spell name: CONTROL 1 | list name: spell hand | level: 1 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target gains a 5% chance to avoid the effects of any spell fumble. |
spell name: NONVOCAL * | list name: spell hand | level: 2 | realm: essence | type: wizard base | spell class: f* | duration: 1 spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: The target's next spell may be cast silently (this spell requires no verbal component). |
spell name: DELAY 1 | list name: spell hand | level: 4 | realm: essence | type: wizard base | spell class: f | duration: next spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster increases the preparation time of the target's next spell by 1 round. For example, a Class I spell, which normally would only take 1 round to prepare and cast, would take 2 rounds; one to prepare and one to cast. Add 25% to caster's ESF for each preparation round ignored. |
spell name: CONTROL 2 | list name: spell hand | level: 5 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target gains a 10% chance to avoid the effects of any spell fumble. |
spell name: MENTAL GESTURE * | list name: spell hand | level: 6 | realm: essence | type: wizard base | spell class: f* | duration: 1 spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: The target's next spell may be cast without incurring penalties for not having his hands free (this spell requires no somatic component). If it is used with an elemental spell, caster receives no directed spell bonus. |
spell name: QUICKEN 1 | list name: spell hand | level: 7 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells 5 levels below that of the target are considered class I spells. |
spell name: DELAY 2 | list name: spell hand | level: 8 | realm: essence | type: wizard base | spell class: f | duration: next spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster increases the preparation time of the target's next spell by 2 rounds. For example, a Class I spell, which normally would only take 1 round to prepare and cast, would take 3 rounds; one to prepare and one to cast. Add 25% to caster's ESF for each preparation round ignored. |
spell name: CONTROL 3 | list name: spell hand | level: 9 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target gains a 15% chance to avoid the effects of any spell fumble. |
spell name: NONVOCAL TRUE * | list name: spell hand | level: 10 | realm: essence | type: wizard base | spell class: f* | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: All target's spells within the duration of the spell may be cast silently (this spell requires no verbal component). |
spell name: SPELLHASTE 1 | list name: spell hand | level: 11 | realm: essence | type: wizard base | spell class: f | duration: 1 round | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Allows two Class I spells to be cast in a single round. |
spell name: QUICKEN 2 | list name: spell hand | level: 12 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells 4 levels below that of the target are considered class I spells. |
spell name: DELAY 3 | list name: spell hand | level: 13 | realm: essence | type: wizard base | spell class: f | duration: next spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster increases the preparation time of the target's next spell by 3 rounds. For example, a Class I spell, which normally would only take 1 round to prepare and cast, would take 4 rounds; one to prepare and one to cast. Add 25% to caster's ESF for each preparation round ignored. |
spell name: SPELLHASTE 2 | list name: spell hand | level: 15 | realm: essence | type: wizard base | spell class: f | duration: 2 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Allows two Class I spells to be cast in a single round. |
spell name: CONTROL TRUE | list name: spell hand | level: 16 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target gains a 20% chance to avoid the effects of any spell fumble. |
spell name: MENTALA GESTURE TRUE * | list name: spell hand | level: 17 | realm: essence | type: wizard base | spell class: f* | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: All target's spells may be cast without incurring penalties for not having his hands free (this spell requires no somatic component). If it is used with an elemental spell, caster receives no directed spell bonus. |
spell name: DELAY TRUE | list name: spell hand | level: 18 | realm: essence | type: wizard base | spell class: f | duration: next spell | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster increases the preparation time of the target's next spell by 5 rounds. For example, a Class I spell, which normally would only take 1 round to prepare and cast, would take 6 rounds; one to prepare and one to cast. Add 25% to caster's ESF for each preparation round ignored. |
spell name: QUICKEN TRUE | list name: spell hand | level: 19 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells 3 levels below that of the target are considered class I spells. |
spell name: SPELLHASTE 3 | list name: spell hand | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 3 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Allows two Class I spells to be cast in a single round. |
spell name: SPELL CONTROL * | list name: spell hand | level: 25 | realm: essence | type: wizard base | spell class: f* | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: All target's spells within the duration of the spell may be cast silently and non-somatically (this spell requires no verbal or somatic component) within the duration. |
spell name: SPELLHASTE TRUE | list name: spell hand | level: 30 | realm: essence | type: wizard base | spell class: f | duration: 4 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Allows two Class I spells to be cast in a single round. |
spell name: SPELL HAND | list name: spell hand | level: 50 | realm: essence | type: wizard base | spell class: u | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster may use any of the lower level spells from this list once per round. |
spell name: FOIL 1 | list name: spell bane | level: 1 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells have a 10% chance of not working. Spell does not fumble and no PPs are lost. |
spell name: QUELL 1 | list name: spell bane | level: 5 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's fumble/failure range is increased by 10. |
spell name: FOIL 2 | list name: spell bane | level: 6 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells have a 20% chance of not working. Spell does not fumble and no PPs are lost. |
spell name: IMPEDE 2 | list name: spell bane | level: 8 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells require 2x normal PPs to cast. Target is unaware of the drain until the spell is cast. |
spell name: UNLEARN 1 | list name: spell bane | level: 10 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target forgets the next spell he attempts to cast. Target must relearn the spell. Target has a 5% cumulative chance per day spent studying (8 hours per day - uninterrupted) the affected spell to relearn it. Target may relearn multiple spells simultaneously from the same list. |
spell name: FOIL 3 | list name: spell bane | level: 11 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells have a 30% chance of not working. Spell does not fumble and no PPs are lost. |
spell name: QUELL 2 | list name: spell bane | level: 13 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's fumble/failure range is increased by 20. |
spell name: UNLEARN 2 | list name: spell bane | level: 15 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target forgets the next two spells he attempts to cast. Target must relearn the spell. Target has a 5% cumulative chance per day spent studying (8 hours per day - uninterrupted) the affected spell to relearn it. Target may relearn multiple spells simultaneously from the same list. |
spell name: IMPEDE 3 | list name: spell bane | level: 16 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells require 3x normal PPs to cast. Target is unaware of the drain until the spell is cast. |
spell name: FOIL 4 | list name: spell bane | level: 17 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells have a 40% chance of not working. Spell does not fumble and no PPs are lost. |
spell name: QUELL TRUE | list name: spell bane | level: 18 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's fumble/failure range is increased by 30. |
spell name: IMPEDE 4 | list name: spell bane | level: 19 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells require 4x normal PPs to cast. Target is unaware of the drain until the spell is cast. |
spell name: UNLEARN 3 | list name: spell bane | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target forgets the next three spells he attempts to cast. Target must relearn the spell. Target has a 5% cumulative chance per day spent studying (8 hours per day - uninterrupted) the affected spell to relearn it. Target may relearn multiple spells simultaneously from the same list. |
spell name: FOIL TRUE | list name: spell bane | level: 25 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells have a 50% chance of not working. Spell does not fumble and no PPs are lost. |
spell name: REVERSE | list name: spell bane | level: 30 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's spells are reversed in effect (Fire Bolt becomes Ice Bolt, healing becomes harming, Unstun becomes Stun, Regenerate becomes Degenerate, Light becomes Dark, etc.) Note that some spells cannot be logically reversed, whether due to circumstances, spell definition, or common sense, and cannot be affected by this spell. (GM's discretion). |
spell name: UNLEARN TRUE | list name: spell bane | level: 50 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target forgets the entire list from which his next spell is cast. Target must relearn the spells. Target has a 5% cumulative chance per day spent studying (8 hours per day - uninterrupted) the affected spell to relearn it. Target may relearn multiple spells simultaneously from the same list. |
spell name: REDUCE BONUS ITEMS 1 | list name: spell dampening | level: 3 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's Spell Adder or PP Multiplier is reduced by one level. For example, a +5 adder would be temporarily reduced to +4, while a x3 multiplier would become only a x2. Note that+ 1 Adders and x2 Multipliers are nullified for the duration of this spell. |
spell name: NULLIFY SINGLE USE ITEMS 1 | list name: spell dampening | level: 5 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's single use items (runes, potions, etc.) are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: NULLIFY CHARGED ITEMS 1 | list name: spell dampening | level: 7 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: For this spell 's duration, all of the target's charged items (wands, staves, e(c.) are nullified, losing all charges. Once this spell ends, the item(s) is restored to full potency. |
