0.0 WELCOME

Welcome to the Essence Companion. This companion is "theme" oriented. That is, everything in this book centers around a single theme (Essence magic). If you are not looking to add this theme to your campaign, do not use this book! Also, do not presume what is written on these pages is the absolute rule. Instead, think of it as a text book from which you will learn how to incorporate certain concepts into your game. It is possible that what you learn here will contradict the things that you want to pursue in your game. Remember that when anything is in doubt, the GM' s game takes precedence, not the rules shown here!

The Essence Companion is optional—everything within it is optional (the professions, the spell lists, etc.). Y our GM must study what is presented here and decide if the concepts are appropriate to his gaming world. Adopting the contents of this book into a game will change the power balance of the game. The GM must decide whether this is good or bad for his game. Because this book is theme oriented, the GM will most likely want to adopt it as a whole or only a very few select pieces. Be very careful when adopting only certain pieces ofthis book into a game, as this book presumes that you are using the whole of the book along with the whole of the rules presented in the RMSR.

Note: For readability purposes, this book uses the standard masculine pronoun when referring to persons of uncertain gender. In such cases, these pronouns are intended to convey non-gender specific meanings: he/she, her/him, etc.
0.0.0.0.1 Authorial Observations

First ofall, thank you for purchasing this book. Ifyou are standing in the store trying to decide whether or not to buy this book, consider that "thank you" conditional on you forking over the dough. I thank you for purchasing this book because it means that you are not only interested in our ideas, but you are also willing to invest a little time and effort in learning about our ideas. I sincerely hope that you end up spending many more hours enjoying this book than I spent agonizing over all of the details, minutiae and balance issues. While I would like to pre-emptively blame any errors that might crop up in this book on my co-author, I can't. So instead I will blame it on the publishers. Of course, there will be no errors, so you are welcome to ignore both of those comments and move on to the core of the book. Besides, if you are reading this, you have probably owned the book for about four months and never considered reading these comments. If it weren't for the fact that you must have accidentally spilled pizza sauce on the front page, we wouldn't even be having this conversation. Ah, the accidents of life.

Seriously, though, I hope that you really do find a lot of useful material for your game. And as a final note, I just want to annotate a comment I made in the Special Thanks of Castles & Ruins. I dedicated that book to my son Nicholas Drake Reeves. Since then, his mother Tiffany has graciously agreed to let me change his name. So please go back to your copy of Castles & Ruins (buy one if you must) and change his name to Nicholas Drake Kirkland. Thank you.

R.C. Kirkland, Jr.

My thanks upon the completion of this book are many. First of all, I would like to thank my friend and co-author Rich Kirkland. We have been friends for 20 years and played role playing games together for well over half of that. Creating this book with him has been a challenge and a privilege. Not bad for a couple of North Carolina boys whose T-ball team only won one game, huh Rich? Much thanks must also go to my wife, Morgana Moore, whose love and understanding constantly amaze me. Like her namesake, she is truly a beguiling woman. Finally I would like to dedicate this book to the players and characters that make role playing the joy that it is. This book is all about magic, which most people assume does not exist in our world. They are wrong. When a group of friends spend hours creating a world of people and places that exist wholly in their imagination, and they shape the events in that world, that's magic. Now let's play.

A. Scott Moore

0.0.0.0.2 Playtesters

Lee "Earthworm Gourmet" Gardner; Jason "On three, everybody shoot the captive deer." Reese; Jeremy "Silvertongued introvert" Pearce; Ted "Green Santa Claus", "The Religion Wrecker" Thome

0.0.0.0.3 Special Thanks To

Tim Dugger (for his contribution of Magical Addictions); Cory Magel; Russ Miller; Morgana Moore (for numerous helpful suggestions and sanity preservation); Allan Mueser (for some last minute proofreading); Elliot Willhite

0.0.0.0.4 Additional Thanks

David Bate; Nicholas Caldwell

0.0.0.0.5 Sources and Suggested Readings

Part I CONCEPTS AND PREMISES

The Essence is that which is common to all things, living and dead, organic and inorganic. It has been characterized by many names—The Tao, Magic, the Unified Field, Mana—and represents a force and order that defines the ways of the world. Changes in the patterns of the Essence dictate the flow of events, and the course of life itself. Essence has often been compared to the sustaining and nurturing force of reality itself. A world without Essence is a stagnant world destined for decay.

The whole of Essence is a power beyond the grasp of any being, though some students have learned to attune their bodies and minds to the surrounding Essence in order to use it on a temporary basis. This temporary control allows them to mold elements, twist probability, and wield the very fabric of reality. Though, the spells of Essence can be both beautiful and lethal, affecting one or many, in the end the normal patterns will always prevail, and only the effects will remain to tell the tale.

Unliving things interfere with the manipulation of the patterns of the Essence. Inorganic substances, particularly metal, create great difficulties for the manipulation of Essence and provides strong protection against the powers of Essence. Being essentially inert, they inhibit the usual extension of one's own Essence, creating difficulty for the spell user seeking to alter patterns outside the body's immediate sphere. This ability to mold the Essence is a prerequisite to successful casting of spells. Because of this, users of the Essence will rarely wear armor or helms while utilizing spells.

1.0 THEORIES OF ESSENCE

Currently, scholars suggest two different theories on the nature of Essence that they use as models for explaining various principles of spell casting and for use in spell research; they are the Fluid Essence Theory and the Radiant Essence Theory.

The first theory holds that Essence is like an ethereal fluid or a heavy gas. According to these scholars, Essence is generated naturally as a by-product of life. All creatures—plant, animal, and fungus alike—create Essence just as they produce body heat, scent, and moisture. This fluid energy pools above the ground only slowly seeping into the earth. The fluid flows with the contours of the land and with natural magnetic points on the earth's surface. The strongest of these flows have come to be called ley lines.

The Essence that slowly seeps into the ground eventually collects in pools deep in the bowels of the earth. Deep in the earth something interacts with the Essence to cause it to begin a slow rise back to the surface of the earth. The exact cause for the rise of such pools of Essence is the subject of debate though little truly is known about the reason the Essence would return to the surface. Some suggest that deep in the earth is the true home of the gods and that the intense heat and power of these beings refines the Essence into a lighter substance. Some suggest that the Essence itself changes when under intense pressure, while others suggest that the Essence hits an impervious surface deep in the earth which cause the Essence pools to "bounce" back to the surface. Whatever the true cause may be, the existence of these resurfaced pools of Essence are always a great treasure. By now you have surely guessed that these pools of Essence are often called Earthnodes.

The Fluid Essence Theory further explains the basic principle behind catalyst casting. Just as the Essence is created and expelled by living creatures, some portions of plants and creatures retain small amounts of Essence. The exact reason for this Essential Retention is still unknown, though it is thought by many that Essence is retained within a creature as a portion of its soul or will. It is for this reason that catalyst casters find the Essence within living things to be aligned with uses more in keeping with the original creature's nature or self-perception.

The Fluid Essence Theory best explain the production and nature of ley lines and to a lesser degree earthnodes. Unfortunately, it does not explain the actual perceptions of scholars when they view the Essence through he use of power perception and aura spells. The Radiant Essence Theory more closely follows these perceptions.

The Radiant Essence Theory was formed based on actual observation of the Essence in motion. Essence seems to radiate out from living creatures. Normal creatures yield very faint, barely perceptible glows of Essence, whereas magical creatures and powerful spell users radiate a greater glow. According to the Radiant Essence Theory, all creatures radiate Essence as a function of living. This Essence "warms" the surrounding area, much like the radiant energy from the sun warms the earth.

Radiant Essence theorists assume that the small amount of Essence produced by living creatures cannot possibly account for all of the Essence found in the world, especially not the ley lines or earthnodes. To explain these phenomena they suggest that the earth must be a globe with a very "hot" Essence center. Some suggest that the center of the earth is nearly a living creature and that it too has a soul that generates Essence, while others again suggest the center of the earth as the true home of the gods who radiate Essence of a much more powerful nature than other living creatures. Regardless, these theorists suggest that ley lines and earthnodes are simply tiny cracks in the earth's surface that allow the earth's Essence to shine through. The fact that earthnodes have been proven to have a limited radius in all directions limits the validity of this concept though many have attempted to reconcile these differences.

Radiant Essence Theory is most often used as a model for teaching power perception and spiritual seekers of the Essence. Fluid Essence Theory is most often used as a model for magic researchers and the more analytical seekers of the Essence.

The true nature of the Essence cannot be captured in either of these theories. The Unified Essence Theory will have to await new breakthroughs in the research into earthnodes, auras, power perception, ley lines, and life itself. Some say that since the only limit to the application of Essence is the comprehension and creativity of the mind, that so long as new thoughts are formed the nature of Essence will change. Still most scholars insist that all things can be analyzed into logical patterns that can be reproduced time and time again. Once all of the applications of Essence have been at least theoretically mapped out, the true nature of Essence should be close at hand.

2.0 SCHOOLS OF MAGIC

Essence, more than any other form of magic, is a magic of experimentation and intellectual curiosity. Channeling is a magic of faith. Mentalism is a magic of self control and state of mind. Essence is the magic of knowledge—a knowledge achieved by many methods.

As Arcane magic divided over time, those more analytical and scientific students studied Essence over the other two realms of magic. As these spell users specialized in Essence, they discovered five different methods for controlling it. These methods were uniquely keyed to controlling Essence, rather than Arcane, Channeling, or Mentalism.

The key to each of these techniques, or schools as they later came to be known, is the method by which the caster attunes himself and the Essence to a specific spell effect. Schools of magic are analogous to schools of thought and should not be confused with a university. A school of magic is a philosophy, science and framework for understanding Essence. A school of magic is a model that allows a student to grasp difficult concepts and to anticipate the results of experiments. A university may teach more than one school of magic, while a school of magic is not limited to a university setting.

The schools of magic reflect a division in scholarly explication of Essence magic. All Essence magic is controlled by precise words, catalysts, and movements that are harmonious or sympathetic towards a specific effect. Each school of magic focuses on one of these methods of controlling magic to the exclusion of the other methods. By learning the proper words, catalysts, and movements, an Essence spell user can reproduce almost any Arcane effect more accurately, consistently, and with finer control than any Arcane caster could dream of. Excited by the prospect of greater control and power, the original Essence casters happily divested themselves of Channeling and Mentalism and the subtleties they concealed.

The original studies were less methodical than some scholars suggest, involving intuitive leaps and many wild goose chases. Eventually these students discovered the central concepts that form the foundation of all Essence casting. Originally, all Essence casters used a hodgepodge collection of words of power, magical motions, and secret catalysts to create their spells. As Essence users continued to specialize, each spell caster found it easier to specialize either in languages, movements, or catalysts alone.

The schools of magic formed slowly as each master shared his knowledge until the basics of Essence casting came to be known more generally. Over time masters found it beneficial to control the distribution of magic and jealously guarded their magical knowledge. This trend continues in the existing division of spell knowledge into base lists, closed lists and open lists.

Eventually this created the current situation where each profession is generally limited to a single school of magic. Often many different schools of magic developed within the same region by different professions. The net result is that Essence spell users may know the exact same spells, but understand them and cast them in totally different fashions.

The five schools of magic that have developed are Herbalist, Corpist, Crystalist, Nomenist, and Somaticist.

2.1 HERBALIST

Strengths—Casters have additional power points available from their catalysts. Casters do not have to speak or gesture to cast magic. Herbal catalysts are easy to find.

Weaknesses—Caster must continually seek catalysts in order to cast their spells. Herbal catalysts are low in power.

Herbalists are one of three schools of magic that utilize catalysts, along with the Corpist and the Crystalist. Catalyst casters are practitioners of Essence who rely on a phenomenon known as sympathetic magic. This is spell casting that exploits the fact that certain items have a predisposition toward specific magical effects and contain some quantity of Essence. This provides the caster with two things that aid in spell casting: direction and power. Each different catalyst is suited for the casting of one or more varieties of spell and also provides some of the necessary power points for its casting. This kind of magic is relatively easy to use (because the catalyst has a bias toward a certain kind of effect) and drains the caster of power less rapidly (because the catalyst and it's Essence are consumed in the casting). There are three distinct types of catalyst caster, but each relies on this principal for their spell casting.

Herbalists use plants for the sympathetic magic in their spells. As a novice, the Herbalist must seek out the many herbs, seeds, and fruits required for his spells, either in a marketplace or in the wild. He must maintain this stockpile of various plants to insure that he need not ration his spells. He may find that the catalysts required for one type ofspell are easier to locate than another. This personal supply and demand may help detennine which spells the caster learns and which he casts frequently.

Herbalists often learn medicinal, poisonous, hallucinogenic and nutritional uses for the herbs they carry. Herbalist casters are quite resourceful with spell casting, foraging, and healing. As Herbalists gain further mastery of their botanical magic, they tend to divide into two categories. Some of them will become wanderers constantly in search of those rare plants that provide the Essence for the most powerful spells. Others will settle down to become gardeners with huge crops of plants resulting in an almost never ending supply of catalysts. Some may hire adventurers to obtain those rarest of herbs that grow in remote areas guarded by fearsome inhabitants.

Herbal casting is relatively simple. With his will, the caster summons the Essence from his surroundings. As the power builds, he directs it through the catalyst, which he must hold in his hand. The magical tendencies of the catalyst direct the flow of toward its bias. For low level spells, very little fine tuning is required; and the spell almost casts itself. With higher level spells, the caster must concentrate more to create the spell results he desires. As the spell nears completion, the caster continues to concentrate on exactly the effect he desires and the catalyst provides the rest of the Essence required to power the spell.

This kind of spell casting is especially common among more primitive cultures where guilds ofmagic are unheard of. The fact that the herbal catalyst provides direction for the spell as well as part of the power makes this method easy to learn and use. However, due to limited supply of herbs and the greater degree of control required for spells ofincreasing power, many of these primitive casters do not progress far beyond their initial level of skill.

2.2 CORPIST

Strengths—Casters have additional power points available from their catalysts. Casters do not have to speak or gesture to cast magic. Corpus catalysts are high in power.

Weaknesses—Caster must continually seek catalysts in order to cast their spells. Corpus catalysts are difficult to acquire and preserve.

In a great many respects, Corpists are very similar to Herbalists. The caster summons the Essence to begin the spell, directs it through the catalyst, tunes the effects as needed, and the catalyst provides the last bit of Essence to complete the spell. The major difference between these two styles of casting is the source of the catalyst. Where the Herbalist obtains his magical supplies from the market or a field, the Corpist must use portions of animals, monsters, or even sentient beings. Even more gruesome is the fact that the fresher the catalyst the more useful it is. This has caused the Corpist, at least in some cultures, to be unpopular. The tales of animal and human sacrifice told around campfires and bar room tables are likely drawn from the spell casting and rituals of the Corpist.

This is not to say that all Essence casters who choose this path are evil or bloodthirsty. Many Corpists believe that no life should be taken in vain and believe in frugality. These casters obtain their catalysts from the parts left over when the hunters and butchers are done. In this way, no useful portion of an animal is wasted or left to rot in the sun. This variety of magic user is also common in warrior societies that are almost constantly at battle with other cultures or races. The Corpist can be found combing the battlefield for the fleshy loot left behind by the fighters. Many such casters do not limit their post battle collecting to the enemy. Many Corpists believe that a fallen warrior would like for his body to be used to posthumously strike back at the foe rather than lie in a mass grave and be forgotten.

Nearly all Corpists learn alchemy, skinning, and/or cooking. These skills assist the Corpist in preserving organic material for later catalyst use. Different cultures have different levels of ability in this respect; more civilized societies tend to use alchemical preservation methods, while less civilized cultures tend to smoke or dry out organic material. Some Corpists also specialize in hunting, surgery, or animal care in the process of stockpiling catalysts.

When Corpists are encountered, they can usually be identified by the vast selection of bones, skins, and jars of organs they carry with them. Alternatively, some may look like the ringmaster of a traveling circus. These casters believe that freshness is the way to power and that "on the hoof' is the easiest way to get their catalysts from place to place. Unfortunately for their companions, neither of these two varieties of Corpist is very fragrant.

2.3 CRYSTALIST

Strengths—Casters have additional power points available from their catalysts. Casters do not have to speak or gesture to cast magic. Crystal catalysts are renewable.

Weaknesses—Caster must continually seek/charge catalysts in order to cast their spells. Crystal catalysts require charging and are more vulnerable to theft.

In most respects the Crystalist performs magic identically to the other two catalyst casters. However, they differ greatly in that their catalysts are not destroyed in the process ofcasting the spell. Instead, the energy stored in the crystal matrix is discharged. A t first this would seem to give them a tremendous advantage: they need not replenish their stock of catalysts. A Crystalist does spend less time hunting for catalysts, but his ability to cast spells is limited by the amount of charges a crystal can contain. Before casting any spell, the Crystalist must spend a great deal of time and power points recharging the crystal matrices so that his very expensive catalysts aren't destroyed. With ample time to prepare, the Crystalist can meet almost any challenge, but caught unaware and low on charged crystals, he is nearly helpless.

Every crystal has a capacity to hold charges of Essence that can be used by the Crystalist for spell casting. Each charge contributes a set amount of power points towards the casting of a spell. The amount of power points contributed by each charge is based on the size of the gem. If a gem with no charges is ever used as a catalyst, then it is destroyed. Herbalists and Corpists are intrigued by the possibility of learning how to "charge" their own catalysts, but all attempts have so far failed. The fragile nature of these catalysts does not lend itself to such manipulation.

To cast his spells the Crystalist gathers his will and summons the Essence. This Essence is directed into a specific crystal where it is biased toward a certain kind of general effect. The caster molds this mana into the precise effect he desires, pushes the spell through the crystal, and creates magic. The Essence contained in the crystal matrix performs two functions. The first is that of cohesion. The Essence provides strength to hold the crystal together under the often extreme pressures of spell casting. Without the power of this Essence, the gem would disintegrate or explode with the casting of a spell. The other purpose of the Essence in the crystal matrix is to enhance the caster's own power. The caster draws on the reserves of Essence stored in the crystal matrix to provide part of the power for the spell. The crystal must be charged prior to casting, or the caster gains no power from the crystal and worse, the crystal will shatter.

Crystalists are often recognized by the expensive jewelry they wear. Many employ a veritable army of guards to dissuade the greedy. The danger of theft is doubly important to Crystalists, since the gems they carry have value beyond the monetary. More than one Crystalist has assumed the appearance of a destitute vagabond, to keep his precious catalysts safe.

2.4 NOMENIST

Strengths—Casters require no somatic gestures or material components to cast spells. Their spells are also cast more quickly.

Weaknesses-The caster may not cast his spells if he is gagged, mute, or otherwise unable to speak. The caster must also continually seek to learn new languages to increase his understanding of the Primal Tongue.

Some spell casters have discovered that different words evoke different facets of the Essence. When the first words were spoken by sentient beings, the Essence was imprinted with their sounds. Thereafter, those words would resonate with the power of the Essence and speaking them could produce magical effects. Yet languages inevitably change over time, as civilizations rise and fall, as populations move and absorb new cultures. Some even die out completely. Thus the power of those first words, the "Primal Tongue," was diluted, the words themselves forgotten until a few scattered bits of it were rediscovered. It is these bits of the Primal Tongue, in the form of spoken words, which the Nomenist prizes and constantly seeks. To uncover these words of power, the spell caster must study the roots of languages and separate the parts of the tongue that were passed down from more ancient and magical languages.

The path to knowing the Primal Tongue only begins with studying various languages at the city library. The true roots of ancient language lie on the fringes of civilized lands, where cultures have changed little in hundreds of years. Isolated islands, forgotten cities deep within jungles, or deep subterranean caverns where nearly immortal dragons sleep—these are all places where keys to the Primal Tongue lies. These are the places to which the Nomenist must travel if he ever wishes to grasp even a small percent of the Primal Tongue. As he travels to these remote locations and learns the many languages he must, the student will realize the value oflearning the more rare (and more difficult) tongues. A few ranks of an ancient, long forgotten dialect can contain more of the Primal Tongue than an intricate study of every language on an entire civilized continent.

As the Nomenist student begins his studies, his understanding of the Primal Tongue will be nearly nonexistent. The words of power he knows will be few and relatively far removed from the language of the ancients. His spells will be simple and weak because of their inability to resonate fully with the local Essence. As his study of civilized language becomes more complete, not only will he gain a greater knowledge of the more ancient words in his native language(s), but his pronunciation of the magical words he knows will become better. Should the caster cease his search for new languages to learn, his ability to learn new spells from other lists won't be compromised, but his ability to learn spells of higher level will be curtailed.

The Primal Tongue is not a true language. A master can not teach Primal Tongue to his pupils. Primal Tongue can not be translated into any other language, because each word of Primal Tongue is unique to each individual. Primal Tongue is not just a set of ancient words, or even the first words as they are often characterized, but it is a unique pidgin language that allows the caster to communicate directly with the Essence. The words of Primal Tongue are unique to each spell caster. A student must study all languages in order to discover his personal version of Primal Tongue. Scholars theorize that it is not words that the Nomenist uses to control the Essence, but concepts. They suggest that students must learn new ways of saying a concept until they refine their understanding of that concept to a point of control.

This constant search for more languages of greater antiquity or drains the Nomenist physically, monetarily, and in time devoted to other pursuits. Yet, the rewards for this effort are manifold. As the caster's knowledge of the Primal Tongue continues to increase, so does his ability to cast spells of higher and higher level. Furthermore, the understanding of such a broad spectrum of languages is a reward in itself. The caster will almost al ways be the translator and possibly diplomat for any group of which he is part. He may uncover information that others cannot due to the language barrier and might even gain use ofa magical text that no one else can use. The Nomenist gains one further advantage from his study of language: speed. Because he only needs to use key words and phrases that evoke the effect that he desires, the Nomenist's incantations tend to be brief. This can be a distinct advantage when the caster needs quick magic in unfamiliar lands.

2.5 SOMATICIST

Strengths—Casters require no verbal or material components to cast spells. No additional skills required to develop this school of magic.

Weaknesses—The caster may not cast his spells if he bound, held, or paralyzed. Their spells are difficult to record and generally require live teachers.

The spell caster who uses the Somaticist School calls forth and shapes the Essence with motions of his body. By tuning himself to the surrounding Essence and making specific forms and gestures the Somaticist can handle and shape Essence as if it were a tangible object. At its most basic level, the student is merely pushing the Essence around, accomplishing simple tasks by brute force. This kind of casting is neither complex nor efficient, but it does have the advantage of being easy for the novice to understand.

As his understanding of the ways in which one "grips" the Essence improves, the student learns other ways to move it. This is analogous to learning that in order to move a boulder, not only can one pick it up, but also push it, pull it, roll it, etc. This makes the caster capable of more complex and powerful spells that require less effort. As the student approaches mastery of Somaticist, he learns to form more complex shapes with the Essence and eventually to combine these shapes with others to perform spells that accomplish multifaceted tasks. At this level, the caster can call forth the Essence and roughly shape it purely by willpower. It is only for the more complicated aspects of the spell that he uses his gestures and movements, but these become critical. The forms that the caster makes must be extremely precise. Some may be almost unobservable to the casual onlooker. Once the caster has the ability to make these intricate shapes and combinations of shapes with the Essence he can truly boast of being a master of Somaticist.

