Magnify Gravity Wildemount Spell Guide | Magnify Gravity 5E

magnify gravity 5e

You cannot believe the Gravity of this situation! The Explorer’s Guide to Wildemount was just released, and almost any character can learn how to cast the new spells that are available in this book. That is if your Dungeon Master will let you harness the power of the Dunamis. These spells are protected by the Kryn Dynasty after all, which means you will need a pretty convincing reason for learning how to cast something like… Magnify Gravity! But I am not here to convince your Dungeon Master to let you learn one of these spells. I am here to let you know how awesome a spell like Magnify Gravity is! So let’s pull out our Magnifying glass and take a look at the Magnify Gravity 5E Guide.

 Magnify Gravity 5E Guide

  • School: Transmutation
  • Level: 1st
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: Verbal, Somatic
  • Duration: 1 Round
  • Class: Wizard – Graviturgy

You create a 10-foot-radius sphere at a point of your choice within range. Each character that is trapped in the sphere makes a Constitution Saving Throw. When you are making a Constitution Saving Throw, use the following formula:

Their Constitution Saving Throw

1d20 + Their Constitution Modifier

If they fail the Constitution Saving Throw, that character takes 2d8 of force damage and their spell is cut in half until the end of their next turn. In order for the character to succeed in a Constitution Saving Throw, they must beat your Spell Save DC. To determine your Spell Save DC, use this formula:

Your Spell Save DC

8 + Your Proficiency Bonus + Your Spellcasting Modifier

Use the following chart to determine what stat you will need to use to determine your Spellcasting Modifier.

ClassSpellcasting Modifier

If the character makes a successful Constitution Saving Throw, they will take half of the damage that you rolled.

If you cast this spell using a spell slot above the first level, you get to add an additional 1d8 of damage per level above the first that you cast this spell at. For example, casting Magnify Gravity at the third level will let you roll 3d8 to deal damage.


When Magnify Gravity deals its damage, it deals it in Force… Force Damage has no characters that are resistant to it, and only one type of enemy that is Immune. That enemy is the Helmed Horror. I will get into that possibility later. But for now, I will force you to focus on the fact that Force Damage can affect almost everything in the game! So unless you are facing a Helmed Horror, it is safe to assume that Magnify Gravity will deal some sort of damage to your targets.

While Magnify Damage will give your targets the chance to make a Constitution Saving Throw, no matter what the outcome of that roll is, you will deal at least one damage. I know one damage is not a lot, but it is a lot better than dealing no damage, which is the most common result when a character gets to make a Saving Throw of any sort.

Speaking of the amount of damage that you deal, as you level up, the maximum amount of damage that you deal will increase by 1d8 for each spell level above the first that you cast Magnify Gravity at. That means Magnify Gravity will continually be useful as your character makes their way through the adventure.

All of these positives also come with the fact that you do not need to use any materials in order to cast this spell! What a deal!


While there is only one monster in the game that is resistant to Force damage, that monster is a huge pain in the butt. The Helmed Horror is a Medium-sized Construct creature that is designed to protect the location that it is assigned to. These creatures are most often found at the entrance of a tomb or a king’s lair. Their resistance list includes necrotic, poison, and most importantly, force. They cannot be blinded, charmed, deafened, frightened, paralyzed, petrified, or stunned because they are technically not breathing… They are actually an enchanted creature. Being enchanted means that they come with three spell immunities as well! They have an advantage when making saving throws against spells and other magical effects. AND the Helmed Horror is capable of making two gigantic hits with its Longsword as one action!

To avoid this, I would recommend making sure that you have multiple sources of heavy damage dealing, and each source can deal a different type of damage. As a Wizard, you have so many different sources, it is easy to find something that will fit the bill. But if you do decide to rely on Magnify Gravity to deal the majority of your damage, you can almost guarantee that your Dungeon Master will toss one of these guys in to test your problem-solving skills… The hard and heavy way.

And lastly, you will need to remember that Magnify Gravity will use a spell slot when you cast it. So make sure that you absolutely need it, or else it might just be better to cast a cantrip that can affect a small area or a single character.

When Should You Use

The best time to use this spell is when you are facing a large group of enemies that are confined to a ten-foot area. You will be able to hit all of them at once and save your team a lot of damage.

When Better Options Are Available

Beyond thinking about the Helmed Horror, there are a lot of wizard cantrips available that can hit a single target if you are either in the area that you will be affecting or you are facing a much smaller group of enemies. There is no reason to expend a spell slot if you do not have to, so be smart when it comes to casting your spells.

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