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or hostile creatures in range.

The creature becomes a target


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,

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