• randomsnark@lemmy.ml
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    7 months ago

    Hmm. First time hearing about it but I guess dunamancy wouldn’t work in my setting either. Parallel universes exist in a general sense, but the all-devouring cosmic destroyer is omniversal - it exists identically in all universes simultaneously, and so does the big ball of energy and matter and thoughts and dreams that are sealed around it as it’s prison. Which is the world. So there are no alternate versions of the world existing simultaneously. However, the history of the world from creation to destruction to resealing does tend to run on a loop with minor (or not so minor) variations, so if you want a variation of yourself with 6 more hit points you can just time travel a few millennia to the right loop. You could probably reflavor dunamancy as a form of chronomancy and have it function identically.

    • 📛Maven@lemmy.sdf.org
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      7 months ago

      Yeah, that’s the other thing that bugs me about Dunamancy, that it’s actually four separate schools of magic in a trenchcoat. Dunamancy covers time magic, gravity magic, luck magic, and, for lack of a better name, quantum-alternate-universe magic. Because in the Critical Role setting those are the same thing, or something? So while not every spell needs to be reflavoured, those that do need individual consideration.

      • TheMinions@lemmy.world
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        7 months ago

        I mean dunamancy is space-time magic. If you can manipulate space-time at a fundamental level you can make your own luck. It makes sense to me, even if it does cover a lot of different aspects of magic.