Rolemaster Spell Law - Of Mentalism, Podreczniki RPG, Rolemaster

[ Pobierz całość w formacie PDF ]
S
PELL
L
AW
:
OF MENTALISM
Designers:
S. Coleman Charlton, Peter C. Fenlon Jr., John W. Curtis III, Terry K. Amthor

Additional Material:
Steve Marvin, Mark Colborn, Lem Richards
Cover Art:
Angus McBride
Interior Art:
Glen Michael Angus, Richard H. Britton,
James Crabtree, Dan Cruger, James Halloway, Paul
Jaquays, Edward Johnson, Denis Loubet, Vince Martin,
David Miller, Roger Raupp, Kamran Sedaghatkish,
Shawn Sharp, Doug Shuler, Dan Smith, L.A. Williams
Project Specific Contributions:
Editor:
John Curtis;
Cover Graphics:
Jessica Ney-Grimm;
Pagemaking:
Coleman Charlton;
Editorial Contributions:
Coleman Charlton, John Curtis,
Jason O. Hawkins, Steve Marvin;
Proofreading:
Coleman Charlton, Steve Marvin,
Michael Reynolds;
Rune Conception/Design
: Jason O. Hawkins.
ICE Staff —
President:
Peter Fenlon;
CEO:
Bruce Neidlinger;
Managing Editor:
Coleman Charlton;
Editing, Development, &
Production Staff:
John Curtis, Donald Dennis, Jason Hawkins,
Jessica Ney-Grimm, Craig O’Brien, Sherry Robinson;
Sales, Customer Service & Operations Staff:
Brain Cartwright,
Steve Hardy, Chad McCully, Heike Kubasch, Daniel Williams,
Special Contributions —
Sheldon Price, Rick Britton, Kevin Barrett,
Brian Bouton, Larry Sims, Charles Goforth, Bruce Shelly,
Heike Kubasch, David Carter, Ward Hagar, Gary Eiserman,
Debbie Smith, Brenda Spielman, Tom Williams, David Wagner,
Howard Huggins, Don Knight, Leonard "Swamp" Cook,
Donald Eccles, Deane Begiebing.
Special Spell Law Credits —
John “The Drum Machine” Curtis,
Coleman “Shakes his head” Charlton, Nick “Mr. Scan Man”
Morawitz, Steve “Shoot, shoot. Shoot the Giant” Marvin, Jessica
“Ok, what am I looking at?” Ney-Grimm, Jason “Nothing has
happened” Hawkins, Dave “The master Supply Sergeant” Platnick,
Pete “Team Two isn't all dead yet” Fenlon, Bruce “That deadline
was in which year?” Neidlinger, Mike “I'll be back tonight, for sure”
Reynolds, Deane “Is it soup yet?” Begiebing.
Copyright 1981, 1984, 1989, 1995, 1999 © by Iron Crown Enterprises Inc. . . . All rights reserved. . . . No reproduction without authors’ permission.
Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlottesville, VA 22902.
Third U.S. Edition. Reformatted June 1999.
Stock #5805
ISBN 1-55806-555-5
Table of
Contents
1.0 Introduction
...................................3-5
1.1 The Spell Description Key ............4
1.2 What’s On a Spell List ...................5
2.0 Open Mentalism Lists
...........
6-15
2.1 Anticipations..................................6
2.2 Attack Avoidance..........................7
2.3 Brillance..........................................8
2.4 Cloaking..........................................9
2.5 Damage Resistance.................... 10
2.6 Delving..........................................11
2.7 Detections.....................................12
2.8 Illusions.........................................13
2.9 Self Healing ................................ 14
2.10 Spell Resistance ....................... 15
3.0 Closed Mentalism Lists
......16-25
3.1 Gas Manipulation ...................... 16
3.2 Liquid Manipulation................. 17
3.3 Mind Mastery............................. 18
3.4 Mind’s Door................................ 19
3.5 Movement.....................................20
3.6 Sense Mastery............................. 21
3.7 Shifting .........................................22
3.8 Solid Manipulation ................... 23
3.9 Speed.............................................24
3.10 Telekinesis ................................ 25
4.0 Lay Healer Base Lists
...........26-31
4.1 Blood Mastery ............................ 26
4.2 Bone Mastery.............................. 27
4.3 Concussion Mastery .................. 28
4.4 Muscle Mastery.......................... 29
4.5 Nerve/Organ Mastery............... 30
4.6 Prosthetics ....................................31
5.0 Mentalist Base Lists
.............
