I’ve written a few blogs referencing Essaence Flows and Barriers over the years, but my current writing has me circling back to the subject. I’m not sure what our readership is here now, but I thought I would throw it out.
The issue. Excluding the inception of the Great Barrier, when did Essaence Flows begin to manifest into physical barriers on Kulthea?
While I still suspect that many SW groups don’t use Essaence Flow barriers as originally devised and envisioned by Terry, they are part of the setting and would necessarily direct societal interaction, commerce and trade. So when did they become “a thing”?
Essaence was detected on Kulthea during the 1st Era and was present during the technological evolution of the Althans and the rise of the Essaence Users, the Ka’ta’viir. So while the Essaence permeated Kulthea, it couldn’t have to the extent that it does in the current Era. We know the Essaence interferes with standard tech and the presence of invisible energy walls and even Flow Storms would have had an impact on the Althans. There is no indication of Essaence working like that in the 1st Era. That leaves us with a few basic conclusions:
Essaence energy became more ubiquitous and powerful after the end of the 1st Era.
While this coincides with the placement of the Northern and Southern Eyes, it could also be the result of time. The Interregnum lasted 100,000 years, so perhaps the Essaence was always growing and expanding on Kulthea.
Alternatively, something about the installation of the Eyes and the creation of the Great Barrier created offshoots: smaller, less powerful, and perhaps temporary versions of the Great Barrier that ebb and flow around the hemisphere.
Counter intuitively, weren’t the Eyes meant to stabilize the Essaence? You would think that Essaence would be more consistent and less volatile with the Eyes, but for a many reasons that seems the opposite.
Another theory might be that the wars and cataclysms at the end of the 1st Era, damaged the Essaence permeation into the universe. The Essaence was out of control and the Eyes calmed it down, but not to the degree of pre-interregnum. So all of these could be partially true.
Is this academic? Perhaps not. While I’m working out the ontology of magic using, it’s equally important to define the what/how of the Essaence over time. Simply put, if the Essaence ebbs and flows, so to perhaps the power and scope of spells. That would dictate spell design for early primal magic, arcane magic and the contemporary magic realms.
First off, Happy New Year to all! Last year was fairly active for ICE and the finalization of the RMU product line. This blog has been fairly slow the last few years as the conversations have shifted to new platforms like Discord, but I still prefer the more deliberative blog format to memorialize work or organize my thoughts.
In that spirit I thought I would post up some random musings!
Where have I been? With all he noise around RMU I decided to step back and let that process run it’s course. Instead I focused on writing AND I’ve been able to reconstitute a playing group to start testing new ideas, adventures and Shadow World in general. Having a semi-regular game creates a fantastic feedback loop that also drives my writing and new content. My players know and understand that their might be significant changes to the game rules, spells and even the adventure path from session to session so I can “move fast and break things” for faster game testing.
Nomikos Library. A longstanding goal was to get Matt’s “Nomikos Library” back up and running. Not only has Matt got it back up and running, it’s now AI enabled to add functionality with more features forthcoming. I think this is a fantastic tool for the setting.
Terms of Art. I’ve written about this before, but I’m constantly thinking about our word usage in Rolemaster. Specifically, whether it makes sense to mechanistically define words for the ruleset or to use them interchangeably. An example would be “illusions”, “glamours” “mirage”, “visions” “phantasm” or “summoning” vs “calling”. FRPG’s will often use these terms loosely, or as just spell name differentiators among casters. To some extent this has been done, and perhaps it’s moved further along with RMU, but it’s not quite there. By defining these terms we also create established guidelines around their use that fits into the setting, the ruleset or as coherent short hand for communicating ideas. This topic requires a lengthier treatment, but it’s been on my mind, especially in terms of written magic: runes, glyphs, sigils, marks, symbols etc.
Re-writing. From a review of my work product so far, everything needs a re-write! I’ve always relied on the 80% rule, with the understanding that no work is every finished and/or that the final polishing could be done if ICE decided to move ahead with an official publication. But final edits are time-consuming and I’d rather push out 100 new pages than final edit an existing work with 10% new material for the same amount of time.
