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 have given credit for initially. This will always be most pronounced in the Channelling realm as gods have a big role to play in most fantasy settings. That then throws up the issue of why is a cleric of a fire god just as good at healing as a god of healing?

I think it was in Rolemaster Companion IV that they introduced deity specific base lists and I have been using them ever since. For most of my games I have not had a problem with Clerics being broken.

The first version of Spell Law that I used was the blue text with the naff handwritten font. I wasn’t comic sans but it was not far off. Apart from lay out improvements I don’t think Spell Law has changed much since that first edition and I think that may explain some of the problems.

Spell Law was intended as a drop in replacement for the AD&D magic system. I am playing Rolemaster in the Forgotten Realms which is an AD&D setting. My game is set after the time of troubles which gives me areas of wild magic which are not unlike esseance storms.

In AD&D all clerics could cast cure light wounds and at higher level finger of death and raise dead. They could commune with their god and they can turn the undead.

Rolemaster Clerics can cast all the closed healing lists, they can use absolution for the finger of death, life giving for raise dead and there is a whole list for communing and another for repulsing the undead.

RM Clerics are a perfect fit for AD&D Clerics. The fault lines that Brian experiences do not manifest in my games because Spell Law is written to fit the AD&D tropes.

This just goes to show that not only is Spell Law well over due a complete overhaul but BASiL is the way forward.

I don’t care if most people use Shadow World or not. If you set RM, and specifically RMU, to use Shadow World as the default setting, tie in all the rulebook examples to that setting, feature a starting adventure in the setting and describe magic against the Shadow World context then you will have a much richer product.

A significant number of GMs will create their own homebrew setting just as a significant number of 5e DMs create their own homebrew settings.

To all intents and purposes MERP is a homebrew setting these days. Yes, there are old books that are mostly compatible but there is nothing new and there never will be. It is as easy to convert from Cubicle 7’s One Ring or 5e Adventures in Middle Earth resources to RMU as it is to convert from the 1980s MERP region books.


I do not think you can divorce setting from rules once you start to look at magic and channelling magic most of all.

It is not only the magic system but the unique monsters and races that make the setting from a rules perspective. The companion I gave me all the AD&D races I needed but I still see questions on the ICE forums about Shadow World races.

With RMU it is going to be easy to create balanced races but I don’t think ICE customers buying ICE games to play in an ICE setting should have to make the things up themselves!

I don’t think I am a diva or over demanding or is joined up thinking too much to ask?

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 hot mess of vague, confusing spells.

The 2nd level spell Summoning (Evil Magician Base) says “Caster can instantly summon a first level non-intelligent creature”….  Does this mean that the creature teleports to the caster or does the creature have to travel to the caster. Is a teleport affect powerful for a 2nd lvl spell? Is this a Summoning spell or a Gating spell? Per the spell, the duration is 10 min/lvl normally (or 1 min/lvl when put in danger). What happens at the end of the duration? Does the creature disappear and teleport back from whence it came? Does that mean the spell generates 2 separate teleport effects?

Now lets contrast that with a 9th level spell “Animal Summons I” from the Animist Base. You would assume that an Animist would be better at summoning general creatures than an Evil Magician? Well, you would be wrong. The spell states: “Caster can summon any 1 animal within radius (1 mi/lvl). That’s a ninth level spell compared to a 2nd level spell and implies that the creature has to travel to the caster. Yes the Animist has a built in control function when concentrating but the duration is only 1 min/lvl. I think there is a discrepancy here.

“Gating” also opens a number of questions about spell mechanics. (Some of this really depends on the setting and implied meta-physics of the world.) I’m finishing up “Book of the Pales” which is expansion material on the Demonic Realms: more creatures, environment, adventuring in etc. That effort along with my re-write of Demon summoning spells made me think about the whole premise. Let’s review:

Spell User casts “Lesser Demonic Gate”, a 5th lvl spell on the Evil Magician base list Dark Summons. This calls a Demon (Type I-III) that will slowly appear over a few rounds. If the Demon is not controlled in some fashion (control, master, barter, binding etc) the Demon “leaves”.

So what’s going on here? Does the spell open a doorway to the Pales and call a Demon through the gate or is this just a materialization? Now let’s assume that the Caster Masters the Demon in some fashion. Demon Mastery has no duration, just contingencies (range, kill or release).  But how does the Demon eventually return to it’s world/plane/Pale? If the Gate is now closed by what method does the Demon dissipate? Is there some spell reserve around the Demon that activates another Gate?

