Arcane Tradition of the spell if its statistic is a multiple of the number you picked; it becomes a target if its statistic is a prime number The study of wizardry is ancient, stretching back to the and you chose Prime. You do not have to see the target or earliest mortal discoveries of magic. It is firmly established have a line of effect to it when you factorize a spell. in the worlds of D&D, with various traditions dedicated to After you have factorized a spell, you must use your its complex study. The most common arcane traditions in action on your next turn to cast the spell (if you are unable the multiverse revolve around the schools of magic. to cast the spell, such as by being incapacitated, the Wizards through the ages have cataloged thousands of factorization is wasted). It then affects all of the targets that spells, grouping them into categories called schools. In were selected on the previous turn (even if they have since some places, these traditions are literally schools; a wizard moved out of range). However, a factorized spell's power is might study at the School of Illusion while another studies attenuated: if creatures can make a saving throw to resist across town at the School of Enchantment. In other the spell's effects, they have advantage on the save, and if a institutions, the schools are more like academic spell would restore hit points or grant temporary hit points, departments, with rival faculties competing for students and the number of hit points is halved. funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools Accrual as a learning device, since the spells of each school require By 10th level, you are able to use minor magical charms to mastery of different techniques. accrue tiny amounts of power with every step you take. For every 10 minutes you spend walking, you regain 1 hit School of Arithmetick point, and earn 1 copper piece and 1 point of XP. Arithmeticians are particularly learnèd wizards who use numerical techniques to analyze natural phenomena and Advanced Numerology At 14th level, you have complete mastery of all things execute pinpoint magical attacks. Their skill with numbers arithmetical. If, when making an ability check or saving extends into the metaphysical realm, warping the laws of throw, you beat the target DC by 10 or more, you can probability and enabling them to achieve incredible conserve some of the success, adding a 1d4 bonus to the efficiency in everything they do. next ability check or saving throw you make. Whenever Mathematical Savant you reduce a creature to 0 hit points, any excess damage When you choose this school at 2nd level, your arithmetical you did beyond what was necessary to reduce them to 0 is studies have begun to pay dividends. You have advantage also conserved; you can add half of the excess to the next on any Intelligence check made to perform mathematical damage roll you make. If you reduce more than one calculations or solve numerical puzzles. creature to 0 hit points simultaneously, you can store the Stable Effect excess from only one of the Also at 2nd level, whenever you roll a d20, you can replace creatures of your choice. the d20 with 3d6. If the roll would be subject to a critical Both of these bonuses can success or critical failure, these events only occur if all be stored for up to 1 minute, three dice land on 6 or 1 respectively. after which they disappear. Factorize Spells At 6th level, you can perform calculations to modify your spells. As an action on your turn, you can factorize a spell that are able to cast which normally targets one creature of your choice and does not have a range of self or touch. When you take this action, you must select one statistic from the following list: HP, Strength, Dexterity, Prime Numbers Constitution, Intelligence, Wisdom, or Charisma. Also As a quick reference, the prime numbers between 1 and choose 3, 4, or Prime. Then, examine the final two digits of 100 are: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, the statistic you chose for every valid target within the 47, 53, 59, 61, 67, 71, 73, 79, 83, 89, 97. spell's range, including yourself and any friendly, neutral,