TEXT: 1
  Express Additions
   Issue #16
  E
  XPRESS
  A
  DDITIONS
  Issue #16
  Express Additions Copyright © 2009 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: Tim Dugger
  Editing: Tim Dugger, Heike Kubasch
  Proofreading: Tim Dugger, Heike Kubasch
  Pagemaking, & Layout: Tim Dugger
  Artwork:    John Dollar, Mike JacksonKeirston  Vande Kraats,
  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
  December 2009
  Introduction ...................................................................... 1
  New Professions ................................................................ 2
  Runemage .................................................................. 2
  Warrior Mage ............................................................ 3
  Spell Lists ........................................................................... 4
  Commanding Will ..................................................... 4
  Glyphs ........................................................................ 6
  Inscriptions ................................................................ 7
  Nomenclature Mastery .............................................. 8
  Physical Manipulations ............................................. 9
  Symbolism ............................................................... 10
  Warding Mastery ..................................................... 11
  Combat Illusions ..................................................... 12
  Combat Ways .......................................................... 13
  Spell Defense............................................................. 14
  Warriors’s Enhancements ........................................ 15
  Warrior’s Weapon .................................................... 16
  Will of the Warrior................................................... 17
  Welcome to the 16th issue of Express Additions!
  This issue is focused on bringingNew Professions
   you 2 new professions, converted over from the
  RMSS book, Essence Companion.
  The first profession is the mystical Runemage, the
  master of signs, wards, and runes. And to keep him
  company, we bring you the Warrior Mage.
  Enjoy!
  
  2
  Express Additions
  Issue #16
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  This issue is devoted to bring you the
  Runemage and the Warrior mage from the RMSS
  product, Essence Companion. We hope that you
  enjoy them!
  RRRRRUNEMAGE
  UNEMAGE
  UNEMAGE
  UNEMAGE
  UNEMAGE
  Runemages are Pure spell users of the
  Essence who concentrate on the power written
  and spoken language have over the reality.
  Runemages use their power of language to create
  variable enchantments such as wards, symbols,
  and runes, while using their knowledge of the
  Primal Tongue to manipulate the physical world
  and the creatures within it.
  Note: The Runemage is able to gain 3 ranks in
  the Runes skill each level.
  Prime Stats: Empathy and Self Discipline
  RUNEMAGE BASE SPELL LISTS
  The Runemage has seven base lists, unlike
  other Pure spell users, he is only allowed to
  select three additional spell lists as Base Spell
  Lists. The full descriptions of these spell lists
  begin on page 4.
  Commanding Will: Spells that bend a target to
  the will of the caster (enhanced if a true
  name is known).
  Glyphs: The imbedding of spells on air or liquids.
  Inscriptions: Imbeds spells into temporary
  signs or runes.
  Nomenclature Mastery: Discovering languages
  and true names of people and items.
  Physical Manipulations: Spells that
  manipulate the physical world (enhanced if
  a true name is known).
  Symbolism: Creating symbols of power that can
  be imbedded with other spells.
  Warding Mastery: Creating ward signs of power
  that can protect
  small areas.
  
  3
  Express Additions
   Issue #16
  SECONDARY SKILL DEVELOPMENT COST TABLE
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  WARRIOR
  ARRIOR
  ARRIOR
  ARRIOR
  ARRIOR M
   M
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   MAGE
  AGE
  AGE
  AGE
  AGE
  Warrior Mages are Semi spell users who combine the
  realm of Arms with the realm of Essence. Their base spells
  primarily deal with the adaptation of Essence spell casting to
  combat and survival in hostile environments. The Warrior
  Mage is viewed by many as an elite type of fighter, specialized
  in attacking enemy spell casters on their own terms.
  Prime Stats: Empathy and Constitution
  WARRIOR MAGE BASE SPELL LISTS
  The Warrior Mage has six base lists given below.
  However, unless the GM is using the option from Express
  Additions #6 that allows for a Semi spell user to have six
  base lists, the Warrior Mage may only select five of the
  given spell lists as his Base Spell Lists. The remaining spell
  list will then be treated as if it were an Open Spell List for
  the Warrior Mage, meaning that the Warrior Mage may
  only learn it to tenth level, just like other Open Spell Lists.
  The full descriptions of these spell lists begin on page 12.
  Combat Illusions: Methods of causing confusion among
  the enemy. Please note that unlike regular illusions,
  many of the spells from this list also invoke RRs
  from caster’s foe/target.
  Combat Ways: Gives the Warrior Mage a greater variety
  of options in melee combat.
  Spell Defense: Gives the Warrior Mage the edge he needs
  against more powerful spell casters.
  Warrior’s Enhancements: Allows
  the Warrior Mage to combat
  enemies in various hostile
  environments.
  Warrior’s Weapon: Dedicates a
  weapon to the Warrior
  Mage and allows special
  spells to be cast upon it.
  Will of the Warrior: Allows
  the Warrior Mage to
  drive himself beyond
  normal endurance.
  
  4
  Express Additions
  Issue #16
  SPELL
  PELL
  PELL
  PELL
  PELL LISTS
  ISTS
  ISTS
  ISTS
  ISTS
  1. Calm—Target will take no aggressive/offensive action,
  and will fight only if attacked. If the caster casts this spell
  at an already Calmed target, the target will fall asleep.
  2. Truth—Target must answer the next question the
  caster asks truthfully. This spell requires that the target
  understand the language in which the question was
  asked. He will respond using the same language.
  3. Confusion—Target is incapable of making decisions or
  initiating action; he may continue to fight current foes
  or in self defense.
  4. Fascinate—Target believes that the caster is of the
  same alignment or outlook as himself, is influential,
  and is superior to himself in rank, power and/or
  efficiency. Target will usually seek to ingratiate himself
  to the caster.
  5. Command—Target will obey a command of up to 5
  words in length from the caster. Command cannot be
  completely alien to the target (e.g., suicide, blinding
  himself, etc) and the caster must speak a language the
  target can understand.
  6. Forget—Target permanently forgets up to 1 min/lvl of
  specified memories as selected by caster. Memories
  older than 1 day give a special modification of +20 to
  the target’s RR and memories older than 1 week get a
  special +40 RR modification. Memories older than 1
  month may not be forgotten through this spell.
  7. Call of the Wild—Target domesticated animal reverts
  to a wild state for the duration of this spell.
  8. Emote—Caster causes the target to experience any one
  specified emotion. Caster cannot dictate the direction
  or manner in which the target will choose to express
  this emotion. For example, caster can specify the
  emotion of love, but he cannot choose a person for the
  target to fall in love with, the target will just be very
  loving in general.
  9. Inclination—The target likes or dislikes a person,
  place, or thing as specified by the caster. If the target
  has very strong feelings about the subject previously,
  the GM may indicate that the target receives a bonus
  or penalty to his resistance rolls.
  10. Fear—Target flees in total fear from the caster (or a
  specified location) for 1 min per 5% failure. The target
  will not desire to return to the location or wish to face
  the caster for 1 day/5% failure.
  11. Doubt—Target develops a very serious and
  troublesome doubt concerning a previously accepted
  fact, action, or idea.
  COMMANDING WILL
  RUNEMAGE BASE
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  5
  Express Additions
   Issue #16
  12. Love/Hate—As Inclination, except the target experiences
  either devoted love or repulsive hatred towards a subject
  designated by caster (must be present at time of casting).
