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2 CREDITS Developers Lem Richards, Ross Henton and David Blank Designers David Blank, Kevin Callaghan, Ed Cassidy, Vincent Charetien, John Curtis, Joseph Daugherty, Andrew Durston, Matthew Ellis, Joe Gubbini, Ross Henton, Sean Holland, Randy Kuipers, Joe Kushner, Dave LaLond, Mark Mclean, Chris Michalski, Michael Mullin, Laura Reutter, Lem Richards, Jeanetter Roth, Leslie Roth, Paul Stafford, Scott Stansfield, Scott Suver, Tim Taylor, Joel Thompson, Daniel Whiteside Editor and Series Editor Monte J. Cook Cover Illustration Richard Hescox Interior Illustration Dan Smith, Paul Jaquays, David Miller Project Specific Contributions Additional Development: Ellen Pederson; Art Direction: Jessica Ney-Grimm; Cover Graphics: Terry Amthor; Page Design and Pagemaking: Lem Richards, Ross Henton; Layout: John Curtis; Editorial Contributions: Coleman Charlton, John Curtis ICE STAFF Sales Manager: Deane Begiebing; Managing Editor: Coleman Charlton; President: Peter Fenlon; CEO: Bruce Neidlinger; Editing, Development & Production Staff: Monte Cook, John Curtis, Jessica Ney-Grimm;

3 1.0 INTRODUCTION 1.1 Designer's Notes Notation... 3

4 Rolemaster Companion VII (RMCVII) is the seventh of a collection of optional rules and spell lists for the RM fantasy role playing 1.0 INTRODUCTION

5 2.1 ARMS MASTER

6 2.2 ELEMENTALIST

7 2.3 TAROTMAGE

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9 2.5 DOPPELGANGER

10 2.6 WITCH HUNTER The Witch Hunter is a semi spell user of Channeling who has accepted the charge of ridding the world of heretical spellcasters

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12 Summary:

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15 3.5 PERFORMING ARTS

16 The Spell Research Chart (RMCV, Section 4.1) is used to determine the amount of time required for a character to learn a list and the Research skill (RMCV, Section 5.1) to modify the result. There are specific costs associated with the research skill depending on the

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18 Example: Jed the Farmer digs a large hole. His maneuver

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22 43 ORIENTATION/SKILL

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24 POINT INITIATIVE

25 5.0 OPTIONAL CAMPAIGN "LAWS 5.1 RANDOM EVENTS TABLE The following table is an elaboration of the Random Events Chart found in Character Law & Campaign Law, page 132. It includes more varied and specific entries than its predecessor. Unlike an

26 6.0 MISCELLANEOUS OPTIONAL "LAWS" 6.1 DROWNING EFFICIENTLY DAMAGE THRESHOLD

27 Barkley had a tough enough time with deep, cold water without

28 SWIMMING SKILL OPTIONS

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30 Note: If a character does not qualify for the bonus points, do

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32 If this maneuver had been to throw a rope around a rock on the

33 than the original percentage result, then the maneuver succeeds

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35 7.0 OPTIONAL SPELL "LAWS 7.1 VARIATION S ON SUMMONING

36 SIMILAR RITUAL SKILLS

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38 73 LIVING TAROT IN A FANTASY CAMPAIGN BACKGROUND If there is anything that epitomizes present-day magical philosophies, it is modern tarot. With a history hundreds (some

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40 Finally, mention should be made of the inevitable attempts by players to rid their characters of effects they find undesirable. To paraphrase the popular adage, "You draws yer card... you takes yer chances." The GM should make it very difficult (if not impossible)

41 The following is the suggested sequence of steps to use when a

42 THE EMPRESS

43 Simplified effects: Querent gains +25 to Driving and all Riding skills. Also, he gains +25 in Animal Handling: Equine. STRENGTH Positively aspected: Once per day, the querent may draw on newfound reserves of inner strength, and perform a maneuver as if his strength bonus was twice its actual value. Neutrally aspected: Armed with a new resolve, the querent now has an additional +50 bonus in any contest of Wills. Unfortunately, his stubbornness extends to everything, and he will always insist on having things his way. He permanently loses all ranks in Diplomacy,

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46 forasingle rank must be switched to skills costing 3 or less; all ranks developed in the old skill must be transferred as a whole to the new skill. Weapons skills are retained, no matter what the cost difference.

47 Neutrally aspected: Querent gets his own cheering section. Each

48 fumble his weapon in combat. Also, he is much harder to disarm;

49 Negatively aspected: Anytime the querent receives (not delivers)

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51 Negatively aspected: The ever-present question now on the querent's mind is "what's in it for me?" Unless he can be provided with a good, self-serving argument for doing so, the querent will refuse to take any cooperative action or participate in any 'team' activities. Simplified effects: He'd just as soon take a nap anyway to

52 Negatively aspected: Despite skill, luck, and best efforts (and good die rolls), the querent will simply lose the next combat he

53 Negatively aspected: Despite conventional propriety and possible insistence from others, the querent will refuse to wear any clothing

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56 8.1 TAROTMAGE BASE ROD MAGIC (8.1.1) 8.0 SPELL LISTS

