
Rolemaster
Spell User's Companion
Author: 7 contributors
Stock #: 1520
ISBN 0-915795-12-4
Published 1991 by Iron Crown Ent.
Cover Price: $16.00
Page Count: 160
Cover/Jacket Text:
The Spell User's Companion is the definitive supplement
for spell casters in
Rolemaster! Unlike other Rolemaster
Companions, this book is devoted solely to
spells and spell users. Every optional rule
and every new suggestion for improving
your game is devoted to the manipulators
of magic. Something to enhance every fantasy campaign can be found within the
Spell User's Companion — discover a
whole new way to use magic in your game!
INSIDE YOU WILL FIND:
• New magical skills, new magical herbs,
more options for spell casting, new
material on resistance rolls, the spell
pick system, magic languages and
extraordinary spell failure.
• Rules and options for handling apprentices and masters.
• Options dealing with each realm of
magic — including new suggestions for
Arcane magic!
• Dozens upon dozens of new spell lists,
including lists covering genetic engineering, weapon mastery, matter shaping
and animation and much, much more!
• The brand new Prosaic spell lists — lists
that are easy for any character to learn
and cover the everyday facets of life.
The completely reformatted 2nd edition
Rolemaster system includes the following:
•Arms Law® & Claw Law® — The Rolemaster Arms and
Animals combat systems combined in a new, reorganized ,
volume. These fast-moving rules include individual charts
for 30 weapons and critical strike tables, as well as detailed
creature attacks for real and mythical beasts. Martial arts.
rules also are included.
•Character Law & Campaign Law™ — The new version of,
the complete character development and campaign guide.
Character Law features a unique trait development system |
that allows characters to increase their ability in any area of
skill. There are no absolute restrictions. Campaign Law,
includes handy reference material available to any'
Gamemaster: weather, encounter, and price charts, and
guidelines for running a campaign in a complex, living
world.
•Spell Law® — The magic system that improves any FRP
game! The new edition of Spell Law has over 2,000 spell
descriptions based on three realms of power and 15 profes-
sions. It provides alchemy rules, spell attack and failure
tables, and a unique spell-learning structure.
Rolemaster gamers now have an entire fan-
tasy world at their fingertips. Shadow World" products form a rich fantasy environment
for
the Rolemaster game system. Join the inhabi-
tants of Kulthea, a world where remnants of a
lost civilization clash with dark forcesof the
present. But all live in fear of the devastating
Flow Storms, interdimensional rifts bringing
terrors from another universe.
The self-contained adventures may also be
used as isolated or hidden areas in any
Gamemaster's campaign world.
TABLE OF CONTENTS
1.0 INTRODUCTION
1.1 Designer Notes
1.2 Notation.
2.0 THE NATURE OF MAGIC
2.1 Magical Power
2.1.1 Primal Essence
2.1.2 Essence
2.1.3 Channeling
2.1.4 Mentalism
2.1.5 Hybridization
2.1.6 Arcane
2.1.7 Elementalism
2.1.8 Prosaic
2.1.9 Omni-Realm
2.1.10 Psions
2.2 Realm Relations and Interstices
2.3 Magical Minutiae
2.4 Realm Components
2.5 Final Spell Effect
2.6 Cross Realm Casting
3.0 PROSAIC MAGIC
4.0 PSIONS FOR ROLEMASTER
4.1 Learning Psions
4.2 Psion Power Points
4.3 Psion vs Magic
4.4 Psion List Notes
5.0 MAGIC FOR SPACE MASTER
