Ice1700 - Rolemaster - Companion III Qos 4

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#1700 ea ena R sett) Geet Ei ROLEMASTER COMPANION Hl" ‘CREDITS Designers: Darrin Anderson, Mike Carlyle, Don Coatar, Mark Colbor, Singh Khanna, Hywel Phillips, Art Ridley, Chris Stone, Tim Taylor, Michael Veach Developer Editor: Coleman Charlton Interior Art: Paul Jaquays Cover Art: Walter Velez. Cover Graphics: Bart Bishop Art Direction: Richard H. Briton Production: Larry Brook, Bill Downs, Kurt Fischer, Leo LaDell, Judy Madison, Paula Peters, Eileen Smith, Suzanne Young. Pagemaking: Coleman Charlton Editorial Contributions: Kevin Barrett Special Contributions: Terry Amthor, Deane Begiebing, Rob Bell, John Breckenridge, John Brown, Pete Fenlon, Heidi Heffner, David Johnson, Bruce Neidlinger, Jessica Ney, Becky Pope, Mark Rainey, Kurt Rasmussen, John Ruemmler, Swinky ‘Copyright 1988 © by Iron Crown Enterprises Inc... All rights reserved... . No reproductions without author’s permission, Produced and distributed by IRON CROWN ENTERPRISES, Inc., P.O. Box 1605, Charlotesville, VA 22902 Stock # 1700 First US. Esiton, Dec. 1988, ISBN 1-55806-050-2 | 1.0 INTRODUCTION 82 CHAOTIC LORD BASE LISTS (CKR) | TL DESIGNER NOTES won 3 8.21 Chaotic Weapons... 46 | L2NOTATION. 3 8.22 Chaos Mastery 46 1 8.23 Chaotic Armor 7 i 2.0 OPTIONAL PROFESSION "LAWS" £24 The Choaie Table oe oot 2.1 NON-SPELL USERS smn 8.3 MOON MAGE BASE LISTS (CKR). 53 | 2.11 Bounty Hunter (DA) 4 '8.31 Moon Madness 3 i 212 Assassin DA) 5 8.32 Moon Mastery 5 t 2.13 Bashkar (DA) . 3 8.33 Metamorphose . 35 | 2.14 Farmer (DA) ® 4 NOBLE WARRIOR BASE LISTS (CK) 56 i 2.15 Duelist (DA) 6 8.41 Noble Armor 56 ‘ 2.16 Craftsman (DA), 7 8.42 Noble Weapons 7 | 2117 Cavalier (DA) 7 85 SLEUTH BASE LISTS (7) 58 i 2.18 Gypsy (CKR).... 8 8.51 Analyse: 58 ‘ 2.19 Sailor DARCKR).. 8 852 Sleuths Senses | 211.10 Warior DA). 9 8.53 Escaping Ways 3° | 2.2 SEML-SPELL USERS 9 8.54 Time's Sense vn 59 | 2231 Crafter. = 9 6MAGUS BASE LISTS (Mic) 0 i 22 Noble Warrior (CK). io 8.61 Power Words 0 ; 2.23 Chaotic Lord (CKR) on. a nL 8.62 Runes & Symbols 61 >| 2224 Macabre (TT) ul 8.63 Signs of Power 6 i 225 Montebanc (MV) es 2 8.64 Linguistics 2 } 236 Moon Mage (CRB) 2 B43 Command Words. ce al = 13 £8.66 Spirit Runes 6 i S (TT) vs 14 8.7 CRYSTAL MAGE BASE LISTS (CKR) 66, t 214 CRYSTAL MAGE (CKR) vo 1% 71 crystl Power cre tI 28 MAGUS (MO) cvmmennnnnnnrnnnnen mas 8.72 Deep Ean Healing 66 i 216 DREAMLORD (Ck) 16 873 Crystal Magic 4) 8.74 Deep Earth Commune a 3.0 OPTIONAL ARMS "LAWS" 873 Crystal Mastery 70 i 1.1 SIMPLIFIED INITIATIVE (DA) ” Deere weal n+! 3.2 SURPRISE (DA) rou a 0 err baie vege : a i 33 SELF-RELOADING WEAPONS... 0 oe cosae eee a | 3.4 NEW WEAPONS TABLE (CKR) 5... ne EB 8.8 DREAM LORD BASE LISTS (CKR) 14 i! 3.5 MOUNTED COMBAT (MV). a alpeemai a (4 306A SUPER-FAST COMBAT SYSTEM (MC) 19 Ropes 4 | ream Lore NIN 4.0 OPTIONAL SPELL "LAWS" ee I 4.1 GREAT COMMANDS (MC) 2 Ce uD i 482 SPIRIT RUNES (MO) nsec 23 NE NAVIGATORS’ BASE LI Sere Oo ceowmsnsniee23 99 ARCANE NAVIGATORS! BASE LIST (TT) ! 44 DIRECTED SPELLS (CRB). 29 10.0 ARCANE COVEN BASE LISTS (TT) oa 45 INDIVIDUAL SPELL DEVELOPMENT (DO) 30 io. Allrement onal 10:2 Household Magic . : 19 } 5. OPTIONAL SKILLS/STATS "LAWS" 103 Barrer Ways. Ci | 5.1 QUICKIE STAT GENERATION (MC)... 31 OA Een ee od | 52" MODS ONLY" DEVELOPMENT (MC). 31 ios reeae a ft 5.3 INNATE STAT ABILITIES (CS). a 10.6 Wax Magic ce 82 | 5.4 LUCK (DA) 3 ai 3 i SSLEVELINVENGIVE COMBAT @¥C) c=tcag 107 Meming Wa ie 3i6 ELOQUENCE (MC) 3511.0 ARCANE SPELL LISTS | 5.7 SIMPLE POTENTIAL GENERATION (DA). 35 11.1 Plasma Mastery (CS) 84 | i 11.2 Nether Mastery (KR) a4 ! 6.0 OPTIONAL C&T "LAWS" A i (6.1 TREASURE GENERATION (MC) 36 12.0 CRITICAL STRIKE TABLES it 62 ARCANE ARTIFACTS AND ITEMS (C5) ooo 86 121 Plasma Critical Strike Table (CS) 86 | 63 REPLUSIONS (MC) 38 122 Acid Critical Strike Table (CKR) 87 i 64 MONSTER MASHING (MC). 39 12.3 Physica Alteration Crit St. Table (CK). 88 | . 124 Depression Critical Strike Table (CKR). 89 7.0 OPTIONAL MISCELLANEOUS "LAWS' 125 Suess Creal Stake Table (KB) 0. i 7.1 ARCANE SOCIETIES (TT) 1... 40 12.6 Shock Critical Strike Table (CKR). o1 ' 122 SOCIAL STANDING (DA) a 12.7 Disruption Crieal Sirike Table en i 13 DEATH OPTIONS (MC)... 3 ! 14 LINGUISTICS ADDENDUM “4a 13,0 SPELL ATTACK TABLES 1 5 USING THE RMCIII CRITICAL TABLES 44 15.1 Plasma Bott Auack Table (CS) 93 i 132 Plasma Ball Attack Table (CS). 94 ! Son Aee Es Ts FOr RMCuLEROrE aon 133 Nether Bolt Attack Table (CKR) rvsnssensnnsnsnnsnnnn 98 | 8.1 MONTEBANC BASE LISTS (MV) 134 Nether Ball Atak Table (CKR) 96 i 8.11 Mystic Escapes on a | 8.12 Disguise Mastery as i 8.13 Beguling Ways : $5 i 14 Appraisals, . 35 | | 1 Introduction 1.0 INTRODUCTION ‘The Rolemaster Companion III (RMCHI) is te third of a collection of optional rules and spell ists for the Rolemaster fantasy role playing system, Optional isthe key word here; a Gamemaster should carefully examine each section of material before using itin his world or campaign. ‘Thismaterial runs the gamut from play aids that simply make the standard ‘game mechanics easier tohandleto very high powered spells and optional rules. Most GMs should not and will nt use everything in RMCIF there isjust oo big a diversity in style and power level. Carefully examine each section of material before using itn your world or campaign. “The RMCIIT includes a wide variety of material because different role players want different things from a roe playing system. Some GMs run alow posiered tightly structured game: such GMs probably find hat much ‘ofthe material in this product wll not be appropriate fr their game unless ‘they modify andexperiment witht. Atthe other endo the spectrum, some GMs run a high powered or loosely structured game; such GMs will probably use most of the material inthis product and modify itand extend 5 and wish that there were more 7Sih level spells. Most GMs fall in ‘between these two extremes; they will use some ofthe material, ignore some of it, and modify the rest, The thing to keep in mind is that this i & ‘commercial product. Asa company, ICE has to appeal toa large audience and provide material that canbe used by most ofthe customers that use our systems. Players should keep the above discussion in mind when reading RMCII; some of this material may not be appropriate for your Gamemaster's game. The GM must decide which parts ofthis material ‘ill be used in his world —not the players. The GM should alwaysbe the authority in any role playing session that involves his world. The manner in which a GM interprets, modifies, excludes, or includes rules and _uidelines is entirely ae up to him (or her). This is true for the standard rules as well as set of optional rules, such as RMCHIT. A Gamemaster should never fel thatthe rules are an etched-in-concrete, unbreakable, unbendable, absolutely fixed system: they are provided to help the GM develop. manage, and run his world (On the other hand, the Gamemaster has an obligation to his players 10 rake clear what the physical laws of his world entail (ie. the game ‘mechanics). Asefficiently as possible, the GM should indicate what rues and