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Guild Companion Publications Ltd 2011 Sample file

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Guild Companion Publications Ltd 2011

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Original Spell Law Design: S. Coleman Charlton, Peter C. Fenlon Jr., Terry K. Amthor

Art Direction: Jeff Laubenstein

Cover Art: Jason Engle

Interior Art: Peter Bergting, David Bezzina, Joel Biske, John Dollar, Jesper Ejsing, Craig Henderson, Mike Jackson,Jeff Laubenstein, Pat Ann Lewis, LarryMacDougall, Kent McDaniel, JenniferMeyer, Cara Mitten, Christophe Swal, Carisa Swenson, Colin Throm, Keirston VandeKraats, Peter Villumsen, Jona-than White, Kieran Yanner

Project Specific Contributions:Editor: Tim Dugger, Heike Kubasch, Marc Rosen;Cover Graphics: Jeff Laubenstein;Pagemaking: Sherry Robinson;Proofreading: Monica Wilson, Tim Dugger, Heike Kubasch, Sherry Robinson, Thom Jones & the RMC TeamManuscript Enhancements: RMC Team; Original New Material: Cormac Doyle, Tim Dugger, Matt Hanson, Allen Maher, Andrew Ridgeway, and Marc Rosen.

CREDITS

RMC Team: Marc Rosen (LordMiller -Team Leader) Neil de Carteret (Ned); Cormac Doyle (Cormac Doyle); Ryan Fuerst (Eiseg); Michael Garcia (Maik-eru); Matt Hanson (Vroomfogle); Brent Knorr (Ob-1knorrb); Allen Maher (allenrmaher); Marian Münch (munchy); Andrew Ridgway (Ictus); Special Thanks To: The ICE Forum moderators;Nicholas H.M. Caldwell, Robert J. Defendi, Thom Jones, Jay Moran

Original Spell Law Playtesting & Special Contribu-tions: Mike Allen, Terry K. Amthor, Kevin Barret, Deane Begiebing, James Blevins, Brian Bouton, Steven Bouton, Richard H. Britton, Chris “The Culpeper Kid” Christensen Leonard “Swamp” Cook,Bill Co-vert, Robert Lawson Davis, David Jack Dixon, Bill Downs Kurt H. Fischer, Charles P. Goforth Jr., Joy Hatchette, Judy Hnat, Howard “Hotline” Huggins, , Sam “Manwe” Irvin,Roger Jarrett, Olivia H. Johnston, Heike Kubasch, Mike Lazar, Chuck “Is it live or is it Memorex?” Moran, Bruce R. Neidlinger, Jessica Ney, Ted Pfaltz, Carl Pitt, Sheldon Price, Terry Pryde, Kurt Rasmussen, John David Ruemmler, Bruce “Cool Guy” Shelley, Larry “Rogue” Simms, Ruth Sochard, BrendaG. Speilman, Gary Stipe, Mark &Polly Strovink, Da-vid Wagner Mitch Walker, James D. Walter, Tommy “Honest, I Won’t Work Today” Williams, The Design Group.

Rolemaster Classic Spell Law Copyright © 2007-2011 Aurigas Aldebaron LLC. Produced, published and distrib-uted by Guild Companion Publications Ltd. All rights reserved. Purchasers of the pdf version of this product are entitled to print one copy from the pdf for personal use. Print editions are also produced through OneBookShelf. All other reproduction, re-selling, and redistribution of this work are strictly and expressly forbidden without written permission from Guild Companion Publications Ltd.

Iron Crown Enterprises, I.C.E., ICE, Rolemaster, Rolemaster Classic and all products related thereto, are all trademark and copyright © properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved. Material derived from Rolemaster and associated products is used in this product under license from Aurigas Aldebaron.

Guild Companion Publications Ltd is registered in England and Wales under No 7094505. Registered office: 77 Speedwell Close, Cambridge CB1 9YS

Director: Nicholas HM Caldwell

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TABLE OF CONTENTS1.0 Introduction ................ 5

Spell Lists ........................... 5General Guidelines ............ 6Introduction from the

RMC Team .................... 61.2 Rolemaster ....................... 71.3 Die Rolling Conventions .. 7

Percentile (”1-100“) Rolls ...... 8Non-“1-100” Rolls .............. 8Unmodified Rolls (UM).... 8

1.4 Definitions ...................... 92.0 Magical Basics ........... 112.1 History of Magic ............. 11

Proto-Magic ....................... 11Ritual Magic ...................... 11Arcane Magic ..................... 11

2.2 Realm Magic .................. 12Channeling ........................ 12Essence ............................... 12Mentalism ......................... 13Hybrid Magic ................... 13Future Magic ..................... 14Arms ................................... 14

2.3 Spell List Classifications ... 14Classifications ................... 14Base Spell Lists .................. 14Closed Spell Lists .............. 14Open Spell Lists ................ 14Evil Spell Lists ................... 14

2.4 Spell UserClassifications ............ 15

Pure Spell Casters ............. 15Hybrid Spell Casters ........ 16Semi-Spell Users ............... 16Evil Spell Casters .............. 17Non Spell Casters ............. 18

3.0 Spell Basics ................ 193.1 Developing Skill Ranks For

Spell Lists .................... 19The Spell Gain Roll (SGR) ...... 20

3.2 Learning A “Portion OfA List” ........................... 21

The Learnable Portions ....... 21Restrictions .......................... 21Extra Base Lists ................... 223.3 Spell Casting ................. 25Casting Requirements ........ 25

Casting Level .................... 253.4 Power Points ................. 27

Hybrid Power Points ....... 28Miscellaneous .................. 29

3.5 Time Required ToCast A Spell ................ 29

3.6 Casting Styles ............... 30Channeling ....................... 30Essence .............................. 30Mentalism ......................... 31Hybrids.............................. 31Spell Visibility .................. 32

3.7 Magic Items .................. 32Bonus Items ...................... 32Imbedded Spell Items ..... 34

3.8 ExtraordinarySpell Casting .............. 34

4.0 Resolving Spell Effects ...374.1 Non-Attack Spells (Base

Casting Roll: BCR) ...... 37Spell Failure ...................... 37

4.2 Base Attack Spells ......... 37Base Attack Rolls (BAR) ... 38Unmodified Rolls ............ 38Modifications To The Base

Attack Roll .................. 38Effects Of The Base

Attack Roll .................. 38Resistance Rolls ............... 39Modifications To The

Resistance Roll ........... 39The Resistance Roll Table 40

4.3 Elemental Attack Spells 40Elemental Attack Rolls

(EAR) ........................... 40Caster Modifications To

The EAR ....................... 41Target Modifications To

The EAR ....................... 41Area Spells ........................ 42Result Determination ...... 42

4.4 Critical Strikes .............. 424.5 Critical Strike Results .. 43

Overall Guidelines ........... 43Large And Super-Large

Creatures .................... 43Large Creature Critical

Strikes ......................... 44Super-Large Creature

Critical Strikes ............. 44Slaying Criticals ............... 44Immune Creatures ........... 44