  For the duration the intensity of the emotion will be such
  that the target will have a difficult time focusing on
  anything else other than his love or hate. At the end of the
  duration, the target must make an additional resistance roll
  with a +20 RR modification or the effect will become
  permanent (to a lesser degree of intensity).
  13. Vengeance—Target will seek to enact some vengeance
  against a person, place, or thing as specified by the
  caster. There must be in the target’s mind some
  concept of the subject having wronged the target for
  the spell to be effective. The exact form of the
  vengeance sought depends on the character of the
  target, and the severity of his RR failure.
  14. Invoke—The caster may summon any extra planar
  creature (e.g., demon, elemental, etc) whose True name he
  knows (through use of the Creature Name spell). Each
  round there is a 35% chance the specified creature hears
  his name and appears to the caster. This spell does not
  command the entity, though the caster may control the
  entity through the use of other spells on this list or
  through various influential skills.
  15. Quarrels—All targets within the area of effect will
  become hostile and seek to attack the nearest opponent
  16. Dismiss/Banish—Target extra planar creature (e.g.
  demon, elemental, etc) whose True name the caster
  knows (through the use of the Creature Name spell) is
  dismissed from the caster’s plane back to his home
  plane. Alternatively, the caster can attempt to banish
  the target from the caster’s plane for a period of 100
  years/10% failure. The
  target receives a special +20
  RR modification to any
  banish attempt and if the
  spell fails, the target will
  either attack the caster or
  flee. The attempt to banish
  the demon cancels any of
  the caster’s control spells of
  which the target is under
  the influence.
  17. Shout of Panic—Targets flee
  in total panic from the caster.
  18. Peace—Target is eased
  from the effects of mind
  disease, grief, lycanthropy,
  hate, etc for the duration
  of this spell.
  19. Shout of Confusion—As
  Confusion, except affects all
  targets in radius.
  20. Shout of Command—As
  Command, except affects all
  targets in radius.
  25. Slumber—Target sleeps in a deep, unwakable
  sleep without aging or deterioration until dispelled,
  a set condition is met (i.e. being kissed by a prince)
  or the duration ends.
  30. Insanity—Target develops a permanent mental
  disorder. The caster can dictate the general type of
  disorder but the exact effects are up to the GM. For
  example, a caster can specify a manic/depressive
  disorder, while the GM determines whether the target
  is bi-polar, manic, depressive, etc.
  50. Slave—Target becomes the caster’s unquestioning
  slave for the duration of this spell. The target may
  attempt a new RR at the end of each week to break the
  effect. The target will seek to ingratiate himself to his
  master and do all things in a manner to please his
  master and forward his master’s goals.
  SPECIAL GLYPHS
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  6
  Express Additions
  Issue #16
  GLYPHS
  RUNEMAGE BASE
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  1. Research Glyph—Allows caster to know the origins
  and parameters of a glyph. This is the only way for the
  caster to learn any special glyphs.
  2. Glyph I—Allows caster to ‘trace’ a glowing visible glyph
  on an in-flux medium that can be triggered by one of
  the following (decided by the caster at the time of
  casting): a) specified time has passed, b) specified
  movements within 20', c) specified sounds within 20',
  or d) touch. Power points for both spell and glyph
  must be expended, but only casting time for the glyph
  is used. A glyph can be a first level spell or a special
  glyph that has been researched (see Notes).
  3. Decipher Glyph—Allows caster to decipher a glyph (it
  takes 1 round per level of the glyph) and know exactly
  what it does without setting it off (presuming it hasn’t
  already been set off). It takes one round per level of the
  glyph to decipher the glyph. Nothing is learned if this
  spell expires prior to completion of deciphering.
  4. Glyph II—As Glyph I, except a second level glyph can
  be traced.
  5. Waiting Glyph II—Extends the duration of a Glyph I
  or Glyph II.
  6. Glyph III—As Glyph I, except a 3rd level glyph can
  be traced.
  7. Unglyph III—Allows caster to erase a glyph of up to
  third level. This will not set off the glyph in question
  (unless the specified activation for the glyph were when
  the glyph is erased).
  8. Glyph IV—As Glyph I, except a fourth level glyph can
  be traced.
  9. Waiting Glyph IV—As Waiting Glyph II, except it
  applies to glyphs up to fourth level.
  10. Glyph V—As Glyph I, except a fifth level glyph can
  be traced.
  11. Multi-Glyph II—Allows caster to place two spells into
  the same glyph. The glyph spell only needs to be cast
  once (but it must be cast within one minute of the
  completion of this spell).
  12. Glyph VI—As Glyph I, except a sixth level glyph can
  be traced.
  13. Unglyph VI—As Unglyph III, except that up to sixth
  level glyphs can be affected.
  14. Glyph VII—As Glyph I, except a seventh level glyph
  can be traced.
  15. Waiting Glyph VII—As Waiting Glyph II, except that
  up to a seventh level glyph has its duration extended.
  16. Glyph VIII—As Glyph I, except an eighth level glyph
  can be traced.
  17. Multi-Glyph III—As Multi-Glyph II, except that three
  spells may be placed in the same glyph.
  18. Glyph IX—As Glyph I, except a ninth level glyph can
  be traced.
  19. Glyph X—As Glyph I, except a tenth level glyph can
  be traced.
  20. Waiting Glyph X—As Waiting Glyph II, except that
  up to a tenth level glyph can be delayed.
  25. Unglyph X—As Unglyph III, except that up to tenth
  level glyphs can be affected.
  30. Lord Glyph—As Glyph I, except that up to a twentieth
  level glyph can be traced.
  50. Lord Unglyph—As Unglyph III, except that up to
  twentieth level glyphs can be erased without
  discharging them.
  Special Notes
  1) Glyphs are “runes” that are ‘traced’ on an in-flux
  background (air, water, etc.) instead of rune paper.
  First the glyph spell must be cast and then the spell to
  be ‘traced’ must be cast. At this point the glyph is set,
  and its effects start when it is triggered (see the specific
  glyph spells). If the glyph is not triggered before the
  duration of the glyph spell expires, the glyph fades
  without activating. Glyphs can be either normal spells
  or specially researched glyphs.
  2) The caster must have a number or ranks in the Lore:
  Magical (Glyphs) equal to the level of the spell he
  wishes to cast from this list.
  3) Special Glyphs—See the small table of “special
  glyphs” on page 5. These are not automatically
  learned when a character learns the Glyph Law list.
  They must be sought out from other sources
  (libraries, universities, mentors, etc.). The GM should
  decide whether or not these are appropriate for his
  campaign. He should feel free to alter, replace, add, or
  delete glyphs from this list.
  
  7
  Express Additions
   Issue #16
  INSCRIPTIONS
  RUNEMAGE BASE
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  1. Observation Sign—Caster inscribes an Observation
  Sign. The sign is a point of reference and perception
  for the Signwatch and Transport Sign spells on this
  list. The caster may never have more than one half of
  his level (round up) in Observation Signs at any one
  time. The caster may cancel any previously inscribed
  Observation Sign by concentrating for a round and
  touching the sign.
