Optional Spell Law

by Steve Danielson

Date: Tue, 17 Jan 1995 01:35:08 -0500 From: sd18@cornell.edu (Steve Danielson) To: Multiple recipients of list Subject: Optional Spell Law

This is something I have put together for a new group of players back home, any comments would be welcome.......

A REVISED SPELL LAW

AN OPTIONAL METHOD TO HANDLE SPELLS AND SPELL CASTING IN ROLEMASTER

Arthor's Note: This is a comphrensive look at the spell casting system detailed in Rolemaster. This is an attempt to fuse together the best of the my ideas for spell casting along with the present standard rules detailed in Spell Law into one cohesive whole. The material presented here is meant to be used as one set of rules.

CHANNELING

An user of the Realm of Channeling draws his power from an another more powerful entity, group of entities, or set of beliefs. When the spell user draws his strength from another entity or group of entities, he often does not require their active participation unless he is casting spells that directly run counter to their wishes or extremely high level spells. A more unusual case is when the spell caster draws his strength from a set of guiding moral beliefs. In this case, the spell user is actually channeling the combined strengths of all those who share his set of beliefs. The strength of this type of channeling depends on the number of followers of the set of beliefs and the strength of their convictions. The Realm of Channeling is based upon three paragrims: the Law of Faith, the Law of Belief, and the Law of Power. The Law of Faith states that a spell caster's power is proportional to their faith in the source of their power. If a spell user completely loses his faith in his source of power, he may not cast spells until he regains it. The Law of Belief states that a set of beliefs shared by many have a power in and of themselves that can serve to strengthen the source of those beliefs. The Law of Power statesthat there are beings who exist that are very powerful without the need for the strength of their believers. Channeling spells are religious or spiritual in nature and serve to further the cause of the source of their power. Of all the Realms, the Realm of Channeling is the most varied, as its users have access to additional special spell lists that reflect the source of their power.

ESSENCE

An user of the Realm of Essence draws his power from the magical energy that permeates the universe. The user of Essence learns to manipulate the patterns of the universe; allowing him to shape the results into powerful effects. The user of Essence may create spells that are both powerful and subtle; yet the strength of Essence is fleeting as the patterns of the universe will always return to their original configuration leaving behind only the effects of the spells. The Realm of Essence is based on one all-encompassing paragrim: the Law of Harmony. The Law of Harmony states that the pattern of reality will always return to its original state. The Law of Harmony also encompasses the principles of sympathetic magic and the principles of antipathetic magic.

MENTALISM

An user of the Realm of Mentalism draws his power from the strength of his own mind. Unlike the users of Channeling who draw their power from another source, or the users of Essence who draw their power by manipulating the patterns of power around them, the user of Mentalism has learned to tap into his own mind's undiscovered powers to control his destiny. The user of Mentalism seeks to master his mind and reach personal perfection in the use of his powers. The Realm of Mentalism has a single sole paragrim: the Law of Will. The Law of Will states that strength of will is the wellspring of all power. Will focuses and projects the power of the mind. Without a strong will, an user of Mentalism is helpless.

ARCANE

An user of the Arcane Realm draws his power from the most primal sources of power in the universe. Arcane magic is the ability to direct the primal flow of magical energy that is the basis for all of the other realms. Arcane magic is frought with perils for the unprepared or weak. Unlike the other realms, Arcane magic does not have a general focus or theme. Since Arcane magic is the source of all other forms of magic, spell users may use Arcane magic to accomplish many different tasks. Some guidelines do remain, unlike the more specialized realms which offer detailed and subtle spells, the use of Arcane magic tends to be more direct, forceful, and uncontrolled. Users who tap into the force of the Arcane Realm are, in essence, attempting to mold a force of nature to their will; it is not unlike trying to control a hurricane in order to blow out a match. The Arcane Realm has one all-encompassing paragrim: the Law of Strength. The Law of Strength simply states that without immense personal strength, the user of Arcane magic can not control its effects. It is often the case, more so than any other realm, that the user of Arcane magic will experience unexpected side effects or spell failures when casting Arcane magic. Of all the Realms of magic, Arcane magic is the most dangerous.