4.6 Critical & FumbleResult Key ................... 44

4.7 Spell Types .................... 45Defensive Spells ............... 45Force Spells ...................... 45Healing Spells .................. 45Informational Spells ........ 46Phantasm & Illusions ...... 47Utility Spells .................... 48Directed Spells ................. 49Ball Spells ......................... 49Mind/Mental

Attack Spells ............... 49Subconscious Spells ........ 49

4.9 Definitions Of SpellTerms .......................... 49

The Spell Description Key .. 50Abbreviations ................... 50Spell Classes ..................... 50Special Spell Codes .......... 50Duration (D:) .................... 50Range (R:) ........................... 51

5.0 Magical Research &Item Creation ............... 525.1 Spell Research ............. 52Limitations ....................... 52Requirements For

Spell Research ............. 53Successful Research .......... 53

5.2 Item Creation ................ 54Creating The Base Item .... 54Base Items ......................... 54Enchanting An Item ........ 55Intelligence and Will ....... 55Bonuses ............................ 57Special Enchantment ....... 58Imbedding Spells ............ 58Normal Imbedding ......... 58Charged Items: Wands,

Rods, Staves ............... 58Daily Items ....................... 59Constant Items ................. 59Researching Imbed Spells . 59

5.3 The Cost Of MakingMagic Items ............... 60

Time Cost .......................... 60Required Spell

Casting Costs ............. 62Material And Money ....... 62Making “Artifacts” ........... 62

5.4 Lord Research ............... 625.5 Special Item Creation ... 63

6.0 Gamemaster Notes ... 646.1 Spells and Personal Aura . 646.2 Magic and Skills .......... 64

Channeling ....................... 64Transmitting Power Points . 65Transmitting Spells .......... 65Burnout Due to Channeling . 66Directed Spells ................. 66Lore, Magical .................... 67Meditation ....................... 67Runes (SM) ....................... 67Spell List (Spell List

Acquisition Skill) ......... 68Spell Mastery ................... 68Staves and Wands

(Attunement) .............. 686.3 Adding Flavor to Magic69

Casting .............................. 70Form .................................. 70Sound ............................... 70Feel .................................... 70

6.4 Criticals ForNon-Attack Situations . 70

6.5 Healing ......................... 707.0 Expanded Spell Notes727.1 Elemental Spells ............ 72

Criticals ............................ 72Specific Elements ............. 74

7.2 Attacks against Items andMaterial Integrity ...... 76

Breaching ......................... 77Special Spell Effects ......... 78Cracks Call ....................... 78Weapon Breakage ............ 78Heating and

Cooling Items ............ 787.3 Invisibility ..................... 807.4 Dreams: Symbols,

Sources and Locales .... 81Realm Source and Dreams . 81Location and Dreams ...... 82

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INDEX OF OPTIONAL RULES

7.5 Entities (Demons,Elementals, Spirits, etc.) ... 82

Summoning ..................... 82Contacts ............................ 83

7.6 Good, Evil, Dark & Light ..... 837.7 Miscellaneous Spell Notes .. 83

Alchemist Base Lists ......... 83Bard Spells ....................... 83Canceling a Spell ............. 84“Changing” Spells ............ 84Combining Spell Effects . 84Conflicting Spell Effects . 84Curses and Diseases ........ 84Death And Lifegiving ...... 84Encumbrance Limits For

Movement Spells ....... 85Fatal Channeling Projections 85Haste and Speed Spells ... 86Herb & Plant Spells ......... 86Multiple Targets ............... 86“Path” Spells ...................... 86

Permanent Spells ............. 87Repeated Spell Attempts . 87Slaying Criticals For Spells ..... 87“Sticky” Elemental &

Phantasm/Illusion Spells . 87Stun Relief And

Awakening Spells ...... 87Variability of

Spell Duration ........... 87Variability of Spells of the

same name .................. 88Wall and similar spells .... 88

8.0 Of Channeling .......... 89Open Spells ...................... 90Closed Spells .................. 100Animist Base .................... 110Cleric Base ....................... 116Healer Base ...................... 122Ranger Base ..................... 128Astrologer Base ............... 133Evil Cleric Base ................ 139

9.0 Of The Essence ........ 144Open Lists ........................ 145Closed Lists ..................... 155Alchemist Base ................ 165Illusionist Base ................. 171Magician Base ................. 177Monk Base ...................... 183Sorcerer Base ................... 188Evil Magician Base ........ 194

10.0 Of Mentalism ........ 199Open Lists ....................... 200Closed Lists .....................210Lay Healer Base .............. 220Mentalist Base ................ 226Seer Base ......................... 232Bard Base ........................ 238Mystic Base ..................... 243Evil Mentalist Base ........ 249

11.0 Tables ...................... 254

Option 1.1: Evil Spell Users As Unique Pure Caster Professions ......................................................... 17Option 1.2: Evil Spell Users As Non-Archetype Pure Caster Professions .......................................... 17Option 1.3: Evil Spell Users As Hybrid Spell Caster Professions ........................................................ 17Option 1.4: Evil Spell Users As Semi-Spell Caster Professions ........................................................... 18Option 1.5: Evil Spell Users As Non Spell Caster Professions ............................................................ 18Option 2.1: Non Random Spell Acquisition By List Portions ............................................................ 22Option 2.2: Non Random Spell Acquisition By Individual Spells .................................................... 22Option 2.3: Limits On Spell List Availability ....................................................................................... 22Option 2.4: Expanded List Availability ................................................................................................ 23Option 2.5: Complete List Availability ................................................................................................. 24Option 3.1: Base Spell Casting Level Based On Power Points Used ................................................... 26Option 3.2: Elemental Spell Casting Level Based On Power Points Used ......................................... 26Option 4: Base Power Points ................................................................................................................. 29Option 5.1: Faster Instantaneous Spells ............................................................................................... 30Option 5.2: Quick Instantaneous Spells .............................................................................................. 30Option 5.3: Taking extra time ................................................................................................................ 30Option 6: Flamboyant Gestures ............................................................................................................. 31Option 7: Flamboyant Incantations ...................................................................................................... 31Option 8: All Spells Have Visible Casting Effects ............................................................................... 32Option 9.1: Faster Casting from Items .................................................................................................. 34Option 9.2: Instant Casting from Items ............................................................................................... 34Option 10.1: Known Spells Give ESF Bonus ........................................................................................ 34Option 10.2: Spell Mastery Ranks Give ESF Bonus ............................................................................ 35Option 10.3: ESF Penalty For Casting Spells Not Normally Learned ............................................... 35Option 10.4: ESF For Overcasting Spells ............................................................................................. 35Option 10.5: ESF For Rushed Spell Casting ........................................................................................ 35Option 10.6: ESF For Casting in Armor ............................................................................................... 36Option 10.7: ESF For Casting in a Helm .............................................................................................. 36Option 10.8: ESF For Casting While Carrying Prohibited Amounts of Equipment......................... 36Option 10.9: ESF For Exceeding Weight Limits on Transport Spells ................................................ 36Option 10.10: ESF For Casting With No Free Hand ........................................................................... 36Option 11: Illusion As An Art Form....................................................................................................... 48Option 12: Controlled Subconscious .................................................................................................... 49Option 13.1: Charge Depletion Roll ...................................................................................................... 58Option 13.2: Limits On Magical Rings ................................................................................................. 59Option 13.3: Imbedded Spell Casting Time .......................................................................................... 60Option 14.1: Limiting Alchemy .............................................................................................................. 63Option 14.2: Creation Of Items By Non Spell Users ........................................................................... 63Character Law Option 15: Channeling Burnout When Using Spell Law ........................................... 66Character Law Option 16: Power Point Development (SP) .................................................................. 67Option 15.1: Spell Mastery And Similar Spells .................................................................................... 68Option 15.2: Spell Mastery And Lists ................................................................................................... 68Option 16: Limiting Spell Combinations By Spell Class .................................................................... 84

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1.0 INTRODUCTION

Spell Law covers magic and spells in afantasy role-playing environment. It can beused as part of the Rolemaster system or asthe spell system for other FRP games. Inthe latter case, it can be used as a whole orin parts.