guidelines are being used and which ones have been modified ot changed, inaddition,aGM must striveto be consistent inhisdecsionsand in his interpretations of the rules. Without consistency, the players will eventually lose trust and confidence in the GM's decisions and his game, ‘When this happens @ FRP game loses much ofits pleasure and appeal Both GM and players must cooperate to have a successful FRP game. NOTE: For readability purposes, these rules use the standard ‘masculine pronouns when referring (0 persons of uncertain gen ddr In such cases, these pronouns are intended to convey the ‘meanings: heshe, herthim. et 1.1 DESIGNER NOTES Rolemaster (ChL&CaL, AL, SL, and C&T) is a syste that provides atightset of core rules for experienced role players. Iisa system that was ‘designed allow easy modification and expansion by individual GMs s0 that it would be more appropriate for each GM’s campaign. Our design philosophy here at ICE isto keep the core rules asthe base system and to Present any “improvements” and expansions in the form of Optional Rules. This means that GMs who find the core rules sufficient ean ignore the Optional Rules, while other GMs have a wide selection of variants and interesting options for their worlds. Character Law & Campaign Law has ase of these Optional Rules that were developed between the publication of the original Character Law and the publication of ChL&CaL.. Rolemaster Companion (I) is ase of Optional Rules developed after ChL&CaL; most ofthis material was designed by Mark Colbor for his own game and then developed and published by ICE. Similarly, RMCI was primarily designed by Mike Carlyle, Singh Khanna, and Art Ridley, and then developed by ICE. ‘Rolemaster Companion Is collection of optional rules, professions, and spel ists from a wider variety of sources, primarily by ICE and the following designers: ‘CKR — Mike Carlyle, Singh Khanna, and An Ridley CS — Chris Stone DA — Darrin Anderson Dc —Don Coatar HP — Hywel Philips MC — Mark Colborn MV —Michael Veuch ‘TT —Tim Taylor ‘The initials given above ae used inthe Table of Contents to indicate which authors designed which sections. 1.2 NOTATION ‘The material in RMCIH uses the standard notation from the Rolemas- ter products: Arms Law & Claw Law (AL&CL), Spell Law (SL), Character Law & Campaign Law (ChL&CaL.), and Creatures & Treas. tures (C&T). Those products should be consulted for specific references: forexample, the spel lissalluseS7abbreviationsand notation inthe spell descriptions ‘Two type of notation fr dice rolls ae used in tis product: 1) The range notation, #-#, where the frst isthe beginning range and the second # is the end ofthe range; For example, 1-100 is a roll resulting in a number between 1 and 100 (00). 2) The die type notation, #D#, where the first # isthe number of dice {oroll (and sum the results) and the second #s the “ype” (number of sides or possible results rom 1 192) of dice toroll.Forexample, 2206 = rol wo six-sided dice and sum the results; IDS = rll one ‘8-sided die; 3D10 = roll three 10-sided dice and sum the results. Profession "Laws": Bounty Hunter 2.0 OPTIONAL PROFESSION “LAWS” In addition to several new professions, this section presents « number ‘of variant professions. A vatiant profession isa profession that is very similar to one of the professions in CRL&CaL, RMC I. of RMC I, with ll development costs differing only for a relatively small set of skills, Some ofthe variant professionshavetheirown unique rolesand spell iss. ‘The professions presented in RMC 111 are: NON-SPELL USERS (Section 2.1): Bounty Hunter —a variant profession of Ranger & Fighter Assassin —a variant profession of Rogue ‘Bashar —a variant profession of High Warrior Monk Farmer — a variant profession of "No Profession” & Fighter ‘Duelist —a variant profession of Fighter Craftsman —a variant profession of "No Profession Cavalier — a variant profession of Fighter Gypsy —a variant profession of Trader Sailor — a variant profession of Rogue Warrior — a variant profession of Fight SEMI-SPELL USERS (Section 22): 4 variant profession of "No Profession” Noble Warrior — 2 variant profession of Paladin Chaotic Lord — a variant profession of Ranger “Macabre —a variant profession of Necromancer “Montebane —a variant profession of Rogue & Bard ‘Moon Mage — a variant profession of Dervish Sleuth — a variant profession of Bard OTHER SPELL USERS (Section 2.3: Professional — a variant profession of "No Profession’ Crystal Mage — a hybrid spell user of Essence and Channeling. “Magus — a pure Channeling spell user ora pure Essence spell user ‘oF a hybrid Channeling & Essence spell user Dream Lord — a hybrid spell user tha sa variant profession of Illusionist (Ess. and Mento Shaman (Chan, and Ment.) 2.1 NON-SPELL USERS 2.11 BOUNTY HUNTER "The Bounty Hunters non-spelluser who specializesintracking down ‘ person, animal, or object. Bounty Hunters normally operate outdoors land are well versed in survival and combat skills, The Bounty Hunters ‘non spell user variant profession of Fighter and Ranger ‘Weapon Skills: 2/5, 277,38. 4,6.8 Maneuvering in Armor: | Magical S Soft Leather vwnonnnl/* | Spelt Lists 15 Rigid Leather Ve | Runes 8 Chain 3ye | Staves & Wands 6 Plate 4 | Channeling 25 Directed Spells sono 20 Special Skills: General Skills: Ambush. 216 | Climbing 36 Linguistics 3 | Swimming 216 Adrenal Moves on.25 | Riding 216 ‘Adrenal Defense .--20 | Disarming Traps.-25, Marial Ans 317 | Picking Locks 316 Body Development...1/S} Stak & Hide Perception ‘Other Skills: Refer to Development Point Costs given below for those skills unique to the Bounty Hunter Profession. All ‘other skill casts are identical to the Ranger's DP cost “Athletic Skills: Allasa Fighter ‘Academic Skills: Dragon Lore 3 Lock Lore ennininenes VT varies ‘Combat Skills: Deadly Skills: Subduing. vowel | Allasa Fighter....varies Rest as a Fighter... varies ‘General Skills: Gymnastic Skills: Rope Mastery suvwrwe 1/3 | Jumping sow Skinning 13_| Tumbling us Magical Skills: Medical Skill Allasa Fighter......varies | _All as a Fighter....varies Perception Skill Social Skills: Lie Perception 2/6 | Interrogation 13 Poison Perception... 1/5 Surveillance 1B cking 2 Leadership 3/6 ‘Subterfuge ‘Survival Skills: Set Traps vmonwel/3 | Scrounge us ‘Trap-Building 13_| Streetwise Level Bonuses: Arms Law Combat ...#1 Body Development Subterfuge Skills ‘Athletic Skills +1 ‘Outdoor Skills Perception Profession "Laws: Assassin & Bashkar 5 2.12 ASSASSIN ‘An Assassin isa non-spell user who concentrates in infiltration and deadly sis. Assassins are usualy loners who are hired to eliminate & specific enemy. An Assassin generally doesnot wear armor unless he is ‘posing as a Fighter. In some cultures Assassins are called Spies. The Assassin is a variant profession of Rogue. ‘Weapon Skills: 2/5, 3/7, 39. 4,6,9 ‘Maneuvering in Armor: Magical Skis: Soft Leather nneuel/* | Spell Liss Rigid Leathers 1/* | Runes : : Staves & Wands. 