TEXT: 1
  Express Additions
   Issue #1
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  DDITIONS
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  DDITIONS
  DDITIONS
  DDITIONS
  Issue #1
  Express Additions Copyright © 2007 by Aurigas Aldebaran LLC. All rights reserved. No reproductions without permission.
  Produced and distributed by Mjolnir LLC, dba Iron Crown Enterprises 112 Goodman Street, Charlottesville, Virginia 22902.
  Web: www.harphq.com and www.ironcrown.com.
  TABLE OF CONTENTS
  INTRODUCTION
  CREDITS
  Author: RMC Team & Tim Dugger
  Editing: Tim Dugger, Heike Kubasch
   Pagemaking, & Layout: Tim Dugger
  Artwork:   Peter Bergting, David Bezzina,  Joel Biske, Jeff
  Laubenstein, Christophe Swal,  Colin Throm
  ICE STAFF
  CEO: Bruce Neidlinger
  President: Heike Kubasch
  Editor/Jack-of-All-Trades: Tim Dugger
  Pagemaking: Sherry Robinson
  Web Master: Tim Dugger
  Office Cats: Rajah, Pheobe, & Matsi
  August 2007
  Introduction..................................................... 1
  Races................................................................. 2
  High Men ................................................... 2
  High Elves .................................................. 2
  Half Elves ................................................... 3
  Lesser Orcs................................................. 3
  Professions ....................................................... 4
  Rogue ......................................................... 4
  Mentalist .................................................... 4
  Of Mentalism ................................................... 5
  Open Lists .................................................. 5
  Closed Lists ................................................ 7
  Mentalist Base Lists ................................... 9
  Spell Notes ..................................................... 11
  Welcome to Express Additions, the first in a series of
  PDFs intended to expand upon the material found in
  Rolemaster Express (RME), to bring it closer to the
  Rolemaster Classic (RMC) line of products.
  In this issue, we will give you 4 more races (High
  Men, High Elves, Half Elves, and Lesser Orcs), 2 more
  professions (Rogue and Mentalist), and all of the spells
  needed for using the realm of Mentalism with RME.
  I hope that you enjoy this product and find it useful.
  
  2
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  RRRRRACES
  ACES
  ACES
  ACES
  ACES
  RME includes 4 of the basic races found in RMC.
  Here we add in 4 more.
  HIGH MEN
  High Men tend to be even taller than Elves (6’-7’ tall),
  but heavier- boned and physically stronger, although less
  nimble than the Elven-kind. The lifespan of the high men
  is quite long, up to 250-300 years in those of pure descent.
  They are great warriors and a builder of empires, for
  their initiative matches their physical stature.
  Unlike their lesser brethren, High Men rarely sport
  beards or mustaches, preferring to be clean-shaven.
  HIGH ELVES
  Though basically similar to mortal men in most ways,
  High Elves have several important, if subtle, differences. As
  a race, they are taller than most humans, although slender:
  the male height averaging between 6’ and 6’10", yet
  weighing but 150-200 pounds, respectively. The women of
  the Elves range from 5’6" to 6’2", and are also slim. Elven
  men have no facial hair, and as a rule, they have less body
  hair than humans. The High Elves are darker: their
  complexions are as if tanned, and their hair is black or dark
  brown, with few exceptions. Their eyes can be of any color,
  although brown or hazel predominates. Generally, Elves
  are fairer in appearance than their
  mortal brothers, having finer
  features, unmarred skin, and
  pointed ears with no earlobes.
  Resistant to extremes of
  natural heat and cold, their clothing
  is usually for decoration,
  camouflage, or perhaps, modesty.
  Their senses are extremely keen,
  especially their hearing, and sight:
  they are able to see on a clear, star-
  or-moonlit night, as if full daylight.
  Their vision is correspondingly
  restricted with less light, down to
  but a few feet in what a man would
  call “pitch black.” Perhaps most
  importantly: Elves do not age or
  grow old; and their bodies are
  immune to all bacterial and viral
  infections. Thus, they are virtually
  immortal (excepting violent death).
  High Elves are the builders
  and craftsmen of the kindreds,
  most skilled in fine metalwork:
  weapons, armor and beautiful
  jewelry. Their jewel craft is also
  unsurpassed. The High Elves are
  the most likely to live in cities,
  building graceful, marble- walled
  towns for themselves. They are
  also the most curious — possessed
  with a desire to learn all about
  their surroundings at any Cost,
  which has more than once
  caused members of their race to
  fall from the path of light.