Spell Law provides a wide variety ofoptions for the players. Spell users canlearn a large number of spells, but can onlyuse a few in a given time frame. Real skillin play is emphasized, since the choice of aspell and its application to a given situa-tion become the key points. To this end,Spell Law provides over 2000 spells basedon three different realms of power (Chan-neling, Essence, and Mentalism) and 15professions (i.e., character classes).

SPELL LISTSOne of the basic aspects of this system

is the use of spell lists and experience levels(or just levels). The ability to cast and learnspells is closely tied to a character’s level.

Spells are grouped into lists. A spell listis an ordering of spells based upon thecorrelation of level, intricacy, and potency.All spells in a list have common character-istics and attributes, although each may

have vastly different effects and applica-tions. Spell lists are learned in stages as thecharacter progresses in experience, knowl-edge and power. Quite often a characterlearns a list past their own level. In such acase, the character would know, and poten-tially be able to cast, a spell only when theirexperience level is greater than or equal tothe level of that spell.

Spell lists are grouped into categoriesbased upon professions and realms ofpower (Channeling, Essence, and Mental-ism). There are 162 spell lists divided into:

• 15 sets of professional “base” spelllists. These spell lists are only avail-able to characters in that profession.

• 1 set of “evil” spell lists for eachrealm of power. These spell listsare only available to characters inthat realm.

• 1 set of “closed” spell lists for eachrealm of power. These spell listsare only available to characters inthat realm.

• 1 set of “open” spell lists for eachrealm of power. These spell listsare only available to characters inthat realm

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GENERAL GUIDELINES

The spells contained in this book areorganized into lists that reflect the simi-larity and basic applications common tothe individual domains. Higher-levelspells found on a given list will reflect theincreased knowledge and efficiency thatcomes from the use and practice associ-ated with lower level spells on the samelist. This reflects the learning process thataccompanies development within a consis-tent spell grouping.

The spell lists are also grouped inunits. These collections are based on thespell users’ various backgrounds withinthe greater realms of power. A LayHealer’s background and living experi-ences often differ significantly from thepast life associated with a “pure” Mental-ist. Thus, certain spell lists will be easierfor the Mentalist to learn; correspond-ingly, others will seem simpler to the LayHealer. Each character class will find thattheir background and early trainingaffects their options. Nonetheless, flex-ibility is emphasized.

The spells are described in a stan-dard manner, using a basic format thatsimplifies usage. Most spells are specific,while others are accorded great flexibil-ity. The latter group’s spells have de-scriptions that are less concrete, provid-ing the Gamemaster with a framework bywhich they can apply spell usages tovariances in their world system or spe-cific occurrences that demand certainflexibility. This may be particularly truewith regard to powerful spells.

In addition to a comprehensive set ofstandard rules, optional rules are providedto provide even greater detail. A Game-master should examine each of these rulesto determine if it is appropriate for theirgame and world system.

Certain simplifications and organiza-tional devices have been used to increaseplayability. Nonetheless, consistence andflavor are emphasized. After all, the worldof spells is a rich one indeed.

INTRODUCTION FROM THE RMC TEAM

Like many people that playedRolemaster in its early days, I moved to itafter being introduced to Role-playingthrough Dungeons and Dragons. One ofthe main reasons I switched to Rolemaster

was because of Spell Law. The wholesystem of being able to learn lists of spellsand being able to cast any spell youwanted without having to decide ahead oftime, which spells you were going tomemorize on any particular day was a veryappealing change. And, of course, theinteresting and varied results that youcould get on the Critical Tables alwaysmade it that much more fun!

Brent Knorr (Ob1knorrb) Calgary,Canada

It is possible for anyone to learn any-thing, giving time and use of the invaluableoption that make Spell Law the mostflexible magic system ever created for arole-playing game, from the humblest ofhealing spells to the most destructiveincantations, Spell Law covers it all, resolu-tion is quick, logical and exciting.

Spell Law can just replace your magicsystem and you can keep playing yourexisting rules, though I’m sure when yousee what it can do you’d want to get the restof the system running and exciting yourimagination as soon as possible.

Andrew Ridgway (Ictus) Middleton,UK

When the friend who introduced meto RM handed me Spell Law, my initialreaction, having grown used to hard-cover rulebooks, was “This rulebook iskind of light”.

His reply “That’s not the rules, that’sthe spells” boggled my mind. 2,000 spellsis a LOT of spells. I’ve played RM foryears, and I cannot say that I’ve cast everyone of them while playing. Every otherfantasy game I played, not only did Iprobably do so, I probably had every spellin the game essentially memorized fairlyquickly since there just were not thatmany. This was just the core rule spells,there were more.

Marc Rosen (LordMiller) New York,USA

Like most people, my first games werepredominantly AD&D ... and my mostvivid memories were the limitations onspell casting. After playing for only a shorttime, everyone knew what to expect fromthe spells ... there were no surprises. WhenI started playing and GMing Rolemaster,the huge range and variability of the spells,

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and the ability of ANY character to learnthem simply blew my mind.

The other change that changed ourgame-play considerably was the changefrom “Spell Slots” to a power-point base.Casters no longer had to decide at the startof the day what spells to memorize ... whichled to far more inventive play.

Cormac Doyle (Cormac Doyle) Dublin,Ireland

From the newbie again: Words can’teven describe how cool magic is in RM!

Michael Garcia (Maikeru) Oklahoma,USA

The 2000 spells definitely did it. All therealism, all the different skills, all thepossibilities made Rolemaster attractivebut that book full of spells made us LOVERolemaster! Almost everything we couldimagine could be found in this book. Andit also opened creative opportunities: usingspells in situations they seemed not in-tended to be used in - the flexibility of theskills, professions, the system was contin-ued and even expanded and enhanced withSpell Law.

The possibilities were innumerableand the book itself is like a “Boost Cre-ativity” spell!

