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A RCANOLGY : R ULES F OR M AGICANL

S TUDY AND E XPERIMENTATION

W
IZARDS STUDY MAGIC . That is the
prime definition of a Wizard. They learn
T HE R ULES
and use magic through intellect and
research. They use their understanding When a wizard prepares their spells for the day
of the systems, laws, and principles of magic to or takes a short rest, they can spend the
calculate, formulate, and engineer applications required Time and Hit Dice found in the
of the natural forces of the cosmos. In this way Metamagic for Wizards table below to attempt
they are similar to the mathematicians, to apply the associated Metamagic option to the
scientists, engineers, and computer prepared spell. They must then succeed at an
programmers in the mundane world. Intelligence (Arcana) check at the associated DC
I have a bachelor’s degree in physics and a in order to successfully apply the Metamagic
masters degree in computer science, and you option.
know what I never did? Scribe spells into a spell
book from a fixed list of spell options (or any If the Intelligence (Arcana) check is not passed,
kind of mundane equivalent). None of these real then the Hit Dice and Time are spent but the
world disciplines involve a fixed list of Metamagic option is not applied to the spell.
input-output processes (I realize many people
think they do, but that is only because the only
know the basics). Such a spell book could be Only one Metamagic option effect can be
made, but it would be fundamentally useless, as applied to a spell, unless the Metamagic option
the entire point of these areas of study is to solve description indicates otherwise, or unless the
novel problems and discover new principles and Wizard opts to use the Combining Effects rules
applications. bellow. When this reformulation is made, the
Metamagic option will only apply to one instance
So why do sorcerers get to mess around and of that spell.
experiment with spells, while wizards are all
trapped in the same boring little box of rigidly
defined spells? No shade on sorcerers, I think If a wizard wants to perform multiple castings
the wizard is to the sorcerer as the physicist is to of the same spell, with the same Metamagic
the athlete. A physicist takes about a semester option, or with different options, they must
of school to learn how to predict a trajectory of a expend the associated Hit Dice and Time costs
ballistic projectile, and solving such a problem as well as make the associated Intelligence
takes about a minute if the student has a knack (Arcana) roll for each Metamagic option.
for it. A basketball player learns to do the same
thing within seconds of picking up a ball, and
can solve that problem in a fraction of a second.
So it makes sense that a sorcerer should be able
to intuitively solve magical problems on the fly,
making adjustments, and accounting for
variations under pressure. But it seems wizards
should be able to solve these problems as well, For Example
as long as they have the time and the intellect to If a wizard prepares Minor Illusion as a Subtle Spell twice
perform the analysis. and as an Extended Spell once, until their next Long Rest,
whenever the Wizard casts Minor Illusion, they can
I could ride this analogy all day, but my point choose to cast it normally, as a Subtle Spell, or as an
is that I think of myself as something that is Extended Spell.
close to a real world Wizard. Maybe that is a They may not cast it as both a Subtle Spell and as an
biased viewpoint of the fantasy, but it is a Extended Spell. If two of the Minor Illusions are cast as
Subtle Spells, the Wizard may not cast Minor Illusion as a
fantasy that I would like to play out at the table. Subtle Spell again until the next time it is prepared as
So here I have set forth these rules that give such. When a Minor Illusion is cast as an Extended Spell,
Wizards access to Metamagic. There is a lot to they may not cast Minor Illusion again as an Extended
say about the design decisions, but let’s start by Spell until the next time it is prepared as such. They may
continue to cast Minor Illusion as many times as they
just laying out the rules, and we can discuss the would normally be able to cast it.
rest later.

