Spell Law Deconstruction: Building Spell Lists to 50th lvl.

Now that I’m posting up some more spell lists–Mentalism primarily, I’m tracking comments and feedback on the forums and here at RMBlog. The number one issue I see is the desire for spell list reductionism, maybe build 10 spells per “list” and allow for creative scalability similar to or identical to HARP. That is a

Rolemaster Profession Review: taking another look at the Shaman.

The original Rolemaster probably ignored a few key class tropes in their original work. Paladins comes to mind of course, but in my mind one of the most important is the  Shaman! If Clerics/Priests are defined as members of an organized religion, than perhaps we can define a Shaman as a leader of a decentralized

Setting or Unsettling?

Brian recently touched upon the need for Rolemaster to fully commit to Shadow World as its default setting. I am 100% behind this idea. It is obvious from Brian’s deconstructions that as soon as you start to look critically as Spell Law that the amount of setting specific magic is far greater than one would

Rolemaster Spell Law Deconstructed: Are Summoning Spell mechanics broken?

I thought the commentary on “Illusions” in my last blog post was pretty good, so I thought I would discuss another spell mechanic that might need to be re-examined: Summoning. Spell Law contains a number of spells to summon/conjure Demons, creatures and other beings in Essence and Channeling.  But really it’s a just a big

RMU Beta 2 Spell Law

Now this is a different beast! Everything I disliked about Creature Law does not apply to Spell Law. It looks like a professional, high quality product and give or take the odd rough looking table, it is. It is still a weighty tome but you have to look at it from a players point of