Marian Münch (munchy) Oldenburg,Germany

I remember my first real introduction toSpell Law. Normally I played a fightercharacter not much interested in spells thenthe GM brought out some ancient tome astreasure. After all the magic users in thegroup failed to decipher anything in thetome, (they all rolled horribly.) The GMsaid what the hell since your barbarianfighter has a rank in runes I’ll let you roll tosee if you can figure anything out. Why Ihad a rank in runes I am not to sure, but Irolled and managed to open-end toeveryone’s amazement. So I rolled again,and again eventually I topped out ataround 450 somewhere. Everyone at thetable was dumbfounded. The GM quicklyrecovered and promptly lets me learn anyspell list up to 50th level that I wanted.Can’t remember the spell list really. Mycharacter was ripped in half the next day.After that though I always went with SemiSpell Users, just for the fun of having a listor two.

Ryan Fuerst (Eiseg) Colorado, USA

We were packed tightly around thesmall dining room table - a group ofmostly casters: a fighter, a rogue, a cleric,an illusionist, a mystic, an evil magician,and me, an animist. All vying for controlof our limited copies of the 3 colored spellbooks: “Of Channeling”, “Of Essence”, and“Of Mentalism”. For me it wasn’t the sheernumber of spells contained in these books,it was the Spell List concept. Spell usersdidn’t simply memorize incantations andgestures to produce a specific effect. No,they studied a complete concept in orderto gain a magical mastery over it. A Magi-cian did not simply learn Fireball, helearned about Fire and how to manipulateand control it in a variety of manners. Tome, always a caster in any game the spelllists didn’t only define Spell Law theydefined the Rolemaster system. I was sold.For the last 20 years it has been nothingbut Rolemaster.

Matt Hanson (Vroomfogle),New Hampshire

1.2 ROLEMASTER

Rolemaster (RM) is ICE’s completefantasy role playing system, combiningArms Law (AL), Spell Law (SL), and Char-acter Law (ChL). The rules in ChL areintended to coordinate and combine all ofthe individual RM systems. Thus the rulesin ChL should take precedence over therules in the other individual productswhen the complete RM system is used.Creatures & Treasures™ (C&T) — ICE’scompendium of information and statisticsfor three key elements of fantasy role-playing: creatures, treasures, and encoun-ters. C&T also includes guidelines andstatistics for dozens of new races.

1.3 DIE ROLLING CONVENTIONS

Each die used in AL is a 10-sided diethat gives a result between 0 and 9. If twoof these dice are used, a variety of resultscan be obtained. However, results between1 and 100 are the primary basis of the SLsystem (i.e., RM is a “percentile” system).

Note: 10-sided dice can be obtainedat your local hobby and gamestores, or online.

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PERCENTILE (“1-100”) ROLLS

1-100 Roll — Most of the rolls in Rolemasterare “1-100” rolls (also called “D100” rolls).To obtain a 1-100 result roll two dicetogether — one die is treated as the “ten’s”die and the other as the “one’s” die(designate before rolling, please). Thus arandom result between 01 and 100 (a“00” is treated as 100) is obtained.

Example: The GM asks a player tomake a 1-100 roll. The two dice arerolled; the ten’s die is a “4” and theone’s die is a “7”. Thus the result is “47”.

Low Open-ended Roll — To obtain a “lowopen-ended roll” first make a 1-100 roll.A roll of 01-05 indicates a particularlyunfortunate occurrence for the roller.The dice are rolled again and the resultis subtracted from the first roll.If the second roll is 96-00,then a third roll is madeand subtracted, andso on until a non96-00 roll ismade. Thetotal sumof theserolls is theresult ofthe lowopen-ended roll.

Example:The GMasks aplayer tomake a lowopen-endedroll, and theinitial roll is a04 (i.e., between 01and 05). A secondroll is made with aresult of 97 (i.e., between 96and 100); so a third roll is made,resulting in a 03. Thus, the low open-ended roll that the GM requested is -96 (= 04 - 97 - 03).

High Open-ended Roll — To obtain a “highopen-ended roll” first make a 1-100 roll.A roll of 96-00 indicates a particularlyfortunate occurrence for the roller. Thedice are rolled again and the result isadded to the first roll. If the second roll

is 96-00, then a third roll is made andadded, and so on until a non 96-00 rollis made. The total sum of these rolls isthe result of the high open-ended roll.

Example: The GM asks a player tomake a high open-ended roll, and theinitial roll is a 99 (i.e., between 96 and100). A second roll is made with aresult of 96; so a third roll is madewith a result 04. Thus, the high open-ended roll that the GM requested is199 (= 99 + 96 + 04).

Open-ended Roll — An open-ended rollis both high open-ended and lowopen-ended.

NON-“1-100” ROLLS

1-10 Roll — In instances when a result (roll)between 1 and 10 is required, only one

die is rolled. This gives aresult between 0 and 9,

but the 0 is treatedas a 10. Such a

roll is referredto as “1-10”or “D10”.

1-5 Roll —Roll one die,divide by 2and roundup (“1D5”).

1-8 Roll —Roll one die;if the resultis 9 or 10, re-roll until a 1

to 8 resultoccurs (“1D8”).

2-10 Roll — Rolltwo dice, divide

each result by 2(round up), and then

add the two results to obtainthe “2-10” (“2D5”) result.

Other Required Rolls — Any other re-quired rolls are variants of the above.

UNMODIFIED ROLLS (UM)Certain results on some rolls indicate

an immediate effect and no modifica-tions are considered. These rolls aremarked on the appropriate tables with aUM. For example, all weapon attacksresult in a fumble if the initial unmodi-fied 01-100 roll falls within the fumblerange of the weapon.

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OPTIONAL RULES

Optional rules are designated with thefollowing symbol:

1.4 DEFINITIONS

The majority of unique terms found inSpell Law are not described below; ratherthey are usually described when they are usedin the text. The terms defined below arefrequently used or they are very importantfor using and understanding Spell Law.

See sections 4.6 and 4.7 for a sum-mary of abbreviations used in Spell Lawand for definitions of terms used in thespell descriptions.

Area Spell: An Elemental Attack spell thatattacks an area rather than a specifictarget: Coldball, Fireball, etc.

Base Attack Spell: A spell that attacks a target,but which is not an elemental attack spell.

Base Spell List: A spell list that is learnableonly by one specific profession.

Chance: Often in Spell Law an action oractivity has a ‘chance’ of succeeding oroccurring, and this chance is usuallygiven in the form of # %. This means thatif a roll (1-100) is made and the result isless than #, then the action or activitysucceeds (or occurs); otherwise it fails.

Channeling: One of the realms that providethe source of power for spells, associ-ated with faith and deities.

Closed Spell List: A spell list that is learn-able only by the Pure and Hybrid spellusers of the spell list’s realm.

Concussion Hits: See “Hits”.

Critical Strike: Unusual damage due toparticularly effective elemental attacks.

Note: The term “critical” will often beused instead of “critical strike”.

Defensive Bonus (DB): The total subtractionfrom the combat roll due to the defender’sadvantages, including bonuses for thedefender’s quickness, shield, superiorarmor, position, and magic items.

Dice Roll: See “Roll”.

Elemental Attack Spell: A spell that createsand uses fire, cold, water, ice, or electric-ity to attack a target. The “elements”created by these spells are real when thespell is cast.

Essence: One of the realms that provide thesource of power for spells, often associ-ated with the elements.

