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Mentalism Companion Cover


Product Line: Rolemaster
Product Edition: RMFRP
Product Name: Mentalism Companion
Product Type: Supplement
Author: Nicholas H.M. Caldwell, E. Malloch
Stock #: 5814
ISBN: 1-55806-596-2
Publisher: ICE
Page Count: 160
Release Date: 03-Jun
Language: English

Format Cover Price Released
Softcover $25.00 03-Jun
PDF $12.50 29-Jun-04
Cloth Bound 21-Aug-09
PDF $16.00 17-Oct-2011

Purchase:
Mentalism Companion at RPGNow
Mentalism Companion at Noble Knight Games (Used)
Cover/Jacket Text:
…The witch stirred the disgusting components in her basin. The goat’s eye was starting to melt into the small pool of newt’s blood; the eagle’s feather was heavily matted by the viscous fluids all around it. The Chancellor waited impatiently. At last the gnarled witch looked up. “Yes. Your king will do well this season; I have seen his rise to power… “
Open your mind and the let the Essence of the Universe flow through the channel into your soul!
The Mentalism Companion explores the magic that is mastered by the sheer power of your mind. In this book, you will find new professions, variant rules, new options, and (of course) lots of stuff for Mentalism spell users.
Here is what you will find inside…
• Four new professions that use the realm of Mentalism: the Seer (pure spell user that specializes in divining information), the Astrologer (a hybrid spell user that divines by studying the heavens), the Enchanter (a hybrid spell user that creates mental illusions), and the Armsmaster (a mentalism-trained warrior and soldier).
• More than a dozen new training packages for characters to develop.
• In-depth rules and an analysis of divination and its effect on role playing games.
• New rules for handling “mental” combat as well as new rules for handling spells that require concentration.
• A discussion about the differences between the new “mental” illusions and the traditional “elemental” illusions.
• Dozens of new spells lists for the realm of Mentalism.
The Ultimate RPG Toolkit
One system; one set of rules; all possible games! The Rolemaster Standard System provides you, the Gamemaster, with all the guidelines you need for your role playing games. Just choose the tools your current game requires, and you are off and running.
There are four core books that will allow you to run any fantasy-based game:
• Rolemaster Standard Rules The rules needed to play Rolemaster with 20 professions and dozens of training packages.
• Arms Law The complete Rolemaster melee and missile combat system!
• Spell Law:’ The complete Rolemaster magic system (over 2,000 spells).
• Gamemaster Law:'” The definitive guide for GMs of all systems!

Table of Contents:

Welcome. ........................................... 3
1.0 Introduction. .............................. 4
1.1 Overview ........................................ 4
1.2 Mentalism & Psionics .................... 4
1.3 Changes from Previous Editions .... 5
2.0 The Mentalism Archetypes. .. 6
2.1 Pure Spell Users ............................. 6
2.2 Hybrid Spell Users ......................... 7
2.3 Semi Spell Users ............................ 9
3.0 The Nature of Time. .............. 10
3.1 Free Will Versus Predestination ... 10
3.2 Time Travel .................................. 11
3.3 Concepts and Definitions ............. 12
3.4 The Mantic Arts ............................ 13
4.0 How to Use This Book
with RMSS. ............................ 16
4.1 Rolemaster Standard Rules .......... 16
4.2 Spell Law ...................................... 17
4.3 Gamemaster Law .......................... 18
4.4 Essence Companion ..................... 18
4.5 Other Companions ........................ 18
4.6 Talent Law .................................... 18
4.7 Races and Cultures Books ............ 19
4.8 Other Books .................................. 19
5.0 The Professions
and Spell List Notes. ......... 20
5.1 Seer ............................................... 21
5.2 Astrologer ..................................... 22
5.3 Enchanter ...................................... 23
5.4 Armsmster .................................... 24
5.5 Vision Guard ................................ 25
5.6 Starlore ......................................... 25
5.7 Enchanter Base Lists .................... 25
5.8 Armsmaster Base Lists ................. 25
5.9 Training Package Lists ................. 25
6.0 The Training Packages. ........ 26
6.1 Beastmaster .................................. 27
6.2 Charlatan ...................................... 28
6.3 Dream Traveller ........................... 29
6.4 Dreamweaver ................................ 30
6.5 Fortune Teller ............................... 31
6.6 Hermit ........................................... 32
6.7 Houri ............................................. 33
6.8 Mariner ......................................... 34
6.9 Oracle ........................................... 35
6.10 Physician .................................... 36
6.11 Protege ........................................ 37
6.12 Sage ............................................ 38
7.0 Mentalism Magic
and Ritual. ........................... 39
7.1 Spell Concentration ...................... 39
Spell Concentration Static
Maneuver Chart ............................ 40
7.2 Ritual Magic ................................. 41
Research Difficulty Chart ........................ 42
Ritual Maneuver Difficulty Chart .......... 42
Magic Ritual Static Maneuver Chart ...... 43
7.3 Learning Mentalism Magic .......... 44
8.0 The Philosophies of Illusion. 46
8.1 The Mirror of Reality ................... 46
8.2 The Mind’s Eye ............................ 46
8.3 Conclusions .................................. 48
9.0 The Fragile Mind. .................. 49
9.1 Types of Insanity .......................... 49
9.2 Insanity in the Game ..................... 51
Mental Stability Chart ............................ 51
Modifiers for Sanity Healing ................... 52
Sanity Gained Chart ................................ 52
10.0 Language and Lore. ............ 53
10.1 Historical Language
Development ........................... 53
10.2 The Spread of Language ............. 53
10.3 The Effects of Magic
and Technology ......................... 54
10.4 Aspects of Language .................. 54
10.5 Communications Skill Group ..... 55
10.6 Learning Languages ................... 57
10.7 Starting Languages ..................... 57
Language Development Chart ................ 58
10.8 “Lore” Spells .............................. 59
11.0 Evoking the Past. ................. 60
11.1 Evocation By Skill ...................... 60
Modifiers for Evocative Divination ........ 61
11.2 Evocation By Spell ..................... 61
11.3 Using Evocation Spells .............. 62
11.4 Deceiving Evocation Spells ........ 63
11.5 Countermagic ............................. 64
11.6 The Risks of Evocation .............. 65
11.7 Concluding Remarks .................. 66
12.0 Scrying the Present. ............. 67
12.1 Scrying By Skill ......................... 67
Modifiers for Scrying Divination ............ 68
12.2 Sense Moving ............................. 68
Modifiers for Time Sense ........................ 69
Percentage Error ......................................69
12.3 Sense Borrowing ........................ 70
Modifiers for Sensory Mismatch
—Situational Awareness (Familiar) ... 74
12.4 Animal Bonding
Versus Familiars ..................... 75
13.0 Divining the Future. ............ 76
13.1 Using Divination in the Story ..... 76
13.2 Predictions by Skill .................... 77
13.3 Predictions by Spells .................. 81
13.4 Other Forms of Divination ......... 82
13.5 Divination Countermagic ........... 84
13.6 A Final Word .............................. 84
14.0 Astrology. ............................... 85
14.1 An Introduction to Astrology ..... 85
14.2 A History of Astrology ............... 85
14.3 Astrology In Action .................... 86
14.4 An Astrological Toolkit .............. 87
14.5 An Example System
of Astrology ............................ 88
14.6 Interpreting & Casting
Horoscopes .............................. 93
Aspect Determination Chart .................... 94
Astrological Divination
Maneuver Chart .......................... 94
14.7 The Limitations of Astrology ..... 95
15.0 The Tarot. ................................... 96
15.1 An Introduction to the Tarot ....... 96
15.2 The Major Arcana ...................... 96
15.3 The Minor Arcana ...................... 98
15.4 Using the Tarot
Within the Game .................... 101
Tarot Card Table .................................. 104
16.0 Dreams. ................................. 105
16.1 Beliefs and Theories
about Dreams .......................... 105
16.2 The Nature of Sleep
and Dreams ........................... 107
16.3 Using Dreams Within the
Story and the Game ............... 110
Dream Topic Modifiers ........................ 112
Dream Control Modifiers ..................... 112
16.4 Dream Worlds .......................... 114
16.5 The Dream Dictionary .............. 115
16.5.1 Dictionary of Dream Symbols ... 115
17.0 Mentalism Spell Lists. ...... 118
17.1 Seer Base Spell Lists ................ 121
17.1.1 Far Visions ................................ 121
17.1.2 Future Visions ........................... 122
17.1.3 Mind Visions ............................. 123
17.1.4 Past Visions ............................... 124
17.1.5 Vision Borrowing ...................... 125
17.1.6 Vision Guard ............................. 126
17.2 Astrologer Base Spell Lists ...... 127
17.2.1 Far Voice ................................... 127
17.2.2 Holy Vision ............................... 128
17.2.3 Starlights .................................... 129
17.2.4 Starlore ...................................... 130
17.2.5 Starsense .................................... 131
17.2.6 Way of the Voice ....................... 132
17.3 Enchanter Base Spell Lists ....... 133
17.3.1 Seeming Defenses ..................... 133
17.3.2 Seeming Enhancement .............. 134
17.3.3 Seeming Law ............................. 135
17.3.4 Seeming Mastery ....................... 136
17.3.5 Seeming Memories .................... 137
17.3.6 Seeming Projection .................... 138
17.4 Armsmaster Base Spell Lists .... 139
17.4.1 Armor Mastery .......................... 139
17.4.2 Battle Law ................................. 140
17.4.3 Fortress Law .............................. 141
17.4.4 Martial Law ............................... 142
17.4.5 Warrior Law .............................. 143
17.4.6 Weapon Mastery ........................ 144
17.5 Training Package Spell Lists .... 145
17.5.1 Animal Bonding ........................ 145
17.5.2 Body Shifting ............................ 146
17.5.3 Charades ................................... 147
17.5.4 Dream Law ................................ 148
17.5.5 Dream Lore ................................ 149
17.5.6 Dream Travel ............................. 150
17.5.7 Houri’s Beguilement ................. 151
17.5.8 Houri’s Kisses ........................... 152
17.5.9 Knowledge Mastery .................. 153
17.5.10 Medical Law ............................ 154
17.5.11 Mind Shifting .......................... 155
17.5.12 Physicks ................................... 156
17.5.13 Sailing Mastery ........................ 157
17.5.14 Sea Mastery ............................. 158

Related Products:

Cover Stock
Number
Product Name Release Date ISBN Pages
Expanded Spell Books
1510 Elemental Companion 1989 1-55806-076-6 144
1520 Spell User’s Companion 1991 1-55806-149-5 160
1530 Alchemy Companion 1992 1-55806-161-4 208
5600 Arcane Companion 1995 1-55806-239-4 144
5603 Essence Companion 1997 1-55806-318-8 144
5605 Mentalism Companion 1998 1-55806-380-3 160
5604 Channeling Companion 1998 1-55806-322-6 128
5809 Channeling Companion 2000 1-55806-559-8 128
5812 Fire and Ice: The Elemental Companion 02-Jul 1-55806-573-3 144
5812a Fire and Ice: The Elemental Companion Addendum PDF 02-Sep n/a 32
GCP 006 Essence Companion 02-Feb-07 1-55806-318-8 146


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