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## Reflavoring Spells As noted in pp. 116-117 of Tasha's Cauldron of Everything, there are many ways in which a spellcaster can bring about the mechanical effects of a spell. There are some general guidelines one can use for making their spells and abilities feel more dunamantic in nature: * Many spells and effects that restore hit points can be personalized as using time manipulation to accelerate only the body's natural healing processes, or pulling on the strength of a healthier version of the target from an unrealized timeline. * Certain conjuration effects, as evidenced by the *Wristpocket* spell, are dunamantic in nature. * Effects that bind two creatures in some way, as evidenced by the *Tether Essence* spell, are dunamantic in nature. * Spells or effects push, restrain, or cause force damage are good for personalizing as manipulation of gravity, though acts of force and barriers are already fairly dunamantic. * Rolls made with advantage or similar bonuses can be treated either as a chronal shift, shifting for a potential future, or as a possibility from an alternate version of the creature from an unrealized timeline pulled into this version. * Spells that give power for a longer duration, especially that of another plane, are easily explained as assuming the power of an unrealized version of oneself where that power is inherent in some way. * Spells that conjure creatures or creature-like entities can sometimes be personalized as versions of the caster from an unrealized timeline where any special powers of that creautre or entity are somehow inherent to it. Alternatively, one could flavor other spells into being one of these effects. Following is a list of spells along with suggestsions as to how to personalize them to suit your spellcaster who specializes in dunamancy. ### Cantrips ___ **Blade Ward.**** Gravitational force draws weapons and projectiles away from you as they strike, causing them to glance off for minor damage instead of striking true. ___ **Eldritch Blast.** A pulse or pulses of intense pressure are released for your blast or blasts. This pairs quite well with the *Grasp of Hadar* and *Repelling Blast* Eldritch Invocations. ___ **Gust.
XGtE
** A pulse of intense pressure causes any of the desired effects. ___ **Mage Hand.**** Specifically for the invisible variations of this spell, such as that granted by the *Telekinetic* feat: Cause minor gravitational shifts in the objects being manipulated to compel movement. This pairs well with the other benefits of the Telekinetic feat, as well. ___ **Mending.*** You turn back time in a limited capacity to restore whatever damage befell the item. \columnbreak ### 1st Level Spells ___ **Catapult.
XGtE
**** Gravity shifts for the object flung, causing it to fall rapidly in an unusual direction. ___ **Ensnaring Strike.**** Instead of magical vines, gravitational force bears down upon the target. ___ **Entangle.**** Gravity increases in the area selected, causing creatures to move slowly and some to be unable to move entirely without gathering great strength. ___ **Expeditious Retreat.** This spell can be flavored as either chronurgy or graviturgy: Either the target has their speed slightly increased for the additional movement, or they have become just slightly lighter from their gravitational force being manipulated to allow easier movement. ___ **Feather Fall.** This spell is pretty explicitly a graviturgy spell as-is, though one could personalize it to chronurgy by saying that time is temporarily slowed for the creatures, causing them to fall slower. ___ **Grease.**** A horizontal layer of gravitational force moves parallel to the ground at ankle level, causing a pulling on one's feet if their footing isn't sure. ___ **Hunter's Mark.** Similar to Tether Essence in nature, you magically link yourself to your quarry, allowing you general insight into their behavior and location. ___ **Jump.**** You lessen the effect of natural gravity on the target. ___ **Longstrider.** This spell can be flavored as either chronurgy or graviturgy: Either the target has their speed very slightly increased for the additional movement, or they have become just slightly lighter from their gravitational force being manipulated to allow easier movement. ___ **Mage Armor.** Force is already fairly dunamantic, though one could change the nature of that force to be gravitational, as attacks are pulled slightly away from your body. Alternatively, the spell could utilize chronurgy to provide you momentary insights into the attacks about to strike you, giving you just a moment more to dodge them. ___ **Magic Missile.** Once again, force damage is fairly dunamantic in nature, though one could personalize the force as gravitational in nature. ___ **Shield.** Another force barrier, though there's quite a few ways to re-flavor shield should one wish. As with the *Mage Armor* spell, perhaps gravity pulls attacks away from you, or you gain further insights into attacks for five seconds. Perhaps, even, you reach for the possibilities of other realities, allowing ones to come to pass where attacks miss instead of hit. ___ **Snare.