spell name: NULLIFY DAILY ITEMS 1 | list name: spell dampening | level: 8 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's Daily items are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: REDUCE BONUS ITEMS 2 | list name: spell dampening | level: 9 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's Spell Adder or PP Multiplier is reduced by two levels. For example, a +5 adder would be temporarily reduced to +3, while a x4 multiplier would become x2. Note that +2 Adders and x3 Multipliers are nullified for the duration of this spell. |
spell name: NULLIFY CONSTANT ITEMS 1 | list name: spell dampening | level: 10 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's constant items are rendered unusable or ineffectual. After this spell ends, (he item(s) once again become magical and usable . |
spell name: SPELL DAMPEN 1 | list name: spell dampening | level: 12 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's spells are rendered ineffectual. After this spell ends, the target may cast spells normally. |
spell name: NULLIFY SINGLE USE ITEMS 2 | list name: spell dampening | level: 14 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 10' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's single use items (runes, potions, etc.) are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: REDUCE BONUS ITEMS 3 | list name: spell dampening | level: 15 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 50' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's Spell Adder or PP Multiplier is reduced by three levels. For example, a +5 adder would be temporarily reduced to +2, while a x5 multiplier would become x2. Note that +3 Adders and x4 Multipliers are nullified for the duration of this spell. |
spell name: NULLIFY CHARGED ITEMS 2 | list name: spell dampening | level: 16 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 10' radius | sourcebook: rolemaster companion 5 |
description: For this spell 's duration, all of the target's charged items (wands, staves, e(c.) are nullified, losing all charges. Once this spell ends, the item(s) is restored to full potency. |
spell name: NULLIFY DAILY ITEMS 2 | list name: spell dampening | level: 17 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 10' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's Daily items are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: NULLIFY CONSTANT ITEMS 2 | list name: spell dampening | level: 18 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 10' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's constant items are rendered unusable or ineffectual. After this spell ends, (he item(s) once again become magical and usable . |
spell name: SPELL DAMPEN 2 | list name: spell dampening | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 10' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's spells are rendered ineffectual. After this spell ends, the target may cast spells normally. |
spell name: NULIFY SINGLE USE ITEMS TRUE | list name: spell dampening | level: 25 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 100' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's single use items (runes, potions, etc.) are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: NULLIFY CHARGED ITEMS | list name: spell dampening | level: 30 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 100' radius | sourcebook: rolemaster companion 5 |
description: For this spell 's duration, all of the target's charged items (wands, staves, e(c.) are nullified, losing all charges. Once this spell ends, the item(s) is restored to full potency. |
spell name: NULLIFY DAILY ITEMS TRUE | list name: spell dampening | level: 35 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 100' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's Daily items are rendered unusable or ineffectual. After this spell ends, the item(s) once again become magical and usable. |
spell name: NULLIFY CONSTANT ITEMS TRUE | list name: spell dampening | level: 40 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 100' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's constant items are rendered unusable or ineffectual. After this spell ends, (he item(s) once again become magical and usable . |
spell name: SPELL DAMPEN TRUE | list name: spell dampening | level: 50 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: 100' | area of effect: 100' radius | sourcebook: rolemaster companion 5 |
description: For this spell's duration, all of the target's spells are rendered ineffectual. After this spell ends, the target may cast spells normally. |
spell name: DESCREASE RADIUS 1 | list name: spell manipulation | level: 3 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are decreased by 25%. |
spell name: INCREASE RADIUS 1 | list name: spell manipulation | level: 5 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are increased by 25%. |
spell name: DECREASE RADIUS 2 | list name: spell manipulation | level: 7 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are decreased by 50%. |
spell name: INCREASE RADIUS 2 | list name: spell manipulation | level: 9 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are increased by 50%. |
spell name: DECREASE RADIUS 3 | list name: spell manipulation | level: 11 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are decreased by 75%. |
spell name: CONCENTRATION | list name: spell manipulation | level: 12 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Duration of target's spells becomes concentration. Certain spells (e.g., spells with a Duration listed as"-"" spells from the Spell Mastery List (RMC5 7.9.11 )) will not be affected by this spell." |
spell name: INCREASE RADIUS 3 | list name: spell manipulation | level: 13 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Radius of target's spells are increased by 75%. |
spell name: TRANSMUTE (BASE) | list name: spell manipulation | level: 14 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's elemental attack spells are transmuted into base attack spells. The target uses his elemental attack roll, less any directed bonus, as the net base attack roll. The target of the attack suffers an Essence Critical of severity equal to one level per 10% failure, i.e., 'A' for 10% failure, 'B' for 20% failure, 'C' for 30% failure, etc. |
spell name: TRANSMUTE (ELEMENT) | list name: spell manipulation | level: 15 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's base attack spells are transmuted into elemental attack spells. The target uses his base attack roll, less any bonuses, as his net elemental attack roll. The net attack roll is indexed on the Fire Bolt Attack Chart to determine the damage suffered by the target of the attack. Criticals are interpreted as Essence Criticals. The EAR is modified by +2 per level of the spell transmuted. |
spell name: TOUCH | list name: spell manipulation | level: 16 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Range of target's spells becomes touch. |
spell name: TRANSMUTE (ESSENCE) | list name: spell manipulation | level: 17 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Transmutes target's Mentalism and/or Channeling spells into Essence spells |
spell name: RADIUS | list name: spell manipulation | level: 18 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Range of target's spells become a radius of 5'. |
spell name: TRANSMUTE (MENTALISM) | list name: spell manipulation | level: 19 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Transmutes target's Essence and/or Channeling spells into Mentalism spells. |
spell name: SELF | list name: spell manipulation | level: 20 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Range of target's spells become self. |
spell name: INSTANTANEOUS | list name: spell manipulation | level: 25 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Duration of target's spells become instantaneous. |
spell name: TRANSMUTE (CHANNELING) | list name: spell manipulation | level: 30 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Transmutes target's Essence and/or Mentalism spells into Channeling spells. |
spell name: ODIC MASTERY | list name: spell manipulation | level: 50 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: self | area of effect: self | sourcebook: rolemaster companion 5 |
description: Caster can use any lower level spell from this list once per round. |
spell name: PROTECT OBJECT 1 | list name: spell guard | level: 3 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to a non-living object which has a mass equal to or less than his own. The bonus transferred is subtracted from the caster's current bonus. |
spell name: PENETRATE 1 * | list name: spell guard | level: 4 | realm: essence | type: wizard base | spell class: u* | duration: 3 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells cast after this spell are harder to resist. A resistance roll modification of -5 is applied to the target's resistance roll. |
spell name: POLARIZE | list name: spell guard | level: 6 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 defensive spell | sourcebook: rolemaster companion 5 |
description: Caster can change the protective bonus of the target's defensive spells by ñ 1 per level. This modification may increase or decrease the bonus. |
spell name: PROTECT BEING 1 | list name: spell guard | level: 7 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to a living object which has a mass equal to or less than his own. The bonus transferred is subtracted from the caster's current bonus. The target's bonus, if any, is averaged with the bonus transferred by the caster. Note that in some cases this may actually lower the bonus of the target. |
spell name: DISRUPTION | list name: spell guard | level: 8 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's bonus is scrambled to the point of occasional failure. Each time the target is required to make a RR, there is a 1% chance per level of the caster that the target's RR will completely fail. For example, an 8th level Wizard successfully attacks the target with Disruption. Each time the target attempts a RR, he must first roll to determine if his resistance will work at all. If the roll is 08 or less the target cannot resist the spell attack. The target must continue to check for his resistance until the spell duration expires. |
spell name: REDUCTION 1 | list name: spell guard | level: 9 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's RR bonus is reduced by 20%. Any protective spells, devices, etc., which the target employs after being affected by this spell will function normally. |
