I'm making a wizard and I want to use some dunamancy. My character is first level, do I need to level up and choose one of the dunamancy subclasses, or is this an issue?
I'm making a wizard and I want to use some dunamancy. My character is first level, do I need to level up and choose one of the dunamancy subclasses, or is this an issue?
Those spells do not appear on “The Wizard Spell List” only duna/grav wizards can use them. (Unless the DM says it’s okay, but then it’s technically a houserule so will require a little homebrewery to make it go.
A toggle switch on the home tab for that character would be a better option.
They do. On the “home” tab of the character creator there’s a toggle next to “homebrew content.” Because that’s how homebrews like versions of those spells that other casters can use work. Because that is homebrew/houserule and goes against RAW. Just because the book say something along the lines of “Hey, if you want to break this rule as a houserule/homebrew thing I don’t mind.” -MM that doesn’t stop it from being a homebrew/houserule that goes directly against RAW.
There isn't a toggle to add dunamancy spells on the home tab.
No, but there is a toggle to allow homebrew. And you can homebrew those spells for everyone else to use if you want to. It will take about 10 minutes total to do.
It's amazing how people will leap to defend poorly implemented features on DnD Beyond with, but you can Homebrew it! These are published spells, not homebrew. Allowing them is I guess homebrew, but also maybe an optional rule.
It's amazing how people will leap to defend poorly implemented features on DnD Beyond with, but you can Homebrew it! These are published spells, not homebrew. Allowing them is I guess homebrew, but also maybe an optional rule.
There is no such optional rule in allowing chronurgy and graviturgy spells to be used by wizards outside of their specified subclasses. It is entirely against RAW and RAI to allow those spells to be used by anyone else, just as it is entirely against RAW and RAI to allow any class other than warlocks to have access to Eldritch Blast unless they use a feat. Beyond is bound by contract to follow RAW as closely as possible, and they are not allowed to make up optional homebrew rules nor intentionally twist the rules made by Wizards of the Coast.
Having players and DM homebrew those spells is the right way to implement the option. If Beyond has the time to implement optional homebrew rules, I rather they spend that time working on optional official rules first, like epic boons and Acquisition Inc.'s roles. I do not want my players to randomly flip a switch on their character builders to essentially allow their sorcerers to cast Smite or their warlocks to cast Wish.
An easier way to get them on your character than creating homebrew is to level up the wizard to 2, add the spells, then drop the character back down to level 1. The spells will stay. I did this for a gravity wizard I played a while ago.
It's amazing how people will leap to defend poorly implemented features on DnD Beyond with, but you can Homebrew it! These are published spells, not homebrew. Allowing them is I guess homebrew, but also maybe an optional rule.
There is no such optional rule in allowing chronurgy and graviturgy spells to be used by wizards outside of their specified subclasses. It is entirely against RAW and RAI to allow those spells to be used by anyone else, just as it is entirely against RAW and RAI to allow any class other than warlocks to have access to Eldritch Blast unless they use a feat.
Yes obviously, that's why the book includes the line "There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party."
Or...you know...the fact that the first PC ever to wield any of these dunamancy spells was a transmutation wizard, not a graviturgist or chronurgist.
No one is saying they should be able to just flip a switch and cast the spells, but making it slightly easier to give other characters access to the spells--something that the book does explicitly say you can do with GM approval--would maybe be nice. And saying "there is no such optional rule" is just patently false.
It's amazing how people will leap to defend poorly implemented features on DnD Beyond with, but you can Homebrew it! These are published spells, not homebrew. Allowing them is I guess homebrew, but also maybe an optional rule.
There is no such optional rule in allowing chronurgy and graviturgy spells to be used by wizards outside of their specified subclasses. It is entirely against RAW and RAI to allow those spells to be used by anyone else, just as it is entirely against RAW and RAI to allow any class other than warlocks to have access to Eldritch Blast unless they use a feat.
Yes obviously, that's why the book includes the line "There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party."
Or...you know...the fact that the first PC ever to wield any of these dunamancy spells was a transmutation wizard, not a graviturgist or chronurgist.
