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Graviturgy Wizard 5E Guide | Rules, Tips, Builds, and More

The Explorer’s Guide to Wildemount offers players control of Dunamancy, a rare magic that gives control over the Powers that Be. One aspect of Dunamancy is control over gravity, an aspect that the Graviturgy tradition grew out of. (We have also covered Chronurgy Wizards in detail, too!)This school of magic is dedicated to control over matter. They learn to bend the energy of gravity to their whim, and as such gain control over the battlefield with brutal efficiency. So let’s float a bit – Or come crashing down, depending on your whim – and figure out what makes this Subclass so cool. Get the whole story with our Graviturgy Wizard 5E Guide!

graviturgy wizard 5e

Defy Gravity: Graviturgy Wizard 5E

The Graviturgy Wizard is a wizard subclass that is mainly concerned with battlefield control. This mostly focuses on reducing or increasing movement speed with buffs and debuffs… or by grabbing and moving targets. The Graviturgy tradition also includes multiple abilities that have support-like effects, including weapon damage increases or saving throw boons. In general, it’s a battlefield control mage with some support effects… And also access to the new Graviturgy Dunamancy spells.

Graviturgy Spells

Along with the subclass, the Graviturgy Wizard has access to 6 new Graviturgy spells that are exclusive to them… Pending DM permission, of course. These spells, unsurprisingly, give the Graviturgist access to some more abilities to crowd control enemies, with a single utility spell.

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As utility spells go, Immovable Object is more humorous than anything else. You get to fix an object in space, and it can carry weight – up to 20,000 pounds with a 6th level spell slot. This can be a neat party trick since you and allies can move it easily. It’s also a case where Strength checks matter since a Strength check is needed to move it. All in all, a fun spell that could easily make its way into a spellbook and find one or two instances of usage.

Damage Spells

Magnify Gravity is a damage spell with a Con saving throw, blasting for 2d8 damage and halving speed. It can also prevent enemies from picking up disarmed weapons since it requires a Strength check to pick things up. Actually decent damage, good crowd control, and an early game Area of Effect. Potent.

Gravity Sinkhole and Gravity Fissure are instant blasting spells that pull targets towards the effect; Fissure is a line, Sinkhole is a sphere. Both deal decent damage, though Fissure is a much longer line. Decent crowd control, but not really impressive damage. Good for Graviturgists.

Powerful High-Level Spells

Dark Star – edgy name, admittedly, and requires a drop of your blood – forms a sphere that can be huge. Anything within it can’t see, hear, be damaged by thunder, or cast spells with verbal components. They also take force damage and can be disintegrated. For a concentration spell, it’s a big radius with a disintegration effect attached to it. The force damage is pretty strong, and the deafened effects can prevent casters from easily dispelling to negate it. Ravenous Void is actually quite similar to it, though with a larger radius, providing difficult terrain, and requiring many more Strength saves. Ravenous Void restrains creatures, which makes it a lot better as a crowd control effect. Use Dark Star against weaker minions, Ravenous Void against stronger ones, and laugh like a maniac over the duration of either.

Adjust Density

The first ability of the Graviturgy Wizard is a weird one. At level 2, the Graviturgy wizard can target a Large or smaller… Thing, be it a creature or a treasure chest. During the next minute – which is a Concentration effect – the target’s weight can either be halved or doubled. If it’s halved, the target is 10 feet faster, doubles its jumping capabilities, but has disadvantage on Strength checks and Strength saving throws. If it’s doubled, the target is 10 feet slower but has advantage on Strength checks and saving throws. At level 10, you get to affect Huge creatures with this, as well.

That’s a pretty cool effect. It’s also resourceless, so it’s almost permanent. The movement speed increase can be an essential solution to a puzzle, allowing a party member the boost they need to get into position, jump over a gap, or get past a trap room. The “jump” aspect is particularly interesting, since not many puzzles are designed with a permanent jumping ability in mind; you can mess with a lot of puzzles with that… Until the GM starts putting in low ceilings. The disadvantage on Strength checks is a bummer, but it can be planned around. Note that an attack roll isn’t a Strength check, even if the attack uses Strength.