2026 Goals. My goals for this year are…ambitious. Of course I’m cheating a bit since some of my 2026 product is the result of work I did last year. My goal is 600 pages of material.
Chronicles Chapter 1: Kuor. I put out the first section of this a few years back but now I’ve been able to expand upon it with the new gaming group. For me, the Gods are the entry point into Shadow World. Religions create impetus, reasons and conflicts for adventure. That is not to say that I would lean on religions and gods if I were to create my own setting, but I use Shadow World and that’s that! I have a few other Chapters outlined so there is lots of material to plumb!
Shadow World: Book of Things. Tech, magic items, materials, trade goods, alchemical stuff, drugs, equipment etc.
Nontataku. I’ve been picking away at this for years. Barring maps, it’s almost there.
Empire of the Black Dragon. This has always been 80% complete and was expected to go into editing for official publication. Since that’s unlikely to occur it’s time to put it out there to finish off the Agyra Series.
Shadow World: Book of Essence. This has been my primary project for the last year. History and chronology of Shadow World magic: arcane, realms, languages, sources and history of lists, and re-writes of the BASiL lists for Shadow World (my version of it anyway). Lots of side info including expanded info on Ka’ta’viir families and merchant houses, Dragon lineages, Orhan/Charon cycles and influences etc.
Book of Channeling Addendum. I’ve added some inferred powers to the various Priests based on their aspects. I’ve shied away from level based powers–very D&D but I’ve warmed to it as my views have changed on Channeling.
Final thoughts. I’ve toyed with putting out my SWARM ruleset (Shadow World Alternate RoleMaster). I pullled a 30 page summary together for my players so they could make characters–and yes, they did character creation in 15-20 minutes! But after monitoring the endless rule debates online I’m going to stay away from it. Matt and I want to focus on narrative and setting, regardless of rules. Shadow World needs a d20 version!
I feel like the recent publishing of RMU Treasure Law is a good time to delve into an issue I’ve touched upon slightly in past blog posts. How many alchemists are required in Shadow World to create all of the magic items and work the various enchanted materials and alloys found in the various supplements?
Terry was always adept at creating cool, and powerful, items for his various NPCs and key persona but a quick examination of the various Master Military Charts will show that most militaries, groups and organizations also had their “standard kit”, much of it superior or magical in nature.
A few examples:
There are 500 Duranaki Warriors, each with +10 Kynacs (ignore the fact that Keron has an intrinsic +20)
There are 42 Duranaki Captains Aids, each with +30db Bracers, +10 Shurikens, AT8 Cloak and headbands that protect as a full helm!
Sulini has 500 Warriors, each with a +5 Broadsword and +10 bow.
There are 1600 Sentinels in the Elven Forest in Jaiman. Each has Cloak +40 to hiding, +5 Long Knife and +10 Longbow.
This are just general militia members. If you look at specialized groups like the Eight Orders, the Messengers, Navigators or other secret or powerful groups then the number of magic items really piles up. The Loari are currently making A LOT of specialized magic weapons for the Kuluku–this is on top of their “normal” alchemical/enchanting work that they do. Then, dig into the NPCs, many loaded with powerful magical items, you get the sense that magic items may not be that rare in Shadow World.
But there are really two issues at play: who is making the more powerful items that, based on Rolemaster item creation requires very high level Alchemists and perhaps more importantly, how can they produce the volume of magic items no matter what their potency? One could argue that militias, armies and guards draw upon an armory for their kit and are required to hand those items back at the end of their service. So once a certain inventory of magical gear is generated it remains stable after that.
One thing that Rolemaster players love is digging into the realism/verisimilitude/data used in the game! One would imagine that with all of these magic items there are many mass production facilities found throughout Kulthea, or at the least, each powerful organization has their own specialized Alchemist factory to generate the unique items for their members. But that really doesn’t seem to be the case. Looking through the various city books, Alchemists are about as common (or rare depending on how you see it) as other specialized casters like Astrologers.
