CHARACTER
At Lv. 1, roll 3d10 for your initial MP. Gain 5d10 + (WIS modifier * 5) MP per level. [See Mana Points (MP)]
At Lv. 1, gain 9 SRP (+1 SRP per racial spell you get) to spend as you please, or start with 0 with access to all spells. You gain SRP as you level up: Lv. 2 = +1 SRP | Lv. 3 = +5 SRP | Lv. 4 = +3 SRP | Lv. 5 = +6 SRP | Lv. 6 = +3 SRP | Lv. 7 = +4 SRP | Lv. 8 = +4 SRP | Lv. 9. = +9 SRP | Lv. 10 = +6 SRP | Lv. 11 = +6 SRP | Lv. 12 = +0 SRP | Lv. 13 = +7 SRP | Lv. 14 = +0 SRP | Lv. 15 = +8 SRP | Lv. 16. +0 SRP | Lv. 17 = +9 SRP | Lv. 18 = +0 SRP | Lv. 19 = +6 SRP | Lv. 20 = +7 SRP [See Spell Ranks]
At Lv. 4, Lv. 8, Lv. 12, Lv. 16, and Lv. 19, gain +2 to an ability score (or +1 to two ability scores). At Lv. 5, Lv. 9, Lv. 13, and Lv. 17, gain +1 to your proficiency bonuses.
At Lv. 5, Lv. 10, Lv. 15, and Lv. 20, choose a shai feat. [See homebrew feats]
At Lv. 18, choose 3 spells you know - casting them at rank 1 will expend only 1 MP. At Lv. 20, choose 1 spell you know - casting them at any rank will expend only 1 MP.
MANA
Mana Points (MP)
MP is used to cast shai. MP is regained through time - ((Your Level) * 5 MP per hour) and fully restored during long rest. Certain items/equipment can restore lost mana or increase one's maximum MP.
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When in the Beyond, your MP is multiplied by 10^(the number of Planes you are above/below the Physical). When casting in the Beyond, the mana cost is multiplied by 10*(the number of Planes above/below you). You cannot cast in the Beyond while in mana deficit.
Mana Deficit
MP can go into the negatives. When this happens, players will gain a status called "mana deficit" and detrimental effects happen to the player. You gain a -1 penalty on your casting rolls per 10 MP in deficit and half of the spell's mana cost subtracts from your HP upon cast. This status is lost once your MP leaves the negatives.
SPELLS
Casting
Shai spells act as cantrips, prepared to cast at any given time. All spells, however, have a mana cost, and will subtract from your MP whether or not the cast is successful. Generally, casting a spell takes 1 action, though certain spells can be cast as a reaction or a bonus action. See and read through the individual spells to know exactly how they function.
Cast Roll: Roll 1d20 + (WIS modifier) to determine if your cast is successful. For non-offensive spells, a roll of 5 or greater will be a successful cast. For offensive spells, cast rolls will roll against the target's AC. A nat 20 on cast rolls double the spell's effects. A nat 1 will cause the spell to go awry, including (but not limited to) backfiring or mana burn.
Spells can be cast nonverbally. Nonverbal shai will add a -5 penalty to your cast roll. Spells can also be cast with your hands, feet, other limbs, or simply the power of your mind. If you're not proficient with casting from said limb, you will gain a penalty on your casting roll (-5 for limbs and -10 for the mind).
Multiple players who cast shai can do a joint cast, equally splitting its mana cost between them. When doing a joint cast, both players must be touching one another and succeed at their own individual casting rolls. If one player rolls a nat 1, the spell go awry for that player. If both roll a nat 1, the spell will go awry for both. If one player rolls a nat 20, the spell will be 2x as effective. If both players roll a nat 20, the spell will be 4x as effective. If joint casting an offensive spell, roll only once and add both players' wisdom modifiers to the roll. A joint cast will cost both players' turns.
Spell Types
Spells come in three types - instantaneous, channeled, and semi-channeled. These affect how they are cast. Instantaneous spells are a one and done effect, with one use of mana. Channeled spells are spells that must be concentrated on and take mana every turn/length of time. Semi-channeled spells are spells that have one use of mana, but the effects last over a length of time.
Spell Suffixes
Spells can be cast with suffixes, which modify the effects of the spell:
- The Arkis suffix generally turns the spell range into a radius.
- The Feto suffix allows you to split the spell into multiple projectiles, or to select multiple targets - the spell will have no extra mana cost, but the effects are weakened as a result (divided in power depending on number of projectiles). The maximum number of divisions is the spell rank +1.
- The Feta suffix allows you to split the spell and retain full effectiveness, but multiplies the mana cost by how many projectiles/targets you have. The maximum number of divisions is the spell rank +1.