Experience Level (Level): A character’s level isa measure of their current stage of skilldevelopment, and usually is representa-tive of their capabilities and power.

Failure: See “Spell Failure”.

Fumble: An especially ineffective attackthat yields a result that is disadvanta-geous for the attacker.

Gamemaster (GM): The Gamemaster, judge,referee, dungeon master, etc. The personresponsible for giving life to a FRP gameby creating the setting, world events andother key ingredients. They interpretsituations and rules, control non-playercharacters, and resolve conflicts.

Hits (Concussion Hits): Accumulated dam-age, pain and bleeding that can lead toshock, unconsciousness and sometimesdeath (also called “Concussion Hits”).Each character can take a certain numberof hits before passing out (determined bytheir “Body Development” skill).

Hybrid Spell User: A spell user who cancast spells of two different realms.

Level: See “Experience Level”.

Maneuver: An action performed by acharacter that requires unusual concen-tration, concentration under pressure, ora risk (e.g., climbing a rope, balancingon a ledge, picking a lock, etc.). Maneu-vers requiring movement are “MovingManeuvers” (MM), and other maneuversare called “Static Maneuvers” (SM).

Melee: Hand-to-hand combat (i.e., com-bat not using projectiles, spells, ormissile weapons).

Mentalism: One of the realms that providethe source of power for spells, focusingon concentration and mental effects.

Non-Spell User: A character with very littlespell casting capability, but with a greatdeal of capability in non-spell areas.

Non-Attack Spell: A spell that does notattack a target.

Offensive Bonus (OB): Each character has an“offensive bonus” when they are using aweapon — this OB includes bonuses forthe character’s stats, superior weapon,skill rank, magic items, etc. This OB isadded to any attack rolls that are madewhen they are using that weapon.

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Open Spell List: A spell list that is learnableby any profession of the spell list’s realm.

Orientation Roll: A roll representing acharacter’s degree of control followingan unusual action or surprise.

Parry: The use of part of a character’soffensive capability to affect anopponent’s attack.

Power Point Multiplier (PP Multiplier): Anitem that increases the wielder’s inher-ent power points.

Power Points (PP): A number that indicateshow many spells a character may intrin-sically cast each day (i.e., between peri-ods of rest). In order to cast a spell, thecaster must expend a number of “powerpoints” equal to the level of that spell.

Profession (Character Class): A character’sprofession is a reflection of their trainingand thought patterns; in game terms, itaffects how much effort is required todevelop skill in various areas of expertise.

Pure Spell User: A spell user who can onlycast spells in one of the three realms.Most spell using professions fall intothis category.

Realm: All spells and the power required tocast spells are classified in the three“realms” of power: Essence, Channeling,and Mentalism.

Resistance Roll (RR): A dice roll which deter-mines whether or not a character success-fully resists the effect of a spell, poison,disease, or some other form of adversity.

Roll: In Spell Law two different colored 20-sided dice are used to resolve any activityrequiring a “Roll”; such dice are available

in most hobby and toy stores. Each ofthese dice has two sets of the numbers: 0, 1,2, 3, 4, 5, 6, 7, 8, and 9. These dice can beused to obtain a variety of results.

Semi-Spell User: A spell user with somespell casting capability in one realm,but also with considerable non-spellcapabilities. A character is a Semi-spelluser by virtue of their profession only.Non-spell users who somehow learnspells are still termed Non-spell users.

Spell Adder: An item that allows its wielderto cast a set number of spells withoutexpending power points.

Spell Failure: This occurs when a particu-larly low roll is made when casting aspell; it indicates possible malfunctionor backfiring of the spell.

Spell Level: The experience level necessaryfor a spell user to know or inherentlycast that particular spell.

Spell List: A grouping and ordering ofrelated spells based upon a correlation oflevel, intricacy, and potency of the spells.A character who has “learned” a spell listis able to cast a spell from that list if itslevel is less than or equal to their ownexperience level.

Stat (Characteristic): One of 10 physical andmental attributes that are considered mostimportant to an adventurer in a FRPgame. Stats dictate how well a characterdevelops their skills, moves, fights, takesdamage, absorbs information, etc.

Target: The term “target(s)” refers to thebeing(s), animal(s), object(s), and/ormaterial that a spell attempts to affect.

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2.0 MAGICAL BASICS

and error they also began to establish thecauses and effects of magic. Slowly theydeveloped complicated ritual methods fordrawing on the essence fields and bendingthem to their will, shaping them intocontrolled effects. For the first time magicwas harnessed by mortals in a controlledway. These rituals were often elaborate,taking much time, preparation, and effortto cause any effects at all. As a result ofusing magic, mortals began to draw moreinterest from the non-mortal. Gods, spirits,demons, and other such beings began to bedrawn to mortals more often.

As this process continued, it becameclear that certain people were innatelybetter at conducting rituals than others.These “magic people” could craft stron-ger rituals, requiring less effort forgreater results.

ARCANE MAGIC

Over time, some of these magic peoplebegan to refine their rituals down tomomentary procedures, tapping almostdirectly and personally into the essencefields. It was a short step before thesebecame the first true casters. Arcane

Most fantasy settings have their ownunique concept and definition of magic.Rolemaster is no different. The sectionbelow outlines the underlying concepts ofthe Spell Law magic system. Since thefollowing material may not fit well into aparticular setting, Gamemasters should feelfree to change the material below to fittheir game world, history, or other concepts.

2.1 HISTORY OF MAGIC

PROTO-MAGIC

At the dawn of time, mortal attempts tointeract with the raw essence fields werehaphazard and chaotic. Certain actions orevents would cause magical effects, butwith a lack of understanding these eventshappened randomly, and the results wereequally random. Magic was more akin to anatural effect, like weather or earthquakes,something that happened around or toyou, not something you did or had anycontrol over.

RITUAL MAGIC

Certain mortals began to understandthe patterns that caused these events tohappen, and by a painstaking effort of trial

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magic was still primal and raw, withlimited understanding of the process. Itwas awesomely powerful, but dangerous,wild and hard to control. Faster andeasier to use than ritual magic, it allowedfor much greater power for these newcasters, but the risks involved oftenresulted in their destruction.

Those who achieved true mastery ofthese arts could deeply manipulate theessence flows, reaching levels of powerbeyond most mortals. Due to the difficultyof using arcane magic, few make apt pupilsof the art, and the dangers of the arcanecull the weak, foolish and unlucky. Thus,Arcane casters are rare, and masters of theart even more so.

Some further advances were made, butwith few masters, and fewer willing to sharetheir knowledge, general progress was slow.The modern structure of magic, with listsand the overall mechanism of drawingpower and focusing it into effects, dates tothis period of development. Arcane magicis still possible, but due to the difficultiesdescribed, is rare and difficult to learn.Those who do master it are often feared, forit is mighty indeed.

Slow progress, and a small number ofvery powerful casters might have continuedfor a long time, but outside interventioncaused a major shift in casting methods.