spell name: LAYER 2 | list name: spell guard | level: 10 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's resistance becomes layered. His current resistance bonus versus spells is halved, and each half is layered upon the other. This effect gives the target two chances to resist a spell effect. For example, if the target had a resistance bonus versus spell of 30, this spell would give him two chances to resist a spell effect with a bonus of 15 to each attempt. |
spell name: PROTECT OBJECT 2 | list name: spell guard | level: 11 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to a non-living object which has a mass less than or equal to 2x his own. The bonus transferred is subtracted from the caster's current bonus. |
spell name: PROTECT BEING 2 | list name: spell guard | level: 12 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 2 targets | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to two living object which has a mass equal to or less than his own. The bonus transferred is subtracted from the caster's current bonus. The target's bonus, if any, is averaged with the bonus transferred by the caster. Note that in some cases this may actually lower the bonus of the target. |
spell name: PENETRATE 2 * | list name: spell guard | level: 13 | realm: essence | type: wizard base | spell class: u* | duration: 6 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells cast after this spell are harder to resist. A resistance roll modification of -10 is applied to the target's resistance roll. |
spell name: REDUCTION 2 | list name: spell guard | level: 14 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's RR bonus is reduced by 40%. Any protective spells, devices, etc., which the target employs after being affected by this spell will function normally. |
spell name: LAYER 3 | list name: spell guard | level: 15 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's resistance becomes layered. His current resistance bonus versus spells is divided by three and each third is layered upon the other. This effect gives the target three chances to resist a spell effect. For example, if the target had a resistance bonus versus spell of 30, this spell would give him three chances to resist a spell effect with a bonus of 10 to each attempt. |
spell name: LEECH | list name: spell guard | level: 16 | realm: essence | type: wizard base | spell class: f | duration: varies | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's RR bonus begins to steadily decay by 5% per round until completely reduced to 0. Note that even if the target re-casts his protective spells, reactivates protective devices, etc., they too will begin to decay until the target's net RR bonus is 0. Once the target's RR bonus becomes 0, the spell expires after which the target's bonus returns to normal on the following round. |
spell name: PENETRATE 3 * | list name: spell guard | level: 17 | realm: essence | type: wizard base | spell class: u* | duration: 9 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells cast after this spell are harder to resist. A resistance roll modification of -10 is applied to the target's resistance roll. |
spell name: PROTECT OBJECT TRUE | list name: spell guard | level: 18 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to a non-living object which has a mass less than or equal to 5x his own. The bonus transferred is subtracted from the caster's current bonus. |
spell name: REDUCTION 3 | list name: spell guard | level: 19 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's RR bonus is reduced by 60%. Any protective spells, devices, etc., which the target employs after being affected by this spell will function normally. |
spell name: LAYER 4 | list name: spell guard | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's resistance becomes layered. His current resistance bonus versus spells is divided by 4 and each quarter is layered upon the other. This effect gives the target four chances to resist a spell effect. For example, if the target had a resistance bonus versus spell of 40, this spell would give him four chances to resist a spell effect with a bonus of 10 to each attempt. |
spell name: PROTECT BEING TRUE | list name: spell guard | level: 25 | realm: essence | type: wizard base | spell class: f | duration: concentration | range: touch | area of effect: 1 target / 5 levels | sourcebook: rolemaster companion 5 |
description: Caster is able to transfer a portion or all of his resistance bonus to one living object per five caster levels which has a mass equal to or less than his own. The bonus transferred is subtracted from the caster's current bonus. The target's bonus, if any, is averaged with the bonus transferred by the caster. Note that in some cases this may actually lower the bonus of the target. |
spell name: PENETRATE TRUE * | list name: spell guard | level: 30 | realm: essence | type: wizard base | spell class: u* | duration: 12 rounds | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Spells cast after this spell are harder to resist. A resistance roll modification of -1 / level of caster is applied to the target's resistance roll. |
spell name: LAYER TRUE | list name: spell guard | level: 50 | realm: essence | type: wizard base | spell class: f | duration: 1 round / level (concentration) | range: 100' | area of effect: 1 target | sourcebook: rolemaster companion 5 |
description: Target's resistance becomes layered. His current resistance bonus versus spells is divided by 5 and each fifth is layered upon the other. This effect gives the target five chances to resist a spell effect. For example, if the target had a resistance bonus versus spell of 40, this spell would give him five chances to resist a spell effect with a bonus of 8 to each attempt. |
spell name: MINOR STAFF | list name: wizard staff | level: 1 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +1 Essence spell adder and a +5 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: WYRDLIGHT | list name: wizard staff | level: 2 | realm: essence | type: wizard base | spell class: fp | duration: 10 minutes / level | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: The tip of the staff glows at whatever intensity the caster desires, from barest glimmer to a bright light (50' rad. max.). |
spell name: RUNE | list name: wizard staff | level: 3 | realm: essence | type: wizard base | spell class: fu | duration: varies | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster may store one spell on his staff to be cast later with no preparation (only one such stored spell at a time). |
spell name: LESSER STAFF | list name: wizard staff | level: 4 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: minor staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +2 Essence spell adder and a +10 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: ALARUM STAFF | list name: wizard staff | level: 5 | realm: essence | type: wizard base | spell class: fp | duration: 1 hour / level | range: 100' | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: When this spell is cast on a staff, it becomes attuned to a particular situation. If this situation arises, the Staff makes a sound, alerting the caster. For example, if the caster wished to sleep in the grasses of tiger country, he might attune his staff to the approach of tigers within 100'. Any tiger within this 100' R would cause the staff to sound the alarm. |
spell name: FROSTSTAFF | list name: wizard staff | level: 6 | realm: essence | type: wizard base | spell class: fe | duration: | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: The caster causes a blast of cold air to rush from the tip of his Wizardstaff. Treat this as a+ 10 Cold Bolt with a Range of 30' (roll on the Fire Bolt table, using Cold criticals) . |
spell name: RECALL STAFF | list name: wizard staff | level: 7 | realm: essence | type: wizard base | spell class: f | duration: | range: 1 mile / level | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: This spell instantly returns the caster's staff to his outstretched hand. |
spell name: FIRESTAFF | list name: wizard staff | level: 8 | realm: essence | type: wizard base | spell class: fe | duration: | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: The caster causes a blast of flames to burst from the tip of his Wizardstaff. Treat this as a +20 Fire Bolt with a Range of 50'. |
spell name: STORE 5 | list name: wizard staff | level: 9 | realm: essence | type: wizard base | spell class: fu | duration: concentration | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster may permanently store one 5th level or lower spell from one of the Wizard Base Lists Spell Hand, Spell Bane, Spell Manipulation, Spell Guard, or Spell Dampening. The 'stored ' spell affects an area up to 1' per level of the caster. Caster need only concentrate to affect the spell This effect is centered within the staff. Only one spell may be stored in this way. |
spell name: GREATER STAFF | list name: wizard staff | level: 10 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: lesser staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +3 Essence spell adder and a +15 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: THUNDERSTAFF | list name: wizard staff | level: 11 | realm: essence | type: wizard base | spell class: fe | duration: | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: The caster causes a bolt of lightning to spring from his Wizardstaff.Treat this as a +20 Lightning Bolt with a Range of 100'. |
spell name: STORE 10 | list name: wizard staff | level: 12 | realm: essence | type: wizard base | spell class: fu | duration: concentration | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster may permanently store one 10th level or lower spell from one of the Wizard Base Lists Spell Hand, Spell Bane, Spell Manipulation, Spell Guard, or Spell Dampening. The 'stored ' spell affects an area up to 1' per level of the caster. Caster need only concentrate to affect the spell This effect is centered within the staff. Only one spell may be stored in this way. |
spell name: FINDING STAFF | list name: wizard staff | level: 13 | realm: essence | type: wizard base | spell class: fi | duration: 1 minute / level | range: 100' / level | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster's staff points in the direction of any specific object or place he is familiar with. |
spell name: GUARDIAN STAFF | list name: wizard staff | level: 14 | realm: essence | type: wizard base | spell class: fd | duration: 1 minute / level | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: When this spell is cast, the caster adds his level to his Defensive Bonus and Resistance Rolls (e.g., a 15th lvl caster would add +15 to both his DB and all RRs). |