32-37
5.1 Mind Attack................................ 32
5.2 Mind Control.............................. 33
5.3 Mind Merge................................ 34
5.4 Mind Speech............................... 35
5.5 Presence ........................................36
5.6 Sense Control ............................. 37
6.0 Bard Base Lists
.......................38-43
6.1 Controlling Songs ...................... 38
6.2 Entertaining Ways ..................... 39
6.3 Item Lore......................................40
6.4 Lores ..............................................41
6.5 Sound Control............................ 42
6.6 Sound Projection ....................... 43
7.0 Magent Base Lists
..................44-49
7.1 Assassination Mastery............... 44
7.2 Disguises.......................................45
7.3 Escapes..........................................46
7.4 Gathering Secrets....................... 47
7.5 Misdirections .............................. 48
7.6 Poison Mastery........................... 49
8.0 Healer Base Lists
....................50-55
8.1 Blood Ways................................. 50
8.2 Bone Ways ...................................51
8.3 Cleansing ......................................52
8.4 Muscle Ways............................... 53
8.5 Organ Ways ................................ 54
8.6 Surface Ways .............................. 55
9.0 Mystic Base Lists
. ................
56-61
9.1 Confusing Ways ......................... 56
9.2 Gas Alteration ............................ 57
9.3 Hiding ...........................................58
9.4 Liquid Alteration ....................... 59
9.5 Mystical Change......................... 60
9.6 Solid Alteration .......................... 61
10.0 Evil Mentalism Lists
. .......62-67
10.1 Mind Death .............................. 62
10.2 Mind Disease ........................... 63
10.3 Mind Domination ................... 64
10.4 Mind Erosion ........................... 65
10.5 Mind Illusions.......................... 66
10.6 Mind Subversion ..................... 67
11.0 Mentalism
Spell Summaries
.......................68-74
12.0 Professions
..............................75-80
12.1 Lay Healer................................. 75
12.2 Mentalist ....................................76
12.3 Bard.............................................77
12.4 Magent........................................78
12.5 Healer..........................................79
12.6 Mystic .........................................80
13.0 Attack Tables
.........................81-88
13.1 Basic Spell Attack Table .......... 81
13.2 Resistance Roll Table................ 81
13.3 Cold Ball Attack Table ............. 82
13.4 Fire Ball Attack Table .............. 83
13.5 Fire Bolt Attack Table .............. 84
13.6 Ice Bolt Attack Table................ 85
13.7 Lightning Bolt Attack Table.... 86
13.8 Shock Bolt Attack Table .......... 87
13.9 Water Bolt Attack Table .......... 88
14.0 Spell Critical
and Failure Tables
...................89-94
14.1 Cold Critical Strike Table ........ 89
14.2 Electricity Crit. Strike Table ... 90
14.3 Heat Critical Strike Table ........ 91
14.4 Impact Critical Strike Table.... 92
14.5 Creature Crit. Strike Tables..... 93
14.6 Spell Failure Table .................... 94
15.0 Special Spell Notes
. ......... 95-101
Lord & Spell Research ..................... 95
15.1 Combining Spell Effects ........... 96
15.2 Good, Evil, Dark, & Light ........ 96
15.3 Repeated Spell Attempts........... 96
15.4 Permanent Spells........................ 96
15.5 Invisibility .....................................96
15.6 Encumbrance Limits
For Movement Spells.................... 97
15.7 Wall Spells and
Material Integrity........................... 97
15.8 Canceling a Spell........................ 97
15.9 Multiple Targets......................... 97
15.10 Conflicting Effects ................... 98
15.11 RRs for Passive Spells............. 98
15.12 Visibility ......................................98
15.13 Information Spells ................... 98
15.14 Illusions.......................................98
15.15 Slaying Criticals for Spells..... 99
15.16 Dreams and Symbology.......... 99
15.17 Spell List Availability .............. 99
15.18 Variability of
Spell Duration ................................ 99
15.19 RRs for Area Effects ............... 99
15.20 Changing Spells...................... 100
15.21 Curses and Disease................ 100
15.22 Demons & Other Entities ....100
15.23 Fatal Channeling
Projections ..................................... 101
15.24 Evil Spell Lists........................ 101
15.25 Hybrid Spells .......................... 101
16.0 How to Use Spell Law
Without Rolemaster
............102-106
16.1 Dice Rolling Conventions.......102
16.2 The Realms of Power..............102
16.3 Spell User Classifications .......103
16.4 Spell Lists................................... 103
16.5 Casting Spells............................ 103
16.6 Resolving Spell Effect ............. 104
Spell Index
................................... 107-111
OF
MENTALISM
2
SPELL LAW
BHBHBHBHBHBH
1.0
BHBHBHBHBHBH
INTRODUCTION
the Gamemaster (GM) with a framework by which he can
apply spell usages to variances in his world system or spe-
cific occurrences that demand certain flexibility. This may
be particularly true with regard to powerful spells.
Certain organizational devices have been used to increase
playability. Nonetheless, consistence and flavor are empha-
sized. After all, the world of spells is a rich one indeed.