2.13 BASHKAR Channeling 'A Bashar isa nonspell user who concenrates in inde, all-out Directed Spells tacts Bashlarsareerererewhohave no rear fr tiirown personal E Safety. They never cary shields and only wear light amor. Baskars General Sills: Concentrate in fenzy and ruin skills, Mostsane people shudder athe Climbing ss Sigh of an upset Basar “The Bashkar isa variant profession of Fighter and High Warrior Monk: Linguistics 7 ‘Swimming . Adrenal Moves wos Riding ‘Adrenal Defense . Disarming Traps. Martial Arts 3 Picking Locks Body Development. Stalk & Hide Weapon Skills: 1/5, 1/5. 2/5, 2/5. 217, 318 Maneuvering in Armor: | Magical Skills: Soft Leather 1 | Spell Lists 20 Perception nn Rigid Leather. 1/* | Runes 9 ‘Other Skills: Refer to Development Point Costs given below Chain 6 | Saves & Wands Plate 10} Channeling for those skills unique to the Assassin Profession. All other io Directed Spells. skillcosts are identical to the Rogue’ development point cost. Prime Requisite (General Skil Special Ski ‘Academic Skills: Ambush ... 38 | Climbing. Poison Lore Linguisties 3/* | Swimming ‘Adrenal Moves 24 | Riding Lock Lore Rappelling Tactics on Rowing ‘Animal Skills: ‘Combat Skills: All Animal Skis. Brawling ‘Concentration Skil Deadly Skills: All Meditation Skills Use/Remove Poison ‘Gymnastic Skills Contortions... Tightrope Walking Adrenal Defense vvona.15 | Disarming Traps. Mania Ants 3/7 | Picking Locks Body Development.....1/3 | Stalk & Hide. Perception ‘Other Skills: Refer to Development Point Costs given below for those skills unique tothe Bashkar Profession. Alother skill costs are identical to the High Warrior Monk's DP cost. Prime Requisites: ST/CO ‘Academic Skill All as a Fighter......varies ‘Athletic Skills: oe or Pas etiows...8 | Bate Rumi 2 Dalene Denes : Coie co HA ete Si Sate cae us Tolerance... + Drug Tol Disarm Foe ....cocce0ee 3/6 Tevet Bonuses Traletion Sui ia’ Subdng Yad. eee ‘thet Sits. AitEvalaton Sits .36 | Tombing Brsion os aay Devoe iy als Basy Devel Deadly rare mane in | famine a Percept Al Perception Skills, Pote Vaulting Tightrope Waking Level Bonuses: ‘Arms Law Combat .u.t3 Athletic Skills +2 Body Development ....+3 Concentration Skills 42 2.14 FARMER ‘The Farmer is often the most common NPC type ina society. Farmers are non-spell users who devote ther lives to growing food thatthe rest of society consumes. ‘The Farmer is a variant profession of "No Profession” and Fighter. Magical Skill: Spell Lists.. Runes Staves & Wands Channeling Directed Spells General Skills: Climbing Swimming Riding 2. Disarming Traps Picking Locks.. Stalk & Hide Perception Other Skills: Refer to Development Point Costs given below for those skills unique to the Farmer Profession. All other skill ‘costs are identical to the No Profession’s DP cost. Prime Requisites: ST/SD ‘Academie Ski Flora Lore & Fauna Lore 1/4] Herb Lore & Stone Lore. 1/5 ‘Trading Lore US Weather Watching... 1/3 Special Skills: ‘Ambush Linguisties ‘Adrenal Moves ‘Adrenal Defense Martial Arts Body Development ‘Animal Skills: All Animal Skils.. ‘Combat Skil All Combat Skills. Magical Skill Allas a Fighter. Subterfuge Skill Set Traps Deadly Skills: All Deadly Skills. General Skills: Cookery Crafting Horticulture Skinning Wood-Ci Level Bonusi Animal Skills. Body Development Survival Skill Region Lore. General Skills Outdoor Skills Profession "Laws": Farmer & Duelist 2.15 DUELIST “The Duelist sa non-spell user who isa master of formal melee combat ‘They are rare individuals who possess 2 strange cade of honor. The Duelist’s code forces him to Fight fai, one-on-one melee combats. Any Duelist that breaks the code will be hunted and fought (tothe death) by ‘ther Duelist who learn of hiscrime, Sometimes rich individualsemploy Dueliststosetie arguments. A Duelist usually specializes heavily into one area of melee weapons (one-handed edged, one-handed concussion, oF two-handed), ‘The Duelist isa variant profession of Fighter ‘Weapon Skills: 1/3, 6,8, {the 20 costs must be a 20, 20 igned to Bows and Thrown) “Magical Skills: Spell List... Runes . Staves & Wands Channeling .. Directed Spells. General Ski Climbing Swimming Riding . Disarming Traps Picking Locks Stalk & Hide Perception ‘Maneuvering in Armor: Soft Leather wrcrnnons2/* Rigid Leather 3 Chain Sy Plate eT Special Skills: Ambush Linguistics Adrenal Moves ‘Adrenal Defense Martial Arts. Body Development... ‘Other Skills: Refer 10 Development Point Costs given below for those skills unique tothe Duelist Profession. All other skill costs are identical to the Fighter's development point cost Prime Requisites: ST/QU ‘Concentration Skills: Body Dam. Stabil Frenzy Disarm Foe, Armed ...1/3 Grappling Hook 4 Iai... 1B Lancing... val Missile Artillery .....-20 Reverse Stroke nose 20 Stunned Maneuver sn. 1/4 ‘Tumbling Deadly Skill All Deadly Skills ‘Social Skills: Gambling ... Level Bonuses: Athletic Skills. Concentration Skills, Craftsman & Cavalier Profession "Laws 2.17 CAVALIER The Cavalier isa non-spell user who follows a strict code of ethics and ‘conduct. Cavaliers serve a Lord, Noble, or King of some kind: their goal inlifeistouphold chivalry. Cavaliers would rather di than be dishonored, In many societies they wear dstinetive orange and blue clothing. ‘The Cavalier is a variant profession of Fighter. 5: US, 2/5, 2/7, 218, 4, 6 5 Maneuvering in Armor: | Magical Skills: Soft Leather once /* | Spel Lists Rigid Leather Ut | Runes Chai cnn Staves & Wands Pate 2 | Channeling . Directed Speils Special Skills: General Skills: “Ambush Climbing Linguistics Swimming . ‘Adrenal Moves Riding ‘Adrenal Defense Disarming Traps Marial Ans Picking Locks Body Development Stalk & Hide Perception. ‘Other Skis: Refer to Development Point Costs given below for those skills unique to the Cavalier Profession, ll other skillcostsae identical tothe Fighter's development poin cost. * Combat Skills: Brawling & Yado......3/7 Heraldry Tumbling, At. & Eva, 3/6 Deadly Skills : Body Dam. Stabilize ..1/4 | Silent Kill. 2.16 CRAFTSMAN ee eee The Crafismanis a non-spelll user whoconcentrates in building/making AME valustioa See) sae — “= ebjetsfitems, Most Crafiamen never adventire, being content with he | General Skills Gymnastic Skills: “ponng feof working. EachCrafismanmustchose one areaof“eoncen- | Smithing ‘All Gymnastic Skils..2/7 traione-g. woodworker stonemason blacksmith baker architertete. | Tactical Games “The Crafsman sa variant profession of No Profession Linguistic Skills: Magical Skills: ; Weapon Skills: 4,8, 9,9,9,20 Public Speaking .n.W/S_| Asa Rogie... Maneuvering in Armor: | Magical Skills: Social Skits: Subterfuge Skills: Soft Leather : Spell Lists 15, Ierrogation Rigid Leathersvscssce3/* | Runes, 10 Leadership Chin om | Staves’& Wands 10 . Plate... 9)" Channeling. 20 Level Bonus Drocted Soak le ‘Amms Law Combat Athlete Skills Body Development +3 _ Social Skills Special Skis: General 5 ‘Ambush 399 | Climbing neon 307 | Linguistics 2 | Swimming 3 Adrenal Moves sscoos.5 | Riding. 216 ‘Adrenal Defense 20 | Disarming Traps 3/9 Manial Ars 4 | Picking Locks... 