Specific Books

Arcane Companion

Arcane Signs, Open Arcane

  • All of the "Sign of" spells include the -20 RR mod from Sign of Hesitation. [1/9/00]
  • Sign of Fear's RR is based on Arcane, not Fear or Essence. [1/9/00]

Spell Triggers, Open Arcane

  • Enhanced Sense Trigger should have the same area of effect and range as Sense Trigger. [1/15/00]

Arms Law

Broadsword Attack Table

  • Against AT 8, with a roll of 149, a broadsword should do 20 ES. [10/7/99]

Magic Criticals

  • A magic bow is not sufficient to cause a magic critical, a magic arrow is required. [10/18/99]

Slaying Criticals

  • Bows of slaying impart their effect on the arrows they shoot, as an exception to the ruling on magical criticals from bows. [2, 10/20/99]

Stun

  • Simple: a round of stun means you are stunned until the end of the current round. Realistic: you are stunned for three action phases, counting only phases in which you have not acted. [10/29/99]
  • If you are stunned before making an attack, that attack is foiled. You may cancel it and try another action. [10/29/99]

Weapon Statistics

  • For the weapons that have statistics, but no attack table, the maximum damage is the same as the maximum damage on the appropriate weapon chart. [11/5/99]

Channeling Companion

Priests

  • The Priest of Peace refers to the Summonings spell list. As this doesn't exist, use the Cleric base Summons list. [10/6/99]

Character Law

Profession Bonuses

  • The profession bonuses to skills are the same as those in RMSR. If you are only using the skills listed in RMFRP, use the bonuses listed there. If you are using the full list of skills, use the ones listed in Character Law. [12/7/99]

Creatures & Monsters

Not Affected by Stun

  • Creatures not affected by stun still recieve penalties to actions, if the GM decides those penalties are due to physical injuries and not pain. [2, 10/16/99]

Only Hit by Magic Weapons

  • A magic bow is not sufficient to hit a creature only hit by magic, you need a magic arrow. [10/19/99]
  • Creatures that can only be hit by magic weapons do not take damage from falling. [10/24/99]

Treasure Codes

  • The code given for a creature is the ammount a group of those creatures would have. The size of the group is specified by the # Enc. entry. [R, 10/22/99]

Gamemaster Law

Withdrawl

  • When using cold turkey withdrawl, roll on the Disease/Poison chart to determine the number of days required. Then roll on the Withdrawl chart for each day in that period. [11/20/99]

Martial Arts Companion

Weapon Styles

  • Weapon Styles are developed as skills, and give the listed special abilities if you have any ranks in the style. However, the special abilities can only be used while attacking with the style bonus.

Of Channeling

Light's Way, Open Channeling

  • Aura is not cumulative with Blur. [2, R, X, 11/8/99]

Blood Law, Closed Channeling

  • Minor vessel repair includes repairing minor vessels and minor arteries, not just capillaries. Such a minor vessel is anything that bleeds at less than five hits per round. [1/11/00]

Summons, Cleric Base

  • When a creature is summoned, the closest one of the appropriate type will come to you at a reasonable pace. [10/6/99]
  • The definition of immediate area depends on local geograph (that is, a valley may be smaller than a plain). [10/6/99]

Cleansing, Healer Base

  • The Transfer spell does not heal the wound, you must cast the appropriate healing spell to do that. You do not have to heal the wound after transfering, but you can't do it without another spell. [1/13/00]

Of Essence

Rune Mastery, Open Essence

  • The caster of Rune X and the caster of the spell to be imbeded on the rune paper must be the same person. [11/14/99]
  • If a mentalism spell is put onto rune paper, it's a mentalism rune. That is the relevant realm for determining bonuses to any read runes maneuver. [11/14/99]

Gate Mastery, Closed Essence

  • Each spell user can only have one familiar at any one time. [2, R, 10/20/99]
  • The 10% of caster's mass for a familiar only applies at the time of casting. However, there is a 20 lb. limit that always applies. [R, 10/29/99]

