TEXT: Rolemaster Companion I
  
  Rolemaster Companion I
  CREDITS
  Design:
   R.
   Mark Colborn
  Development and 
  Various Contributions:
   Coleman Charlton
  Special Contributions:
  "Familiar Law" — Randy 
  Ashby "Nightblade Suggestions" — Jim Nelson
  "Smoothed Stat Bonuses" & "Lack of Elven Focus" — Charles Crutchfield
  "Cleric'
  s Law" & "Initiative" — 
  Timothy Moore "M.A.
   Fumbles" — Mike Geifman
  "Warding Moves" — 
  Audrey SF Jaxon "Engineer" & "2ndary Skill Costs" — 
  Aaron Kendall
  Consultation and Proofing:
   John Kabes,
   Randy 
  Ashby,
   
  Timothy Moore,
   Charles Crutchfield,
   
  Heike Kubasch,
   Mike 
  Anderson,
   
  Andrew Roy,
   
  Audrey Jaxon,
   
  Aaron Kendall,
   Kristin Skold,
   
  Ray Sarbacker,
   Bruce Neidlinger,
   John David Ruemmler.
  Editorial Flunky:
   
  T.
   Kevin 
  Amthor 
  Original Cover 
  Art:
   
  Angus McBride 
  Original Cover Graphics:
   Richard H.
   Britton 
  Interior 
  Art:
   Denis Loubet
  Production:
   John Ruemmler,
   
  Terry K.
   
  Amthor,
   Rick Britton,
   Scan Murphy.
  Playtesters:
   John "Celebrimbel",
   "Gullarmen" Kabes,
   Mike "Turlik",
   "Camber",
   "Why can'
  t I wear armor?!" Grubbs,
   
  Randy "Merrie Joy Divine",
   "Selma",
   "Wynnie",
   "Chi'
  li Bein" 
  Ashby,
   Jerry "Silverhand",
   "Kraeco",
   "Bad- finger",
   "Elenmel" 
  Steinworth,
   Dennis "Always Mongo" Silt,
   John "Hacking 
  Arcrist",
   "The monk is too tough!" Ushold,
   Bev "Godfrey",
   "The 
  Dwarf Forever" Jones,
   Dawn "Goldie Good-shot" Oase,
   Jim "Always a martial artist" Nelson,
   Richard "Hogan",
   "Na-goh" 
  Holtzbauer,
   Mark "The duellist",
   "you'
  re in the 
  Army now" Reeder,
   R.
   Mark "Brand" Colborn,
   Ron "Let'
  s try to kill each 
  other" Nelson,
   Michelle "Think I'
  ll take a nap" Haworth
  Special Contributions:
   Mike 
  Alien,
   Deane Begiebing,
   James Blevins,
   Karl Borg,
   Chris Christensen,
   Kathleen Connor,
   Bill 
  Covert,
   Bill Downs,
   Pete Fenlon,
   Kurt Fischer,
   Randy Hart,
   Sean Murphy,
   Kurt Rasmussen.
  Typesetting:
   
  The Design Group,
   Lynchburg,
   
  VA.
  Revisied By:
   
  The hard working scribes of 
  The Rolemaster Society
  Editing Director:
   Michael J.
   Herrmann
  Published By:
   Drosselmeyer Press
  SEND 
  ALL ERRATTA 
  AND QUESTIONS 
  TO:
   
  rolemastersociety@gmail.com
  December 2011;
   1st Printing (Revised)
  2nd Edition Revised
  Produced and distributed by IRON CROWN ENTERPRISES,
   Inc.
   
  P.O.
   Box 1605,
   Charlottesville,
   
  VA 22902.
  Copyright 1986 by Iron Crown Enterprises Inc...
   
  All rights reserved...
   .No reproductions without author'
  s permission.
  ISBN 0-915795-12-4
  Stock #1500
  
   
  Rolemaster Companion I
  1.0 INTRODUCTION.............................................................2
  1.1 DESIGNER NOTES...................................................................... 2
  1.2 NOTATION...........................................................................3
  2.0 OPTIONAL SPELL "LAWS"......................................... 4
  2.1 ARCANE MAGIC................................................................ 4
  2.2 EARTHNODES.................................................................... 6
  2.3 MAGICAL GAME BALANCE.......................................... 7
  2.31 Base Spell Lists ............................................................ 7
  2.32 Channeling Restrictions............................................. 8
  2.33 Preparation Time........................................................ 8
  2.4 MAGICAL LANGUAGES...................................................9
  2.5 LIVING IN THE ETHEREAL WORLD..............................10
  3.0 NEW SPELLS AND SPELL LISTS........................... 13
  3.1 ARCANE SPELL LISTS........................................................ 13
  3.11 Bladerunes.................................................................... 13
  3.12 Earthblood'
  s Ways....................................................... 15
  3.13 Entity Mastery............................................................ 17
  3.14 Ethereal Mastery......................................................... 18
  3.15 Mana Fires ................................................................. 20
  3.16 Spell Coordination .................................................... 21
  3.17 Shapechanging Ways................................................. 23
  3.2 DRUID BASE SPELL LISTS............................................... 24
  3.21 Animal Mastery......................................................... 24
  3.22 Druid'
  s Peace............................................................. 25
  3.23 Druidstaff................................................................... 25
  3.24 Nature'
  s Forms.......................................................... 27
  3.25 Stone Mastery........................................................... 28
  3.26 Tree Mastery.............................................................. 29
  3.3 NIGHTBLADE BASE SPELL LISTS...................................30
  3.31 Distractions ............................................................... 30
  3.32 Phantom'
  s Face.......................................................... 31
  3.33 Phantom Movements............................................... 32
  3.34 Poison Mastery ....................................................... 33
  3.35 Adrenal Focus........................................................... 33
  3.4 PALADIN BASE SPELL LISTS............................................35
  3.41 Holy Warrior ............................................................ 35
  3.42 Spell Breaker ............................................................ 36
  3.5 EXPANSION SPELL LISTS.................................................37
  3.51 Ceremonies................................................................. 37
  3.52 Familar'
  s Law ........................................................... 38
  3.53 Guardian Ways.......................................................... 39
  3.54 Alchemical Preparations.......................................... 40
  3.55 Midwifery .................................................................. 41
  3.56 Warding Ways............................................................ 43
  3.6 ADDITIONAL SPELLS...................................................... 44
  3.7 HIGH LEVEL SPELLS........................................................ 49
  3.8 DELVER BASE LISTS......................................................... 54
  4.0 OPTIONAL CHARACTER "LAWS".................. 57
  4.1 PROFESSIONS ................................................................... 57
  4.11 The Paladin ................................................................. 57
  4.12 The Burglar ............................................................... 58
  4.13 The Barbarian............................................................. 58
  4.14 The High Warrior Monk........................................... 59
  4.15 The Archmage............................................................ 59
  4.16 The Nightblade.......................................................... 60
  4.17 The Druid .................................................................. 60
  4.18 The Delver................................................................... 61
  4.19 Cleric'
  s Law.................................................................. 61
  4.2 RACES.................................................................................62
  4.21 Additional Racial Types.............................................62
  4.22 Elves and Self Discipline ..........................................64
  4.3 SECONDARY SKILLS.........................................................65
  4.4 STAT BONUSES..................................................................66
  4.5 BACKGROUND OPTIONS..............................................67
  4.6 ADOLESCENCE SKILL RANKS.......................................70
  4.7 LEVEL BONUSES...............................................................70
  4.8 
  VERY HIGH STATS..............................................................71
  4.9 USING MERP LANGUAGES.............................................71
  5.0 ITEMS AND EQUIPMENT.................................72
  5.1 ITEMS WITH INTELLIGENCE AND WILL.......................72
  5.2 ALCHEMIST MATERIALS LIST........................................75
  5.3 ENCHANTING ITEMS......................................................75
  5.4 TIME AND LEVEL ALCHEMICAL REQUIREMENTS............78
  5.5 SPECIAL WEAPONS CHARACTERISTICS.....................78
  5.6 POISONS AND ROTTEN THINGS.................................80
  5.7 HERBS..................................................................................80
  6.0 TACTICAL AND PHYSICAL FACTORS............83
  6.1 CONDENSED COMBAT SYSTEM ...................................83
  6.2 ACTION TIME REQUIREMENTS....................................86
  6.3 BREAKING "150" ..............................................................87
  6.4 MASS AND FORCE CONSIDERATIONS.......................88
  6.41 Force From Mass.........................................................88
  6.42 Weight for Human Form...........................................88
  6.5 WEAPON/ARMOR EFFECTIVENESS..............................91
  6.6 MA.
   FUMBLE TABLES........................................................94
  6.7 AN INITIATIVE SYSTEM..................................................94
  7.0 CREATURES......................................................................98
  7.1 FLYING CREATURES..........................................................98
  7.2 BEASTS................................................................................99
  7.3 GREATER LYCANTHROPES...........................................100
  7.4 DEMONS............................................................................101
  7.5 UNDEAD............................................................................102
  7.6 DRAGONS....................................................................... 103
  8.0 CITY DESIGN.................................................................104
  9.0 CHILDBIRTH AND SIBLING GENERATION......107
  9.1 SIBLING GENERATION.................................................. 107
  9.2 "MEDICAL" CONSIDERATIONS................................... 107
  10.0 GAME AIDS.................................................................. 110
  10.1 PACKAGE DEALS FOR GOODS................................... 110
  10.2 LEVEL 
  VERSUS BONUS SUMMARY............................ 110
  10.3 THE QABBALS................................................................ 110
  Rolemaster Companion I
  Table Of CONTENTS
  
   
  2    Introduction
   
  Rolemaster Companion I
  The Rolemaster Companion (RMC) is a collection of optional 
  rules and spell lists for the Rolemaster fantasy role-playing 
  system. Optional is the key word here; a Gamemaster should 
  carefully examine each section of material before using it in his 
  world or campaign. This material runs the gamut from play 
  aids that simply make the standard game mechanics easier to 
  handle to very high powered spells and optional rules. Most 
  GM's will not use everything in the RMC; there is just too big 
  a diversity in style and power level.
  The RMC includes a wide variety of material because 
  different role players want different things from a role playing 
  system. Some GM's run a low powered tightly structured 
  game; such GM's probably find that much of the material in 
  this product will not be appropriate for their game unless they 
  modify and experiment with it. At the other end of the 
  spectrum, some GM's run a high powered or loosely structured 
  game; such GM's will probably use most of the material in this 
  product and modify it and extend it and wish that there were 
  more 75th level spells. Most GM's fall in between these two 
  extremes; they will use some of the material, ignore some of it, 
  and modify the rest. The thing to keep in mind is that this is a 
  commercial product. As a company, I.C.E. has to appeal to a 
  large audience and provide material that can be used by most of 
  the customers that use our systems. 
  Players should keep the above discussion in mind when 
  reading the RMC; some of this material may not be appropriate 
  for your Gamemaster's game. The GM must decide which 
  parts of this material will be used in his world — not the 
  players. The GM should always be the authority in any role 
  playing session that involves his world. The manner in which a 
  GM interprets, modifies, excludes, or includes rules and 
  guidelines is entirely up to him (or her). This is true for the 
  standard rules as well as a set of optional rules, such as the 
  RMC. A Gamemaster should never feel that the rules are an 
  etched in-concrete, unbreakable, unbending, absolutely fixed 
  system; they are provided to help the GM develop, manage, 
  and run his world.
  On the other hand, the Gamemaster has an obligation to his 
  players to make clear what the physical laws of his world entail 
  (i.e., the game mechanics). As efficiently as possible, the GM 
  should indicate what rules and guidelines are being used and 
  which ones have been modified or changed. In addition, a GM 
  must strive to be consistent in his decisions and in his 
  interpretations of the rules. Without consistency, the players 
  will eventually lose trust and confidence in the GM's decisions 
  and his game. When this happens a FRP game loses much of 
  its pleasure and appeal. Both the GM and the players must 
  cooperate to have a successful FRP game.
  1.1 DESIGNER NOTES
  Rolemaster covers a great many of the bases in fantasy; 
  hopefully, the Rolemaster Companion enriches that breadth. 
  This supplement began with the Spell Coordination Arcane 
  list, developed to interpret and explain the awesome might of 
  the irresistible Court of Ardor. With that began an unending 
  yearning to expand the world of Rolemaster with every spell, 
  every creature, every profession, every race, every rule, every 
  game aid, every reality, which I have encountered in play, 
  stories, other FRP systems, personal experience, and the 
  Rolemaster products themselves.
  The attempt has been made in this rules supplement to 
  provide rationale for each new concept and alteration 
  suggested. What more needs to be said? Only two things, and 
  the first is of such critical importance that I desired to make the 
  comment at the beginning of this rulebook rather than at the 
  end. 
  These rules are optional — every line, every point, every 
  number, every die roll, every limitation, every statistic. In fact, 
  in every FRP game every rule is optional in every detail. GM's, 
  never never allow yourself to be bound into a rule-heavy, 
  bookish, game where the system quickly moves from role 
  playing to Technocracy (who knows the rules the best, or who 
  can shout the loudest, or who can look it up the quickest).
  One evening, following a particularly taxing evening with 
  my good friends (the PC's), one of them, Jerry Steinworth, 
  stopped to give me some advice. He said, "Mark, don't let the 
  players tell you how the game is to be played, what the rules 
  are. Whenever I GM, I make it clear that they are not playing 
  I.C.E. or D&D or whatever. They are playing Jerry's game."
  This is the best advice for a GM. Now I am not saying a 
  GM should not listen; you will always find occasions where 
  you have been inconsistent. However, change the outcomes 
  only when you want to. If the players don't like your game, 
  they'll find excuses not to come —  a clear message to 
  reexamine your system. But be careful. Your PC's will browbeat 
  you with the same intensity as you or I would browbeat God if 
  we could about the condition of the present universe (which, I 
  understand, He will change someday). In such brow-beating, 
  you have ceased being the GM and the players are now writing 
  your system. As Jerry advised me so I advise you: if a PC ever 
  does not understand the outcome of a particular action, then 
  respond to his queries with; "Um hmm. Sure is strange. How 
  will your character go about finding out why?"
  My second comment is briefer. The other reason for this 
  supplement is simply because there are things I wanted in 
  Rolemaster which we do not have yet from the good and busy 
  folk at ICE., and this game is too good to switch to another. I 
  wanted to be able to make every item of Ardor, and C&T. 
  1.0 Introduction
  
  Notation 3
  Rolemaster Companion I
  I wanted to be able to include generally accepted examples of 
  prime character types in other stories and games. There were 
  myriad spells I wanted in my world. I wanted some of the 
  characters to be able to do more. I wanted everything to be able 
  to be built and explained, at least from the GM's point of view. 
  I had to answer hoards of questions and interests from the most 
  dogmatic, educated, technical, and capable PC's ever assembled 
  (should I add oldest?).
  Finally, in closing, I hope you find as much freedom, 
  delight, and fulfillment of your group's fantasies as I have had 
  in playing Rolemaster, and in preparing most of the material in 
  this heavily playtested supplement.
  I dedicate this tome in triplicate, first to Jesus of Nazareth, 
  to my wife who is patient with me, and to my gamers who are 
  both a great challenge and a great delight.
  1.2 NOTATION
  The material in the Rolemaster Companion uses the standard 
  notation from the Rolemaster products: Arms Law & Claw Law 
  (AL&CL), Spell Law (SL), Character Law & Campaign Law 
  (Chl&CaL), and Creatures & Measures (C&7). Those products 
  should be consulted for specific references; for example, the 
  spell lists in Section 2.0 all use SL abbreviations and notation 
  in the spell descriptions and the creature descriptions in Section 
  7.0 use the codes and abbreviations from C&T.
  Two type of notation for dice rolls are used in this product:
  1.) The range notation, 
  #-#, where the first # is the 
  beginning range and the second # is the end of the range; 
  for example, 
  1-100 is a roll resulting in a number between 
  1 
  and 
  100 
  (00).
  2.) 
  The die type notation, #D#, where the first # is the 
  number of dice to roll (and sum the results) and the 
  second # is the "type" (number of sides or possible results 
  from 1 to #) of dice to roll. For example, 2D6 = roll two 
  six-sided dice and sum the results; 1D8 = roll one 8-sided 
  die; 
  3D10 
  = 
  roll 
  three 
  10-sided 
  dice 
  and 
  sum 
  the 
  results.
  "Seek 
  ye 
  the 
  Anci
  ent 
  Paths.
   
  Fi
  nd 
  that 
  whi
  ch 
  i
  s 
  conceal
  ed 
  In 
  unfortunate 
  di
  sregard.
   
  The 
  contemporary
  Sports 
  a 
  profane 
  all
  ure; 
  Offendi
  ng 
  the 
  wi
  ser 
  mi
  nd,
   
  Offendi
  ng 
  the 
  wi
  ser 
  mi
  nd.
  "
  "It 
  i
  s 
  not 
  that 
  the 
  new
  Has 
  nothi
  ng 
  to 
  offer,
  But 
  that 
  the 
  ol
  d 
  i
  s 
  essenti
  al
  .
   
  It 
  the 
  rock 
  of 
  new 
  wall
  s,
  It 
  the 
  words 
  of 
  new 
  thoughts.
   
  It 
  the 
  pri
  nci
  pl
  es 
  of 
  pl
  anes.
   
  It 
  the 
  pri
  nci
  pl
  es 
  of 
  pl
  anes.
  "
  "That 
  whi
  ch 
  i
  s 
  ri
  ght 
  i
  s 
  ri
  ght.
  Nothi
  ng 
  i
  s 
  gai
  ned 
  i
  n 
  walk
  Whi
  ch 
  abandons 
  truths 
  found 
  before.
   
  The 
  obvi
  ous 
  i
  s 
  so
  Frequentl
  y 
  overl
  ooked
  It 
  al
  most 
  al
  ways 
  shoul
  d 
  speak.
  It 
  al
  most 
  al
  ways 
  shoul
  d 
  speak.
  "
  "Seek 
  ye 
  the 
  Anci
  ent 
  Paths.
   
  Fi
  nd 
  that 
  whi
  ch 
  i
  s 
  conceal
  ed 
  In 
  unfortunate 
  di
  sregard.
   
  Enli
  ghtenment 
  gi
  ves 
  wi
  ngs,
   
  Power 
  forgotten 
  yet
  Gi
  ves 
  mi
  ght 
  to 
  one 
  who 
  i
  s 
  wi
  se.
   
  Gi
  ves 
  mi
  ght 
  to 
  one 
  who 
  i
  s 
  wi
  se.
  "
  By 
  Magician, 
  Brand, 
  AMD.
  
   
  4    Arcane Magic
  Rolemaster Companion I
  Most of the material in this section deals with systems for 
  handling specific magical principles and natural phenomena 
  that can be added to a world or a campaign. The GM should 
  be very aware that such systems can significantly affect the way 
  that magic works in his game. This material includes: Arcane 
  Magic, Section 2.1 (magic that is not keyed to a single Realm); 
  Earthnodes, Section 2.2 (areas rich in magic and power); 
  magical languages, Section 2.4 (using magic languages to 
  enhance the power and effectiveness of spells); and finally, the 
  Ethereal world, Section 2.5 (other planes of existence).
  The rest of the material in this section deals with optional 
  ways of handling certain spell guidelines from Spell Law.
  2.1 ARCANE MAGIC
  The primary forms of the Arcane Magic presented in this 
  section are the spell lists in Section 3.1. The GM should 
  examine each list very carefully before using it in his 
  campaign; note especially the Ethereal Mastery list and the 
  Earthblood's Way list, which require a very specific world set-
  up that may not fit in with the GM's. In addition, the Spell 
  Coordination and the Bladerunes lists add the capacity for 
  generating different types of "stored" magic that may 
  significantly increase the amount of non-intrinsic magic 
  occurring in a campaign. A GM should feel free to modify 
  these lists or to design additional Arcane Lists for use in his 
  specific campaign and world system. 
  The spell lists presented in Section 3.1 are called The Arcane 
  Spell Lists, and are supposed to represent ancient areas of 
  magical knowledge that existed before most magic usage 
  became specialized into the three normal Realms of Power: 
  Essence, Channeling, and Mentalism.
  One possible rationale for this situation is that there is one 
  underlying power source for all magic, and that spell usage in 
  the three Realms of Power has specialized and "easily learned" 
  methods of tapping this power. Thus, as magic usage became 
  more and more widespread, the power utilized became more 
  and more specialized so that it required less formal training and 
  less inherent natural talent. Thus the Archmages (see Section 
  4.1), who approach magic usage from the single power source 
  view are relatively rare (perhaps because of special talent, 
  background, race, etc.) and require more "formal" training to 
  learn spell lists (2/* development point cost). On the other 
  hand, "normal" Spell Law magic users make up the vast 
  majority of spell casters and require less "formal" training (1/* 
  development point cost for spell lists in their area of 
  specialization).
  As an analogy, look at the heat from burning (rapid 
  oxidation), the electricity from a battery, and the blast from an 
  explosion as three power sources. Using different "guidelines", 
  technicians and repairmen (i.e., firemen, welders, electricians, 
  demolition experts) easily work with these power sources as if 
  they were separate and very different. However, a chemist (or 
  physicist) would view all three as different manifestations of a 
  single power source: the energy produced by chemical 
  reactions. In most cases, chemists are rarer and require more 
  formal training than technicians. Using this analogy, one can 
  view Archmages as "chemists" (or "physicists") and other spell 
  casters as "technicians".
  GUIDELINES FOR USING THE ARCANE SPELL LISTS
  (A) Any character with spell casting ability may study 
  Arcane Spells, but the development points and other factors 
  will vary (see below).
  (B) When casting Arcane spells, the normal Spell Law rules 
  apply (power points, spell casting, RR's, etc.). The power 
  points required come from the spell caster's normal realm(s). 
  An Archmage's power points are calculated by using (EM +IN 
  + PR)/3 instead of a single stat. For stat bonuses to apply when 
  resisting Arcane spells use: (EM bonus + IN bonus + PR 
  bonus)/3 + (sum of the 3 racial RR bonuses for magic)/3.
  (C) As for the development point costs for learning the 
  Arcane lists, the GM has a number of options which he can 
  exercise. Some suggestions are given here and the GM can 
  decide which of these he desires to use (he may want to use 
  more than one option), or he may develop a system of his own.
  Option 1: The GM may vary the efficiency of a spell pick (see 
  Spell Law Section 5.31) for the different professions as 
  follows:
  a. Non-spell Users must make one spell pick to learn every 
  2 levels of an Arcane list; i.e., 1-2, 3-4, 5-6, etc. Each spell 
  after level 10 requires a separate pick to learn.
  b. Semi-spell users must make one spell pick to learn every 
  3 levels of an Arcane list through level 15; i.e., 1-3, 4-6, 7-
  9, etc. Each spell after level 15 requires a type "E" pick to 
  learn, and type "E" picks cost 8/*.
  c. Pure spell users must make one spell pick to learn every 5 
  levels of an Arcane list through level 20; i.e., 1-5, 6-10, 11-
  15, 16- 20. However, every such pick costs 2/*, and their 
  type "E" picks cost 3/*.
  d. Hybrid spell users, actually more comfortable with the 
  fundamental concepts of lists which bridge all the realms, 
  must make one spell pick to learn every 6 levels of an 
  Arcane list through level 20; i.e., 1-6, 7-12, and 13-20. 
  Those picks cost 2/*, while their type "E" type picks also 
  cost 2/*.
  e. Archmages, being perfectly suited to Arcane magic, may 
  make their spell picks for Arcane lists normally: 1-10, 11-
  20, 25, 30, 50 (at a cost of 2/*).
  2.0 Optional Spell “Laws”
  
  On Arcane Magics    5
  Rolemaster Companion I
  ON ARCANE MAGICS
  From the Introduction to Book 4 of Studies Beyond The 
  Common 
  White Lore, by Wtomit, the Loremaster.
  To thi
  s poi
  nt, the great maj
  ori
  ty, i
  n fact nearl
  y the 
  totali
  ty of these Chroni
  cles (as recorded by your humbl
  e 
  Lori
  st) have been accurately compi
  led from a vari
  ety of 
  fi
  rst-hand sources.
   However, thi
  s preli
  mi
  nary di
  scussi
  on of 
  the Arcane Magi
  c whi
  ch i
  s now broadly recogni
  zed wi
  thi
  n 
  nearly all esoteri
  c magi
  cal lore ci
  rcles comes from personal 
  di
  alogues wi
  th my own tutor i
  n Essenti
  al Energi
  es, Luas. 
  You need no di
  scussi
  on of hi
  m; hi
  s Principles & 
  Elementaries i
  s 
  the standard i
  ntroductory 
  text for 
  magi
  cal 
  craft 
  today.
  Indi
  genous to the study of the ori
  gi
  ns of the Arcane 
  Tomes 
  i
  s 
  the menti
  on of 
  the Draconic Wizards,
   
  or 
  Dragon 
  Mages,
   as they are commonly called.
   The necessi
  ty for thi
  s 
  menti
  on i
  s cl
  ari
  fi
  ed i
  n thi
  s record qui
  lled i
  n my j
  ournal
  s on 
  the 60th of Dari
  n, 2292 TAI. Wi
  th the benefi
  t of total 
  recall, I have carefully i
  ncluded, wi
  thout comment, every 
  word 
  between 
  my 
  teacher 
  and 
  me 
  on 
  2292 
  TAI:
  "Whence the Arcani
  a? They were placed i
  nto my very 
  hands by my master Lei
  lamag. Under hi
  s i
  nstructi
  on I 
  have mastered them all, ascended because of them, and 
  released them fi
  nally to you as a pri
  vate honor before you 
  di
  ssemi
  nated them to the proper colleges and i
  nsti
  tutes for 
  thei
  r 
  perpetui
  ty.
  "
  "Master, so they came to you. But whence di
  d Grand 
  Master Lei
  l
  amag learn these thi
  ngs? And what do you 
  mean,
   '
  ascended?'
  " "We must speak of ascensi
  on l
  ater.
   But 
  of Lei
  lamag, he was whelmed by energy on the fi
  rst day of 
  the thousandth year of the thi
  rd age, and recei
  ved 
  understandi
  ng 
  to research,
   
  li
  st,
   and 
  desi
  gn the 
  Arcani
  a.
   He 
  then 
  placed 
  i
  t 
  i
  nto 
  my 
  hands.
  "
  "Your 
  own 
  master 
  set 
  them 
  down! 
  What 
  ages 
  you 
  speak 
  of! Is thi
  s a fi
  gure? Are you fey - an Elf? Is even your 
  master an Elf? Do you wear ski
  ns whi
  ch di
  sgui
  se you? 
  Though I came to you I assumed from seei
  ng your fl
  esh 
  that you are but man, wi
  se by essenti
  al gi
  ft, and not by 
  eon.
   
  How 
  can 
  you 
  speak 
  of 
  your 
  lord'
  s 
  revelati
  on 
  i
  n 
  the 
  fi
  rst 
  mi
  llenni
  um? Not to menti
  on that your own years then 
  lengthen 
  far 
  beyond.
  .
  .
  "
  "Yh'
  tomi
  t, you Must not be afrai
  d. I have al
  ready 
  taught you to master forces far beyond your frame. And 
  you have done as well as the best of my di
  sci
  pl
  es. But do 
  not thi
  nk that you have even approached the Li
  mi
  ts. 
  Your 
  understandi
  ng may yet reach out to grasp and move 
  energi
  es whi
  ch shape all soli
  d reali
  ti
  es and even the pl
  anes 
  themselves. Though I must confess, even I wondered and 
  feared when my master left me the ni
  ght he gave to me the 
  Arcane 
  Li
  brary 
  and 
  the 
  anci
  ent 
  language.
   
  (I 
  wi
  ll
   
  not 
  bother 
  you by telli
  ng you i
  n what year that was!) I was awed 
  enough by the door he had opened to me. Then, no sooner 
  had he departed i
  nto the yard, than my whol
  e house was 
  encompassed by a shadow that bl
  ocked the full moon. As 
  the shadow 
  fi
  nall
  y 
  passed,
   I 
  saw 
  the ragged edge of 
  a great 
  wi
  ng. I knew then that my master Lei
  l
  amag was i
  ndeed 
  greater than I had dreamed. And I now tell you that thi
  s 
  greatness 
  was 
  not 
  merel
  y 
  i
  nnate,
   
  but 
  i
  t 
  coul
  d 
  be 
  shared.
  "
  "Master,
   what i
  s i
  t that you say? Isn'
  t the l
  egend of the 
  Maged rakes one of horror and evi
  l? Would you associ
  ate 
  yourself wi
  th such dark fantasi
  es? Were you yourself fed 
  on such a tradi
  ti
  on? And have I l
  earned these ways from 
  such 
  a 
  hi
  story?"
  "Not 
  fantasi
  es 
  Yh'
  tomi
  t.
   
  And 
  be 
  aware 
  of 
  your 
  i
  gnorance 
  and your prejudgment. All creatures, great or small
  , have 
  some l
  i
  ttl
  e choi
  ce at l
  east i
  n the road they walk,
   or fl
  y,
   even 
  Ores. And to speak of the evi
  l ones, most of thei
  r deeds of 
  death 
  were 
  wrought 
  whi
  l
  e 
  j
  ust 
  men.
  "
  "Men? Master, are these peopl
  e who have gai
  ned the 
  abi
  li
  ty 
  to 
  become,
   
  I 
  mean,
   
  to 
  be 
  dragons? 
  And 
  to 
  moue 
  back 
  and 
  forth 
  between 
  the 
  form 
  and 
  Essence?"
  "Certai
  nl
  y, even you, as you quest for knowl
  edge, grow 
  hungry for power as well? Is power not an acqui
  red taste? 
  Thi
  nk of i
  t now,
   when the masses are j
  ust begi
  nni
  ng to call 
  you l
  ord. Whi
  ch i
  s greater? To be as the dumb fi
  ghters, or 
  li
  ke those patheti
  c magi
  c practi
  ti
  oners who wi
  el
  d thei
  r 
  spell
  s li
  ke hammers i
  nstead of wi
  th cl
  everness. Is i
  t greater 
  calli
  ng themselves Dragon Lords and ri
  di
  ng the beasts' 
  backs,
   
  or 
  to 
  be 
  abl
  e 
  to 
  ascend 
  i
  nto 
  true 
  mi
  ght 
  — 
  to 
  take 
  not 
  j
  ust the form but al
  so the Essence as well — to be both 
  Dragon 
  and 
  Dragon 
  Lord?"
  "So 
  the 
  Arcani
  a 
  were 
  created 
  by 
  the 
  Dragons?"
  "I am not sure that '
  created' i
  s the best word. Thi
  s body 
  of 
  magi
  cal
   
  formul
  ae 
  i
  s 
  extremel
  y 
  anci
  ent.
   
  Anci
  ent 
  enough 
  to 
  have been composed before the speci
  ali
  zati
  on of magi
  c i
  nto 
  three di
  fferent real
  ms. And because of thi
  s, they are 
  accessi
  bl
  e not onl
  y by true spell casters of each of the three 
  real
  ms, but even by i
  mpure magi
  c users, though they may 
  fi
  nd l
  i
  ttl
  e benefi
  t from these arcane spell
  s. Though now 
  al
  most as easi
  l
  y found as the so-call
  ed '
  open li
  sts,
  ' these 
  are the most erudi
  te spell
  s ever researched. So erudi
  te i
  n 
  fact are they that a few may even wonder what benefi
  t at 
  all they contri
  bute. And because of the compl
  exi
  ty of these 
  readi
  l
  y avai
  l
  abl
  e formul
  ae, onl
  y the most determi
  ned and 
  prol
  onged 
  study wi
  ll enabl
  e 
  one to 
  master 
  absol
  utely 
  al
  l 
  the 
  concepts of onl
  y I tome. Even a pure magi
  c user wi
  ll have 
  made no l
  ess than seven separate studi
  es to obtai
  n every 
  mastery 
  possi
  ble.
  "
  Author's Appendium: As you mi
  ght expect, after thi
  s 
  and many other di
  scussi
  ons, my master left me i
  n hi
  s 
  abode — now gi
  ven to me, li
  brari
  es, l
  abs, and al
  l — 
  dumbfounded.
   
  It 
  was 
  wi
  th 
  some 
  numbness 
  that 
  I 
  noted 
  the 
  sudden and l
  engthy di
  mness, foll
  owed by the trai
  li
  ng edge 
  of 
  a 
  j
  agged 
  wi
  ng.
  
  6    Earthnodes
  Rolemaster Companion I
  Option 2: The GM may opt for an identical spell pick system 
  for every profession, with the rationale that since the 
  Arcane lists are based on the foundational concepts of all 
  magicks, they can be learned by anyone at the same rate. 
  The chief difference for each profession then is simply the 
  development point costs for spell lists (minimum pick cost 
  is 2/*). With this approach, the every profession must make 
  one spell pick to learn every 5 levels of an Arcane list 
  gained; i.e., 1-5, 6-10, 11-15, 16-20. Type "E" picks are 
  made at the individual profession's standard spell list 
  development cost (minimum of 2/*).
  Option 3: The GM may opt to select certain Arcane lists to be 
  handled or learned differently than other Arcane lists. For 
  example, he may decide that the Spell Coordination list is 
  an unlikely list for non-spell users and require that it be 
  handled as in Option 1 above. But the GM may also decide 
  that the Shapechanging Ways list is a very natural list for 
  non-spell users and allow them to learn it as in Option 2 
  above.
  Option 4: The GM may decide to use social and cultural 
  means as the primary control and limit on learning Arcane 
  lists. In this case, the GM might select a very generous pick 
  system as in Option 2, but make it extremely difficult in 
  terms of game play to obtain the materials or training 
  necessary to learn the lists.
  Option 5: Many special kinds of attributes appear in fantasy 
  and mythology, especially such things as incredible innate 
  talents and special magical abilities. These can be played 
  quite handily by giving a character an inherent spell list 
  which defines the development of the talent or ability. For 
  example, a GM might decide that certain members of a 
  special tribe have the innate capability to transform 
  themselves into animals, and thus gain the Shapechanging 
  Ways list automatically — learning a new spell level in the 
  list each time the character gained a level in experience. 
  Such a list is something which can be given as part of a 
  character's background (perhaps requiring the use of one or 
  more background options, Ch&Cal Section 14.23), 
  without changing or unbalancing the rest of the systems in 
  use.
  2.2 EARTHNODES
  This section describes the phenomena of Earthnodes: areas 
  very rich in available magical power. While Earthnodes do 
  increase potential magic use and scope, they also restrict the 
  increase in power to very limited areas that can be controlled by 
  the GM without changing the basic magic system. If a GM 
  decides to use Earthnodes, he can specifically tailor them to his 
  world by controlling their number, size, and placement. 
  Earthnodes allow a GM to create certain areas in his world 
  where special activities (requiring magical power outside of the 
  normal scope of Spell Law) can take place; for example, 
  Earthnodes for special item creation, Earthnodes placed so as to 
  create a transportation grid based upon teleportation, 
  Earthnodes as centers of healing, etc.
  Earthnodes themselves appear in two forms, called Major 
  and Minor. Major Earthnodes are those which have radii larger 
  than 100', Minor Earthnodes have radii of less than 100'. Most 
  Earthnodes are perfectly circular. Major Nodes can be detected 
  from far away by their tremendous outlay of power by a mere 
  5th level Arcane spell called Nodeguide (see Section 3.12). 
  However, Minor Earthnodes are not detectable at all except 
  from within their actual radii. This makes them very difficult 
  to find, their discovery only being made by a chance detection 
  of a passer through or difficult scanning operations made by 
  masses of highly trained personnel. However, the power 
  available in both Major and Minor Earthnodes is virtually 
  identical and can be accessed by the spells on the Earthblood's 
  Ways list (Section 3.12).
  OF EARTHBLOOD AND 
  EARTHNODES
  By Elenmel, Historian, Scribe, and Astrologer.
  Power i
  s essenti
  all
  y 
  the same.
   Thi
  s fact 
  i
  s the 
  real
  i
  ty of 
  the earl
  y days of magi
  c and i
  s the worki
  ng theory and 
  pri
  nci
  pl
  e behi
  nd the movement for the reuni
  fi
  cati
  on of the 
  real
  ms. Whether the power i
  s i
  ni
  ti
  ated by a dei
  ty and 
  channel
  ed through hi
  s di
  sci
  pl
  e, whether the power i
  s 
  harnessed 
  li
  ke 
  the great 
  forces 
  of 
  wi
  nds and 
  waves by 
  the 
  Essenti
  al Magi
  ci
  ans, whether i
  t i
  s spun wi
  thi
  n and 
  cunni
  ngl
  y focused by the mi
  nds of the Mentali
  sts, the 
  power i
  tself i
  s the same. The raw power courses through 
  empty space, but more pri
  mari
  ly through the very fabri
  c 
  of 
  the 
  spheres,
   
  i
  ncludi
  ng 
  our 
  own.
  In the body of the earth, power runs i
  n arteri
  es and 
  vei
  ns and coal
  esces unpredi
  ctabl
  y i
  n pool
  s,
   fountai
  ns,
   and 
  reservoi
  rs.
   
  Thi
  s 
  power 
  we 
  call 
  the 
  Earth'
  s 
  bl
  ood,
   
  and 
  these 
  pool
  s we call Earthnodes (or si
  mpl
  y, Nodes). (That they 
  exi
  st we now have no doubt, havi
  ng defi
  ned a second 
  vari
  ety of node whi
  ch we call Mi
  nor, probably a 
  mi
  snomer.
  ) Power i
  s concentrated i
  n these pl
  aces as i
  n no 
  others, so that often real
  i
  ty i
  s di
  ctated as to i
  ts paths, at 
  l
  east where those paths are full
  y ci
  rcumscri
  bed by the 
  boundari
  es of these fountai
  ns of the earth'
  s bl
  ood. Some 
  wi
  se ones have worked for seven "perfect" generati
  ons 
  compl
  eti
  ng thei
  r understandi
  ng of the wi
  el
  di
  ng of the 
  Nodes, i
  f not understandi
  ng the Nodes themselves or the 
  wherefores of thei
  r ori
  gi
  ns. Incredi
  bl
  e feats of power and 
  transport, of l
  i
  fe and knowl
  edge, are performed by those 
  who 
  master 
  the 
  ways 
  of 
  the 
  Earthbl
  ood.
  A phenomenon often reported i
  s the hi
  gh correl
  ati
  on 
  between the node areas and rel
  ati
  vel
  y unusual 
  ci
  rcumstances or structures occurri
  ng wi
  thi
  n 
  those areas. 
  No sati
  sfactory expl
  anati
  ons outsi
  de phi
  l
  osophi
  cal 
  di
  scussi
  ons 
  of 
  the 
  l
  eani
  ngs 
  of 
  fate 
  have 
  been 
  tendered.
  
  Magical Game Balance    7
  Rolemaster Companion I
  EFFECTS AT EARTHNODES
  Earthnodes were initially discovered, and undiscovered ones 
  are often still located by spell casters in the nodes who discover 
  that their spells require significantly less power than normal, 
  and that recovery of power points occurs very quickly. Spells 
  cast while within the radius of the Earthnode only require 75% 
  of normal PP's. All fractions are rounded up, so that a 4th level 
  spell costs only 3 power points, a 7th level spell costs 6, an 8th 
  level spell also costs only 6 while a 20th level spell only costs 15 
  power points. A spell caster may also recover his power points 
  more quickly within an Earthnode than without: sleep time (as 
  well as Meditation time) is reduced by a third.
  This power can be directly accessed by the spells on the 
  Earthblood's Way list (Section 3.12), as well as in any other 
  way that the GM decides is appropriate.
  PLACING THE EARTHNODES
  If the GM decides to include Earthnodes in his world, he 
  must note the locations of the Major and Minor Earthnodes on 
  his campaign map or similar record keeping device. He may 
  just place them anywhere that he wants or he may want to use 
  a formal generation process similar to the one described here.
  One method for recording the positions of Earthnodes is to 
  simply use a sheet of graph paper to note the locations of the 
  various Nodes and mark it sufficiently with landmarks (or 
  whatever) so that the GM can relate this Node map to his 
  campaign map. A convenient region to be covered by a Node 
  map is about 250 miles by 250 miles. The area can then be 
  covered by a map grid of 25 squares x 25 squares, with each 
  square representing an area of 10 miles by 10 miles.
  To determine the number of Earthnodes a given 250 mi x 
  250 mi area, the GM can roll dice for the number of Major 
  Nodes and roll again for the number of Minor Nodes. A 
  suggested number of Major Nodes is 7 + (1-5), with 7 + (1-5) 
  Minor Nodes. Alternatively, the GM may use 7 + (1-10) or 5 + 
  (2-20) or any number he wishes. But playbalance is important 
  to consider in the over-abundance or under-abundance of these 
  "power-wells", hence the playtested suggestion of 7 + (1-5).
  A GM may then determine randomly on his 25 x 25 Node 
  grid where the Earthnodes are located or he may place them in 
  appropriate locations on his map or he may use some 
  combination of the two approaches.
  PHENOMENA AT THE NODES
  One of the most striking characteristics of the Earthnodes 
  (in particular Major Earthnodes) is the way unusual items and 
  beings often turn up within the Node. It appears that either 
  fate (personified) "focuses its attention" on Earthnode areas, or 
  that powerful beings are drawn subconsciously to the magic-
  rich areas. The GM should randomly determine for each Major 
  Node what important occurrence exists at that node. There is 
  only a 30% chance that a Minor Node will have such an 
  important occurrence:
  1. Valuable Herb: Especially rare and noteworthy herb 
  occurring in abundance or in an uncharacteristic environment. 
  It is possible that the herb is of an entirely new specie, 
  produced first by the node. This herb will spontaneously 
  generate in this node with a frequency and abundance 
  determined by the GM.
  2. Valuable Ore: primarily of magical materials such as laen, 
  eog, keron, ogamur, etc.
  3. Major City: Usually a leader in commerce, power, 
  academia, etc.
  4. Dungeon: A very complicated and usually subterranean 
  complex.
  5. Lair: the Dwelling of a powerful monster or a lair of a 
  large number of smaller monsters.
  6. Castle: Usually that of a mighty fighting lord, spell caster, 
  scholar, financier, etc.
  7. Shrine: a place holy to a particular deity, being, or 
  principle. Often Shrines are uninhabited, being magical places 
  of worship for the local populace or passers by.
  8. Temple: much like a shrine except more often employing 
  personnel and offering services appropriate to the religion 
  represented.
  9. Rare Creature: Usually wild in the area, such as a 
  Unicorn, White Hart, Ki-lin, Lammasu pride, etc.
  10. Supernatural Dwelling Place: Often of a powerful 
  being, such as a titan, giant, lich, angel, demon, etc.
  11. Lord: The Dwelling of a human-type being of great 
  power, often magical, perhaps not appearing as a lord at all.
  12. Magical Phenomenon: A magical warping of reality 
  occurring in one of myriad forms: enchanted pools, streams, 
  rivers, or fountains; enchanted or cursed forests; areas full of 
  the nature of Faerie; free flowing chaos; a gate into a far 
  different space, plane, time, or location; a personal alteration 
  device; etc.
  2.3 MAGICAL GAME BALANCE
  Often a GM will want to correct what he feels to be an 
  imbalance in his game due to a conflict between how he 
  envisions his world and how the Rolemaster system handles 
  certain elements of play. The easiest and best way to handle 
  such conflicts is for the GM to change the way that his game 
  handles those elements of play. This section provides certain 
  options and suggestions for changing the standard Spell Law 
  guidelines concerning the use of magic and spells.
  2.31 BASE SPELL LISTS
  The standard Spell Law guidelines provide a set of Base Lists 
  for each profession (other than non-spell users) and it allows 
  each pure spell user to choose an additional four base lists from 
  the open and closed lists in his realm (SL Section 13.4). This 
  guideline may be too restrictive for some GM's and worlds, so 
  in this section we provide some optional ways of approaching 
  this factor.
  This loosening of the standard SL restrictions may be 
  particularly justified in a world that reflects powerful 
  individuals from mythology and fantasy literature. A GM may 
  use any of these options or combine them in anyway he sees fit.
  
  8    Channeling Restrictions
  Rolemaster Companion I
  Option 1: Allow some of the other professions to choose 
  between one and four additional base lists. This is most 
  appropriate for hybrid spell users and to a lesser extent for 
  for semi-spell users.
  Option 2: Allow spell users to choose their additional base lists 
  from the other professional base lists in their own realm. A 
  possible reason for doing this is that a broadening of the 
  PC's abilities occurs, which is sometimes attractive if the 
  number of players is small. Otherwise, for example, no one 
  but a pure Cleric can turn undead, no matter how good a 
  Channeling user he is; no one but a Bard can tell what an 
  item is, or has the enhanced ability to study; etc. So, 
  theoretically, it requires about 17 varied characters to cover 
  all of the bases most 5 man parties face. One balancing 
  factor to this freedom is that if a PC does select other 
  professional lists as base lists, he will probably come up 
  short on some of the more basic Open and Closed lists that 
  someone in his profession would normally have. So there is 
  a distinct balancing disadvantage to doing so.
  Option 3: Allow spell users to choose their additionalbase lists 
  from the other professional base lists in their own realm, 
  but require that a "pick" to learn such a list cost double 
  normal (e.g., 2/* instead of 1/* for a pure or hybrid , spell 
  user, 8/* instead of 4/* for a semi-spell user).
  2.32 CHANNELING RESTRICTIONS
  In many fantasy worlds, Channeling users are permitted to 
  wear all sorts of armor without infringing on their powers. One 
  can think of a the great numbers of fighting Clerics and 
  Paladins in plate, Rangers in chain, and other channeling 
  heroes who don't mind "clanking" around in metal armor. If 
  the GM desires he may decide that some, all or none of the 
  Channeling professions (Clerics, Animists, Healers, Rangers, 
  Paladins, Druids, and Astrologers) are not hindered in their 
  spell throwing by the wearing of any armor, metal or otherwise, 
  as stated in Spell Law (3.2 & 12.2) or ChL&CaL (4.3). If the 
  GM decides to use this optional rule, all Channeling Realm 
  Base Attack Rolls should be resolved on the General column of 
  Table 10.1.
  Alternatively, the GM may decide to only partially eliminate 
  these restrictions: allow metal armor but still use the 
  Extraordinary Spell Failure rules (SL 12.2 and ChL&CaL 
  14.42) but divide all the modifications due to metal and metal 
  armor by 50-90% (GM discretion based upon his world).
  In either of these cases, the GM may wish to lower 
  Channeling users' development point costs for Maneuvering in 
  Armor (Chain and Plate). Suggested values are 4/* and 5/* for 
  Clerics, Animists, Druids, and Healers; and 2/* and 3/* for 
  Rangers.
  2.33 PREPARATION TIME
  Standard SL rules require 0 to 2 rounds of "preparation" 
  before a spell is cast; this is based upon the difference between 
  the caster's level and the spell's level. The Extraordinary Spell 
  Failure (ESF) optional rules (SL 12.2) allow a spell to be cast 
  with fewer preparation rounds but with a large chance of ESF.
  This optional rule handles spell preparation as a 
  modification to the spell attack roll (as it is handled in MERP). 
  When using this rule, a lack of preparation will make a spell 
  less effective and accurate while increasing the chance of a 
  normal spell failure dramatically. However, additional 
  preparation will make a spell more effective and accurate. This 
  optional rule gives a spell caster many more options and 
  decisions to make during a combat situation, without 
  increasing his power. The suggested modifications are:
  -30 — If caster spends 0 rounds preparing a spell. 
  -15 — If caster spends 1 round preparing a spell. 
  +0 — If caster spends 2 rounds preparing a spell. 
  + 10 — If caster spends 3 rounds preparing a spell. 
  +20 — If caster spends 4 rounds preparing a spell.
  
  Magical Languages    9
  Rolemaster Companion I
  2.4 MAGICAL LANGUAGES
  Many fantasy worlds and magics have their own potent 
  languages. If all or part of this optional rule is used, spells cast 
  by incanting in a "relevant" magical language may gain certain 
  benefits: requiring less power from the Caster, having greater 
  potency, and/or giving the Caster better understanding (i.e. 
  experience) of the magic created. The caster must chant in a 
  loud enough voice to be heard by any target(s), and in any case, 
  the volume must be that of a loud speaking voice.
  NOTE: None of these languages is commonly found among 
  non- magically oriented people. Often apprentice Spell Casters 
  will gain access to a language or two that is closely tied to their 
  profession. Some languages have varying social significance and 
  will provoke varied reactions: those who speak Qadosh are 
  often deeply revered and respected, calm and peace will often 
  spontaneously result in people listening to Eirenay, suspicion 
  will prevail toward a user of Kubeia (though it is not 
  inherently evil), hatred will often surround a user of Thanatos 
  or Asebeia, and an awesome fear shall grow around a speaker 
  of Anathema. Note that these are the natural responses of the 
  common folk and not some sort of magical influence.
  ATTEMPTING TO USE A MAGICAL LANGUAGE
  When a spell caster attempts to use a magical language, he 
  must make a Magic Language Roll (MLR, 1-100 open-ended) 
  adding his linguistics skill rank bonus in the appropriate 
  language and adding his stat bonus for his realm (EM for 
  Essence, IN for Intuition, and PR for Mentalism). If the result 
  is greater than 100, the attempt succeeds and the spell and 
  caster receive all appropriate benefits. Otherwise, no benefits 
  are received. After this, spell casting proceeds normally.
  MAGICAL LANGUAGES OPTIONS
  The GM may want to reduce the development point cost 
  for Magical Language linguistics to 1/* for all pure, hybrid and 
  semi- spell users. Another option is to assign starting pure and 
  hybrid spell users a set number (5 to 10) Linguistic skill ranks 
  for Magical Languages (perhaps as background options or just 
  as part of their background).
  The following options describe some of the possible benefits 
  of the magical languages when used with appropriate spells. It 
  should be noted that some spells can benefit from any of 
  several magical languages that pertain in some way to the 
  desired effect:
  Option 1: The PP requirement for such a spell is only 75% of 
  normal (round fractions up). For example, a 20th level spell 
  incanted in its relevant language only costs 15 PP; a 7th 
  level spell only costs 6 PP; a 5th level spell costs 4 PP; a 4th 
  level spell costs only 3 PP; but the PP cost for spells lower 
  than 4th level are not affected.
  Option 2: The Base Attack Roll or Elemental Attack Roll for 
  such a spell is modified by an additional + 5.
  Option 3: The duration for such spells is increases 50%.
  Option 4: Any experience points directly acquired from casting 
  such a spell are increased by 50%.
  Option 5: If a control, summoning, repel, or other similar type 
  spell is spoken in the supernatural language of a being, the 
  target creature's RR is modified by -10.
  Option 6: Modify spell failures for such spells by -20 
  (minimum of 01).
  VARYING THE OPTIONS FOR DIFFERENT LANGUAGES
  The GM may decide to vary the effect of different languages. Not 
  necessarily all of the languages would provide all of the 
  benefits. For example, lhyama probably would not include 
  Options 2, 5, or 6); Aionion would perhaps be confusing or 
  unbalancing with Option 3 on some spells; etc. Perhaps some 
  would provide only a few of the benefits enumerated above, 
  while some other languages might be especially awesome and 
  offer benefits greater than normal (e.g., triple spell durations, 
  50% power cost reductions, etc.). Options like these are 
  especially attractive if differing languages are appropriate for 
  the same spells — perhaps one language aids better than the 
  other. New characteristics might be developed (e.g., double the 
  radius, area, or number of targets, etc). However, GM's should 
  strive to be careful to let the players know what effects can be 
  expected from development in magical linguistics.
  MAGICAL LANGUAGES AND 
  THEIR RELEVANT SPELLS
  Here is a sample set of some languages and their 
  correspondingly "relevant" spells or spell lists.
  Aionion: Life Mastery, Time Travel, Restoration.
  Aisthasis: Monk's Sense, Night Vision, Dark Vision, Sense 
  Mastery, Sense Control, Sense Through Others, True Sight,
  Anathema: Channels (not evil), Repulsions, Against Demons, 
  Utterlight. 
  Asebeia: Dark Channels, Dark Lore, Dark Contacts.
  Aster: Elemental Light, Light, Starlights, Brilliance.
  Chaos: Weather, Storms, Clouds, Vibrations, Destructions, 
  Unbarring Ways, Matter Disruption.
  Consciousness: Detections, Delvings, Past Visions, Intuitions, 
  Dreams, Locations, Lore, Channel Openings, Presence, 
  Anticipations, Astral Beings.
  Earthblood: Transport, Path Mastery, Nature's Awareness, 
  Water Finding, Weather Prediction.
  Eirenay: Transferring Ways, Self Healing, Calm Spirits, 
  Healing.
  Gnosis: Mind Mastery, Mind Destruction, Mind Merge, Mind 
  Control, Mind Attack, Mind Visions, Mind Erosion, Mind 
  Subversion, Mind Disease, Mind Domination, Memory, 
  Correlation.
  Graphay: Symbols, Runes, Study, Text Analysis.
  Hudatos: Elemental Water, Water Breathing, Water Forms, 
  Water Walking, Swimming, Liquid Skills, Fluid 
  Destruction, Fluid Manipulation.
  Ihyama: Healing, Purification, Body Renewal, Self Healing.
  Iruaric: Arcane Spells, Spell Reins, Enchanting Ways, 
  Imbedding, Organic Skills, Inorganic Skills, Bladerunes, 
  
  10    Living in the Ethereal World
  Rolemaster Companion I
  Dispelling Ways, Spell Enhancement.
  Kubeia: Illusion, Disguise, Shadow, Invisibility, Unseen, 
  Hiding, Change, Shifting.
  Logos: Far Voice, Mind Voice, Way of the Voice, Mind Speech, 
  Sound Walls, Sound Control, Sound Projection.
  Parapateo: Movements, Telekinesis, Staying.
  Petra: Spell Defense, Barriers, Walls, Protections, Inorganic 
  Skills, Inner Walls, Elemental Earth, Solid Destruction, 
  Solid Manipulation, Stone Speech.
  Pneumatikos: Spirit Mastery, Summons, Gate Mastery, 
  Elemental Wind, Gas Skills, Gas Destruction, Soul 
  Destruction, Mind Domination, Mind Subversion, 
  Ethereal Beings.
  Porneia: Dark Summons, Demons, Evil Entities.
  Purosis: Elemental Fire, Mana Fires, Elemental Ice, Cold Solid 
  Manipulation, Solid Destruction.
  Qadosh: Channels (not evil), Ceremonies, Holy Vision, Holy 
  Bridge, Angels, Creations.
  Skotia: Shadow, Darkness, Night Vision, Utterdark, Dark Lore.
  Soma: Physical Enhancement, Monk's Bridge, Body Reins, 
  Damage Resistance.
  Spoudazo: Speed, Haste.
  Thanatos: Necromancy, Disease, Curses, Physical Erosion, 
  Flesh Destructions, Mind Disease.
  Totem: Animal Masteries, Summons, Shapechanging, Nature 
  Spirits 
  Xzulou: Plants, Herbs, Deflections Organic, Organic Skills
  2.5 LIVING IN THE  ETHEREAL 
  WORLD
  The concept of other worlds, times, and planes existing next 
  to the "real" world is common to many works of fantasy, 
  mythology, and religion. Such factors are especially key to 
  creating a campaign game or world for fantasy role playing. 
  This section and the spells on the Ethereal Mastery spell 
  (Section 3.14) refer to a specific "reality" consisting of many 
  such "planes of existence". The GM must examine this material 
  with regards to his own world and decide if it is appropriate to 
  use or if he can modify it for use in his campaign.
  The descriptive term "ethereal" formally (as in a dictionary) 
  refers to things of a "heavenly" or "spiritual" nature. The term 
  is often applied to deities, representative spirits (malevolent and 
  benign), hosts of varied monsters or beings, powerful artifacts, 
  as well as varied planes of reality. The existent of both an 
  Ethereal Plane and corresponding ethereal beings —  and 
  naturally their interaction with the non-ethereal world — are 
  commonly found as intriguing aspects of fantastic literature 
  and game play. As might be expect there is quite a range of 
  different concepts as to what exactly are the natures and 
  characteristics of these ethereal things. The following is one 
  possible description, albeit necessarily incomplete, of the 
  ethereal world referred by the Arcane spell lists (Section 2.1), 
  particularly the Ethereal Mastery List (Section 3.14),
  A plane is a single universe with its own distinctive 
  component characteristics of energy, matter, physics, and life. 
  The total universe is made up of an infinite number of planes 
  (also called variant realities). A single plane is often radically 
  different from any others in terms of its component 
  characteristics or at least, its history. The universe we are aware 
  of is just one of the myriad planes.
  THE ETHEREAL PLANE
  The Ethereal Plane is the plane of connection or transport. 
  It is the medium which must be passed through to move from 
  one plane to another. Even very powerful gates which link 
  varied planes directly (such as those which communicate to a 
  deity, or summon a demon) must have some root in the 
  Ethereal Plane — an alteration in the Ethereal Plane which 
  permits the new link to exist — a "short cut" so to speak. A 
  more "normal", certainly less power consuming method, is to 
  move through a gate (door, access) from the plane you are 
  residing  in, into the Ethereal Plane, and then, to move from 
  there to your destination plane. Even this lesser process is 
  fraught with its dangers.
  To a being traveling on the Ethereal Plane, especially one 
  not quite so familiar with it, its nature and appearance can be 
  quite confusing and frustrating. It appears as a great misty 
  darkness through which can be seen at apparently random 
  intervals and positions along the line of the being's travel: 
  doors, gates, accesses to other locations, etc. There are, in fact, 
  an infinite number of these gates opening up to all of the 
  locations in all of the planes.
  The destination of each of the myriad gates is not apparent 
  
   
  The Planes    11
  Rolemaster Companion I
  from the Ethereal Plane, and the gates are identical except for 
  two things. First, size as there are lesser and greater gates, each 
  different in the mass and power of being which can pass 
  through. Second, some spell casters have learned ways to mark 
  the gates so that they will be recognizable at a later date and 
  can be utilized again (or avoided).
  There is sufficient light (no one knows the source — 
  perhaps it is the diffused radiance of the gates, or the charge of 
  a magic-rich atmosphere) for a common man to perceive by 
  sight other beings or objects quite clearly at about 50'. There is 
  also a constant layer of swirling opaque fog about 18 inches 
  deep on the floor. This fog immediately conceals any objects 
  dropped within the depth of the fog, leaving anyone searching 
  for something the task of groping to find it.
  ENCOUNTERS
  There exists beings who exhibit a remarkable innate talent 
  for inter-planar travel and are somewhat likely to be 
  encountered when someone dares to toy with the magic of the 
  planes. These beings when met are often referred to as Ethereal 
  encounters, especially if the encounter results from Ethereally 
  related magic, travel, or a locale for some reason unusually 
  well linked to the Ethereal or other planes. An Ethereal 
  encounter can be impossibly unpredictable since the beings 
  which can wander the planes are myriad both in form and in 
  outlook. Demons, angels, genii, elementals, powerful undead, 
  benevolent beings such as the ki-rin, or terrible evils such as 
  Ordainers are all known wanderers of the planes.
  The encounter tables in Creatures & Treasures can be used by 
  a GM if he needs to determine the nature of a random or 
  wandering Ethereal encounter. Some of the specific tables for 
  this in C&T are: Universal Monsters (p 85), X-over Points (p 
  86), Burial Areas (p 86), Ruins (p 86), and Enchanted Areas 
  (p 86). The GM might determine which table is to be used 
  randomly, or he might select one based on the nature of his 
  campaign or the location of the encounter (burial areas, ruins, 
  etc). A glance at these tables is all that is required to see that 
  such an event will almost always be very dramatic and 
  significant as a great many of these beings are truly awesome in 
  power.
  THE OTHER PLANES
  As mentioned earlier, it appears that there are an infinite 
  number of planes, so a comprehensive listing with descriptions 
  is entirely impossible. However, some are especially significant 
  and a few are noted here:
  Variant History Planes: These are similar to other planes 
  but differ from them  in their history of occurrences. 
  Differences in which battles are won, who died when, the 
  personality of an individual, and so on make these planes 
  interesting and confusing to those familiar with a different 
  planar history. These places may appear similar in some ways 
  to another plane but can be very different in other ways. One 
  striking type of Variant History Plane is referred to as a 
  "Soft" history plane, where time fluctuates in a wild and 
  seemingly random fashion. In a planar location such as this, 
  beings, cities, areas, and items from differing eras of time will 
  interact. One such plane in particular was noted as having 
  variations in time strictly related to locale, where one region 
  might be in a bronze age, and another might be in steel or even 
  rudimentary gunpowder age Though travelers could move 
  from one region to the next, the natives could not.
  Alternate Primes: These support life in much the same 
  way as is familiar: utilizing solar light, food, water, 
  atmosphere, etc., but may have striking differences in the flora 
  and fauna present, the existence or lack of operation of 
  magic, other variations in physics, etc. These variations can be 
  somewhat minor or extreme in their impact and implications 
  for a Traveler.
  Elemental Planes: These are the source of power for magics 
  operating in the varied elements and are the home and 
  breeding ground for some elementals. A number of each 
  abound, there being several noted planes of fire, of water, of 
  earth, etc. Some are habitable to humanoids and some are 
  not. Some can be tolerated for a while before death will 
  inevitably result.
  Spiritual Planes: These are the planes most significant for 
  the operation of spiritual beings, including deities, demonic 
  beings, and the dead. Obviously these planes are important 
  reference points for many religions. The following are 
  extremely noteworthy:
  Planes of the Messengers: There are two such planes. 
  The first is called the Abyss and is the home of demonic 
  spirits. Particularly evil lesser beings may spend eternity as 
  demons for their reward, such as the elf-demons and the 
  much less common man-demons. The Abyss has 
  immediate access to both the Pale and the Void. The second 
  Messenger Plane is referred to by several names, such as 
  Neamhan, but always refers to the place of angelic beings, 
  and those of similar moral height. Specific lesser beings 
  often find their blessed eternal destiny here, such as the 
  Elves. This plane has direct access to the Plane of Holy 
  Deity but the beings must usually be summoned before 
  they are permitted to enter.
  Planes of the Dead: There are three such planes. 
  Two of these planes are the residences of the quiet dead 
  (not undead). The one called Tartarus is a place of 
  torment, holding the tortured spirits of the dead until 
  their final destiny impends. The second is called - 
  Paradise, and is a place of joy, peace, and rest for those of 
  goodly nature — those reconciled to that which is holy. 
  The Third Plane of Death is the intermittent residence of 
  the undead. It is often referred to as the Negative Plane. 
  Sometimes the intermittence of residence is a temporal 
  matter, such as with vampires, who must rest their 
  physical bodies periodically while their foul spirits take 
  sustenance here. Some are intermittent in their stability, 
  being somewhat present in two planes at once, part in 
  the Plane of Undeath, and part in a prime plane. Many 
  spirits so known for sapping the constitution of the 
  
  12    The Other Planes
  Rolemaster Companion I
  living are of this type, such as wraiths, wights, and ghosts. 
  Some undead however are so powerful that their tie with 
  the Plane of Undeath need not be strong, such as the 
  lich, who can dwell for ages in a prime plane without 
  resort to the Plane of Undeath. Some speculate that the 
  forces of evil supply life and power to these devotees in a 
  special way out of deep appreciation for the havoc and 
  terror they wreak.
  The Eternal Planes: These are the primary residences of 
  the prime deities, and those closest to them. In addition, 
  these planes are the final eternal dwelling places for mortals 
  after they have waited for judgment in the Planes of the 
  Dead. The Plane of Holy Deity, or Heaven, is the home 
  of the the Holy One, the Irresistible Destroyer or All-
  Creator. The great and wonderful privilege enjoyed by the 
  short-lived mannish races is that their final and eternal 
  destiny is in the Eternal Planes with the Holy One, 
  rather than in the lesser state enjoyed by the good elves in 
  the worthy Plane of Messengers. The second eternal plane 
  is called Gehenna and is the awful abode and permanent 
  destiny of the Evil One, He Who Is Fallen, the 
  Pretender and The Accuser. The mannish races which do 
  not bind themselves into relationship with the Holy 
  One find their eternal doom here as tortured, hopeless, 
  and pointless residents of the Plane Where Laughter Is 
  Never Found.
  This is only one possible description of the Ethereal matters 
  which may from time to time become important concerns in 
  the role playing sessions. Wise is the player who is reverent and 
  careful in his experience of them.
  
   
  Arcane Spell Lists    13
  Rolemaster Companion I
  3.1 ARCANE SPELL LISTS
  The spell lists presented in this section are called The Arcane 
  Spell Lists, and are supposed to represent areas of magical 
  knowledge that existed before magic became specialized into 
  the three normal realms: Essence, Channeling, and Mentalism. 
  See Section 2.1 for some guidelines on the nature of these lists 
  and how to use them.
  3.11 BLADERUNES
  (Arcane List)
  BASIC PRINCIPLES
  A. All "Runes" on this list are called Bladerunes. A 
  Bladerune, when cast, may or may not take effect on the item it 
  is cast upon. The basic chance for a non-magic item to receive a 
  Bladerune is 10% per non-magic plus. For magic items, the 
  basic chance is 20% per magic plus. If the Bladerune fails to 
  implant, the caster does lose the power points spent in casting 
  the spell, but he is not subjected to a spell failure unless the 
  spell fails normally.
  B. An item may receive only a limited number of Bladerunes 
  at one time. This is based loosely on the size of the item. When 
  the Prime spell is cast, if the item has never had the spell cast 
  on it before, the item receives an aura which makes the casting 
  of Bladerunes on it possible, and also informs the caster how-
  many Bladerunes it is possible to cast on the item. If a later 
  caster performs a Prime (lvl 1) spell on an already primed item, 
  the item is not "re-Primed"; it simply reveals to the Caster the 
  capacity of the item as previously determined.
  C. Bladerunes are a lesser form of enchantment than an 
  Alchemist would normally perform. The Bladerunes do not 
  "permeate" the item as normal enchantments do. Rather, they 
  are implanted on the "outside" of the item's aura. For this 
  reason, all Bladerunes have conditions under which they will 
  fade and cease to be effective. Once a Bladerune has faded, 
  another may be cast to take its place, or the previous Bladerune 
  may be re-cast on the item. Heavy anti-magic areas or Dispel 
  spells may cause Bladerunes to fade.
  D. Suggested capacities are: Full Shield (10), Sword (6), 2H 
  Sword (8), Short Sword (4), Hand-axe (3), Hammer (6), 
  Halberd (8), Bracelet (1), Gauntlet (2), Staff (8). These may be 
  used as examples to judge the potential capacities of other 
  items.
  E. Bladerune effects are not cumulative: the OB's of 
  multiple Weapon Runes, the DB's of Shield Runes, the RR 
  mods of Resistance Runes, etc., may not be totaled. Only one 
  of each type of Bladerune may be effective at a time. However, 
  Bladerunes of different types may be utilized together; e.g., a 
  wielder might in one round benefit from an OB addition, a 
  DB addition, an RR mod, and an additional critical hit. 
  However, all Runes involved would be subject to their normal 
  rules of "fading".
  F. A Bladerune that the wielder "wills" to operate may only 
  be activated only when the wielder touches the Bladerune or 
  when the wielder makes a successful "Use Runes" roll (see 
  ChL&CaL Table 15.34).
  1 — PRIME (FI) The caster prepare the item's aura to 
  receive Bladerunes. This spell also determines exactly what 
  Bladerunes are already on an item (if any).
  2 — WEAPON RUNE I (F) Increases the item's OB by 10. 
  The 
  Bladerune dims when the additional + 10 OB changes the 
  result of an attack (e.g., the + 10 causes an attack to cause 
  damage when it would have normally caused none, when it 
  increases the severity value of a critical given in combat, etc.) 
  This OB is in addition to the item's normal OB, magical or 
  non-magical.
  3 —  EMPATHY RUNE (F) When this Bladerune is 
  successfully cast, the item attunes itself to one wielder as 
  defined by the Caster. This wielder must be present and also 
  touch the item. If any other creature attempts to wield the 
  item, all Bladerunes on the item fade and become ineffective, 
  except for Bladerunes made permanent. NOTE: The GM may 
  wish to require that this spell make a RR versus someone picking 
  up the item in order to take effect.
  4 — SHIELD RUNE (F) When cast just before a Weapon 
  Rune spell, the Weapon Rune normal OB bonus becomes a DB 
  bonus instead. Duration is as for the Weapon Rune spell, except 
  that it fades when an attack against the wielder is changed from 
  what it would have been if the additional DB had not been 
  present.
  5 — WEAPON RUNE II(F) As Weapon Rune I except the 
  weapon's OB is increased by 20.
  6 — HASTE RUNE (F) Hastes the wielder for 1 round 
  when willed to do so (see F. above); it then fades.
  7 — RETURN RUNE (F) Whenever the item is thrown or 
  fired (as from a bow), the item flies back to the wielder who 
  may catch it if desired (otherwise it falls at his feet). Travel is 
  very rapid (approx. 2000'/rd), but the item cannot pass 
  through intervening obstacles. It fades after one use.
  8 — MINOR DEATH RUNE (F) This Bladerune causes 
  the item to act as an item "of Slaying" vs a particular race or 
  type of creature (chosen by caster when the Bladerune was 
  created). On any hit which achieves a appropriate critical 
  result, the wielder is permitted an additional roll on the Slaying 
  Table; the Rune then fades.
  3.0 New Spells and Spell Lists
  
   
   
  14    Bladerunes
  Rolemaster Companion I
  9 — CLEAVING RUNE (F) If an attack with a weapon 
  having this Bladerune succeeds in causing a critical that 
  specifies a body area, any armor that the item has struck will be 
  shattered and rendered useless or bones in an unarmored area 
  will be shattered. If such an attack delivers only concussion hits 
  or a critical that does not specify a body part, roll randomly to 
  see if the target's weapon or his shield are shattered (normally 
  30%/70%). Magic items and natural material (i.e., "bones", 
  hide, skin, etc) receive a RR, and will not be effected if 
  successful. After one item/area is shattered the Bladerune fades 
  (even if the item/area resists).
  10 — LONG FLIGHT RUNE (F) Allows a non-throwable 
  weapon to be thrown with its normal melee OB and range 
  mods as for a light crossbow or allows a throwable weapon to 
  be thrown using Long Bow ranges (with penalties halved) or 
  allows a missile weapon to multiply its ranges by a factor of 
  four. It fades after one use.
  11 — RESISTENCE RUNE (D) Causes the wielder to 
  make all RR's as if he were ten levels higher. The Bladerune 
  fades when it allows the wielder to resist an effect (spell, poison, 
  etc.) which would have otherwise affected him.
  12 — LONG RETURN RUNE (F) As Return Rune, but 
  the item is returned via Long Door (may travel through 
  intervening obstacles).
  13 — WEAPON RUNE III (F) As Weapon Rune I except 
  the weapon's OB is increased by 30.
  14 —  ETCHED RUNE (F) When this spell is cast 
  immediately before another Bladerune spell, the second spell is 
  "etched" into the item's into aura. The effect of this is: a faded 
  Bladerune may be recharged with a Renewal Rune or the faded 
  Bladerune will recharge itself in exactly 24 hours. Each time an 
  "Etched Rune" is recharged, there is a 10% chance 
  that the Etched Rune will fade permanently. NOTE: 
  The GM may wish to increase or decrease this 
  percentage to control the power of this spell.
  15 — RENEWAL RUNE (F) Recharges any one 
  faded Etched Rune.
  16 — DEFENDER RUNE (F) In the round in 
  which the wielder wills this Bladerune to activate, the 
  wielder may use his entire OB to parry every melee 
  attack directed against him. He may parry even if he 
  has suffered an "unable to parry" result. However, 
  any penalties for being stunned, etc., still affect his 
  OB normally.
  17 — SPELL RUNE (F) The caster may cast this 
  Bladerune to store any one spell, which may be cast 
  at a later time when a wielder "wills" it (see F. above). 
  The power points must be spent for both the 
  Bladerune and the stored spell. There is a limit to the 
  number of Spell Runes which may be cast on an 
  item. The total number of "levels" of spells stored 
  may not exceed three times the item's Bladerune 
  capacity (see D. above).
  18 — WEAPON RUNE IV (F) As Weapon Rune I 
  except the weapon's OB is increased by 40.
  19 — POWER RUNE (F) The caster may store power 
  points in the item up to the item's Bladerune capacity (see D. 
  above). These Power Points may be used by the wielder at a 
  later time. The Power Points stored are of the same realm as the 
  caster. However, Power Points stored in this way may not be 
  multiplied in any way (such as a Spell Bonus device).
  20 — FORCE RUNE (F) The wielder of the item may 
  (before he makes an attack) "will" that this Bladerune be used 
  in that attack. If the attack succeeds in causing a critical result, 
  the attack will cause an additional critical equal in severity to 
  the original (use a separate dice roll). The type of additional 
  critical is preselected by the caster.
  25 — BLADERUNE RESEARCH (I) This spell is used as a 
  Lord Research spell, but specifically for creating new Bladerune 
  types designed by the caster (see SL 9.93).
  30 — PERMANENCY (F) The caster may cast this spell in 
  conjunction with any Bladerune spell. If the Permanency spell 
  succeeds, the Bladerune is permanently in effect on the weapon 
  (unless dispelled). The possibility of failure is the same as 
  described in Rule A under Basic Principles above. However, no 
  matter the quality of the weapon, there is always at least an 
  unmodified 10% chance of failure. If the Permanency spell 
  fails, the following effects take place: 1) The Permanency is 
  ineffective but the Power Points are used. 2) The Bladerune is 
  erased and the Bladerune capacity of the item permanently 
  reduced by one. 3) The caster suffers the results of both an 
  Attack Spell Fumble ( +50) and a point blank Fireball attack ( + 
  50). 4) The item must resist a 30th level magic attack or be 
  broken (Magic Items may make RR). This failure possibility 
  must be checked again the first time the permanent rune is 
  3.11 BLADERUNES
  AREA OF 
  EFFECT
  DURATION 
  RANGE
  1—Prime
  2—Weapon Rune I
  3—Empathy Rune
  4—Shield Rune
  5—Weapon Rune II
  1 item
  1 weapon
  1 item
  1 item
  1 weapon
  —
  varies
  varies
  varies
  varies
  touch
  touch
  touch
  touch
  touch
  6—Haste Rune
  7—Return Rune
  8—Minor Death Rune
  9—Cleaving Rune
  10—Long Flight Rune
  1 item
  1 weapon
  1 weapon
  1 weapon
  1 weapon
  varies
  varies
  varies
  varies
  varies
  touch
  touch
  touch
  touch
  touch
  11—Resistance Rune
  12—Long Return Rune
  13—Weapon Rune III
  14—Etched Rune
  15—Renewal Rune
  1 item
  1 weapon
  1 weapon
  1 item
  1 Etched Rune
  varies
  varies
  varies
  varies
  —
  touch
  touch
  touch
  touch
  touch
  16—Defender Rune
  17—Spell Rune
  18—Weapon Rune IV
  19—Power Rune
  20—Force Rune
  1 item
  1 item
  1 weapon
  1 item
  1 weapon
  varies
  varies
  varies
  varies
  varies
  touch
  touch
  touch
  touch
  touch
  25—Bladerune Research
  —
  —
  —
  30—Permanency
  1 Bladerune
  P
  touch
  50—Black Rune
  1 weapon
  varies
  touch
  
   
   
  Earthblood's Ways    15
  Rolemaster Companion I
  wielded. It is possible for a wielder to suffer multiple 
  failures if multiple runes fail simultaneously.
  50 — BLACK RUNE (F) As Force Rune except 
  that the additional critical is rolled on the "Slaying" 
  column of the Large Creature Table (or the "Super- 
  Large" if the target is Super Large).
  3.12 EARTHBLOOD'
  S WAYS 
  (Arcane List, see Section 2.5)
  SAMPLE BACKGROUND MATERIAL: This 
  Arcane list is the "bread & butter" of transport 
  specialists or professional scholars (such as the 
  Navigators and the Loremasters in the Lorermaster 
  world). The list is often not available outside of 
  specialized groups. Player Characters who desire to 
  appropriate any or all of this list, or have items or 
  structures built from this list, must usually agree to the 
  terms of a group which teaches the list. Very often this 
  includes becoming a functioning member of the society 
  (such as the Navigators) and serving an apprenticeship. 
  On rather frequent occasions, members of such groups 
  are permitted some amount of independent life, 
  including adventuring. However, even then, they are 
  responsible to the authority of the group. Earthnodes 
  and Earthblood are discussed in Section 2.2.
  1 —  DETECT EARTHBLOOD  (I) Caster determines 
  whether he is within the radius of an Earthnode (see Section 
  2.2). If the answer is yes, he learns the direction and distance 
  to the center of the Earthnode, and the size of the 
  Earthnode.
  2 — NODESTORE (MI) Caster memorizes the location of 
  an Earthnode if he is currently within the radius of one, and 
  attunes himself to it for the purpose of throwing the various 
  Earthgate spells and others on this spell list. This spell takes 1 
  hour to perform.
  3 — EARTHPRESENCE (I*) Each round the caster may 
  concentrate on an area (up to 100'R) within the Earthnode 
  that he is in. He will be aware of the presence of all 
  sentient/thinking beings within that area.
  4 — EARTHCALM (DS*) The target is immune to any fear 
  or panic type effects for the duration of the spell.
  5 — NODEGUIDE (I) Caster learns the direction and distance 
  to the nearest major Earthnode.
  6 — EARTHSENSE (I*) If this spell is active, the caster will 
  immediately become aware of any "familiar" presences in the 
  same Earthnode as the Caster. "Familiar", for this spell, is 
  defined as any intelligent being with whom the Caster has 
  previously observed or communicated with for at least 5 
  minutes. The Caster will not learn the location of the familiar 
  presence(s) within the Earthnode, but he will know the identity 
  of the being(s).
  7 — EARTH'S DOOR (F) If the target is currently within an 
  Earthnode, the caster may teleport (RR's apply) to some other 
  location within the same Earthnode. Resolve the safety of the 
  journey and possible failure or obstruction as Teleport I (on the 
  Closed Essence list: Lofty Bridge). If this spell is imbedded into 
  a location within an Earthnode, it may be designed to teleport 
  any being entering the location to another location within the 
  same Earthnode,
  8 —  EARTHBLOOD'S AWARENESS (I*) As 
  Earthpresence above, plus a general knowledge of the actions of 
  each being within the Earthnode (e.g., being is casting a spell 
  but does not know what spell is being cast).
  9 — EARTHBLOOD GATHER (F) Caster may recover 
  used power points by absorbing power directly from the 
  Earthnode that he is in. The Caster may absorb 1 power point 
  for every three minutes that he concentrates. Note that the 
  Caster must still spend the 9pp for this spell. The Caster may 
  never increase power points beyond his maximum.
  10 — EARTHGATE (F) Caster may teleport the target to 
  any MAJOR Earthnode that he has Nodestored and which is 
  within 10 mi/lvl. Possibility for teleport failure is 1%: see 
  Teleport I (on the Closed Essence list: Lofty Bridge).
  11 — EARTHMIGHT (F) Target absorbs power directly 
  from the Earthnode (that the caster is in) into his body. The 
  target gains the size, strength, physical abilities and defenses 
  (but not appearance or sunlight problems) of a Troll as 
  defined in C&T. The GM should determine the type of Troll 
  based upon the primary type of terrain for the Earthnode: Cave 
  Troll (underground and near caves), Forest Troll (in woods and 
  forests), Snow Troll (on glaciers and snow fields), Hill Troll (in 
  mountains and hills), and Stone Troll (almost everywhere else). 
  The GM should probably only allow Mountain and War Trolls 
  in very rare instances.
  3.12 EARTHBLOOD'S WAYS 
  AREA OF 
  EFFECT
  DURATION RANGE
  1—Detect Earthblood
  2—Nodestore
  3—Earthpresence * c
  4—Earthcalm * S
  5—Nodeguide
  self
  self
  100'
  R
  1 target
  self
  —
  1 hour
  1 min/lvl(C)
  10 min/lvl
  —
  self
  self
  in node
  10'
  self
  6—Earthsense * c
  7—Earth'
  s Door
  8—Earthblood'
  s 
  Awareness *
  9—Earthblood Gather c
  10—Earthgate
  1node
  1 target 
  100'
  R/lvl
  self
  1 target
  C
  —
  1min/lvl
  C
  —
  self
  10'
  in node
  in node
  10'
  11—Earthmight  
  12—Earthcommune
  13—Earthkeep * S
  14—Earthcloak         
  15—Earthgate 
  True
  1 target
  self
  self
  self
  1 target
  1 rnd/lvl
  —
  varies
  varies
  —
  10'
  self
  self
  self
  10'
  16—Earthalarm
  17—Greater Earthmight
  18—Earthbeast
  19—Earthjar *S
  20—Mass Earthgate
  1 node or area
  1 target
  —
  self
  varies
  varies
  1 rnd/lvl
  1 rnd/lvl
  varies
  —
  10'
  10'
  10'
  self 
  50'
  25—Earthblood Generation*
  self
  P
  self
  30—Earth Summons
  —
  1 rnd/lvl
  10'
  50—Earthguardians
  1 target
  varies
  touch
  
  16    Earthblood's Ways
  Rolemaster Companion I
  12 — EARTHCOMMUNE (I) If the Caster is within an 
  Earthnode he has Nodestored, he may ask a single question 
  which might be answered "yes" or "no" and he will know the 
  correct answer. This power may be used only once per day and 
  only once per week at a given Earthnode.
  13 — EARTHKEEP (S*) As Self-Keeping (on the Open 
  Mentalism list: Self-Healing Lvl 15), except that the Caster 
  must be within an Earthnode that he has Nodestored and 
  there is a maximum duration for the spell (max = lvl x 2 hrs). 
  If the Caster's body cannot be revived within the maximum 
  duration, the Caster will die unless his soul can be kept from 
  leaving his body by other means.
  14 — EARTHCLOAK (F) Caster is undetectable by sight, 
  sound, smell, or "Detects" so long as he remains in the 
  Earthnode in which he cast the spell and he does not cast any 
  other magic, move faster than a walk, make an attack, or suffer 
  or give a violent blow.
  15 — EARTHGATE TRUE (F) As Earthgate above except 
  that Caster may also teleport the target to minor Earthnodes 
  which he has Nodestored and the distance limit is now 20 
  mi/lvl.
  16 — EARTHALARM (I) When in an Earthnode, the 
  Caster may specify that Earthnode or one area within that 
  Earthnode. If that area is entered by an unauthorized 
  presence (specified by caster when the spell is cast), an alarm 
  will be "sounded". The alarm will alert the Caster at any distance. 
  Within the disturbed area, the alarm may be silent or may 
  make a loud raucous, according to the Caster specifications 
  when the spell was cast. The Caster may never have more than 
  one of these spell active at any one time.
  17 —  GREATER EARTHMIGHT (F) As Earthmight 
  above except the characteristics gained are those of a Giant 
  (C&T, p. 52) and the Caster also gains the Giant's inherent 
  magical abilities (this includes spells but not power points). 
  The GM should determine the type of Giant based upon the 
  primary type of terrain for the Earthnode: Fire Giant (in 
  volcanoes and lava fields), Forest Giant (in woods and forests), 
  Frost Giant (on glaciers and snow fields), Hill Giant (in 
  mountains and hills), Water Giant (in lakes, rivers and the sea), 
  and Stone Giant (almost everywhere else). The GM should 
  probably only allow Cloud, Mountain, and Storm Giants in 
  very rare instances.
  18 — EARTHBEAST (F) If the Caster is within an 
  Earthnode he has Nodestored, he creates a vicious Earthbeast 
  from the power of the Earthnode. The beast is of animal 
  intelligence, but innately knows and understands the layout of 
  this Earthnode to the extent of the Caster's knowledge, and 
  will follow simple commands from the Caster (even those 
  which will result in the destruction of the Earthbeast). The 
  Earthbeast may be of the form and physical characteristics of 
  any of the mature Lesser Drakes (C&T page 26). At the end of 
  the duration, the Earthbeast disperses back into pure magical 
  energy and is reabsorbed into the Earthnode whence it was 
  created.
  19 — EARTHJAR (S*) As Earthkeeping above except if the 
  duration is exceeded, the Caster's soul remains within the 
  Earthnode rather than going away into the appropriate after-
  life. For a period following the soul's departure of 1 day/lvl 
  the Caster is "in" the Earthnode and may re-enter his own 
  body if it is healed and within the Earthnode or he may enter 
  and possess another dead body which has been made capable of 
  life. If none of these conditions are fulfilled within the 1 
  day/lvl duration, the Caster will reform into one of the 
  "greater" or "major" undead (C&T p. 41), and will usually 
  adopt its normal alignment and character (GM's option). The 
  Caster may intentionally depart his own body (or any other body he 
  has "obtained" prematurely) to enter without corpus into the 
  Earthnode as outlined above. The timing of the 1 day/lvl limit 
  begins the moment the Caster enters the Earthnode without a body.
  20 — MASS EARTHGATE (F) As Earthgate True except 
  that the Caster may transport to any Earthnode within 30 
  mi/lvl which he has Nodestored. The Caster may also take along 
  "passengers" and "baggage" at an additional power cost of 1 PP 
  per 50 pound unit. Example: The Caster is going to teleport 
  himself, a 220 pound fighter, an 80 pound thief, and 3 pieces of 
  baggage weighing 110, 70, and 35 pounds. Total power point cost 
  of the trip is 33 power points as follows: 20 points for the spell 
  (which teleports the Caster), 5 for the fighter (4 complete 50 
  pound units plus a fraction of another), 2 for the thief, 3 for the 
  110 pound piece, 2 for the 70, and 1 for the 35. 
  25 —  EARTHBLOOD  GENERATION  (HS*) As 
  Regeneration True (on the Open Mentalism list: Self-Healing Lvl 
  50) except that Caster must be within an Earthnode which he 
  has Nodestored, and recovery takes 10-100 hours. 
  
  Entity Mastery    17
  Rolemaster Companion I
  30 — EARTH SUMMONS (F) As Earthbeast 
  above except the Caster may form any number and 
  type of creatures from the Earthnode whose total 
  levels do not exceed the Caster's levels. No matter 
  what forms are chosen, the beasts normally have none 
  of the special abilities of the actual creatures and they 
  still have only animal intelligence. The GM may wish 
  to allow special abilities directly related to the primary 
  terrain of the Earthnode (e.g., flame-related abilities 
  at a volcano, ice or cold abilities on a glacier, water 
  abilities in the sea, etc.).
  50 — EARTHGUARDIANS (FH) Using this 
  spell, the Caster may commission a willing target to 
  be an "eternal" guardian of the Earthnode, following 
  instructions which the Caster gives. So long as the 
  being fulfills the conditions of the contract he will 
  not age and if injured will automatically regenerate 1 
  hit/rd and gradually heal all other injuries. The 
  conditions of the contract may vary but all contracts 
  must contain the following: the being must have 
  submitted to this of his own free will, he will submit 
  to the wishes of the Caster, he may not leave the 
  radius of the Earthnode, and he will defend the 
  Caster and the Earthnode. If a guardian breaks the 
  contract he will resume aging at the normal rate, 
  but will not suffer aging for all the time he has been a 
  guardian.
  3.13 ENTITY MASTERY
  (Arcane List)
  BASIC PRINCIPLES:
  A. Several of the spells on this list are required to form and 
  animate an artificial being. Entities in this category are golems 
  and constructs. For each . of these a "body" must be formed 
  and animated by the appropriate spell. A suggested basic cost of 
  a golem or construct body is the level of the creature cubed 
  (i.e., raised to the third power, Lvl x Lvl x Lvl) in gold pieces 
  plus the cost of the material needed to make the body (i.e., a 
  Mithril golem is going to cost a lot more than a steel golem). 
  The time required to fashion the body is the level of the 
  creature squared (i.e., Lvl multiplied by Lvl) in days. If the 
  maker of the body does any other activity during the period 
  that he is making the body, time is increased doubled. The 
  maker must cast the appropriate spell once each day that he is 
  making the body.
  B. Creatures & Treasures contains the statistics and 
  descriptions of all of the entities, as well as important 
  information relevant to their creation.
  C. Command and instability spells may also be used on 
  entities from other planes Only if the GM decides it fits in 
  with his world system.
  D. Elementals, Servants, and Guardians take between 2 
  rounds and their level in rounds to fully form (roll randomly or 
  allow the summoner to make a maneuver roll with difficulty 
  based upon how quickly he is trying to make it form).
  1 — FAMILIAR (M) As Familiar on the Closed Essence 
  list: Gate Mastery. 
  2 — DETECT ENTITY (P) As Presence on the Mentalist 
  Base list: Presence, except that the spell only detects artificial 
  beings and entities from other planes.
  3 — HOMONCULOUS (FM) Allows the caster to create a 
  homonculous which will function as his familiar. The caster 
  must obtain a vat or caldron with a capacity of at least two 
  cubic feet. For 12 days the caster must put his own blood into 
  the vat (5 points damage to himself each day). On the 13th 
  day, the caster puts twice as much of his own blood into the 
  vat, and then places his familiar into the vat. The familiar is 
  "absorbed", but the caster does not suffer the normal penalties 
  associated with its death. Then this spell is cast for the final time 
  and the homonculous is generated. During this process the 
  caster must cast this spell each day and any spell failure means 
  that he must start over. See C&T for details on this creature.
  4 —  MINOR CONSTRUCT SPIRIT (F) Forms and 
  animates a Minor Construct body.
  5 — SERVANT SPIRIT (F) Creates a "Servant" (a very 
  minor elemental) from a nearby source of the element as 
  described in C&T.
  3.13 ENTITY MASTERY
  AREA OF 
  EFFECT
  DURATION 
  RANGE
  1—Familiar
  2—Detect Entity * c
  3—Homonculous
  4—Minor Construct Spirit
  5—Servant Spirit
  1 target
  10'
  R/lvl
  —
  1 body
  —
  P
  C
  24 hr
  P
  1 min/lvl
  touch
  self
  touch
  touch
  10'
  /lvl
  6— Command I *c
  7— Lesser Golem Spirit
  8— Lesser 
  Warder
  9— Command II* c
  10—Lesser Construct Spirit
  1 target
  1 body
  —
  1 target
  1 body
  varies (C)
  P
  1 yr/lvl
  varies (C)
  P
  10'
  /lvl
  touch
  touch
  10'
  /lvl
  touch
  11—Weak Elemental c
  12— Minor Golem Spirit
  13— Command III * c
  14—Greater 
  Warder Spirit
  15—Major Golem Spirit
  —
  1 body
  1 target
  —
  1 body
  1 rnd/lvl (C)
  P
  varies (C)
  1 yr/lvl
  P
  10'
  /lvl
  touch
  10'
  /lvl
  touch
  touch
  11—Command IV * c
  17—Guardian'
  s Spirit
  18—Instability c
  19—Greater Spirit
  20—Command 
  V * c
  I target
  —
  1 target
  varies
  1 target
  varies (C)
  varies
  1 rnd/lvl (C)
  varies
  varies (C)
  10'
  /lvl
  touch
  touch
  varies
  10'
  /lvl
  25—Golem Spirit 
  True
  1 body
  P
  touch
  30—Command 
  VI * c
  I target
  varies (C)
  10'
  /lvl
  50—Shard Spirit
  —
  P
  touch
  
  18    Ethereal Mastery
  Rolemaster Companion I
  6 — COMMAND I (M*) As Demon Mastery I on the Evil 
  Magician list: Dark Summons, except that any artificial being 
  or elemental of 5th level or less may be "mastered" if its creator 
  is not present or "in contact" with the artificial being. This 
  spell succeeds automatically for the creator of the target (unless 
  the spell fails), but RR's apply if anyone else casts this spell. If 
  the spell is not successful, the target will attack the caster. In 
  addition, the permanently animated artificial beings (golems, 
  constructs, and shards) may be, given instructions that they 
  will follow outside of the normal command range of this 
  spell.
  7 — LESSER GOLEM SPIRIT (F) As Minor Construct 
  Spirit except that golems of 5th level may be formed and 
  animated.
  8 — LESSER WARDER (F) To use this spell the caster 
  must pay the level of the warder squared in gold pieces (for 
  Alchemical solutions),Immediately the caster must instruct the 
  warder concerning its charge (see C&T).
  9 — COMMAND II (M*) As Command I except that 
  artificial beings of 10th level or less may be "mastered".
  10 — LESSER CONSTRUCT SPIRIT (F) As Minor 
  Construct Spirit except that a Lesser Construct may be formed 
  and animated.
  11— WEAK ELEMENTAL (F) As Servant Spirit except a 
  weak elemental is formed.
  12 — MINOR GOLEM SPIRIT (F) As Lesser Golem Spirit 
  except that a greater construct or a golem of 10th level or less 
  may be formed and animated.
  13 — COMMAND III (M*) As Command I except that 
  artificial beings of 15th level or less may be "mastered".
  14— GREATER WARDER SPIRIT (F) As Lesser Warder 
  Spirit except that each animal must be larger than 400 pounds 
  and a greater warder is created.
  15 — MAJOR GOLEM SPIRIT (F) As Lesser Golem Spirit 
  except that a golem of 15th level or less may be formed and 
  animated.
  16 — COMMAND IV (M*) As Command I except that 
  artificial beings of 20th level or less may be "mastered".
  17— GUARDIAN'S SPIRIT (F) As Weak Elemental except 
  that the Guardian (see C&T) generated is permanent (until 
  slain). However, it may not move more than 5' per the caster's 
  level from the location it is to guard.
  18 — INSTABILITY (F) When used against an artificial 
  being, this spell causes the target to unform. Every round that 
  the caster concentrates, the entity must attempt to make an 
  RR. If it fails, it is limited to 25% of normal movement or 
  combat, may not throw spells, is in agony, and loses a 
  percentage of of all its characteristics equal to the amount by 
  which it failed. When the entity is reduced to 0%, it is 
  destroyed and all that remains is an amorphous mass of the 
  material that made up its body . Any round that the entity 
  succeeds with its RR, the caster takes damage equal to 10% of 
  his original total hit points but may continue to maintain the 
  spell if he is not prevented by some other occurrence. If the 
  entity survives the spell, all its reductions and damage done to 
  it are restored.
  19 —  GREATER SPIRIT (F) As Lesser Golem Spirit 
  except that a golem of 25th level or less may be formed and 
  animated or a strong elemental may be formed.
  20 — COMMAND V (M*) As Command I except that 
  artificial beings of 25th level or less may be "mastered".
  25 — GOLEM SPIRIT TRUE (F) As Lesser Golem Spirit 
  except that any golem may be formed and animated up to the 
  level of the caster.
  30 — COMMAND VI (M*) As Command I except that 
  artificial beings of up to the caster's level be "mastered".
  50 —  SHARD SPIRIT (F) The caster must prepare a 
  laboratory for the growth and storage of the shards. Because of 
  their bizarre configuration and mystical dependence on each 
  other, 5 lesser shards must be created before 1 greater shard 
  may be grown. The caster must spend gold pieces equal to (Lvl 
  x Lvl x 10) per growth tank, where the Lvl refers to the shard to 
  be created. These costs are in addition to those mentioned in A. 
  above, and they include the compounds, poisons, gems, and 
  creature parts necessary. Each vertical doored vat may only grow 
  one shard at a time. In a number of weeks equal to the level of 
  the new shard, the thing will come to life.
  3.14 ETHEREAL MASTERY 
  (Arcane List, see Section 2.5)
  SAMPLE BACKGROUND MATERIAL: It should be noted 
  that this list contains among the most dangerous spells ever 
  researched. Therefore most magical libraries are required by local 
  authorities to make these spells available only to those who have 
  secured a permit specifying permission/time/place of study or use. 
  Many authorities also require testing of the user's mental stability 
  and national loyalties by a certified specialist. See Section 2.5 for 
  suggested details concerning the nature of the Ethereal plane.
  § — These spells have a 1-10% chance of triggering a random 
  ethereal encounter (see Section 2.5). The GM should vary 
  this 
  in 
  general 
  or 
  on 
  a 
  case 
  by 
  case 
  basis.
  1 — BLUR (F) Causes caster to appear blurred to attackers 
  subtracting 10 from all attacks.
  2 — SHADOW (F) Caster and objects on his person appear 
  to be a shadow, and thus are almost invisible in dark and 
  shadowy areas.
  3 — BLINK (F) When he concentrates, the caster is able to 
  "blink" out of the normal plane for up to a number of rounds 
  equal to his level. He will reappear whenever he ceases to 
  concentrate. While "blinked out" he has no perception of 
  anything occurring during his absence. He returns to exactly 
  the same spot with the same orientation as before.
  4 — PHASE STORE (F) Caster store inanimate material of 
  up to 5 pounds/lvl. The material is in an "ethereal storage 
  space" and is completely undetectable from the normal plane 
  The caster must specify a storage time (up to 1 day/lvl) after 
  which time the material will reappear at the exact spot that it 
  
  Ethereal Mastery    19
  Rolemaster Companion I
  was "stored". If the caster is at the spot where he 
  stored the material, he may cancel the spell and 
  retrieve the material. However, there is a 1% chance per 
  day stored that someone or something from the 
  ethereal plane will take the material and it will not 
  return normally.
  5 — PHASING (F) Allows caster to put himself 
  "out of phase". Caster is invisible to those on the 
  normal plane and he can see the normal plane only 
  on a very blurred basis (-50 to all perception rolls). 
  The caster can not affect or be affected by anything 
  (attacks, spells, etc.) on the normal plane; except that 
  ethereal and undead creatures (also similar creatures 
  at the GM's discretion) can perceive and may attack 
  the caster normally (and he may perceive and attack 
  them). The caster may move at a rate of 30'/rnd, 
  but at a risk of "dissembling". Each round that the 
  caster moves, his chance of dissembling is 1%/10' (or 
  fraction there of) moved that round. If the caster is 
  dissembled, his soul departs his body, which then 
  reappears on the normal plane (i.e., he's dead).
  6 — CONJURING CIRCLE I (FM§) RR mod:-
  20. Caster creates a "conjuring circle". If the caster 
  casts the circle around himself, it is a sphere of 
  protection vs beings from other planes (demons, certain 
  elementals, etc.). The circle must be at least equal in "type"(I-
  VI) to any attacker (lower type circles do not effect higher type 
  creatures). If the caster casts the circle so that he is not inside 
  it, a creature from another plane will be summoned. If its 
  "type" is at least equal to the type of the circle, it will be 
  imprisoned in the sphere; otherwise, the normal reaction is to 
  attack the caster and/or nearby associates. Roll to determine the 
  type of the creature: if (1-60) the summoned creature will be a 
  demon, elemental, etc. (whichever is desired) of equal type to 
  the circle; if (61-80), it will of lower type; if (81-90), it will be a 
  higher type; if (91 +), it will be a totally random ethereal 
  summoning. As long as the summoned being is imprisoned, 
  the caster may attempt to communicate with it and spells from 
  the Evil Magician base lists may be cast upon it. The caster may 
  send the creature away ethereally to perform one simple task 
  (kill someone, get an item, deliver this message, etc.); the 
  creature will attempt to perform the task (very literally), and then 
  will return to the circle (if not destroyed). Performing the task 
  must not take more time than the duration of this spell and it 
  must not require the creature to travel more than 1 mile/caster 
  lvl from the location of the circle.
  7 —  ETHEREAL ROOM (F§) Creates a 10'x10'x10' 
  ethereal space that is undetectable from the normal plane. The 
  inner surface of the room is uneven with lots of protuberances 
  that things can be secured to. The space can be entered or 
  exited from a 4'x8' door that appears randomly within 30' of 
  the caster (always in a non-solid area: air or water). The door 
  may be entered or exited by anyone, but it is only visible to the 
  caster and ethereal and undead creatures. When the duration of 
  the spell is up or the caster cancels the spell, everyone and 
  everything in the room will reappear in normal space in the 
  area immediately adjacent to the door (i.e., if the door is on the 
  ground, they will appear on the ground; if the door is in the air, 
  they will appear in the air).
  8 — SHIFT (F*§) When cast during any portion of a 
  round, caster will shift away from this plane and back again 
  almost instantly with the same orientation (facing). During the 
  shift, he may move up to 2.5' per level from his original 
  position. The caster may specify the distance and in which 
  direction he wishes to move, but there is a 30% chance that the 
  direction will be random. The caster will never materialize in 
  solid material but will instead remain on the ethereal plane (see 
  Section 2.5) for 1-100 rounds and then reappear in an open 
  random area within 2.5'/lvl of his original position. All attacks 
  directed against him in his original position will miss except for 
  area attacks which include the destination point as well as the 
  original position. However the caster always suffers at least -30 
  to orientation and activity after  a blink (for 
  attacks/maneuvers/etc).
  9 — ETHEREAL VISION (U) Caster can see invisible and 
  ethereal objects within 5'/lvl (beings, gates, "signposts", etc.).
  10 — CONJURING CIRCLE II (FM§) As Conjuring Circle 
  I except that a Type II Circle is created.
  11 — ETHEREAL DOOR (F) Caster teleports with no error 
  up to 30'/lvl. He must visualize his destination or specify 
  direction and distance. He will not materialize in a solid object 
  but will instead be stunned for 1 round and remain on the 
  ethereal plane for 1-100 rounds and then return to his original 
  position. The caster may fall if he materializes over empty 
  space. Reorientation always takes at least one round.
  3.14 ETHEREAL MASTERY 
  AREA OF 
  EFFECT
  DURATION 
  RANGE
  1— Blur
  2— Shadow c
  3— Blink c §
  4— Phase Store
  5— Phasing c §
  self
  self
  self
  1 item,
   5lb/lvl
  self
  1 min/lvl
  10 min/lvl (C)
  1 rnd/lvl (C)
  1 day/lvl
  1 min/lvl (C)
  self
  self
  self
  touch
  self
  6— Conjuring Circle I §
  7— Ethereal Room §
  8— Shift * §
  9— Ethereal 
  Vision c
  10—Conjuring Circle II §
  5'
  R sphere
  10'
  x10'
  x10'
  self
  5'
  /lvl
  5'
   R sphere
  1 min/lvl
  10 min/lvl
  —
  C
  1 min/lvl
  10'
  30'
  self
  self
  10'
  11—Ethereal Door
  12—Lesser Ethereal Gate §
  13—Conjuring Circle III §
  14—Voice of Summons §
  15—Traveler §
  self
  7'
   x 4'
  5'
   R sphere
  1 being
  self
  —
  1 day/lvl
  1 min/lvl
  C
  —
  self
  5'
  10'
  self
  self
  16—Conjuring Circle IV §
  17—Signpost
  18—Contact Other Plane §
  19—Conj
  uri
  ng Circle 
  V §
  20—Greater Ethereal Gate §
  5'
   R sphere
  —
  self
  5'
   R sphere
  20'
   x 20'
  1 min/lvl
  P
  10 rnds
  1 min/lvl
  1 day/lvl
  10'
  touch
  self
  10'
  5'
  25—Planar Displacement §
  target
  P
  1'
  /lvl
  30—Conjuring Circle 
  VI §
  5'
   R sphere
  1 min/lvl
  10'
  50—Disjunction §
  30'
   R
  —
  0'
  
  20    Manna Fires
  Rolemaster Companion I
  12 — LESSER ETHEREAL GATE (F§) A Lesser gate is 
  opened to the ethereal plane, 7' tall by 4' wide. It is not visible 
  except on the ethereal plane or by ethereal vision. Only 
  creatures "small enough" to pass through may
  • pass, though 
  unusually powerful creatures (20 levels +) may rip the gate, 
  producing a greater gate and come through. It should be noted 
  that almost an infinite number of gates are visible from the 
  ethereal plane: to many planes, times, and places (see Section 
  2.5). Therefore most persons will become lost almost 
  immediately after entering the ethereal plane.
  13 —  CONJURING CIRCLE III (FM) As Conjuring 
  Circle I except that a Type III Circle is created.
  14 — VOICE OF SUMMONS (FM)) Caster may summon 
  by name any be ing on the ethereal plane or other appropriate 
  planes (see Section 2.5). The caster must issue the summons 
  into a gate or be ethereal himself. Each round there is a 35% 
  chance the desired being will hear and a 15% chance a random 
  being will hear. This spell does not control the summoned 
  being though the being will be heavily influenced (-20 RR) to 
  come to the caster.
  15 — TRAVELLER (F§) Caster may move into and on the 
  ethereal plane. This spell must be cast again to become move 
  back onto the normal plane (at his original position) unless the 
  caster passes through a gate/is summoned/etc.
  16 — CONJURING CIRCLE IV (FM§) As Conjuring 
  Circle I except that a Type IV Circle is created.
  17 — SIGNPOST (F) Allows the caster to make some form 
  of identifying mark on the "inside" (ethereal side) of an 
  ethereal gate. The spell must be cast from the ethereal plane 
  and serves simply to identify a gate otherwise identical to the 
  infinite number of other gates. This virtually assures knowing 
  the destination of the marked gate (the destination must have 
  been previously known — as if just entering from the other 
  side.) This spell may also be used to change or erase already 
  existing "signposts".
  18 — CONTACT OTHER PLANE (FM§) Caster sends 
  his mind to another plane for advice, information, etc. from a 
  random being. Probabilities of truthfulness, willingness, 
  knowledge, ability, etc. are determined by characteristics 
  of the being contacted. There is a chance of temporary 
  insanity (min 10 weeks) based upon the nature of the plane 
  (see Section 2.5) contacted: another prime 10%; elemental 
  plane 20%; positive/negative 30%; the Planes of the 
  Messengers 40%; the Planes of the Dead 50%; The Eternal 
  Planes 60%; etc.
  19 — CONJURING CIRCLE V (FM§) As Conjuring 
  Circle I except that a Type V Circle is created.
  20 —  GREATER ETHEREAL GATE (F§) As Lesser 
  Ethereal Gate except that any creature may pass through with no 
  effort. "Visible" dimensions usually about 20' high by 20' wide
  25— PLANAR DISPLACEMENT (F§) Transport target to 
  a randomly determined plane. When this spell is cast against 
  non-magic users it possible that they may never be seen again.
  30 — CONJURING CIRCLE VI (FM§) As Conjuring 
  Circle I except that a Type VI Circle is created.
  50 — DISJUNCTION (F§) All magic effects and magic 
  items in the radius except those on the caster's person must 
  make a RR. Items failing by more than 100% are disjoined 
  (separated into their separate magical components and thus 
  usually destroyed). Each item failing by 61-100% is affected by 
  a Planar Displacement spell (see above). Each item failing by 01-
  60% is affected by a Shift spell (see above) of the caster's level 
  (random distance and direction for each item so affected). 
  Special artifacts and very powerful items may be given special 
  RR modifiers by the GM.
  3.15 MANA FIRES 
  (Arcane List)
  1 — TORCHFIRE (F) Causes a normal flame like that made 
  by a torch to spring from the caster's hand (the hand must be 
  empty while this spell is in effect). It will ignite items like a torch 
  but will not harm the caster. If the caster makes and unarmed 
  attack that delivers a critical (usually a Martial Arts Striking 
  attack) there is a 50% chance that the target will take an 
  additional "A" heat critical.
  2— WARM INORGANIC (F) This spell will cause any 
  inorganic substance (metal, stone, liquid, etc) to be warmed to 
  100 degrees (F). The spell will effect 1 cu'/lvl at the rate of 1 
  cu'/rd. Magic substances and substances carried or worn by a 
  being get a RR each round to terminate the spell.
  3 — WOODFIRES (F) As Woodfires on the Magician Base 
  list: Fire Law.
  4 — WALL OF FIRE (E) As Wall of Fire on the Magician 
  Base list: Fire Law, except that the caster may increase the level of 
  severity of the
  critical caused by the wall for every additional 4 PP he spends 
  in casting the spell.
  5 — HEAT INORGANIC (F) As Warm Inorganic except 
  that material can be heated to 500 degrees (F) at a rate of 100 
  degrees/rd of concentration (still only 1 cu'/rnd is affected). The 
  material will cool normally when the caster stops concentrating.
  6 — HEAT ARMOR (D) As Heat Armor on the Open 
  Essence list: Elemental Shields.
  7 — FIRE BALL (E) As Fire Ball on the Magician Base list: 
  Fire Law.
  8 — FIREBLADE (E) Causes a broadsword-shaped blade of 
  fire to spring forth from the Caster's empty hand. The Caster 
  may make melee attacks with it using his directed spell bonus 
  (with an additional + 20), doing damage on the Firebolt chart 
  with a +20 OB. Normally, this "blade" may not parry or be 
  parried. The Caster may throw the blade at any time (even on 
  the round of casting): the thrown blade is treated like a normal 
  Firebolt (on Magician Base list: Fire Law).
  9  — HEAT INORGANIC (F) As Heat Inorganic above 
  except that the material may be heated until it melts.
  10 — FIREBALL (E) As above except that the area of effect is 
  a 20'R.
  
  Spell Coordination    21
  Rolemaster Companion I
  11 — GREATER FIREBLADE (E) As Fireblade 
  except that the "blade' is two-handed sword shaped, it 
  requires both empty hands to use, it delivers double 
  concussion hits, and its additional bonus is + 35. The 
  same directed spell skill may be used for both this spell 
  and Fireblade.
  12 — CIRCLE OF FIRE (E) As Wall of Fire except 
  that the wall forms a circle with a 10' radius. The 
  caster may increase the severity of the critical given by 
  one for every additional 12 PP he spends for the spell 
  (A =12, B = 24, C = 36, etc).
  13 — METAL FIRES (F) As Metal Fires on the 
  Magician Base list: Fire Law.
  14 — FIRE ARMOR (D) As Fire Armor on the 
  Open Essence list: Elemental Shields.
  15 — FIRE BALL (E) As above except that the 
  caster may cast a 40'R fire ball with a range of 100', or 
  a 30'R one with a range of 200', or a 20'R one with a 
  range of 300'.
  16— BATTLE FIRES (F) As Fire Ball (Lvl 7) 
  except that the range is 30'/lvl.
  17 — WIND OF FLAME (F) As Hard Wind on 
  the Magician Base list: Wind Law, except that the cone 
  is only 200' long with a 20'R base and the criticals 
  delivered are "A" heat criticals.
  18 — IMMOLATION (E) Caster's body is covered with 
  powerful flames. He is immune to all forms of fire. Anyone 
  within 5' suffers an "A" heat critical (no RR). Anyone in physical 
  contact suffers a "C" heat critical. Physical attacks from the caster 
  that deliver a critical also deliver an "A" heat critical. All items on 
  the caster's person are immune to Fire for the duration of this 
  spell, but any materials he touches (or walks on, etc) after he 
  immolates must make an RR or be ignited.
  19 — RAZE (E) As Firestorm on the Magician Base list: Fire 
  Law, except that the area of is 50'x50'x50' but only "A" heat 
  criticals are given.
  20 — LONG FIRES (F) As Fire Ball (lvl 7) except that the 
  range is 100'/lvl. 
  25— STONE FIRES (F) As Stone Fires on the Magician Base 
  List: Fire Law. 
  30 — DEATH BLAZE (F) Target suffers an "E" heat critical 
  each round for 1 rnd/10% failure.
  50 —  CONFLAGRATION (F) This terrible spell is 
  sometimes called the Ritual of Destruction. As Raze above except 
  criticals given are "B" criticals, and Caster may increase the area 
  of effect by 50'x50'x50' every 3 rounds by concentrating (he 
  must be within 10'/lvl of each newly affected area as it is 
  ignited). The areas must be connected and each individual area 
  will be active for 1 rnd/lvl (i.e., the earliest areas effected will 
  extinguish first). The Conflagration crosses all obstacles unless a 
  magical barrier is encountered which requires an RR. The caster 
  may discontinue the burning in an individual area by 
  concentrating for one round or he may cancel the whole spell 
  normally.
  3.16 SPELL COORDINATION 
  (Arcane List)
  1 — SPELL STORE (U) Caster may cast this spell with 
  any spell he wants to store; then the stored spell may be cast 
  at any time with no preparation. The Storing spell costs the 
  same number of power points as the spell stored. No other spell 
  may be cast while a spell is stored.
  5 — BYPASS STORED SPELL (U) After casting this spell, 
  the caster may cast one spell normally even if he has a different 
  spell Stored. The stored if spell is not affected.
  6 — STORE OTHER'S SPELL (U) As Spell Store except 
  that the caster may store a spell cast by another (willing) spell 
  user of any realm. The spell caster for the spell to be stored 
  must expend the PP's normally required and the caster of the 
  storage spell must expend an equal number of PP's. Both must 
  be in physical contact. If the level of the spell to be Stored 
  is greater than  the caster's (of this spell) level, an 
  Extraordinary Spell Failure roll is normally required for this 
  spell to succeed.
  7 — RAPID RESPONSE I (U) Within the duration of this 
  spell, no preparation rounds are required for the caster's next 
  spell.
  8 — CONTINGENCY (U) Caster may store a contingency 
  spell that is activated by any one condition specified when the 
  spell is cast (e.g., falling, death, stunned, etc.). This does not 
  count as a stored spell; other spells may be stored and cast 
  while this effect remains dormant until triggered. Only one 
  Contingency spell may be "stored" at a time.
  3.15 MANA FIRES
  AREA OF
  EFFECT
  DURATION
  RANGE
  1—Torchfire
  2—Warm Inorganic
  3—Woodfires
  4—Wall of Fire
  5—Heat Inorganic c
  1 hand
  1 cu'
  /lvl
  1'
  R
  10'
  x10'
  x6'
  1 cu'
  /lvl
  10 min/lvl
  24 hr.
  —
  1 rnd/lvl
  C
  self
  10'
  l'
  /lvl
  100'
  10'
  6—Heat 
  Armor
  7—Fire Ball (10'
  R)
  8—Fireblade
  9—Heat Inorganic
  10—Fire Ball (20'
  R)
  1 target
  10'
  R
  self
  1 cu'
  /lvl
  20'
  R
  1 min/lvl
  —
  1 rnd/lvl
  C
  —
  10'
  100'
  100'
  10'
  100'
  11—Greater Fireblade
  12—Circle of Fire
  13—Metal Fires
  14—Fire 
  Armor
  15—Fire Ball (40'
  R)
  self
  10'
  R
  1 metal object
  1 target
  20'
  R-40'
  R
  1 rnd/lvl
  1 rnd/lvl
  1 rnd/lvl
  1 min/lvl
  —
  100'
  100'
  100'
  10'
  100'
  -300'
  16—Battle Fires
  17—Wind of Flame c
  18—Immolation
  19—Raze
  20—Long Fires
  10'
  R
  200'
  x20'
  R cone
  5'
  R
  50'
  x50'
  x50'
  10'
  R
  —
  1 rnd/lvl (C)
  I rnd/lvl
  I rnd/lvl
  —
  30'
  /lvl
  200'
  self
  100'
  100'
  /lvl
  25—Stone Fires
  300 sq'
  x3'
  1 rnd/lvl
  100'
  30—Death Blaze
  1 target
  1 rnd/10% fail 10'
  50—Conflagration c
  varies
  varies
  10'
  /lvl
  
  22    Spell Coordination
  Rolemaster Companion I
  10 — COMPLEX SPELL II(U) Caster may combine the 
  effects of two non-attack/non-elemental spells. Caster must 
  expend PP's for both spells and 10 PP for this spell. This spell 
  must be cast first, but the two spells to be combined may be 
  cast simultaneously. If necessary caster must specify the order in 
  which the spell effects will take place.
  11 — STORE ADDITIONAL SPELL (U) In addition 
  to a normal Stored spell, the caster may store one additional 
  spell. The first stored spell must be activated first unless a 
  Bypass Stored Spell spell is used. Caster must have a spell 
  already stored for this spell to be of any use. If the caster uses 
  his first stored spell, he may store another without affecting his 
  Additional Stored spell.
  12 — RAPID RESPONSE II(U) As Rapid Response I 
  except that up to two spells may be cast without preparation 
  rounds.
  14 — COMPLEX SPELL III (U) As Complex Spell II 
  except that the effects of up to three spells may be combined 
  and the PP cost for this spell is 14 PP.
  15 — MULTIPLE SPELL (U) Within the duration of this 
  spell, caster's next elemental attack spell will fire (attack) twice 
  in the same round at the same target or area. Separate spell 
  attack rolls must be made for each attack. PP's must be 
  expended for each attack plus the 15 PP's for this spell. If the 
  caster uses a directed spell bonus it must be divided anyway the 
  caster wishes between the two attacks.
  16 — MULTI-USER COMPLEX (U) This spell affects the 
  next Complex Spell II that the caster casts, allowing other spell 
  users to cast the spells to be combined. That is, the caster 
  could cast this spell, then he would cast a Complex Spell, then a 
  second spell user would cast one of the spells to be combined, 
  and a third spell user would cast the other spell to be combined 
  (the 2nd or 3rd spell user could be the same or one 
  of them could be the caster of this spell). All 
  participants must be in physical contact and must 
  be willing to cooperate. The casters may of different 
  realms. The sum of the levels of the spells combined 
  may not exceed the level of the caster of this spell 
  times the number of spells combined.
  17 — RAPID RESPONSE III (U) As Rapid 
  Response I except that up to three spells may be cast 
  without preparation.
  18 — COMPLEX SPELL IV (U) As Complex 
  Spell II except that the effects of up to four spells 
  may be combined and the PP cost for this spell is 
  18 PP.
  19 —  BYPASS STORED SPELL 11(U) As 
  Bypass Stored Spell II except that both a Stored spell 
  and an Additional Stored spell may be bypassed.
  20 COMPLEX SPELL STORE (U) As Spell Store 
  except that a Complex Spell may be stored. This spell 
  must be cast (20 PP), then a Spell Store must be cast 
  (PP = highest lvl spell to be combined), then a 
  Complex Spell must be cast (normal PP cost), and 
  finally the spells to be combined and stored must 
  be cast (normal PP cost).
  25— COMPLEX CONTINGENCY (U) As Complex Spell 
  Store except that it is stored with and acts like a Contingency 
  spell instead of a normal Spell Store.
  30 — MULTIPLE SPELL TRUE (U) As Multiple Spell 
  except that the next elemental attack spell may make 3 attacks.
  50 — COMPLEX SPELL V (U) As Complex Spell III 
  except that the effects of up to five spells may be combined and 
  the PP cost for this spell is 50 PP.
  EXAMPLE: Suppose a 30th level Magician wants to have 
  contingent on him a spell which upon his death will teleport 
  him to his favorite Healer (if they are separated by 300 miles 
  or less). Working with him is a 30th level Astrologer who has 
  Mind Stored the Healer. To combine and store the appropriate 
  spells, he needs Complex Contingency (25 PP), Contingency 
  (30 PP = highest level spell to be combined), Multi-User 
  Complex (16 PP), and Complex Spell II (10 PP). The spells 
  to be stored are the Astrologer's Finding True (30 PP, to locate 
  the healer), and the Magician's Teleport I (10 PP, to 
  accomplish the travel). The Magician expends 91 PP and the 
  Astrologer expends 30 PP. A spell failure on any of the six spells 
  involved will negate the whole process.
  NOTE: As an option, the GM may decide to make the 
  duration for 'Rapid Response' spells 1 min / lvl instead 
  of 1 rnd/lvl.
  3.16 SPELL COORDINATION
  AREA OF
  EFFECT
  DURATION       RANGE
  1—Spell Store
  3—
  4—
  5—Bypass Stored Spell
  self
  self
  varies
  varies
  self
  self
  6—Store Other'
  s Spell
  7—Rapid Response I
  8—Contingency
  9—
  10—Complex Spell II
  self
  self
  self
  self
  varies
  1 rnd/lvl
  varies
  varies
  self
  self
  self
  self
  11—Additional Stored Spell
  12—Rapid Response II
  13—
  14—Complex Spell III
  15—Multiple Spell
  self
  self
  self
  self
  varies
  1 rnd/lvl
  varies
  1 rnd/lvl
  self
  self
  self
  self
  16—Multi-user complex
  17—Rapid Response III
  18—Complex Spell IV
  19—Bypass Stored Spell II
  20—Complex Contingency
  self
  self
  self
  self
  self
  varies
  1 rnd/lvl
  varies
  varies
  varies
  self
  self
  self
  self
  self
  25—Complex Spell Store
  self
  varies
  self
  30—Multiple Spell 
  True
  self
  1 rnd/lvl
  self
  50—Complex Spell 
  V
  self
  varies
  self
  
  Shapechanging Ways    23
  Rolemaster Companion I
   3.17 Shapechanging ways 
  (Arcane List)
  1 — PLANT STUDY (I) Caster studies and 
  memorizes the form and structure of one type of 
  plant for later use with the spells on this list.
  2— ANIMAL STUDY (I) Caster studies and 
  memorizes the form and structure of one type of 
  animal for later use with the spells on this list.
  3 —  PLANT FACADE (F) Allows caster to 
  appear as any 1 type of plant that he has studied. 
  Caster retains his size and will not smell or fed like 
  the plant; it is a purely visual illusion.
  4 —  ANIMAL TONGUES (I) Caster gains 
  knowledge of any one "studied" type of animal.
  5 — BEAST STUDY (I) As Animal Study except 
  that magical, legendary, or fabled beasts may be 
  "studied".
  6 — ANIMAL FACADE (F) As Plant Facade 
  except that the caster may appear as any one 
  "studied" animal type.
  7 — CHANGE SIZE (F) As either Shrink Self or 
  Enlarge Self on the Closed Essence list: Living 
  Change, except that the duration is up to 10 min/lvl
  8 — BEASTLY TONGUES (I) As Animal Tongues except 
  that the "tongue" may be that of any one "studied" magical, 
  legendary, or fabled beast. Some powerful beast types may 
  receive an RR versus this spell (e.g., Dragons, Great , Eagles, 
  Unicorns, etc.)
  9 — CHANGE TO KIND (F) Caster can alter his form to 
  that of any desired 1 humanoid race.
  10 — PLANT FORM (F) As Plant Facade except that the 
  caster can take the form of any plant that he has "studied" (he 
  will look and feel like the plant). He can vary his mass from 
  75% of normal to 200% of normal.
  11 — PLANT TONGUES (I) As Animal Tongues except 
  that the "tongue" may be that of any one "studied" plant type.
  12— BLANK THOUGHTS (P) As long as caster does not 
  move, his mental patterns will appear to be those of any specified 
  animal that he has "studied". 
  13 —  EMPATHY (I) Caster can understand and/or 
  visualize the thoughts and emotions of any one plant or 
  animal.
  14 — ANIMAL FORM (F) As Animal Facade except that the 
  caster can take the form of any animal that he has "studied" (he 
  will look and feel like the animal). He can vary his mass from 
  75% of normal to 200% of normal. He doesn't get the physical 
  abilities of the animal (e.g., movement, combat, senses, etc.).
  15 — MISFEEL (P) To magical or mental detections, the 
  caster may appear to be any plant, animal, or beast that he has 
  "studied".
  16 — TRACKS (F) Caster's tracks and footprints may 
  appear to be those of any one creature that he has "studied".
  17— ANIMAL'S WAY (F) As Animal Form except that but 
  caster also gains the movement abilities of a chosen animal that 
  he has Studied. Caster may vary his mass from 50% of 
  normal (minimum) to 400% of normal (maximum).
  18 — BEAST FORM (F) As Animal Form except that 
  the caster may take on the appearance and feel of any 
  3.17 SHAPECHANGING WAYS
  AREA OF
  EFFECT
  DURATION      RANGE
  1— Plant Study
  2— 
  Animal Study
  3— Plant Facade
  4— 
  Animal 
  Tongues
  5— Beast Study
  1 plant
  1 animal
  self
  self
  1 beast
  1 minute
  1 minute
  10 min/lvl
  10 min/lvl
  1 minute
  5'
  /lvl
  5'
  /lvl
  self
  self
  5'
  /lvl
  6— 
  Animal Facade
  7— Change Size
  8— Beastly 
  Tongues
  9— Change to Kind
  10— Plant Form
  self
  self
  self
  self
  self
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  self
  self
  self
  self
  self
  11— Plant 
  Tongues
  12— Blank 
  Thought c
  13— Empathy c
  14— 
  Animal Form
  15— Misfeel c
  self
  self
  self
  self
  self
  10 min/lvl
  C
  C
  10 min/lvl
  C
  self
  self
  100'
  self
  self
  16— 
  Tracks
  17— 
  Animal'
  s 
  Way
  18— Beast Form
  19— Plant Change 
  True
  20— 
  Animal Change
  self
  self
  self
  self
  self
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  self
  self
  self
  self
  self
  25— 
  Animal Change 
  True
  self
  10 min/lvl
  self
  30— Shapechange
  self
  10 min/lvl
  self
  50— Shapechange 
  True
  self
  10 min/lvl
  self
  
  24    Druid Base Spell Lists/ Animal Mastery
  Rolemaster Companion I
  "beast" that he has "studied". He doesn't get the physical or 
  special abilities of the beast.
  19 — PLANT CHANGE TRUE (F) As Plant Form except 
  that the caster may also assume the scent and physical 
  characteristics of a chosen plant that he has "studied". Caster 
  may vary his mass from 50% (minimum) to 400% (maximum).
  20— ANIMAL CHANGE (F) As Animal's Way except that 
  the caster may also gain the physical attack capabilities of the 
  form and may vary his mass from 1/20th to 40x normal.
  25 — ANIMAL CHANGE TRUE (F) As Animal Change 
  but caster gains all physical attributes of the form: 
  movement, attack abilities, sight, hearing, smelling, etc. 
  Caster may vary his mass from 1/40th to 400x his own mass. 
  If the spell fails the caster takes on the form but his mind is 
  submerged in a mind equivalent to the creature's and spell 
  duration is increased 100x. 
  30 — SHAPECHANGE (F) As Beast Form but caster also 
  gains the movement and physical attack capabilities of the form 
  and may vary his mass from 1/40th to 400x his actual mass. 
  Spell failure is handled as in Animal Change True.
  50 — SHAPECHANGE TRUE (F) As Beast Change but 
  caster gains some (GM discretion) of the special abilities of the 
  beast (dragon breath, etc). The basic possibility of a spell failure 
  is raised to 15%. A spell failure is handled as in Animal Change 
  True except that the spell duration is increased 500x.
  3.2 DRUID BASE SPELL 
  LISTS
  The spell lists in this section are the base spell lists 
  for the Druid profession (see Section 4.17).
  3.21 ANIMAL MASTERY
  (Druid Base List)
  1 —  ANIMAL SLEEP I (M) Puts any non-
  humanoid animal to sleep; will not affect enchanted 
  or "intelligent" animals.
  2 — SMALL ANIMAL RESTORATION (H) 
  Caster may heal any non-fatal damage(s) in any 
  animal 10 pounds or less. Healing takes 1-600 minutes 
  depending on severity.
  3 —  ANIMAL TONGUES (I) Caster gains 
  knowledge of one animal tongue.
  4 — ANIMAL SLEEP III (M) As Animal Sleep I 
  except it affects 3 targets.
  5 — ANIMAL MASTERY I (M) Allows caster to 
  control the actions of any 1 animal.
  6 — ANIMAL LOCATION (I) Caster can locate 
  members of any 1 species of animal or he can find 
  out what species are in the area.
  7 — BEFRIENDING (M) All animals within 10' will act 
  friendly towards the caster; does not allow animal control.
  8— MEDIUM ANIMAL RESTORATION (H) As Small 
  Animal Restoration except an animal of 150 lbs or less may be 
  healed, or animals 10 lbs or less may have fatal damage(s) 
  healed (does not restore soul).
  9 —  ANIMAL EMPATHY (I) Caster can understand 
  and/or visualize the thoughts and emotions of any 1 animal.
  10 — ANIMAL SUMMONS I (FM) Caster can summon 
  any 1 animal within range (if any), as long as concentration is 
  applied caster controls the animal. The animal is a random 
  representative of specified species.
  11 — ANIMAL MASTERY III (M) As Animal Mastery I 
  except caster can control 3 targets.
  12— ANIMAL LIFEGIVING (H) As Lifesaving (Lvl 17) 
  on the Cleric Base list: Life Mastery, except that only the soul 
  of a animal may be restored. 
  13 —  ANIMAL SUMMONS III (FM) As Animal 
  Summons I except caster can summon and control 3 animals.
  14— ANIMAL CALL (M) Caster can summon (call) any 1 
  known specific animal.
  15 — ANIMAL MASTERY V (M) As Animal Mastery I 
  except caster can control 5 targets
  16 — LARGE ANIMAL RESTORATION (H) As Small 
  Animal Restoration except an animal of 3000 lbs or less maybe 
  healed, or animals 150lbs or less may have fatal damage(s) 
  healed (does not restore soul).
  17 — ANIMAL SUMMONS V (FM) As Animal Summons 
  I except caster can summon and control 5 animals.
  3.21 ANIMAL MASTERY
  AREA OF 
  EFFECT
  DURATION 
  RANGE
  1—Animal Sleep I
  2—Small 
  Animal Restoration
  3—Animal 
  Tongues
  4—Animal Sleep III
  5—Animal Mastery I c
  1 animal
  1 animal
  self
  3 animals
  1 animal
  1 min/lvl
  P
  1 min/lvl
  1 min/lvl
  C
  100'
  touch
  self
  100'
  100'
  6—Animal Location
  7—Befriending c
  8—Medium 
  Animal Restoration
  9—Animal Empathy c
  10—Animal Summons I c
  1 mile R
  10'
  R
  1 animal
  1 animal
  1 animal
  —
  C
  P
  C
  1 min/lvl (C)
  self
  self
  touch
  100'
  1 min/lvl
  11—Animal Mastery III c
  12—Animal Lifegiving
  13—Animal Summons III c
  14—Animal Call
  15—Animal Mastery 
  V c
  3 animals
  1 animal
  3 animals
  1 animal
  5 animals
  C
  P
  1min/lvl (C)
  —
  C
  100'
  10'
  1 mi/lvl
  1 mi/lvl
  100'
  16—Large 
  Animal Restoration
  17—Animal Summons 
  V c
  18—Animal Lifegiving
  19—Greater 
  Animal Restoration
  20—Animal Summons X c
  1 animal
  5 animals
  1 animal
  1 animal
  10 animals
  P
  1 min/lvl (C)
  P
  P
  1 min/lvl (C)
  touch
  1 mi/lvl
  10'
  touch
  1 mi/lvl
  25—Animal Restoration 
  True
  1 animal
  P
  touch
  30—Animal Lifegiving 
  True
  1 animal
  P
  10'
  50—Animal Summons 
  True c
  1 animal/lvl 1 min/lvl (C) 1 mi/lvl
  
  Druid's Peace    25
  Rolemaster Companion I
  18 — ANIMAL LIFEGIVING (H) As Lifegiving 
  (Lvl 25) on the Cleric Base list: Life Mastery, except 
  that only the soul of a animal may be restored
  19 —  GREATER ANIMAL RESTORATION 
  (H) As Small Animal Restortion except an animal of 
  30,000 lbs or less may be healed, or animals 3,000 
  lbs or less may even have fatal damage(s) healed 
  (does not restore soul).
  20 — ANIMAL SUMMONS X (FM) As Animal 
  Summons I except cast can summon and control 10 
  animals.
  25 — ANIMAL RESTORATION TRUE (H) 
  As Small Animal Restoration except an animal of any 
  mass may be healed, or animals 30,000 lbs or less 
  may even have fatal damage(s) healed (does not 
  restore soul). 
  30 — ANIMAL LIFEGIVING TRUE(H) As 
  Lifegiving True (Lvl 50) on the Cleric Base list: Life 
  Mastery, except that only the soul of a animal may 
  be restored.
  50 — ANIMAL SUMMONS TRUE (FM) As 
  Animal Summons I except caster can summon and 
  control 1/lvl animals (e.g. a 50th lvl could summon 
  50 sheep, etc).
  3.22 DRUID'
  S PEACE 
  (Druid Base List)
  1 — CALM I (M) Target will take no aggressive/offensive 
  action, and will fight only if physically attacked.
  2 — QUESTION (M) Target must answer a yes or no 
  question truthfully.
  3 — CALM H (M) As Calm I, except that 2 targets may be 
  affected.
  4 — HOLD KIND (M) Humanoid target is held to 25% of 
  normal activity.
  5 — CALM III (M) As Calm I, except that 3 targets may be 
  affected.
  6 —  BEFRIEND (M) Target believes caster is a good 
  friend.
  7 — CALM V (M) As Calm I, except that 5 targets may 
  be affected. 
  8— MASS ANIMAL CALMING (M) Caster can calm a 
  number of animals equal to his level.
  9 — TRUE HOLD (M) As Hold Kind except that it will 
  hold any target.
  10 — CALM X (M) As Calm I, except that 10 targets may 
  be affected. 
  12 — PERSUASION (M) Target is convinced of a single 
  fact expressed by caster (unless irrefutable counter evidence is 
  given).
  14— SHOUT OF CALM (M*) Everyone in the radius 
  must RR or be calmed. 
  15 — MASS ANIMAL CALMING (M) RR Mod: -20. 
  Allows a caster to calm a number of animals equal to his level.
  17— LORD CALM (M) RR Mod: -20. Allows caster to 
  calm up to 20 targets. 
  18— LORD PERSUASION (M) As Persuasion except that 
  caster may persuade up to 20 targets.
  19 — LONG CALM (M) RR Mod: -20. Caster can calm 
  any 1 target. 
  20— MASS CALM (M) Caster calms a number of targets 
  equal to his level. 
  25 — CALM TRUE (M) Caster can calm any 1 target.
  30 — EARTH CALM (F) Within the radius, caster may 
  "calm" a natural phenomena (quakes, storms, winds, etc) or he 
  may cancel a magically created natural phenomena.
  50 — BATTLE CALM (M) Caster calms everyone within 
  the radius.
  3.23 DRUIDSTAFF 
  (Druid Base List)
  BASIC PRINCIPLES:
  A. Spells referring to a "Druidstaff" may be applied to any 
  of the various Druidstaffs: Minor, Lesser, Greater, Silver, 
  Golden, Lord, or True. However, each Druid may only have 
  one "Druidstaff" in existence at a time and his spells may only 
  affect his own Druidstaff.
  B. The GM may want to make one special (perhaps magical) 
  wood particularly appropriate for a Druidstaff (e.g., Mallorn). 
  Such a wood could increase the normal Druidstaff properties 
  by + 5 for OB, and by + 1 for a spell adder, and perhaps by 1 
  for a spell multiplier.
                                            AREA OF 
   3.22 DRUID'S PEACE             EFFECT         DURATION         RANGE
  1—Calm I
  1 target
       1 min/lvl            100'
  2—Question
  1 target             —
              10'
  3—Calm II
  2 targets          1 min/lvl            100'
  4—Hold Kind c
  1 target
       C
              100'
  5—Calm III
  3 targets
       1 min/lvl            100'
  6—Befriend
  1 target
       1 hr/lvl            100'
  7—Calm 
  V
  5 targets
       1 min/lvl            100'
  8—Mass 
  Animal Calming
  1 animal/lvl       1 min/lvl            100'
  R
  9—True Hold c
  1 target
        C
              100'
  10—Calm X
  10 targets         1 min/lvl            100'
  11—
  12—Persuasion
  1 target
       1 day/lvl             1'
  /lvl
  13—
  14—Shout Of Calm *
  50'
  R
       1 min/lvl             self
  15—Mass 
  Animal Calming
  1 animal/lvl       1 min/lvl            10'
  R/lvl
  16—
  17—Lord Calm
  20 targets     1 min/lvl            10'
  /lvl
  18—Lord Persuasion
  20 targets     1 day/lvl            50'
  R
  19—Long Calm
  1 target
      1 day/lvl            300'
  20—Mass Calm
  1 target/lvl       1 min/lvl            100'
  25—Calm 
  True
  1 target
       P
              100'
  30—Earth Calm
  10'
  R/lvl
      1 min/lvl              self
  50—Battle Calm
  50'
  R/lvl
   1 hr/lvl             self
  
  26    Druidstaff
  Rolemaster Companion I
  1 — MINOR DRUIDSTAFF (F) Allows the caster to take 
  a suitable piece f oak, ash, yew, elm, linden, or mallorn and 
  form a Druidstaff with these characteristics: + 1 spell adder, + 5 
  quarterstaff, and it can be thrown as a spear (treat all criticals as 
  Krush criticals).
  2 — ORGANIC WEAPONS I (F) With proper materials the 
  caster may create short bow, 1/2 long bow, 1/3 composite bow or 
  cross-bow, 1 spear or javelin, 2 arrows or bolts, 1/3 of a shield, 1 
  weapon haft, etc. The process takes 1 hour. The weapon's basic 
  OB bonus is -5 (non-magical). The spell may be cast additional 
  times to either finish a partially completed item and/or to 
  increase the weapon's OB bonus by + 5 per casting (to a 
  maximum of + 5). Remember: the weapon's OB bonus is not 
  magical.
  3 — WARP WOOD (F) Destroys the straightness, strength, 
  and form of a piece of wood up to 1 lb/lvl.
  4 —  LESSER DRUIDSTAFF (F) As Minor Druidstaff 
  except that it turns the Druid's Minor Druidstaff into a + 10 
  quarterstaff that is a + 2 spell adder. It can be thrown as a 
  spear (use Krush criticals) using the range and range 
  modifications of a javelin.
  5 — HAMMERSTAFF (F) Doubles concussion hits given 
  with the Druidstaff in melee.
  6 — ORGANIC WEAPONS II(F) As Organic Weapons I 
  except that the basic OB bonus is 0 and it may be increased to 
  a max of + 10.
  7 — DRUID SYMBOL (U) Caster may store one spell on 
  his Druidstaff to cast later with no preparation (only one such 
  stored spell at a time).
  8 — GREATER DRUIDSTAFF (F) As Lesser Druidstaff 
  except that it turns the Druid's Lesser Druidstaff into a + 15 
  quarterstaff that is a + 3 spell adder or a x2 
  multiplier (caster chooses when it is created). It can 
  be thrown as a spear using the range and range 
  modifications of a javelin, but attacks are resolved 
  using the attack table for a War Mattock.
  9 — RECALL STAFF (F) Will return the caster's 
  Druidstaff to his outstretched hand at a rate of 
  1000'/rnd.
  10 — ANIMAL STAFF (F) Transforms caster's 
  Druidstaff into an animal no larger than 200% of 
  the caster's mass which is treated as a familiar (see 
  Familial on Closed Essence list: Gate Mastery). 
  Animal cannot be a flying creature.
  11 — BRIDGE (F) When the caster's Druidstaff 
  is placed on the ground (usually at the edge of a 
  chasm), this spell will cause it to expand and change 
  into a 2' wide wooden bridge (length of no more 
  than 5'/1vl) with no railings. It will only bear 1000 
  lb/lvl. Caster may return the Druidstaff to normal 
  and pick up it at either end.
  12 — LESSER HOLY SYMBOL (D) When cast 
  on a Druidstaff, this spell works as a Protections Sphere 
  I (on Cleric Base list: Protections) except that it is 
  mobile and the bonus is + 10.
  13 — ORGANIC WEAPONS III (F) As Organic Weapons I 
  except that the basic OB bonus is + 5 and it may be increased 
  to a max of + 15.
  14 — SILVER DRUIDSTAFF (F) As Lesser Druidstaff except 
  that it turns the Druid's Greater Druidstaff into a +20 
  quarterstaff that is a +4 spell adder or a x3 multiplier (caster 
  chooses when it is created). It can be thrown as a spear using 
  the range and range modifications of a sling, but attacks are 
  resolved using the attack table for a War Mattock.
  15 — BIRDSTAFF (F) As Animal Staff except that the 
  Druidstaff may be transformed into a flying animal of up 
  to 50% of the caster's mass. 
  16—  GREATER HOLY SYMBOL (D) As Lesser Holy 
  Symbol except that the bonus is + 15.
  17 — THUNDERSTAFF (F) Caster's Druidstaff delivers 
  an electrical critical in addition to a normal critical delivered by 
  the Druidstaff (severity is equal to the normal critical's).
  18 —  GREAT HAMMERSTAFF (F) As Hammerstaff 
  except that concussion hits are tripled.
  19 — BEAST STAFF (F) As Animal Staff or Bird Staff 
  except that the creature may be an animal or a legendary 
  creature of animal intelligence (no magical abilities except 
  perhaps flight). The creature mass may not exceed 50%/lvl of 
  the caster's mass.
  20— GOLDEN DRUIDSTAFF (F) As Lesser Druidstaff 
  except that it turns the Druid's Silver Druidstaff into a + 25 
  quarterstaff that is a + 5 spell adder or a x3 multiplier (caster 
  chooses when it is created). It can be thrown as a spear using 
  the range and range modifications of a shortbow, but attacks 
  are resolved using the attack table for a War Mattock.
  3.23 DRUIDSTAFF
  AREA OF EFFECT
  DURATION
  RANGE
  1—Minor Druidstaff
  2—Organic 
  Weapons I
  3—Warp 
  Wood
  4—Lesser Druidstaff
  5—Hammerstaff
  piece of wood
  self
  piece of wood
  Minor Druidstaff
  Druidstaff
  P
  1 hr
  P
  P
  1 rnd/lvl
  touch
  self
  100'
  touch
  touch
  6—Organic 
  Weapons II
  7—Druid Symbol
  8—Greater Druidstaff
  9—Recall Staff
  10—Animal Staff c
  self
  Druidstaff
  Lesser Druidstaff 
  Druidstaff
  Druidstaff
  1 hr
  varies
  P
  —
  1 min/lvl (C)
  self
  touch
  touch
  50'
  /lvl
  touch
  11—Bridge
  12—Lesser Holy Symbol c 
  13—Organic 
  Weapons III
  14—Silver Druidstaff
  15—Birdstaff c
  Druidstaff
  10'
   R
  self
  Greater Druidstaff
  Druidstaff
  1 min/lvl
  C
  1 hr
  P
  1 min/lvl
  touch
  touch
  self
  touch
  touch
  16—Greater HolySymbol c
  17—Thunderstaff
  18—Great Hammerstaff
  19—Beast Staff c
  20—Golden Shillelegh
  10'
  R
  Druidstaff
  Druidstaff
  Druidstaff
  Silver Druidstaff
  C
  1 rnd/lvl
  1 rnd/lvl
  1 rnd/lvl (C)
  P
  touch
  touch
  touch
  touch
  touch
  25—Organic 
  Weapons IV
  self
  1 hr
  self
  30—Lord Druidstaff
  Golden DruidstaffP
  touch
  50—Druidstaff 
  True
  Lord Druidstaff
  P
  touch
  
  Nature's Forms    27
  Rolemaster Companion I
  25 — ORGANIC WEAPONS IV (F) As Organic 
  Weapons I except that the basic OB bonus is +10 
  and it may be increased to a max of +20. 
  30 —  LORD DRUIDSTAFF (F) As Lesser 
  Druidstaff except that it turns the Druid's Golden 
  Druidstaff into a + 30 quarterstaff that is a + 6 
  spell adder or a x4 multiplier (caster chooses when it 
  is created). It can be thrown as a spear using the 
  range and range modifications of a composite bow, 
  but attacks are resolved using the attack table for a 
  War Mattock.
  50 —  DRUIDSTAFF TRUE (F) As Lesser 
  Druidstaff above except that it turns the Druid's 
  Lord Druidstaff into a +40 quarterstaff that is a 
  +7 spell adder or a x5 multiplier (caster chooses 
  when it is created). It can be thrown as a spear using 
  the range and range modifications of a long bow, 
  but attacks are resolved using the attack table for a 
  War Mattock.
  3.24 NATURE'
  S FORMS 
  (Druid Base List)
  1 — HUES (F) Caster can take on the physical 
  coloration of any 1 organic object he is in contact 
  with ( +5 to +50 modification to stalking/hiding attempt 
  depending upon the situation, GM discretion).
  2 — RESIST ELEMENTS (D) Protects caster from natural 
  heat up to 200 degrees F, natural cold down to -20 degrees F: 
  gives + 10 RR vs heat spells and cold spells.
  3 — PLANT FACADE (F) Allows caster to appear as any 1 
  type of plant. Caster retains his size and will not smell or feel 
  like the plant; it is a purely visual illusion.
  4 — SILENT MOVES (F) Caster can move silently, so long 
  as he does not create a sound originating more than 1' from his 
  body.
  5 — UNDERWATER BREATHING (F) Caster is able to 
  breathe underwater.
  6 — ANIMAL FACADE (F) As Plant Facade except caster 
  may appear as any 1 type of animal.
  7 —  SELF-CLOAKING  (F) Caster blends into 
  surrounding terrain and has a +75 hiding bonus. Caster may 
  not move (appreciably) without destroying the effect.
  8 — STUDY FORM (I) Caster studies and memorizes the 
  form and structure of one type of animal or plant for later use 
  with the spells on this list.
  9 — SHADOW (F) Caster appears as a shadow: provides 
  near invisibility in dark areas.
  10 — PLANT FORM (F) As Plant Facade except that the 
  caster can take the form of any plant that he has Studied (he 
  will look and feel like the plant). He can vary his mass from 
  75% of normal to 200% of normal.
  11 — PROTECTION FROM ELEMENTS (D) As Resist 
  Elements except it protects caster from any natural 
  temperature extremes and gives a + 25 RR vs heat or cold 
  spells. It also means elemental attack rolls are at -25.
  12 — BLANK THOUGHTS (P) As long as caster does not 
  move, his mental patterns will appear to be those of any 
  specified animal that he has Studied.
  3.24 NATURE'S FORMS
  AREA OF
  EFFECT
  DURATION     RANGE
  1—Hues
  2—Resist Elements
  3—Plant Facade
  4—Silent Moves
  5—Underwater Breathing
  self
  self
  self
  l'
   R
  self
  1min/lvl
  1 min/lvl
  10 min/lvl
  1 min/lvl
  1min/lvl
  self
  self
  self
  self
  self
  6—Animal Facade
  7—Self-cloaking  c
  8—Study Form
  9—Shadow
  10—Plant Form
  self
  self
  1 form
  self
  self
  10 min/lvl
  C
  1 min
  10 min/lvl
  10 min/lvl
  self
  self
  touch
  self
  self
  11—Prot.
   from Elements
  12—Blank 
  Thoughts  c
  13—Animal Form
  14—
  15—Animal 
  Thoughts  c
  self
  self
  self
  self
  1 min/lvl
  C
  10 min/1vl
  C
  self
  self
  self
  self
  16—Animal 
  Way
  17—Plant Change 
  True
  18—Animal Change
  19—Beast Forth
  20—Animal Change 
  True
  self
  self
  self
  self
  self
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  10 min/lvl
  self
  self
  self
  self
  self
  25—Beast Change
  self
  10 min/lvl
  self
  30—Beast Change 
  True
  self
  10 min/lvl
  self
  50—Shapechanger
  self
  10 min/lvl
  self
  
   
  28    Stone Mastery
  Rolemaster Companion I
  13 — ANIMAL FORM (F) As Animal Facade 
  except that the caster can take the form of any animal 
  that he has Studied (he will look and feel like the 
  animal). He can vary his mass from 75% of normal to 
  200% of normal. He doesn't get the physical abilities 
  of the animal.
  15 — ANIMAL THOUGHTS (P) As Blank 
  Thoughts except that the caster can move while the 
  spell is active.
  16— ANIMAL WAY (F) As Animal Form except 
  that but caster also gains the movement abilities of a 
  chosen animal that he has Studied. Caster may vary 
  his mass from 50% of normal (minimum) to 400% 
  of normal (maximum).
  17 — PLANT CHANGE TRUE (F) As Plant 
  Form except that the caster may also assume the 
  scent and physical characteristics of a chosen plant 
  that he has Studied. Caster may vary his mass from 
  50% (minimum) to 400% (maximum).
  18 —  ANIMAL CHANGE (F) As Animal 
  Way except that the caster may also gain the 
  physical attack capabilities of the form and may vary 
  his mass from 1/20th to 40x normal.
  19 — BEAST FORM (F) As Animal Form but caster may 
  take on the appearance and feel of any beast (usually a 
  legendary monster) that he has Studied.
  20 — ANIMAL CHANGE TRUE (F) As Animal Change 
  but caster gains all physical attributes of the form: movement, 
  attack abilities, sight, hearing, smelling, etc. Caster may vary 
  his mass from 1/40th to 400x his own mass. If the spell fails 
  the caster takes on the form but his mind is submerged in a 
  mind equivalent to the creature's and spell duration is increased 
  100x.
  25 — BEAST CHANGE (F) As Beast Form but caster also 
  gains the movement and physical attack capabilities of the form 
  and may vary his mass from 1/40th to 400x his actual mass. 
  Spell failure is handled as in Animal Change True.
  30 — BEAST CHANGE TRUE (F) As Beast Change but 
  caster gains some (GM discretion) special abilities of the beast 
  (dragon breath, etc). The basic possibility of a spell failure is 
  raised to 15%. A spell failure is handled: as in Animal Change 
  True except that the spell duration is increased 500x.
  50— SHAPECHANGER (F) Caster may use any of the 
  lower spells on this list up to 1/rnd.
  3.25 STONE MASTERY
  (Druid Base List)
  1 — STONES THROW (F) Stones (at least 1 pound's 
  worth) within a 10'R of the caster are hurled at the target. 
  Results are rolled on the Ram/Butt/Bash attack table (AL&CL 
  Table 11.16) with a "small" maximum result. Normal DB's 
  versus missiles apply and Directed Spell skill may be developed and 
  applied to this spell attack.
  2— STONEHEAL (F) Caster may repair damage, cracks, or 
  breaks in a stone object or a mass of stone (up to 10 cu'/lvl).
  3 — STONESPEECH (I) Caster can communicate with 
  any 1 stone if it possesses any required animate qualities (GM 
  and world dependent).
  4 — STONE THROW (F) As above except that maximum 
  attack result is "medium".
  5 — MAGIC STONE (F) Caster prepares 1 small rock 
  (approx. 1/2 lb). Preparation lasts either 10 min/lvl or until the 
  stone strikes something (e.g., it is thrown, fired, dropped, etc.). 
  If the stone "hits someone" (i.e., delivers hits when dropped, 
  thrown, or used in a sling), there is a small explosion. Roll an 
  additional attack on the Water Bolt table (no modifications) on 
  anyone within a 2'R of the explosion point. The only person 
  usually affected is the person who was "hit" (unless you drop 
  the stone on your foot or fall on a bag of Magic Stones).
  6 — STONEWALL (E) Summons a wall of rough-cut stones 
  up to 10'x10'x 1'. The wall must rest on a solid surface.
  7 — STONE THROW (F) As above except that maximum 
  attack result is "large".
  9 — MAGIC STONE (F) As above except that the spell 
  lasts 1 hr/lvl and the explosion has a 5' radius (i.e., multiple 
  targets can be affected). 
  10 — CORRIDOR (F) Creates a 3'x6' corridor that is 
  1'/lvl long through any nonmetal, inorganic material. The 
  corridor can be opened at a rate of l' (length) per rnd as the 
  caster concentrates.
  11 —  STONEWALL TRUE (E) As Stonewall except 
  duration is permanent.
  12 — ANIMATE ROCK (F) Caster can cause 100 cubic 
  feet of stone to rise up and move. The caster must concentrate 
  for the stone to perform action; and if he stops concentration, 
  3.25 STONE MASTERY 
  AREA OF
  EFFECT
  DURATION 
  RANGE
  1—Stones 
  Throw (Small)
  2—Stoneheal
  3—Stonespeech
  4—Stones 
  Throw (Medium)
  5—Magic Stone
  10'
  R
  10 cu'
  /lvl
  1 target
  10'
  R
  1/2 lb rock
  —
  P
  1 min/lvl
  —
  10 min/lvl
  100'
  100'
  touch
  100'
  touch
  6—Stonewall
  7—Stones 
  Throw (Large)
  8—
  9—Magic Stone
  10—Corridor
  10'
  x10'
  x l'
  I0'
  R
  1/2 lb rock
  3'
  x 6'
  x l'
   /lvl
  1 min/lvl
  —
  1 hr/lvl
  P
  10'
  100'
  touch
  5'
  11—Stonewall 
  True
  12—Animate Rock c
  13—Spike Stones
  14—Stonemeld
  15—Stonemold c
  10'
  x10'
  xl'
  100 cu'
  5'
  R/lvl
  20'
  /100 cu'
  1 cu'
  P
  1 rnd/lvl (C) 
  10 min/lvl
  P
  C
  10'
  100'
  100'
  touch
  touch
  16—Curvewall
  17—Petrify
  18—Great Stoneheal
  19—Earth Elemental c
  20—Earthbones Empathy
  10'
  x5'
  Rx1'
  1 target
  (lvl x lvl) cu'
  —
  10'
  R/lvl
  P
  1 day/10% failure
  P
  1 rnd/lv1 (C) 
  C
  10'
  50'
  10'
  R/lvl
  10'
  /lvl
  1000'
  /lvl
  25—Great Earth Elemental —
  1 rnd/lvl (C) 
  10'
  /lvl
  30—Petrification 
  True
  1 target
  varies
  50'
  50—Quakes
  varies
  varies
  touch
  
  Tree Mastery    29
  Rolemaster Companion I
  the stone will stand motionless until he concentrates 
  again or the duration runs out. If used in combat the 
  animated stone has the characteristics of a Weak 
  Earth Elemental.
  13 — SPIKE STONES (E) Creates an area of 
  very sharp spiked stones from rock occurring 
  naturally in the effected radius. Any creature moving 
  through part of area containing spikes must make a 
  moving maneuver (at least "extremely hard") for 
  every 5' moved through. If a fall occurs, the creature 
  receives (1-5) + 100 dagger attacks (only armor DB's 
  'modify this).
  14 —  STONEMELD (F) Fuses two stone 
  surfaces together: a seam can be up to 20' long or a 
  section of stone blocks can be fused (up to 100 cu'.)
  15 — STONEMOLD (F) For as long as he 
  concentrates, caster may mold 1 cu' of stone with 
  his hands as if it were putty; then the stone will 
  harden.
  16 — CURVEWALL (E) As Stonewall True except 
  that the wall may be curved up to a semi-circle.
  17 —  PETRIFY (F) The target's bones will 
  gradually (takes 1 hr) petrify for day/lvl of the caster. 
  The bones will eventually become very heavy (-90 to 
  all activity) and will cease blood production (2 hits/hour).
  18 — GREAT STONEHEAL (E) As Stoneheal above except 
  caster may repair up to lvl x lvl cu' and the range is 10'/lvl.
  19— EARTH ELEMENTAL (F) Summons and controls a 
  weak earth elemental. If concentration is interrupted then the 
  elemental goes on a mindless rampage until concentration is 
  resumed. Caster can dismiss the elemental before the duration 
  is over by concentrating. The elemental disappears when the 
  duration is over.
  20 — EARTHBONES EMPATHY (I) Allows caster (he 
  must be in contact with the ground) to visualize and sense 
  activity of those in contact with the ground and in a specified 
  10'R/lvl area (within the range). Alternately, the caster may 
  sense the direction and distance (within the range) to a 
  significant target with which he is familiar (a particular 
  individual, an army, etc). 
  25 —  GREAT EARTH ELEMENTAL (F) As Earth 
  Elemental above except that the caster may summon and 
  control a strong earth elemental.
  30 — PETRIFICATION TRUE (F) As Petrify except that 
  the target's entire body is petrified and the process only takes 
  6 rounds (treat as if the target is in suspended animation). 
  This spell lasts until it canceled by the caster or it is dispelled 
  or until someone this casts spell or Petrify (Lvl 17) on the target. 
  50 — QUAKES (F) Caster can cause an earthquake, with 
  the spot he touches as the epicenter. The start of the quake can 
  be delayed up to 1 rnd/lvl. The severity of the quake on the 
  Richter scale is determined by a roll: (01-20)=5.5, (21-45)= 6, 
  (46-65)=6.5, (66-80) = 7.0, (81-90) = 7.5, (91-95)= 8.0, (96-98)= 
  8.5, (99-100) = 9.0. The GM should read up on Earthquakes 
  before this spell is used or allowed to be used.
  3.26 TREE MASTERY 
  (Druid Base List)
  NOTE: The Sentient Trees: Treeherds, Slowroots, and Awakened 
  Trees mentioned in some of these spells are described in C&T on page 
  51. If the concept of such trees and guardians of trees doesn't fit 
  into the GM's world, he should eliminate or replace those spells.
  1 — SPEED GROWTH (F) Allows caster to increase speed 
  of growth for any 1 species of plant by x10.
  2 — PLANT RESTORE (H) Caster may remove damage 
  from any 1 plant (not a tree). Damage gets a RR based on 
  severity/extent.
  3 — PLANT TONGUES (I) Allows caster to understand 
  the language of any 1 plant species. Note that most plants 
  do not have a language. 
  4— SPEED GROWTH (F) As above except that the caster 
  can increase rate of growth by x100.
  5 — PLANT GROWTH (F) Allows caster to double the 
  potential size of any 1 plant. When fully mature the plant will 
  achieve twice its normal size.
  6— PLANTSKIN (D*) Makes caster's skin as tough as bark 
  (treat as AT 4).
  7 — PATH CONTROL (F) Allows caster to open or close a 
  path through flora. Caster may do both (i.e. opening a path 
  in front of him and closing it behind him).
  8 — PLANT GROWTH (F) As above, except that the 
  caster can triple the potential size of any 1 plant.
  9 — SPEED GROWTH (F) As above, except that the 
  caster can increase speed of growth by x10 within a 100'R.
  10 — TREE RESTORE (H) As Plant Restore except that 
  the caster may remove damage from a tree.
  3.26 TREE MASTERY
  AREA OF
  EFFECT
  DURATION     RANGE
  1—Speed Growth (x10)
  2—Plant Restore
  3—Plant 
  Tongues
  4—Speed Growth (x100)
  5—Plant Growth (x2)
  10'
  R
  1 plant
  self
  10'
  R
  1 plant
  1 day
  P
  1 min/lvl
  1 day
  P
  touch
  touch
  self
  touch
  touch
  6—Plantskin *
  7—Path Control
  8—Plant Growth (x3)
  9—Speed Growth (x10)
  10—Tree Restore
  self
  3'
  R
  1 plant
  100'
  R
  1 tree
  1 rnd/lvl
  10 min/lvl
  P
  1 day
  P
  self
  5'
  touch
  touch
  touch
  11—Plant Growth (x5)
  12—Animate 
  Tree   c
  13—Wall of 
  Thorns
  14—Seek Sentient 
  Tree
  15—Tangle 
  Weed
  1 plant
  1 tree
  10'
  x10'
  x5'
  self
  lvl'
  x lvl'
  P
  C
  10 min/lvl
  1 min/lvl
  1 hr/lvl
  touch
  10'
  /lvl
  100'
  10'
  /lvl
  100'
  16—Firestop
  17—Rouse Slowroot
  18—Plant Growth (x10)
  19—Seek Sentient 
  Trees
  20—Tree Door
  10'
  R/lvl
  1 slowroot
  1 plant
  10'
  R/lvl
  self
  —
  1 hr/lvl
  P
  —
  —
  100'
  touch
  touch
  self
  self
  25—Restore Sentient 
  Tree
  1 sentient tree P
  touch
  30—Speed Growth 
  True
  10'
  R/lvl
  1 day
  touch
  50—Waken Slowroots
  1 mi R/lvl
  10 min/lvl
  self
  
   
  30    Distractions
  Rolemaster Companion I
  11 — PLANT GROWTH (F) As above, except 
  that the caster can increase a plant's potential size by 
  x5.
  12 — ANIMATE TREE (F) Caster may animate 
  and control the actions of a tree. OB/Hits/etc. are 
  based on the size and type of tree (e.g., a large oak is 
  equivalent to an Awakened Tree, see C&T).
  13— WALL OF THORNS (F) Summons a wall of 
  very tough pliable thorns up to 10'x10'x5'. Anyone 
  moving through the wall receives 1-10 Tiny attacks 
  (OB: + 50) per foot of wall moved through. The wall 
  must rest on a solid surface.
  14 —  SEEK SENTIENT TREES (P) Caster 
  learns direction and distance to the nearest Sentient 
  Tree (see C&T, p. 51) within range.
  15 — TANGLE WEED (F) This spell animates an 
  area of foliage. The foliage will attack either a particular 
  type of creature or all who enter the area (caster option 
  when spell is cast). All affected creatures in the area 
  are subject to 1-5 attacks per round: + 50 envelope 
  attacks with the maximum result determined by the size and 
  density of the foliage. When the spell is cast, the caster may 
  specify that the attacks will only attempt to capture; in which 
  case, the foliage will stop attacking a target if the target ceases 
  all movement (i.e., it is captured).
  16— FIRESTOP (F) All non-magic fire in the radius is 
  instantly extinguished; magic fire must make a RR or it is 
  extinguished.
  17 —  ROUSE SLOWROOT (F) Caster may rouse a 
  Slowroot (see C&T).
  18 — PLANT GROWTH (F) As above, except that the 
  caster can increase a plant's potential size by x10.
  19—  SEEK SENTIENT TREES (F) Caster learns the 
  location of every Sentient Tree within the radius.
  20 — TREE DOOR (F) Allows caster to enter one tree and 
  then exit from another tree up to 100'/lvl away.
  25 — RESTORE SENTIENT TREE (H) As Plant Restore 
  except that the caster may remove damage from a Sentient Tree.
  30 — SPEED GROWTH TRUE (F) As Speed Growth 
  except that the caster can increase rate of growth by x10/lvl in a 
  10'R/lvl.
  50 — 
  WAKEN S1LOWROOTS (F) Caster wakens all dormant 
  Slowroots within range.
  3.3 NIGHTBLADE 
  BASE SPELL LISTS
  The spell lists in this section are the base spell lists for the 
  Nightblade profession (see Section 4.16).
  3.31 DISTRACTIONS
  (Nightblade Base List)
  1— NIGHTVISION (U) Caster can see 100' on a normal 
  night as if it were daylight.
  2—CONFUSION (M) Target is incapable of making 
  decisions or initiating action; may continue to fight current foes 
  or in self-defense.
  3 — DARK CONTROL (F) Caster can vary the intensity of 
  darkness in the area, but he cannot lighten it past its natural 
  state.
  4— WATERVISION (U) As Nightvision except that the 
  caster can see 100' even in murky water.
  5 — DARKNESS (F) Creates an area up to 100'R about the 
  point touched (the point is not mobile); darkness is equal to 
  the darkest night. 
  6— EXTINGUISH MINOR (F) Caster can extinguish any 
  1 fire source up to the size and volume of a normal fireplace 
  fire.
  7 — BEGUILE (M) Caster may speak one lie to the target, 
  who will believe it to be the absolute truth until presented with 
  irrefutable evidence to the contrary.
  8 — DARK VISION (U) As Nightvision except that the that 
  caster can see in any darkness, even Utterdark.
  9 —  SMOKEFLASH (FE*) As Leaving on the Closed 
  Mentalist list: Mind's Door, except that distance is limited to 
  50' and the caster may cause a bright flash and obscuring 5'R 
  cloud of smoke at either the beginning or endpoint of travel. 
  Only the caster may move using this spell.
  3.31 DISTRACTIONS
  AREA OF
  EFFECT
  DURATION            RANGE
  1—Nightvision
  2—Confusion
  3—Dark Control c
  4—Watervision
  5—Darkness
  self
  1 target
  20'
   R
  self
  100'
   R
  10 min/lvl
  1 rnd/10% failure
   C
  10 min/lvl
  10 min/lvl
  self
  100'
  10'
  self
  touch
  6—Extinguish Minor
  7—Beguile
  8—Darkvision
  9—Smokeflash (50'
  ) *
  10—Extinguish Major
  1 fire
  1 target
  self
  self
  1 fire
  —
  1 day/lvl
  10 min/lvl
  —
  —
  100'
  10'
  self
  self
  300'
  11—Blinding
  12—Smokeflash (100'
  ) *
  13—Utterdark
  14—Darkness
  15—Smokeflash (300'
  ) *
  1 target
  self
  5'
   R/lvl
  20'
   R/lvl
  self
  1 rnd/10% failure
  —
  1 min/lvl
  10 min/lvl
  —
  100'
  self
  100'
  touch
  self
  20—Smokeflash (50'
  /1v1) *
  self
  —
  self
  25—Shout of Confusion *
  50'
   R
  1 rnd/10% failure
  self
  30—Darkness
  50/1vl
  10 min/lvl
  touch
  50—Clouds of Darkness
  100/1vl
  1 hr/lvl
  100'
  
  Phantom's Face    31
  Rolemaster Companion I
  10 — EXTINGUISH MAJOR (F) As Extinguish 
  Minor except that fires the size of bonfires and house 
  fires can be extinguished.
  11 — BLINDING (M) Target is blinded.
  12 — SMOKEFLASH (FE*) As above except that 
  the movement limit is 100'.
  13 —  UTTERDARK (F) Creates a 5'R/lvl of 
  utter darkness; no non-magic light can exist and 
  magic light (except for Utterlight) must make a RR.
  14 — DARKNESS (F) As above except that the 
  radius is 20'R/lvl. 
  15 — SMOKEFLASH (FE*) As above except that 
  the movement limit is 300'. 
  20 — SMOKEFLASH (FE*) As above except 
  that the movement limit is 50'/lvl.
  25—  SHOUT OF CONFUSION (M) As 
  Confusion except that all beings within 50' must 
  make a RR.
  30 — DARKNESS (F) As above except that the 
  radius is 50'/lvl.
  50— CLOUDS OF DARKNESS (F) Creates a "cloud" of 
  darkness that has a radius of up to 100'/lvl and drifts with the 
  wind. The darkness is as in Darkness above.
  3.32 PHANTOM'
  S FACE 
  (Nightblade Base List)
  1 —  STUDY (I) Caster studies and memorizes the 
  appearance and mannerisms of a being for later use with another 
  spell.
  2 — FACE SHIFTING (P) Allows caster to alter the form of 
  his face.
  3 — MISFEEL KIND (P) Caster appears to be of any race he 
  chooses to magical or mental detections.
  4 — FACADE (E) Caster has a limited illusion on himself 
  that allows him to look like any humanoid race within 20% of 
  his own size. 
  The illusion moves as the caster moves.
  5— MISFEEL CALLING (P) As Misfeel Kind except that the 
  Caster's profession may be misrepresented.
  6 — CHANGE SIZE (P) As either Shrink Self or Enlarge Self 
  on the Closed Essence list: Living Change, except that the 
  duration is up to 10 min/lvl.
  7 — MISFEEL POWER (P) As Misfeel Kind except that the 
  level can be misrepresented.
  8— IMPERSONATION FACADE (E) As Facade except 
  that a specific person can be impersonated with regards to looks. 
  The person must have been Studied.
  9 — CHANGE TO KIND (P) Caster can alter his entire 
  body to the form of another humanoid race (no increase in 
  mass). 
  This cannot be a specific person.
  10— MIND TONGUE (M) Caster can speak mentally with 
  any sentient being and to the being it will seem as if the Caster 
  was speaking in the being's own language.
  11 — WATERLUNGS (P) Caster can breathe air or water at 
  will.
  12 — MISFEEL (P) Allows the Caster to use all the lower 
  Misfeel spells at once.
  13 — MIND TONGUE (M) As above except that the range 
  is 100'.
  14 — CHANGE (P) As Change to Kind except that the caster 
  can assume any organic form within 1/2 and 2x his mass, but 
  does not obtain any special abilities.
  15 — NONDETECT (P) Caster and objects on his person 
  cannot be detected by and "Detect'' spells.
  20 — UNPRESENCE (P) As Misfeel Kind except that the 
  Caster appears to have no Presence.
  25 — MISFEEL TRUE (P) As Misfeel except that the Caster 
  does not have to concentrate.
  3.32 PHANTOM'S FACE
  AREA OF
  EFFECT
  DURATION       RANGE
  1—Study  c
  2—Face Shifting
  3—Misfeel Kind  c
  4—Facade
  5—Misfeel Calling  c
  self
  self
  self
  self
  self
  C
  10 min/lvl
  C
  10 min/lvl
  C
  sel
  f
  sel
  f
  sel
  f
  sel
  f
  sel
  f
  6—Change Size
  7—Misfeel Power  c
  8—Impersonation Facade
  9—Change 
  To Kind
  10—Mind 
  Tongue  c
  self
  self
  self
  self
  self
  10 min/lvl
  C
  10 min/lvl
  10 min/lvl
  C
  sel
  f
  sel
  f
  sel
  f
  sel
  f
  10'
  11—Waterlungs
  12—Misfeel c
  13—Mind 
  Tongue c
  14—Change
  15—Nondetect  c
  self
  self
  self
  self
  self
  10 min/lvl
  C
  C
  10 min/lvl
  C
  sel
  f
  sel
  f
  100'
  sel
  f
  sel
  f
  20—Unpresence c
  self
  C
  sel
  f
  25—Misfeel 
  True
  self
  1 min/lvl
  sel
  f
  30—True Change
  self
  10 min/lvl
  sel
  f
  50—True Form
  self
  10 min/lvl
  sel
  f
  
  32    Phantom Movements
  Rolemaster Companion I
  30 — TRUE CHANGE (P) As Change except that a specific 
  being can be duplicated if the being has been "Studied!'
  50 — TRUE FORM (P) Caster can use Nondetect, Misfeel 
  True, and any one of the Change spells simultaneously without 
  concentrating. By concentrating for one round, he can change all 
  of the parameters on the spells that he wants (e.g., in one round 
  he could change his form, his appearance, his apparent level, his 
  apparent profession, etc.).
  3.33 PHANTOM MOVEMENTS
  (Nightblade Base List)
  1 — LANDING (F*) Allows the caster to land safely in a 
  fall of up to 20%/lvl, and to take that distance off the severity 
  of any longer fall.
  2— BODY CONTROL (U*) Adds 50 to any one maneuver 
  involving Balance or "Contractions'' (see Secondary Skills in 
  ChL&CaL).
  3 — STILLNESS (U) Caster is able to assume a death-like 
  sleep state. He will appear to be dead by his physical signs. 
  Caster must establish a signal and/or duration when the sleep 
  will end, up to a maximum of 2 hr/lvl. The caster will be very 
  difficult to waken (-70) without a proper signal or before the 
  duration is over. During the sleep, the caster heals and recovers 
  power points at twice normal rate, and requires only 10% of 
  normal bodily needs (e.g. air, food, etc).
  4 — PHANTOM STEP (F) Caster can move silently, so 
  long as he does not cause a sound to originate more than 1' 
  from his body.
  5 — UNDERWATER MOVEMENT (F) Caster can take 
  action underwater as if on land.
  6 — SPIDER CLIMB (F) Caster may move along (half 
  walking pace) any solid service angled up to 90 degrees so long 
  as he maintains at least a 3 point contact with the surface (i.e., 
  both feet and one hand or both hands and one foot). The GM 
  may require a moving maneuver roll each round with 
  the difficulty based upon the type and angle of the 
  surface.
  7 —  LEAP (F*) Caster may leap up to 5'/lvl 
  laterally or 2'/lvl vertically in the round that the spell 
  is cast.
  8 — LONG DIVE (F*) Caster can safely dive up to 
  50'/lvl if water deep enough is present.
  9 — NO TRACES (F) Caster can move without 
  leaving tracks, scent, or any other trace of his passing.
  10 — CLING (F) As Spider Climb except that 
  the caster can move along and cling to any surface, 
  even ceilings.
  11 - WALLWALKING (F) As Spider Climb except 
  Caster need only maintain a 2 point contact and may 
  move at a full walking pace.
  12 —  PHANTOM LANDING (F*) Allows 
  Caster to land safely from any fall 99% of the time, 
  and he makes no sound when he lands.
  13 —  WALLRUNNING (F) As Wallwalking 
  except Caster may move at a running pace (only 1 point 
  contact required).
  14 — NO SENSE (F) As Invisibility on the Open Mentalist 
  list: Cloak, except that the caster is also undetectable by smell 
  and sound and the spell only lasts as long as he concentrates.
  15 — WINDWALKING (F) Caster can walk on air if there 
  is a wind blowing. However, he may not walk "against'' the 
  wind.
  20 — CEILING WALKING (F) As Wallwalking except that 
  the caster can walk on any solid surface (includes ceilings).
  25 — WINDRIDING (F) Caster can run on air if there is a 
  wind blowing. However, the wind will affect his actual 
  movement rate (add the wind speed if moving with the wind, 
  subtract it if moving against the wind, etc.), 
  30 — MOTE FORM (P) Caster takes the form of a cloud 
  of tiny dispersed particles. While in this form, he is fully aware 
  in all of his senses. He is able to move at a rate of 1'rnd when 
  in contact with the ground: he can seep through cracks and 
  extend himself to become virtually invisible. However, he may 
  not cast spells.
  50— WIND RIDE (P) As Mote Form and Windriding except 
  that the caster's base movement rate (before the wind 
  modifications) is 300'/rnd.
  3.33 PHANTOM MOVEMENTS
  AREA OF
  EFFECT
  DURATION    RANGE
  1—Landing *
  2—Body Control * c
  3—Stillness
  4—Phantom Step
  5—Underwater Movement
  self
  self
  self
  l'
  R
  self
  —
  1maneuver
  2 hr/lvl
  1 min/lvl
  10 min/lvl
  self
  self
  self
  self
  self
  6—Spider Climb
  7—Leap *
  8—Long Dive *
  9—No 
  Trace
  10—Cling
  self
  self
  self
  self
  self
  1min/lvl
  1 rnd
  —
  C
  1 min/lvl
  self
  self
  self
  self
  self
  11—Wallwalking
  12—Phantom Landing *
  13—Wallrunning
  14—No Sense c
  15—Windwalking
  self
  self
  self
  self
  self
  1 min/lvl
  —
  1 min/lvl
  C
  1 min/lvl
  self
  self
  self
  self
  self
  20 —Ceiling 
  Walking
  self
  1 min/lvl
  self
  25—Windriding c
  self
  C
  self
  30—Mote Form
  self
  1 min/lvl
  self
  50—Wind Ride
  self
  1 min/lvl
  self
  
  Poison Mastery    33
  Rolemaster Companion I
  3.34 POISON MASTERY
  (Nightblade Base List)
  1 —  POISON LORE (I) Allows caster to 
  determine what mixture or types of poison are 
  needed for a particular effect. The caster is assumed 
  to have extensive knowledge when this list is learned. 
  The process normally takes 1-100 minutes.
  3 —  POISON APPLICATION I (U) The 
  caster may coat a weapon with a ready poison. The 
  coated weapon will inflict the poison on a target 
  the first time an attack is made which generates a 
  "Slash" or a "Puncture" critical hit; this uses up the 
  poison, i.e., it is "worn off". Each time the weapon 
  delivers hits or a Krush critical, there is also a 
  percentage chance that the poison will be "worn off" 
  (used up): % chance = # hits delivered + 10 x 
  severity of the Krush critical ("A'':1, "B":2, "C":3, 
  etc.).
  4 — MINOR POISON (U) With appropriate 
  equipment, allows the caster to prepare, handle, and 
  contain (vials, etc) a known poison of less than 10th level.
  5 — POISON ANALYSIS (I) Caster can ascertain exact 
  nature and type of a sample of a poison: he can determine 
  what cure may be used, but does not receive the required tools 
  or skills.
  6— RESIST POISON (S*) Delays the effect of a poison as 
  long as the caster concentrates.
  7 —  POISON APPLICATION II (U) As Poison 
  Application I except that the poison must be "worn off' twice 
  before it is no longer effective (i.e., it may cause poisoning up 
  to twice).
  9 — NEUTRALIZE POISON (S*) As Resist Poison except 
  that the caster also has a 50% chance of completely 
  neutralizing the poison if he concentrates 1 hr. The GM may 
  modify this for exceptionally potent poisons. 
  10— MAJOR POISON (U) As Minor Poison except that 
  the poisons worked with may be up to 20th level.
  12—  POISON APPLICATION III (U) As Poison 
  Application I except that the poison must be "worn off' three 
  times before it is no longer effective (i.e., it may cause 
  poisoning up to three times).
  14 — POISON TOUCH (U) Allows the caster to apply a 
  "contact" poison to his own hands. If he inflicts any critical 
  with his hands (usually through martial arts striking), the 
  poison will be inflicted on the target and the poison is then 
  "worn off" (used up). The poison may be "worn off''' if an 
  attack delivers hits and no critical (% chance = number of hits 
  delivered). Each round that the caster uses his hands for 
  something, there is also at least a 5% chance the poison is 
  "worn off" (more depending upon what he does with his 
  hands). The GM may also wish to allow the poison to be 
  inflicted if the caster touches anyone's bare skin.
  15— NEUTRALIZE POISON TRUE (S*) As Neutralize 
  Poison except that the chance of neutralizing the poison is 90%.
  20 — POISONS TRUE (U) As Major Poison except the 
  caster may work with all poisons. It may still be necessary that 
  the caster have special equipment (e.g. texts, tools, etc) for 
  handling certain poisons.
  25— EVIL EYE (F) While casting this spell, the caster may 
  consume a poison without being effected by it. Later (up to 1 
  hr/lv1) he may cast this spell again to inflict the consumed 
  poison on a chosen target within 10'. If the victim fails his RR 
  versus the caster's spell, he must then attempt to resist the 
  poison. If the caster does not cast the spell the second time 
  within 1 hr/lvl the poison is wasted. If the caster fails either 
  spell, he is subject to the ingested poisons effect (he does get a 
  RR); he is also subject to the normal spell failure procedure.
  30 —  POISON MIST (F) Caster may disperse an 
  appropriate poison into a lingering cloud. All passing through 
  must make RR's or be affected. Breezes, etc. may cause the 
  cloud to move.
  50 — EVIL EYE TRUE (F) As Evil Eye except the range is 
  2'/lvl.
  3.35 ADRENAL FOCUS
  (Nightblade Base List)
  1 — ADRENAL FOCUS I (U*) In the round that this spell 
  is cast, the caster may use a one-handed weapon or a Rank I 
  Martial Arts attack form (strikes or sweeps) in combat. Instead 
  of his normal OB, the caster's OB consists of: (1) his Directed 
  Spell skill rank bonus for Adrenal Focus I PLUS (2) his 
  ,SD stat 
  bonus PLUS (3) any applicable weapon bonus MINUS (4) a 
  modification obtained from a roll on the General column of 
  the Base Spell Attack Table. Before this roll is made, the caster 
  must state what percentage of his OB will be used on offense 
  and what percentage on defense (e.g., 30% offense/70% 
  defense, 50% offense/ 50%defense, etc.). No modifications to 
  3.34 POISON MASTERY
  AREA OF
  EFFECT
  DURATION    RANGE
  1—Poison Lore
  2—
  3—Poison 
  Application I
  4—Minor Poison
  5—Poison 
  Analysis
  self
  1 weapon
  self
  1 sample
  1-100 min
  varies
  1 hr/lvl
  —
  self
  touch
  self
  10'
  6—Resist Poison * c S
  7—Poison 
  Application II
  8—
  9—Neutralize Poison * c S
  10—Major Poison
  self
  1 weapon
  self
  self
  C
  Varies
  C
  1 hr/lvl
  self
  touch
  self
  self
  11—
  12—Poison 
  Application III
  13—
  14—Poison 
  Touch
  15—Neut.
   Poison 
  True * c S
  1 weapon
  self
  self
  varies
  varies
  C
  touch
  self
  self
  20—Poisons 
  True
  self
  1 hr/lvl
  self
  25—Evil Eye
  1target
  1 hr/lvl
  10'
  30—Poison Mist
  10'
   R
  1 rnd/lvl
  20'
  50—Evil Eye 
  True
  1 target
  1 hr/lvl
  2'
  /1v1
  
  34    Adrenal Focus
  Rolemaster Companion I
  the Base Spell Attack roll are allowed other than those given by 
  a Preparation spell. After the caster's OB is determined, combat 
  proceeds normally. 
  NOTE: The GM may wish to initially restrict each caster of 
  this spell to one of the Martial Arts attack forms and/or one or 
  two different one-handed weapons; and then allow more to be 
  picked up through training.
  2 — PREPARATION (U) Allows caster to add 1 pt/lvl to 
  his base attack roll when using any of the Adrenal Focus spells.
  3 —  DEFLECT I (D*) Allows the caster to "deflect" a 
  melee or missile attack directed against him: increase the 
  defender's normal DB (Adrenal Defense may not be used with 
  this spell) against that attack by 1-100 (open-ended).
  4 — ADRENAL FOCUS II (U*) As Adrenal Focus except 
  that the caster may use a two-handed weapon or one of the 
  Rank 2 Martial Arts forms. Note that the Directed Spell skill 
  rank bonus for Adrenal Focus II must be developed separately 
  from the bonus for Adrenal Focus I.
  5 — MOUNTAIN HEART I (D*S) For the duration of the 
  spell, the caster may ignore the effects of any 1 wound which 
  either only causes him additional hits, stun, stunned/unable to 
  parry, or a percentage subtraction from his abilities. At the end 
  of the duration, all hits, penalties, and stun rounds take effect 
  normally.
  6 — DEFLECT II (D*) As Deflect I except that the caster 
  may "deflect" two attacks (roll separately for the DB increases). 
  Both attacks must be in the caster's field of vision.
  7 — ADRENAL FOCUS III (U*) As Adrenal Focus except 
  that the caster may use a thrown weapon or  one of the Rank 3 
  Martial Arts forms. Note that the Directed Spell skill rank 
  bonus for Adrenal Focus III must be developed separately from 
  the bonus for Adrenal Focus I (and II).
  8 — BODY WEAPONRY (U) This spell hardens the caster 
  hands and feet so that the caster may either use an Adrenal 
  Focus spell to attack on the mace table or use normal 
  Martial Arts Striking with a mace "Weapon Kata" 
  (no -20 modification), see AL&CL Section 11.71.
  9 — SPELL DODGE I (D*) As Deflect I except 
  that the caster may "dodge" one "Elemental" spell 
  attack: the modification is 1-100 (open-ended) plus 
  normal modifications. Area attack spells may not be 
  "dodged".
  10— ADRENAL FOCUS IV (U*) As Adrenal 
  Focus except that the caster may use a missile weapon 
  or one of the Rank 4 Martial Arts form's. Note that 
  the Directed Spell skill rank bonus for Adrenal Focus 
  IV must be developed separately from the bonus for 
  Adrenal Focus I (and II and III). 
  11 — BODY ARMOR (D) For the duration of 
  the spell, the caster's body is treated as Armor Type 3 
  (if not wearing other armor).
  12— DEFLECT III (D*) As Deflect I except that 
  the caster may "deflect" three attacks (roll separately 
  for the DB increases). All attacks must be in the 
  caster's field of vision.
  13— PREPARE SHATTERING BLOW (U) This spell 
  may be cast the round before an Adrenal Focus attack. Resolve 
  the attack normally and then determine (in the following order 
  of priority) what was "struck" by the attack. If that attack was 
  "parried" at all, the parrying object (sword, shield, etc) was 
  "struck". If the attack missed, nothing was "struck". If a critical 
  specifying a location resulted, that location was "struck". If a 
  non-specific critical resulted, roll to determine what was 
  "struck": 1-20, weapon; 21-60, shield (arm if no shield); 61-
  80, arm; 81-00, leg. If the attack "stuck" armor, a shield or a 
  weapon, it must make an RR or it is shattered. If the strike 
  "struck" an unarmored section of the body, the bone(s) must 
  make an RR(s) or it is shattered.
  14 — SPELL DODGE II (D*) As Spell DodgeI except that 
  the caster may "dodge" two attacks (roll separately for the 
  increases). Both attacks must be in the caster's field of vision.
  15 — MOUNTAIN HEART II (D*S) As Mountain Heart 
  I except that the caster may delay the effects of 2 separate 
  wounds.
  20— PREPARE DEATH STRIKE (U) This spell may be 
  cast the round before an Adrenal Focus Attack. The caster's 
  ambush bonus is doubled for that one attack.
  25— MOUNTAIN HEART III (D*S) As Mountain Heart 
  I except that the caster may delay the effects of 3 separate 
  wounds.
  30 — DEFLECT IV (D*) As Deflect I except that the caster 
  may "deflect" four attacks (roll separately for the DB increases). 
  All attacks must be in the caster's field of vision.
  50 — MAGIC RESISTANCE (D*) This spell modifies a 
  Base Spell attack roll directed against the caster by 1-50.
  3.35 ADRENAL FOCUS
  AREA OF
  EFFECT
  DURATION     RANGE
  1—Adrenal Focus I *
  2—Preparation
  3—Deflect I *
  4—Adrenal Focus II *
  5—Mountain Heart I * S
  self
  self
  1 attack
  self
  self
  —
  1 rnd/lvl
  —
  —
  1 min/lvl
  self
  self
  self
  self
  self
  6—Deflect II *
  7—Adrenal Focus III *
  8—Body 
  Weaponry
  9—Spell Dodge I *
  10—Adrenal Focus IV *
  2 attacks
  self
  self
  1 attack
  self
  —
  —
  1 rnd/lvl
  —
  —
  self
  self
  self
  self
  self
  11—Body 
  Armor
  I2—Deflect III *
  I3—Prepare Shattering Blow
  14—Spell Dodge II *
  15—Mountain Heart II * S
  self
  3 attacks
  1 attack
  2 attacks
  self
  1 rnd/lvl
  —
  1 rnd/lvl
  —
  1 min/lvl
  self
  self
  self
  self
  self
  20—Prepare Death Strike
  1 ambush
  1 rnd
  self
  25—Mountain Heart III * S
  self
  1 min/lvl
  self
  30—Deflect IV *
  self
  —
  self
  50—Magic Resistance *
  self
  —
  self
  
  Paladin Base Spell List    35
  Rolemaster Companion I
  3.4 PALADIN BASE SPELL 
  LISTS
  The spell lists in this section are two of the five the 
  base spell lists for the Paladin profession (see Section 
  4.11). The other 3 base lists are Hand of Cleaning 
  (Identical to the Open Channeling list: Purification), 
  Hand of Healing (identical to the Open Channeling 
  list: Concussion's Ways), and Communion (identical 
  to the Cleric Base List: Communal Ways).
  3.41 HOLY WARRIOR
  (Paladin Base List)
  1 — HOLY FOCUS (F) If the caster makes a 
  melee attack against an "evil" creature the round 
  after this spell is cast, there is a chance that the 
  attack will be a "Holy" attack: the percentage chance 
  is equal to 1%/lvl plus the caster's "Channeling" 
  skill bonus. Before it is determined whether or not 
  the attack is "Holy", the caster must declare how 
  much of his OB is to be used to parry and how 
  much is to be used to attack. If the attack is "Holy", 
  any resulting critical against "Large" or "Super-large" 
  creatures are resolved on the appropriate "Holy 
  Arms" column.
  2 — CLOTTING (H*) Allows Caster to stop 1 hit/rd of 
  bleeding for every minute that he concentrates; for 1 hr target 
  can move at no more than a walking pace or bleeding will 
  resume at the prior rate.
  3 — UNPAIN (S*) Caster is able to sustain an additional 
  25% of his total concussion hits before passing out; hits are still 
  taken and remain when the spell lapses.
  4 — STUN RELIEF I(S*) Will automatically take off 1 
  round of stun if caster has specified beforehand that this spell 
  is active.
  5 — COURAGE (S*) If the caster fails his RR against a fear 
  or panic spell or effect, he may make an additional RR at + 
  10 against the attack if he has declared that this spell is active.
  6 — PAIN RELIEF I (H*) Heals 1 hit every minute 
  that the caste concentrates.
  7 —  HOLY AURA I (F) A 10' radius bright shimmering 
  aura surrounds the Caster. Demons and undead (and other 
  inherently evil beings as the GM determines) must make a RR 
  or receive an "A" severity critical (GM discretion heat, cold, 
  impact, etc.) each round they are in the radius, and friendly 
  morale in the radius improves by + 5.
  8 — CUT REPAIR III (H) Allows Caster to totally repair a 
  bleeding wound(s) of up to 3 hits/rd.
  9 —  STRENGTH (P) Increases the Caster's strength; in 
  melee the caster does 2x normal concussion hit damage and 
  increases his OB by 10.
  10 — UNPAIN (S*) As above except that 50% additional 
  hits may be sustained and delayed.
  11 — STUN RELIEF III (S*) As Stun Relief I except that 3 
  rnds of stun may be relieved.
  12— HOLY AURA II(F) As Holy Aura I except that a "B" 
  severity critical is given and the morale bonus is + 10.
  13 —  STRENGTH (P*) As above except that the 
  concussion hit damage is tripled and the OB is increased by + 
  15.
  14 — UNPAIN (S*) As above except that 75% additional 
  hits may be sustained and delayed.
  15 — HOLY AURA III (F) As Holy Aura I except that a 
  "C" severity critical is given and the morale bonus is + 15.
  16 — COURAGE TRUE (S*) As Courage except that the 
  caster automatically makes his second RR.
  17 — SELF KEEPING (S*) Upon receiving a death blow, 
  the caster goes into a state of suspended animation until he is 
  cured or his brain is destroyed or the spell lapses.
  19 — HOLY AURA IV (F) As Holy Aura I except that a 
  "D" severity critical is given and the morale bonus is +20.
  20 — UNPAIN (S*) As above except that 100% additional 
  hits may be sustained and delayed.
  25 — HOLY AURA V (F) As Holy Aura I except that an "E" 
  severity critical is given and the morale bonus is +25.
  30 — HOLY WEAPONRY (P) As Holy Focus, except that 
  the chance is 100% and if the Caster would normally be 
  qualified for a Holy or Slaying critical from his attack(s), he 
  delivers an additional holy critical.
  50— HOLY AURA TRUE (F*) As Holy Aura I except that 
  any appropriate targets within the radius must make a RR or be 
  entirely consumed by the aura and destroyed. Allies within the 
  radius never panic, make RR's at +20, and have OB and DB 
  both increased by + 10.
  3.41 HOLY WARRIOR
  AREA OF
  EFFECT
  DURATION      RANGE
  1—Holy Focus
  2—Clotting * c
  3—Unpain 25% * S
  4—Stun Relief I * S
  5—Courage * S
  1 attack
  1 target
  self
  self
  self
  1 rnd
  C
  1 min/lvl
  —
  —
  self
  touch
  self
  self
  self
  6—Pain Relief I * c
  7—Holy 
  Aura I
  8—Cut Repair III *
  9—Strength
  10—Unpain 50% * S
  1 target
  10'
  R
  1 target
  self
  self
  C
  1 min/lvl
  P
  1 rnd/lvl
  1 min/lvl
  touch
  self
  touch
  self
  self
  11—Stun Relief III * S
  12—Holy 
  Aura II
  I3—Strength
  14—Unpain 75% * S
  15—Holy 
  Aura III
  self
  10'
   R
  self
  self
  10'
   R
  —
  1 min/lvl
  1 rnd/lvl
  1 min/lvl
  1 min/lvl
  self
  self
  self
  self
  self
  16—Courage 
  True * S
  17—Self-Keeping * S
  18—
  19—Holy 
  Aura IV
  20—Unpain 100% * S
  self
  self
  10'
   R
  self
  —
  1 day/lvl
  1 min/lvl
  1 min/lvl
  self
  self
  self
  self
  25—Holy 
  Aura 
  V
  10'
   R
  1 min/lvl
  self
  30—Holy 
  Weaponry
  1 attack
  1 rnd
  self
  50—Holy 
  Aura 
  True
  20'
   R
  1 min/lvl
  self
  
  36    Spell Breaker
  Rolemaster Companion I
  3.42 SPELL BREAKER
  (Paladin Base List)
  1 — REPEL UNDEAD III (F) As Repel Undead V on the 
  Cleric Base list: Repulsions, except that only 3 "points" of 
  undead may be affected.
  2 — DETECT UNDEAD (I*) Detects the presence of 
  undead. Each round, caster can concentrate on a 10' R area 
  within range.
  3 — DETECT POWER (I) Detects power in a target but 
  not what realm nor how much. Caster can concentrate on a 
  different target each round. 
  4 — ANTI-CHANNELS (F) As Anti-Channels I on the 
  Cleric Base list: Repulsions, except that any level Channels spell 
  may be canceled if it fails an RR against the Anti-Channels 
  spell.
  5 — REPEL UNDEAD V (F) As Repel Undead III except 
  that 5 points of undead may be affected.
  6 — NEUTRALIZE CURSE (F) RR Mod:-20 — Nullifies 
  a curse for the duration of this spell. The curse is not 
  dispelled and takes effect again afterward.
  7 — CANCEL POWER (F*) When a spell of the realm 
  specified (caster's choice when spell is cast) is thrown on the 
  caster, the spell must first make an RR against this spell. If this 
  RR is successful the spell procedure proceeds normally.
  8 — REMOVE CURSE (F) Cancels a curse if the curse fails 
  a RR; the curse's level is the level of its original caster. If the 
  curse is not canceled, the caster of this spell may not try again 
  until he has gained another level of experience. 
  9 — REPEL UNDEAD IX (F) As Repel Undead III 
  except that 9 points of undead may be affected.
  10 — DISPELL POWER (F*) As Cancel Power 
  except that dispelling effect has a 5' radius around 
  the caster and any already existing spells in the radius 
  must also resist (with a + 30 modification) or be 
  canceled.
  11 —  NEUTRALIZE CURSE (F) As above 
  except that the curse is nullified for 1 hour/lvl.
  13— REPEL UNDEAD XII (F) As Repel Undead 
  III except that 12 points of undead may be affected.
  15 — DISPELL POWER (F*) As above except 
  dispelling effect that has a 10' radius around the 
  caster.
  17 —  REPEL UNDEAD XV (F) As Repel 
  Undead III except that 15 points of undead may be 
  affected.
  18 — DISPELL POWER (F*) As above except 
  that the dispelling effect is in a 20' radius around 
  the caster.
  19 —  NEUTRALIZE CURSE (F) As above 
  except that the curse is nullified for 1 day/lvl.
  20 — UNPOWER (F) Target loses all of his 
  power points for one day, and thus can throw no 
  spells (except from his spell adder if he has one). 
  This can also be thrown against items which can normally 
  cast spells (i.e., they lose the ability to cast spells).
  25 — REPEL UNDEAD TRUE (F) As Repel Undead XV 
  except that if the RR is failed any one undead of Class V or 
  lower is disintegrated or a Class VI is sent fleeing.
  30 — UNCURSE TRUE (F) As Remove Curse except that 
  there is a RR Mod of -50. Note that some curses may have 
  their own RR modification, being especially difficult to 
  remove.
  50 — DISJUNCTION (F) All magic effects and magic 
  items in the radius except those on the caster's person must 
  make a RR. Items failing by more than 100% are disjoined 
  (separated into their separate magical components and thus 
  usually destroyed). Each item failing by 61-100% is Teleported 
  (no distance limit) to a random place (GM discretion). Each 
  item failing by 01-60 is affected by a random Long Door 
  (500') spell. Special artifacts and very powerful items may be 
  given special RR modifiers by the GM.
  3.42 SPELL BREAKER
  AREA OF
  EFFECT
  DURATION
  RANGE
  1—Repel Undead III
  2—Detect Undead * c
  3—Detect Power c
  4—Anti-Channels
  5—Repel Undead 
  V
  3 pt.
   undead
  10'
  R
  1 target
  1 spell
  5 pt.
   undead
  1 min/lvl
  1 min/lvl
  1 min/lvl
  —
  1 min/lvl
  100'
  10'
  /lvl
  50'
  100'
  100'
  6—Neutralize Curse
  7—Cancel Power * c
  8—Remove Curse
  9—Repel Undead IX
  10—Dispell Power * c
  1 target
  self
  1 target
  9 pt.
   undead
  5'
  R
  1 min/lvl
  C
  P
   1 min/lvl
  C
  touch
  self
  touch
  100'
  self
  11—Neutralize Curse
  12—
  13—Repel Undead XII
  14—
  15—Dispell Power * c
  1 target
  12 pt.
   undead
  10'
  R
  1 hr/lvl
  1 min/lvl
  C
  touch
  100'
  self
  16—
  17—Repel Undead XV
  18—Dispell Power * c
  I9—Neutralize Curse
  20—Unpower
  15 pt.
   undead
  20'
  R
  1 target
  1 target
  1 min/lvl
  C
  1 day/lvl
  1 day
  100'
  self
  touch
  100'
  25—Repel Undead 
  True
  1 undead
  1 min/lvl
  100'
  30—Uncurse 
  True
  1 target
  P
  touch
  50—Disjunction
  30'
  R
  —
  self
  
   
   
  Expansion Spell List    37
  Rolemaster Companion I
  3.5 EXPANSION SPELL 
  LISTS
  The spell lists in this section are "expansion'' spell 
  lists for use with the standard Rolemaster professions 
  and spell lists.
  3.51 CEREMONIES
  (Closed Channeling List)
  BASIC PRINCIPLES:
  A. The GM should determine which (if any) of 
  the deities in his world these spells are appropriate 
  for.
  B. Each spell on this list requires an additional 1-
  10 rounds of preparation (random or GM discretion 
  due to deity or circumstances).
  C. Certain spells (marked with a "v") require that 
  the caster wear a "Vestment" (AT 2). A caster may 
  only have one vestment at a time, and to be usable it 
  must be clean (i.e., excessive dirt, sweat, etc will 
  make the vestment unusable until cleaned and the 
  vestment is consecrated with the Holy Vestment spell).
  1 — PRAYER (U) Gives caster peace of mind, 
  clarity of purpose, & communion with Deity. For 
  many channelists it is required to obtain power points at the 
  beginning of the day (minimum of 5 min/lv1). Failure to pray 
  can result in gradual and continual "alignment" shifts.
  2 — HOLY VESTMENT (P) Consecrates vestment for 
  usage of many spells on this list.
  3 — MARRIAGE (PV) Seals marriage vows and renders 
  the union acceptable by the caster's Deity and generally by the 
  state.
  4 — BURIAL (PF) Gives proper burial. Bodies properly 
  buried are normally immune to spells of undead 
  creation/animation unless such spells are already in effect.
  5 — COMING OF AGE (PV) Initiates a boy/girl into 
  adult society usually at 12 yrs age. Often instills conscience (good 
  caster) or egocentricity, callousness (evil caster).
  6 — CHANT (D) For the duration of the Chant, this spell 
  gives a + 10 modification to DB, RR, and maneuvers for a 
  number of target (lv1/2). Cleric must raise hands, audibly 
  chant, and concentrate.
  7 —  VOWS/OATHS (PV) Required for just Knights, 
  Rangers, Paladins, etc (who must meditate all night 
  beforehand). Can also be used for other vows/oaths. 
  Violation may result in "alignment" change or failure.
  8 — DEDICATION (PV) Puts the blessing of the caster's 
  church and deity on an important event.
  9 — CONSECRATION (PV) Puts the caster's Deity's seal 
  on objects and makes them holy/unholy (not for combat 
  purposes) — especially those items used in worship or just 
  wars, etc.
  10 —  INVESTITURE (FPV) Target gains access to 
  channeling power points. Does not teach a list or provide power 
  points to one without the necessary stats. All users or 
  Channeling must be invested. This Ceremony requires 4 oz. 
  holy/unholy water.
  11 —  VESTMENT OF WAR (FV) The caster's vestment 
  becomes AT 16 (still has movement & maneuver penalties of AT 
  2). For the duration the vestment cannot be soiled as all dirt, 
  blood, etc will sheet off. Will not clean a dirty vestment.
  12 — ORDINATION (PV) Candidate must have spent all 
  night in vigil. Makes a 5th level or higher user of Channeling 
  the proper leader (shepherd) of congregation.
  13 —  CONSECRATE GROUNDS (FPV) Required 
  before the foundation is laid for a religious structure (church, 
  abbey, monastery, temple, etc). Other wise the building has a 
  cumulative chance of 1% per year to collapse and a 2% 
  cumulative per year of becoming haunted by demon or 
  undead. Requires 4 oz. holy water.
  14 — ANATHAMETIZE (FPV) Target excommunicated 
  and a brand like a broken holy symbol is burned on palm, 
  cheek, shoulder or forehead. The target remains out of 
  fellowship with the caster's Deity and church until Atonement: 
  this spell can be cast as Atonement to reverse the effects 
  o Anathametize. This spell may only be cast with with 
  due cause and consideration.
  15 — EXORCISM (FV) Dismisses a demon from a person 
  or structure for 100-1000 years. Requires 4 oz. holy water. 
  Multiple possessions must be removed one by one. Demons get 
  an RR.
  16 — DISMISSAL (F) As Exorcism except that there is a 
  -20 RR modification and the demon is dismissed for 200-1200 
  years. If the demon resists the spell, a spell failure results with 
  the roll being modified by the amount saved + the spell level. 
  3.51 CEREMONIES
  AREA OF
  EFFECT
       DURATION      RANGE
  1—Prayer
  2—Holy 
  Vestment
  3—Marriage v
  4—Burial v
  5—Coming of 
  Age v
  self             
  1 vestment 
  1 "couple"
  1 "body"
  1 target     
  C
  P
  P
  P
  P
  self
  touch
  20'
  20'
  touch
  6—Chant c
  7—Vows/Oaths v
  8—Dedication v
  9—Consecration v
  10—Investiture v
  lvl/2 targets 
  1 target
  1 event
  1 object
  1target
  C
  varies
  P
  P
  P
  10'
  /lvl
  10'
  10'
  /lvl
  touch
  touch
  11—Vestment of 
  War
  12—Ordination v
  13—Consecrate Grounds v
  14—Anathametize v
  15—Exorcism v
  1 vestment
  1 target
  1 foundation  
  1 target
  1 target
  1 min/lvl
  P
  P
  P
  P
  touch
  touch
  touch
  10'
  /lvl
  20'
  16—Dismissal
  17—Sanctuary
  18—Holy/Unholy 
  Water v
  I9—Abjuration
  20—Dispel Magic
  1 target
     
  50'
  R
      
  4 oz.
      
  1 target
   
  IO'
  R
  P
  C
  P
  1 min/lvl
  C"
  100'
  touch
  touch
  100'
  self
  25—Death Prayer v
  1 target
       —
  10'
  /lvl
  30—Just 
  War v
  10 mi R/lvl     1 hr/lvl
  self
  50—Invocation v
  1 deity
      varies
  varies
  
   
  38    Familiar's Law
  Rolemaster Companion I
  If the demon does not resist, the caster learns the name of 
  demon and may ask it a question which it must answer 
  truthfully.
  17— SANCTUARY (FV) Creates a protective, immobile, 
  hemispherical shell with a 50' radius. Undead, demons, devils, 
  etc. take a "C" electrical critical (no RR) each round in the 
  sphere (some other type of critical if creature is immune to 
  electricity). Requires 4 oz. Holy Water.
  18 — HOLY/UNHOLY WATER (FV) Converts 4 oz. of 
  clear spring water to holy/unholy water. Holy/unholy water is 
  used for ceremonies and to combat undead: they take "B" heat 
  criticals (or some other type if immune) when splashed. The 
  holy water should be stored in fine crystal vials intended 
  specifically for holy/unholy water storage.
  19 — ABJURATION (F) Target is held paralyzed and must 
  answer caster's questions truthfully or suffer 1 "E" electrical 
  critical (or some other type. if immune) per untruthful answer.
  20— DISPEL MAGIC (F) As Dispel True on the Closed 
  Essence list: Dispelling Ways.
  25 — DEATH PRAYER (F) Target dies. Lifegiving required 
  to counter effect 
  30 —JUST WAR (FIV) Summons just (good) Fighters, 
  Knights, Paladin Rangers, etc. to fight a Just War against the 
  infidel (GM discretion). The result is a crusade. RR's do apply 
  NOTE: An army of thousands can be raised (and wasted) by this 
  spell.
  50— INVOCATION (FV) Summons caster's deity (usually 
  in battle). Spell. must be used appropriately and response will 
  vary heavily based on the Deity's will, desires and personality 
  (requires heavy GM consideration). Results include usually 
  earthquake, mass confusion, panic, etc.
  3.52 FAMILIAR'
  S LAW
  (Closed Essence List)
  1 — FAMILIAR (M) As Familiar on the Closed 
  Essence list: Gate Mastery.
  3 —  RANGE EXTENSION  II(U) Caster's 
  contact with his familiar(s) may extend up to 2x his 
  normal range for the duration of this spell.
  5 — FAMILIAR (M) As above but mass may be 
  no more than 20% of the caster's mass.
  6 — ANIMAL MASTERY I (M) Allows caster to 
  control the actions of any 1 animal.
  8 —  DISSOCIATION (M) Caster may 
  discontinue his relationship with a familiar 
  without incurring any penalty.
  9 —  RANGE EXTENSION III (U) As Range 
  Extension II except that range s extended to 3x 
  normal range.
  10 — FAMILIAR (M) As above but mass may be 
  no more than 35% of the caster's mass.
  11 — SECOND FAMILIAR (M) As Familiar 
  except that it may be cast on a second familiar (i.e., 
  caster may now have two familiars at the same time). 
  The combined mass of the two familiars may not 
  exceed the mass limit of the highest level Familiar spell that 
  the caster may cast without an Extraordinary Spell Failure roll.
  12— BEFRIENDING (M) One animal will consider the 
  caster a close friend (this spell does not control the animal).
  13 —  CALL FAMILIAR (FM) Caster can call 
  (summon) his familiar which will then try to come to him 
  (his choice if more than one).
  14 — RANGE EXTENSION IV (U) As Range Extension II 
  except that range is extended to 4x normal range.
  15 —  LOCATE FAMILIAR (P) Gives the direction and 
  distance to the caster's familiar (his choice if more than one).
  16 — FAMILIAR (M) As above but mass may be no 
  more than 50% of the caster's mass.
  18 — RANGE EXTENSION V (U) As Range Extension II 
  except that range is extended to 5x normal range.
  19 — FAMILIAR (M) As above but mass may be no 
  more than 100% of the caster's mass.
  20 — THIRD FAMILIAR Ill (M) As Familiar except 
  that may it be cast on a third familiar (i.e., caster may now 
  have three familiars at the same time). The combined mass of 
  the three familiars may not exceed 100% of the caster's mass.
  25— FAMILIAR TRUE (M) As Familiar except that any 
  creature of animal intelligence may become the caster's familiar.
  30 —  FAMILIAR SPELL STORE (F) Caster may 
  "store" a spell on his familiar. When the caster concentrates, 
  he may cast the stored spell from the familiar's location (if it is 
  within control/view range).
  50 —  RANGE EXTENSION TRUE (U) As Range 
  Extension II except that range is extended to 1 mi/lvl.
  3.52 FAMILIAR'S LAW
  AREA OF
  EFFECT
  DURATION    RANGE
  1—Familiar
  2—
  3—Range Extension II
  4—
  5—Familiar
  1 target
  self
  1 target
  P
  1 min/lvl
  P
  touch
  self
  touch
  6—Animal Mastery I
  7—
  8—Dissociation
  9—Range Extension III
  10—Familiar
  I animal
  1 familiar
  self
  I target
  C
  P
  1 min/lvl
  P
  100'
  touch
  self
  touch
  11—Second Familiar
  I2—Befriending
  13—Call Familiar
  I4—Range Extensi
  on IV
  I5—Locate Familiar
  1 target
  1 animal
  1 familiar
  self
  —
  P
        touch
  1 day/1vl      100'
  —
       1000'/1vl
  1 min/1vl      self
  1 min/1vl (C)  1mi/lvl
  16—Familiar
  17—
  IS—Range Extensi
  on 
  V
  19—Familiar
  20—Third Familiar
  1 target
  self
  1 target
  1 target
  P
  1 min/lvl
  P
  P
  touch
  self
  touch
  touch
  25—Familiar 
  True
  1 target
  P
  touch
  30—Familiar Spell Store
  1 familiar varies
  touch
  50—Range Extension 
  True
  self
  1 min/lvl
  self
  
   
  Guardian Ways    39
  Rolemaster Companion I
  3.53 GUARDIAN WAYS
  (Special Channeling User list)
  BASIC PRINCIPLES:
  A. This list is to be used by certain characters and 
  professions (usually Channeling users and followers 
  of specific deities) that are specially opposed to a 
  specific class of creatures (referred to as "enemies" 
  in the spells on this list). It is assumed that this list 
  of spells was developed to meet the needs of such 
  individuals and their deities.
  B. The first thing a GM must do is decide 
  whether or not such a concept is appropriate for 
  his game; if so, he must then decide what characters, 
  professions, and classes of creatures (enemies) this list 
  should apply to. He may decide on several versions 
  of this list; each available to a different set of 
  characters and professions, and each applying to a 
  different class of creatures. It is suggested that this 
  be treated as directly channeled power requiring 
  that the character using the list maintain an 
  "alignment" strictly in line with that of his deity.
  C. EXAMPLE: This example assumes that the Ranger 
  profession was designed to monitor and protect the 
  world against these enemies specifically. Every spell on this list 
  functions only when used against Orcs (of all sorts), Goblins, 
  Hobgoblins, Kobolds, Giants (excluding Titans and including 
  Cyclops), Ogres, and Trolls. The GM may determine that there 
  are other monsters in his world which are closely related to 
  these creatures, included or defined differently than in C&T.
  1 — DETECT ENEMIES (I) Detects the total number of 
  "enemies" (and approximate direction and distance) and the 
  most heavily represented type (by total levels) of "enemies". 
  Caster can concentrate on a different 50'R each round.
  2 — GUARDIAN ATTACK I (F) Caster gets a +10 OB 
  modification for melee or missile combat against the 
  appropriate "enemies".
  3 — HOLDING (M) One "enemy" is held to 20% of his 
  normal activity.
  4 — ENEMY SPEECH (I) Caster knows the common 
  language of his "enemies" (written and spoken) to a skill level 
  equal to caster's level minus 3 (to a maximum of 12).
  5 — GUARDIAN ATTACK II (F) Caster gets a +20 OB 
  modification for melee or missile combat against the 
  appropriate "enemies".
  6 — DETECT ENEMIES (I) As above except that the 
  range is 500'/lvl and the area that may be examined each round 
  is a 100'R.
  7 — DOMINATE ENEMY (M) One "enemy" must follow 
  a single suggested act that is not completely alien to him (e.g., 
  suicide, blinding himself, etc.).
  8 — GUARDIAN ATTACK III (F) Caster gets a +30 OB 
  modification for melee or missile combat against the 
  appropriate "enemies".
  9 — MIND SCAN (M) The Caster receives the surface 
  thoughts, emotions, and perceptions of one "enemy". If the 
  enemy makes his RR by more than 25, he knows that 
  someone attempted to scan his mind.
  10 — BATTLE CRY (F*) All "enemies" within the radius 
  that fail to resist by 1-50 are fearful and demoralized (initiative 
  and OB are modified by -30). Those failing to resist by 51-100 
  flee in terror; and those failing by more than 100 pass out and 
  remain out for 1-100 rounds.
  11 — GUARDIAN ATTACK IV (F) Caster gets a +40 OB 
  modification for melee or missile combat against the 
  appropriate "enemies".
  12 — DETECT ENEMIES (I) As above except that the 
  range is 2500'/lvl and the area that may be examined each 
  round is a 200'R.
  13 — ENEMY MASTER (M) As Dominate Enemy except 
  that the enemy must follow the caster's commands for the 
  duration of the spell.
  15 — GUARDIAN ATTACK V (F) Caster gets a + 50 OB 
  modification for melee or missile combat against the 
  appropriate "enemies".
  16 — WORD OF DEATH (F*) One "enemy" may suffer 
  two separate "E" severity criticals of a type(s) chosen by the 
  caster. The target gets a RR versus each critical.
  17 — DEATH QUEST (FM) If the "enemy" fails his RR, 
  he may be given one task to perform. Failure to succeed causes 
  the target to suffer 2-12 "E'' severity criticals of a type chosen 
  by the caster when the spell is cast.
  18 — FURY (FM*) Caster may make twice as many attacks 
  (melee or missile every round until all "enemies" are defeated 
  (i.e., down, run away, etc.) or he regains self-control (roll open-
  3.53 GUARDIAN WAYS
  AREA OF
  EFFECT
  DURATION              RANGE
  1—Detect Enemies c
  2—Guardian 
  Attack I
  3—Holding c
  4—Enemy Speech
  5—Guardian 
  Attack II
  50'
  R
  self
  1 enemy
  self
  self
  1 min/lvl (C)              100'
  /lvl
  1 rnd/lvl
                self
  C
                100'
  1 min/lvl
                self
  1 rnd/lvl
                self
  6—Detect Enemies
  7—Dominate Enemy
  8—Guardian 
  Attack III
  9—Mind Scan
  10—Battle Cry *
  100'
  R
  1 enemy
  self
  1 enemy
  30'
  R
  1 min/lvl (C)              500'
  /lvl
  varies
                100'
  1 rnd/lvl
                self
  1 rnd/lvl
               100'
  1 rnd/5% failure         self
  11—Guardian 
  Attack IV
  12—Detect Enemies
  13—Enemy Master
  14—
  15—Guardian 
  Attack 
  V
  self
  200'
  R
  1 enemy
  self
  1 rnd/lvl
                self
  1 min/lvl (C)              2500'
  /lvl
  10 min/lvl              100'
  1 rnd/lvl
                self
  16—Word of Death *
  17—Death Quest
  18—Fury *
  19—Mass Panic *
  20—Lord Guardian 
  Attack
  1 enemy
  1 enemy
  self
  50'
  R
  self
  —
                 50'
  varies
               10'
  varies
                self
  1 rnd/5% failure         5'
  /lvl
  1 rnd/lvl
                self
  25—Mass Death *
  30'
  R
  —
                 self
  30—Guardian 
  Attack 
  True
  self
  1 rnd/lvl
                self
  50—Wrath of 
  Angels
  1 target
  1 min/lvl                    touch
  
  40    Alchemical Preparations
  Rolemaster Companion I
  ended and add SD, if 100 + he regains self control) or he 
  becomes unconscious. He must either attack an "enemy" each 
  round or close with an "enemy" (his movement speed is 
  doubled). This spell may not be combined with Haste or Speed. 
  Caster takes 1 hit each round that he is under the effect of this 
  spell because of physical stress.
  19 — MASS PANIC (FM*) All "enemies" within the radius 
  that fail to resist must flee in total panic from the caster.
  20 — LORD GUARDIAN ATTACK (F) Caster gets a + 
  75 OB modification for melee or missile combat against the 
  appropriate "enemies". 
  25 — MASS DEATH (F) As Word of Death except that this 
  spell affects all "enemies" within the radius and each target may 
  only be affected by one critical.
  30 — GUARDIAN ATTACK TRUE (F) Caster gets a + 
  100 OB modification for melee or missile combat against 
  the appropriate "enemies". 
  50 — WRATH (F) As Mass Death except that the radius is 
  100'R.
  3.54 ALCHEMICAL 
  PREPARATIONS 
  (Alchemist Base List)
  BASIC PRINCIPLES:
  A. This list assumes that some materials are much 
  easier to enchant then others. For example, while an 
  Alchemist might be able to mold a piece of Laen (a 
  very hard glass like substance) into a sword, it is quite 
  a different matter to imbed a spell into any Laen item 
  because of Laen's high natural resistance to magic. 
  Some materials are ready to enchant as soon as they 
  are obtained, while others must go through a taxing 
  process to reduce their resistance to enchantment. The 
  GM must decide if this concept is appropriate for his 
  world; if so, he can use this list and the material in 
  Section 5.2.
  B. This list and the material in Section 5.2 refer to a 
  material resistance to enchantment as its Alchemical 
  Inertia, which often must be reduced in order for the 
  material to receive enchantment and imbedded spells. 
  Each material has an Alchemical Inertia rating between 
  groups, referred to by the numbers 1-12 (with 12 
  being the most resistant and 1 being the least). This 
  relative value of a substance is called its Alchemical Inertia 
  Factor (or AIF).
  C. In order to enchant and imbed spells in a material (except 
  for naturally enchanted materials) the AIF of the material must 
  be progressively reduced point by point until it reaches 0. 
  Only a substance with an AIF of 0 may be enchanted or 
  imbedded. As is obvious from the included sampling of 
  materials (see Section 5.2), low level Alchemists must rely on 
  finding very valuable and nearly enchanted materials to use in 
  imbedding processes. While higher level Alchemists may 
  prepare more common and mundane materials to receive 
  enchantments (if they are willing to go through the AIF 
  reductions).
  D. When the duration for one of these spells is given as "1 
  day" and the "process time" is given in hours, it is assumed that 
  the caster/Alchemist spends 8-10 hours each day carrying out 
  the process described in the spell and that he casts the spell 
  once each day.
  1— RESEARCH (I) Allows the caster to determine which 
  materials and processes are necessary for constructing and/or 
  enchanting a particular item or type of item. If the GM feels 
  that the construction is not within caster's normal capabilities, 
  he may require the caster to seek and use research aids such as a 
  library or another more experienced Alchemist. Naturally, this 
  spell does not provide the materials or skills required to perform 
  the construction or enchantment.
  2—WEIGH PORTION (I) Allows the caster to take fine 
  basic measurements of an item or substance. Measurements will 
  be given in Alchemically relevant units: carats, grams, cubic 
  inches, pounds, ounces, grains, milliliters, etc. Caster does not 
  learn the exact composition of the item or material.
  3.54 ALCHEMICAL 
  PREPARATIONS 
  AREA OF
  EFFECT
  DURATION      RANGE
  1—Research
  2—Weigh Portion
  3—Basic 
  Analysis
  4—
  5—Crucible I
  self
  varies
  1 cu'
  1 cu'
  1 day
  —
  1hr-2min/lvl     
  20 min
  self
  1'
  1'
  1'
  6—Enchant I
  7—Itemize
  8—Enchant II
  9—
  10—Crucible II
  1 cu'
  1 cu'
  1 cu'
  1 cu'
  1 hr
  1hr-1min/lvl 
  4 hr         
  1 hr      
  1'
  1'
  1'
  1'
  11—Enchant III
  12—Enchant IV
  13—Spell Compression
  14—Enchant 
  V
  15—Crucible III
  1 cu'
  1 cu'
  varies
  1 cu'
  1 cu'
  1 day
  1 day
  1 day
  1 day
  1 day
  1'
  1'
  1'
  1'
  1'
  I6—Enchant 
  VI
  I7—Enchant 
  VII
  18—Enchant 
  VIII
  19—Enchant IX
  20—Crucible IV
  1 cu'
  1 cu'
  1 cu'
  1 cu'
  1 cu'
  1 day  
  1 day 
  1 day  
  1 day     
  1 day  
  1'
  1'
  1'
  1'
  1'
  25—Enchant X
  1 cu'
  1 day
  1'
  30—Enchant XI
  1 cu'
  1 day
  1'
  50—Enchant XII
  1 cu'
  1 day
  1'
  
  Midwifery    41
  Rolemaster Companion I
  2—BASIC ANALYSIS (I) Allows the caster to 
  determine all components in an item or substance 
  which make up 25% or more of the total mass. Only 
  the names of the constituent materials are learned.
  5 — CRUCIBLE I (F) Allows the caster to separate 
  the primary component of 1 cu' of a material (must 
  be at least 90% of material) from the "contaminants" 
  (all other components). The process takes 20 minutes, 
  and leaves two separate materials: the primary 
  component and the contaminants. 
  6— ENCHANT I (F) Allows the caster to reduce a 
  substance's AIF (see above) from 1 to 0 (i.e., it is fully 
  enchanted and ready to be enchanted or imbedded). 
  The process takes 1 hour.
  7—  ITEMIZE (I) Caster gets a complete and 
  comprehensive analysis of all the components present 
  in a material, along with their amounts by percentage 
  and weight.
  8— ENCHANT II(F) As Enchant I except that 
  an AIF of 2 is reduced to 1, and the process takes 4 
  hours.
  10 — CRUCIBLE II (F) As Crucible I except that 
  caster may separate a prime component that 
  comprises at least 75% of the material.
  11 —ENCHANT III (F) As Enchant I except that an AIF 
  of 3 is reduced to 2, and the process takes 9 hours.
  12— ENCHANT IV (F) As Enchant I except that an AIF of 
  4 is reduced to 3, and the process takes 16 hours.
  13— SPELL COMPRESSION (F) Allows the caster to 
  prepare an item or material to receive a higher level spell than it 
  could normally receive. Usually, the process takes 13 weeks for 
  each significant size decrease (one week per level of the spell, in 
  this case 13 weeks). For example, Spell Adders (and Multipliers) 
  are usually required to be the size of a staff; so the use of this 
  spell once a day for 13 weeks on a "rod" sized item would allow 
  the item to be made into a Spell Adder. Making a "wand" sized 
  Adder would require performing this process twice (26 weeks); 
  and making a wearable item (smaller than a wand but larger 
  than a ring) would require 39 weeks; and a ring would require 
  52 weeks.
  14 — ENCHANT V (F) As Enchant I except that an AIF of 
  5 is reduced to 4, and the process takes 25 hours.
  15 — CRUCIBLE III (F) As Crucible I except that 
  caster may separate a prime component which comprises at 
  least 49% of the material.
  16 — ENCHANT VI (F) As Enchant I except that an AIF 
  of 6 is reduced to 5, and the process takes 36 hours.
  17 — ENCHANT VII (F) As Enchant I VI except that an 
  AIF of 7 is reduced to 6, and the process takes 49 hours.
  18— ENCHANT VIII (F) As Enchant I VI except that an 
  AIF of 8 is reduced to 7, and the process takes 64 hours.
  19— ENCHANT IX (F) As Enchant I VI except that an 
  AIF of 9 is reduced to 8, and the process takes 81 hours.
  20 — CRUCIBLE IV (F) As Crucible I except that the 
  caster may separate all components of a material into pure 
  portions.
  25 — ENCHANT X (F) As Enchant I VI except that an 
  AIF of 10 is reduced to 9 and the process takes 100 hours.
  30 — ENCHANT XI (F) As Enchant I VI except that an 
  AIF of 11 is reduced to 10, and the process takes 121 hours.
  50— ENCHANT XII (F) As Enchant I VI except that an AIF 
  of 12 is reduced to 11, and the process takes 144 hours.
  3.55 MIDWIFERY
  (Closed Channeling list)
  BASIC PRINCIPLES:
  A. This list is primarily designed for humans and humanoid 
  races. However, some of these spells may be utilized with 
  animals (GM discretion).
  B. These spells use terms and refer to medical problems that 
  are described briefly in Section 9.0.
  C. For willing targets, RR's may be ignored for spells on this 
  list.
  D. The GM may also want to allow Lay Healers to learn 
  this list; in which case, the list can be handled as a Lay Healer 
  base list.
  1 — BASIC DELIVERY (I) Provides the caster with the 
  knowledge to do an uncomplicated basic delivery. Time varies 
  widely.
  2 — MINOR REPAIR (H) Allows the caster to repair a 1st 
  or 2nd degree delivery tear. Operation normally takes a half 
  hour.
  3 — LOCAL ANAESTHESIA (H) Allows the caster to 
  numb an area of the body (up to 6"x6"x6").
  3.55 MIDWIFERY
  AREA OF 
  EFFECT
  DURATION
  RANGE
  1—Basic Delivery
  2—Minor Repair
  3—Local 
  Anesthesia
  4—Calm
  5—Repair III
  self
  —
  6'
  '
  x6'
  '
  x6'
  '
  1 target
  —
  varies
  P
  1 hr/lvl
  10 min/lvl
  P
  touch
  touch
  touch
  touch
  touch
  6—Labor Control c
  7—Lactation Control
  8—Diagnosis
  9—Repair IV
  10—Surgery
  1 target
  1 target
  1 target
  —
  —
  1 day/lvl (C)
  1 day/lvl
  —
  P
  P
  touch
  touch
  touch
  touch
  touch
  11—General 
  Anesthesia
  12—Fertility Control
  13—Fetal 
  Vision
  14—Fetal Rotation
  15—Air Link c
  1 target
  1 target
  varies
  1 fetus
  1 fetus
  1 hr/lvl
  1 day/lvl
  —
  varies
  C
  touch
  touch
  1'
  1'
  1'
  16—Open Canal
  17—Emotions
  18—Conception
  19—
  20—Gender Control
  —
  1 target
  1 target
  1 target
  varies
  24 hr
  24 hr
  24 hr
  1'
  touch
  touch
  touch
  25—Living 
  Womb
  —
  varies
  touch
  30—Reproductive Regeneration
  1 target
  P
  touch
  50—Genetic Control
  1 fetus
  P
  1'
  
  42    Midwifery
  Rolemaster Companion I
  4 — CALM (M) Quiets fear and takes the edge off pain. 
  Encourages logical mental processes while it numbs the mind 
  to fight/flight reactions.
  5 — REPAIR III (H) Allows the caster to repair a 3rd 
  degree birth tear. The operation normally takes 2 hours. 
  Anesthesia is advised.
  6— LABOR CONTROL (H) Allows caster to control the 
  labor process, all the way from entirely halting labor (such as 
  might be needed in premature labor) to inducing overdue 
  labor. Intensity of labor may be controlled round by round 
  with the caster's concentration and observation, if he is within 
  10' and concentrates.
  7 — LACTATION CONTROL (H) Allows the caster to 
  entirely control milk production in a fertile female, from 
  cessation of production to high production. The female 
  requires 30% increased nutrition or else her own body will 
  become undernourished.
  8—  DIAGNOSIS (I) Caster receives information 
  concerning patient's body and necessary care though he does 
  not receive by this spell the tools or spells perhaps required. 
  Stage of gestation, gender and general health of the infant, 
  condition of the mother, are given.
  9 — REPAIR IV (H) Allows the caster to repair a 4th 
  degree labor tear. The operation normally requires 4 hours. 
  Anesthesia is essential. 
  10—  SURGERY (H) Allows the caster to repair most 
  damage induced during labor. This spell also permits Caesarian 
  delivery if necessary.
  11 — GENERAL ANAESTHESIA (H) The caster may 
  apply anesthesia in 2 ways: he may make the patient entirely 
  unconscious or only numb from the waist down. The caster 
  retains sufficient control to keep labor active while freeing the 
  patient from pain.
  12— FERTILITY CONTROL (H) If the patient has all 
  of their reproductive organs intact, the caster may control 
  fertility, either making the patient unreceptive or extremely 
  receptive to conception and fertilization.
  13 —  FETAL VISION (I) Gives the caster complete 
  information regarding the health and status of the fetus or a 
  patient's reproductive organs. Potential problems can be 
  detected and active dangers (e.g., air starvation) diagnosed.
  14 — FETAL ROTATION (F) Allows the caster to adjust 
  the position of the fetus, correcting a breech position, drawing 
  the child out of an unconscious or dead mother, saving the fetus 
  from umbilical strangulation, etc.
  15 — AIR LINK (E) The caster, by breathing deeply, may 
  confer air to the fetus. The fetus may be saved from air 
  starvation caused by umbilical strangulation, extended labor, 
  failure of the mother, throat blockage, etc.
  16 — OPEN CANAL (F) Allows the caster to stretch 
  the birth canal in diameter during delivery to permit the child 
  to safely exit the womb.
  17 — EMOTIONS (H) The caster may control the degree of 
  the target's "Emotional Response" from heated desire and 
  potence to apathy and impotence. 
  18— CONCEPTION (H) The caster may cause a female 
  to conceive during her next sexual encounter within the 
  duration of the spell if her partner is fertile.
  20 — GENDER CONTROL (H) The caster may throw 
  this spell on either male or female to increase the likelihood 
  (to 90%) that a child conceived during the duration of the 
  spell will be male or female.
  25 —  LIVING WOMB (FH) Allows the caster to 
  transform a vase or urn (or similar container) into an 
  environment suitable for raising a fetus outside of a mother. 
  The device must be provided with nutrients and water during 
  the gestation. The process is 90% safe for the fetus. This spell 
  may also be cast to transfer a fetus in any stage of 
  development from the mother to the vessel or to another 
  receptive womb.
  30 —  REPRODUCTIVE REGENERATION  (H) 
  Allows the caster to entirely regenerate and rejuvenate the 
  entire reproductive system of a patient. Spell is 90% likely to 
  succeed.
  50—  GENETIC CONTROL (H) Allows the caster to 
  attempt a genetic control over a fetus in the first 4 weeks of 
  gestation. Factors such as hair color, eye color, skin color, 
  hereditary diseases, strongest innate statistics, etc may be 
  manipulated. Maximum reliability of the procedure is 95% 
  with penalties for unusual or especially difficult manipulations 
  as judged by the GM. Cloning, new species, new bodily organs 
  and limbs, etc are possible with success. Standard penalties for 
  failure range from simple failure of the manipulation to 
  terrible distortion and malformation of the fetus' 
  characteristics.
  
  Warding Ways    43
  Rolemaster Companion I
  3.56 WARDING WAYS
  (Open Mentalism List)
  BASIC PRINCIPLES:
  A ward is a spell that holds another spell within it. 
  A ward can only hold one spell. Wards can be 
  inscribed on any inanimate material, including 
  worked wood. Caster expends the power points to 
  cast both the inscribed spell and the ward spell. 
  Wards can be detected by a Presence spell.
  1 — STORING (S) as Storing on the Mind 
  Mastery list.
  3 — WARD I (F) DURATION: until triggered 
  RANGE: T Caster traces the ward in the desired 
  location. It glows as the spells are being cast then 
  fades from sight. The wards can become visible again 
  once detected through an effort of will on the part 
  of the detector, or briefly when triggered. A ward 
  can be triggered by one of the following occurring 
  within a 10' R (trigger must be stated by the caster 
  at the time the ward is cast): time period, certain 
  movement, certain sounds, touch, etc. Once 
  triggered and set off, the ward and spell are gone. 
  Ward I can only inscribe a 1st level spell.
  4 — UNWARD I (F) DURATION: P RANGE: 10' Caster 
  can remove one Ward I. The ward's RR is based on the level of 
  the ward spell and the attack level of the unward spell used.
  5 — WARD II (F) As Ward I, except caster can inscribe 1st-
  2nd level spells.
  6— UNWARD II (F) As Unward I, except up to a Ward II 
  can be removed.
  7 — WARD III (F) As Ward I, except caster can inscribe 
  1st-3rd level spells.
  8 — UNWARD III (F) As Unward I, except up to a Ward III 
  can be removed.
  9 — WARD IV (F) As Ward I, except caster can inscribe 1st-
  4th level spells.
  10— UNWARD IV (F) As Unward I, except up to a Ward IV 
  can be removed.
  11 — WARD V (F) As Ward I, except caster can inscribe 1st-
  5th level spells.
  12— UNWARD V (F) As Unward I, except up to a Ward V 
  can be removed.
  13 — WARD VI (F) As Ward I, except caster can inscribe 1st-
  6th level spells.
  14 — UNWARD VI (F) As Unward I, except up to a Ward 
  VI 
  can be removed.
  15 — WARD VII (F) As Ward I, except caster can inscribe 
  1st-7th level spells.
  16 — UNWARD VII (F) As Unward I, except up to a Ward 
  VII can be removed.
  17— WARD VIII (F) As Ward I, except caster can inscribe 
  1st-8th level spells.
  18 — UNWARD VIII (F) As Unward I, except up to a 
  Ward VIII can be removed.
  19 — WARD IX (F) As Ward I, except caster can inscribe 1st-
  9th level spells.
  20 — UNWARD IX (F) As Unward I, except up to a Ward IX 
  can be removed.
  25 — MASTER WARDING (F) As above, except caster can 
  either inscribe or remove up to a Ward X, which can hold a 
  1st-10th level spells. 
  30 — LORD WARDING (F) As Master Warding, except 
  ward can be up to a Ward XX, which can hold a 1st-20th level 
  spell.
  50 — WARDING TRUE (F) As Master Warding, except 
  ward can be of any level less than the caster.
  3.56 WARDING WAYS
  AREA OF
  EFFECT
  DURATION
  RANGE
  1—Storing
  2—
  3—Ward I
  4—Unward I
  5—Ward II
  self
  1 object
  1 object
  1 object
  1 day
  until triggered
  until triggered
  until triggered
  self
  touch
  10'
  touch
  6—Unward II 
  7—Ward III 
  8—Unward III
  9—Ward IV
  10—Unward IV
  1 object
  1 object
  1object
  1 object
  1 object
  until triggered
  until triggered
  until triggered
  until triggered
  until triggered
  10'
  touch
  10'
  touch
  10'
  11—Ward 
  V 
  12—Unward 
  V
  13—Ward 
  VI 
  14—Unward 
  VI 
  15—Ward 
  VII 
  1 object
  1 object
  1 object
  1 object
  1 object
  until triggered
  until triggered
  until triggered
  until triggered
  until triggered
  touch
  10'
  touch
  10'
  touch
  16—Unward 
  VII 
  17—Ward 
  VIII
  18—Unward 
  VIII 
  19—Ward IX
  20—Unward IX 
  1 object
  1 object
  1 object
  1 object
  1 object
  until triggered
  until triggered
  until triggered
  until triggered
  until triggered
  10'
  touch
  10'
  touch
  10'
  25—Master 
  Warding                  1 object
  until triggered
  touch
  30—Lord 
  Warding
  1 object
  until triggered
  touch
  50—Warding 
  True 
  1 object
  until triggered
  touch
  
  44    Additional Spells
  Rolemaster Companion I
  3.6 ADDITIONAL SPELLS
  These additional Spells include a variety of effects, and while 
  some of the spells fit quite naturally into existing spell lists, 
  some do not. The realms, list names, level, and other statistics 
  given for the spells are not hard and fast rules; they are merely 
  suggested parameters and examples of how the spells could be 
  used. The spells are loosely organized by suggested level.
  The GM should examine a spell carefully before he releases it 
  into his world, to make sure it agrees with his conceptions of 
  magic and play balance. Remember, these spells are not 
  necessarily for everyone or every world. Some suggestions for 
  ways in which to introduce these new spells might include: 
  magical scrolls, tomes, research, special items that teach one 
  spell (or potions or fountains), artifacts, brilliant or eccentric 
  teachers, spell casting  monsters, enchanted localities, 
  serendipitous discovery, illness or insanity, information gleaned 
  from planar travels, inclusion as part of the Arcane Magic (see 
  Section 2.1), etc.
  1) FOOD PRESERVATION — Realm: Channeling — 
  List: Creations/Purification — Spell Class: Force — Range: 
  Touch Level: 1 — Duration: 1 week
  This spell perfectly preserves one day's worth of food for I 
  week.
  2) FOOD DEHYDRATION —  Realm: Channeling — 
  List: Creations/Purification —  Spell Class: Force —  Range: 
  Touch  Level: 3 — Duration: varies
  This spell removes most of the water from one day's worth 
  of appropriate food, reducing the weight of the food by 80-
  90%. The food will be edible only after water is added to it 
  (approximately 2 quarts for a day's worth of food). As long as 
  food is dry, the food remains dehydrated and the normal 
  spoilage rate (not the preserved rate) is increased by 10 times.
  3) SUSTENANCE PURIFICATION — Realm: 
  Channeling List: Creations/Purification — Spell Class: Force 
  — Range: Touch Level: 2 or 3 — Duration: Permanent
  This spell neutralizes abnormal diseases, poisons, and 
  other similar substances in I day's worth of food and/or water. It 
  will not neutralize a poison or similar substance that is a natural 
  part of the food (i.e., it will not neutralize the natural poison 
  in poisoned mushrooms). Special or magical 
  poisons/diseases might be allowed a RR.
  4) WARD — Realm: Any — List: Rune Mastery/Symbolic 
  Ways Spell Class: Force — Range: Touch — Level: varies — 
  Duration: Until Triggered
  The caster may inscribe invisibly a word on any item or 
  area. Any spell he casts within the next 3 rounds may then be 
  "stored" in the ward. Later the ward may be triggered and the 
  "stored" spell released (cast). The ward trigger can be defined as: 
  by touch, by opening, by moving, by spell casting, or by 
  entering a 10' radius (max). The level and cost of the ward is 
  equal to twice the level of the spell stored. As a safety 
  mechanism, a person may safely disturb the ward area and 
  trigger if he can speak the word by which the item or area is 
  guarded. NOTE: The GM may permit additional kinds of 
  triggers.
  5) ARMOR — Realm: Essence/Any — List: Shield Mastery 
  —Spell Class: Force — Range: 10' — Level: varies — 
  Duration: 1 rnd/lvl
  The caster causes the target to be dressed in a suit of armor 
  made up of magical energies. The suit will appear to be normal 
  armor but unless appropriate magic is used to disguise it, or 
  unless the target wears a covering outer garment, the armor 
  glistens, shines, and sparkles (treat as 3rd level Light's Way Aura 
  Spell). The type of armor produced varies with the level of the 
  spell cast (the caster level or less) as follows: lvl 3 = AT5, lvl 6 = 
  AT8, lvl 9 = AT10, lvl 12 = AT15, lvl 15 = AT12, lvl 18 = 
  AT20. The mystical armor does not interfere in any way with 
  spell casting or maneuvers.
  6) REPLICA IMAGES — Realm: Essence/Mentalism — 
  List: Any Illusion list — Spell Class: Elemental — Range: 10' 
  — Level: 6 — Duration: 6 rnds + 1 rnd/lvl
  The caster may make 1-5 images of the target (even 
  himself). The images will appear to move exactly like the target. 
  If an image is touched it will disappear but the other images will 
  continue as normal.
  7) REPAIR — Realm: Channeling — List: Creations — 
  Spell Class: Force — Range: T — Level: 5 — Duration: 
  Permanent
  The caster may mend a single break in a small (dagger-sized 
  or less) metal object, and multiple breaks, rips, or shatters in a 
  larger (10 pounds or less) ceramic, wooden, stone, cloth, or 
  leather object. The object repaired cannot be magical and all 
  component parts must be present (within a 10' radius).
  8) STARLIGHT — Realm: Channeling/Essence — 
  List: Starlights — Spell Class: Elemental — Range: 5'/lvl R 
  — Level: 8 — Duration: 10 min/lvl
  The caster causes the area within the radius to glow with 
  soft light from the stars. Indoors or out, the full starry sky 
  will be visible to those within the radius. If the area outside of 
  the spell effect is more brightly lit than the area within the 
  radius, the affected area will appear to be immersed in shadow 
  or fog from the outside.
  9) GLAMOUR — Realm: Essence/Mentalism — List: any 
  Illusion list — Spell Class: Elemental — Range: 10'/lvl — 
  Level: 8  Duration: 1 day/lvl
  This illusory spell effects one inanimate object of up to 
  10 pounds/lvl. The spell alters the feel, look, and shape of 
  an object, concealing its true nature. If the item is magical 
  then the illusion can alter the power level of the object by 
  1lvl/Caster's lvl. If a being makes a successful RR against the 
  illusion he will know that the item is disguised but he will not 
  discover the true nature of the item. If the being resists by 25 
  + the being will know the true nature of the object. If the 
  being makes his RR by 50 + , the illusion is dispelled if the 
  being desires.
  
  Additional Spells    45
  Rolemaster Companion I
  10) SELECTIVE INVISIBILITY — Realm: 
  Mentalism/Essence List: Invisible Ways/Hiding/Cloaking — 
  Spell Class: Force — Range: 10' — Level: 9 — Duration: 24 
  hr or varies
  This spell comes in different versions, different primarily in 
  what class of creature they are intended to operate against: 
  undead, demons, animals created entities, etc. So, different 
  versions of this type of invisibility are given titles like: 
  "Invisibility vs Undead, Invisibility vs Entities", etc. and are 
  considered different spells. Many powerful creatures receive a 
  RR against this spell. If they resist they may see the target but 
  must subtract 50 from all actions against him because he will 
  still appear indistinct and blurred. The duration of the spell is 
  24 hours or until the caster is the subject of or initiator of a 
  violent action.
  11) THE CALL OF THE WILD — Realm: Any— List: 
  Animal Mastery — Spell Class: Mental — Range: 100' — 
  Level: 9 — Duration: Permanent
  The target of this spell may be any domesticated or trained 
  creature, usually an animal or beast. The target is irrevocably 
  returned to a thoroughly wild state and will no longer be 
  trained or domesticated. If the creature desires to resist (most 
  will not), it may make a RR.
  12) MENTAL GRASP — Realm: Mentalism — List: 
  Telekinesis Spell Class: Force — Range: 1'/lvl — Level: 10 — 
  Duration: Very Quick
  Enables the caster to draw an item (not held or secured) to 
  himself. This movement only requires 1 second; so the caster 
  could Mind Grasp a weapon into his hand and wield it in the 
  same round (-20 mod to OB). A clear path for exist for the 
  item to move along, and the weight limitation is 1 pound/level.
  13) SUMMON FAERIES — Realm: Channeling/Essence 
  —   List: Summons/Gate Mastery — Spell Class: 
  Force/Mental — Range: 1000' — Level: 10 — Duration: 
  varies (C)
  The caster calls Faerie, nature, rural, or household spirits; 
  benign and rare underground races; or other enchanted 
  creatures as determined by the GM  (see C&T). The 
  summoned beings do not have to come but will usually regard 
  the caster as a friendly acquaintance calling to them. If the 
  Caster intends ill, is evil, or has wronged the summoned 
  creatures, they receive an RR to entirely ignore the summons.
  14) MAGIC BASIN — Realm: Channeling — List: 
  Communal Ways — Spell Class: Information — Range: 5' — 
  Level: 10 — Duration: 1-6 min
  This spell functions as the Cleric Dream spells except that 
  the caster need not be asleep while observing the dream 
  image. The spell requires a pool, font, basin, or other vessel of 
  water, wine, or oil. The image is visible to all observing.
  15) MASS IGNITE — Realm: Essence — List: Fire Law — 
  Spell Class: Elemental — Range: 5'R/lvl — Level: 9 — 
  Duration: Permanent
  The caster may simultaneously extinguish every light in the 
  radius or ignite every common light-giving implement 
  (candles, torches, fireplaces, etc). The spell includes every light 
  source up to bonfire size (5' rad).
  16) DANCING 
  WEAPONS — Realm: Any — List: 
  Telekinesis — Spell Class: Force — Range: 5'R/lvl — Level: 10 
  —            Duration: Concentration
  The caster may animate one melee weapon per 10 levels of 
  the caster. The weapon will fight with an OB equal to 50 
  plus 3/lvl of the Caster. The weapons are considered to be 
  wielded by a human wielder with (1-10) hits/lvl of the caster 
  and with a defense of AT 8(20).
  17) PLACE STORE — Realm: Any — List: Lofty Bridge 
  —Spell Class: Information — Range: Self — Level: 11 — 
  Duration: Permanent/takes 1 hr of Concentration
  Enables the caster to quickly learn a location for purposes 
  of teleporting very accurately. Chance of teleport failure to a 
  Place Stored location is only 1%.
  18) KNIVES OF WOOD — Realm: Channeling — List: 
  Tree Mastery — Spell Class: Force — Range: 50' — Level: 11 
  — Duration: 10 + 1 min/lvl
  The caster causes all foliage in the area (100'R) to bristle 
  with 6" to l' barbs, thorns, and branches. Most animals or 
  creatures will refuse to enter such an area after they discover it 
  (+ 10, Easy Perception), and they will leave the area after 
  being wounded by the effect. Even those who move through 
  the area carefully are subject to 1-4 dagger attacks ( + 50) for 
  each 10' moved through. Those running or falling are subject 
  to 1-10 dagger attacks ( + 75) per 10' moved through.
  19) MYSTICAL CHAINS — Realm: Any — List: Barrier 
  Law Spell Class: Force — Range: 5'/lvl — Level:12 — 
  Duration: 1 hr/lvl
  The target is wrapped in chains of energy. Any attempt to 
  escape is usually resolved as a spell attack with the chains 
  serving as the attacker (-20 RR). If the target makes this RR, he 
  escapes. If the target fails this RR, he will suffer one impact 
  critical of a severity to be determined by the amount of 
  failure: 1-10= A, 11-20= B, 21-30= C, 31-40= D, 41+= 
  E. If the attempt to escape is made utilizing magic (especially 
  any transport or movement type spells) and the target fails this 
  RR, he will suffer three separate criticals (Impact, Electrical, & 
  Heat) with their severity determined as above.
  20) SINK — Realm: Any — List: Any solid 
  manipulation list — Spell Class: Elemental — Range: 5'/lvl 
  — Level: 12 — Duration: C/Special
  If the target fails his RR vs this spell he takes on the same 
  density as the material on which he is standing. He is 
  immediately at -90, is fixed to the spot, and begins to sink 
  10% of his height into the material for each round in which 
  the caster concentrates. If the caster ceases concentration the 
  spell effect ceases to progress and the target and surface will 
  return to normal density and position in as many rounds as the 
  caster originally concentrated. If the caster concentrates until 
  the target is completely submerged, the target's body will 
  
  46    Additional Spells
  Rolemaster Companion I
  remain in suspended animation until it is freed or destroyed. In 
  the case of submergence the body will return to its normal 
  consistency (but remain entombed) in 10 rounds.
  21) POWER PARASITE — Realm: Essence/Mentalism — 
  List: Mind Merge — Spell Class: Force/Passive — Range: 
  Touch — Level: 12 — Duration: Concentration
  Caster may drain power points from the target and add 
  them to his own. He may drain power from his victim at a 
  rate of 10PP per round. At no time may the caster ever have a 
  total number of power points more than own normal 
  maximum. NOTE: The GM may wish to restrict this PP acquisition 
  to caster's own realm.
  22) CURRENT COMMAND — Realm: 
  Essence/Channeling — List: Any water or weather list — Spell 
  Class: Elemental —     Range: 100'/1vl — Level: 12 — 
  Duration: 1 hr/lvl (C)
  The spell creates a current in a body of water that can either 
  propel a ship faster or impede a ship's progress. The ship's 
  speed is increased or decreased by 1 MPH/lvl of the caster (to a 
  maximum of 25 MPH).
  23) SLUMBER MIST — Realm: Essence — List: Spirit 
  Mastery/Wind Law— Spell Class: Mental/Force — Range: 
  5'R/lvl — Level: 12 — Duration: 1 min/lvl
  The floor of the effected area is covered with d fine mist 
  averaging about 2' deep. Any being within the spell radius (not 
  just in contact with the mist make a RR or fall into a normal 
  sleep. The spell does not effect the caster unless he desires it. 
  Beings who successfully make their RR but remain in the 
  radius must make a successful RR every round they are within 
  the radius ( + 10 mod to RR for each successful RR).
  24) WITHERING HAND — Realm: Channeling — List: 
  Plant Mastery/Disease — Spell Class: Force — Range: Touch 
  — Level: 12 — Duration: Permanent
  Caster may instantly kill and wither any one plant which he 
  touches. Some plants may get an RR (magical, living, large, 
  etc).
  25) POWER LOAN — Realm: Any — List: Spell 
  Mastery Spell Class: Force — Range: Self — Level: 12 — 
  Duration: Permanent
  The caster may "borrow" power points from the days to 
  come. When the spell is cast, the caster regains all of his PP (up 
  to his maximum). The PP cost for casting this spell may come 
  from these PP's or from his PP available before this spell or 
  from a combination of the two. Every time the caster casts 
  this spell he loses all PP's for the next two days. He also takes hits 
  equal to 10% of his Total Hit Points and he loses 1 level of 
  spell casting ability and all of his activity has a -10 
  modification. These effects are cumulative so that on the 
  second casting, the caster has no PP's for the next 4 days he is 
  at -20 on all activity, he functions at 2 levels lower than 
  normal, and he has taken 20% of his Total Hit Points. Until 
  the caster sleeps for 24 consecutive hours for each time that 
  this spell was cast, the activity penalties may not be removed 
  and the spell casting ability may not be regained the hits may 
  not be healed. These hours do not count towards the days 
  lost PP's.
  26) KNIVES OF EARTH — Realm: 
  Essence/Channeling List: Earth Law/Barrier Law — Spell 
  Class: Elemental —        Range: 100' Level: 13 — Duration: 
  10 min/lvl
  This spell causes the surface of an area of stone or earth to 
  bristle with hundreds of 6" to l' points and blades. The blades 
  will be composed of whatever substance(s) are prevalent in the 
  area. (They will be hard and sharp enough to cause damage 
  even if the local materials are loose or soft). The spell can 
  cause the blades to appear under water if the ground is within 
  range of the caster. Approximately one blade per square foot 
  will be produced in an area 100' by 100'. Most animals and 
  creatures cannot be induced to walk through the area. Anyone 
  moving through the area must make a moving maneuver (at 
  least "extremely hard") for every 5' moved through. Anyone 
  falling receives (1-5) + 100 dagger attacks (only armor DB's 
  modify this).
  27) BANQUET TABLE — Realm: 
  Essence/Channeling — List: Gate Mastery/Creations — 
  Spell Class: Force — Range: 50' — Level: 16 — Duration: 2 
  hours
  The caster creates (what appears to be) a banquet table 
  complete with chairs, silver eating ware, crystal glasses, pitchers 
  and bowls, and a wondrous dinner of wines, appetizers, 
  gourmet foods, fruits, and desserts. The table will be originally 
  set with beverages and introductory dishes in place, and then 
  each course will be served by barely seen spirits as the previous 
  course is finished. If a selection is refused, one different but 
  comparable will be served. The serving spirits can be 
  requested to bring special favorites. At the end of the 
  duration, all evidence of the feast fades away with the 
  exception of the happy and healthy fullness and contentment 
  of each participant. Those who partake receive the benefit of a + 
  10 RR vs all spells for the next 2 hours + 10 OB for 3 hrs, and 
  + 25 vs poisons and diseases for 4 hours. The can serve 1 
  person per 3 levels of the Spell Caster.
  28) MYSTICAL CAGE — Realm: Any — List: Barrier 
  Law — Spell Class: Force — Range: 2'/lvl — Level: 19 — 
  List Class: Open — Duration: 1 hr/lvl
  The caster creates a field of energy shaped like a barred cage 
  l'/lvl in diameter and l'/lvl high. Any being caught within may 
  try to force his way out. However, the attempt is resolved as a 
  spell attack with the Mystical Cage acting as the attacker (-20 
  RR mod) and the level of the attack being that of the caster. 
  
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  If the being fails his RR he receives 2 criticals (electrical and 
  impact) with their severity calculated from the amount failed: 1-
  10 = A, 11-20 = B, 21-30 = C, 31-40 = D, and 41 + = E. The 
  attempt may be made using a magical item (sword, shield, 
  armor, etc) to escape. In this case the attempt will be made at 
  the level of the item. If any being attempts to enter or leave the 
  cage by use of magic (e.g., Leaving, Long Door, Passing, etc.) a 
  similar spell attack is made by the cage with three criticals 
  being delivered if the RR is failed.
  29) OPEN PRISON — Realm: Essence — List: 
  Unbarring Ways — Spell Class: Force — Range: 5'R/lvl — 
  Level: 20 — Duration: Permanent
  Every lock within the Spell effect unlocks and the aperture 
  or device previously locked opens. If an item is barred or bolted 
  the bar or bolt is not affected. Magical locks receive an RR. The 
  caster may intentionally limit the size of the spell effect to a 
  single lock, or cone of effect, or more limited radius. It is 
  possible for the caster to unwittingly open more locks than he 
  is aware of if the area of the spell effect goes beyond his abilities 
  to perceive.
  30) INVULNERABILITY — Realm: Any — List: Shield 
  Mastery/Damage Resistance — Spell Class: Force * — Range: 
  10' — Level: 20 — Duration: 1 rnd/lvl
  This spell makes the target virtually invulnerable to any 
  nonmagic weapons; use the Super-large critical tables and half 
  all concussion hit damage. Large or powerful creatures or 
  effects (e.g. falling into a chasm, etc) may require that a RR be 
  made by the Invulnerability spell. If the spell fails this RR, 
  the target takes damage normally. However, even in this case, the 
  Invulnerability spell is not dispelled.
  31) ILLUSORY TERRAIN — Realm: Essence/Mentalism 
  — List: any Illusions list — Spell Class: Elemental — Range: 
  1000'R  Level: 20 — Duration: Until Dispelled
  The caster may create a large scale illusion altering the image, 
  taste, sound, touch, and aroma of all the terrain covered by the 
  illusion. The image created must be one the caster is extremely 
  familiar with: a forest, plain, castle, village, cave, etc. The illusion 
  is complete with sensible representative effects; e.g., the trees 
  will blow in the breeze, etc. However, the illusion will neither 
  "invent" nor disguise living creatures to populate the scene. If 
  a being makes a successful RR against the illusion he will know 
  that it is disguised but will not necessarily discover the true 
  nature of the area. If he makes his RR by 25 + he will discover 
  the true nature of the area. If he makes his RR by 50 + he may 
  dispel! the illusion if he desires.
  32) THE RITUAL OF BLACK ETERNITY — Realm: 
  Any  List: Necromancy — Spell Class: Force — Range: Self 
  — Level: 20  Duration: Permanent
  This ritual is considered to be one of the most evil of all 
  magics. Using it, the mage transforms himself into a lich, one of 
  the most evil of the undead. During the ritual the caster's vital 
  organs are "transferred" into a ready container: jar, box, or item, 
  etc. If the spell succeeds (beware of spell failure which means true 
  death), the caster will be totally sustained by magic and will 
  have slipped between the realms of life and unlife. He can only 
  be irrevocably destroyed by the destruction of the container 
  and his organs. He takes on the traits of a Classic Lich as 
  described in Section 7.0.
  33) DESTINATION SAIL — Realm: Essence/Channeling 
  —List: any water or weather list — Spell Class: Elemental — 
  Range: Touch — Level: 20 — Duration: Varies
  The caster may command the body of water to carry the 
  target vessel to a specified known destination. The caster will 
  be entranced for the duration of the journey. The vessel's speed 
  is increased by 1 MPH/lvl of the caster. The destination must 
  be a place which is in contact with the water (a bank, coast, 
  etc).
  34) HORROR — Realm: Any — List: Confusing Ways or 
  any of the Illusions lists — Spell Class: Mental/Force — 
  Range: 100' — Level: 20— Duration: Special
   The target is immediately engaged by a being created by the 
  target's own worst fears. The being is an illusion that will 
  attack the target until a RR (-20 mod) is made (he gets to 
  make one RR each round). The target believes the being is real 
  (the illusion includes all of the senses). The being attacks as 
  the target believes that it should (i.e., attack type and style), but 
  every attack automatically hits and delivers an "A" severity 
  Martial Arts Strike critical. All of the targets attacks seem to 
  proceed normally, but the illusion can only be stopped (it 
  disappears) if the target makes his RR. NOTE: The GM should 
  make every attempt to make the PC ((f any) believe that he is 
  engaged in an actual combat. If the PC can logically reason why 
  the being must be illusionary, the GM may eliminate the -20 RR 
  mod.
  35) MIND PASSAGE — Realm: Any — List: Several — 
  Spell Class: Force — Range: Unlimited — Level: 20 — 
  Duration: Instant
  If the caster can establish contact with a willing intelligent 
  being, he may teleport to the being's locale if the being agrees. 
  The being must extend his hand and the caster will materialize 
  holding the hand of the ally who assisted him. NOTE: If the 
  GM is using the Arcane lists (see Section 2.1), this spell could be 
  an "Arcane" spell.
  36) IMPRECATION — Realm: Any — List: Channels — 
  Spell Class: Force — Range: Special — Level: 20 — 
  Duration: Special
  This spell is unique in that it is not always necessary to 
  learn it to cast it. This spell allows most spell casters to utter a 
  final curse at their moment of death. The magnitude of the 
  curse is left up to the GM but the imprecation is directed 
  against a maximum number of beings equal to the half the 
  caster's level. The caster must specify a method that the affected 
  beings may use to negate the curse without magic (it need not 
  be easy).
  37) LONG SLEEP — Realm: Essence/Mentalism — List: 
  Spirit Mastery — Spell Class: Mental — Range: 50' — Level: 
  
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  25 — Duration: Until Dispelled
  The target is put into a state of deep sleep in which he 
  will not age and will only die if his body is "killed". The sleep 
  will continue until it is dispelled or until a non-magic 
  condition specified by the caster is accomplished.
  38) DESICCATION — Realm: Any —  List: Fire Law/ 
  Channels/ Fluid Destruction — Spell Class: Elemental — 
  Range: 50' — Level: 25 — Duration: Permanent — RR Mod: 
  -10
  The target immediately begins to dehydrate and weather as 
  if in a windblown sandy desert. The target is immediately at 
  -10% to activity and takes 10% of his Total Hit Points. For 
  each round that the caster concentrates, the target loses 
  another 10% of his activity and takes another 10% of his 
  Total Hit Points. If the caster maintains concentration for 
  15 consecutive rounds, animate targets will be reduced to 
  dried out husks (i.e., when the activity penalty reaches 150%). 
  If the caster is prevented from completing his rounds of 
  concentration or the target gets out of range, the target keeps 
  the accumulated activity penalty and hits. The hits may be 
  healed normally, but the activity penalty only disappears at a 
  rate of 10%/day. Alternately, the activity penalty can be 
  removed all at once by a successful Cure Disease spell and the 
  healing of all the hits taken.
  39) PILGRIMAGE — Realm: Channeling — 
  List: Channels — Spell Class: Force * — Range: Touch — 
  Level: 25 — Duration: Special 
  The caster, if he has the capacity to throw a Returning spell, 
  (Cleric Base list: Channels, lvl 18, and other lists), may prepare 
  an item with a holy symbol of his deity with this spell. The 
  symbol must have a trigger word to make the item effective. If 
  the word is spoken by a possessor of the symbol item, he is 
  instantly transported to the caster's place of Returning. If the 
  person says the trigger word backwards then the caster is 
  transported to the possessor of the symbol item. The caster can 
  choose not to be summoned, but he does not necessarily know 
  who is doing the summoning! In any case, after one 
  summoning (accepted or rejected) or transport, the spell effect 
  is gone until recast. A spell caster may only have a limited 
  number of these symbol items in existence at any one time 
  (limit = caster's level/5, round up).
  40) INDICTMENT — Realm: Any — List: None — 
  Spell Class: Force — Range: Unlimited — Level: 30 — 
  Duration: Special
  The spell will only effect someone that has committed an 
  "unfair" act against the caster, most often the theft of an item 
  which the caster owns. If the criminal is known to the caster or 
  has something which belongs to the caster, the caster may 
  attempt to inflict a wasting disease on the target using this 
  spell. The caster of this spell may only attempt to cast this spell 
  on a given individual once for each "unfair" act. If the target 
  fails his RR, the disease saps 10% of the target's Total Hit 
  Points each day and they cannot be healed without the spell 
  being removed. Normally, removal of the Indictment only 
  occurs when the item is returned or restitution made for the 
  crime or the death of the target or caster. Attempts may be 
  made to remove the Indictment (Dispel spell or a Cure Disease 
  spell), but the spell receives a + 50 modification to its RR's. If 
  such an attempt fails, the spell caster who attempted to remove 
  the Indictment suffers two "C" severity electrical criticals.
  41) TIME FIX — Realm: Any — List: none — 
  Spell Class: Force — Range: touch — Level: 30 — 
  Duration: Until Dispelled
  The target is frozen in time. He is oblivious to all beings and 
  events surrounding him. He is in suspended animation. He is 
  invulnerable to any attacks and cannot be moved from the 
  position or place in which he was fixed.
  42) VALOR — Realm: Any — List: Body Reins/Protections 
  Spell Class: Force */Healing — Range: 30R' — Level: 30— 
  Duration: 3 rounds
  For the duration of the spell, those chosen by the caster take 
  half of normal concussion hits from attacks and they do double 
  concussion hit damage in melee and they receive a + 10 
  modification to their OB's and DB's.
  43) FATAL INVERSION — Realm: Any (Evil) — List: 
  Dark Channels — Spell Class: Force — Range: 10' — Level: 
  30 — Duration: Permanent
  The target's body is turned entirely inside out, starting at the 
  mouth and drawing all the rest of the body through. Naturally, 
  healing is extremely difficult (absurd?) The entire process 
  usually takes 6 rounds.
  44) BLACK IMPRECATION — As Imprecation (#36) 
  Level: 30 
  As Imprecation except the the scope expands to 100 
  beings/Caster's level.
  45) ILLUSORY TERRAIN TRUE — As Illusory Terrain 
  (#31)  Level: 30
  As Illusory Terrain except that creatures may be "invented" or 
  disguised, and the illusion is as if it were "real" until dispelled; 
  e.g., the stairs can be climbed, the walls stop arrows, etc. 
  Successful RR's are handled as in Illusory Terrain.
  46) YOUTH — Realm: Any — List: none — Spell Class: 
  Force Range: Touch — Level: 50 — Duration: Permanent
  
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  The target can remove up to two years from his age. If the 
  spell fails the target is automatically killed and his total true age 
  returns immediately (Lifegiving will usually revive him). The 
  spell may be cast repeatedly and the effects are cumulative; 
  however, each time the same caster casts this spell on the same 
  target, the "unmodified" failure chance goes up by 1 
  (cumulative for this caster-target-spell combination).
  47) FROZEN TIME — Realm: Any — List: none — Spell 
  Class: Force — Range: Touch — Level: 50 — Duration: 6 
  rounds
  The spell actually "moves" the target "out of time's cycle". 
  From the target's view point, everyone and everything else 
  appears to be frozen in place. Anything or anyone touched by 
  the target of this spell during its duration will also be drawn 
  "out of time's cycle" for the duration of the spell. This is 
  normally the only effect that the target may have on the 
  "frozen" world.
  48) DOOM IMPRECATION — As Imprecation (#36) 
  Level: 50 
  As Imprecation except that the scope is catastrophic: whole 
  metropolis may be swallowed by the earth, 100's of monsters 
  (undead, lycanthropes, etc) might be created and released, 
  plagues may assault a nation, etc. NOTE: The GM and the 
  greatest deities in his world are the only limitations.
  3.7 HIGH LEVEL SPELLS
  These spells may be appropriate for campaigns featuring the 
  handiwork of deities (or near-deities), astonishing artifacts, 
  and/or the deadliest of enemies. They might add spice to a 
  session for players who have survived an inflated campaign, 
  who are playing an interesting scenario of world (planar?) 
  domination, or who have managed to either hire or bully a 
  mega-level entity Alchemist.
  Whatever the case, these spells are VERY HIGH level spells; 
  they are not intended for everyone to use, nor or they 
  appropriate for most campaigns or situations. Needless to say, 
  they have not been heavily playtested and a GM should 
  exercise great care when deciding which ones (if any) to use.
  Many spell descriptions in this section refer to other spells by 
  name; unless stated otherwise, these spells are found on the 
  spell list indicated by SPELL LIST:
  NOTE: GM's have a hard time controlling the usage of very 
  high level spells (e.g., a character discovers a rod which adds+ 
  200 to Extraordinary Spell Failure rolls) it may be suggested 
  that spells over the character's level get a RR of their very own.
  EXAMPLE: Emrik the Bold, a 5th level Magician is going 
  to try to throw an 8th level Cold Ball. The GM has decided to 
  start requiring RR's for spells that are "overcast"; so Emrik 
  must make a Base Spell attack against the higher level spell to 
  try to throw it (i.e., 5th level attack vs an 8th level target). If 
  the spell fails its RR Emrik will still be successful, but wait till 
  he tries the 16th Triad of Flame!
  1) GREAT RESISTANCE TRUE — Realm: Channeling 
  —   List: Spell Defense — Spell Class: Defense — Range: 100' 
  —    Level: 60 — Duration: 1 min/lvl
  As Resistance True (lvl 50) except that the caster need not 
  concentrate during the duration.
  2) SPHERE OF FORCE — Realm: Channeling — 
  List: Barrier Law — Spell Class: Elemental — Range: 100' — 
  Level: 60 — Duration: 1 min/lvl
  As Wall of Force (lvl 50) except the force shield is shaped in a 
  10' radius sphere and the air within the sphere is constantly 
  resupplied and refreshed.
  3) WEATHER MASTERY TRUE — Realm: Channeling 
  —  List: Weather Ways — Spell Class: Force — Range: 1 
  mi/lvl —  Level: 60 — Duration: 10 min/lvl
  As Weather Mastery (lvl 50) except for duration, and that the 
  caster may alter wind speeds by plus or minus 2 mph/lvl. The 
  caster is also capable of varying temperature by 1 degree/lvl. 
  Hail, snow, rains, droughts, etc are all under the control of the 
  caster during the duration of the spell.
  4) REJUVENATE VASCULATURE — Realm: 
  Channeling List: Blood Law — Spell Class: Healing — 
  Range: Touch —      Level: 60 — Duration: Permanent
  
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  Restores the entire cardio-vasculature of the target to the 
  health of a well and athletic young adult. If the target has been 
  experiencing an advanced  aging process he will note 
  immediately a renewal of strength, perception, and vigor. Within 
  a week, most forms of arthritis and other aches will disappear. 
  Within a month, the target will begin to rejuvenate his skin, hair, 
  musculature and most bodily functions lost in aging. Between 
  30 and 60 years might be added to a normal human lifespan.
  5) PRODUCTION TRUE — Realm: Channeling — 
  List: Creations Spell Class: Force — Range: Touch — Level: 
  60 — Duration: Permanent
  As Greater Plant Production (lvl 30) and Greater Animal 
  Production (lvl 50) except that the caster is not limited in the size 
  of the plant or animal created.
  6) MASS PRODUCTION TRUE — Realm: Channeling 
  —   List: Creations — Spell Class: Force — Range: Touch — 
  Level: 75 — Duration: Permanent
  As Production True except that the caster may produce a 
  number of creations up to his level. The caster is unable to 
  produce a member of an "intelligent race".
  7) LANDSCAPE CREATION — Realm: Channeling — 
  List: Creations — Spell Class: Force — Range: 100'R — 
  Level: 90 — Duration: Permanent 
  The caster may create within the Spell radius a fully 
  developed landscape - flora, fauna, and ground formations, etc.
  8) SYMBOL TRUE — Realm: Channeling — 
  List: Symbolic Ways — Spell Class: Force — Range: 10' — 
  Level: 60 —     Duration: Permanent 
  As Symbol I except that any level spell may be emplaced.
  9) LORE TRUE — Realm: Channeling — List: Lore — 
  Spell Class: Information — Range: 100' — Level: 60 — 
  Duration:—
  As White Lore (Iv! 19) except that it can be used on any 
  item.
  10) LORE MASTERY — Realm: Channeling — List: Lore 
  — Spell Class: Information — Range: 100' — Level: 75 — 
  Duration:— 
  As Lore True (1v1 60) except Caster can acquire the 
  information on all items within 100'.
  11) RESTORE THE TIE — Realm: Channeling — 
  List: Life Mastery — Spell Class: Healing — Range: Touch — 
  Level: 60 — Duration: Permanent 
  As Lifegiving True (lvl 50), except the caster may restore the 
  soul to a target who has suffered the effect of a Dark 
  Absolution, or any effect which causes a similar result.
  12) BODY WISH — Realm: Channeling — List: Life 
  Mastery — Spell Class: Healing — Range: Touch — Level: 75 
  —          Duration: Permanent 
  The caster may restore or create the entire body of a being 
  who is dead, if the caster is able to physically touch some 
  remnant of the target's body (lock of hair, etc). As this 
  magnificent spell is actually a type of wish, drawing on power 
  far beyond the domain of any private mortal magic user, the 
  GM will have to roll a reaction for the Cleric's deity; i.e., 
  whether the Deity will permit restoration or recreation of the 
  deceased body.
  13) NEUTRALIZE THE DARK — Realm: Channeling — 
  List: Repulsions — Spell Class: Force — Range: 100' — 
  Level: 60 — Duration: Permanent
  The target loses the ability to cast evil spell lists. This usually 
  also results in the spell target falling into less favor with his 
  controlling power or deity. The power may be restored if he is 
  able to force the original Caster to annul the Neutralization.
  14) NEW TENT — Realm: Channeling — 
  List: Transferring Ways — Spell Class: Healing — Range: 
  Touch — Level: 60 — Duration: Permanent 
  The caster is able to transfer his soul, mind, and abilities 
  into the target, even if the target is dead. The caster's own body 
  will then die (or alternately may be treated as if under the effect 
  of an Absolution; the body will after 1 month completely die if 
  the caster does not return). If the target body is alive (including 
  soul) the Caster must "combat" the inhabitant of the body as a 
  spell attack. If the body is dead the caster may simply "move 
  in" though presumably he will have to make "repairs" in the 
  body before it will function.
  15) FAR TREE RETURNING — Realm: Channeling — 
  List: Natures Movement —  Spell Class: Force —  Range: 
  Unlimited Level: 60 — Duration: —
  As Tree Returning (1v1 50) except the range is unlimited.
  16) PLANT ANIMATION TRUE — Realm: Channeling 
  — List: Plant Mastery — Spell Class: Force — Range: 100' — 
  Level: 60 — Duration: 1 min/lvl
  As Plant Animation (lvl 50) except that the plant may move 
  much more quickly and with agility: perhaps frolicking and 
  dancing depending on the caster's command. Plants may attack 
  with an OB equal to 3 x Caster's level.
  17) HERBAL RESEARCH AND DESIGN —Realm: 
  Channeling List: Herb Mastery — Spell Class: 
  Information/Force —           Range: Touch — Level: 60 — 
  Duration: 24 hours
  The caster may attempt to develop an entirely new strain of 
  herb, capable of reproducing and natural life in the wilds. The 
  process can be directed as a Lord Research spell with the caster 
  availing himself of existent spells or materials (if existent) to 
  produce the new herb. Details of the plant produced are 
  controlled by the GM.
  
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  18) AWEFUL FOREST — Realm: Channeling — 
  List: Nature's Protections — Spell Class: Force — Range: 
  500R' — Level: 60 — Duration: 1 min/lvl
  The caster may direct a forest, jungle, or other masses of 
  flora plus fauna to work his will against an enemy (army, 
  village, etc). Most often, if the forest succeeds a normal enemy 
  disappears without a trace (GM discretion).
  19) TIME MOVEMENT — Realm: Hybrid — 
  List: Time's Bridge — Spell Class: Force — Range: Self — 
  Level: 60 Duration: Permanent 
  As in Time Returning (lvl 50) except there is no limit on how 
  long the caster can remain in the past.
  20) GREAT RESISTANCE TRUE — Realm: Essence — 
  List: Spell Wall — Spell Class: Defense — Range: 100' — 
  Level: 60 Duration: 1 min/lvl 
  As Resistance True (lvl 50) except that the caster need not 
  concentrate during the duration.
  21) TRUE RUNE — Realm: Essence — List: Rune 
  Mastery — Spell Class: Force — Range: Touch — Level: 60— 
  Duration: until rune cast 
  As Lord Rune (1v1 25) except any Rune may be inscribed.
  22) BROKEN HOLD — Realm: Essence — 
  List: Unbarring Ways — Spell Class: Force — Range: 100'R 
  — Level: 60 — Duration: —
  As both Lock Mastery (lvl 25) and Trap Mastery (lvl 30) 
  except that every lock and every trap with the radius have a 
  90% chance of being opened. Some special locks or traps, 
  especially magical ones, may get a mod on their RR.
  23) PHYSICAL CONVEYANCE — Realm: Essence — 
  List: Delving Ways — Spell Class: Utility/Force * — Range: 
  Self — Level: 60 — Duration: —
  As Conveyance True (lv150) except that the caster can 
  immediately transport his body to the location of his 
  "awareness" and rejoin the two there.
  24) TRUE CONTROL — Realm: Essence — List: Spirit 
  Mastery Spell Class: Mental — Range: 100' — Level: 60 — 
  Duration: 10 min/lvl
  As Master of Kind lvl 8) except it effects any creature, alive or 
  undead, intelligent or not; and it must obey the caster in all 
  things.
  25) MASS FLY — Realm: Essence — List: Lofty Bridge — 
  Spell Class: Force — Range: 50' — Level: 60 — Duration: 1 
  min/lvl
  As Fly 450'/rnd (lvl 17) except that as many targets as the 
  caster's level may fly.
  26) MASS TELEPORT TRUE — Realm: Essence — 
  List: Lofty Bridge — Spell Class: Force — Range: 50' — 
  Level: 75 — Duration: —
  As Teleport True (lvl 50) except that as many targets as the 
  caster's level may be teleported.
  27) HASTE TRUE — Realm: Essence — List: Rapid Ways 
  — Spell Class: Force* — Range: 10' — Level: 60 — 
  Duration: 1 rnd/lvl
  Target remains hasted entire duration, but takes 5 
  concussion hits a round after round 10 from intense 
  physiological strain ("burn-out").
  28) MASS HASTE X — Realm: Essence — List: Rapid 
  Ways — Spell Class: Force * — Range: 50' — Level: 75 — 
  Duration: 10 rnds
  As Haste X (lvl 20) except that as many targets as the caster's 
  level may be effected.
  29) HELLSCAPE — Realm: Essence — List: Fire Law — 
  Spell Class: Force — Range: 100'Rad/lvl — Level: 60— 
  Duration: 1 day/lvl
  Caster may raise constant air temperature to 120 degrees F 
  in the radius, the ground will be at a constant 180 degrees F, 
  and intermittent pools of lava will bubble in random locations. 
  If the caster is killed the spell will be dispelled and the area will 
  gradually return to normal.
  30) HELLFROST — Realm: Essence — List: Ice Law — 
  Spell Class: Force — Range: 100'rad/lvl — Level: 60— 
  Duration: 1 day/lvl
  Within the radius, the constant air temperature will drop 10 
  degrees an hour until it reaches 30 below zero. Constant storms 
  of snow, ice and wind up to I mph/lvl will predominate. If the 
  caster is killed the spell will be dispelled and the area will 
  gradually return to normal.
  31)HELLGROUNDS — Realm: Essence — 
  List: Earth Law — Spell Class: Force — Range: 100'rad/lvl 
  Level: 60 — Duration: 1 day/lvl
  The caster achieves domination over the land within the 
  radius, which he may exercise in various ways: he may cause 
  Great Cracks (lvl 30 Sorcerer Base List: Solid Destruction) or 
  Quakes (lvl 50 Sorcerer Base list: Solid Destruction) within 
  the radius; he may alter the composition of the land (loose 
  earth, baked earth, stone, glass, mud, etc); or he may cause 
  the earth to "flow" as if it were liquid, with the ability to ride 
  waves of earth to destinations within the radius. The caster 
  may change any previous form or effect by concentrating; all 
  changes require 6 rnds. If the caster is killed the spell will be 
  dispelled and the area will gradually return to normal.
  32)HELLSKY — Range: Essence — List: Wind Law — 
  Spell Class: Force — Range: 100'rad/lvl — Level: 60 — 
  Duration: 1 day/lvl
  As Storm Call (lvl 30) except for duration and radius, and 
  the following: winds may be up to 2 mph/lvl of the caster, 
  Caster may control the color of the sky within the radius. The 
  caster may control atmospheric temperature up to 1 degree/lvl. 
  If the caster is killed the spell will be dispelled and the area 
  will gradually return to normal.
  33) HELLSEA — Realm: Essence — List: Water Law —
  Spell Class: Force — Range: 100'rad/lvl — Level: 60 — 
  
  52    High Level Spells
  Rolemaster Companion I
  Duration: 1 day/lvl
  As Sea Storm (lvl 30) except for duration and radius, and the 
  following: winds may be up to 2 mph/lvl of the caster, waves 
  may reach 2'/lvl of the caster, and the caster may summon 
  waterspouts and whirlpools (5'dia/lvl of the caster). If the 
  caster is killed the spell will be dispelled and the area will 
  gradually return to normal.
  34) HOPELIGHT — Realm: Essence — List: Light Law 
  —Spell Class: Elemental — Range: 100'rad/lvl — Level: 60— 
  Duration: 1 day/lvl 
  As Utterlight (lvl 17) except for parameter differences noted 
  above. This spell can normally be cast only by "good" spell 
  casters.
  35) PHANTASMAL REALITY — Realm: Essence — 
  List: Illusion Mastery — Spell Class: Elemental — 
  Range: Special — Level: 60 — Duration: Until Dispelled
  As Phantasm True (lvl 50) except the Phantasm may move as 
  directed by the caster, and will continue to obey his directions 
  when he is not concentrating (attacks still use the caster's 
  directed spell bonus for "strike").
  36) PSEUDO-REALITY — Realm: Essence — 
  List: Illusion Mast — Spell Class: Elemental — Range: Special 
  Level: 75 — Duration: Until Dispelled
  As Phantasmal Reality (#35) except that the Phantasm has 
  "substance" All items in the Phantasm will act exactly as 
  normal real items unless a successful RR is rolled against 
  them, or they are dispelled. Any items within the Phantasm 
  will vanish if taken outside the perimeter of the Phantasm. 
  If someone is killed or injured, or if an item is damaged, a RR 
  is permitted after the damage to "undo" the damage by 
  disbelief. If the subjects, however, do not try to disbelieve, the 
  effects may be permanent. NOTE: The GM must take 
  considerable control in the interpretation of specific situations 
  caused by this powerful spell.
  37) UTTERLIGHT MAJESTY — Realm: Essence — 
  List: Light Molding — Spell Class: Elemental — 
  Range: 100'rad/lvl — Level: 60 — Duration: 1 day/lvl
  As Hopelight (#34) except that it is normally associated with 
  another spell list.
  38) TRUE GLAMOUR — Realm: Essence — 
  List: Fell-Taste- Smell — Spell Class: Elemental — Range: 100' 
  Level: 60 — Duration: Until Dispelled 
  As Feel Mirage True (lvl 50) except a single object may also 
  be given a new appearance, sound, taste, and smell — all 
  permanent until dispelled. The caster is also able to cause the 
  Glamour to change or move in the same manner as a Phantasm 
  with concentration. A magic item may have its powers 
  concealed and/or reduced by this spell. The item cannot be 
  made non-magical but its strengths may be greatly diminished.
  39) WEAPON/ARMOR V — Realm: Essence — 
  List: Enchanting Ways — Spell Class: Force — Range: Self 
  Level: 60 Duration: 24 hr 
  As Weapon IV and Armor IV except that +5 ( + 25) 
  bonuses can be enchanted.
  40) GENERAL V — Realm: Essence — 
  List: Enchanting Ways — Spell Class: Force — Range: Self 
  Level: 75 — Duration: 24 hr 
  As General I except that +5 ( +25) bonuses can be 
  enchanted.
  41) WEAPON/ARMOR/GENERAL VI — 
  Realm: Essence — List: Enchanting Ways — Spell Class: 
  Force — Range: Self — Level: 90 — Duration: 24 hr
  As Weapon V, Armor V, and General V except that +6 
  (+ 30) bones can be enchanted.
  42) WEAPON/ARMOR/GENERAL VII — Realm: 
  Essence — List: Enchanting Ways — Spell Class: Force — 
  Range: Self — Level: 100 — Duration: 24 hr
  As Weapon VI, Armor VI, and General VI except that + 7 
  ( +35) bonuses can be enchanted.
  43)BODY OF MIST — Realm: Essence — 
  List: Evasions — Spell Class: Force * — Range: Self — 
  Level: 60 — Duration: 1 round
  The caster may block, dodge or otherwise avoid every melee 
  or missile attack for this round. NOTE: This spell may not be 
  lengthened or extended (such as in Spell Enhancement) or made 
  into a constant magic item. It muss be cast every round that it 
  is used.
  
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  44) DANGERSENSE — Realm: Essence — 
  List: Monk's Sense— Spell Class:Information/Subconscious * 
  Range: Self — Level: 60 — Duration: Special
  A subconscious spell, the caster will sense an immediate 
  danger, if this spell is active. The Spell remains active for 1 
  rnd/lvl. The caster will not know the exact nature or direction of 
  the danger but will experience an uneasiness 1-5 rounds before 
  the danger occurs.
  45) DARK ABSOLUTION — Realm: Hybrid — 
  List: Soul Destruction — Spell Class: Mental — Range: 100' 
  —Level: 60 — Duration: Permanent
  As Dark Absolution (Evil Cleric Base list: Dark Channels, lvl 
  30).
  46) DESTROYER — Realm: Hybrid — List: Solid 
  Destruction — Spell Class: Force — Range: 1000' — 
  Level: 60 — Duration: Permanent
  As Solid Destruction True (lvl 20) except that the caster may 
  maintain the destruction up to 1 rnd/lvl as long as he 
  concentrates.
  47) BLACK CHANNELS III —  Realm: Hybrid — 
  List: Flesh Destruction — Spell Class: Force — Range: Varies — 
  Level: 60 — Duration: Permanent
  As Black Channels III (Evil Cleric Base list: Dark Channels, 
  lvl 25).
  48) PROLONGATION — Realm: Mentalism — 
  List: Damage Resistance — Spell Class: Mental — Range: Self 
  — Level: 60 — Duration: 1 rnd/lvl
  As Unpain True (lvl 50) except the caster may take twice his 
  Total Hit Point + his constitution before collapsing; i.e., the caster 
  by mind-over-matter literally drives himself beyond the limits of 
  death. Soul departure is calculated from the moment of collapse 
  but stat deterioration is determined from the round the caster 
  exceeded his Total Hit Points + his constitution.
  49) TOTAL DEFLECT TRUE — Realm: Mentalism —
  List: Attack Avoidance — Spell Class: Force * — Range: Self 
  Level: 60 — Duration: 1 rnd
  As Deflect True (lvl 50) except all melee or missile attacks 
  are deflected. NOTE: This spell may not be extended by Spell 
  Enhancement; neither can it be made into a Constant magic 
  item.
  50) RAPID REGENERATION — Realm: Mentalism —
  List: Self Healing — Spell Class: Healing/Subconscious — 
  Range: Self — Level: 60 — Duration: Permanent
  As Regeneration True (lvl 50) except that the time required is 
  reduced to 10-100 hours.
  51) RAPID REGENERATION TRUE — As Rapid 
  Regeneration (#50) — Level: 75
  As Rapid Regeneration (#50) except that the required time is 
  10-100 rnds.
  52) GREAT RESISTANCE TRUE — Realm: Mentalism 
  —  List: Spell Resistance — Spell Class: Force — Range: Self 
  — Level: 60 — Duration: 1 min/lvl
  As Resistance True (lvl 50) except the caster need not 
  concentrate.
  53) CHANGE MASTER TRUE — Realm: Mentalism — 
  List: Shifting — Spell Class: Force — Range: Self — Level: 
  60 — Duration: 1 min/lvl 
  As Change Master (lvl 50) except that the caster will obtain 
  the special abilities of the form. NOTE: The GM may want to 
  limit this, perhaps by requiring that extremely powerful forms 
  (e.g., very powerful demons or dragons) be allowed a RR against 
  the caster acquiring them.
  54) BUBBLE TRUE — Realm: Mentalism — List: Liquid 
  Manipulation — Spell Class: Force — Range: Self — Level: 
  60 — Duration: 1 min/lvl 
  As Water Bubble True (lvl 30) except that the caster need not 
  concentrate and the "bubble" may be formed in any liquid 
  without harming its inhabitants, even inherently dangerous 
  liquids such as poisons or lava.
  55) MIND WALK — Realm: Mentalism — 
  List: Mind's Door — Spell Class: Force — Range: 
  Unlimited — Level: 60 — Duration: —  
  As Mind'
  s Door True (lvl 50) except that the roles are 
  "reversed"' 
  The caster may teleport to any location where he has 
  made mental contact with a being. If the being wants to allow 
  the caster to come to him, he need only extend his hand and 
  the caster will materialize gripping the helper's hand with his 
  own. Normally, there are no limits to the distance transported 
  in this manner.
  56) TRUE FLIGHT — Realm: Mentalism — 
  List: Movement — Spell Class: Force — Range: Self — 
  Level: 60  Duration: 1 min/lvl 
  As Fly (lvl 6) except that the caster may fly 1000'/rnd.
  57) IMPLANT THOUGHT — Realm: Mentalism — 
  List: Mind Merge — Spell Class: Mental — Range: 100' — 
  Level: 60 — Duration: 1 rnd/lvl 
  As Thought Steal (lv1 30) except that the caster can replace 
  thoughts stolen with replacement thoughts of his own design. 
  The thoughts implanted may be true or false and the target will 
  continue to believe them until presented with irrefutable 
  evidence to the contrary.
  58) MIND TONGUE TRUE — Realm: Mentalism — List: 
  Mind Speech — Spell Class: Information* — Range: 
  Unlimited — Level: 60 — Duration: Concentration
  As both Mind Tongue (lvl 25) or Far Mind Speech (lvl 50), as 
  the caster desires, except that the range is unlimited. NOTE: 
  Although the level of this spell is very high, there have been a 
  disproportionately high number of magic hems made with this spell 
  because of its usefulness in communications.
  59) INFORMATION PROCESSING — Realm: 
  Mentalism — List: Past Visions — Spell Class: Mental — 
  Range: Self —    Level: 60 — Duration: Concentration
  Caster can absorb and remember data at 6th normal rate. 
  This applies to reading, memorizing the layout of a place, 
  
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  person, item, or etc. This spell may be thrown so that it 
  operates at the same time as a spell which receives information, 
  such as the other Past Visions spells, the Mind Visions, the Future 
  Visions, etc. The caster's memory of the received data will be 
  perfect.
  60) MIND TAKE — Realm: Mentalism — List: True 
  Perception — Spell Class: Mental — Range: 
  Touch — Level: 
  60— Duration: Concentration 
  The caster receives every thought or memory in the target's 
  mind at the rate of 1 year of life/min. The target does not lose his 
  information or memories while the caster gains them. However, 
  the Caster must roll a RR (mod + 30) against the target after he 
  has learned the target's mind to prevent being affected by the 
  target's alignment, character, personality, etc. NOTE: This 
  process may be reversed, to give a target the thoughts and memories of 
  the caster. Alternately, the caster might give the target the thoughts 
  and memories of a mind he has previously taken.
  61) LONG WATCH TRUE — Realm: Mentalism — List: 
  True Sight — Spell Class: Utility — Range: Unlimited — Level: 
  60— Duration: 1 week/lvl 
  As Watch True (lvl 30) except that the caster may be any 
  distance away from the Watch Point. The caster must have been 
  to the Watch Point at some time previously.
  62) NERVE REGENERATION TRUE — 
  Realm: Mentalism — List: Nerve & Organ Mastery — 
  Spell Class: Healing — Range: Touch — Level: 60 — 
  Duration: Permanent
  Caster may regenerate all lost nerves in target. This will 
  include the central nervous system (spinal cord, but not brain). 
  Regrowth takes 100 days.
  63) ORGAN REGENERATION TRUE — 
  Realm: Mentalism — List: Nerve & Organ Mastery — 
  Spell Class: Healing — Range: Touch — Level: 60 — 
  Duration: Permanent
  Caster may regenerate all lost organs in target, except brain. 
  Regrowth takes 10 days during which time the target is in a 
  coma.
  64) ARTIFICIAL BODY — Realm: Mentalism — List: 
  Nerve & Organ Mastery — Spell Class: Healing — Range: 
  Touch — Level: 75 Duration: 1 day/lvl
  The caster may "regenerate and" "give life" to a body; he 
  must use a portion of a body (any portion, even a hair or 
  fingernail). In addition to this spell he must use Soft Structure 
  Repair True, Heal True, Skeletal Regeneration, New Blood, Nerve 
  Regeneration True, Organ Regeneration True, and Brain 
  Regeneration (all spells are on Lay Healer Base lists). Each of 
  these spells must be cast once after this spell is cast for the 
  first time, and then this spell must be cast once a day as long 
  as the other spells are active (i.e., for the longest "process", 
  "regeneration", or "recovery" time). In effect this spell makes a 
  clone (exact copy) of the being whose body portion was used. 
  The being will be able to move and learn but he does not 
  start with any memories or abilities.
  65) MIND BURN — Realm: Mentalism — List: Mind 
  Erosion Spell Class: Mental — Range: 100' — Level: 60 — 
  Duration: varies
  The target has all mental characteristics reduced to 1, and all 
  thoughts, memories, and abilities are removed. The target 
  gradually recovers each of his mental characteristics at the 
  rate of 1 point/day. Thoughts, memories, and abilities return 
  at a rate of 1%/day. If the target failed his RR by more than 
  50, this recovery is delayed by a number of days equal to the 
  amount over 50 that the RR was failed by.
  66) GREAT TRANSFERRAL TRUE — Realm: 
  Mentalism  List: Mind Domination — Spell Class: Mental 
  — Range: Touch — Level: 60 — Duration: Varies
  As Transferral True (lvl 30) except that the caster retains all of 
  his level and abilities.
  67) PERSONALITY SLAVE TRUE — Realm: Mentalsim 
  — List: Mind Domination — Spell Class: Mental — Range: 
  100' — Level: 60 — Duration: Varies
  As Mind Slave True (lvl 20) except that the target retains all 
  skills and abilities, but he is entirely under the control of the 
  caster.
  68) REALITY DICTATOR — Realm: Hybrid — List: 
  Confusing Ways — Spell Class: Mental — Range: 100' — 
  Level: 60— Duration:1 day/5% failure
  As Parallel Reality (lvl 30) except that the caster can dictate 
  the changes and distortions which the target will experience, 
  and may alter them at a later date by concentrating within the 
  range.
  69) LONG HIDING TRUE — Realm: Hybrid — 
  List: Hiding — Spell Class: Passive — Range: Self — 
  Level: 60 —Duration: 1 min/lvl 
  As Hiding True (lvl 50) except that the caster need not 
  concentrate.
  70) SUBMERGE SELF TRUE — Realm: Hybrid — 
  List: Mystical Change — Spell Class: Passive — Range: Self — 
  Level: 60 — Duration: 1 min/lvl
  As Submerge Self (lvl 50) except that the caster may also 
  specify an external stimulus that will recover him from his false 
  persona, such as a particular word spoken by a particular 
  individual, the gaining of a particular item. The caster may 
  combine a time and stimulus condition (e.g. 1 day after 1 
  recover the sword, etc).
  3.8 DELVER BASE LISTS
  CONSTRUCTING WAYS
  1 — WORK WOOD (F) As on the Organic Skills list.
  2 — WORK IRON (F) As on the Inorganic Skills list.
  3 — WORK CLOTH (F) As on the Organic Skills list.
  4 — WORK STEEL I (F) As on the Inorganic Skills list.
  5 — WORK STONE (F) As on the Inorganic Skills list.
  6 — WORK NORMAL METALS (F) As on the Inorganic 
  Skills list.
  
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  Rolemaster Companion I
  7 — WORK ALLOYS (F) As the fourth level Work Alloy 
  spell on the Inorganic Skills list.
  8 — WORK ORGANIC (F) As on the Organic Skills list.
  9 — WORK STEEL II (F) As on the Inorganic Skills list.
  10 — MAKE STEEL (F) As on the Inorganic Skills list.
  11 — WORK JEWELS (F) As on the Inorganic Skills list.
  12 — WORK ALLOYS III (F) As the tenth level Work Alloy 
  spell on the Inorganic Skills list.
  13 — MAKE ALLOYS (F) As on the Inorganic Skills list.
  14—
  15 —  WORK MITHRIL IV (F) As on the Inorganic 
  Skills list. 
  20 — WORK LAEN V (F) As on the Inorganic Skills list.
  25 — WORK ORGANIC TRUE (F) As on the Organic 
  Skills list. 
  30 — WORK EOG VI (F) As on the Inorganic Skills 
  list. 
  50 — WORK MAGIC WOOD (F) As on the Organic 
  Skills list.
  DELVING LAW
  1 — LIGHT ANALYSIS *(I) Duration: — Range: T (line of 
  sight). Gives nature and origin of natural light, and when and 
  how worked light was obtained and worked.
  2 — TEXT ANALYSIS I (I) As on Delving Ways list.
  3 — EARTH ANALYSIS (I) Duration: — Range: 10'. Gives 
  nature and origin of natural earth (stone or metal), and when 
  and how worked earth was obtained and worked.
  4 — AIR ANALYSIS (I) As Gas Analysis on the Delving 
  Ways list.
  5 — WATER ANALYSIS (I) As Liquid Analysis on the 
  Delving Ways list.
  6 — TEXT ANALYSIS II(I) As on Delving Ways list.
  7 — SPELL SIGNATURE FEEL (I) Duration: — Range: 
  10'. Gives caster a general idea of the amount of spell mastery 
  used to cast some active spell, sign, or rune. Two similar spells 
  (like Light and Light (50'R)), cast by the same person, will 
  "feel" the same with this spell. Likewise, two casters who 
  apprenticed together and have neither one developed spell 
  mastery since might cast similar feeling spells.
  8— COLD ANALYSIS (I) Duration: 1 min./level, Range: 
  100'. Gives nature and origin of natural ice, frost, snow, etc., 
  and when and how worked snow was obtained and worked.
  9 — FIRE ANALYSIS (I) Duration: — Range: 10'. Gives 
  nature and origin of natural fire, and when and how worked 
  fire was obtained and worked, including what the fire has fed 
  on since being lit. There must be some surviving embers of 
  the fire to be analyzed.
  10 — DELVING (I) As on the Delving Ways list.
  11 — SPELL ANALYSIS (I) As on the Delving Ways list.
  12 —
  13 — DEATH ANALYSIS (I) As on the Delving Ways list.
  14 — TEXT ANALYSIS III (I) As on the Delving Ways 
  list.
  15 — POWER ANALYSIS (I) As on the Delving Ways list.
  20 — DEATH'S DELVING (I) As on the Delving Ways 
  list.
  25 — ANALYSIS (I) As on the Delving Ways list.
  30 — MASS ANALYSIS (I) As on the Delving Ways list.
  50 — POWER ANALYSIS TRUE (I) As on the Delving 
  Ways list.
  MANNISH WAYS
  I — MANNISH SCALE (I*) Duration: —  Range: 1'. 
  Caster can tell the exact mass and weight of one object.
  2 — MANNISH RULER (I*) Duration: — Range: 1'. As 
  Mannish Scale, except an object's exact length may be 
  determined.
  3 — LOCKLORE (I) As on the Unbarring Ways list.
  4 — MANNISH VOLUME (I*) As Mannish Scale, except 
  that the exact volume of an object or room may be determined.
  5 — TRAPLORE (I) As on the Unbarring Ways list.
  6 — MANNISH DISTANCE (I*) Duration: —  Range: 
  Line of Sight. Caster can tell the exact distance from himself 
  and some object that he can see.
  7 — DETECT MECHANISM (I) Duration: 1 min/level. 
  Range: 100'. As Detect Traps on the Detecting Ways list, except 
  that any mechanism may be detected with a 75% chance of 
  being properly identified as a lock, waterclock, toaster-oven, 
  etc.
  8 — MANNISH VOLUME TRUE (I*) As Mannish Volume, 
  Mannish Ruler and Mannish Scale, with Mannish Ruler applied 
  to all dimensions of a single object.
  9 — MANNISH MEASURE (I*) As Mannish Scale, except 
  that caster can tell angle measure, OR barometric pressure, etc.
  10 —  ANALYZE MECHANISM  (I) As Locklore or 
  Traplore, except caster could later use the information gained to 
  construct a duplicate key, trap, etc. (assuming he had the 
  required secondary skills).
  11 — BLIND DISTANCE (I*) Duration: — Range: V. As 
  Mannish Distance except there can be intervening barriers, if the 
  caster has previously visited the location being targeted, and if 
  the caster knows in what direction the reference point lies.
  12— MANNISH PROBE (I*) As Mannish Scale, except 
  that caster can tell the thickness or depth of some form of 
  matter until a different form was encountered (gas, solid, 
  liquid). Example: How thick is a wall, or How deep is the 
  water at this point?
  13 — ANALYSIS (I) Duration: —  Range: V. Any of the 
  lower level spells may be used together on one item, person, or 
  place.
  14 —
  15 — MASS ANALYSIS (I) Duration: 1 rd/level. Range: V. 
  As Analysis except one item per round may be examined.
  20 — DEEP PROBE (I*) As Mannish Probe, except any 
  given level may be scanned. Example: Are there any caverns 
  
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  Rolemaster Companion I
  beneath the bottom of the lake? Or, how thick is the wall on 
  the other side of the room beyond this wall?
  25 —  ANALYSIS TRUE (I) As Analysis, except that 
  everything in a 5' radius is Analyzed.
  30 — MANNISH MASTERY (I) Duration: 1 min/lvl. Range: 
  V. As Analysis True, except that Mannish Distance operates in all 
  directions at once, and duration is 1 min/lvl. This spell can be 
  substituted for sight, operating as a kind of sonar.
  50— MANNISH MASTERY TRUE (I) Duration: 24 hrs. 
  Range: V. As above, except for 24 hour duration.
  MATERIAL TRANSPORT
  1 — ENCHANTED ROPE (F) As on Earth Law list.
  2 — STAYING (F) Duration: 1 min/level. Range: 100'. Exerts 
  1 lb. of pressure on a person or object. Object cannot be moved 
  by Staying alone, and pressure can only be in one direction.
  3 — TELEKINESIS (F) Duration: 1 min/level (C). Range 
  100'. Can move one object, up to 1 lb. in mass, 1/second with 
  no acceleration. Living being  or items in contact with a living 
  being get a RR based on the living being. If the caster stops 
  concentration before the duration is up, the object remains 
  stationary as if it had Staying cast on it.
  4 — STAYING (F) As above, except mass limit is 5 lbs.
  5 — TELEKINESIS (F) As above, except mass limit is 5 
  lbs.
  6 — CRACKS CALL (F) As on Earth Law list.
  7 — STAYING (F) As above, except mass limit is 25 lbs.
  8 — TELEKINESIS (F) As above, except mass limit is 25 
  lbs.
  9— TK ENHANCEMENT (U) Duration: As spell it is cast 
  with (C). Range T. When cast with Staying or Telekinesis on an 
  inorganic, solid, inanimate material, the mass limit may be 
  increased by one third the caster's level, but the velocity of the 
  object is reduced by a similar amount from l'/second. Caster must 
  remain concentrating and touching target mass for duration of 
  spell. 
  Target must be loose and unconnected to other objects.
  10 — STAYING (F) As above, except mass limit is 50 lbs.
  11 — TELEKINESIS (F) As above, except mass limit is 50 
  lbs.
  12 — HURLING I (F) As on Essence Hand list.
  13 — STAYING (F) As above, except mass limit is 100 lbs.
  14 — TELEKINESIS (F) As above, except mass limit is 100 
  lbs.
  15 — TK ENHANCEMENT (U) As above, except mass 
  limit may be multiplied by caster's level.
  20 — TK ENHANCEMENT (U) As above, except mass 
  limit may be multiplied by five times the caster's level.
  25 — STAYING (F) As above, except mass limit is 10 
  lbs./level.
  30 — TELEKINESIS (F) As above, except mass limit is 
  10 lbs./level. 
  50 — TIC ENHANCEMENT TRUE (U) As above, except 
  there is no mass limit beyond the corresponding decrease in 
  velocity.
  SYMBOL IMBEDDING
  1 —  RESEARCH ESSENCE (I) As Research on the 
  Essence Imbedding list.
  2 — RESEARCH MENT/CHAN. (I) As Research on the 
  Mentalism-Chan. Imbedding list.
  3— UNSYMBOL I (F) As on the Channeling closed list: 
  Symbolic Ways. 
  4—SYMBOL EXTENTSION (F) Duration: 24 hr. Range: S. 
  Allows the caster to imbed a magical conduit into some 
  material to be inlayed in a non-mobile surface from a symbol 
  to a trigger point. (For example, manipulating a door and lock 
  mechanism in one room could set off a Light Symbol on the 
  other side of the building, bringing someone to investigate.) A 
  caster can create 1 foot per level per day of Symbol Extension. 
  Symbol Extension must be in place before the symbol to use it 
  can be inscribed or imbedded. 
  5 — IMBED SYMBOL I (F) Duration: 24 hrs. Range: S. 
  Allows the caster to imbed a first level spell in the form of a 
  symbol (explained in the closed Channeling list: Symbolic 
  Ways). The imbedding is performed exactly as given in section 
  9.92 under Alchemical Research except that the imbedding 
  time is only one week per level of the spell being imbedded.
  6 —
  7 — IMBED SYMBOL II (F) As Imbed Symbol I, except 
  that up to a second level may be imbedded.
  8 — UNSYMBOL II (F) As on the Channeling closed list: 
  Symbolic Ways. 
  9 —. IMBED SYMBOL III (F) As Imbed Symbol I, except 
  that up to a third level spell may be imbedded.
  10— PRESERVE EDIFICE (F) Duration: P. Range: 10'. 
  Allows a 100 cu. ft./level section of inorganic, immobile 
  material to make an additional resistance roll vs. normal 
  erosion, earthquakes, etc. Also, spells such as Erosions, Powder 
  Stone, and Cracks Call must make a resistance roll before 
  affecting the protected material.
  11 — IMBED SYMBOL V (F) As Imbed Symbol I, except 
  that up to a fifth level spell may be imbedded.
  12 — UNSYMBOL III (F) As on the Channeling closed list: 
  Symbolic Ways.
  13 — IMBED SYMBOL VI (F) As Imbed Symbol I, except 
  that up to a sixth level spell may be imbedded.
  14 — UNSYMBOL VII (F) As on the Channeling closed list: 
  Symbolic Ways. 
  15 — IMBED SYMBOL VII (F) As Imbed Symbol I, except 
  that up to a seventh level spell may be imbedded.
  20— IMBED SYMBOL X (F) As Imbed Symbol I, except 
  that up to a tenth level spell may be imbedded.
  25— INSCRIBE SIGN (F) As any single target "Sign" spell 
  on the the Rune Mastery spell list. (Open, Ess.)
  30— UNSYMBOL X (F) As on the Channeling closed list: 
  Symbolic Ways. 
  50— MASS SIGN (F) As on the Rune Mastery list.
  
   
   
   
  Professions    57
  Rolemaster Companion I
  This section presents optional material concerning characters 
  and their skills. This material includes new professions (4.1), races 
  (4.2), secondary skills (4.3), and background options (4.5). It 
  also includes guidelines for optional ways of handling stat 
  bonuses (4.4 and 4.8), adolescence skill ranks (4.6), level 
  bonuses (4.7), and languages (4.9). Once again, a GM should 
  carefully examine this material before adding all or part of it to 
  his game.
  4.1 PROFESSIONS
  This section presents seven new professions. Of these, the 
  Burglar is an acrobatic thief, the Barbarian a fighter who uses 
  little if any armor, and the High Warrior Monk the most fanatic 
  of martial artists; all are non-spell users. The Paladin is a 
  fanatically "good" knight (a Channeling semi-spell user); the 
  Nightblade is an assassin (a Mentalism semi-spell users). The 
  Druid is a master and protector of nature (a pure spell user of 
  Channeling), while the Archmage is a spell user of Arcane 
  Magic (see Section 2.1).
  4.11 THE PALADIN
  Paladins are Channeling semi-spell users who concentrate 
  heavily in chivalric combat. The Paladin is the epitome of 
  Arthurian knighthood. Names like Lancelot, Gawain, and 
  especially Galahad should come to mind. He is a heavy weapons 
  and heavy armor specialist. The Paladin should be played 
  carefully in regard to moral style (usually strictly good and 
  chivalrous) as any variance from his convictions turns his great 
  strength into bloody hypocrisy.
  Two of his base spell lists, Holy Warrior (Section 3.41) and 
  Spell Breaker (Section 3.42), aid heavily in fighting the forces of 
  darkness. His other 3 base lists are identical to lists already 
  established in the Channeling realm, as follows: Hand of 
  Cleansing (identical to the Open Channeling list: Purification), 
  Hand of Healing (identical to the Open Channeling list: 
  Concussion's Ways), and Communion (identical to the Cleric 
  Base List: Communal Ways).
  Weapon Skills:
   2/5;
   3/8;
   4;
   4;
   4;
   6
  Maneuvering In 
  Armor:
   Soft Leather.......................1/*
  Rigid Leather......................1/*
  Chain....................................2/*
  Plate ....................................3/*
  Magical Skills:
  Spell Lists ............................4/*
  Runes.......................................7
  Staves & 
  Wands......................9
  Channeling..............................3
  Directed Spells....................20
  Special Skills:
  Ambush..................................9
  Linguistics ..........................3/*
  Adrenal Moves...................3/9
  Adrenal Defense.................20
  Martial 
  Arts ...........................6
  Body Development...........2/5
  General Skills:
  Climbing..................................6
  Swimming................................3
  Riding....................................2/5
  Disarming 
  Traps.....................7
  Picking Locks..........................7
  Stalk & Hide ..........................5
  Perception...........................3/7
  Secondary Skills:
   As a Fighter (if used).
  Level Bonuses:
   
  As a Fighter (if used).
  Prime Requisites:
   ST/IN.
  4.0 Optional "Character Laws"
  
  58    Burglar/ Barbarian
  Rolemaster Companion I
  4.12 THE BURGLAR 
  The Burglar is a non-spell user who believes that "He who 
  travels lightest travels fastest and best' He is similar to the 
  normal thief except he has avoided almost entirely the awkward 
  encumbrance of armor, and instead dodges and ducks very 
  much like a martial artist. 
  4.13 THE BARBARIAN 
  Those familiar with fantasy worlds, and ancient history in 
  general; quickly recognize the figure of the Barbarian: roughly 
  & scantily clad (in warmer climes), powerfully built, and with 
  real savvy of the outdoors. The Barbarian is a non-spell user 
  even more unfamiliar with magic than the Fighters. He is an 
  extremely powerful weapons specialist, second only to the 
  Fighter. Barbarians, however, barely tolerate armor, and prefer 
  instead to defend themselves with their skills, quick defensive 
  reactions, and intimate familiarity with the wilds. 
  Weapon Skills:
   3/8;
   3/8;
   4;
   6;
   6;
   9
  Maneuvering In 
  Armor:
   Soft Leather..........................9
  Rigid Leather..........................9
  Chain.....................................10
  Plate .....................................10
  Magical Skills:
  Spell Lists .............................10
  Runes........................................6
  Staves & 
  Wands......................7
  Channeling............................20
  Directed Spells.....................20
  Special Skills:
  Ambush...............................1/3
  Linguistics ...........................3/*
  Adrenal Moves...................1/3
  Adrenal Defense...................7
  Martial 
  Arts .......................3/7
  Body Development...........3/7
  General Skills:
  Climbing...............................1/3
  Swimming.............................2/6
  Riding........................................3
  Disarming 
  Traps..................1/3
  Picking Locks.......................1/3
  Stalk & Hide .......................1/3
  Perception............................1/3
  Secondary Skills:
   As a 
  Thief (if used).
  Level Bonuses:
   
  As a 
  Thief (if used).
  Prime Requisites:
   
  AG/IN.
  Weapon Skills:
   1/5;
   2/5;
   3/8;
   4;
   4;
   6
  Maneuvering In 
  Armor:
   Soft Leather.......................2/*
  Rigid Leather......................3/*
  Chain....................................5/*
  Plate ....................................7/*
  Magical Skills:
  Spell Lists .............................25
  Runes.......................................8
  Staves & 
  Wands....................15
  Channeling............................25
  Directed Spells....................25
  Special Skills:
  Ambush...............................2/5
  Linguistics ..........................3/*
  Adrenal Moves...................2/4
  Adrenal Defense...................6
  Martial 
  Arts .......................3/7
  Body Development...........1/3
  General Skills:
  Climbing...............................2/6
  Swimming............................1/3
  Riding....................................2/6
  Disarming 
  Traps..................3/8
  Picking Locks..........................4
  Stalk & Hide .......................1/5
  Perception...........................2/4
  Secondary Skills:
   As a Fighter (if used).
  Level Bonuses:
   
  As a Fighter (if used).
  Prime Requisites:
   CO/ST.
  
