This is my fault - once again ... sorry I interacted with this thread. Before I do, the answer is that you can use more than 1 ki in various places: Searing Arc Strike
At 6th level, you gain the ability to channel your ki into searing
waves of energy. Immediately after you take the Attack action on your
turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.
You can spend additional ki points to cast Burning Hands
as a higher level spell. Each additional ki point you spend increases
the spell's level by 1. The maximum number of ki points (2 plus any
additional points) that you can spend on the spell equals half your monk
level. Searing Sunburst
At 11th level, you gain the ability to create an orb of light that
erupts into a devastating explosion. As an action, you magically create
an orb and hurl it at a point you choose within 150 feet, where it
erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a
Constitution saving throw or take 2d6 radiant damage. A creature doesn't
need to make the save if the creature is behind total cover that is
opaque.
You can increase the sphere's damage by spending ki points. Each
point you spend, up to a maximum of 3, increases the damage by 2d6. Awakened Astral Self
Starting at 17th level, your connection to your astral self is
complete, allowing you to unleash its full potential. As a bonus action,
you can spend 5 ki points to summon the arms, visage, and body of your
astral self and awaken it for 10 minutes. This awakening ends early if
you are incapacitated or die.
While your astral self is awakened, you gain the following benefits.
Armor of the Spirit. You gain a +2 bonus to Armor Class.
Astral Barrage. Whenever you
use the Extra Attack feature to attack twice, you can instead attack
three times if all the attacks are made with your astral arms. Drunkard's Luck
Starting at 11th level, you always seem to get a lucky
bounce at the right moment. When you make an ability check, an attack
roll, or a saving throw and have disadvantage, you can spend 2 ki points
to cancel the disadvantage for that roll. Touch of the Long Death
Starting at 17th level, your touch can channel the energy of death
into a creature. As an action, you touch one creature within 5 feet of
you, and you expend 1 to 10 ki points. The target must make a
Constitution saving throw, and it takes 2d10 necrotic damage per ki
point spent on a failed save, or half as much damage on a successful
one. Hand of Ultimate Mercy
By 17th level, Your mastery of life energy opens the door to the
ultimate mercy. As an action, you can touch the corpse of a creature
that died within the past 24 hours and expend 5 ki points. The creature
then returns to life, regaining a number of hit points equal to 4d10 +
your Wisdom modifier. If the creature died while subject to any of the
following conditions, it revives with them removed: blinded, deafened,
paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest. Shadow Arts
Starting when you choose this tradition at 3rd level,
you can use your ki to duplicate the effects of certain spells. As an
action, you can spend 2 ki points to cast Darkness , Darkvision , Pass without Trace , or Silence , without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it. Disciple of the Elements
When you choose this tradition at 3rd level, you learn magical
disciplines that harness the power of the four elements. A discipline
requires you to spend ki points each time you use it.
You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.
Whenever you learn a new elemental discipline, you can also replace
one elemental discipline that you already know with a different
discipline.
Casting Elemental Spells. Some elemental
disciplines allow you to cast spells. See chapter 10 for the general
rules of spellcasting. To cast one of these spells, you use its casting
time and other rules, but you don't need to provide material components
for it.
Once you reach 5th level in this class, you can spend additional ki
points to increase the level of an elemental discipline spell that you
cast, provided that the spell has an enhanced effect at a higher level,
as Burning Hands
does. The spell's level increases by 1 for each additional ki point you
spend. For example, if you are a 5th-level monk and use Sweeping Cinder
Strike to cast Burning Hands , you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).
The maximum number of ki points you can spend to cast a
spell in this way (including its base ki point cost and any additional
ki points you spend to increase its level) is determined by your monk
level, as shown in the Spells and Ki Points table.
Spells and Ki Points
Monk Levels
Maximum Ki Points for a Spell
5th-8th
3
9th-12th
4
13th-16th
5
17th-20th 6 Those
are many examples where you could use a multiple Ammunition deduction to
adjust ki points (The same could be done for sorcery points and other
resources). But clearly I'm in the wrong, again, for making possible what things people think are impossible. I'll go shut up again.