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Going through Explorer's Guide to Wildemount right now. I've reached Dunamancy spells, going to live tweet my impressions in this thread. 1/16
#dnd #dnd5e #Wildemount #dunamancy
Cantrip: Sapping Sting
If we compare this to Frostbite, it does less damage, less range, a weaker secondary effect (subjective), and no real upside (arguably necrotic is a bit more reliable than cold). Not a strong spell, even for a cantrip
1st Level: Gift of Alacrity
I wouldn't invest a spell slot into this at low level, but using a low level slot at higher levels to provide a significant buff that lasts all day and doesn't use concentration? Yep, sign me up.
1st Level: Magnify Gravity
This one is too powerful. Take Thunderwave, give it a range, increase it's area of effect, and you basically have this spell. There should have been some downs to offset the ups.
2nd Level: Fortunes Favor
Luck is good. This provides what is essentially a luck point for an hour without concentration which is also good. The 100gp M cost might be a problem at lower levels, again a low level spell I want at higher levels.
2nd Level: Immovable Object
This spell is pretty cool, but the 25gp M component probably is not needed here, and acts as a bit of a spoiler because my 3rd level wiz can't afford to cast this very often.
2nd Level: Wristpocket
What we have here is a simplified Drawmij’s Instant Summons. The upgrade is no expensive pearl is destroyed in the casting of this spell, it’s also 4 levels lower. Fair trade for 1 hour duration and concentration. This will be circumstantial, but handy.
3rd Level: Pulsewave
The 30' cone is 21 squares, not great, for less damage than other 3rd level blasts, bad save, all these sacrifices for a 15' pull/push, or slightly upgraded thunderwave. This is one the weaker side.
4th Level: Gravity Sinkhole
On its own, I think the secondary effect here isn’t worth the sacrifices (damage, con save), though I could see the value of this in combination with another caster using a smaller AOE spell as a method of forced clustering.
5th Level: Temporal Shunt
First time I see an issue with mechanics. Prevents a creature from attacking/casting as a reaction. Upcast to target more than one creature - how does that work unless the attack/casting is simultaneous?
6th Level: Gravity Fissure
Once again I see a spell that has a secondary effect that might work well in combination with someone else. A powerful dragon with a line effect breath weapon for example. The damage is below average for the level, so unless that clustering is key...
7th Level: Tether Essence
The effect here would be pretty cool, but unfortunately the mechanics make this an almost certain to fail spell. 2 Con saves must both be missed or nothing happens. That's absolutely terrible.
8th Level: Dark Star
A cool effect, and I can see the value against spellcasters for sure, but this has been placed to high level for the effect and damage. Not 8th level spell power-level.
8th Level: Reality Break
PSA: Choose a single target that makes a save, if they make the save nothing happens should no longer be happening with 8th level spells.
9th Level: Ravenous Void
make a save or 5d10 damage, moved and restrained? This is a 9th level spell. WTF? I think it's still better than Weird, that is not a big endorsement btw.
9th Level: Time Ravage
A single target, fail con save or nothing happens debuff. Again, a 9th level spell. 5000gp consumed M component?
This one is maybe even worse than Weird. That's something I never expected to see.
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