No one is saying they should be able to just flip a switch and cast the spells, but making it slightly easier to give other characters access to the spells--something that the book does explicitly say you can do with GM approval--would maybe be nice. And saying "there is no such optional rule" is just patently false.
It is already really easy to make the spell be available to other classes by simply using the homebrew tools to copy the spells and adjust which classes have access to it. The homebrew tools are not super intuitive, but it is not rocket science either, and making minor adjustments is not at all difficult.
The first PC to wield those spells is homebrew content, and those spells and subclasses were not official in any way, shape, or form back then. Critical Role does not follow RAW completely, while Beyond does strive to follow RAW to the best of its ability.
Making it easier than using homebrew to copy a spell would be just flipping a switch on the character sheet to disable restrictions, such as the option we have right now to disable restrictions on feats.
This is only half right, in the official text there is a subclause that says if the dm allows the spells aren't restricted. Just like bladesinging and battlerager, so why are those allowed for everyone but these spells aren't? This is just a bad dndbeyond feature. The point of dnd is for freedom of choice, and they can just put a notice in the spell description like "this spell is typically only accessible to chronurgy or graviturgy wizards". This is unnecessarily restrictive, its a new "school" of magic, the point is that people can learn the spells because they've been created in the world now. Imagine if only evocation wizards could learn evocation spells, or illusion or substitute any school. I get the restrictiveness in the official text, but it explicitly says that that's just how it is in wildemount but could be different in other games. So locking it like this isn't even true to the text. People like you are defending an unnecessary restriction for no reason. And if people want to stick strickly to this feature of only these mages can use it then the person can just not use the spells, there is no point in a game, where freedom and choice is a key factor, to lock something like this in this way. If they were going to do this then they should lock everything with wording like this, such as battlerager and bladesinging, and remove human variant from dndbeyond. (Human variant because it says "if your dm allows" in the same way these spells do).
This is only half right, in the official text there is a subclause that says if the dm allows the spells aren't restricted. Just like bladesinging and battlerager, so why are those allowed for everyone but these spells aren't? This is just a bad dndbeyond feature. The point of dnd is for freedom of choice, and they can just put a notice in the spell description like "this spell is typically only accessible to chronurgy or graviturgy wizards". This is unnecessarily restrictive, its a new "school" of magic, the point is that people can learn the spells because they've been created in the world now. Imagine if only evocation wizards could learn evocation spells, or illusion or substitute any school. I get the restrictiveness in the official text, but it explicitly says that that's just how it is in wildemount but could be different in other games. So locking it like this isn't even true to the text. People like you are defending an unnecessary restriction for no reason. And if people want to stick strickly to this feature of only these mages can use it then the person can just not use the spells, there is no point in a game, where freedom and choice is a key factor, to lock something like this in this way. If they were going to do this then they should lock everything with wording like this, such as battlerager and bladesinging, and remove human variant from dndbeyond. (Human variant because it says "if your dm allows" in the same way these spells do).
They did not have a good way to restrict Bladesinger and Battle Rager subclasses back then, and I believe racial and other arbitrary restrictions have been lifted with TCOE.
As I and others have mentioned countless times, it is not difficult to homebrew the spells with changes you want. The only thing more simple than that is to create a toggle that disable spell restrictions à la feats and subclasses. The reason why it is not a priority to implement that toggle is most likely because the current workaround is easy to implement and there are far more higher priority items on the developers plate.
I totally see your point and am not arguing against the rules that dndbeyond has to follow. But it just seems like a weird rule for wizards of the coast to make. Like my wizard doesn’t need to pick the transmutation subclass to access transmutation spells. Why with this class of spells?
We're not able to speak on behalf of Wizards of the Coast, especially in regards game design.
Dunamancy isn't a school of spells in the way that transmutation, evocation etc are - in rules terms, it's just a name given to the spells from the Explorer's Guide to Wildemount sourcebook.
Ok, thank you for the clarification and I had no expectation of y'all to speak on behalf of Wizards of the Coast. You're two separate company's; I was just pointing out where there was something out of your control. Overall thank you for all the hard work that you folks do! I love this system and it has made DMing a whole bunch easier, especially in regards to keeping track of combat. Just a tip to my fellows DM's: if you are not using the Encounter 'Builder Beta available on here you are really missing out.