spell name: STORE 15 | list name: wizard staff | level: 15 | realm: essence | type: wizard base | spell class: fu | duration: concentration | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster may permanently store one 15th level or lower spell from one of the Wizard Base Lists Spell Hand, Spell Bane, Spell Manipulation, Spell Guard, or Spell Dampening. The 'stored ' spell affects an area up to 1' per level of the caster. Caster need only concentrate to affect the spell This effect is centered within the staff. Only one spell may be stored in this way. |
spell name: SILVER STAFF | list name: wizard staff | level: 16 | realm: essence | type: wizard base | spell class: fp | duration: permanent | range: touch | area of effect: greater staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +4 Essence spell adder (or a x2 Essence spell point multiplier) and a +20 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: HAMMERSTAFF | list name: wizard staff | level: 17 | realm: essence | type: wizard base | spell class: fp | duration: 1 minute / level | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Double concussion hits are delivered by the staff. |
spell name: BEASTSTAFF | list name: wizard staff | level: 18 | realm: essence | type: wizard base | spell class: f | duration: 1 minute / level | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Transforms caster's Wizardstaff into any animal or a legendary creature of animal intelligence (no magical abilities except perhaps flight). The creature's mass may not exceed 50%/lvl of the caster's mass.The beast is treated as a familiar (see Familiar on the Closed Essence list Gate Mastery) |
spell name: LORD STORE | list name: wizard staff | level: 19 | realm: essence | type: wizard base | spell class: fu | duration: concentration | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Caster may permanently store one 20th level or lower spell from one of the Wizard Base Lists Spell Hand, Spell Bane, Spell Manipulation, Spell Guard, or Spell Dampening. The 'stored ' spell affects an area up to 1' per level of the caster. Caster need only concentrate to affect the spell This effect is centered within the staff. Only one spell may be stored in this way. |
spell name: GOLDEN STAFF | list name: wizard staff | level: 20 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: silver staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +5 Essence spell adder (or a x3 multiplier )and a +25 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: GREATER HAMMER STAFF | list name: wizard staff | level: 25 | realm: essence | type: wizard base | spell class: fp | duration: 1 minute / level | range: touch | area of effect: 1 staff | sourcebook: rolemaster companion 5 |
description: Triple concussion hits are delivered by Staff when used in melee. |
spell name: LORD STAFF | list name: wizard staff | level: 30 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: golden staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +7 Essence spell adder ( or a x4 multiplier) and a +30 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: STAFF TRUE | list name: wizard staff | level: 50 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: lord staff | sourcebook: rolemaster companion 5 |
description: Allows the caster to take an appropriate material (e.g. wood, metal, bone, etc.) and form a staff in I hour. The staff is enchanted to be a +10 Essence spell adder (or a x5 multiplier) and a +50 quarterstaff. If the staff is destroyed, caster immediately takes 50% of his hits and functions at -30 for 1-4 wks. |
spell name: DETECT CHARM | list name: charmcraft | level: 1 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: 50' | area of effect: 5' r | sourcebook: rolemaster companion 5 |
description: Detects the presence of Charms within the area of effect. A 5'R area may be examined each round. |
spell name: DECIPHER CHARM | list name: charmcraft | level: 2 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: touch | area of effect: 1 item / round | sourcebook: rolemaster companion 5 |
description: Gives the caster detailed information on all the specifics of one Charm per round, including the exact spell(s) that it guards against, the strength of each effect (the level of the creator), whether any are Layered Charms, and if the item is inscribed with a Deep Anchor effect. Each Charm that the caster examines in this way may also be automatically bonded to him if so desired (and if he has the capacity to link-up). |
spell name: ANCHOR | list name: charmcraft | level: 3 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a matrix in an item that allows a Charm to be inscribed on it. For every consecutive week that Anchor is cast ( 1/day) on an object, the matrix gains a capacity of two levels. A Charm spell may only be inscribed onto a matrix that has a level capacity equal to or greater that its own level. The matrix that is anchored to an item will last only as long as the Charm it holds is potent (unless a Deep Anchor spell is used). |
spell name: CHARM 4 | list name: charmcraft | level: 4 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 4 can be set to guard against a spell of fourth level or lower. |
spell name: CHARM 6 | list name: charmcraft | level: 6 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 6 can be set to guard against a spell of fourth level or lower. |
spell name: MULTIPLE CHARMS 2 | list name: charmcraft | level: 7 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix after the required number of weeks of using the Anchor spell but before Charm has been cast, the matrix gains the ability to hold two Charms instead of one. The matrix must have the level capacity to hold the sum of the highest level Charm spell plus one-half the level of each additional Charm spell to be placed on the item. |
spell name: CHARM 8 | list name: charmcraft | level: 8 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 8 can be set to guard against a spell of eigth level or lower. |
spell name: CHARM 10 | list name: charmcraft | level: 10 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 10 can be set to guard against a spell of tenth level or lower. |
spell name: MUTIPLE CHARMS 3 | list name: charmcraft | level: 11 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix after the required number of weeks of using the Anchor spell but before Charm has been cast, the matrix gains the ability to hold three Charms instead of one. The matrix must have the level capacity to hold the sum of the highest level Charm spell plus one-half the level of each additional Charm spell to be placed on the item. |
spell name: CHARM 12 | list name: charmcraft | level: 12 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 12 can be set to guard against a spell of twelvth level or lower. |
spell name: DEEP ANCHOR 1 | list name: charmcraft | level: 13 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix before a Charm spell is cast the matrix gains the ability to remain in the item it has been anchored to after its associated Charm has faded. An impression of the Charm is retained by the empty matrix, so that it will slowly regenerate the exact Charm that it held. When dispelled, a Charm that possesses Deep Anchor 1 will reset itself after one week. Every time a Charm is regenerated through the Deep Anchor effect it loses 50% of its RR attack strength level (the level of its creator), rounding down. When it reaches a RR attack strength level of 1, the Deep Anchor effect fades and the Charm will dispel after its next blocking attempt. (E.g., a Charm X with a Deep Anchor 1 effect that is created by a 20th level caster will take 1 week to regenerate the first time it is dispelled, after which it will gave a RR attack strength level of level 10; the next regeneration will leave it at level 5; the next at level 2; the last regeneration will reduce it to a Ievel 1 attack strength one-shot Charm.) After a Deep Anchored Charm regenerates for the first time, the matrix becomes unstable so that the Charm will dispel each time it is activated in an attempt to block a spell, even if it succeeds in turning the spell away. (So Deep Anchored Charms are much weaker than standard Charms once they regenerate after their first failure.) Deep Anchor may not be added to an a matrix that will also possess Layered Charm. |
spell name: CHARM 14 | list name: charmcraft | level: 14 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 14 can be set to guard against a spell of fourteenth level or lower. |
spell name: MULTIPLE CHARMS 4 | list name: charmcraft | level: 15 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix after the required number of weeks of using the Anchor spell but before Charm has been cast, the matrix gains the ability to hold four Charms instead of one. The matrix must have the level capacity to hold the sum of the highest level Charm spell plus one-half the level of each additional Charm spell to be placed on the item. |
spell name: CHARM 16 | list name: charmcraft | level: 16 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 16 can be set to guard against a spell of sixteenth level or lower. |
spell name: DEEP ANCHOR 2 | list name: charmcraft | level: 17 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix before a Charm spell is cast the matrix gains the ability to remain in the item it has been anchored to after its associated Charm has faded. An impression of the Charm is retained by the empty matrix, so that it will slowly regenerate the exact Charm that it held. When dispelled, a Charm that possesses Deep Anchor 2 will reset itself after one day. Every time a Charm is regenerated through the Deep Anchor effect it loses 50% of its RR attack strength level (the level of its creator), rounding down. When it reaches a RR attack strength level of 1, the Deep Anchor effect fades and the Charm will dispel after its next blocking attempt. (E.g., a Charm X with a Deep Anchor 1 effect that is created by a 20th level caster will take 1 week to regenerate the first time it is dispelled, after which it will gave a RR attack strength level of level 10; the next regeneration will leave it at level 5; the next at level 2; the last regeneration will reduce it to a Ievel 1 attack strength one-shot Charm.) After a Deep Anchored Charm regenerates for the first time, the matrix becomes unstable so that the Charm will dispel each time it is activated in an attempt to block a spell, even if it succeeds in turning the spell away. (So Deep Anchored Charms are much weaker than standard Charms once they regenerate after their first failure.) Deep Anchor may not be added to an a matrix that will also possess Layered Charm. |
spell name: CHARM 18 | list name: charmcraft | level: 18 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm 18 can be set to guard against a spell of eighteenth level or lower. |
