Magic in Soltherra has four steps, always in the same order.
This means magical characters spend time before a fight, not during it. A Channeling-heavy character arrives with a collection of prepared items and makes choices about what to spend and when. Once the items are gone, they are gone.
Not all magic requires an item. A character with Channeling skills can produce small incidental effects — warming a room, lighting a candle, sensing someone’s mood — without any prepared material. These effects are flavor only: no damage, no bonuses, no substitute for a spell.
No roll required. The GM adjudicates what is reasonable. See Minor Itemless Magic on the Channeling page for the full list and the limits.
Three things set Soltherra magic apart from most systems.
Preparation is the skill. The hard work happens before combat. Knowing which items to prepare, at which levels, for which enemies — that is where the tactical thinking lives. In the fight itself, you are just spending what you already made.
Items are consumable. Every sealed item is single-use. Release destroys it. This makes every spell a real decision, not a renewable resource you cycle through each encounter.
Material is identity. A character who pulls out a silver rod is about to use Electricity. Someone holding an obsidian shard is reaching for something that affects the mind. Anyone who knows the system can read what a mage is holding — which cuts both ways.
All mechanical values in the magic system — energy capacities, AP costs, explosion damage, spell effect percentages — are playtesting values. Expect them to change.
The magic system is split across three pages. Read them in this order if you are new to it.
© Soltherra RPG System