It is optional see "Dunamancy for Non-Dunamancers" in EGtW, where the example used is definitely homebrew, and the Chronurgy/Graviturgy distinction doesn't limit either to a subclass more functions akin to "school" - I would simply treat them as any other spell and mark them as Chronurgy/Graviturgy instead...
I understand that it's about priorities, but this may have been approached in a more complex method than necessary, and the "just use homebrew" responses by people that don't work for D&D Beyond are beyond (no pun intended) ludicrous - we absolutely should critique issues and drive improvement as consumers, and I'm definitely inclined to point out areas that don't line up with published RAW/RAI or impede RAF, the latter being the whole point of homebrew.
Insanely they're not listed in the spell lookup under Wizard Spells!
I'm making a wizard and I want to use some dunamancy. My character is first level, do I need to level up and choose one of the dunamancy subclasses, or is this an issue?
Yeah you need to choose the subclasses before unlocking them.
Those spells do not appear on “The Wizard Spell List” only duna/grav wizards can use them. (Unless the DM says it’s okay, but then it’s technically a houserule so will require a little homebrewery to make it go.
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Yeah, if your DM allows them, you can create private homebrew versions on this website and changing the allowed classes/subclasses.
A toggle switch on the home tab for that character would be a better option.
They do. On the “home” tab of the character creator there’s a toggle next to “homebrew content.” Because that’s how homebrews like versions of those spells that other casters can use work. Because that is homebrew/houserule and goes against RAW. Just because the book say something along the lines of “Hey, if you want to break this rule as a houserule/homebrew thing I don’t mind.” -MM that doesn’t stop it from being a homebrew/houserule that goes directly against RAW.
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There isn't a toggle to add dunamancy spells on the home tab.
No, but there is a toggle to allow homebrew. And you can homebrew those spells for everyone else to use if you want to. It will take about 10 minutes total to do.
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It's amazing how people will leap to defend poorly implemented features on DnD Beyond with, but you can Homebrew it! These are published spells, not homebrew. Allowing them is I guess homebrew, but also maybe an optional rule.
There is no such optional rule in allowing chronurgy and graviturgy spells to be used by wizards outside of their specified subclasses. It is entirely against RAW and RAI to allow those spells to be used by anyone else, just as it is entirely against RAW and RAI to allow any class other than warlocks to have access to Eldritch Blast unless they use a feat. Beyond is bound by contract to follow RAW as closely as possible, and they are not allowed to make up optional homebrew rules nor intentionally twist the rules made by Wizards of the Coast.
Having players and DM homebrew those spells is the right way to implement the option. If Beyond has the time to implement optional homebrew rules, I rather they spend that time working on optional official rules first, like epic boons and Acquisition Inc.'s roles. I do not want my players to randomly flip a switch on their character builders to essentially allow their sorcerers to cast Smite or their warlocks to cast Wish.
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Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
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An easier way to get them on your character than creating homebrew is to level up the wizard to 2, add the spells, then drop the character back down to level 1. The spells will stay. I did this for a gravity wizard I played a while ago.
Yes obviously, that's why the book includes the line "There are many unique ways to bring these spells into your game without requiring any specific dunamis-wielding subclasses to be present in the adventuring party."
Or...you know...the fact that the first PC ever to wield any of these dunamancy spells was a transmutation wizard, not a graviturgist or chronurgist.
No one is saying they should be able to just flip a switch and cast the spells, but making it slightly easier to give other characters access to the spells--something that the book does explicitly say you can do with GM approval--would maybe be nice. And saying "there is no such optional rule" is just patently false.
It is already really easy to make the spell be available to other classes by simply using the homebrew tools to copy the spells and adjust which classes have access to it. The homebrew tools are not super intuitive, but it is not rocket science either, and making minor adjustments is not at all difficult.
The first PC to wield those spells is homebrew content, and those spells and subclasses were not official in any way, shape, or form back then. Critical Role does not follow RAW completely, while Beyond does strive to follow RAW to the best of its ability.
