School of Dunamancy

Wizard Subclass — Heretics of the Old Gods homebrew, merged from Chronurgy Magic and Graviturgy Magic (Explorer’s Guide to Wildemount)

Overview

Dunamancy is the manipulation of dunamis — the latent potential underlying both time and gravity. The old world taught these as two schools, Chronurgy and Graviturgy; a thousand years of scarcity collapsed the distinction. What survives is a single controlled discipline, and it did not survive because it was common. It survived because the Kryn Dynasty and the Cerberus Assembly kept it under lock. A Dunamancer in Nuxan is either working inside a sanctioned program, or holding knowledge that will make their ties very complicated when it surfaces.

The tradition that lasted is the subtle one — bending fate and nudging mass — not the battlefield gravity-crushing of the pre-collapse Graviturgists. That craft exists only as Lost Art fragments now.

Features

Dunamis Foundation (Level 3)

When you select this school, you learn to exert limited control over the flow of time.

Chronal Shift. As a Reaction, after you or a creature you can see within 30 feet makes a D20 Test (an attack roll, ability check, or saving throw), you can force the creature to reroll. You decide after seeing whether the roll succeeds or fails; the target must use the second result. You can use this twice, regaining all uses on a long rest.

Temporal Awareness. You add your Intelligence modifier to your initiative rolls.

Dunamancy Spells. You gain access to the dunamancy spell list (below) when you learn or prepare wizard spells.

Gravity Well (Level 6)

Whenever you cast a spell on a creature, you can move that target 5 feet to an unoccupied space of your choice, provided the target is willing, the spell hits it with an attack, or it fails a saving throw against the spell.

Arcane Abeyance (Level 10)

When you cast a spell using a spell slot of 4th level or lower, you can condense its magic into a gray bead, freezing the spell at the moment of casting for 1 hour. The bead is a Tiny object (AC 15, 1 HP, immune to poison and psychic damage). A creature holding it can use an action to release the stored spell, using your spell attack bonus and save DC. Once you create a bead, you can’t do so again until you finish a short or long rest.

Convergent Future (Level 14)

When you or a creature you can see within 60 feet makes a D20 Test, you can use your Reaction to ignore the roll and decide whether the number is the minimum needed to succeed, or one less than that (your choice). Each time you use this feature, you gain one level of exhaustion, removable only by finishing a long rest.

Dunamancy Spells & the Component Problem

The school grants access to the surviving dunamancy spells. Because costly spell components are a luxury the post-collapse economy can’t sustain, the living curriculum favors spells that consume nothing:

Taught freely: Gift of Alacrity, Pulse Wave, Temporal Shunt, Gravity Sinkhole, Gravity Fissure, Reality Break.

Rare / patron-gated (costly components): Fortune’s Favor (consumes a 100 gp black pearl), Immovable Object (consumes gold dust), Time Ravage (consumes 5,000 gp of diamond dust), Dark Star (matter from an extinguished star). These are effectively lost to all but the wealthiest sanctioned casters — a Dunamancer who can cast Fortune’s Favor is announcing their backing.