Spellcasting Mechanics

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Kirat Casting[edit]

All inhabitants of Sarsei, whether natural-born or Rifted, absorb latent energy from the universe around them, but are cut off from the fabric of the Weave. You automatically gain a level in this classlet whenever you level up.

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

Hit Points, Proficiencies and Starting Equipment[edit]

As you are gaining levels in another class, you do not gain additional Hit Dice, Hit Points, Proficiencies or Equipment from this classlet.

Kirat Spellcasting[edit]

All inhabitants of Sarsei, whether being taught by another, or exploring for themselves, learn how to harness their inherent abilities, powered by the latent energy from the universe. While being cut off entirely from the fabric of the Weave, you find you are still able to perform similar spells. Your magical abilities are filtered by the horn material, Sharinnah, which determines which Anir you resonate with, which in turn determine which Spells you are capable of casting.

Sharinnah Domain First Anir Second Anir Anir Effects
Tanzanite Agate Opal Temperature Change (Agate), Attraction and Repulsion (Opal)
Peridot Agate Quartz Temperature Change (Agate), Chemical/Atomic Structure (Quartz)
Sunstone Agate Iolite Temperature Change (Agate), Volume/Pressure Change (Iolite)
Feldspar Agate Malachite Temperature Change (Agate), Life Energy/Healing/Decay (Malachite)
Moonstone Agate Heliodor Temperature Change (Agate), Light/Dark and Concealment (Heliodor)
Sodalite Opal Quartz Attraction and Repulsion (Opal), Chemical/Atomic Structure (Quartz)
Cuprian Opal Iolite Attraction and Repulsion (Opal), Volume/Pressure Change (Iolite)
Spinel Opal Malachite Attraction and Repulsion (Opal), Life Energy/Healing/Decay (Malachite)
Aquamarine Opal Heliodor Attraction and Repulsion (Opal), Light/Dark and Concealment (Heliodor)
Ruby Quartz Iolite Chemical/Atomic Structure (Quartz), Volume/Pressure Change (Iolite)
Jade Quartz Malachite Chemical/Atomic Structure (Quartz), Life Energy/Healing/Decay (Malachite)
Onyx Quartz Heliodor Chemical/Atomic Structure (Quartz), Light/Dark and Concealment (Heliodor)
Amethyst Iolite Malachite Volume/Pressure Change (Iolite), Life Energy/Healing/Decay (Malachite)
Citrine Iolite Heliodor Volume/Pressure Change (Iolite), Light/Dark and Concealment (Heliodor)
Rubelite Malachite Heliodor Life Energy/Healing/Decay (Malachite), Light/Dark and Concealment (Heliodor)
Diamond Any Any Any

For more information on Sharinnah and Anir, look at the article on the Kirat Arts.

Kirat Cantrips[edit]

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 Spellcasting[edit]

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.

You may also learn spells by being taught, whether by another person, or from a book or scroll. It takes 2 weeks of intensive training in order to master the new spells learned in this manner.

Kirat Points[edit]

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.

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


Ritual Casting[edit]

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.

Spellcasting Ability[edit]

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.

Extra Attack[edit]

Extra Attack can be used for spells that are connected with an attack, however, your action MUST include a regular (melee or ranged) attack as part of the action that triggers Extra Attack.


Metamagic[edit]

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.

You may spend kirat points in order to alter the spells, as listed in the metamagic table below.



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. You may use Extended Spell multiple times, up to a maximum of 24 hours. Each extra use costs an additional kirat point (2nd time = 2 points, 3rd time = 3 points) 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+