  2. Rune II—This spell inscribes a spell on a specially
  prepared piece of paper. The rune can then be used
  to cast the inscribed spell once. The spell to be
  inscribed must be cast within one minute after this
  spell is cast. Rune II can inscribe 1st or 2nd level
  spells. The rune can be set to affect the reader.
  3. Sign of Pain—[RR Mod: -20] A Sign can be inscribed on
  any “non-mobile” surface and affects the triggering
  being. A Sign can be triggered by one of the following
  (decided by caster at the time of casting): a) specified time
  has passed, b) specified movements within 20', c)
  specified sounds within 20', d) touch, or e) reading. The
  Sign is cancelled when a target fails a RR against it. Sign of
  Pain causes the target to take 25% of his remaining
  concussion hits. The duration of this effect is 10 minutes
  per 5 RR failure. These lost hits will be regained when the
  duration of this spell expires.
  4. Rune III—As Rune II, except caster may inscribe up
  to 3rd level spells.
  5. Sign of Weakness—[RR Mod: -20] As Sign of Pain,
  except target feels weak and drained. This results in a
  special modification of -20 to all maneuvers and
  attacks for 10 minutes per 5 RR failure.
  6. Inscription Analysis—The caster may determine what
  spell is inscribed within a rune or sign. This spell has a
  1% chance per level of the inscribed spell of setting off
  the inscribed spell. The caster also learns if the rune or
  sign is set to affect a reader or not.
  7. Rune V—As Rune II, except caster may inscribe up to
  5th level spells.
  8. Sign of Shock—[RR Mod: -20] As Sign of Pain except
  target is in a state of shock for 10 minutes per 5%
  failure (treat shock victims as if they are stunned
  except they never pass out due to this shock).
  9. Rune VI—As Rune II, except caster may inscribe up
  to 6th level spells.
  10. Sign of Fear—[RR Mod: -20] As Sign of Pain except
  target will flee the place of the sign. The target may
  not return for 10 minutes per 5 RR failure.
  11. Rune VII—As Rune II, except caster may inscribe
  up to 7th level spells.
  12. Sign of Transport—As Sign of Pain except target is
  teleported to one of the caster’s designated Observation
  Signs. The designated Observation Sign may not be more
  than 1 mile per level of the caster (at the time of
  inscribing this spell) away from the Sign of Transport or
  else the attempt to inscribe this Sign automatically fails.
  13. Rune VIII—As Rune II, except caster may inscribe
  up to 8th level spells.
  14. Signwatch—Caster’s may see and hear as if he were at
  any one of his Observation Signs within range of this
  spell. The caster’s vision may rotate around the point
  of the Observation Sign (except that he will not be able
  to see through the surface the Sign is inscribed on if it
  is opaque).
  15. Rune X—As Rune II, except caster may inscribe up to
  10th level spells.
  16. Sign of Torment—[RR Mod: -20] As Sign of Pain
  except target takes 90% of his remaining hits.
  17. Inscription Analysis True—Caster may examine any one
  sign or rune. If the caster has ever analyzed a rune by the
  creator of this rune or sign, he will recognize the creator
  and the age of the rune or symbol. If the caster has not
  analyzed the creator’s work, he will learn the profession of
  the creator, the creator’s level, and the age of the rune or
  symbol. This spell has a 1% chance per level of the
  inscribed spell of setting off the inscribed spell.
  18. Rune XV—As Rune II, except caster may inscribe up
  to 15th level spells.
  19. Sign of Blinding—[RR Mod: -20] As Sign of Pain
  except target is blinded for 1 hour per 5% RR failure.
  20. Lord Rune—As Rune II, except caster may inscribe up
  to 20th level spells.
  25. Signwatch True—As Signwatch, except for the range.
  30. Sign True—Caster may inscribe any lower level Sign on
  this list. If the inscribed Sign is 10th level or below, the Sign
  will be permanent and can be set off once a round. If the
  Sign is of a higher level, it can affect a number of targets
  equal to the level of the caster before being cancelled.
  50. Rune of Power—Caster may store a number of power
  points within a sheet of rune paper equal to the level of this
  spell. The power points stored are considered to be of the
  same realm as the caster and they may not be multiplied in
  any way when the rune is eventually activated.
  
  8
  Express Additions
  Issue #16
  NOMENCLATURE MASTERY
  RUNEMAGE BASE
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  1. Memorize I—Allows the caster to retain anything he
  reads or learns as if he had a photographic memory
  with total recall for the duration.
  2. Text Analysis III—Caster can read text written in an
  unknown language. The caster reads as though he has
  rank 3 written in the language. This spell does not
  convey the sounds of the language, only knowledge of
  the content of the text.
  3. Learn Language II—This spell cuts study time in half and
  allows a caster to develop one rank higher in a language
  than his teacher or book would normally allow.
  4. Vocalize III—Causes any written text to be vocalized aloud
  in the language in which it is written, in the caster’s voice.
  This spell will only read up to a rank 3 linguistic level. If the
  text is of a higher rank, any concepts beyond rank 3 will be
  skipped, stuttered over, or incomprehensible.
  5. Organic Name—Caster learns the “True” name of target
  non-living organic item. This organic item is at -25 to all
  RRs versus any spell this caster casts on it in the future.
  The caster can only have one True name per level known
  (this includes all True names, not just from this spell).
  6. Memorize II—As Memorize I, except for the duration.
  7. Text Analysis V—As Text Analysis III, except a text can
  be read to Rank 5 of complexity.
  8. Vocalize V—As Vocalize III, except the writing will be
  read at Rank 5 of complexity.
  9. History—Caster learns the area of origin of target
  item, the race of the being who made it, and when it
  was made (within 100 years). Also, determines if the
  item has any cultural or historical significance, but not
  exactly what those significances are.
  10. Animal Name—As Organic Name, except caster learns
  the “True” name of target animal.
  11. Learn Language III—As Learn Language II, except
  caster requires one third the time to learn a language
  and can learn up to two ranks higher in a language
  than his teacher or source book would normally allow.
  12. Text Analysis VII—As Text Analysis III, except a text
  can be read to Rank 7 of complexity.
  13. Vocalize VII—As Vocalize III, except the writing will
  be read at Rank 7 of complexity.
  14. Inorganic Name—As Organic Name, except the caster
  learns the “True” name of a non-living inorganic item.
  15. Disguise Name—Caster is able to disguise himself
  from any attempt to decipher his True name. Any
  Name spell that targets the caster while this spell is
  active must make an RR with a special modification of
  -20 or fail to provide the True name.
  16. Text Analysis X—As Text Analysis III, except a text
  can be read to Rank 10 of complexity.
  17. Vocalize X—As Vocalize III, except the writing will be
  read at Rank 10 of complexity.
  18. Creature Name—As Organic Name, except caster learns
  the “True” name of any target creature. This spell is also
  used to determine the “True” name of a sentient being.
  19. Learn Language IV—As Learn Language II, except the
  time required to study is one fourth normal and the caster
  can learn three ranks higher than normally allowed.
  20. Cryptics—Caster is able to decipher any target code. The
  caster will be able to translate the code into the original
  language, but will not be able to decipher any meanings
  that are not a part of the code. For example, this spell
  could decipher the message, “The key is in Marty’s
  pocket,” but it could not identify who Marty was or
  where he might be located. Alternatively, the caster may
  cast this spell to encode a message. The encoded message
  will be nonsense to anyone other than the one target the
  caster designates at the casting of this spell. If the caster
  casts this spell on a message encoded with this spell, the
  target code may make an RR to resist decoding.
