Shift Probability: You forgot to indicate 'Material' in the components section, despite specifying what the material component is. Beyond that? Seems innocuous enough. Falls neatly in line with the sort of fate-twisting Dunamancy is known for. Advatnage/disadvantage are mild enough that it should be okay gaining both for a single swipe at second level. I'd say it looks good.
Resonant Echo: I.e. "waitaminnit, that one spell Caleb has isn't in this book! BULLSHIT DX" Heh, I hear that. That said...this spell is blazingly expensive and I'm not sure where it's worth it. Expending a thousand gp of material components to be able to displace your spells to a maximum of 30 feet seems dicy. I don't know what Liam's spell does, but this is one I'd likely pass on as a dunamancer myself. Cool idea, but I'm just not sure if thirty feet of displacement is worth it.
Fragment Time: Basically a PBAoE Slow? Hm. Curious. Definitely a very powerful effect, and an obvious candidate for a Chronurgist advancement of the base spell. Fragment Time seems like a strange name for it, but I can see where you were going with it. Overall looks good, would be an excellent defense for a Chronurgist caught by surprise by an ambush.
Rob Possibility: Definitely see where you were going with it, a very cool idea. I'm not entirely sure of the execution, though. Giving you the chance to neutralize any d20 roll you like, stealing the DM's crit to use against her later - or, for that matter, stealing a natural 1 anybody rolls to force a second failure of your choice later on - seems pretty gol'durned potent. Strikes me as being potentially worryingly gameable at 4th level. I'd almost think of bumping it up to 6th, just to get it into Greater Arcana and away from all the stuff that interacts with Lesser Arcana. Even at 6th, I'd still be looking at it as a very powerful tool when wisely employed.
I mean, at 4th, just as one example? Steal the effect of one of your barbarian's failed attack rolls. When they roll a 2 or 3 or some such, steal that. The attack was going to fail anyways, but since barbarians fail Wisdom saves for free, you can easily bank that 2 or 3 for eight hours. Now the next time the Big Bad, that's got a +45 in Wisdom saves because the DM just flat says '*** YEW DX' to control effects, decides to do something awful you can force a failure anyways because the secondary effect of Rob Possibility requires no save. Technically it doesn't even require a reaction, you just do it. Depending on how the DM rules it and how persuasive the character is, you could use the stored lowball roll on the critter's Wisdom save against another cast of Rob Possibility, forcing it to fail the save, thus failing its roll, and giving you another die roll to throw in its teeth or at one of your friends if it's high. It's not even a concentration effect, so it doesn't interfere with anything else you're doing.
More I think about it, the more this spell needs to be Greater Arcana. It's a really cool idea and an excellent way for a clever player to turn the tides, but using the stored roll needs to be its own second reaction ability. And the thing is way too potent to be spamcast with Lower Arcana slots once the player figures out how crushingly decisive it can be.
I actually had Rob Possibility be a level 6 spell at first, but I wasn't sure if that was the right level for it. I see that it is very potent, super useful, and should be much higher level. Probably should be level 6, as it allows you to use the Chronurgist's Capstone Ability once and steal that roll, essentially, and use it as a Portent. I'll make a new version, bump it up to level 6.
I wasn't sure what to have the range of Resonant Echo be. I wanted it to be similar to the Echo Knight, but with a different twist, so I see that it should have a much higher range to be more useful for a Wizard. I will also decrease the price of the material component.
The one I am most proud of is Shift Probability. When I came up with the idea, I immediately knew it should be a level 2 spell, because it functions similar to shield, but with another boost.
I'm not that proud of Fragment Time. At first I wanted it to have a table that the affected creatures rolls on at the start of each of their turn, doing things like slowing them, teleporting them, stunning them, stuff like that, but I couldn't figure out how to do it.
Thanks for the reviews! I'll try to fix the spells as much as I can tomorrow.
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Please check out my homebrew, I would appreciate feedback:
Okay, I just finished updating all the spells. Here are the changes, just in case you have a hard time finding them in the spell descriptions:
Shift Probability has a material component selected. This is the only change. I think this is the only change I'll be making to the base spell. I might add scaling for higher level spell slots, possibly giving advantage to additional creatures.
Resonant Echo is a whole lot better. It might be needed to become a level 5 or level 6 spell, it lets the echo concentrate on spells. The material component cost has also been lowered.
Time-Split: Name change from Fragment Time to Time-Split. Nothing else changed.
Rob Possibility: The spell is now 6th level. It also can only be used one at a time, so you can't spam this spell anymore. Replacing a creature's roll with the new roll is now a reaction.
Those are the changes. I think they make them a lot better. Any thoughts?
Thanks again for commenting before. It really helped.