  
  3
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  RACIAL STATS
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  HALF-ELVES
  Members of this race have one Human and one Elf
  parent. They must choose relatively early in life whether
  they shall be mortal (and of men) or immortal and of
  Elven kind. Should they choose immortality, they follow
  the lifestyle and course of their Elven parent. They are akin
  to “High Men,” for the latter may, depending on race and
  game setting details, have varying degrees of Elven blood.
  LESSER ORCS
  Generally, Lesser Orcs grow to be about 4’-5’ tall,
  with thick hides and grotesque, fanged faces. They are
  very heavy of build, as they are bred as warriors and
  laborers. With few exceptions, they cannot stand daylight,
  and are blinded by the unshielded sun. Only at night can
  they see well (with sight like the Elves). They are without
  exception cannibalistic, bloodthirsty and cruel, wielding
  curved scimitars and wicked axes.
  Note that Orcs are stellar smiths. Their ability to
  work with metal is hardly paralleled. Although the
  appearance of their items is often poor, the performance
  is excellent. They rarely make items unassociated with
  fighting, however.
  
  4
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  Issue #1
  PPPPPRRRRROFESSIONS
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  Here we present you with 2 additional professions
  that can easily be inserted into RME. The first profession
  is the Rogue.
  ROGUE
  Rogues are characters with some expertise in thief
  abilities with a more specialized knowledge of arms.
  Normally a Rogue will be almost as good as a Fighter
  with one weapon of his choice. The cost, in development
  points, of developing his thief skills will generally not
  allow him to be as good in these areas as a Thief, but his
  flexibility is unmatched by either profession.
  Prime requisites: Strength and Agility.
  MENTALISM
  Mentalism is the power of the Essence channeled
  through the mind of the spell user, who in effect acts
  as a very, very minor deity for these purposes. Thus,
  Mentalism is a very personal power, and even the
  most powerful spells are usually limited by the senses
  and perceptions of the spell user. Similarly, such
  spells are usually limited to affecting the caster or
  one particular target. Any head covering interferes
  with the power of Mentalism spells, so no head
  covering (especially helmets) may be worn while
  casting or using a Mentalism spell. (See RMC:  Spell
  Law for more details on Mentalism.)
  MENTALIST
  Mentalists are the basic spell users of Mentalism who
  have concentrated on spells that deal with the interaction
  of minds. Their base spells deal with the detection of
  mental Presence, mental communication, mind control,
  mind attack, mind merging, and sense control.
  Prime requisites: Self Discipline and Presence.
  
  5
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   Issue #1
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  3. Shield – Creates an invisible force shield in front of the
  caster; it subtracts 25 from melee and missile attacks
  and functions as a normal shield.
  5. Deflect I – Deflects one missile fired at the caster; that
  missile has 100 subtracted from its attack (missile must
  be in caster’s field of vision).
  6. Bladeturn I – As Deflect I, except its effect is against one
  melee attack.
  8. Aim Untrue I – As Deflect I, except missile
  automatically misses.
  10. Still Air – Creates a pocket of still air 1"/level on all sides
  of the caster, that no outside gas can come into (duration
  is the time for the oxygen to be exhausted by one person).
  OPEN MENTALISM
  BRILLIANCE
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  BRILLIANCE
  1. Projected Light – Beam of light (like a flashlight)
  springs from the caster’s palm; 50’ effective range. If the
  caster closes their hand into a fist, the light will “turn
  off”. If the caster re-opens their fist before the end of
  the duration, the light will turn on again.
  2. Blur – Causes caster to appear blurred to attackers,
  subtracting 10 from all attacks.
  3. Light I – Lights a 10’R area about the point touched. If
  this spell is cast onto a target they get a RR, if the RR
  succeeds, the area of effect is centered on the point where
  they are standing, but will not move with them. If the
  target fails the RR the area of effect sticks to the target and
  will follow with them until it is dispelled, or the duration
  ends.
  4. Self Aura – Causes a bright aura about the caster,
  making them appear more powerful and subtracting 5
  from all attacks.
  5. Light Eruption – [RR Mod: -10] Causes a 10’R sphere of
  intense light, all within are stunned for 1 round/10 failure.
  6. Shock Bolt – A bolt of intense, charged light is shot
  form the palm of the caster; results are determined on
  the Shock Bolt Attack Table.