The other aspect is primarily a debuff; losing 10 ft of movement speed is a problem, after all. However, the advantage on Strength saving throws balances the ability out a bit. A few spells rely on Strength saves, most of them being “gravity” effects. If you want to debuff your enemy’s movement speed, then you’ll have some trouble landing your future abilities on them. That being said… Some gravity-based spells – Like Reverse Gravity, or the ones mentioned above – target Dexterity or Constitution instead, so don’t be afraid to use this ability on a Dwarven Warlord to make him extremely slow. Just turn this off before using any Strength-based spells on him.

The downsides to this ability is that, as written, you can’t target yourself. No movement speed boost for you, and no Advantage to Strength checks either. That said… You really don’t need it. Use this ability to give your allies a much-needed boost to speed, or to make a boss take longer to get into melee. Or, out of combat, to make your allies either light as a feather or stiff as a board.

Gravity Well

Sadly, that’s the only level 2 tradition effect. At level 6, you get to throw people around. If you affect a creature with any spell, you get to move them 5 ft. This only works against willing targets, if the target failed the save, or if the caster landed the attack roll.

Unlike a lot of abilities of this type, this doesn’t specify that cantrips don’t count. So… All of your cantrips can now shift your enemies 5 ft, putting them in a worse position. That seems minor, but when you can cast a cantrip every single turn, that means enemies have to spend more and more actions to get into range to combat you and your frontline. Also, when you use gravity spells to mess with your enemy’s movement capabilities, that 5 ft becomes equivalent to a mile.

Also notable is that it doesn’t give an action, or a limit to the number of targets affected by this ability. So, when you cast a fireball, suddenly all enemies within a 20 ft radius get slammed so hard by fire, they lose their balance and shift 5 feet. All of your area of effect spells suddenly get a huge amount of extra impact, since they also displace everyone within it. That’s so much disruption! Considering the Area of Effects of the Graviturgist spells, you’ll affect quite a lot of enemies with this ability.

And, the description specifies that willing targets count, too. So, when you cast Fly and target a few allies in the late game, they can all shift 5 feet towards where they plan on heading. That can be highly impactful, since it’s so much free movement during fights. You can use this to avoid attacks of opportunity by casting Haste on someone in danger. Or you can move an enemy into the melee range of a Monk just in time for the Rogue’s sneak attack.

The versatility of this ability is astounding, even if the effect is somewhat minor. You’ll have a lot of fun telling the GM exactly where you want to move your opponents.

Violent Attraction

There are two ways to use this level 10 ability. One is to deal damage with weapons; you can boost the damage of a weapon attack by 1d10 with your reaction. The other is to deal 2d10 damage to a target that takes falling damage, still using your reaction. This is limited to a number of times per long rest equal to your Intelligence modifier.

This ability is one of the weaker options that the Graviturgist has. Realistically, there’s only a few spells that force your enemies to fall – the most popular being Reverse Gravity. This ability reads that you can use your reaction to increase the damage caused by Reverse Gravity – and similar spells – by 2d10. That’s… Fine. That’s okay, but compared to a lot of other damaging reactions, it’s nothing spectacular.

And that’s the stronger of the two damage types. The other boosts weapon damage by 1d10. That’s an average of 5.5. For your reaction. That’s kind of pathetic. The falling damage is at least an 11 damage boost, which is respectable.

So then the question becomes… How many spell slots do you want to spend on preparing falling damage? Unless your GM allows your barbarian to throw enemies off his shoulder, you’re probably not gonna see many enemies “naturally” fall during combat. So you’ll have to make them fall, if you want this ability to do maximum damage. I would suggest not focusing that much on this ability… But, Reverse Gravity does get better when this is used, and it was already a fantastic spell. Keep that in mind as you build your spellbook, and as you prepare your spells. Feel free to use this just to boost weapon damage… But save one or two for a bigger burst when an enemy falls.

