Immovable Object 5E Guide | Wildemount Spell Pros and Cons

immovable object 5e

The Explorer’s Guide to Wildemont really liked giving Wizards some interesting utility options. One of which, given to Graviturgy Wizards, literally lets you suspend something in midair! Let’s see what you can do with this rather interesting utility spell! Immovable Object is only available to Wizards with the Graviturgist tradition. Talk to your GM to let you scribe this spell in other traditions’ spellbook. Dive into our Immovable Object 5E Guide to learn about this spell. 

Immovable Object 5E Guide

  • Spell Level: 2nd
  • School: Transmutation
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (gold dust of 25 gp. Consumed)
  • Duration: 1 Hour
  • Class: Graviturgy Wizard

The object that you touch – which only weighs 10 pounds – is fixed in place to everyone except you and the creatures you designate. You can also set a password to suppress it. Otherwise, a creature must make a Strength Save to move it 10 ft.

If the object is in the air, it can hold 4,000 pounds before falling. At 4th or 5th level, the DC to move it increases by 5, this object can hold 8,000 pounds, and stays in place for 24 hours. If you cast it with a 6th spell slot, the DC increases by 10, it can carry 20,000 pounds, and the effect is permanent.

A little bit of a wordy one, but… Wow!


What an insane utility spell! Do you know how funny it would be for a pickpocket to try and steal your gold pouch, and they just break their arm instead? Even if they somehow make the save, they can only move 10 ft with it, and then they break their arm. If you want this object to stay still, there is literally nothing anybody can do to stop you… Unless they have several hours to move it. Or use Dispel Magic.

Even if you’re just keeping things on you, it’s really good. But check out that weight limit! Unless you’re a party of massive Warforged, 2,000 pounds is quite a lot! You could place this on a wall and get an easy boost upwards. 

You could use this as a rather brutal door wedge, to keep a gate open, or to keep someone with low Strength pinned down for a while.


Other than super niche uses as a fancy door wedge, this offers next to no combat power. It also can get fairly expensive… 25 gold and a 6th level spell slot to become immune to pickpockets? That might be too much.

You also might run into obstacles if your GM isn’t a fan of creativity. For example, if your GM interprets the line “can move the object normally” as “the object moves normally if you’re touching it,” you might run into problems using it as a stepping stone. 

There’s also some weird logistics with this spell. What if you tie a rope to it, and then grab and pull it? Can you move the object then? Or does it become a helpful rope fixture? This might be a spell that spawns an argument.

When Should You Use Immovable Object?

Immovable Object is best used as, funnily enough, an anti-disarm procedure. The object stays fixed in place unless it is dispelled, so the farthest someone can take it from you is 10 ft. Keep artifacts on you easily, keep your Fighter’s sword where it’s most useful, and break the arms of every pickpocket in town.

It is also useful as the world’s greatest door wedge. With a 6th level slot, this can keep a portcullis from opening or closing. That’s right… a portcullis. At 6th level, it is a minimum DC 27 Strength save, which is not easy.

When Better Options are Available

This spell’s general usefulness is a little bit weak. The spell Fly handles any sort of stepping-stone utility that this could even dream of. Arcane Lock is a slightly more effective method of locking doors, that doesn’t cost any gold.

This is still a really cool and niche spell for keeping your purse always attached to you, or your Bag of Holding. If you’re a Graviturgist, this could easily become a staple spell for your character. That’s it for our Immovable Object 5E Guide!

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