Actions in Solasta: Crown of the Magister are limited movements per turn a character can perform. Actions can be used for movement and combat to maneuver across a combat area usually to prepare to attack, aid, use an item or fall back. The actions that a Character can perform are based on their Class and Equipment. In Solasta: Crown of the Magister, players are limited to one action per turn, which is why playing in groups is ideal as each adventurer will be entitled to one or more actions each turn unless an effect forces them to lose a turn.
What are Bonus Actions in Solasta?
There are special types of Actions called Bonus Actions which can be performed on top of your normal Actions. Bonus actions are special additional actions. They can involve class powers, but not every Archetype will have something to use it on. Reactions are available actions that occur outside of a player's turn. A list of all Actions followed by a list of all Bonus Actions and Reactions can be found below.
Other Actions in Solasta
Other Actions: These are extra interactions that do not take up Actions, Bonus Actions and Reactions. These are usually actions that allow player's to interact with the environment. For example- using a torch to light the environment. Some Class Powers can also sometimes be used as an extra action that will not take up an Action, Bonus Action or Reaction.
Solasta: Crown of the Magister Actions
Quick Search of All Actions
Action | Description | Type | Notes |
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Attack |
Attack an enemy target with this Weapon. |
Action | A Weapon must be equipped. Select an enemy creature. |
Use Item |
Use the special functions of a device or magical item. |
Action | Items such as potions may be used |
Cast Spell |
Select and cast a magic spell. | Action | Select a Spell. Select an enemy creature. |
Ready |
Delay an attack later in the turn. | Action | This allows players to prepare for an attack that can sometimes be dealt as a reaction. |
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Activate a power or a special ability. | Action | The powers available is determined by the character's Class |
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Activate/ deactivate cautious mode. A cautious character is stealthier and more aware of hidden objects and creatures. | Action | Activating cautious mode makes you slower, but it grants two benefits: hidden objects and traps are easier to find, and you are harder for enemies to spot. |
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When you take the Hide action, you take a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, any attack roll made against you has disadvantage and you have advantage on your attacks. This lasts while you remain undetected. You cannot try to hide if you are currently detected. | Action | n/a |
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Cast a spell as a ritual. It takes 10 minutes, but no spell slot is spent | Action | These are usually performed by wizards. Rituals include Spells such as Detect Magic and Identify. That means you don't spend a Spell Slot to cast it. |
End Turn |
This will end the player's turn. | Action | This Action ends the turn. If players wish to pass up on an Action turn, a player may choose to End their turn instead. |
Dash |
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. | Action | N/A |
Dodge |
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage | Action | N/A |
Disengage |
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. | Action | This Action may sometimes provoke enemy creatures to react with an Attack of Opportunity |
Shove |
Use your Strength to shove and push a creature one cell away or knock a creature down. The target must be no more than one size larger than you and must be within your reach. | Action | Shoving is considered an attack but an attack can be traded for a shove. If the player is not a Martial Class, Shoving will take the turn of an action. |
Block Attack |
Impose disadvantage to an enemy attacking a nearby ally | Action | N/A |
Climb |
The climb action allows you to climb up or down surfaces. Climbing a slippery vertical surface will require a successful Strength (Athletics) check. | Action | N/A |
Cunning Action |
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage action. | Action | A special Power used by the Rogue class. |
Jump (Action) |
Perform a short or long jump | Action | N/A |
Stand |
Standing up costs an amount of movement equal to half your speed. You can't stand up if you don't have enough movement left or if your speed is 0. | Action | N/A |
Move |
Move up to your speed to the specified location. You can break down your movement between other actions | Action | N/A |
Attack (Secondary Weapon) |
Attack an enemy target with this weapon | Bonus Action | A Secondary Weapon must be equipped for this Action to be available |
Cast Spell (Bonus Action) |
Select and cast a magic spell. | Bonus Action | This allows players to cast specific available spells that will only take a Bonus Action rather than an Action
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Class Power (Bonus Action) |
Use a class power. | Bonus Action | Example Class Power Actions: |
Attack of Opportunity |
An enemy creature is leaving an area threatened by one or more of your characters. This will attack the leaving character, spending your reaction until your next turn. |
Reaction |
Attack of Opportunity becomes available when an enemy attempts to disengage or flee |
Readied Action |
Use your Ready Action |
Reaction |
Readied Action is triggered once conditions are met. |
Cast Reaction Spell |
Cast a Reaction Spell to counter an incoming Action. |
Reaction |
An example of a Reaction spell opportunity would be to "Prevent Incoming Attack" A Reaction spell will then become available. "You can cast the Shield spell to block the attack" |