Are there any game features that allow a wizard to add damage to every spell cast?
Background:
In our 5e game, we have play-tested a 3rd-party wizard subclass from MCDM Productions, the Order of Hibernation.
One feature of this subclass called "Winter Reserves" is as follows:
As long as you have three spell slots remaining, you gain the following benefits:
- ...
- ...
- You add your Intelligence modifier to the damage you deal with any wizard spell.
(Benefits 1 and 2 are unimportant for this question.)
Benefit #3 seems pretty straight-forward. You cast an average fireball, doing 27 points of damage, let's say your Intelligence modifier is +5, so that's 32 points of damage.
In a recent game, Sleepy, our Hibernator, cast magic missile. Discussion ensued. One point of view, each missile gets the +3; another point of view, the spell as a whole gets the +3. The DM made a call, saying no precedent was being established, and we moved on with the game.
It does make a big difference. Magic Missile upcast, say to 5th, is 7 missiles. POV 1, a 20-Intelligence wizard a 5th level spell that does 19-40 (ave 29) points of no-save, no-miss force damage. POV 2, it's 49-70 (ave 59) points. Contrasting with a normal MM upcast to 5th of 14-35 (ave 24), that's a pretty big difference.
In the end, interpretation is up to the DM, but several of us DM, and we'd like to have consensus. We aren't reaching it based on the language provided by the author: some of us read it one way, some another.
I am looking for something to compare and contrast this feature to, to help us come to concensus, so, my question is:
- Is there a feature in the published official rules that applies x damage that the character deals with any wizard spell?
- Failing that, is that a feature that is similar in some way, such as damage dealt with edged weapons, or some other category?
I have searched and have not found anything, but it's a big ruleset.
Alternatively, I'd be interested in any other insight that can be backed up by rules or personal experience.