spell name: LAYERED CHARM | list name: charmcraft | level: 19 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: When this spell is cast on an item's matrix, the next Charm spell inscribed will gain the ability to sustain two failures before fading out. If a Layered Charm fails to cancel an attacking spell, only the first layer is shattered. The second layer of protection will then activate immediately so that the spell must make a second RR within that round before having a chance to reach its target. If it also succeeds in the second RR, the Charm is then shattered, but if the spell fails the RR the single remaining layer will be retained and will act as a standard (one-failure) Charm until dispelled normally. Two Layered Charms against the same spell may not be combined in any way; the maximum number of extra RRs that a target may gain by the use of Charms is two (plus the target's normal RR if all Charm-interposed RRs fail to stop the attacking spell). |
spell name: LORD CHARM | list name: charmcraft | level: 20 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Charm IV can be set to guard against a spell of twentieth level or lower. |
spell name: UNLIMITED CHARM | list name: charmcraft | level: 25 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell inscribes a Charm effect onto the matrix that is placed on an item through Anchor. When Charm is cast on the prepared item it becomes receptive and the next spell cast onto the item within one minute (by the caster or another cooperating spell-user) will be harmlessly absorbed and will activate the Charm against that specific spell. At the time of casting Charm the caster can choose to orient the Charm to either protect a bonded bearer or the item itself. Unlimited Xharm can be set to guard against a spell of any level. |
spell name: ESSENCE CHARM | list name: charmcraft | level: 30 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a Charm that will guard against any twentieth or lower level spell of the Essence realm that is cast at the bearer or item (but still restricted to the types of spells that a Charm may guard against-that is, no Elemental Attack spells). This type of Charm may not be enhanced by a Layered Charm or Multiple Charms effect, although it may be inscribed on a matrix that possesses Deep Anchor. It is also more difficult to inscribe this kind of Charm. Each day of inscription only adds one-half a level to the RR attack level strength desired (doubling the number of inscription days). |
spell name: MENTALISM CHARM | list name: charmcraft | level: 35 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a Charm that will guard against any twentieth or lower level spell of the Mentalism realm that is cast at the bearer or item (but still restricted to the types of spells that a Charm may guard against-that is, no Elemental Attack spells). This type of Charm may not be enhanced by a Layered Charm or Multiple Charms effect, although it may be inscribed on a matrix that possesses Deep Anchor. It is also more difficult to inscribe this kind of Charm. Each day of inscription only adds one-half a level to the RR attack level strength desired (doubling the number of inscription days). |
spell name: CHANNELING CHARM | list name: charmcraft | level: 40 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a Charm that will guard against any twentieth or lower level spell of the Channeling realm that is cast at the bearer or item (but still restricted to the types of spells that a Charm may guard against-that is, no Elemental Attack spells). This type of Charm may not be enhanced by a Layered Charm or Multiple Charms effect, although it may be inscribed on a matrix that possesses Deep Anchor. It is also more difficult to inscribe this kind of Charm. Each day of inscription only adds one-half a level to the RR attack level strength desired (doubling the number of inscription days). |
spell name: HYBRID CHARM | list name: charmcraft | level: 45 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a Charm that will guard against any twentieth or lower level spell of the Essence realm that is cast at the bearer or item (but still restricted to the types of spells that a Charm may guard against-that is, no Elemental Attack spells). This type of Charm may not be enhanced by a Layered Charm or Multiple Charms effect, although it may be inscribed on a matrix that possesses Deep Anchor. It is also more difficult to inscribe this kind of Charm. Each day of inscription only adds one-half a level to the RR attack level strength desired (doubling the number of inscription days). |
spell name: CHARM TRUE | list name: charmcraft | level: 50 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 item | sourcebook: rolemaster companion 5 |
description: This spell creates a Charm that will guard against any spell of ay realm of any level that is cast at the bearer or item (but still restricted to the types of spells that a Charm may guard against-that is, no Elemental Attack spells). This type of Charm may not be enhanced by a Layered Charm or Multiple Charms effect, although it may be inscribed on a matrix that possesses Deep Anchor. It is also more difficult to inscribe this kind of Charm. Each day of inscription only adds one-half a level to the RR attack level strength desired (doubling the number of inscription days). This is the most difficult type of Charm to create, and each day of inscription only adds one quarter of a level to the RR attack level strength (thus quadrupling the number of inscription days). |
spell name: DETECT TATTOO | list name: organism skills | level: 1 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: 50' | area of effect: 5' radius | sourcebook: rolemaster companion 5 |
description: Detects Tattoos on beings within the area of effect (including Tattoos drawn with Transparent Pigments). A S'R may be examined each round. |
spell name: IDENTIFY | list name: organism skills | level: 2 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: touch | area of effect: 1 tattoo / round | sourcebook: rolemaster companion 5 |
description: This spell tells the caster what type of Tattoo has been touched (Tattoo-Rune, Tattoo-Wand, Imbedded-Tattoo, etc.), but not any of the specific abilities of the Tattoo--that requires the regular attunement attempt or the use of such spells as Decipher Rune!Sigil. |
spell name: PREPARE FLESH | list name: organism skills | level: 3 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: When cast on the bare outer surface of a living creature, this spell primes an area to enable the inscribing of a Tattoo. The total square inches of the projected Tattoo must be set at the time the first Prepare Flesh spell is cast. An outline of the caster's choice is laid down at this time (which may be matched with any Stored design the caster knows) and the actual tattooing must remain within this area. Any attempt to overlap two Tattoos will result in the dispelling of both upon completion (with the standard penalties from the Erase Tattoo spell being applied for both). This spell allows any living outer integument to be used as a surface for a Tattoo (the area will be permeable to the instruments and pigments even if such tattooing is not normally possible). If Prepare Flesh is cast each day of the Tattoo creation, there will be no pain or chance of infection. |
spell name: STORE DESIGN | list name: organism skills | level: 4 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: This spell allows the caster to store a design within his mind permanently (from a normal tattoo, an enchanted Tattoo, or even just a drawing). A Stored design may either be used as a guide to inscribe a (normal or enchanted) tattoo using the caster's tattooing skill , or it may be duplicated exactly using Transfer Design. An area of 1 square inch may be stored per round. |
spell name: TRANSFER DESIGN | list name: organism skills | level: 5 | realm: essence | type: wizard base | spell class: p | duration: varies | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: This spell allows the caster to exactly copy a design he has committed to memory through Store Design onto another surface. If just a normal tattoo is to be inscribed, the design may be duplicated at the rate of 4 square inches per hour; if it is to be the component of an enchanted Tattoo, the spell lasts 24 hours and it must be cast once per day along with the other spells used in the normal Tattoo creation process. |
spell name: TATTOO 2 | list name: organism skills | level: 6 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo II must be at least three square inches, and can hold up to second level Runes or other effects. |
spell name: TRANSPARENT PIGMENTS | list name: organism skills | level: 7 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: When this spell is cast once per day along with the other spells in the Tattoo creation process, the design will become invisible at the completion of the work. It will be visible thereafter only under Detect Tattoo, Detect Essence, or by the caster or bearer of the design at will. Any tattoo created using this spell will not hinder such things as tanning in the area of the design, nor will it have any unusual texture detectable. If normal tattoos are created using this effect, this spell must be cast once per hour during the inscribing time. |
spell name: TATTOO 3 | list name: organism skills | level: 8 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 3 must be at least four square inches, and can hold up to third level Runes or other effects. |
spell name: MAKE TATTOO-WAND | list name: organism skills | level: 9 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of a Tattoo which will hold a rechargeable imbedded spell (or spells) as a wand would, as per the normal alchemical rules used (Spell Law 9.92). The inscribing process takes 9 weeks, and the design must be at least 5 square inches in size. |
spell name: TATTOO 4 | list name: organism skills | level: 10 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 4 must be at least five square inches, and can hold up to fourth level Runes or other effects. |
spell name: ERASE TATTOO | list name: organism skills | level: 11 | realm: essence | type: wizard base | spell class: f | duration: | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: This spell will instantly remove one normal or enchanted tattoo from a creature, but the process inflicts 2 hits per square inch for a normal tattoo or 5 hits per square inch for an enchanted Tattoo when the spell is cast. The erased area may be reinscribed normally. If the bearer of the tattoo is unwilling, the tattoo gets a RR at the bearer's level to resist this spell. |
spell name: TATTOO 5 | list name: organism skills | level: 12 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 5 must be at least six square inches, and can hold up to fifth level Runes or other effects. |
spell name: MAKE TATTOO-ROD | list name: organism skills | level: 13 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of a Tattoo which will hold a rechargeable imbedded spell (or spells) as a rod would, as per the normal alchemical rules used (Spell Law 9.92). The inscribing process takes 13 weeks, and the design must be at least 10 square inches in size. |