Magic items are cool, and Terry came up with a lot of neat and interesting items. But he didn’t seem that concerned with the the underlying economics that were needed for his world building. This is more noticeable because Rolemaster was one of the first systems that created a workable system for making magic items: the Alchemist lists. One of the principals of Rolemaster Alchemy is the binary process of Crafting and Enchanting. Magic items must first be manufactured using “Work” spells found on the Alchemist Base lists, and then spells or abilities are imbedded in the object.
I have a lot of issues with this approach, so I’ve done away with those “Work Materials” spell lists. Work spells are really “spells as skills” and removes any incentive for tradecrafts. Furthermore, there is no requirement for a caster to learn the appropriate craft skill; they just learn the applicable spell and somehow gain knowledge of the crafting process that would take years or decades to master? Should a skinny 20th level Alchemist be able to Work Laen just because he can cast a spell? Where does the knowledge of forge work, hammering, smithing or any other applicable subskill come into play? It doesn’t under the Alchemist spell lists.
A better solution, one already provided by Terry solves a lot of the issues around bonus item creation. Materials that have an natural bonus can simply be crafted into suitable items: swords, armors, cloaks, shields etc. through tradecrafts; spellcasting is not necessary. Per the Master Atlas:
SPECIAL WEAPON ALLOYS These correspond (roughly) to alloys described in Rolemaster. The number in brackets is the intrinsic bonus given to a blade fashioned of this material because of its hardness and ability to hold an edge.
So Laen has a natural +25 bonus. If one wanted to stick to corresponding “levels” of such material–in this case 20th level to correspond with the Spell Law “Work Laen” spell then crafting Laen would require 20 ranks of smithing or laenworking or whatever skill the GM indicated. Standard skill acquisition of 2 ranks/lvl means that a competent craftsperson can work Laen by 10th level. It doesn’t require a 20th Level Alchemist Spellcaster. This fits well with many of the cultures that utilize Laen but don’t seem to have expansive Alchemist populations. The Udahir in The Iron Wind being one example.
Separating the Crafting process from the Enchanting process supports the need for tradesmen or acquiring tradeskills. It allows for large production of bonus items by regular craftsmen using superior/enchanted materials like Tethium, Keron or Quevite. So Alchemists can utilize workshops of skilled craftsmen and they can spend their time on Embedding unique abilities or spells into those items.
Do your players utilize Alchemists to make them special magic items? Are Alchemists common in your Shadow World campaign? Should Alchemists need to be 15, 20th or even high level to create magic items from superior materials like Laen, Eog or Star Iron?
[Disclaimer. I haven’t finished reading the RMU Core book and haven’t even started on Spell Law or Treasure Law, but I wanted to start the discussion and/or provoke some thought!]
Because RMU Creature Law has not been published yet, this post may be a a bit premature. We’ve blogged a lot about the relationship between game rules and the associated setting; mostly the “gap” between Rolemaster and Shadow World. Now that RMU is quickly becoming whole and fully formed I was wondering what the rules are implying to you about a setting? Professions, races, spells and now alchemy rules all inter-relate and drive a concept about a setting. To me, clearly it’s not Shadow World but neither is it a generic quasi medieval, European setting nor a Gygaxian ecosystem. We’ve always argued that a ruleset should have strong supporting adventure material. Maybe just adventures in the beginning, but ideally a world setting that matches the metaphysics of the magic system, a cultural history to support the races and economy, and a physical framework for adventuring. To me, RMU is not a dungeon delving system. But the rules should inspire the setting and the setting should support the rules…
My first setting impression that RMU invokes is a bit of a steampunk setting. Perhaps it’s the dabbler or the style of Treasure Companion that feels more tech than magic. I’m reminded of the the Ketty Jay setting: flying ships, a construct/golem, daemonist, ancient civilizations, magic and firearms.
I’ve included a few links to past posts, but I’m very interested in readers thoughts!!
I’ve blogged about the various, unique aspects of Shadow World as a setting, but today I thought I would note some very specific things that differentiate Shadow World and are great additions to the game.