Somaticists are as a rule agile and dexterous. Often they excel at dancing, juggling, acrobatics, sign language, or any other skill which requires precise or graceful movement. Somaticists do not have to speak to cast their spells, but most are taught or develop spoken mnemonic devices to aid them in remembering the moves necessary to successfully cast their spells. Those students who have long relationships with their mentors have a distinct advantage over those spell casters who go it alone early in their careers since the forms and movements required to cast all but the most basic spells are difficult to self teach. Those students who seek to learn this art from books will find that most tomes on Somaticism are very large. Because only very simple gestures can be described in words, these works can often require hundreds of pages of illustrations to convey the proper motions for one spell. A great many Essence users tend to follow this school, for although it requires many hours of tedious exercise and concentration, it is a very self-contained style of magic. The caster never need fear that by losing some magical tome or precious catalyst that his ability to cast spells could be compromised.

2.6 CROSS-TRAINING SCHOOLS OF MAGIC

While most students learn a single school of magic and build on the individual strengths and weaknesses of the one school, others seek to broaden their knowledge by developing multiple schools of magic. Students learn new spell lists by a school of magic different from his primary school with more difficulty as he not only has to learn the new material, but also to unlearn his primary school teachings. The character is subject to the strengths and weaknesses of the school of magic used to learn each individual spell list.

Alternatively, a student could learn a spell list by his primary school and then re-learn that list with a new school. Students who learn the breadth of a list by developing multiple schools receive the strengths and weaknesses of both schools. A magician who learns Fire Law as a Somaticist and as a Nomenist to the same level may cast the spell as a Somaticist list, as a Nomenist list, or as an amalgam of the two schools. As long as the caster follows the requirements of the school of magic (appropriate catalyst in hand, appropriate ranks in Primal Tongue, free hands), then the caster gains the benefits of both schools of magic.

2.7 APPLYING THE SCHOOLS OF MAGIC

The schools of magic can be applied to a game world in several ways. They can either be academic divisions of thought, cultural divisions of thought, or professional divisions of thought. The choice of division is important for the GM to consider carefully before assigning to his world as the implications will run deep. If the GM chooses to use the schools of magic, he must determine whether he will use all of them within his world as well as whether or not he will allow Essence users the choice of using the Rolemaster Standard System magic rules. We suggest that the schools of magic should be used in place ofthe standard rules as they provide a new source for creative roleplaying and further identifying essence casters from spell casters of other realms.

If the GM chooses to use the schools of magic as a division of academic thought, then in any given society it will be normal for there to be multiple schools of magic being taught or practiced. These varying schools of magic will not be limited by professional restrictions. Some magicians will be Crystalists, some will be Nomenists, etc. Schools of magic in this type of society will often rival one another for political clout or popular opinion. Each school will protest that the other school is limited in some way, but normally these divisions will be of moderate vehemency fi more of a professional rivalry then anything else.

The schools of magic can also be used to accentuate cultural differences and approaches to magic. In some primitive lands Corpists and Herbalists abound. The desert nomads may learn magic as Nomenists, learning new languages as trade caravans pass through their land. The underground cultures may specialize in Crystalist magic. The eastern empire may specialize in martial arts and Somaticism. If this system ofdivision is used, new cultures will often disdain the magic of other cultures as being too primitive, or too barbaric, or too esoteric. Observers of spell casting from a different school of magic will often mistrust the control or power of such magic, which often leads to fear.

Alternatively, the schools of magic may be used to further isolate profession from profession. All Magicians in the known world are Crystalists, all Mana Molders are Corpists, and all Runemages are Nomenists. In such a world the professional base lists are even more removed from other professions to learn as they require an entire different approach to understand. Professions may also have access to various closed and open lists limited by their inability to understand the school of magic of that individual list.

Finally, a GM may choose to have only one school of magic work for his particular world. Anyone school of magic could be used as the sole manner of practicing magic in a given world. If the GM chooses such a route, then the world will still have a distinct magic style that is unique to Essence. The whole purpose of the schools of magic is to distinguish Essence magic from other realms and to increase the roleplaying potential of Essence spell users.

3.0 RITUAL MAGIC

Before the students of Essence designed spell lists and before the formation of the Schools of Magic, the students of Essence learned to control the Essence through slow and painstaking rituals. Rituals were a methodical approach to learning how to control Essence, since it is slower and allows for more experimentation in spell effects. Before any spell list was designed, each and every spell effect was explored through the process of magic rituals.

Magic rituals are not spells. A ritual is not a list of commands that must be followed to produce a result—though this can be done, it is the lowest form of magic ritual casting. A student of magic rituals learns a number of methods or tools with which to slowly craft Essence into a spell effect. It takes longer than normal spell casting, but magic rituals allow a caster to create any number of effects. Instead of a rote for casting a firebolt, a magic ritualist learns methods of shaping the essence into various fire effects, which can include firebolts, fire walls, boiling liquids, or heating up dinner.

Once the early students of Essence learned the methods that most easily controlled the Essence, they began forming the spell lists. At first the spell lists were considered a crutch for those with poor control. Some students scoffed at the great limitations they imposed on the spell caster. As newer students began pursuing the studies of Essence, a great many found the quickly learned and quickly cast spell lists a great tool. With spell lists students could rival their masters in a short time, by virtue of the speed of their casting rather than their knowledge or artistic control of the Essence. It did not take long for the spell lists to supplant the use of ritual magic. Today only the true scholars and artistic students of Essence are drawn to ritual magic for the great flexibility it gives.

In contrast to the majority of the scholarly crowd, there are a number of more primitive cultures that still foster ritual magic as the primary form of Essence casting. These cultures often hold to the original tradition of the rituals with greater tenacity, perhaps due to the nature of oral tradition. Oral tradition leads itself well to the teaching of methods and concepts, whereas oral tradition often looses subtle nuances and details that are more necessary for spell lists than magic rituals.

4.0 LEARNING SPELL LISTS

As masters of the various schools of magic taught more students, they began to develop patterns in the way they taught. It has been said that there are as many ways to teach as there are students. While this may be true, certain methods were obviously better adapted to conveying magical knowledge. Magic required a very intensive level of study of complex materials. The base ideas behind a spell list were not intuitive. This knowledge had to come from somewhere and did not simply "occur" to the students. This means that an untrained novice had to seek instruction from some source outside himself. These outside sources were not always easy to come by. Such magic knowledge may have been heavily guarded, available only to those of certain social status, race, guild affiliation, etc. Those who truly desired to become proficient in the magical arts often had to travel to far away lands or seek out rogue spell users who would teach them.

This can still be seen in societies where the secrets of magic are held closely by a few. Those who are among these privileged few enjoy a greater status among those who are unable or untrained to cast spells. This kind of society does leave room for those who try to learn magic unsanctioned by the established guilds. These casters have to learn from rebel mentors or stolen texts and every new secret is precious to them. These "rogue casters" are certainly hunted by the magical guilds and in some cases are enemies of the state.

In societies where magic ability is cultivated in a broader spectrum of the population, things are more egalitarian. Those who wish to learn the ways of magic and have genuine talent can usually find someplace to acquire this knowledge. Spell casters in these societies are regarded with less wonder, but also less fear and hatred. Ideas are more freely exchanged, but guild rivalries can still be serious and violent.

Regardless of how free a society is about providing training for its potential spell casters, the methods by which these students learn fall into a few distinct categories: books, mentors, guilds, universities, and self teaching.

4.1 BOOKS

Books are a good medium for recording information for one's own use. When they are used to teach others, they have strengths and limitations that human teachers do not. Once written, they can be used by others, copied and distributed widely. If means of producing multiple copies (printing presses, copying spells, industrious monks, etc.) of a book are available, information can be brought to a great many people who needn't have ever met the author. The information contained therein is consistently broadcast to a large audience, all of whom are getting more or less the same message. This can also be considered a drawback, since the author loses control of who gains access to the information. Where spells or entire spell lists are concerned this can be especially dangerous. Not only might spells that are dangerous be learned by anyone who has access to the book, but enemies of the author can study his spells to search for weaknesses. Another drawback is lack of correct interpretation. The author might be a brilliant spell caster, but ifhe hasn't conveyed all the subtle nuances of his art in the book, the student may not get much benefit from studying it. The single greatest advantage of books as a form of spell learning, however, is portability. It is nearly impossible to be in two places at once. Books make it possible for a student to travel far from his master and still continue his education.

There are several varieties of books from which a student can learn spells, though some are more useful than others. The most common, but least useful variety to most casters, are the lore books. Lore books contain information that may pertain to magic in some fashion, but they don't have the information by themselves to allow learning of the spell list. They are most useful for those who have another means of learning the spells already and want supplemental information, or for those who are conducting in depth spell research. The second type of book useful for learning spells is the magical tome. These books are extremely valuable to a spell caster because they unlock enough of the secrets of a spell list to allow the caster to learn it without help from a mentor or teacher. For this reason, many mentors only allow their students to study such books under strict supervision. If too many of them get out, the results could be disastrous to the teaching community. The last and most valuable of the magical books is the Spell book. These are extremely powerful works of magic. Not only do they allow the reader to learn the spells they contain, but those spells may be cast directly out of the book. Of course, this deletes the spell from the book and degrades the book as a whole, but the capability is there.

4.2 MENTORS

Mentors are probably the most common source for spell list teaching in most societies. They are those users of magic who have decided for some reason (usually a fee or servitude) to pass their knowledge on to less experienced casters. The availability of a mentor is largely based on the ability ofthe students. Ifthere are few mentors, only those students with the most ability (and money) will be trained in the use of magic. If there are a large number of mentors, the students can pick the mentors who are the best teachers (or at least the most famous). The primary thing that separates mentors from teachers is the length of the relationship with the student. When a student or apprentice signs on with a mentor, it is usually with the understanding that the apprentice will remain until the mentor deems him ready to make his own way as a mage. Sometimes, the relationship will end before this time, usually because the student does not have what it takes to be a successful caster.

The mentor or master may place harsh demands upon the apprentice, often for the students own good. The manipulation of the Essence is a dangerous and exacting practice. An apprentice can be a danger to himself and others if not instilled with a proper discipline and respect for this power. The way that mentors often engender these qualities in their students is through hard work and menial labor. These tasks can have a broader application to the use ofmagic, but this is almost never apparent to the apprentice at the time.

The apprentice does not have many rights in this relationship, but he does have a few. Mentors are usually required to house and feed the apprentice. Any materials required for the apprentice to learn his spells must be provided by the mentor (books, catalysts, etc.). And the apprentice is entitled to the protection of the mentor while in his service. Nothing scares off future apprentices than having a few of them cut to pieces while in your service.

The exact nature of the relationship between apprentice and mentor is so varied that it cannot be generalized. Some mentors will be kindly elders who dote on their students. Others will be miserly men who hope to squeeze as much work from a student as possible and teach little in exchange. Most will fall in between these two extremes.

4.3 GUILDS

Guilds are the next logical step forward from the mentors. They may be viewed as a group of mentors who live and/or work together. This is a bit of an oversimplification, since often guilds have a purpose larger than the teaching of students. The guild may have a political agenda or may simply be trying to make money. In any event, at some point it becomes necessary for such a guild to take on new members. The most logical way to do this is by training apprentices. This assures that the member will know exactly what the existing members want him to know. A guild-trained member will be more loyal to the guild than a member trained somewhere else.

The benefits of guild training are not all to the guild, however. The apprentice can study under a variety of different mentors who use magic in different ways. Thus the apprentice avoids becoming a "carbon copy" of his mentor. Guild training may also offer social benefits. Being part of a certain magical guild may hold a degree of honor or prestige in the community. Having a place to return to in order to receive further training fi often free fi is another benefit. Finally, if a guild member is in trouble of some kind, he may call upon other members for assistance.

A guild may consist of a highly organized group of Wizards, who have associated guilds in every major city in an empire or kingdom. Alternatively, a simple group of shamans or witches can be considered a guild. The only requirement is that the group have some kind of organization, and at least some common goals.

4.4 UNIVERSITIES

Universities are similar to guilds in many ways. They generally consist ofseveral users ofmagic who live and/or work in the same area. They differ from guilds in their purpose. While the purpose ofa guild can be anything from taking control of a kingdom to keeping the guild secret, the primary goal of a university is to educate. Many times this is different from the way a mentor or guild teaches. Mentors and guilds teach apprentices in order to gain service or loyalty from them. Universities usually teach students for a fee or as part of a program initiated by the society or government.

The university system can be of great benefit to the student as well as the institution. The student benefits because universities may accept admission of a student from a different social status or background than a guild might. Since the student is usually paying to attend, the university can be relatively assured that the student is trying his best. Also, if there are a great many applicants, the university can be choosy about which ones get accepted, thereby assuring a higher quality of students, and therefore graduates.

A fairly high degree of civilization is required to support a university. Such places would be prizes enemy armies would attempt to exploit. Such a rich depository of knowledge and magic requires a stable kingdom or empire to make it safe enough to exist. The presence of a university implies a great freedom of knowledge that is typically not present in most societies. Remember that the exchange of knowledge about such things as base lists is damaging to the profession as a whole.

4.5 SELF TEACHING

One seldom used method of magical study that is seldom used is self teaching-taking a base of knowledge and building upon it by experimentation and trial and error. An unproductive method, it takes more time and energy than any of the others. However, it may be the only option open to a caster who's options for receiving magical instruction are limited by lack of teachers, laws forbidding magic, rigid social hierarchies, religious biases, or other factors. Also, self teaching can serve as an interim method for a caster who is unable to reach his normal source of information and instruction.

A self teaching student can not begin with nothing. He must have at least rudimentary knowledge of the basic concepts he is working with and a larger goal he is working towards. At least some formal instruction (by one of the methods mentioned above) must have taken place prior to the attempt to teach oneself.

From this base of knowledge, the caster can slowly build a better understanding of magic principals. The spells along the path of study will become apparent. This laborious process may require many hours of experimentation, often with no results. The researcher may follow leads down paths that only confuse him.

However, some of the greatest discoveries in magic have been by those who taught themselves. Such leaps of logic are often impossible in the closely confined realm of the classroom where students are taught to always think in the same, but not necessarily the best, ways. But at its root Essence spell casting is a science, and as with all sciences, it is far easier to build upon the knowledge ofothers than to begin from scratch.

Part II THE RULES

5.0 USING THE ESSENCE COMPANION WITH RMSS

This section contains notes about how to use the Essence Companion with the rest of the RMSS.

5.1 BOOKS NOT AFFECTED

All other books in the RMSS that are not mentioned specifically here are not affected in any way by the material presented in this book.

5.2 SPELL LAW

There are a number of new developments in this book that change the nature of Essence magic, the method of casting and learning new spells. There are also a number of new Essence spell lists introduced in this book.

Essence Companion also provides for a new set of spell lists called training package spell lists. Training package spell lists are a new category of spell lists within the RMSS. All training package spell lists are classified as Restricted skills unless the character is currently associated with the training package that awards the spell list. Note that "associated with" has no firm definition. The GM should judge whether it is reasonable for the character to still have normal access to the spells or not. As an example, suppose a character was a stone mason and had received the Stone Crafting spell list as a vocational skill. If that character decided to go travelling on an adventure, he would probably no longer have access to learning new spells on that list (and the skill shifts to a Restricted classification).

All training package spell lists are part of the Spell Group (and will receive any bonuses appropriate to that group). There are two new categories that must be added to the Spell Group to accomodate these new spells: Spells • Own Realm Training Package and Spells • Other Realm Training Package. The cost to develop skills in these categories are listed below.

5.3 TREASURE COMPANION

The magic system provided in the Treasure Companion is not modified in this book. The crystals used by the Crystalist come directly from the Treasure Companion book where further explanation of the crystals is available.

5.4 ROLEMASTER STANDARD RULES

Listed below are the specific changes and additions to the Rolemaster Standard Rules that should be used when incorporating the Essence Companion. If a particular rule is not listed below, then all normal rules apply when using the Essence Companion.

5.4.1 PROFESSIONS

There are three new professions presented There is now two more Pure spell user of the realm of Essence and one more Semi spell users of the realm of Essence.

Runemage—The Runemage is a Pure spell user who specializes in the understanding of language and the power it holds over the world. The runemage is a master of temporary enchantments such as runes, circles, and wards.

Mana Molder—The Mana Molder is a Pure spell user who specializes in the shaping of the Essence into physical forms. The Mana Molder's spells deal with physical manifestations of the power of the Essence.

Warrior Mage—The Warrior Mage is a Semi spell user who combines the realms of Essence and Arms. The Warrior Mage's base lists focus on using the Essence to enhance combat abilities and allow operation in hostile environments.

5.4.2 OLD SKILLS

This sub-section contains some thoughts about new ways to use old skills.

5.4.2.0.1 Crafts Skill Category

Horticulture—For growing plants and maintaining herbs, GMs should require a roll once a month modified by the difficulty of finding the herb. A failure indicates the plant declines. Each failure modifies each next attempt by -25, cumulative. Three failures in a row indicates that the plant is dead. In order for a plant to flourish, sprout healthy blooms, and germinate properly, a player needs a normal success. Partial and Near Successes merely keep the plant alive.

Transplanting a plant modifies the next month's roll by -10 for each week not planted (minimum of -10).

5.4.2.0.2 Lore • Magical Skill Category

Circle Lore—Required for drawing appropriate circles and fonnulae for use with the Circle Mastery spell list. Each rank of Circle Lore allows the character to draw a circle that can be used with the same rank spell from Circle Mastery. This skill also gives the caster a chance to decipher what spell a specific circle is designed to hold and the general parameters of the spell.

Symbol Lore—Required for drawing appropriate symbols for use with the Symbolic Ways spell list. Each rank of Symbol Lore allows the character to draw a symbol that can be used with the same rank spell from Symbolic Ways. This skill also gives the caster a chance to decipher what spell is imbedded in a symbol, and, if the symbol is not constant, what parameters can set is off.

Warding Lore—Required for drawing appropriate wards for use with the Warding Ways spell list. Each rank of Warding Lore allows the character to draw a ward that can be used with the same rank spell from Warding Ways. This skill also gives the caster a chance to decipher what spell is imbedded in a ward and possibly what parameters can set it off.

5.4.2.0.3 Lore • Technical Skill Category

Herb Lore—Also used for the identification and recognition of the common herbal catalysts, as well as the magical herbs.

Stone Lore—Also used for the identification and recognition of the common crystal catalysts.

5.4.2.0.4 Outdoor • Environmental Skill Category

Caving—This skill also is used as a bonus for finding crystals within a cave or cavern.

Foraging—The GM should allow a character with at least 1 rank of this skill (Catalyst Foraging-Herbal, or Catalyst Foraging-Corpus) the ability to gather Level 0 and Level 1 Catalysts while traveling. The exact number of doses a character can acquire will depend on the density of the catalyst and the difficulty involved in procuring the catalyst.

5.4.2.0.5 Power Awareness Skill Category

Power Perception—The ability to perceive magic in an active or donnant state is a difficult skill to master, which is why this skill is generally restricted. Once mastered, power perception is still a difficult skill requiring a great deal of concentration and it only reveals the presence of magic and the realm, never any details on the nature or type of magic present. In order to use this skill, a character must concentrate for a full minute in order to orient on the magic around him. The following modifiers apply to the skill power perception.

Read Runes—In addition to allowing the caster to use and decipher runes, this skill is required for inscribing appropriate runes in conjunction with Rune Mastery and Inscriptions spell lists. Each rank of Read Runes allows the character the ability to inscribe an equivalent level spell into a rune.

5.4.2.0.6 Power Manipulation Skill Category

Magic Ritual—In depth rules on this skill can be found later in this book in the section on Magic Rituals.

Spell Mastery—GM may decide to allow a character to develop skill in spell mastery based on a category of magic as opposed to a specific list. This more accurately reflects the character's understanding of a particular type of magic. Spell mastery by category also allows the use of this skill in regards to spells or rituals.

5.4.2.0.7 Science/Analytic • Specialized Skill Category

Anthropology—Simple observation of a culture and a successful anthropology roll allows a character to learn about a culture. Each level a character can learn 1 extra rank in a given language, than the source would allow. For example, if a book was written at rank 5, the character could learn the language up to rank 6.

Alchemy—Alchemy can also be used to preserve organic material such as wood, paper, flesh, leather, vegetation, organs, etc. A character may store organic matter in a fluid solution, a desiccated state, through infusions of oils or wax, or other appropriate measures. If successful, the organic material in question will not decay, unless conditions change (e.g., it gets wet, insects attack it, it molds, the seal is broken, etc.).

Proper preservative solutions can either be purchased orcreated with appropriate herbs. The GM should modify these attempts by their appropriateness. Partial successes and near successes will delay the decaying process, but will not prevent it.

The difficulty of preserving an organic material depends on the type of material.

5.4.2.0.8 Technical/Trade • Vocational Skill Category

Preparing Herbs—Herbs can be prepared in many ways. Some of the various methods and their effects are described below:

Infusions—An infusion is brewing the catalyst into a tea. This process imparts the herbal properties to the water. Use 1 or 2 teaspoons of catalyst to a cup of water for best effect. Infusions may be used medicinally or as a catalyst (though the infusion process does not modify the catalyst for purposes of spell casting). Easy maneuver roll.

Decoctions—The exact same thing as an infusion, but generally used on roots and tougher catalysts. Decoctions are made by simmering the same proportions in a pan. Light maneuver roll.

Tinctures—Tinctures are formed by soaking 8 oz of an herb (4 oz if dried) in a pint of alcohol (60% proof or better). Tinctures should be kept out of sunlight and shaken often during the 2 weeks following their creation. After 2 weeks, the tincture can be stored in small, colored bottles, which should be sealed with wax until needed. Tinctures preserve herbs very well and increase the potency of any herbal catalyst by 1 level (a level 1 herb is now a level 2 herb, and so forth). The number of doses ofcatalyst started with do not change through the tincture process. For healing purposes this should increase the medicinal power ofthe herbs (GM discretion). Very hard maneuver roll.

Liniments—The same as a tincture, but used for external rubs and washes. Hard maneuver roll.

Poultices—Made to assist in first aid, poultices are made with a clean cloth and the selected herbs, often combined with flour to mix it all together. Boiled water is poured over the cloth to moisten the collection. The cloth is then bandaged over the wound. Poultices with appropriate herbs (GM discretion) should add a bonus to first aid ranging from +5 to +35. Medium maneuver roll.

5.4.3 NEW SKILLS

This section contains details on the new skills introduced in this book.

5.4.3.0.1 Influence Skill Category

Teaching—A character with teaching has a knack for explaining difficult concepts in an understandable way. This skill should be used whenever the character wishes to convey a concept, idea, theory, or plan that could otherwise confuse the target. In general, this gives a bonus for the amount of material successfully taught to a target. Bonuses or penalties may be used as modifiers depending upon language barriers, cultural or racial differences, intelligence of student, complexity of material, distractions, etc. This skill must be used any time a character wishes to impart specific knowledge to another. This skill also allows a target to learn taught material faster than normally would be allowed.

5.4.3.0.2 Lore • Magical Skill Category

Glyph Lore—Required for drawing appropriate glyphs for use with the Glyphs spell list. Each rank of Glyph Lore allows the character to draw a glyph that can be used with the same rank spell from Glyphs. This skill also gives the caster a chance to decipher what spell a specific glyph is designed to hold and the general parameters of the spell.

5.4.3.0.3 Lore • Technical Skill Category

Corpus Lore—This skill provides a bonus for the identification and recognition of the corpus catalysts.

5.4.3.0.4 Outdoor • Animal Skill Category

Familiar Mastery—This skill is used by a spell user to train his familiar. This skill must be developed separately for each specific familiar that a spell user has (which means this skill cannot be gained until the character actually has a familiar to work with). For every rank developed in this skill, the character may choose to make a static maneuver to see if his familiar has gained a level (see the definition of a familiar's level in Section 10.0). If the statis maneuver is successful, the familiar has gained a level. If the character has more than one rank in this skill when he gains a familiar, he may make one static maneuver for each rank he has in this skill. However, each static maneuver requires that the character spend at least one week working closely with the familiar at least 4 hours a day.

Note that if the static maneuver(s) is unsuccessful, another static maneuver may not be made until the character gains another rank in this skill. This only applies after one static maneuver is made for each rank the character has in this skill.

5.4.3.0.5 Power Manipulation Skill Category

Summoning—This skill allows a caster to specify an exact creature to be summoned with a summoning spell. This allows the caster to summon a horse as opposed to a four legged hooved animal. A failure indicates the caster summons a generic creature of the type specified. Absolute failure indicates a random summoning (GM's choice). If the caster gets an absolute success, then he may specify a specific creature that he knows by name. The following modifiers apply.

Spell Artistry—This skill is primarily used by illusionists to create more vivid illusions with greater detail and similarity to real life. Spell Artistry allows an illusionist to mimic specific individuals down to minute details or to make scenes blend flawlessly with the surrounding environment. A secondary use o f this skill is to allow all spells to have adjustable visual effects upon casting. The actual parameters of a spell cannot be changed, but the basic appearance can be modified in an artistic or unique way. For example, a fire bolt could sprout wings and a fiery dragon's head as it flies at its target. The spell will do no extra damage and have no additional effect but to increase the style of the casting to impress and frighten viewers.

Spell Trickery—Spell trickery is the ability to prepare and cast spells unobtrusively. This covers all secretive casting, from casting from a hiding place to casting on someone with whom you are conversing. The total skill roll minus 100 is the penalty applied to a target's chance of observing the spell casting attempt.

Targeting—This skill is used to determine how accurately a caster places a non-attack spell. Targeting applies to the accurate placement of walls, center points of a radius effect, as well as for striking a correct target in a crowded situation. The GM should modify the roll based on the difficulty of the placement as well as the stress of the casting situation along the following guidelines:

6.0 THE SCHOOLS OF MAGIC

One of the methods GMs may add depth to the magic systems in their worlds is to vary the means by which users of the Essence learn and cast spells. Anyone who has been to school can attest to the fact that different teachers use different methods to communicate knowledge to their students. It is equally true that some students learn more from one teaching method than from another. It would therefore be simplistic to assume that all Essence users, regardless of background, culture, or personal style, learn to cast spells in exactly the same way. The various methods described below expand on how Essence is harnessed and molded. Some or all of these methods may be appropriate for your campaign. The schools ofmagic require a bit more work for both GM and players in order to use them effectively and preserve game balance. The GM may decide that only characters or NPCs of certain cultures, guilds, races, or geographical areas will have access to certain methods. He may decide to include only some of them to start and introduce others later on. These additions to the rules of Essence casting are optional; the other sections in this book do not require their use.

Note: Ifa GM feels that these new schools of magic are too powerful, then we suggest that he require any spell user who chooses a school of magic (other than somaticist, which is essentially the spell user from the RMSR) to make a spell casting maneuverfor all spells. This will more than double the chances of a spellfailure for these spell casters, thereby restricting power levels gained by essence users.

6.1 CATALYST CASTING

The three sub groups of catalyst casting are: Herbalist, Corpist, and Crystalist. All catalyst casting is based on the premise that all things are imbued with some amount of Essence. In order to cast spells, the mage must know how to access this Essence as well as the "flavor" of this Essence. Whenever Essence becomes trapped within an item it begins to take on some of the properties of that item. This Essence is more inclined to perform effects related to the properties of the item. For example, Essence trapped within a water elemental is more inclined to cast magic pertaining to water.

We have divided all of the existing Essence spell lists into categories based on their general nature (See the Spell Category Chart below). Every catalyst is linked to one of these categories. In order for a catalyst caster to cast any spell, he must have a catalyst keyed to the appropriate spell category.

The benefits of each type of catalyst casting will be explained below, but the major benefit of all catalyst casting is that the catalyst contributes power points to the casting of the spell.

Herbalists have studied the fruitful field of spell casting through the understanding of Essence in vegetable matter. Herbalists are often accomplished horticulturists or botanists, but they should never be confused with animists. The Herbalist is not in tune with nature like the animist is; they see the natural world through more analytical eyes. A Herbalist walking through the woods may enjoy the beauty of the scene, but he is more likely to be cataloging plants and herbs than experiencing any kind of transcendent emotion. The Herbalist must spend time and/or money gathering herbal catalysts. Herbalists can always find low level catalysts growing all over the place; high level catalysts are rare and difficult to find.

Herbalists generally learn how to prepare herbs for catalysts as well as healing herbs. It is rare for an Herbalist to go far without a number of prepared liniments, tonics, and other brewed preparations that can be used for spell casting, healing, or other general effects as outlined under the Herbal Catalyst section.

Like all catalyst casters, in order to cast any spell the Herbalist must have a catalyst associated with the spell category from which his spell comes. This catalyst must be in the caster's hand the round the spell is cast. The cast under normal RMSR rules, except that contributes its "Level" in power points to the casting of the spell. The caster must always provide at least 1 PP for the casting of each spell, regardless of the level of the spell being cast. Any power points contributed by the catalyst in excess of those required for the spell may grant a +1 per power point bonus to the Spell Casting Static Maneuver roll. Each dose of an herbal catalyst can only be used once; it is utterly consumed by the casting of the spell.

Only one catalyst may be used per spell.

As a side note, most Herbalists follow the following guidelines in collecting herbs, as do most collectors of magical herbs. These guidelines are not enforced, but are considered standard practice. Leaves and stems are generally collected after the plant blooms. Roots and bark are collected in the spring or fall. Herbs are better if they are collected early in the morning before the sun diminishes the volatile oils in the herbs. Finally, never take more than you need, which translates into take lout ofevery 10 herbs you find. By taking only 10 percent the herbalist insures a continued supply of the herb as well as leaving some for other spell casters. In very civilized lands there may be very little wild herb growing, but in campaigns where wild herbs are more common, Herbalists, for the most part, have learned to respect the power of nature and do not destroy herb populations unnecessarily.

Example 1 Bron the Magician wishes to cast the 1st level Water Law spell, Condensation. Therefore, Bron will need a catalyst from the Water category. Luckily he has some aloe sap in his belt pouch. On the first round of his preparation, he uses 90% of his activity to prepare the spell and 10% to reach for his aloe sap. The second round, he again prepares the spell as a 90% activity and finishes getting the sap (since this is a 20% activity, this will complete that action). On the third round, Bron casts the spell. The aloe sap contributes 0 PP to the spell, but regardless the caster must always spend at least one PP of his own, so Bron spends 1 PP. Bron is glad that aloe sap is cheap stuff.
Example 2 Now Bron wants to cast Water Bolt I (a 4th level Water Law spell). He produces a mistletoe twig which is a level 2 water effect. He prepares and casts the spell just as he did with the Condensation spell, only this time, the power point contributed by the aloe sap is helpful. He spends 2 PP, the sap contributes 2 PP, and the spell is cast.
Example 3 Now Bron wishes to cast the 5th level Fire Law spell, Heat Solid. Fire Law requires Light effect catalysts and, consulting his catalyst inventory, Bron sees that he has a few henbane seeds. He prepares the spell normally and casts. The henbane seed contributes 2 PP, so Bron only has to spend 3 PP to cast a 5th level spell!
Example 4 Its getting near supper time, and Bron wants some soup. He decides to cast Boil Liquid (1st level Fire Law spell). He consults his catalyst inventory and the only catalyst he has with the Light effect is another henbane seed. He prepares and casts the spell. This time he contributes 1 PP (since he must) and the 2 PP added by the henbane seed are wasted. If Bron had to roll on the Static Maneuver Casting Chart, the extra 2 PP would give him a +2 to his roll.

6.3 CORPIST

Corpists are very similar to Herbalists. The primary difference between them is their catalyst source: animal matter instead of vegetable matter. Corpist catalysts provide power points equal to their level for the caster to use and are limited to casting spells from a specific category.

Corpists may be zoologists, animal keepers, hunters, surgeons, or herders. Corpists do not have a special affinity with animals. In fact, many are quite sadistic in their treatment of animals, seeing them simply as a walking power source. This is not always the case, and there can be plenty of well meaning Corpists. A Corpist must spend time and/or money gathering corpus catalysts. Corpists can easily find low level catalysts in most any environment, though magical creatures have the most powerful and useful parts. Corpists are often ardent adventurers in pursuit of newer and more powerful catalysts.

Corpists often study the art of alchemy, to learn better methods of preserving organic matter and distilling the essence of a corpus catalyst into philters or charms. While not all Corpists take the time to learn these arts, the ones who do are much more welcome in civilized company, where the smell of rotting flesh is rarely tolerated or approved.

Like all catalyst casters, in order to cast any spell the Corpist must have a catalyst associated with the spell category from which his spell comes. This catalyst must be in the caster's hand the round the spell is cast. The spell is then cast under normal RMSR rules, except that the catalyst contributes its "Level" in power points to the casting of the spell. The caster must always provide at least 1 PP for the casting of each spell, regardless of the level of the spell being cast. Any power points contributed by the catalyst in excess of those required for the spell may grant a +1 per power point bonus to the Spell Casting Static Maneuver Chart. Each dose of a corpus catalyst can only be used once; it is utterly consumed by the casting of the spell. Only one catalyst may be used for one spell.

Example 1 Dini the Dabbler is suddenly attacked by a couple of Gratar. She decides she would like to cast the 2nd level Movement Mastery Spell, Longjump (a means of escape she thinks will be especially insulting to the Gratar). This is an instantaneous spell, and she decides not to take the time to fetch a catalyst from her backpack. She must use something, however, and decides to sacrifice a beltpouch made of deer hide. She places her hand on the unsuspecting belt pouch. The deer hide is Level 0 and therefore contributes no PP. Since Dini must make up the difference, she contributes 1 PP. The spell is cast and Dini goes bouncing away from the hapless Gratar.
Example 2 Dini unfortunately bounces right up to a sleeping Lynx. She quickly decides to begin preparing Sleep III (1st level Influences spell). For this spell, she needs a Charm category catalyst. Luckily she has one in herbeltpouch. She reaches through the handy hole made by the Longjump spell and breathes a sigh of relief that the oyster shell in there didn't fall out. The next round as the Lynx prepares to leap upon her, Dini casts the spell with no preparation. This time, the oyster shell provides 1 PP and Dini supplies 1 PP (since she must spend at least 1 PP for every spell) Jora total of 2 PP. More than enough for a first level spell and the extra 1 PP provide her with a +1 to her SCSM roll. She makes her spell casting static maneuver (barely) and casts the spell. Too bad the Lynx made his RR.

6.4 CRYSTALIST

In many ways the Crystalist are the most highly sought after of the catalyst casters, as they always travel with gems and jewelry. Crystalists store power inside of natural crystals and later access this power to cast magic. Every crystal is naturally attuned to one of the spell categories, so any power stored within these crystals becomes biased towards that category. A Crystalist uses gems and crystals not only as batteries for storing Essence, but also for biasing the Essence towards the casting of a specific spell category.

Some Crystalists hide their precious gems, while others wear and carry their gems as a badge and warning to all. Regardless of their disposition, Crystalists are often the most suspicious and greedy of the various catalyst casters, because even non-spell users want their catalysts.

Crystalists are unique among catalyst casters for their catalysts are not destroyed in the process of casting spells; instead, their matrices are drained of power. When this Essence is drained too low, the caster must replenish it through the use of spells. If the caster ever drains a crystal of all of its Essence, it becomes "dead" and can never be charged or used as a catalyst again.

Because ofthe inorganic nature of crystals, the Crystalist must use spells to tap this power. Thus, Crystalism is the only school of magic that requires the student to acquire the associated training package.

When a Crystalist casts a spell, he must be holding the crystal he intends to use as a catalyst by the round he wishes to cast the spell. The crystal must be from the appropriate category for the spell he wants to cast. The caster must contribute at least one of his own power points and one of the charges stored in the crystal. In some cultures and guilds, these charges have come to be known as "facets," but they should not be confused with the physical facets on the surface of the gem. Each time a gem is used as a catalyst, one charge is expended and charge contributes a set number of power points based on the size and quality of the gem. No more than one charge can be used from the gem per spell cast. The following chart summarizes the power points contributed by the stones of various size and power.

To put the number of carats in perspective, most of the crystals on the Master Crystal Catalyst Chart average 12-15 carats per cubic cm. If the GM wants more exact figures, most are available in the Treasure Companion.

Finally, it may be noted that the list of crystal catalysts included later in this book include a number of catalysts that are not technically crystal. These catalysts include a diverse grouping such as flint, pearl, fossil, and petrified wood. While these substances are not exactly crystals, they have been found to operate on the same principles as crystals. One theory is that most of these substances were created slowly and with enough mineral content to trap Essence in much the same way that growing crystals trap the Essence. Others point out that these items may be more appropriate to the realm of herbal or corpus casters and that apparently the methods of storing Essence in crystals may also work with organic substances of sufficient strength to withstand the rigors of power storage. The corollary to this theory is that crystals could be used as disposable power sources. Those less concerned with the conservation of wealth have at times sought quick power through such attempted manipulations of the Essence.

Example 1 Brother Opal wishes to cast the 4th level Body Renewal spell, Pain Relief I. He has a tiny opal (his namesake) with 4 charges. Because it is a tiny-rare catalyst, the opal contributes 3 PP to the spell. Opal contributes one of his own PP and this is enough to cast the spell. The tiny opal now has 3 charges.
Example 2 Now Opal wishes to cast the 2nd level Evasions spell, Speed I. He has a tiny sliver of marble with 1 charge. Because it is a tiny-common catalyst, the marble contributes no PP to the spell. Brother Opal must expend both of the 2 PP required for the spell. The last charge in the marble is expended and it becomes a "dead" crystal. It can no longer be used as a catalyst.
Example 3 After falling off of a cliff, Brother Opal suddenly decides he wants to cast the 2nd level Monk's Bridge spell, Landing. Fortunately he has a medium gray diamond with 9 charges. Because it is a medium-rare catalyst, the diamond contributes 6 PP to the spell. Brother Opal must spend at least one of his own PP to the spell, bringing the total spent to 7 PP. If Opal's casting required a Spell Casting Static Maneuver Roll, he could add +5 (for the 5 extra PP spent on the spell). The gray diamond now has 8 charges.

6.5 NOMENIST

Nomenists are spell users who control the Essence through their knowledge of words of power, also known as the Primal Tongue. Because the Primal Tongue is ever changing and impossible to catalogue, Nomenists must continuously study languages old and new to find resonances of this Primal Tongue. Nomenists may study alone in libraries or venture abroad to experience language in its natural state. Primal Tongue cannot be taught like any other language because it is not a true language. Certain words, sounds, or concepts must be rediscovered over and again. The word or sound may hold power, but only certain individuals can unlock it. Not all words or sounds work for all individuals because the Primal Tongue is a living language that interacts with the individual in mysterious ways. Any book written about the Primal Tongue is only true for the individual who wrote it, though parts of the book may also be true for others.

Because a Nomenist derives his power and knowledge of the Essence by virtue of his mastery of the Primal Tongue, he cannot learn any spell that has a higher level than the number of ranks he has in Primal Tongue. The principal advantage to using this method of casting is speed, as shown on the Modified Spell Casting Static Maneuver Chart.

For a Nomenist to learn about the Primal Tongue, he must learn many languages and sounds to find which ones speak to him. While all languages can reveal insights to the Primal Tongue, certain languages are closer to the Primal Tongue than others. To classify how much of the Primal Tongue a character knows, the GM should assign a tier for each language in his campaign. All of the languages in the RMSS are assigned a tier.

A tier 1 language is assumed to be a fairly modern language in common usage. The higher the tier, the more ancient and magical the language (i.e., closer to the Primal Tongue). The Language Tracking Sheet, found at the back of this book, should be used for organizing the languages by tier.

A character's skill ranks in the Primal Tongue is calculated by the following formula.

# ranks spoken of tier 1 languages (x1) +
# ranks spoken of tier 2 languages (x2) +
# ranks spoken of tier 3 languages (x3) + etc.

The rank of Primal Tongue should be recalculated each time a character develops more ranks of spoken languages. When developing these new languages the character should obey all rules in the section on Learning Languages and in the section on Magical Languages.

6.6 SOMANTICS

Somaticism is often considered the simplest and most basic of the schools of magic. Somaticists do not have to seek out strange catalysts for their spells nor do they have to learn esoteric languages to increase their knowledge of magic. Instead, Somaticists learn to manipulate the Essence through the combined effort of their will and their movement.

Somaticists tend to be elegant, graceful, and agile, but there are some guilds that have learned "jerky" methods of somaticism. Somaticists require less study and time than the other schools of magic, because the caster has no need to learn a large number of catalysts or languages. This makes the Somatic School of Magic a popular method of spell casting, especially among Semi spell users and Non spell users. Pure spell users of Essence tend to find the other schools of magic provide either more power or greater speed than the simpler Somatic School.

The caster evokes the power of the Essence through the use of gestures, expressions, dances and movements. Somaticists do not have to speak when casting, but it is assumed that they generally whisper some mnemonic phrases to aid in recalling the proper gestures. The caster gains no special benefits from this method of casting, but itis fairly straight forward and requires no additional record keeping for the player. Somaticists obey all the normal rules of spell casting, except they now obey the new modifications to the Spell Casting Static Maneuver Table.

Note: If the GM desires to use the various schools of magic in his world, Somaticism can be used as a baseline, as opposed to standard spell casting from the RMSR. Perhaps there are players who want to play Essence users, but don't want to deal with the extra record keeping involved with the other schools. Perhaps the GM does not wish to burden a new player with the additional complexity ofthe Nomenist or Catalyst casters. Maybe he just doesn't want to have to juggle catalysts for the NPCs during a battle. Whatever the reason, Somaticism provides a simple answer to the question ofSchools of Magic.
6.6.0.0.1 Hybrids

Hybrid spell users who specialize in the realm of Essence also learn their base lists and all Essence lists subject to the schools of magic. All channeling or mentalism spells they learn are not subject to the schools of magic. Any rules regarding channeling or mentalism that are introduced in their respective companions may either be applied in addition to or opposed to the schools of magic as the OM determines is appropriate for his world.

6.6.0.0.2 Cross Training in Schools of Magic

There may be times when a character desires to learn from different schools of magic. A character may learn from different schools either because he only has access to diverse sources or because he wishes to complete his knowledge on a given subject. This means that a character may have a different school of magic for each spell list he learns. The school will always coincide with the school of the character's source document or teacher.

Another possibility is that a character already knows a spell list by a given school, Nomenist for example, and then discovers a tome that teaches that same spell list by another school, crystal catalyst for example. The character may decide to relearn the list by the second method in order to further his understanding of the list. If a character does this, then any spell he casts from the list may use the guidelines for either of the two schools or both. If the character uses both, then the greatest modifier for each method is applied to any spell casting maneuver.

Cross training in schools ofmagic vary the costs for spell development. If the character is developing a spell list using a school of magic other than his primary school of magic it costs +1 DPs per rank. If the character is developing a different method for a spell list he already knows to that level then it costs -1 DPs per rank.

6.7 SPELL CATEGORIES

This section contains a master listing o f all spell lists in the RMSS. This list is sorted by spell categories (which are used for the purposes of magical rituals, among other things).

7.0 LEARNING

One of the most important concepts in Rolemaster is learning. Without the possibility of improving one's character, adventuring has little point. This improvement can take the form of unlocking the truth behind a single burning question or it can be the development of an entirely new skill.

The development point system is designed to reflect the aptitudes of different professions and therefore dictate which skills the character can improve easily and which ones require a bit more effort to learn. It does not however, take into account other factors in the learning process. Availability ofleaming sources, the quality ofthese sources, additional time spent studying, and experimentation all have a large impact on how easily and how well a skill is learned.

The sections below outline some suggestions as to how these factors can be represented in the game. All of these sections are optional and the GM may find that not all ofthem are appropriate to his campaign. Although they are all presented under the learning section, each set of rules below can stand alone. Game balance should not be affected if the GM opts to use some but not all of the sections below.

7.1 LEARNING SPELLS

One ofthe things that a GM should define at the outset of his campaign is what the requirements are for an Essence spell user to learn spells in the various categories. Essence spell casting is a process of understanding the rules that one must obey in order to achieve a specific spell effect. The basic understanding of these rules (which allow a caster access to a spell list in the first place) are not intuitive. They do not come naturally. They must come from an outside source, typically a magical tome or a teacher.

When it comes to casting spells from another realm, Essence spell casters must have an instructor or mentor to tutor them in the basics of Channeling or Mentalism. Without such a teacher Essence casters are incapable of understanding the basic religious or philosophical foundations required to cast the very different types of spells the other realms emphasize. Of course, in the case of hybrids, this requirement applies only to the realm which is not part of their profession already.

Once a character has acquired the necessary resources to learn a certain spell list, it can be determined how well the spells were learned. This determination is modified by a variety of circumstances. The primary factor in a character's education is the source from which he learns his spells. The most common methods are listed below.

7.1.1 MAGICAL TOMES

Magical tomes are defined as any writings that contain the knowledge necessary to cast one or more spells from a given list. These books are not themselves magical, although they often have wards and other protective magics placed upon them to keep out the elements (and curious). Magical tomes are often written in ancient or magical languages (not to be confused with runes) or are written in the special language of a certain profession. Regardless of their form, magical tomes are an extremely valuable resource for learning spells for two main reasons: portability and reusability.

Because it is often difficult for a caster to remain near his mentor for years on end, a magical tome can be the answer to his problems. A master may loan him a book that describes how to cast certain spells so that the caster can continue his education while he is on a long journey. This allows a caster to travel to far away lands where his master is inaccessible without bringing his education to a halt.

The other advantage of magical tomes is that they are reusable. If a master or guild wants all its students to learn a specific list, they simply give each student in turn access to a magical tome that adequately describes the spells in question. This frees a mentor to pursue his own goals while the student caster learns basic ideas from the book.

Magical tomes are not typically found in libraries or common book stores unless the GM is running a very high magic campaign. Such knowledge as is found in magical tomes is closely guarded by individuals, guilds, or even universities of magic. This is especially true of base list tomes. The only thing that really makes a spell casting profession powerful is that they can cast spells that other professions cannot. If the knowledge necessary to cast their base lists were commonly known, the profession would cease to have a firm hold on their niche in the world. Their secrets would be known and ways would be found to render their potent magics ineffective. Characters of a profession may well be given magical tomes to help them learn their base lists, but such tomes are usually given with the unequivocal understanding that the knowledge contained in those books is for their eyes only! If the other members of a profession discover that a character has been letting others use the magical tomes or has been teaching the spells themselves, the consequences could be dire. Knowledge is power and is not freely distributed to any who ask for it.

A particular magical tome may be a better or worse set of instructions on how to cast a given spell list. For this reason, a special modifier of no more than + or -15 could be added to Learning Static Maneuver Table in the case of exceptionally good or bad learning materials (see Section 7.3 for rules on "Learning Skills").

