If you're a Chronurgist Wizard the spells are unlocked for you. Ensure Critical Role Content is enabled.
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i bought the spell bundle and still unable to add the spells. Is there some setting that prevents this other than “enable CR content”? Everything I’ve read is that non-dunamancy wizards can use them but how do you even add these spells?!
The spells can only be used by wizards who take the Dunamancy subclasses - Graviturgy or Chronurgy. The whole list of dunamancy spells is available to both.
Wizards and spellcasters outside of these subclasses cannot take these spells normally. If you need them for your character, you will have to create a homebrew copy of the spell and edit the Available For Classes box to your class.
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Is the character part of their campaign (i.e. did you use the campaign join link to create/add the character?
And is content sharing enabled? Somebody in the campaign will need the Master Tier subscription and use it to enable content sharing. Without this, you would need to buy the content yourself.
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If you want to break out of these restrictions you will need to create a homebrew copy.
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Its more of a case of two different schools within the Dunamancy branch. A Graviturgist wouldn't necessarily understand the time magic of Chronurgy, nor would a Chronurgist be concerned with Graviturgy. I agree that you should have the option, but I get where Mercer was coming from on this one.
any resolution from DNDBeyond on this? Tried to take Gravity Sinkhole as a Chronurgist... womp womp
There's nothing to resolve. Gravity Sinkhole is exclusive to Graviturgist wizards.
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any resolution from DNDBeyond on this? Tried to take Gravity Sinkhole as a Chronurgist... womp womp
There's nothing to resolve. Gravity Sinkhole is exclusive to Graviturgist wizards.
I don't see this restriction in the book, there are marks to indicate spell type, but nothing states they are limited to those subclasses. I read that as a display of thematic spells.
To add to that the wizard in the Critical Role Campaign has access to several of the spells, without being either subclass.
These restrictions feel counterintuitive to the design to me.
Some spells have a * and some have ** indicating that they belong to a list for a specific subclass.
The "DUNAMANCY FOR NON-DUNAMANCERS" section is just a reminder that you can ALWAYS customise the game and do what you want with homebrew.
I understood what he said, and have read the section.
My issue is it doesn't state that the subclasses cannot learn the opposites spells,. It states that they are spells of that type. My reading of that would indicate that the intent for the stars to show thematically which spells belong to which.
If possible a switch to just enable them for wizards regardless of type would be useful, or just let a DM and player uphold those rules in their own game. The "solution" in itself feels wrong in having to replicate the spells in homebrew to add them, why even purchase the content if that's the response?
A similar example would be Bladesingers, or Battleragers. Both have rules in the forgotten realms about who can use them, but it's DMs decision to allow it. I feel telling people to add them as homebrew to break those rules would be as unnecessarily restrictive.
You may read it how you want but the way D&D Beyond has interpreted, and I have explained, it is the correct way as per the designers. If you don't like it or didn't understand it or feel it wasn't as clear as it should be (and I agree, just not enough to make a fuss about it), then, honestly, take it up with them as there's nothing we can do for you here. We're not the designers, so we can't change it and D&D Beyond are legally obligated to match the book as much as possible.
Graviturgy spells only are for the Graviturgy subclass, Chronurgy spells are only for the Chronurgy subclass and the other Dunamancy spells are for both but only those subclasses. This is the design. Anything outside of this - letting other wizards subclasses or or other classes get Dunamancy, for example - is homebrew.
Explorer's Guide to Wildemount is a Campaign Setting. This means it is intended that you will play in the setting presented and will therefore have lore, content and rules specific to this. It is also written for general "play" and not for any specific medium - in other words, it wasn't written for D&D Beyond and such places that will have validation in place. This can mean some features or rules from a setting may be more complicated to make exceptions to, or homebrew around it, than it would be for pen and paper, when using sites like D&D Beyond. It can also mean some aspects may require more homebrew or effort on your part to make it work in campaigns for other settings.
Having the spells already selectable for everyone is going to cause confusion, because the DM may not want you to have the exceptions and select them if you're not the right subclass. The players may not have read the guide as fully and may end up taking the spells by accident. Better then to restrict the spells to the subclasses to match the book and if the DM wants to homebrew exceptions, they can.
Implementing a switch and such like you suggest is not ideal. It's not as easy as you think it is. Even if they drop everything and focus on just this: It will take DAYS if not WEEKS to imlement this. Most likely longer. Why go through all this effort for something most won't use? Better for you to just take the seconds to modify the spell or minutes to modify all of them for your own use. It's such an incredibly minor inconvenience for us to homebrew as we need, that it's not worth having the devs implementing something for it - they've got actual bugs to fix, revamps to do, new features and tools to work on, and more all of which should take priority.
I personally don't get what the big deal is. Just play the game, when you get given the opportunity by the DM to add a dunamancy spell despite not being a dunamancer, then just take the MERE SECONDS to make a homebrew copy, add it to the character's spellbook and move on.
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So let’s so I have DM approval as well as being a Chronurgy school wizard....how do I add the Graviturgy spells? They don’t show up anywhere.
HALP?
If you're a Chronurgist Wizard the spells are unlocked for you. Ensure Critical Role Content is enabled.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yea. That doesn’t work. Maybe it’s a bug? It only unlocks gift of alacrity and the like. None of the Graviturgy spells are unlocked.
Bump.
problem: can’t add Wildemount spells to known spells
Have you purchased the content from Explorer's Guide to Wildemont?
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My DM has purchased the content
BUMP*
i bought the spell bundle and still unable to add the spells. Is there some setting that prevents this other than “enable CR content”? Everything I’ve read is that non-dunamancy wizards can use them but how do you even add these spells?!
any help would be great.