  25. Restore Text True—Will restore any text to its
  original condition so long as at least half of it is
  present. This will repair any damage other than lost or
  completely destroyed pages. Any pages that are lost or
  destroyed will be replaced by a page that is a 75%
  correct replication of the original page.
  30. Binding Name—Caster binds the target by its “True”
  name. The caster must know the target’s “True” name. The
  target now suffers a modification of -35 to his RRs versus
  spells by this caster instead of the normal -25. The target
  must make “Hard” maneuver (modified by SD bonus) if
  he ever wishes to move further than 100' away from the
  caster or if he wishes to attempt to harm the caster at any
  future point. If the target fails his RR, the target becomes
  incapable of action for 1 round per 1% RR failure.
  50. Change Name—Caster may alter his “True” name. Any
  such attempt requires a significant life changing dedication,
  event, or alteration to precede or coincide with the spell
  casting. GM determines is the change is significant
  enough. If successful, then the caster is free of any name-
  related spells previously cast on him. Failure results in 3
  Spell Failure rolls being applied to caster.
  
  9
  Express Additions
   Issue #16
  PHYSICAL MANIPULATIONS
  RUNEMAGE BASE
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  1. Ice/Water—Caster can choose to either convert 1 cubic
  foot of water to ice or vice versa.
  2. Warp—Target wooden object has its form,
  straightness, and strength ruined. This results in
  doubling the break number range (to a maximum of
  1-10) and halving the original strength (or
  reliability). The object may not be larger than 1
  pound per level of caster.
  3. Dust Earth/Wood—Caster instantly transforms 1
  cubic foot of earth or wood into a fine, dry powder.
  4. Dust Stone—As Dust Earth/Wood, except affects 1
  cubic foot of stone.
  5. Animate Gas—Caster animates 1 cubic foot (per level
  of the caster) of any gaseous substance within range.
  For as long as caster concentrates, gas will move as
  the caster wills at a rate of 1' per level of caster per
  round, subject to environmental conditions. If the
  gas moves beyond a 10’R/lvl of the caster then it is
  no longer under the caster’s control. The caster may
  give the gas a last command (such as follow me or
  move towards the door). After giving a final
  command, the caster no longer concentrates and the
  gas will attempt to follow the final command for 1
  round/level of the caster (or until the gas moves out
  of range of the caster).
  6. Rust—All metal on the target object oxidizes at a rate of
  1 cubic inch per round.
  7. Animate Liquid—As Animate Gas, except affects liquid.
  8. Dust to Stone—Caster is able to convert 1 cubic
  foot of sand, dirt or dust into a solid stone form.
  The stone formed will have the same general
  shape as the original substance did just prior to
  conversion to stone.
  9. Warp Metal—As Warp Wood, except affects metal
  objects up to 1 pound per level of the caster.
  10. Bleed—The caster may cause a target living creature
  to bleed (if applicable). The target begins to bleed at
  a rate of 1 hit per round per 5% RR failure. For
  example, if a target fails his RR by 25, he will bleed 5
  hits per round for 5 rounds.
  11. Mass Ice/Water—As Ice/Water, except affects up to 10
  cubic feet.
  12. Animate Solid—As Animate Gas, except affects 1
  cubic inch of solid material per level of the caster.
  13. Shatter—Target inorganic item (up to 1 cubic foot in
  size) is shattered explosively. All targets within 5' take
  an ‘A’ Impact critical and the holder of the object
  takes a ‘C’ Impact critical.
  14. Lesser Unstone—As Dust Stone, except affects up to
  10 cubic feet of stone.
  15. Wither—Target normal plant (shrub size or smaller)
  instantly dies and withers. Magical plants, large
  plants, and unusual plants may attempt to resist this
  spell (with a special modifier of +20).
  16. Lesser Animation—Target Animate spell from this list
  has its duration increased to 1 minute per level. Caster
  may give the animated material simple commands
  and the animated material will attempt to carry out
  those commands (without the need for the caster to
  concentrate).
  17. Unmetal—As Dust Earth/Wood, except 1 cubic inch of
  metal may be affected.
  18. Eternal Lock—Target lock is magically fused shut. The
  lock may be broken, but it will never unlock.
  19. Shatter True—As Shatter, except object may be up to 3
  cubic feet (in size) and all within 10’R take a ‘B’ Impact
  critical, while the holder takes a ‘D’ Impact critical.
  20. Rot—Target organic creature, plant or object begins to
  rot. Each round the caster concentrates, the target
  receives a cumulative -10 penalty to all actions and
  looses 10% of his current hits. If the target ever leaves
  the range of this spell, this spell is cancelled (though
  the damage taken is still applied).
  25. Greater Animation—As Lesser Animation, except
  for duration.
  30. Petrify—Caster may cause a living or organic target to
  gradually turn to stone at the rate of 5% of the total
  mass of the target per round. The effect may be
  dispelled or removed with a Remove Curse spell;
  however, the petrified object resists all dispelling
  attempts at with a special modifier of +20 (making it
  harder to dispel the petrification).
  50. Petrify True—As Petrify, except for duration and the
  petrified target resists dispelling attempts at +40.
  
  10
  Express Additions
  Issue #16
  SYMBOLISM
  RUNEMAGE BASE
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  1. Bypass Symbol I—This spell allows the caster to “turn
  off” the target Symbol I for the duration of this spell. If
  the Symbol I fails an RR, it cannot be triggered or its
  constant effects are not active for the duration of this
  spell. The Symbol’s RR is based on the level of the spell
  in the Symbol spell (the target’s level) and the level of
  the Bypass Symbol Spell (the attack level).
  2. Unsymbol I—Caster can remove one Symbol I (an placed
  1st level spell). The Symbol’s RR is based on the level of
  the spell in the Symbol spell (the target’s level) and the
  level of the Bypass Symbol Spell (the attack level).
  3. Symbol I—Caster can emplace one 1st level spell on
  any 1 given non-mobile stone (see below). Within one
  minute, the spell to be placed must also be cast (within
  10'). The symbol is usually visible, but is only required
  to be visible if reading is the trigger (see below).
  • The Symbol must be placed on a slab of stone (block, piece,
  etc.) weighing at least 2,000 pounds. Only one Symbol may be
  placed on each continuous slab. The stone may not be moved
  without dispelling the Symbol.
  • A Symbol can be triggered by one of the following
  (decided by caster): time period, specified movements,
  specified sounds, touch, reading, violent actions in the area,
  etc. The triggering range is normally 10' or the range of the
  placed spell, whichever is larger.
  • If the spell placed is an attack spell, the attack level is the spell’s
  level (i.e., for Symbol I that attack level is always 1st level, not
  the level of the caster). If the spell is an elemental attack, the OB
  is normally +0. However, the attack can be focused on a
  location (as opposed to simply the person who triggers the
  symbol). In this case the OB is +50.
  • Normally, if the Symbol affects a being or thing (e.g., healing,
  attacks, etc.), it can be triggered only once per day.
