House Rules: Elemental Base Lists

by Wyatt R. Lavigne

From wq121@freenet.victoria.bc.caMon Jun 9 12:51:35 1997 Date: Wed, 1 Jan 1997 23:31:45 -0500 From: "Wyatt R. Lavigne" Reply to: rolemaster@tower.clark.net To: Multiple recipients of list Subject: EC: Elemental Spell Lists
Rodger McArthur wrote and I edited slightly:

Air:            Wind Law (Magician Base)
Cold:           Ice Law (Magician Base)
Light:          Light Molding (Illusionist Base)
Vibration:      Essence Hand (Open Essence)
Water:          Water Law (Magician Base)
Gravity:        Monk's Bridge (Monk Base, excluding 14th level "Leaving")
Dark:           Darkness (Evil Magician Base)
Inertia:        Telekinesis (Closed Mentalism)
Earth:          Earth Law (Magician Base)
Fire:           Mana Fires (RMCI, Arcane)
Ice:            Mana Frosts (Darren Weston, Arcane)
Wind:           Wind Law (Magician Base)
Vacid:          Elemental Ways (Warrior Mage Base)
Plasma*:        Plasma Law (RMCIII, Arcane)
Aether:         Invisible Ways (Closed Essence)
Chaos:          Chaos Mastery (Chaos Lord Base)
Nether:         Nether Mastery (RMCIII, Arcane)
Nexus:          Mind's Door (Closed Mentalism)
Time:           Time's Bridge (Astrologer Base)
Heat		Fire Law (Magician Base)
Electrical	Mana Currents (RMCV, Arcane)
Spirit		Spirit Summons (Shaman Base)

Plasma          Bug Jason for his Plasma Healing List. He mentioned it a 
few days a go to me. Perhaps he can post it to the list.

Wyatt


From stu1181@westga.eduMon Jun 9 12:51:56 1997 Date: Thu, 2 Jan 1997 01:09:50 -0500 From: Joel Blair Reply to: rolemaster@tower.clark.net To: Multiple recipients of list Subject: Re: EC: Elemental Spell Lists

Cool and interesting, I had to come up with my own version a couple of years ago. I'm only going to list the differences between mine and his and if anyone wants to talk about it, sure.

> Air:            Wind Law (Magician Base)
		-Sonic Law
> Light:          Light Molding (Illusionist Base)
		- Brilliance magic
> Vibration:      Essence Hand (Open Essence)
		- Shock Waves (RMCV?)
> Gravity:        Monk's Bridge (Monk Base, excluding 14th level "Leaving")
		- Gravity Law (RMCV)
> Dark:           Darkness (Evil Magician Base)
		- Dark Law (RMCII)
> Inertia:        Telekinesis (Closed Mentalism)
		- Doom's Law (RMCII)
> Fire:           Mana Fires (RMCI, Arcane)
		- Fire Law (felt that mana fires was too powerful)	
> Vacid:          Elemental Ways (Warrior Mage Base)
		- Plasma Law (but use stress and disruption crits)
> Aether:         Invisible Ways (Closed Essence)
		- Undead Mastery (RMCII)
> Nexus:          Mind's Door (Closed Mentalism)
		- Elemental Travel
> Time:           Time's Bridge (Astrologer Base)
		- Time Law (RMCV?)
> Heat		Fire Law (Magician Base)
		- Firey Ways (RMCIII)	
> Spirit		Spirit Summons (Shaman Base)
		- Spirit Mastery or any Mentalism Base.

Wow, good list. Mine is geared more toward the later companions. Why did you come up with your list? I chose to make mine to give Magicicans more of a chance of spicing up their base lists, though I still make the complex elements much harder for the PC's to obtain and control.

Joel
"The suspense is killing me. I hope it'll last."
			-Willy Wonka


Back to the House of Rules.