Favorite Familiar:
Tameki. Introducted in the Cloudlords of Tanara, Tameki are small animals resembling black Terran housecats. Tameki have short, silky blue-black fur, large blue or violet eyes, and upstanding triangular ears. They differ from cats in that their paws have longer, dexterous ‘fingers’ and their torsos are slightly shorter. Very acrobatic, these small creatures are able to leap amazing distances.
Obviously cats are featured a lot as Wizards and Witches pets, but Tameki are just enough that they feel familiar and different enough to add flavor.
Favorite Material:
Keron. A black, very shiny alloy. The substance is strong but flexible and holds a keen edge. When polished it has such a high luster that it looks wet or oiled. It does not corrode, and should be treated as enchanted.
I don’t use alchemy spells in Shadow World to enchant item bonuses. Instead I rely on Kulthea’s naturally occurring metals and alloys that can be forged by smiths. (Thus, I don’t need to have groups of 30th level Alchemists working in sweat shops batching out Laen or Eog items). Keron is Shadow World’s “Mithril”–a cool material that is intrinsically tied to the setting.
Stone/Mineral/Gem:
Bloodstone. A soft, sandy stone dark red in color, this material can stop a would bleeding up to 5 hits per round! In seconds. This is often overlooked, but what an incredibly valuable stone. Better than a herb or a spell, portably and rugged.
Baddie Critter:
Gogor. Not unlike gargoyles or huge bats in form, Gogor are black as midnight, with tough hides and leathery wings. They stand about 7 feet tall. Their heads are elongated with a certain reptilian appearance. Huge, protruding green glowing eyes see in complete darkness.
I’m a fan of all the artificial and specific “monsters” in Shadow World, but Gogor are a good foe for a capable group. My players have some remorse from opening stone jars found in an ancient facility. What they hoped was treasure….
Special Weapon:
Kalta. A Loari Dart Pistol with a 10rnd clip. Very cool, practical, and not game changing. I’m a fan of small projectile weapons and thrown weapons. They add a coolness factor to combat, are a unique skill for players and they don’t impact game balance.
Riding Animal:
Kith. A giant six legged panther? Sign me up for that!!!
Cool Item:
Rod of Tanys. Not magic, but a tech remnant, this grey metal cylinder is 2″ diameter and 1 foot long. No it’s not a light saber, it’s a “power whip”!!! There A LOT of cool magic items that Terry has created, but I like the cinematic nature of this weapon.
Favorite Practical Spell:
Warning Portal. Found on the Warding Power list in EMER and SWMA, this simple spells allows the caster to set a magical trip wire across a portal. If someone crossed the barrier, the caster is alerted. This is a 1st level spell. It’s practical, reliable and needed in an adventuring group. I’ve been working on BASiL warding spell lists, and this good spell design.
Those are just a few of my favorite things. I found that on each re-read of the SW books I found something new, something I forgot or a new idea is sparked. Are there any particular things in Shadow World that appeal to you?
One consequence of my BASiL project is a critical, and hopefully objective, review of the spell mechanics found in Spell Law. I’ve blogged on “deconstructing spell law” under a number of topics here on the Rolemasterblog; perhaps too many times to provide relevant links. But today’s blog is related to my previous posts on Resistance Rolls (HERE and HERE) and might be helpful to review when reading this entry.
Spell Law establishes some basic classes of spells: Healing, Informational, Elemental, Force etc. It feels like the foundation of a consistent set of principles that covers various spell effects, but unfortunately falls short. I dropped this entirely in BASiL for now, but I’m in a review process and may reinsert spell types again. {I haven’t reviewed RMU enough to see how they might have address this issue}. At issue is the varying classifications of spells compared to the spell resolution.
Three Types of Fire Attacks.