  4. Symbol Extension—Allows the caster to connect one
  surface or trigger to a symbol that is normally outside
  of range of the symbol. For example, manipulating a
  door and lock mechanism in one room could trigger a
  Light Symbol on the other side of the building,
  bringing someone to investigate. The distance between
  the trigger and the symbol can be up to 1 foot per
  level. Symbol Extension must be in place before the
  symbol to use it is inscribed or imbedded.
  5. Bypass Symbol III—As Bypass Symbol I, except affects
  up to a Symbol III.
  6. Unsymbol III—As Unsymbol I, except affects up to a
  Symbol III.
  7. Symbol III—As Symbol I, except emplaces up to a 3rd
  level spell.
  8. Bypass Symbol V—As Bypass Symbol I, except affects
  up to a Symbol V.
  9. Unsymbol V—As Unsymbol I, except affects up to a
  Symbol V.
  10. Symbol V—As Symbol I, except emplaces up to a 5th
  level spell.
  11. Bypass Symbol VIII—As Bypass Symbol I, except
  affects up to a Symbol VIII.
  12. Symbol VIII—As Symbol I, except emplaces up to a
  8th level spell.
  13. Unsymbol VIII—As Unsymbol I, except affects up to
  a Symbol VIII.
  14. Bypass Symbol X—As Bypass Symbol I, except affects
  up to a Symbol X.
  15. Symbol X—As Symbol I, except emplaces up to a 10th
  level spell.
  16. Unsymbol X—As Unsymbol I, except affects up to a
  Symbol X.
  17. Bypass Symbol XIII—As Bypass Symbol I, except
  affects up to a Symbol XIII.
  18. Symbol XIII—As Symbol I, except emplaces up to a
  13th level spell.
  19. Unsymbol XIII—As Unsymbol I, except affects up to
  a Symbol XIII.
  20. Lord Symbol—As Symbol I, except caster can emplace
  any spell less than his level.
  25. Inscribe Sign—Allows caster to modify any imbed symbol
  spell on this list to allow it to be imbedded on a mobile
  surface. The resulting sign will remain potent until it is
  triggered. The mobile surface must be non-living and must
  weigh at least 100 pounds. A given spell caster can only have
  one mobile sign per level of experience (subsequent castings
  will cause the oldest castings to dispel).
  30. Unsymbol True—As Unsymbol I, except caster can
  remove any spell of a level less than his own (e.g., a
  50th level Runemage could remove a 49th level spell,
  but not a 50th level spell).
  50. Living Sign—As Inscribe Sign, except target must be a
  living creature and must weigh at least 50 pounds. The
  sign will remain potent until triggered. Often these signs
  are disguised by incorporating them with existing tattoos.
  Special Note
  Caster must have as many ranks of Lore: Magical (Symbols)
  as the level of the Symbol spell he wishes to cast or bypass.
  Caster must have at least half as many ranks of Lore:
  Magical (Symbols) as the level spell he wishes to remove.
  
  11
  Express Additions
   Issue #16
  WARDING WAYS
  RUNEMAGE BASE
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  1. Research Ward—Allows the caster to research special wards to
  be used with this list. In addition, the caster receives a special
  bonus of +25 to his next Lore: Magical (Wards) maneuver.
  2. Detect Ward—Allows the caster to detect all active wards within
  the area of effect. The caster can move the Aof E each round.
  3. Alarm Ward—When cast on a properly prepared ward this
  spell will sound an alarm when a specified set of
  circumstances occur within the area of effect. The alarm may
  be silent (only the caster will be aware, at a range of 100' per
  level of caster) or audible (everyone will hear an alarm will
  sound), as dictated at the time of casting. An alarm may
  either sound for as long as the specified circumstance exists,
  or it can be set to sound for up to 1 minute per level of the
  caster before returning to a dormant and watchful state.
  4. Sense Ward—When cast on a properly prepared ward sign(s)
  this spell will prevent the use of one designated sense through
  the area of effect. The sense must be decided at the time the
  ward sign is prepared. If the caster spends double the normal
  number of PPs required by this spell, he may add an additional
  sense that is blocked by this spell. For each increment of
  normal PPs spent, another sense may be blocked. For example,
  if 16 PPs are spent, four senses could be blocked. Note that for
  each extra sense blocked, this spell is treated as being one level
  higher (for the purposes of the Lore: Magical (Wards) skill).
  5. Lesser Animal Ward—When cast on a properly prepared ward
  sign(s) this spell will attempt to prevent the passage of animals
  into or through the area of effect. Any animal that attempts to
  travel through this area will go elsewhere unless it makes an RR
  (with a special modifier of -20) versus the level of the caster. An
  animal may be forced into the area, but it will fight and struggle
  against this as much as it is able. Any animal forces past the
  ward will suffer a -25 to all actions while in the protected area.
  6. Lesser Undead Ward—As Lesser Animal Ward, except
  affects lesser spirits of the dead (Class I, II, and III).
  7. Lesser Demon Ward—As Lesser Animal Ward, except
  affects lesser demons (Type I, II, and III).
  8. Lesser Essence Ward—As Sense Ward, except prevents the
  casting of Essence spells through the area of effect. All
  Essence spells must first resist versus the level of the ward or
  else be canceled. Active spells that pass through the area of
  effect must make a RR or else be dispelled.
  9. Lesser Mentalism Ward—As Lesser Essence Ward, except
  prevents the use of Mentalism spells.
  10. Lesser Channeling Ward—As Lesser Essence Ward,
  except prevents the use of Channeling spells.
  11. Multiple Ward—Allows the caster to combine multiple
  wards into one properly prepared ward sign. The caster
  must cast all of the wards involved immediately after this
  spell (within 2 minutes).
  12. Lesser Barrier Ward—As Sense Ward, except prevents all
  creatures from passing into or through the area of effect.
  Any creature that attempts to pass through the area of
  effect must make a -20 RR or be blocked from passing
  through the area. This spell does not have any effect on
  Class IV, V, and VI undead or demons.
  13. Greater Animal Ward—As Lesser Animal Ward, except
  animals must make a -40 RR.
  14. Greater Undead Ward—As Greater Animal Ward, except
  Class I, II, and III undead must make a -40 RR and Class IV,
  V, and VI undead must make a normal RR.
  15. Conceal Ward—Allows caster to turn the ward signs of
  any ward invisible. The ward is still detectable by a Detect
  Ward spell.
  16. Greater Demon Ward—As Greater Animal Ward, except
  Type I, II, and III demons must make a -40 RR and Type IV, V,
  and VI demons must make a normal RR.
  17. Greater Essence Ward—As Lesser Essence Ward, except
  for duration.
  18. Greater Mentalism Ward—As Lesser Mentalism Ward,
  except for duration.
  19. Greater Channeling Ward—As Lesser Channeling Ward,
  except for duration.
  20. Greater Barrier Ward—As Lesser Barrier Ward, except any
  creature attempting to pass through the ward must make a -40
  RR. Class IV, V, and VI undead and demons resist at -10.
  25. Lord Research—See Spell Law, Section 5.4 on page 62.
  30. Defensive Ward—Caster may enchant one ward to have
  an additional defense versus the ward’s target creature type.
  Whenever the designated creature attempts to pass through
  the area of effect, in addition to the normal effects of the
  ward, the ward delivers an ‘E’ Impact critical if it enters the
  area of effect (regardless of the creatures resistance roll).