  High Warrior Monk/ Archmage    59
  Rolemaster Companion I
  4.14 THE HIGH WARRIOR MONK
  The High Warrior Monk is a "fanatic" martial artist who has 
  been brought up in a relatively isolated and restrictive 
  environment dedicated to the martial arts and personal 
  discipline. This intensive background leads to relatively low skill 
  development costs in the martial arts and related skills but 
  relatively high costs for unrelated skills (e.g., magical skills, traps 
  & locks, and most secondary skills).
  A GM should always make sure that a High Warrior Monk 
  PC has significant societal and cultural limitations based upon 
  his background. To reflect this, the GM can lower a High 
  Warrior Monk's background options (ChL,&CaL 14.23) by 
  2 or 3. This profession will not be appropriate for all worlds 
  and campaigns, so a GM should examine it closely before 
  adding it to his game.
  4.15 THE ARCHMAGE
  The Archmage is a spell user who is able to learn and cast 
  spells from all 3 realms: Channeling, Essence, and Mentalism. 
  He hearkens back to the days of the Arcane lore, before magic 
  was divided (see Section 2.1). The development costs for the 
  Archmage are similar both to the Sorcerer and the Mystic with 
  the chief exception being that his costs for learning spell lists 
  are twice normal for a pure spell user. However, the Archmage 
  is never in a "different" realm; he operates as a pure spell user 
  in all three realms.
  The Archmage does not have a standard set of base lists. 
  Instead, the Archmage assembles a set of 6 base lists from 
  varied portions of Spell Law or the Rolemaster Companion. If a 
  GM permits them as Player Characters in his world, he must 
  decide how Archmages will select their base lists. A few 
  suggestions for different approaches are given below, and GM's 
  are encouraged to select one or develop one of their own:
  Option 1: Give blanket permission to select any 6 lists as his 
  base lists. 
  Option 2: As Option I, but subject to GM final approval. 
  Option 3: Require the Archmage to select a certain number of 
  his base lists from the base lists of one profession (e.g., must 
  take 3 of his six base lists from the base lists of one specific 
  profession). The GM will determine how many of the lists 
  must be selected in this way, and how the rest of the base 
  lists are to be chosen. 
  Option 4: Limit the number of different professions' bases lists 
  the Archmage can choose from (e.g., the Archmage can 
  choose his base lists from the base lists of no more than 3 
  different professions). 
  Option 5: Allow selection from any open or closed lists. 
  Weapon Skills:
   3/7;
   3/8;
   4;
   8;
   8;
   8
  Maneuvering In 
  Armor:
   Soft Leather.......................2/*
  Rigid Leather......................2/*
  Chain....................................3/*
  Plate ....................................5/*
  Magical Skills:
  Spell Lists .............................20
  Runes.......................................7
  Staves & 
  Wands......................9
  Channeling............................20
  Directed Spells....................20
  Special Skills:
  Ambush...............................2/5
  Linguistics ..........................3/*
  Adrenal Moves...................1/3
  Adrenal Defense...............2/6
  Martial 
  Arts .......................1/2
  Body Development...........2/7
  General Skills:
  Climbing...............................2/6
  Swimming............................2/5
  Riding.......................................3
  Disarming 
  Traps.....................4
  Picking Locks..........................4
  Stalk & Hide .......................1/5
  Perception...........................2/5
  Secondary Skills:
   Cost =  2/5 on skills # 
  1,5,8,13,18,33,37,38;
   Cost = 6 on all others
  Level Bonuses:
   
  As a 
  Warrior Monk (if used).
  Prime Requisites:
   
  AG/SD.
  Weapon Skills:
   9;
   20;
   20;
   20;
   20;
   20
  Maneuvering In 
  Armor:
   Soft Leather..........................9
  Rigid Leather.........................9
  Chain.....................................10
  Plate .....................................11
  Magical Skills:
  Spell Lists ............................2/*
  Runes....................................1/4
  Staves & 
  Wands..................1/4
  Channeling...........................2/5
  Directed Spells...................2/6
  Special Skills:
  Ambush..................................9
  Linguistics ..........................1/*
  Adrenal Moves......................5
  Adrenal Defense.................15
  Martial 
  Arts ...........................6
  Body Development..............8
  General Skills:
  Climbing..................................7
  Swimming................................3
  Riding.......................................3
  Disarming 
  Traps.....................7
  Picking Locks..........................7
  Stalk & Hide ..........................5
  Perception...............................2
  Secondary Skills:
   As a Sorcerer (if used).
  Level Bonuses:
   
  As a Sorcerer (if used).
  Prime Requisites:
   PR/IN/EM.
  
  60    Nightblade/ Druid
  Rolemaster Companion I
  Option 6: The GM can require the Archmage to choose all of 
  his base lists from one pure or one hybrid profession, but 
  then let the Archmage exercise his flexibility in Open or 
  Closed lists. 
  Option 7: Use a combination of the above options (e.g., the 
  Archmage is allowed to choose 3 of his base lists from the 
  base lists of any two professions, but the other 3 must come 
  from the open and closed lists).
  These options are presented to give the GM an idea of how 
  to approach allowing Archmages into his game. However, in 
  play testing, when the most flexible option (Option 1) was 
  used, the Archmage was not found to be inordinately 
  dominating or powerful. His diversity and flexibility was offset 
  by his more limited total number of spell lists (due to the 
  double development costs for spell picks).
  The Archmage should use the average of his Empathy, 
  Intuition, and Presence to determine his number of power 
  points per level and his stat bonus for "learning spell lists" 
  (Chl&CaL 13.22). The Archmages adders and multipliers 
  (focii) cost twice as much as the amount of hybrid focii. 
  Because Archmages are so rare, they are often very remarkable 
  individuals.
  This profession will not be appropriate for all worlds and 
  campaigns, so a GM should examine it closely before adding it 
  to his game.
  4.16 THE NIGHTBLADE
  The Nightblades are Mentalism semi-spell users who have 
  trained in skills that are appropriate for covert operations (e.g., 
  assassination, spying, infiltration, etc.). This is a semi-spell class 
  has five distinctive base spell lists (Section 3.3) affecting the 
  ability to move and distract and skill with disguises, poisons, 
  and weapons. The GM should carefully structure the societal 
  and cultural background of a Nightblade PC in order to reflect 
  the training and outlook necessary for this profession.
  This profession will not be appropriate for all worlds and 
  campaigns, so a GM should examine it closely before adding it 
  to his game.
  4.17 THE DRUID
  Weapon Skills:
   3/9;
   6;
   7;
   7;
   7;
   15
  Maneuvering In 
  Armor:
   Soft Leather.......................2/*
  Rigid Leather......................2/*
  Chain....................................4/*
  Plate .....................................6/*
  Magical Skills:
  Spell Lists ............................4/*
  Runes........................................6
  Staves & 
  Wands......................7
  Channeling............................20
  Directed Spells....................2/6
  Special Skills:
  Ambush...................................3
  Linguistics ...........................3/*
  Adrenal Moves...................2/4
  Adrenal Defense...................7
  Martial 
  Arts .......................3/7
  Body Development...........3/8
  General Skills:
  Climbing...............................3/7
  Swimming................................3
  Riding........................................3
  Disarming 
  Traps..................3/7
  Picking Locks.......................2/7
  Stalk & Hide .......................1/5
  Perception............................2/7
  Secondary Skills: Cost = 2/4 on skills # 1,
   2,
   5,
   6,
   8,
   9,
   13,
   
  18,
   33,
   37,
   38;
   Cost = 6 on all others
  Lev el Bonuses:
   
  As a Monk (if used).
  Prime Requisites:
   PR/AG.
  Skill Development Costs:
   
  As an 
  Animist.
   
  Secondary Skills:
   
  As an 
  Animist (if used).
   
  Level Bonuses:
   
  As an 
  Animist (if used).
   
  Prime Requisites:
   ME/IN
  
  Delver/Cleric's Law    61
  Rolemaster Companion I
  The Druid is the more European variety of the Animist. 
  His six Druidic Base Spell lists (Section 3.2) are used instead of 
  the Animist Base lists. They focus on his militant approach to 
  life and survival, his investment in and dependence on his 
  home-made magical staff, his day-to-day work as minister and 
  healer of the wilds, and his power as an emissary of peace.
  4.18 THE DELVER
  Delvers are semi-spell users who combine the realm of 
  Essence with the realm of Arms. Their base spells deal with 
  probing the elements and imbedding signs and symbols into 
  structures, while their arms capabilities are concentrated in 
  mechanical skills. Prime requisites for a Delver are Empathy and 
  Agility.
  4.19 CLERIC'
  S LAW
  A Cleric's path is highly influenced by his god and many 
  patterns in his life are formed by his religious training. The 
  differences between a Cleric of a war god and one of a god of 
  love should be readily apparent. Not only should the two 
  behave differently, reflecting the tenets of their respective 
  religions, but they should have greatly divergent skills. This is 
  achieved through the use of secondary skills and spell list 
  choices. 
  'Yet both Clerics will have the same base lists and the 
  same ease or difficulty in learning a skill, whether or not it is one 
  condoned by his god. The tables below are an attempt to 
  broaden the scope of the devout Cleric, allowing him to follow 
  the inspiration of his god without upsetting play balance.
  The table of religious lists below gives suggested additional base 
  lists keyed to the specific type of deity worshiped. They are 
  possible lists that a religion would make available to the zealous 
  follower. All of these lists when taken by the clergy are 
  considered to be within the caster's realm of power and one of 
  their base lists.
  Example: a Cleric of afire god would have Fire Law in 
  Channeling and, if other character classes participate in the 
  priesthood, a Lay Healer who worships a healing god would 
  have the Midwifery list in Mentalism.
  Weapon Skills:
   4/8;
   6;
   6;
   7;
   7;
   7
  Maneuvering In 
  Armor:
   Soft Leather.......................9/*
  Rigid Leather......................9/*
  Chain..................................10/*
  Plate ..................................11/*
  Magical Skills:
  Spell Lists ............................4/*
  Runes........................................4
  Staves & 
  Wands......................5
  Channeling............................13
  Directed Spells.......................9
  Special Skills:
  Ambush...................................6
  Linguistics ...........................3/*
  Adrenal Moves...................2/7
  Adrenal Defense.................20
  Martial 
  Arts ...........................4
  Body Development...........4/7
  General Skills:
  Climbing...............................3/7
  Swimming.............................2/6
  Riding....................................2/6
  Disarming 
  Traps..................1/5
  Picking Locks.......................1/5
  Stalk & Hide .......................2/7
  Perception............................2/7
  Secondary Skills:
   As an Alchemist (of used).
  Lev el Bonuses:
   
  As a Bard (if used).
  Prime Requisites:
   EM/AG.
  DEITY 
  TYPE
  BASE RELIGIOUS 
  LISTS
  RELATED 
  SKILLS
  Sun/Fire/ Light
  Fire Law (B Magi)
  Light Law (B Magi)
  Light Moulding (B Ill)
  signaling
  smithing
  stargazing
  Wind/Sky/Air
  Wind Law (B Magi)
  Gas Manipulation (CM)
  Movement (CM)
  acrobatics
  navigation
  star-gazing
  weather watching
  Fertility/Love
  Midwifery (CC)
  Controlling Songs (B Bard)
  Mind Merge (B Ment)
  seduction
  dance
  singing
  Justice/ Revenge Mind 
  Visions (B Seer)
  Curses (Evil B Cler)
  Way of the 
  Voice (B 
  Astr)
  public-speaking
  tracking
  diplomacy
  Water/Sea
  Water Law (B Magi)
  Fluid Destruction (B Sorc)
  Liquid 
  Alteration (B Myst)
  swimming
  navigation
  rowing
  sailing
  diving
  Death/Evil/Cults Necromancy (Evil B Cler)
  Darkness (Evil B Magi)
  Soul Destruction (B Sorc)
  seduction
  subduing
  Nature/ Seasons/ 
  Weather
  Sense 
  Through Others
  Any Ranger or 
  Animist
  Base List
  all outdoor skills
  War/ 
  Destruction
  Attack 
  Avoidance (OM)
  Bladerunes (Arcane)
  Dark Channels (Evil B Clr)
  weaponry
  subduing
  frenzy
  ambush
  disarming
  Arts/ Crafts
  Organic Skills (B 
  Alch)
  Inorganic Skills (B 
  Alch)
  Living Change (CE)
  music
  drama
  singing
  dance
  all crafts
  Healer/ MedicineMidwifery (CC)
  Damage Resistance (OM)
  *
  first aid
  cookery
  meditation
  Knowledge
  Past 
  Visions (B Seer)
  Lore (B Bard)
  Item Lore (B Bard)
  linguistics
  runes
  staves/wands
  falsification
  mathematics
  star-gazing
  Subtlety
  Unbarring 
  Ways (OE)
  Sense Mastery (CM)
  Nature'
  s Guises (B Rang)
  all subterfuge
  skills
  seduction
  trap-building
  ambush
  * — For Clerics, rather than Healers or Lay Healers who 
  worship a Healing/Medicine god, a GM might consider 
  making (some of) the Closed Channeling Healing Lists their 
  base lists and the Cleric Base lists a Closed choice.
  
  62    Races
  Rolemaster Companion I
  Because of the relative power in allowing the lists from 
  other realms to be available as base lists, it is suggested that the 
  following restrictions apply.
  1)   Only one or two of the religious lists are allowed to each spell 
  caster.
  2a) The costs for the lists are greater, 2/* instead of 1/* 
  OR
  2b) All the picks for these lists are made in five level 
  increments, because they represent the inner mysteries of 
  the religion.
  Example: Levwellon is a Cleric who follows Pyn, a God 
  of Knowledge. The GM rules that he is allowed one base 
  religious list at an adjusted cost of 2/ *. Levwellon chooses 
  (with the GM's approval) Lore off the Base Bard Lists as his 
  religious list.
  Religions and gods can be one of the most differing aspects 
  from world to world. The deity types compiled here are some 
  of the most frequently appearing, and are given in their most 
  basic forms. GMs who find that the deity types are too broadly 
  based or that they do not cover the aspects needed for their 
  game should create their own categories.
  4.2 RACES
  Character Law & Campaign Law provides descriptions and 
  statistics for eleven basic races, while Creatures and Treasures 
  provides descriptions for almost four dozen more races. This 
  section presents some racial and cultural variants of the races 
  from ChL&CaL, as well as alternative ways to handle Self 
  Discipline for Elves.
  4.21 ADDITIONAL RACIAL TYPES
  The races and cultures presented in this section should be 
  examined by a GM to see if any are appropriate for his world. 
  These races also provide an example of how the basic set of 
  races in ChL&CaL can be modified and expanded to fit a 
  specific world system.
  1. Bear Tribes: The Bear Tribes are the family of noble and 
  fierce barbarians related to but somewhat larger than the other 
  northern tribes. They usually sport red hair and beards rather 
  than the blonde growth of their cousins. The most unusual 
  characteristic of the Bear Tribes is that a few of them, the 
  most noble, actually have the ability to voluntarily take the 
  form of a large northern bear (use C&T lycanthrope rules or 
  special ability 91-95 on p. 68 of Ch&Cal.). Famous members 
  of the Bear tribe include Burlsug and Baerdinur.
  2. Dark Tribes: The Dark Tribes are a dispersed group of 
  Common Men, distinguished by a somewhat smaller stature 
  than others though toughened by their invariably difficult 
  environments. They are the men of the deserts. They usually 
  favor a culture which is nomadic, fierce, and unfortunately in 
  many locales, evil. They are usually superlative horsemen.
  3. Northmen: The Northmen are the proud, well built, tall, 
  and blonde peoples of the north. They are by some standards 
  the finest horsemen in the world. They are practical, rugged, 
  straightforward, and somewhat loud. They are warlike but 
  usually "good".
  4. Arctic Men: The Arctic Men are a smallish people but 
  hardened greatly by the unfriendly climate of the north. They 
  are a sparsely settled nomadic folk that keep up with the 
  seasonal migrations of big game. They are generous, quiet, and 
  shy for they are seldom encountered by other races.
  5. Mixed Men: The Mixed races are greatly represented in 
  the world, being the descendents of the so-called High Men. 
  Through years of inter-marrying with the common races and 
  the ages which have passed since their early extraordinarily rich 
  and magical heritage, their High Man characteristics have 
  diminished. However, they still form an extremely important 
  and numerous contingent among the mannish races.
  6. Grey Elves: The Grey Elves are the third contingent of 
  the noble Elves, alongside the High Elves and the Fair Elves. 
  They resemble Wood Elves physically, although they tend to be 
  more muscular, and blue or gray eyes predominate. Their 
  clothing, nothing like the flamboyant garb of the other higher 
  Elves, is an ambiguous gray, with remarkable camouflaging 
  properties.
  7. Dark Elves: The Dark Elves, or Drow, are an almost 
  invariably evil race of Elves, whose talents and tendencies lean 
  heavily towards the magical arts, often the darker sides. They 
  are cunning and cruel. They tend to dress in flowing garments 
  of black with silver trim. They are ambitious to the end. There 
  have been rare occasions when a Drow repented of his evil, 
  slowly converting to a more philanthropic view of life. Some of 
  these rare individuals have slowly transformed physically to 
  resemble the High Elves, the race whence they originally 
  descended.
  8. Aquatic Elves: Aquatic Elves are a rare and elusive breed 
  of Elves having both gills and lungs, able to exist equally well 
  on land or in water. Their gills are so wonderfully worked into 
  their necks, that only close observation or touch will reveal 
  them at all. Aquatic Elves are nearly identical physically to 
  the High Elves but are somewhat stronger from their 
  aqueous environment. They are much like the other Higher 
  Elves in their arts and lifestyles, except that they tend to be 
  nearly as shy as the Wood Elves. Occasionally, an adventurous 
  sort leaves his ocean home to explore the world above. He 
  may even develop ambitions and goals there. Such Elves have 
  lived this way for decades before anyone ever learned that they 
  were any different from the Elves of the land.
  9. Tallfellow Halflings: These Halflings combine many of 
  the traits common to both Halflings and Elves. They are much 
  taller and thinner than normal Halflings, and more inclined to 
  both adventure and magic. So it is often considered that years 
  past these might actually be a genetic mix of the two. However, 
  most Elves find this concept clearly ridiculous and somewhat 
  repulsive (i.e., an "abomination").
  
  Race Abilities    63
  Rolemaster Companion I
  10. Stout Halflings: The Stout Halflings are slightly taller 
  and certainly more  muscular than-normal Halflings. 
  Appearing very much like Dwarves, even to the extent of being 
  bushy bearded, their personalities are also reminiscent of the 
  Dwarves. Dwarves do consider them to be very close cousins, 
  as opposed to the common Halflings, who consider the 
  "Stouts" to be too loud and boisterous. It is assumed that the 
  similarities between Stout and Dwarf imply an union between 
  the two races. While not a reprehensible idea to the Dwarves, 
  normal Halflings would consider such a thing an 
  abandonment of basic Halflingish virtues: namely hearth, 
  relaxation, and gardening. Therefore the concept is in bad 
  taste — not to be mentioned at the table.
  11. Half-Elves: The variety in Half-Elves stems not so much 
  from the subtle variance in Elves, as the more pronounced 
  differences between the mannish races. The common different 
  kinds of Half-Elves are noted:
  A. The basic Half-Elf, produced by a union between Elf 
  and High Mannish stock.
  B. The most common recent hybrid, that between Elf 
  and the mixed High Man descendents.
  C. An exceptionally rare Half-Elf, a union between Elf 
  and Bear Tribe. While the interests in the wilds, and 
  general good are held in common, the difference in 
  character, lifestyle, and personal beauty are pronounced.
  D. A fairly uncommon mix, Elf and Northman. The 
  principles of common ground and uncommon ground are 
  much like Type C, except that the differences, especially 
  physically, are not quite so pronounced.
  E. The result of union between an Elf and any of the 
  more common varieties of Man. Some of the mannish 
  tribes are fairly close to the Elvish ideal, such as the men 
  of the woods, whereas others are distant, such as the dark 
  tribes.
  F. A result almost always of force,.with the aggressor being 
  a monster, such as an Ogre or Troll. Certainly no Elf 
  would ever consent to such a mating, except perhaps 
  some vile Drow in the midst of an evil ceremony.
  12. Half-Dwarves: Those human types referred to as Half-
  Dwarves do not consider themselves as such. They consider 
  themselves an exceptionally stocky and hardy mannish race. Still, 
  the physical evidence for a genetic link seems strong: they only 
  average about 4 1/2 feet in height, have remarkable resistance to 
  cold, and even partake of some of the personal characteristics of 
  Dwarves; self-centered, clannish, and having long memories 
  for good or harm done to them. Yet, with all this "evidence" it is 
  not wise to call them Half-Dwarves — at least, not to their 
  faces!
  13. Half-Orcs: Half-Orcs on the human side are either 
  human, High Mannish, Elvish, or Dwarvish. They are much 
  RACE ABILITIES
  TYPE
  ST QU
    STAT BONUS MODIFICATIONS
   PR    IN   EM    CO   AG   SD   ME  RE
  RESIST.
    ROLL MOD.
                         Poi- Dis-
   Ess  Chan Ment   son ease
        HEALNG AND INJURY
  Soul  Stat  Rec         Dice Max 
  Dep.
    Del.
      x   Lang  Type Hits
  Back-
  ground
  Options
  1.Bear 
  Tribes
  +15 -5
  +5 +5 -10 +15 +0 +0 +0 +0 +20 +0 +0 +20 +15 12
  0
  .7x 3 1-10 150
  4
  2.Dark 
  Tribes
  +5 +5
  -5
  -5 +5 +5 +5 +0 +0 +0 +0 +0 +0 +0 +0 12
  0
  1x
  2
  1-8 120
  6
  3.Northmen
  +10 +0 +5 +0 -5 +10 +0 +5 +0 +0 +0 +0 +0 +0 +10 12
  0
  1x
  3 1-10 150
  4
  4.Arctic Men
  +5 +0
  -5 +5 +0 +10 +0 +5 +0 +5 +0 +0 +0 +0 +15 12
  0
  1x
  2
  1-8 120
  4
  5.Mixed Men
  +5 +0 +5 +0 +0 +5 +0 +5 +0 +0
  -5
  -5
  -5
  +0 +0 10
  0
  .8x 2 1-10 135
  5
  6.Grey Elves
  +5 +10 +5 +0 +5 +5 +5 -20 +5 +0
  -5
  -5
  -5 +10+100 2
  +3 1.5x 4
  1-8 120
  3
  7.Dark Elves
  +0 +10 +10 -5 +10 -5 +10 -20 +5 +5
  -5
  -5
  -5 +10+100 1
  +6 3x
  5
  1-8 110
  3
  8.Aquatic Elves
  +5 +10 +5 +0 +5 +5 +10 -20 +5 +0
  -5
  -5
  -5 +10+100 2
  +4 1.5x 4
  1-8 110
  3
  9.Tallfellow Halflings
  -15 15 -10 +0 +0 +10+20 -20 +0 +5 +20 +0 +20 +20 +50 15
  0
  .7x 3
  1-8
  90
  4
  10.
   Stout Halflings
  -5 +5 -10 +0 -10 +20+10 +0 +0 +0 +50 +0 +40 +40 +60 18 -1 .5x 2 1-10 110
  5
  11.
   Half-Elves 
  A
  +5 +10 +10 +0 +0 +5 +5 -10 +0 +0
  -5
  -5
  -5
  +0 +50 3
  0
  .7x 3 1-10 150
  3
         Half-Elves B
  +0 +10 +10 +0 +0 +0 +10 -5 +0 +0
  -5
  -5
  -5
  +0 +50 5
  0
  1x
  3
  I-10 130
  3
         Half-Elves C
  +10+10 +5 +5 -5 +10 +5 -10 +0 +0 +0 +0 +0 +10 +60 5
  0
  .7x 3 1-10 150
  3
         Half-Elves D
  +5 +10 +10 +0 +0 +5 +5 -5 +0 +0
  -5
  -5
  -5
  +0 +50 5
  0
  .7x 3 1-10 150
  3
         Half-Elves E
  +5 +10 +5 +0 +0 +0 +10 -5 +0 +0 +0 +0 +0 +0 +15 7
  0
  1x
  3 1-10 120
  3
         Half-Elves F
  +15 +5
  -5
  -5 -5 +15 +5 -20 -5
  -5
  +0 4-0 +0 +15 +50 1
  0
  .5x 2 1-15 300
  3
  12.
   Half-Dwarves
  +5 -5
  -5 +0 +0 + IS +0 +5 +0 +0 +20 +0 +20 +15 +15 15 -1 .7x 2 1-10 120
  5
  13.
   Half-Orcs
  +10 +0
  -5
  -5 +0 +10 +0 +0 -5
  -5
  +0 +0 +0 +5 +10 7
  0
  .5x 3 1-10 130
  5
  14.
   Half-Ogres
  +15 +0 -10 -5 -5 +10 +0 -5 +0 +0 +5 +5 +5 +10 +10 5
  0
  .7x 2 1-10 200
  5
  15.
   Half-Trolls
  +15 +0
  -5
  -5 -5 +20 +5 +0 -5
  -5
  +0 +0 +0 +15 +10 5
  0
  .5x 2 1-15 280
  4
  16.
   Great Men
  15 +5 +5 -10 -10 +20 +5 -20 -5
  -5
  -5
  -5
  -5 +40+100 5
  -I .5x 2 1-20 300
  3
  
  64    Elves and Self Discipline
  Rolemaster Companion I
  more useful creature than Normal Orcs, and even more manlike 
  than Greater Orcs. Socially, they are of the same rank as Greater 
  Orcs, but they do not mingle with them. High Orcs provide 
  the leadership in some groups (or fodder for Trollish armies), 
  and Half-Orcs provide leadership for others. Some Half-Orcs 
  are so mannish in appearance that they may pass for such. And 
  though most are too slow-witted for any thing other than 
  common fighting, or roguish sorts of things, a few Half- Orcs 
  have become remarkably successful as villainous magic users.
  14. Half-Ogres: Half Ogres are significantly homelier and 
  tougher than almost any man. They are more Ogre-ish than 
  mannish, and consequently fight better than they do anything 
  else. Some significant training is required for a Half-Ogre to 
  strive for anything more than beastly personal habits. There is a 
  Half-Ogre dialect which lacks many significant words (such as 
  ballet, deodorant, and latrine).
  15. Half-Trolls: Half-Trolls are almost always the union of 
  War Trolls and the more evil of the dark races. They are smaller 
  and quicker than most Trolls, and are more mannish in 
  appearance. Naturally, their incredible strength and mass would 
  indicate their inhumanity (not to mention their long, sharp, 
  red tongues and glowing red eyes). They often wear armor, 
  unlike normal Trolls. They are as intelligent as men, and they 
  are more agile. They make frightening fighters, and sometimes 
  aspire to command or magic.
  16. Great Men: Though they are called Great Men, it is 
  obvious that this race has no real relationship to humanity. 
  They are terrifically tall, with 8' as an average. They are 
  covered with short, coarse gray hair (almost a fur), have 
  glowing eyes, and pointed though man-like teeth. They are 
  uncanny in battle, being amazingly swift and agile for all 
  their broad mass, though magically they are almost inept. 
  They do not possess the cohesiveness as a society to carve out 
  great kingdoms. But some become renowned far and wide as 
  some of the most powerful of all heroes. Often, they ride into 
  battle on a variety of great beasts, some natural and some 
  unnatural, all just somewhat smaller than an elephant. Often 
  scorning shields, they relish wielding a weapon in each hand, an 
  almost innate talent — their one-handed weapons are those 
  considered 2-handed weapons by most other races.
  4.22 ELVES AND SELF DISCIPLINE
  The standard RM guidelines in ChL&CaL assign a -20 Self 
  Discipline racial stat modification to Elves and -10 to Half-
  Elves. Many world views of Elves from role playing and fantasy 
  literature do not completely agree with this characterization.
  The original rationale behind the SD penalty for Elves was 
  fairly straightforward. Since they were immortal, the completion 
  and results of everyday tasks and situations was just not as 
  important or time-crucial as they are to mortals. Basically, 
  Elves just aren't in a hurry to learn skills or accomplish 
  individual goals because they have "all the time in the world". 
  In this section, we present two different approaches to handling 
  the Self Discipline of Elves.
  THE SNEAKY ELF APPROACH
  In many fantasy worlds from literature and role playing, 
  Elves are among the most subtle and quiet of all races. However, 
  in Rolemaster, the most critical personal trait for "Stalking and 
  Hiding" maneuvers is Self Discipline (SD), which is also by far 
  the worst Elvish attribute (see Ch&CaL Table 15.51 the Race 
  Abilities Table). To translate Elvish "sneakiness" into game 
  terms, the GM may allow players with Elvish characters to 
  treat their SD racial mods as having positive values instead of 
  negative ones for the stalking and hiding skills.
  EXAMPLE:
  Half-Elves: SD mod of + 10 (for STALK/HIDE only). 
  Wood Elves: SD mod of +20 (for STALK/HIDE only). 
  High Elves: SD mod of +20 (for STALK/HIDE only).
  The GM might also desire to treat SD mods for 
  Halflings in the same manner.
  There may be something very important gained in further 
  discussing SD modifications, especially as they apply to Elves. 
  Some aspects of the SD penalties from the Race Abilities Chart 
  15.51 seem to apply closely to Elves and some don't.
  Why are Elves considered to have such bad Self Discipline in 
  the first place? Mainly, because the majority of Elves 
  demonstrate tremendous lack of cooperative careful planning, 
  initiative, and ambition when it comes to matters of world power 
  and gain. This is, from a mannish point of view, certainly 
  beneficial because with the multi-millenia lifespans of the Elves, 
  if they were as a race ambitious, the entire world would easily 
  fall under their dominion.
  But Elves generally cannot be bothered with such 
  troublesome and mundane matters as world conquest! "Who 
  wants to be bothered meddling in the affairs of those short-
  lived and crude men creatures anyway?" (a noted refrain from 
  an old Elvish bard's song). Now it should be noted that this is a 
  blanket generalization -- history does indeed note some 
  ambitious, covetous, and curious Elves; especially some of the 
  significant High Elves. But these are not the norm. The norm 
  is classic Elvish indulgence in the beauty of nature, fascination 
  with the spirit folk and the woods, and elvish varieties of 
  magic.
  In terms of personal disciplines and talents however, there 
  are some traits, related to SD in Rolemaster, in which Elves are 
  normally considered to excel; especially those requiring great 
  physical fluidity and prowess, as well ts skill in magic. 
  Therefore, it is recommended that for the following skills, Elves 
  be considered to have their SD mods treated between +0 and 
  +20 (GM discretion based upon the Elves in his world) rather 
  than negatives: Stalk & Hide, Adrenal Moves, Diving, 
  Fletching, Meditation, Signaling, Skiing, Tumbling. The GM 
  may determine additional characteristics for which Elvish SD 
  mods should be positive.
  As a final note, a GM may also decide that Elves should no 
  longer be restricted from the professions requiring SD as a 
  prime requisite (as stated in Section 6.2 of ChL&CaL).
  
  Secondary Skills    65
  Rolemaster Companion I
  THE "LACK OF FOCUS" APPROACH
  In all their wisdom many Elves are still children in certain 
  ways, able to forget the most weighty conversations to watch 
  as a beautiful butterfly flutters by. It is not so much that they 
  have really poor self discipline, as it is that they see and enjoy 
  so many things that they often have difficulty focusing on a 
  single goal or task. Those who do focus on specific skills, 
  events, and situations can accomplish great things.
  Discipline is a relative term; Elves' lack of focus produces 
  results that in a human society would be attributed to poor 
  SD. Thus, no harm is done by giving Elves a penalty for SD. 
  Even if the name is wrong, the result is the same thing. Poor 
  focus would influence training, making an Elf a relatively poor 
  student. It would also apply to performing activities once a skill 
  pertaining to them was learned; for example, a skier who kept 
  turning to watch the sun glisten on the snow that his skies 
  throw into the air might soon find his inattention leading to 
  disaster.
  It can be seen that Elves do, on occasion, manage to focus 
  themselves quite well. To handle this a GM could use a 
  secondary skill called "Elven Focus" that could be used to 
  overcome the normal SD penalty in a particular action or type 
  of action. To determine success in such an attempt, roll 1-100 
  (open- ended) add "Elven Focus" skill bonus, then refer to the 
  Maneuver Table 15.31 in ChL&CaL (the GM should base 
  the "difficulty" upon the number of distractions in the area; 
  normally "medium", "hard", or "very hard"). Use the result 
  as a percentage reduction of the SD penalty (if greater than 
  100, a positive modification may result); if a fail to act or a 
  fall down result occurs, no action may be taken that round.
  Alternatively, a GM may allow each Elf to choose one or two 
  "burning interests"; any activities related to these interests 
  would be "focused" and would receive no SD penalty or 
  perhaps even a positive bonus. For example, some burning 
  interests might include certain types of spells, caving, diving, 
  healing, meditation, skiing, killing Orcs, the affairs of a 
  ruler, the fate of man, etc. On the other hand, if the Elf 
  tried to focus of an activity while his attention was tempted 
  by his burning interest, the SD penalty might be increased up 
  to doubled.
  4.3 SECONDARY SKILLS
  This sections presents suggestions for acquiring secondary 
  skills and some new secondary skills to supplement those found 
  in ChL&CaL Section 14.14. Several of the skills are "oriental" 
  in nature (Iai, Ki, and Yado) and may not be appropriate for 
  all worlds and settings.
  SECONDARY SKILL ACQUISITION OPTIONS
  Secondary skills can add flavor and detail to a role playing 
  game without dramatically affecting play balance. However, a 
  GM may find that his players do not have the inclination or 
  development points to learn and improve secondary skills. The 
  options presented here provide a GM with several different 
  ways of allowing an enhanced acquisition of secondary skills 
  (several of the options may be used together):
  Option 1: Assign or allow players to choose a number of 
  "free" secondary skill ranks during their adolescence 
  and/or apprenticeship (perhaps 5-10). These skills should 
  be consistent with the characters' backgrounds. 
  Option 2: As Option 1 but give the players additional 
  development points (perhaps 10-20) that must be spent on 
  secondary skills.
  Option 3: Each level, give each character a percentage of his 
  normal development points to spend only on secondary 
  skills (in addition to his normal development points). 
  Perhaps 20-30%.
  Option 4: Allow a character to gain as many different 
  secondary skill ranks as he has time for through "practice" 
  (ChL&CaL Section 13.53). This should still be limited to 
  one skill rank for each secondary skill for each half level.
  NEW SECONDARY SKILLS
  Animal Training: (Em/In) Bonus for training a particular 
  type of animal, such as Birds of Prey, Dogs, Bears, Big Cats, 
  etc.
  Appraisal: (In/Re) Bonus for determining or estimating 
  the value of an object or goods.
  Athletic Games: (Ag/Qu or Ag/St) Bonus for playing any 
  one game primarily involving agility, coordination, and motor 
  skills.
  Chemistry: (Re/Me) Bonus for identifying and mixing 
  various non-magical substances with relatively predictable 
  results. Acids, Itching powders, toxins, etc. are just a few of the 
  possible results. Some combinations the GM may deem 
  inappropriate for his world (e.g., he might disallow 
  gunpowders or petroleum products, etc).
  Crafting: (Ag/Re) Bonus for a particular craftsman skill, 
  such as Jeweler, Copper Etching, Painting, Cloth-work, etc. 
  Different skills must be developed separately.
  Diplomacy: (Pr/In) Bonus for operating successfully 
  in a complex, bureaucratic environment, such as a royal 
  court or any other large government structure. Tact, 
  negotiation, and deceit are all facets of diplomacy.
  Disarming: (Ag/Qu) Bonus for an attempt to remove an 
  object (such as a weapon, staff, or shield) from an opponent's 
  grasp. If the user rolls 101 + (1-100 open-ended roll plus the 
  skill bonus), the opponent must make a successful RR vs the 
  level (# of skill boxes) of disarming skill used. The attempt is 
  usually done with a melee weapon. The skill must be developed 
  separately for each particular weapon (or MA attack) that the 
  disarmer uses ("similar" weapon rules may be used).
  Gimmickry: (In/Re) Bonus for making plans for an 
  uncommon or not yet invented item. The character does not 
  receive materials or other essentials for the production of 
  item (such as skill in Mathematics, laen, Woodworking, etc). 
  The GM must approve the creation of the item for it to be 
  included in his world.
  
  66    Stat Bonuses
  Rolemaster Companion I
  Heraldry: (Re/Me) Bonus for designing or recognizing a 
  particular heraldic crests (coat-of arms).
  Iai: (Qu/Ag) Bonus for performing an Iai attack draw. The 
  skill of Iai (or Iaijitsu) is a quick-draw technique to get a 
  weapon from scabbard into battle very quickly. Iai normally is 
  only used with bladed weapons. If the user rolls 101 + (1-100 
  open-ended roll plus the skill bonus), the weapon is out of the 
  scabbard and in hand and moreover may make an attack 
  and/or move the same round without the normal -20 penalty 
  for drawing a weapon. The user will make an additional roll 
  for his attack. However, if the roll is negative, he has dropped 
  the weapon. Otherwise, he takes the normal -20 penalty for 
  drawing a weapon.
  Interrogation: (Ag/Re) Bonus for extracting information 
  from an intelligent source. This may or may not include 
  causing discomfort to the target, though a +25 bonus is 
  received if the target is discomforted. However, if a target is 
  discomforted and the "interrogation roll" is negative, the 
  target may suffer a major injury or death. In such a case, the 
  target should roll an RR using SD/CO as a modifier to 
  determine the extent of the injury This skill not only applies 
  to torture but also includes the ability to piece together 
  scattered fragments of information received.
  Ki: (SD/PR) Bonus for achieving a special +25 bonus on 
  any activity attempted using concentration and the focusing of 
  internal reserves. If the user rolls 101 + (1-100 open-ended roll 
  plus the skill bonus), + 25 is added to any such activity the next 
  round. However, this roll requires 75% of the user's activity the 
  round it is attempted.
  Lip Reading: (IN/RE) Bonus for reading lips and sign 
  language. Lip Reading must be developed separately for each 
  particular language. The language developed can only be 
  understood to the level of spoken linguistics the character 
  has in that language. For every 1 foot increment beyond 20 
  feet, subtract 2%. Special creatures (e.g., the Chicken People) 
  might cause a penalty to be added to the character's bonus.
  Reverse Stroke: (Ag/Re) Bonus for applying one's melee OB 
  against an opponent to one's flank or rear without turning or 
  changing position. In such a situation, the applicable OB is 
  the normal OB times this skill bonus as a percentage (e.g., a 
  normal OB of + 70 and a skill bonus of 60 would result in a + 
  42 Reverse Stroke OB). The resulting OB may never exceed the 
  normal OB.
  Tactical Games: (Re/Me) Bonus for playing games which 
  contain very little chance element, such as Chess or Go. Skills 
  for different games must be developed separately, but normally if 
  the player develops more than one game, he may receive bonuses 
  for similar games as for similar weapons.
  Tactics: (Re/In) Bonus for perceiving and planning 
  appropriate and effective strategy in a military situation. 
  Various tactical situations must be developed separately. 
  Different skills are required for Battlefield Tactics, Siege Tactics, 
  and Naval Tactics, etc.
  Yado: (Qu/Ag) (Yadomejutsu) Bonus for using the body 
  (hands, etc) or a weapon or a shield to deflect or even catch a 
  thrown weapon or missile directed at the user. To determine the 
  effect of such an attempt roll (open-ended) and add the Yado 
  skill bonus. Then refer to the Maneuver Table 15.51 in 
  ChL&CaL using the "Extremely Hard" column against thrown 
  weapons and the "Sheet Folly" column against missile weapons. 
  If the result is a number, it is subtracted from the weapon's 
  attack roll (in addition to the normal DB). In a given round, 
  the user may attempt to deflect 1 thrown or missile weapon for 
  every 5 skill ranks of Yado skill. All missiles must be in the 
  user's field of vision, each defection attempt must be rolled 
  separately, and the user must split his Yado skill bonus between 
  them.
  SECONDARY COSTS
  The GM will find it simpler to assign costs to these and any 
  other new secondary skills by determining a line already on the 
  Secondary Skill table 15.71 which will give, in his estimation, 
  appropriate values. Here are some suggestions for the 
  aforementioned new Secondary Skills:
  Animal Training: same as Herding.
  Appraisal: same as Trading (1/4 for Alchemists). 
  Athletic Games: same as Acrobatics (1/4 for Fighters). 
  Chemistry: same as Cookery.
  Crafting: same as Fletching.
  Diplomacy: same as Public-speaking.
  Disarming: same as Tumbling.
  Gimmickry: same as Fletching (1/2 for Alchemists). 
  Heraldry: same as Signaling (1/2 for Bards). 
  Iai: same as Tumbling (1/2 for Fighters).
  Interrogation: same as First Aid.
  Ki: same as Meditation.
  Lip Reading: same as Signaling.
  Reverse Strike: same as Tumbling (1/2 for Fighters). 
  Tactical Games: same as Mathematics. 
  Tactics: same as Rowing.
  Yado: same as Tumbling.
  4.4 STAT BONUSES
  The standard Rolemaster stat modifications concentrate at 
  the extremes of the possible trait ranges; that is, the first + 5 
  mod comes at 75-84 and the the first -5 comes at 15-24. All 
  the stats from 25 to 74, over half of the possible range, are all 
  given a mod of + 0. The result is that a character with a 26 stat 
  is no worse off than someone with a 70 stat. This distribution 
  approximates a normal population distribution for a trait or 
  characteristic. 
  This section presents several different distributions that tend to 
  more heavily vary the stat bonuses over the range of stats.
  A "LINEAR" DISTRIBUTION
  If a GM desires, he may alter the stat modifiers so that they 
  proportionately increase and decrease over the entire linear 
  percentile range using the following formula:
  MOD = (STAT-50)/2 (round down)
  
  Background Options    67
  Rolemaster Companion I
  For example, a stat of 100 gives a bonus of (100 - 50)/2 = 
  +25; a stat of 63 gives a bonus of (63 - 50)/2= + 6; a stat of 27 
  gives a bonus of (27 - 50)/2= -11; etc. Values over 100 may be 
  given the same values as given on ChL&CaL Table 15.13.
  The GM should be aware that this system dramatically 
  increases the stat bonuses for stats over 50 and the stat penalties 
  for stats under 50.
  A "SMOOTHED" DISTRIBUTION
  This distribution maintains most of the properties of 
  the standard Rolemaster stat bonuses, but it "smooths" out 
  the values so that the changes in stat modification values are 
  not as abrupt. It does the same thing for Development Points 
  and Spell Points. It involves fractions, so when applicable 
  (calculating total Dev. Pt. and total Spell Points), keep all 
  fractions until the final total is obtained, then round off. For 
  example, if a 7th level character gets 1.2 power points a 
  level, his PP total is 1.2 x 7 = 8.4 -- rounded off to 8; if he 
  were 8th level his PP total would be 1.2 x 8 = 9.6 -- 
  rounded off to 10.
  Once again this distribution increase stat bonuses and the 
  other factors, but not as dramatically as the other distribution.
  4.5 BACKGROUND OPTIONS
  The GM may decide to allow his players a broader range of 
  specific characteristics and benefits when drawing up a new 
  character's background. Two sections are provided, one labeled 
  "For Skill At Arms," and one labeled "For Skill At Magic". 
  These are meant to be descriptive titles only, and in no way 
  indicate which professions may roll in which section. In fact, a 
  character may spend some of his background points in both 
  sections. 
  These sections may appear overly generous, and indeed, a 
  few rolls are terribly powerful (such as "30" on Skill At Magic). 
  However, there are some balances. First, though the character 
  may receive a higher bonus ( + 15 through + 25) on a stat than 
  he could on the normal background charts, he does not have 
  the freedom to place the number where he desires. Second, there 
  is always the possibility of rolling an unmitigated hassle (01 to 
  10). Third, it is important to be able to have powerful fighters 
  who are not built like Goliath and powerful magic users who 
  aren't always Elvish.
  The GM should feel free to not use these background 
  options (or any other background options) if they do not fit 
  into his world. The GM should also feel free to alter or 
  eliminate individual results in these sections, to develop 
  additional background options on his own, or to alter the 
  procedure, freedoms, or rationale behind them.
  The GM should also feel free to accept or reject outcomes 
  from these sections if they are inappropriate for a specific 
  character. For example, the GM might decide it is too cruel to 
  allow a Spell Caster Player character to contend with a result 
  of "29" in the Skill At Arms section. Likewise, the GM may 
  refuse to allow a player character to have three "30" results or 
  three "14" results, because it would unbalance the game.
  USING THESE SECTIONS
  One background option (see ChL&CaL Section 14.23) will 
  permit one roll (1-100) in either section (not both). There are 
  several other options that may increase the utility and 
  flexibility of these background options: 
  Option 1: Two background options will permit 3 rolls in 
  the two sections (a total of 3 rolls).
  Option 2: Anytime a characteristic between "01;" and "10" is 
  rolled, a generous GM can permit a free "compensation" 
  roll to ease the player's suffering (the "01-10" result still 
  applies). However, if this roll results in another "01-10" 
  A SMOOTHED STAT BONUS DISTRIBUTION
  STAT
  BONUS
  DEV.
   PT
  SPELL PT.
  100
  99
  98
  97
  96
  +25
  +23
  +21
  +19
  +17
  10.0
  9.8
  9.6
  9.4
  9.2
  3.0
  2.8
  2.6
  2.4
  2.2
  95
  94
  93
  92
  91
  +15
  +14
  +13
  +12
  +11
  9.0
  8.9
  8.8
  8.7
  8.6
  2.0
  1.9
  1.8
  1.7
  1.6
  90
  87-89
  84-86
  81-83
  78-80
  +10
  +9
  +8
  +7
  +6
  8.4
  8.2
  8.0
  7.7
  7.4
  1.5
  1.4
  1.3
  1.2
  1.1
  75-77
  72-74
  68-71
  64-67
  60-63
  +5
  +4
  +3
  +2
  +1
  7.0
  6.8
  6.6
  6.3
  6.0
  1.0
  0.8
  0.6
  0.4
  0.2
  41-59
  +0
  5.5
  0.0
  37-40
  33-36
  29-32
  28-30
  25-27
  -1
  -2
  -3
  -4
  -5
  5.0
  4.8
  4.6
  4.3
  4.0
  0.0
  0.0
  0.0
  0.0
  0.0
  22-24
  19-21
  16-18
  13-15
  11
  -6
  -7
  -8
  -9
  -10
  3.8
  3.6
  3.3
  3.0
  2.9
  0.0
  0.0
  0.0
  0.0
  0.0
  10
  9
  8
  7
  6
  -11
  -12
  -13
  -14
  -15
  2.8
  2.7
  2.6
  2.4
  2.2
  0.0
  0.0
  0.0
  0.0
  0.0
  5
  4
  3
  2
  1
  -17
  -19
  -21
  -23
  -25
  2.0
  1.8
  1.6
  1.3
  1.0
  0.0
  0.0
  0.0
  0.0
  0.0
  
  68    Skill at Arms
  Rolemaster Companion I
  result, he's stuck with both and doesn't get another 
  "compensation" roll. 
  Option 3: A player might be allowed to roll and then 
  determine whether he desires the result in "Skill At Arms" 
  or "Skill At Magic,"
  Option 4: If a player generates a character whose 
  background options do not correspond to the type of 
  character he wanted to play, the GM might permit the 
  person to re-roll the entire character in an attempt to 
  produce a more satisfactory individual. This, of course, 
  assumes that the player had some idea at the beginning 
  what kind of personality he wanted to play.
  Option 5: Allow a player to use two (or perhaps three) 
  background options to choose a specific result in a specific 
  section.
  NOTE: Several of these background options change the 
  development point costs for certain skills, resulting in fractional 
  costs. In such a case, retain fractions during the development point 
  allocation process and then round up at the end.
  SKILL AT ARMS SECTION
  01 — Hemophilia: All bleeding results are doubled.
  02 — Psychotic Temper: Base (40 - SD Mod)% chance of 
  responding to insult or offense with a killing fit.
  03—  Wanted Criminal: Accused of Murder, Banditry, 
  Assassination, Theft, Assault, or Treason.
  04 — Blood-Guilt: PC experiences severe guilt if he causes 
  the death or injury of a human, Elf, Hobbit, or Dwarf.
  05— Chivalrous: Will never fight in an unchivalrous manner; 
  e.g., will always give a human or demi-human opponent first 
  initiative, will never fight horseback against an enemy on 
  foot, always allows the enemy to rearm, etc.
  06— Terrible Fearlessness: Base (40- SD Mod)% chance of 
  charging heedless into a combat situation.
  07 — PC is victim of a terrible phobia: Details determined 
  by the GM.
  08 — The PC is a faithful vassal: To a very wicked Lord or 
  Lady.
  09 — The PC is superstitious: His morale is influenced by 
  bad "omens".
  10 — The PC is passive: -15 to all OB's until he gets 
  "worked up". He may roll once each turn, (20 + SD Mod)% 
  chance.
  11 — Martial Arts Training: If a non-monk, PC may train 
  in Martial Arts, Adrenal Moves, and Adrenal Defense as if he 
  were a Monk. If he is a Monk, there is no penalty (i.e., 
  subtraction) when using a weapon kata.
  12 — Natural Archer: 25% increase to all bow ranges.
  13 — Subtle: Stalk and Hide skill bonus modified by + 25.
  14 —  Mind Over Matter: + 25 modification to all 
  Adrenal Moves rolls. 
  15— Natural Horseman: +25 bonus to riding bonuses.
  16 —  Knighted: The PC has been knighted for a 
  personal act of heroism on behalf of a noble or royalty.
  17 — Natural Facility With Armor: All armor development 
  costs are cut in half.
  18 — Unnatural Stamina: May run at up to 3x normal 
  movement rate and spend only 1 exhaustion point every 60 
  rounds.
  19 — Natural Weapon Master: PC may develop skill ranks 
  in one similar weapons category; all weapons in that category 
  may use that skill rank for their OB's.
  20 — Assassin Training: Ambush development costs are cut 
  in half.
  21 — Natural Physique: Half development point cost for 
  Body Development. Maximum racial body hits are increased 
  by 50%.
  22 — Hammerhand: Hands hit as maces when using MA 
  Strikes skill; treat as a "Mace" weapon kata with no penalty.
  23 — Lucky: May modify any die roll directly concerning 
  the character by either + 5 or -5.
  24 — Directed Weapons Master: One selected category of 
  weapons yields 3 skill ranks for every 2 skill ranks developed. 
  All other weapon dev. pt. costs are increased by 50%.
  25 — Disarm Skill: PC may intentionally attempt to disarm 
  opponent. Procedure — subtract enemy's OB from PC's OB; 
  add open-ended roll; if 101 +, enemy must roll RR vs PC's 
  level or lose his weapon.
  26 — Immovable Will: Immune to fear and charm attacks. 
  Sleep attacks are halved for attack level and duration.
  27 — Tolerance: May take of 150% of total hit points 
  before becoming unconscious.
  28 — Accelerated Mending: PC's injuries heal twice as 
  quickly as normal.
  29 — Unbeliever: Resists magic at 3x level. May not use spells 
  or spell devices. 
  30— Animal Friend: Vegetarian; has (35 + Em Mod)% 
  chance each round of befriending any animal within 10' if 
  concentrating. PC may not control animal, but animal will act 
  friendly towards PC indefinitely.
  31 — Master Tactician: Has an open-ended chance equal to 
  his IN modification to receive information directly from the 
  GM concerning an immediate tactical situation.
  32 —  Subconscious Preparation: Readies weapons and 
  bows 1 round quicker than normal.
  33 — Trained Regular Footman: May make MA Rank 1 
  Sweeps/Throws attack each round in addition to normal 
  action.
  34 — Danger Sense: GM may warn of general danger on a 
  roll less than or equal to the PC's IN modification.
  35 — Light Sleeper: PC may make perception rolls to wake 
  and take action immediately from normal sleep.
  36 — Look Of Eagles: Those who are allies, troops, or 
  henchmen under the PC never panic while he is well & in 
  sight.
  
  Skill at Magic    69
  Rolemaster Companion I
  37 — Eye Of The Tiger: PC may prepare as for the adrenal 
  move "Strength" except that his chance of success is his level + 
  ((SD Mod + EM Mod)/2). If he succeeds, his OB and DE are 
  modified by + 15 for the next round,
  38 —  Outdoorsman: PC gets + 50 to all forage, fire 
  starting, and locate shelter rolls while outdoors. He receives 
  +20 to all Tracking, Trapping, and Stalk/Hide rolls while 
  outdoors.
  39 — Portage Skill: Encumbrance Penalties are halved for 
  the PC.
  40 — Favored: Liked by a very high ranking noble. May be 
  a relative.
  41 — Blessed: PC enjoys the favor of a particular god, 
  demi-god, angel, etc.
  42 — Judge of Weaponry: May determine the pluses or 
  minuses, magical and non-magical, on weapons and armor.
  43 — Survival Instinct: When using entire OB to parry, the 
  OB is modified by an additional + 25.
  44-52: + 15 to AG modification. 
  53-61: + 15 to SD modification. 
  62-70: + 15 to QU modification. 
  71-79: + 15 to CO modification. 
  80-89: + 15 to ST modification. 
  90-91: + 20 to AG modification. 
  92-93: + 20 to SD modification. 
  94-95: +20 to QU modification. 
  96-97: +20 to CO modification. 
  98-99: +20 to ST modification.
  100: + 25 to AG, SD, QU, CO, or ST modification ( GM 
  choice: assign, PC choice, or random).
  SKILL AT MAGIC SECTION
  01 — Dark Temptation: PC is tempted to the "Dark 
  Side He learns one Evil spell list to 50th level. GM controls 
  details.
  02 — Poor Control: Roll non-attack spell failures as attack 
  spell failures. Add + 10 to the roll for attack spell failures.
  03 — Prejudice: Deep irrational hatred for one GM chosen 
  race.
  04 — Open Door: Subject to temporary fits of demonic 
  possession. Weekly chance = 5%.
  05 —  Lycanthropy: This is the uncontrollable, bestial, 
  psychotic type.
  06 — Necromantic Urge: PC becomes a lich or powerful 
  vampire when his soul departs his body.
  07— Physical Investment: Any time the PC casts a spell that 
  is over 8th level the PC suffers 5 points concussion damage.
  08 — Friendslayer: Instead of following normal attack spell 
  failure procedure the attack works on the nearest friend or 
  associate within range.
  09 — Wrath: The PC has the disfavor of a particular god, 
  demi-god, demon, etc.
  10 — Split Personality Neurosis: PC has uncontrollable split 
  personality. He must prepare character sheets for 1-3 additional 
  personalities. Strictly physical characteristics may not change 
  (i.e., height, weight, eye color, etc) but all 10 stats can vary, as 
  can levels, classes, alignments, and personalities. Each earns 
  experience.
  11 — Transcendence: PC is not penalized for wearing 
  armor while casting spells.
  12 — Aggression: + 10 bonus on Base Attack or Elemental 
  Spell rolls.
  13 — Resistance: PC receives a + 25 bonus for RR's for any 
  1 realm. 
  14— Power: PC knows any 1 spell list to 50th level. May be 
  from any realm or profession.
  -
  15 — Eloquence: PC requires one less round of preparation 
  than normal to cast a spell. It still takes one round to cast the 
  spell.
  16 — Item Lore: PC gets +25 on all Staves/Wands rolls.
  17 — Runic Lore: PC gets +25 on all scrolls and runes rolls.
  18 —  Elvish Training: PC gets- + 25 bonus to his 
  meditation skill bonus.
  19 — Aura: PC gets one additional power point each level.
  20 —  Sub-conscious discipline: Concentration spells 
  continue after the caster ceases concentrating for a period equal 
  to the number of rounds he originally spent concentrating on 
  the spell.
  21 — Archmage Abilities: PC has abilities similar to an 
  Archmage. His development point costs are now the same as any 
  one of the hybrid spell users. His base lists do not change, 
  however he may now make spell picks as a hybrid including for 
  all three realms.
  22 — Ethereal Sight: PC may see invisible or ethereal items if 
  he concentrates.
  23 — Mana Sensing: PC's neck hairs prickle around a great 
  power sources, enchanted location, etc.
  24 — Visions: PC receives spontaneous glimpses of events 
  associated with a place, person, item, etc. that he touches.
  25 — Lore: May learn the Arcane Spell Lists as if they were 
  his base lists.
  26— Mentor: PC has a high-level non-alchemist magic user 
  as a good friend.
  27 — Equipper: As "26" except friend is an Alchemist 
  who will make or sell items to the PC for 51-100 of normal 
  cost.
  28 — Mana Reading: 10% chance of determining each 
  ability of a magic item. Roll each characteristic.
  29 — Archetype: Without a spell bonus item or with a PP 
  adder, the PC normally has 2x normal Power Points. If he is 
  using a PP multiplier, the bonus increases 1 level (x2 to x3, etc.).
  30— Innate Magician: PC may designate 1 spell list on 
  which he never needs to make an Extraordinary Spell Failure 
  roll.
  31 — Psionic: PC has an additional set of Power Points 
  based on his PR stat to use with the lists in Future Law (if not 
  
  70    Level Bonuses
  Rolemaster Companion I
  available, reroll). The lists may be developed as if the PC were a 
  "Semi-telepath".
  32 — Spatial Skills: Range factors of all PC's spells are 
  doubled. "Self" becomes "Touch", "Touch" becomes 5'.
  33—  Temporal Skills: Duration of all PC's spells are 
  doubled. Concentration spells are not affected in any way.
  34 — Scope Skills: Radii and "number of targets", are 
  doubled.
  35 — Shapechanger: PC may intentionally become one 
  particular creature which he chooses (subject to the GM). PC 
  may freely alternate between his normal and his creature form.
  36 — Bane: PC may select one creature type (subject to the 
  GM) on which all his criticals will be "slaying".
  37 —  Ensorcellment Cure: PC may touch a target 
  afflicted with a permanent enchanted disability, such as 
  lycanthropy, flesh to stone, curse, etc. The cause of the 
  disability must make a RR or the target is permanently cured. 
  If the RR is successful, the PC has no chance until he has 
  advanced another level of experience.
  38 — Herbalist: PC naturally recognizes and may use 
  herbs and poisons. + 50 to Cookery skill and Foraging.
  39 — Destiny Sense: PC knows the direction which will 
  lead to a desired objective.
  40-49: + 15 to ME modification.
  50-59: + 15 to RE modification.
  60-69: + 15 to PR modification.
  70-79: + 15 to IN modification.
  80-89: + 15 to EM modification.
  90-91: + 20 to ME modification.
  92-93: + 20 to RE modification.
  94-95: +20 to PR modification.
  96-97: +20 to IN modification.
  98-99: + 20 to EM modification.
  100: +25 to ME, RE, PR, 1N;or EM modification (GM 
  choice: assign, PC choice, or random).
  4.6 ADOLESCENCE SKILL 
  RANKS
  Different races and different cultures and nations will 
  prepare a person for life in far different ways. These include 
  the acquisition of basic skills that a being from a particular 
  locale is assumed to be familiar with. Rolemaster characters, 
  when they are first developed during their adolescence, develop 
  their skills based upon their profession and not their 
  race/culture. The system is presented this way because it must 
  be general and cannot cover a specific race/culture setup that 
  must be keyed to a world and a campaign. A GM who has 
  his own world and game does not have to keep this phase of 
  character development general; he can specifically key it to his 
  world. In this section we provide several options on how to 
  approach this:
  Option 1: The GM can allow each character to follow the 
  normal Adolescence skill development process. After it is 
  complete, the GM may assign certain skill rank levels in 
  various skills (primary and secondary) that are keyed to the 
  character's race or culture. For example, the GM may assign 
  an additional 10 skill ranks to all characters whose culture 
  is that of nomadic horsemen; or he might assign 5 skill 
  ranks of rowing and sailing to a character who grew up 
  among fishing peoples.
  Option 2: The GM  may eliminate the entire normal 
  Adolescence skill development process, deciding instead to 
  have all of the skill ranks gained determined by the 
  character's race and culture. This would involve the GM 
  sitting down and deciding how many skill ranks of each 
  skill (primary and secondary) an adolescent in each race 
  and culture would learn in his world.
  If a GM is running a game in Middle-earth or has Middle-
  earth Role Playing (MERP) available, he may refer to the 
  Adolescence Skill Rank Table (CGT-5)in MERP. Each skill 
  rank on this table can be judged equivalent to one skill rank 
  for a Rolemaster character. Missile skills of Elves, concussion 
  weapons used by Dwarves, the riding skills of the 
  Northmen are all characteristically included. A GM may 
  decide that there are additional skills basic to a locale or 
  profession not mentioned on MERP's Adolescence Skill 
  Rank Table. For example, it would seem natural that any 
  characters who would be entering the Fighter, Rogue, or 
  Thief professions would probably have had to learn how 
  to defend themselves in a brawl, so these professions might 
  be assigned 1-4 skill ranks of Rank 1 Martial Arts Strikes 
  skill. Many other skills can be handled in the same way.
  Option 3: The GM can use a combination of the normal 
  Adolescence skill development process and Option 2. That 
  is, he can assign racial or cultural skill ranks and allow the 
  characters to still use a portion (e.g., a half, a third, 60, 
  20%, etc.) of their normal development points for skill 
  development.
  4.7 LEVEL BONUSES
  The optional rule in Section 14.22 of ChL&CaL provides set 
  "level bonuses" for the various professions. These bonuses can 
  be very powerful in shaping the focus and strengths of a PC. 
  There are also, realistically speaking, some nearly absolute 
  standards created. For example, a 40th level Ranger will almost 
  never be as good a swordsman as a 19th level Fighter, even if he 
  has a + 50 sword. The GM may decide he would like for a 
  specific King (who happens to be a Ranger) to be able to 
  outfight his elite guard, so he can assign a + 3/lvl combat bonus. 
  Obviously there is a world of difference (and intent) between a 
  lord level Bard with + 3/lvl in combat, as opposed to lord level 
  Bard with + 3/lvl in item skills or directed spells.
  If the GM decides that he wishes his PC's to have more 
  flexibility with these level bonuses, he can use the following 
  guidelines (or something similar). The GM may assign a total 
  number of level bonuses (i.e., + 1's) and allow the characters 
  to decide in which categories to place them.
  
  Very High Stats    71
  Rolemaster Companion I
  General Guidelines:
  1. Never allow any category to receive more than a + 3/lvl 
  bonus.
  2. Do not permit more than a + 2/lvl bonus for Base Attack 
  spells.
  3. After 20th level, + 3/lvlbonuses increase at a rate of 
  1 per level; + 2/lvl bonuses increase at a rate of 1/2 per 
  level; and + 1/lvl bonuses do not increase at all.
  4. The GM may allow a character to assign any number of 
  level bonuses, but we suggest a total of 6 or 7.
  4.8 VERY HIGH STATS
  Sometimes a GM must deal with characters and creatures 
  (e.g., gods, demigods, great heroes, etc.) that have unusually 
  high stats for 1 or 2 traits. These remarkable beings certainly 
  occur in fantasies and literature relatively often and can be a 
  great deal of fun. Though such beings might appear to a GM 
  to have the potential to unbalance a game, they often will prove 
  to be individuals who do a particular category of things very 
  well and other things only passably.
  It is very possible that a particular GM may feel very 
  uncomfortable with very high stats. In this case, the GM 
  should feel free to control these in any way he sees fit; for 
  example, he might establish maximum stat values for mortals 
  or he might invent handicaps for the rare character with very 
  high stats (for play balance much like those in the optional 
  background tables in ChL&CaL).
  Alternatively a GM may decide to balance very high stats in 
  one area with very low stats in another area. This can be 
  rationalized within the game by creating background stories 
  that explain the deviation in stats. For example, if a PC has a 
  very high ST stat or a very high stat bonus (perhaps from 
  material like that in Section 4.5), the GM might attribute it 
  to the character being half demon and then lower the 
  character's SD, PR, CO, ME, or RE to balance it out.
  Similarly, the GM may use character background and 
  campaign plot lines to balance very high slats. In the example 
  above, the half-demon character may be hunted by anti-demon 
  forces or demons who feel he is an abomination.
  EXTENDED STAT BONUSES AND POWER POINTS
  We present below two different sets of guidelines for stat 
  bonuses and PP/lvl for very high stats. Option 1 provides lower-
  scaled benefits with graduated increases, while Option 2 
  provides higher-scaled benefits with linear increases. For play 
  balance purposes we suggest development points have a 
  maximum of 11 per stat, but a GM may have them increase 
  like PP's if he desires.
  SPECIAL SKILLS FROM VERY HIGH STAT MODS
  The GM may decide that a character's stat that modifies a 
  particular skill is so high that the stat inherently allows the 
  character an unusual innate skill. Play-balance is important and 
  the GM should design what is appropriate for his world.
  There are many appropriate possibilities. A very high CO 
  might allow quicker healing or even regenerative abilities (first 
  for concussion damage, then maybe for limbs, etc). A very high 
  SD might allow a death-like sleep trance and unusual resistance 
  vs weariness and spells. A very high IN might permit an 
  intuitive destiny sense, deity relationship, cosmic 
  understanding, a predictive warning sense, or "visions". A very 
  high EM might permit the character to innately sense magic 
  in locales, items, or persons, and perhaps the ability to call on 
  unusual power sources. A very high PR might allow control 
  over demons, the ability to intimidate or inspire worship, etc.
  4.9 USING MERP LANGUAGES
  Middle-earth Role Playing game has some detailed information 
  as to which cultures speak which languages and as to how well 
  they are spoken. If a GM wants to use the MERP language 
  information, use the "Race Descriptions" in MERP Section 8.0 
  descriptions (and the summary in Table ST-1) to determine the 
  number of MERP skill ranks a character may have. To convert 
  the MERP skill ranks to Rolemaster skill ranks, the following 
  guidelines are suggested:
  MERP Rank 1 = 2 skill levels spoken and none written. 
  MERP Rank 2 = 4 skill levels spoken and 3 written. 
  MERP Rank 3 = 5 skill levels spoken and 4 written. 
  MERP Rank 4 = 6 skill levels spoken and 6 written. 
  MERP Rank 5 = 7 skill levels spoken and 7 written.
  EXTENDED STAT BONUSES
  Option 1
  Option 2
  Stat
  Bonus
  PP
  Bonus
  PP
  100
  101
  102
  103
  104
  105
  106
  107
  108
  109
  110
  111
  112
  116
  114
  115
  116
  117
  118
  119
  120+
  25
  30
  35
  40
  45
  49
  53
  57
  61
  65
  68
  71
  74
  77
  80
  82
  84
  86
  88
  90
  +1/lvl
  3
  3.5
  4
  4.5
  5
  5.4
  5.7
  6
  6.25
  6.5
  6.75
  7
  7.25
  7.5
  7.75
  8
  8.2
  8.4
  8.6
  8.8
  +.2/lvl
  25
  30
  35
  40
  45
  50
  55
  60
  65
  70
  75
  80
  85
  90
  95
  100
  105
  110
  115
  120
  +5/lvl
  3
  3
  4
  4
  5
  5
  6
  6
  7
  7
  8
  8
  9
  9
  10
  10
  11
  11
  12
  12
  +.5/lvl
  
   
  72    Items with Intelligence and Will
  Rolemaster Companion I
  This section presents optional material concerning the 
  properties and construction of magical equipment and items. It 
  also presents some material concerning herbs and poisons.
  5.1 ITEMS WITH 
  INTELLIGENCE AND WILL
  A great many fantasies include the weird and sometimes terribly 
  troublesome occurrence of a weapon, or some other item, with 
  literally a mind of its own. This characteristic is most often 
  associated with items of great power: swords that will never 
  permit themselves to be used for evil purposes, swords which 
  only commit evil acts, swords which rule a land, swords which 
  slay a man's best friends, items such as rings of such great 
  power and will that no one can resist them, stones of light for 
  which nations will war for centuries, etc In such a context, it 
  becomes obvious that self-willed items hold a critically 
  important place in the world of fantasy, faerie, and imagination. 
  The following is a suggested system for incorporating willed 
  items into Rolemaster.
  DERIVING MENTAL STATS AND WILL
  Will is a derived stat; that is, it can be calculated from other 
  stats and trait which are already determined. To calculate a Will 
  stat, total the stat bonuses (not the stats!) for the PR, EM, 
  IN, SD, and RE stats; and then add any. racial Resistance 
  Roll Modifications for Essence, Channeling, and Mentalism 
  from the Race Abilities 
  Table (ChL&CaL 
  Table 15.51). Please note 
  that items do not have these additional special Resistance Roll 
  modifications. The higher the Will of an item or a character, the 
  greater strength it has in a "Will Contest" between an item and 
  a character.
  The following table is designed to produce stats for intelligent 
  items. Before rolling, the GM should decide the intellect of the 
  item: Empathy, Low Intelligence, Medium Intelligence, High 
  Intelligence, Very High Intelligence, Artifact class, Legendary 
  Artifact class. A roll should be made on the appropriate column 
  for each of the necessary mental faculties, namely: PR, IN, EM, 
  SD, and RE. The rolls will usually indicate a range of possible 
  stats. When a range of numbers is indicated the GM can either 
  roll for a random result within.; the range, select one 
  intentionally, or simply use the highest (or lowest) stet in the 
  range. Following the generation of these stats, the 
  corresponding s bonuses can be determined normally (from 
  ChL&CaL Table 15.13) and the totaled to find the value of the 
  item's Will.
  The maker of an item has control over the general level of 
  the intelligence (from empathy through very high intelligence) 
  and usually has some control ) over the "bent" of the item: 
  whether good or evil, whether directed to a particular purpose 
  (slaying of evil spell casters, defending the helpless, etc), what 
  kind of person it will serve, etc. However, the maker does not 
  have control over the exact strength of the item's "mind" and 
  force of Will; and sometimes, both the "bent" and the 
  alignment of the item can warp into something far different 
  than intended. This, by the way, explains to some degree how 
  so many terrible items exist in fantasy — many were never 
  intended to be what they became. Unfortunately, this 
  possibility becomes a more likely event the more powerful the 
  item under construction.
  The GM should roll when an item is created with intelligence, 
  without revealing the outcome to the players, and direct the 
  item's actions and/or influence as directed:
  Type A item: functions as intended by its creator.
  Type B item: functions as intended but has a flaw or weakness, 
  either a minor one which operates constantly, or a major 
  one which occurs 10% of the times it is used.
  Type C item: has a randomly determined different purpose 
  from that originally intentioned.
  Type D item: has a randomly determined different alignment 
  from that originally intended.
  Type E item: is the exact opposite of what the creator desired in 
  either purpose or alignment.
  Type F item: is the exact opposite of what the creator intended 
  in both alignment and purpose.
  Type G item: is as originally intended but cursed.
  Type H item: is like both F and G, a cursed item opposite in 
  alignment and purpose from what the creator intended.
  WILL CONTESTS
  An item does not always communicate its will or direction in a 
  clearly heard form, such as by voice or telepathic contact. Instead, 
  an item sometimes reveals its direction in the way in which it 
  can slowly but dramatically alter the persona of the individual 
  wielding the item. This assumes that the item is able to gain 
  control of the individual, and that the intents of the item 
  are different from those of the person.
  The following section should be checked for control 
  situations whenever an intelligent item is wielded by an 
  individual with different purposes and/or moral alignment. A 
  special approach to this type of Resistance Roll may be used — 
  one which does not include the character's or the item's levels. 
  The rationale behind this is that (rather constantly in fantasy) 
  the degree of the individual's achievements seem to matter 
  very little in these contests. 
  A "Will Contest" may result whenever a being touches the 
  item in a "control situation". In addition, a "Will Contest" 
  may result in a control situation when the person is within 10' 
  of the item, but then the item's Will stat is treated as if it were 
  5.0 Items and Equipment
  
  Purpose and Alignment    73
  Rolemaster Companion I
  half normal. The process is very simple: each intelligence 
  involved, usually a character and an item, should make a "Will 
  Roll": 1-100 (open-ended) plus Will stat. Whoever has the 
  highest Will Roll wins the contest. However, the exact results of 
  the victory can vary as shown below (numbered result is the 
  Item's Will Roll - Character's Will Roll).
  more than 149 — Item Masters Character: Character is 
  completely under the sway of the item and will pursue both 
  its alignment and purpose. Permanent +25 bonus for the 
  item in all future Will Contests with this character. If the 
  item is separated from the character, the character will 
  desperately seek to get it back; at the GM's discretion, 
  gradual successful RR's can reduce and eventually eliminate 
  this urge (but unsuccessful RR's will intensify the urge). 
  The GM may allow the character to initiate daily, weekly, 
  or monthly Will Contests to attempt to regain control of 
  himself (the item gets an additional + 25 bonus during 
  these contests).
  66-149 — Item In Control: The character is under the 
  control of the item and will pursue its purposes and 
  alignment. The control is not absolute, however, and the 
  character may initiate another Will Contest during under 
  certain circumstances (GM discretion): being separated 
  from the item, causing the death or hurt to someone 
  important to the character, etc. It should be noted that a 
  controlled character will not usually voluntarily permit 
  themselves to be separated from the item. The next time a 
  Will Contest occurs between this item and this character, 
  the item gets an additional + 25 bonus.
  51-65 — Character Struggling: Character makes a valiant 
  effort to resist, but he is under control of the item and 
  will pursue its purposes and alignment. He may initiate 
  another Will Contest immediately the next round with an 
  additional +25 bonus to his roll. 
  26-50 — Items Gains: Item is gaining influence over the 
  character; he feels strongly inclined to obey the item's 
  wishes. During the next Will Contest, the item gets an 
  additional +25 bonus.
  25-(-25) — Contest In Question: The struggle is still 
  undecided, and for the moment the character may wield 
  the item as he desires. The character might not even be 
  aware that the contest took place. 
  (-26)-(-50) —  Character Gains: Character is gaining 
  influence over the item; for the moment the character 
  may wield the item as he desires. During the next Will 
  Contest, the character gets an additional +25 bonus.
  (-51)-(-65) — Item Struggling: The item makes a strong 
  effort to resist, but it is under control of the character. The 
  item may initiate another Will Contest immediately the 
  next round with an additional +25 bonus to its roll.
  (-66)-(-149) — Character In Control: The item is under 
  the control of the character. The control is not absolute, 
  however, and the item may initiate another Will Contest 
  during under certain circumstances (GM discretion). The 
  next time a Will Contest occurs between this item and this 
  character, the character gets an additional + 25 bonus. 
  less than 449 —  Character Masters Item: Item is 
  completely under the control of the character. Permanent + 
  25 bonus for the character in all future Will Contests with 
  this item. The GM may allow the item to initiate weekly 
  or monthly Will Contests to attempt to regain control (the 
  character gets an additional +25 bonus during these 
  contests).
  PURPOSE AND ALIGNMENT
  As it might be somewhat hazy what is meant by references to 
  an item's purpose and an item's alignment, an explanation 
  follows with examples. The possibilities (especially of purposes) 
  are nearly endless and the GM should feel free to create any 
  additional ones he desires.
  The alignment of an item (or anything else for that matter) is 
  its moral disposition. Alignment is characterized by such terms 
  as good and evil. Alignments can fall further into sub-categories 
  such as virtuous, principled, honorable, strictly lawful, selfish, 
  anarchist, amoral, aberrant, honorable miscreant, diabolical, 
  etc.
  Purposes are specific tasks to be accomplished, principles 
  to be upheld, or personal gains to be enjoyed. There are 
  myriad purposes possible, perhaps an infinite number. 
  Some examples follow, hopefully illustrating the breadth 
  of possibilities:
  Defending the helpless.
  The cause of justice.
  The cause of mercy.
  Slaying the enemies of God.
  Slaying the enemies of the Evil One.
  Ridding the world of evil Spell Casters.
  Ridding the world of composite creatures.
  Ridding the world of created entities.
  Ridding the world of undead.
  Ridding the world of Dragons and dragonkin.
  Ridding the world of Ores and their kin.
  MENTAL STATS FOR ITEMS
  (Roll for each mental trait separately)
  Roll
  Empathy
  Low
  Intel.
  Medium
  Intel.
     High    Very High           Legendary
     Intel.   Intel.
      Artifact   Artifact
  (-96)-
  0
  2
  5-9
    15-24     60-74 85-89 95-97
  (-61)-(-95)
  1
  3-4
  10-14   25-39     75-84 90-94 98-99
  05-60
  2
  5-9
  15-24   40-59     85-89 95-97
  100
  06-24
  3-4
  10-14
  25-39   60-74     90-94 98-99
  101
  25-74
  5-9
  15-24
  40-59   75-84     95-97
  100
  102
  75-89
  10-14 25-39
  60-74   85-89     98-99
  101
  103
  90-95
  15-24 40-59
  75-84   90-94      100
  102
  104
  96-120
  25-39 60-74
  85-89   95-97      101
  103
  105
  121-180 40-59 75-84
  90-94   98-99      102
  104
  106
  181 +
  60-74 85-89
  95-97    100        103
  105
  107
  