spell name: TATTOO 6 | list name: organism skills | level: 14 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 6 must be at least seven square inches, and can hold up to sixth level Runes or other effects. |
spell name: REDRAW DESIGN | list name: organism skills | level: 15 | realm: essence | type: wizard base | spell class: f | duration: 1 hour / level | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: This spell allows the design of a normal or enchanted tattoo to be changed or moved. The caster must use Prepare Flesh, instruments and new pigments, and either the caster's skill or a pattern known through Store Design in the process. The colors may be changed or the design may be partially or totally redrawn, but the total square inches must remain constant. One square inch may be changed per hour. The entire design may also be moved to another area of the creature's body with the following restrictions. The design may not cross another (enchanted or normal) tattoo and must remain whole and continuous at all times. The total square inches may not be changed, although their configuration can be shifted as long as the whole design is still continuous. (This will distort the pattern of the design and may require redrawing.) A design may be moved at the rate of one inch per hour. The movement or redrawing of a tattoo design inflicts I 0 hits/hr of influence on the creature. |
spell name: TATTOO 7 | list name: organism skills | level: 16 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 7 must be at least eight square inches, and can hold up to seventh level Runes or other effects. |
spell name: MAKE TATTOO-STAFF | list name: organism skills | level: 17 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of a Tattoo which will hold a rechargeable imbedded spell (or spells) as a staff would, as per the normal alchemical rules used (Spell Law 9.92). The inscribing process takes 17 weeks, and the design must be at least 20 square inches in size. |
spell name: TATTOO 8 | list name: organism skills | level: 18 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 8 must be at least nine square inches, and can hold up to eighth level Runes or other effects. |
spell name: ENHANCEMENT | list name: organism skills | level: 19 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: This spell allows the creation of Tattoos that can hold certain optional enchanted effects. lf the Enhancement spell is cast every day along with the other spells used in the Tattoo creation, the Tattoo can he set to hold nonstandard enchantments or may possess additional abilities. One Enhancement spell must be cast each day during the Tattoo creation for each extra feature added. In addition, GMs may wish to rule that any expansion beyond the standard features of a Tattoo through the use of Enhancement will add to the total inscription time (perhaps one extra week or month for each extra feature added). |
spell name: TATTOO 10 | list name: organism skills | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 10 must be at least eleven square inches, and can hold up to tenth level Runes or other effects. |
spell name: LORD TATTOO | list name: organism skills | level: 25 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo 3 must be at least 12.5 square inches, and can hold up to twentieth level Runes or other effects. |
spell name: DEEP HUES | list name: organism skills | level: 30 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: 1 tattoo | sourcebook: rolemaster companion 5 |
description: This spell allows a Tattoo to be created that can hold a higher level effect than its total square inches would normally allow. It must be cast once per day along with the other spells used in the Tattoo creation process, and also extends the time required to complete the inscription. For every additional week that the Tattoo creation time is extended while using this spell, the Tattoo or Make Tattoo- effect may be inscribed on a design that is one square inch smaller than normally required by the spell. The limit to this is that any Tattoo must be at least one square inch in size. (So that if a Tattoo-Rod is created using Deep Hues, an extra five weeks may be added to the inscription time to allow the effect to be placed on a five square inch total design.) |
spell name: TATTOO TRUE | list name: organism skills | level: 50 | realm: essence | type: wizard base | spell class: f | duration: 24 hours | range: touch | area of effect: self | sourcebook: rolemaster companion 5 |
description: Allows the creation of enchanted Tattoos on an area primed with Prepare Flesh. The first time Tattoo is cast, the caster must choose the type of effect that the Tattoo is to hold (Rune, Daily Imbed, etc.) and the Tattoo will only be able to contain that type of enchantment. It takes one week per number of the Tattoo spell used to complete the inscription, which must be at least one-half a square inch in size for every level of the Tattoo spell. Tattoo II must be at least twenty five square inches, and can hold any level spell or effect. |
spell name: RESEARCH | list name: perimeter wardings | level: 1 | realm: essence | type: wizard base | spell class: i | duration: 24 hours | range: self | area of effect: touch | sourcebook: rolemaster companion 5 |
description: Caster gains a +25 bonus to attempts made at researching the purpose, origin, and effects of specific ward. |
spell name: PRIVACY SCREEN | list name: perimeter wardings | level: 2 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward dampens any sound coming from within or without the room. This has no effect on the ability of the occupants of the room to hear each other . All effected listening perceptions are at -50. |
spell name: SCRYING WARD 1 | list name: perimeter wardings | level: 5 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Any scrying magic attempting to pass the perimeter must resist the level of the warding or be dispelled. Note: Scrying is defined as the use of spells that allow the seeing, hearing, or predicting of the future. present, or past. |
spell name: INNER WARDINGS | list name: perimeter wardings | level: 6 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This simple enchantment allows a perimeter enchantment to be directed inward. The perimeter ward will now only effect outgoing spells (i.e., spells crossing the perimeter from the inside). |
spell name: PHASE WARD 1 | list name: perimeter wardings | level: 7 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the "phase"" spell fails to resist versus the level of the wardings it is dispelled and the caster fails to pass through. Note: Phasing is defined as any of the merging |
spell name: GATING WARD 1 | list name: perimeter wardings | level: 8 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the gating spell fails to resist versus the level of the wardings it is dispelled and the caster goes nowhere. Note: Gating is defined as any of the teleport, leaving, gate, or long door spells. |
spell name: SENTRY WARD | list name: perimeter wardings | level: 9 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Causes wardings of structure to glow any time they are activated. A ward is active any time a warded-against spell attempts to cross it. If the viewer doesn't know which wards mean what, then a Medium (+0) warding lore roll will reveal what wards have been activated. |
spell name: SCRYING WARD 2 | list name: perimeter wardings | level: 10 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Any scrying magic attempting to pass the perimeter must resist the level of the warding (at -25) or be dispelled. Note: Scrying is defined as the use of spells that allow the seeing, hearing, or predicting of the future. present, or past. |
spell name: PASS WARD | list name: perimeter wardings | level: 11 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Allows the enchanter to set up a pass or back door in any Scrying Ward, Phase Ward, or Gating Ward enchantment. This can take two forms: either an area can be set inside the perimeter that is not covered by it, or a physical token or key can be made that allows the bearer to bypass the wardings. Multiple keys can be made. |
spell name: PHASE WARD 2 | list name: perimeter wardings | level: 12 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the "phase"" spell fails to resist versus the level of the wardings (at -25) it is dispelled and the caster fails to pass through. Note: Phasing is defined as any of the merging |
spell name: GATING WARD 2 | list name: perimeter wardings | level: 13 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the gating spell fails to resist versus the level of the wardings (at -25) it is dispelled and the caster goes nowhere. Note: Gating is defined as any of the teleport, leaving, gate, or long door spells. |
spell name: FIELD WARDING | list name: perimeter wardings | level: 14 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward can be combined with any other ward to produce aField Ward. The wards will now not only attempt to dispel any warded-against magic that crosses the perimeter, but also any attempt to cast the warded-against magic inside the perimeter (e.g., a Field Scrying Ward lll will cause any attempt to scry within the perimeter to resist at -50, even if the caster is also within the perimeter). |
spell name: SCRYING WARD 3 | list name: perimeter wardings | level: 15 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Any scrying magic attempting to pass the perimeter must resist the level of the warding (at -50) or be dispelled. Note: Scrying is defined as the use of spells that allow the seeing, hearing, or predicting of the future. present, or past. |
spell name: SENTRY STONE | list name: perimeter wardings | level: 16 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Caster can enchant a stone that will glow anytime any of the perimeter wardings are activated. A ward is active any time a warded-against spell attempts to cross it. If the viewer doesn't know which wards mean what, then a Medium (+0) warding lore roll will reveal what wards have been activated. |
spell name: PHASE WARD 3 | list name: perimeter wardings | level: 17 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the "phase"" spell fails to resist versus the level of the wardings (at -50) it is dispelled and the caster fails to pass through. Note: Phasing is defined as any of the merging |
spell name: GATING WARD 3 | list name: perimeter wardings | level: 18 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: If the gating spell fails to resist versus the level of the wardings (at -50) it is dispelled and the caster goes nowhere. Note: Gating is defined as any of the teleport, leaving, gate, or long door spells. |