Event Horizon

At level 14, the Graviturgy gets a really interesting ability. As an action, you can begin a 1 minute, concentration-oriented spell – so you can’t use this and Adjust Density. In a 30 ft radius around you, creatures make a Strength save, whenever they get in range. If they fail, they take 2d10 damage, and can’t move. If they succeed, they take half damage, and moving instead becomes 3x harder; every 1 ft takes 3 ft of their movement cap. For most creatures, that reduces their movement speed from 30 to 10. After you use this, it takes a long rest or a 3rd level spell slot to use again.

I’m really sad that this takes Concentration, since it would have been so nice to use this and Adjust Density at the same time. However, this is an extremely effective zoning tool. If they save against this effect… It takes so much effort to get into melee range with you. If they fail, they are quite literally unable to move. That can keep enemies in range of the frontline, prevent enemies from getting to you, and make sure they stay in range of area of effect spells.

And it never targets allies. Which is weird, but hey, you get to choose your targets. 2d10 damage per round builds up, even if it does use a concentration slot. And you get to refresh it by burning 3rd level spell slots, which this ability is certainly worth. The only downside to this is that a lot of enemies that want to come within 30 ft of you are likely to be melee attackers, which means they’ll have good Strength. Even in that case, this ability comes in handy, making it harder and harder to attack you. This is actually pretty crazy, and is almost like a 3rd level spell exclusive to the Graviturgy subclass.

Graviturgy Wizard 5e
He sees the….gravity of the situation

Best Race for Graviturgy Wizards

The Graviturgy Wizard has natural defense from melee combatants with Adjust Density and Event Horizon. That doesn’t protect it from ranged enemies, however, so Constitution and Dexterity are as important for Wizards as it’s ever been.

Forest Gnome

The Forest Gnomes might be quite interested in an element like Gravity. The Intelligence and Dexterity boosts are exactly what you want for a Wizard. Minor Illusion is quite a potent spell, and these guys get it for free! Considering Gnome Cunning is a quite strong effect against magic, AC helps against ranged attacks, and you get Darkvision for free, this is a really efficient race for you.

Yuan-Ti Pureblood

Feeling like a serpent? This addition to Volo’s Guide to Monsters might be for you! A boost to Intelligence is already a great start, and Darkvision means less spells spent on Light. You also get 3 separate spells that you get innately, though they rely on Charisma. Combine all that with Magic Resistance – an insane effect – and preventing Poison from affecting you, and you have a really potent wizard race. Be sure to ask your GM before you pick this race, however, since they’re not loved by many.

Race Notes: All Races Have… Gravitas

Wizards are Intelligence strongholds, but that doesn’t mean that other races aren’t well-suited for arcane nonsense. Hobgoblins have a boost to Intelligence, and maybe can make use of the Light armor provided. Any race can start with 15 Intelligence and work their way up; Humans can take a feat to increase their Intelligence, such as Keen Mind or Linguist, to keep up. Other races can simply take the ability score increases and keep their racial abilities. Although that may not be very efficient, it could be exactly the character you’re looking for.

Best Feats for Graviturgy Wizard

Like most Wizards, Graviturgy Wizards require some pretty specific feats. Most of the time, improving Intelligence is the only real path forward, as all of your magic relies on Intelligence to function properly.

However, thanks to your magic options from Graviturgy, you might be a bit low on learned spells compared to usual. So, we can make use of one of my favorite feats, Fey Touched.

Fey Touched

Fey Touched, and its sister feat Shadow Touched, provide similar benefits to a Wizard through guaranteed spells known and a small boost in Intelligence. Of the two, Fey Touched tends to be the stronger option due to the more impactful spell schools it offers.

To begin, though, you get a +1 to Intelligence. This is a simple benefit that makes taking a feat a lot less painful. Ability Score Improvements are the cornerstone of reaching key levels, so most feats really need to bring their all to compensate for losing a +2 to a stat. This feat compensates the Wizard slightly by bumping Intelligence up, which is kind of perfect. 17 is a relatively easy number to get for any type of starting Ability Score generation, so this feat is all you need to get your +4 modifier by level 4.

Then, you get the real reason to get Fey Touched. To start, you learn two spells; Misty Step and one Enchantment or Divination spell of your choice. Misty Step is a fantastic 2nd level spell, allowing you to get out of danger (or towards it) as a bonus action so you can spend your action doing other things. An excellent spell to learn.

The other spell is somewhat different, as it comes from a large list of options. Real winners include Command, Bless, Hex, Silvery Barbs, and Tasha’s Hideous Laughter. Of these, Bless and Command aren’t on the Wizard spell list, and thus are worthy of extra attention.

In addition to learning these spells, you also get an extra spell slot of 1st and 2nd level that you can use to only cast your chosen spell and Misty Step, respectively. Make sure that chosen spell is well-worth it! That’s another reason you should consider Bless; it’ll always be very handy, even at level 20.

Resilient (Constitution)

Resilient is an old-school feat, which usually means it’s not worth looking into. However, Resilient makes its mark as being one of the very, very limited ways to access Saving Throw proficiency in something other than your starting options. Unless you want to multiclass 14 levels into Monk, of course!

We recommend using Resilient to get proficiency in Constitution saving throws. Concentration checks are a common one that Wizards must make during most combat, and they’re pretty terrible at it. Resilient pumps this saving throw by between +2 and +7, which is quite nice.

Resilient is most useful if you begin with an odd number of Constitution – usually, 13 or 15. Resilient gets you the extra Constitution modifier as well as the better saving throws in this case.

If you don’t get this even number, then War Caster can often be the better choice. Plan around your early game stats to see if Resilient will be better for you overall. 

Telekinetic

Telekinetic battles with Fey Touched for the feat that provides a +1 to Intelligence, and it’s a very close race for the Graviturgy Wizard. That’s because Telekinetic offers quite a few unique benefits that all Wizards enjoy.

To start, +1 Intelligence isn’t bad. Then, you get a version of Mage Hand that is invisible and requires no visible components to cast. While floating keys can be suspicious, it’ll be difficult to pin down what’s going wrong. It gets better if you learn Mage Hand normally, since that buffs the range of Mage Hand to 60 feet. Mage Hand is already an impressive cantrip, so this feat can make it truly absurd.

The other ability that Telekinetic offers is a little shove. This shove moves a target within 30 feet one square away or towards you as a bonus action with a Strength save. This is in character for the Graviturgy Wizard, of course, but it also lets you more easily prepare allies or enemies for spellcasting. You can, for example, pull an allied Fighter out of the way of a Fireball, or push a Goblin into the blast radius. You can pull a friendly Warlock out of melee range of an Orc, or push your Barbarian right next to the Orc’s spellcaster.

If you know your DM will bring you plenty of spellbooks and scrolls, this feat is better than Fey Touched. But, since Graviturgy spells are extremely rare, it’s not as easy of a choice compared to any other Wizards.

FAQ for the Graviturgy Wizard

Is the Graviturgy Wizard Good?

The Graviturgy Wizard is a fine archetype, though nothing special. The Graviturgy Wizard’s class features are relatively low-impact compared to other classes, but their access to Graviturgy and Chronurgy spells provide them with very potent spells. It’s certainly not the strongest Wizard overall, but serves a strong purpose.

Can Graviturgy Wizards use Time-based Spells, like Gift of Alacrity?

By default, yes, a Graviturgy Wizard has access to Chronurgy Magic. This includes spells like Gift of Alacrity, Fortune’s Favor, Wristpocket, Temporal Shunt, Reality Break, and Time Ravage.

How does Gravity Magic Work?

Gravity Magic, or Graviturgy, are automatically accessible by Chronurgy and Graviturgy Wizards. A DM needs to give any other school of Wizard permission to learn them. If not, these spells are not part of the Wizard spell list and are tucked away in their own personal spell list, meaning you can only learn them through other effects, such as Fey Touched.

Example Graviturgy Wizard Build

Before we can begin with our example Graviturgy Wizard build, it’s important to outline some of the limitations that a DM might put onto our character. For this case, the DM will be very strict.

  • No Multiclassing. No Fighter levels hurts, but we’ll be just fine as a pure Wizard.
  • No Lineage Rules. No race that only has a Lineage, and you must use a race’s default statline. That limits us quite significantly, as only a handful of races have a +2 to Intelligence. +1 to INT is a lot more common, and is our more likely path. Consider either following our guide or using Lineage rules with a +2 Intelligence to start.
  • Can use Any Book. Since our class is from the Explorer’s Guide to Wildemount, it makes sense that our DM is okay with using other books for race and background options.
  • Standard Array. Standard Array is a method through which you generate ability scores, and are the most restrictive. 15, 14, 13, 12, 10, and 8 are your starting scores, before racial ability scores.
  • Standard Equipment. Our Wizard will be taking standard equipment instead of Gold. Overall, this is very much fine. That Scholar’s Pack is worth a lot of money, after all!
  • Our Party includes a Druid, Cleric, and Paladin. What an odd party. We’ll be relied upon for both area damage and single-target problem solving. Thankfully, Wizards aren’t bad at that.

This isn’t the most restrictive, but does limit our options. We’re going to go for a traditionally great option for a Wizard and become a High Elf, a simple but effective race. This will mean we can’t start with 17 Intelligence which limits feat choices if we want 20 Intelligence by level 8, but we can either slow things down or just ignore those feats as we like. Our cantrip of choice will be Mage Hand. When it comes to extra languages, talk with your DM about languages that make sense for the character and also will be impactful for the campaign. Our DM recommends Draconic, for example.

For our background, Investigator from Van Richten’s Guide to Ravenloft is perfect. It offers excellent skill options in Insight and Investigation as well as very strong Tool proficiencies. Funny that our Wizard is going to be the party lockpicker! But not overly surprising, considering what the rest of our party looks like.

As for our ability score choices, we’re wanting high Intelligence, good Dexterity, and passable Constitution. This is going to lead to a lopsided build where we have excellent Intelligence and AC, but lower health than we’d like. Oh well!