  74    Sample Intelligent Items
  Rolemaster Companion I
  General mayhem; i.e., a hunger for bloodshed.
  Upholding the "Good" Channeling users.
  Self-aggrandizement (there are many types): Seeking a 
  master with the highest level, Seeking a master with the 
  greatest political power, the amassing of treasure, the 
  seeking of magical secrets, a quest for magical items, 
  becoming a Lord of evil.
  Etc, etc, etc, etc, etc.
  A FEW SAMPLE INTELLIGENT ITEMS
  These are descriptions of a few intelligent magical items, 
  some of which are Legendary Artifacts. The chief difference 
  between a legendary artifact and an artifact is that one of 
  legendary proportions is known very far and wide and is 
  feared by men and gods alike.
  These items are all powerful in the extreme. They 
  demonstrates the range of possibilities of powers, mindsets, and 
  Will effects. They also demonstrate how items which exist in 
  mythology and fantasy can be translated into Rolemaster. GM's 
  are encouraged to alter and invent in this portion as their 
  whims direct them and not to feel inhibited by any of the 
  patterns laid down in this framework.
  1. The Singing Sword — Legendary Artifact
  a. 6' 2-Handed Black Log Sword.
  b. + 60 to +120, (starting at + 60 and gaining + 3 for each 5 
  levels slain to a maximum of 120). Power ebbs (back to 
  +60) at a rate of -1 every 5 minutes.
  c. Unholy sword (rolls holy criticals in addition to normal 
  criticals).
  d. Delivers a 20th level Dark Absolution by touch when it 
  inflicts a critical strike.
  e. Sings in combat.
  f. Inflicts "Friendslayer Curse" on wielder, (lvl 20 curse).
  g. Wielder will not suffer "minuses" or "stuns" from 
  damage and will not cease fighting until killed or until the 
  cessation of combat.
  h. Floats in water.
  i. Capable of telekinetic travel, returning to its wielder at a 
  rate of 100'/rd.
  j. Thoroughly evil intellect: SD = 99  RE =102  PR = 103 
  IN = 101  EM = 102    Will = 160.
  k. Purpose: loves bloodshed and the killing of souls.
  2. The Sword of Justice — Legendary Artifact
  a. 5' Hand & a Half White Mithril Sword.
  b. +70 or -70, depending on the sword's choice.
  c. Holy sword (rolls holy criticals in addition to normal 
  criticals).
  d. Either never fumbles, or fumbles 50% of the time 
  depending on the sword's choice.
  e. Angel (or similar symbol) engraved in the hilt, causes an 
  eerie reverent feeling upon examination of the angel's face, 
  and the inscription: "For the death of the lesser man".
  f. Wielder may parry with a +70 bonus up to 7 melee or 
  missile attacks per round in addition to normal combat. 
  The target of his normal attack may not be the one of the 7 
  attacks parried in this manner.
  g. The Sword of Justice has an unusual form of telekinesis, 
  which can either make it very easy to wield and draw or 
  very clumsy. Some of this is seen in "d" above. In addition, 
  if the sword becomes imbedded in some object, it can 
  either be impossible to withdraw by someone unworthy of 
  it, or it can fall easily into the palm of a wielder the sword 
  prefers.
  h. The Sword of Justice has a thoroughly good and just 
  intellect: SD= 103 RE = 102 PR= 102 IN= 103 EM = 102 
  Will = 185
  i. The Sword's purpose is to throw the direction of any 
  combat in which it is involved in favor of "justice!' The 
  phrase engraved on the hilt (item "e") refers to the 
  judgment made about which individual is more "in the 
  right:' The sword will not usually try to convert a wielder, 
  but will rather lead to his demise if he is not of goodly 
  heart.
  3. The Ring of Might — Artifact
  a. Gold band with a red lion's face on the front, 
  surrounded with gems.
  b. Gives the wearer the physical attributes but not the 
  appearance of a War Troll: +20 ST bonus, +25 CO bonus, 
  + 5 AG bonus, use Large Creature critical tables, double 
  existing Base Hit Point Total, 350 maximum BHPT (see 
  Table 6.3 in C&T).
  c. Gives the wielder the ability to make melee attacks 
  with any weapon, or make any type of martial 
  arts attack to rank 4, at the skill bonus of his most 
  effective melee or martial arts attack.
  d. Gives + 3/lvl combat bonus (maximum + 60). 
  This is cumulative with the character's normal 
  combat level bonus to +5/lvl (maximum + 100).
  e. The wearer regenerates 3 hits/rd.
  f. The ring has an artifact intellect which is 
  unaligned: SD =90  RE = 100  PR = 101  IN = 95 
  EM =90  Will = 90.
  g. The ring has no specific purpose, but tends to be 
  proud, reacting to insults and mistreatment with a 
  THE PURPOSE AND ALIGNMENT OF AN ITEM
  Intellect
  A
  B
  C
  D
  E
  F
  G
  H
  Empathy
  01-95 96
  97
  —
  98-99 00
  —
  —
  Low Intelligence 01-9495-96 97
  —
  98-99 00
  —
  —
  Medium 
  Intelligence
  01-9293-94 95
  96 97-98 99
  00
  —
  High Intelligence 01-9091-92 93
  94 95-97 98
  99
  00
  Very High 
  Intelligence
  01-8586-8788-8990-9192-9495-9697-9899-00
  Artifact
  01-7576-7879-8182-8384-8687-9192-9596-00
  Legendary 
  Artifact  01-6566-6970-7374-7576-7980-8687-9394-00
  
   
  Alchemist Materials List    75
  Rolemaster Companion I
  powerful desire to brawl. The character who falls under 
  this tendency may not even realize that it is the ring 
  causing the problem.
  4. The Lich Crown — Legendary Artifact
  a. Black iron crown with sharply pointed ornaments.
  b. Anneals itself firmly to the head of anyone who puts it 
  on. The welding is to the skull, through the skin, and the 
  crown cannot be removed usuually without cutting the 
  skull of the wearer (short of Divine Aid).
  c. Acts as a x13 PP multiplier for any realm.
  d. Causes the wearer to immediately upon death become a 
  Classic Lich even if the wearer resisted the crown's evil. On 
  becoming a Classic Lich, the wearer will be thoroughly 
  diabolical.
  e. Allows free access to all Evil Cleric and Evil Magician Spell 
  Lists to the wearer's level.
  f. The wearer cannot be injured except by magical weapons.
  g. The crown is thoroughly callous, evil, and has no moral 
  reservations: SD =95 RE = 100 PR =103 IN =103 EM =- 
  103 Will = /60
  h. The crown's purpose is cruel self-aggrandizement, with a 
  particular desire to amass treasure both magical and 
  monetary, to wield great political control, and to gain 
  magical knowledge
  5. The Sword of Kings — Legendary Artifact
  a. A lovely broadsword with Mithril blade and gold basket 
  hilt.
  b. +50 Holy Sword.
  c. May Cast 100 PP/daily off either the Concussion's Ways 
  spell list or the Blood Law spell list to level 20.
  d. Cannot be drawn (from scabbard or stone or wherever it last 
  rested) except by the one it chooses to be the next high 
  king.
  e. Allows free dialogue with "good" creatures, especially 
  eagles and certain Dragons, who will aid the wielder short 
  of combat.
  f. Seems to lead the wielder into and through experiences 
  which prepare them to govern wisely.
  g. Become gradually lighter and unencumbering as the 
  wielder grows wiser.
  h. Thoroughly good intellect:    SD = 102  RE = 102   PR = 
  102    IN = 102   Em =102     Will = 175.
  i. The sword's purpose is to prepare and put the rightful 
  person on the land's high throne.
  j. The sword will not usually try to convert an unworthy 
  wielder. Unless an unworthy one can overcome the sword's 
  remarkable will he simply will be unable to draw it and use 
  it in any way.
  5.2 ALCHEMIST 
  MATERIALS LIST
  The material in this section is designed to be used with the 
  Alchemical Preparations spell list (Section 3.54). GM's are 
  encouraged to add new materials to this list, perhaps 
  interpolating values from those given, or from the GM's own 
  design or preference. GM's should feel free to alter AIF values on 
  this list to fit their campaign or world; e.g., a GM might 
  decide that in his world, laen is phenomenally easy to place 
  enchantments in, etc.
  This is a listing of some Alchemical materials with their 
  Alchemical Inertia Factors (AIF's). For a complete explanation 
  see Section 3.54.
  6.3 ENCHANTING ITEMS
  This section expands on the material in Section 7.32 of RM 
  in  Character Law & Campaign Law. It expands the 
  implantation cost guidelines and provides optional enchanted 
  properties for magic items.
  IMPLANTATION COSTS
  If the GM permits Wands, Rods, Rings, Runes, etc to be 
  enchanted beyond their normal means (i.e., more than 10th 
  level wells) or if he simply desires cost values for items 
  enchanted with spells of levels 11-50, he may use the 
  implantation cost chart provided. This cost chart was developed 
  with following the same sort of cost/level prices as given for 
  spell levels 1-10 in ChL&CaL. The GM may want to exercise 
  some caution, as some of the items which exist on this 
  extension of the imbedding table (e.g., a 50th level constant 
  ring, x6 multipliers, etc.) are very worthy of the title "Artifact". 
  The GM may want to adopt some procedure to restrict the 
  flow of ultra-powerful magic items. One already available 
  method is to use the Purchase and Resale Price Charts on page 
  16 of ChL&CaL. By inserting a simple social and cultural 
  mechanism such as making the sale of items over a particular 
  cost illegal, the Players are forced to deal with the Black 
  Market, a powerful controlling influence and a source of 
  many adventures. This suggestion is made with the 
  understanding that wealthy Player characters, especially those 
  made wealthy by the trading in of zillions of low-value magic 
  items, can suddenly be terrifyingly capable of buying almost 
  anything, so far as the money aspect is concerned. Again, as 
  always, the GM should make the decision which fits his world 
  and is comfortable to him.
  ADDITIONAL ENCHANTED PROPERTIES
  The following properties may be added to magic items 
  designed by the players or GM, or the values given may be used 
  simply to calculate the value of some items which turn up in 
  campaigns, scenarios, and/or C&T.
  Range for Unranged Weapons — Cost = (10gp x Range in 
  Feet): This allows Weapons which cannot normally be thrown 
  (e.g., Battle Axe) to be thrown up to the distance permitted 
  by the enhancement. The GM may designate that there are 
  
  76    Alchemical Inertia Factors
  Rolemaster Companion I
  no range modifiers at any range, or specify range mods as given 
  on a weapon chart which most nearly corresponds to the 
  range of the enchanted weapon.
  Increased Slat Bonus — Cost = (200gp x bonus increase): 
  When in use this item gives one of the character's stats an 
  additional bonus.
  Change Stat Bonus to a Fixed Amount — Cost = (100gp 
  x fixed bonus): The item causes one of character's stats to have 
  a fixed bonus; e.g., the belt gives a character a + 20 ST bonus, 
  regardless of whether his original ST bonus was -10 or +35. The 
  bonus must be at least +5.
  Increased Spell Casting Levels for All Lists — Cost = 
  (500gp x the increase): Item allows the character to cast all of 
  his spells as if his level were increased by a set amount. There is 
  ALCHEMICAL INERTIA FACTORS
  AIF
  MATERIAL
  AIF
  MATERIAL
  AIF
  MATERIAL
  AIF
  MATERIAL
    Inorganic Solids
        0   Meteorite
  7
  Most Stone
     Herbs,
   Nuts,
   & Spices
         0       Belladonna
  3
  Toadstools
  2
  Platinum
  7
  Steel
  0
  Black Pepper
  3
  Wintergreen
  3
  Gold
  8
  Most Clay
  0
  Magic Slimes
  4
  Aloe
  4
  Lodestone
  8
  Onyx
  0
  Mistletoe
  4
  Catnip
  4
  Silver
  8
  Salt
  0
  Nard
  4
  Clove
  5
  Copper
  9
  Granite
  0
  Opium
  4
  Ivy
  5
  Crystal
  9
  Iron
  0
  Sapphron
  4
  Wormwood
  5
  Fine Steel 
  Alloy
  9
  True-Silver
  1
  Magic Moulds
  5
  Almonds
  6
  Aluminum
  10
  Laen
  1
  Poison Mushroom
  5
  Mint
  6
  Brass
  10
  Lead
  2
  Arsenic
  5
  Moss
  7
  Glass
  11
  Eog
  2
  Comphrey
  5
  Spices
  7
  Marble
  12
  Kregora
  2
  Wolfbane
  5
  Yeasts
  3
  Anise
  6
  Milkweed
  Gems
  3
  Balm
  6
  Slimes
  1
  Dwarf-Cut Star
  3
  Opal
  3
  Basil
  7
  Moulds
  2
  Cut Star Stone
  4
  Pearl
  3
  Sulphur
  7
  Nuts
  2
  Dwarf-cut Precious
  5
  Raw Diamond
  3
  3
  Cut Diamond
  Cut Emerald
  5
  5
  Raw Emerald
  Raw Ruby
    Bones,
   Skins,
   Parts,
   etc.
  3
  Cut Ruby
  5
  Raw Sapphire
  0
  Balrog Hide
  2
  Human Bone
  3
  Cut Sapphire
  7
  Semi-precious Jade
  0
  Ectoplasm
  2
  Lion Heart
  0
  Unicorn Horn
  2
  Manticore Hide
  1
  Balrog Bone
  2
  Minotaur Horn
  Woods
  1
  Basilisk Bone
  2
  Mummy Skin
  1
  Treant
  4
  Ash
  1
  Bat'
  s Eyes
  2
  Pegasus Feather
  2
  Elf Golden-leaf
  4
  Hazel
  1
  Chimera Bone
  2
  Tiger'
  s Entrail
  3
  Elvish 
  Ash
  4
  Oak
  1
  Dragon Bone
  2
  Troll Bone
  3
  Elvish Hazel
  4
  Yew
  1
  Dragon Scale
  3
  Bat'
  s Bones
  3
  Elvish Oak
  5
  Linden
  1
  Dragon 
  Tooth
  3
  Griffin Feather
  3
  Elvish 
  Yew
  7
  Others
  1
  Elf Bone
  3
  Hippogriff Bone
  1
  Elf Skin
  3
  Ivory
    Essences
  1
  Halfling Bone
  3
  Monster Hide
  0
  Basilisk Blood
  2
  Spider 
  Venom
  1
  Lycanthrope'
  s 
  Tooth
  3
  Ogre Bone
  0
  Black Rose
  3
  Great Cat Blood
  I
  Pegasus Bone
  3
  Ogre Hide
  0
  Dragon
  3
  Musk
  1
  Pegasus Skin
  3
  Stag Horn
  0
  Enchanted Flower
  3
  Orchid
  1
  Rhino Horn
  3
  Tiger Bone
  0
  Holy 
  Water
  3
  Pure Spring 
  Water
  1
  Troll Hide
  3
  Wolf'
  s Bones
  0
  Mandrake
  3
  Red Poppy
  1
  Unicorn Bone
  3
  Wolf'
  s Eyes
  0
  Magic Pool
  3
  Rose
  1
  Vampire Skin
  4
  Bull Horn
  0
  Myrrh
  3
  Snake 
  Venom
  2
  Bat'
  s 
  Wings
  4
  Hippogriff Feather
  0
  Purple Lotus
  4
  Fine 
  Wine
  2
  Centaur Bone
  4
  Wolf Skin
  0
  White Poppy
  4
  Perfume
  2
  Ghoul Skin
  5
  Animal Bone
  1
  Black Lotus
  4
  Stag Blood
  2
  Giant Bone
  5
  Animal Horn
  1
  Black Poppy
  4
  Wolf Blood
  2
  Giant Skin
  6
  Sea Mammal Hide
  1
  Dragon Blood
  5
  Alcohol
  2
  Griffin Bone
  7
  Animal Organs
  1
  Frankincense
  5
  Cherry Blossom
  2
  Griffin Skin
  8
  Animal Hide
  1
  Lotus
  5
  Lavender
  2
  Dogwood Blossoms
  6
  Animal Blood
  2
  Fine Brandy
  7
  Rain 
  Water
  2
  Great Eagle Blood
  8
  Lake/River 
  Water
  2
  Lycanthrope Blood
  9
  Pig'
  s Blood
  2
  Man/Elf Blood
  
  Intelligent Attributes    77
  Rolemaster Companion I
  no change to the number of PP's he normally has and spell 
  lists must still be learned normally. For example, the additional 
  enchanted cost for an item that allows the user to cast spells of 
  2 levels higher than normal is 2 x 500 = 1000 gp.
  Increased Spell Casting Levels for One Type of Spell — 
  Cost = (200 x the increase): As above, except that the item 
  allows the character to cast one type of spell (Attack, Defense, 
  etc) at the increased level.
  Increased Spell Casting Levels for One List — Cost = (50 
  x the increase): As above, except that the item allows the 
  character to cast all spells from a single designated list at the 
  increased level.
  Unencumbering Items — Cost --- (100gp x pounds): The 
  item fulfills the normal functions of some specified equipment 
  but it does not interfere with spell casting or cause normal 
  encumbrance. For example, a PC buys a set of bracers which act 
  as AT 15. The GM figures that this particular set of bracers 
  emulates a 50 pound suit of AT 15 so the additional cost is 
  5000 gp; a PC desires a headband which protects as a 4 
  pound full helm so the additional cost is 400 gp.
  Of Changing — Cost = (50 x no. of forms): If an item is 
  "Of Changing" it may vary its forms as desired by the user. For 
  example, a particular "Sword of Changing" may be able to be 
  alternately a dagger or a short sword or a broad sword or a 
  two-handed sword, as desired by the wielder. To construct such 
  an item, all of the forms of item must be constructed of the 
  same materials and have the same properties. To calculate the 
  item's "base price" take the cost of the most expensive form, 
  then add 25% (i.e., x .25) of the cost of each of the additional 
  forms. "Empathy" (a 2x cost multiplier) must be included to 
  switch the forms based on the will of the wielder.
  MODIFYING THE PROPERTIES OF IMPLANTED SPELLS
  An item may be designed with an imbedded spell that 
  operates in a different manner than normal. The GM must be 
  the arbitrator and judge for every application of this process. In 
  particular he must determine the appropriateness of any 
  specific application and he must determine how much to 
  increase the standard implantation costs.
  EXAMPLE: A brave alchemist decides to make a weapon 
  which will "fight" by itself. One way of doing this would 
  be to imbed a Conjuring Circle of the desired level from the 
  Arcane Ethereal List (see Section 3.14). The GM might permit 
  the alchemist to use the Conjuring Circle to actually imprison 
  a being (e.g., spirit, demon, etc) within the weapon rather 
  than having the weapon "Cast" the Conjuring Circle as it 
  normally would. In this case, the weapon might fight, but the 
  user might have to have a "Contest of Wills" (see Section 5.1) 
  in order to control it. The GM might decide that such an 
  imbedment costs 150% of normal.
  INTELLIGENT ATTRIBUTES
  It is possible to design an item using the "intelligence" traits 
  in a different manner than specified in ChLaCaL and SL. This 
  section presents several different options for using 
  "intelligence". If an item is given "intelligence" in any of these 
  options, it should go through the process described in Section 
  5.1.
  Since the cost of "intelligence" is a multiplying factor (i.e., 
  5x for low int., 20x for medium int., etc.), each option is given 
  an "implantation" cost which must be applied in addition to 
  the normal multiplying factors. This implantation cost(s) must 
  be added to the "base price" of the item before the multiplying 
  factors are applied (see RM 7.32 in ChL&CaL).
  Option 1: An item may be constructed with an entire spell list 
  imbedded in it rather than single spells. This designates an 
  item that in some alchemical manner has been "taught" the 
  spells. The level to which the item can cast its spells on its 
  imbedded list is limited by the level of intelligence that was 
  imbedded, as follows: Empathy (1st), Low Intelligence (1st-
  2nd), Medium Intelligence (1st-5th), High Intelligence 
  (1st-10th), and Very High Intelligence (1st-20th). PP's for 
  the spells must come from the user and/or from the item 
  itself if Option 2 has been used in its construction. 
  Implantation Cost =  the "daily" implantation cost 
  (whichever is less) for the level of the spell list imbedded.
  Option 2: An item may be constructed so that it has its own 
  set of power points as follows: Empathy= 2 PP; Low= 5 
  PP; Medium = 10 PP; High = 20 PP; Very High = 40. 
  These PP's may be used by the wielder and/or by the 
  item itself if Option 1 has been used in its construction. 
  Implantation cost = 20 gp.
  Option 3: An item may be constructed to prefer or despise 
  particular classes, races, or moral alignments. The designed 
  must specify whether it will cease to function, or whether 
  IMPLANTATION COSTS CHART
  SPELL LEVEL
  Type of Item
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  25
  30
  50
  Rune Paper
  Potion
  Daily Item
  Wand
  Rod
  Staff
  Ring
  3
  5
  15
  10
  40
  100
  300
  10
  15
  50
  20
  80
  150
  450
  20
  30
  100
  40
  120
  200
  600
  30
  45
  150
  60
  150
  250
  750
  40
  60
  200
  80
  200
  300
  900
  60
  90
  300
  120
  280
  400
  1200
  80
  120
  400
  160
  360
  500
  1500
  100
  150
  500
  200
  440
  600
  1800
  125
  200
  600
  240
  520
  700
  2100
  150
  225
  750
  280
  600
  800
  2400
  200
  275
  900
  360
  720
  1000
  3000
  250
  325
  1050
  440
  840
  1200
  3600
  300
  375
  1200
  520
  960
  1400
  4200
  350
  425
  1350
  600
  1080
  1600
  4800
  400
  475
  1500
  680
  1200
  1800
  5400
  500
  575
  1800
  840
  1440
  2200
  6600
  600
  675
  2100
  1000
  1680
  2600
  7800
  700
  775
  2400
  1160
  1920
  3000
  9000
  800
  875
  2700
  1320
  2160
  3400
  10200
  900
  975
  3000
  1480
  2400
  3800
  11400
  1260
  1365
  4200
  2072
  3360
  5320
  15960
  1764
  1911
  5880
  2900
  4704
  7448
  22344
  3175
  3439
  10584
  5220
  8467
  13406
  40219
  Spell Bonus Items:
       1 
  Adder = +50gp;
    +2 
  Adder = +100gp;
     +3 
  Adder = +20 gp;
    +4 
  Adder = +400 gp;
     +5 
  Adder = +800gp.
   +6 
  Adder = +1600gp.
       x2 Multiplier = +200 gp;
      x3 Multiplier = +400 gp;
      x4 Multiplier = +800 gp;
      x5 Multiplier = +2000 gp;
      x6 Multiplier = +5000 gp.
  
  78    Time and Level Alchemical Requirements
  Rolemaster Companion I
  it will even attack the despised ones. Of course, if an 
  attack of some sort is desired, the characteristics of the 
  attack must also be implanted in the weapon. Intelligence 
  used in this way may have many uses: to make the weapon 
  jealous, have a specific goal, retain relationship with one 
  primary owner, etc. The material in Section 5.1 can be used 
  to determine how effect the item may be in influencing its 
  wielder. Implantation cost = 10 gp.
  EXAMPLE: A broadsword (I gp) with a spell list to 5th 
  level (200 gp and 20x) and 10 PP (20 gp and 20x) 
  would cost: (I + 200 + 20) x (20 + 20) = 8840 gp.
  5.4 TIME AND LEVEL 
  ALCHEMICAL 
  REQUIREMENTS
  RM  Section 7.32 in ChL&CaL presents a system for 
  determining the price of an item based upon its magical 
  properties and construction. This system does not require 
  specific knowledge of the process by which the item was 
  constructed, so often the price of an item is known but the 
  exact spells required to make the item are not known. Thus, the 
  guidelines for the time required to make an item from SL 
  Section 9.9241 are often difficult to apply. 
  This becomes a problem if characters want to have a 
  specific item made and need to know the time and the level of 
  the spells required. If the GM wishes to use an approximation 
  of the level of the spells and the time required to make an 
  item, he can use the following set of guidelines using the cost 
  of the item. For items with multiple enchanted abilities, this 
  process can result in lower construction times but a slightly 
  higher "level of spell required".
  Days to create =
  number of special properties x square root of (base cost x 10)
  Level of Spells Required=
  Days to create divided by (7 x number of special properties)
  EXAMPLE: Simon designs a powerful ring which costs him 
  2000 gp. but only has one special property. It takes 1 x 
  SQRT (10 x 2000) = 142 days to create, and requires spells 
  of up to 20th level. Simon needs to have 142 days, the 
  money, and he needs to find at least a 20th level Alchemist.
  5.5 SPECIAL WEAPONS 
  CHARACTERISTICS
  In this section we give some examples of enchanted abilities 
  that can be used with the Enchanting Ways list (Alchemist Base 
  list). Weapons in the descriptions are referred to as "swords", 
  but the characteristics can apply to any type of weapon. The 
  suggested levels for these spells are very rough and should be set 
  exactly by the GM for his world.
  15TH LEVEL EFFECTS
  Orc Slayer: Acts as a "slaying" weapons against all Orcs and 
  similar creatures: e.g., Goblins, Kobolds, etc. A slaying weapon 
  uses the "Slaying" column against appropriate "Large" and 
  "Super-large" creatures and against appropriate man-sized 
  creatures, it gets to resolve an extra critical on the "slaying" 
  column of the large creature critical table (if a normal critical is 
  obtained) .
  Sword of Bleeding Wounds: On a "A", "B", or "C" 
  critical, it causes additional bleeding of 1 hit/rd. On a "D" 
  or "E" critical, it causes additional bleeding of 2 hits/rd.
  Sword of Warning: If lying near its owner it will 
  telepathically alert him, even if asleep, to unauthorized 
  presences within 100'.
  Unbalancing Criticals: Weapon delivers an additional 
  unbalancing critical of one severity level less than any normal 
  critical delivered.
  Sword of Changing: Each round, the weapon can take on 
  any one of 4 varying forms; e.g., dagger, broadsword, hand & a 
  half sword, or 2-handed sword.
  20TH LEVEL EFFECTS
  Undead Slayer: Acts as a slaying weapon against all undead. 
  Similar weapons can be enchanted against other very specific 
  classes of creatures: e.g., Type V Demons, golems, etc.
  Sword of Returning: At the end of the round that it is 
  thrown, the weapon will return to the thrower's hand using 
  Long Door 300'.
  
  Special Weapons Characteristics    79
  Rolemaster Companion I
  Sword of Frost: When drawn, it becomes extremely cold, 
  emitting cold vapor. Weapon delivers an additional cold critical 
  of one severity level less than any normal critical delivered.
  Sword of Flame: It flames when drawn from the sheath. 
  Weapon delivers an additional heat critical of one severity level 
  less than any normal critical delivered.
  Sword of Vibration: When drawn, it vibrates rapidly, but 
  the wielder may hold it normally. Weapon delivers an 
  additional impact critical of one severity level less than any 
  normal critical delivered.
  Sword of Lightning Criticals: When drawn, sparks and arcs 
  of electricity run up and down its blade. Weapon delivers an 
  additional electricity critical of one severity level less than any 
  normal critical delivered.
  Defender: Allows wielder to use his full OB to parry even 
  when "stunned"; he can use half his OB to parry if "stunned 
  unable to parry".
  General Alignment Reactor: When added to an 
  intelligent weapon, causes the weapon to initiate "Will 
  Contests" (Section 5.1) with its wielder. This reaction does not 
  occur if the wielder is of the same general moral alignment 
  (good or evil) as the weapon.
  25TH LEVEL EFFECTS
  Special Races' Slayers: As the "slaying" weapons above 
  except that a special "race" may be affected: e.g., specific 
  Mannish races, Elves, Dwarves, Treeherds, Zephyr Hounds, 
  Half-Elves, Wyverns, etc. (GM discretion).
  Giant Slayer: As the "slaying" weapons above except that 
  all humanoids 9' tall or taller may be affected: e.g., Giants, 
  some Trolls, Cyclops, etc.
  Evil Slayer: As the "slaying" weapons above except that 
  individuals "knowing" the following lists may be affected: e.g., 
  Evil Magician, Evil Cleric, Evil Mentalist.
  Avian Slayer: As the "slaying" weapons above except that all 
  unusual winged creatures may be affected: e.g., Sphinx, 
  Gargoyle, Griffin, Pegasus, etc.
  Conjured Entities Slayer: As the "slaying" weapons above 
  except that all magically fashioned entities (usually artificial 
  beings) may be affected: golems, constructs, shards, elementals, 
  etc.
  Swordslayer: When the sword directly strikes an enemy's 
  weapon, the enemy's weapon must resist a 20th level attack 
  spell or be destroyed. This normally occurs if a melee attack 
  by this sword is "parried" by part of the target's OB; if such 
  an attack would have struck the target without the OB parry 
  subtraction, the target's weapon is struck and must make the 
  RR (only a 50% chance if the target is using a shield).
  Holy Sword: The weapon uses the "Holy Arms" column 
  when used against "evil" (or an alignment opposite that of the 
  weapon) "Large" and "Super-large" creatures. If this weapon 
  delivers a critical against a man-sized "evil" creature, that critical 
  is resolved normally and then a second critical is resolved on the 
  "Holy Arms" column of the large creature critical strike table.
  Guardian Defender: If wielder is struck down, the weapon 
  floats over him and fights (with half his OB) until 1 hr passes 
  or until it receives a "knocked down" or "killed" result (treat 
  weapon as AT 20(75)). The weapon must have at least "Low 
  Intelligence".
  30TH LEVEL EFFECTS
  Free Entity Slayer: As the "slaying" weapons above except 
  that entities from other planes may be affected: e.g., Demons, 
  Djinn, Succubi, etc.
  Dragon Slayer: As the "slaying" weapons above except that 
  one type of Great Drake (Dragon) may be affected: e.g., Cold 
  Drakes, Sea Drakes, Fire Drakes. Sir Francis Drakes, etc.
  Lesser Drake Slayer: As the "slaying" weapons above except 
  that all Lesser Drakes arid similar fell creatures may be affected: 
  e.g., Lesser Drakes, Wyverns, Basilisks, Fell Beasts, etc.
  Sword of Justice: + 15 in addition to any normal bonus 
  against Evil Magicians, Evil Clerics, and Evil Mentalists, 
  Sorcerers, Demons, etc. It is "Holy" and will initiate "Will 
  Contests" (Section 5.1) to keep itself from being wielded by 
  anyone not thoroughly "good". If any other creature picks it 
  up, the sword will attempt to (if it wins the "Will Contest") 
  attack him on the appropriate weapon table ( +15 + any 
  normal bonus) and the wielder receives NO db. Requires at 
  least "medium intelligence".
  Sword and Armor Slayer: As a Swordslayer above but it also 
  "slays" shields (as above) and armor on areas specified by 
  criticals. 
  
  80    Poisons/ Herbs
  Rolemaster Companion I
  Critical Alignment Reactor: As a General Alignment Reactor 
  above but the alignment relationship must exactly match.
  50TH LEVEL EFFECTS
  Man Slayer: As the "slaying" weapons above except that all 
  men may be affected.
  Great Dragon Slayer: As the "slaying" weapons above except 
  that all Dragons and similar creatures may be affected.
  Sword of Far Returning: As Sword of Returning above except 
  that the range is unlimited and the returning is usually keyed to 
  another item; e.g., the sword might return to a ring when it is 
  "called" (summoned).
  Dancing Sword: Also known as a "Living Sword." A 
  conjured entity must be imbedded in the sword, or a free 
  entity imprisoned in it. Thenceforth, the sword fights with the 
  OR of the possessed spirit, regardless of the abilities of the 
  wielder. If the wielder can command the entity within the sword 
  through a "Will Contest" (Section 5.1), he can order it to 
  follow instructions (e.g., fight) without the wielder's physical 
  contact; and if the wielder is struck down the sword will guard 
  as a "Guardian Defender" but with its own OB.
  Swiftslayer: The weapon does triple normal concussion hit 
  damage and adds + 40 for first strike determination. It casts 
  continuous Blur on its wielder and may cast Haste X on its 
  wielder up to twice each day.
  Shieldbreaker: As a Sword and Armor Slayer above except 
  that all armor is treated as AT 1 if it is nonmagic or if it is 
  magic and fails a RR against a 30th level spell.
  5.6 POISONS AND ROTTEN 
  THINGS
  This section presents a compilation of poisons, diseases, 
  viruses, and other "rotten things" from various ICE. products. 
  This is mainly intended for reference use and to provide 
  additional material for those who do not own the individual 
  products.
  In the descriptions, the "Effect" is applied to a target if the 
  RR is failed by more than 20; the Minimum Effect is applied to 
  the target if the RR fails by 1-20 or if the RR succeeds by 0-20. 
  The GM may wish to vary these ranges for the various poisons.
  5.7 HERBS
  This section presents a compilation of herbs that are not on 
  the ChL&CaL chart but that are found in various I.C.E. 
  products. This is mainly intended for reference use and to 
  provide additional material for those who do no own the 
  individual products.
  
  Poisons and Rotten Things    81
  Rolemaster Companion I
  POISONS AND ROTTEN THINGS
  Name
  Source
  Form
  Appearance
  lvl
  Freq.
  EFFECT
  (RR fails by 21+)
  MINIMUM EFFECT
  (RR fails by 1-20 or 
  succeeds by 0-20)
  Adder 
  Venom
  adder
  venom
  black paste
  10
  rare
  kills(5 rnds).
  paralysis(l-100 rnds).
  Ajkara
  jungle flower
  incense
  smoke
  10
  rare
  target reveals secrets.
  disorient (-10%) 1-10 hrs.
  Angurth
  flea blood
  bacteria
  invisible
  2
  —
  slow,
   painful death.
  Fever,
   nausea(2-20)days.
  Asp 
  Venom '
  green asp
  venom
  paste
  5
  common loss of hit limb.
  limb damage(-50%).
  Athanar
  snakes
  liquid
  grey
  15
  rare
  weakens constitution(5-50%).
  none.
  Blade Hemlock
  plant
  paste
  inject
  6
  m.rare
  kills(6-10 rnds).
  incapacity(l-10 hrs).
  Bukandas Bulch
  wolves
  glands
  juice
  20
  v.rare
  severe asthma.
  mild asthma.
  Cyclic fever
  ticks/lice
  bacteria
  invisible
  15
  rare
  3-12 cycles of fever(4 days).@
  2-3 cycles low fever.
  Cathaana
  nuts
  flakes
  white
  15
  v.rare
  destroys mind.
  euphoria.
  Daxamas
  Daxa plants
  leaves
  flaxes
  15
  v.rare
  heart disease.
  none.
  Din Fuinen
  moss
  oil
  green
  8
  m.rare
  amnesia(l~100 days).
  disorient(-30%) 1-10 hrs.
  Etarka
  Vandar plants
  roots
  paste
  2
  rare
  slow death.
  none,
  Frulowg
  bacteria
  infection
  invisible
  5
  m.rare
  loss of smell.
  none.
  Gartaan
  waters of Ky
  fluid
  clear
  15
  v.rare
  severe hemophilia.
  none.
  Grelnixar
  Vrel plant
  leaves
  fibers
  45
  e.rare
  running death.
  hallucinations.
  Gurth-nu-fuin
  people
  virus
  invisible
  3
  __
  slow,
   painful death.
  severe nausea( 1-100)hrs.
  Heen
  Geen plants
  seeds
  powder
  20
  v.rare
  ulceration.
  5-50 hits.
  Hevik
  leaves
  powder
  gray
  30
  rare
  induces deep sleep(l 1-20 hrs). none.
  Hulmiikak
  hulmiis ants
  sting
  juice
  15
  v.rare
  loss of eyesight.
  vision(-30%).
  Igturfas
  Iguri snakes
  blood
  brown powder 25
  e.rare
  feeble-mindedness.
  disorient( l0-100 hrs).
  Jadaras
  Janar grass
  fluid
  clear
  15
  rare
  dexterity loss.
  none.
  Jitsukar
  clams
  paste
  brown
  40
  v.rare
  kills(1-100)rds.
  none.
  Kaskamak
  ?
  ?
  ?
  12
  e.rare
  surface feeling loss.
  none.
  Klabas
  Klane plant
  buds
  white powder 10
  rare
  nervous breakdowns.
  depression (-25%).
  Kuwurn 
  Yorf
  mold
  spots
  gold
  5
  rare
  death in 3 days.
  none.
  Marsh Flux
  contamination
  germs
  food/water
  20
  m.rare
  dehydrate/coma(2-7 days).
   +
  diarrhea/vomit(l-3 days).
  M.W.
   
  Trumpet*
  flower
  pollen
  white
  4
  m.rare
  nausea(l-10days)or insanity.
  headache(-15 %) 1 -10 hrs.
  M.W.
   
  Trupmet*
  plant
  seed pod
  cream
  10
  m.rare
  death.
  coma(l-10)days.
  Moourark
  Rark bats
  venom
  blue
  5
  e.rare
  bones dissolve.
  none.
  Morgurth
  black drakes venom/blood
  black
  60
  e.rare
  brain dissolves.
  coma( 1-100 yrs).
  Murnan
  trees
  sap
  yellow
  10
  v.rare
  paralysis.
  fever/delerium(4 days).
  Orn
  Turid plant
  sap
  green
  5
  m.rare
  warts and scars.
  1-10 hits.
  Pakiik
  bacteria
  fluid
  yellow viscous 25
  e.rare
  random body growth.
  none.
  Pangwood
  tree
  fibres
  brown
  2
  common depends on type of contact.
  none.
  Pawlun
  Pawf vines
  juice
  fluid
  1
  rare
  loss of teeth.
  none.
  Pentanoth
  blue kelp
  liquid
  clear
  40
  rare
  coma(1-4)days.
  loss of will(6-I2 hrs).
  Phoroz
  flower
  pollen
  clear liquid
  4
  common slow paralysis & death.
  numb limbs(-40%)l-10hrs.
  Quaking Fever
  leeches
  bacteria
  invisible
  20
  rare
  fever/convul./cough{6-10 days).**swelling/fever/trembling.
  Red Fever
  contamination
  germs
  food/water
  25
  rare
  vomiting(10-14 days),§
  fever/nosebleed/headache.
  Rorkandiis
  Uster hawks
  saliva
  paste
  5
  v.rare
  cartilage loss.
  none.
  Sarnumen
  numen eel
  liquid
  blue
  30
  v.rare
  nervous disorder(-50%).
  none.
  Shirolos
  distillation
  liquid
  clear yellow
  10
  m.rare
  suggestive trance(immobile).
  drowsy(-l00).
  Shutinis
  Hultif bugs
  venom
  brown fluid
  13
  v.rare
  insanity.
  distracted(l-100 hrs.)
  Spider 
  Venom
  giant spider
  venom
  paste
  10
  rare
  death or paralysis(2 types).
  fever/delerium( 10-100 hrs).
  Surlok
  Surn fish
  spines
  fluid
  10
  rare
  toe and finger rot.
  loss of sensitivity.
  Symk-Arg-Wy
  Wyg fish
  venom
  fluid
  10
  m.rare
  hair loss.
  none.
  Thrang
  Thorf panther
  glands
  juice
  10
  rare
  loss of color-vision.
  none.
  Thrayniis
  Ayniic fleas
  blood
  brown
  10
  rare
  paralysis.
  none.
  Thurviik
  volcan.
   cave
  gas
  pink
  20
  rare
  sleep(3 hrs).
  none.
  Umakilis
  frogs
  liquid
  red
  10/50#
  rare
  kills instantly.
  coma(l-10 days).
  Vaxvarna
  virus
  disease
  invisible
  20
  v.rare
  internal bleeding.
  severe weakness 1-100 days
  Vemaak
  Larn hornets
  organs
  yellow powder 1
  rare
  hearing loss.
  none.
  Water Hemlock
  plant
  liquid
  clear amber
  3
  m.rare
  kills(6-10 rnds).
  incapacity(l-10 hrs).
  Wuchyga
  sand lizards
  bones
  white powder 10
  rare
  light sensitivity.
  none.
  Yake
  Yake ferns
  juice
  pale green
  30
  rare
  tonguerot.
  mouth burns(2nd degree).
  Yavin Girith
  fruit
  juice
  golden/clear
  10
  rare
  mild coma/memory loss.
  dizziness(l-l0)days(-25 %).
  Yellow Rheum
  mosquitoes
  germs
  bug bite
  30
  rare
  bloody vomit(7-18 days).
   +
  vomit/jaundice/fever.
  NOTES:
  * — 
  Abbreviation for milk-white trupmet (a mirkwood flower).
  # — Umakilis 10th level by touch,
   60th by bloodstream.
  @ — Cyclic fever causes blindness(50%) or death(25%).
  + — 20% chance of death due to shock.
  ** — 30% chance loss(l-20 pts)Co.l5% chance of death.
  § — 40% chance of death from pneumonia,
   peritonitis,
   meningitis,
   or heart failure.
   Duration of minimum form is (7-10 days),
   vs skin:
   victim -50% for 6-
  60 hrs.
   vs eyes:
   blindness,
   vs lungs:
   choke to death in agony.
  Freq.
   — 
  The frequency of occurrence:
   common;
   m.rare = moderately rare;
   rare;
   v.rare = very rare;
   e.rare = extremely rare.
  
  82    Herbs
  Rolemaster Companion I
  HERBS
  Climate Codes:
   a = arid;
   c = cold;
   e = everlasting cold;
   f = frigid;
   h = hot and humid;
   m = mild temperate;
   s = semi-arid;
   t = cool 
  temperate
  Locale Codes:
   
  A = 
  Alpine;
   B = Breaks/wadis;
   C = Coniferous Forest;
   D = Deciduous/Mixed Forest;
   F = Freshwater coasts and banks;
   
  G = Glacier/snowfield;
   H = Heath/scrub;
   I = Isles;
   J = Jungle/rain forest;
   M = Mountain;
   O = Ocean/saltwater shores;
   R = Rolling hills;
   S 
  = Short grass;
    
  T = 
  Tall grass;
   U = Underground(caverns,
   etc.);
   
  V = 
  Volcanic;
   
  W = 
  Waste;
   D = Desert.
  Difficulty of Finding:
   1 = Routine( + 30);
   2 = Easy( + 20);
   3 = Light (+10);
   4 = Medium ( + 0);
   5 = Hard (-10);
   6 = 
  Very Hard (-20);
   7 
  = Extremely Hard(-30);
   8 = Sheer Folly(-50);
   9 = 
  Absurd(-70).
  Preparation Codes:
   bo = boil;
   bu = burn;
   cr = crush;
   diss = dissolve ;
   dr = drink;
   ext = extract;
   im = immerse;
   in = inhale.
  Name
  Codes
  Form
  Prep
  Cost
  Effect
  Abaas
  h-O-3
  leaf
  cr/eat
  1gp
  Heals 2-12.
  Arduvaar
  s-Z-9
  powder
  diss/dr
  5000gp
  Universal antidote.
  Awn
  t-D-9
  bark
  bo/dr
  1900gp
  Joining limbs.
  Baranie
  m-D-2
  leaves
  br/dr
  3bp
  Reduces nausea.
  Caranan
  m-F-4
  mix
  eat
  3gp
  Heals 2-8.
   Relieves pain/swelling.
   Max 10 doses/day.
  Carefree Mustard
  m-C-5
  leaves
  poultice
  10gp
  Heals all concussion hits (takes 1 hr).
  Carneyar
  h-O-7
  flower
  bo/dr
  400gp
  Heals all hits and stops bleeding.
  Culan
  h-T-4
  mix
  bo/dr
  15gp
  Anti-spasmodic;
   reduces effect of certain poisons.
  Durad
  h-O-8
  root
  eat
  2000gp
  Slows Morguth 50-85%.
  Elendil'
  s Basket
  f-H-3
  root
  bo/dr
  8gp
  Purifies water.
   Slows poisons 10x.
   Lasts 12hrs.
   1 dose/day only.
  Fiis
  s-O-2
  resin
  rub
  8sp
  Heals 1-6.
  Fukavar
  t-I-6
  flower
  cr/bu/in
  230gp
  Allows mental summons one friendly individual.
   Range 20 
  miles.
  Gildarion
  h-J-7
  mix
  salve
  350gp
  Major organ repair.
   Recovery 1-10 days.
  Grarig
  h-V-4
  leaf
  eat
  60gp
  Heals 30.
  Harlindar
  s-S-5
  mix
  dil/dr
  50gp
  Assures safe childbirth.
   Nutritionally balanced.
  Himros
  m-F-6
  mix
  apply
  55gp
  Relieves Pangwood inflammation.
   Cures up to 2nd degree 
  burns.
  Kirsemal
  c-I-4
  bark
  bo/dr
  110gp
  Allows adrenal maneuvering for 3 
  rnds(speed/leaping/strength/etc).
  Klandun
  h-B-6
  fern
  eat
  300gp
  Cures 
  Thrayniis and other forms of paralysis.
  Klynyk
  m-O-2
  oyster
  apply
  25bp
  Removes hair for several days.
  Kolandor
  h-D-9
  leaves
  poultice
  15,000gp Regenerate limbs(takes 6 months).
  Laurre
  f-V-9
  flower
  eat
  29500gp Cures Morgurth.
  Maiana
  t-C-1
  mix
  dil/dr
  5tp
  Decongestant.
  Margath
  h-J-2
  mix
  salve
  1gp
  Anaesthetic,
  Miretar'
  s Crown
  c-S-6
  flower
  salve
  125gp
  Stops bleeding of any one wound.
  Naza
  e-W-9
  leaf
  chew
  6800gp
  Universal antidote.
   Immediate effect.
  Nelthandon
  s-R-1
  plant
  eat
  1bp
  Emetic (induces vomiting in 20 min).
  Red 
  Willow
  t-F-2
  leaf
  br
  5sp
  Lowers fever.
  Rumareth
  m-T-6
  mix
  drink
  125gp
  Stops bleeding.
   Causes drowsiness.
  Silraen
  s-H-2
  powder
  dil/dr
  1bp
  Analgesic.
   Causes sleep.
  Sindoluin
  m-T-2
  flower
  ext/dr
  2sp
  Anti-coagulant.
  Slagen
  t-C-6
  moss
  apply
  120gp
  Limb preservation.
  Sweet Galenas
  m-H-2
  leaf
  bu/in
  5sp
  Relaxes(-75%)1-10 rnds.
  Teldalion
  m-C-3
  bark
  poultice
  2gp
  Reduces inflammation.
   Cures infection.
  Telperion
  s-D-7
  leaf
  eat
  100gp
  Heals 10-100 hits.
   
  Tharm
  m-O-1
  kelp
  apply
  5tp
  Protection from sunburn;aids tanning.
  Tulaxar
  c-T-6
  leaves
  bo/dr
  110gp
  Stops bleeding.
  Ucason
  m-O-7
  grass
  bu/in
  75gp
  Cures blindness.
  Ul-ucason
  m-O-8
  grass
  bu/in
  250gp
  Restores eyes.
  Valanar
  h-O-9
  leaf
  chew
  1000gp
  Antidote for Karfar.
  Vessin
  m-O-5
  clams
  apply
  30gp
  Cures 2nd degree(seconds) & 3rd degree(1 day)burns.
  Vipersweed
  m-H-4
  root
  bo/dr
  15gp
  Antidote for 
  Asgurath.
  
   
  Condensed Combat System    83
  Rolemaster Companion I
  This section presents optional material concerning the 
  mechanics of various elements of role playing. For GM's who 
  want to handle all of the mechanics of combat, Section 6,1 
  provides a condensed combat system that approximates the 
  results the RM attack tables. Section 6.2 provides a grouping of 
  activities according to the percentage of a round's action they 
  require. Those of you who want increased damage for results 
  above "150" should read Section 6.3. Mass and force 
  considerations are examined in Section 6.4, while Section 6.5 
  presents a way of introducing a "luck factor" into a game. 
  Finally for the statistically minded, Section 6.6 provides an 
  analysis of the effectiveness of the various RM attack types and 
  armor types.
  6.1 CONDENSED COMBAT 
  SYSTEM
  Periodically, a GM might want to resolve a combat situation 
  without letting the players in on what sorts of armor and 
  defensive bonuses their opponents have. In a case such as this, 
  the GM can resolve all the combat, perhaps letting the players 
  roll the dice while the GM does all the calculating. This type of 
  approach to combat does indeed add an atmosphere of 
  uncertainty to the game, but if the gaming group is large the 
  process can become very unwieldy and slow.
  The Condensed Combat System is designed for just such a 
  situation, where Rolemaster's approach to combat resolution can 
  be significantly condensed and perhaps quickened. This 
  Condensed Combat System is not meant to replace 
  Rolemaster's systems except when the slight deviations from the 
  standard game results are not as important as "getting on with 
  the game." The system can seem complex at first, but it can be 
  easily mastered with a little practice.
   The Condensed Combat System (or CCS) handles 
  obtaining attack results, but the critical, fumble, and failure 
  tables must be used for certain results. The CCS is printed on 
  one page which a GM may photocopy for his own use. It 
  consists of 5 different areas, each of which is described below. 
  THE ATTACK STATISTICS AREA
  The Attack Statistics Area has nine columns of information 
  with a line for each attack table in Arm Law & Claw Law and 
  Spell Law. These lines are called the Attack Lines. When an 
  attack is being resolved on the CCS chart, the GM should refer 
  to the Attack Line corresponding to the type of attack being 
  made.
  The first column contains the name of the attack type that 
  the Attack Line corresponds to.
  The second column, labeled "Fail Range" for Failure and 
  Fumble, gives he value for a fumble or spell failure for the 
  attack type an Unmodified die roll. In every case, the value of 
  the fumble/failure should be read as a range beginning at 01. 
  Therefore a fumble/failure of "4" means that the attack 
  fumbles/fails on an Unmodified roll of "01, 02, 03, or 04." 
  Spell failures may occur at higher values for modified rolls; see 
  the specific attack tables in Spell Law.
  The third column is labeled "Crit Type" for "critical hits." 
  The codes indicate what kind of criticals are usually given for 
  the attack types: Puncture, ash, Krush, Impact, Tiny, Grapple, 
  Unbalance, Martial Arts Strikes, Mar- Arts Sweeps, Electrical, 
  Cold, or Heat. So if the attack results in a critical result, a 
  critical of the appropriate type (the first kind given) should be 
  rolled on the standard critical charts in AL&CL and SL. 
  The "Crit Type" column often lists a second or third critical 
  type: more information that can be used in certain 
  circumstances. They can denote additional criticals as given 
  within the framework of the existing game system (such as for 
  elemental bolt attacks). They can denote a graduating effect, 
  where a low attack result on the chart might indicate one type 
  of critical, while a higher attack result might yield a different 
  kind of critical. If the GM is very familiar with the RM attack 
  tables, he will often be able to draw all his information from 
  the CCS and apply different results according to his experience.
  The fourth column is labeled "Table Type" to indicate which 
  Armor DB Modifications apply to that attack form. In RM, 
  armor effects different attacks differently: metal armor is more 
  susceptible to electricity, heavy armor is more vulnerable to 
  unbalancing effects, etc. However, for most attack forms, armor 
  is a great benefit.
  The fifth to ninth columns are labeled "Weapon OB Mods 
  & Basic Hit Factors"; each column corresponds to an Armor 
  Category. Each column gives the GM two items of information 
  concerning each attack type:
  a. An over-all plus or minus OB modification for that 
  attack type against the category of armor being attacked 
  (skin, soft leather, rigid leather, chain, or plate);
  b. basic hit factor (in parentheses) which helps determine 
  the number of hit points inflicted by the attack.
  THE ARMOR DB AREA
  The second area of the CCS is the section labeled "Armor 
  DB Mods Area". When a GM is using the CCS he should use 
  a DB modification for the target based upon the target's armor 
  (called an Armor DB Mod). This modification can be obtained 
  from the "Armor DB Mods Area" of the CCS. A specific 
  modification is obtained by cross-indexing the target's Armor 
  Type and the code which appears in the "Table Type" column 
  6.0 Tactical and Physical Factors
  
  84    Condensed Combat System
  Rolemaster Companion I
  on the appropriate Attack Line. These codes refer to these 
  different types of attack tables:
  AL = Standard Arms Law attack table 
  SL = Standard Spell Law attack table 
  CL = Standard Claw Law attack table 
  RSL = Reverse Spell Law attack table 
  RCL = Reverse Claw Law attack table
  NOTE: "Reverse " refers to those attack type tables which are 
  more effective against heavy armor types than lighter ones. 
  THE THRESHOLD AREA
  The third area of the CCS is that labeled Thresholds. The 
  columns refer to the various Armor Categories: Sk = Skin, SL = 
  Soft Leather, RL = Rigid Leather, Ch = Chain, Pl = Plate. The 
  values on the first line indicate the lowest result at which an 
  attack inflicts damage ("THT" stands for "To Hit Threshold"). 
  The other lines indicated the lowest results for which the 
  various severity of criticals occur.
  First, the GM determines the Final Attack Number (FAN); 
  the attack roll modified by the various OB and DB 
  modifications. The FAN is then used to refer to the appropriate 
  column in the Threshold Area. If the FAN is greater or equal to 
  the THT in the column, the attack has inflicted damage. If the 
  FAN is also greater than at least one of the other values in the 
  column, a critical is inflicted (severity is that of the highest 
  value surpassed). The FAN and THT can then be used to 
  determine the concussion hits delivered by the attack.
  THE PROCESS SUMMARY AREA
  The fourth area of the CCS is a brief statement of the step-
  by-step method of resolving an attack using the CCS. GM's 
  will quickly find this process to become automatic after a few 
  tries. Though the process looks daunting at first, try it using 
  the step-by-step approach and it will soon become very easy.
  THE NOTES AREA
  The fifth area of the chart contains the Notes referring to 
  other areas of the CCS. It also contains the attack limits for the 
  4 Martial Arts Ranks (I-IV) and for the animal attack size 
  categories (small, medium, large, and huge). They are included 
  here for ease of reference. When an attack roll is made and the 
  normal OB and DB modifications have been added, the value 
  of this result cannot exceed the appropriate rank or size 
  threshold (if applicable); reduce the result if necessary. After 
  this point the Armor DB Mods and Weapon OB Mods may 
  increase the result beyond these limits. 
  THE PROCESS DESCRIPTION
  1.)The attacker rolls his attack (1-100 open-ended) and checks 
  to see if the result fumbles or fails (column 2). If so, the 
  attack process halts and fumble/failure resolution proceeds 
  normally.
  2.)The attacker then adds his OB and subtracts the target's 
  DB, If the attack is more than a limit imposed by a Martial 
  Arts Rank or a size limitation, this result is reduced to the 
  maximum allowed value (see the Notes Area). This result is 
  the Initial Attack Value (IAV).
  IAV = the attack roll - defender's DB + attacker's OB
  3.) Then the GM cross-indexes the attack's "Table Type" 
  (column with the target's armor type on the Armor DB 
  Mod Area. He then takes the IAV (from step #2), subtracts 
  this Armor DB Mod, and adds the proper Weapon OB 
  Mod from the column (5-9) corresponding to the target's 
  armor. The result is the Final Attack Number (FAN).
  FAN = IAV - Armor DB Mod + Weapon OB Mod
  4.) Next, refer to the column corresponding to the target's 
  armor in the Threshold Area. If the FAN is less than the 
  THT in the column, the attack misses and this process 
  halts; otherwise, the attack has inflicted damage. If the 
  FAN is also greater than at least one of the other values in 
  the column, a critical (type is found in column 3) is 
  inflicted; the severity is indicated by of the highest value 
  surpassed. Any critical resulting is resolved normally.
  5.)The FAN and THT are then used to determine how many 
  concussion hits are delivered by the attack. Divide the 
  difference between the FAN and the THT (FAN - THT) 
  by the proper Basic Hit Factor from the column (5-9) 
  corresponding to the target's armor. This result (rounded 
  off) is the number of hit points delivered by the attack.
  Hits = (FAN - THT) / Basic Hit Factor
  CONSIDERATIONS FOR THE GM
  1. For a long time, it has been generally acknowledged that 
  in almost any simulation gaming system, there is a constant 
  tension between "realism" (or a sense of realism) and 
  playability. Make a game more realistic and it becomes less 
  playable to most people; make it more playable, and realism is 
  almost always sacrificed. Some systems are strongly focused on 
  realism but suffer with myriad rules; others are simple to 
  execute but scatter accuracy to the four winds. Playability is 
  usually pleasurable but so also is a realistic resolution. This 
  CCS is offered for those times when Rolemaster's processes bog 
  down because the GM is handling most of the combat 
  resolutions for a large number of players.
  2. This CCS does not include information indicating that 
  an attack type is incapable of generating a particular kind of 
  critical (such as rapiers or short swords not being able to inflict 
  "E" crits on AT 20). The GM will have to decide how to 
  handle this. If he wants rapiers and short swords to be able to 
  inflict "E" criticals on AT 20, this CCS will permit it. But if 
  the GM desires values which remain constant with the game 
  system, he might have to make notes of the maximum criticals 
  of certain weapons against particular armor types.
  3. Similarly, the CCS does not help the GM figure when 
  attack table with "graduating" criticals changes. For example, 
  the Bite (or Horn) table begins with Tiny criticals and then 
  graduates to punctures, slashes, unbalances, etc. The CCS notes 
  are careful to warn a GM when he is dealing with an attack of 
  this type. The GM will either have to arbitrate the result or 
  refer to the original tables.
  
  Condensed Combat System    85
  Rolemaster Companion I
  CONDENSED COMBAT SYSTEM
  ATTACK STATISTICS 
  AREA:
  Weapon OB Mods & Basic Hit Factors [OB Mod (BHF)]
  Attack Type
  Fail
  Range
  Crit
  Type
  Table
  Type
  Skin(Sk)
  Soft 
  Leather(SL) 
  Rigid
  Leather(RL) Chain(Ch) Plate(PI)
  Dagger
  1
  P,S
  AL
  -10(4.7)
  -12(8.2)
  -20(8.5)
  -20(10.7) -20(22.9)
  Falchion
  5
  S,K
  AL
  + 0(2.3)
  -2(3.3)
  + 4(3.3)
  + 4(4.4)
  + 4(6.4)
  Hand 
  Axe
  4
  K,S
  AL
  -5(3.1)
  -5(4.5)
  + 3(4.2)
  + 5(5.5)
  + 5(8.5)
  Main Gauche
  2
  P,S
  AL
  -8(4.4)
  -10(7.1)
  -15(7.3)
  -15(9.1) -15(16.7)
  Scimitar
  4
  S,K
  AL
  -5(2.5.)
  -5(3.7)
  -5(3.9)
  -5(7.7)
  + 0(13.2)
  Rapier
  4
  P,S
  AL
  +10(5.3)
  + 5(7.5)
  -4(9.1)
  + 0(10.4) -18(23.7)
  Broadsword
  3
  S,K
  AL
  + 0(2.8)
  + 0(4.1)
  + 0(4.4)
  + 0(6.0) + 0(10.3)
  Short Sword
  2
  S,K
  AL
  + 5(3.8)
  + 0(5.4)
  -5(6.4)
  -10(8.7) -10(14.9)
  Bare Fist
  1
  K,I
  AL
  -25(11.4)
  -35(15.9)
  -35(25.0)
  -35(29.0) -31(31.5)
  Club
  4
  K,I
  AL
  -15(3.9)
  -15(5.7)
  -10(4.9)
  -10(5.7)
  -5(10.3)
  War Hammer
  4
  K,P
  AL
  -5(3.2)
  + 0(4.7)
  + 0(4.2)
  +10(5.0) +10(7.7)
  Mace
  2
  K,I
  AL
  -5(3.5)
  -5(5.0)
  + 0(4.9)
  + 5(5.3)
  + 5(8.0)
  Morning Star
  8
  K,P
  AL
  + 0(2.5)
  + 0(3.5)
  + 5(3.9)
  + 10(4.6) +10(6.6)
  Whip
  6
  E,K
  AL
  -9(3.9)
  -10(8.8)
  -15(10.1)
  -25(12.2) -25(32.)
  Bola
  7
  E,K
  AL
  -10(5.1)
  -10(8.0)
  -10(4.1)
  -10(5.7)
  -6(10.1)
  Composite Bow
  4
  P 
  ,
  P
  AL
  -9(2.9)
  + 1(3.4)
  -2(3.0)
  + 10(3.5) + 5(6.4)
  Hvy Cross Bow
  5
  P 
  ,
  P
  AL
  -2(2.3)
  + 6(3.1)
  + 4(2.6)
  + 15(3.5) +10(5.8)
  Lt Cross Bow
  5
  P 
  ,
  P
  AL
  -7(2.8)
  -3(3.4)
  -2(3.1)
  + 3(3.7)
  + 0(7.1)
  Long Bow
  5
  P 
  ,
  P
  AL
  -3(2.6)
  + 3(3.2)
  + 1(2.9)
  +13(3.3) + 8(5.8)
  Short Bow
  4
  P 
  ,
  P
  AL
  -12(3.1)
  -4(4.3)
  -11(3.6)
  + 0(4.0)
  + 0(9.9)
  Sling
  6
  K,I
  AL
  -12(2.5)
  -15(3.9)
  -6(3.4)
  -5(4.3)
  + 0(6.7)
  Battle 
  Axe
  5
  S,K
  AL
  + 0(1.5)
  + 3(2.3)
  + 6(2.0)
  + 13(2.6) + 13(4.6)
  Flail
  8
  K,P
  AL
  + 4(1,8)
  + 6(2.4)
  +10(2.6)
  + 13(3.3) +13(4.5)
  War Mattock
  6
  K,I
  AL
  + 0(1.7)
  + 3(2.2)
  + 6(2.2)
  + 15(2.7) + 18(3.6)
  Quarterstaff
  3
  K,I
  AL
  -15(2.8)
  -12(3.7)
  -12(4.5)
  -12(6.1)
  -15(9.2)
  2-Hand Sword
  5
  S,K
  AL
  + 5(1.6)
  + 6(2.1)
  + 8(2.0)
  + 10(2.8) + 10(4.7)
  Javelin
  4
  P 
  ,
  P
  AL
  -6(3.3)
  -6(4.3)
  -6(3.7)
  -7(5.2)
  -10(11.4)
  Lance
  7
  P,I
  AL
  + 0(1.4)
  + 4(1.9)
  + 5(1.8)
  +17(2.1) + 20(2.8)
  Pole 
  Arm
  7
  P,
   
  K
  AL
  -2(1.8)
  -2(2.5)
  -1(2-5)
  + 0(3.3)
  + 0(5.2)
  Spear
  5
  P,I
  AL
  -4(2.8)
  -5(4.0)
  + 0(3.6)
  + 3(4.7)
  -4(10.5)
  Beak/Pincher
  2
  T,S,K*&
  CL
  + 3(3.4)
  + 5(3.3)
  -7(4.3)
  + 9(4.5) + 30(4.6)
  Bite
  2
  T,S,P*&
  CL
  + 17(2.5)
  + 5(2.6)
  + 0(2.7)
  + 15(3.0) + 23(3.2)
  Claw/Talon
  2
  T,S,
  P*&
  CL
  + 20(4.7)
  +1(5.0)
  -3(5.3)
  + 11(5.4) + 22(5.9)
  Gp/Gs/En/Sw
  2
  G,G&
  RCL
  -6(5.0)
  -5(6.4)
  + 11(9.2)
  + 30(8.0)+ 45(12.4)
  Horn/Tusk
  2
  T,P,U*&
  CL
  + 19(2.9)
  + 2(3.1)
  + 3(3.2)
  + 13(3.4) + 22(3.5)
  Ra/Bu/Ba
  2
  U,K*&
  RCL
  -4(5.7)
  -8(5.8)
  + 7(6.3)
  + 25(5.9) + 43(6.8)
  Stinger
  2
  T,P*&
  CL
  + 21(9.3)
  -5(10.4)
  -2(9.7)
  + 11(10.8)+ 21(11.5)
  Tiny 
  Animal
  2
  T,T&
  CL
  + 26(8.3)
  + 4(9.6)
  + 0(10.4)
  +14(10.9)+ 25(10.3)
  Tramp/Stomp
  2
  K,K&
  CL
  + 37(3.1)
  + 18(3.0)
  + 9(4.2)
  + 28(4.7) + 34(4.6)
  Fall/Crush
  2
  K,Kπ
  CL
  + 45(2.4)
  + 35(2.8)
  + 23(3.1)
  + 45(3.0) + 43(3.6)
  MA Strikes
  2
  MA St§
  CL
  + 24(4.7)
  +17(5.1)
  + 2(5.8)
  + 24(5.4) + 22(6.3)
  MA Sweeps
  2
  MA Sw§ RCL
  -10(5.7)
  +1(7.6)
  + 13(11.3) + 34(10.3)+ 55(15.8)
  Shock Boh
  2#
  E$
  RSL
  + 9(7.0)
  -11(8.6)
  -1(10.2)
  + 28(8.6)+ 46(10.2)
  Water Bolt
  2#
  I$
  SL
  + 6(3.7)
  -5(4.9)
  -3(7.6)
  + 16(7.6)+ 28(10.5)
  Ice Bolt
  2#
  I,C$
  RSL
  + 21(2.6)
  + 15(3.5)
  + 18(6.0)
  + 34(6.1) + 53(8.5)
  Fire Bolt
  2#
  H,
  I
  $
  SL
  + 38(3.3)
  +10(4.2)
  +15(6.2)
  + 36(5.8) + 51(7.7)
  Lightning Bolt
  2#
  E,I,H$
  RSL
  + 30(3.0)
  + 21(4.0)
  + 18(5.2)
  + 50(4.8) + 66(5.6)
  Cold Ball
  4#
  c,
  c@
  SL
  + 62(7.0)
  + 39(8.4)
  + 48(9.8)
  + 64(9.1)+ 76(10.9)
  Fire Ball
  4#
  H,H@
  SL
  + 68(5.6)
  + 53(6.0)
  + 61(7.4)
  + 72(8.2) + 84(9.5)
  NOTES 
  AREA:
  MAXIMUM IAV's — 105:
   Rank 1 & Small;
   120:
   Rank 2 & Medium;
   135:
   Rank 3 & Large;
   150:
   Rank 4 & 
  Huge.
  * - 
  The critical types for this attack "graduate",
   that is,
   they progress from the first type of critical indicated 
  to the second,
   and then to the third.
   
  These criticals as given are not meant to indicate "additional" criticals 
  given for exceptional damage as on the other attack lines.
  # - 
  These attack forms may incur fumbles at higher ranges depending on the armor type and the range of 
  the final attack number,
   For clarification see the original attack tables indicated.
  $ - 
  These attacks inflict special criticals when an UM 100 is rolled.
  @ - 
  These attacks inflict special criticals when an UM 96-100 is rolled.
  § - 
  These attacks are limited by the rank to which it is developed (1-4),
  & - 
  These attacks are limited by the size of the attack:
   small-huge.
  π - 
  This attack is limited either by the distance fallen,
   or by the size of the attack:
   small-huge,
  ARMOR DB MODS AREA
  Armor 
  Type AL SL
  Table 
  Type CL RSL RCL
  1
  15
  2
  0
  13
  38
  2
  5
  0
  4
  3
  25
  3
  19 12
  16
  18
  33
  4
  23 16
  25
  25
  29
  5
  0
  11
  11
  18
  29
  6
  3
  16
  15
  17
  23
  7
  7
  21
  22
  17
  15
  8
  12 19
  24
  15
  10
  9
  5
  12
  22
  22
  21
  10
  13 19
  30
  27
  18
  11
  18 24
  37
  28
  12
  12
  22 29
  44
  25
  8
  13
  15 13
  23
  20
  17
  14
  25 16
  31
  15
  14
  15
  30 23
  37
  10
  7
  16
  35 24
  38
  7
  4
  17
  26 12
  29
  17
  11
  18
  35 15
  36
  12
  8
  19
  45 23
  41
  5
  4
  20
  50 28
  48
  0
  0
  THRESHOLD AREA
  Armor Categories
  Sk
  SL
  RL
  Ch
  Pl
  THT
  61
  52
  52
  26
  5
  A
  71
  72
  72
  75
  75
  B
  76
  84
  83
  89
  89
  C
  82 
  99
  98
  100 97
  D
  93
  112
  114 110 104
  E
  111
  131
  126 119 109
  THT = 
  To Hit 
  Threshold
  PROCESS SUMMARY AREA
  1.
   Roll the attack:
   if a fumble/failure 
  occurs, halt; otherwise modify the 
  roll by attacker'
  s OB and target'
  s 
  DB.
   
  Apply any reductions due to MA 
  Rank or attack size. Result is the 
  IAV.
  2. Cross-index attack'
  s "Table Type" 
  with the target'
  s armor type in the 
  Armor DB Mod Area. Take the IAV,
   
  subtract this Armor DB Mod, and 
  add the proper Weapon OB Mod.
   
  The result is the FAN.
  3.
   If the FAN is greater than or equal 
  to the THT (see Threshold Area),
   
  the attack does damage. A critical 
  also resulted if the FAN is greater 
  than at least one of the other 
  thresholds; its severity is indicated 
  by the highest threshold crossed.
  4.
   
  To determine how many hits were 
  delivered,
   divide (FAN - 
  THT) by the 
  proper Basic Hit Factor (round off).
  
