- So tell me, there's a new type of magic
in the Explorer's guide to Wildemount.
It's not a school but
it's a new type of magic
that is very unique.
- Dunamansk.
Yeah, Dunamancy is a new family,
I guess you could say of magic.
It's not a new school but
it is a collection of spells
and a type of, an offshoot of
the standard arcane practice
that was developed by the Kryn Dynasty
through their worship of the Luxon,
this light entity and the beacons
that they began to uncover
which were these artifacts
of potentiality and kind of,
for a layman's term scenario,
esoteric space time magic,
if you will.
And so Dunamancy is a collection of magic
and a practice of magic that
works around probability
and potentiality.
The idea that every person
that goes through a life,
every decision they
make, ever major choice,
every major action that
changes the world around them
has ripples, a butterfly effect
on every other creature around them
and the world as they progress through it
choosing their destiny
in the next timeline
that comes to fruition.
The vibrating potential
of the universe towards
that choice itself as an energy.
That anticipation you
feel in a horror movie
before you're getting to a major moment
that you know is coming,
that type of raising vibration,
that is the dunamist that
builds to that choice.
And so Dunamancy is the ability to take
that growing vibrating
power of potentiality
and crafting it into magic
and using it to manipulate the world
on it's very base core elements.
And so you have spells
that affect gravity,
that affect time and it's
progression and passing,
the probability of the choices you make
to kind of help nudge and
adjust the paths you take
in the world to your favor
and to the favor of others.
To rip through alternate
timelines and dimensions
and send physically or mentally creatures
through that space.
It's a little esoteric.
It falls definitely in
my long standing love
of physics, astrophysics,
metaphysics, quanta physics,
all that kind of realm there
and bringing it a little
more into the realm
of D&D fantasy arcane practice.
- That is gonna be very fun.
(laughing)
And there's a time of magic that doesn't,
certainly there are some spells
that are like that in D&D
but I've always wanted a
ton of spells like that.
- Yeah, thematically
haste, slow, time stop,
reverse gravity, these are all spells
that fallen in a realm
that is in a similar pocket
to what Dunamancy is but
they've pulled from it
without knowing what was beyond it.
You've dabbled in elements of time magic
but didn't realize that
beyond that curtain
there was a whole subsect of magic
that focused on these very
basic elements of the universe.
When you consider all of creation.
You know, water, water is
one of the basic elements
but water doesn't exist all over
the universe necessarily, you know?
At the core, the very creation
of the universe as we know it
and a physical level in the real world,
gravity, time, these
are all things that are
absolutely necessary and are
ever present in all facets
of Creech.
And so I wanted to kind of
expand upon that very very primal
basis of the universe
for a lot of these spells
and what they manipulate.
To take it away from the more
elemental aspects classically
D&D magic revolves around.
And so that's kind of
where the inspirations
for Dunamancy came from, where that focus
and the theming of the Kryn
Dynasty's religious beliefs
are based on.
- Can you tell me about some of the spells
that are in there, specifically?
- I can tell you about some
of the spells in there.
- I know you can't tell
me about all of them.
- I can't tell you about all of them.
Those that are familiar with the show
may have seen one of characters, Caleb,
has required a handful of
Dunamancy spells to the adventure.
And one of which is seen
here is Fortune's Favor.
Fortune's Favor is a
spell that you can cast
that creates a sort of
fragment of possibly,
a moat of condensed dunamist
that a person essentially
absorbs and keeps around them
and it allows them to adjust
a moment of probability
in their favor.
It essentially gives them the
equivalent of a luck point,
if you're familiar with Luck Feat,
but it's a spell granted
luck point that lasts
for an hour, if you will.
And higher levels can disseminate
amongst multiple targets.
And so it gives you the ability
to roll an additional D20
for any sort of D20 role
for attack, for ability
check, for saving throw,
and then choose the better
of what's available.
There's a spell like Gravity Fisher
which is, we're familiar
with the line spells
of lightening bolts and stuff like that.
Imagine a line spell that fired out
and before dealing
damage sucked everything
within 10 feet of it towards the center
if they fail they're saving
throw and then crushing them
with overwhelming gravitational force.
So a lot of these gravity based spells
are not just damage dealing spells,
they also have a utility of adjusting
and manipulating the battle field.
- Varied control.
- Of slowing things down,
holding them in place,
preventing them from leaving the location,
from shifting them to a
place you want them to be.
So you become a little more
of like the chess player
controller of the battle field
with a lot of these spells.
There's also, getting to
the higher level stuff,
there's Reality Break
which is a spell where you get
to actually take a creature
and every round they roll to see what type
of strange dimensional alteration
you thrust them through.
Those who are familiar
with the Confusion Spell,
it's a similar type, the beginning
of creature's round you roll
a dice to see what happens
to them but it can be anywhere
from them being thrown
into a cosmic hole type
alternate far-realm reality
and then spat back out
to the end of the round
and the terrible things that
happened in the mean time.
They could all of a sudden
have echoes of themselves
from other dying realities
tearing into this dimension
and trying to kill themselves
to take their place.
You know?
So it's very weird and
dimension cross over strangeness
and I'm pretty happy with it.
And it's got a cool
piece of art in the book
specifically for that spell.
(laughing)
Which is pretty great.
- It's very cool, yeah.
- So yeah, all sorts of
fun spells in that realm
that I'm excited for
people to test out and try.
- That's such a good narrative hook too.
That's what I like
about this type of magic
is narratively it opens up an entire can
of worms I always like to play with.
I love playing with that.
- I mean who doesn't wanna cast a spell
that creates essentially
a black hole dark star
in the middle of the battle field
and starts sucking
everything into oblivion.
- No one I wanna know.
- Yeah you thought a sphere
(laughing)
of annihilation was bad. (laughs)
- Oh my God, that sounds so fun.
I am so excited for this magic.
And now we have to wait 'til March.
- I know, it'll go by
faster than you think.
Trust me.
Time goes quicker these days.
- Matt, thank you so much for your time.
I'm so incredibly excited for the book
and very excited for you.
I think it's fantastic
to know that you are now
one of the stewards of
D&D and that your universe
is now part of it.
- It's surreal.
I'm very thankful for every of the wizards
for giving me the opportunity.
I'm thankful for the
incredible collaboration
from all the writers that
contributed to this book
and I really hope all you guys enjoy it.
I'm really excited about it,
hope you are too.
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