  7. Darkness I – As Light I, except a 10’R of normal
  darkness is created.
  8. True Aura – As Self Aura, except it makes them appear
  extremely powerful and subtracts 15 from all attacks.
  10. Light V – As Light I, except radius is 50’.
  OPEN MENTALISM
  CLOAKING
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  CLOAKING
  2. Blur – Causes caster to appear blurred to attackers,
  subtracting 10 from all attacks,
  3. Unseen – A single object is made invisible (1 garment, 1
  naked body, etc.); until 24 hours pass or the object is
  struck by a violent blow (being hit by a weapon, falling,
  etc.) or the object makes a violent move (i.e., an attack).
  4. Shadow – Caster and objects on their person appear to
  be in shadow; and thus are almost invisible in dark
  areas (e.g., in many situations this could be handled
  with a Stalking/ Hiding bonus of between 25 and 75).
  5. Facades I – A limited illusion that allows the caster to look
  like any humanoid figure within 20% of their own size.
  6. Invisibility I – As Unseen, except everything within 1’
  of the target is invisible as long as it is within the 1’R
  and none of the Unseen termination conditions occur.
  9. Invisibility II – As Invisibility I, except the caster can
  vary the radius up to 1’.
  10. Shadow Mentalist I – Creates a duplicate of the
  caster; if they concentrate, it will move as they wills;
  otherwise, it does exactly as they does.
  
  6
  Express Additions
  Issue #1
  OPEN MENTALISM
  DETECTIONS
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  OPEN MENTALISM
  SELF HEALING
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  DETECTIONS
  1. Detect Mentalism – Detects any active spell or item
  from the Mentalism realm; caster can concentrate on a
  5’R area each round.
  2. Detect Essence – As Detect Mentalism, except the
  realm is Essence.
  3. Detect Channeling – As Detect Mentalism, except the
  realm is Channeling.
  4. Detect Hate – As Detect Mentalism, except any being in
  the presence of something they hate is detected or any
  item created in an air of hate.
  5. Detect Invisible – As Detect Mentalism, except detects
  all invisible things; all attacks against something so
  detected are at -50.
  6. Detect Evil – As Detect Mentalism, except detects if a
  being is evil or an item created by evil or long used by a
  very evil person.
  7. Detect Traps – As Detect Mentalism, except that it gives
  a 75% chance of detecting a trap (may be modified by
  certain traps).
  8. Perceive Power I – As Detect Mentalism, except it will
  give an estimate of the power of the person or item or
  spell examined.
  10. Power Typing – As Detect Mentalism,
  except it analyzes general spell type (in item
  or cast) and what profession cast or
  created it; or in the case of a person it gives
  the person’s profession.
  SELF HEALING
  2. Clot I – Clots wound to reduce hits/round by 1,
  permanent after 1 hour; if caster is unconscious this
  spell will operate without concentration.
  4. Clot III – As Clot I, except hits/round reduction is
  3; if caster is unconscious this spell will operate
  without concentration.
  5. Pain Relief I – Heals 1 hit/min; if caster is unconscious
  this spell will operate without concentration.
  6. Fracture Repair – Concentrating with this spell 2 hours
  per day for 1-10 days (depending on the severity) will
  repair a broken bone (not shattered or destroyed).
  7. Cut Repair I – As Clot I, except it is permanent
  after 1 minute.
  8. Muscle/Tendon Repair – As Fracture Repair, except cut
  or broken muscles or tendons may be repaired.
  10. Nerve Repair – As Fracture Repair, except repairs a
  set of nerves.
  
  7
  Express Additions
   Issue #1
  CLOSED MENTALISM
  MIND MASTERY
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  MIND MASTERY
  1. Storing – Caster may cast this spell with any spell they want
  to store; the stored spell may be cast later with no
  preparation. The Storing spell costs the same # of PPs as the
  spell stored. No other spell may be cast while a spell is stored.
  2. Presence – Caster is aware of the presence of all
  sentient/thinking beings within 20’.
  3. Inner Wall I – Caster gets 5 bonus to their RRs versus
  mind attacks.
  5. Recall – Caster gets a 25% chance of recalling some key fact
  or occurrence from their subconscious; this information
  should relate to the current situation (could be from their
  background or something they has forgotten); increases the
  caster’s Memory stat bonus by 50 for the duration of one
  maneuver involving Memory (e.g., the use of a “lore” skill,
  one hand of a card game, one “star-gazing” attempt, etc.).
