spell name:
DETECT HOLY
list name:
Vampyric Magicks
level:
1
realm:
essence/channeling/mentalism
type:
Special
spell class:
PIS•*
duration:
-
range:
self
area of effect:
10'R/lvl
sourcebook:
rolemaster companion 7
description: Detects any "Holy" item/person/place within a 10' per level radius around the caster. The definition of what constitutes "Holy" is up to the GM, but generally it can be taken to mean good Channeling use, Repulsions, or anything diametrically opposed to the Unlife or Vampyrism.

spell name:
CHARM
list name:
Vampyric Magicks
level:
2
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
1 hour / level
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target believes the caster is a good friend. If the GM wishes, eligible targets can be limited to humanoids, sentient Unlife, and beings from the race of which the caster was a member prior to becoming a vampire. Caster must make eye contact with target.

spell name:
FAIRSEEMING
list name:
Vampyric Magicks
level:
3
realm:
essence/channeling/mentalism
type:
Special
spell class:
EP*
duration:
1 hour / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: The Vampire appears as he did in his previous life (before becoming Undead). Under this illusion he will seem to be alive, healthy, and a member of his former race when examined by any of the five senses and even magical Detections. The caster will also seem to be his former level and profession.

spell name:
SUGGESTION
list name:
Vampyric Magicks
level:
4
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
1 task
range:
10'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target will obey a single suggested command that is not completely alien to his nature (e.g., no suicide, no blinding himself, etc.). Caster must make eye contact with target.

spell name:
FEAR
list name:
Vampyric Magicks
level:
5
realm:
essence/channeling/mentalism
type:
Special
spell class:
M•*
duration:
1 minute / 10 failure
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target fears the caster and attempts to flee.

spell name:
HAMPER
list name:
Vampyric Magicks
level:
6
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
concentration
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target is restricted to 25% of normal actions. Caster must make eye contact with target.

spell name:
FOG SHROUD
list name:
Vampyric Magicks
level:
7
realm:
essence/channeling/mentalism
type:
Special
spell class:
F*
duration:
10 minutes / level
range:
100'
area of effect:
100'R/lvl
sourcebook:
rolemaster companion 7
description: Caster causes a fog to rise which obscures nearly all vision into and throughout the area of effect. Visibility is cut down to about one foot. Visual perception beyond that range is resolved at -100.

spell name:
SUBJUGATION
list name:
Vampyric Magicks
level:
8
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
concentration
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target must obey the caster's commands. Any order which is completely alien to the target (e.g., suicide, blinding, etc.) allows him to make another RR. Caster must make eye contact with target.

spell name:
LONG DOOR
list name:
Vampyric Magicks
level:
9
realm:
essence/channeling/mentalism
type:
Special
spell class:
F•*
duration:
-
range:
5'/lvl
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster teleports to a point up to 5' per level distant, through any intervening barriers. The vampire cannot materialize in the same space as another physical object; if this situation arises, the Long Door simply does not work (although the PPs required for casting this spell are still spent). A vampire primarily uses this spell to enter and leave his buried coffin (in which case no PPs need be spent). In any other circumstance besides exit and entrance of his grave, this spell costs 9 PPs to utilize.

spell name:
BEAST FORM
list name:
Vampyric Magicks
level:
10
realm:
essence/channeling/mentalism
type:
Special
spell class:
F•*
duration:
1 hour / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster assumes the form of any one type of animal or monster which is culturally appropriate (e.g., rat, bat, cat, wolf, tiger, hippogriff, ki-lin, scylla, and so on). The vampire receives all physical (including, but not limited to attack, defense, size, mass, movement, etc.) and magical abilities of the beast. Usually, a vampire will only be able to change into one type of beast, for instance a bat. If the vampire is "slain" in this form, he reverts to his normal countenance. It is strongly suggested that PC vampires (if such exist) not be allowed to change into monsters. After all, the mere thought of a PC vampyric dracolich is anathema to most games.

spell name:
COMMAND BEAST
list name:
Vampyric Magicks
level:
11
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
10 minutes / level
range:
100'/lvl
area of effect:
varies
sourcebook:
rolemaster companion 7
description: RR Mod: -20 The vampire draws to himself creatures corresponding to his culturally appropriate Beast Form, if any are within the spell's range. He may command them in any fashion and they will understand and obey without delay. Caster can summon and control up to double his level in levels of the appropriate beast.

spell name:
DOMINATION
list name:
Vampyric Magicks
level:
12
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
varies (concentration)
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target must obey the caster's commands. Any order which is completely alien to the target (e.g., suicide, blinding, etc.) allows him to make another RR. When the vampire ceases to concentrate, target becomes a "living zombie" unable to act independently. Target will follow simple, unambiguous orders previously given by the vampire. On any subsequent round that the caster concentrates, target must obey his will. Target is allowed one RR per day to overcome the vampire's Domination. Caster must make eye contact with target.