39 Body Development... | Sulk & Hide 39 [Al Skills and Lore indirectly related 10 the Craftsman . Perception 26 specific area of concentration have a 1/5 Development ‘Other Skis Point Cost (eg. for a blacksmith this would includ: {All kills and Lore directly related to the Craftsman specific Drafting, Engineering, Mining, Physics, Siege Engineer- ‘area of concentration have a 1/2 Development Point Cost ing, all Evaluation skills, Sculpting, and Trap-Building) (eg. fora blacksmith this would include: Lock Lore, All other skill costs are identical to the No Profession's de- Mechanition, Metal Lore, all Evaluation skills applied to metal items, Crafting, Gimmickry, and Smithing) velopment point cost. Prime Requisites: AG/SD or AGIRE Profession "Laws": Gypsy & Sailor 2.18 GYPSY "The Gypsy is non-spell user who specializes in dvinations, outdoor still, animal handling, and some subterfuge abilities. The Gypsy nor ‘mally comes from nomadic family clans with the eldest male being the clan leader. "The Gypsy is a variant profession of Trader. Weapon Skills: 2/7, 3/8, 3/9, 45,6 Magical Sh Soft Leather Spell List.. Rigid Leather, Runes Chain Staves & Wands Plate Channeling Directed Spelis General Skill Climbing... ‘Swimming Riding Disarming Traps .. ‘Special Skills: Ambush Linguistics. Adrenal Moves ‘Adrenal Defense Martial Ans Picking Locks. Body Development. Stalk & Hide Perception. ;pment Point Costs given below for those skills unique to the Gypsy Profession. Al other skill ‘costs are identical to the Trader's development point cost. Prime Requisites: AG/IN Demon/Devil Lore . Military Organization Athletic Games. Dancing Magical Skills: Divinations Magical Rituals Power Perception Evaluation Skills: Appraisal ‘Armor Evaluation Metal Evaluation . Stone Evaluation ‘Weapon Evaluation Medical Skills: Midwifery Surgery Level Bonuses: General Skills Magical Skills . Sutdoor Skills Social Skills Linguistic Skills Medical Skills Perception Skills, Subterfuge Skills. 2.19 SAILOR “The following skills hve been modified to reflect the Sailors special ‘background and way of live around Seacoast, water ways and ship living ‘The Seilor is anon-spell user that is also known asa pirate seaman, fish- cerman, merchant mating, et The Sailors a variant profession of Rogue ‘Weapon Skills: 2/5, 3/8, 39, 39, 39,6 > ‘Maneuvering in Armor Magical Skil: Soft Leather owineinlf* | Spelt Lists.. Rigid Leather. Ws] Runes sears Chain aye | Staves & Wands Plate 7 | Channeling Directed Spells Swimming Riding Disarming Traps Picking Locks Stalk & Hide Perception Other Skills: Refer to Development Point Costs given below for those skills unique to the Sailor Profession. All other skill costs are identical to the Rogue’s development point cost. Prime Requisites: ST/AG ‘Academic Skills: Boat Pilot Navigation Ship Lore Star-Gazing Water Fauna Lore Weather- Watching ‘Athletic Skills: Sailing inguisties Adrenal Moves ‘Adrenal Defense Martial AM oo Body Development. ‘Animal Si ‘Animal Handling ‘Animal Training Driving Herding... Loading ‘Concentration Skills Balance Perception Skills: Read Tracks Tracking General Ski Sail Repair Skinning Level Bonuses: ‘Arms Law Combat Body Development... Subterfuge Skills Athletic Skills General Skills. . Profession "Laws": Warrior & Crafter 2.1.10 WARRIOR ‘The Warrior is a non-spel user who only concentrates inthe basic fighting skills. Warriors prefer heavy armor and weapons. Warriors usually are very one dimensional, lacking development in all areas not directly related to combat. The members of many ofthe cruder, militant races may be primarily Warriors (Le., Ores, Trolls, Giants, etc). The Warrior ia variant profession of Fighter. ‘Weapon Skills: 1/4, 1/5, 2/5, 2/7, 27,5 Maneuvering in Armor: | Magical Skills: Soft Leather Yt | Spell Lists nnsnnnnene 25 Rigid Leather ys | Runes 25 Chin ecaenncsnanenene f* | Staves & Wands 25 Plate. -l* | Channeling 25 Directed Spelis ‘General Skills Climbing... Linguistics ‘Swimming. Adrenal Moves Riding ‘Adrenal Defense Disarming Traps Martial Ans. Picking Locks.. Body Development....1/3 | Stalk & Hide... Perception ‘Other Skills: Combat skill costs are identical to the Fighter's development point costs. The development point cost foreach ‘other skill is 6 oF the cost for a Fighter, whichever is greater, Prime Requisites: ST/CO Arms Law Combat ....+3 Athletic Skills. 3 Body Development ....+3 Deadly Skills 2.2 SEMI-SPELL USERS 2.21 CRAFTER The Crafters a semi-spell user who concentrates in building/making ‘objectsitems. Crafters differ from Craftsmen in that they can use spells. ‘elated theircraft. Most raftersneveradventure, being content withthe boring” life of working. ‘The Crafter is a variant profession of “No Profession”, and he may ‘choose any one ofthe three Realms as his Realm of Power (.e., Channel ing, Essence, or Mentalism). (Crarrer Bast Srets. Lists Metal Lore (Atcane) Stone Lore (Arcane) Wood Shaping (Areane) Constructing Ways (Delver Base) Delving Law (Delver Base) ‘Mannish Ways (Delver Base) ‘Weapon Skills: 3/9, 4.6, 6,6,9 Maneuvering in Armor: | Magical Skills: Soft Leather sol | Spell Lists ay Rigid Leather ..000.2/" | Runes: Chain. ay | Staves & Wands Plate sar .5!* | Channeling Directed Spells. General Ski 39 | Climbing... 2 | Swimming... ‘Adrenal Moves 27 | Riding Adrenal Defense w.un...15/ | Disarming Traps Martial Arts 37 Body Development.....2/7 ‘Special Skil ‘Ambush ... Linguistics 25 Picking Locks 215 Stalk & Hide. Perception . (Other Skills: Refer to Development Point Costs given below for those skills unique tothe Crafter Profession. All other skill ‘costs are identical to the No Profession’s DP cost Prime Requisites: AG/IN, AG/EM, AG/PR (based on Realm of Power chosen). General Sh ‘Academic Skill Crafting .. Drafting Fletching, . Engineering .... Gimmickry 12 | Lock Lore Leather-Working.......1/2 | Mechanition. Rope Mastery varwnnw 1/4 | Metal Lore ScUIptINg ecnennen VS Skinning wsscecesvssen IS Smithing see Stone-Crats nnn L/D Wood-Crafts ceo I/2 Subterfuge Skills: Set Traps Trap-Building Siege Engineering .... 1/5 Stone LOFE san ‘Evaluation Skills: All Evaluation Skills. 1/2 Level Bonuses: General Skill8 econ 43 Evaluation Skills +3 Academie SkiIS wnoue43 Subterfuge Skills +1 10 Profession “Laws”: Noble Warrior 2.22 NOBLE WARRIOR “The Noble Warrior isa class of warriors that have swom complete allegiance to their Lord. They are the Lord's vassals and will ifnecessary, sactfice ther live in his service, A Noble Warrior isthe mirror image of| ‘Paladin without the religious connections. This strict Code Of Honoris ‘ever broken lightly; for once broken, they are forever banned from the [able Order. Each prospective member of a Noble Warrior order must ‘successfully pass an entrance es, This test normally takes place inseveral areas: Weapon Skills, Riding Skill, and Athletic Skills EXAMPLE: The Order of Brighiblade The Noble Warrior Order of Brighblade's entrance test consists of the following requirements 1) mile run in 40 minutes. (This i a hard static manewver or the GM may elect to have the novice expend exhaustion points) ‘The Noble Warrior isa variant profession of Paladin, but he isa semi spell user of Mentalism instead of Channeling, Nose: WaRRi0R Bast SP Noble Armor — Protective spell [Noble Weapon — Magical weapons and magical strikes Three Additional Base Lists: Normally three additional base spell Tists may be chosen from the lists below: Arm's Way (Paladin Base) ‘Monts Bridge (Monk Base) Evasions (Monk Base) Body Reins (Monk Base) Monks Sense (Monk Base) Body Renewal (Monk Bass) Combat Enhancement (Beastmaster Base) Movement Enhancement (Beastmaster Base) L Lists ‘Weapon Skills: 2/5, 3/8, 4.4, 4,6 Maneuvering in Armor:. | Magical Skills: Soft Leather ninewnne If | Spell Lists. Rigid Leather ye | Runes Chain 2 | Staves & Wands Plate sscvsnnnnn Channeling Directed Spells ‘Special Skills: General Skill ‘Ambush . Climbing Linguistics ‘Swimming Adrenal Moves sos. Riding ‘Adrenal Defense Disarming Traps Martial Arts Picking Locks. Body Development. Stalk & Hide . Perception... ‘Other Skills: Refer 1o Development Point Costs given below for those skills unique to the Noble Warrior Profession. All ‘ther skill costs are identical to the Paladin’s DP cost. ‘Concentration Skill Medical Ski Cleansing Diagnostics... Death ' Hypnosis... Healing Midwifery ‘Surgery Level Bonuses: Arms Law Combat .. Body Development .. Outdoor Skills Althletic Skills General Skills Social Skills. 