Anyone can take any spell if their GM is cool with it. It would be akin to saying only illusionists can take illusion magic. They are just another set of tools for a player to use in their concept.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
RAW and RAI yes, the dunamis spells are only available to the two dunamancy subclasses. Of those spells, some are limited to chronurgist and some to gravitutgist. The * and ** mark such spells.
Anyone can take any spell if their GM is cool with it. It would be akin to saying only illusionists can take illusion magic. They are just another set of tools for a player to use in their concept.
No. Chronurgy and Graviturgy are not new schools of magic. You get spells on your SPELL LIST. Then, certain sub classes get extra spells that are not on your class list. Examples for Cleric = domain spells. Examples for Warlock = Patron spells. And examples for Wizards = Chronurgy spells.
Chronurgy is not a new 'school of magic, such as Illusion or Necromancy. Examples of it's spells include Pulse Wave which is an EVOCATION spell that is also on the Chronurgy and Graviturgy Spell List, but is not on the the Wizard Spell list. You can only learn it if you take Chonurgy or Graviturgy.
Allowing a wizard to take Chronurgy or Graviturgy spells without taking the subclass is like letting a Wizard take Healing Word, not similar to your Illusionist example.
Ah, that explains my confusion as well. Such a weird decision to control the spells as an expanded list instead of adding more spell diversity to casters in general. Seems like in order to control the spells getting into the mix and vetting balance issue, they just tacked it onto it like the warlock expanded spell list feature. It feels weird to give a wizard an expanded spell list in this way to me. Wizards are supposed to be in a constant state of spell acquisition and experimentation to thicken up their spell books. The other casters are gifted their powers through one source or another, but wizards have to study and experiment for their rewards. A expanded spell list feels like more of a gift than acquisition.
But my perceptions do not matter to answer the question which is: Yes, you have to take the Dunamancy subclass to access those spells.
Rollback Post to RevisionRollBack
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
This section presents a sampling of spells developed through the manipulation of dunamis. These spells are available to the wizard subclasses previously mentioned in this chapter, as well as other spellcasting classes with the Dungeon Master’s consent (see the “Dunamancy for Non-Dunamancers” sidebar).
The Issue more at hand is in the campaign setting Dunamantic spells are not openly available to people. It is a very closed guarded secret, so it makes sense lore wise to not allow any other wizard to openly have access to these spells. Now if you aren't on Wildmount well than like lots of other stuff you have to "homebrew" how these spells are in your world. The reason why spells are part of other schools is to help make the transition easier. So you can indeed do what you want and give them out. But lore wise is makes perfect sense that most wizards are going to have to learn them like Caleb does on CR.
In the last several development update videos when they've talked about implementing the Class Feature Variants from Unearthed Arcana into the D&DB Character Builder, they've said that the first part they plan to implement is Expanded Spell Lists. And this isn't just about the class spell list expansions from that UA, it's for things like the Guild spells from Ravnica, Dragonmark spells from Eberron, etc. It's entirely possible that it will also involve creating a way to make the Dunamancy spells available in some fashion. I don't think they need to bother with controlling WHO can enable them, just keeping them separate so that access to them CAN be enabled. Let the members of a campaign police themselves when it comes to who gets to add them to their character's known spells. If the DM needs the website to keep players from grabbing spells they aren't supposed to have access to, then that DM has a problem that D&D Beyond shouldn't be trying to solve :)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So the only way to get spells from the new Wizard Traditions in Wildemount is to take those traditions?
Anyone can take any spell if their GM is cool with it. It would be akin to saying only illusionists can take illusion magic. They are just another set of tools for a player to use in their concept.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
RAW and RAI yes, the dunamis spells are only available to the two dunamancy subclasses. Of those spells, some are limited to chronurgist and some to gravitutgist. The * and ** mark such spells.
Find my D&D Beyond articles here
No. Chronurgy and Graviturgy are not new schools of magic. You get spells on your SPELL LIST. Then, certain sub classes get extra spells that are not on your class list. Examples for Cleric = domain spells. Examples for Warlock = Patron spells. And examples for Wizards = Chronurgy spells.
Chronurgy is not a new 'school of magic, such as Illusion or Necromancy. Examples of it's spells include Pulse Wave which is an EVOCATION spell that is also on the Chronurgy and Graviturgy Spell List, but is not on the the Wizard Spell list. You can only learn it if you take Chonurgy or Graviturgy.
Allowing a wizard to take Chronurgy or Graviturgy spells without taking the subclass is like letting a Wizard take Healing Word, not similar to your Illusionist example.
Ah, that explains my confusion as well. Such a weird decision to control the spells as an expanded list instead of adding more spell diversity to casters in general. Seems like in order to control the spells getting into the mix and vetting balance issue, they just tacked it onto it like the warlock expanded spell list feature. It feels weird to give a wizard an expanded spell list in this way to me. Wizards are supposed to be in a constant state of spell acquisition and experimentation to thicken up their spell books. The other casters are gifted their powers through one source or another, but wizards have to study and experiment for their rewards. A expanded spell list feels like more of a gift than acquisition.
But my perceptions do not matter to answer the question which is: Yes, you have to take the Dunamancy subclass to access those spells.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
From the Book:
The Issue more at hand is in the campaign setting Dunamantic spells are not openly available to people. It is a very closed guarded secret, so it makes sense lore wise to not allow any other wizard to openly have access to these spells. Now if you aren't on Wildmount well than like lots of other stuff you have to "homebrew" how these spells are in your world. The reason why spells are part of other schools is to help make the transition easier. So you can indeed do what you want and give them out. But lore wise is makes perfect sense that most wizards are going to have to learn them like Caleb does on CR.
In the last several development update videos when they've talked about implementing the Class Feature Variants from Unearthed Arcana into the D&DB Character Builder, they've said that the first part they plan to implement is Expanded Spell Lists. And this isn't just about the class spell list expansions from that UA, it's for things like the Guild spells from Ravnica, Dragonmark spells from Eberron, etc. It's entirely possible that it will also involve creating a way to make the Dunamancy spells available in some fashion. I don't think they need to bother with controlling WHO can enable them, just keeping them separate so that access to them CAN be enabled. Let the members of a campaign police themselves when it comes to who gets to add them to their character's known spells. If the DM needs the website to keep players from grabbing spells they aren't supposed to have access to, then that DM has a problem that D&D Beyond shouldn't be trying to solve :)