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The Best Explorer’s Guide to Wildemount Spells Ranked


We have gone through all of the spells Wizard spells recently released in the Explorer’s Guide to Wildemount, and have ranked our top ten favorite spells that harness the power of the Dunamis. Just promise us that you will not let the Kryn Dynasty know that we did this. So without further ado, here is our rankings for each of the new Wildemount Spells.

10. Sapping Sting

  • School: Necromancy
  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • Class: Wizard (Dunamancy)

Number ten on our list is the only Cantrip listed in the book – Sapping Sting. The character you target must make a successful Constitution Saving Throw. If they fail, they take 1d4 necrotic damage and fall prone. Being prone means they can only crawl, they have a disadvantage when making attack rolls, and all attacks against this character gives the user an advantage. The damage increases at the fifth level (2d4), eleventh level (3d4), and seventeenth level (4d4).

Wildemount Spells

9. Magnify Gravity

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

Our first of the Wildemount spells exclusive to Graviturgy wizards is Magnify Gravity. You create a ten-foot-radius sphere that forces all trapped characters to make a Constitution Saving Throw. If they fail, they will take 2d8 force damage and their speed will be cut in half until the end of their next turn. If they succeed, they will only take half of the 2d8 damage. This potential gravity made us want to add Magnify Gravity to our arsenal of spells for sure!

 8. Pulse Wave

  • School: Evocation
  • Level: 3rd
  • Casting Time: 1 Action
  • Range: Yourself
  • Components: Verbal, Somatic
  • Duration: Instantaneous
  • Class: Wizard – Dunamancy

With Pulse wave, several characters become trapped in a 30-foot cone that pushes or pulls everything inside, depending on the direction you want it to go. Every character inside the cone must make a Constitution Saving Throw. If they fail, they will take 6d6 damage. If they fail, they will take half 6d6 damage and will not be pushed or pulled. That damage increases for each level above the third level that you cast Pulse Wave at.

7. Immovable Object

  • School: Transmutation
  • Level: 2nd
  • Casting Time: 1 Action
  • Range: Touch
  • Components: Verbal, Somatic, Material (25 gold worth of gold dust)
  • Duration: 1 Hour
  • Class: Wizard – Graviturgy

One object that you are touching becomes magically in the location that it is currently sitting in, and only you plus one other character of your choice can move the object without struggling.  You can also set a password that another player can recite in order to pick up and move the object. That lock will let that specific character move the object for one minute. Another character can attempt to pick up the object by rolling a successful Strength check against your Spell Save DC.

If the object is in the air when you cast this spell, it will remain in that position for the duration of the spell. The object can hold up to four thousand pounds while in that position. If the object is still in the air when the spell ends, it will drop to the ground.

Casting this spell at a higher spell slot will increase the DC to move the object, the amount of weight an elevated object can hold, and the duration of the spell.

6. Reality Break

  • School: Conjuration
  • Level: 8th
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: Verbal, Somatic, Material (a crystal prism)
  • Duration: Concentration, up to 1 Minute
  • Class: Wizard – Chronurgy

Reality Break is a spell exclusive to Chronurgy Wizards. The target must make a successful Wisdom Saving Throw or they will be thrust into turmoil and madness. If the Wisdom Saving Throw fails, the target must roll a d10 at the start of their turn, and suffer the effect listed on this chart.

D10 Effect
1-2 Take 6d12 psychic damage and becomes stunned until end of turn.
3-5 Make a dexterity saving throw. Take 8d12 force damage on a fail, half if succesful
6-8 Get teleported to an unoccupied space you can see, take 10d12 force damage, and become prone
9-10 Take 10d12 damage and become blind until end of turn.

5. Fortune’s Favor

  • School: Divination
  • Level: 2nd
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: Verbal, Somatic, Material (a white pearl worth at least 100 gold)
  • Duration: 1 Hour
  • Class: Wizard

When the targeted character tries to make an attack roll, an ability check, or a saving throw before this spell ends, that character can dismiss this spell in order to roll an additional d20. They get to choose which result they can use. They can also dismiss this spell when an aggressive character tries to attack them, which will force that character to make an additional d20 roll. In both cases, the target chooses which result is applied to the check. If the original roll had an advantage or a disadvantage attached to it, resolve the advantage or disadvantage first, then apply Fortune’s Favor.

4. Gravity Sinkhole

  • School: Evocation
  • Level: 4th
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: Verbal, Somatic, Material (a black marble)
  • Duration: Instantaneous
  • Class: Wizard – Graviturgy

With Gravity Sinkhole, You create a twenty-foot-radius sphere that tugs at all of the characters stuck in it. Each character has to make a Constitution Saving Throw. If they fail, they will take 5d10 force damage and will be pulled into the center of the sphere. If they succeed, they will take half of the 5d10 damage and they will not be pulled into the center of the sphere.

3. Tether Essence

  • School: Evocation
  • Level: 7th
  • Casting Time: One Action
  • Range: 60 Feet
  • Components: Verbal, Somatic, Material (spool of platinum cord worth at least 250 gold)
  • Duration: One Hour
  • Class: Wizard – Chronurgy, Graviturgy

With Tether Essence, you magically link two characters together for as long as they are within 30 feet of each other. If one character takes damage or heals hit points, the other character will do the same. Should one of the characters reach zero hit points, the spell ends. If the spell were to end for one character, it ends for both characters. In order to prevent this effect from happening, both characters have to make a successful Constitution Saving Throw with a Disadvantage. One or both characters can opt against making the Constitution Saving Throw.

2. Wristpocket

  • School: Conjuration
  • Level: 2nd
  • Casting Time: 1 Action
  • Range: Yourself
  • Components: Somatic
  • Duration: 1 Hour
  • Class: Wizard – Chronurgy, Graviturgy

With the Wristpocket spell, you make an object that weighs at most five pounds transport into an extra-dimensional space for the duration of this spell. As long as the spell is active, you can make the item appear and disappear in your hand only. Only you can hold the item while the spell is active. If the object is still in the space when the spell ends, it will reappear at your feet.

1. Gift of Alacrity

  • School: Divination
  • Level: 1st
  • Casting Time: 1 Minute
  • Range: Touch
  • Components: Verbal, Somatic
  • Duration: 8 Hours
  • Class: Wizard – Chronurgy

And lastly, number one on our Top 10 spells from the Explorer’s Guide to Wildemount is the gift that will always give… Gift of Alacrity! For the duration of the spell, a willing character that you touch will get to roll an additional 1d8 when making their Initiative Roll. It is very simple, yet extremely powerful. This is one of our favorite support spells in 5E, and could turn the tide of a fight on its own.

That wraps up our Wildemount Spells rankings. Agree? Disagree? Let us known in the comment section below!

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