57 an 'A' Heat critical each round on the bridge, and risks a 5% chance of falling off the bridge per 5' crossed. The caster may return the Tarot Rod to normal at any time and pick it up at either end. 6 Fire Bolt (E) A bolt of fire is shot from the caster's Tarot Rod

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61 1 Pentacle Shield (F) Causes the caster's Tarot Pentacle to enlarge to the size of a full shield. The shield has a grip, and can be used as a normal shield. 2 Pentacle Symbol I (F) Allows caster to imbed a 1st level spell into his Tarot Pentacle. The pentacle is then placed onto a solid

62 MINOR ARCANA MAGIC (8.1.5) TAROTMAGE BASE

63 8 Four Magic (F) Affects the querent's spell casting or spell defense. Four of Rods: Perfected Work. Prevents the querent from fumbling spells cast with required preparation time. Halves the failure chance

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66 11th level - Shatter (Sorcerer base list: Solid Destruction); 13th

67 9 Hammerstrike (F) This spell adds to the force of the caster's

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70 10 Mass Riding (P) As Riding, except one target per level may be affected.

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75

76 DARK FORMS (8.3.7)

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79 8.5 DOPPELGANGER

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81 INORGANIC SHIFTING (8.5.3) DOPPELGANGER BASE Note: Caster may only have one form for every five levels of experience (round up) of each type stored at any one time. For example, a ninth level Doppelganger can have 2 Stone forms

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84 MENTAL SHIFTING (8.5.6) DOPPELGANGER BASE Note: It is recommended that the magics of this list not be so "clean." For instance, the GM should feel free to slip an occasional word or mannerism of a Mind Typed individual into the PC's behavior. This will become more common as the number of individuals Mind Typed approaches caster's maximum (the maximum equals 10% of the sum of Me and Em,

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86 7 Mass Tether I (F) As Tether I, except one target per level can be bound. 8 Hold III (F) Target is held to 25% normal action. 9 Tether III (F) As Tether I, except target takes a 'C' critical each round if he leaves the radius. 10 Lesser Cage (F) All nea ffect are trapped in a cage of force. Any attempt to escape is resolved as a spell attack with the bars serving as the attacker (-20 RR). If the RR is failed, the target suffers a 'C' Shock critical. If the attempt to escape is made using magic, and the target fails his RR, he suffers 'C' severity Electrical, Stun,

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88 THE EYE (8.6.4) WITCH HUNTER BASE

89 THE FIST (8.6.5) WITCH HUNTER BASE 1 Combat I (U*) Caster's attacks and defensive moves become faster and more fluid, adding an additional +5 to both his OB and DB. This is cumulative with any other modifications he has, but is not cumulative with other Combat spells.

90 8.7 MISCELLANEOUS SPELL LISTS Note: COMBAT LAW (8.7.1) SEMI SPELL USER BASE

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93 SERPENT LAW (8.7.4) (CLOSED CHANNELING) Note: Snakes conjured by this list have levels corresponding only to their physical characteristics and not to their poison. The

94 MIRROR MAGIC (8.7.5)

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96 BUBBLE MAGIC (8.7.6)

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98

99

100

101 DREAM WORLD (8.8.4)

102 DREAM MISTS (8.8.5)

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104 30 Maneuver True (F*) As Armor Maneuver I, except the

105 5 Long Web I (U) This spell increases the link range of Weblink

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108 FEY MAGIC (8.9.4) SPECIAL Notes: This list gives a magical feel to Faerie encounters. Only faeries may learn Fey Magic. The GM should examine the list

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112 3 Alter Mood (PM*) Allows caster to alter the target's mood (e.g. angry, sad, happy, relaxed, irrational, etc.). Caster is also slightly affected when using this spell, acquiring the opposite mood or mental state! 4 Sincerity (U* ) Caster gains a +25 bonus to all linguistic and

113 6 Message (F) Caster can include a short message (up to one word

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115 Black Paladin: Class VI Undead; unaffected by puncture criticals; 9.0 CREATURES

116 10.1 NORMAL EQUIPMENT 10.0 TREASURES

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119 Trousse: Large, wide-bladed hunting and utility knife. Overall

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121 Battle Staff: This steel staff has the ability to increase its bonuses. For 1 charge, either +10 OB, or +10 DB. For 2 charges, either +20

122 Parrying Blade: This blade is + 5 but allows the user to parry up to two attacks at full OB. In addition, the blade grants its user another +15 DB against any attacks parried. Poisoned Dagger: A black mithril (+20) dagger of the holbein

123 MOST POTENT ITEMS Axe of Cleaving: Only dwarves and their sub-races may use this hand axe. On a critical strike, it severs the limb that the critical indicates. This weapon has a +30 OB when used by a dwarf, but is only +5 when used by any other race, and loses its limb-severing ability. This axe is made from a dark metal that seems to absorb light, and has runes carved along the sides of the blade. The haft is crafted from yew wood. Balite Potions of War: Brewed in huge black iron caldrons,

124 Hell Raiser: +50 longsword that inflicts triple damage against

125 Thunderfist: This gauntlet radiates light in a 2' radius when commanded. It adds 30 to the user's attacks when used to punch, and can summon a special attack that inflicts double damage and

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128 TM ROLEMASTER ICE's advanced Fantasy Role Playing (FRP) Game sys-

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