GAME MECHANICS

Learning Spell Lists

Spell casters must learn spells in spell lists. A spell list is a group of related spells ordered in increasing power. Spell lists are learned through the purchase of skill ranks in that specific list. Each skill rank gained in a list represents an increasing knowledge and specialization in those type of spells. A spell caster's ability in a certain spell list is limited by the number of ranks to which he knows that list. A caster knows the all spells on a spell list up to the rank he has studied that list. The number of ranks a spell caster knows a list also determines the duration and effects of spells cast from that list.

Optional Rule: Spell Books

Spell casters can attempt to learn lists from spell books. The caster must be able to study the spell book for four hours a day, for a number of weeks equal to the number of the rank he is trying to learn the spell list. The benefit of a spell book is that the caster needs only to expend one-half of his normal development points in order to learn the list. Note that spell casters trying to learn a spell list above the level detailed in the spell book gain no benefits.

Optional Rule: Tutors

The spell caster can train with a tutor in order to learn a spell list. The benefits are the same as those for a spell book, except the total time to learn the list is halved.

Spell Casting

A spell caster can not attempt to cast a spell he does not already know on a spell list. It is possible to know a spell list to a higher level than the spell caster's current experience level. If a spell caster tries to cast a spell above his current experience level, he inccurs spell over-casting penalties to his spell casting attempt. See Resolving Spell Casting.

Variable Spell Casting Times

The casting time of spells is dependant on the level of spell being cast versus the spell caster's current experience level. Spells are divided into three classes:

Class III spells are all spells that are less than three levels below the caster's current experience level. Class III spells require two rounds of preparation and one round for effect.

Class II spells are all spells that are three levels below the caster's current experience level. Class II spells require one round of prepartion and one round for effect.

Class I spells are all instantaneous spells and spells that are six levels below the caster's current experience level. Class I spells require no rounds of preparation and one round for effect.

Example: Lykandos the Sage is a 8th level sorceror. Lykandos's spells fall into the following classes: Class III spells are 8th and 7th level spells; Class II spells are 6th, 5th, 4rth, and 3rd level spells; Class I spells are 2nd and 1rst level spells as well as instataneous spells.

There are some spells which have casting times which are independant of the caster's level.

While the caster is preparing the spell, he is assumed to be concentrating and at -50% to all other actions. A concentrating spell caster may not engage in any actions without losing his concentration. Partial actions such as a limited move or parry may be allowed by the Gamemaster. If the spell caster loses his concentration, he must start all over again even if he completed one or more rounds of concentration successfully.

Optional Rule: Arcane magic

Arcane magic is much less concerned with spell preparation than all the other realms. Arcane magic is essentially a matter of molding raw power as it is being channeled to create spell effects. Thus all arcane spells are treated as if they were one Class lower than they actually are for spell casting purposes since they require less preparation time. Class I spells are still considered Class I spells however.

Spell Attack Levels

The attack level of a spell is equal to the number of power points that the caster uses to cast it. Spell casters may not expend more power points on a spell than they have ranks in that spell list. Casting low-level spells with extra power points decrease the chances of the spell being resisted by the target. In this case, the level of the spell for purposes of resistance rolls is the number of power points used to cast the spell. The original spell level is used for purposes of determining spell casting time.

Example: Lykandos the 8th level sorceror is casting a spell Question I from the Mind Destruction sorceror base list which he knows to the 12th level (he has 12 ranks in the list). Lykandos puts eight power points into the spell in order for it to attack at the eighth level of power. However since Question I is normally a first level spell, Lykandos can still treat it as a Class I spell for spell casting time purposes.

Resolving Spell Casting

All spell casters must make a roll to see if their spell was cast sucessfully. Depending on the type of spell being cast, additional rolls may be required upon sucessful casting: spells which effect other targets may allow the targets to make an resistance roll to avoid some or all of the spell effects; spells which use elemental attack tables will need to roll on an elemental attack table against the target or targets to determine the level of sucess.

Spell failure rolls may also be required if the spell caster drastically fails in his spell casting attempt. In the case of Arcane magic, lower spell casting rolls may result in the creation of unexpected side effects, or incontrollable spell effects. See the spell casting chart for modifiers to the casting rolls.

Comments? Ideas? Please E-mail mme. Thanks.

 
--
Steve Danielson       | Internet sd18@cornell.edu
Cornell University
11 East Avenue
Ithaca, NY 14853

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