New Dunamancy Options

by Frozenfeet2

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New Dunamancy Options

This document contains 15 new dunamancy spells to try and includes a new Quantumurgy tag for spells, giving players the opportunity to try a Quantumurgy Arcane Tradition, such as the Quantumancer from D&D Wiki. Quantumurgy magic focuses on the manipulation of the quantum phenomena that underpins reality and the arcane nature of dunamis. Tether Essence would also be a quantumurgy spell.

Cantrips (0 Level)
  • gravity pull** (evocation)
1st Level
  • arcane coupling*** (transmutation)
  • temporal realignment* (transmutation)
2nd Level
  • magnetize*** (transmutation)
3rd Level
  • laserbeam*** (evocation)
  • temporal flow* (transmutation)
4th Level
  • reality bend* (conjuration)
  • spectral expansion*** (divination)
5th Level
  • contact alternate self*** (divination)
6th Level
  • aging/de-aging* (necromancy)
  • planar rift*** (conjuration)
  • time leap* (transmutation)
7th Level
  • radioactive blast*** (evocation)
8th Level
  • wormhole (conjuration)
9th Level
  • antimatter*** (necromancy)

* chronurgy spell
** graviturgy spell
*** quantumurgy spell

Spell Descriptions

Aging/De-Aging

6th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an hourglass containing diamond dust worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

You can attempt to speed up or reverse the natural aging process for a creature. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect, and the material component is not consumed. A creature that does not age is unaffected by this spell.

Age. The target ages 5d4 years, and has its maximum lifespan increased by the same amount. The aging effect can be reversed with a greater restoration spell.

De-age. The target becomes 5d4 years younger, though it never becomes less than 1 years old. The de-aging effect can be reversed with a greater restoration spell.

Antimatter

9th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a glove interlaced with magically-infused dust worth at least 1000 gp)
  • Duration: Instantaneous

You can turn matter into antimatter in order to annihilate that which you touch. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Make a melee spell attack against the target. If the attack hits, the target takes 20d12 + 50 force damage. If this damage reduces the target to 0 hit points, it is annihilated, leaving only a faint heat behind. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically annihilates a Huge or smaller object or a creation of magical force. If the target is Gargantuan, this spell disintegrates a 15-foot-cube portion of it. Artifacts are unaffected by this spell.

Arcane Coupling

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You can share one of your unused spell slots with another creature. The creature must have a missing spell slot of that level.

Contact Alternate Self

5th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 1 minute

You make contact with divergent paths of your character in other realities. You may ask up to five questions. A reality will answer if they have the knowledge to do so, otherwise the question is met with silence. If a question receives multiple different answers all spoken at once from many realities, you must make a DC 15 Intelligence saving throw. On a failed save, the spell ends and you take 6d6 psychic damage.

Gravity Pull

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You use a blast of gravitational force to pull an object in a direction of your choice. The object can weigh up to 10 pounds and moves up to 30 feet per round.

Laserbeam

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a source of light, such as a torch)
  • Duration: Instantaneous

You shoot a beam of concentrated light in a line 100 feet long and 5 feet wide from a light source you are holding. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the end of their next turn.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, you deal 1d6 additional damage for each slot level above 3rd.

Magnetize

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (pinch of iron filings)
  • Duration: Instantaneous

You temporarily magnetize two metallic items that you can see within range, causing them to be attracted to each other. If either of the items weighs 20 pounds or less it travels in a straight line towards the other object. If an item is on a creature's person, the creature must either drop the item if it can, or make a Strength saving throw. On a failure, the creature is pulled along with the item. If either or both objects would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object(s) strikes the target and stops moving. When either object strikes something, including each other, all creatures and objects involved in the collision take 1d6 bludgeoning damage per 10 foot of distance moved.

For example, say you choose a shield carried by a creature and a sword carried by a creature, 40 feet apart from one another. Each creature fails its saving throw, and neither lets go of their item, and the path between them is unobstructed. In this case, each item travels 20 feet before colliding with the other. The sword causes 2d6 bludgeoning damage to be dealt to itself, the shield, and both creatures. The shield causes 2d6 bludgeoning damage to be dealt to itself, the sword, and both creatures. All items and creatures involved, then, take a total of 4d6 bludgeoning damage.

If there were a third creature standing at a mid-point between the two items it would make a Dexterity saving throw. If it failed the save, the sword, shield, and wielders would all take 2d6 bludgeoning damage, and the obstructing creature would take 4d6 bludgeoning damage.

Planar Rift

6th-level conjuration


  • Casting Time: 1 action
  • Range: Self (100-foot radius)
  • Components: V, S
  • Duration: 1 hour

You create a rift in reality to summon a monster from another plane of existence to aid you. The world around you ripples up to a 150-foot radius as another plane of existence overlaps with your own for the spell duration. Choose a monster and their home plane from the Planar Rift Monsters table. The monster appears in the nearest empty space beside you.

