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...
They are marked with Chronurgy and Graviturgy and Dunamacy in the database. RAW, they only belong in certain specific subclasses' spell lists, but they do not belong to any classes' spell list.
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.
Homebrew is the best way to tackle it until they implement a toggle that disables prerequisites for spells, and homebrew tools are not so difficult to use that it is impossible to copy a spell and get rid of the subclass prerequisites.
And I definitely do not want them to work on something that can be accomplished easily via homebrew when they still have a lot of other stuff to fix and implement, such as implementing Epic Boons, Spell Points, and Piety. While most Epic Boons are pretty easy to implement via homebrew through the Feats system, Spell Points on the other hand is a pain in the ass to keep track of with Beyond's current character sheets, and it is far more difficult to work around using homebrew tools. Piety (and other types of Renown) is also a hassle to keep track of in the notes section, and while you can keep track of it using ball bearings (and rename it Piety or whatever) in the inventory, it is an inelegant and ugly solution.
Insanely they're not listed in the spell lookup under Wizard Spells!
They are not wizard spells.
Just because Arcana domain can use Prestidigitation does not mean the spell is a cleric spell. Similarly, just because only a few subclasses of wizards can access Dunamacy spells does not make them wizard spells. The designer's intent for these spells seems to want these spells to be unique to a few subclasses of wizards, and it is not intended to be available for all wizards. Therefore, these are not wizard spells.
Some spells only belong to a subclass's spell list but do not belong to any class's spell list. That is just simply how some spells work.
They're not wizard spells though I still think it's a bizarre way to do it, there's also a seemingly superfluous (not RAW but possibly RAI) limitation preventing Chronugy accessing Graviturgy spells and vice versa...
They're not wizard spells though I still think it's a bizarre way to do it, there's also a seemingly superfluous (not RAW but possibly RAI) limitation preventing Chronugy accessing Graviturgy spells and vice versa...
I like the fact that it is bizarre and unique, even if I do not particularly like the actual idea in itself, since it would still give me ideas and new ways of looking at things when I create my own homebrew stuff. I have never thought of creating a spell and not assign it to a class before, and I think it is interesting idea. From how I see it, subclass spells that are classless are basically like additional subclass features, but they are treated as spells instead.
For example, instead of creating a homebrew wizard subclass with regular Metamagic from sorcerers tacked on, I can create a spell called Metamagic with a reaction or bonus action cast time and this consumes the same or higher level spell slot as the spell it is trying to modify. So instead of using sorcery points like a regular sorcerer, the homebrew wizard fuels their own version of Metamagic with spell slots instead. This mechanic would give the homebrew wizard a familiar yet different feel compared to the sorcerer, and while a level 20 sorcerer would not think twice about using Metamagic on high level spells, the homebrew level 20 wizard would probably rather spam Metamagic modifying a cantrip and only use Metamagic on higher level spells in case of emergencies.
The issue I'm stating is that this, in the book, states that in other settings they could be accessible to other forms of wizards. The source includes what they're talking about. Additionally due to their homebrew policy there isn't a public homebrew for this and for people who have never used their homebrew system it isn't "easy" I spent an hour after making that post trying to make a homebrew for this purpose and failed. The feat was always broken and messed up the character when I tried to use it.
As a consumer the allowance for options features that are mentioned in books I have purchased I want to be able to use or toggle on. And even if tasha removed the restriction (which I don't think it did, at least not fully) it was like this before. A hard block with an optional removal, same as dunamancy. If they were following it to the letter we would have access to it. And I saw someone state that "critical role homebrews and isn't official rulings" well I would say as far as official rulings for HIS OWN SOURCE BOOK Matt is a final say and he says that all wizards can learn the spells just in his world need to be taught to the wizard by a dunamancer. I get that it isn't a priority, but I wanted to speak and let my voice hopefully be seen by dndbeyond staff, and hopefully if enough of us say something they'll implement it. It isn't about high priority it's about being a priority no matter how low. It seems that Stormknight below mentioned that they might implement a system to adjust for this later on. Which is enough. For someone who is partial to wizards, and is obsessed with time and gravity magic in general, I would like to see this implemented and I know occasionally the staff looks at what people ask for and do something to make it happen. That's all we are trying for here and the "just homebrew it" isn't a good answer because it isn't a fix to something that many of us consider a problem. That's all, especially because for some people who don't use the tool almost ever, or homebrew, it is an annoyance trying to figure it out just to allow us to play RAI and from my (possibly wrong) opinion RAW.
