Modular Spell Upcasting (5e Variant Rule)

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Modular Spell Upcasting[edit]

In D&D Fifth Edition spells are very straightforward in the ways they can be cast. A basic spell can be cast at a higher level, increasing its power. This usually only results in the damage being increased, but what if you had more flexibility with how upcasting a spell worked? Enter Modular Spell Upcasting.

When you cast a spell, you gain a number of Power Points equal to the slot used to cast the spell. These power points can be spent according to a table unique to the spell to alter properties (spell attributes) like its damage, range, area, etc.. You cannot cast a spell using a spell slot lower than the level of the spell, and all power points granted must be spent to cast the spell.

The example table below is for the fireball spell. The default configuration for a 3rd-level fireball would be Range 2, Fire Damage 1, Radius 0. However, by allocating power points differently, you could cast a long range but weaker fireball (Range 3, Fire Damage 0, Radius 0), or a larger closer-range but potentially harmful to you fireball (Range 0, Fire Damage 0, Radius 3).

—Power Point Cost—
0 1 2 3 4 5 6 7 8 9
Range 30 ft. 60 ft. 150 ft. 300 ft. 600 ft. 900 ft.
Fire Damage πŸ”— 7d6 8d6 9d6 10d6 11d6 12d6 13d6 14d6 15d6 16d6
Radius πŸ”— 20 ft. 25 ft. 30 or 15 ft. 35 ft. 40 or 10 ft. 45 ft. 50 or 5 ft. 55 ft. 60 ft.

Linkable Attributes (πŸ”—)[edit]

Some spell attributes offer the capacity to be linked, represented by a "πŸ”—" symbol next to the attribute. When you link multiple attributes together, power points only need to be allocated to one to gain the properties of all linked attributes at that power point cost. A spell will tell you how many attributes you can link together in the upcasting section. Some spells may not have links available at all.

Locked Attributes (πŸ”’)[edit]

Similar to linkable attributes, some spell attributes are locked, represented by a "πŸ”’" symbol next to the attribute. Locked attributes can't have power points allocated to them—rather, they are solely linked to the level the spell is cast at.

Class Features[edit]

Sorcerers have the following metamagic options available:

Ultimate Spell

When you cast a spell that has linkable attributes, you can spend a number of sorcery points equal to 1 + the spell's level to link together two eligible attributes. After successfully casting the spell, you must succeed on a Constitution saving throw with the DC equal to 10 + the level of the spell or receive a level of exhaustion.

Powerful Spell

When you cast a spell you can expend an amount of sorcery points up to your proficiency bonus, gaining a number of extra power points equal to the sorcery points spent that can be allocated to the spell.

Variant: Refund Power Points[edit]

An extension to the table allows for negative power points, aka, the capacity to handicap yourself as part of casting the spell to increase its attributes even further.

Here is an example of a fireball table with that implemented.

—Power Point Cost—
-3 -2 -1 0 1 2 3 4 5 6 7 8 9
Range Self 30 ft. 150 ft. 300 ft. 600 ft. 900 ft.
Fire Damage 5d6 6d6 7d6 8d6 9d6 10d6 11d6 12d6 13d6 14d6 15d6 16d6 17d6
Radius 5 ft. 10 ft. 15 ft. 20 ft. 25 ft. 30 ft. 35 ft. 40 ft. 45 ft. 50 ft.
Casting Time 4 actions 3 actions 2 actions 1 action 1 bonus action

Instead of allocating power points into a row, you can instead refund them if there is a negative option in the row (there must be an actual option listed to do so, not a "—"), receiving bonus power points equal to the negative amount to expend on other rows of the spell. If you cast a 3rd level fireball, you could cast it as a fireball (Range -3, Damage 2, Radius 5 , Casting Time -1) to effectively cast it at faux 7th-level doing 10d6 damage with a radius of 30 feet, with the caveat that it's located soley on you and requires you to take a second action (two turns) to cast.

You can't link rows if you've refunded power points from them.

Implementing Modular Spell Upcasting in Your Game[edit]

Exercise some caution: by their nature, spells that use modular upcasting are more powerful than their regular upcasting counterparts by leiu of being far more flexible. If a player wishes to use a modular upcasting spell, it is advised to only allow them to have one prepared at a time, or to have them take up the space of two or three prepared spells. Perhaps modular upcast spells can only be found or granted in the form of a reward.

Items that use modular spell upcasts such as spell scrolls might allow you to cast a specific power point allocation of the spell - A Scroll of Fireball (Range 3, Damage 3, Radius 3), for example.

Spells That Use Modular Spell Upcasting[edit]


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