Release Magic is the skill for releasing stored spells from sealed magical items. Using it is straightforward: roll any
Every sealed item is a single-use consumable. There is no partial release, no saving it for later once the roll begins. The energy goes out or stays in — and if it goes out, the item is gone.
Release Magic works on any sealed item. The skill does not care what energy type is stored inside. A character with no dots in Fire channeling can still release a Fire spell. A character with no dots in any channeling skill at all can release a spell someone else made. The skill opens the seal; the energy does the rest.
This is how non-casters use magic. They cannot enchant items, but they can use ones that have already been prepared and sealed. A mercenary with Release Magic 3 and Body 4 is not a mage — but hand her a sealed iron rod and she becomes a credible threat to anyone nearby.
The roll uses the standard
Some sealed items cannot be released at all. Not by you, not by anyone. They are sealed shut until destroyed — by time, by fire, by force, or by whatever the person who made them intended.
Whether an item can be released is a property of the item and its seal, not the character attempting it. A Release Magic skill of 5 does nothing against an item that simply does not open. Spending AP on the attempt produces nothing. The energy stays locked inside.
When in doubt about a specific item, ask the person who made it — or find someone with Sense Magica who can read what the seal actually says.
For AP costs, multi-round release, interruption, and explosion rules, see Combat Magic . For the full prepare–channel–seal–release loop and how items are made, see Channeling .
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