As an example let’s review the differences between Firebolt, Wall of Fire and Call Flame. All are classified as “Elemental” spells. Firebolt has it’s own attack table and Directed spell skill to resolve attacks like a traditional weapon. A target’s defense is determined by AC and defensive bonus. Wall of Fire is a fixed effect that delivers a Heat Critical and specifically states that there is no RR. Call Flame doesn’t specify a resolution, but based on RAW, I believe a BAR is rolled and the initial target is given a RR. One could argue that the missile style of the Firebolt lends itself to a weapon attack resolution, the Wall of Fire is in a fixed position and thus has a unavoidable effect if walked through or touched. Call Flame is a bit of a hybrid. It could be considered a targeted spell (like the Firebolt) when manifesting (takes 1 rnd to form) and then a fixed unmoving effect (like Wall of Flame) for it’s duration of 1 rnd/lvl.
I’ve got no problem with Firebolt and Wall of Flame resolution, but does Call of Flame require more thought? Perhaps a better resolution is to treat the manifestation as a Fireball for attack purposes and then a Wall of Flame for the spells duration. Why am I parsing this?
I don’t think a physical attack, whether Elemental or Force, should be resolved using a magic realm resistance roll. Essence RR’s are modified by the Empathy stat. If Call Fire was imaginary or a nerve attack then ok, I might buy that argument. But Call Fire is actual flames–any defense against that should be physically based: quickness, a “dodge” or maybe even an intuitive reflexive flinch.
Let’s use a more apt comparison: Fireball vs Vacuum. Both are aimed, area spells but neither have a directed spell skill. Fireball is an explosive burst of fire and is resolved on a attack table using physical parameters: range, area of effect, defenders DB etc. Vacuum is a “Force” spell, but still an implosive burst of air. It’s a real, physical manifestation and yet, a target makes a v. Essence resistance roll.
There are numerous examples of similar spells that are physical attacks, don’t have their own attack table but are treated like intangible magical effects that can be mitigated by a magical resistance. It just doesn’t work for me. So what are some options?
Generate individual attack tables for any applicable spells. That sounds like a lot of work, and more tables.
Have the spells use existing established attack tables to save the extra work, but to model physical attacks and physical defenses.
Establish a Resistance Roll that is based on physical stats. Qu/Qu/Int for example? This is the metaphorical Dodge; a slight twist of the body, a ducking of the head or similar that avoids the spell damage.
Allow a targeting process that if successful, inflicts a mandatory result. Basically a Wall of Fire but with a accuracy roll.
Use the “Dodge” skill with these types of spells (physical attacks that don’t have it’s own attack table).
If you’ve followed my BASiL project you know that I generally opted for #2. Plant attacks use the Grappling Attack Table, Wave Attacks utilize the Ram/Butt/Bash Table etc. Since these have attack tables I do allow for directed spell that models a casters mastery and increasing efficiency of the spell.
However, I’ve also experimented with a physical resistance roll that is used for reaction times: ambushes, physical spells etc. Like many of you, I will continually tinker with my house rules, but one thing is certain: I don’t believe that using magical resistance against a physical attack (magic or otherwise) is a good resolution rule.
Now that I have had a few years of playtesting on my magical languages I thought I would blog a quick update. This is a follow up to my 2018 blog post on the subject and the added comment I posted in response to others.
For a quick summary here, I have made magical languages a skill rather than just a assumed ability that is gained when learning spells. In fact, it’s odd that Rolemaster doesn’t embrace magical languages as skills given the need to codify virtual anything as a skill. (I’m looking at you RMSS!) My goal is to create barriers to learning spell lists within my “free market” approach without arbitrary rules about Open/Close/Base or learning lists via “A”, “B”, “C” et al spell picks. (Base list restrictions is just another “Rules for Rules” example).
I originally had 20 or so magical languages I was trying out, but over time I’ve reduced them to just over a dozen. This is due entirely to my thoughts on mapping the development of magic use from the Ka’Ta’Viir (arguably Arcane or possibly Mentalism) to the multiple “realms” that I use in BASiL. So while I created a few of my own, I started with the base magical languages that Terry helpfully provided! I generally classify them as “High” or “Low” which corresponds to Base/Closed and Open classifications in Spell Law.
Aludos:* The “alphabet” of Enruning. Aludos is the language of “short hand” magic used in inscriptions, runes, glyphs, sigils, hieroglyphics and other codified, written magic. This is not a spoken language, but Aludos allows a caster to execute inscribed magic as well as interpret other’s work. (This magical language replaces the function of the Rune skill)
Elemos. High language of Elements. This language is used for casting the high spell lists of Elemental Magic.