2) Mount a horse whichis sprinting (This is @ hard maneuver) 13) From the horse that is sprinting, without stopping or turning ‘back pick up twa (2) flags that are on the ground (This is a very hard maneuver) 4) With the horse still ata sprint, ready a bow. fre ata set of dummy targets, one (1) target om the left, one (1) target on the right and the last target infront (Adjust OB by using mounted combat rules, dummy targets are man size) 5) At this point the novice must leap over toa fresh horse with out stopping (This isa medium maneuver) 6) Continuing on withthe horse ata sprint. ready a sword, chop at {set of dummy targets, only one swing per target is allowed, targets willbe placed with one (I) 10 the left, one (1) 10 the right, one (1) infront and the last one on a mount comming towards you (This isa hard manewver and the mounted target ‘has an DB based on the moun's speed) 7) The last testis a series of triple jumps. (The jumps have a I2R6DI0 Quarersiaf = 10-5 10/8 13-8 313 3-2 7-2 12-17 -22]-15 25 35 20] 13 | iD20e4DI2 2Handed sword 18 28 13 15|33 33 30 25/28 25 20 15 20 10 5 0/10 0 -10 15] 15 | sDI2 | [Pole Arms: ] Savin 919 5 0/24 2% 15 Wiig 3 0 3 7 14 | wea Lance 1323 10 10, 28 28 28 28 23 20 15 18 20 18 17 | 2208 sp12 Polearm 2 2 w 5|27 25 2 15/22 1s 10 5/10 0 17 | apio Spese 121 6 O12 19 4 9/35 18 9 53 3 1s_| i20e4D10 ‘Animal Natural Atiacks: Babich 39-36 2112/27 21 15 12/18 9 3 0/18 6 3 3lis 6 0 3] 12 | ooo Bite 45 39 26 15/33 30 24 27/21 8 9 6/18 18 12 12/15 2 6 3] 12 | sDIZEIDI0 Claw-Talon 48 45-27 15/3327 2 8/26 1s 6 0 [21:12 3 3/18 9 6 3/12 | ops FiliCrsh 66-63-37 SL 63 GO $7 S448 4233 24 51 a5 42 30/30 33 27 Ik] 12 | sD20 GeGrspSwal -3 18 6 12) 3 15 27 30/18 21 2 43321 24 33 36/26 27 33 39] 12 | DE HomTusk 45 39 27 21/36 30 21 18/27 18 1s 9 21 1s 6 6 | 2 9 0] 12 | sDI2ewDI0 Ram-BucBash 6 15 9 12) 9 12 18 24 1S 18 26 27 18 21 27 30/26 27 30 33/12 | 2D8e4D6 Singer 4542 33 21/27 21 as 12/21 1s 12 0/21 12 3 3/18 9 3 3] 12 | ops Ty Animal «$8 S133 2136 30 24-2127 18 9 3/24 18 6 6 A 12 9 0] 12 | sd.R3D_ TampleSiomp 60 6085 39 | 51_42 39 36 36 27 18 12 39 30 21 18/30 21 18 9 | 12 | 2pr0esDI0 Spel Attacks: { ColdBall 87-79 7167/71 63 39 59 TL G7 59 SI|71 67 59 55\71 67 39 51) 14 | 4D8&206 FreBal = 8787-79-75/ 83 79 75 71/83 79 Th 6779 75 67 63/79 75 67 59| 14 | sDI08208 FieBok «545949 «44/49 34 24 29 44 38 24 14/49 39 26 29/54 48 29 19| 120 | DIOK 208 ie Bott 34 44 34 29 34 39 39 44 34 29 29 34 | 24 29 39 39/29 34 a4 49| 120 | oDi2 Lighen.Bok 4459-39 M39 44 4949/34 29 29 34/44 4 49 54/4 49 54 59| 120 | DIO ShockBot «29-3419 «9/19 149-914 9 4 4/19 24 29 34/24 29 34 39| 120 | 2DORADE WaerBor 2434 24-9 | 1 1919 28 14-99 | 9 14 19 19/9 14 14 19] 120 | 2D1De4DE Mise. Attacks: MASiikes 454236 30/42 SI 36 33/27 21 123/30 24 21 18/18 12 6 3/12 | os MASw&Tw 0-9 3° 618 M27 33/21 24 30 33/27 30 36 39/36 39 42 45/12 | oD Poversword 69 81 S445 81 8169 63) $4 33-27 24 42 30 27 21 27-21 18 15 | 110 | 6o20e 21 2 4.0 OPTIONAL SPELL "LAWS" 4.1 GREAT COMMANDS ‘The Great Commands are the legendary spels of the Magi (Cabbal- fst); these spells are included on the Magus Base list, Command Words. ‘When a Magus learns the Command Words list a level which permits the acquisition of a Great Command, the GM will permit him to gain one Great Command of the appropriate type. The specific spell acquired may be one selected by the GM based on his world and local culture, orthe GM ‘may permit the player to select one. Option: A Magus may acquire additional Great Commands ofthe appropriate type by spending I “primary” development point (per spell _gained) or 3 “secondary” development points (per spell gained) NOTE:The availabilty of the spells, the requisites for obtaining them, etc are all lft 10 the discretion of the GM. Nor all Great Commands need be available at all. And, of cours. if the GM desires to alter the effects ofthe ones presented, or would like to design entirely new ones, he is encouraged todo s0. NOTE: Each command has the Range, the Duration, and a RR ‘modification in parentheses afer the command name. "c" stands {for concentraionand “Ii!” referstothecasterslevelunless stated otherwise, Covmanos of Tie Ovrer Cimcit (I) 1) Choke (100, Concentration, —) Target cumulatively takes 10% of his hits each round thatthe caster concentrates. After 10 rds (-1005) target becomes unconscious. 2) Sense (50°, Concentration, -10) As long as he concentrates the caster may receive sensory data from the target; 1 sense/S levels ofthe caste. 3) Compassion 25, | hi/lvi,-20) Target is overwhelmed with compas Sion fora personyplace/thing specified by the caster. 4) Lose 300, 1 hrlvl,—) Targeteitherloses an item orloseshis sense and memory of direction as specified by the easter. 5) Command (20',—,-30) Target will bey acommand of upto $ words in length from the caster. Command cannot be completely alien to target (eg, suicide, blinding himself, et.) Commanos oF tHe Secon Cincte (Il) 1) Choke (1007, —, —) As Choke above except caster need not concen- trate, But if the caster does concentrate for ten rounds after the target is unconscious, target dies. 2) Steal (28, —, 20) The target will attempt to steal one item specified by the caster 3) Fear (20; varies, -30) Target flees otal fear from the caster (durat is 1 min/S% failure), or from one subject which the caster speci (uration is 1 weekv) 4) Revert (100, 1 day/5% failure, 20) Permanently retums a domesti- cated target to natural wild state. (GM may wish to make this duration permanent), 8) Ignore (50 1 mirvIv1,-10) Causes the target to ignore (not be aware ‘of one subject in sensory range. 6) Abandon (100, 1 day/vl, —) Target loses sense of purpose and direction, 7) Summon (500°R,—,-20) Caster summons spirits (Faerie, rural house- hold, etc.) benign underground creatures, or enchanted creatures deter. ‘mined by the GM, within the radius, The beings are not controlled but are “drawn.” Any malicious intent by the caster toward the beings may spoil the spell 8) Thought (50' —,-10) Casterisabletoplant one single concept thought inthe target's mind 9) Quarrel 25, 10 mins, 30) Target is prone to argue and nitpick at his associates, Spell "Laws": Great Commands Covnaxos oF THe Taino Cincce (IT) 1) Reanimate(10, | mdivl, ) Caster may temporarily revive the body (or the sprit if the body is ruined) of a dead target for the purpose of communication. 