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Please check out my homebrew, I would appreciate feedback:
I've added 2 new spells in addition to Rob Possibility. Both of these spells are graviturgy spells, and both are in the first version, and need a bit of work.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
So, I've created 3 new dunamancy spells, all of them available to the new dunamancy Wizard subclasses. The spells are:
Shift Probability Version 2 (just a small change with material components)
Resonant Echo Version 2
Time-Split (Fragment Time version 2)
New Spells:
Rob Possibility Version 3
Gravity Snap Version One
Fling Version One
Please let me know what you think. Any advise would help. If you have any questions, or find any typos, let me know.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Shift Probability: You forgot to indicate 'Material' in the components section, despite specifying what the material component is.
Beyond that? Seems innocuous enough. Falls neatly in line with the sort of fate-twisting Dunamancy is known for. Advatnage/disadvantage are mild enough that it should be okay gaining both for a single swipe at second level. I'd say it looks good.
Resonant Echo: I.e. "waitaminnit, that one spell Caleb has isn't in this book! BULLSHIT DX" Heh, I hear that. That said...this spell is blazingly expensive and I'm not sure where it's worth it. Expending a thousand gp of material components to be able to displace your spells to a maximum of 30 feet seems dicy. I don't know what Liam's spell does, but this is one I'd likely pass on as a dunamancer myself. Cool idea, but I'm just not sure if thirty feet of displacement is worth it.
Fragment Time: Basically a PBAoE Slow? Hm. Curious. Definitely a very powerful effect, and an obvious candidate for a Chronurgist advancement of the base spell. Fragment Time seems like a strange name for it, but I can see where you were going with it. Overall looks good, would be an excellent defense for a Chronurgist caught by surprise by an ambush.
Rob Possibility: Definitely see where you were going with it, a very cool idea. I'm not entirely sure of the execution, though. Giving you the chance to neutralize any d20 roll you like, stealing the DM's crit to use against her later - or, for that matter, stealing a natural 1 anybody rolls to force a second failure of your choice later on - seems pretty gol'durned potent. Strikes me as being potentially worryingly gameable at 4th level. I'd almost think of bumping it up to 6th, just to get it into Greater Arcana and away from all the stuff that interacts with Lesser Arcana. Even at 6th, I'd still be looking at it as a very powerful tool when wisely employed.
I mean, at 4th, just as one example? Steal the effect of one of your barbarian's failed attack rolls. When they roll a 2 or 3 or some such, steal that. The attack was going to fail anyways, but since barbarians fail Wisdom saves for free, you can easily bank that 2 or 3 for eight hours. Now the next time the Big Bad, that's got a +45 in Wisdom saves because the DM just flat says '*** YEW DX' to control effects, decides to do something awful you can force a failure anyways because the secondary effect of Rob Possibility requires no save. Technically it doesn't even require a reaction, you just do it. Depending on how the DM rules it and how persuasive the character is, you could use the stored lowball roll on the critter's Wisdom save against another cast of Rob Possibility, forcing it to fail the save, thus failing its roll, and giving you another die roll to throw in its teeth or at one of your friends if it's high. It's not even a concentration effect, so it doesn't interfere with anything else you're doing.
More I think about it, the more this spell needs to be Greater Arcana. It's a really cool idea and an excellent way for a clever player to turn the tides, but using the stored roll needs to be its own second reaction ability. And the thing is way too potent to be spamcast with Lower Arcana slots once the player figures out how crushingly decisive it can be.
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Thanks for the reviews IamSposta and Yurei!
I actually had Rob Possibility be a level 6 spell at first, but I wasn't sure if that was the right level for it. I see that it is very potent, super useful, and should be much higher level. Probably should be level 6, as it allows you to use the Chronurgist's Capstone Ability once and steal that roll, essentially, and use it as a Portent. I'll make a new version, bump it up to level 6.
I wasn't sure what to have the range of Resonant Echo be. I wanted it to be similar to the Echo Knight, but with a different twist, so I see that it should have a much higher range to be more useful for a Wizard. I will also decrease the price of the material component.
The one I am most proud of is Shift Probability. When I came up with the idea, I immediately knew it should be a level 2 spell, because it functions similar to shield, but with another boost.
I'm not that proud of Fragment Time. At first I wanted it to have a table that the affected creatures rolls on at the start of each of their turn, doing things like slowing them, teleporting them, stunning them, stuff like that, but I couldn't figure out how to do it.
Thanks for the reviews! I'll try to fix the spells as much as I can tomorrow.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I just finished updating all the spells. Here are the changes, just in case you have a hard time finding them in the spell descriptions:
Those are the changes. I think they make them a lot better. Any thoughts?
Thanks again for commenting before. It really helped.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I've added 2 new spells in addition to Rob Possibility. Both of these spells are graviturgy spells, and both are in the first version, and need a bit of work.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms