House Rules for RMSS Spells - Crossrealm casting

by Wyatt R. Lavigne et al.

Date: Sun, 1 Dec 1996 17:52:44 -0500 From: "Wyatt R. Lavigne" To: Multiple recipients of list Subject: Re: RMSS Spells - Crossrealm casting???
On Sat, 30 Nov 1996, Carsten Piltz wrote:
> If you learn a List from another realm in the RMSS do you still use the
> normal PP even if Magic for another Realm normally has a diffrent Stat
> for PP ??? Do you need another Powerpointdev. Skill ???

No.

Here is some stuff I posted back in May.

My new rules for my campain pertaining to hybrids and magic in general. I treat the spells in there own realm individual realm as normal. To dispell a Hybrids Base list not other realm specific lists you only need to dispell one realm but the Hybrid gets both his RR bonuses added to the roll. (Arcane get's all three unless the spell dispells all thre realms at once or Arcane.) Furthermore to even the hybrid with other classes have the limit on the cheap cost for spells raised from 5th level to 20th level. This should make the Hybrid fair with the other classes. In all cases the aprorate hand gestures armor restrictions are used. In the case of hybrids casting there base lists such as a mystic with full plate on plus a full iron helm no hands free and he is silent he is screwed. Break down of Bonuses used. For Channeling/Mentalism Hybrid the only Other Realm is Essence, the same goes for those base lists.

If someone wants to blow extreme DP to learn others base lists then go for it.

			Essence		Mentalism	Value Used
	AT 20		-90		+0		-90
	Metal Helm	-40		-60		-60
	Silent		-5		+0		-5
	Free Hands	-30		+0		-30
	Own Base Own R	+10		+10		+10

Hybrids are always own base own realm of couse for their base lists. Always use the most extream modifiyers positive or negative. Zero is used only in the case of a tie. Ties of course are treated as the value listed. In the case of a positive bonus plus a negative bonus being encountered (which there isn't on the current table) always choose the negative.

In my campaign there is a few optional rules:

+5 to mentalism spell casting attempts if a mentalist shaves thier head or is naturaly bald. -5 if they are wearing glasses. -5 if they can't make eye contact with a mind spell, +5 if they can. (Someone said it would look look real cool the see a Mentalist suddenly rip off his dark sunglasses to reveal a pair of glowing eyes that are looking right at you.)

+10/-10 to essence users. +10 in the buff to -10 in the winter clothes mom bundles you in. (Someone wrote for every 1/2 pound of clothing you have on (boots, pants, jackest, socks, etc. the +10 is lowered by -1 until you reach -10)

+/- for channellers depending upon ther gods favor/disfavor.

The following rules are for hybrids without channeling and everyone else excluding Arcane magic types. (The mods under the Spell Casting table in my humble opinion reflect the time, effort and unfimilarity invoved.)

I find there should be not be to much trouble if any in the transmuting of power points between Essence/Mentalism.

No problem for a channeler to convert Channeling to Essence/Mentalism. The channelers god should be able to alter the essaence slightly to get it to fit another realm.

For Essence/Mentalism PP's to be converted to Channeling the PC becomes a part time channeler and must have passive consent of the god the power most generaly fits under or his god or his countries god. The magic is then converted slightly with the gods passive awarness to Holy or unholy as the case may be. It is now channeling. No concent, no spell.

Converting to arcane magic always slows the spell casting by one phase if it is cast with no prepartion rounds. This rule affects hybrid channelers too but not true arcanists. ie. Snap action to Normal, Normal to Deliberate, Deliberate to dead last. In the case of a dead last tie use the intititive scorse as normal.

Wyatt


Date: Sun, 1 Dec 1996 20:38:38 -0500 From: Nicholas Zoss To: Multiple recipients of list Subject: Re: RMSS Spells - Crossrealm casting???
On Sun, 1 Dec 1996, Jesse Clemens wrote:
> column, under hybrid power points.  It says, loosely that spell
> adders for one realm do not work on spells cast in a hybrid realm.
> Therefore the three realms are differnet and 
> must have seperate power points developed for each.

Obviously a mistake. Archamges/Hybrids can use Adders and Multipliers for 'other realms' at a -1 level of effectiveness, +3 becomes +2, X4 becomes X3. You develop your own power as normal. The list that character casts, no matter what kind of list it is, is converted into their Power-style. That is why a Hybrid Channeler still makes targets save vs the average of both realms in the 'old game'; in the new one it is the lesser, even if it is not the person's IN stat.

Nicholas Zoss
Reply To: nicholas-zoss@uiowa.edu
**Personal Quirks, stuff to check out, and related info here!**

Date: Mon, 2 Dec 1996 12:23:17 -0500 From: John Curtis <104074.2763@CompuServe.COM> To: Multiple recipients of list Subject: Re: RMSS Spells - Crossrealm casting???

This is an old argument. There are somewhat valid points on both sides. It will really boil down to what you (the GM) is willing to put up with.

In ICE's Humble Opinion (IIHO ), Hybrids cannot use adders or multipliers that are not keyed to their specific combination of realms. An optional rule would allow them to use an adder keyed to ONE of their realms, but only for casting spells from that realm.

In all cases, the RMSS does not intend for spell users to have PPs for multiple realms. The realms ARE seperate, but the power a given spell user uses to cast spells all comes from one place: himself.

John Curtis
Rolemaster Series Editor
Iron Crown Enterprises, Inc.
www.ironcrown.com

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