- The Ikondis suffix allows you to steer a spell to a desired location/target within range for extra mana cost. For offensive spells, add the spell rank to the cast roll.
- The Haliavis suffix allows you to combine two spell effects. [In production]
- Lastly, the Eulis suffix allows you to activate a spell at the time of your choosing. When casting, subtract the mana cost from your current MP and your maximum MP. Your maximum MP will return to normal when the spell activates. Generally used in rituals. [See Rituals]
Spell Ranks
Spells start at Rank 1, growing progressively more powerful upon ranking them up. Players will gain Spell Rank Points (SRP) through leveling or equipment that adds spell ranks to spells. Spells cannot rank higher than 20 (except through equipment). A player can choose to cast a spell at any prior rank they have unlocked.
Rituals
When shai spells are cast as rituals, they will be able to perform a broader range of effects. A spell can manifest in a more symbolic manner or target a specific object/person/situation regardless of distance. With rituals, one can also brew potions or craft charms [see Objects]. The time it takes to cast a ritual varies as to how you set the ritual up; some take minutes, others can take hours or even days. A ritual's base mana cost is the mana cost of the core spell.
First, you must state your intention of the ritual to the DM. The ritual will target the source of the problem; this is represented as a DC the DM will come up that is secret unless you divinate. After preparing any ritual materials you wish to use, you must roll a Ritual Cast Roll using a d20. Upon successful cast, the DM discreetly chooses one effect from each ritual material used to determine how the ritual will manifest. A failed ritual will either have no effect or even backfire if the target has magical protections.
Ritual materials include components (herbs, crystals, metals & oils), vessels (things used to represent the target or situation), and tools (such as wands, daggers, and sickles). Colors and seasons also have a magical correspondence. Materials are used to bolster the power of a ritual and/or tweak its outcome. Each correct ritual component adds +1 to the ritual cast roll and each incorrect component adds -1. Each spell rank multiplies this value by +1. Each physical component you prepare adds +5% * (spell rank) to the total mana cost of the ritual.
It is up to you to know the correct correspondences, or your shai will work against the grain [see List of Ritual Components & their Correspondences] . It is also wise to make sure your intentions are specific and exactly what you want - the DM will ultimately decide how the ritual will manifest if you leave your intentions broad, and it may not be in your favor. Rituals may manifest instantly, within days, weeks, months, or even years. Rituals cannot be willed to manifest at or within a specific time, only at/within a specific circumstance/event.
Generally, rituals will follow the same rules and limitations of casting as a regular spell. For example, you cannot change a target's sexuality with Inklaa, the Attraction Spell, no matter how powerful a ritual you cast.
At the Mental Plane and higher, regular spells become impossible to cast to the Physical Plane. They will only manifest symbolically.
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Ritual Example
Ritual of Klaro, with the intent: My companion is healed from his deadly poison. | Klaro is Rank 2. | Base mana cost: 21 MP
Ingredients: a sigil of Klaro on a green piece of paper (base tool), a green candle (vessel) dressed with... Aklanet (3), Anserke (2), Balme (6), Birnot (2), Calcena (2), Damater (3), Macabate (4), Meland (2), & Navoh (1), Quartz (7)
DC: 60 | Cast Roll: 9 [dice roll] + 32 [components] * 2 (spell rank) + 2 [color correspondence of paper & candle] = 75 | Mana Cost: 21 MP + 320% = 67 MP
Manifestation: Cured from poisoned status (Balme), +14 to saving throw against poisoned (Alkanet, Anserke, Birnot, Macabate, Meland, Navoh), +2 to medicine check (Calcena), 3d8 HP poison damage healed
OBJECTS
Potions
Potion brewing is a type of ritual and will provide the effects when used. The power of potions can be bolstered by as complicated a ritual as you wish. Potions can take the form of consumables, topical ointments, salves, or perfumes.
Charms
Charms are objects imbued with a particular spell. When charms are destroyed, their power disappears. Depending on the complexity of the charm, however, some are very difficult to damage, let alone destroy. Some charms can affect the environment around them, such as its shai seeping into the land or water.
To create a charm, you must first find an object which you wish to make into a charm. Then you cast Haliava on the object, and finally the ritual spell to imbue the object with. The object will then carry the spell's effects until they fade. You may cast a certain spell to preserve the magic inside to keep it from fading.
Wards
Wards are a type of charm that are generally used to protect. They can be imbued with Shield Spells, Alarm Spells, or even layered with more baneful combinations - for example, a potted plant imbued with Adieto Haliavis Raveso, a spell combo that will result in fire damage should a target attempt to penetrate a target's protections. Wards can protect from spells and rituals as well.
LISTS
List of Haliava & Haliavis Spell Combos: [In Production]
List of Ritual Components: [In Production]
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