5.1 Learning Magic in Space Master
5.2 Magic Power Points
6.0 OPTIONAL SPELL LAWS
6.1 Spell Shaping
6.2 Methods of Magic
6.2.1 Low Magic
6.2.2 Middle Magic
6.2.3 High Magic
6.3 Power Point Base Maximum
6.4 Herbs
6.4.1 VirJai
6.4.2 Vir Lavan
6.4.3 Tairken Ra
6.4.4 Ubiquitous Panacea Burgeon
6.4.5 Xu Ran
6.4.6 Deodar
6.5 Unusual Phenomena
6.5.1 Anti-Magic Zones
6.5.2 Reality Storms
6.6 Ritual of Ascension
6.7 Apprentice Rules
6.8 Bladerune Item Capacity
6.9 Martial Mage
6.10 Fate Points
6.11 Learning Lists
6.11.1 Spell Research
6.11.2 Compiling
6.11.3 Spell Books
6.11.4 Teaching
6.11.5 Memorization
6.12 Resistance Roll Options
6.13 Magical Language and ESF Options
6.14 Extended Spell List Development
6.15 Individual Spell Development
6.16 Arcane Definitions
6.17 Power Point Options
6.17.1 Going Beyond Power Point Total
6.17.2 Adders and Multipliers
7.0 OPTIONAL SKILLS LAWS
7.1 New Magical Skills
7.2 Old Magical Skills Revistited
7.3 Spells as Skills
8.0 OPTIONAL SPELL LISTS
8.1 Channeling
8.1.1 Jihad (Closed)
8.1.2 Power Merge (Closed)
8.1.3 Wyrd Mastery (Closed)
8.1.4 Genetic Ways (Animist Base)
8.1.5 Holy Champion (Cleric Base)
8.1.6 Cruelty Ways (Evil Cleric Base)
8.1.7 Dark Curses (Evil Cleric Base)
8.1.8 Survival Ways
8.2 Essence
8.2.1 Prison Law (Open)
8.2.2 Warrior's Blade (Open)
8.2.3 Weapon Mastery (Open)
8.2.4 Sustain Body (Closed)
8.2.5 Construction Ways (Closed)
8.2.6 Spell Enhancement II (Closed)
8.2.7 Barriers (Closed)
8.2.8 Trace Law (Closed)
8.2.9 Matter Shaping (Closed)
8.2.10 Friction Mastery (Closed)
8.2.11 Assimilation Mastery (Alchemist Base)
8.2.12 Animation Mastery (Alchemist Base)
8.2.13 Martial Mastery (Monk Base)
8.2.14 Rending Ways (Sorcerer Base)
8.3 Mentalism
8.3.1 Combat Reflexes (Closed)
8.3.2 Battle Law (Closed)
8.3.3 Mind Protection (Closed)
8.3.4 Minds Refuge (Closed)
8.3.5 Perceptions Master (Closed)
8.3.6 Mind Healing (Lay Healer Base)
8.3.7 Escaping Ways (Night Blade Base)
8.3.8 Taking Ways (Evil Mentalist Base)
8.3.9 Psychosis Mastery (Evil Mentalist Base)
8.4 Arcane
8.4.1 Planar Survival
8.4.2 Realm Law
8.4.3 Power Mastery
8.4.4 Replicating Ways
8.4.5 Experimentation Ways
8.4.6 Ritual Mastery
8.4.7 Magnetic Ways
8.4.8 Arcane Healing
8.4.9 Magic Defense
8.4.10 Devious Ways
8.4.11 Fortification Mastery
8.4.12 Arcane Gate
8.4.13 Primitive Voice
8.4.14 Long Voice
8.4.15 Matter Manipulation
8.5 Prosaic
8.5.1 Music Law
8.5.2 Trade Law
8.5.3 Forging Mastery
8.5.4 Library Mastery
8.5.5 Sailing Mastery
8.5.6 Warrior Law
8.5.7 Pack Law
8.5.8 Grooming Mastery
8.5.9 Gourmet Mastery
8.5.10 Fashion Mastery
8.5.11 Structure Law
8.5.12 Entertainment Law
8.5.13 Farming Law
8.5.14 Mining Law
8.5.15 Livestock Ways
8.5.16 Healing
8.5.17 Tricks Of The Trade
8.5.18 Body Mastery
APPENDIX A:
PLAYER AND SPELL-USER TIPS
APPENDIX B: PSION LISTS
The Field Of Visions (B-1.0)
Mind Detection (B-l.l)
Mind's Truth (B-1.2)
Mind's Eye (B-1.3)
Mind In The Past (B-1.4)
Empath (B-1.5)
Alteration Field (B-2.0)
Telekinetics (B-2.1)
Mind Over Matter (B-2.2)
Telepathy (B-2.3)
Concealment (B-2.4)
Field Of Control (B-3.0)
Voice (B-3.1)
Thought Into Pain (B-3.2)
Illusion (B-3.3)
Thought Master (B-3.4)
Mind Assault (B-3.5)
Possession (B-3.6)
The Field Of Self-Mastery (B-4.0)
Teleportation (B-4.1)
Metabolic Control (B-4.1)
Mind Discipline (B-4.3)
Body Discipline (B-4.4)
Changing (B-4.5)
Mind's Defense (B-4.6)
APPENDIX C: SPELL USER Q & A'S
APPENDIX D: TABLES