Enruth:† Language of Imbedding Magic. Used for alchemy and enchanting objects. Glottogonic analysis suggests the Enruth evolved from a mingling of Elemos and Aludos.
Krônyt:* The High language of physics magic. Used for spatial, physical and time manipulation spells.
Kugor: The High Language of Dragons. It is virtually impossible for other races to use due to limitations of the vocal chords.
Kuskarûk: An arcane language utilized in “Dark” spellcasting. It is believed to be a corrupted form of Orhan power and was introduced to Kulthea through the Charon pantheons.
Logos:† (‘The Word’) The discipline of word-thoughts: mnemonics, method of loci, meditation, transcendence and schema that allows a caster to utilize Mentalism magic.
Meanas: The high language of Illusions, Shadow and Misdirection.
Morgradoth. Language of the Pales and Void. Used for Demonic summoning and controlling spells.
Nomos: “Common” Language of the Essence, used for most lesser Essence spells lists.
Sylmaria: High Speech of the Flows. Almost musical in nature, it is required for spell lists involving the Flows of Essaence. This language is very difficult to learn. Its teaching is closely guarded by Loremasters and Navigators.
Shurak: Language of Fire
Uscurac: The ancient magical language of the Ka’Ta’Viir and “Arcane” magic.
Var Arnak: Language of the spells of the Unlife.
Xytos:† Language of Power-words (Essaence). This language is a limited vocabulary of single word spells and closely related to Uscurac.
With BASiL spell lists are assigned a language. So a caster that wants to learn a diversified selection of lists will probably need to expend additional DP’s learning multiple lists. In addition, the caster can’t cast a list above the level of their Magical Language skill rank AND the Magical Language skill bonus is the bonus used for the SCR. All and all it’s worked great and mimics the original arbitrary spell list acquisition rules using the core Rolemaster premise: skill acquisition.
Since I’ve been spending quite a bit of my writing time on BASiL: Mentalism I’ve also been engaging with a few other writers about spell design concepts. As my blog title suggests, there are two approaches to Rolemaster Spell Lists.
Thematic. The spells within the list are unified by a concept, theme or purpose.
Mechanistic. The spells are unified by an underlying process, mechanism, or metaphysical force.
While I am firmly in the “Mechanistic” camp, there is compelling evidence that some spell lists in Rolemaster were driven by the “Thematic” approach. Why might that have occurred? I think Professions development is a top down process: you start with a professional concept, you define the skills and abilities that reinforce that concept and then you assign skill costs and spell abilities last. For instance if we want to model a Paladin profession we might then create broad spell list categories like this: “vs Undead/Evil”, “Healing”, “Buffs” and “Combat”. Then we would design and fill in spells under those thematic categories. That makes sense.
The problem is that you can end up creating spells that work on different operational principles. Good examples of this can be found in the expansion Professions in RMCI, specifically the Nightblade and Paladin lists:
Nightblade/Distractions. This list contains a number of spells that fit under the umbrella of “subterfuge” it’s a hodge podge of styles. Nightvision (a personal augmentation, Confusion (a mental effect), Smokeflash (a teleport with a elemental angle),Extinquish (cancel elemental). So the list is a bit of Magician powers and Mentalist powers all jumbled up.
Paladin/Holy Warrior. This spell list really covers three areas: self healing, buffs (Strength & Courage), and “holy auras”.
A quick review of almost any list will find at least half a dozen “outlier” spells that don’t really fit into the mechanistic’s of the spell list. I’m not suggesting that a thematic approach is wrong, and ultimately, you probably need a mix of both to create full spell lists.
When I try to create a new list (or clean up a messy Spell Law List) I start from the bottom and build the list mechanically. What is the underlying “power” of these spells? Are they similar that they support the fundamental idea of a Spell List? (Similar spells that increase in power). Sometimes I can build enough spells to form a new list to 50th level. Other times I need to include a spell that doesn’t fit well but is needed to support the list functionality. Other times I have 1 cool spell but it’s a dead end to building a full list around the idea.
