Spellcasting Mechanics

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Kirat Cantrips - At 1st level, you know four cantrips of your choice from the list of spells, limited by your Sharinnah Domain. You learn an additional cantrip of your choice at 4th level and another at 10th level.


Kirat Casting - You know two 1st-level spells of your choice from the list of spells, limited by your Sharinnah Domain.

You learn an additional spell of your choice at each level except 10th, 12th, 14th, 16th, 18th, and 20th, limited by your Sharinnah Domain. Each of these spells must be of the listed Max slot, or lower. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.


Kirat Points - You have 3 kirat points, and you gain additional points every time you level up, to a maximum of 48 at level 20. You can never have more kirat points than shown on the table for your level. You regain 50% of all spent kirat points when you finish a short rest, and regain all spent kirat points on a long rest. When you cast a spell, you must spend the equivalent point cost for that level. You may also spend additional kirat points to alter the spells, as listed in the metamagic page.


Ritual Casting - You can cast a spell as a ritual if that spell has the ritual tag and you know the spell. If the spell does not have a ritual tag, you may choose to multiply the casting time by 100 (1 Bonus Action/Reaction turns into 5 minutes, 1 Action turns into 10 minutes, 1 minute turns into 1h40m) in order to avoid using Kirat points. Concentration is included in this extended time, meaning that if the maximum length is less than the extended casting time, the ability will only last 1 round after casting.

Kirat Spellcasting uses Constitution as its casting modifier.

Expending your last remaining Kirat point temporarily reduces your max HP and your current HP by one hit-die (rolled) per incident, until the next long-rest. This does not affect your hit-dice pool used for healing.



Spell Level - Kirat Point Cost
Slot Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9


Kirat Level Mechanics
Level Kirat Points Cantrips Known Spells Known Max Slot Metamagics Known
1st 3 4 2 1st 1
2nd 6 4 3 1st 1
3rd 9 4 4 2nd 2
4th 11 5 5 2nd 2
5th 15 5 6 3rd 3
6th 18 5 7 3rd 3
7th 20 5 8 4th 4
8th 23 5 9 4th 4
9th 25 5 10 5th 5
10th 28 6 10 5th 5
11th 30 6 11 5th 6
12th 32 6 11 5th 6
13th 34 6 12 5th 7
14th 36 6 12 5th 7
15th 38 6 13 6th 8
16th 40 6 13 6th 8
17th 42 6 14 6th 8
18th 44 6 14 6th 8
19th 46 6 15 6th 8
20th 48 6 15 6th 8


Metamagic
You gain the ability to twist your spells to suit your needs. You gain 1 of the following Metamagic options of your choice. You gain another one at 3rd, 5th, 7th, 9th, 11th, 13th and 15th.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Name Effects Cost
Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 kirat point and choose a number of those creatures up to your Spellcasting modifier (minimum of one creature). A chosen creatures automatically succeed on their saving throws against the spell. 1
Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 kirat point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 kirat point to make the range of the spell 30 feet.

You may choose this option a second time only if the first was used to extend the range from touch, and its cost is 2 kirat points for this second use.
1-3
Empowered Spell When you roll damage for a spell, you can spend 1 kirat point to reroll a number of the damage dice up to your Spellcasting modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
1
Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 kirat point to double its duration, to a maximum duration of 24 hours. 1
Subtle Spell When you cast a spell, you can spend 1 kirat point to cast it without any somatic components. 1
Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 kirat points to change the casting time to 1 bonus action for this casting. 2
Seeking Spell If you make an attack roll for a spell and miss, you can spend 2 kirat points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
2
Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 kirat points to give one target of the spell disadvantage on its first saving throw made against the spell. 3
Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of kirat points equal to the spell's level, to target a second creature in range with the same spell (1 kirat point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
1 - 6
Stylized Spell When you cast a spell with visual effects, you can add your own personal visual flair to it. The exact nature of this depends on your imagination and your DM's discretion, and cannot change the mechanics of the spell, or its damage type if any. Creatures attempting to identify your spell or making a check as part of a Counterspell or Dispel Magic spell against your stylized spell have disadvantage on Arcana skill checks to do so. You impart a bonus equal to your Spellcasting modifier to a Performance skill check if the spell was cast as a part of that performance. 0
Bouncing Spell When a creature succeeds at a saving throw against a single-target spell you cast, you may spend 2 kirat points. If you do, the spell is cast again but must target another creature within 10 ft. of the original target. This second cast neither expends extra kirat points nor an action. 2
Contingent Spell When you cast a spell of 5th level or lower, you may spend a number of kirat points equal to the spell's level (1 kirat point if the spell is a cantrip) to delay the spell, casting it when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterword. The spell's energy fades after 8 hours if it has not been triggered. 1 - 6
Echoing Spell When you cast a damaging spell, you may spend a number of kirat points equal to half the spell slot used (rounded up). If you do, you create an echo of the spell. You can cast the same spell of the same effective spell slot again using your action the following round without expending a spell slot, but the spell echo uses only half the original spell's damage dice (rounded up). You may choose new targets for the spell echo. 1+