5E Graviturgy Wizard Build
Race: High Elf
Ability Scores: STR 8, DEX 16 (14 + 2), CON 13, INT 16 (15 + 1), WIS 12, CHA 10
Proficiencies: Arcana, History, Perception, Insight, Investigation, Disguise Kit, Thieves’ Tools
Starting Equipment: Dagger, Component Pouch, Scholar’s Pack, Spellbook, Magnifying Glass, the Slasher’s Broken Machete, Common Clothes, 10 gp
Languages: Common, Draconic, Elvish
LevelClass BenefitsChoices
1-Arcane Recovery
-1st Level spells
Our High Elf isn’t out of choices to make quite yet. Let’s go over some of the other things we have to keep in mind. 
Cantrips. Cantrips are awkward for us. Our incredible Dexterity and proficiency in Longbows make offensive cantrips a bit weak right now. We’d actually prefer to ping people with whatever bow we can find! So, let’s prioritize strong utility options. Message lets us communicate with our party more secretly than otherwise possible, Prestidigitation is a powerful option for multiple situations, and Mage Hand lets us interact with things from a distance. 
Spells. For the purpose of this guide, we can’t assume that you have access to any spellbook or scrolls for scribing. This means we’ll only learn 44 spells over the course of 20 levels, which isn’t much. This will serve as a baseline for must-learn spells, rather than a catch-all for all Wizard spells that you can possibly scribe. To begin, it’s important to learn some impactful ritual spells, mainly Find Familiar, Alarm, and Identify. These will be used constantly and, as a Wizard who can’t scribe any other spells, will be required for us to know almost immediately. Then, our three combat spells will be Magnify Gravity, Mage Armor, and Silvery Barbs. Magnify Gravity is an impressively large area-of-effect for a 1st level spell, and 2d8 damage is very solid. It’s not perfect, and there’s a perfectly good argument to take Magic Missile instead, but let’s flex our Gravity Magic a bit! You’ll technically need permission to take this, but your DM will likely have already approved you for a Graviturgy Wizard for this, so we’re going to assume it’s fine. Mage Armor will give us 16 AC, which is kind of a lot for a Wizard. Silvery Barbs is excellent at all points of a campaign, but especially now, where a single attack roll is the difference between life and death.
2-Adjust DensityWe’ve gotten our class now, and are officially a Graviturgy Wizard. Adjust Density isn’t the most useful ability for our Wizard, but using it can give someone 10 feet of speed or advantage on Strength checks, each of which are useful in specific situations. Remember you have this, but don’t spam it. 
Spells. Two more 1st level spells. We’d really prefer not to come back to this level, so make these spells count. We’re going to grab Absorb Elements as a great reaction and Sleep as a method to guarantee damage against low health targets. It’s not as useful as BG3, since you can’t see health values, but a good DM will make sure you know when it’s useful through context clues.
3-2nd Level SpellsWe’re at 2nd level spells. I’m not a gigantic fan of Immovable Object when we have such limited spell slots, so we’re sadly going to ignore it. 
Spells. Misty Step is a critical defensive option for Wizards, getting you out of melee, grapples, and more instantly. Your follow up is just a shot with your bow, but it’s well worth the defensive prospects. The other spell we’ll utilize is Maximilian’s Earthen Grasp, a fantastic crowd control spell that is our first concentration spell. It can grapple anything, deals damage, and can move between targets.
4-Ability Score ImprovementOur first feat level! Unfortunately, with how our stats align, we can’t really afford to take a feat here. With 17 Intelligence, we could do Telekinetic, but… 
Feat. We’re just going to take a +2 to Intelligence. Yes, very boring, but we want to get to 20 Intelligence as soon as possible. 
Cantrip. Mind Sliver targets Intelligence, deals okay damage, and reduces saving throws, which is perfect. It lets us debuff saving throws for our heavily magic-based party. 
Spells. The second level isn’t super impressive for us, but we still have a few options here. Blindness/Deafness is a strong debuff which locks down an enemy without spending your concentration. Mirror Image keeps you safe from combat, preventing enemies from consistently harming you.
5-3rd Level Spells3rd level magic is always super impactful. Let’s get a handful of options now. We’ll be coming back to this level often. 
Spells. Fireball is a must-have. Our party doesn’t have horrific damage, but we want to clear small enemies quickly to prevent our Cleric or Paladin from taking too much damage. Counterspell will allow us to cancel out enemy Fireballs, which is extremely handy. It’s best to have this spell early on, before enemies become spell-heavy.
6-Gravity WellGravity Well is a unique way to move combatants around the field. Remember you have this, but it’s difficult to always utilize it correctly. Shove enemies into the melee range of your Paladin or buff an ally and get them out of danger. 
Spells. To use Gravity Well nicely, let’s get Fly. This is a buff spell that’ll be handy for getting you out of danger by shifting you a mere 5 feet and giving you a fly speed. We’ll also get Tiny Servant, very useful as a scout which you can throw out into the world without worrying about killing anything. It also serves as a very valid alarm, so you can prepare this one spell instead of two rituals.
7-4th Level Spells4th level isn’t super competent for Graviturgists, but it has good spells within it. Let’s learn a handful. 
Spells. Greater Invisibility is a good way to hide from foes, or help an ally get permanent advantage on attacks. Gravity Sinkhole deals relatively low damage, but with our Druid’s Spike Growth spell, can deal 5d10+8d4 worth of damage through forced movement. That’s actually somewhat competent, nearing 50 average damage with a single Constitution save. Save this for combos alongside your fellow casters.
8-Ability Score ImprovementAnother Ability Score Improvement! Unfortunately, we’re going to keep being quite lame. 
Feat. Another +2 Intelligence. Yeah, we know, but getting to 20 Intelligence is just a good idea. We can get it there right now, so we will. 
Spells. Polymorph is an effective way to get rid of a low-Wisdom character. Summon Aberration brings out a very valid tank or a surprisingly effective damage dealer, depending on what you need at the time.
9-5th Level SpellsAnother spell level. This one is surprisingly light on powerful magic that we’re wanting to grab, but still has a few things to look out for. 
Spells. Temporal Shunt is an interesting Chronurgy spell which, as a reaction, just cancels someone’s action as a Wisdom save. This is a really effective use of your spell slot, forcing a target to save or 100% lose whatever they were doing. It also prevents them from doing anything else. Creation is a fascinating out-of-combat problem solving spell unique to the Intelligence casters. Very much worth utilizing.
10-Violent AttractionViolent Attraction is a potent reaction for dealing damage to a target. This is basically storing up 5d10 damage to use whenever you think you and your party aren’t in danger. Otherwise, your reactions are kind of busy with Counterspell. 
Cantrip. Your final cantrip. We like Shape Water since it provides some pretty interesting utility outside of combat. If you want an offensive cantrip, Toll the Dead deals high damage and is quite effective against low-Wisdom targets. 
Spells. Hold Monster is a great way to vibe-check a monster. Alongside Silvery Barbs, you have a very efficient way to lock down a single target. Wall of Stone is a high health option, preventing targeting for enemies and delaying targets with a more than 1,000 health shield, depending on how you set up the walls.
11-6th Level Spells6th level spells are where you start to get fewer and fewer slots. Let’s make sure these count, but also reduce the number of spells you learn here. 
Spells. Eyebite is a very efficient spell, putting a target to sleep every single turn. Very much worthwhile. Contingency is a fascinating Wizard spell which, while expensive, almost guarantees survival if you set up the right triggers.
12-Ability Score ImprovementFinally, a not boring feat level! 
Feat. With our Intelligence at 20, we can take Resilient (Constitution). This’ll get us a ton of Constitution saving throws and some extra health. Our feats will be fairly defensive from now on. 
Spells. Globe of Invulnerability is great for fighting enemy casters. This forces enemies to cast very high level spells to effect you, while you can still cast lower level magic without a problem. Mass Suggestion can theoretically remove a group of enemies from a fight, which is amazing.
13-7th Level Spells7th level is a strange level for a lot of Wizards, featuring a high amount of impactful spells. Let’s learn a handful of them. 
Spells. Simulacrum would be better if we weren’t 4 spellcasters. Let’s instead learn Forcecage and Plane Shift. Forcecage locks down a huge number of enemies, including those who could teleport. Plane Shift is a great escape option or a way to send your opponent to the middle of nowhere.
14-Event HorizonThe final ability in our archetype is basically another spell. Event Horizon is strong for a 3rd level spell and is definitely worth casting for free. Use it during crowded encounters. 
