Spell Types

[OFFICIAL]

Date: Mon, 18 Dec 1995 09:25:57 -0500 From: RMGuru@aol.com To: Multiple recipients of list Subject: [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.


Back to the House of Rules.