Pushing and Enhancing Spells | Homebrew Directory

This page was last edited on December 04, 2022, at 05:39 PM ↻

Any spellcaster can tap into their reserves of magic to attempt to push through an enemy's defenses, or to alter their spells on the fly to meet a situation or do things that the spell normally couldn't do. These taxing maneuvers are referred to as Pushing or Enhancing a spell.

Spell Pushing

A spellcaster may push a spell, recklessly tapping into the ambient forces of the weave with abandon. After casting a spell that makes an attack roll or provokes a saving throw, or after making an ability check as a part of the spell, you may roll a 1d4 and add it to the attack roll or ability check, or subtract it from a single target's saving throw. You can use this ability a number of times equal to your spellcasting ability modifier until you finish a long rest.

When you Push a spell, you must then make a Constitution saving throw of DC equal to 10 + the pushed spell's level. On a failure, you must spend hit dice equal to the spell's level, plus 1 additional hit die for every increment of 5 you fail the save by, or gain 1 level of fatigue and strife, plus 1 level of strife for every increment of 5 you fail the save by. If you do not have hit die to spend, you gain 1 additional strife.

A caster may use any number of their spell pushes at once, adding 1d4 for every use expended. For every additional push used at a time, increase the Constitution save DC by 2, and the base number of hit die spent on a failed save by 1.

Spell Enhancing

A more dangerous and powerful version of pushing a spell, a spellcaster can unleash their full strength on their magic, bending it to their will. You may add any single metamagic effect, or another similar creative effect of your choosing, to a spell. A single spell may benefit from an Enhancement and a Metamagic effect simultaneously, even if they normally cannot. After using this ability, you cannot enhance a spell again until completing a long rest.

When you Enhance a spell, you must make a Constitution saving throw of DC 15 + the enhanced spell's level. On a failure, you must spend hit die equal to the spell points the metamagic feature you mimicked would normally cost plus the level of the spell, plus 1 additional hit die for every increment of 5 you failed the save by, or gain 1 level of fatigue and strife, plus 1 level of strife for every increment of 5 you fail the save by. If you do not have hit die to spend, you gain 1 additional strife.

If the Enhancement does not have a spell point cost, the DM can set it (usually between 1 and 5.)