1. Select the option to create a homebrew spell. 2. Select as a template the dunamancy spell you want to add to your character. The homebrew system will make a copy of that spell for you to edit. 3. In the "available for classes" box of the spell editing page, select the class(es) and/or archetype(s) you want to make the spell available to. 4. Make any additional changes (like the name of the spell) that you want, then save changes. I would probably add some sort of tag so I can tell the difference between the official version of the spell and mine. 5. Add the homebrew version of your spell to your character. (sometimes the system may take a few minutes to apply all the parameters and make the spell available) Voila!
Hey, you're right, I did mention that, so allow me to elaborate. 😊
We have no plans to change our implementation of the dunamancy spells from Explorer's Guide to Wildemount.
However ... we absolutely DO see the need for us to implement an easy to use system to allow specific spells to be added to a character's spell list. This isn't just about these dunamancy spells, this is for every time a DM decides that it would be cool and thematic to allow their cleric to cast lightning bolt, or for the druid to Wizard to learn eldritch blast. They are all totally valid things that a DM can allow and we need to address that.
It's most likely that, at some point in the future, we will add the functionality to the character sheet to just allow access to specific spells to be added, in the same way that we allow proficiencies, or feats to be added outside of regular progression.
I mean arguably you have one with the optional class features? If you allowed homebrew versions of those we could add a "dunamancy spell list" optional feature that would fix this problem.
Sorry for raising an old topic, but this came up in my game and I have another solution to offer.
Rather than building homebrew spells, you can build a homebrew feat that adds them to the character as bonus spells. This will save a lot of time since granting bonus spells on homebrew feats is both super easy and lets you add multiple spells in a single feat.
One thing to be careful of is to add each spell one by one. If they are in the same box, it is interpreted as giving you a choice between spells. I recommend confirming which specific spells your player wants so you don’t have to spend time adding them all. You can always come back and add more later.
The other potential snag is that they are interpreted as bonus spells, so they won’t count on your character sheet as known cantrips or spells prepared. Make sure your player’s sheet says they are technically shortchanged a spell for each one you add in this way.
*One small edit: When you enter the spells on the custom feat, set the ability modifier to intelligence. If you don't do this, they will default to wisdom for some reason.
Because these spells have the licensed content flag, this custom feat can not be published. You will need someone in the campaign to have built it.
They are marked with Chronurgy and Graviturgy and Dunamacy in the database. RAW, they only belong in certain specific subclasses' spell lists, but they do not belong to any classes' spell list.
Homebrew is the best way to tackle it until they implement a toggle that disables prerequisites for spells, and homebrew tools are not so difficult to use that it is impossible to copy a spell and get rid of the subclass prerequisites.
And I definitely do not want them to work on something that can be accomplished easily via homebrew when they still have a lot of other stuff to fix and implement, such as implementing Epic Boons, Spell Points, and Piety. While most Epic Boons are pretty easy to implement via homebrew through the Feats system, Spell Points on the other hand is a pain in the ass to keep track of with Beyond's current character sheets, and it is far more difficult to work around using homebrew tools. Piety (and other types of Renown) is also a hassle to keep track of in the notes section, and while you can keep track of it using ball bearings (and rename it Piety or whatever) in the inventory, it is an inelegant and ugly solution.
They are not wizard spells.
Just because Arcana domain can use Prestidigitation does not mean the spell is a cleric spell. Similarly, just because only a few subclasses of wizards can access Dunamacy spells does not make them wizard spells. The designer's intent for these spells seems to want these spells to be unique to a few subclasses of wizards, and it is not intended to be available for all wizards. Therefore, these are not wizard spells.
Some spells only belong to a subclass's spell list but do not belong to any class's spell list. That is just simply how some spells work.
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They're not wizard spells though I still think it's a bizarre way to do it, there's also a seemingly superfluous (not RAW but possibly RAI) limitation preventing Chronugy accessing Graviturgy spells and vice versa...
I like the fact that it is bizarre and unique, even if I do not particularly like the actual idea in itself, since it would still give me ideas and new ways of looking at things when I create my own homebrew stuff. I have never thought of creating a spell and not assign it to a class before, and I think it is interesting idea. From how I see it, subclass spells that are classless are basically like additional subclass features, but they are treated as spells instead.
For example, instead of creating a homebrew wizard subclass with regular Metamagic from sorcerers tacked on, I can create a spell called Metamagic with a reaction or bonus action cast time and this consumes the same or higher level spell slot as the spell it is trying to modify. So instead of using sorcery points like a regular sorcerer, the homebrew wizard fuels their own version of Metamagic with spell slots instead. This mechanic would give the homebrew wizard a familiar yet different feel compared to the sorcerer, and while a level 20 sorcerer would not think twice about using Metamagic on high level spells, the homebrew level 20 wizard would probably rather spam Metamagic modifying a cantrip and only use Metamagic on higher level spells in case of emergencies.
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 >
The issue I'm stating is that this, in the book, states that in other settings they could be accessible to other forms of wizards. The source includes what they're talking about. Additionally due to their homebrew policy there isn't a public homebrew for this and for people who have never used their homebrew system it isn't "easy" I spent an hour after making that post trying to make a homebrew for this purpose and failed. The feat was always broken and messed up the character when I tried to use it.
As a consumer the allowance for options features that are mentioned in books I have purchased I want to be able to use or toggle on. And even if tasha removed the restriction (which I don't think it did, at least not fully) it was like this before. A hard block with an optional removal, same as dunamancy. If they were following it to the letter we would have access to it. And I saw someone state that "critical role homebrews and isn't official rulings" well I would say as far as official rulings for HIS OWN SOURCE BOOK Matt is a final say and he says that all wizards can learn the spells just in his world need to be taught to the wizard by a dunamancer. I get that it isn't a priority, but I wanted to speak and let my voice hopefully be seen by dndbeyond staff, and hopefully if enough of us say something they'll implement it. It isn't about high priority it's about being a priority no matter how low. It seems that Stormknight below mentioned that they might implement a system to adjust for this later on. Which is enough. For someone who is partial to wizards, and is obsessed with time and gravity magic in general, I would like to see this implemented and I know occasionally the staff looks at what people ask for and do something to make it happen. That's all we are trying for here and the "just homebrew it" isn't a good answer because it isn't a fix to something that many of us consider a problem. That's all, especially because for some people who don't use the tool almost ever, or homebrew, it is an annoyance trying to figure it out just to allow us to play RAI and from my (possibly wrong) opinion RAW.
1. Select the option to create a homebrew spell.
2. Select as a template the dunamancy spell you want to add to your character. The homebrew system will make a copy of that spell for you to edit.
3. In the "available for classes" box of the spell editing page, select the class(es) and/or archetype(s) you want to make the spell available to.
4. Make any additional changes (like the name of the spell) that you want, then save changes. I would probably add some sort of tag so I can tell the difference between the official version of the spell and mine.
5. Add the homebrew version of your spell to your character. (sometimes the system may take a few minutes to apply all the parameters and make the spell available)
Voila!
Hey, you're right, I did mention that, so allow me to elaborate. 😊
We have no plans to change our implementation of the dunamancy spells from Explorer's Guide to Wildemount.
However ... we absolutely DO see the need for us to implement an easy to use system to allow specific spells to be added to a character's spell list. This isn't just about these dunamancy spells, this is for every time a DM decides that it would be cool and thematic to allow their cleric to cast lightning bolt, or for the druid to Wizard to learn eldritch blast. They are all totally valid things that a DM can allow and we need to address that.
It's most likely that, at some point in the future, we will add the functionality to the character sheet to just allow access to specific spells to be added, in the same way that we allow proficiencies, or feats to be added outside of regular progression.
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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 mean arguably you have one with the optional class features? If you allowed homebrew versions of those we could add a "dunamancy spell list" optional feature that would fix this problem.
Nvm old topic
Sorry for raising dead.
Sorry for raising an old topic, but this came up in my game and I have another solution to offer.
Rather than building homebrew spells, you can build a homebrew feat that adds them to the character as bonus spells. This will save a lot of time since granting bonus spells on homebrew feats is both super easy and lets you add multiple spells in a single feat.
One thing to be careful of is to add each spell one by one. If they are in the same box, it is interpreted as giving you a choice between spells. I recommend confirming which specific spells your player wants so you don’t have to spend time adding them all. You can always come back and add more later.
The other potential snag is that they are interpreted as bonus spells, so they won’t count on your character sheet as known cantrips or spells prepared. Make sure your player’s sheet says they are technically shortchanged a spell for each one you add in this way.
*One small edit: When you enter the spells on the custom feat, set the ability modifier to intelligence. If you don't do this, they will default to wisdom for some reason.
Because these spells have the licensed content flag, this custom feat can not be published. You will need someone in the campaign to have built it.