XGtE
**** Gravity shifts for the creature that steps on the trap, instead of the rope or cord consumed literally hoisting them, it simply provides the "pattern" for how gravity affects targets. ___ **Floating Disk.** Already dunamantic in nature due to force, though once more, it could be flavored as gravitational force lifting the objects. \pagebreak ___ **Unseen Servant.** An invisible, shapeless mass of dunamantic force. ___ **Zephyr Strike.
XGtE
** This spell is another that can be either gravitury or chronurgy: you could shift the gravitational direction of your body to fall slightly in a direction and have the force of that fall behind the attack as it strikes. Alternatively, chronurgy could cause you to move swifter, your attack to land faster, and that quicker strike to deal more damage to your opponent. ### 2nd Level Spells ___ **Alter Self.** You reach into an alternate reality, and pull the natural traits or state of another version of yourself onto your current form for a short while, slightly becoming that alternate version of yourself. ___ **Blur.*** You leave a slight echo behind yourself, a continuous image of yourself stretching back just a moment in time, creating the illusion of a blurred you overlapped in several places at once. Alternatively, ___ **Calm Emotions.** For each target, you look into a reality where that individual reacted to a situation with more poise, and give the mental calm and fortitude of that version of them to that target. ___ **Earthbind.
XGtE
**** You intensify gravity to force a flying creature to the ground. ___ **Enhance Ability.** You reach into an alternate reality, finding a version of the target that is naturally more suited to the attribute you wish to enhance. You then pull on the power of that alternate version of the targeted creature to temporarily enhance the target. ___ **Gentle Repose.*** You use chronurgy to prevent the maligning effects of time to affect the corpse. ___ **Gust of Wind.** Intense pressure or gravity causes the shift in wind, or directly causes the intended effect if applicable. ___ **Hold Person.** This is another case where the spell can be either chronurgic or graviturgic: the creature can be frozen in time, or be so encased in gravituric force that they are unable to move. ___ **Enhance Ability.** You reach into an alternate reality, finding a version of the target that is naturally more suited to the attribute you wish to enhance. You then pull on the power of that alternate version of the targeted creature to temporarily enhance the target. ___ **Earthen Grasp.
XGtE
** Change the hand from being made of earth to being made of pure force energy. ___ **Mirror Image.** Similar to the *Blur* spell, you leave three distinct echos behind yourself, each doing what you did just a moment beforehand. Alternatively, they could be echos of yourself pulled from alternate realities, similar to an Echo Knight's echo. ___ **Spiritual Weapon.** This could be simply a mass of pure dunamantic energy, bearing down with the force of gravity with each attack as it pursues your enemies. Alternatively, it could be an echo of yourself pulled from an alternate reality, similar to an Echo Knight's echo. Either it is unable to be harmed, or the instant it is hit, it disperses, yet another echo manages to replace it in an instant as it fades. ___ **Warding Bond.** This can simply re-use the flavor of the *Tether Essence* spell. ___ **Web.** Instead of spider's webs, chains or other forms of force can bind creatures in the area. The fire aspect becomes more difficult to utilize in this re-flavor, however. ### 3rd Level Spells ___ **Aura of Vitality.** In addition to the general flavor of temporarily accelerating the natural healing capacity of the target, one could summon an echo of themselves that they command as a bonus action, with the echo moving to heal the target. ___ **Beacon of Hope.** With each Wisdom saving throw and death saving throw made with advantage, and each case of maximum healing, the additional roll or maximum healing is that of a possible future pulled into reality, or that of an alternate reality potentially placing the first roll. ___ **Blink.** If Wristpocket is dunamancy, so, surely, is Blink. ___ **Catnap.*** Time is sped up for targets to allow an hour for them to pass in ten minutes real time. ___ **Glyph of Warding.*** You suspend the magical effect in time, and set a trigger for the suspension to end. ___ **Haste.*** You speed up time for the target. ___ **Hypnotic Pattern.*** You suspend all the creatures' mental processes in time. ___ **Slow.*** You slow down time for the targets. ___ **Spirit Guardians.** Semi-corporeal echoes of yourself summoned from unrealized timelines surround you. \pagebreak ### 4th Level Spells ___ **Banishment.** If one can use dunamancy to make an item disasppear into an extraplanar space with the *Wristpocket* spell, one surely do likewise with this spell. ___ **Dimension Door.** Another instance of a teleportation spell, akin to the *Wristpocket* spell. ___ **Guardian of Faith.** You summon an unrealized version of yourself blessed with great divine power ### 5th Level Spells ___ **Animate Objects.**** Instead of the objects being animated creatures, you directly move the objects about by manipulating forces of gravity. ___ **Contact Other Plane.** Instead of contacting a being of another plane, you contact a version of yourself from an unrealized timeline who has a high chance of knowing the knowledge you seek. The experience of melding minds with this alternate version is what creates the risk for insanity. ___ **Far Step.