Another variety of book used by many Essence spell casters is the lore book. Lore books do not contain the knowledge necessary to learn to cast spells, but rather are a valuable resource for research. They may deal with topics that are magical in nature, but this information is not enough to actually learn any spells. For example there might be a certain lore book that deals with circles. The GM may decide that this book contains information on how to draw basic magical circles, discusses the evolution of different patterns of runes in circles, etc. This might be an excellent resource work to use if a caster were learning Gate Mastery, Rune Mastery, or Circle Law. Lore books are not as valuable as magical tomes, but they are also much more available. It is not uncommon to find such books in libraries, but those that stray close to topics dealing with certain professions base lists are still closely guarded by the guild.

Still another kind of book found in the hands of Essence casters is the spell book. These are the powerful works compiled by the most skilled masters of the magical arts. Not only do they contain all the information for learning to cast spells from a certain list (often with a bonus and often all the way to 50th level), but they are crafted on rune paper. This means that any spell in the book may be cast as though it were a rune of that particular spell. Casting a spell in this way deletes it from the book, and thus drastically reduces its value as a research book. Spell books are extremely rare and heavily guarded with powerful magics by the masters and guilds that own them. Anyone caught stealing them, selling them, or worse, casting spells from them would be dealt with very harshly by the owner.

Spell books are not sold. In rare circumstances, they might be traded to someone in the same profession for another spell book or perhaps an artifact quality magic item. If for some reason a monetary value must be placed upon one of these most powerful of books, the GM should assign a cost relative to the economy in his world. It is rumored that entire kingdoms have been ransomed for a set of base list spell books.

7.1.1.0.1 Physical Dimensions of Magical Tomes

An average magical tome is approximately 9 to 10 inches wide and 11 to 12 inches tall. They typically have leather covers, often fashioned from the hide o f a magical creature. They will have sturdy bindings and some will have hinges of leather or metal along the spine. It is not uncommon for the cover to have its corners sheathed in metal to protect them from damage. Some have the edges protected with thin metal plating. Such books often have locks on them. The thickness varies by the numberofpages in a book. The GM may decide how many pages a spell occupies, but a suggested minimum is one page per spell level (e.g. 1st level spells take one page, 2nd level take two, 3rd level take three, etc.). If the OM desires, he may wish to use the table below to determine how many pages each spell takes up. On average, a magical tome will be 1 inch thick for every 50 pages it contains because of the thick parchment such tomes are usually inscribed upon. Weight is approximately 2 lb. plus 1 lb. per inch of thickness. Lore books are not always so protectively covered, but otherwise generally conform to the physical description of magical tomes. Spell books are even more protectively covered, often using hides from dragons, demons or other rare creatures for their covers. Their bindings will be made from the most exotic metals available.

7.1.1.0.2 Cost of Magical Books

Lore books are usually priced between 5 and 25 gp depending on how well known the author is and how many spell lists the information within pertains to. Each spell list after the first for which the lore book can be used as a reference should add about 5 gp to the sale price. If a copy can be located in a library then the normal library study rates apply.

Due to the extremely valuable nature of magical tomes to those who possess them, they are very rarely bought and sold. Those who hold powerful positions in the magical community do not like to see the ability to cast high level spells being bartered back and forth in the streets like a sack of wool. The GM may even decide to make it illegal for non guild members to even be in possession of such a book. However, there are circumstances where a monetary value may need to be placed upon such a work. In that event, the following prices for magical tomes are suggested.

7.1.2 MENTOR

Mentors are those spell casters who have decided to take on apprentices to teach them some of what they have learned. A mentor does not have to be of extremely high level. They only need to know more than their students and have a willingness to convey some oftheir knowledge. Of course, the more a mentor knows, and the better he is at teaching that knowledge to others, the more valuable he will be to his students. Mentors who are wise and good at teaching may be highly sought after. This is good for everyone, because the mentor can afford to choose only the brightest students, and the students will be motivated to learn to stay ahead of their peers.

Learning from a mentor is superior to learning from a book. Whereas a student can only read from a book and try to make sense of what he reads, he can ask questions of his mentor and concentrate on areas where he is having difficulty. The mentor can have the student perform exercises and practice with certain skills and spells to strengthen the areas the mentor feels are important.

The relationship between a mentor and an apprentice can vary widely. The mentor could be a kindly elder of the village who enjoys the company of the apprentice. He could be a miserly old mage who only wants the character around to perform menial labor. The mentor might spend every possible moment striving to make his student the best he can be. Or the mentor might be too wrapped up in his own research to spend more than minimal time with the apprentice. All of the possible variables are left to the OM and player to decide together, or they can refer to the Spell Resource Background Table.

The mentor and apprentice have certain responsibilities to each other. The exact nature of these responsibilities should be worked out between the OM and the player before play begins, but some of the common obligations are listed below.

The breach of the terms of the apprenticeship by the apprentice or the mentor can be a serious matter. If a mentor breaks the agreement, he may find it difficult to attract other students, and he may lose standing with his peers. If the apprentice breaks the agreement, it will be difficult if not impossible to receive additional instruction in the area. If the mentor has considerable influence, the apprentice may find that further instruction is unavailable nearly anywhere he goes.

The primary advantage ofhaving a mentor as opposed to one of the other resources for spell learning is the one on one instruction. Having a close relationship, wherein the mentor learns the best way to convey knowledge to his student and can closely monitor the student's progress, is a very efficient way to learn. Because this will almost certainly have a positive effect on the depth to which a student understands the material, any caster who studies a spell list under a mentor gains a +10 to the Learning Static Maneuver Table in addition to all other modifiers (see Section 7.3 for more on Learning).

7.1.3 GUILDS AND UNIVERSITIES

A step beyond the mentor/apprentice relationship is the more formal education received in a guild or university environment. These institutions may not even exist in the GM's world. Although in many respects, being taught by several mentors is the same as being taught by one, in a few key areas the differences are very noticeable. Not only do these places of higher learning differ from a single mentor, they also differ from each other.

Guilds are defined as any group of spell casters who work in a more or less organized fashion for their mutual benefit. This can range from a group of Dabblers who meet once a week to exchange information about potential robberies, to a coven of Magicians and Illusionists who have built a tower to house their massive library. The primary purpose of the guild is to provide greater safety, recognition, or resources through numbers.

Part of this mutual benefit can include the training of apprentices. This is helpful to the guild as a whole in several ways. First, it is always valuable to produce allIes, and an apprentice is likely to have a favorable predisposition toward his fellow guild members. As the apprentice grows in power, so does the guild of which he is part. In addition, there is always menial work to be done around the guild hall and students are known to be helpful when it comes to keeping the fire lit under your latest cauldron full of potions. But perhaps the primary reason many guilds take on apprentices is control. If a person has a magIcal aptitude, and your guild is not training him, some one else probably is. Keeping a gifted student out of the hands of other professions is always a good idea.

The arrangement between an apprentice and a guild is much like that with a mentor. Loyalty to the guild is stressed, and the benefits of lifelong membership are emphasized. These benefits vary widely based on the type of guild, but could include such things as access to the guild library, use of apprentices to help conduct research, and calling on fellow guild members in time of need. As wIth the mentor, breach of whatever terms are agreed upon can have dire consequences.

Magical universities are institutions that specialize in conveying knowledge to those who wish to learn. A "university" can be as simple as a couple of learned spell casters who want to help their fellows along, or as complex as a fully staffed college with dozens of instructors who teach all manner of spell casters in a variety of major and minor subjects. A GM should determine what constitutes a university in his world.

The primary difference between a university and a guild is that while apprentices in a guild setting are being taught in exchange for work and future benefits to the guild, students in a university usually receive instruction in exchange for some material consideration, most often money. This means that while it will almost certaInly be more expensive to attend a university, neither the casternor the institution bear as much responsibility to the other as with a guild. In general, a much more civilized society is necessary to create the level of informational freedom required to make a university possible. The instructors at a university must reveal many of the secret ways of magic to students who will have no binding allegiance to the school later in their careers (in fact, when the old school starts calling asking for those yearly contributions to the alma mater, a very real animosity may start to develop). For this reason, magical universities will be rare in all but the most high magic campaigns. It may be that only a single such institute will exist in an entire kingdom, or even the world. Competition to get into such a school could be fierce, and complex means of testing prospective students may be devised by the faculty to insure that only the cream of the crop are admitted.

Once admitted, the routine for a student can range widely. Some universities will place heavy emphasis on research and study. In these places, students will spend a great deal of their time in the library, poring over tomes written by the masters of the craft. Other institutions will have a more practical approach, requiring that pupils practice their spells over and over until their casting is second nature.

Whatever method is used at a given guild or university, the single greatest advantage of utilizing a multi-instructor environment is diversity. The broad range of skills, spells and even mundane knowledge found in such places makes them fruitful places to study. While a single mentor may be better at instructing a single student, with this closer bond comes the unfortunate fact that the apprentice is limited to the teaching resources of an individual. When the student is free to draw upon the expertise of many instructors, not to mention the libraries that guilds and universities often contain, his selection of spells broadens. The hazard of becoming a carbon copy of the mentor is removed, and the student is free to discover which areas of spell castIng are ofmost interest to him and at which ones he excels. For this reason, any Essence spell user who has a guild or university as a learning resource may learn more than 5 spell lists per level at the normal cost (see below). Obviously, these lists must be available at the institution in question.

7.1.3.0.1 Guild Stats

At certain times the GM may find it necessary to quickly generate the general statistics of a magical guild or university. The following chaarts may be used to determine some of the institution's basic characteristics.

With these basic characteristics in place, the GM can flesh out the guild as he sees fit. Some further questions to answer could include the following.

7.1.4 SELF-TEACHING

It is possible to learn magic without benefit of either teachers or books. This process of self teaching or extrapolation is not easy. First of all, the character must have witnessed the spells in effect or have had them explained to them in detail. Furthermore, he must have developed at least one rank of the spell list from another source (book or instructor). Once the initial rank(s) are purchased, it is possible for the caster, through experimentation and trial and error, to develop the list further without instruction from an outside source. This is a slow and dangerous process that can require a great deal more time than normal spell learning. It is very rare for an Essence spell caster to try to self teach in this manner. Usually only those who have no access to books or instructors, for one reason or another, will attempt to increase their spell casting abilities in this way.

Because of the disadvantages to this method oflearning, all spell list skills are classified as restricted and the character receives a -50 to the Learning Static Maneuver Table roll (see Section 7.3 for more information on Learning).

Self teaching should not be confused with Spell Research as detailed in a following section. Spell Research is a very long and involved process used for developing entirely new spell lists or adding to existing lists. Self teaching involves attempting to mimic effects based on a rudimentary knowledge and an awareness of the possibilities of existing spell lists.

Option 1: The GM may decide that only a certain number of ranks in given spell list can be learned without reference to a book or teacher. If this is the case, it is suggested that the list be broken into blocks by level of spell (typical blocks are 1-5,6-10,11-15,16-20,25-50). Require that the caster have learned at least the first spell in the block by normal means (book or teacher) in order to self teach the remainder of the block.
Option 1: If the GM wishes to allow the self teaching of the initial spell on the list (or block as in option 1), it is suggested that the research skill be used.

7.2 LEARNING LANGUAGES

In almost any Rolemaster campaign there will be a multitude of different languages spoken by the varying races and cultures. Characters in the campaign will almost certainly want to become better at speaking the languages they know, and learning the ones they do not. In order to achieve greater fluency in a broader number of languages, a character must have a teacher. Unlike many other skills, where simply performing an action frequently leads to greater proficiency, language must be conveyed by someone more knowledgeable. If you only know a dozen words in another language, no matter how often your repeat them, you will never be much of a conversationalist.

What qualifies someone as a language teacher? Anyone who is more fluent (has more ranks developed) in a language than the character can serve as a teacher. However, those who specialize in conveying knowledge to others would almost certainly lessen the amount of time it takes to learn a new tongue or to improve an old one. In Rolemaster, this translates into fewer Development Points. Simply multiply the Teaching skill bonus of the instructor (expressed as a percentage) by the total number of DPs the character is spending on languages learned from that teacher, and then subtract that number from the total DP cost for the language.

Example: Brother Opal the monk has come to the land of the Avemi Barbarians from his monastery in the highlands of the Empire of Rahad. Since he is supposed to be an ambassador and diplomat, Brother Opal decides he had better pick up some of the Avemi tongue quickly. Fortunately his new friend Vaughan, high priest of the Avemi tribe, is only too happy to help Brother Opal. Vaughan has a +28 Teaching skill. Opal decides to pick up 3 ranks (the maximum) of Avemi this level. This would normally cost Opal 9DPs, but multiply that by .28 (.252) and subtract this from 9 (6.48) and round normally (6). Thus it will cost Opal6DPs to develop three ranks of Avemi. Opal had better enjoy this while it lasts. Vaughan won't be so forthcoming with his linguistic prowess when he finds out that Brother Opal tumed the holy vines around the altar into a tossed salad.

Finding a teacher may not be easy if the language is that of a culture the character is not on friendly terms with. Also, most teachers, unless they are personal friends of the character, will demand payment for their services. This amount will vary based upon how good the teacher is, how many other students wish to learn the language, and how many other teachers there are. Regardless of what arrangements are made to pay for the teaching, the GM should make sure that the character spends significant game time with the teacher. If a character does not allocate approximately 1 week of game time (approximately 4 hours per day) to spend with the teacher, the DP reduction for the language should be reduced or eliminated.

7.2.0.0.1 Language Tiers

For those GMs who elect to use the Nomenist school of magic, the standard languages in the RMSS should be assigned "tiers" as follows:

Tier IBlack Speech, Common Speech, Elvish, Gnoll, Goblin-Black Speech, High Speech, Hill Speech, Hobgoblin, North Speech, Orcish, Plains Speech, Sea Speech, Small Speech, South Speech, Wood Speech

Tier IIDwarvish, Gnome, Grey Elvish, High Elvish, Troglodyte

Tier III—any language that the GM designates as being very ancient (and generally unchanging)

Tier IV—any language that the GM designates as being very ancient and magical

GMs should not make every language in their worlds known to the players at the outset (and the ones they do know should be Tier I and Tier II only). Rather, allow them to hear rumors of lost civilizations and ancient writings. If the players follow up on these hints, let them journey to far away places to uncover these languages of the past. Also note that no language of Tier V or greater should be discovered unless there is a very good reason for some shred of an extremely ancient (10,000 years +), magical language.

The GM should feel free to modify the cost for developing languages if he feels that a particular language is especially difficult to learn. It may be that a language is so radically different in structure, that it requires more time and effort to learn it. A language that expresses everything as a metaphor, has no pronouns, has only pronouns, or whose only verbs are variations of "swim" might be good examples. Any language that is spoken by a race whose vocal structure is different from humanoid should be classified as a Restricted skill.

7.2.1 PROFESSIONAL LANGUAGES

Each school of magic has a unique language that has been designed to deal specifically with the concerns of that school. Most magical tomes will be in the appropriate language for the school of magic that it teaches, as will most additional research material that deals with a specific school. Professional languages should be purchased as normal languages. Professional languages are not magical in nature and provide no additional benefits.

Tongue of the Dance—Somaticists Casters

Faceted Speech—Crystalists Casters

Phonos—Nomenists Casters

Vegan—Herbalists Casters

Phylos—Corpists Casters

7.2.2 MAGICAL LANGUAGES

Magical languages are a combination of contrived and unusual languages that can be used to increase the power an scope o f spells. All of the languages listed below may be used in conjunction with any of the spell lists within the associated spell category to derive special benefits. Magical languages may be used by all schools of magic, not just by the Nomenist. In many ways it is easier for all of the other schools to utilize these languages, since the Nomenist must synthesize any magical language with his Primal Tongue.

Magical languages are generally Tier 1 languages for Nomenist purposes. Even though these languages are closely tied to specific effects, they are too restricted in scope and too removed from the Primal Tongue to be of much additional benefit. A Nomenist learns a magic language for greater control over a category of magic, not too increase their understanding of the Primal Tongue. Because these languages deal with such complex magical manipulations they are classified as Restricted skills.

Magic languages are often used in conjunction with various professional languages in magic tomes and research books. The synthesis of languages requires the reader to know both the professional tongue and the magic language in order to receive the full benefits of the magic source book. If a reader only understands one of these languages then they can only learn half of the resident information. It is up to the GM to decide exactly how this will effect character development.

Benefits for casting spells only apply for the spoken form of the magical language, unless the spell category is Enchantment-Variable, for which the ranks in the written language should be used. The following benefits are accrued by the caster for the spell category for each magical language he knows:

The caster may add the rank bonus in the magical language (+3 per rank) to the Spell Casting Static Maneuver roll for any spell in that category.

The caster may add +1 per rank in the magical language to any Spell Mastery or Spell Artistry skill rolls for spells in that category.

The GM should feel free to make additions, subtractions, or substitutions to this list of Magical Languages as he sees fit for his campaign.

7.3 LEARNING STATIC MANEUVER CHART

The following is an optional chart that allows the GM to simulate extraordinary time and effort by characters in developing their skills. The results generated by this chart will affect the DP cost of a skill, reflecting the learning abilities of the character and the quality of the source from which he is learning. This chart is meant to be used only for skills which the character has studied intensively or for which he has an excellent source from which to learn. The GM should not find every character in his campaign rolling several times on this chart every level. Any reduction or increase in DP cost applies only to one specific development period and have no effect on DP costs for that skill beyond that development period. The player should be given the option of not paying the DP cost and not developing that skill for the development period after making the maneuver roll.

A spell caster who is using the Learning Static Maneuver Chart applies all of the appropriate modifiers for the learning method he is using for the spell list in question (magical tome, mentor, guild or university, or self taught) plus any applicable modifiers from the general modifiers category.

Example: Rumil the Magician has just returned from a lengthy ocean voyage. His mentor loaned him a copy of Ye Olde Principals of Magics Earthly, a magical tome for Earth Law. While on the ship, Rumil dutifully studied 8 hours a day for 7 weeks. He is attempting to learn the first three ranks of the list. The GM decides that the book is old, but was written by the powerful magician Rayblian and assigns the book a +5 bonus. Rumil studied for 7 weeks and is trying to learn 6 spell levels (level 1 + level 2 + level 3) so he gains a +10 for having spent at least 1 week per spell level. He has a +19 at the Research skill. Therefore his total bonus is 5+10+19=+44.

8.0 RESEARCHING NEW SPELLS

This section deals with the details of researching new spells.

8.1 SPELL RESEARCH

These rules provide the GM with an optional method for determining the research time required for introducing new spell lists. Under the spell research rules presented in Spell Law, the time required to research a new list does not take into account the ability of the researcher, or allow for sudden breakthroughs (or mind blocks). Spell research is limited to Pure spell users and Hybrid spell users, as Semi spell users and non spell users do not have a great enough understanding of the Essence to study it in such detail. The following rules may be used as an alternative method for calculating spell research and incorporating it into the framework of a campaign world.

Before the researcher begins any project, he must clearly define his intention and projected goal. The following guidelines should assist the GM and the player in determining the basic parameters for any spell research project.

8.1.0.0.1 Spell Design

Six factors must generally be determined as the projected goal of any spell and spell list research:

Name—What will the working title ofthe spell or spell list be? This helps the researcher label his research, for reference in his notes as well as for explaining to his wife why he must work late every night.

Level—At what level on the list should the spell appear? Is it simple enough to be cast by a novice, or are its effects so far ranging and powerful that it requires a great deal of expertise and expenditure of spell points to cast?

Class—The spell class (DE, F, E, Fm, Us, P, etc) must be determined.

Parameters—Will the spell affect one target or many? Area of effect, duration, and range desired must be assigned.

Target Type—The structure and nature of the specific target must be taken into account in certain spell types. Factors both anatomical and mental must be recognized (e.g., the workings of the brain of human and demi-human races must be considered when writing a spell to affect the mind). Spells doing damage to physical targets must often be written with those targets in mind (spells such as Earthquake will likely require some knowledge of plate tectonics). Other attacks, such as Fire Bolt, may not have factors in their creation specific to a target; but simply deliver differing amounts and types of damage to different targets.

Mechanics—Is this spell instantaneous? Are its effects dependent on the amount of the target's resistance roll failure? Must it be cast at night, daylight, or within a set range of a set element? The actual mechanical concerns of casting the spell must be considered here.

8.1.0.0.2 Research Investment

Once the spell researcher has clearly defined the target of his research, he needs to marshal and assemble his resources for the project. A researcher may use magical tomes, lore books, special catalysts, teachers, artifacts, or other worldly contacts as sources of additional information. All of these sources of additional information tend to be costly and difficult to find. The more sources (and the better the sources) a researcher has access to the better his chance of discovering positive leads, so good resources provide the researcher with a bonus to his studies.

The GM should require a minimum amount ofresources to begin a research project, which might include access to a guild-sized (and quality) library or a powerful mentor or artifact. Bonuses should be in proportion to source's benefit. The exact costs of these sources will vary widely depending on the GM's world and is left to his interpretation. The following guidelines should provide a basis for assigning bonuses or penalties for source material.

8.2 USING THE SPELL RESEARCH CHART

The relative success of spell research is determined on the Spell Research Chart. This chart, like the maneuver charts, has a number of different "difficulty ratings," from Routine to Absurd. The appropriate difficulty must be assigned by the GM before a roll is made with any appropriate modifiers.

A researcher may choose to begin research on a whole list or he may elect to add on to existing lists. It is easier to add spells that are appropriate to an existing list (to fill in open slots), than to create an entirely new spell list that has similar spells. This variation in difficulty is taken into account in the difficulties proposed below.

The difficulty of a research project varies based on its size and scope. On the following chart, a known list is a spell list that the character already knows up to or beyond the point chosen for research; an unknown list is an existing list, that the researcher does not know, or he does not know up to the rank he wishes to research; a new list is a totally new and unconventional spell list the researcher wishes to invent from scratch. Individual spells can only be researched to fill gaps in existing lists, while new spell lists must be learned in blocks of five ranks at a time. The following guidelines should be followed for assigning difficulty for research maneuvers.

Once the GM has assigned the difficulty to the research roll and assigned all modifiers, the character makes his research roll adding his skill at research. The percentages on the chart indicate the percentage of the research completed after the effort represented by that particular research roll. The second number in each entry indicates how much time was required to complete the indicated percentage of the research.

Example 1:

The quiet but sneaky magician, Ted, wishes to develop a spell to allow him to temporarily turn his Invisibility spell off without canceling the spell.

Step One: Name. No special requirements as to the spell's name exist, so he decides to maintain his anonymity by calling it something generic, Appear.

Step Two: Level. The spell will fill the existing gap between 4th and 6th level on Invisible Ways.

Step Three: Class. The GM determines that the spell is Elemental in nature (E).

Step Four: Parameters. Ted wants to be able to turn off his Invisibility spell for 1 round, be able to attack, and then the following round have his Invisibility spell turn on again. The spell will have a duration of 1 round, an area ofeffect ofthe caster, and a range of self.

Step Five: Target. No special knowledge is required o f any specific target type.

Step Six: Mechanics. The only special circumstance requiredfor this spell is that it only works when the spell Invisibility is currently active on the target.

