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Rolemaster Rolemaster Companion I 1500
Rolemaster Companion I Cover
Product Line: Rolemaster
Product Edition: RM2
Product Name: Rolemaster Companion I
Product Type: Supplement
Author: M. Colborn, ICE
Stock #: 1500
ISBN: 0-915795-12-4
Publisher: ICE
Cover Price: $12.00
Page Count: 96
Format: Softcover
Release Date: 1986
Language: English

Cover/Jacket Text:

The ROLEMASTER COMPANION contains:
• High-level spells
• New spell lists
• More monsters
• More magic items
• Condensed combat system
• New professions
• New races
• Optional system mechanics

The ROLEMASTER COMPANION is a must for all ROLEMASTER and FRP fans! Every aspect of I.C.E.'s classic FRP system is expanded with optional rules and guidelines. To SPELL LAW new Spells and Spell Lists along with natural phenomena and Arcane Magic are added. For CHARACTER LAW, new character classes and new races appear! The ROLEMASTER COMPANION also adds a wealth of new material to CREATURES & TREASURES, including the construction of magical items and plenty of new creatures to populate your world. Many new optional rules for ARMS LAW, such as a condensed combat system, are included. For the Gamesmaster, CAMPAIGN LAW is expanded with a system for generating populations as well as numerous game aids to help in the running of a smooth campaign. The ROLEMASTER COMPANION, the best roleplaying system gets even better!

The ROLEMASTER system is a complete set of advanced, realistic, and sophisticated rules. Each of the components can be used separately with most major FRP systems. These components include: ARMS LAW & CLAW LAW The fantastic medieval missile and melee system combined with an animal and monster attack system.

SPELL LAW The magic system with over 2000 spell descriptions based on 3 realms of power.

CHARACTER LAW & CAMPAIGN LAW A masterful set of rules for character development plus campaign guidelines and material invaluable to Gamemasters.

CREATURES & TREASURES More than a Rolemaster Bestiary, this product also provides complete rules and tables far generating random encounters, treasures, and magic items.
Look for these products wherever games are sold! ROLEMASTER . . . a cut above the rest!

Table of Contents:

TABLE OF CONTENTS

1.0 INTRODUCTION

1.1 DESIGNER NOTES

1.2 NOTATION

2.0 OPTIONAL SPELL "LAWS"

2.1 ARCANE MAGIC

2.2 EARTHNODES

2.3 MAGICAL GAME BALANCE

2.31 Base Spell Lists 

2.32 Channeling Restrictions

2.33 Preparation Time

2.4 MAGICAL LANGUAGES

2.5 LIVING IN THE ETHEREAL WORLD

3.0 NEW SPELLS AND SPELL LISTS

3.1 ARCANE SPELL LISTS

3.11 Bladerunes

3.12 Earthblood's Ways

3.13 Entity Mastery

3.14 Ethereal Mastery

3.15 Mana Fires

3.16 Spell Coordination 

3.17 Shapechanging Ways

3.2 DRUID BASE SPELL LISTS

3.21 Animal Mastery

3.22 Druid's Peace

3.23 Druidstaff

3.24 Nature's Forms

3.25 Stone Mastery

3.26 Tree Mastery

3.3 NIGHTBLADE BASE SPELL LISTS 

3.31 Distractions 

3.32 Phantom's Face 

3.33 Phantom Movements

3.34 Poison Mastery 

3.35 Adrenal Focus

3.4 PALADIN BASE SPELL LISTS 

3.41 Holy Warrior 

3.42 Spell Breaker

3.5 EXPANSION SPELL LISTS

3.51 Ceremonies

3.52 Familar's Law

3.53 Guardian Ways

3.54 Alchemical Preparations

3.55 Midwifery

3.56 Warding Ways

3.6 ADDITIONAL SPELLS

3.7 HIGH LEVEL SPELLS

3.8 DELVER BASE LISTS

4.0 OPTIONAL CHARACTER "LAWS"

4.1 PROFESSIONS 

4.11 The Paladin 

4.12 The Burglar

4.13 The Barbarian

4.14 The High Warrior Monk 

4.15 The Archmage

4.16 The Nightblade

4.17 The Druid

4.18 The Delver

4.19 Cleric's Law 

4.2 RACES

4.21 Additional Racial Types

4.22 Elves and Self Discipline 

4.3 SECONDARY SKILLS

4.4 STAT BONUSES

4.5 BACKGROUND OPTIONS

4.6 ADOLESCENCE SKILL RANKS

4.7 LEVEL BONUSES

4.8 VERY HIGH STATS

4.9 USING MERP LANGUAGES

5.0 ITEMS AND EQUIPMENT

5.1 ITEMS WITH INTELLIGENCE AND WILL

5.2 ALCHEMIST MATERIALS LIST

5.3 ENCHANTING ITEMS

5.4 TIME AND LEVEL ALCHEMICAL REQUIREMENTS

5.5 SPECIAL WEAPONS CHARACTERISTICS

5.6 POISONS AND ROTTEN THINGS

5.7 HERBS

6.0 TACTICAL AND PHYSICAL FACTORS

6.1 CONDENSED COMBAT SYSTEM

6.2 ACTION TIME REQUIREMENTS

6.3 BREAKING "150"

6.4 MASS AND FORCE CONSIDERATIONS

6.41 Force From Mass

6.42 Weight for Human Forms

6.5 WEAPON/ARMOR EFFECTIVENESS

6.6 M.A. FUMBLE TABLES

6.7 AN INITIATIVE SYSTEM 

7.0 CREATURES

7.1 FLYING CREATURES

7.2 BEASTS

7.3 GREATER LYCANTHROPES.

7.4 DEMONS

7.5 UNDEAD

7.6 DRAGONS

8.0 CITY DESIGN

9.0 CHILDBIRTH AND SIBLING GENERATION

9.1 SIBLING GENERATION

9.2 "MEDICAL" CONSIDERATIONS

10.0 GAME AIDS

10.1 PACKAGE DEALS FOR GOODS

10.2 LEVEL VERSUS BONUS SUMMARY

10.3 THE QABBALS

10.4 PLAYER CHARACTER RECORDS