spell name:
TERROR
list name:
Vampyric Magicks
level:
13
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
1 minute / 10 failure
range:
self
area of effect:
10'R/lvl
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Targets within a 10'R/lvl fear the caster and attempts to flee. In addition, targets incur a -1 modifier to all actions for every 1% by which they fail their RR. Finally, how badly a target fails his RR determines the overall effect. Failure by 01-50 means that the target flees in abject terror; failure by 51- 100 indicates that the target is paralyzed with fear; and failure by more than 100 scares the target to death. In this latter instance, the spell's duration becomes instant instead.

spell name:
KIN SLAYER
list name:
Vampyric Magicks
level:
14
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
varies
range:
100'
area of effect:
1 relative
sourcebook:
rolemaster companion 7
description: RR Mod: -20 The vampire causes the death of a blood relative (may also be related by marriage-GM's discretion). Caster receives sustenance from this death. The targeted kin loses 1 point of Co every hour until dead or the curse is removed. People who die in this fashion may (or may not) become a lesser vampire, at the caster's whim.

spell name:
MIST FORM
list name:
Vampyric Magicks
level:
15
realm:
essence/channeling/mentalism
type:
Special
spell class:
F•*
duration:
10 minutes / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster assumes a gaseous, misty form. Only magic can harm his Mist Form; normal attacks have no effect. The vampire in this form may go anywhere a gas can seep. While in Mist Form, the caster has an AT of 1, a DB of 100, and a Movement Rate of 50' per round. High winds might hinder or aid a gaseous vampire's movement if the GM wishes. If the vampire is "slain" in this form, he reverts to his normal form.

spell name:
MASS CHARM
list name:
Vampyric Magicks
level:
16
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
1 hour / level
range:
100'
area of effect:
1 target/lvl
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Up to one target/lvl of caster believes the caster is a good friend. If the GM wishes, eligible targets can be limited to humanoids, sentient Unlife, and beings from the race of which the caster was a member prior to becoming a vampire.

spell name:
MIND SLAVE
list name:
Vampyric Magicks
level:
17
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
varies
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Target becomes a "living zombie" unable to act independently. Target must obey the caster's commands. Any order which is completely alien to the target (e.g., suicide, blinding, etc.) allows him to make another RR. Caster must make eye contact with target. Target is allowed one RR per day to overcome the vampire's Domination.

spell name:
RETURNING
list name:
Vampyric Magicks
level:
18
realm:
essence/channeling/mentalism
type:
Special
spell class:
F•*
duration:
-
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster is returned via teleportation to a predesignated place (usually the vampire's grave). If the caster wishes to define a different "place of returning," he must spend 16 hours a day for one month meditating in the new location. Only one "place of returning" may be defined at any one time.

spell name:
SLAYER
list name:
Vampyric Magicks
level:
19
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
varies
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: RR Mod: -20 The vampire causes the death of a target. Caster receives sustenance from this death. The targetloses 1 point of Co every hour until dead or the curse is removed. People who die in this fashion may (or may not) become a lesser vampire, at the caster's whim.

spell name:
ANTI-REPULSIONS
list name:
Vampyric Magicks
level:
20
realm:
essence/channeling/mentalism
type:
Special
spell class:
F*
duration:
1 minute / level
range:
self
area of effect:
varies
sourcebook:
rolemaster companion 7
description: As long as this spell is active, any Repel Undead spell directed at the vampire must resist versus his level or be canceled. For the Repel Undead spell's RR, the attack level is considered to be the level of the caster of the Anti-Repulsions spell; and the defender's level is the level of the caster of the Repel Undead spell. If this preliminary RR is successful, then the Repel Undead spell resolution proceeds normally.

spell name:
MASS FEAR
list name:
Vampyric Magicks
level:
25
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
1 minute / 10 failure
range:
100'
area of effect:
1 target/lvl
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Up to one target/lvl of caster fears the caster and attempts to flee.

spell name:
MASS HAMPER
list name:
Vampyric Magicks
level:
30
realm:
essence/channeling/mentalism
type:
Special
spell class:
M*
duration:
concentration
range:
100'
area of effect:
1 target/lvl
sourcebook:
rolemaster companion 7
description: RR Mod: -10 Up to 1 target/lvl of caster is restricted to 25% of normal actions.

spell name:
RECONSTITUTE FORM
list name:
Vampyric Magicks
level:
50
realm:
essence/channeling/mentalism
type:
Special
spell class:
FHS•*
duration:
-
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: This spell automatically activates upon the "death" of any vampire who is able to cast it. Reconstitute Form essentially causes the vampire's body to reform within his grave in 1 to 10 days (just like a Lich reforms near its canopic urn). The GM may want to attach certain restrictions to this reformation such as: blood must be dribbled on the vampire's ashes; the gravesite must remain undisturbed; a vampyric underling's corpse must be possessed; and so on. Clearly, this spell makes killing a high level vampire very difficult. It is therefore suggested that each individual vampire have a unique method for its permanent destruction. Some examples follow: a stake through the heart (cliche); burning the body to fine powder; immersion in holy water (or even plain water); exposure to bright sunlight (cliche); filling the mouth with salt, sewing up the lips, and then decapitating the vampire; forcing garlic buds down his gullet until they begin to stick out through the stomach wall; dismembering the corpse into seven segments and giving each a separate burial; plucking out the eyes and replacing them with silver coins; etc.