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Metamagic for Wizards conclude that this is effectively the same as a Hold
Metamagic Hit Dice Time DC Monster spell and disallow this reformulation. Alternatively,
the Dungeon Master may decide that this is acceptable, as
Careful Spell 1 10 Minutes 10 + spell level long as it is strictly limited to horses, not to other horse-like
Distant Spell 1 10 Minutes 10 + spell level creatures, or creatures in general. They set the Hit Dice
Empowered Spell (Int) 1 10 Minutes 10 + spell level cost at 1, the Time at 10 minutes, and set the DC to be 12
Extended Spell 1 10 Minutes 10 + spell level (10+the spell level).
Heightened Spell 3 1 hour 15 + spell level The Dungeon Master may also decide that this is slightly
Quickened Spell 2 30 minutes 12 + spell level harder than other reformulations, since it is qualitative,
Seeking Spell 2 30 minutes 12 + spell level rather than quantitative, and may decide to set the DC
Seeking Spell UA 1 10 Minutes 10 + spell level equal to 20 - the Wizard’s Intelligence (Nature) bonus. This
Subtle Spell 1 10 Minutes 10 + spell level allows and encourages players to think of creative ways to
use their Wizardly knowledge.
Transmuted Spell 1 10 Minutes 10 + spell level
Twinned Spell 1/level 5/level 10 + spell level
M INOR C HANGES
Occasionally a Wizard may want to make a very
C OMBINING E FFECTS small reformulation to a minor spell on the fly.
A wizard can combine multiple Metamagic At the Dungeon Masters Discretion, they may be
options on the same spell, but at significant cost. allowed to make such reformulations with only
When applying multiple effects on the same spell, an Intelligence (Arcana) check set at a DC of the
the Wizard must expend Hit Dice and Time Dungeon Masters choosing.
equal to twice the sum of the individual effects
and must pass an Intelligence (Arcana) check
For Example
with a DC of 20 + the spell level multiplied by the
If a Wizard would like to cast Find Traps. The wording of
number of effects on the spell being prepared.
Find Traps specifies that it finds anything that would have
These extreme costs are representative of the "a sudden or unexpected effect you consider harmful or
extreme difficulty of combining multiple undesirable." The Wizard is not looking for something
Metamagic options. harmful, but instead something that is beneficial. Perhaps
this reformulated spell could be though of as Find
Surprises. The Dungeon master decides to allow this
For example reformulation as long as the Wizard passes an Intelligence
If a Wizard prepares a Fireball as a Careful and (Arcana) check with a DC of 12 (10 + the spell level).
Heightened Spell, the Wizard would be required to expend
8 Hit Dice (2(1+3)) 2 hours and 20 minutes (2(1 hour + 10
minutes)) and pass a DC 26 Intelligence (Arcana) Check Such minor reformulations at no cost, allow
(20+2(3)). the Player to feel more Magical and less like they
are playing a video game.
C ASTING S PELLS AT H IGHER
L EVELS R ESEARCH AND
If a Wizard Casts a spell at a higher level, they
can do so at no additional penalty or cost.
D EVELOPMENT
Intricately tied to the fantasy of tinkering, is the
O FF B OOK E FFECTS fantasy of researching, discovering, and
engineering new things. To fulfil this long term
Creative wizards may want to make research and study fantasy, these rules can be
reformulations to their spells that are not applied piecemeal, as the Wizard role-plays their
covered by the Metamagic options. If the academic exploits. Consider giving the Player
reformulation changes the effect of the spell, access to only a few of the Metamagic Options,
without changing any of the qualities covered in and allowing them to role-play researching and
the Metamagic options, the Dungeon Master may discovering new ways to reformulate their spells.
apply a Hit Dice and Time cost, as well as an New Metamagic options can be made available
Intelligence (Arcana) check DC according to their as the Character levels up, or as rewards for
own judgement. Altering a spell in order to cause researching. This will allow the Player to spend
it to function like another spell, is generally their Downtime doing the kinds of things they
discouraged, but that can be left to the Dungeon imagine Wizards doing in their downtime:
Master’s discretion. experimenting, studying, and practicing magic.
Players may come up with new ways to
For Example reformulate spells, that are not accounted for
A Wizard would like to prepare the spell Hold Person but anywhere here. Consult page 283-284 of the
reformulate the spell so that it can hold a horse, rather
than a humanoid creature. The Dungeon Master may
Dungeon Masters guide as well as any other
custom spell design documents you like in order

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to decide on what should be allowed, and what for Sorcerers, but that would almost certainly
the costs would be. feel a bit cheep, especially if other players don’t
have a comparable suite of abilities they can
A DJUSTMENTS draw on. So to just reduce the cost mildly try
one of these options:

A
RCANOLOGY IS BROKEN by design. It was
• Rather than completely using up Hit Dice,
born out of a desire to see a narrative
have them reduce Hit Dice from a d6 to a d4,
fantasy fulfilled, not to create a balanced
and remove their constitution modifier when
game-play mechanic. That being said, I
they use these reduced Hit Dice to regain HP
tried my best to balance these rules as much as I
(let be honest, their constitution modifier
possibly could. If you would like to read more
wasn’t much in the first place)
about why I made the design choices I did, check
• Replace the Hit Dice cost with a resource pool
out the section "Notes on the Design of
comparable to sorcery points.
Arcanology."
• Remove or lower the Intelligence (Arcana)
This section is about giving you ways to adjust
check for preparing the spells
the Arcanology rules to suit your imagination. I • Allow the Wizard a number of free Arcanology
recommend do a little play testing with the base
reformulations equal to their spell casting
rules before making any of the following
modifier daily. Any reformulations more than
adjustments, and I suggest you make
that have the associated costs.
reformulations one at a time before combining
them.
I don’t get as much opportunity to playtest as A DJUSTING THE F LAVOR
I would like, so any feedback and comments you If you don’t want your players to feel like these
could give would be very helpful! rules are just a blatant rip-off of Metamagic
(which the unquestionably are) make your own
A DJUSTING THE C OST table of Arcanology options that features the
Some players and game masters will feel that the Metamagic options you like the most (with a
costs associated with Arcanology are just too different name and description) along with other
steep, they aren’t worth it. Others will feel that reformulations of your own design. Here are
since it basically gives Wizards access to the some examples, but I encourage your to come up
major feature of an entire other class, the cost with your own.
isn’t nearly steep enough. In either case, you can
easily add or remove cost to what I have S TRANGE M ETHODS
established in various ways. Here are some Replace the damage dice of the spell with an
suggestions. alternate combination of Damage dice with the
same maximum damage total (i.e. 4d6 becomes
I NCREASING THE C OST 2d12, or 5d8 becomes 5d4+1d20.
If you feel that the cost of these features is too
low, try one of the following: C HAOTIC S OURCES
• Instead of (or in addition to) using Hit Dice, The spell caster adds 1d6-2 to their attack roll or
increase the spell slot level save DC.
• Set the Time required to a number of hours
equal to the Hit Dice spent R ISKY F ORMULATION
• Put a cap on the number of Metamagic options Use on a spell that can be cast at higher levels.
and other changes the Wizard can do per day When the Wizard casts this spell, they can roll
• Make spells reformulated by Arcanology an Intelligence (Arcana) check with a DC equal
count as 2 spells for the perpose of Preparing to 15+the spell’s original level. If they pass, they
Spells for the day cast the spell one level higher if the Wizard can
• Add material components that are costly, rare, cast spells at that level, but use the original spell
difficult to get, or otherwise restricting. level slot. If they fail, the spell fails and they
• make casting reformulated spells take an extra loose the spell slot.
round. (Note: remove Quickend Spell as an On as successful check, the Wizard may
option in this case. choose to repeat the check at a DC 2 higher than
the previous check. They can repeat the check
D ECREASING THE C OST as many times as they choose, up to the highest
If you want your Wizard to feel free to tinker with level the Wizard is capable of casting. If they fail
spells at a lower cost, you can of course just give any of the checks, they immediately fail, the
them full access to Metamagic as it is outlined spell slot is spent, they cannot repeat the check.

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P RECISES C ALCULATION So what gives me the right to throw all that
Any dice rolls made in relation to this spell (e.g. out the window for these overreaching, cluttered,
attack rolls, damage, saving throws, etc.) use the loosely designed rules? Nothing! These are bad
average for that dice roll, rather than rolling. The rules. I said it before, they are broken, unfair,
average of a dice roll can be found by adding the and unbalanced. But they do what I wanted
minimum possible roll to the maximum possible them to do: they made a Wizard into an
roll, then dividing by two. Round down in the experimenting, calculating, troubleshooting spell
case of uneven division. customize.
So in my best effort to do as little stepping on
toes as I can manage, I make the following
N OTES ON THE D ESIGN suggestions:
OF A RCANOLOGY B E C ONSIDERATE OF S ORCERERS