2.2 REALM MAGIC

CHANNELING

Certain of the immortal beings at-tracted to mortals chose to ignore them,while others chose to oppose or assist them.In some of these closer contacts, it wasdiscovered that it was possible to make adirect link or bond with the souls or spiritsof certain mortals. This link allowed theimmortal to gather the dangerous rawessence, and send it down these channels infar more controlled and manageable flows.This new, weaker but more manageableform of casting, combined with interven-tion from these powerful beings, meantthat more mortals could become casters,and being one became far less dangerous.These affiliations often created largerassociations of people, and conflicts withthose affiliated with a different being. Therealm of Channeling was born.

Channeling is this power of the deitiesand similar supernatural beings of a givenworld as channeled through their followersor other “bonded” spell users. It is spiritualin nature and independent of the Essencefields in the vicinity of the caster. A spelluser of Channeling draws directly on thepower of their deity through a connectionto their spirit or soul, even though thisdoesn’t “usually” require the consciouscooperation of the deity. Thus as long asthe spell user is using relatively subtlespells (e.g., healing, detection, etc.) they maynot need to directly invoke the attention oftheir deity, but more powerful and signifi-cant spells such as death spells and revivalof the dead might require active consent ofa deity, depending upon the world systembeing used by the Gamemaster.

Restriction: Metal interferes withthe drawing of power from deities,so no metal may be worn whencasting or using a Channelingspell (any spell of this realm). Inaddition, only a small amount ofmetal may be carried on theperson of a spell user of Channel-ing when casting or using spells.At least one free hand is neededto normally cast spells from thisrealm, and casting requiresincantations (prayers).

ESSENCE

Some casters chose not to affiliatethemselves with any deity or similar being,or were unable to form the bond. Insteadthey ended up studying the way in whichChannelers were able to use weaker, morecontrolled flows of essence to achieve saferand more reliable effects. Eventually, abreakthrough was achieved: Drawingpower while using their personal aura (oranima) to filter and reduce the flows tomore manageable levels created a weaker,but safer version of the raw power ofArcane magic. This allowed lesser mortalsto dabble in these flows, and for morecasters to survive the experience. The realmof Essence formed out of this discovery.

Essence is the power that exists ineveryone and everything of and on a givenworld. It has been known in other sourcesas the Tao, Magic, The Force, etc. A spelluser of the Essence taps this power like an

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Arcane, but in a much more limited man-ner, using their personal essence field, oraura, to limit and control the flows. Thecaster draws these flows, then molds them,and diverts them into their spells. Most oftheir powerful spells reflect the materialflavor of essence drawn directly from thephysical plane, and are elemental in nature:fire, earth, water, wind, light, cold, etc.

Restriction: The more inert mate-rial that is on the person of thespell user of Essence, the moredifficult it becomes to manipulatethe Essence. Thus, when casting orusing and Essence spell no armor,heavy clothing, or helmet may beworn. At least one free hand isneeded, and incantations (words ofpower) are required when castingfrom this realm.

MENTALISM

Other casters, instead ofstudying the abilities of thecaster end of Channeling,chose to study theimmortal beings thatgathered the rawessence and sent itdown the chan-nels. While theefforts ofthe greater

beings likegods were ofteninexplicable, or so vastin scale as to be beyondmortal ability, some under-standing was gained from thisstudy. Using the force of your identity andwill to gather essence was very inefficientcompared to directly tapping the flows likean arcane, but made it safer. Due to the tinyscale of mortals when compared to most ofthese greater beings, the effects were farsmaller and often more subtle. Mentalismis the result of this study, refined over time.

Mentalism is the power of the localEssence field drawn by will and channeledthrough the mind of the spell user, who ineffect acts as a very, very minor deity forthese purposes. Thus, Mentalism is a verypersonal power and even the most power-ful spells are usually limited by the sensesand perceptions of the spell user. Similarly,their spells are usually limited to the casteror to one particular target.

Restriction: Any head coveringinterferes with the power ofMentalism spells, so no headcovering (especially helmets) maybe worn while casting or using aMentalism spell.

With the discovery of the three realmsmagic was almost at its current, modernform. Lists of spells, divided into realms,then further subdivided into ProfessionalBase, Closed and Open lists.

HYBRID MAGIC

Over time, somecasters arose who

were able to tap intomore than one

realm. Thisallowed them tocreate morediverse effects,as each of the

three flavorsof realm magic

is more suited toparticular results. The

effort of developing twoforms of control limited these casters intheir ability to achieve the most powerfulresults of each realm, but also allowed themto create some completely new magicaleffects by blending and weaving the flowsfrom two different realms together to createeffects not possible using just one realm.Hybrid magic made for more power, butdid not yet reach the levels of Arcane.

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Hybrid magic is the blending of thepower of two realms, so it also comes inthree distinct flavors: Channeling-Essence, Channeling-Mentalism, andEssence-Mentalism.

Restriction: A hybrid must abide by therestrictions of both of their realms tocast normally. If they violate therestrictions of one realm, they cannotcast the spells of that realm, or theirhybrid base lists. So a Sorcerer(Channeling-Essence) burdened withlots of inorganic material would onlybe able to cast their pure channelingspells until they brought themselvesback into compliance with therestrictions of the Essence realm.

FUTURE MAGIC

How magic will develop past this pointis speculation. Tri-realm hybrids?Technomancy? Something completelydifferent? Only time will tell.

ARMS

Arms is not a realm of magical powerand is merely mentioned here for com-pleteness. Non-spell users are classifiedas concentrating on arms and are espe-cially adept at armed combat and maneu-vering. Semi-spell casters split theirattention between casting and arms,making them weaker casters, but givingthem other benefits.

2.3 SPELL LIST CLASSIFICATIONS

One of the basic aspects of this systemis the use of spell lists and experience levels(or just levels). This section covers the useof the Spell Law spell lists, while informa-tion on Rolemaster experience levels can befound in ChL section 9.0.

A spell list is an ordering of spellsbased upon the correlation of spell level,intricacy of the spell and potency of thespell. All spells in a list have commoncharacteristics and attributes, althougheach may have vastly different effects andapplications. Spell lists are learned instages, as the character progresses in experi-ence, knowledge and power. It is quiteoften the case that a character has learned alist past their own level. In such a case, thecharacter would know, and potentially beable to cast, all the spells on that list up to

the level to which the list was known. Thespell user gains the ability to cast thesespells when their experience level is greaterthan or equal to the level of each spell.

If there is no spell on a list at a givenlevel, it signifies that no new spell abilityis gained from knowledge of that list atthat level.

Note: A spell user who learns aspell list or part thereof (see ChLsection 7.6) immediately acquiresthe ability to use the spells theynow know (of their level or below).

CLASSIFICATIONS

Spell lists are classified according totheir realm of power and availability tocertain professions.

BASE SPELL LISTS

There are five or six Base spell lists foreach spell using profession. Only mem-bers of the profession can learn thesebase lists. These spell lists representprofessional specialties.

CLOSED SPELL LISTS

Closed spell lists involve the deepestand most powerful concepts common toeach realm of magic, requiring tremen-dous dedication and specialization tomaster or learn at all. Pure spell users maylearn the use of closed lists in their realms.Hybrid spell users may, with some diffi-culty and limitations, learn the use ofclosed spell lists in either or both of theirtwo realms of power. Semi-spell users andNon spell users may not learn closed spelllists of any realm.