2) Exact 25',—,-30) Caster may exact an act of obedience from a being ofthe same alignment. Treat asa eas (Ment. Mind Control ist, Ls! 13). 3) Convert (25' 1 day/5% failure, +10) Permanently alters the target's “alignment” to one specified by the caster. Some beings may get addi tional RR mods (eg. very evil beings such as Ores might get +20-50). (GM may wish to make this duration permanent 4) Remember (50', —, -10) Target remembers an event planted by the caster until presented with irrefutable evidence to the contrary, $5) Hold (50), Concentration, 10) Target is paralyzed and can do nothing as long asthe caster concentrates. 6)Stun (100, 1 ma/10% failure, -20) Targets numb, stunned, and-75 for allactions, 7) Mute (50,1 hiv, -20) Targetloses the ability to talk andloses I sense/ 206 failure as specified by caster, £8) Stagger (100, 1 md/10% failure, —) Target takes a"D" Unbatancing each round. ComManos oF THE Stove Cinct (IV) 1) Sleep (100, 1 min/10% failure, -20) Target is unconscious and unwakable 2) Terror of the Abyss (100 fr 1 day/10% failure, —) Target instantly ‘experiences the horrors of hell, He is incapacitated with fear. 3) Unmind (1007, 1 miftvl, —) Target forgets every skill he knows (all skill rank bonuses ae reduced to -25), but does not realize that a skill is forgotten until he attempts 0 use it 44) Murder (20, —, —) Target will attempt to murder a being specified by the caster. Very lawful and good beings might getaRR bonus (e.,Up 10 +10-50), '5) Wereweird (25,—, | week/5% failure) Target contracts lyeanthropy. Details determined by the GM. 16) Peace (Touch, | day/10% failure, —) Target eased from te effects of| mind disease, rie, Iycanthropy,hate.et. There isa I/levelchance that the effect will be permanent. 7) Burn (100",—. | m/10% fail) Target takesa“D” heat crt each round, Commanos of Tie ANcteNt Cincz (V) 1) Slumber (50°, —, —) Target sleeps permanently and without aging until effect successfully dispelled oracondition specified isfulfilled(e.., kissed by a prince), 2) Rot (50°, Concentration, -10) Instantly rots organic nonmagic nonliv ing object or plat. Living targets receive 1-10 penalty ana lose 10% hit ‘pints per round of concentration. At 15 rounds (-150%) the target ‘ecomes a dead dried husk. Ifthe caster ceases concentration before the ceffectis complete the target keeps hits and penalty. Heals aa rate of 10%4/ ‘day of immediately by a successful Cure Disease spell 3)Repent (25, | day/5% failure, +10) As Convert above bu alsochanges target's perspective on his friends and will probably alter bis personality (The GM may wish to make this duration permaneat) 4) Changeshape (25, 1 day/5% failure, —) Target’ form is altered 19 another living organism (must be appropriate to current environment) but the target retains his mental faculties; e.the fog prnce).(TheGM may ion permanent) 1 day/S% failure, —) Target gains a psychopathic ‘mental disorder. Severity depends on de roll failure with 01 = mild e.2. lying) and 50+ = very severe (e.g. crazy murderer) Certain individuals ‘may obiainan RR bonus(e.g.,clenes, Mentaliss,cte).(The GM may wish tomake this duration permanent.) 16) Give (50, ~, -10) Target gives an object he presently has in his possession tothe easter. 7) Consume (100, | ma/l0% failure, —) Target takes a“C” eat critical and a “C” electricity critical every ound. £8) Wrath (100, —,—) Deliver a Slaying crit wo any being. ARES ove a Se Spell ‘Laws: Great Commands & Spirit Runes 23 Commanbs oF THe Panarrive Circe (VI) 1) Truename (300, —, —) Caster learns target's Truename. With this data the target i treated as suffering the effects of a Mind Control True (Menilist Mind Control list, level 30), 2) Invert (10', —, —) Turns target’s body inside-out making physical resoration nearly impossible, Caster must concentrate and the process takes 10 rounds and canbe halted, saving the target, any time before round 5 '3)Insane (50, until dispelled, 20) Targetiseffected by adifferent mental ‘zeae each day until the effect is successfully dispelled. The caster may specify which the target is currently suffering from is he is within range tnd concentrating, ‘Suicide 25',—-30) Target willimmediately leave the immediate area and ater suicide 5) Lycanthropy (25', until dispelled, —) Target contracts permanent paychopathi Iyeanthropy. Details to be determined by the GM, 6 Offer (30, varies, -10) Ifthe target fails an intial RR, target offers himself to the caster as metaphysieal food, Caster may concentrate and lake 2hitpoits or I powerpoint per round fom the targetuntilthe target's toa are halved (round off), These points are added tothe casters toxals tnd subtracted from the target's totals. The target may roll nother RR tachweek tobreak the effect, if successful both arget'sand castr'stotals revert to normal. The target will not necessarily obey the caster while the Caster is absent, but submits whenever the caster isin sight or whenever the target hears his voice. Each spell user may only have these “offered” tit points (or power points) from one target at any one time. 1) Heal (Touch, 1 week/Wl, +) Cures lycanthropy, mind disease, grief, tate, ete. There isa chance equal to 2/Ivl that the condition is perma really cured, Killing Light (50 Critcals 20) Instantly gives an evil target three Saying CCommanos oF Tie Circus oF Nigut D)BeNot (25',—,-20) The target ceases to physically exist All items on thetarget’s person remain while the target's body is uncreated and his te ‘o bis word is severed, 2) Stave (S0, varies, -10) As Offer above except the target isthe caster’s ‘questioning slave at all times. 13) Possess (25, —-,-20) The target dies (i.., his soul is driven from his ‘ody and can only be returned through Lifegiving) and the soul of the ‘eastereners and conrolsthe body ofthe target. The casters hitpoints and pysical stat modifiers will be those of his new body. 49 Shape-melt (25,1 week/S% failure, -20) The target thenceforth will ‘hang from one “shape” to another without control or cause. Hisphysical ‘atibutes, gender, and modifiers willbe those ofthe current “shape” The ‘get will change on an average of once every four hours. (The GM may wish to make this duration permanent.) §5) Slaying Light (25.,—-20) Instantly gives an evil target one Slaying Chica (modified by +20) per 10% failure. 4.2 SPIRIT RUNES ‘Spirit Runes (see Spirit Runes, Magus Base lis) involve not only the enchanting of combat items, but also the binding or imprisoning of a spiritual being within the item, This binding may or may not be with the consent ofthe bound being. In the case of supernatural beings, especial renegade deity types, the binding may requiresome ofthe caster's own life essence. Such “enruned” items may make up a large portion of existing ‘magic items, with powers ranging from minor to legendary. Sreus. Srinrr Runes ‘A Magus may imbed a spell which normally occurs within the magic system into an item, He mus either be able to caste spell himself or he ‘must have an item which casts the spell OF he must have an associate willing fo cas the spell oF some other source forthe spell. The principles ‘of this sort of rune imbedding are fairly simple. 