  86    Action Time Requirements
  Rolemaster Companion I
  4. This CCS largely ignores the variety in hits given on the 
  "low end" of the charts. This might be a relatively minor detail. 
  Some weapons, such as whips and quarterstaffs give hits much 
  more often than criticals. Some of this distinction is lost in this 
  CCS. This may not be considered a terrible loss as most deaths 
  in Rolemaster are caused by critical strikes rather than on hits. 
  For this reason, the CCS focused heavily on criticals rather 
  than hits in its derived statistical values.
  5. On a few occasions, the severity of a critical might be 
  altered by one (e.g., an "A" to a "B" level, a "B" to an "C", 
  etc.). This is especially true of armor categories which follow an 
  unusual pattern against a particular attack. For example, on the 
  Ice Bolt table both AT 12 and AT 9 receive criticals earlier than 
  either AT 11 or AT 10. This may be considered a flaw in the 
  CCS or it may be considered a small sacrifice when time is at a 
  premium.
  EXAMPLES:
  1. In a basic combat situation, the attacker with an OB of 70 
  is swinging a short sword against an opponent in AT 13 with 
  a DB of 30. The attacker rolls a 60, so the Initial Attack Value 
  = 70 - 30 + 60 = 100. To obtain the Final Attack Number 
  (FAN), the GM subtracts the Armor DB Mod for AT 13 in 
  Table Type "AL" (i.e., -15) and adds the short sword's Weapon 
  OB Mod vs chain (i.e., -10): FAN = 100 + (-10)-15 = 75. 
  Checking the Thresholds Area (the Ch column), the CM notes 
  that the attack exceeds the THT of 26 and that it is high 
  enough to inflict an "A " severity Slash critical (i.e., the A 
  threshold happens to be exactly 75). The attack has exceeded 
  the THT by 50 points (75- 25) and the Basic Hit Factor for 
  the Short Sword against chain is 8.7 (see the Short Sword 
  attack line). So the hit damage delivered is 9 hits = 80/8.7. 
  Using this process results in "9AS", while the normal result is 
  "6AS".
  2. A warrior monk with an OB of 130 is making a Rank 3 
  Martial Arts Striking attack against an opponent in AT6 with 
  a DB of 50. The Monk rolls an 85 for an IAV of 165 (130-
  50+85). However, the GM notes that the maximum IAV for 
  Rank 3 is only 135 and reduces the IAV from 165 to 135. 
  Strikes vs soft leather have a Weapon OB Mod of +17, and AT 
  6 has an Armor DB Mod of 15 against a Table Type "CL 
  "chart like this one. The monk's FAN = 135 - 15 + 17 = 137. 
  The monk has exceeded his THT by 85 (137-52), inflicted an 
  "E" severity critical (threshold 131), and inflicted 17 points of 
  damage (85 / 5.1). This result compares favorably with the 
  maximum Rank III MA Strikes against AT6: 19E.
  6.2 ACTION TIME 
  REQUIREMENTS
  Rolemaster commonly operates in 10 second rounds, and it is 
  often important to know just how many activities can be 
  squeezed into a 10 second round. This section provides some 
  suggested time requirements for a variety of activities (expressed 
  as a percentage of a round). The primary purpose of this list is 
  to assist the GM in answering such questions as "If I am 
  hasted, can I draw my weapon, mount my horse, make a 
  perception roll, and maybe attack this round?" The percentages 
  given here are intended to concur with the other elements of 
  Rolemaster.
  The GM should feel free to make alterations in this listing. 
  The GM should also add to this list as he makes decisions 
  regarding special situations; this will help him maintain 
  consistency in his game.
  20% Activities
  Adrenal Moves
  Charge Basic Movement Distance
  Controlled Drop to the Ground
  Draw Weapon
  Hiding
  Quick Perception Roll (at -50)
  Rapid Dismount From A Riding Animal
  Ride Animal At A Trot
  Standing Up From a Crouch or Seated Position
  50% Activities
  Careful Dismount
  Changing Weapon
  Concentration to Maintain spells, balance, etc
  Mount A Riding Animal
  Perception Roll
  Relaxed Swim
  Ride Animal At A Run
  Stalking
  Standing Up From a Crouch
  75% Activities
  Climbing
  Lock Picking
  Melee Attack (at least 50%)
  Missile Attack in Round of Missile Launch
  Runes Rolls
  Spell Casting in Round of Spell Effect
  Standing Up From a Prone Position
  Staves/Wands Rolls
  Trap Detecting
  90% Activities
  Hard Swim
  Multiple Martial Arts Attacks
  Opportunity Fire
  Preparation round(s) for Missile launching
  Preparation rounds for Spell Casting
  Recovering An Object From The Ground
  Ride Animal At A Full Charge
  Ride Animal In A Leap
  Trance
  Two weapon melee
  
  Breaking "150"    87
  Rolemaster Companion I
  6.3 BREAKING "150"
  From time to time, through an exceptional roll of the dice, 
  or through a circumstance where a powerful OB encounters a 
  much smaller DB, an attacker's attack result be well over "150" 
  (the maximum value on the attack tables). In such a case, the 
  GM may decide that the attack does additional damage. In this 
  section, we present two ways of approaching this situation and 
  several options that allow the GM to vary the deadliness of 
  such a process. A GM should examine each of these approaches 
  and the options very carefully, because indiscriminate use of 
  this material could significantly increase the fatality rate among 
  players as well as the NPC's and monsters.
  INCREASED HITS
  In order to increase the hits given by an attack result over 
  "150", first count the number of times the maximum 
  concussion hits number (at the top of the attack table) for the 
  target's Armor Type occurs; call this the Hit Interval. Then 
  calculate the difference between the actual attack result and 
  150; call this the Amount Over. Finally, divide the Amount 
  Over by the Hit Interval (round down) to obtain the number 
  of additional hits delivered by the attack.
  Additional Hits = Amount Over / Hit Interval 
  (round down)
  Remember, for the Claw Law and Spell Law attack tables the 
  maximum hits number occurs at least three times since the top 
  result on those tables is actually an interval (e.g., 148-150, 146-
  150, etc.). In such a case the Hit Interval is at least three; for 
  example, 146-150 is a Hit Interval of 5, 148-150 is 3, etc.
  EXAMPLE: Turlik, a famous Tanaaran Fighter with an OB 
  of 140, swings a morning star at Bartok, a 4th level Illusionist 
  with a DB of only 35. Turlik rolls a 79 against poor Bartok, 
  for a total attack roll of 184 = (140 + 79) - 35. The GM 
  finds the morning star attack table, compares it against the 
  Illusionist's armor type of 1. He sees that at 150, the morning 
  star does 35 points of damage (plus an "E" severity Krush 
  critical). The 35 occurs on this chart with an Hit Interval of 3 
  (i.e., it occurs 3 times, at values 150, 149, and 148). The 
  Amount Over is 34 = 184 - 150. Dividing the Amount Over 
  (34) by the Hit Interval (3), the additional damage is 11 hits 
  = 34/3. The unfortunate Bartok therefore suffers a total of 
  46points of damage and an "E" critical.
  Bartok, alive after the damage, and luckily unstunned by 
  the critical, pushes Turlik over the edge of a 180' cliff. Figuring 
  out the damage done by this fall, the GM rolls a 55 on the 
  Fall/Crush chart for a total attack of 235 = (180 + 55). 
  Turlik's armor type is 9, and at 150 he would receive 39 hits 
  and a "F" critical. The Amount Over is 85 and the Hit 
  Interval is 3 (i.e., 39 occurs at 148, 149, and 150) resulting 
  in an additional hit- total of 28 = 85/3. A very surprised 
  Turlik receives a total of 67 hits and his "F" critical.
  Option 1: The GM may want to limit additional hit damage 
  to 2x or 3x the maximum number of hits normally given by 
  the attack at "150". 
  Option 2:The GM may want to reduce the effects of open-
  ended rolls by only including a maximum of 100 from the 
  attack roll when calculating the Amount Over.
  ADDITIONAL CRITICALS
  If the GM decides to allow additional critical strikes when 
  an attack result exceeds "150", he can base the severity of the 
  normal critical and any additional critical on the following 
  Amount Over (see above) ranges:
  Some weapons do not deliver an "E" critical at "150" against 
  a specific Armor Type (e.g., dagger against AT19, short sword 
  against AT19, etc.). Over "150" attack results for such weapons 
  against such armor increase the severity of the normal critical 
  before giving additional criticals. Such attacks use one of the 
  first four columns above; most attacks (i.e., those that give an 
  "E" critical at "150") will use the fifth column. Attacks with 
  maximum results of less than "150" (i.e., animal attacks and 
  MA Rank 1-3 attack) do not benefit from this material.
  The GM may make these additional critical either of the 
  same type as the normal critical or make them impact criticals 
  (from the great force of the blow) or make the critical different 
  (i.e., giving the 2-handed sword Krush criticals in addition to 
  its Slash criticals against low armor types. 
  EXAMPLE: In the example above the attack against Bartok 
  had an Amount Over of 34, so he would have received an 
  additional "A" critical. The Amount Over against Turlik was 
  85, so he would have received an additional "B" critical.
  If Turlik had used a dagger against a foe in AT 20 and his 
  attack result had an Amount Over of "34", then his foe would 
  have taken an "E" critical from the attack (see the fourth 
  column above).
  Option 3: Use Option 2 above.
  Option 4: Make separate rolls to resolve the normal critical and 
  any additional critical.
  Option 5: Use the same roll to resolve the normal critical and 
  any additional critical.
  CRITICALS FOR ATTACKS OVER "150"
  Amount
  Over
  Critical Severity at "150" for the 
  Target's 
  AT
  None A
  B
  C
  D
  E
  01-29
  A
  B
  C
  D
  E
  E
  30-59
  B
  C
  D
  E
  E
  E & 
  A
  60-89
  C
  D
  E
  E
  E & 
  A
  E&B
  90-119
  D
  E
  E
  E & 
  A
  E&B
  E&C
  120-149
  E
  E
   E & 
  A
  E&B
  E&C
  E & D
  150 +
  E
  E & A E&B
  E&C
  E & D
  E & E
  
  88    Mass and Force Considerations
  Rolemaster Companion I
  6.4 MASS AND FORCE 
  CONSIDERATIONS
  This section presents material concerning mass and force as 
  it relates to game mechanics in a role playing environment. It 
  provides two ways of relating weight to a creature's OB, weight 
  versus height guidelines for humanoids, and other related 
  material.
  6.41 FORCE FROM MASS
  The following formula states one of the fundamental laws of 
  Newtonian,physics: F = M x A. F means force, A means 
  acceleration, and M means mass (in a constant gravity weight 
  can be viewed as being equivalent to mass). In simple terms, 
  this basic formula means that an object with a great weight will 
  have more energy (or potential impact) at a certain speed than 
  will a smaller mass at the same speed, because they both must 
  have been subject to the same acceleration in order to reach the 
  same speed. Thus, a 270 pound human has the potential to 
  exert 3 times more force than a 90 pound human, assuming 
  that both could apply their weight with an equal acceleration.
  THROW WEIGHT
  One way this "weight/mass" factor may be represented in 
  the RM system is to use the concept of a creature's (or a 
  character's) Throw Weight Bonus, a potential OB modification. 
  To use this bonus with an attack, the attacking creature must 
  state before the attack roll that he is going to "throw his weight" 
  unto this attack. He then makes a moving maneuver modified 
  adding by his Agility bonus and subtracting his target's 
  Quickness bonus. The difficulty determined by the GM: 
  "Light" for a stand-up fight on level ground, at least "Medium" 
  for more complicated situations. A numeric result is the 
  percentage of his Throw Weight Bonus that may be added to the 
  attack roll. However, if the attacker completely misses his target 
  (i.e., no damage), the attacker must make a second moving 
  maneuver to maintain his balance. His activity the next round 
  is reduced by a percentage equal to 100 - the numeric result, 
  and he may fall down or worse.
  Under this system, a character or creature under 200 pounds 
  (170 lb. for Option 2) is assumed to use most of their "Throw 
  Weight" in most of their normal attack, so they receive no 
  Throw Weight Bonus (its already part of their fighting style 
  and OB). The GM may wish to allow characters over 200 
  pounds to develop skill in using their Throw Weight 
  (secondary skill: 2/5 cost, bonus affect the maneuver rolls 
  described above). The following chart provides a 
  straightforward correspondence of Throw Weight Bonuses to a 
  creature's weight.
  THROW WEIGHT BONUS — OPTION 1
  These Throw Weight Bonuses are much "tamer" than those 
  presented in Option 2, though perhaps less "realistic" from a 
  physics point of view. These bonuses are more appropriate for 
  the flavor of good fantasy, these bonuses make fighting giant 
  creatures definitely more dangerous but keeps them closer to 
  human values. Besides, it might be argued that there are limits 
  to the amount of kinetic energy a creature can impart to a non-
  fixed body; e.g., if the cyclops punches the fighter, the fighter 
  will gratefully (and somewhat fortunately) go flying through 
  the air rather than absorbing all of the punch into his body.
  EXAMPLE: Kort the Stone Giant decides to Throw his Weight 
  into an attack against Kover the Dwarf. The GM decides that this 
  is a "Medium" difficulty maneuver due to the situation and the 
  size difference. Kort rolls a 67 and adds 5 for his Agility but 
  subtracts 10 because Kover is a Quick little Dwarf, for a total of 
  62. This results in a "40" from the Medium column of the 
  Maneuver Table. Since Kort weighs (1200 lb.) his OB for this 
  round is increased by 20, 40% of 50. Combat proceeds normally, 
  except that if Kort "misses", he will have to make another 
  maneuver.
  THROW WEIGHT BONUS — OPTION 2
  The following system for calculates a creature's (character's) 
  Throw Weight Bonus with a formula which includes 
  considerations of the person's weight (mass). This procedure 
  assumes that a creature of 170 pounds or less will have no 
  Throw Weight Bonus (see above).
  GM's should be warned that this Option is complicated and 
  yields results which can dramatically alter play balance. This 
  section is presented mainly for reading pleasure, 
  experimentation, and completeness. Option 1 is recommended 
  as an appropriate mechanism for a role playing game. GM's 
  should use whatever they wish, or neither at all.
  Step 1 — Add the character's current temporary ST stat to 
  double his special racial strength modifier as given in the Race 
  Abilities Table, chart 15.51. It is strongly recommended that a 
  different approach be taken with the "Giant Races" (C&T, 
  THROW WEIGHT BONUSES
  Weight
  Throw 
  Weight Bonus
  200
  5
  300
  10
  400
  15
  500
  20
  600
  25
  700
  30
  800
  35
  900
  40
  1000
  45
  1200
  50
  1400
  55
  1600
  60
  1800
  65
  2000
  70
  2500
  75
  3000
  80
  3500
  85
  4000
  90
  4500
  95
  5000 +
  100
  
  Weight for Human Forms    89
  Rolemaster Companion I
  Giants, Trolls, etc.) unless the GM wants them to have Throw 
  Weight Bonuses exceeding 300: for the giant races, subtract 15 
  from the racial ST bonus before doubling and adding to the 
  temporary ST.
  EXAMPLES:
  For a Common Man, add +10 to his temporary ST. 
  For a High Man, add +20 to his temporary ST. 
  For an Elf, add nothing.
  For a Halfling, subtract 40 from his temporary ST.
  For a Common 
  Troll, add 0 = (15 -15) x 2 to his temporary ST.
  For a 
  War Troll add +10 = (20 - 15) x 2 to his temporary ST.
  Step 2 — Any additional ST bonuses, such as those gained 
  from Background Options should be added to the total from 
  step 1.
  Step 3 — If the total from step 2 is over 100, divide the 
  amount over 100 by 5 and add it to 100. For example, 125 
  would become 105 = 100 + (125-100)/5. If the total is less 
  than 0, treat it as 0.
  Step 4— Take this final total from step 3 and call it the 
  "Adjusted Temp". Find the Strength Factor (SF) associated with 
  it on the Strength by Mass Chart.
  Step 5 — Multiply the character's weight (mass) by the SF 
  and divide that product by 35.
  Step 6 — Subtract the Modifier Penalty (from the Stength by 
  Mass Chart) from the result from step 5. Then subtract the 
  creature's normal ST bonus (from all sources: stat, race, special 
  means, etc.); this result is the character's Throw Weight Bonus.
  Throw Weight Bonus = 
  [(Strength Factor x weight) / 35] - total ST bonus
  EXAMPLES:
  Conrad the Barbarian (ST stat: 100) is an awesome High 
  Man with an Adjusted Temp of 104 (100 + 20/5) and a 
  normal ST bonus of 35 (25 + 10). Conrad weighs in at a 
  hefty 280 pounds. The Strength Factor associated with 104 is 
  9.3. Conrad's Throw Weight Bonus is 40 = [(9.3 x 280) / 35] 
  - 35.
  Grrf'l Mblig is a fearsome 10'4" War Troll fighter (ST stat: 
  85) that weighs 965 pounds and has a normal ST bonus of 25 
  (5 + 20). Since 
  War Trolls normally have a +20 racial mod for 
  strength but subtract 15 from it for this process, Grrf'l's 
  adjusted temporary is 95 = 85 + (20-15) x 2. This gives a SF 
  of 4.6, so his Throw Weight Bonus is 102 = [(4.6 x 965) / 35] 
  - 25.
  LIMITED PARRY
  The GM, if he is using either of the two options above, may 
  decide to prohibit the beneficiaries of the systems (i.e., those 
  big guys over 200 or 170 lb) from using their Throw Weight 
  Bonuses to parry. Alternatively, he may decide to only allow 
  part of the bonus to parry depending upon a maneuver and/or 
  circumstances.
  6.42 WEIGHT FOR HUMAN FORMS
  As height is increased, weight is increased proportionally to 
  the cube of ratio of the new height to the old height. For 
  example, a height increase of 50% causes the weight to increase 
  by approximately 3.375 times (1.5 x 1.5 x 1.5). The reason that 
  this factor is so frightening in a fantasy role playing 
  environment is that Ogres, Trolls, Giants, and Titans are really 
  massive — to say nothing of true behemoths, like dragons!
  Rolemaster's Size Table 15.75 (ChL&CaL), when used for 
  Trolls is extremely conservative. A 10' Troll is weighed in at 582 
  pounds, a mere 4.4 times as heavy as a common man half his 
  height (5'). The truth is that under our physical laws a Troll 
  STRENGTH BY MASS CHART
  Adjusted 
  Temp
  Strength Factor Modifier Penalty
  -0
  .1
  -25
  5
  .1
  -22.5
  10
  .1
  -20
  15
  .1
  -17.5
  20
  .1
  -15
  25
  .1
  -12.5
  30
  .1
  -10
  35
  .1
  -7.5
  40
  .1
  -5
  45
  .1
  -2.5
  50
  .1
  0
  55
  .5
  0
  60
   1.0
  0
  65
  1.5
  0
  70
  2.1
  0
  75
  2.6
  0
  80
  3.1
  0
  85
  3.5
  0
  90
  4.1
  0
  95
  4.6
  0
  100
  5.1
  0
  101
  6.2
  0
  102
  7.2
  0
  103
  8.2
  0
  104
  9.3
  0
  105
  10.3
  0
  106
  11.3
  0
  107
  12.4
  0
  108
  13.4
  0
  109
  14.4
  0
  110
  15.4
  0
  111
  16.5
  0
  112
  17.5
  0
  113
  18.5
  0
  114
  19.6
  0
  115
  20.6
  0
  116
  21.6
  0
  117
  22.6
  0
  118
  23.7
  0
  119
  24.7
  0
  120
  25.7
  0
  
  90    Weight for Human Forms
  Rolemaster Companion I
  twice the height of a man has a weight (mass) that is 
  approximately 8 (2x2x2) times the weight.
  The following formula may be used to calculate the actual 
  mass (weight) of any creature which is proportioned basically 
  like a 5'10" common man:
  (HT x .08898) x (HT x .08898) x HT x .00136 x 47 
  or alternatively as an approximation: 
  HT x HT x HT x .0000107 x 47
  NOTE: HT stands for the creature's height in inches.
  The "47" in this formula is the weight of a cubic foot of 
  flesh, a number used for most creatures. However, if the GM is 
  toying with creatures of different composition, the different 
  values for weight per cubic foot may be used in place of the 
  "47":
  Brass
  = 550
  Bronze
  = 550.
  Lead
  = 710
  Platinum
  = 1,340
  Steel
  = 500
  Bone
  = 115
  Diamond
  = 200
  Glass
  = 160
  Ice
  = 57.2
  Leather
  = 54
  Balsa
  = 8
  Cedar
  = 35
  Mahogany = 41
  Oak
  = 47
  Clay
  = 140
  Coal
  = 100
  Iron
  = 445
  Aluminum
  = 170
  Silver
  = 655
  Gold
  = 1,205
  Magnes'm
  = 110
  Salt
  = 136
  Granite
  = 170
  Wax
  = 112
  Ash
  = 47
  Ivory
  = 117
  Ebony
  - 76
  Rubber
  = 74
  Pine
  = 28
  Titanium
  = 280
  Pitch
  = 67
  Porcelin
  = 150
  For different races and correspondingly different builds, 
  weights may be multiplied by a racial factor:
  Halflings: x1.5; Dwarves: x1.77; Orcs: x1.3; Elves: x.75
  Build/Frame Variations: If the GM also wants variance due 
  to an individual's build/frame, he may use ChL&CaL Table 
  15.75. To do so, choose the individual's build/frame rating 
  (Thin, Slight, Slender, etc.) and "Mod." (between -8 and +10) 
  or roll for it on the table. Quadruple this "Mod" and use it as a 
  percentage increase or decrease in the normally computed 
  weight.
  EXAMPLES:
  1) The GM desires to determine the weight of Troll. Rolling on 
  ChL&CaL Table 15.75 using the "Trolls" column, he gets a 
  34, which designates a height of 9'8" (116"). The weight 
  formula gives a weight of 790 pounds as follows:
  (116 x .08898) x (116 x .08898) x 116 .00136 x 47
  2)The GM decides instead to make this 116" monster into a 
  clay golem. The weight of clay per cubic foot is 140 pounds. 
  Redoing step E with the weight 140 instead of 47 the monster's 
  final weight is 2353 pounds!
  3)The GM decides to make this golem out of steel. The final 
  weight, at 500 pounds per cubic foot, is 8404 pounds. The 
  GM considers developing this monster's Throw Weight Bonus 
  (see Section 6.41) using Option 2. Even a ST stat of 80 will 
  give this creature a Throw Weight Bonus of 739. The GM 
  decides that the golem had better have too little Agility to use 
  his Throw Weight Bonus effectively, and thus will use the OB 
  values provided in C&T.
  Designer's Note: Obviously, a GM must consider carefully 
  when to use this approach to weight (as well as the Throw 
  Weight Bonus Option 2). Playing with the numbers is a real 
  eye-opener. A cyclops, given in C&T an average height of 
  25', is found to have an actual mass of 13,664 pounds. This is 
  a realistic number, especially when one realizes that many 
  elephants exceed this at a shoulder height of half that. But the 
  Throw Weight Bonus (TWB) for this cyclops, (or the elephant 
  for that matter), will be 80 times that of a common man, and 
  should be, given the fact that he is 80 times bigger!
  But is allowing such a creature to use this TWB playable in 
  a FRP game? That is the question. Fantasy has optimistically 
  assumed that were there really Trolls, Dragons, and Griffons, 
  that a hero armed with a sword could defeat them one-on-one. 
  In actuality, such individual feats might be not only heroic and 
  difficult, but nigh impossible. The designer's advice is to give 
  everything under 8' tall a reasonable chance of using their 
  Throw Weight Bonus (and perhaps certain other special 
  characters). For the bigger critters, use normal OB's and 
  assume the creatures are not agile enough or trained enough to 
  
  Weapon/Armor Effectiveness    91
  Rolemaster Companion I
  use their Throw Weight Bonuses effectively against smaller 
  creatures such as characters.
  HEIGHT TO WEIGHT RELATIONS
  The Height to Weight Relations chart is provided for use 
  with the Size Table 15.75 in ChL&CaL. It is based on the 
  weight formula detailed above; the heights are given in inches 
  and the weights in pounds. A GM who wishes to use the 
  weight formula presented in this section may roll on Table 
  15.75 to obtain a height and then refer to this chart for a 
  weight. The numbers are quite revealing. It is interesting to 
  note that among the bigger Trolls, one inch's difference in 
  height can reflect over 60 pounds difference in weight.
  6.5 WEAPON/ARMOR 
  EFFECTIVENESS
  This section is presented to share with GM's, statisticians, 
  technophiles, or other interested parties some raw data derived 
  from the Rolemaster attack tables from Arms Law & Claw Law 
  and Spell Law. Most of the data has found practical expression 
  in the Condensed Combat System (Section 6.1). Perhaps there 
  are other ways in which this data will be useful in the design of 
  new systems.
  ARMOR EFFECTIVENESS
  The "Protective Values for Armor" given in the chart simply 
  express where the first critical result occurs on the various types 
  of attack tables. For example, for AL weaponry versus armor 
  type 12, the first "A" severity critical (on the average) occurs at 
  the value of 97. The columns refer to the Arms Law weapon 
  attack tables, the majority of the Spell Law attack tables, the 
  majority of the Claw Law attack tables, the "Reverse" Spell Law 
  attack tables, and the "Reverse" Claw Law attack tables. 
  "Reverse" attack tables are those with attacks more effective 
  against heavy armor than against lighter armor.
  The armor types sporting the highest numbers are the best 
  armor types against that particular attack form in terms of 
  protection; the higher the values, the higher the OB's and the 
  attack rolls will have to be to obtain a critical. There are some 
  important factors not indicated by the above values: the 
  number of concussion hits generated against an armor and at 
  what point the more severe criticals begin. But, generally 
  speaking, on the Rolemaster attack tables, potential damage 
  severity can be approximated by the value required to obtain a 
  critical. It should be interesting to Rolemaster players and GM's 
  which armors offer the best protection against the various 
  attacks.
  WEAPON EFFECTIVENESS
  This chart contains 2 pieces of information about each of 
  Rolemaster's attacks. First, the attack's Strength: a measure of 
  how easy it is to obtain a critical result ("A"). Second, the 
  attack's Spread: a measure of how the low armor types compare 
  with high armor types in terms of protection against this 
  attack.
  The Strength for each attack was derived by averaging the 
  values (for the various armor type) at which the first "A" 
  severity criticals occurred. The lower an attack's Strength value, 
  the easier it is to hit a target and thus the more effective the 
  attack form. The Spread was obtained by subtracting the value 
  of the first critical result for armor type 1 from the first value 
  for a critical result on armor type 20. If this "spread" value is 
  relatively large, it means that armor makes a very significant 
  difference in the attack form. If the value is relatively small, it 
  means that armor is of more negligible value in defending 
  against that particular attack form. If the "spread" value is 
  negative, it means that the attack form is actually more effective 
  against opponents burdened with armor than without (e.g., 
  unbalancing attacks), or that metal armor is more dangerous to 
  wear than nothing (e.g., electricity attacks).
  Some observations based upon this data (some very obvious 
  ones):
  a. It is slightly easier to hit an opponent with a rapier than 
  with a broadsword, but the broadsword is much more 
  effective against heavier armor types.
  b. Martial Arts Sweeps & Throws, Grapples, Bashes, and 
  many of the "Bolts" are very effective against armored 
  opponents.
  c. Fire Balls and Cold Balls are dangerous!
  d. The mounted lance is over-all the deadliest weapon in 
  the game, but the two-handed weapons are not far behind.
  e. The morning star is very nearly as effective as a two-
  handed weapon (but has a heavy fumble range).
  RELATIVE PROTECTIVE VALUE 
  OF ROLEMASTER ARMOR
  Armor Type
  Type
  Arms
  Law
  Spell
  Law
  Claw
  Law
  Reverse
  Spell Law
  Reverse
  Claw Law
  1
  90
  37
  50
  64
  99
  2
  80
  35
  54
  54
  86
  3
  94
  47
  66
  69
  94
  4
  98
  51
  75
  76
  90
  5
  75
  46
  61
  69
  90
  6
  78
  51
  65
  68
  84
  7
  82
  56
  72
  68
  76
  8
  87
  54
  74
  66
  71
  9
  80
  47
  72
  73
  82
  10
  88
  54 
  80
  78
  79
  11
  93
  59
  87
  79
  73
  12
  97
  64
  94
  76
  69
  13
  90
  48
  73
  71
  78
  14
  100
  51
  81
  66
  75
  15
  105
  58
  87
  61
  68
  16
  110
  59
  88
  58
  65
  17
  101
  47
  79
  68
  72
  18
  110
  50
  86
  63
  69
  19
  120
  58
  91
  56
  65
  20
  125
  63
  98
  51
  61
  
  92    Relative Offensive Capabilities
  Rolemaster Companion I
  Some information not covered by these values is the number 
  of hits generated by an attack form and the difference in the 
  severity and type of the criticals given. As an example of the 
  first case, this data would seem to say that the main gauche is 
  about as good a weapon as a quarter staff; but upon examining 
  the actual attack tables it is seen that a quarter staff will 
  generate many more hit points. As an example of the second 
  case, Sweeps Martial Arts appear to be almost identical in 
  effectiveness over-all to Strikes Martial Arts. However, 
  examination of the relevant critical tables demonstrate that it is 
  much harder to kill an opponent with a Sweep critical than 
  with a Strike critical. Also a Bash attack seems more deadly 
  against armored foes than un-armored ones, but that is only 
  true for the low severity ("A"s and "B"s) Unbalancing criticals.
  RELATIVE OFFENSIVE CAPABILITIES OF 
  ROLEMASTER ATTACKS
  Attack 
  Table
  Strength
  Spread
  Dagger
  109
  50
  Falchion
  90
  36
  Hand 
  Axe
  92
  30
  Main Gauche
  105
  47
  Scimitar
  97
  35
  Rapier
  91
  55
  Broadsword
  93
  40
  Short Sword
  97
  55
  Bare Fist
  125
  40
  Club
  104
  30
  War Hammer
  90
  25
  Mace
  93
  30
  Morning Star
  .88
  30
  Whip
  109
  56
  Bola
  104
  46
  Composite Bow
  91
  26
  Heavy Cross Bow
  85
  28
  Light Cross Bow
  93
  33
  Long Bow
  88
  27
  Short Bow
  97
  28
  Sling
  100
  28
  Battle 
  Axe
  85
  25
  War Mattock
  84
  20
  Flail
  83
  31
  Two Handed Sword
  84
  33
  Quarter Staff
  106
  40
  Javelin
  99
  44
  Lance
  83
  18
  Pole 
  Arm
  93
  37
  Spear
  95
  40
  Beak
  86
  42
  Bite
  80
  42
  Claw
  82
  51
  Grapple
  77
  -42
  Horn
  80
  45
  Bash
  80
  -27
  Stinger
  83
  48
  Tiny
  79
  54
  Fall/Crush
  54
  48
  Trample
  67
  51
  Sweep Martial 
  Arts
  74
  -45
  Strike Martial 
  Arts
  74
  48
  Shock Bolt
  79
  -10
  Water Bolt
  84
  5
  Ice Bolt
  64
  -15
  Fire Bolt
  62
  35
  Lightening Bolt
  55
  -15
  Cold Ball
  34
  36
  Fire Ball
  25
  28
  
  Height to Weight Relations    93
  Rolemaster Companion I
  HEIGHT TO WEIGHT RELATIONS
  MEN
  ELVES
  DWARVES
  HOBBITS
  ORCS
  TROLLS
  Ht.
  W t.
  Ht.
  W t.
  Ht.
  W t.
  Ht.
  W t.
  Ht.
  W t.
  Ht.
  W t.
  (in)
  (lb)
  (in)
  (lb)
  (in)
  (lb)
  (in)
  (lb)
  (in)
  (lb)
  (in)
  (lb)
  59
  104
  70
  135
  48
  97
  30
  28
  46
  72
  103
  553
  60
  109
  71
  141
  49
  103
  31
  30
  47
  77
  104
  569
  61
  115
  72
  147
  50
  109
  32
  34
  48
  82
  105
  586
  62
  121
  73
  153
  51
  116
  33
  37
  49
  88
  106
  603
  63
  127
  74
  160
  52
  123
  34
  40
  50
  93
  107
  620
  64
  133
  75
  166
  53
  130
  35
  44
  51
  99
  108
  638
  65
  139
  76
  173
  54
  138
  36
  48
  52
  105
  109
  655
  66
  145
  77
  180
  55
  145
  37
  52
  53
  111
  110
  674
  67
  152
  78
  187
  56
  154
  38
  56
  54
  117
  112
  711
  68
  159
  79
  194
  57
  162
  39
  61
  55
  124
  114
  750
  69
  166
  80
  202
  58
  171
  40
  65
  56
  131
  116
  790
  70
  174
  81
  210
  59
  180
  41
  71
  57
  138
  118
  832
  71
  181
  82
  217
  60
  189
  42
  76
  58
  145
  120
  875
  72
  189
  83
  226
  61
  198
  43
  81
  59
  153
  122
  919
  73
  197
  84
  234
  62
  208
  44
  87
  60
  161
  124
  965
  74
  205
  85
  242
  63
  219
  45
  93
  61
  169
  126
  1012
  75
  214
  86
  251
  64
  229
  46
  100
  62
  177
  128
  1061
  76
  222
  87
  260
  65
  240
  47
  106
  63
  186
  130
  1112
  77
  231
  88
  269
  66
  251
  48
  113
  64
  195
  132
  1164
  78
  240
  89
  278
  67
  263
  49
  120
  65
  204
  134
  1218
  79
  250
  90
  288
  68
  275
  50
  128
  66
  214
  136
  1273
  80
  259
  91
  297
  69
  287
  51
  136
  67
  224
  138
  1330
  81
  269
  92
  307
  70
  300
  52
  144
  68
  234
  140
  1389
  82
  279
  93
  317
  71
  313
  53
  152
  69
  244
  142
  1449
  83
  289
  94
  328
  72
  326
  54
  161
  70
  255
  144
  1511
  84
  300
  95
  338
  73
  340
  55
  170
  71
  266
  146
  1575
  85
  311
  96
  349
  74
  354
  56
  180
  72
  278
  148
  1641
  86
  322
  97
  360
  75
  369
  57
  190
  73
  290
  150
  1708
  
  94    Martial Arts Fumble Tables
  Rolemaster Companion I
  6.6 MARTIAL ARTS 
  FUMBLE TABLES
  If a GM feels that martial artists are too powerful, the fact 
  that martial artists cannot fumble tends to support him. So this 
  section presents fumble tables for the Martial Arts.
  Sweeps and Throws Fumble Table
  01-25 Your grip on the foe's arm is tenuous at best. Forget 
  the attempt and try again next round.
  26-30 Your attack was weak and off balanced, not affecting 
  your foe at all. You however, need one round to recover.
  31-40 Stub your toe during delivery. Abort your action and 
  take one round to recover.
  41-50 Loss of balance during throw leaves you confused. 
  Parry for two rounds to recover.
  51-60 Ill-timed sweep results in you attempting to trip the 
  ground. Contemplate timing for 2 rounds.
  61-70 Foes deft move leaves you trying to throw air. Take 
  two rounds to reorient and rebuild confidence.
  71-80 Foe jumps/steps over your sweep, leaving you in 
  awkward position. Take 1 round (no parry) to recover.
  81-85 You've suddenly forgotten the joint manipulation 
  needed for the throw to work. Spend next 3 rounds 
  remembering.
  86-90 You've suddenly understood one of your teacher's 
  criticisms regarding your fighting style. Stunned 2 rounds. 
  Go ahead and reminisce.
  91-95 Attempt to sweep yourself. Stunned for 2 rounds.
  96-99 Your indecision regarding whether to sweep or throw 
  causes you to attempt both. Stunned no parry for 3 rounds.
  100 Awkward sweep results in you going down and 
  bumping head. Stunned and unable to parry for 6 rounds.
  Martial Arts Striking Fumbles
  01-25 Lose track of target and lose the opportunity to 
  strike.
  26-30 Stumble on your own feet and take 1 round to 
  regain balance.
  31-40 Misremember move. Hesitate 1 round to refresh 
  your memory.
  41-50 Over-extend yourself. Spend either 2 rounds full 
  parry or 1 round no parry to recover.
  51-60 The heat of combat has made you forget how or 
  where to attack. Maximum attack is 3 ranks below norm or 
  if below rank 1 must parry for 2 rounds. 
  61-70 Mistake in attack causes awkward position and 
  Slight muscle spasms. Parry quickly for 2 rounds if you 
  wish to recover.
  71-80 Attempt at advanced technique causes confusion for 
  one round. Parry is well done though in wrong direction.
  81-85 Knee strikes opponent's bone causing interesting 
  sensation. Contemplate this for 3 rounds.
  86-90 You "know" your strike was amazing. Foe's lucky but 
  intuitive block leaves you stunned for 2 rounds.
  91-95 Miserable landing while attempting to regain balance 
  you manage to stun yourself.
  96-99 In the excitement your 2 feet try to be in 3 places at 
  once. The fall leaves you stunned for 3 rounds, and not able 
  to parry for 2. 
  100 You forget even the most basic moves. You smash 
  yourself clumsily against your opponent giving yourself a B 
  crit (crushing).
  6.7 AN INITIATIVE SYSTEM
  The rationale for a different initiative system comes from the 
  fact that all actions are fluid. They take place together, so that 
  the order of action is variable, and a greater flexibility and 
  realism is created. Using this system, all actions, spells, melee, 
  movement, etc., will happen simultaneously, so that a person 
  with a bow has no greater chance of going first in a combat 
  than a fighter or mage.
  The system itself is very simple. Roll percentile (open ended 
  up) and add the character's temporary Qu. GMs may modify 
  this score for specific situations. Actions take place within a 
  200 point round. Characters who roll over 200 are considered 
  to go at 200, the beginning of the round. Once all characters 
  have rolled, the highest number begins his action. The GM 
  continues to count down from 200 until all actions are 
  finished. Then the round is over, and a new one is begun, again 
  by rolling percentage and adding Qu. 
  MOVEMENT AND MANEUVERS:
  All non-combative action done within a round will take a 
  certain amount of time, reflected in initiative points and 
  percentage of action. Below is a partial list of actions, 
  maximum time costs, and the percentage of action elapsed. 
  Basic movement within this system is 10 feet per 10 points/5% 
  of action. This can be modified by terrain, weather, etc. at 
  GM's discretion. Movement may take place at any time within 
  the round, including before a character's initiative. A character 
  may not do more than 100% of action/round within one 
  round, unless hasted magically or otherwise assisted.
   COMBAT
  Essentially, it is assumed that if a character is engaged, then 
  he is in a combat situation. A player in combat also assumes 
  that other actions cannot be performed such as spell casting, 
  first aid, etc For a character in combat, the initiative number in 
  which they are able to act represents the one best attacking 
  opportunity in that round. A player must allocate for OB and 
  DB before the round is counted out, i.e., before the 200 count 
  begins.
  SPELLS:
  Spells take effect within this system depending upon its 
  class. Class III spells take 2 rounds to cast, going off 2 rounds 
  (400 points) later on the initiative number rolled previously. 
  Class II spells take effect the round (200 points) after they were 
  
  Initiative System    95
  Rolemaster Companion I
  cast on the previous initiative roll. Class I spells are cast upon 
  the initiative number and take effect (10 points/level of spell) 
  later, within the same round. Instantaneous spells can be cast at 
  any time within the round including before the caster's 
  initiative and also can be used more than once within a round, 
  or in conjunction with a Class I spell, with the only governing 
  rule being that 50 points of initiative must elapse before 
  another spell is cast.
  Example: Alnamin the Mage wants to cast a Sleep VII (Class 
  I) at the on-rushing palace guards. On Initiative 180 he 
  begins to cast. The spell goes off on 150 (10 points x 3rd level 
  = 30 points) and a surprising amount of guards hit the floor. 
  Unfortunately, a few of them reach Alnamin in time to strike 
  this round. On 96, three of these guards swing on 
  aichmophobic Al. But since 50 points have passed since his last 
  spell went off, Al can cast an instantaneous spell — Bladeturn 
  III. Al is saved!
  CUMULATIVE MODIFIERS:
  Modifications such as stuns, subtractions to fighting ability, 
  bleeding, etc. take place immediately. If a character is stunned 
  earlier than his rolled initiative, then the character does not act 
  on his initiative (he is stunned). That stun is counted against 
  his total number of rounds stunned.
  Below is a comprehensive example of a combat using this 
  system. 
  INITIATIVE EXAMPLE
  Kaylyndor the fighter and his mistress Talandra the mage are 
  exploring the dreaded halls of Balbus when from around the 
  corner come three of the denizens of this place, ogres. The GM 
  calls for initiative rolls. Kay will go first with a total initiative of 
  175, the ogres have rolls of 146, 161, and 123, while Talla 
  rolled a 154. Thirty feet separate the duo from the ogres. On 
  200 (the beginning of round one) Kay begins to move ahead, 
  as do all the ogres except one. That one (init 161) begins to 
  draw back to throw his spear. On init 185, two of the ogres 
  engage Kaylyndor (15 point of init/15 feet) in melee. On 175 
  Kay swings his mighty sword and connects, doing 25 points 
  damage and stunning one of his opponents for 2 rounds, with 
  no parry. On 161, the ogre in back lets fly his spear towards 
  Talla, who casts an instantaneous spell, Deflect I. The spear falls 
  harmlessly to the earth. After recovery (GM determines 100 
  points for the surprised ogre) the ogre readies his club and will 
  advance toward the melee. Meanwhile on 154, Talla begins to 
  cast a non-instantaneous spell that is Class II. It will go off 200 
  points later (round 2, 154). 146 has one of the ogres swinging 
  on Kay. It hits for 7 points and Kay is bleeding 2 per round 
  and is at -20%. The other ogre is stunned and does not go on 
  his init of 123. The third ogre reaches the party on 45, after 
  hesitating, but cannot attack this round (movement and his 
  attach come to 90% action for this round),
  Round II and everyone rolls initiative. This time the ogres 
  have the advantage with rolls of 236 (init rolls are open-ended 
  up), and 178, Kay goes at 133, and Talla's spell takes effect on 
  154. On 236 actually (200) one of the ogres strikes a foul blow 
  on poor Kay, stunning him this round, doing 19 points 
  damage, 4 points a round bleeding (total of 6 per round), and 
  cumulative modifiers of an additional -20%. The other un-
  stunned ogres misses on init 178. On 154, Talla's Class II spell, 
  Sleep X goes off, affecting the two un-stunned ogres. They both 
  fall down, fast asleep. Kay is stunned on his init so he does not 
  act. During the remainder of the round, Talla begins to gather 
  bandages to stop Kay's bleeding, confident of his imminent 
  victory.
  Initiative rolls of round III are as follows: Kay at 158, the 
  ogre coming out of stun is at 177, and Talla rolls 181. The ogre 
  swings but Talla again saves the day with a timely Bladeturn I. 
  Kay easily finishes off the surprised ogre with an awesome crit. 
  Talla rushes up to her hero and immediately begins applying 
  first aid. If she is successful, he will be completely bandaged in 
  3 rounds (600 points). The battle is effectively over.
  The above example is a bit melodramatic but it serves its 
  purpose in displaying this initiative system in all aspects.
  Maneuver Initiative Table
  Initiative
  Points
  Action Being Attempted
  % of Action 
  per Round
  25
  Rapid Dismount from a moving 
  object
  20%
  40
  Drawing a 
  Weapon
  25%
  50
  Careful Dismount
  25%
  50
  Mounting an animal or vehicle
  25%
  Controlling a trotting animal
  20%
  Controlling a running animal
  50%
  Swimming and Climbing
  100%
  Opportunity 
  Action
  25%
  75
  Controlled Drop to the ground
  50%
  75
  Hiding
  100%
  Stalking
  75%
  75
  Prone to Kneeling
  50%
  75
  Kneeling to Standing
  25%
  Half Parry
  50%
  100
  Orientation
  25%
  Concentration on spells
  50%
  Perceiving a Stunned foe*
   25%
  100
  Adrenal Move preparation/recovery.
  20%
  Full Parry
  75%
  Attacking-missile or melee
  75%
  Spell Casting
  75%
  Multiple 
  Attacks within one round
  100%
  100/hit Applying First 
  Aid
  100%
  per rnd
  125
  Acrobatics or 
  Tumbling
  100%
  150
  Lock Picking
  100%
  250/AT
  Donning 
  Armor
  100%
  Some of the actions above are highly variable with the amount 
  of time in which the action takes place.
   GMs might wish to modify 
  the times and percentages depending on how carefully/recklessly 
  the character attempts the maneuver.
   In all cases,
   maneuver results 
  will modify time and subsequent actions.
  * — 
  Action normally automatically performed.
  
  96    Black Reaver
  Rolemaster Companion I
  BLACK REAVER
  As told by personal testimony of Brand the Mage, vol. 9 
  chapter 22 of The Entity Record, by Elenmel, Historian, 
  Scribe, and Astrologer.
  "We had been doi
  ng all ri
  ght. The map was true; we 
  found the cave and the stai
  rcase.
   
  We made i
  t across a fl
  oor 
  fi
  ll
  ed 
  wi
  th 
  bones,
   
  fought 
  the 
  i
  nevi
  table 
  "thi
  ngs",
   
  taken 
  some 
  gol
  d, and were proceedi
  ng, content wi
  th the success of our 
  mi
  ssi
  on.
   
  We fi
  nally came to the temple level, knowi
  ng there 
  wasn'
  t much more to be done, when that stupi
  d halfli
  ng.
  .
  . 
  Well
  , Godfrey, our fi
  ghter, a pretty tough Dwarf had 
  warned us about burglars, sayi
  ng that you can'
  t trust 
  them 
  even 
  i
  f 
  they'
  re 
  on 
  your 
  si
  de.
   
  I 
  have 
  to 
  admit,
   
  I 
  was 
  the 
  one who was so sure that we needed Kraeco i
  f the thi
  ng 
  was goi
  ng to get done. But ri
  ght now I can'
  t remember i
  f 
  there was a si
  ngle thi
  ng he di
  d that we couldn'
  t have done 
  some 
  other 
  way.
  Anyway, he coul
  dn'
  t leave well enough alone. We were 
  al
  ready ri
  ch, and stood close to the goal of our search. But 
  there was thi
  s j
  ewel
  , a bauble really, fastened onto some 
  ki
  nd 
  of 
  cup 
  si
  tti
  ng 
  on 
  a 
  table 
  i
  n 
  the 
  dead 
  center 
  of 
  the 
  room. 
  Kraeco snatched i
  t as he went by, looki
  ng the other way.
   
  No sooner had the cup left the table when I heard a sound 
  l
  i
  ke nothi
  ng I have ever heard before. 
  You see, there was a 
  l
  arge metal door on the north wall,
   steel I thi
  nk,
   or at l
  east 
  i
  ron. There was a loud clang and I saw the head of an axe 
  sti
  cki
  ng through the door from the i
  nsi
  de. Then j
  ust li
  ke 
  ri
  ppi
  ng canvas, the blade sli
  d all te way to the floor and 
  that 
  door,
   
  that 
  steel 
  door,
   
  fell 
  i
  n 
  two 
  pi
  eces 
  on 
  the 
  floor.
  Standi
  ng there, framed by the door was.
  .
  . How can I 
  descri
  be 
  i
  t? 
  He 
  was 
  about 
  8 
  feet 
  tall,
   
  shaped 
  li
  ke 
  a 
  man,
   
  but 
  bl
  ack. Hi
  s armor, hi
  s cloak, hi
  s gl
  oves, even the empti
  ness 
  i
  nsi
  de the helmet were darker than the soi
  l of the Pale.
   The 
  onl
  y other col
  ors I could see were the glow of hi
  s eyes, the 
  shi
  ne of hi
  s axe blade,
   and the si
  lver of hi
  s helmet wi
  th the 
  horns 
  curved 
  down.
   
  Then 
  he 
  began 
  to 
  walk 
  towards 
  Kraeco. 
  The sound of hi
  s steps J recall i
  n ni
  ghtmares ni
  ght after 
  ni
  ght: cli
  ck, cli
  ck, cli
  ck — steadi
  ly walki
  ng on those ti
  l
  e 
  fl
  oors,
   
  wi
  thout 
  hurry,
   
  wi
  thout 
  stoppi
  ng.
   
  We 
  ran.
  We ran li
  ke the gates of the Voi
  d had opened behi
  nd us. 
  We 
  fl
  ed 
  i
  nto 
  the 
  open 
  hall 
  on 
  the 
  east 
  si
  de,
   
  opposi
  te 
  the 
  way 
  we had come i
  n. It was a l
  ong worked hall, wi
  th the same 
  ti
  l
  e 
  fl
  oor.
  We ran unti
  l we came to the edge. 
  You see, we were on 
  the topsi
  de of a nearly verti
  cal drop, about a hundred feet 
  above the floor. There was an i
  ncredi
  bly l
  arge Cycl
  ops 
  sl
  eepi
  ng on the floor, hi
  s snori
  ng echoi
  ng i
  n the cavern. I 
  guess 
  he 
  was 
  at 
  least 
  50 
  feet 
  tall.
  I thought we had i
  t made. There was a man-si
  ze 
  openi
  ng on the floor of the cavern on the opposi
  te si
  de from 
  where we were about 300 feet away. The cli
  cki
  ng footsteps 
  were steadi
  ly ri
  ngi
  ng closer behi
  nd us.
   I fi
  gured i
  t woul
  d be 
  great 
  to 
  get 
  an 
  angry 
  Cycl
  ops 
  between 
  us 
  and 
  hi
  m.
   
  So 
  I 
  tol
  d 
  Hogan to use hi
  s ri
  ng,
   the one wi
  th the whi
  te eagl
  e on i
  t.
   It 
  makes a bi
  g bi
  rd you can ri
  de, so we got on i
  t and rode 
  down 
  across 
  the 
  cave 
  to 
  that 
  hol
  e 
  and 
  the 
  bi
  rd 
  di
  sappeared. 
  I remember j
  ust as we l
  eft the cl
  i
  ff top I coul
  d see the thi
  ng 
  comi
  ng down the hall
  : cl
  i
  ck,
   cli
  ck,
   cli
  ck — hi
  s boots ri
  ngi
  ng 
  on that ti
  l
  e, and hi
  s eyes gl
  owi
  ng a bri
  ght red from wi
  thi
  n 
  the 
  darkness.
  Well
  , I fi
  red a fi
  rebolt and got the Cycl
  ops awoke, and 
  Dori
  en threw an i
  ll
  usi
  on to get hi
  m turned around the 
  other way, faci
  ng the thi
  ng. The next thi
  ng I saw i
  s the 
  stuff of every bad dream. Our enemy came to the edge of 
  the 
  top 
  of the 
  cli
  ff,
   l
  i
  fted 
  hi
  s 
  bi
  g 
  axe over 
  hi
  s head 
  wi
  th both 
  hands 
  and 
  then 
  fell 
  forward 
  off 
  the 
  cl
  i
  ff,
   
  head 
  down.
   
  But 
  he 
  di
  dn'
  t fall - he gli
  ded, and l
  anded on the fl
  oor i
  n front of 
  that huge cycl
  ops: cli
  ck, cli
  ck, cli
  ck. That stupi
  d Cycl
  ops! I 
  feel 
  so 
  sorry 
  for 
  hi
  m 
  now,
   
  even 
  a 
  l
  i
  ttl
  e 
  gui
  lty.
   
  He 
  had 
  no 
  i
  dea 
  what he was getti
  ng i
  nto when he reached down and 
  grabbed 
  hi
  m.
  We, of course, ran. We were getti
  ng so that we 
  consi
  dered that normal and natural now. The hall
  way, as 
  the others, was ti
  l
  ed. We ran about 1000' unti
  l we came 
  i
  nto a l
  arge 
  round room fi
  ll
  ed 
  wi
  th 
  bones.
   
  And 
  sure 
  enough, 
  we had to fi
  ght, and fi
  ght we di
  d. But over the cl
  atteri
  ng 
  noi
  se i
  n our own room I had the di
  sti
  nct feeli
  ng that I was 
  heari
  ng great screams from the way we had come. And 
  when I started to thi
  nk that the bell
  ows mi
  ght be the way 
  a Cycl
  ops i
  n agony woul
  d yell
  , I made myself shut the di
  n 
  out 
  of 
  my 
  mi
  nd.
  Before too l
  ong, our battl
  e was over and Kraeco and 
  Godfrey began pi
  cki
  ng up gol
  d.
   Then I heard i
  t agai
  n: cli
  ck, 
  cli
  ck,
   
  cl
  i
  ck.
   
  Hard-sol
  ed 
  boots 
  ri
  ngi
  ng 
  on 
  a 
  ti
  l
  e 
  fl
  oor.
   
  I 
  created 
  a great mass 
  of 
  rock and stone 
  i
  n 
  the 
  hall 
  entrance i
  nto 
  our 
  room — i
  t compl
  etel
  y fi
  ll
  ed the doorway. But I was reall
  y 
  scared by 
  now 
  so I 
  was not 
  sati
  sfi
  ed 
  yet.
   I di
  d i
  t three 
  more 
  ti
  mes, l
  ayer after l
  ayer of soli
  d stone, seali
  ng up that 
  entrance. I heard the cli
  cki
  ng proceed to the stone bl
  ockage 
  and then stop. There was a bli
  ssful si
  l
  ence. We fell on the 
  fl
  oor,
   
  l
  aughi
  ng 
  i
  n 
  our 
  reli
  ef.
  Then, unbeli
  evi
  ng, we heard a new sound, a l
  oud 
  cl
  angi
  ng sound. Rhythmi
  c, stri
  ki
  ng once about every 5 
  seconds: cl
  ang .
  .
  . cl
  ang .
  .
  . cl
  ang .
  .
  . It was the ki
  nd of sound 
  you woul
  d expect from someone bangi
  ng on a boul
  der wi
  th 
  an axe. When I suddenl
  y reali
  zed the monster was 
  swi
  ngi
  ng that axe at the stone I came ungl
  ued! I'
  m not 
  even sure what happened next,
   but I thi
  nk we al
  l pani
  cked, 
  runni
  ng and holl
  eri
  ng down the exi
  t hall on the other si
  de 
  of 
  our 
  bone 
  room.
   
  And 
  j
  ust 
  before 
  we 
  exi
  ted 
  the 
  hall 
  i
  nto 
  the 
  bri
  ght 
  sunli
  ght 
  of 
  day 
  I 
  di
  sti
  nctl
  y 
  heard 
  my 
  stone 
  wall
   
  ri
  ng, 
  then 
  crack,
   
  then crumbl
  e onto the fl
  oor.
   
  And then 
  the 
  wei
  rd 
  sound agai
  n: cli
  ck, cl
  i
  ck, cli
  ck: our enemy, unhurri
  ed, 
  walki
  ng 
  down 
  the 
  hall
  .
  
  Black Reaver    97
  Rolemaster Companion I
  We managed to get i
  nto our li
  ttle shi
  p and the hands 
  cast us off before he came out of the cave. He walked 
  towards us as our shi
  p sai
  led from the i
  sland. When he 
  came to the water'
  s edge he kept ri
  ght on walki
  ng, and I 
  saw 
  hi
  m 
  walk 
  i
  nto 
  the 
  sea,
   
  unti
  l 
  he 
  di
  sappeared,
   
  the 
  waters 
  over 
  hi
  s 
  head.
  Fortunately, I thought, the wi
  nd was strong wi
  th us, 
  and 
  we 
  left the i
  sland 
  qui
  ckly behi
  nd.
   
  Of 
  course,
   
  I 
  put 
  some 
  extra wi
  nd 
  i
  n 
  the 
  sai
  l
  ,
   tryi
  ng wi
  th all 
  my 
  self-control 
  not 
  to 
  gi
  bber 
  and 
  cry 
  from 
  the 
  horror 
  I 
  had 
  j
  ust 
  felt.
   
  But 
  we 
  sai
  l
  ed 
  hard for about three days i
  n good sai
  li
  ng weather and we 
  were far i
  nto the open sea when we fi
  nally got caught i
  n a 
  storm.
  The 
  storm 
  lasted 
  for 
  four 
  days.
   
  It 
  was 
  so 
  severe 
  we 
  threw 
  out all four sea anchors to try to hold our posi
  ti
  on agai
  nst 
  the southwest wi
  nds. We ate not at all, and sl
  ept very 
  li
  ttle. But the end came for Kraeco whi
  le I was sl
  eepi
  ng at 
  twi
  li
  ght. The rai
  n had stopped, and the sounds of the shi
  p 
  and the wi
  nd made me delay too long when I heard the 
  uncanny rhythmi
  c sound of boots on the deck above me: 
  cli
  ck,
   
  cli
  ck,
   
  cli
  ck.
   
  When 
  I 
  fi
  nally 
  reali
  zed 
  that 
  the 
  ni
  ghtmare 
  was 
  here,
   
  I 
  woke 
  wi
  th 
  great 
  suddenness 
  and 
  al
  most 
  fl
  ew 
  up 
  the steps. I was i
  n ti
  me to see a struggle, i
  f you can call i
  t 
  that, whi
  ch l
  asted probably only 20 seconds or so. Godfrey 
  had charged the monster and the fl
  at of the axe had fl
  ung 
  hi
  m li
  ke a toy fully across the long grai
  n of the deck.
   In all 
  my years wi
  th Godfrey I had never seen hi
  m smi
  tten 
  unconsci
  ous 
  wi
  th 
  a 
  si
  ngle 
  blow 
  unti
  l 
  then.
  Kraeco, of course, was terri
  fi
  ed. He squeal
  ed and fl
  ed 
  from the creature; mi
  ghty Hogan i
  nterposed hi
  mself i
  n the 
  creature'
  s path. That was Hogan'
  s last heroi
  c act. The axe 
  swung, cl
  ove through the magi
  cal armor Hogan had 
  laboured for, severed hi
  s shi
  eld from edge to edge, and 
  Hogan hi
  mself fell i
  n two pi
  eces on the deck, hi
  s l
  i
  fe'
  s bl
  ood 
  everywhere. Before the thi
  ng fi
  nally caught Kraeco, I had 
  thrown vacuums and death clouds, and Dori
  en, fi
  nall
  y 
  arri
  vi
  ng,
   
  was 
  also 
  blasti
  ng 
  hi
  m 
  wi
  th 
  spell 
  after 
  spell
  .
  He walked through those clouds and those bursts of 
  li
  ght and through the bolts and balls not sl
  owi
  ng i
  n the 
  least i
  n hi
  s cli
  ck, cli
  ck, cli
  ck. I do not know to thi
  s day i
  f 
  anythi
  ng 
  we 
  di
  d 
  agai
  nst 
  hi
  m 
  even 
  made 
  hi
  m 
  noti
  ce 
  we 
  were 
  there. When he grabbed Kraeco, the poor l
  i
  ttl
  e burgl
  ar 
  stabbed 
  at 
  hi
  m 
  several ti
  mes 
  wi
  th hi
  s 
  magi
  cal 
  short 
  sword, 
  and 
  fi
  nally 
  the 
  blade 
  broke 
  on 
  the 
  monster'
  s 
  armor.
   
  At 
  that 
  moment, I thi
  nk Kraeco must have fai
  nted for he hung 
  li
  mp i
  n the monster'
  s arms and the hi
  lt of hi
  s li
  ttl
  e sword 
  ski
  ttered across the deck. The last I remember, the bl
  ack 
  cloaked fi
  gure walked through the upper deck wall
  , 
  spli
  nteri
  ng i
  nto pi
  eces. As I began to pass out myself, all I 
  knew were the sounds of the cli
  ck, cli
  ck, cli
  ck, of hi
  s boots, 
  and then the splash as he walked back i
  nto the sea. I'
  ve 
  never seen hi
  m agai
  n face to face,
   but I see hi
  m often i
  n the 
  heart 
  of 
  my 
  worst 
  dreams.
  "
  Introduction from the personal testimony of Brand the 
  Mage, vol. 1 preface of The Entity Record, by Elenmel, 
  Historian, Scribe, and 
  Astrologer.
  "There i
  s an i
  nfi
  ni
  te number of bei
  ngs i
  n thi
  s worl
  d, or 
  shoul
  d I say, i
  n these worl
  ds. I have behel
  d much more 
  than my share as I stumbled ti
  me after ti
  me onto the 
  ethereal pl
  ai
  ns. Creatures of power that you can'
  t measure 
  or i
  magi
  ne.
   Creatures of beauty,
   both subli
  me and horri
  ble. 
  Creatures of awe, whi
  ch I have seen paralyze the greatest 
  l
  ords wi
  th fear. Creatures fri
  endly, unfortunatel
  y rare, who 
  can rescue you from al
  most any terri
  bl
  e thi
  ng, as they 
  foll
  ow ei
  ther thei
  r whi
  ms or thei
  r desi
  gns (I know not 
  whi
  ch). Creatures chaoti
  call
  y assembled, wi
  th mi
  xed and 
  bi
  zarre forms, and some wi
  th no forms at all
  . Creatures 
  wi
  thout end, havi
  ng every l
  evel of power and every 
  concei
  vabl
  e shape of body and mi
  nd. I have al
  ready begun 
  to 
  thi
  nk 
  that 
  as 
  the 
  stars 
  whi
  ch 
  gli
  mmer 
  over 
  al
  l 
  the 
  pl
  ai
  ns 
  number more than the grai
  ns of sand, so al
  so the number 
  of 
  creatures 
  i
  s 
  i
  nfi
  ni
  te.
  "
  
  98    Flying Creatures
   
  Rolemaster Companion I
  This section provides descriptions of a number of creatures 
  that a GM can use or modify as he sees fit. The codes and 
  statistics are the same as those used in Creatures & Treasures with 
  the following exceptions; the symbol "⌂"refers to an attack 
  which made in the same round if the previous attack is 
  successful. The symbol "3" refers to an attack which is made in 
  the following round if the previous one is successful. The 
  Symbol "§" is a location code which refers to burial areas.
  7.1 FLYING CREATURES
  WINGED WOLF 
  Lvl:
   4C;
   Base Rate:
   130;
   Max Pace:
   Dash;
   MN Bonus:
   20;
   
  MS:
   FA;
   
  AQ:
   FA;
   Size:
   M;
   Crit:
   — ;
   Hits:
   110E;
   
  AT(DB):
   
  3(40);
   
  Attacks:
   65MBi/80MCl/60LGr;
  # Enc:
   2-12;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Protect/Aggres(AA);
   Bonus EP:
   — ;
   (hf)-(IO)-5,
   4-6' 
  long,
   3-8 pups.
  The Winged Wolf is a highly intelligent species, having not 
  only large bat-like wings capable of true flight, but also a long 
  and muscular prehensile tail. The wolves are usually only 
  aggressive when protecting their territory or when hungry. 
  They are capable of speech and some are friendly with some 
  humanoids. They are more versatile in attack than normal 
  wolves, being able — especially when attacking from the air — 
  to use their claws as well as their jaws, gripping their opponent 
  with the tail. They are fond of living in trees and their paws are 
  more flexible than other wolves, being suited to that terrain.
  WINGED PANTHER 
  Lvl:
   4D;
   Base Rate:
   150;
   Max Pace:
   Dash;
   MN Bonus:
   30;
   
  MS:
   
  VF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   — ;
   Hits:
   120F;
   
  AT(DB):
   
  4(40);
   
  Attacks:
   70MC140/75MBa60/90MBi ⌂;
  # Enc:
   1-6;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aggres(NO);
   
  Bonus EP:
   C;
   (f)-(GO)-ARUW-(T)-7,
   4-6'
   long,
   1-6 
  young.
  Very much like a normal panther except for their powerful 
  wings. They are found in a variety of colors from tan to black. 
  In jungle areas leopard like markings can be found; Winged 
  Panthers sport long white fur in the cold. 
  GREAT WINGED PANTHER 
  Lvl:
   8F;
   Base Rate:
   160;
   Max Pace:
   Spt;
   MN Bonus:
   30;
   
  MS:
   FA;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   LA;
   Hits:
   240G;
   
  AT(DB):
   
  4(40);
   
  Attacks:
   100LC130/100MBa70/100LHo3/140LBi 
  ⌂;
  # Enc:
   1-6;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aggress(LO);
   
  Bonus EP:
   E;
   (f)-(YSQ)-CDHP-6,
   8-11'
  ,
   1-4 young.
  These extremely noble and powerful beasts are larger than 
  normal sabertooth tigers and smarter than most cats, capable of 
  being trained to perform complex tasks. Some exotic armies 
  have raised and trained them as a fierce aerial arm. When 
  domesticated, they tend to be devoted to a single master who 
  raised them from infancy.
  CARNIVOROUS FLYING SQUIRRELS
  Lvl:
   0A;
   Base Rate:
   30;
   Max Pace:
   Dash;
   MN Bonus:
   40;
   
  MS:
   FA;
   
  AQ:
   FA;
   Size:
   S;
   Crit:
   — ;
   Hits:
   20A;
   
  AT(DB):
   
  1(40);
   
  Attacks:
   20TBa100/10SBi 3/30SBi ⌂;
  # Enc:
   5-500;
   
  Treasure:
   — ;
   Outlook(IQ):
   Bellig(NO);
   
  Bonus EP:
   — ;
   hnwmk-FILMQ-DCHJ-6,
   6-24" long,
   1-12 
  young.
  These terrible creatures are most often found in huge 
  swarms, living in trees. They are built much like rats (except for 
  a squirrel-like tail), and have a disposition much like piranha. 
  Unwary patrols, parties, and caravans have too often been 
  wiped out by the bloody assault of a swirling cloud of these 
  little monsters.
  CARNIVOROUS FLYING MONKEYS
  Lvl:
   4C;
   Base Rate:
   80;
   Max Pace:
   FSPT;
   MN Bonus:
   40;
   
  MS:
   
  VF;
   
  AQ:
   FA;
   Size:
   S/M;
   Crit:
   — ;
   Hits:
   65D;
   
  AT(DB):
   3(40);
   
  Attacks:
   70MBa/60MGr/60SBi ⌂;
  # Enc:
   1-100;
   
  Treasure:
   — ;
   Outlook(IQ):
   Normal(IN);
   
  Bonus EP:
   
  A;
   (tcf)-(K)-FILQS-CDJP-8,
   1-6'
   tall,
   1 young.
  The CF Monkeys occur infrequently in the wilds. They are 
  unusual among the apes in that they eat meat only. At times 
  when they are hungry their disposition changes radically to a 
  wolfish cast. The CF Monkeys are often found working as 
  agents of spell casters, especially evil ones. As such, they are 
  used for kidnapping, harassment, murder, and destruction. 
  They can be taught to react to quite complex verbal 
  commands.
  ROYAL PEGASUS
  Lvl:
   30G;
   Base Rate:
   170;
   Max Pace:
   Dash;
   MN Bonus:
   
  40;
   MS:
   BF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   II;
   Hits:
   280H;
   
  AT(DB):
   3(60);
   
  Attacks:
   120LBa/130LTs/100MBi/Spells;
  # Enc:
   1;
   
  Treasure:
   uu;
   Outlook(IQ):
   Protect(VH);
   Bonus 
  EP:
   I;
   
  Any-9,
   40'
   
  Wingspan,
   1 young.
  These exquisitely noble protectors of the wilds are good and 
  kind. They look like a grand Pegasus with a unicorn's gold 
  spiral horn. They are very willing to cooperate with those of 
  similar persuasion and goals, but they only appear when the 
  need is great. They have been found in a number of colors: 
  purest white, deepest black, and most striking red or purple. 
  They possess most Channeling spell lists to their level and 
  receive 5PP per level.
  7.0 Creatures
  
  Beasts    99
  Rolemaster Companion I
  7.2 BEASTS
  BATTLE BOAR 
  Lvl:
   4D;
   Base Rate:
   90;
   Max Pace:
   Dash;
   MN Bonus:
   20;
   
  MS:
   MF;
   
  AQ:
   MF;
   Size:
   L;
   Crit:
   I;
   Hits:
   190G;
   
  AT(DB):
   
  4(30);
   
  Attacks:
   80LHo/60LBa ⌂/70LTs ⌂;
  # Enc:
   2-20;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aggres(NO);
   
  Bonus EP:
   D;
   (acf)-F,R,(T)-6,
   8-11'
   long,
   2-10 piglets.
  These nasty creatures are like their smaller brothers except in 
  size, and they can be ridden by some rough cultures willing to 
  train them. They are tough to kill and some fight to the death 
  because their lust for battle is so great. 
  GREAT BOAR 
  Lvl:
   7F Base Rate:
   90;
   Max Pace:
   Dash;
   MN Bonus:
   20;
   
  MS:
   MF;
   
  AQ:
   FA;
   Size:
   L;
   Crit:
   II;
   Hits:
   200G;
   
  AT(DB):
   
  4(40);
   
  Attacks:
   150HHo/70LBa ⌂/100LTs ⌂;
   
  #  Enc:
   5-30;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aggres(NO);
   
  Bonus EP:
   E;
   (tcf)-(GMO)-RW-CDHP-5,
   7-12'
  ,
   1 calf.
  Great Boars are fearless and nasty beasts, called in many 
  areas — "tuskers"They are easy to spot, having a very tough 
  hide with very sparse, much like a rhino. Their most 
  distinguishing characteristic is a pair of horns on each side of 
  their heads, at the very back of the upper jaw. The horns are 
  curved forwards with the front ones somewhat shorter than the 
  rear. They are startlingly quick and will kill for pleasure. As 
  mentioned earlier, they are entirely fearless. Colors are usually 
  in various shades of gray, but there are some notable variations. 
  Great Boars are carnivores with mouths full of impressive sharp 
  teeth. 
  WARCAT 
  Lvl:
   15G;
   Base Rate:
   170;
   Max Pace:
   Dash;
   MN Bonus:
   
  40;
   MS:
   BF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   LA;
   Hits:
   280G;
   
  AT(DB):
   4(50);
   
  Attacks:
   
  95LBi/120HCl(2x)/100LBa(2x)⌂;
   
  # Enc:
   1-12;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aloof(LO);
   
  Bonus EP:
   H;
   (cf)-(Y),(GO),(U)-(T),
   7-11'
   high,
   4-9 
  young.
  The warcats are an intentionally developed species, intended 
  for warfare, They are remarkably similar to domestic cats in 
  build, movement, and leaping ability. But they are so large that 
  they can dominate a battlefield, almost like elephants. Warcats 
  are normally ridden by high men or the ancient Great Men (see 
  racial description this book). They are nearly fearless in battle 
  and are intelligent enough to be trained for war more 
  thoroughly than a horse. They usually remain loyal to only one 
  master, unless they see him killed, when they might take a new 
  master. They remain quiet and aloof unless very hungry or 
  ordered into battle. Some have escaped into the wilds and are 
  no longer under human control. 
  GREATER WARCAT 
  Lvl:
   25G;
   Base Rate:
   190;
   Max Pace:
   Dash;
   MN Bonus:
   
  40;
   MS:
   BF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   LA;
   Hits:
   350H;
   
  AT(DB):
   4(60);
   
  Attacks:
   
  150HBi/180HCl(2x)/120HBa(2x) ⌂;
  # Enc:
   1-3;
   
  Treasure:
   — ;
   Outlook(IQ):
   
  Aloof(AV);
   Bonus 
  EP:
   K;
   (f)-(Y),(GO),(U)-CDHJPT,
   9-13'
   high,
   1-4 young.
  The Greater Warcats are similar in almost every respect to 
  the warcats with a few significant differences: they have saber-
  fangs, are usually both taller and broader, and have shaggier 
  coats. They are the epitome of battle beasts, being noble, smart, 
  and awesome.
  BLACK BABOON
  Lvl:
   8F;
   Base Rate:
   50;
   Max Pace:
   SPt;
   MN Bonus:
   30;
   
  MS:
   MD;
   
  AQ:
   FA;
   Size:
   L;
   Crit:
   II;
   Hits:
   170F;
   
  AT(DB):
   
  3(30);
   
  Attacks:
   110LHo/140HBa or 150Wpn(2D);
  # Enc:
   10-60;
   
  Treasure:
   c;
   Outlook(IQ):
   Protect(IN);
   
  Bonus EP:
   F;
   hnawms-(GO)-ARW-CDJP-4,
   7-11'
   high,
   1-
  2 young.
  Black Baboons are an enormous specie of primate. They 
  look much like regular baboons except for horns curved down 
  and to the front, a pair of large fangs jutting up from the lower 
  jaw, and a truly massive build. They are not built for quick and 
  agile maneuvers but their raw strength and endurance are 
  astonishing. They travel in large tribal bands which the leading 
  males defend with ferocity. Having a natural affinity for 
  combat, some have been captured for use in gladiatorial arenas. 
  The normal weapon of a Black Baboon is a large club wielded 
  with one hand (use War Mattock chart). It should be noted 
  that Black Baboons do not kill (intentionally) unless they feel 
  threatened. They are more intelligent than many other 
  primates. 
  WHITESNAKE 
  Lvl:
   6E;
   Base Rate:
   80;
   Max Pace:
   FSpt;
   MN Bonus:
   30;
   
  MS:
   MF;
   
  AQ:
   
  VF;
   Size:
   S;
   Crit:
   — ;
   Hits:
   30C;
   
  AT(DB):
   
  4(50);
   
  Attacks:
   100MBi/poison⌂;
  # Enc:
   1-20;
   
  Treasure:
   k;
   Outlook(IQ):
   Loyal(AA);
   Bonus 
  EP:
   F;
   (hna)-(OZ)-any-7,
   18-36"long(4-6"dia),
   1-8 eggs.
  The Whitesnake is a fine pet and ally. It is an unusual 
  looking creature, thicker than a normal snake its length and 
  covered by a coat of long white hair! It is capable of flight, 
  presumably by magic (it has no wings). Its bite inflicts a 12th 
  level flaccid paralysis (victim is conscious). Perhaps its most 
  significant characteristic is the ability to act as a natural familiar 
  (See Lvl: 1 Closed Essence Gate Mastery in Spell Law). The 
  creature usually attunes itself to a particular master moments 
  after hatching (if one is nearby). Therefore, whitesnake eggs can 
  be quite valuable.
  BLACK UNICORN
  Lvl:
   10G;
   Base Rate:
   150;
   Max Pace:
   Dash;
   MN Bonus:
   
  40;
   MS:
   BF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   I;
   Hits:
   130H;
   
  AT(DB):
   
  4(50);
   
  Attacks:
   160LHo/90LBa ⌂/140LTs;
  # Enc:
   1-6;
   
  Treasure:
   t;
   Outlook(IQ):
   Cruel(AA);
   Bonus 
  EP:
   H;
   mk-CDHP-6,
   7.5-8'
  ,
   1 young.
  The Black unicorn is a nasty and evil version of the famous 
  good unicorns. They are uniformly black but their horns have 
  been found in silver, red, and blue (never gold). They are more 
  powerful in purely physical combat, but do not have the nobler 
  unicorn's prowess in magic, nor do their horns have special 
  
  100    Greater Lycanthropes
  Rolemaster Companion I
  properties. Naturally, there is a tremendous rivalry between the 
  good and the black unicorns. Also, black unicorns do not seek 
  out noble and virtuous young maidens for company; they avail 
  themselves of the company of much more base sorts.
  RED FEEDER
  Lvl:
   9F;
   Base Rate:
   120;
   Max Pace:
   FSpt;
   MN Bonus:
   20;
   
  MS:
   FA;
   
  AQ:
   FA;
   Size:
   H;
   Crit:
   SL;
   Hits:
   500H;
   
  AT(DB):
   
  12(40);
   
  Attacks:
   150HBa/150HBi/100HGr*⌂;
  # Enc:
   1-6;
   
  Treasure:
   — ;
   Outlook(IQ):
   Bellig(NO);
   
  Bonus EP:
   H;
   (astc)-LMQ-5,
   50-80'
  ,
   50 eggs.
  The Red Feeder is the largest of fish, much like a shark in 
  appearance except that it has scales and a face like a piranha. 
  Scales are reddish and sometimes have darker red patterns on 
  them. Their huge mouths can easily swallow a man whole. 
  Being flatter than most fish and able to maneuver "on their 
  sides", they are often found in waters more shallow than they 
  would be expected, sometimes even in as little as 15' of water. 
  It is fortunate that most Red Feeder eggs are destroyed by 
  predators and natural events before hatching, as a single brood 
  (if all lived) could terrorize quite a large area.
  7.3 GREATER LYCANTHROPES
  The bite of a Greater Werebeast is almost certain to cause 
  Lycanthropy if its victim does not die immediately. None of the 
  Greater Werebeasts can be injured except with silver or magical 
  weapons. Even then, if the beast is not completely killed, it will 
  entirely heal when it returns to human form. All Greater 
  Werebeasts regenerate 3 hits/rd and rapidly heal non-fatal 
  wounds. These beasts are often found in all types of enchanted 
  locations as well as wherever humans may dwell.
  GREATER WEREWOLF
  Lvl:
   20G;
   Base Rate:
   160;
   Max Pace:
   Dash;
   MN Bonus:
   
  30;
   MS:
   BF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   LA @;
   Hits:
   350H;
   
  AT(DB):
   4(70);
   
  Attacks:
   140LBi/140LCl/160HBa ⌂;
   
  # Enc:
   1-4;
   
  Treasure:
   y;
   Outlook(IQ):
   Bellig(IN);
   Bonus 
  EP:
   I;
   (hf)-(IO)-6,
   7-8'
   tall,
   NA.
  GREATER WEREBEAR 
  Lvl:
   30H;
   Base Rate:
   130;
   Max Pace:
   FSpt;
   MN Bonus:
   30;
   
  MS:
   
  VF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   SL @;
   Hits:
   475H;
   
  AT(DB):
   8(70);
   
  Attacks:
   150LCI(2x)/220HBa 
  ⌂/150LGr/200HKr⌂;
  # Enc:
   1;
   
  Treasure:
   yy;
   Outlook(IQ):
   Good(SU);
   Bonus 
  EP:
   K;
   (hna)-(IO)-7,
   9-13'
  tall,
   NA.
  The Greater Wearbear is a "goodly" ally for those fighting 
  "evil" and a whirlwind of destruction in combat. These 
  lycanthropes may voluntarily transform themselves to and from 
  their wereform. Careful beasts, Greater Werebears never confer 
  their "disease" on anyone without a "good' nature. 
  GREATER WERELION 
  Lvl:
   25G;
   Base Rate:
   140;
   Max Pace:
   Dash;
   MN Bonus:
   
  30; MS: 
  VF;
   AQ:
   BF; Size: L; Crit:
   LA @; Hits:
   425H;
   
  AT(DB):
   4(80);
   
  Attacks:
   150LBi/160LCl(2x)/200HBa ⌂;
  # Enc: 1; 
  Treasure:
   yyz; Outlook(IQ):
   Domin(AA);
   
  Bonus EP:
   J;
   (f)-(IO)-8,
   7-9'
   tall,
   NA.
  Sometimes good and sometimes evil, Greater Werelions are 
  almost always the prime leaders on a battlefield on which they 
  participate. They are characterized by great use of force and 
  demand unquestioned loyalty. They rarely pass on their 
  lycanthropy, except perhaps to an heir, for fear of rivalry. They 
  have somewhat less control over their wereform than Greater 
  Werebears, changing involuntarily on occasions of great anger, 
  stress, or pain.
  GREATER WERETIGER
  Lvl:
   30H;
   Base Rate:
   140;
   Max Pace:
   Dash;
   MN Bonus:
   
  30;
   MS:
   
  VF;
   
  AQ:
   BF;
   Size:
   L;
   Crit:
   LA @;
   Hits:
   450H;
   
  AT(DB):
   4(70);
   
  Attacks:
   170HCl(2x)/200HBa 
  ⌂/160HBi;
  # Enc:
   1-2;
   
  Treasure:
   yy;
   Outlook(IQ):
   
  Aloof(SU);
   Bonus 
  EP:
   J;
   (hf)-(IO)-7,
   8-10'
   tall,
   NA.
  Varying widely in temperament, Greater Weretigers are the 
  least predictable of the Greater Lycanthropes. If two are found, 
  they will usually be a mated pair. The Greater Weretiger retains 
  his full personality and human-form skills when transformed 
  except those which might be hindered by the transformation 
  itself (e.g. picking locks, etc.) Greater Weretigers have the same 
  sort of control over their disease as Greater Werelions.
  GREATER WERESHARK
  Lvl:
   25G;
   Base Rate:
   150;
   Max Pace:
   FSpt;
   MN Bonus:
   20;
   
  MS:
   
  VF;
   
  AQ:
   
  VF;
   Size:
   L;
   Crit:
   LA @;
   Hits:
   360G;
   
  AT(DB):
   4(60);
   
  Attacks:
   180HBi/220HGr⌂;
  # Enc:
   1;
   
  Treasure:
   yyz;
   Outlook(IQ):
   Bellig(LO);
   Bonus 
  EP:
   J;
   (f)-LMOQ-9,
   25'
   long,
   NA.
  Weresharks are the most rare of the Greater Werebeasts. The 
  very problems of the particular form are the greatest obstacles 
  to transmitting the form and staying alive afterward; i.e., 
  surviving the initial attack long enough to contract the disease, 
  
  Demons    101
  Rolemaster Companion I
  and being able to enter the water at transition times are tough 
  problems. Weresharks are neither bright nor discriminating. 
  Control over the form is a learned skill for Weresharks. The 
  greatest temptation to take were- form is hunger.
  7.4 DEMONS
  MORTAL DEMONS 
  Lvl:
   12H;
   Base Rate:
   160;
   Max Pace:
   FSpt;
   MN Bonus:
   20;
  MS:
   BF;
   
  AQ:
   FA;
   Size:
   M;
   Crit:
   I;
   Hits:
   150E;
   
  AT(DB):
   4(60);
   
  Attacks:
   170wp(2D)/150wp(2D) or 150LBa;
  # Enc:
   4-48;
   
  Treasure:
   y;
   Outlook(IQ):
   Cruel(AV);
   Bonus 
  EP:
   H;
   any-6,
   6-8'
   tall,
   1 young.
  The result of ancient breeding between fallen spirits and 
  human types, the mortal demons are now more like men than 
  demons except in form. They retain horns, dragon faces, 
  functioning wings, claws, and a powerful natural physique. But 
  they are no longer innately magical, can be wounded or killed 
  with natural weapons, and cannot be influenced by gates, Force 
  Info, or other demonic control spells. They are generally very 
  mean creatures, effective with weapons, and greedy for gain 
  and accomplishment.
  WARRIOR DEMONS
  Warrior demons are different from other demons in a few 
  significant ways. They all have an unusual preoccupation with 
  weapons, rather than natural arms or magic. They are usually 
  fairly manlike in appearance and can be encountered in fairly 
  large numbers; i.e., if a spell caster works a summoning for 
  warrior demons, instead of calling 1 of the type specified, he 
  will summon several warrior demons (numbers' given in # Enc 
  stats). Warrior demons do not usually know many deep or dark 
  mysteries, but they function as the enforcement arm of many 
  dark masters.
  CLUBBER 
  Lvl:
   5H (II);
   Base Rate:
   50;
   Max Pace:
   Dash;
   MN Bonus:
   
  10;
   MS:
   SL;
   
  AQ:
   MD;
   Size:
   M;
   Crit:
   I#;
   Hits:
   150E;
   
  AT(DB):
   4(40);
   
  Attacks:
   110club/90club;
  # Enc:
   1-20;
   
  Treasure:
   — ;
   Outlook(IQ):
   Berserk(IN);
   
  Bonus EP:
   E;
   any-7,
   7'
   tall,
   NA.
  Muscle bound and stupid, Clubbers are the lowest of the 
  Warrior demons. They are great for blocking doorways and 
  halls. They enjoy the use of any blunt wooden, bony, or 
  metallic objects as clubs. Having found a favorite pair of clubs, 
  a Clubber is likely to carry them from plane to plane working 
  his own dumb brand of mayhem. They look like hairless 
  neanderthals with faces like a stone golem.
  SPEAR DEMON 
  Lvl:
   10G (III);
   Base Rate:
   130;
   Max Pace:
   Dash;
   MN 
  Bonus:
   40;
   MS:
   
  VF;
   
  AQ:
   FA;
   Size:
   L;
   Crit:
   LA#;
   Hits:
   
  135F;
   
  AT(DB):
   4(50);
   
  Attacks:
   130sp/120sp;
  # Enc:
   1-20;
   
  Treasure:
   — ;
   Outlook(IQ):
   Cruel(MD);
   
  Bonus EP:
   F;
   any-7,
   8'
   tall,
   NA.
  Spear demons are the Warriors above the Clubbers. They are 
  shaped like a mix of man and a black maned lion. They walk 
  upright, have hairless limbs, and vestigial wings appearing as 
  webs between arms and legs. They have dragon-like tails. In 
  combat, they scream and roar constantly, making amazing leaps 
  (50'+) and gliding from heights, constantly throwing or 
  stabbing with spears. Their aim is precise and their strength 
  sufficient to throw a spear at 4x its normal ranges. They enjoy 
  cruelty, pinning an opponent's limbs with thrown spears, and 
  then tormenting the hapless victim. They usually carry at least 
  one quiver of 10 spears on their persons. The spears are rarely 
  magical, but they are sometimes poisoned.
  SENTINEL
  Lvl:
   15G (IV);
   Base Rate:
   60;
   Max Pace:
   Dash;
   MN Bonus:
   
  20;
   MS:
   MD;
   
  AQ:
   FA;
   Size:
   M;
   Crit:
   LA#;
   Hits:
   175G;
   
  AT(DB):
   19(60);
   
  Attacks:
   150wp/130MSt or 
  MSw/150LBa;
  # Enc:
   5-50;
   
  Treasure:
   — ;
   Outlook(IQ):
   Mission(AA);
   
  Bonus EP:
   G;
   any-5,
   7'
   tall,
   NA.
  By far the most commonly encountered of the Warrior 
  Demons are Sentinels. They traditionally arm themselves with 
  2-handed weapons of all sorts, and wear armor of plate and 
  chain (treat as +10 armor). Some are armed with an extremely 
  heavy 4-shot crossbow, with 4 separate bows and triggers. The 
  bows are made of very high tensile alloy (+15) and a master 
  trigger can permit the shooter to fire all remaining bolts at once 
  if desired (same target, of course). Sentinels make up the 
  central core of most demonic armies, and many are used as 
  guards. Impossibly well disciplined, they will maintain the 
  same post unmoving, literally for years.
  