  6. Misfeel Kind – For the purposes of mental or magical
  detections, caster appears to be of any race they choose.
  7. Observation – Caster gains insight or facts by observing
  a person or thing with intense concentration (e.g., room,
  item, etc.); increases caster’s Perception skill bonus by +50
  for one “observation”.
  8. Inner Wall II – As Inner Wall I, except
  bonus is +10.
  9. Misfeel Calling – As Misfeel Kind, ex-cept
  caster’s profession may be misrepresented.
  10. Correlation – Caster is able to correlate
  known facts to obtain conclusions; increases
  the caster’s Reasoning stat bonus by 50 for
  the duration of one maneuver involving
  Reasoning (e.g., the use of a “lore” skill,
  picking a lock, one “navigation” attempt, etc.).
  MOVEMENT
  1. Leaping – Allows caster to leap 50’ laterally or 20’ vertically.
  2. Landing – Allows caster to land safely in a fall up to 20’/level,
  and to take that distance off the severity of any longer fall.
  3. Levitation I – Allows caster to move up and down
  vertically 10’/round; horizontal movement is possible
  only through normal means.
  4. Wind Drift – Caster becomes weightless, but has no
  magical move-ment control; weight gradually returns at
  the end of the duration.
  5. Underwater Movement – Caster can take action
  underwater as if on land.
  6. Fly I – As Levitation I, except caster can fly at a rate of
  15’/round (i.e., 1 mph).
  7. Levitation V – As Levitation I, except rate is 50’/round.
  8. Long Dive – Caster can safely dive up to 50’/level if
  water deep enough is present.
  10. Merging – Caster can merge into any solid, inanimate
  material (up to body + 1’ in depth); caster is inactive and
  unaware of surrounding activity; caster cannot cast spells.
  Note: Spells  whose names are annotated
  with a “·” next to their name in the tables
  require no Power Points to cast.
  
  8
  Express Additions
  Issue #1
  CLOSED MENTALISM
  SENSE MASTERY
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  SENSE MASTERY
  1. Sly Ears – Caster gains double normal hearing (e.g.,
  +50 to Perception involving only hearing, +25 to
  Perception involving hearing and other senses).
  2. Nightvision – Caster can see 100’ on a clear night as if
  it were day. At least some small amount of Residual
  light is required for this spell to work.
  3. Sidevision – Caster has a 300° field of vision. The
  flank bonus is reduced to +5, and the rear bonus is
  reduced to +15.
  4. Detect Illusion – Caster can check one object or place (up
  to a 5’R) and tell if it is an illusion or has an illusion on it.
  5. Watervision – As Nightvision, except caster can see 100’
  in even murky water.
  6. Scent – Caster gains extremely acute sense of smell
  (e.g., +50 to Perception involving only smell, +25 to
  Perception involving smell and other senses).
  7. Fogvision – As Nightvision, except works in any
  precipitation or gas.
  8. Touch – Caster gains extreme tactile sensitivity. For
  example, caster might receive +25 to picking locks,
  disarming traps, opening secret doors, etc. and +50 to
  Perception involving only touch, +25 to Perception
  involving touch and other senses).
  9. Darkvision – As Nightvision, except caster can see
  even in magically created darkness.
  10. Mentalist Ear – Caster can pick a point up to 100’/
  level away and they will hear as if they were at that
  point (there can be intervening objects such as walls);
  they must have visited the point. Note that this means
  that someone could sneak up on the caster undetected.
  SHIFTING
  1. Balance – Adds +50 to any rolls for one slow
  maneuver (e.g., walking a 3" beam).
  2. Contraction – Allows caster to disjoint limbs,
  contract muscles, etc.; in order to escape manacles
  and ropes and slip through small places (+50 to
  +100 to Contortion maneuvers).
  3. Face Shifting – Allows caster to alter form of their face
  to resemble someone else.
  5. Waterlungs – Caster can breathe water but not air.
  7. Change To Kind – Caster can alter their entire body to the
  form of another humanoid race. The form cannot be a
  specific form. For example, a human caster could take the
  form of a Dwarf, but not the Dwarven High Chancellor.
  Only the physical form is gained (e.g., a target who
  becomes a Dwarf would not receive the Dwarves’ ability to
  see in the dark).The caster may alter their mass by ±25%.
  8. Gaslungs – As Waterlungs, except caster can breathe
  any gas as normal air.
