
|
Old Rolemaster
These are rulings to cover older versions of Rolemaster, pre-RMSS. Many
of the rulings made for RMSS can also be applied to the old Rolemaster.
YMMV.
Creatures & Treasures
Elementals
- There is no general rule for what critical is slaying against an elemental,
it is given in the elemental's description. [12/27/99]
Rolemaster Companion III
Spirit Runes, Magus Base
- You may Temper an item, imbed a rune, and then temper the item some
more. [1/10/99]
- Bonuses from Spirit Runes are not cumulative with other magical bonuses
on the item. [1/10/99]
- There is no limit to the number of Spirit Runes that may be put on
an item. [1/11/99]
- It is assumed that the spell does the engraving of the rune onto the
item. [1/11/99]
Spell Law
Alchemists
- Alchemists may not add abilities to items after they are forged. The
item must be reforged, losing any abilities it currently has. [1/10/99]
Casting Time
- A spell that requires two rounds of prep resolves during the spell
results phase of the third round (after two round of prep). [11/10/99]
Organic Merging
- Realistic: When the target moves under it's own power, the caster is
left behind. Otherwise, the caster moves with the target. Simple: The caster
is left behind whenever the target moves. [10/5/99]
Triad Bolts
- Only one bolt gets the directed spell bonus, even if they are fired
at the same target. [10/7/99]
Spell User's Companion
Barriers, Closed Essence
- Elemental Bolts will pentrate a Magic Barrier, as will Elemental Balls
with a center outside the barrier. This is because the elements are doing
the attacking, not a spell. [1/15/99]
- Magic Barrier will stop an Elemental Ball from being centered within
the barrier. [1/15/99]
|