  50. Ward True—When this spell is cast on any lower level
  ward, the target ward will have its duration increased to 1
  day/level of the caster.
  Special Notes
  1) All wards from this list require the caster to prepare the
  appropriate ward sign at the center of effect, or else at both ends
  of the line of effect. A ward sign is a magical design that may be
  inscribed on any surface. The appropriate tools to inscribe, draw,
  paint, etc. must be used in order to create the sign. If a ward is
  cast with a single ward sign, the ward has an area of effect equal
  to the 1’R per level of the caster.  If created between 2 signs, the
  ward has an effective area between two signs. The distance
  between two signs is limited to 2' per level of the caster.
  2) Each ward sign is unique to a specific ward and can only be used
  for that ward. To create the ward sign, the caster must have an
  equal number of ranks in the Lore: Magical (Wards) skill as the
  level of the ward spell for which he wishes to create a sign. The
  time required to create a ward sign is equal to 1 rd/level of the
  ward sign.
  
  12
  Express Additions
  Issue #16
  COMBAT ILLUSIONS
  WARRIOR MAGE BASE
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  1. Blur—Causes caster to appear blurred to attackers,
  subtracting 10 from all attacks.
  2. Shadow—Target and objects on his person appear to
  be a shadow; and are thus almost invisible in dark
  areas (e.g., in many situations this could be handled
  with a special bonus to Stalking and Hiding maneuvers
  between 25 and 75).
  3. Unseen I—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. Wall of Dark—Creates a wall of darkness up to
  20’x20’x1". Anything except light can pass through this
  wall. All attacks made against targets obscured by this
  wall suffer a special penalty of -70.
  5. Silence—Any sounds originating within 1' of the caster
  are completely muffled. This results in a +25 bonus to
  all Stalking maneuvers.
  6. Invisibility I—As Unseen I, except that 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.
  7. Mirror Image I—Creates an image that looks exactly like
  the caster, but be offset by approximately three feet from
  the caster. This image will precisely duplicate any actions
  the caster performs. There is a 50% chance that anyone in
  combat with the caster will strike the image instead of the
  caster on the first round of combat. If the attacker strikes
  the image, he will automatically attack the caster on his
  next attack. However, he must check again on the
  subsequent round (and each round after successfully
  striking the caster). Beings with less rational minds (i.e.
  animals, the insane, etc.) may have to make this roll more
  often. Creatures that do not depend primarily upon sight
  to select a target are not affected by this spell.
  8. Attack Illusion—Makes it appear that the caster is
  attacking from a direction he is not. If the target fails
  an RR, his DB is lowered by 20 (this can result in a
  negative DB!).
  9. Displacement III—Caster appears to be offset from
  where he actually is. All attacks have no effect 30% of
  the time. Each time a foe misses, the chance of that foe
  missing again goes down 5%.
  10. Parry Illusion—Makes it appear that the caster is
  executing a dazzling series of parries, causing any foes
  in melee combat with caster when this spell is cast to
  make an RR or only be able to use half their OB
  against him this round.
  11. Weapon Illusion—Causes the target weapon to
  appear to be another type of weapon specified by the
  caster. If the weapon is used in combat, it will attack on
  its normal table, but suffer a special modification of -
  25 and its fumble range is increased by 5 (i.e., a
  weapon that normally fumbles on a 01 or 02, will
  fumble on a 01 through 07 result).
  12. Mirrior Image II—As Mirror Image I, except two
  duplicates are created and the chance of attacking the
  image first 65%. This chance lowers to 35% on the
  second attack.
  13. Beacon—A ray of light (any color) springs from the
  caster’s palm. This ray can be up to 1 mile long.
  14. Greater Attack Illusion—As Attack Illusion, except an
  opponent who fails his RR must lower his DB by 40.
  15. Displacement V—As Displacement III, except chance
  of missing is 50%.
  16. Greater Parry Illusion—As Parry Illusion, except
  opponents who fail their RR can only use one-quarter
  of their OB to attack this round.
  18. Mirror Image III—As Mirror Image I, except three
  duplicates are created and the chance of attacking a
  false image is 75%. This lowers to 50% on the second
  attack. and 25% on the third attack.
  20. Invisibility V—As Invisibility I, except that 5 targets
  may be made invisible.
  25. Attack Illusion True—As Attack Illusion, except an
  opponent who fails his RR must lower his DB by 60.
  30. Parry Illusion True—As Parry Illusion, except
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  50. Mirror Image
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  13
  Express Additions
   Issue #16
  COMBAT WAYS
  WARRIOR MAGE BASE
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  1. Snap Attack—This spell allows the caster to make a
  special attack that uses only 60% of the character’s
  activity, but with the character’s full OB.
  2. Split Parry II—Caster may divide his parry between
  up to two melee attackers with no penalty.
  3. Moving Strike I—Caster may move up to 30%
  normal movement and attack without suffering a
  penalty to his OB.
  4. Tumble Evasion I—Caster may attack and parry as
  normal and then perform a diving roll to a location up
  to 20' away from his starting point. This maneuver is
  part of the attack and requires no extra percentage
  activity (or declared action).
  5. Hammer Strike I—Casters next attack delivers 1.5x
  concussion hits.
  6. Survival Instinct I—Caster may parry with 125% of
  his OB; however, the caster may not attack while
  using this parry.
  7. Bleeding Strike I—If the casters next attack inflicts a
  critical, it will cause 1 hit per round of bleeding in
  addition to all other critical results. This spell will have
  no effect on creatures that are normally immune to
  bleeding wounds (golems, constructs, undead, etc.).
  8. Split Parry III—As Split Parry II, except caster may
  divide his parry between up to three attackers.
  9. Shatter Strike I—If the target of the casters next melee
  attack parries with a weapon or shield, it must
  immediately make a breakage check modified by -20.
  10. Split Attack II—Caster can divide his melee OB in
  any proportion he desires and attack two separate
  targets with no penalty as long as both are within
  normal melee range and neither of the targets is
  positioned to the caster’s rear.
  11. Stunning Strike—If the casters next attack inflicts a
  critical, it will cause 1 round of stun in addition to all
  other critical results. This spell has no effect on
  creatures that are normally immune to stun.
  12. Tumble Evasion II—As Tumble Evasion I, except
  caster may end up in a location 50' away.
  13. Moving Strike II—As Moving Strike I, except
  caster may move up to 70% normal movement.
  14. Hammer Strike II—As Hammer Strike I, except
  delivers double concussion hits.
  15. Survival Instinct II—As Survival Instinct I,
  except caster may parry with 150% of his normal
  OB.
  16. Bleeding Strike II—As Bleeding Strike I, except 2
  hits/rnd are caused in addition to all other critical
  results.
  17. Riposte—If the caster parries a melee attack
  using his full OB, and the melee attack does not
  inflict any damage, he may attack back in the
  same round with 50% of his normal OB
  immediately following the opponent’s attack.
  18. Shatter Strike II—As Shatter Strike I, except the
  weapon or shield must make the breakage check
  modified by -50.
  20. Split Parry IV—As Split Parry II, except caster may
  divide his parry between up to four attackers.
  30. Split Attack III—As Split Attack II, except caster can
  attack up to three separate targets as long as all three
  are within normal melee range and none of the foes is
  to the caster’s rear.
  50. Warrior True—Caster may utilize any one of the
  lower level spells on this list once per round.