OPEN SPELL LISTS

Open spell lists involve the easiestconcepts to master in each realm of power,although considerable dedication andresearch is required to learn their use. Anyprofession that has the realm of power astheir own may learn the open lists of thatrealm. Hybrid spell users may learn theopen spell lists associated with both oftheir two realms if they so desire.

EVIL SPELL LISTS

Evil spell lists are included for evil spellusers in all three realms: Channeling (section8, pp. 139-143), Essence (section 9, pp. 194-198),and Mentalism (section 10, pp. 249-253).

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These lists reflect the dark sides of Essence,Channeling and Mentalism. Gamemastersshould realize that this is a highly subjectiveand flexible concept and should reflect this intheir world system. This could range from anevil spell user being perverted and manipu-lated by evil gods and power sources, tomadness, the twisting of the mind, or thefurthering of an alien agenda hostile to allmortal things. It should not merely reflectminimal effects like the disapproval ofsuperstitious peasants. The addition of thesespell lists to any profession can significantlyboost power levels, so giving them withoutsome form of cost, problem or penalty canaffect game balance. More details on how tohandle Evil lists can be found near the end ofsection 2.4.

2.4 SPELL USER CLASSIFICATIONS

Spell users are classified according totheir realm of power and their profession.This is assumed to be based on training oraptitude in early life and thus a factorinherent in a “profession”. Rolemasterplayers may refer to ChL section 3.0 formore complete guidelines for professions.

Many “professions” are describedbelow; however, Gamemasters may wish tocreate others or use those of differentsystems. The professions mentioned beloware discussed only in terms of their spellcasting capabilities and most of their othercapabilities are left to whatever characterdevelopment system is being used.

PURE SPELL CASTERS

Pure spell users are of professions thathave concentrated solely on one realm ofpower. Thus, their spells are generallymore powerful than those employed byother spell users.

Magician — Magicians are pure spell usersof Essence who have concentrated inthe elemental spells. Their base spellsdeal mainly with elements: earth, water,air, heat (e.g., fire), cold (e.g., ice), andlight (e.g., electricity).

Illusionist — Illusionists are pure spellusers of Essence who have concen-trated in spells of misdirection andillusion. Their basic spells deal mainlywith the manipulation of elements andforces that affect the human senses:sight, sound, touch, taste, smell, mental

impulses, and the combination ofthese senses.

Alchemist — Alchemists are pure spell usersof Essence who have concentrated inspells that can manipulate matter toform items and embed spells of allthree realms, but require someone orsomething to cast the spell to be imbed-ded (if they know the spell, they can dothis themselves).

Cleric — Clerics are pure spell users ofChanneling who have concentratedin spells that require the most directpower from their deities. Their basespells deal directly with life, com-muning with deities, summoning livecreatures, protection from servants ofopposing deities, and direct channel-ing from their own deities. Thesespell users are the most powerful ofthe spell users of Channeling, butthey are also the most restricted inthe sense of heeding the desires oralignment of their deity (to be deter-mined by the Gamemaster).

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Animist — Animists are pure spell users ofChanneling who have concentrated onspells that deal with living things (e.g.,shamans or druids). Their base spellsdeal with plants, animals, weather, andnature in general.

Healer — Healers are pure spell users ofChanneling who have concentrated onspells of self-healing and the ability totake the injuries of others upon them-selves. Thus, a healer could heal aperson by taking the injury of thepatient upon himself and then healingthis injury gradually.

Mentalist — Mentalists are pure spellusers of Mentalism who have concen-trated on spells that deal with theinteractions of minds. Their basespells deal with the detection ofmental presence, mental communica-tion, mind control, mind attack, mindmerging, and sense control.

Seer — Seers are pure spell users of Mental-ism who have concentrated on spellsthat gain information through the useof mental spells. Their spells deal withprecognition, and the control andmodification of the senses.

Lay Healer — Lay Healers are pure spellusers of Mentalism who have concen-trated on spells that heal people andanimals. Their base spells deal with the

specific healing of certain diseases andinjuries: organs, blood, muscles, bones,and concussion hits.

HYBRID SPELL CASTERS

Hybrid spell users are of professionscombining two realms of power. They canobtain the power of the most potent Purespell user only in a very restricted set ofspells; however they are much more flexiblein that they have access to two realms ofpower. When a Hybrid spell user casts aspell they must abide by the restrictions ofthat realm of power (only); if they arecasting a Mentalism spell, they cannot bewearing a helmet, etc. When casting one ofthe spells from their base lists they mustabide by the restrictions of both realms.

Sorcerer — Sorcerers are Hybrid spell userswho combine the realms of Essence andChanneling, having concentrated onspells of destruction. Their base spellsdeal with the specific destruction ofanimate and inanimate material.

Astrologer — Astrologers are Hybrid spellusers who combine the realms ofChanneling and Mentalism; they haveconcentrated on spells that pertain togathering information. Their basespells deal with detection, communing,precognition, and communication.

Mystic — Mystics are Hybrid spell userswho combine the realms of Essence andMentalism. They have concentrated onsubtle spells of misdirection andmodification. Their base spells dealwith personal illusion as well as themodification of matter.

SEMI-SPELL USERS

Semi-spell users combine a realm ofpower with the realm of arms. Members ofthese professions can only throw spells oflimited potency, but are fairly adept in theuse of arms.

Bard — Bards are Semi-spell users whocombine the realm of Mentalism withthe realm of Arms. Their base spellsdeal with sound, lore, and item use.

Ranger — Rangers are Semi-spell userswho combine the realm of Channel-ing with the realm of Arms. Their basespells deal with operating in theoutdoors and manipulating theelements (weather).

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Monk — Monks are Semi-spell users whocombine the realm of Essence with therealm of Arms. Their base spells dealwith personal movement and thecontrol of their own body and mind,while their arms capabilities concen-trate in unarmored, unarmed combat.

EVIL SPELL CASTERS

Evil spell users are always pure spellusers (i.e., they have access to only onerealm). The core rules only allow “Evil”versions of the archetype pure professions;they are the Evil Magician, the Evil Cleric,and the Evil Mentalist. An evil spell userhas the five evil lists of their realm as theirstandard set of base lists as well at the sixbase lists of the corresponding professionfor that realm (e.g., an Evil Magicianwould have the five “Evil Magician” listsand the six “Magician” base lists as theirbase lists). An evil spell user should not beallowed to choose additional base lists asoutlined in section 3.2, as they alreadyhave eleven base lists.

Some Gamemasters may wish to haveEvil casters develop their Evil lists andprofessional base lists in equal proportions,both to balance out their abilities and tomaintain the flavor of thebase profession.

OPTION 1.1: EVIL SPELL USERS

AS UNIQUE PURE CASTER PROFESSIONS

With this option, the Evil Magician,Evil Cleric and Evil Mentalist are pure spellusers in their own right. All skill costswould be identical to their non-evil coun-terparts, and the evil base lists are theirprofessional base lists, but they do not getthe 6 base lists of the normal profession.They can select additional lists as any otherpure caster, as outlined in section 3.2,except they are allowed to select 5 ratherthan 4.

