Date: Mon, 18 Dec 1995 09:25:57 -0500 From: RMGuru@aol.com To: Multiple recipients of listSubject: [RMSS]: Spell Types
Here is a brief summary of the new spell types:
E--Elemental Spell: Spell manipulates the elements in some way. No RRs normally allowed. Example: Light I.
BE--Ball Elemental: Uses a Ball Attack Table (or something similar). No RRs. Example, Fire Ball I.
DE--Directed Elemental: Uses a Bolt Attack Table (or something similar). No RRs. Example, Icebolt I.
F--Force: Manipulates forces to affect one or more targets. Target always gets an RR. Example. Sleep V.
P--Passive: If these spells affect a target, it is passive. Target gets an RR, but success does not negate the spell, it simply means that he realizes the spell was cast on him. Example, Detect Essence.
U--Utility: Affects the caster, a willing target, or a target incapable of resisting (e.g., a inanimate object). If RRs are required (GM discretion), they are made with a -50 modification. Example, Blur.
I--Informational. No RRs. Example, Jewel/Metal Assessment.
There are also "sub-types" of spells.
s--Sub-conscious: a spell capable of going off without the conscious control of the caster.
m--Metal Attack: a spell subject to mental defenses.
v--Vestment: a spell that requires a holy garment be worn by the caster (this is new and covered in the Treasure Companion).
John W. Curtis III
Rolemaster Series Editor
Electronic Media Director
Iron Crown Enterprises, Inc.