D&D Beyond shared some stats about the things people are using from Explorers Guide to Wildemount. These are stats from 28 million characters.
The ability was adequately playtested.To those saying everything in this book was playtested adequately, I challenge you to review the Chronurgist's 10th level ability, consider what you could do with it in terms of allowing you to have two concentration spells up at once AND get around longer casting times for spells not intended for combat to make them 1 action casting, and tell me again that ability had adequate playtesting.
It is not breaking the basic assumption of the game, because it is allowing a second creature to cast one of your spells, not allowing you to cast two spells at once. We've had that ability since the beginning of 5E. See the Ring of Spell Storing. If you used the bead, it would still require you to concentrate on that spell.Because I am just not seeing it. That ability...I mean Ruin Explorer may not be willing to use the word "broken" but I am for that ability. It's broken guys. It's breaking basic assumptions of the game. I don't think it's written as they intended it to function.
Ah, apparently you're lost. This is the internet. You're looking for fantasyland, the ancient past, or perhaps a pet store filled with kittens.Lots of orders flying around here all of a sudden...prove this, explain that, I challenge you to etc. etc. etc. Maybe we could ease up a bit on all the vitriol? This is a game, not a corporate merger. ;-)
There is no limitation that you can only do this once per turn, but it is implied.
I know you're the guide guy, but literally the first guide I found to Dunamancy spells had multiple ones rated in the top two categories, including four blue ones (though not Magnify Gravity, hilariously - maybe they just thing 1st level AE damage spells suck as a general thing).
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DnD 5e Dunamancy Spells Breakdown
Character optimization guide for the Dunamancy spells presented in Explorer's Guide to Wildemount.rpgbot.net
Obviously opinions can vary, but a lot of people seem to think that Dark Star and a couple of others are extremely good spells as well.
I focused on Magnify Gravity because it's one spell. I don't really want to be putting the details of every Dunamancy spell on the internet, it doesn't seem quite right.
The ability was adequately playtested.
It is not breaking the basic assumption of the game, because it is allowing a second creature to cast one of your spells, not allowing you to cast two spells at once. We've had that ability since the beginning of 5E. See the Ring of Spell Storing. If you used the bead, it would still require you to concentrate on that spell.
Until the familiar is hit by something, dies, and drops your bead on the floor where an enemy can pick it up... And while this is a strong item, it is not the most popular rare item in D&D according to D&D Beyond stats. The item has not ruined any games I have seen, and I have seen it used a few times.Yes imagine that it's one of the best magic items in the game for a wizard which you AUTOMATICALLY GET plus it avoids longer casting times! And your familiar can use the bead, so it does allow "you" to have two concentration spells up at once since "you" control the familiar.
Yes. 10th level abilities are supposed to be useful... and one that alters casting times, effectively, is suitable for this class. Intentionally so, I believe. However, it is far from a broken thing.But it's that last part about avoiding long casting times which makes it FAR FAR FAR better than a ring of spell storing! A ring of spell storing treats it "as if you had cast it" which means all casting times for the spell carry through to the ring. However this ability is "A creature holding the bead can use its action to release the spell within". That means a spell which has a casting time of 1 hour or even 8 hours can be released with a single action in combat.
There are others, such as Glyph of Warding. However, that is irrelevant. New abilities are intended to be, you know, new. Not repeats. Most abilities break an existing rule of the game - that is why they are a benefit to the class. Because it allows them to do something nobody else can.We have not had that ability ever in this game EXCEPT FOR USING THE WISH SPELL. That is literally the only other way I am aware of to get rid of a long casting time.
Beyond TH, what else are you concerned about? Not what else can be shrunk, but what else is a huge worry for you?It breaks many spells which were never intended to be used in combat.
Most campaigns do not have two short rests per day, although that was the intent of 5E. This is a solid use - if you have a party of 5 archers. But you can't cast spells through it. The TH "defensive position" gets a lot of discussion, but not a lot of actual play in my experience, and when used, it is not as overwhelming as people expect it to be.For example, you can now cast a Tiny Hut in combat with a single action, erecting an impenetrable barrier which the PCs can fire out of but foes cannot fire into, for a low-level spell slot! And you can do this every short rest, so probably three times a day.]
Why do you assume a time master was not intended to manipulate casting times? I kind of think that was one of the main intents of giving this to a time wizard - to allow them to manipulate time in multiple ways.I don't think WOTC thought that language through. I think they meant the spell casting time to carry through just like it does for a ring of spell storing. But...it doesn't.
Quote me where I said they were broken.
Note: Post meant as a good natured, jocular remarks. Also sorry to Eric Noah’s grandmother for references to The Nether Regions.