra 3rd-ish level slot for it is cool, it's not going to be the highest impact effect you have access to.
All Together
None of the features here are going to make a huge impact on the game, but all of them will enhance the feeling of a wizard who studies and plays with gravity. Each feature does enough that I’m excited to get it, and because you’re still playing a wizard with their enormous spell list and all the perks of full-casting, you’re still going to be doing insanely powerful things. Having the subclass be an expansion of theme first and foremost is a huge win to me, and I think Gravitury Magic is a superb realization of the fantasy it promises.
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