  10. Greater Face Shifting – As Face Shifting, except
  lasts 1 hour/level.
  
  9
  Express Additions
   Issue #1
  MENTALIST BASE
  MIND ATTACK
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  MIND ATTACK
  1. Jolts I – Target is stunned.
  2. Hesitation – Target hesitates in any non-defensive
  action; -50 to initiative; must parry with at least half OB.
  3. Minor Pain – Target takes 25% of their remaining
  concussion hits (i.e., those not already taken).
  4. Shock A – Target takes an ‘A’ Electricity critical strike.
  5. Jolts III – As Jolts I, except lasts 3 rounds.
  7. Paralyze I – Target is paralyzed.
  8. Shock B – As Shock A, except target takes a ‘B’
  Electricity critical strike.
  9. Major Pain – As Minor Pain, except 50% of remaining
  concussion hits are taken.
  10. Mind Shout I – Everyone within the radius is a target,
  all failing to resist are stunned.
  MENTALIST BASE
  MIND CONTROL
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  MIND CONTROL
  1. Question – Target must answer a single-concept
  question truthfully.
  2. Sleep – Target falls into natural sleep.
  3. Charm Kind – Humanoid target believes caster is a
  good friend.
  4. Calm – Target will take no offensive action, and will
  fight only in self-defense.
  5. Confusion – Target is incapable of making decisions or
  initiating action; may continue to fight current foes or
  in self-defense.
  6. Fear – Target fears caster and attempts to flee.
  7. Suggestion – Target will follow a single suggested act
  that was not completely alien to them (e.g., no suicide
  suggestions, no blinding himself suggestions, etc.).
  8. Hold Kind – Target is held to 25% of normal action.
  9. Emotions – Causes any desired emotion.
  10. Master of Kind – Target must obey the caster as
  specified in Suggestion.
  MENTALIST BASE
  MIND MERGE
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  1. Empathy – Caster learns target’s basic feelings; can
  concentrate on a new target each round.
  3. Emotions – Caster learns target’s emotions in detail;
  can concentrate on a new target each round.
  4. Merge With Mentalist – Allows two Mentalism spell users
  to communicate mentally and exchange power points.
  5. Thoughts – Caster receives surface thoughts from target; if
  target makes their RR by more than 25 they realize what is
  happening; can concentrate on one target each round.
  6. Mind Merge I – Allows caster and target to interchange
  thoughts; if both are Mentalism spell users they can
  interchange power points. Caster must touch the target.
  8. Mind Merge II – As Mind Merge I, except range is 100’.
  They must be able to see each other or the caster must
  know the exact location of the target.
  10. Inner Thoughts – As Thoughts, except caster also
  learns reasoning and thought patterns behind
  surface thoughts.
  MENTALIST BASE
  MIND SPEECH
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  MIND SPEECH
  1. Mentalist Tongue – Caster may mentally speak with
  another spell caster of the Mentalism realm.
  3. Mind Tongue I – Caster may mentally speak with any
  one thinking being. They must be able to see each other
  or the caster must know the exact location of the target.
  6. Mind Tongue II – As Mind Tongue I, except range is 500’.
  9. Mind Speech I – Caster can broadcast thoughts to
  minds of all within range. This is a one-way broadcast.
  10. Mind Tongue III – As Mind Tongue I, except
  range is 1,000’.
  
  10
  Express Additions
  Issue #1
  MENTALIST BASE
  PRESENCE
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  PRESENCE
  1. Presence – Caster is aware of the presence of all
  sentient/thinking beings within their range.
  2. Feel – Caster gets general idea of the race and level
  of one being; being must first be located by Presence
  or Presence True.
  5. Mind Store – As Feel, except caster stores mental
  pattern of target; can be later used to locate specific
  person through Feel or Finding.
  6. Mind Typing – As Feel, except caster learns race,
  profession, and level of target.
  7. Minor Finding – Caster gets direction and distance to
  any unshielded mind that they have a mental pattern of
  from Mind Store.
  8. Direction I – Caster gets direction to any unshielded mind
  which they have a mental pattern of from Mind Store.
  9. Presence True – Can get presences in area with a
  50’ radius; caster can concentrate on one such area
  each round.
  10. Awareness – As Presence, plus a general knowledge of
  the actions of each being (e.g., being is casting a spell,
  but not what spell is being cast).