spell name: OUTER WARDING | list name: perimeter wardings | level: 19 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This warding can be combined with a warding enchantment, and allows it to be set to only effect incoming spells (i.e., only spells crossing the warding from the outside). |
spell name: FORBIDDING WARD | list name: perimeter wardings | level: 20 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward can forbid a specific class of creature or being (e.g., Demons of the Second Pale, Orcs, or Undead) from crossing the perimeter. Note: This also applies to attempts to use gating or phasing spells. The creature will take an 'A' Essence critical and must make a RR vs. the level of the wardings. Failure means the creature is thrown backward. Success means that it has gotten through the ward. Even if the creature is successful in entering it will feel great unease in the area (-10 to all actions). This ward requires some of the essence or a bane of the creature to he forbidden to be mixed into the fabric of the structure along the perimeter. The enchanter may only know a few specific creatures that he can ward against. These are up to the GM, but a few suggestions are the various Demons of the Pale, undead spirits, and elementals. |
spell name: PERIMETER WARD 1 | list name: perimeter wardings | level: 25 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This spell will dispel any active spell crossing its perimeter that fails to resist the level of the wardings. This spell may not be used with Outer Wardings. |
spell name: CENTER STONE | list name: perimeter wardings | level: 30 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This allows a perimeter ward enchantment to be placed or centered on a stone in the structure. The stone is the focus of the enchantment, which even allows the enchantment to be added to an existing structure. The stone can hold multiple wards which each takes the standard time to enchant. The center stone is keyed to the structure and will only work within it. If the stone is moved the wardings will ceases to function until it is returned to its resting place. This will allow the wardings to be turned on and off, but be careful the stone isn't destroyed or removed. |
spell name: PHASE WARD TRUE | list name: perimeter wardings | level: 35 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: No phasing magic will work across the perimeter of this warding. |
spell name: GATING WARD TRUE | list name: perimeter wardings | level: 40 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: No gating magic will work across the perimeter of this warding. |
spell name: FORBIDDING WARD TRUE | list name: perimeter wardings | level: 45 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward can forbid a specific class of creature or being (e.g., Demons of the Second Pale, Orcs, or Undead) from crossing the perimeter. Note: This also applies to attempts to use gating or phasing spells. The creature will take an 'C' Essence critical and must make a RR vs. the level of the wardings (at -50). Failure means the creature is thrown backward. Success means that it has gotten through the ward. Even if the creature is successful in entering it will feel great unease in the area (-10 to all actions). This ward requires some of the essence or a bane of the creature to he forbidden to be mixed into the fabric of the structure along the perimeter. The enchanter may only know a few specific creatures that he can ward against. These are up to the GM, but a few suggestions are the various Demons of the Pale, undead spirits, and elementals. |
spell name: PERIMETER WARD 2 | list name: perimeter wardings | level: 50 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This spell will dispel any active spell crossing its perimeter that fails to resist the level of the wardings. This spell may be used with Outer Wardings. |
spell name: RESEARCH | list name: structure wardings | level: 1 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward dampens any sound coming from within or without the room. This has no effect on the ability of the occupants of the room to hear each other . All effected listening perceptions are at -50. |
spell name: SEAL | list name: structure wardings | level: 2 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: When the structure is finally complete this spell will act to seal it. This enchantment only makes the seal of the structure stronger. This causes roofs to be more leakproof, reduces drafts, and so on. |
spell name: PORTAL | list name: structure wardings | level: 3 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This warding must be cast on the frame of the portal and the portal itself. The spell will then allow the portal to be enchanted to have the same protection as the rest of the structure. The doors or shutters can then be enchanted in a single day with only one casting of each ward that the structure will have. This spell can be used on doors and shutters that are replacements for previous ones as long as the frame of the portal was enchanted when the structure was built. |
spell name: PRESERVATION WARD 1 | list name: structure wardings | level: 5 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will slow the effects of nature. Any structure so enchanted will age at 1/4 normal rate. This does not apply to any thing inside the structure. |
spell name: RESIST WARD 1 | list name: structure wardings | level: 6 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This warding will shield a structure from magic. Once enchanted, the structure has a resistance roll equal to the level of the warding vs. all base attack spells. If the structure succeeds in resisting, then the attacking spell will not affect it. |
spell name: FLAME WARD | list name: structure wardings | level: 7 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will make a structure fire resistant. Magical and normal fire can burn (i.e., damage) the structure, but the structure won't continue to bum once the source ofthe flame is removed. Note: this doesn' t protect what ever is inside the the structure from catching fire which would lead to more damage to the structure. |
spell name: RESEAL | list name: structure wardings | level: 8 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Allows the caster to restore the wardings to a portion of a structure that has suffered major damaged. The section must be repaired by casting Reseal on the repairs each day. The repaired section will now have the same warding enchantments as the rest of the structure. |
spell name: SENTRY WARD | list name: structure wardings | level: 9 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Causes the wardings of the structure to glow any time they are activated. A ward is active any time it must resist. If the viewer doesn't know which wards mean what, then a Medium ( +0) Warding Lore roll will inform the viewer what wards have been activated. |
spell name: ELEMENTAL WARD 1 | list name: structure wardings | level: 10 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: The structure is warded against a particular element. Each element must be done separately. The structure then receives half damage from any attacks from that element and a resistance roll vs. any base spells from that element (e.g., a stone structure warded against fire would receive a resistance roll equal to the level of the warding against Stone Fires). This warding protects versus both "magic"" and ""normal"" forms of the element." |
spell name: STRENGTH WARD 1 | list name: structure wardings | level: 11 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will reinforce and strengthen the structure, increasing its concussion hits by 50%. |
spell name: RESIST WARD 2 | list name: structure wardings | level: 12 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This warding will shield a structure from magic. Once enchanted, the structure has a resistance roll equal to the level of the warding (at -25) vs. all base attack spells. If the structure succeeds in resisting, then the attacking spell will not affect it. |
spell name: PRESERVATION WARD 2 | list name: structure wardings | level: 13 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will slow the effects of nature. Any structure so enchanted will age at 1/10 normal rate. This does not apply to any thing inside the structure. |
spell name: CONCEAL WARD 1 | list name: structure wardings | level: 16 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Any part of a structure so enchanted is allowed to resist any detection or vision spell used on it. It is more subtle than the Privacy Screen or Scrying Ward spell in that it doesn't even reveal that it is there. If the structure successfully resists then the spell will fail to even register that the ward resists (e.g., if a secret tunnel with a Conceal ward is looked at using Stonevision, then the caster would not detect the passage, unless the passage failed to resist). |
spell name: PRESERVATION WARD 3 | list name: structure wardings | level: 17 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will slow the effects of nature. Any structure so enchanted will age at 1/20 normal rate. This does not apply to any thing inside the structure. |
spell name: RESIST WARD 3 | list name: structure wardings | level: 18 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This warding will shield a structure from magic. Once enchanted, the structure has a resistance roll equal to the level of the warding (at -50) vs. all base attack spells. If the structure succeeds in resisting, then the attacking spell will not affect it. |
spell name: SENTRY STONE | list name: structure wardings | level: 19 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Caster can enchant a stone that will glow anytime any of the perimeter wardings are activated. A ward is active any time a warded-against spell attempts to cross it. If the viewer doesn't know which wards mean what, then a Medium (+0) warding lore roll will reveal what wards have been activated. The stone must be fixed and inside the perimeters. |
spell name: STRENGTH WARD 2 | list name: structure wardings | level: 20 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will reinforce and strengthen the structure. The structure will now be able to take twice as much damage. |
spell name: ELEMENTAL WARD 2 | list name: structure wardings | level: 25 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: The structure then receives 1/4 damage from any elemental attacks. This warding protects versus both "magic"" and ""normal"" forms of the element." |