XGtE
** As with the *Misty Step* spell, this can be dunamantic if the *Wristpocket* spell is. ___ **Hold Monster.** As with the *Hold Person* spell, this is a case where the spell can be either chronurgic or graviturgic: the creature can be frozen in time, or be so encased in gravituric force that they are unable to move. ___ **Skill Empowerment.** You grant your target the expertise of an alternate version of themself from an unrealized timeline. ### 6th Level Spells ___ **Contingency.*** As with the *Glyph of Warding* spell, this can be personalized as suspending a cast spell in time. ___ **Disintegration.** This spell does already have a sense of dunamancy about it, though one could flavor it more akin to the *Dark Star* spell. ___ **Contingency.*** As with the *Glyph of Warding* spell, this can be personalized as suspending a cast spell in time. ___ **Otherworldly Guise.
TCoE
** You pull on the power of yourself from an unrealized timeline where you, whether through birth, pact, or other means, acquired the form powers of a fiend or celestial. ___ **Scatter.
XGtE
** As with other teleportation spells, this can be dunamantic if the *Wristpocket* spell is. ___ **Tenser's Transformation.
XGtE
** You pull on the power of yourself from an unrealized timeline where you lived a life as an effective martial combatant, stronger in muscle and fortitude. ### 7th Level Spells ___ **Create Magen.
RotF
** You fill your magen with the fading soul of an unrealized you, along with a small piece of your own vitality to give more full capacity as a mortal. ___ **Crown of Stars.
XGtE
** With the general astral nature of dunamancy and the Luxon, Crown of Stars is already a fitting spell to be considered dunamantic. ___ **Mordenkainen's Sword.** While utilizing such a spell would bring shame to dunamancers everywhere, you summon an echo of yourself from an unrealized timeline that can deal force damage via melee attack. ___ **Reverse Gravity.**** This spell is very clearly graviturgic in nature. ___ **Sequester.*** Placing a target in a state where time does not affect it is clearly one of chronurgy. ___ **Simulacrum.** You fill the Simulacrum with the fading soul of an unrealized version of the creature targeted by the spell. ___ **Symbol.** As with the *Glyph of Warding* spell, you suspend the magical effect in time, and set a trigger for the suspension to end. ___ **Teleport.** Personal teleportation effect, as with the *Wristpocket* spell. ### 8th Level Spells ___ **Glibness.** You draw upon the power of an unrealized version of yourself who, through birth, pact, or some other means, has gained the capacity for incredible feats of charisma and a protection to having his or her lies magically detect. ___ **Feeblemind.** You attempt to force the mind of an unrealized version of the target from a timeline where it has no mental capacity onto the target. ___ **Sunburst.** The bright, blinding light of a star, perhaps the Luxon itself, fills the radius in range. It would still be considered sunlight, simply light of a different sun. ___ **Feeblemind.** You attempt to force the mind of an unrealized version of the target from a timeline where it has no mental capacity onto the target. ### 9th Level Spells ___ **Foresight.*** The ability to see the future is chronurgy. ___ **Imprisonment.*** As with the *Sequester* spell, placing a target in a state where time does not affect it is clearly one of chronurgy. ___ **Meteor Swarm.**** You manipulate the forces of gravity to grab hold of actual meteors, regardless of their proximity to the planet you reside on, and bring them down with great power. ___ **Time Stop.*** This is, perhaps, the ultimate expression of chronurgy. ___ **Wish.** Whatever you wish, you bring it into being from an unrealized timeline.