The spells can only be used by wizards who take the Dunamancy subclasses - Graviturgy or Chronurgy. The whole list of dunamancy spells is available to both.
Wizards and spellcasters outside of these subclasses cannot take these spells normally. If you need them for your character, you will have to create a homebrew copy of the spell and edit the Available For Classes box to your class.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Is the character part of their campaign (i.e. did you use the campaign join link to create/add the character?
And is content sharing enabled? Somebody in the campaign will need the Master Tier subscription and use it to enable content sharing. Without this, you would need to buy the content yourself.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
If you actually go and try to make a Chronurgy wizard, it will not allow you to add magnify gravity.
I just tried and it will not. Level 2 Chronurgy. Magnify gravity is a level 1 spell.
You have to make a home brew copy of the wizard template and then specifically add the spells. It’s pretty lame.
I have read the sourcebook a bit closer and some spells are specific to a certain subclass.
Chronurgy Only
Gift of Alacrity
Temporal Shunt
Reality Break
Time Ravage
Graviturgy Only
Magnify Gravity
Immovable Object
Gravity Sinkhole
Gravity Fissure
Dark Star
Ravenous Void
Both
Sapping Sting
Fortune's Favor
Wristpocket
Pulse Wave
Tether Essence
If you want to break out of these restrictions you will need to create a homebrew copy.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
I ended up doing that. It doesn't make sense to me that if a wizard knows dunamancy it wouldn't be able to learn all aspects of "dunamancy".
Its more of a case of two different schools within the Dunamancy branch. A Graviturgist wouldn't necessarily understand the time magic of Chronurgy, nor would a Chronurgist be concerned with Graviturgy. I agree that you should have the option, but I get where Mercer was coming from on this one.
any resolution from DNDBeyond on this? Tried to take Gravity Sinkhole as a Chronurgist... womp womp
There's nothing to resolve. Gravity Sinkhole is exclusive to Graviturgist wizards.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Yeah... I figured that out. Womp Womp
I don't see this restriction in the book, there are marks to indicate spell type, but nothing states they are limited to those subclasses. I read that as a display of thematic spells.
To add to that the wizard in the Critical Role Campaign has access to several of the spells, without being either subclass.
These restrictions feel counterintuitive to the design to me.
It's as Cyb3rM1nd stated above in their list.
https://www.dndbeyond.com/sources/egtw/character-options-subclasses#DunamancySpells
Some spells have a * and some have ** indicating that they belong to a list for a specific subclass.
The "DUNAMANCY FOR NON-DUNAMANCERS" section is just a reminder that you can ALWAYS customise the game and do what you want with homebrew.
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I understood what he said, and have read the section.
My issue is it doesn't state that the subclasses cannot learn the opposites spells,. It states that they are spells of that type. My reading of that would indicate that the intent for the stars to show thematically which spells belong to which.
If possible a switch to just enable them for wizards regardless of type would be useful, or just let a DM and player uphold those rules in their own game. The "solution" in itself feels wrong in having to replicate the spells in homebrew to add them, why even purchase the content if that's the response?
A similar example would be Bladesingers, or Battleragers. Both have rules in the forgotten realms about who can use them, but it's DMs decision to allow it. I feel telling people to add them as homebrew to break those rules would be as unnecessarily restrictive.
You may read it how you want but the way D&D Beyond has interpreted, and I have explained, it is the correct way as per the designers. If you don't like it or didn't understand it or feel it wasn't as clear as it should be (and I agree, just not enough to make a fuss about it), then, honestly, take it up with them as there's nothing we can do for you here. We're not the designers, so we can't change it and D&D Beyond are legally obligated to match the book as much as possible.
Graviturgy spells only are for the Graviturgy subclass, Chronurgy spells are only for the Chronurgy subclass and the other Dunamancy spells are for both but only those subclasses. This is the design. Anything outside of this - letting other wizards subclasses or or other classes get Dunamancy, for example - is homebrew.
Explorer's Guide to Wildemount is a Campaign Setting. This means it is intended that you will play in the setting presented and will therefore have lore, content and rules specific to this. It is also written for general "play" and not for any specific medium - in other words, it wasn't written for D&D Beyond and such places that will have validation in place. This can mean some features or rules from a setting may be more complicated to make exceptions to, or homebrew around it, than it would be for pen and paper, when using sites like D&D Beyond. It can also mean some aspects may require more homebrew or effort on your part to make it work in campaigns for other settings.
Having the spells already selectable for everyone is going to cause confusion, because the DM may not want you to have the exceptions and select them if you're not the right subclass. The players may not have read the guide as fully and may end up taking the spells by accident. Better then to restrict the spells to the subclasses to match the book and if the DM wants to homebrew exceptions, they can.
Implementing a switch and such like you suggest is not ideal. It's not as easy as you think it is. Even if they drop everything and focus on just this: It will take DAYS if not WEEKS to imlement this. Most likely longer. Why go through all this effort for something most won't use? Better for you to just take the seconds to modify the spell or minutes to modify all of them for your own use. It's such an incredibly minor inconvenience for us to homebrew as we need, that it's not worth having the devs implementing something for it - they've got actual bugs to fix, revamps to do, new features and tools to work on, and more all of which should take priority.
I personally don't get what the big deal is. Just play the game, when you get given the opportunity by the DM to add a dunamancy spell despite not being a dunamancer, then just take the MERE SECONDS to make a homebrew copy, add it to the character's spellbook and move on.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.