1. Each item is Tempered (see the Temper spell onthe Spirit Runes spel list for “Spirit Rune Level” or just “Rune Level ‘(he maximum Level of Spirit Rune that can be imbedded) “Spirit Rune Capacity Level” of just “Capacity Level ‘the total number of Spirit Runes that can be imbedded) 2. As the level of spell which the Magus is attempting to imbed increases, so also does the item's required “Spirit Rune Level” and the Spirit Rune spell required to imbed the spell. The following chart contains the progression: Level ofthe ‘Spell Rune Required 7 Spell to be the Item's Required Imbedded “Rune Level” 1s Minor Spirit Rune /10 610 Major Spirit Rune 15, 15 Lord Spirit Rune /20 16-20 Spirit Rune of Might /25 21.28 Spirit Rune ofthe Pale /30 26-30 Spirit Rune of Power / 50 31-50 special circumstance only /75. 3. Each spell imbedded inthe item requires the use of I unit ofthe “Spirit Rune Capacity” ofthe item. Ifa spell is imbedded once on fan item, the item may cast the spell once per week (by using "Runes" skill) spell may be imbedded more than once times if the Magus wants 1 be able 10 cast the imbedded spell more frequently (see the chart below). Alternately atthe time of creation, the Magus imbed a spel into the item so tha it performs as a limited charge item (e.g. wand, rod, or staff). The number of charges will depend upon the numberof times thatthe spell is imbedded (see the chan below). When all the charges are expended, ‘the item will recharge itself in one year or the Magus may re-imbed the same or different runes. The relationship between the number of runes and casting frequency and number of charges is presented in the following chart: Fof times Casting Ramber of Rune Imbedded Frequency Charges T T/ week 3 2 1iday 10 3 1/12 be 4 1/8he 30 5 1/4he 6 1/2 15 1 1/ the 100 8 1/30 min 100 9 1/10 min 100 10 1/1 min 100 He 1/2md__ Constant (GM discretion) 24 Spell "Laws": Spirit Runes NOTE: A GM may wish 19 make the Casting Frequency corre spond othe normal “Daily” items convention: in which case. the U12 hr is Daily the 18 hr is Daily ML the 14 hr is Daily VI, et. Similarly,aGM may wishto restrict the Charge Iiemsto: Wand 2 imbedded runes), Rod (3-5). and Staff6-7): inthis case, if 8 or ‘more rune are imbedded, the item is “Constant” 4, When imbedding an elemental spel, the Magus has the option of| Increasing the intensity or range ofthe elemental spel by imbed- ding the Spirit Rune ofthe appropriate level repeatedly. For each additonal imbedding, intensity or range of the spell may be increased 100%. Note that ifthe Magus wants additional range and additional intensity he must imbed Spirit Runes for each. Als, if the Magus is purchasing increased frequency/charges for an item which throws enhanced clemental spells, he must multiply the total numberof spells used to enhance the elemental spell by the total needed forthe desired increase in frequency/charges. For example, triple lightening bolt (3 imbeddings)castable "I /8 hu" (4 imbeddings) would require 12 units ofan item's Rune Cepacity (3 x 4) EXAMPLE: A Magus, being impressed with he Lightlaen sword, resolves to make one almost lke it: a +25 broadsword, adds an ‘additional heatcrtical of equal severityoany normally given, and ‘may cast ax5 Firebolt (Oth level spell) once every 4 hours. Using the preceding rules and spells from the Spirit Runes list: ‘The +25 will require that the sword have a Rune Level fat least 25, and will require S units ofthe sword's Rune Capacity. one Jor each +5), see Rune of Stiking onthe Spit Rune ist. ‘The Fireboltis a 6th eve spell, thus tnormally requires a Major Spirit Rune (15 level spel) i uses 1 unit of the sword s Rune Capacity, andthe sword must have a Rune Level ofat least IS. For the Fiebolt 10 do Sx damage (a 400% enhancement) requires 4 ‘more units ofthe swords Rune Capacity (5 torl). The frequency Of Shr” requires units ofthe sword s Rune Capacity for total Rune Capacity requirement forthe Ftebolt of 25 = (I + 4) x5. The additional heat critical a Loed Spirit Rune, level 20) the requires one more unit ofthe sword! s Rune Capacity and requires that the sword have a Rune Level of at least 20. ‘So, the Lightlaen sword requires a Rune Level of25 and a Rune Capacity of $1 = 5 + 25 + land it will require thar 31 Spirit Runes ofthe appropriate level be cast. The casting ofthe runes will not take long, but tempering the item will bea hassle ‘According to the Temper chart in the Spirit Runes spell lis: tempering the sword fora Rune Level of 25 willrequire at least 325 days, while a Rune Capacity of 31 wil require 496 days. This isa total of 821 days, or two years and 91 days. However since spell failures are very likely. as the Magus increases the sword's Tolerance Levels, the time is ikely 10 be closer to 3 years (1000+ days) NOTE: No 25th level Alchemist could make the weapon in the preceding example although a 25th evel Magus could. However Wwhenan Alchemist did get highenough omake he itemi(about 30th Tevel), it would only take him 130 weeks (910 days), regardless of non-lethal failures. The process requires the Weapon +25 (30th level), the firebolt x5 (30th level. the Daily V (about 30th level), ‘and the Flame Sword 20th levelx2 for the 2nd effect for the Heat crits Inthe final analysis, wher dealing with items which may be created through the use of runes, the Magus is very close 10 the proficiency ofthe Alchemist although he does not have the breadth of differen ereation abilities and iis possible to dispel his items ‘abilities since they are imbedded "Runes NOTE: /faGM wishes, hemay make Spirit Runes permanent i do not allow normal “dispelling” and anti-magic ro affect them). Inthiscase,donotallow a Magus o change Spirit Runes once they are imbedded into a tempered item. ‘Mrvor Srimit Reyes (10) 1 Rune of Sharpness — for each Rune of Sharpness, te iter will cause additional bleeding of 1 hifrd on"“A," "B," of °C" class eriticals, and 2 hited on “D” and “E” class critical. 2. Rune of Cleaving — when striking a non-magic weapon, shield, item ‘of armor, or wooden object no more than I’ diameterftickness the item ‘must make a RR against a 10th level attack or be severed, 3. Rune of Flight — for each rune the caster may either: (1) increase the range of a ranged weapon by 100%, or (2) add 25° to the range of an tunranged weapon, 4. Critical Negation — for each rune, the caster may reduce the chances fora critical effecting the protected area by 5%, to a maximum of 50%. 8. Fumble Modification — for each rune, the caster may reduce the chances of fumble with the item by 1 (minimum of 01). 