  SENSE CONTROL
  1. Distraction – Target is at -30 for all actions.
  2. Numbing – Random limb of target’s is numb and useless.
  3. Blur Vision – Target has a -100 OB mod for missile
  attacks; -50 for all other actions.
  4. Minor Sense Control – Causes false sensations in any
  one of: smell, taste, or touch.
  5. Audio Attack – Loud sound stuns target.
  6. Audio Control – Causes target to hear any
  sound(s) desired.
  7. Fumble – Target fumbles weapon or item in hands;
  roll on the appropriate Fumble Table.
  8. Vision Control – Causes target to see whatever the
  caster desires.
  9. Vision Attack – Bright light blinds target.
  10. Nerve Stun – Target is totally numbed; is at -75 for all
  actions and is stunned.
  
  11
  Express Additions
   Issue #1
  SSSSSPELL
  PELL
  PELL
  PELL
  PELL N
   N
   N
   N
   NO
  OO
  OOTES
  TES
  TES
  TES
  TES
  The following selection of notes and comments are
  intended to aid in the interpretation and adjudicating of
  certain spells found in the “Of Mentalism” selection of
  spells. Some of the information provided below also
  applies to other types of spells that have not yet been
  introduced into RME.
  INFORMATIONAL SPELLS
  Any spell marked as Informational are scrying or
  clairvoyance of some sort and fall in a gray area between
  non-attack and attack spells.  (The spells that boost or
  change the senses of the caster in a passive way are “U”
  type spells and are undetectable without using magical
  perception of some sort.) These spells only gather
  information, but often these spells will impact on other
  beings, either taking information from them, or acting
  upon them in an indirect manner.
  Informational spell failures can gather wrong or
  misleading information. To reflect this, the Gamemaster,
  rather than the Caster, should make a BAR roll using the
  “General” column for the caster. If they get a failure
  result, they do not go the spell failure table; instead the
  GM should give skewed, wrong or misleading results.
  (The worse the roll, the more defective the results, any
  failure will give bad information, but an UM 01-02 or a
  modified negative roll should give misleading or even
  dangerously wrong information to the caster.) The GM
  should be careful to give answers to failed and successful
  spells in the same manner, so they don’t tip off the player
  to the failure. Spells with durations will continue to give
  bad information for the entire duration.
  Any being considered a target (The Gamemaster makes
  the final call on if someone is being affected by these spells.)
  Anyone so affected is considered a target of the spell and gets
  a Resistance Roll against it, with the following results:
  •
  RR Failed: Target is not aware of the spell, spell
  results work against this target.
  •
  RR Made by less than 25: Target has an “odd” feeling
  (prickling hairs on the neck, feeling of being watched,
  etc.) but cannot identify it specifically. Spell results
  still work against this target.
  •
  RR Made by 25 to 49: Target has the same odd feeling
  as the result above, but in this case can identify the
  source. (Either the caster, or the point from which the
  spell is affecting them, if either is visible, otherwise just
  “From over there”.) This does not let them see the
  spell effect if it is non visible, or what the spell was, but
  they definitely know someone is casting on them. Spell
  results still work against this target.
  •
  RR made by 50 or more: Target not only feels the spell
  effect, and can identify where it’s coming from, they also
  have a vague sense of what it was trying to discover.
  (‘Someone just tried to probe my mind”, or “Someone is
  searching for something”). Spell fails against this target.
  When a target notices these effects due to a RR, and
  feels the “point of origin” this will only point out the
  caster if they are directly using a spell on the target, and
  are in visible range. So if a caster is using Mind Scan on a
  target sitting at the next table, and the target makes their
  RR well enough, they will know the effect is coming from
  the caster. If the caster is behind a wall or other
  obstruction, the feeling will just be “Someone over there”.
  If the spell is indirect, like “Long Eye” the target making
  their RR well will sense the “eye”, not the caster, so long as
  that “eye” is within 50’. (With a high enough roll, they
  might “feel” the presence of the floating point up in the
  corner of the room, but unless they can see magic, they
  will not gain the ability to see the effect itself.)
  With spells that scry an area, like Long Eye, all terrain
  is visible and obviously gets no RR. All beings within 50’
  of the spell’s focal point that are observed get a separate
  RR, and those that make their RR by 50 or more are not
  affected by the spell. It is up to the Gamemaster if these
  targets are just nonexistent, or appear as blurry, blank or
  distorted spots (or sounds, depending on the spell). It’s
  possible to observe one half of a conversation if one
  target makes their RR by 50 or more, and the other does
  not. Any targets outside this 50’ range are seen as blurred
  forms and no fine details may be seen. The further
  beyond the 50’ range, the blurrier the details.
  
  12
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  Targets only get one RR per casting, so if an
  Informational spell effect should observe them more
  than once during its duration, the results of their initial
  RR always apply.
  Due to the large number of RRs that these spells can
  provoke, the GM may need to roll for groups of people,
  or just use their judgment if an effect washes over large
  groups of people (for instance a “Long Eye” used to
  observe a large crowd).
  TRACES IN THE ESSENCE
  All beings and things leave traces of themselves
  behind in the essence field. Certain spells like Vision
  Behind or Death’s Tale read these traces to gather
  information. Targets observed through spells that tap
  into these residual traces do not get a RR vs. the effect.
  DISPELLING RESIDUAL ESSENCE
  If an object or area has had a cancel power or dispel
  effect cast on it, any attempt to read the essence traces
  back past the moment the essence-disrupting spell was
  cast will be blocked. When this occurs, make a RR with
  the informational spell as the attack level, and the level of
  the cancel or dispel as the defender. If the RR fails, the
  informational spell will continue to function past that
  point, if the RR is made, the flow of information halts at
  the point where the cancel took effect. This means the
  spell will not show who cast the dispel effect, since casting
  happens before the dispel effect blocks the spell, and so
  would be beyond the reach of the spell if it fails to
  overcome the garbling caused by the dispel effect. (The
  caster may not try again until they purchase another rank
  in the informational spell list involved.)
  PHANTASMS & ILLUSIONS
  Illusions are spells that create or manipulate a
  physical element perceived by one of the six senses used in
  RMC Spell Law: sight, hearing, smell, taste, touch (i.e.,
  feel), and Presence. Such spells include: Illusions,
  Phantasms, Mirages, Facades, Misfeels, etc.
  The sense aspects (i.e., physical elements) of such spells
  are actually created. Because of this, all potential targets
  actually sense an illusion and Resistance Rolls are not made
  to “not sense an illusion.” For example, a Light Mirage spell
  will actually create an image that consists of the physical
  element, light (much like we create holograms in our
  world)—so anyone looking a Light Mirage will actually see
  the image, even after they stick a hand through it.
  DISCOVERING AN ILLUSION
  A target can “discover” if what they are sensing is an
  illusion by:
  •
  Using a sense that is not affected by the aspects of the
  illusion (e.g., touching a Light Mirage)
  •
  Deducing that it only an illusion (e.g., an illusion of a
  fish walking on land might be easily discovered)
  •
  Using an appropriate detection spell (e.g., Detect
  Essence, Detect Illusion, etc.)
  But even if one of these things happens, the target
  senses will still be affected by the illusion (e.g., they will still
  see a Light Mirage even if they put their hand through it).
  FEEL ILLUSIONS (PHANTASMS)
  If one of the senses in an illusion is “feel,” then the illusion
  feels real to a target’s touch senses. Striking part of such an
  illusion will cause the “feel” part of the illusion to be cancelled,
  but the rest of the illusion will remain for the normal duration
  of the spell. An illusion can be given multiple “feel” senses by
  using options from an Illusion # spell or a Phantasm # spell—
  in this case, each blow to the illusion cancels one of the “feel”
  senses. A Phantasm with “feel” (as one of the senses used) can
  strike a blow against a target; the blow is the equivalent of a
  Rank I Martial Arts Strikes attack (i.e., a bare fist attack) with
  an OB equal to the caster’s directed spell skill for Phantasm
  attacks. If a Phantasm has been given multiple “feel” senses by
  using options from a Phantasm # spell, each attack cancels
  one of the “feel” senses. If a Phantasm has been given
  increased “size” by using options from a Phantasm # spell, the
  concussion hit damage from an attack is doubled for each
  option so used (e.g., if two options are used to increase the
  “size” to a 40’R, the attack’s concussion hit damage is four
  times normal). Even though the damage caused by a
  Phantasm’s strike is like a bare fist, the phantasm can seem to
  be striking with any weapon or attack (e.g., sword, Dragon
  claw, hoof, dagger, etc.).
  INVISIBILITY
  Only objects/beings totally contained in an invisibility
  radius at the time of casting become invisible; such an object/
  being would become visible upon totally leaving the radius;
  such an object/ being would become visible upon
  violating the normal Unseen/Invisibility restrictions
  (e.g., attacking, receiving a violent blow, etc.), but
  the other objects/beings associated with the
  radius would remain invisible.
