BASiL & Thoughts on “Narrative Spells”

As I’m working through the last iterations of my BASiL mentalist spells, I’ve grappled with the scope of RM spells in general. Specifically what I would consider tactical vs narrative spells. From the outset, spell law proposed individual spells of a more modest nature than the Vancian style magic of D&D. RM spells were technical with clear parameters of scope, range and AoE. Tactical spells are typically combat related or replaced a skill. Narrative spells in Rolemaster are much rarer and I would define them as having open-ended results and could direct the story line.

In D&D spells like Plane Shift, Quest, Astral Spell, Imprisonment don’t have quick game specific effects. Instead they open up possibilities and perhaps redirect the direction of the narrative. Rolemaster spells are more workmanlike: straightforward, without any needed interpretation of spell effects or application. Even higher level RM spells are just iterations of lower level spells, or perhaps just allow a caster the ability to cast 1 lower level spell/rnd. More an increase in casting efficiency than a paradigm changing spell you would assume for 50th lvl.

Rolemaster does have some narrative spells. Certainly divination spells allow for impacts on the storyline. One of my favorite: Cloud of Darkness (50th lvl). This was definitely influenced by Middle Earth/Sauron, but as a spell it’s more atmospheric than having any real tactile impact. Is it a spell worth it’s 50th lvl slot? Perhaps not, but it’s cool!

I’ve grappled with narrative spells with my Orhanian dream lists and now with Mentalism, I had to consider spells around memory. Yes, some memory spells could have an immediate in game impact, but overall these spells are driven as a plot device. I feel there is some design tension between these two types of spell and RM’s grittiness lends better to the technical aspect of most spells. This technical nature can make some spell lists feel dry and boring and also lends to the argument against HARP style spell scaling.

RMU’s new ritual magic seems a fantastic mechanism for narrative style effects, but most of the comments I’ve seen imply that people are just using rituals to emulate tactical spells and effects? Basically another work around of the realm and open/close/base restrictions.

Narrative spells can be challenging to write, since they are wider in scope but I enjoy the flexibility it delivers to the game. What spells do you feel are more narrative than tactical? Do they work in your game?

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