Step Seven: Research Investment. Ted has a vast library of his own, but unfortunately they are all paperbacks and can hardly be considered research material. Ted decides that he will have to use the local library for his research material, but when he approaches, the head librarian promptly screams for the city guards. Ted quickly leaves, wishing that he had returned those library books that he had checked out back when he was an apprentice around 10 years ago. Dispirited, Ted is forced to look for other sources.

Turning to his friend Ayric, who has access to a guild library, Ted tries to convince Ayric to help him "like a true pal. " Ayricagrees to let Ted use his pass to the library in exchangefor lunch and dinner every day that he needs access (as well as standard guild fees of 4 sp per 8 hour day).

Sighing, but not surprised, Ted agrees. It is not until much later into his studies that he discovers how much a tall, skinny guy could eat. His access to the library costs him around 5 sp per day.

The GM rules that since Ted is limited in his access, it only provides him with a -50 to his study rolls.

Step Eight: Determine Research Time. Ted settles down in the guild library with a contented sigh and pulls a two liter green bottle o fsugar water out o fhis fuzzy green robe's pocket. He opens his first book and begins his research.

The spell he is researching is on a known list and it is less than the caster's level, so the difficulty of the research is Easy, but since this is a closed list the difficulty increases to Moderate. Ted rolls a 72 and adds his research skill bonus of82 and subtracts 50 for his sources for a total research roll of 104. Checking the Spell Research Chan, a 104 on the Easy column indicates that 90 percent of the research is complete after 250 hours of study. The GM determines that 8 hours a day is the maximum time that Ted can study, so after 32 days of straight studying, Ted is almost done. He's feeling good about things so he continues his research and rolls a 50 plus his research bonus of 82 minus 50 for sources for a total bonus of 82. Consulting the chart it indicates that after 250 hours Ted completes 70% of his research. The GM calculates this to mean that after 36 hours (5 days) o fextra studying Ted has fully researched his new spell. Now all Ted has to do is develop this spell at his next level advancement. And it only took him 37 days of studying and cost him 185 sp.

Example 2:

Inspired by his friend Ted's sudden studiousness and industry, Ayric feels that he must outdo Ted. It is a moral imperative. He decides that he will invent an entirely new list based on molecular unbonding (whatever that is).

Step One: Name. He decides he will call it Ayric's Amazing Molecular Anti-Adhesives. Hey, credit where credit is due, right?

Steps Two through Six: The level, class, parameters, targets and mechanics will vary from spell to spell.

Step Seven: Determine Research Sources. Not only does Ayric have access to the guild library, but he also student teachesfora high level master magician who allows Ayric to use his tomes and often speaks with Ayric, directing his research in subtle ways. The GM determines that this is worth a +20 to his research roll.

Step Eight: Determine research time. The GM rules that the list Ayric wishes to learn is Arcane in nature and powerful enough to be a closed list. Ayric is 15th level and he is attempting to create the first five levels of this entirely new list. This results in a Complex difficulty at first, but since it is a closed Arcane list it increases in difficulty by two levels to Absurd.

Ayric, excited to begin a new project and invigorated by the challenge, stans early one morning and rolls a 52 on his research roll, which is added to his 100 research skill and the +20 bonus for resources for a total of 1721 Consulting the Spell Research Chan, Ayricfinds that after 2 years of studying he is only 35% of the way through developing thefirst 5 ranks of the new spell list.

Ayric looks back on his last two years with dismay, but hefigures if he can ever finish this list, he'll be guaranteed tenure. So back to the books he goes.

9.0 USING RITUAL MAGIC

Ritual magic involves long incantations that go far beyond the simple spell casting involved in nonnal magic. Rituals take much longer to cast and involve many more variables than standard spell casting, but this is offset by the greater control and power that can be achieved through a ritual. A ritual spell caster slowly builds up the power and complexity of a spell, instead of following a simple rote that rapidly and roughly casts a single effect. The slow build-up ofpower points in a ritual allows a low level caster to control powers of higher levels with greater ease. At the same time, the careful crafting of these power points grants the caster a greater control over every aspect of a spell.

The process of slowly shaping the Essence is difficult to master. The Essence is ever-shifting, making it difficult to manipulate slowly. For this reason, Ritualists have developed a number of different anchors for Essence being shaped by a ritual. These anchors are called influences by ritualists. Every ritual category has a number of different influences that can be used to help the caster anchor his magic. Some influences yield bonuses to the ritual, while others may only limit the penalties associated with trying to cast a ritual without the appropriate influences.

When a caster develops skill in ritual magic he must choose a ritual class. There are 20 ritual classes, each corresponding to the 20 different spell effects defined earlier in this book (charm, control, creation, dark, detection, earth, enhancement, enchantment-pennanent, enchantment-variable, inorganic modification, light, movement, obfuscation, organic modification, personal, protection, scrying, summons, water, and wind). When a character learns a class of ritual, he is not learning a specific spell or even a list of spells. Instead the ritual skill focuses on molding Essence towards a specific effect. For example, a ritual caster who studies the class oflight willieam various ways of invoking light and different ways of manipulating the light once it is created. A ritual caster can reproduce any effect listed on any list within his ritual's area of influence.

If a caster learns to use several ritual classes, he can combine these rituals into one spell effect by using the smallest skill bonus of the appropriate ritual. It is very difficult to combine these spell effects, so the ritual caster also receives a penalty for each additional ritual class he tries to combine. Even with these drawbacks, ritual casting is very popular due to its vast flexibility. In fact, rituals are so flexible that any caster attempting to use the skill Spell Mastery or Spell Artistry on a spell cast through a ritual receives a special bonus of +25 to the attempt.

When a caster decides to attempt a ritual spell, he first states his intention to do so and detennines the spell effect level. He then consults the Ritual Chart in order to detennine how long the ritual will take and how difficult the ritual will be. Next, the caster decides ifhe will use any catalysts, foci, or other influences in the ritual. Each category of magic has an individualized list of influences for rituals. A ritual caster must use a number or influences equal to:

(Level of Spell - Ranks in Ritual) or 2, whichever is greater

For each influence less than the required amount the caster uses, the caster receives a modifier of -25 to the ritual roll. Also, each category has a list ofdistractions that the GM may apply as penalties against the perfonnance of the ritual.

Assuming that the caster is not interrupted during his ritual casting time, the caster spends his power points at the end of the ritual and makes a Power Manipulation maneuver to see if he casts successfully. If the caster is interrupted during the ritual, he will lose all of the power points that he had devoted to the ritual and must make a maneuver roll to avoid a ritual spell failure. If the maneuver results in failure to cast the ritual, he must roll on the spell failure chart.

On the chart above, the difficulty and time required to complete a ritual is listed based on the level of the spell effect minus the caster's skill rank in the appropriate magic ritual level. If the caster is attempting to cast multiple spell effects, then the effective level of the spell is equal to the higher level of the two spells plus one half the level of all other spell effects. The caster must spend a number of power points equal to the effective level of the spell at the time it was cast.

For the following listing of influences, the duration of an influence only matters for physical items used in conjunction with a ritual. If the duration is F, then the item is only destroyed if the ritual fails. Otherwise the item may be used over and over. If the duration is 1, then the item is destroyed in the process of the ritual. If the ritual is halted early, then only a portion of the item may be recovered.

10.0 FAMILIARS

Familiar—The caster can attune himself to a small creature (ofcreature intelligence) to serve as his familiar. The caster must obtain the creature through normal means (can be no more than 10% ofcaster's own mass) and cast this spell on the creature once per day for 1 week (concentrating for 2 hours per day). The caster can then control the familiar and view the world through its senses by concentrating on it (though the familiar must be within 50' per level). If the creature is killed, the caster will have a -25 modification to all actions for 2 weeks.

10.1 NORMAL FAMILIARS

Familiar is one of the most basic Essence spells in the game. Some players must have a familiar for every one of their Essence characters, while some have never felt the need to burden themselves with a "pet" (especially one that puts you at -25 for 2 weeks ifit dies). Although it is a basic spell, it leaves a great deal of room for interpretation and misunderstanding. Some clarifications and options for this spell are described below.

"The caster can attune himself a small creature (of creature intelligence) to serve as his familiar." We will cover what it means by "attune himself' later. What is meant by creature intelligence? Simply, any creature in "Creatures and Monsters" that is of "creature" intelligence. Most of these are covered in the Animals section. Any other creature that the OM deems to fall into this category should also be considered acceptable.

"The caster must obtain the creature through normal means" This line means that the Familiar spell does not supply the creature on its own. The creature must be purchased, captured, befriended, Summoned, or otherwise acquired before the spell is cast.

"(can be no more than 10% of the caster's own mass)" This qualification raises a whole bunch of other questions: Why can a troll have such a large familiar? Why must a pixie's be so small? The first clarification to be made is that the"10%rule" only applies at the time of the casting of the spell. The next clarification is that familiar should be limited to a maximum of approximately 20 pounds. The real purpose of this rule is to impose a mechanic to keep the characters from getting "combat" animals as familiars. Familiars should not be creatures that are normally involved in combat situations. With that in mind, GMs should consider relaxing this restriction if the players are being reasonable with their selection of familiars.

"cast this spell on the creature once per day for 1 week (concentrating for 2 hours per day)." Why must the spell be cast every day for a week and why does it take 2 hours per casting? This is more of a gray area and can be defined in different ways if the OM wishes, but one explanation is as follows: In exchange for the familiar's undying servitude and unswerving loyalty, the caster is imbuing the creature with part of his life force. This life force is the will and self determination that makes the caster a sentient being and not simply a living organism. It is because the familiar possesses a small portion of the caster's life force that the caster can transfer his consciousness and perceptions into the familiar. This transference of life force is not an enterprise to be undertaken lightly. The period over which the casting takes place and the time needed for each casting are, if anything, a bit conservative.

"The caster can then control the familiar and view the world through its senses by concentrating on it (though the familiar must be within 50' per level)." The caster can indeed control the familiar by concentrating on it. However, this should be difficult since the caster is almost certainly unfamiliar (pardon the pun) with how the familiar's body works. Imagine waking up one morning as a very different person (much taller, shorter, fatter, or thinner). You would be very clumsy in the new body until you became used to it. Therefore any maneuvers beyond simple locomotion should be at least at a Hard difficulty, modified by the caster's Situational Awareness (Familiar) skill. If the familiar is capable of flight, a maneuver roll is also required due to the complexity of that form of movement.

Viewing the world through the senses of the familiar is handled similarly. This includes such unusual senses as a bat's sonar ability or the composite vision of an insect. The caster must again make a Situational Awareness (Familiar) maneuver to interpret the information gathered through the familiar's senses. The GM should base the difficulty ofthis roll on how different the familiar's senses are from those of the caster. To control or sense through the familiar, the caster must be within 50 feet per level. This does not mean that the familiar must constantly be inside this range. The familiar can be left behind on dangerous trips or sent miles ahead to scout. During these periods the caster cannot control the familiar or sense through it, but either can still sense if the other dies.

"If the creature is killed, the caster will have a -25 modification to all actions for 2 weeks." If the caster has transferred part of his life force to the familiar and the familiar dies, the life force dies with it. Having part of one's life force die is a traumatic experience (ask anyone who has ever fought the Undead). It will take a while for the caster to get used to it's loss, and even longer for the caster's life force to regenerate itself.

10.1.0.0.1 Miscellaneous Notes

While the familiar lives, it is nurtured and sustained by the caster's life force. Unless kiIIed by some outside force (violence, disease, malnutrition, etc.) the familiar wiIIlive as long as the caster does. If the familiar is outside the caster's range for a solid week, the bond between the caster and the familiar is broken and the familiar spelI must be "re-cast" on the animal. The caster does not suffer the "kiIIed familiar" penalty if this occurs. FinalIy, if the GM deems it appropriate, the caster can communicate in a rudimentary fashion (mostly through an empathic process) with his familiar. This option is strictly up to the GM and many GMs wiII not aIlow it at all.

Option: If a familiar is "out of range" for a solid month, the bond between familiar and master is broken and the familiar spell must be recast.

10.2 TRUE FAMILIAR

A true familiar (created using the 3rd level spell True Familiar from the Familiar Mastery list) follows all the rules above for normal familiars with two exceptions: the maximum of 20 pounds does not apply (simply 10% of the caster's mass) and the link between the caster and familiar is never broken because of separation.

The bond between caster and true familiar runs even deeper than a normal familiar. In addition to sharing some ofthe caster's life force, a true familiar also shares a mental link with the caster. The caster is making a bond with the creature that is deeper than any other possible relationship. He is in essence setting up a unified consciousness between himself and the true familiar. A comprehension of this relationship is essential to understanding the obligations and affections between a spell caster and his familiar. When the caster first begins casting the True Familiar spell on a creature, a limited form of communication begins. An empathy forms between caster and creature. This sharing of emotion helps to convey the caster's intention to create a bond between them that can last for the rest of their lives. What he asks of the creature is friendship, companionship, assistance, strength, and unwavering loyalty. What the caster offers is friendship, companionship, a warm place to sleep, regular meals, refuge from the unforgiving wilds, and most importantly, sentience. The lure of this contract is usualIy enough to entice a creature to give up its life in the wild and become a familiar. Only if the creature is normalIy antisocial or belligerent, or if the caster treats the creature poorly, wiII it try to resist the spell.

Once the final casting has taken place, the creature is considered a true familiar. The bond between caster and familiar is complete and they now have a shared consciousness. This means that they can communicate almost instantly by thought as long as within range (50 feet per level). This communication begins as very basic emotions and pictures. Things like "hungry" or "danger" might be all the familiar or caster can convey at first. As time goes on the depth to which they understand each other leads to better and more complex communication. Either of the pair can read the thoughts of the other and send emotions through the link they share. Caster and familiar can never lie to one another under any circumstances. In this way, the familiar grows more and more self aware and intelligent until it can communicate large and relatively complicated pieces of information.

The benefits ofthis relationship for the caster are numerous. First is the obvious advantage of using the familiars senses as a remote point for scouting and observation. The familiar will certainly be able to go places the caster cannot, and may be able to sense things the caster is unaware of. If the caster allows the familiar to retain control of its body and senses and is simply along for the ride, the shared consciousness will alIow the familiar to interpret what it senses for the caster. If the caster takes control of the familiar, subverting its personality for the duration of the control, the caster should use his Situational Awareness (Familiar) skill as with a normal familiar.

The caster will never be alone again. He will always have the reassuring presence of his familiar in the back of his mind. This constant and steadying influence has saved more than one mage from the madness that often plagues the practitioners of the mystical arts. The familiar may be able to give insights and alternative perspectives on problems that present themselves. The matters on which the familiar wiII have input will begin simply (i.e., which of these berries are poisonous) butas it becomes more worldly through contact with the caster, the familiar will have more complex ideas. In a pinch, the familiar can even serve as a defender for the caster. While not normally very combative, the animals that serve as familiars can sometimes inflict nasty wounds. As time goes on, and the caster grows in power, the familiar may even learn a few magical tricks of it's own.

For the animal, the benefits of being a familiar far outweigh the obligations. It will live as long as the caster does, usually increasing it's normal life span by several times. It gains the protection of it's master and will almost certainly live a more pampered life than it would in the wild. The principal advantage from the familiar's perspective is that of increased intelligence. As a resident of the mind ofa mage, the familiar will undoubtedly gain insights unavailable to normal creatures of it's kind.

10.2.0.0.1 Familar's Level and Stats

All true familiars start off as first level familiars (this "level" is a measure of familiar ability and has no direct relation to its actual "level" for the purposes of RRs, etc.). As the caster gains more experience with his familiar, it is possible that the familiar will gain special abilities of it's own. These special abilities wiIl be tailored to the familiar's viewpoint, but can be very useful. To ensure that the familiar starts to gain these abiltiies, the caster must develop skiIl in Familiar Mastery (see Section 5.4 for a description of this new skill). The caster may make one static maneuver for each rank in Familiar Mastery that he has. For each success, the familiar gains one level. Note that a familiar can never be higher level than the number of ranks that the master has in Familiar Mastery.

The true familiar is also more intelIigent that normal creatures of its species. In game terms, the true familiar should have starting temporary memory and reasoning stats of 25 and potential stats of the caster's temporary memory and reasoning -(dIO-I). The true familiar should roll stat gains each time it gains a level. Because of the closer nature of the bond between master and familiar, the familiar is able to communicate in more than just an "empathic" sense to the master (thus, the master can say, "go check out the other room and report back what you find").

10.2.0.0.2 Price to Pay

While there are great benefits from having a true familiar, there is also a higher price to pay as well. Once your true familiar reaches fifth level, the master will suffer a -5 penalty to all actions when "out of range" of his familiar. This penalty increases by -5 for every five levels of experience the familiar gains. In addition, starting at fifth level, the penalty for losing the familiar increases by -5 each level. For example, if a fifth level familiar dies, the master will be at -30 for two weeks. I f a tenth level familiar dies, the master will be at -55 for two weeks!

10.2.0.0.3 Familiar Abilities

Finally, the true familiar will gain special abilities each time it gains a level. They may not use special abilities higher than their level. Each ability may only be used one time per day. Normally the familiar has control of when he chooses to use the abilities gained (not the master). However, if the familiar has not already used a given ability during a day, the master may concentrate on his familiar to use that ability.

10.2.0.0.4 Familiar Special Ability List
LevelAbility
1Uncaged
2Pacify Hunger
3Static
4Speak with Kind
5Familiar's Spell
6Great Attack
7Minor Fetch
8Power Magnet
9Silent Watcher
10Repel Predator
11Call Master
12Fade from Sight
13Endurance
14Summon Kind
15Change Form
16Distant Report
17Animal Speaking
18Master's Beacon
19Major Fetch
20Master's Servant
25Summon Master
10.2.0.0.5 Familiar Ability Descriptions
  1. Uncaged—Allows the familiar to open one portal (door, window, drawer, etc.) that is not locked or barred in any way. The familiar must be able to touch the portal with some part of his body.

  2. Pacify Hunger—Allows the familiar to digest any organic material as though it were the appropriate food for its normal diet. This does not alter the taste of the food. This food substitute will quell hunger for approximately one hour.

  3. Static—For one minute, the skin of the familiar becomes charged with electricity. Any attacks against the familiar that cause a critical will result in an 'A' electricity critical to the attacker. Also, any attacks the familiar makes that cause criticals will inflict an additional 'A' electricity critical. The target of the electricity critical may make an RR to resist the effects.

  4. Speak with Kind—For the duration, the familiar can converse with any animal ofits general type (i.e., birds can talk to any birds, dogs could talk to any mammal, snakes could talk to any reptiles, etc.).

  5. Familiar's Spell—Familiar can store one of his master's spells for later use. When the familiar desires, the spell can be cast instantly.

  6. Great Attack—All attacks by the familiar for the next minute will have a special modification of +15 to the OB and will be one size larger than normal on the attack tables.

  7. Minor Fetch—Familiar can move one object, weighing no more than 1 pound, at 1' per second with no acceleration, with his mind. He may continue to move the object for up to 10 minutes or until he ceases to concentrate.

  8. Power Magnet—The caster's familiar becomes a power magnet. When this power is activated and the caster is within range of his familiar, he will gain one extra PP for each level of the familiar. These PPs are used first when casting spells (and do not affect the caster's normal PPs). This ability (when activated) only lasts for one hour.

  9. Silent Watcher—No sounds emanating from the familiar will travel more than I' from his location. This makes all attempts at Stalking +25, and Hiding +10. This ability lasts for two hours.

  10. Repel Predator—Any creature of animal intelligence that approaches within 30' of the familiar must make a RR or flee. Use the familiar's level as the attack level for the RR.

  11. Call Master—The familiar issues a "call" to his master. The master will gain knowledge of the distance and direction to his familiar if the familiar is within 10 miles.

  12. Fade from Sight—For up to 24 hours, the familiar cannot be seen by anyone except its master. However, the normal rules for invisibility apply.

  13. Endurance—For up to two hours, the familiar may move at its maximum pace without tiring.

  14. Summon Kind—The familiar may summon creatures that are ofthe same species as the familiar. The summoning will result in one level of creature(s per level of the familiar. For example, a 14th level dog familiar would summon 14 levels of dogs (normally dogs are 2nd level, so this would result in 7 dogs). The summoned creatures will understand the desires of the familiar and will work with him for up to two hours as long as they are not put in direct danger.

  15. Change Form—The familiar may alter his appearance to appear like any other animal of up to 200% of his normal mass or down to 50% of his normal mass. This ability lasts for up to two hours. Note that the familiar cannot "imitate" another animal (e.g., appear exactly like the princess' pet dog Fluffy), but it can look like a friendly dog.

  16. Distant Report—The familiar can communicate with his master if the master is within 1 mile per level of the familiar. This ability only lasts for up to 10 minutes.

  17. Animal Speaking—The familiar will be able to communicate with any creature of animal intelligence for up to one hour.

  18. Master's Beacon—The familiar puts forth a call to his master. The master will know the direction and distance to the familiar so long as he is within 100 miles.

  19. Major Fetch—Familiar can move one object, weighing no more than 10 pounds, at 1'/sec with no acceleration, with his mind. He may continue to move the object for up to 10 minutes or until he ceases to concentrate.

  20. Master's Servant—The familiar becomes a young person for the duration of this ability. The familiar does not gain the ability to speak, but gains all physical abilities of a person (though using the physical abilities will take some time to get used to). This ability lasts for up to two hours.

  21. Summon Master—The familiar may summon his master to his current location. The master must be within 1000 miles of the familiar's current location.

11.0 MISCELLANEOUS RULES FOR SPELLS

11.1 COST FOR CASTING SPELLS

Magic, just like any other skill, can often be traded or bartered for money, goods, or other services. Those Essence users who are not offin the wilderness plundering the hoard of some poor dragon, must earn their bread somehow. They often sell their services to support themselves. How much an individual caster charges for his time is up to him. Typically the answer is "whatever the market will bear."

The following breakdown gives a suggested daily wage that various essence spell casters may charge for their services. This daily wage covers a reasonable amount of spell casting, research, or advice as the OM determines is appropriate. As a general guideline, a reasonable amount of spell casting will not expend more than half of the spell caster's available power points in a day. Travel, excessive spell casting, unique spells, or danger pay will increase these wages considerably. These wages are loosely calculated based on the Employing Craft and Service NPC section of GM Law (Section 19.4). These professions might be guilded or have professional taxes that must be paid out of any daily wage (anywhere from 10% to 30% of the daily wage). The rates given below are just a guideline. There is especially a lot of room for flexibility as the character raises above tenth level, where good trade skills or reputation can negotiate much better rates.

Level is 10Level is >10
Pure Spell Users
2 bp per level3 bp per level
Hybrid Spell Users
2 bp per level3 bp per level
Semi Spell Users
15 cp per level25 cp per level

For example, a 5th level illusionist may be hired to entertain at a banquet for a standard rate of 10 bp (1 sp) for the evening. A 10th level monk may be hired to guard one's house at the rate of 15 bp a day.

11.2 SPELL SPECIALIZATION

All Essence users (including Hybrids) now have a new option when they create their characters. This new option is known as Spell List Specialization. This option must be selected when the profession is chosen (at the same time that extra base lists would be chosen). This option may not be selected at any other time.

When a character who has Essence as one of his realms is created, he may select one Essence spell list (that is not Other Base) as his specialization. This spell list will now be classified as an Everyman skill. However, all other spell lists in the same category (e.g., Own Realm • Open lists, Own Realm • Closed lists, etc.) are now classified as Restricted.

Example 1 Mordik the Magician wants to specialize in fire magic, so he chooses to make his Fire Law base list his specialization. However, this will result in him developing very few ranks in any of his other base lists (as they are now all classified as Restricted). He will just have to take a lot of Open and Closed lists to make up for it.
Example 2 Daval the Thief has decided that he will specialize in Unbarring Ways. He has already committed to Essence as his realm, so he can utilize the specilization rules. The Unbarring Ways spell list will now be classified as Everyman for him; but all other Open Essence lists are now Restricted (not a big deal, because he wasn't planning on developing any other spell lists anyway).

12.0 THE PROFESSIONS

This section contains a one-page description for each character profession.

12.0.0.0.1 Profession Entries

The following infonnation is provided for each profession:

  1. Profession Name: The name of the profession is at the top of the page.

  2. Introductory Paragraph: A short paragraph describing the profession. When appropriate, some literary examples of the profession are given.

  3. Prime Stats: Listed here are the two (or three) prime stats. These stats must have a starting Temporary value of at least 90.

  4. Special Notes: Listed here are any special skill i bonuses or other notes that are applicable to the profession.

  5. Spell Lists: Listed here are summaries of the base lists that are available to the profession. In addition, a listing of the other commonly available spell lists is given.

  6. Profession Bonuses: Listed here are the bonuses that this profession gets in specific skill areas. These bonuses modify the indicated skill category(s) bonus(es).

  7. Skills and Skill Categories: Listed here are the standard skill category costs. After the skill category costs, a list of the skills that classified as Everyman, Occupational, and Restricted (see Section 15.2 in the RMSR) for the profession are given. See Section 15.2 (in the RMSR) for a full discussion of Everyman, Occupational, and Restricted skill categories (and their associated DP costs).

  8. Spell Development: Listed here are the development point costs for developing skill for certain spell lists at various ranks. The numbers in parantheses are the ranges for the rank(s) being developed.

  9. Training Packages: Listed here are all of the training packages and how many development points each costs. Some training packages are indicated as typical for the profession. Some packages are not nonnally available to this profession (though the GM may decide to allow them).

12.1 RUNEMAGE

Runemages are Hybrid spell users of Essence and Channelling who concentrate on the power written and spoken language have over the reality. Generally, all Runemages are Nomenist spell casters, though they rarely choose the Training Package for Nomenist Casters. The Runemages have their own base list, which is more refined than the standard Nomenist Caster spell list. Runemages use their power of language to create variable enchantments such as wards, symbols, and runes, while using their knowledge of the Primal Tongue to manipulate the physical world and the creatures within it.

Jerickson finished inscribing the last power runes to complete his circle. Standing he surveyed the work of several hours of scratching on the solid stone floor. Beautiful. Right now they were nothing but a series of thin almost invisible lines and symbols. Surely they would be overlooked once the room was full of food, merriment and guests. Jerickson smiled. His foe would be in that crowd and he'd never know what hit him. The rest of the crowd would be safe—so long as they stepped away from Llewdlac when his body erupted in flames. Only someone with the right skill looking in the right place would ever notice the hidden words and signs.

Prime Stats: Empathy and Intuition

12.1.0.0.1 Runemage Spell Lists

The Runemage has six base lists. The full descriptions of all the spells on these lists can be found later in this book.

Commanding Will: Spells that bend a target to the will of the caster (enhanced if a true name is known).

Inscriptions: Imbeds spells into temporary signs or runes.

Nomenclature Mastery: Discovering languages and true names of people and items.

Physical Manipulations: Spells that manipulate the physical world (enhanced if a true name is known).

Symbolism: Creating symbols of power that can be imbedded with other spells.

Warding Mastery: Creating ward signs of power that can protect small areas.

12.1.0.0.2 Profession Bonuses
12.1.0.0.3 Skills and Skill Categories

Everyman Skills: Runes, Symbol Lore, Warding Lore

Occupational Skills: Calligraphy

Restricted Skills: Directed Spells, Channeling

12.1.0.0.4 Spell Development
12.1.0.0.5 Training Packages

Training package costs are given in Section 13.0.

12.2 MANA MOLDER

Mana Molders are Pure spell users of Essence who concentrate on Mana Forms. Mana Forms are solid manifestations of the Essence. Mana Molders employ their spells to create temporary items, force fields, and even mana creatures. Mana creatures can either be servants capable of simple tasks or warriors capable of following simple orders.

Rhojhex watched grimly as the last of his Mana Warriors fell to the stout clubs of the Troglodytes. Now only a thin field of solidified Essence stood between him and the flesh-hungry monsters, and it would only take afew moments for them to hammer throughit. He eyed the twenty foot chasm behind him and a thought began to form. One of his other forms might just bridge the gap. Rhojhex the Mana Molder had a couple of tricks left yet.

Prime Stats: Empathy and Agility

12.2.0.0.1 Mana Molder Spell Lists

The Mana Molder has six base lists. The full descriptions of all the spells on these lists can be found later in this book.

Mana Fields: Forming of protective fields from the Essence.

Mana Items: Creation of various useful items of temporary duration.

Mana Servants: Creating magical servants useful for a specific task.

Mana Warriors: Creating and controlling temporary warriors fashioned from the Essence.

Glyphs: The imbedding of spells on air or liquids.

Matter Molding: Shaping gasses, liquids and solids into various forms.

12.2.0.0.2 Profession Bonuses
12.2.0.0.3 Skills and Skill Categories

Everyman Skills: Time Sense, Spell Mastery, Meditation

Occupational Skills: None

Restricted Skills: Channeling

12.2.0.0.4 Spell Development
12.2.0.0.5 Training Packages

Training package costs are given in Section 13.0.

12.3 WARRIOR MAGE

Warrior Mages are Semi spell users who combine the realm of Arms with the realm of Essence. Their base spells primarily deal with the adaptation of Essence spell casting to combat and survival in hostile environments. The Warrior Mage is viewed by many as an elite type of fighter, specialized in attacking enemy spell casters on their own terms.

The sergeant screamed at Aelt over the roar of the flames, "Sir, we got to get out of here! The whole place is going up!" As the last of the orcs gurgled and slid off the end of Aelt's sword, he spied the Sorcerer Prince escaping up the staircase. "Take the men and headfor the moat, Sergeant, " Aelt cried in return. "I have unfinished business," he whispered to himself. He cast a quick spell to ward off the flames and hurried up into the burning keep after his sworn enemy.

Prime Stats: Empathy and Constitution

12.3.0.0.1 Warrior Mage Spell Lists

The Warrior Mage has six base lists. The full descriptions of all the spells on these lists can be found later in this book.

Combat Enhancement: Gives the Warrior Mage a greater variety of options in melee combat.

Combat Misdirections: Methods of causing confusion among the enemy.

Detections and Protections: Gives the Warrior Mage the edge he needs against more powerful spell casters.

Warrior's Blade: Dedicates a weapon to the Warrior Mage and allows special spells to be cast upon it.

Warrior's Enhancements: Allows the Warrior Mage to combat enemies in various hostile environments.

Will of the Warrior: Allows the Warrior Mage to drive himself beyond normal endurance.

12.2.0.0.2 Profession Bonuses
12.2.0.0.3 Skills and Skill Categories

Everyman Skills: None

Occupational Skills: None

Restricted Skills: Channeling

12.2.0.0.4 Spell Development
12.2.0.0.5 Training Packages

Training package costs are given in Section 13.0.

13.0 TRAINING PACKAGES

The standard rules for Training Packages apply to all Training Packages presented here. For convenience, the key to the Training Package Entries is repeated here.

Four of the following Training Packages are labeled Lifestyle, but they reflect training gained from the various schools of magic. If a character wishes to choose one of these Lifestyle Training Packages, the GM should still allow them to choose any other Lifestyle Training Package if they so desire. This is because these Training Packages reflect the knowledge they would have gained as a basis for learning spell casting, and should not limit the caster from other Lifestyle Training Packages like Demonologist.

13.0.0.0.1 Training Package Entries

Each training package gives a character one or more of the following benefits/disadvantages. In addition, each training package costs a number of development points (based upon the character's profession)

Time to Acquire: This is the amount of time the character needs to train before gaining the benefits of the package. This time should be modified by a percentage equal to triple the character's SD bonus (expressed as a percentage).

For starting characters, total the amount of time spent in training packages and add it to the normal starting age to determine the starting age of the character (See Section 17.1 in RMSR).

Starting Money: Some occupations (or lifestyles) have more or less starting money than others. Most packages list a modification to the "normal" starting money. This includes the starting type of coins (silver, gold, bronze, etc.). For example, if the normal starting money is 10 silver, the Adventurer package would have 10 silver plus d10(open-ended) silver.

Note: There is one notation unique to the packnges: d10 (open-ended). This means roll d10; if the result is 1 to 9, keep the result; if the result is a 10, roll d10 again and add it to 9; continue until a 10 is not the result.

If the training package is developed after the Apprentice level, the starting money does not apply. When generating starting money, either the GM should make the rolls; or the player can simply take 51 (for each d100 roll) or 6 (for each d10 roll).

Special: The GM should make a d100 roll (open-ended) for each item, adding the number in parenthesis after the item (the items should be rolled for in the order that they are presented). If the result is over 100, the character gains the special item or quirk. After successfully gaining one item, the chances of gaining any further items is halved (i.e. the number in parenthesis is halved). After successfully gaining another item, the next chance is halved again (repeating each time an item is gained). If no items are gained, the last item on the list is automatically gained (if the GM is unavailable to roll, the player should take the last item). If the package is developed after Apprentice level, the benefits gained here may be inappropriate (GM's discretion).

Note: The GM may choose to allow every character who develops a training package to have the last item in the list (even if previous items were gained).

Skill and Skill Category Ranks: All packages give some skill ranks and/or skill category ranks to the character. These skill ranks represent special training that comes with the occupation or lifestyle. Occasionally, the package will list Weapon/Attack. This means that the character can choose either a weapon skill rank or martial arts skill rank. In addition, a Training Package cannot raise a skill rank above 10th rank.

Training Package Spell Lists: Certain training packages give ranks in training package spell Lists. Training package spell lists are a new category of skills in the RMSS. All training package spell lists are classified as Restricted skills unless the character is currently associated with the training package that awards ranks in that spell list. Note that "associated with" has no firm definition. The GM should judge whether is it reasonable for the character to still have normal access to the spells or not.

All training package spell lists are part of the Spell group (and will receive any profession bonuses appropriate to that group). There are two new categories that must be added to the Spell group to accomodate these new spells: Spells • Own Realm Training Package and Spells • Other Realm Training Package. The cost to develop Spells • Own Realm Training Package is 8/8/8 for non-spell users, 4/4/4 for pure and hybrid spell users, and 6/6/6 for semi-spell users. The cost to develop Spells • Other Realm Training Package is 16/16 for non-spell users, 8/8 for pure and hybrid spell users, and 12/12 for semi-spell users.

Stat Gains: Some Training Packages allow the character to make extra stat gain rolls. This section shows which stats get the extra rolls.

Background Options: You may spend a background option to decrease the cost of a training package for the Apprenticeship Development period only.

Professional Qualifiers: This is a set of requirements that, if the character possesses all of the requirements prior to purchasing the training package, the character pays a lesser cost for the training package. The discount to the normal cost is shown after the qualifier.

Lifestyle Skills: Normally, a training package cannot raise a skill above tenth rank. However, if a skill is designated as a Lifestyle skill, the training package ignores this limit and instead may raise the skill as high as fifteen ranks.

Cost by Profession: This section shows how much the Training Package costs (in development points) for each profession. The professions are grouped by the books they were published in (starting with the professions in the RMSR, then Arcane Companion, then Treasure Companion, then Martial Arts Companion, then Essence Companion, then Black Ops, then Pulp Adventures).

13.1 AMATEUR MAGE REVISED (L)

The Amateur Mage has made a hobby of studying magic. He has devoted his spare time to furthering his knowledge, but hasn't actually become a true student yet. He is intrigued by the powers of magic and wants to know more.

"Klatu Barada . There I said it! I guess that takes care of everything. "

Time to Acquire: 70 months

Starting Money: Normal

13.1.0.0.1 Special
13.1.0.0.2 Category or Skill

Professional Qualifier: Mentor background option or any Training Package that awards ranks in any skill in the Spell group [-6 points].

Lifestyle Skill(s): Any skill in the Lore group.

Stat Gains: one realm stat, Memory

13.1.0.0.3 Cost by Profession

13.2 ANIMAL HANDLER (V)

The animal handler is often employed by spell users of the Corpist school of magic. An animal handler is skilled at keeping, grooming, raising, breeding, and healing a wide variety of animals or creatures. Animal handlers may make profits with trained animal acts, zoos, or by stocking catalyst sources, though some do keep animals as a hobby.

"Sit Ubu. Sit. Good gabbit. "

Time to Acquire: 37 months

Starting Money: Normal

13.2.0.0.1 Special
13.2.0.0.2 Category or Skill

Professional Qualifier: Animal Friend Training Package or 90+ temporary Empathy statistic [-2 points]

Lifestyle Skill(s): Animal Handling

Stat Gains: none

13.2.0.0.3 Cost by Profession

13.3 ARACHNAMANCER (L)

The arachnamancer is an unusual essence user who has developed a great affinity for spiders. By studying the lifestyle and manners of many different types of spiders, the arachnamancer has developed a unique list that allows him to mimic many of the powers of the spider. It is theorized that intensive study of other animal group scould yield similar results, though no such research has ever been completed or developed to the extent of the arachnamancer.

The Emperor becomes more entrapped in our web with each passing day. Soon he shall feel his sting.

Time to Acquire: 164 months

Starting Money: Normal

13.3.0.0.1 Special
13.3.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Fauna Lore (spiders), Animal Handling (spiders).

Stat Gains: None

13.3.0.0.3 Cost by Profession

13.4 CATALYST COLLECTOR (V)

Catalyst collectors make a living by supplying the various magic catalysts to the magic practitioners. Catalyst collectors are adventurers who seek out the rarer and more dangerous catalysts for profit. While they mayor may not have any ability to cast magic, they are aware of the principles of magic and spell casting. Catalyst collectors often find employment working for guilds and colleges, where large amounts of simple catalysts are expended by students and the more rare are used by the masters.

Dragon scales, huh? That's gonna cost ya.

Time to Acquire: 37 months

Starting Money: Normal

13.4.0.0.1 Special
13.4.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): None

Stat Gains: None

13.4.0.0.3 Cost by Profession

13.5 CORPIST CASTER (L)

Corpists are often considered macabre or evil. Corpists use the body parts ofcreatures in order to affect magic. The more magical the creature the better the catalyst, so Corpists are often quite eager to join with adventurers just for the opportunity to gather catalyst material. While Corpist casters can be quite likable in most respects, it is difficult to be used to the smell that often seems to follow them. Also, familiars (and their magicians) tend to be very wary of such casters.

Note: The Corpist Caster TP is not a required TP for corpist casters, but reflects the abilities of the true enthusiast of the corpist caster school.
Uggh. I thought they smelled bad on the outside.

Time to Acquire: 40 months

Starting Money: Normal

13.5.0.0.1 Special
13.5.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Fauna Lore

Stat Gains: None

13.5.0.0.3 Cost by Profession

13.6 CRYSTALIST CASTER (L)

For Crystalists, power and wealth are synonymous: the most powerful Crystalists also carry the most elegant gems and stones. Crystalist can enchant gemstones to become the fuel and catalyst for their spells. Each casting erodes a part of this enchantment, so the crystals must be periodically re-enchanted. Crystalist do not have to spend as much time scrounging for catalysts as Herbalist or Corpists, but instead they must constantly spend their time re-enchanting their crystals. Crystalists tend to be flamboyant and extravagant, often wearing as many precious gems as they can afford all at the same time.

Note: The Crystalist Caster Training Package is required for crystal casters.
Like the gemstone, there are many facets to my magic.

Time to Acquire: 46 months

Starting Money: Normal

13.6.0.0.1 Special
13.6.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Stone Lore

Stat Gains: None

13.6.0.0.3 Cost by Profession

13.7 DEMONOLOGIST (L)

A demonologist specializes in dealing with demons. Demonologists are not always evil, though continued interchange with demons always leaves its mark, and all demonologists eventually succumb to the evil influences ofthe demons with which he interacts. Demonologists may have dealings with demons of the Pales, most often the demons of the Void have the knowledge and power with which to tempt the demonologist. Demons of the Pale are generally used for drudge work or simple tasks, while the demons of the Void are the source of infernal knowledge.

I'd give anything to know the secrets o fall magic. Do we have a deal?

Time to Acquire: 132 months

Starting Money: Normal

13.7.0.0.1 Special
13.7.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Demon Lore, Xeno Lore

Stat Gains: None

13.7.0.0.3 Cost by Profession

13.8 GUILD APPRENTICE (L)

A guild apprentice is taught the lessons of magic by either a mercantile group of magicians or by a member of an established guild. Guild apprentices spend a lot of time studying magic in great detail, from books and from direct instruction from one or more masters. Guild apprentices tend to be well educated and prepared for a career in a city. Guild apprentices are generally taught magic that will assist their master in the day to day maintenance of a business as well as spells that assist them in their studies.

These chores will be a distant memory when I become head ofthe guild.

Time to Acquire: 86 months

Starting Money: Normal

13.8.0.0.1 Special
13.8.0.0.2 Category or Skill

Professional Qualifier: Total temporary stats for Memory and Reasoning of 180 or greater [-5 points]

Lifestyle Skill(s): None

Stat Gains: Memory and realm stat

13.8.0.0.3 Cost by Profession

13.9 HEDGE WIZARD (L)

A hedge wizard is a primitive Essence user who has learned the trade through oral tradition and practice, not through studying dusty books. Hedge wizards are generally found in less civilized areas, though hedge wizards can thrive anywhere a grandparent teaches the old traditions to their relatives. A hedge wizard generally excels at ritual magic, while finding spell lists more difficult to learn. Since hedge wizards tend to require time to cast most of their magic. They are practiced at intimidating others, convincing them that while it may take the hedge wizard longer to cast a spell, it will be suitably nasty. Hedge wizards are sometimes confused with witches, warlocks, and shamans.

Magic is like any other craft; to do it properly takes time.

Time to Acquire: 30 months

Starting Money: Normal

13.9.0.0.1 Special
13.9.0.0.2 Category or Skill

Professional Qualifier: Magic Bane flaw [-7 points]

Lifestyle Skill(s): Magic Ritual, Spell Mastery

Stat Gains: None

13.9.0.0.3 Cost by Profession

13.10 HERBALIST CASTER (L)

Herbalists specialize in the understanding of plant life from an analytical point of view. Herbalists perceive plants as a natural source of power. An Herbalist differs from an animist in that an Herbalist perceives properties in the plant life, but does not worship plants. The Herbalist is analogous to a botanical chemist in some respects.

Note: The Herbalist Caster training package is not required for herbalist casters, but reflects the abilites of the true enthusiast of the herbalist caster school.
Magic grows in the most unusual places.

Time to Acquire: 56 months

Starting Money: Normal

13.10.0.0.1 Special
13.10.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Flora Lore, Herb Lore

Stat Gains: None

13.10.0.0.3 Cost by Profession

13.11 JOURNEYING APPRENTICE (L)

A journeying apprentice learns from a master who rarely stays in one place. Journeying apprentices learn practical magic and practical skills that assist himself and his master on their journeys. Journeying apprentices often have less book learning than a guild apprentice, though they are used to harsh conditions and difficult situations. The journeying apprentice learns from his master while driving wagons, riding horses, sitting at roadside inns, or walking along country lanes. Wanderlust and a thirst for adventure draw these students to such a wayward lifestyle, while skill and wits are what keep them alive long enough to one day become masters themselves.

Learning magic is like life itself. The journey is at least as important as the destination.

Time to Acquire: 104 months

Starting Money: Normal + 1d10

13.11.0.0.1 Special
13.11.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): None

Stat Gains: None

13.11.0.0.3 Cost by Profession

13.12 LIBRARIAN (V)

The librarian may either be a serious book collector, or an organization freak for a collector or college, Librarians are fine researchers and great sources of information, though they are generally too sedentary to adventure abroad. The occasional librarian may go in search of a rare or exotic text, though they are often looked down on by the librarian elite. Librarians are also expected to act aloof and frown in dismay at the general ignorance of the populace whenever possible.

Ssssshhhhh.

Time to Acquire: 57 months

Starting Money: Normal

13.12.0.0.1 Special
13.12.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s): Research

Stat Gains: None

13.12.0.0.3 Cost by Profession

13.13 NOMENIST CASTER (V)

The Nomenist is a master of language who forever seeks to learn new languages to find the words of the Primal Tongue that operate for themselves. Nomenists may be found in cosmopolitan cities or on the fringes of civilization in their pursuit of old or new languages.

Note: The Nomenist Caster training package is not required for Nomenist casters, but reflects the abilites of the true enthusiast of the Nomenist School of Magic.
No. He didn't say, "It's nice to meet you." He said, "It will be nice to eat you. "

Time to Acquire: 42 months

Starting Money: Normal

13.13.0.0.1 Special
13.13.0.0.2 Category or Skill

Professional Qualifier: None

Lifestyle Skill(s):None

Stat Gains: None

13.13.0.0.3 Cost by Profession

13.14 POTIONER (L)

The potioner is a magical apothecary. The potioner uses spells to craft potions of healing, magic, and poison. The potioner may enhance normal herbs for general use as tonics and liniments or he may produce drugs that cloud the mind of the imbiber. Like an apothecary, the potioner attempts to draw the essence out ofnatural herbs to capture them in a bottle, but it is a rare potioner who manages by such sciences to create herbal remedies better than the simple animists of the wild.

There will be a few side effects, such as hair loss, abdominal cramping, diarrhea, and dizziness; but this should cure your seizures.

Time to Acquire: 39 months

Starting Money: Normal

13.14.0.0.1 Special
13.14.0.0.2 Category or Skill

Professional Qualifier: A total of 6 ranks in Alchemy and Biochemistry [-3 points]

Lifestyle Skill(s): Alchemy

Stat Gains: None

13.14.0.0.3 Cost by Profession

13.15 SPELL RESEARCHER (V)

A spell researcher is constantly drawn to the boundaries of known magic. The researcher seeks to understand why magic works, and looks for new ways to make it work. Whether he studies the varying theories of the realms of magic or its more practical applications, the researcher seeks to add to the growing stores of magical knowledge, often without regard to the effect their findings may have on the world around them.

Eureka! I've created an invisible fire wall! And they laughed at me at the academy!

Time to Acquire: 114 months

Starting Money: Normal

13.15.0.0.1 Special
13.15.0.0.2 Category or Skill

Professional Qualifier: A total of 20 ranks in skills in the Lore group [-5 points]

Lifestyle Skill(s): Research

Stat Gains: None

13.15.0.0.3 Cost by Profession

13.16 SPELL STUDENT (V)

A spell student is taught the lessons of magic by a collegium or school of magic. Students learn magic from a number of different masters in classroom settings as well as independently in the college's library. Students have exposure to a tremendous variety of spell lists and magic theories, which often makes them the most educated of spell casters. Of course, students also tend to lack practical "real world" experience, having spent so much time cloistered in their studies. Students may either learn spells to assist them in city life or less often spells to assist in practicing abroad.

Are we going to be tested on this?