The monster will aid the party for the spell duration in exchange for payement of 500 gp. The monster acts independently in combat (under DM control), with its own initiative roll.

When the spell ends, the rift closes and the other plane disappears. The summoned monster may choose to return to its home plane or remain in your plane .

Planar Rift Monsters
Creature Plane Effect
Night Hag Feywild The area around you becomes thickly forested.
Wraith Shadowfell The sky darkens and vision is reduced to 30 feet.
Young Brass Dragon Mount Celestia Strong winds blow, extinguishing open flames and giving ranged attacks disadvantage.
Barbed Devil Baator The land becomes a hellscape. The air is acrid and the sun is blood-red.
Drider Abyss The terrain is under the effects of a web spell.

Radioactive Blast

7th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (brumestone powder worth 100 gp, which the spell consumes)
  • Duration: 3 rounds

With a click of your fingers you trigger an atomic instability, and a 30-foot radius region centered on a point you choose within range explodes with a flash of bright blue light. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 8d8 necrotic damage and is poisoned by the radiation until the end of your next turn. On a successful save, the creature takes half as much damage and is not poisoned. The ground and anything in the area glow faintly blue, and the radiation decays over the next 3 rounds. Creatures that start their turn in the area during the next round until the start of your next turn must make a Constitution save or take 4d8 necrotic damage, taking half damage on a success. The turn after the same applies except the damage is 2d8, then 1d8 damage for the final round.

Reality Bend

4th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a crystal prism)
  • Duration: Concentration, up to 1 minute

You thin the barriers between realities and timelines, subjecting a creature to chaos and confusion. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the creature is affected for the spell duration and must roll a d10 at the start of each of its turns; the number rolled determines what happens to the creature, as shown on the Reality Bend Effects table.

At the end of each of its turns, the affected creature can repeat the Wisdom saving throw, ending the spell on itself on a success.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected increases by 1 for each slot level above 4th.

Reality Bend Effects
d10 Effect
1-2 Vision of the Abyss. The creature experiences horrifying visions of the infinite layers of the Abyss. The creature takes 3d10 psychic damage, and it is frightened of all creatures it can see until the end of the turn.
3-5 Hallucination of the Calamity. The creature believes it is fighting in the war between the Prime Deities and Betrayer Gods. The creature takes 4d10 psychic damage, and must try and attack the nearest creature to them this turn.
6-8 Entangled Realities. The creature's mind is exchanged with a version of itself from another reality with opposite alignment until the end of the turn. The creature takes 5d10 force damage. If the creature is good or evil, it switches sides, while neutral creatures act as normal.
9-10 Timeline Termination. The creature sees its own demise occur in another reality. The creature takes 5d10 necrotic damage and is stunned for this turn.

Spectral Expansion

4th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a triangular prism)
  • Duration: Concentration, up to 1 minute

You can expand your senses to pick up a different part of the electromagnetic spectrum. For up to 1 minute you gain one of the following effects:

  • Radio Wave. You can hear thoughts as per the detect thoughts spell.
  • Infrared. You can detect heat signatures of creatures up to 300 feet away, even through magical darkness. There must be a clear line of sight between you and the creature to see it. You are able to determine only a rough body shape.
  • X-Ray. You can see through up 10 feet of solid material that you are standing next to.

Temporal Flow

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of ginger root)
  • Duration: Concentration, up to 1 minute

You can transfer the flow of time from one creature to another within range, speeding up one while slowing down the other. An unwilling creature must make a Wisdom saving throw when you cast the spell, ending the spell on a success. Otherwise it is affected by this spell for the duration, and can repeat the save at the end of each of its turns. Choose one of the following each for the affected creatures:

Speed Up. The creature increases its movement speed by 15 feet and gains an additional attack on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Slow Down. The creature decreases its movement speed by 15 feet, can only take one action or bonus action on each of its turns, and can't use reactions.

Temporal Realignment

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a spinning top)
  • Duration: Instantaneous

You can increase or decrease a creature's position in the initiative order by 1d4 places. An unwilling creature must make an Wisdom saving throw when you cast the spell, moving initiative position on a failure, ending the spell with no effect on a success.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Time Leap

6th-level transmutation


  • Casting Time: 1 minute
  • Range: Self (10-foot radius)
  • Components: V, S, M (a clockwork timepiece)
  • Duration: 1 round

You and any allies within a 10-foot radius can jump forward in time by 1 hour from your perspective, but reappear only 1 round later from the perspective of an outside observer. You gain the benefit of a short rest in a fraction of the usual time that it would normally take.

Wormhole

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

You bend space to create a portal between two locations. The entrance and exit to the wormhole appear as swirling voids, and have a 10-foot radius. The destination you choose for the exit must be known to you, although it does not have to be a place you have visited before, and it must be on the same plane of existence as you.