While I mostly use a Mechanistic approach, it can also lead to less diverse spell lists, or ones that might be better served with a HARP scaling approach. That’s a valid criticism. For limited spell lists, like the Shadow World Messenger Lists, I used a more Thematic approach. I feel comfortable using Thematics for Channeling spell lists, given that they are arguably structured for use by a Diety/Being.
The Thematic approach appeals to my gut- it’s intuitive, it reinforces professional tropes and provides wide latitude to populating a spell list. But my mind finds the mechanistic approach a more orderly process to spell list creation. In the end, much of this will depend on your concept of a spell list.
One of my frustrations to completing ongoing projects is that I tend to jump from one work product to another. I started on my “Channeling Chronicles” but got distracted into BASiL Mentalism and then I started reworking BASiL Essence. The positive news is that I continue to create content, but I would rather finish one off, post it up and then move on to the next rather than having 5 projects going all partially complete and moving slowly. I had asked Terry about this when I did my interview with him; I wanted to get a sense for his work flow, motivation and even writers block but we didn’t dive too deep into it. From his own public comments he seemed to have a patchwork approach to his own projects: he was working on Wurilis, moved to Emer IV, stopped to do Green Gryphon Inn, etc.
Anyway, while revamping BASiL (I think I’m going to put up final, revised versions on DTRPG in d100 format) I wanted to formalize some spell casting structures that were still a little loose in all versions of Spell Laws: Power Analysis and Delayed Casting.
Power Analysis.
Broadly speaking, I’m referring to a number of spell abilities that allow casters (or “sensitives”) to interpret power and spells. This could include detecting and visualizing the “Essaence”, Auras, Power Perception, Colors of Magic, and various “Analyze” or “Detect” Spells found in Spell Law or BASiL (Power Analysis).
RM has 3 different mechanisms that can impart information about spells or power:
Passive w/ no latent ability. By allowing spellcasting emanations to be colored by Realm/aspect anyone watching a caster will be able to determine some information about the spell and/or the caster. This allows anyone, even without casting ability or magic skills to visually learn information from someone casting.
Inherent Ability. Some races have or could have the ability to see, feel or detect the Essaence. (Lords of Essaence, some magical creatures, some high Elves?)
Active Spell Ability. All the realms have Detection or Delving spells that can be used to detect the presence of power, or determine the spells effects, level, source or creation.
Like much of RM and Spell Law, it’s a bit of a hodgepodge without any underlying logical framework. Fine. I think that all works, but there is a side to this that hasn’t been fully explored: Caster Signatures. I see this as similar to the Mentalism spells around “Mind Typing”. Basically, every caster leaves a signature, their own flair or style to their casting, that can be detected, stored and analyzed. Much like a fingerprint. So higher level spells like “Spell Analysis” doesn’t automatically provide who the caster is unless the analyzing caster has encountered the target caster’s work before, has “typed” it and the target caster hasn’t hid their spell signature in any way.
This doesn’t add much for real mechanics to Spell Law, but provides a playing dynamic that can add depth to the game. Yes, new spells would include “Spell Typing” or “Store/Recall Spell Signature” and there is a need for counter spells “Hide Signature”, “Distort Signature” or even “Counterfeit Signature” that would utilize another spellcasters casting style. This also adds a clear mechanism for “Evil” casters to hide behind a facade–like Priests Arnak. Currently they are provided this cover with a simple handwave–they all possess a magic ring that hides their evil nature. Bah.
Delayed Casting.
There are a number of “Delayed” spells: Runes, Wards, Symbols, Glyphs, Store Spell and Trigger Spell. Again, I feel it’s a confusing bunch, some of which have individual mechanics that feels more like AD&D then Rolemaster. They are all just slight variations on the same idea: Delaying a spell effect until some variable is met. In BASiL these types of spells are grouped into a different “Realm” due to their similarity and the idea that their casting mechanics, use, rules are VERY different than traditional Essence/Mentalism/Channeling spellcasting. Even moving them into another realm is still confusing. What’s the difference between a Rune and Weapon Rune? Is a Glyph different than a Sigil? How/Why?