Lofty Bridge, Closed Essence

  • To use the Leaping spell, you must have a firm base to leap off of (at least firm enough to normally jump off of). Semi-firm bases may limit the distance of the jump or disallow it completely, at the GM's discretion. [11/17/99]
  • Leaping provides no control for the jump beyond going the specified distance and landing safely. [11/17/99]
  • Flying is like walking or running, and takes up percentage activity just like other movement. Complicated maneuvers may require a Flying moving maneuver. [1/4/00]

Shield Mastery, Closed Essence

  • Shield, Blur, and Enchanted Robes can all be combined. [12/28/99]

Spell Reins, Closed Essence

  • Spell Bending works against all elemental attacks, not just directed ones. [R, 11/10/99]

Spirit Mastery, Closed Essence

  • For Word of Death you must specify a table that has an 'E' critical on it, you cannot specify a collumn on the Large Creature Critical Table. [12/26/99]

Gas Destruction, Sorceror Base

  • Armor does not protect against the criticals done by Vacuum, unless the critical result specifies such. [12/3/99]

Of Mentalism

Anticipations, Open Mentalism

  • Anticipate Spell only works against actual spells, not innate creature abilities that immitate or are similar to spells. [1/4/00]
  • The normal DB in Anticipate Spell is whatever your DB would normally be in that situation. Note that this is for area effects, and you get a +20 vs. area effects in the RMFRP version of the spell. [1/4/00]

Attack Avoidance, Open Mentalism

  • You may not combine a Shield spell with a normal shield. [R, 12/28/99]

Solid Manipulation, Closed Mentalism

  • Chill/Heat solid can be used on weapons to cause criticals, but it will also cause criticals to the person using the weapon. [1/10/00]

Spell Law

This section concerns general spell effects common to many spells. For specific spells, see the appropriate Realm Book (Of Chanelling and such).

Bonus Spell Items

  • PP multipliers increase the number of power points you can gain from resting or other such activities.[12/10/99]
  • PP multipliers affect when penalties for PP use come into play. A character who normally has 50 PP, with a x2 multiplier, will not feel ill effects until he has 75 PP left. [12/7/99]
  • Losing the multiplier does not make you lose any extra points you gained. [2, 12/10/99]
  • Picking up a PP multiplier does nothing for you until you gain back PPs. [12/10/99]
  • PPs channeled to you while you have a PP multiplier do not get multiplied. [2, 12/11/99]
  • Losing a PP multiplier will change when your penalities for PP usage occur. [2, 12/14/99]
  • If you lose a PP multiplier and end up with more PPs than your current limit, you will suffer no ill effects unless you are using the burnoout rules from the Arcane Companion. [X, 12/16/99]
  • You can gain the effects of a multiplier and an adder by gaining the multiplied points one day, sleeping, and then using the adder the next day. [12/16/99]
  • Only one bonus spell item may be used between periods of rest. [R, 12/16/99]

EARs

  • Armor has the following affect on ball attacks: half of the quality bonus is applied against the EAR, a bonus for the helmet is applied against the EAR, and the armor type determines which collumn to roll on. [12/3/99]
  • You do not get a RR against EARs [2, R, 12/3/99]

Force Spells

  • You get a RR vs. force spells. [R, 12/3/99]

Treasure Companion

Continuous Items

  • For spells that affect targets, assume that each round the spell is cast once each round, and targets each new target in the area of effect. This means each target makes only one RR, unless it leaves the area of effect and returns. [11/23/99]

Treasure Codes

  • The "special" result for code Z means the treasure is GM's choice. It should be something special to the players, ideally something that has particular meaning to the story or campaign. It doesn't necessarily have any particular monetary or tactical value. [11/23/99]

Home

HoG

RMCR

Last Modified 11/28/99

 

 [ Actions | Characters | Old Rolemaster ]

Nothing

Created 11/8/99

 

Page by Ichabod