  Special Notes
  Almost every spell on this list is instantaneous.
  Depending upon the options used regarding
  instantaneous spells, the attacks/actions allowed by the
  spells could occur in either the same round or in the
  round after the spell is cast. If they are allowed to
  happen in the same round, there is no “recovery time”
  once the spell is cast, the spell’s actions takes its place.
  
  14
  Express Additions
  Issue #16
  SPELL DEFENSE
  WARRIOR MAGE BASE
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  1. Detect Essence—Detects any active spell or item from
  the Essence realm. Caster can concentrate on a 5’R
  area each round.
  2. Protection I—Subtracts 5 from elemental attack rolls
  against the target and adds 5 to all of the targets RRs
  versus spells.
  3. Detect Mentalism—As Detect Essence, except realm is
  Mentalism.
  4. Essence Protection—When the caster of this spell is a
  target of a spell from the ream of Essence, the
  “incoming” spell must first make an RR before the
  caster makes an RR. For RR purposes, each spell uses a
  level equal to its caster’s level. If the “incoming” spell
  passes the RR, it may target the caster of this spell
  normally; otherwise the incoming spell has no effect
  on this target. Essence Protection remains in effect until
  it’s caster has been the target of any 1 Essence spell.
  This spell has no affect against other spells that the
  caster casts upon himself.
  5. Detect Channeling—As Detect Essence,
  except realm is Channeling.
  6. Mentalism Protection—As Essence
  Protection, except affects spells from the
  realm of Mentalism.
  7. Detect Invisible—As Detect Essence,
  except detects invisible things. All attacks
  against something so detected are
  modified by -50.
  8. Channeling Protection—As Essence
  Protection, except affects spells from the
  realm of Channeling.
  9. Protection Sphere II—As Protection I, except
  bonuses are 10 and all beings within 10’R of target
  get the benefits.
  10. Spell Detection I—Caster becomes aware moments
  before anyone within 10' casts a non-instantaneous
  spell. This should allow enough time to cast any
  instantaneous spell. The caster is not informed who is
  casting the spell, only that somebody within the
  radius is casting.
  11. Elemental Parry—Caster can use up to half of his
  normal OB with the weapon he has in his hands to
  parry an elemental bolt spell.
  12. Detect Intangible—As Detect Invisible, except also
  detects things that are Astral, Ethereal, out of phase, etc.
  13. Protection III—As Protection I, except bonuses are 15.
  14. Detect Power—As Detect Essence, except detects active
  spells, magic items, or spell users of any realm.
  15. Protection Sphere III—As Protection III, except has a
  10’R as in Protection Sphere II.
  16. Spell Detection II—As Spell Detection I, except it
  detects spells cast within a 20’R and the caster learns
  who is casting the spell.
  17. Protection IV—As Protection I, except bonuses are 20.
  18. Spell Parry—Caster can add up to half of his normal
  OB (with the weapon he has in his hands) to his RR
  versus any spell that targets him and of which he is
  aware.
  19. Realm Protection Sphere—As Essence Protection,
  except that spells of any realm are affected and it
  has a 10’R.
  20. Protection Sphere IV—As Protection IV, except has a
  10’R as in Protection Sphere II.
  25. Spell Detection III—As Spell Detection II, except it
  detects spells cast within a 30’R and the caster learns
  what realm they are casting.
  30. Spell Detection IV—As Spell Detection III, except it
  detects spells cast within 50’R and the caster learns the
  exact spell they are casting.
  50. Spell Bane—Caster may utilize any one of the lower
  level spells on this list each round.
  
  15
  Express Additions
   Issue #16
  WARRIOR'S ENHANCEMENTS
  WARRIOR MAGE BASE
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  1. Battle Awareness I—Caster may make a Perception
  maneuver with a special modification of +25. This
  maneuver is granted by this spell and requires no
  separate action to be declared.
  2. Nightvision—Caster can see 100' on a normal night as
  if it were daylight.
  3. Sidevision—Caster has a 300 degree field of vision.
  The flank bonus for attacks against the caster is
  lowered to +5 and the rear bonus is lowered to +15.
  4. Watervision—As Nightvision, except the caster can see
  100' in even murky water.
  5. Battle Awareness II—As Battle Awareness I, except
  bonus to the maneuver is +50.
  6. Waterlungs—Caster can breathe water but not air.
  7. Swimming—Target can swim without expending
  energy (i.e., will expend no exhaustion points).
  8. Gasvision—As Nightvision, except the caster can see
  100' in smoke, fog, rain, or any gas that would
  normally impede vision.
  9. Gaslungs—Caster can breathe any gas as normal air.
  10. Darkvision—As Nightvision, except that any
  darkness can be seen through. Also, no light is
  needed for this spell to work.
  11. Resist Poison—Delays the effect of a poison on
  the caster. If poison is not eliminated before the
  spell expires, the caster will be affected by the
  poison at that time.
  12. Water Maneuvering—As Swimming, except the caster
  can also perform any maneuvers (including melee
  combat) as though he were on dry land.
  13. Changing Lungs—As Waterlungs, except caster can
  breathe water, air, and/or any gas at will.
  14. Ignore Pressure—Caster can ignore the
  effects of high pressures such as those found
  deep under water.
  15. Fire Maneuvering—Caster and his
  equipment are immune to the effects of
  normal (non-magical) fire for the duration.
  He may perform any movement or
  maneuvers as normal.
  17. Water Dwelling—Combines the effects of
  Watervision, Waterlungs, and Water
  Maneuvering.
  18. Airless Lungs—Caster does not need to
  breathe to survive for the duration.
  19. Fire Dwelling—Combines the effects of
  Gasvision, Gaslungs, and Fire Maneuvering.
  20. Ignore Vacuum—Caster and his equipment
  are immune to the effects of airless
  environments for the duration. This spell
  gives the caster a +50 RR versus vacuum
  attacks. Note that this spell does not confer
  any protection against the heat or cold of the
  vacuum of space.
  25. Temperature Resistance—Caster and his equipment
  can ignore the effects of any natural (non-magical)
  temperatures.
  30. Water Dwelling True—As Water Dwelling except
  for duration.
  50. Changing Environment—Caster can survive
  comfortably and move and maneuver as normal in
  any of the hostile environments the lower level spells
  on this list protect against.
  
  16
  Express Additions
  Issue #16
  WARRIOR'S WEAPON
  WARRIOR MAGE BASE
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  1. Blade I—Caster enchants a melee weapon which is to
  become his “Warrior’s Weapon.” This spell grants the
  weapon a +5 magic bonus. Anyone other than the
  caster who attempts to utilize this weapon will receive a
  penalty to its use equal to the bonus it gives the caster.
  2. Bladelight—Causes the warrior’s weapon to glow with
  light. This light may be varied by the caster from as
  bright as a torch to as dim as a candle.
  3. Jolting Blade—Caster’s warrior weapon is charged with
  electrical energy for the duration of this spell. Whenever
  the caster gets a critical result with the weapon it does an
  additional ‘A’ Electricity critical. Alternatively, throughout
  the duration of this spell, the caster may elect to shoot
  this electrical energy in the form of a shock bolt with a
  maximum range of 50' (which immediately ends this
  spell). The caster may develop skill in shooting this bolt.