T
HE
R
EALM
OF
M
ENTALISM
The mind is an amazing tool—yet, no one uses it to its
full capacity. Mentalism spell users strive to use their minds
in ways few even contemplate. By using the very personal
power locked within themselves, Mentalism users are able
to channel the power of the Essence through their own
mental corridors; thus, manipulating and bending the real-
ity that surrounds them. In a sense, they act as very minute
imitations of the deities above, giving power not to clerics,
but retaining it and directing its manipulation. Mentalism
users are masters of the Essence within themselves.
Because Mentalism users are not deities, however, they
work within the limitations of their worldly bodies, their
own senses, and perceptions. Rarely are they able to direct
their spells beyond themselves or one target. Nonetheless,
the power of the Mentalism user can reach great heights.
They are masters of thought, gatherers of presence and
inner strength. Even though their focus is generally limited
to singular targets, their abilities regarding personal con-
frontations are considerable indeed … for, it is the Mental-
ism user who seeks to fulfill the destiny of his own mind.
Any head covering interferes with the power of Mental-
ism spells, so wearing helmets will interfere with the cast-
ing of Mentalism spells (see
RMFRP
Section 14.0, p. 46).
Section
1.0
Introduction
OF
MENTALISM
3
SPELL LAW
Spell Law
consists of three volumes:
Of Mentalism
(this
product),
Of Channeling,
and
Of Essence
—one for each of
the three
Rolemaster
realms of power. Each volume can be
used to expand the spell system provided in
Rolemaster Fan-
tasy Role Playing (RMFRP)
. The three volumes provide more
spell lists, spells above 10th level, individualized spell at-
tack tables, and more critical tables.
Spell Law
can also be
used as a spell system for other FRP games.
Spell Law
provides a wide variety of options for the play-
ers. Spell users are allowed to know a large number of
spells, but can only use a few before tiring and requiring
rest. Real skill in play is emphasized, since the choice of a
spell and its application to a given situation become the
key points. To this end,
Spell Law
provides over 2000 spells
based on three different realms of power (Channeling, Es-
sence, and Mentalism) for 15 professions.
R
OLEMASTER
F
ANTASY
R
OLE
P
LAYING
Rolemaster Fantasy Role Playing (RMFRP)
is ICE’s com-
plete fantasy role playing system. It can be expanded by
using four core products:
Arms Law
(AL), Spell Law (SL),
Character Law (CL),
and
Gamemaster Law (GML);
as well as
a number of other support products.
Spell Law
expands the
set of spell lists and attack tables provided in
RMFRP
.
Those players and GMs who are already familiar with
Spell
Law
(from previous editions of
Rolemaster
) can use this
book without any modification to the old system. You should
decide which edition of
Spell Law
to use when there is a
discrepancy—there a quite a few changes to the old lists.
G
ENERAL
G
UIDELINES
For details on using spells and spell lists refer to
RMFRP:
Section 6.0 (p. 22) for how to learn spells, Section 14.0 (p.
46) for how to cast spells, Appendix A-9 (p. 152) for de-
tails on spell lists, and Appendix A-10 (p. 208) for how to
resolve spell attacks.
If you are using
Spell Law
without
RMFRP,
you will
need to familiarize yourself with the material in Section
16.0 (p. 102-106) before just diving in.
The spells contained in this book are organized into
lists which reflect the similarity common to the individual
domains. Higher level spells found on a given list will re-
flect the increased knowledge and efficiency that comes
from the use and practice associated with lower level spells
on the same list. This reflects the learning process that
accompanies development within a spell grouping.
The spell lists are also grouped in units. These collec-
tions are based on the spell users’ various backgrounds
within the greater realms of power. A Lay Healer’s back-
ground and living experiences often differ significantly from
the past life associated with a “pure” Mentalist. Thus, cer-
tain spell lists will be easier for the Mentalist to learn;
correspondingly, others will seem simpler to the Lay Healer.
Each profession will find its education is colored by its
background. Nonetheless, flexibility is emphasized.
The spells are described in a standard manner, using a
basic format that simplifies usage. Most spells are specific,
while others are accorded great flexibility. The latter group’s
spells have descriptions that are less concrete, providing
Section
1.0
Introduction
1.1
THE SPELL DESCRIPTION KEY
Several types of codes may follow the spell names in the
listings: area of effect, duration, range, and type. In addi-
tion, some descriptions will explain that a particular spell
has an RR Modification (shown with the notation [RR
Mod: #]). This section presents a key to those codes.
S
PELL
S
UB
-T
YPES
s
— Subconscious spell. These spells are capable of being
cast (or triggered) by the subconscious. The caster can
always cast a spell of this type as a normal spell. In
addition, any subconscious spell can be triggered while
the caster is unconscious, asleep, in a trance, etc. A sub-
conscious spell can be triggered by conditions that the
spell can affect (e.g., a
Regenerate
spell will trigger if the
caster is knocked out and has unhealed concussion hits).