  Two or more invisible beings in a radius
  of invisibility must make “coordination”
  rolls to attempt to move together;
  difficulty would be based upon the
  amount of communication (e.g.,
  holding hands - routine; touching - easy;
  talking to one another -
  Medium; etc.).
  Any solid material
  that enters an invisibility
  radius after casting will
  produce a “fringe effect” (i.e.,
  will blur slightly, will seem
  slightly out of focus); potential
  observers may make a Perception
  roll to see if they notice the effects of
  the invisibility. If an observer is alert,
  suggested difficulties are:
  
  13
  Express Additions
   Issue #1
  Absurd — one being walking with a 1" radius about
  their person;
  Sheer Folly — one being moving at faster than a
  walking pace with a 1" radius;
  Extremely Hard — one being walking with a 1’
  radius about their person;
  Very Hard — one being moving at faster than a
  walking pace with a 1’ radius;
  Hard — a 10’R or larger moving at a walking pace;
  Medium — a 10’R or larger moving at faster than a
  walking pace.
  If the invisibility is not moving there is an additional
  modification of -20. If the observer is within 10’ of the
  fringe effect there is an additional modification of +20.
  Attacks against invisible targets are modified by at
  least -50, unless the attacker can See Invisible. However, the
  invisible target must be detected in some way before an
  attack can even be attempted (via the fringe effect, Detect
  Invisible, some disturbance, mental detection, etc.).
  Invisibility is a very useful and powerful type of spell.
  This type of spell normally lasts 24 hours or until the target
  attacks or until the target is struck by a violent blow. Often
  an invisible character (or creature) attempting a moving
  maneuver has a chance of bumping into something or
  taking a jarring blow due to stumbling or landing. In such
  a case after the maneuver roll, we suggest that a roll be
  made and that the character becomes visible if the result is
  less than or equal to a certain value based upon the
  difficulty of the maneuver. The suggested values are:
  Routine (no roll), Easy (02), Light (05), Medium (10),
  Hard (15), Very Hard (20), Ex-tremely Hard (25), Sheer
  Folly (40), Absurd (50). Of course if the character “falls” or
  “falls down” due to the result of the moving maneuver,
  they become visible. If the result is “fail to act” or “freeze”,
  no visibility roll is required.
  Certain factors may improve perception rolls made
  to detect invisible objects or beings.
  Rain/Water—Rain or water rushing on and over
  the area of effect of an invisibility spell will improve the
  chances of perceiving an invisible area through the
  heightened “fringe effect” of the rain passing through
  the radius limit. Modifications to any Perception rolls
  shift the difficulty of the maneuver by 2 to 3
  “columns,” depending on the amount of water, size of
  the invisibility radius and lighting.
  Example: Wifflebatt the Mad is trying to escape
  from his arch-nemesis, Luiss Vill the Slugar, by
  turning invisible and sneaking past him.
  Unfortunately, it is raining heavily, and what
  would ordinarily be an Extremely Hard maneuver
  for Luiss becomes a Medium maneuver instead.
  Dust/Powder/Paint—Any substance that will
  coat an object will do so normally with an invisible
  object. An invisible being covered in flour, for
  instance, would be visible as a white figure, allowing
  normal perception. Bonuses for perceiving an
  invisible object or being coated in this fashion range
  involve a “column shift” of 4 to 6 degrees of difficulty,
  depending upon the degree of coverage and the ease
  of seeing the covering substance itself (e.g., black coal
  dust covering an invisible being at night will not help
  as much as crimson paint during the day on a
  snowfield). Additionally, the fringe effect of a
  substance passing through the invisibility radius will
  produce a fringe effect as with rain/water above.
  “STICKY” ELEMENTAL & PHANTASM/
  ILLUSION SPELLS
  Normally, E and P spells do not allow a RR to avoid
  the attack or effect. However, if a caster tries to place an E
  or P spell with a duration on a target, the target gets a RR,
  with success indicating that the effect will be centered
  upon the target’s location at the time of the casting, and
  not upon the target themselves. This does not negate the
  effect, but prevents the effect from being “attached” to the
  target, so they can move away from it. (See Light and
  Darkness spells for examples.)
  
SOURCE: textdata/thevault/Rolemaster/5.5 Edition Express/RMX Express Additions 1 [2007].pdf