  102    Undead
  Rolemaster Companion I
  SWORD DEMON
  Lvl:
   20G (V);
   Base Rate:
   200;
   Max Pace:
   Dash;
   MN 
  Bonus:
   40;
   MS:
   BF;
   
  AQ:
   BF;
   Size:
   M;
   Crit:
   LA#;
   Hits:
   
  300H;
   
  AT(DB):
   12(90);
   
  Attacks:
   210wp(2D)
  (2x)/220MSw;
  #Enc:
   1;
   
  Treasure:
   uzz;
   Outlook(IQ):
   Playful(VH);
   Bonus 
  EP:
   J;
   any-7,
   7.5'
   tall,
   NA.
  The Sword Demons are an arrogant and dashing breed, 
  confident in their truly overwhelming, prowess and blinding 
  speed. They are winged and hairless (except for long 
  mustaches), but otherwise very man-like except for having 
  goat's hooves as feet. They fight most often wearing just a loin 
  cloth. They playfully tease and humiliate their opponents 
  before disarming them and then destroying them with brilliant 
  2-handed swords (Black Mithril +20). Sword Demons resent 
  being "mastered" and force their masters to constantly keep a 
  firm hold on them or else face certain doom. A Sword Demon 
  can split a 6" thick oak door in a single strike, and can cut 
  through 1 cu' of stone/rd. They will always accept a challenge 
  to combat with an enemy, should one be so foolish.
  SHADOW DEMON 
  Lvl:
   30G (VI);
   Base Rate:
   150;
   Max Pace:
   Dash;
   MN 
  Bonus:
   30;
   MS:
   
  VF;
   
  AQ:
   BF;
   Size:
   M;
   Crit:
   SL#;
   Hits:
   
  250H;
   
  AT(DB):
   20(50);
   
  Attacks:
   200wp(3D (2x)/ 
  150HBa /speIl;
  #Enc:
   1;
   
  Treasure:
   uuzz;
   Outlook(IQ):
   Cruel(SU);
   Bonus 
  EP:
   K;
   any-8,
   9'
   tall,
   NA.
   Fl
  esh Destructi
  on,
   3pp/lvl.
  The Shadow demons strongly resemble Sword Demons 
  except for their lack of mustaches and solid form. They are 
  usually bent on a single mission or purpose, or a guardianship 
  of some sort. They often fight with a whip in one hand (does 
  additional grapple criticals) and a two-handed weapon in the 
  other. Shadow demons aren't as playful as Sword demons in 
  combat (but neither are they so nasty to those who summon 
  them). Provided, of course, the summoners don't try to push 
  them too hard or too long. Light and electricity based spells do 
  double damage against Shadow Demons.
  7.5 UNDEAD
  DREAM HORROR
  Lvl:
   15H(V);
   Base Rate:
   80;
   Max Pace:
   FSpt;
   MN Bonus:
   
  20;
   MS:
   MF/AQ MF;
   Size:
   M;
   Crit:
   LA#;
   Hits:
   165E;
   
  AT(DB):
   1(75);
   
  Attacks:
   120Sc(4x);
  # Enc:
   1;
   
  Treasure:
   — ;
   Outlook(IQ):
   Cruel(AV);
   Bonus 
  EP:
   G;
   any-8,
   5-7'
  tall,
   NA.
  The Dream Horror is a particularly nasty form of vengeful 
  spirit. The source of this ghost's power to continue in this 
  world is his thirst for revenge and a particularly unpleasant, 
  perhaps psychotic nature. The Horror appears as a malformed 
  human with long blades in place of his hands (he has four 
  arms). The Horror will move into its target's dream world, 
  filling night after night with nightmares (-5 cumulative each 
  night for being poorly rested), and when the Horror finally 
  corners its victim in the nightmare, any damage done to the 
  target in the ensuing struggle actually occurs in real life. 
  Unfortunately, even if the target is able to kill the Horror in the 
  nightmare (which is possible since the victim will retain all his 
  equipment and abilities in the nightmares as in real life) the 
  Horror will return the very next time the target sleeps. The 
  only way to kill a Dream Horror permanently is to somehow 
  draw him into the waking world (e.g. the target might grapple 
  or trap the Horror just before being awakened). The Dream 
  Horror may kill several targets related in some way to its true 
  and final victim. Any Power Points spent by victims in 
  nightmares are actually spent when the target awakens.
  CLASSIC LICH
  Lvl:
   35G (VI + );
   Base Rate:
   40;
   Max Pace:
   FSpt;
   MN 
  Bonus:
   20;
   MS:
   SL;
   
  AQ:
   
  VF;
   Size:
   M;
   Crit:
   SL#;
   Hits:
   
  450H;
   
  AT(DB):
   18(75);
   
  Attacks:
   180wpn/ 200HBa/ 
  speciaI/spells;
  # Enc:
   1;
   
  Treasure:
   yyzzz;
   Outlook(IQ):
   Cruel(EX);
   Bonus 
  EP:
   L;
   EKX@§ #-8,
   5-8'
  tall,
   NA.
  Mere Presence causes fear (100'rad, 1rd/5% fail), touch 
  delivers cold bolt( + 50); those within 10' lose 5 Con pts/rd (-
  20RR); a Lich possesses all spells he had while alive. The Lich is 
  a terrible enemy to face. They are very difficult to destroy. 
  During the great ceremony to become a Lich the living magic 
  user dies while crossing the boarder into undeath (see the 
  Ritual of Black Eternity in the Section 3.6). If the Lich is 
  "killed" in combat yet container with his organs remains 
  hidden (or at least unharmed) the Lich will reform near the 
  container in 1-5 days. The Lich can only be permanently 
  destroyed by destroying the container and his organs. The Lich 
  may travel no more than 100 miles from the location of the 
  container. He may influence some being to transport the 
  container though he may not do so himself.
  CHAOS WARRIOR 
  Lvl:
   7H;
   Base Rate:
   90;
   Max Pace:
   Dash;
   MN Bonus:
   30;
   
  MS:
   
  VF;
   
  AQ:
   FA;
   Size:
   M;
   Crit:
   I#;
   Hits:
   135F;
   
  AT(DB):
   
  18(50);
   
  Attacks:
   130wpn/120wpn;
  # Enc:
   1-300;
   
  Treasure:
   tt;
   Outlook(IQ):
   Cruel(AV);
   
  Bonus EP:
   F;
   any-4,
   5.5-8'
  tall,
   NA.
  The Chaos warrior may be spotted by his uniform dark 
  clothing and armor, a tendency towards exotic helmets with 
  horns or wings and eye slits, and weapons often flowery in 
  design. Chaos warriors are the scourge of every decent and 
  peace loving folk and always follow some foul master. Chaos 
  warriors gain their relatively great prowess by a terrible mass 
  ceremony where the candidates impale themselves on their own 
  weapons. Those "blessed" by their deities are healed and 
  transformed. However, should the warrior renege on his vow 
  the deity will release him to the death or maiming incurred 
  during that ceremony. Chaos warriors are considered as living 
  men in all other respects. The treasure noted is that of the 
  whole company.
  
  Dragons    103
  Rolemaster Companion I
  CHAOS COMMANDER 
  Lvl:
   20H;
   Base Rate:
   120;
   Max Pace:
   Dash;
   MN Bonus:
   
  30;
   MS:
   
  VF;
   
  AQ:
   
  VF;
   Size:
   M;
   Crit:
   II#;
   Hits:
   400H;
   
  AT(DB):
   19(75);
   
  Attacks:
   175wpn/ 160wpn/ 150MSt/ 
  150MSw;
   
  # Enc:
   1;
   
  Treasure:
   yz;
   Outlook(IQ):
   Cruel(SU);
   Bonus 
  EP:
   H;
   any-8,
   6.5-8'
   tall,
   NA.
  The Chaos Commander is the special individual who leads 
  the bands of Chaos Warriors. Usually he is only out-ranked by 
  the supreme leader, master, or battle-field commander (if he is 
  outranked at all).
  BLACK REAVER 
  Lvl:
   85G;
   Base Rate:
   60;
   Max Pace:
   FSpt;
   MN Bonus:
   40;
   
  MS:
   MD;
   
  AQ:
   BF;
   Size:
   M;
   Crit:
   SL#;
   Hits:
   999G;
   
  AT(DB):
   20(100);
    
  Attacks:
   375wpn(4D)(2x)/ 
  300HBa(3D);
   
  #Enc:
   1;
   
  Treasure:
   z;
   Outlook(IQ):
   Mission(SU);
   Bonus 
  EP:
   LL;
   any-9,
   8-9'
  tall,
   NA.
  May cut through 1 cu'/rd of any material softer than laen. 
  There is nothing short of deity more dangerous than a Black 
  Reaver. A Black Reaver is the result of the possession and 
  subsequent combination of a major undead (lich, vampire, etc) 
  or Greater Lycanthrope with an Ordainer or other demon 
  beyond the Pale. They are always given a purpose, most often 
  the guarding of a particular object or door, or the killing of 
  some individual. They are not wanton but they will do what is 
  necessary and will remove any obstacles very quickly. They are 
  always armed with a large hooked battle-axe (Eog + 30), and 
  dressed in black plate armor (+25) and cape. Their helmets 
  sport glistening horns for decoration and two bright red eyes 
  glow from within. They are capable of flight or underwater 
  movement at a constant rate of 120'rd. They need nothing for 
  life support (i.e. air, food, etc), do not age, become bored, or 
  tired. They will not stop without fulfilling their objective. 
  There is no easy way to kill one. They usually do not move 
  faster than their base rate. Why hurry?
  LESSER BLACK REAVER
  Lvl:
   50G;
   Base Rate:
   60;
   Max Pace:
   FSpt;
   MN Bonus:
   40;
   
  MS:
   MD;
   
  AQ:
   BF;
   Size:
   M;
   Crit:
   SL#;
   Hits:
   600G;
   
  AT(DB):
   20(60);
   
  Attacks:
   250wpn(3D)(2x) /
  200HBa(2D);
   
  # Enc:
   1;
   
  Treasure:
   z;
   Outlook(IQ):
   Mission(AA);
   Bonus 
  EP:
   L;
   any-9,
   7-8'
  tall,
   NA.
  Identical in most respects to their bigger brothers, the Lesser 
  Black Reavers are not so over-whelming in their power, though 
  certainly more dangerous than an average large Dragon! They 
  are the result of the possession and subsequent combination of 
  an undead or a lycanthrope with a demon, but on a somewhat 
  reduced scale.
  7.6 DRAGONS
  FAERIE DRAGON
  Lvl:
   8F;
   Base Rate:
   180;
   Max Pace:
   Dash;
   MN Bonus:
   50;
   
  MS:
   BF;
   
  AQ:
   BF;
   Size:
   S;
   Crit:
   I ;
   Hits:
   40D;
   
  AT(DB):
   
  4(80);
   
  Attacks:
   90SCl/100MSt/poison;
  # Enc:
   1-8;
   
  Treasure:
   u;
   Outlook(IQ):
   Good(SU);
   Bonus 
  EP:
   F;
   wmsktc-(§Y)-(G)-(U)-(T),
   1-3'
  long,
   2-8 eggs.
  The Faerie Dragon is a playful, sometimes mischievous, but 
  always good and helpful creature. Its poison is a 15th Lvl: Sleep 
  Poison. If a person of noble character is present at the hatching 
  time, one and only one faerie dragon may attune itself to the 
  person as a natural familiar. The Faerie dragon looks like a fully 
  developed adult dragon, except in miniature and except for a 
  tough scorpion like stinger in its tail.
  MAGEDRAKE 
  Lvl:
   40G;
   
  Treasure:
   yyz;
   Bonus EP:
   L;
   any-8.
   
  Other statistics as for mature fire drake;
  The Magedrake is a very special voluntary Shapechanger. He 
  began as a common or high man magic user, who having 
  attained lord level (i.e. level 20) and having learned all of the 
  Arcane spell lists to his level, has under gone the "Ritual of 
  Ascension" administered by a spell caster having already 
  attained Magedrake status. Immediately, his lifespan increases 
  to about 3000 years, he may change to and from Dragon form 
  at will (3 rounds to change). A Magedrake may continue to 
  grow in knowledge and power.
  ARCANE DRAKE 
  Lvl:
   70G;
   
  Treasure:
   yyyz;
   Bonus EP:
   LL;
   any-9;
   
  Other statistics as for old fire drake.
  The Arcane Drake is a Magedrake who sometime after the 
  "Ritual of Ascension" has finally risen to 50th level in his 
  profession and his expertise in the Arcane Spells. He is now 
  certainly recognized by any dragon and has come to the. 
  attention of the great spiritual forces in the cosmos. Whether 
  for good or ill, he is considered a chief promoter and protector 
  of his alignment and loyalties.
  
   
  104    City Design
  Rolemaster Companion I
  This section presents a system for generating populations for 
  cities. The system is keyed to one specific population cross-
  section that the GM should modify to fit his world; it should 
  serve primarily as an example of how to generate a population 
  center.
  From time to time, a GM needs to design or fill out the 
  population of a city. In doing this, the number of 
  representatives of the various professions and classes is 
  important. How many Alchemists, Seers, Healers, etc are all 
  details required from time to time. This section is designed for 
  that purpose: describing the population of a city of 1000 or 
  more persons. The process is lengthy because it accounts for 
  most professions, but it is not difficult. GM's are encouraged to 
  modify the process in any way which particularly fits their 
  campaigns. But GM's should be warned, if they are designing a 
  large population center, they will possibly be startled, at how 
  many of a particular class there are. But before throwing out 
  75% of these NPC's, remember that even if only 1 out of a 
  thousand people has what it takes to be a good Mystic, there 
  will be a thousand Mystics in a metropolis of a million 
  inhabitants. Cities of that size have existed all through recorded 
  history. This process is suitable for a program on a personal 
  computer. GM's are invited to teach their favorite machines 
  how to build Rolemaster cities.
  DICE ROLLING CONVENTIONS
  One of the basic types of dice rolls used in this section is: 
  (50 + 1D100)%. It involves the following process:
  a. Roll 1-100 to obtain a value between 1 and 100.
  b. Add 50 to the result.
  c. Divide that result by 100 and use the result as indicated.
  This convention yields results from 51% to 150% (i.e., .51 
  and 1.50). When multiplied by the outcome of the formulae 
  which follow, the resulting product is relatively uniform. This 
  process is the standard for those segments of the population 
  (such as fighting men) which will almost always appear in a 
  significant number. If the GM wishes to retain the possibility 
  of extremes, he may treat the 1-100 roll as an open-ended roll.
  The second basic die rolling convention used in this section 
  is: (2D100)%. It involves the following process:
  a. Roll 1-100 twice.
  b. Add the two results together and obtain a sum.
  c. Divide the result by 100 and use the result as indicated.
  This convention yields results from 2% to 200% (i.e., .02 to 
  2.00). This variation of possible results is intended to yield 
  results for those segments of population whose numbers are not 
  uniformly distributed and which may vary greatly. For 
  example, Bards might predominate in a society interested in 
  entertainment and the arts, but would have negligible 
  representation in a Spartan and pragmatic society. 
  THE FORMULAE
  The formulae for the population make-up follow along with 
  their explanatory notes. Examples of associations, institutions, 
  and businesses have been given for the various professions that 
  might be likely to form such organizations for their trade. 
  GM's should feel especially free to alter or reject the 
  corporations suggested which might support such a variety of 
  arms users and Spell Casters on a regular basis. But a GM 
  should remember that very few people can be adventurers all of 
  the time, even in an adventurer's world.
  The first step is for the GM to decide how many people will 
  be in the city. The following system gives best results when 
  used for cities of over 1000 persons. Round off for all formulae 
  unless that would result in unusual results. 
  Step 1: Fighters
  In most fantasy cultures there seems to always be a need for 
  Fighters: whether garrison, based regulars, feudal cavalry and 
  nobles, mercenaries, elite special forces, rag-tag levies, or 
  whatever. The total number of basic Fighters in the city will be:
  ARMY = POPULATION / 10 x 
  (50 + 1D100)%
  [2th to 5th level]
  Additionally there will be:
  NCO's = ARMY / 20 [6th to 10th level]
  JUNIOR OFFICERS = NCO's / 5  [8th to 15th level]
  SENIOR OFFICERS =
       JUNIOR OFFICERS / 5 [13th to 18th level]
  GENERALS = SENIOR OFFICERS / 5 [15th level or 
  more]
  Step 2: Monasteries
  The monasteries covered here are those places which train 
  fighting monks. For a very small number of monks it might 
  just be common dwelling place. Values for both Monks and 
  Warrior Monks (and High Warrior Monks if used) are 
  generated. The total number of Student Monks (STMONKS) 
  is:
  STMONKS = POPULATION / 200 x (2D100)%
  These student monks are divided into a number of 
  monasteries: 
  MONASTERIES = STMONKS / 100 x (50 + 1D100)%
  70% of the student monks are Warrior Monks while the rest 
  are semi-spell user monks (MONKS):
  WARRIOR MONK STUDENTS = STMONKS x .7
  MONK STUDENTS = STMONKS - WARRIOR 
  MONK STUDENTS
  8.0 City Design
  
  City Design    105
  Rolemaster Companion I
  Additionally, there are fully trained monks, either free or 
  residing in the various monasteries. Additionally, there are 
  Masters, who are recognized as teachers by all those below 
  them. These may reside at the monasteries or be very 
  significant free agents of their faith:
  WARRIOR MONKS = WARRIOR MONK 
  STUDENTS / 5[6th to 10th level]
  MONKS = MONK STUDENTS / 5[6th to 10th level]
  WARRIOR MONK MASTERS = WARRIOR MONKS / 
  10 x (2D 100)%
  MONK MASTERS = MONKS / 10 x (2D100)%
  Step 3: Churches
  Churches, or other religious institutions, are a fairly 
  common and predictable element in any society. Clergy range 
  all the way from initiates to High Priests (1st level all the way 
  up). It may be helpful to distinguish clergy levels in a manner 
  like that done with the fighting men. The total number of pro-
  fessional clergy in a city is:
  CLERGY = POPULATION / 150 x (50 + 1D100)%
  These are divided among the many variously sized 
  congregations and temples. Some of these are as small as 20 or 
  more. Some range in the thousands. Of these temples, a few are 
  established as shrines: 
  TEMPLES = CLERGY / 3 x (50 + 1D100)% 
  SHRINES = TEMPLES / 3 x (50 + 1D100)%
  Shrines are described here as those temples especially 
  designed for the training and education of fighting clergy, 
  also called Paladins. In addition to Paladins in residence, 
  shrines also support a number of paladins in-training, 
  called usually Temple Squires. After training and serving "in 
  residence" Paladins are released into the mainstream of 
  society as "Paladin Errants" to serve as the strong arm of the 
  faith; they may usually be found in the city or nearby 
  countryside.
  SQUIRES = SHRINES x (1-10 or 1D10) [1st to 6th level]
  PALADINS = SHRINES x (1-5 or 1D5) [7th level and up]
  PALADIN ERRANTS = SHRINES x (1-5 or lD5)[7th 
  level and up]
  Step 4: Healers
  The kindest and most effective healers are those of the 
  Channeling Realm who by transferring the ailments of their 
  patients to themselves, and then healing in themselves, 
  experience every illness or injury which their patients suffer. In 
  addition to these, there are the intellectual surgeons, the Lay 
  Healers. Both of these professionals are sometimes organized 
  into either private or government owned and operated Clinics.
  TOTAL HEALERS = POPULATION / 100 x (50 + 
  1D100)% 
  CHANNELING HEALERS = TOTAL HEALERS x .3 
  LAY HEALERS = TOTAL HEALERS - CHANNELING 
  HEALERS
  CLINICS = TOTAL HEALERS / (3-30 or 3D10).
  Step 5: The Underworld
  Unfortunately, most urban societies have a frighteningly 
  high number of criminals, ranging from dull thugs to master 
  bosses or cat burglars and jewel thieves. Nightblades are 
  dreaded even in the underworld. Thankfully, they are usually 
  far in the minority.
  UNDERWORLD = POPULATION / 100 x (2D100)% 
  NIGHTBLADES = UNDERWORLD x (2-20 or 2D10)% 
  THIEVES = (UNDERWORLD - NIGHTBLADES) x 
  (1D100)% 
  ROGUES = UNDERWORLD - NIGHTBLADES - 
  THIEVES
  Step 6: The Essence Masters
  The Pure Essence Users may be organized together into 
  organizations called Academies. These Academies are designed 
  to construct magic items, build structures, control the 
  elements, and provide heavy weight camouflage for 
  government operations. The Academies can rarely run entirely 
  privately, except for those few making costly consumer items. 
  All the others are under some control and/or contract with the 
  government.
  ALCHEMISTS = POPULATION / 100 x (50 + 1D100)% 
  MAGICIANS = POPULATION / 300 x (2D100)% 
  ILLUSIONISTS = POPULATION / 600 x (2D100)% 
  TOTAL = ALCHEMISTS + MAGICIANS + 
  ILLUSIONISTS 
  ACADEMIES = TOTAL / 100 x (50 + 1D100)%
  
  106    City Design
  Rolemaster Companion I
  Step 7: The Theaters
  Bards primarily live off the interest of the rest of the 
  population in being entertained. This interest may support 
  theaters and whole hosts of secondaries. 
  BARDS = POPULATION / 200 x (2D100)% 
  THEATERS = BARDS / (2-20 or 2D10)
  There are will be 1-100 extras for each theater. Most of these 
  people will not be classed professionally for these purposes. 
  However their nearly constant presence in the theater or with 
  the theater troupe makes them a significant part of the setting.
  Step 8: The Rangers
  Rangers are free agents almost always trained disciple style 
  by other Rangers. Often they serve as hunters, scouts, and 
  guides. The value of ARMY was derived above in step 1.
  RANGERS = ARMY / 10 x (2D100)%
  Step 9: The Special Agents
  Sorcerers and Mystics may often labor in the fields of 
  espionage, detective work, information gathering, item 
  procurement, assassination, secret service, framing the work of 
  justice, etc. These rough and tumble Spell Casters sometimes 
  organize themselves into private agencies. 
  SORCERERS = POPULATION / 1000 x (2D100)% 
  MYSTICS = POPULATION / 1000 x (2D100)% 
  AGENCIES = (MYSTICS + SORCERERS) / 8 x (50 + 
  1D100)%
  Step 10: The Scholars
  Astrologers and Seers are the primary data gatherers for all 
  types of information. Most are extremely reluctant to 
  adventure, preferring the joy of the printed page, the located 
  fact, or the new discovery to the more mundane (and 
  hazardous) work of combat-fraught wandering.
  ASTROLOGERS = POPULATION / 600 x (2D100)% 
  SEERS = POPULATION / 600 x (2D100)% 
  HALLS OF KNOWLEDGE = (ASTROLOGERS + 
  SEERS) / 25 x (2D100)%
  Step 11: The Druids
  The Druids are aloof naturalists who usually dwell outside 
  the city, unless they are in the habit of consulting within on 
  gardening, forestry, animal training, and such druidic subjects. 
  Outside the city they most often dwell in the holy groves of the 
  woodlands.
  DRUIDS = POPULATION / 1000 x (2D100)% 
  GROVES = DRUIDS / 10 x (50 + 1D100)%
  Step 12: The Animists
  Animists often operate as independent entrepreneurs in the 
  fields of herb production and sales, veterinary medicine, animal 
  training, wilderness trip coordinators and guides, or various 
  combinations of the above. 
  ANIMISTS = POPULATION / 600 x (2D100)%
  Step 13: The Mentalists
  The Pure Mentalist professionals make their place in society 
  by performing badly needed services. Some work most in more 
  sedentary fields such as communications or lost and found 
  recovery. Some tougher customers lend their aid in the 
  treatment of mental illness, interrogation problems, or 
  discipline among convicts or servant and slave labor. 
  Sometimes they are organized into societies called institutes.
  MENTALISTS = POPULATION / 600 x (2D200)%
  THE REST OF THE POPULATION
  The remaining portion of the populace is comprised mostly 
  of merchant folk and a great horde of peasantry and related 
  agriculturalists. The few unaccounted for professionals, namely 
  the Barbarians and the Archmages, were not generated 
  systematically for a reason. Barbarians, almost by definition, 
  dwell outside city areas. If they are present in the urban setting, 
  they should be accounted for out of the general populace, 
  perhaps with such a formula as: POPULATION / 50 x 
  (2D100)%. Archmages, on the other hand are a very 
  significant but exceedingly rare portion of the population. A 
  fair figure for Archmages might be found by totaling all of the 
  pure and hybrid spell casters together, dividing by 100, and 
  multiplying the result by (2D100)%.
  USING THE CITY MAKER FOR CITIES UNDER 1000
  It is possible to use this population generation system for 
  much smaller communities. Depending on the size of the 
  community, some professions may be represented normally 
  from the formulae given above (even for only 200 or 300 
  inhabitants). Most of the organizations (Academies, Halls, 
  Institutes, etc) will be non-existent. That is appropriate — the 
  small villages cannot usually support them.
  If the various formulae produce results between 0 and 1 (i.e., 
  fractional values), the GM may opt to interpret the result as the 
  percentage chance of such a professional existing in the city. 
  For example, a formula result of .23 suggests a 23% chance of 
  one such individual existing. If such an individual exist, the 
  GM may make an additional (50 + 1D100)% or (2D100)% 
  roll to determine if more other members of the profession exist.
  EXAMPLE: In a theoretical case, a village of 400 is checked 
  for the presence of an Animist. The basic chance is 67% (400 / 
  600). The GM rolls within the 67% and has now determined 
  that there is at least one, Animist. Now the GM makes the 
  additional (2D 100) % roll and multiplies the result by 67%. 
  If the result is less than 1, the GM may roll again. If he rolls 
  within the new percentage, another Animist is found. If the 
  result is over 1, another professional of that type has been 
  automatically found, and the amount over 100% is the chance 
  for a third. To illustrate, suppose the 2D100 produced a total 
  of 76%. That would give a 50.9% chance of another Animist 
  being found (67% x 76%). If the 2D100 result was instead 
  177, this would give a total of 118% (67% x 118%) — so 
  the GM has found at least one more Animist and there 
  remains an 18% chance of a third Animist.
  
   
  Sibling Generation    107
  Rolemaster Companion I
  Occasionally, a GM needs to simulate the natural processes 
  of childbirth and/or the generation of a family. For example, 
  when a player character is first drawn up, sometimes the PC 
  and/or the GM want to determine the makeup of the PC's 
  family, including the number of brothers and sisters. In some 
  campaigns, important personages may become pregnant, and 
  the outcome of the conception is important. The following 
  system is designed as an aid to these processes. It is not a 
  difficult process but there are several steps, which when 
  followed in order produce reasonable results,
  9.1 SIBLING GENERATION
  The process described here is used when it is important to 
  know the immediate descendants of a couple.
  A. Conceptions and Brood Size: There is a great deal of 
  variety among the races in how many times the female is likely 
  to bear children, and how many children are produced with 
  each issue. At the extremes, Orcs are known for producing 
  great masses of children and Dwarves very few. Within each 
  race, extremes are possible though rare. Roll once on the 
  Conceptions chart to determine the "number of conceptions". 
  Then roll once for each conception on the Conception chart to 
  determine the number of children in each conception. 
  Obviously, if the GM is determining the family make-up of a 
  Player Character a value of "0" conceptions cannot be used, 
  since at least the Player Character was conceived and born. 
  Such results should be re-rolled.
  B. Percentage of Males: A person might naturally conclude 
  that births will average out to produce 50% males and 50% 
  females. Surprisingly, this is not true. Even for the human race, 
  slightly more males are born than females, but since the infant 
  mortality rate is slightly higher for human males than for 
  human females, the total percentage of the population remains 
  about 50% (except for imbalances caused by wars, etc). The 
  difference in percentage of males versus females is most 
  pronounced among the Dwarves, whose females are rare (to the 
  point of being considered precious). These are the percentage 
  chances that any given born child will be a male.
  Common Human 
  =55%
  Elf
  =50%
  Halfling
  =70%
  High Orc
  =60%
  High Man
  =55%
  Dwarf
  =80%
  Orc
  =60%
  Troll
  =60%
  C. Percentage of Infant Mortality: A certain number of 
  children will not survive their first month. Among the Orcs 
  and Trolls these numbers are artificially high because of a great 
  incidence of child cannibalism. The numbers given are the 
  percentage chance that a child will suffer an early death, usually 
  as a result of being still- born or suffering some fatal congenital 
  defect. The numbers before the slashes are the percentage 
  chance of a male infant mortality, and the number after the 
  slash the percentage chance of a female infant mortality. These 
  values reflect a relatively low technological state and/or the 
  relative rarity of professional assistance.
  Common Human
  = 5%/3%
  Elf
  = 2%/2%
  Halfling
  = 4%/2%
  High Orc
  = 12%/8%
  High Man
  = 5%/3%
  Dwarf
  = 1%/1%
  Orc
  = 20%/15%
  Troll
  = 15%/10%
  9.2 "MEDICAL" 
  CONSIDERATIONS
  Childbirth, besides being extremely painful, is a process 
  involving considerable hazard to both mother and child, 
  ranging from bodily injury to death. These are the percentage 
  chances that a mother will have to roll on the Birth Injury 
  chart:
  Common Human
  =40%
  Elf
  =25%
  Halfling
  =35%
  High Orc
  =35%
  High Man
  =37%
  Dwarf
  =33%
  Orc
  =31%
  Troll
  =33%
  Be sure to note and apply these modifiers: add 1-50 (roll 1-
  100 and half) to the percentage if the mother lives in a 
  sedentary or luxurious lifestyle. Subtract 1-50 from the 
  percentage if the mother lives in an inordinately physical and 
  hard-working lifestyles; e.g., a slave community.
  BIRTH INJURY EXPLANATIONS
  The birth injury table gives a number of possible 
  complications in childbirth. Some of these are not treatable by 
  normal magic. Others are greatly reduced in their seriousness if 
  there is an attending physician who has specialized in 
  Midwifery (Section 3.5). The complications range from minor 
  to terrible. Labor normally takes 1-12 hours. First Aid is 
  sufficient for an uncomplicated child-birth, but will not suffice 
  for most of the Birth Injuries on the Birth Injury Table. Even 
  9.0 Childbirth and Sibling Generation
  
  108    Medical Considerations
  Rolemaster Companion I
  blood loss, a thing normally treated with First Aid, cannot be 
  treated so if brought on by labor as the bleeding is internal. 
  First Aid only equips one to repair Laceration I or II.
  Exhaustion — Exhaustion is a state attending many, many 
  labors. Most of the items on the birth injury table could also be 
  attended by exhaustion (50% chance - Co Mod). Exhaustion 
  causes the mother to be incapable of any significant mental or 
  physical activity for 4-48 hours.
  Laceration I — This Laceration is very minor, being only a 
  tear in outer skin tissue in the area of the outside of the birth 
  canal. If properly bandaged or sewn, the mother will be at 
  -10% for all moving maneuvers for 6-72 hours. If not, the 
  penalty time is doubled.
  Delayed Labor — When this condition occurs labor takes 
  much longer than usual (13-112 hours), possibly because the 
  female came into labor tired or weak and did not have the 
  strength for a strong delivery. Delayed labor causes an 
  additional check for Exhaustion (75% chance) and an 80% 
  chance that the female must either have an attending physician 
  or re-roll on the Birth Injury Table (-10).
  Laceration II — A somewhat more severe tear than 
  Laceration I, yet still pretty minor, involving outer skin tissue 
  and shallow muscle tissue. If properly cared for, the female loses 
  20% on moving maneuvers for 2-4 weeks. If not properly cared 
  for, the penalty is 40% for 2-8 weeks and a 15% chance of 
  being permanent.
  Excessive Bleeding — The mother bleeds excessively during 
  labor, taking 3-30 hits per labor hour in blood loss.
  CONCEPTIONS CHART
  Dice
  Roll
  NUMBER OF CONCEPTIONS
  NUMBER OF CHILDREN PER CONCEPTION
              High
  Human   Human
  ElfDwarfHalflingLesser
  Orc
  Greater
  Orc
  Troll             High
  Human   Human
  ElfDwarfHalflingLesser
  Orc
  Greater
  Orc
  Troll
  01
  0
  0
  0
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  1
  1
  02-05
  0
  0
  0
  0
  0
  1
  0
  0
  1
  1
  1
  1
  1
  1
  1
  1
  06-08
  0
  0
  0
  0
  0
  2
  1
  0
  1
  1
  1
  1
  1
  1
  1
  1
  09-14
  1
  0
  0
  0
  1
  3
  1
  0
  1
  1
  1
  1
  1
  1
  1
  1
  15-23
  2
  1
  0
  0
  1
  4
  2
  1
  1
  1
  1
  1
  1
  1
  1
  1
  24-35
  3
  2
  1
  0
  2
  5
  3
  1
  1
  1
  1
  1
  1
  1
  1
  1
  36.50
  4
  3
  1
  1
  3
  6
  4
  2
  1
  1
  1
  1
  1
  2
  1
  1
  51-65
  4
  4
  2
  2
  4
  7
  5
  3
  1
  1
  1
  1
  1
  2
  2
  1
  66-77
  5
  4
  3
  3
  4
  8
  6
  4
  1
  1
  1
  1
  1
  2
  2
  1
  78-86
  6
  5
  3
  3
  4
  9
  7
  5
  1
  1
  1
  2
  1
  3
  2
  1
  87-92
  7
  5
  4
  3
  5
  10
  8
  6
  1
  1
  1
  2
  2
  3
  2
  1
  93-95
   7
  6
  4
  4
  5
  11
  9
  7
  1
  1
  1
  2
  2
  4
  2
  2
  96-140
  8
  6
  5
  4
  6
  12
  10
  8
  2
  2
  1
  .
   2
  2
  4
  3
  3
  141-165
  9
  7
  6
  4
  6
  13
  11
  9
  3
  2
  2
  2
  3
  4
  3
  3
  166-180
  10
  7
  7
  4
  7
  14
  12
  10
  3
  3
  2
  3
  3
  5
  4
  4
  181-190
  11
  8
  7
  4
  7
  15
  13
  11
  4
  3
  3
  3
  4
  6
  5
  5
  191-220
  12
  8
  8
  5
  8
  16
  14
  12
  5
  4
  3
  4
  4
  7
  6
  6
  221-260
  13
  9
  8
  5
  9
  17
  15
  13
  6
  5
  4
  5
  5
  8
  7
  7
  261-280
  14
  9
  9
  6
  10
  18
  16
  14
  7
  6
  4
  6
  5
  9
  8
  8
  281-290
  15
  10
  9
  6
  11
  19
  17
  15
  8
  6
  4
  6
  6
  10
  9
  9
  291 +
  16
  11
  10
  7
  12
  20
  18
  16
  8
  7
  5
  7
  6
  11
  10
  9
  BIRTH INJURY CHART
  Die Roll
  Result
  90-00
  Exhaustion
  80-89 
  Laceration I
  70-79
  Delayed Labor
  60-69
  Laceration II
  57-59
  Excessive Bleeding
  54-56
  Excessive Post-natal Bleeding
  50-53
  Fracture
  46-49
  Breech Position
  42-45
  Premature Labor
  38-41
  Laceration III
  36-37
  Blood Poisoning
  32-35
  Closed Canal
  30-31
  Organ Prolapse
  28-29
  Organ Injury
  25-27
  Physical Malformation
  22-24
  Mental Malformation
  18-21
  Oxygen Starvation
  16-17
  Throat Blockage
  14-15
  Umbilical Cord Prolapse
  13
  Extensive Malformation
  11-12
  Injury Miscarriage
  05-10
  Retention Problem Miscarriage
  03-04
  Fatal Malformation Miscarriage
  01-02
  Laceration IV
  
  Medical Considerations    109
  Rolemaster Companion I
  Excessive Post-natal Bleeding — For a period of 6-120 
  hours the female takes 1-10 hits per hour in blood loss.
  Fracture — A bone break either of the tail bone or pelvic 
  girdle. Recovery takes 6-11 weeks with a 25% penalty on all 
  maneuvers. And a 15% chance of the penalty being a 
  permanent -10%.
  Breech Position — A fairly dangerous positioning of the 
  child where it is coming through the birth canal feet first rather 
  than head first. There is a 30% of the labor proceeding 
  normally. Otherwise, the mother must re-roll on the birth 
  injury table at -20.
  Premature Labor — The birth will be 3-12 weeks early 
  unless a physician is attending who can control the labor. For 
  every week early the child has a 10% chance of being still-born.
  Laceration III — A much more severe laceration than I or 
  II, involving not only surface tissues but deep muscle tissues 
  being torn. With appropriate repairs the mother will be at 
  -30% for all moving maneuvers for 3-12 weeks. Without 
  appropriate repairs the mother is at -60% for moving 
  maneuvers for 6-36 weeks, which drops to a permanent - 25%. 
  The mother will also 70% of the time experience trouble with 
  1-3 prolapsing abdominal structures.
  Blood Poisoning — The mother suffers from a 15th level 
  circulatory poison with varying results as given in C&T or 
  ChL&CaL.
  Closed Canal — The mother's birth canal fails expand or to 
  expand quickly enough to permit birth. The child will have to 
  be removed surgically or both mother and child will die.
  Organ Prolapse — Either the trauma of the birth process, 
  or the tearing of supportive tissues causes 1-3 organs or 
  structures in the pelvic and/or abdominal areas to prolapse or 
  be improperly placed. The mother will lose 10-60% from her 
  moving maneuver abilities until the displacements are 
  surgically repaired.
  Organ Injury —  The mother has suffered significant 
  damage to an organ during the birth process. She may suffer: a 
  poisoning effect (15th level circulatory, conversion, muscle, 
  nervous, or respiratory poison as in C & T pp60-61), a 20-
  80% permanent maneuver penalty, a coma, or death. 
  Determine randomly or by GM discretion.
  Physical Malformation — The birth proceeds safely and 
  normally from the mother's point of view. However, the child 
  is born with 1-5 subtractions from his potential physical stats 
  of 1-100.
  Mental Malformation — The birth proceeds safely and 
  normally from the mother's point of view. However, the child 
  is born with 1-5 subtractions from his potential mental stats of 
  1-100.
  Oxygen Starvation — During birth the child is deprived of 
  oxygen. The child may suffer mental malformation (1-30), 
  physical malformation (31-50), or death (51-00).
  Throat Blockage - As Oxygen Starvation except the blockage 
  must still be removed once the child is born.
  Umbilical Cord Prolapse — The umbilical cord precedes its 
  proper location and emerges early in the birth process. It may 
  become pinched and quit feeding the baby (5th level 
  circulatory poison plus 5th level respiratory poison), or become 
  wrapped around the baby's neck (treat strangulation as oxygen 
  starvation), or the birth may proceed safely.
  Extensive Malformation — As both physical malformation 
  and mental malformation.
  Injury Miscarriage — The mother has been injured, and the 
  injury causes premature delivery. If delivery is 1-2 weeks 
  premature, the birth process should be rolled for normally 
  beginning with birth injury check. If delivery is 3-12 weeks 
  premature treat as premature labor as above. If delivery is 13 
  weeks or more premature, the child dies.
  Retention Problem Miscarriage — The mother is found to 
  have difficulty retaining children in her womb. Henceforth, 
  any pregnancy has an 80% chance of ending prematurely in 
  miscarriage. Treat as injury miscarriage above.
  Fatal Malformation Miscarriage — The child is so terribly 
  malformed that the mother's body rejects it early in the term 
  and the child dies. There is a basic 30% chance that the fatal 
  malformation was caused by a genetic or chemical problem in 
  the mother and every subsequent pregnancy will have a 50% 
  chance of ending prematurely in a fatal malformation 
  miscarriage. If this chance is indicated, it is possible that the 
  problem exists with the father instead, or with the particular 
  genetic mix of the couple. If this is the case, the problem will 
  not continue in future pregnancies if the mother has a different 
  partner. That is, the next birth with a new partner is rolled for 
  without the possibility of fatal malformation unless it comes up 
  again on the Birth Injury Table.
  Laceration IV —  The most terrible of the lacerations. 
  During labor, not only is the skin, shallow muscle, and deep 
  muscle torn, but also the deep pelvic organic structures, most 
  especially the wall of tissue between the birth canal and the 
  colon. Without proper assistance, the mother will lose 2 hits/rd 
  and be at -90% until such assistance arrives. If proper 
  treatment is given, the mother will heal in 9-14 weeks, during 
  which time she will be penalized 70% in all moving maneuvers.
  
   
  110    Package Deals for Goods
  Rolemaster Companion I
  This section contains a collection of various material 
  intended to aid a GM in the mechanics of orchestrating a 
  smooth-running game. The material includes package deals for 
  supplies and equipment, directions for making a "Qabbals" 
  deck, a level versus bonus summary, etc.
  10.1 PACKAGE DEALS FOR 
  GOODS
  Designing a group of characters or re-equipping a party after 
  an adventure is often a time consuming matter. Though some 
  players relish the detail of buying the many mundane items to 
  be had, other players impatiently do not feel like they are even 
  participating unless blood is being shed or schemes are being 
  laid. To satisfy the realist and the hacker as well this section 
  provides "Kits" of associated items for various (or nefarious) 
  purposes, and "Packs" of particularly significant medicines and 
  herbs. Generally the cost of these Kits and Packs is around 15% 
  less than the items purchased separately. In addition, some hard 
  to find items (e.g., Ankii) can often only be located as part of 
  one of these package deals. The GM should create and make 
  available any other Kits and/or Packs that he feels are needed or 
  appropriate. It is often useful to establish merchants and 
  outfitters in a campaign to provide a source for this material 
  (e.g., Honest Khadak's Discount Kits & Packs).
  Kit #1: The Adventurer (Sale Total: 75 bp) — Backpack; Ink; 
  Flint & Steel; Paper; Tinderbox; Mirror; Waterskin; 100' Wire; 
  Whistle; Sack; 50' Reg. Rope.
  Kit #2: The Outdoorsman (Sale Total: 80 bp) —  Heavy 
  Bedroll; Coat; Framepack; Hat; Climbing; Pick; Hood; 
  Hammock; Tarp; Heavy Pants; Tent; Boots.
  Kit #3: The Dungeoner (Sale Total: 26 bp) — Lantern Caltrops 
  (5); Oil Flasks (3); Pole; Torches (10); Pitons (10); Staying 
  Wedge.
  Kit #4: Entry Kit (Sale Total: 85 bp) — Lock Pick Set; Sack; 
  50' Superior Rope; Spade; Crowbar; Gloves; Drill (1/2"); Gr. 
  Hook; Climbing Claws.
  Kit #5: The Monster Hunter (Sale Total: 30 sp) — Silver Holy 
  Symbol; Mallet; Garlic Wd. Stakes (4); Mirror; Beladonna, 
  sprig; Wolfsbane, sprig.
  Kit #6: Basic Trail Foods (Sale Total: 60 sp) — Week 1: Basic 
  Rations (18 lb); Week 2: Trail Rations (14 lb); Week 3: 
  Greatbread (4 lb); Week 4: Ulginor (2 lb).
  Herb Pack #1: The Magic User (Sale Total: 200 gp) — Ankii; 2 
  Breldiar; Joef; 2 Rud-Tekmas.
  Herb Pack #2: The Fighter (Sale Total: 210 gp) —  2 
  Kathkhusa; 10 Suranie; 10 Arnuminas; 3 Mirenna; 10 Arlan; 
  10 Thurl; 2 Elben's Basket; Anserke.
  Herb Pack #3: The Thief (Sale Total: 125 gp) — 3 Akbutege; 
  Agaath; Elben's Basket; Gylvir; Klagul; Zur; Kykykyl Bread.
  Herb Pack #4: The Healer (Sale Total: 400 gp) — Bursthelas; 
  Gursamel; 10 Arlan Root; 3 Attanar; 3 Jojojopo; Belramba; 
  Culkas; Berterin; Kelventari; Siran; Fek; Vinuk; 3 Mirenna; 10 
  Akbutege; 10 Draaf; 10 Arnuminas.
  Herb Pack #5: Antidotes (Sale Total: 250 gp) — Argsbargies; 
  El- daana; Menelar; Mook; Quilmufur; Shen.
  Herb Pack #6: Lifegiving (Sale Total: 515 gp) — 3 Pathur; 
  Degiik; Olvar; Nur-Oiolosse.
  Herb Pack #7: Blood Stop (Sale Total: 770 gp) — 4 Fek; 2 
  Anserke; Harfy; Carneyar.
  10.2 LEVEL VERSUS BONUS 
  SUMMARY
  When designing a new NPC or creature, upgrading an old 
  NPC or creature, or converting some NPC or creature from a 
  different game system, a GM may assign an OB and DB way 
  out of line with respect to game balance and normal bonus 
  considerations. To assist the GM in keeping a clear view of the 
  normal range of skill and combat bonuses, the Level Versus 
  Bonus Chart is included.
  There are 5 columns labeled Level, Skill Ranks, Skill Bonus, 
  Level Bonus, and Total Bonus. The Level column states what 
  level the values are given for. Skill Ranks is the maximum 
  number of ranks normally purchasable at that level, assuming 
  the ability to develop 2 ranks per level. Level Bonus gives the 
  skill rank bonus for that number of skill ranks. Level Bonus 
  shows the total bonus at that level (assuming 3/lvl from level l-
  20 and 1/lvl thereafter). Total Bonus gives the final value of the 
  previous 3 columns added together. If the creature or person 
  under consideration has a high stat bonus, perhaps the Total 
  Bonus will be 25 points higher. A weapon bonus could increase 
  this by + 5 to + 30. This chart is simply an aid to keeping the 
  game "scale" in perspective.
  10.3 THE QABBALS
  The Qabbals is a deck of 40 cards that can be used for a 
  variety of purposes. Permission is granted to reproduce, 
  mechanically copy, photocopy, or print the reference sheet, the 
  symbols, and the cards themselves (for your personal use only). 
  Some of the uses for this deck are noted below:
  10.0 Game Aids
  
  The Qabbals    111
  Rolemaster Companion I
  A. The cards may be used in place of the dice called for 
  in a FRP game: 1-100,20-sided, 2D6, 12-sided, 8-sided, 
  basic 6- sided, etc. Any of these random result may be 
  obtained by using the deck (see the Qabbal Key). The GM 
  may desire to print the various dice values around the edge 
  of the cards to simplify looking up the results.
  B. The cards can often be used as a "catalyst" to assist 
  the GM in dreaming up an adventure or a campaign. 5 
  cards might be drawn to determine what are the obstacles 
  the party might face, and 3 to determine what aids the 
  party might have. An additional one might be drawn to 
  figure the over-all objective of the campaign.
  C. The GM might draw a card to see what mystical 
  influence will operate in a situation. For example, if as the 
  party enters the monster's lair the GM draws and reads card 
  #12, he might decide that the party lucked onto a map of 
  great use. However, if the GM drew card #37, the party 
  might be harried by lycanthropes, or some other, vicious 
  danger.
  D. If the GM needs to come up with a quick plot line or 
  quick answers, the Qabbals can often offer assistance. For 
  example, to determine who a group of infiltrators are the 
  GM draws card #3 and can't think of a way to apply that 
  one. He then draws again, finding card #36, and decides 
  that the problem is in goblins, perhaps an Orc or Half-orc 
  magically disguised to spy on the good.
  E. The cards are also labeled in respect to their moral 
  alignment or tendencies, Good or Evil. However, some 
  things in the world are truly unaligned, such as, say, a 
  Tower. So some cards are designated Neutral in that there is 
  not sufficient information to know whether the thing 
  examined tends toward Good or Evil — the context of the 
  Campaign or situation must tell. Other cards are noted as 
  Neutral, but generally tending toward Good or the benefit, 
  or Neutral, but generally tending toward Evil or the malign.
  HOW TO CREATE A QABBALS DECK
  There are a number of ways to produce the Qabbals deck. 
  One way is to to photo-copy (permission given) the Qabbals 
  Sheet and glue the copies to some sort of firm cardstock, poster 
  board, etc. Index cards might be used, or modified (such as 4" 
  x 6" cards cut in two).
  Alternatively, you can copy the Qabbals symbols onto blank 
  "cards" (real playing cards or hand-made ones) cards with some 
  sort of fairly permanent marker or pens. Calligraphy tips add 
  some flair to the designs. If new symbols and ideas come to 
  mind, players and GM'S are encouraged to expand their decks. 
  It might also be useful to include on the card face the various 
  dice values, alignments, and names for quicker reference. 
  Qabbal makers will also find that their cards last longer if 
  covered with clear shelf paper or the equivalent.
  LEVEL VERSUS BONUS CHART
  LEVEL
  SKILL
  RANKS
  SKILL
  BONUS
  LEVEL
  BONUS
  TOTAL
  BONUS
  0
  2
  10
  0
  10
  1
  4
  20
  3
  23
  2
  6
  30
  6
  36
  3
  8
  40
  9
  49
  4
  10
  50
  12
  62
  5
  12
  54
  15
  69
  6
  14
  58
  18
  76
  7
  16
  62
  21
  83
  8
  18
  66
  24
  90
  9
  20
  70
  27
  97
  10
  22
  12
  30
  102
  11
  24
  74
  33
  107
  12
  26
  76
  36
  112
  13
  28
  78
  39
  117
  14
  30
  80
  42
  122
  15
  32
  81
  45
  126
  16
  34
  82
  48
  130
  17
  36
  83
  51
  134
  18
  38
  84
  54
  138
  19
  40
  85
  57
  142
  20
  42
  86
  60
  146
  21
  44
  87
  61
  148
  22
  46
  88
  62
  150
  23
  48
  89
  63
  152
  24
  50
  90
  64
  154
  25 
  52
  91
  65
  156
  26
  54
  92
  66
  158
  27
  56
  93
  67
  160
  28
  58
  94
  68
  162
  29
  60
  95
  69
  164
  30
  62
  96
  70
  166
  31
  64
  97
  71
  168
  32
  66
  98
  72
  170
  33
  68
  99
  73
  172
  34
  70
  100
  74
  174
  35
  72
  101
  75
  176
  36
  74
  102
  76
  178
  37
  76
  103
  77
  180
  38
  78
  104
  78
  182
  39
  80
  105
  79
  184
  40
  82
  106
  80
  186
  41
  84
  107
  81
  188
  42
  86
  108
  82
  190
  43
  88
  109
  83
  192
  44
  90
  110
  84
  194
  45
  92
  111
  85
  196
  46
  94
  112
  86
  198
  47
  96
  113
  87
  200
  48
  98
  114
  88
  202
  49
  100
  115
  89
  204
  50
  102
  116
  90
  206
  
  Rolemaster Companion I
  1 — Joy;
  Absence of Sorrow;
  (1-10) =1;
   (1-12)=1;
   (2-12)= - ;
  (1-12)= - ;
   (1-8)= 1;
   (1-6)= - ;
  (2-5)= - ;
   (1-5) = 1;
   (1-4) = 1;
  (1-3)= - ;
   Good
  a
  2 — 
  W holeness:
  The Sun,
   Health,
   Purity;
   
  (1-10) = 2;
   (1-20) = 2;
   (2-12) = -;
   
  (1-12) = -;
   (1-8) = 2;
   (1-6) = -;
   
  (2-5) = -;
   (1-5) = 2;
   (1-4) = 2;
   
  (1-3)= 1;
   Good
  b
  3 — Partnership:
  A Gift from above;
   (1-10) = 3;
   (1-20) = 3;
   (2-12) = 2;
   
  (1-12) = 1;
   (1-8) = 3;
   (1-6) = 1;
   
  (2-5) = 2;
   (1-5) = 3;
   (1-4) = 3;
   
  (1-3) = 2;
   Good
  c
  4—Communication:
  Signals,
   Oracle,
   Holy;
   
  (1-10) = 4;
   (1-20) = 4;
   (2-12) = 3;
   
  (1-12) = 2;
   (1-8) = 4;
   (l-6) = 2;
   
  (2-5) = 3;
   (1-5) = 4;
   (1-4) = 4;
   
  (1-3) = 3;
   Good
  d
  5—Possesions:
  Vital Community 
  Wealth;
   
  (1 -10) = 5;
   (1-20) = 5;
   (2-12) = 3;
   
  (1-12) = 3;
   (1-8) = 5;
   (l-6) = 3;
   
  (2-5) = 3;
   (1-5) = 5;
   (1-4) = 1;
   
  (1-3) = 1;
   Good
  e
  6—Harvest:
  A Fruitful 
  Year,
   Earth;
   
  (1-10) = 6;
   (1-20) = 6;
   (2-12) = 4;
   
  (1-12) = 4;
   (1-8) = 6;
   (1-6) = 4;
   
  (2-5) = 4;
   (1-5)= 1;
   (l-4) = 2;
   
  (1-3) = 2;
   Good
  f
  
  Rolemaster Companion I
  7—Growth:
  New birth,
   birch,
   wood;
   
  (1 -10) = 7;
   (1-20) = 7;
   (2-12) = 4;
   
  (1-12) = 5;
   (1-8) =7;
   (l-6) = 5;
   
  (2-5) = 4;
   (1-5)-2;
   (1-4)-3;
   
  (1-3) = 3;
   Good
  g
  8—Fertility:
  Fertility,
   Legendary Hero;
   
  (1-10) = 8;
   (1-20) = 8;
   (2-12) = 4;
   
  (1-12) = 6;
   (1-8) = 8;
   (l-6) = 6;
   
  (2-5) = 5;
   (1-5) = 3;
   (1-4) = 4;
   
  (1-3)= 1;
   Good
  h
  9—Flow:
  Sea,
   Source,
   
  Water;
   
  (1-10) = 9;
   (1-20) = 9;
   (2-12) = 5;
   
  (1-12) = 7;
   (1-8) = 1;
   (1-6)= 1;
   
  (2-5) = 2;
   (1-5) = 4;
   (1-4)= 1;
   
  (1-3) = 2;
   Good
  i
  10—Movement:
  Course of the Sun,
   Horse;
   
  (1-10) = 0;
   (1-20) = 10;
   (2-12) = 5;
   
  (1-12) = 8;
   (1-8) = 2;
   (1-6) = 2;
   
  (2-5)-3;
   (1-5) = 5;
   (1-4) = 2;
   
  (1-3) = 3;
   Good
  j
  11—Breakthrough:
   
  Day,
   God's light;
   
  (1-10) = 1;
   (1-20)= 11;
   (2-12) = 5;
   
  (1-12) = 9;
   (1-8) = 3;
   (l-6) = 3;
   
  (2-5) = 3;
   (1-5) = 1;
   (l-4) = 3;
   
  (1-3)= 1;
   Neutral (Good)
  k
  12— Opening:
  Torch,
   Skiff,
   Map,
   Ulcer;
   
  (1-10) = 2;
   (1-20) = 12;
   (2-12) = 5;
   
  (1-12)= 10;
   (1-8) = 4;
   (l-6) = 4;
   
  (2-5) = 4;
   (l-5) = 2;
   (l-4) = 4;
  (1-3) = 2;
   Neutral (Good)
  l
  
  Rolemaster Companion I
  13—Defense:
  Yew,
   Bow,
   
  Armor,
   Debate;
   
  (1-10) = 3;
   (1-20)= 13;
   (2-12) = 6;
   
  (1-12)= 11;
   (1-8) = 5;
   (l-6) = 5;
   
  (2-5) = 4;
   (1-5) = 3;
   (1-4) = 1;
  (1-3) = 3;
   Neutral (Good) 
  m
  14—Protection:
   
  Resistance;
  (1-10) = 4;
   (1-20) = 14;
   (2-12) = 6;
   
  (1-12) = 12;
   (1-8) = 6;
   (l-6) = 6;
   
  (2-5) = 5;
   (1-5) = 4;
   (1-4) = 2;
   
  (1-3)= I;
   Neutral (Good)
  n
  15—Wolf:
  Common Beasts,
   Survival;
   
  (1-10) = 5;
   (1-20)= 15;
   (2-12) = 6;
   
  (1-12) = 1;
   (l-8) = 7;
   (1-6)= 1;
   
  (2-5) =2;
   (1-5) = 5;
   (l-4) = 3;
   
  (1-3) = 2;
   Neutral (Good)
  o
  16—Tower:
  Tower,
   Residence,
   Home;
   
  (1-10) = 6;
   (1-20)= 16;
   (2-12) = 6;
   
  (1-12) = 2;
   (1-8) = 8;
   (l-6) = 2;
   
  (2-5) = 3;
   (1-5)= 1;
   (l-4) = 4;
   
  (1-3) = 3;
   Neutral
  p
  17—Runes word:
  Weapon of Power;
   
  (1-10) = 7;
   (1-20) = 17;
   (2-12) = 6;
   
  (1 -12) = 3;
   (1-8) = 1;
   (1-6) = 3;
   
  (2-5) = 3;
   (1-5)-2;
   (1-4)= 1;
   
  (1-3) = 1;
   Neutral
  q
  18—Staff of Power:
   
  Device of Power;
   
  (1-10) = 8;
   (1-20)= 18;
   (2-12) = 7;
   
  (1-12) = 4;
   (1-8) = 2;
   (l-6) = 4;
   
  (2-5) = 4;
   (1-5) = 3;
   (l-4) = 2;
   
  (1-3) = 2;
   Neutral
  r
  
  Rolemaster Companion I
  19— Cleric:
  Deity through Man;
   
  (1-10) = 9;
   (1-20) - 19;
   (2-12) = 7;
   
  (1-12) = 5;
   (1-8) = 3;
   (1-6) = 5;
   
  (2-5) = 4;
   (1-5) = 4;
   (1-4) = 3;
   
  (1-3) = 3;
   Neutral
  s
  20— 
  W izard:
  Energy,
   Manna,
   
  Adept;
   
  (1-10) = 0;
   (1-20) = 20;
   (2-12)=7;
   
  (1-I2) = 6;
   (1-8) = 4;
   (1-6) = 6;
   
  (2-5) = 5;
   (1-5) = 5;
   (l-4) = 4;
   
  (1-3) =1;
   Neutral
  t
  21—Destiny:
  Destiny,
   
  The Unknowable;
   
  (1-10)= 1;
   (1-20) = 1;
   (2-12) = 7;
   
  (1-12) = 7;
   (1-8) = 5;
   (1-6) = 1;
   
  (2-5) = 2;
   (1-5)= 1;
   (1-4) = 1;
   
  (1-3) =2;
   Pure Neutral
  u
  22—Man/Self:
  Man,
   Self,
   Man-kind;
   
  (1-10) = 2;
   (1-20) = 2;
   (2-12) = 7;
   
  (1-12) = 8;
   (1-8) = 6;
   (l-6) = 2;
   
  (2-5) = 3;
   (1-5) = 2;
   (1-4) = 2;
   
  (1-3) = 3;
   Neutral
  v
  23—Strength:
  Strength,
   Ox,
   Sacrifice;
   
  (1-10) = 3;
   (1-20) = 3;
   (2-12) = 7;
   
  (1-12) = 9;
   (1-8) = 7;
   (l-6) = 3;
   
  (2-5) = 3;
   (1-5) = 3;
   (1-4) = 3;
   
  (1-3)= 1;
   Neutral
  w
  24—Journey:
  Travel,
   Quest,
   Desire;
   
  (1-10) = 4;
   (1-20) = 4;
   (2-12) = 8;
   
  (1-12)= 10;
   (1-8) = 8;
   (l-6) = 4;
   
  (2-5) = 4;
   (1-5) = 4;
   (1-4) = 4;
   
  (1-3) = 2;
   Neutral
  x
  
  Rolemaster Companion I
  25— 
  Warrior:
  Warrior,
   
  Victory,
   Star;
   
  (1-10) = 5;
   (1-20) = 5;
   (2-12) = 8;
   
  (1-12) = 11;
   (1-8)= 1;
   (1-6) = 5;
   
  (2-5) = 4;
   (1-5) = 5;
   (1-4)= 1;
   
  (1-3) = 3;
   Neutral
  y
  26—Initiation:
  Uncertain Meaning,
   Secret;
   
  (1-10) = 6;
   (1-20) = 6;
   (2-12) = 8;
   
  (1-12) = 12;
   (1-8) = 2;
   (l-6) = 6;
   
  (2-5) = 5;
   (1-5) = 1;
   (1-4) = 2;
   
  1-3) = 1;
   Neutral (Evil)
  z
  27—Griffin:
  Legendary beasts,
   Sidhe;
   
  (1-10) = 7;
   (1-20) = 7;
   (2-12)= 8;
   
  (1-12)= 1;
   (1-8) = 3;
   (1-6)= 1;
   
  (2-5) = 2;
   (1-5) = 2;
   (l-4) = 3;
   
  (1-3) = 2;
   Neutral (Evil)
  A
  28—Retreat:
  Separation,
   
  Wealth;
   
  (1-10) = 8;
   (1-20) = 8;
   (2-12) = 8;
   
  (1-12) = 2;
   (1-8) =4;
   (1-6) = 2;
   
  (2-5) = 3;
   (1-5) = 3;
   (l-4) = 4;
   
  (1-3) = 3;
   Neutral (Evil)
  C
  29—Standstill:
   
  Standstill,
   Ice;
  (1-10) = 9;
   (1-20) = 9;
   (2-12) = 9;
   
  (1-12) = 3;
   (1-8) = 5;
   (l-6) = 3;
   
  (2-5) = 3;
   (1-5) =4;
   (1-4)= 1;
   
  (1-3)= 1;
   Neutral (Evil)
  D
  30—Constraint:
  Necessity,
   Sorrow,
   Lesson;
   
  (1-10) = 0;
   (1-20) = 10;
   (2-12) = 9;
   
  (1-12) = 4;
   (1-8) = 6;
   (l-6) = 4;
   
  (2-5) = 4;
   (1-5) = 5;
   (l-4) = 2;
   
  (1-3) = 2;
   Neutral (Evil)
  E
  
  Rolemaster Companion I
  31—Gate:
  Giant,
   Demon,
   
  Thorn;
   
  (1-10)= 1;
   (1-20) =11;
   (2-12) = 9;
   
  (1-12) = 5;
   (1-8) = 7;
   (l-6) = 5;
   
  (2-5) = 4;
   (1-5)= 1;
   (l-4) = 3;
   
  (1-3) = 3;
   Evil
  G
  32—Disruption:
  Damaging Natural Forces;
   
  (1-10) = 2;
   (1-20)= 12;
   (2-12) = 9;
   
  (1-12) = 6;
   (1-8) = 8;
   (l-6) = 6;
   
  (2-5) « 5;
   (1-5) = 2;
   (1-4) = 4;
   
  (1-3)= 1;
   Evil
  J
  33—Pit:
  Traps,
   Danger;
  (1-10) = 3;
   (1-20)= 13;
   (2-12)= 10;
   
  (1-12) = 7;
   (1-8) = 1;
   (1-6)= 1;
   
  (2-5) = 2;
   (1-5) = 3;
   (1-4)= 1;
   
  (1-3) = 2;
   Evil
  K
  34—Deceit:
  Deception,
   Illusion;
   
  (1-10) = 4;
   (1-20)= 14;
   (2-12)= 10;
   
  (1-12) = 8;
   (1-8) = 2;
   (l-6) = 2;
   
  (2-5) = 3;
   (1-5) = 4;
   (1-4) = 2;
   
  (1-3) = 3;
   Evil
  L
  35—Betrayer:
  Betrayer,
   Infiltrator;
   
  (1-10) = 5;
   (1-20) = 15;
   (2-I2)=I0;
   
  (1-12) = 9;
   (1-8) = 3;
   (1-6) = 3;
   
  (2-5) = 3;
   (1-5) = 5;
   (l-4) = 3;
   
  (1-3) = 1;
   Evil
  M
  36— Goblin:
  Goblins,
   Dispersed Evil;
   
  (1-10) = 6;
   (1-20)= 16;
   (2-12) = 11;
   
  (1-12) = 10;
   (1-8) = 4;
   (l-6) = 4;
   
  (2-5) = 4;
   (1-5) = 1;
   (l-4) = 4;
   
  (1-3) = 2;
   Evil
  N
  
  Rolemaster Companion I
  37—Werewolf:
  Monster,
   
  Viscious Evil;
   
  (1-10) = 7;
   (1-20) = 17;
   (2-12)= 11;
   
  (1-12) = 11;
   (1-8) = 5;
   (l-6) = 5;
   
  (2-5) = 4;
   (1-5) = 2;
   (1-4)= 1;
   
  (1-3) = 3;
   Evil
  Z
  38—Dragon:
  Dragon,
   Mighty Evil,
   Fear;
   
  (1-10) = 8;
   (1-20) = 18;
   (2-12)= 12;
   
  (1-12)= 12;
   (1-8) = 6;
   (l-6) = 6;
   
  (2-5) = 5;
   (1-5) = 3;
   (1-4) = 2;
   
  (1-3)= 1;
   Evil
  Y
  39—Distortion:
  Twisting,
   Undead,
   Distort;
   
  (1-10) = 9;
   (1-20)= 19;
   (2-12) = -;
   
  (1-12) = -;
   (1-8) = 7;
   (1-6) = -;
   
  (2-5) = -;
   (1-5) = 4;
   (l-4) = 3;
   
  (1-3) = 2;
   Evil
  W
  40— 
  Vortex:
  Chaos,
   Entity,
   Destroyer;
   
  (1-10) = 0;
   (1-20) = 20;
   (2-12) = -;
   
  (1-12) = -;
   (1-8) = 8;
   (1-6) = -;
   
  (2-5) = -;
   (1-5) = 5;
   (1-4) = 4;
   
  (1-3) = 3;
   Evil
  U
  
  Rolemaster Companion I
  THE QABBALS KEY
  Base
  Symbol #
  Name
  DICE ROLLS
  1-10 1-202-121-12 1-8
  1-6 2-5 1-5 1-4 1-3
  Align-
  ment Meaning — Significance
  1
  Joy
  1
  1
  1
  1
  1
  G
  Absence of Sorrow
  2
  Wholeness
  2
  2
  —
  __
  2
  —
  —
  2
  2
  1
  G
  The Sun,
   Health,
   Purity
  3
  Partnership
  3
  3
  2
  1
  3
  1
  2
  3
  3
  G
  A Gift from above
  4
  Communication
  4
  4
  3
  2
  4
  2
  3
  4
  4
  3
  G
  Signals,
   Oracle,
   Holy
  5
  Possesions
  5
  5
  3
  3
  5
  3
  3
  5
  1
  1
  G
  Vital Community 
  Wealth
  6
  Harvest
  6
  6
  4
  4
  6
  4
  4
  1
  2
  G
  A Fruitful 
  Year,
   Earth
  7
  Growth
  7
  7
  4
  5
  7
  5
  4
  3
  3
  G
  New birth,
   birch,
   wood
  8
  Fertility
  8
  8
  4
  6
  8
  6
  5
  3
  4
  1
  G
  Fertility,
   Legendary Hero
  9
  Flow
  9
  9
  5
  7
  1
  1
  2
  4
  1
  2
  G
  Sea,
   Source,
   
  Water
  10
  Movement
  0
  10
  5
  8
  2
  2
  3
  5
  2
  3
  G
  Course of the Sun,
   Horse
  11
  Breakthrough
  1
  11
  5
  9
  3
  3
  3
  1
  3
  1
  NG
  Day,
   God'
  s light
  12
  Opening
  2
  12
  5
  10
  4
  4
  4
  4
  2
  NG
  Torch,
   Skiff,
   Map,
   Ulcer
  13
  Defense
  3
  13
  6
  11
  5
  5
  4
  3
  1
  3
  NG
  Yew,
   Bow,
   
  Armor,
   Debate
  14
  Protection
  4
  14
  6
  12
  6
  6
  5
  4
  2
  1
  NG
  Resistance
  15
  Wolf
  5
  15
  6
  1
  7
  1
  2
  5
  3
  NG
  Common Beasts,
   Survival
  16
  Tower
  6
  16
  6
  2
  8
  2
  3
  1
  4
  3
  N
  Tower,
   Residence,
   Home
  17
  Runesword
  7
  17
  6
  3
  1
  3
  3
  1
  1
  N
  Weapon of Power
  18
  Staff of Power
  8
  18
  7
  4
  2
  4
  4
  3
  2
  2
  N
  Device of Power
  19
  Cleric
  9
  19
  7
  5
  3
  5
  4
  4
  3
  3
  N
  Deity through Man
  20
  Wizard
  0
  20
  7
  6
  4
  6
  5
  5
  4
  1
  N
  Energy,
   Manna,
   
  Adept
  21
  Destiny
  1
  1
  7
  7
  5
  1
  2
  1
  1
  PN
  Destiny,
   
  The Unknowable
  22
  Man/Self
  2
  2
  7
  8
  6
  2
  3
  2
  3
  N
  Man,
   Self,
   Man-kind
  23
  Strength
  3
  3
  7
  9
  7
  3
  3
  3
  3
  1
  N
  Strength,
   Ox,
   Sacrifice
  24
  Journey
  4
  4
  8
  10
  8
  4
  4
  4
  4
  2
  N
  Travel,
   Quest,
   Desire
  25
  Warrior
  5
  5
  8
  11
  1
  5
  4
  5
  1
  3
  N
  Warrior,
   
  Victory,
   Star
  26
  Initiation
  6
  6
  8
  12
  2
  6
  5
  1
  2
  1
  NE
  Uncertain Meaning,
   Secret
  27
  Griffin
  7
  7
  8
  1
  3
  1
  2
  3
  NE
  Legendary beasts,
   Sidhe
  28
  Retreat
  8
  8
  8
  2
  4
  2
  3
  3
  4
  3
  NE
  Separation,
   
  Wealth
  29
  Standstill
  9
  9
  9
  3
  5
  3
  3
  4
  1
  1
  NE
  Standstill,
   Ice
  30
  Constraint
  0
  10
  9
  4
  6
  4
  4
  5
  2
  NE
  Necessity,
   Sorrow,
   Lesson
  31
  Gate
  1
  11
  9
  5
  7
  5
  4
  1
  3
  3
  E
  Giant,
   Demon,
   
  Thorn
  32
  Disruption
  2
  12
  9
  6
  8
  6
  5
  2
  4
  1
  E
  Damaging Natural Forces
  33
  Pit
  3
  13
  10
  7
  1
  I
  2
  3
  1
  2
  E
  Traps,
   Danger
  34
  Deceit
  4
  14
  10
  8
  2
  2
  3
  4
  2
  3
  E
  Deception,
   Illusion
  35
  Betrayer
  5
  15
  10
  9
  3
  3
  3
  5
  3
  1
  E
  Betrayer,
   Infiltrator
  36
  Goblin
  6
  16
  11
  10
  4
  4
  4
  1
  4
  E
  Goblins,
   Dispersed Evil
  37
  Werewolf
  7
  17
  11
  11
  5
  5
  4
  1
  3
  E
  Monster,
   
  Viscious Evil
  38
  Dragon
  8
  18
  12
  12
  6
  6
  5
  3
  2
  1
  E
  Dragon,
   Mighty Evil,
   Fear
  39
  Distortion
  9
  19
  —
  —
  7
  —
  —
  4
  3
  2
  E
  Twisting,
   Undead,
   Distort
  40
  Vortex
  0
  20
  —
  —
  8
  —
  —
  5
  4
  3
  E
  Chaos,
   Entity,
   Destroyer
  Alignment:
   G = Good;
   NG = Neutral
   tendi
  ng towards Good;
   N = Neutral
  ;
   PN = Pure Neutral
  ;
   NE = Neutral
   tendi
  ng towards Evi
  l
  ;
   E = Evi
  l
  .
  
  Rolemaster Companion I
  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 Gamemaster, 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!
  BROUGHT TO YOU BY THE ROLEMASTER SOCIETY.
  
SOURCE: textdata/thevault/Rolemaster/2.0 Edition/RM2 - Companion I {ICE 1500} [1986] [reed RMSociety,2011,OCR].pdf