  4. Throw—Caster may throw his weapon for the duration
  with a maximum range equal to his strength bonus x10
  in feet (with a minimum of 30'). The weapon attacks on
  its normal table with the following modifications:
  up to one tenth maximum range......... +10
  up to quarter maximum range .............. +0
  up to half maximum range ................... -40
  up to maximum range .......................... -70
  5. Blade Store—Caster may store one spell on his weapon.
  No other spell may be cast while one is stored. This spell
  costs the same amount of PPs as the spell to be stored.
  6. Blade II—As Blade I, except warrior’s weapon becomes
  a +10 magic weapon.
  7. Rejoining—Caster is able to repair any damage to his
  weapon. Caster is able to rejoin a broken portion of
  up to 1 linear inch per level.
  8. Flaming Blade—As Jolting Blade, except can inflict up
  to an ‘A’ Heat Critical. The caster may elect to throw a
  firebolt with a maximum range of 100'. The caster may
  develop skill in shooting this bolt.
  9. Return Blade—Caster’s weapon will fly through the air
  to return to the caster’s hand at the rate of 100' per
  round. If the weapon is restrained it cannot break free,
  but if someone is holding it they must make a hard
  strength maneuver to not lose his grip on the weapon.
  10. Missile Parry—Caster is able to use his full weapon OB as
  a parry against missile attacks for the duration of this spell.
  11. Blade III—As Blade I, except warrior’s weapon
  becomes a +15 magic weapon.
  12. Body Sheath—Caster “absorbs” one warrior weapon,
  and reproduces it at need (by recasting this spell each
  time the weapon is sheathed or unsheathed). The mass
  and weight of the weapon are added to the caster’s
  mass while the weapon is sheathed.
  14. Return Blade True—As Return Blade, except weapon
  returns to caster’s hand, via teleport, from any place,
  up to 1mile away per level of caster.
  15. Power Strike—Caster causes his weapon to build up
  concussive energy. If the next strike made with the weapon
  results in a critical, an extra Impact critical of one less
  severity is inflicted (treat an ‘A’ critical as an ‘A’ critical -25).
  16. Spell Cleaver—Caster’s next successful strike against
  any enchanted item, weapon, etc, causes the item to make
  an RR versus the caster’s level (with a special modification
  of -20) or the embedded spells are dispelled.
  17. Blade IV—As Blade I, except warrior’s weapon
  becomes a +20 magic weapon.
  18. Lightning Blade—As Jolting Blade, except can inflict
  up to a ‘C’ Electricity critical. The caster may elect to
  throw a lightning bolt with a maximum range of 150'.
  The caster may develop skill in shooting this bolt.
  19. Weapon Cleaver—Causes caster’s weapon to be a
  “Cleaving” weapon. When a foe’s weapon successfully
  parries its attack, the defending weapon must check for
  breakage. The strength of the caster’s weapon is
  subtracted from the foe’s breakage check.
  20. Shaped Strike—Caster causes his weapon’s next attack
  to be made on the attack table of the caster’s choice.
  25. Death Strike—If caster’s next attack, which must be
  made within 2 rounds, inflicts a critical, it does an
  additional ‘E’ critical of the caster’s choice. The spell
  fades if the attack is not made within the time limit.
  30. Dancing Weapon—Caster’s weapon will “dance” for the
  duration of this spell. The caster must fight with the
  weapon for one round prior to letting the weapon “dance.”
  The weapon will have an OB of half the caster’s normal
  OB. It has an AT of 20, a DB of +0, and can take 5 hits per
  level of the caster (before this spell is dispelled). Once this
  spell is cast, the sword will not stop attacking until it is
  dispelled or the duration ends.
  50. Slaying Strike—Caster may roll any criticals he inflicts
  with his Warrior Weapon this round on the Slaying
  column of the Large Creature Critical Strike Table. If the
  target is Super Large, the caster rolls on the Slaying
  column of the Super Large Critical Strike Table.
  
  17
  Express Additions
   Issue #16
  WILL OF THE WARRIOR
  WARRIOR MAGE BASE
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  1. Concentration I—Adds +10 to any one maneuver. No
  other action can be performed the round this
  maneuver is resolved.
  2. Extended Endurance I—While this spell is in effect, the
  caster only expends two-thirds of the normal
  exhaustion points for any actions he performs.
  3. Stun Relief I—Caster is relieved of one round’s worth
  of accumulated stun.
  4. Unpain I—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.
  5. Concentration II— As Concentration I, except
  bonus is +20.
  6. Extended Endurance II—As Extended Endurance I,
  except the caster only expends O of the normal
  exhaustion points.
  7. Stun Relief II—As Stun Relief I, except 2 rounds of
  stun are relieved.
  8. Ignore Wound I—Cuts the maneuver penalty from
  any one wound in half for the duration of the spell.
  9. Unpain II—As Unpain I, except 50% additional hits
  may be sustained.
  10. Interrogation Resistance—Caster gains a +50 to RRs
  versus interrogation and +50 to RRs versus mind
  reading spells the caster is aware of.
  11. Concentration IV—As Concentration I, except
  bonus is +40.
  12. Moment of Clarity—Caster can ignore all penalties
  and accumulated stun rounds from all wounds he has
  taken for 1 round. He may also ignore any penalties
  for the total concussion hits he has taken.
  13. Extended Endurance III—As Extended Endurance I,
  except the caster only expends half of the
  normal exhaustion points.
  14. Unstun—Caster can ignore all stun
  rounds incurred from any one wound.
  15. Unpain III—As Unpain I, except 75%
  additional hits may be sustained.
  16. Ignore Elements—Caster is unaffected
  by natural extremes of temperature. He
  may move about comfortably in the
  hottest desert (200° Fahrenheit) or the
  coldest arctic waste (-100° Fahrenheit) in
  only light clothing.
  17. Ignore Wound II—As Ignore Wound I, except that the
  penalty is reduced by 75%.
  18. Concentration V—As Concentration I, except
  bonus is +50.
  19. Focus—Caster gains a +20 bonus to all maneuvers he
  attempts that bring him closer to a goal he sets at the
  time of casting. This goal must be attainable in the
  spells duration. Once the goal is set, the caster will be
  reluctant to perform any action that does not carry
  him closer to his goal.
  20. Unpain IV—As Unpain I, except 100% additional hits
  may be sustained.
  25. Extended Endurance IV—While this spell is in effect,
  the caster expends no exhaustion points for any
  actions he performs.
  30. Ignore Wound III—As Ignore Wound I, except that
  the penalty is reduced by 90%.
  50. Warriors Will True—For the duration, caster cannot
  be stunned, takes no maneuver penalties from
  wounds, and expends no exhaustion points. At the end
  of the spell, the caster goes unconscious for 1 hour for
  every round the spell was in effect.
  Special Notes for the Warrior’s Weapon Spell List
  1) A given caster can only have one weapon enchanted
  through the spells on the list. If that weapon is ever
  lost or destroyed, that caster will suffer a penalty of
  -25 to all actions for two weeks (after which, he can
  enchant a new weapon).
  2) All of the spells on this list deal directly with the
  “Warrior’s Weapon” and will only work when
  used with one.
  
SOURCE: textdata/thevault/Rolemaster/5.5 Edition Express/RMX Express Additions 16 [2009].pdf