spell name: CONCEAL WARD 2 | list name: structure wardings | level: 30 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: Any part of a structure so enchanted is allowed to resist any detection or vision spell used on it. It is more subtle than the Privacy Screen or Scrying Ward spell in that it doesn't even reveal that it is there. If the structure successfully resists (at -25) then the spell will fail to even register that the ward resists (e.g., if a secret tunnel with a Conceal ward is looked at using Stonevision, then the caster would not detect the passage, unless the passage failed to resist). |
spell name: ELEMENTAL WARD 3 | list name: structure wardings | level: 35 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: The structure then receives 1/10 damage from any elemental attacks. This warding protects versus both "magic"" and ""normal"" forms of the element." |
spell name: PRESERVATION WARD TRUE | list name: structure wardings | level: 40 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: This ward will slow the effects of nature. Any structure so enchanted will age at 1/100 normal rate. This does not apply to any thing inside the structure. |
spell name: ELEMENTAL WARDING TRUE | list name: structure wardings | level: 45 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: The structure then receives 1/10 damage from any elemental attacks. This warding protects versus both "magic"" and ""normal"" forms of the element." |
spell name: RESIST WARD TRUE | list name: structure wardings | level: 50 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: v | sourcebook: rolemaster companion 5 |
description: The structure so enchanted is immune to all base spells cast at it. |
spell name: DETECT ESSENTIAL SALTS | list name: palingenesis | level: 1 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: 50' | area of effect: 5' radius | sourcebook: rolemaster companion 5 |
description: Allows caster to recognize Essential Salts or an infusion of Salts in their liquid medium. Also allows determination of the type of being whose spirit in held within the Essential Salts in conjunction with a Hard ( -10) Spell Mastery roll. |
spell name: DETECT GUARDIAN ESSENTIAL SALT | list name: palingenesis | level: 2 | realm: essence | type: wizard base | spell class: i | duration: 1 round / level | range: 50' | area of effect: 5' radius | sourcebook: rolemaster companion 5 |
description: As above, but allows caster to recognize Guardian Essential Salts and know their "enemies"" (i.e. |
spell name: PREPARE FUNERARY ASHES | list name: palingenesis | level: 3 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: 1 body | sourcebook: rolemaster companion 5 |
description: Allows caster to render the cremated remains of some being into a form suitable for extracting its Essential Salts (in a one day long operation). This spell must be cast before the spell Extract Essential Salts may be performed. |
spell name: EXTRACT ESSENTIAL SALTS | list name: palingenesis | level: 4 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: ashes | sourcebook: rolemaster companion 5 |
description: Allows caster to extract, from prepared Ashes, the dead being's Essential Salts in a procedure which takes one day to complete. |
spell name: TINY PLANT RESUSCITATION | list name: palingenesis | level: 5 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a Tiny sized plant in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the Tiny plant to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated Tiny plant Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: SMALL PLANT RESUSCITATION | list name: palingenesis | level: 6 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a small sized plant in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the small plant to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated small plant Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: MEDIUM PLANT RESUSCITATION | list name: palingenesis | level: 7 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a medium sized plant in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the medium plant to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated medium plant Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: LARGE PLANT RESUSCITATION | list name: palingenesis | level: 8 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a large sized plant in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the large plant to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated large plant Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: HUGE PLANT RESUSCITATION | list name: palingenesis | level: 9 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a huge sized plant in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the huge plant to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated huge plant Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: TINY ANIMAL RESUSCITATION | list name: palingenesis | level: 10 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a tiny animal in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the tiny animal to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated tiny animal Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: SUMALL ANIMAL RESUSCITATION | list name: palingenesis | level: 11 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a small animal in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the small animal to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated small animal Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: MEDIUM ANIMAL RESUSCITATION | list name: palingenesis | level: 12 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a medium animal in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the medium animal to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated medium animal Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: LARGE ANIMAL RESUSCITATION | list name: palingenesis | level: 13 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a large animal in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the large animal to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated large animal Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: HUGE ANIMAL RESUSCITATION | list name: palingenesis | level: 14 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a huge animal in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the huge animal to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated huge animal Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: TINY BEAST RESUSCITATION | list name: palingenesis | level: 15 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a tiny beast in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the tiny beast to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated tiny beast Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: SMALL BEAST RESUSCITATION | list name: palingenesis | level: 16 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a small beast in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the small beast to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated small beast Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: MEDIUM BEAST RESUSCITATION | list name: palingenesis | level: 17 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a medium beast in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the medium beast to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated medium beast Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: LARGE BEAST RESUSCITATION | list name: palingenesis | level: 18 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a large beast in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the large beast to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated large beast Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: HUGE BEAST RESUSCITATION | list name: palingenesis | level: 19 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of a huge beast in a certain liquid medium (a one day long experiment) and then casting this spell causes the Essential Spirit (and image) of the huge beast to be manifest within a glass vessel. The image is made up of suspended particles of Essential Salts. The resuscitated huge beast Essential Spirit and image will remain for up to one day before fading away and settling to the container's bottom. The fluid medium may be decanted, leaving the Essential Salts, which if dried carefully, may be used again. This spell, although having few practical applications, is a stepping-stone to bigger and better experiments to come. Historically, this spell was used by low level alchemists to demonstrate physically the reality of spiritual realms. |
spell name: GUARDIAN RESUSCITATION | list name: palingenesis | level: 20 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of an intelligent being in a certain liquid medium (a one day long experiment) and then casting this spell creates a Guardian Essential Spirit from the Essential Salts of an intelligent being. This being must either have possessed the spell list Guardian's Ways in life, or be naturally predisposed against some entity, agency, etc. |
spell name: DEMON RESUSCITATION | list name: palingenesis | level: 25 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: salts | sourcebook: rolemaster companion 5 |
description: Infusing the Essential Salts of an being from other worlds, planse, dimensions, etc. in a certain liquid medium (a one day long experiment) and then casting this spell creates a Guardian Essential Spirit from the Essential Salts of an "unearthly"" entity. This being must either have possessed the spell list Guardian's Ways in life |
spell name: SPIRIT WRACK | list name: palingenesis | level: 30 | realm: essence | type: wizard base | spell class: f | duration: varies | range: touch | area of effect: essential spirit | sourcebook: rolemaster companion 5 |
description: The target Essential Spirit must truthfully answer the caster's questions or lose 25% of its remaining hits per lie. |
spell name: SOLIDIFY | list name: palingenesis | level: 40 | realm: essence | type: wizard base | spell class: f | duration: 1 day | range: touch | area of effect: essential spirit | sourcebook: rolemaster companion 5 |
description: This spell lends an Essential Spirit corporeality and substance. The Essential Spirit is drawn out of its glass container attaining physical manifestation, actual size, all its former abilities, and is treated as a living being for one day. Once its day is over, the Spirit resumes its normally insubstantial state, returning to the vessel housing it. |
spell name: PERMANENCE | list name: palingenesis | level: 50 | realm: essence | type: wizard base | spell class: f | duration: permanent | range: touch | area of effect: essential spirit | sourcebook: rolemaster companion 5 |
description: Use of this spell after casting any other spell on this list alters that spell's duration to "P"". This spell is not meant as a ""resurrection"" |