Some would argue that Demons  are just physical projections created by magic. When the spell “ends” the magic unbinds that projection and the Demon disappears. That’s a good solution but pretty powerful. In effect it’s creating a powerful physical form for a spirit creature from another Plane! And what about the other Summoning spells that work the same but on real creatures of the game world? They aren’t spirit beings given a physical form through magic. What about existing Gates that allow Demons to enter the world? Do the Gates have some implied “form physical body” ability?

For my own game, I am more interested in Shadow World and how Demon Summoning would work; and that required a spell re-write. Under my game, the Pales are other planes of existence and most Demons are physical creatures (thematic Demons are manifestations or possessors). That means that Demons do need a “Gate” or doorway to go from the Pales to Kulthea–or vice versa. This can be a spell, conjuring circle, natural Essaence Gate or other construct. Like any door, if it’s present and open it allows for 2 way travel: once a Demon enters Kulthea it’s there unless it returns via a door/gate willingly or sent back the same way. How else does Kulthea get populated by Demons? (Under Spell Law RAW I think  they would de-materialize when no longer controlled.)

For purposes of this discussion let’s delineate two different types of mechanics (despite naming conventions used in Spell Law) and use Shadow World for the default setting:

  1. Summoning. This “calls” a specific or general creatures from the local area to come to the caster. The creatures must physically travel to the caster.
  2. Gating. These spells create a magical “doorway” that teleports a creature directly to the caster.

So far so good, right? This is a simple differentiation that lays the framework for a variety of spells. The second part of the equation is “control”. I like the established vernacular used by RM: Control requires concentration. Mastery does not. Ranges and duration can be set by spell level, base list, profession etc. The final piece is protection. Without Control/Mastery there is no implied protection for the Caster. The Gate itself is a doorway, not a Circle of Protection or Ward. Opening a Gate and calling forth a Demon is no guarantee that what you want is what shows up!! Even a normal animal may not react well when Summoned and end up attacking the Caster if uncontrolled.

In conclusion, while various types of Summoning/Gating should be dependent on the world or setting, a few basic tweaks can vastly simplify these Spell Mechanics.

RMU Beta 2 Spell Law

Rolemaster Unified Spell Law
Rolemaster Unified 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 view and a GMs’ point of view. As a player you could easily print off just your spell lists and you would have one page (sometimes two) per spell list and you get all the parameters, spell descriptions and any applicable notes that are important. Every spell list stands on its own two feet. This necessarily means that the spell list section if physically large but you do not have to read it all back to back.

As a GM the supporting material for magic has to be great enough to actually be supportive. Rolemaster illusions are absolutely amazing magic and much better in RMU that it was in RM2 and RMC. If you are coming from the D&D world then you need that detail on illusions as they are nothing like you are used to. This spell law still has the utterly rediculous rule that the weight of the illusionist specifies the weight that can be bourn by the illusions. Never trust the halfling illusionist but the obese guy in the corner may be in danger of a heart attack but his illusionary bridges are amazing. Under the RM2 creatures and treasures there was a most potent artifact (slippers) that allowed illusionists to stand on their own illusions, now illusionists have this ability for free!

I am pleased to see ritual magic wrapped into the core magic rules. I love rituals and having a coherent set of rules that apply to both players and evil villains alike is cool.

All in all I would say this book is a natural progression from Beta 1 and a marked improvement. There are lots of little changes, each quite minor but the sum of all of them is significant. There are bits of RMU I have already adopted into my normal play because they quite simply were good ideas well executed and this holds true.

The thing I am most interested in seeing is how Action Points work. they are briefly mentioned in Spell Law but are part of Arms & Character Law which I am only just starting to read now. It sounds to me like the initiative rules have take a major revamping!

Magic Is One of Rolemasters Strengths

Rolemaster Logo

I remember when I first saw Spell Law, the rolemaster magic rule book, I was not overly impressed. When dealing with magic my background was largely D&D with the hundreds of PHB spells and probably an equal number of add on spells from Dragon magazine and from the backs of modules and such. Spell Law and the Rolemaster magic system takes a bit of getting used to but if you leave your preconceptions at the door it is an amazing system.

The first danger facing a new gamemaster is to make learning magic too easy. There are several optional rules about learning spell lists and entirely alternative learning methods availabel to the GM in the core rules and companions. Every one of them makes magic easier to learn. I have tried most of them over the years and have come back full circle to using the strictest rules and these give the players the most fun. There was an awful lot of moaning from my players when I did impose the strict rule set but that was because they had become spoiled by the overly generous rules they had been playing under. It doesn’t help that in our gaming weekends we have spent half the weekend playing 20th level characters created under the generous rules and half playing 1st level characters under the strict set. That is one hell of a culture shock.