6, Sense Evil — a wielder will sense the presence of evil within a 50'R. He must be wielding the item (eg, have i out of scabbard) forthe special ability to function. If the wielder concentrates, he may determine the source ofthe evi 7.Empathie Contact — permits empathic contact between a wielderand his intelligent (any degree) enruned item within a radius of 10 '8. Low Personality — instills « distinct sentient personality of low intelligence within the iter, Masor Spurr Ruxe (15) 1. Free Hand — one Free Hand rune permits someone to wield a two- handed item with only one hand. Two Free Hand runes permits someone towielda I handed item with"no hands” Three Free Hands runes permits ‘someone to wield a? handed tem with “no hands". "No hands" has amit ‘of 3 range between the wielder and the item, 2. Additional Lesser Critieals — the item inflicts an additonal critical of thecaster's choice (choose when imbedding rune) one level of severity less than the one normally given. To inerease the numberof erticals by imbedding additional runes, the caster must imbed a number of runes ‘equal to: (the numberof crits) squared (eg. 3 additional crtials would requite 9 runes). 3. Additional Unbalancing Criticals —as above excep the item inflicts Unbalancing criticals equal in severity to the one given 4. Limited Shifting — the item may take on an addtional form for each fine embedded, Each additonal rune also permits the item a 100% variation in mass ea five rune dagger of I/2 pound mightchange o?.5 pound broadsword) '. Rune of Great Cleaving — as Rune of Cleaving above except that ‘magic items may also be effected, and the spell atack is Sth level 6. Unencumbering — each Rune of Unencumbering reduces the weight ‘of am item by 10% per rune cas. 17. Bleeding — as Sharpness above except thatthe item inflicts 3hits/md fon "A," "B," of °C" class eitcals and $hitsed on "D" and “E" class critcas. 8. Warning— flying or worn near the owner, the item willtelepathically alert him, even if owner is asleep. ro unauthorized presences within 100 9, Medium Personality — instills a distinct sentient personality of ‘medium intelligence within the item. 10. Goodness: Repulsions — Permits an addtional slaying critical on ‘Undead, Additionally, foreach eune the wielder may cat | Repulsions 10 per day. 11, Return by Flight — when called the item physically flies back tits fowner ata rate of S00V/md. Range = number of runes x 500. gr 232: eRe Ee: SSESEELSERES: ezggsee er te Spell "Laws': Spirit Runes 25 Lorp Spurr Rune (20) |. Invulnerability —makes the iter, for most purposes, invulnerable to destruction by a particular fore: fire, lightning, tc) Please note that with physics considerations in mind, such invulnerability might do Tile to protect the wielder or wearer... Sut of armor invulnerable to impact ill ot prevent its wearer fom being. injured in a 100 fll). 2 Spieit Rune: Battle — the wielder may permit himself 10 be tempor ilypossessed by abate spirit within the item and perform combat using. ‘he physical stats of the spirit: OB, numberof attacks, ambush size clas, hitpoins etc. Usually thetype of spirits appropriate to the level at which ‘his rune is cast, Although the bate spirit wil follow the instincts ofthe Wieder, the wielder must make a successful SD roll (needs 101+ roll, adding SD mod) to completely recover his self-control. The spirit auto ‘matically relinquishes control at the cessation of combat. Please note: mage that might not incapacitate or kill the physical spirit might very ‘well be maiming or fatal tothe wielder. Also, very powerful spirits (e.g. Odainers, et) could alter the persona of the wield overtime. {3 Rune of White/Black — makes an item holy or unholy. 44 Spirit Rune: Vampire—when the wielder strikes an opponent, he saps [PPIv and | hiv from bis vetim and adds ther to himself (the level ‘sed is that at which the Vampire rune was cast). The power points are tunafected by Bonus PP items, but the wielder may temporarily (10 min Iw) exceed his normal maximums. Additional Equal Criticals—as Additional ritcalsaboveexcepthe ttteals are equal in severity to those normally given 6, Return by Long Door — as Resurn by Flight above except the movement is instantaneous and it occurs by Long Door. 7. RR Bonus — every rune adds 10% to the wearer's or wielder's Resistance rolls vs. particular realm of power oF nasty thing (e.g. poison or disease. ‘8, Telempathy —as Empathic Contact above except the ranges 100' per ‘owner's level 9. High Personality — instills a distinct sentient personality of high intelligence within the item, 10. Aligned — item is imbued with a particular alignment or purpose ‘Such tems must have ther strength of will determined (see RM pp.52- ‘S4). Strength of will should be determined from the level ofthe item's intelligence. These items will contest owners of varying alignment or 11. Invisible — the item is invisible, Note that this characteristic does not cause the wearer, wielder, or owner to become invisible. Spunrr Rues oF Misi (25) 1. Spirit Rune: Summons — summons the item to the owner from any distance onthe same plane at arate of $00/end. The item moves by fight, and can be restrained 2, Haste — item casts Haste at Will, Please note tha every round of Haste aftr the 10th saps basic hits from the wielder at rate of 2 hits per round. 3.Slaying —the item delivers slaying rticals against one panicularkind ‘ofereature or being. The caster must have some sample ofa portion of one ofthe creatures to engrave the rune. If a Caster desires an item tobe able to slay more than one category of creature, the number of runes required for each additional kind increases: 2nd = 4 runes, 3rd = nine, et ‘Spinrr Runes oF THE Pate (30) 1. Willshape — object may take any desired form desired by the wielder ‘orownersubjectto restrictions levied by the GM (€g..n0 pistls.etc) The form may be as small as 1/10th the original mass, or up to 2x. Each additional rune may increase the mass's form by one category: 2x 10 3x, 3x to4x, ee 2. Spirit Rune: Dance — as Spirit Rune: Batle above, except the item ‘eed not be wielded by the owner at ali. itis treated as iit were being ‘wielded by the spirit. Ifthe spirits everkilled, the SpiritRune: Dancerune Will be inactive for one year. 3. Spirit Rune: Magke — the item gains the spel cating ability of the ‘sprituilized level ofthe spitt should be appropriate tothe level at which this spel is cas). The GM may arbitrate some restrictions appropriate to his world. 4. Very High Personality — instills distinc sentient personality of very high intelligence within the item. 5. Invisible Wielder — item may cast Invisibility at wll on its wearer or Wwielder. However, ifthe wearer/wiekder makes a violent move or attack, he will visible for atleast 6 rounds following the action before the item ‘may cast the spell again, Spinrr Runes oF Power (50) 1. Spirit Rune: Doom — when presented inadefensive manner, the tem casts a 30th level spel to reflect an attack of any type (e... magical, weapon, elemental, etc) back ois soure. 2. Spirit Rune: Mastery — when presented in an upraised manner, the item cass the 30th level spell Mind Control True (Base Mentalist, Mind Control list, 30th level) on all viewing within 50. 3. Artifact Personality —instils distinc sentient personality of artifact intelligence within the item. Ifthe Magus imbeds five ofthese runes in item, then the personality wll be of legendary anifact intelligence. 4, Goodness: Lightblade —the item takes on the general characteristics ofthe “lightblades” (see Creatures & Treasures . 73.

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