This is not a significant shift in power,but the GM should consider these profes-sions totally fallen to Evil, and suffer themost extreme version or intensity of theproblems described in section 2.3.

OPTION 1.2: EVIL SPELL USERS

AS NON-ARCHETYPE PURE

CASTER PROFESSIONS

Expanding beyond the Evil Magician,Evil Cleric and Evil Mentalist to allow anypure caster profession to draw on Evil lists.Evil pure spell casters get the five evil listsof their realm as base lists in addition totheir six normal base lists as a pure spellcaster profession. These casters are notallowed to select additional base either.

This is a minor expansion of Evil powerover the core rules, more a change of flavorthan a shift in power levels.

Such evil spell users would be EvilIllusionists, Evil Animists, Evil Seers, etc

OPTION 1.3: EVIL SPELL USERS AS

HYBRID SPELL CASTER PROFESSIONS

If the Gamemaster allows Evil HybridCasters, they must decide for each suchcharacter if they are linked to the “Evil” ofone or both of their realms. So a Sorcerermight have delved into books of evil in theforbidden library at the mages guildallowing them to tap into a tainted sourceof essence, or, alternately, they may justhave made a pact with a demon or darkgod, giving them access to evil channeling.

If only one realm, then they get the fiveEvil lists of that realm, plus their six normalbase lists for their hybrid caster profession.

Some hybrids may have been steeped inthe Evil side of both of their realms; per-haps our hypothetical Evil Sorcerer delved

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the forbidden library AND made a demonpact, or made a pact with the god of darkmagic for instance.

If they can take Evil base lists fromboth realms, then they get their six normalbase lists plus all five Evil lists from bothrealms as base. This variation is verypowerful, granting sixteen base lists,Gamemasters should be aware of theimplications of allowing this option at all,especially for player characters.

None of these versions are allowed toselect additional base lists.

This is a major expansion of Evil power,and the GM should be very careful aboutgame balance.

Such evil hybrid spell casters wouldbe Evil Sorcerers, Evil Astrologers, EvilMystics, etc

OPTION 1.4: EVIL SPELL USERS AS

SEMI-SPELL CASTER PROFESSIONS

Evil does not find so helpful a tool insemi-spell casters, with their more limitedmagical ability, but their strength in arms canmake them extremely useful pawns regardless.

Evil Semi Casters can consider the evillists of their realm as base lists, along withtheir normal base lists.

This is a moderate expansion of evilpower, but mid range Spell List Acquisitionand Power Point Development costs shouldmake this option less dangerous to gamebalance than the others. Be wary of the factthat these lists are often more powerful thanthe base lists these professions normallyhave access to. These versions are notallowed to select additional base either.

Such evil semi-spell casters would beEvil Rangers, Evil Monks, Evil Bards, etc

OPTION 1.5: EVIL SPELL USERS AS

NON SPELL CASTER PROFESSIONS

Even the seductive forces of Evil magicare not easy for non-spell casters. Non-spellcasters who delve into evil magic can con-sider the Evil lists of their realm open lists.

This is a moderate expansion of evilpower, but high Spell List Acquisition andPower Point Development costs shouldmake this option less dangerous to gamebalance than the others. Be wary of the factthat these lists are far more powerful thanthe open lists these professions normallyhave access to. These versions are notallowed to select additional base either.

Such evil spell users would be Evil Fight-ers, Evil Rogues, Evil Warrior Monks, etc

NON SPELL CASTERS

Members of these professions have noinherent magical realm of power, and thuscan only learn spells at great effort and cost(if at all, according to the Gamemaster’sdiscretion). Even then their spells are ofvery limited potency. If a Non-spell userdoes learn to cast spells, they are restrictedto spells from one realm only. They maketheir choice of realm during adolescencedevelopment (see ChL section 2.3).

Fighter — Fighters are the primary armsspecialists. Fighters will find it easy todevelop a variety of different weaponsand to wear heavier types of armor. Theyare less skilled than other Non-spellusers in maneuvering and manipulatingmechanical devices such as locks andtraps (though they are still superior inthose areas to spell users) and have thegreatest difficulty in learning anythingconnected with spells.

Thief — Thieves are specialists at maneuver-ing and manipulating. They have theeasiest time learning mechanical skillssuch as picking locks and disarmingtraps and are fairly good at picking upweapons skills. Thieves are also unusu-ally adept at Stalking and Hiding,Climbing and Perception. They rarelywear heavy armor, although armor doesnot especially harm the exercising oftheir professional abilities.

Rogue — Rogues are characters with someexpertise in thief like subterfugeabilities and more specialized knowl-edge of arms than that possessed byFighters. Normally a Rogue will bealmost as good as a Fighter with oneweapon of their choice. The cost, indevelopment points, of developingtheir thief type skills will generally notallow them to be as good in these areasas a Thief, but their flexibility is un-matched by either profession.

Warrior Monk — Warrior Monks are expertsat maneuvering and martial arts. War-rior Monks learn to use normal weap-ons, although not as easily as others ofthis realm; they prefer to utilize un-armed combat using the Martial Artsattack tables.

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3.0 SPELL BASICS

In Rolemaster spell users learn lists upto and including certain levels by develop-ing skill ranks. This is true with all otherskills in Rolemaster (see ChL section 7.0).However, this area diverges from thestandard skill and bonus rules: a characterwho is trying to learn spells (i.e., has allo-cated development points to learning partof a spell list) makes a Spell Gain Roll(SGR) upon reaching each new experiencelevel. This is a 1-100 roll (not open-ended)with a roll of 101+ required to successfully“learn” a portion of a list.

Spell users learn lists up to and includ-ing certain levels by “learning portions of alist”. This is the crucial point in this systemand must be carefully considered by theGamemaster. Too many “learned portions”and spell lists are obtained too easily; toofew “learned portions” and not enoughflexibility is obtained. The suggestednumber of “learned portions” is one perexperience level for pure and Hybrid spellusers (with a very small chance of onemore—this chance should be dependentupon the effort spent leaning the list; theiraptitude, time, research, etc., might affectthe chance). It is suggested that Semi-spell

users be given a chance at one learnedportion per level (25-50%) and perhaps avery, very slim chance (5%) for Non spellusers making a special effort. No spell usermay “learn a portion” of a list outside theirown realm (for this purpose Non spellusers should choose a realm during charac-ter generation).

3.1 DEVELOPING SKILL RANKS

FOR SPELL LISTS

When a character expends developmentpoints to acquire skill ranks, they mayattempt to study one, and only one, list ofspells by developing skill ranks for that list(see below for the only exception). Charac-ters may not develop skill ranks for avariety of lists and count on the luck of thedice to give them spells. A character mustdevelop only one “list” of spells at a time.

Once they have “learned” a portion ofthat list (i.e., made a successful Spell GainRoll), their skill ranks in that list drop tozero. Then they may begin to develop skillranks in another list or new skill ranks for ahigher-level portion of the same list.

The cost for developing a skill rank fora list (see ChL Table 07-03) varies depend-

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