At first glance it appears that Spell Law gives distinct sets of spells with each ‘set’ or list going from 1st to 20th and then 25th, 30th and 50th. The spell caster can cast all the spells of his level or lower from all the sets they know. Lists have to be learned in blocks of 1-10, 11-20th and then the three highest level spells are learned as up to 25th, up to 30th and up to 50th.

The first thing to realise that that basic model is not always true. Some character classes, ‘professions’ in RM, have specific lists that work differently. The two that spring to mind are healers who have a transference list that is a list of just one spell and illusionists who have their prime illusion lists completely interconnected so that they would all have to be learned before they can effectively create illusions, more on this below.

What you can do within rolemaster’s magic system is layer spells. Many spells work on the next spell you cast for example to increase the duration of a spell you would cast and Extension spell followed by the spell you want to extend. Runes can be written to specially prepared paper the same way and a door could be warded or a standing stone inscribed with powerful symbol. Other lists need to have their spells used together, different protective spells will only protect against one type of magic and so you will have to layer different protective spells.

There are rules on which spells ‘stack’ and which don’t. The rule being that spells with the same name do not stack. Using Extension as an example Extension II is a 3rd level spell and doubles the duration of a spell, Extension III is a 7th level spell and triples the duration. Despite the numbering these are the same spell so you could not cast both and try and get six times the duration on your spell. Certain spells do not stack simply because they are contradictory. There is a spell called Aura that makes the caster appear incredibly powerful and adds to the caster’s defence. There is another spell that makes the cast hazy and indistinct. It also adds to the casters defence. You cannot use Aura and Blur at the same time. Apart from a few exceptions like this you can stack pretty much anything and use that option to create so many more magical effect. A mid to high level magic user of about 10th level can litterally have more than 100 spells to choose from. Although many spells are very specific and of limited day to day use having them to hand for that one time they are just the right tool for the job is invaluable.

If you are new to Rolemaster then it is certainly worth reading all the spell lists available to a profession and seeing which lists work together before planning which lists to learn.

Now Illusionists in Rolemaster are NOTHING like a D&D illusionist! Firstly, you cannot disbelieve and illusion. There is no saving throw, Resistance Roll in Rolemaster parlance, as the illusion is actually created. What I mean is that a simple light mirage spell does actually create the image, if you stick your hand through it then you will know it isn’t a real elephant or whatever but the image is really theree. If you create an sound mirage of a claxon to raise the alarm then there really will be a big loud noise, the device that made it may not exist but the noise does. Illusionists have seperate lists for dealing with light, sound and touch/feel etc. They then have a master list called Greater Illusions but you can only use the ‘senses’ in your greater illusions if you know the corresponding spell for that sense. What the illusions (stationary) and phantasms (mobile) do is combine the different mirage spells into coherent multisensory illusions. If the illusionist know the touch/feel mirage then you can actually touch the illusion, pick it up and carry it off if you wanted or on the other hand it could fall on you and do real damage. For the duration of the spell an illusion is on the verge of being a real thing under the mental control of the illusionist. I would not recommend an illusionist as a first character in Rolemasters until you are really au fait with the magic system.

I have writen about this before but there are so many more types of magic using profession in Rolemaster that you will have to leave a lot of your D&D preconeptions behind. The sheer power of many spells simply is not apparent from reading the description in the book, you have to see it in action. There is a spell that make herbs more effective. Healing herbs play a big part in most rolemaster games. A typical common healing herb is Rewk, you brew it up and drink it and it heals 2-20 hits. Most mid to high level characters have 130-150 hits for comparison purposes. Rewk is both common and cheap to buy but is often over looked by characters because they would have to carry so much of it because of the disparity of healing to total hits. As an animist goes up levels they can double and triple the effectiveness of herbs and by 15th level they can times that by 10. Now you common or garden Rewk is healing 20-200hits. Rewk costs 9sp, less than one gold piece a dose. Yavethalion is a herb that heals 5-50 and costs 45gp, Gefnul heals 100 hits and costs 90gp. A starting character starts the game with 3gp typically (I seem to remember about 150gp was common in D&D as starting money) so you can see that that simple spell can mean the difference between life and death or at the very least empty money bags!

Spell Law I believe contains about 2000 spells split between three realms of power and those can be stacked and combined to make a lot of variations to fit your characters vision but the spell lists as presented only account for one part of the magic system within Spell Law.

Next time I will give you a primer on magical research.