Making it easier than using homebrew to copy a spell would be just flipping a switch on the character sheet to disable restrictions, such as the option we have right now to disable restrictions on feats.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
This is only half right, in the official text there is a subclause that says if the dm allows the spells aren't restricted. Just like bladesinging and battlerager, so why are those allowed for everyone but these spells aren't? This is just a bad dndbeyond feature. The point of dnd is for freedom of choice, and they can just put a notice in the spell description like "this spell is typically only accessible to chronurgy or graviturgy wizards". This is unnecessarily restrictive, its a new "school" of magic, the point is that people can learn the spells because they've been created in the world now. Imagine if only evocation wizards could learn evocation spells, or illusion or substitute any school. I get the restrictiveness in the official text, but it explicitly says that that's just how it is in wildemount but could be different in other games. So locking it like this isn't even true to the text. People like you are defending an unnecessary restriction for no reason. And if people want to stick strickly to this feature of only these mages can use it then the person can just not use the spells, there is no point in a game, where freedom and choice is a key factor, to lock something like this in this way. If they were going to do this then they should lock everything with wording like this, such as battlerager and bladesinging, and remove human variant from dndbeyond. (Human variant because it says "if your dm allows" in the same way these spells do).
They did not have a good way to restrict Bladesinger and Battle Rager subclasses back then, and I believe racial and other arbitrary restrictions have been lifted with TCOE.
As I and others have mentioned countless times, it is not difficult to homebrew the spells with changes you want. The only thing more simple than that is to create a toggle that disable spell restrictions à la feats and subclasses. The reason why it is not a priority to implement that toggle is most likely because the current workaround is easy to implement and there are far more higher priority items on the developers plate.
Check Licenses and Resync Entitlements: < https://www.dndbeyond.com/account/licenses >
Running the Game by Matt Colville; Introduction: < https://www.youtube.com/watch?v=e-YZvLUXcR8 >
D&D with High School Students by Bill Allen; Season 1 Episode 1: < https://www.youtube.com/watch?v=52NJTUDokyk&t >
Also, please consider that what is said about the DM can allow other classes to gain Dunamancy spells is true of any spells.
A DM could decide that in their world, Wizards have access to Cure Wounds and Clerics can throw Lightning Bolts.
Any system we put in place needs to accommodate all of this, not just Dunamancy.
We do plan to allow exceptions and, as discussed above, it's about priorities. It'll happen and we wish it was here already, but it will happen.
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If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
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I totally see your point and am not arguing against the rules that dndbeyond has to follow. But it just seems like a weird rule for wizards of the coast to make. Like my wizard doesn’t need to pick the transmutation subclass to access transmutation spells. Why with this class of spells?
We're not able to speak on behalf of Wizards of the Coast, especially in regards game design.
Dunamancy isn't a school of spells in the way that transmutation, evocation etc are - in rules terms, it's just a name given to the spells from the Explorer's Guide to Wildemount sourcebook.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
Ok, thank you for the clarification and I had no expectation of y'all to speak on behalf of Wizards of the Coast. You're two separate company's; I was just pointing out where there was something out of your control. Overall thank you for all the hard work that you folks do! I love this system and it has made DMing a whole bunch easier, especially in regards to keeping track of combat. Just a tip to my fellows DM's: if you are not using the Encounter 'Builder Beta available on here you are really missing out.
It is optional see "Dunamancy for Non-Dunamancers" in EGtW, where the example used is definitely homebrew, and the Chronurgy/Graviturgy distinction doesn't limit either to a subclass more functions akin to "school" - I would simply treat them as any other spell and mark them as Chronurgy/Graviturgy instead...
I understand that it's about priorities, but this may have been approached in a more complex method than necessary, and the "just use homebrew" responses by people that don't work for D&D Beyond are beyond (no pun intended) ludicrous - we absolutely should critique issues and drive improvement as consumers, and I'm definitely inclined to point out areas that don't line up with published RAW/RAI or impede RAF, the latter being the whole point of homebrew.
Insanely they're not listed in the spell lookup under Wizard Spells!