Spells. We’ll never get that many 7th level spells, so let’s get one more and then jump back a bit. Etherealness is an impressively strong spell for escaping most combat situations. It also has limited out-of-combat use. Haste is a great spell now that our Paladin and Druid can do exceptional damage on each swing.
15-8th Level Spells8th level magic is also good, but our limited spell pool means we need to walk it back after we learn a few of them. 
Spells. Dark Star is an impressive concentration effect that really slows down creatures in the area. It silences targets, slows them down, and deals an impressive amount of damage. This is a really strong spell. Maze basically guarantees a full lockdown on a single target. Intelligence checks are hard to make, and DC 20 is absurd. Your 20 Intelligence still only gives you a 30% chance to escape a Maze spell. Imagine what your 10 Int Paladin has to deal with, or a 14 Int Sorcerer.
16-Ability Score ImprovementFeat. We’re going to go with Tough here. 32 HP now and 40 HP later is very good, letting you survive an extra Fireball of damage. Your Constitution save will be worse off than if you just went +2 Constitution, but we can work with that. 
Spells. We’re kind of out of 8th level spells to cast. Feeblemind targets Intelligence and forces a spellcaster to be out of the game for quite a long time. Let’s go back in time a while and learn Remove Curse for emergencies. Sometimes, our Cleric won’t be able to cast it. And curses by level 16 are going to be quite deadly.
17-9th Level Spells9th level spells are a bit weird. You’ll only ever get to cast one per day, and there’s only one 9th level spell that you’ll ever want to cast. We’re going to learn two, just in case. 
Spells. Wish is the strongest spell in the game, because it is every spell. However, it can’t quite handle the other 9th level options you have. Of the options, I like True Polymorph the most, since it provides the incredible utility of turning someone into a CR 0 puppy or 20 dragon, depending on what you need. Permanently. That’s worth thinking about.
18-Spell MasteryMaking it to level 18 won’t happen in most campaigns, so good job getting here! Spell Mastery is very interesting and worth thinking about for quite a while. Make sure you have the 1st and 2nd level spell that you want active at all times ready. 
Spells. Our spell list is largely okay and ready for Spell Mastery. So, let’s learn some spells for how long-distance the campaign is about to start getting now that we’re very high level. Rary’s Telepathic Bond is a ritual that is great for communication, since telepathy is very hard to mess with. Teleport brings us to specific points, preferably ones we’ve been to already like castles or strongholds. But, it gives us a small chance of infiltrating places that our Druid scrys for us. 
Spell Mastery. Spells we want to spam all the time are commonplace. However, our choices are Silvery Barbs, which remains a powerful reaction to this level, and Misty Step, a very valid method of escaping a bad situation.
19-Ability Score ImprovementA weird feat level, since our stats are all nice and even. 
Feats. +2 Constitution is the safest option and the one we’ll choose. This gives us quite good health and pretty reasonable saving throws. The other option is Metamagic Adept, which would let us cast spells in less favorable conditions. 
Spells. Passwall is a very good way to make your DM hate you. That makes it a very good spell, even if its problem solving elements might be situational. Draconic Transformation is a worthwhile Concentration option which provides us the ability to fly, see through most illusions, and breath a ton of damage.
20-Signature SpellsSignature Spells is, in my opinion, much less impactful than Spell Mastery. However, we’ve got it, so let’s discuss the best 3rd level spells for us. 
Signature Spells. Two third level spells that we get to cast once for free? Counterspell is a great one, and the other option is likely Fly. Fly continues to be exceptional, even at this level. 
Spells. Our last spells are basically aesthetic at this point. Dispel Magic can come up, since our Druid and Cleric won’t always be active. As can Antimagic Field.

Conclusion – Our Graviturgy Wizard 5E Guide

What a weighty archetype! There’s some anti-synergy in here – such as none of the Dunamancy spells involving forcing your opponent to fall – but its defensive abilities are unique. It can really prevent melee characters from getting close, which is important for Wizards. Using vast area of effect spells, great crowd control, and some utility abilities to their advantage, this subclass easily gets our seal of approval. Try it out if you’re looking for a Wizard that can bully a battlefield. You can also learn more about what this release offers in our review of the new Wildemount Subclasses.

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