Time to Acquire: 105 months

Starting Money: Normal

13.16.0.0.1 Special
13.16.0.0.2 Category or Skill

Professional Qualifier: Total temporary stats for Memory and Reasoning of 180 or greater [-5 points]

Lifestyle Skill(s): None

Stat Gains: None

13.16.0.0.3 Cost by Profession

Part III THE TABLES AND LISTS

14.0 ESSENCE SPELL LISTS

This section lists all of the spells associated with the Essence realm. All of the standard rules, restrictions, and notations from Spell Law are used here. For convenience, the spell description key is repeated here.

14.0.0.1 THE SPELL DESCRIPTION KEY

Several types of codes may follow the spell names in the listings: area of effect, duration, range, and type. In addition, some descriptions will explain that a particular spell has an RR Modification (shown with the notation [RR Mod: #]). This section presents a key to those codes.

14.0.0.1.1 Special Spell Codes

[RR Mod #] — Any RRs against the effects ofthis spell are modified by #.

* — Instantaneous; spell does not require preparation rounds.

— Spell does not require power points.

— Part of a set of spells that must be thrown in conjunction with other spells continuously to be effective (or fully effective).

14.0.0.1.2 Spell Types

E — Elemental spell. These spells use the force ofthe spell to manipulate physical elements (heat, cold, wind, light, water, earth, sound, smell, taste, touch). These elements (and not the spell) are used to either create a phenomena that can affect the physical environment of the target (e.g., a "wall" spell) or the sense of the target (e.g., an "illusion" spell). Because the elements are real, no Resistance Rolls are normally allowed.

BE — Ball Elemental spell. These are elemental spells that attack an area with one of the physical elements.

DE — Directed Elemental spell. These are elemental spells that directly attack a target with one of the physical elements. Such attacks are resolved on one of the "bolt" attack tables.

F — Force spell. These spells involve the direct manipulation of matter, energy, the elements, or living beings through the use of a spell's force. If the spell has a target capable of resisting, the caster make an attack roll on the Spell Law Basic Spell Attack Table 5.1 to determine the RR modification for the target. Determine the type of armor the target is wearing and roll on the appropriate column of the table (using the Other column if nothing else applies). After determining the RR modification, the target makes an RR (on Table 5.10 in Spell Law, using the target's level and the attacker's level as the indices).

P — Passive spell. These spells usually only indirectly or passively affect a target. Thus, if an RR is allowed (GM' s discretion), its purpose is only to determine if the target is aware of the spell. Many detection spells are of this type.

U — Utility spell. These spells only affect the caster, a willing target, or a target incapable of resistance. Thus, RRs are not usually necessary. A willing target who is capable of resisting may still be required to make an RR (GM's discretion), but it is modified by -50 (i.e., he mostly likely will not resist successful). Most healing spells are o f this type.

I — Informational spell. These spells involve gathering information through means that do not require RRs.

14.0.0.1.3 Spell Sub-Types

s — Subconscious spell. These spells are capable of being cast (or triggered) by the subconscious. The caster can always cast a spell of this type as a normal spell; and ifhe is unconscious (or is asleep or in a trance), a spell of this type can be cast by the subconscious as necessary (starting with the highest level spell needed). An exception to this is the Stun Relief spell. This spell may (at the option of the caster) be cast by the subconscious while the caster is stunned.

m — Mental Attack spell. These spells affect the target's mind and are subject to mental defenses.

14.0.0.1.4 Spell Area of Effect

x target(s) — The spell affects x number of targets.

x target(s)/Ivl — The spell affects a number of targets equal to the caster's level times x.

distance R — The spell affects all within a radius equal to distance in size.

distance R/IvI — The spell affects all within a radius equal to distance times the caster's level in size.

area — The spell affects all within a fixed area of effect. Sometimes area will be specified as a specific target (e.g., 1 herb, I limb, etc.).

caster — The spell affects only the caster.

"—" — The spell has no area of effect.

varies — The exact size of the area of effect depends upon some other aspect of the spell.

14.0.0.1.5 Spell Durations

time — The spell has a fixed duration equal to time.

C — Concentration is required. Concentration takes 50% of the caster's normal activity. The caster can not cast any other spells while concentrating.

duration (C) — Concentration is required, except the period of concentration cannot exceed the duration given. The caster can stop concentrating and the spell effect will stop. If the duration has not expired, the caster can concentrate again and the spell effect will resume.

P — Permanent. The spell has a permanent effect (in the sense of creating a "permanent" physical or mental condition). The effects of permanent spells that manipulate matter and require concentration will disperse according to the normal physical laws once concentration is no longer applied (e.g., a frozen body of water will melt normally, a bowl of boiling water will cool). A spell with a permanent duration may be affect by outside forces. For example, the spell may be dispelled, cured, or otherwise disturbed by enchantment, physical force, etc.

varies — Variable. The exact duration depends upon some other aspect of the spell.

"—" — Variable. The exact duration depends upon some other aspect of the spell.

time / level — The duration is the time multiplied by the level of the caster.

time / # fail — The duration is based upon the difference between the target's modified RR and the minimum roll required to resist the spell (see RMSR Section 23.6). The duration is equal to this difference divided by # and then multiplied by time.

Example: 1 rnd/10 fail would mean that ifthe RR is failed by 20, the spell would lastfor 2 rounds.
14.0.0.1.5 Spell Ranges

self — The spell can only be cast upon the caster himself.

touch — The caster must touch the target to create the effect.

distance — The caster can be no further than distance to the desired area of effect.

distance/lvl — The distance to the area of effect can be no further than distance times the caster's level.

unlimited — There are no limitations placed upon the distance to the area of effect.

varies — The distance to the area of effect depends upon some other aspect of the spell.

14.0.0.2 WHAT'S ON A SPELL LIST

  1. Spell List Name—The name of the spell list appears in two places on the page; above the descriptions and above the listing.

  2. Spell List Number—Each spell list is given a unique identifier that combines its classification and the equivalent of a section number.

  3. Listing—In one of the upper comers of the page is a listing of all the spells on the list, sorted by level. This listing also shows important spell parameters.

  4. Check Box—Beside each spell in the listing is a check box. Use this box to indicate the level two which your character currently knows spells on the list.

  5. Spell Level/Name—The level and name of each spell appears in two places on the page; in the listing and in the descriptions. In all cases, ifthe name oftwo spells are the same (except for perhaps a roman numeral), the spells should be treated as the same.

  6. Area ofEffect—This is the area affected by the spell. If "varies" appears here, check the description for the exact area of effect.

  7. Duration—This is the duration that the spell will remain active. If "varies" appears here, check the description for the exact duration.

  8. Range—This is the range from the caster to the area of effect. If "varies" appears here, check the description for the exact range.

  9. Type—This is the type of spell. The type of spell will determine what kind of resistance roll the target of the spell will get (if any).

15.0 HERBAL CATALYSTS

TIris section contains a master listing of all the herbal catalysts that might be used by a character. The GM should feel free to modify this chart as deemed appropriate for his world. For a key to the codes, see page 106 of Gamemaster Law.

15.0.0.1 DESCRIPTION OF HERBAL CATALYSTS

This description listing is in alphabetical order and only includes the herbal catalysts that are not already described in the Creatures & Monsters sourcebook.

Alfalfa: Alfalfa is a bushy perennial that grows to 3 feet, with leaves that are divided into 3 leaflets. Lavender, pale blue, or yellow flowers bloom from late spring to early fall. It is often chewed to cure bad breath (though some would say not often enough).

Allspice: The allspice trees grow up to 40 feet in height with large, leathery, leaves. Allspice berries combine the flavors of cinnamon, pepper, juniper, and clove, growing in clusters of 1/2-inch berries in mid to late summer. Allspice is added to teas or made into a spiced drink.

Aloe: Spiky green leaves branch out in a circular pattern of this short plant. Aloe requires little water, lots of sun, and warm temperatures. Thejuice in the thick leaves is also a great topical cure for bums and small cuts.

Anemone: Anemone is a small herb that blooms early in spring with purple flowers. Leaves on this plant branch off into many parallel leaflets. Often associated with resurrection, tears, and love, anemone is considered to symbolize expectant joy.

Angelica: This biennial resembles celery, but it can grow to be 8 feet tall. Seeds can only be kept for six months before they lose viability. They bloom in late spring.

Anise: An erect annual that can grow to 2 feet, a single anise stem supports feathery leaflets and umbrella-like clusters of white or yellow flowers. Anise has a licorice flavor which can be used to make treats or improve the taste of other herbs.

Apple Tree: Deciduous trees that can grow to 40 feet and branches can spread up to 20 feet out from the trunk, apple trees grow fruit resembling the crab apple tree. Cultivated apple trees can produce larger fruits, but they are almost always hybrid trees.

Arrowroot: Arrowroot is an edible perennial tuber that grows up to 1 foot, with stems growing up to 3 feet in height and bearing large oblong leaves. The root extract is used as a poison for arrows, each dose having a level 1 effect that causes lethargy and eventual sleep.

Balm: An erect perennial that grows up to 2 feet, balm has square stems, small, two-petal white or yellow flowers which bloom in bunches throughout the summer months. Often crushed and left in boots to relieve foot soreness.

Basil: Basil is an aromatic annual that can reach up to 2 feet. It has square sterns, pointed, serrated, oval leaves. At the tips of the plants grow spikes of small white or purple flowers that blossom in summer months. A wonderful hem used in sauces, as well as to used to treat acne externally.

Bayberry: This evergreen grows up to 35 feet in temperate regions or up to 3 feet in colder climes. It has grayish, waxy bark and toothed leaves. Yellow flowers bloom in spring and produce nutty fruits covered in a thick wax. Fragrant wax used for aromatic candles.

Belladonna (Deadly Nightshade): Belladonna is a poisonous perennial with pointed, oblong leaves. Bluish-black berries contain a powerful (level 4 ) nerve poison that is sometimes used as eye drops to produce a glassy stare to enhance beauty.†

Betal Nut Palm: An elegant palm tree that flowers year round, betal nut palms tend to have a tall slender trunk that can reach up to 50 feet. The trunk consists of cylindrical smooth gray rings that mark the location of past fallen leaves. Betal nuts are often chewed as a sedative and have an AF of 20.†

Betony: Small perennials that grow up to 2 feet, betony has long stems topped with clusters of pinkish-purple flowers. The leaves are serrated and oblong. It can be used as a poultice for minor cuts.

Bittersweet: A climbing shrub, bittersweet can reach heights of 6 to 8 feet. The flowers hang in clusters and are purple changing to blue violet in the center with yellow stamens. The berries are oval and bright red.

Black Haw: Black haw is a deciduous shrub with reddish-brown bark, serrated oval leaves, and large white flowers. Flowers bloom from early spring to summer. The bark works as an analgesic.

Black Soybean: The leaves of this vine grow in clusters of three. Each leaf is a pointed oval covered with fuzzy bristles. The seeds grow in pods that spring from the base of each leaf cluster.

Bloodroot: A perennial plant with a thick horizontal root about 2 or 3 inches long and the thickness ofa finger, bloodroot is easily recognized by its root, which is reddish-brown on the outside and a bright red inside. The leaves of this low growing herb are vaguely heart-shaped and deeply lobed. The flower reaches up to I foot in height and are generally white with purple tinges and a yellow stamen. The juice from the root is often used for body painting and as an emetic.†

Burdock: This biennial plant can grow up to 3 or 4 feet. It has multi-branched stems with egg-shaped leaves. The flowers are purple and actually consist of a cluster of tiny flowers and burrs. The burdock root has brown bark and a white spongy interior.

Buttercup: Buttercup is a perennial that reaches 9 to 18 inches from a bulbous, fleshy root. The lobed or dentate leaves project out on long footstalks. Each stem is topped with a single, bright yellow flower with a recessed axis that forms the cup.

Cannabis: A tall herb that supports a number of branches off of a main stem, cannabis has serrated leaves growing in clusters on these secondary stems. Cannabis is a dioecious plant, which means that there are male and female plants. Cannabis leaves are sometimes used in pipes, in tea, or in food. It has a hallucinogenic effect at level 2, with an AF of 15.

Caraway: A biennial that reaches up to 2 feet, caraway has feathery leaves and umbrella-like clusters of tiny white flowers which branch out from the central stem. Caraway blooms in early summer. Rye bread is flavored with caraway seed.

Cascara Sagrada: A 20 foot tree with reddish-brown bark, cascara sagrada has thin, finely serrated leaves that are interspersed with seed clusters. The bark is also used as an effective, but mild, laxative.

Catnip: An aromatic perennial that can reach up to 3 feet and is related to mint, catnip has leaves that are grayish-green and fuzzy. The flowers are formed from two interlocking petals. The plant's aroma excites cats, but helps calm people. Often used in teas as a cough remedy.

Cayenne: This low plant that reaches up to 3 feet in height grows pod-like fruit that comes in red, orange, and yellow. The flowers are solitary, white, and unevenly scattered among the branches.

Celery: This common garden vegetable grows best with lots ofwater. The stalks branch from a central core and are topped with a cluster of three leaves each.

Chamomile: An annual that reaches up to 3 feet with daisy-like flowers and feathery leaves, chamomile has a pleasant odor of apples and actually grows better when occasionally crushed underfoot. Chamomile is used in teas, shampoos, and poultices.

Chaparral: Often known as "stinkweed," chaparral is also often avoided. It is a woody shrub with olive-green or yellowish leaves. Oddly enough, it helps prevent tooth decay if chewed and thereby can improve bad breath.

Cherry Tree: The cherry tree is a deciduous tree sporting a small, bright red fruit in abundance. Cherry juice is often used to die lips or finger nails for beauty purposes.

Cinnamon: Cinnamon trees grow to be 30 feet in height and have deeply ribbed, oblong leaves. The aromatic bark is a highly prized spice for its distinctive flavor.

Clove: Clove is one of the most aromatic herbs that comes from the clove evergreen tree that reaches heights of only 25 feet. Clove is sometimes smoked instead oftobacco, but it has the same basic health risks and the same addiction factor.

Club Moss: Club moss is a creeping, vine-like, evergreen moss that roots at random intervals along the ground and sends branches up to 5 feet high. The leaves are very narrow and spiky. Each branch is topped with a small cone-spike that is filled with yellow spores. The spores are often collected and used to prevent rashes on babies.

Coca Plant: The coca plant is a small shrub with thin, woody branches and small, elliptical leaves. The leaves ofthis plant is smoked, chewed, or eaten for level 3 narcotic effects, with an AF of 40.

Cocoa Tree: Some claim that there is no magic more powerful than the taste of cocoa, also known as chocolate. These tropical shrubs reach heights from 2 feet to 18 feet and have very distinctive leaves with two longitudinal arched lines on the under side of the oblong leaves. The seeds grow in pods that branch directly off of the trunk. Cocoa seeds (called beans) are chewed, processed into hot cocoa, or further distiJIed into chocolate.

Coffee: Coffee is an evergreen shrub with bright red berries. Two, green seeds in each bean are roasted to the dark brown "bean" so familiar to coffee drinkers. The seeds can either be brewed into coffee, or chewed for the bitter stimulating effects.

Coltsfoot: Coltsfoot is a perennial herb that sprouts bright yellow flowers before its leaves. The flower stalks are thick, brownish-pink, and grow in small clusters from a large tuberous root. The hoof-shaped leaves do not appear until after the flowers have withered. They are often the earliest spring bloomers. The leaves and flowers are snorted or smoked to cure coughing.†

Comfrey: A hardy perennial that reaches 5 feet, comfrey has large, hairy, spear-shaped leaves, thick roots, a bristled stem, and bell-like flowers that can be white, blue, or purple. It spreads rapidly and withstands rough treatment. Plaster made with comfrey is said to improve the mending of bones.

Coriander: A bright green, 3 foot annual, coriander has lobed lower leaves, while the upper leaves are sparse and lace-like. The seeds are small, round, ribbed, and brown. The leaves are a tasty treat known as cilantro, but have no known magical use.

Cowslip: Cowslip is a low growing perennial with thick, lettuce-like leaves radiating around a central cluster of flower stalks. The flowers are yellow and have five petals. The flower contains an oil that when extracted is called camphor and can be used to cure insomnia. Tea made with cowslip is a remedy for headaches. The root is said to be a good cure for coughing.

Dandelion: A low-growing perennial with a deep tap root, dandelion leaves radiate from several flower stalks that bear yellow flowers that develop into hundreds of tufted seeds. The leaves are jagged, toothy spears that can be eaten as a vegetable or in a salad.

Datura: A scraggly looking shrub with brownish-green leaves that is best identified by the thorny fruit (called thorn apples). The leaves of this plant are level 6 hallucinogens with an AF of 20. Daturahas been in use almost as long as alcohol has with many fatal results.

Dill: An annual with a long tap root, dill has a thin, branching stem with lace-like leaves topping each stem end. Yellow flowers grow among these leaf clusters in summer and produce a large number of tiny seeds. Dill seeds are used to preserve foods and cure digestive problems.

Dogwood: This small deciduous tree (15 to 20 feet) blossoms in spring with large, fragrant, white and lavender flowers. The bark was used as an astringent, stimulant, and tonic.

Echinacea: Echinacea is a 2 to 5 foot perennial with purple petals radiating from a raised, cone-shaped center. The single stem is hairy and has narrow leaves. The roots are black. Used to fight infections, relieve arthritis, and in general tonics.

Elder: Elder is a 6 to 10 foot shrub with rough, gray bark, a branching stem, smooth leafstalks, and small white flowers. The leaves are serrated and found in bunches of three and four. The flowers have five petals. The berries are small and tum deep purple when ripe. This shrub grows in moist ground along streams and road ditches. The flowers can be used in tea as a laxative. Many people enjoy wine and jam made from cooked, ripe elder berries.

Elecampane: Elecampane is a perennial root with an annual stem that reaches 3 to 6 feet. The leaves are large, ovate, serrated and heavily laden with deep green veins on the upside and a soft down on the underside. Large radial, yellow flowers stand singly at the end ofstems and branches. The root is very thick, brown on the outside, white on the inside, and branching. Once dried, the roots have a grayish appearance. Often used in tonics to assist in fighting off colds and other lung congestions.

Ephedra: A shrub that grows up to 6 feet, the ephedra has thin, rigid branches, that appear mottled with light green, yellow, and gray. This plant is nearly leafless, and the few that grow sporadically along this plant are tiny, whorled, and oblong, resembling scales. The stems grow injoints that add to the odd look ofthe plant. Tiny yellow-green flowers bloom in summer at the branch tips. Ephedra has been used orally to assist in weight-loss, relieving bronchial asthma, and to increase blood pressure. Topically, ephedra has been used as an eyewash.†

Eucalyptus: Small trees or taIl shrubs, these plants have alternate thick leaves that tend to be hear-shaped. White, yellow, or red flowers form in clusters ofthree or more. Inhaling steam laced with the leaves is said to relieve asthma and bronchitis. Oil distilled from the leaves can be used as a germicide, and as such has been used to treat skin diseases.

Fang Feng: Fang Feng marshy plant that has a woody stem with long, sprouting leaf branch with lettuce-like leaves. Flower stems end in umbrellas oftiny yellow flowers with five petals. Used as an analgesic, expectorant, and astringent.

Fennel: This perennial tap root has an annual stem that grows erect, jointed, and branching to a height of 3 or 4 feet. The leaves stand on alternative joints of the stem are long and pointed. The flowers are yellow and form large, upward facing clusters of tiny flowers. Fennel seeds are oblong oval, flat on one side, convex on the other, and grayish-green with yellow longitudinal ridges on the convex surface. Fennel plants and seeds have a licorice-like smell and taste. They are often used to flavor food, mask bad breath, and oddly enough they are chewed as an appetite suppressant.

Fern: Ferns are low growing herbs that have thin stems radiating from a central root complex. Each stem has a parallel growth ofsmall, oblong, green leaves, ending in a single green leafpointing out from the center. These plants need little sunlight and prefer moist climates.

Feverfew: The roots ofthis perennial are thick and heavily branched with tufted tubers. The stem grows erect and smooth to a height of2 feet, and strongly resembles clover. The leaves are light green, rounded, and grow in clusters of three. Large white flowers with a yellow center bloom in early spring. The seed pod is sickle-shaped, about 2 inches long, and contains 10 to 20 seeds. Tastes and smells like a cross between celery and maple syrup. The entire plant may be crushed to form poultices to reduce swelling. Taken internally, the seeds help relieve fever. Also used to make spoiled animal fodder more palatable.

Flax: An annual plant with an erect, smooth stem about 2 feet in height, flax's slender stem branches at the top into pale-green sessile leaves and delicate blue flowers. The fruit is a pea-sized globe with a sharp spine and contains 10 seeds in distinct cells. Generally grown for fiber for weaving fabric, flax seeds can be used to reduce skin irritations and coughs by infusing the seeds with water.

Foxglove: Foxglove is a biennial root that grows large, tufted leaves and a single erect stem that reaches from 2 to 5 feet in height. The tip ofthe stem sports an 8 inch spike ofpurple flowers. Used in tea to relieve poor blood circulation and to strengthen weak hearts.†

Gardenia: Gardenias have a woody stem that grows in ridges and each branch is tipped with our oblong leaves and a six petal white flower with large gaps between each petal. A paste of the herb with flour and wine is used as a poultice for twists, sprains, bruises, and abscesses.

Garlic: Onion-like bulbs are the hallmark of garlic, one of the most prolific of herbs. Garlic is planted in spring and harvested in fall, growing best in rich, but well-rained soil. Thin wispy leaves grow from the bulbous root as do one or two stems. Each stem is topped with a dandelion-like cluster of feathery seeds. Garlic is used in food preparation and believed to increase the consumer's strength and disease resistance. Often called the "stinking rose" or "the poor man's treacle," garlic is a mild antibiotic that can be used internally or externally.

Ginger: This perennial has a creeping, tuberous root, and an annual stem that reaches up to 2 or 3 feet in height. The leaves are 5 to 6 inches long, smooth, and lance-shaped. These leaves grow in alternate directions as they form the sheath of the stem. Dingy, yellow flowers terminate the stem. The root is a flat, knotty, irregular branched structure with a tan outer skin and a fleshy, yellow-white interior. Ginger is used to cure upset stomachs, gas, and flatulence. Brewed into a tea it can be used to treat colds. Ginger is also used in food preparation and sometimes brewed into beer.

Ginkgo: An ancient deciduous tree that reaches heights of up to 100 feet and widths of20 feet. The leaves are flat, flimsy, and fan-like. These trees have male and female varieties. The female trees produce fist-sized, orange-yellow fruit with an edible seed. Ginkgo seeds are roasted and eaten by some cultures to prevent drunkenness. These trees are quite decorative and are often cultivated by civilized areas to create that "rustic" look.

Ginseng: A low-growing ground-covering vine with a fleshy root, ginseng stems divide into 3 leafstalks, each sporting 5 oblong, serrated leaves. The flowers are small, green umbrels found at the branching point of the stem. The root is spindle-shaped, the thickness of the little finger, and from one to three inches long. Ginseng is often taken as an aphrodisiac or to strengthen the immune system.

Goldenseal: Goldenseal is a small erect perennial with a hairy, purplish stem, the goldenseal grows from a knotty rhizome (thick, fleshy root bud). The leaves grow in clusters along the stem and strongly resemble the lobed, serrated raspberry leaves. Small greenish-white flowers bloom in spring and produce orange-red berries. Goldenseal is difficult to cultivate and require 5 years of growth for the roots to be of any use in medicine, but not for magic. The rhizome has a sweet licorice aroma. Goldenseal is used as an antibiotic, to promote disease resistance, and the treatment of tumors.