A
Stun Relief
spell may be cast normally while stunned
(or stunned no parry) with no penalty. Similarly, an
Awake
spell may be cast while unconscious or asleep if circum-
stances alert the caster/spell’s senses. In both cases, it is
assumed that the spell is triggered subconsciously.
A GM may allow a character to set conditions on his
subconscious spells by “programming” his subconscious
(e.g., a character might decide to only trigger
Regenerate
if
he takes hits and goes unconscious in combat and not if
he just trips and falls and knocks himself out). In such a
case, the GM may require a maneuver roll to use the
“programming” modified by +50
plus
three times the
character’s Self Discipline
plus
any skill developed for
this spell list.
m
— Mental Attack spell. Any spell marked with an ‘m’ is
considered a mental attack spell, and is subject to effects
and defenses that target mental or mind attacks. It should
also be noted that these spells are ineffective against any
creature or entity that does not have a “mind” per se
(e.g., Undead, plants, politicians, etc.).
S
PECIAL
S
PELL
C
ODES
[RR Mod #]
— Any RRs against the effects of this spell are
modified by #.
*
— Instantaneous; spell does not require preparation rounds.

— Spell does not require power points.

— Part of a set of spells that must be thrown in conjunc-
tion with other spells continuously to be effective (or
fully effective).
S
PELL
T
YPES
E
— Elemental spell. These spells use the force of the spell
to manipulate physical elements (heat, cold, wind, light,
water, earth, sound, smell, taste, touch). These elements
(and not the spell) are used to either create a phenomena
that can affect the physical environment of the target
(e.g., a “wall” spell)
or
the sense of the target (e.g., an
“illusion” spell). Because the elements are real, no Resis-
tance Rolls are normally allowed.
BE
— Ball Elemental spell. These are elemental spells that
attack an area with one of the physical elements. Such
attacks are resolved on the Cold Ball Attack Table 13.3
(p. 82) or the Fire Ball Attack Table 13.4 (p. 83).
DE
— Directed Elemental spell. These are elemental spells
that directly attack a target with one of the physical
elements. Such attacks are resolved on the Bolt Attack
Tables 13.5-13.9 (p. 84-88).
F
— Force spell. These spells involve the direct manipula-
tion of matter, energy, the elements, or living beings
through the use of a spell’s force. If the spell has a target
capable of resisting, the caster makes an attack roll on
the Basic Spell Attack Table 13.1 (p. 81) to determine
the RR modification for the target. Determine the type
of armor the target is wearing and roll on the appropri-
ate column of the table (using the Other column if noth-
ing else applies). After determining the RR modifica-
tion, the target makes an RR (on Table 13.2, p. 81, using
the target’s level and the attacker’s level as the indices).
P
— Passive spell. These spells usually only indirectly or
passively affect a target. Thus, if an RR is allowed (GM’s
discretion), its purpose is only to determine if the target
is aware of the spell. Many detection spells are of this
type.
U
— Utility spell. These spells only affect the caster, a
willing target, or a target incapable of resistance. Thus,
RRs are not usually necessary. A willing target who is
capable of resisting may still be required to make an RR
(GM’s discretion), but it is modified by -50 (i.e., he mostly
likely will not resist). Most healing spells are of this type.
I
— Informational spell. These spells involve gathering in-
formation through means that do not require RRs.
S
PELL
A
REAS
OF
E
FFECT
x target(s)
— The spell affects
x
number of targets.
x target(s)/lvl
— The spell affects a number of targets equal
to the caster’s level times
x
.
distance R
— The spell affects all within a radius equal to
distance
in size.
distance R / lvl
— The spell affects all within a radius
equal to
distance
times the caster’s level in size.
area
— The spell affects all within a fixed area of effect.
Sometimes
area
will be specified as a specific target (e.g.,
1 herb, 1 limb, etc.).
caster
— The spell affects only the caster.
“—”
— The spell has no area of effect.
varies
— The exact size of the area of effect depends upon
some other aspect of the spell.
OF
MENTALISM
S
PELL
D
URATIONS
time
— The spell has a fixed duration equal to time.
C
— Concentration is required. Concentration requires 50%
of the caster’s normal activity each round. Thus, the
caster cannot normally cast any other spells while con-
centrating.
duration (C)
— Concentration is required, except the pe-
riod of concentration cannot exceed the
duration
given.
The caster can stop concentrating and the spell effect
will stop. If the duration has not expired, the caster can
concentrate again and the spell effect will resume.
4
SPELL LAW
[ Pobierz całość w formacie PDF ]

  • zanotowane.pl
  • doc.pisz.pl
  • pdf.pisz.pl
  • frania1320.xlx.pl
  • Tematy