ICEWEBRING


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

 

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