Sometimes it’s easier to create a new mental model that acts as a bedrock foundation for spell lists, powers and mechanics. I’m working now on a concept of “Shells” or “Cocoons” to represent this concept. Does it really change anything or does it just help to unify all of these types of inscribed magics? The basic spell concept is the creation of a vessel (shell or cocoon or any other name, culturally or professional) that wraps around another spell and holds it inactive. At lower levels that spell vessel may be visible, may need to be “attached” or anchored (like a rune or symbol) or at high levels float in the air (like a Glyph or Sigil). They can be triggered by simple to complex stimuli and it’s the wrap itself that holds the spell for X time–with that duration growing in spell level. Basically a Spell Bomb Shell.
With “Spell Shells” (say that 3 times fast) you can separate the soft mechanics of Imbedding, Storing and Delaying/Triggered. Right now there is some cross pollination that confuses the situation.
One other possible benefit is that it puts delayed spells back in the normal casting framework, you can stylize it to fit the peculiarities of each realm and you don’t need to have Glyphs, Runes or Symbols with any particular power, it’s the wrapped spell that provides the effect.
Alternatively, it can be just another spell list that adds variety, complexity to BASiL, either as a open or closed list.
Just a few thoughts as a modify, edit and expand upon BASiL. What’s new with you?
Some recent comments on the Forums or Discord had me collecting my thoughts on all of the predictive spells in Rolemaster. I’ve always had trouble incorporating comprehensive divination/augury in my games. My experience has been that I go one of two ways:
Make the divination result vague enough to be virtually meaningless
I have to build the spell result into my game, either by incorporating that content into the game world, or by bending the game results to meet the predicting outcome.
I find neither are good choices and I’ve also struggled with those personal biases when designing BASiL. So purposes of this blog post, I’m going to ignore various “Finding Spells” which provide information about a thing or a topic. Most of the spells are poorly designed, but ultimately those spells help provide necessary exposition; useful in a dense world build like Kulthea!
Instead, let’s delve into predictive or forward looking spells that provide information about an event. The first spells that are troublesome are found on the Astrologers Time Bridge list. I already wrote about Astrologers HERE, and since then, several others have tackled a redesign of this admittedly cool profession concept.
Guess. The first level spell just biases the players choice by 25%, perhaps a bit much for a 1st level spell and might encourage guesstimating actions, but it works well in a random rolling game system.
Intuition. Now we start down a slippery slope, with each successively higher level version looking further into the future: 2nd level peers 1 minute into the future while 15th lvl can look ahead 1 min/lvl. How should one DM that without having the “fix in”? Sure, it’s easy to match a few minutes into the future with a quickly generated answer, but isn’t this just predetermination?
Spell Anticipation. This type of spell really makes me feel constrained. First, I actually try and write out spell casting preferences for my NPC’s when designing an adventure: this was common in earlier AD&D modules (see the Slavelord series) but it’s harder to do in RM when RAW can have a spell user with 150 spells by 10th lvl! There is a lot that happens in RM combat, lots to track and NPCs and critters should be played intelligently and to the best of their ability. How can I as a GM lock a spellcaster into a particular spell they may cast in the future? And if I lock it in, how much can that tilt the balance of the combat to the PC’s favor? And is that bad?
Dreams. This is the grand daddy of railroading a party. This literally enables a GM to guide and direct the party exactly as needed: hints about which direction to go? check. Background info on a foe or item? no problem. Provide the party advice on resources and assistance? Sure, they “dreamed” that.
Thinking back, these spells are cool and I probably enjoyed and appreciated them more when I was much younger and starting out in RPG’s. And looking back at the early version of Spell Law it’s easy to see some of that influence: what D&D established, what works for a dungeon crawl, railroad vs. sandbox. But now, these spells are a real hindrance for my GM style and feel very much deux a machina.
How about you? How often do you use predictive spells in your game?