W
HO IS THIS FOR ? Why even bother with Do not allow these rules if there is an actual
all of this mess? Why not just reskin sorcerer in the group. Clearly this is highway
a sorcerer, let the Wizard take the robbery, and the Sorcerers are the victims. Do
Metamagic Adept feat, or some other them the favor of not rubbing it in in their faces.
simple solution?
These rules were designed by me for me. As I P LACE F IRM B OUNDARIES
mentioned above, I am a scientist, a Don’t give Wizards full access to all of these
mathematician, and a computer programmer. I rules. Don’t even let them see this document.
wanted to play a Wizard that was just a bit more Just give them one or two things instead of a
like me. The rules are meant to fulfil a fiction I magic item or something, and let them engage
imagined but couldn’t quite get in the basic DD with it however they choose. If they really like it,
rules. So these rules should not be handed out give them just a little more at a time. If the
to just anybody. They are undoubtedly broken, player really digs it, that’s cool, but make sure
unfair, and sloppily designed in terms of game the other players are getting comparable rewards
mechanics. But that is because they were in the form of magic items, companions, pets, or
designed for narrative reasons, not mechanical whatever else they think is cool.
reasons.
These rules are for specific players who are I T S HOULDN ’ T B E F REE
more interested in telling a specific kind of Remember that all of this is meant to fulfil the
character based story. Players who min/max fantasy of studying magic. It should be difficult.
and munchkin their way through the game, will A player that will like these rules will like them
absolutely ruin a narrative with these rules. So more if it’s hard to do. Getting the reformulated
only introduce them, if you have a player spell effects are not the fun part, any more than
committed to the scientific aspect of Wizardry. receiving a trophy or framing a piece of art. The
Of course you could allow these rules for fun part is playing the game, doing the art, and
anyone else as well, all the muchkins and in this case, playing the roll of an intelligent
min/maxers are welcome, just so long as scholar, who puts in time and energy and uses
everyone knows what’s going on and they are the one true Wizard ability, their high
fine with it. Intelligence and Arcana bonuses, to really do
magic in a way that is uniquely Wizardly.
D ON ’ T S TEP O N A NYBODY ’ S T OES
In this document, as well as my other optional
M OTIVATIONS AND D ECISIONS
rule set, Footwork, I mention a game design W HY H IT D ICE ?
principle I like to call "Don’t Step On Anybody’s There is both a mechanical and narrative reason
Toes." Essentially, in a game like Dungeons for the Hit Dice cost. Mechanically, Sorcerers
Dragons, it’s a bad idea to design a mechanic have as many sorcery points as they have
that gives all players (or even some players) Sorcerer levels. I considered what resource
access to abilities that are supposed to be Wizards have that is one per level, and Hit Dice
special or unique to certain characters. This came to mind. As for the narrative, I am
principle, like many principles, can be broken, remembering my days in college, working on a
but should not be taken likely. really hard problem. I remember how exhausted
The Metamagic Adept feat is a good example I would feel, and how it would even mess with
of how this rule can be broken — carefully. It is my ability to relax. I would just try to chill and
severely limited and doesn’t add too much watch TV, but my brain would keep running on
fiddley-bits — unlike the Arcanology rules. the problem. I see burning a hit dice as being

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reflective of the weariness that comes with that Fare Thee Well, Adventurer!
kind of mental work. I hope you enjoy experimenting with these optional magic
rules for Wizards. Leave a comment and a review!

W HY T IME ?
Obviously it would take time to study and
calculate these things, but the question might be
why these amounts of time? While somewhat
arbitrary, I mainly considered how long it would
take me today to solve some of the problems I
studied in my undergrad. The first time takes
forever, but now after knowing how the problem
is solved, I figure most of the problems would
take roughly ten minutes, with some taking
longer.

W HY THE A RCANA C HECK ?


One of the first things that prodded me to make
these rules was actually the desire to use my
Arcana checks on more things. I wanted to use
my Arcana skill to do more magical things, and
making reformulations to spells was something
that came to mind. In fact, while I was
play-testing, I found that removing the Arcana
check actually made the rule-set less fun to play.
It became just about min/maxing my spell
effects and less about the fantasy of studying
and researching magic.

W HY I S C OMBINING E FFECTS S O H ARD ?


This is another one that was motivated by my
experiences. Doing calculations that involve
multiple unrelated aspects is often exponentially
more difficult than just doing two problems, one
with each of the aspects. For example, A
propelled projectile with changing mass (like a
rocket) is hard. A projectile with air resistance is
also hard. As is a projectile under the influence
of changing gravity. Putting it all together into
one problem: a propelled projectile with
changing mass under changing gravity, with air
resistance that also changes due to atmospheric
density (i.e. a realistic rocket problem) is actually
impossible to solve. The best you can do is
approximate with something like Newton’s
method. If that doesn’t mean anything to you, I
just mean that it takes it from a math problem
to a computer science problem. You literally
have to write a custom computer program to
calculate an approximation for you.
Anecdote aside, I thought if Sorcerers aren’t
allowed to do it at all, the Wizards should only
be able to do it with extreme difficulty and cost.
It’s quite possible the requirements aren’t steep
enough still, so feel free to omit this option if you
like.

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