Gotu Kola: A tropical weed, gotu kola grows very well in gardens (preferably marshy or damp), often crowding out other plants if not closely tended. Gotu kola spreads by seed as well as by runners. Thin stems grow from root clusters along a runner. Each thin stem is topped with a single scallop-shaped leaf. An umbrella-like cluster oftiny white flowers develop near the base of the stems. Gotu kola leaves are often mixed into a cream to treat skin diseases ranging from psoriasis to leprosy with positive results. Some claim that gotu kola leaves also spur the healing of wounds and bums.

Hare's Ear: A reedy plant that grows in marshy areas, the hare's ear has long, oblong leaves that grow out from the joints in the tall, erect stem. Small white flowers with five petals grow in small stem clusters at the top ofthe plant. The plant is secured by a carrot-like tap root. Used for treating fevers, chills, and malaria.

Hawthorn: A small deciduous tree with white bark, extremely hard wood, and sharp thoms, hawthorn leaves consist of five lobes, resembling oak leaves. The tree blooms throughout spring with clusters of white aromatic flowers and bright red fruits that resemble tiny red apples. Hawthorn leaves and fruit are often mixed into a tonic for strengthening the heart.

Hellebore: Having a round striated stem with several branches, hellebore stands between 3 and 6 feet in height. The deeply veined and oval leaves vary in size from 6 inches to a foot, growing smaller near the top of the plant. The tip ofeach branch ends in numerous flowers (black, white, or purple). Near the base of each branch grows the fruit in clusters of 3 and each containing flat, imbricated seeds. Hellebore is a level 3 muscle poison that causes depression and extreme nausea.

Hemlock: A spindle-shaped, white tap root supports this biennial branching plant. The branching stem reaches heights of 3 to 6 feet and is notable for being smooth, round, brown with purple spots, and hollow. Deep green leaflets sprout from the branches and stem divisions. Very small, white flowers grow from the tips of some branches producing umbrella-like clusters that bloom in mid-summer. In very small doses, hemlock is a sedative, but it is more commonly known as a powerful (level 3) nerve poison derived from the leaves and green seeds of the plant. The poison causes lethargy and then a peaceful sleep in death.†

Henbane: A biennial with a long, tapering, white root with some root branching, henbane's stem is round and hairy reaching from I to 3 feet in height. Hairy, oblong, deeply sinuated, pointed, but soft leaves flourish all along the stem. Both leaves and stems are sea-green in color. Pale yellow flowers grow in downward hanging spikes. Henbane is a level 4 nerve poison that causes nausea, vertigo, extreme thirst, temporary blindness, mania, convulsions, and in extreme cases death.

Henna: Henna is a small tree or large shrub, henna reaches heights of 6 to 20 feet. The leaves are short-stemmed ovals. Fragrant red (or white) flowers with four petals develop at branch tips. The fruit is a brittle, brown ball about the size of a cherry. Henna is used to dye hair to have a reddish tint. The flower oils can be collected into perfumes. The leaves can be mixed into a mouth wash or used to treat skin disease.

Holly: Holly is a small (4 to 30 feet) evergreen tree with many smooth, pliable branches that grow in a tangle, holly has dark green leaves, gray bark, and bright red berries. The wood is hard with a yellowish veneer inside the bark growing darker towards the center. The leaves are ovate, waxy and sharply spined. Tiny white flowers grow close to the branches. The leaves can be infused to treat inflammations of the mucous membranes and occasionally used to cure fevers. The berries have purgative, emetic, and diuretic properties. The berries can also be used in treating jaundice.

Hop: Resembling a grape vine, hop is a hairy climbing perennial vine. The leaves are tri-Iobed, serrated, and heavily veined. The vines come in male and female varieties, the male bearing yellowish-white blossoms and the female bearing pale green blossoms. Each blossom is formed of a number of petals attached to a central base in a pine conelike manner. Hop is most widely recognized as a preservative and flavor addition in beer, but it can also be used in the treatment of hysteria, restlessness, insomnia, and external aches and pains. Pillows stuffed with hops are used to cure sleeping disorders.

Horsetail: Horsetail is a bamboo-like marsh plant that grows a thin, wispy hair-like brush at the tip ofthe plant. Horsetail can reach heights of6 feet. Horsetail is used to scour pots, sand wood, and polish metals. The root is edible and teas brewed with horsetail are said to aide in reducing arthritis pain.

Hyssop: Hyssop is a hardy, shrub-like perennial with lance-like leaves, and square stems. Hyssop has a minty odor. Dense clusters of blue or violet flowers form on 6-inch spikes at branch tips in late summer. Hyssop is used as an antiseptic and is the preferred herb for many temple cleansing rituals. Bees flock to hyssop in droves. It is said that cabbages and grapes grown near hyssop taste better and produce a greater yield.

Jasmine: A beautiful climbing plant,jasmine scales trees growing from one tree to another. The stem is smooth, shiny, and twisted with short dark green leaves and large, yellow, bell-shaped flowers of 5 petals. The fruit is a flat capsule with flat seeds inside. Jasmine only grows from rich, moist soils, generally along sea coasts. The oil ofthe flowers can be used for perfume, but also forms a level I circulatory poison.

Juniper: This is an evergreen shrub reaching heights of 6 to 15 feet with many intertwining branches. The leaves are narrow, long, pointed, deep green and grow in clusters of three that encircle the branch in continuous rows. Male shrubs produce yellow flowers, female shrubs produce green flowers. The female tree will also produce small, green, aromatic cones that tum into blue-black berries in the second year of maturity. Believe it or not, juniper berries are used as a diuretic and are known for making urine smell like violets. Juniper can also be used as an antibiotic, to relieve flatulence, and to reduce the size of tumors.†

Kelp: Kelp is a long-frond, brown algae (seaweed). It grows to lengths of 200 feet in temperate to cold seas. Kelp is dried and burned as a fuel, eaten as a food supplement, and can be used to cure problems associated with the thyroid gland. Kelp also helps reduce the bad effects associated with tapping into ley lines and earth nodes.

Kola: A 40 foot deciduous tree that grows in warm climates, kola produces brilliant yellow flowers with purple spots and chocolate-colored seed pods in spring and fall. The leaves of the kola tree are heavily veined, oblong, and pointed. The seeds are chewed for stimulant effects and to cure fevers. It also is used as a digestive aid, cure for diarrhea, and to relieve fatigue. Finally, kola is an excellent reliever of asthmatic problems.

Lavender: Lavender is a 2 to 3 foot woody shrub with brown bark, narrow, sessile leaves, and small blue flowers arranged in cylindrical spikes. Lavender flowers have a strong aroma and a warm, bitter taste. Lavender maintains its fragrance long after death. Lavender oil is extracted from the flowers for use as a perfume, to disguise nasty tasting herbal concoctions, and for relieving headaches.

Lettuce: A biennial with a 3 to 6 foot stem and leaves that are toothed and clasping, lettuce produces small, pale yellow flowers sprouting on alternate sides from an erect, outgrowing stem. Wild lettuce leaves contain a milky-white juice that flows freely from the leaves when wounded. The juice is a mild narcotic (level 1) which relieves pain and has a calming effect.

Licorice: Licorice is an erect, hardy perennial that reaches heights of3 to 7 feet. Inch-long leaves alternate along thin stems growing from horizontal rhizomes that spread from a long tap root. Midsummer finds licorice blooming with tiny purple flowers. The tangled mass of roots have brown bark, and a sweet, juicy, yellow pulp. Licorice root is used in sweet breads, soothe sore throats, treat malaria, ease respiratory problems, and healing infections.

Lotus: The lotus has a thick, tuberous root, from which grows several erect flower and leaf stems. Each leaf stem ends in a wide, bowl-like, green leaf. Each flower stem ends in a multi-petaled, white flower, that has pink highlights and a yellow center. Every part of the lotus has a medicinal use. The stems relieve chest congestion. The root is used for stomach aches. The seeds are used to relieve insomnia and diarrhea. Finally, the flowers are used to prevent premature ejaculation. The lotus flower is also a euphoric hallucinogen (level 5).†

Magnolia: Magnolia trees, reaching up to 40 feet, are easily recognized by their dense foliage, sweet aroma derived from the large, cream-colored flowers, and the thick, obtuse leaves. The leaves are a yellow-green on the upper surface and a very pale green on the bottom. The fruit is an inchlong cone with numerous imbricated cells, each containing a single scarlet seed. Magnolia bark is used for reducing fevers and relieving rheumatism. Some breeds of magnolia leaves are used in fishing, where the leaves release a chemical that stuns fish making them easier to catch.

Maize: Maize (com) is a grain with a very large kernel. Maize grows in 6 foot tall erect stems that produce foot-long leaves and ears of com in alternate pattern up the stalk. Maize has no medicinal uses, though some cultures make maize-dolls from the stalks, leaves, and silks produced by the com to give as appeasements to the fairy folk.

Mandrake: Mandrake is a powerful herb that is best known for its long, creeping root that often resembles the shape ofa man (it splits into two hairy legs and two hairy arms). The smooth, round stem is about a foot high and divides into two leaves with a flower supported in the fork between the leaves. Each leaf consists of six or seven, heavily-veined lobes. The white flower has delicate veins and yellow stamens. The fruit is a large, oval, lemon-yellow berry with a fleshy pulp and 15 seeds. Mandrake is a levelS nerve poison, but it is still used in medicine as an anesthetic. Mandrake is often associated with healing all kinds of ailments, the theory being that the shape of the root makes it sympathetic to men. Others see a more necromantic tendency towards the "unburying" ofthis "man" and see only evil in its use. As in most cases, it is the use to which it is put that determines its final value. The root only retains its potency ifharvested at midnight. Ifharvested otherwise it has half the value and level listed.†

Marjoram: Mainly used as a culinary spice, marjoram is a fragrant, but hairy plant with square purplish stems. The small, oval leaves grow at branch intersections on the main stem. White, pink, or lavender flowers bloom in late summer and cluster in knots at the end of branches. MaIjoram is used as a digestive aid and to treat menstrual cramps.

Marsh Mallow: Marsh mallow obviously enough grows in boggy soil. The plant is soft, erect, reaches heights of 5 feet, growing from a long taproot. The hairy stems die each fall and regrow each spring. The round, gray-green leaves are lobed, toothed, and, like the stems, hairy. The pink or white flowers bloom in early summer. Marsh mallow is an edible tuberthat can be applied externally to help heal cuts, or internally to cure respiratory problems.

Mate: Mate is a perennial shrub that grows near streams that has oval, serrated leaves and black, red or yellow berries. Mate leaves make a caffeinated tea that is also rich in vitamin C. Mate is difficult to grow outside of its natural climate. The vitamin C within mate makes it especially desirable to sailors who tend to eat an all meat diet (leaving them open to scurvy).

Meadowsweet: A delicate almond fragrance wafts from meadowsweet which is often hung or strewn upon the floor as an air freshener. Meadowsweet is a 2 to 6 foot perennial with elm-like leaves and large, hanging clusters ofwhite orpink flowers. The flowers bloom throughout the summer and maintains its aroma long after clipping. Tinctures of meadowsweet can relieve pain, reduce fever, and reduce inflammations.

Mimosa: The mimosa tree has branches and leaves that resemble nothing so much as a willow tree. The main difference is that the mimosa has a thin, spiky flower (like a dandelion, but bigger) with a pale yellow center running to purplish-red as the fuzzy spikes branch out.

Mistletoe: Mistletoe is a parasitic, woody, shrub that grows from many different trees. The leaves are vaguely tongue-like in appearance and quite leathery. Small sticky white berries grow in clusters, each berry containing a single seed. The sticky berries are carried to other trees by birds who eat them. Occasionally a berry will be dropped and the berry will stick to a new tree, where it will grow into a new plant. It takes a berry only a few days to insert tiny roots into a new host tree. Mistletoe berries are moderate circulatory poisons, level 3. As few as two berries have been known to kill unknowing children. Small amounts of mistletoe can be used to treat blood pressure problems and cancer.†

Morning Glory: Morning glory is a woody vine with sessile, deeply lobed leaves. Single flowers can be blue, purple, red, white, or multi-colored. Morning glory is often grown in gardens for their pleasant appearance along walls or fences. Some people gather the seeds and eat them for a hallucinogenic effect. Treat this as level 2, with a duration of I hour.†

Mugwort: A finger-long root supports this creeping perennial with an erect branching stem. The stem is reddish brown with white protrusions. The leaves are deep green above and cotton-white below. The flowers, growing on axillary spikes, are tiny and purple. The leaves can be used to make moxas. A moxa is a combustible mass which bums slowly. When burned in contact with the skin it can be used to cauterize a wound. The use of a moxa reduces any scarring from cauterization.

Mulberry Tree: Mulberry is a middle-sized deciduous tree with lobed, unequally toothed, scabrous leaves. The fruit is a tight, oval cluster of tiny reddish-purple berries that forms around a single axis and seed. Mulberries have no smell, but the deep red juice from the berries has a sweet and acidic taste. The leaves are the preferred food ofsilk worms. The root bark, which is taken internally to kill parasites, tastes bitter and acrid. The fruit juice is used to cure constipation.

Mustard: An annual plant with a 3 foot stem that divides into numerous branches. The leaves are small and have varying shapes from serrated lobes at the base to tiny, smooth leaves at the top. The upper branches abound with yellow flowers with red centers. The seed pods are smooth, erect, and grow even with the branches. Each pod contains a number of tiny seeds. Powdered mustard seeds are used to season food and stimulate the appetite. Mustard seeds can be used as an emetic or a laxative as well. Mustard plasters are made by gluing seeds to a cloth and then dipping the cloth in warm water. The plaster is applied externally to increase blood supply to an area to reduce inflammation, relax muscles or relieve muscle strain. Such plasters should not be used for more than 15 minutes, or else blisters will form from the irritation of the mustard seed oil.

Myrrh: Myrrh is a small tree that grows in semi-arid lands. The trunk tends to be stunted and covered in gray bark. The branches are short and terminate in spines. The leaves are tiny and tear-drop shaped. Sap from the tree secretes from nicks and cuts in the bark naturally, which hardens into pale yellow crystal nuggets. This hardened resin is powdered and used as a toothpaste or mouthwash.

Nettle: A perennial creeping root supports the erect stem of the nettle. Reaching heights between 2 and 4 feet, nettle is best known for its stinging effect. Tiny hair-like needles grow on the serrated, dark green, heart shaped leaves. These needles are connected to sacs filled with irritating chemicals. Casually brushing one of these leaves releases the irritants. The sting can vary in nettle plants from a mild, temporary bum, to the year long bum produced by some rare species ofthis plant. Despite this defense, nettIe plants have been used to produce strong cloth and clothing. The leaves can be boiled and eaten like spinach. The irritant effect of nettles are used to relieve the pain caused by gout oreven to keep warm in cold climates, as the irritant helps increase blood flow.

Nutmeg: A small evergreen shrub that reaches but a foot high. The leaves are crushed to form salves and foot rubs. The crushed leaves are often used to flavor jellies, cakes, fruits, vinegars, and coffee.

Oak: A large tree, reaching heights of 80 feet, the oak tree has wide-spreading branches with pale bark, often covered in dark spots. The leaves have many obtuse lobes sprouting from a deep, central vein. The acorns grow in ones or twos and have a scaled cap that supports an oval, inch-long nut. Acorns are used as an astringent. A decoction of the bark can treat diarrhea, dysentery, and externally on ulcers and as a gargle. Even so, the chief use of oak bark is for tanning leather.

Onion: Like garlic, onions are perennial herbs consisting of a pungent bulb, an erect stem formed of concentric leaves and an umbrella-like flower at the tip of the stem. The flower can be white, pink, or purple. Onion is a food enhancer and dietary aid. Onions are used as a disinfectant, cough remedy, and sore throat cure. Fresh, raw onions can be chewed and the resulting fluid held against the back ofthe throat for best effect in curing coughs and sore throats.

Orchid: Orchids grow from white spongy bulbs. These perennials have erect stems with long, stiff leaf blades. The flower consists of 5 spreading petals and a 6th petal grows inside these petals. The 6th petal folds over, almost protectively, over the central stamen. The flowers can be white, purple or both. Orchid tubers are used as aphrodisiacs, restoratives, rejuvenators, and as food supplements.

Oregano: These small, aromatic perennials grow erect, branching stems 2 to 3 feet in height. Leaves grow in pairs along the stem and branches, each being heavily veined, and pointedly lobed. The tip of each branch has a cluster of tiny white blossoms. Oregano is used to flavor food, relieve chest congestion, soothe toothaches, and promote menstruation.

Orris: The orris is a perennial herb with a thick, short stem sprouting from an underground bulb. The leaves, which are bunched at the base ofthe stem, are long, thin, and folded into a fan-like shape. Orris root is prepared by stripping the bark. The remainder is distilled into a solid oil that smells like violets. Strong doses are used as an emetic. Can be used for perfumes, incenses, and as a mouth wash.

Papaya: Papaya trees grow only in the tropics. With trees that reach 25 feet, papaya has a hollow trunk with spongy wood and a fibrous, gray bark. The hand-like leaves grow only at the top of the tree on long, smooth, projecting stems. The pear-shaped fruits are yellow-green on the outside and orange-yellow on the inside. The fruit can range in size from pear size to large honeydew size, weighing up to 10 pounds. The fruits are a popular food that is often traded abroad. Papaya fruit is used as a digestive aide, an ulcer preventative, treating infections, and killing parasites. The fibrous bark can be used to make rope.

Parsley: A small, bright green biennial, parsley grows from 1 to 3 feet. A carrot-like tap root supports several stems that end in feathery leaves. Yellow-green flowers blossom in the second year in umbrella-like clusters. Parsley is chewed after meals to cure bad breath. Parsley can also inhibit allergies like an antihistamine.

Passionflower: A perennial root and annual vine, passionflower can reach lengths of 30 feet before being killed by frost. Dull green leaves ofabout 5 inches in length grow with 3 deep lobes. The lobes are so deep that at a glance, they appear to be 3 separate leaves. White flowers with purple tinges bloom in early spring and produce a sweet scent. Passionflower can be used as a sedative, digestive aid, and infection fighter.

Peppermint: Peppermint has the same healing and magical properties as spearmint, though peppermint is the more potent and tastier ofthe two herbs. Peppermint grows up to 3 feet in height, spreads by surface runners, has a purplish tint to the stems, and has serrated lance-shaped leaves. Aowers bloom in midsummer on spikes and come in pink, white, or lilac colors. Peppermint sprigs are often eaten after dinner to aide in digestion. Menthol can be distilled from peppermint to be used as an anesthetic, decongestant, and a germicide.

Peyote: A tall growing cactus, peyote grows with few or no branches from its columnar trunk. Peyote extract is a level 4 hallucinogen that produces euphoric dreams.†

Pomegranate: A small, shrub-like tree that reaches heights of 20 feet, pomegranates have misshapen trunks, many branches and often sprout thorns. The leaves are oblong, spear-shaped, and bright green. Large, scarlet flowers protrude from the branch tips. An orange-sized berry with a thick reddish-yellow rind contains an acidic pulp and angular seeds. The fruit is eaten and crushed into drinks. The powdered fruit rind can be used as an astringent to treat diarrhea, excessive perspiration, and a gargle for sore throats. The root bark was used to kill intestinal worms.

Psyllium: An 18 inch perennial with tiny, bland white flowers that bloom in summer and rapidly transform into small, brown seed pods. Each seed pod contains up to 15,000 tiny seeds. The leaves are long, low spears that radiate from the central hub ofthe plant. Psyllium seeds and leaves are used to treat hemorrhoids, constipation, urinary problems, and high blood pressure.

Puff Ball: A fungus that grows in forested shadows, puff balls are filled with spores that are released by breaking the thin brownish-gray outer crust. These spores are used to help cure respiratory diseases and applied externally to encourage coagulation ofblood in small wounds.

Pumpkin: Pumpkin is a hairy vine with branching tendrils. Leaves are triangular or heart-shaped. The fruit, ripening in mid-fall, is a large orange gourd that varies in size from I foot across to 3 feet across. Pumpkins are edible. Pumpkin seeds are taken internally to flush out intestinal worms.

Purslane: Thick, rubbery stems sprouting waxy, parallel leaves, the purslane is a small growing perennial that is often eaten as a staple vegetable. Tiny yellow flowers bloom at the tips ofthe branched limbs. Purslane is used as a general tonic, a cure for dysentery, and to increase the potency of other herbal remedies.

Quassia: A tree generally reaching over 100 feet high, Quassia has a straight, smooth trunk that is normally around 3 feet in diameter at the base. The tree has gray bark, oblong leaflets arranged in parallel. The flowers are yellowish-green and tend to be small. The fruit is a small black berry. Tonics made from the wood are said to aid in digestion, constipation, and in large doses induces vomiting.

Raspberry: Perennial roots produce a dense mass under the biennial, thorny stems of the raspberry. The stems reach heights of JO feet and have serrated, lance-shaped leaves. Small white flowers bloom in summer later developing clusters oftart, red berries. Raspberry bushes are hardy and fast spreading plants. Raspberry leaves and fruits are said to aid pregnant women in many ways, from curing morning sickness to reducing the chance of miscarriage.

Rhubarb: Rhubarb is a large, leafy perennial that reaches 4 feet, has a thick branching root, and round hollow stems. The root has brown bark and a yellow pulp which is used to cure dysentery and aid in menstruation. The stems are edible and often baked into pies. The leaves are a level I poison causing a burning sensation, vomiting, weakness, and rarely death.

Rose: Rose bushes are thorny affairs with thin, branching stems and the unmistakable red flower (though white and black roses are more rarely found). The essential oil extracted from roses produces powerful perfumes, said to be an aphrodisiac. Rose hips also contain vitamin C.

Rosemary: Rosemary is a tiny evergreen tree (3 to 5 feet). Like most evergreens, it has a pine-scent and needle-like leaves. Rosemary is often grown in decorative gardens, but primarily it is used as a preservative. Meat wrapped in rosemary will keep longer and taste fresher than otherwise. It has also seen use as a decongestant and antibiotic.

Rue: Rue is a perennial reaching 2 to 3 feet in height. It has a few branching stems with thick, fleshy, pointed leaves. The main stem is woody, but the branches are green, while the flowers it produces are tiny yellow blooms with petals that curl back towards the center. The oil derived from the leaves and stem is a skin irritant that causes redness, swelling, and blisters.†

Saffron: Saffron, growing from a bulb, produces a tube ofspiraling leaves, which supports the flower around 18 inches off the ground. The showy lavender blossom blooms briefly in late summer and each bloom contains 3 red stigmas. Each stigma is a rare herb with uses ranging from dye, spice, medicine, and perfume. Medically saffron is said to cure heart and blood problems as well as regulating menstruation.

Sage: Sage is a 3 foot perennial evergreen shrub with square, woolly stems. The leaves are 2 inches long, oval, grayish-green and velvety. In summer the central stem supports tiny flowers of blue, pink, white, or purple. Sage is an aromatic herb used to season poultry, disinfect cuts, preserve meats, cure sore throats, and reduce perspiration.

Sarsaparilla: Sarsaparilla is a woody, climbing vine with pointedly oval leaves. Each plant is either male or female. The small flowers are green, yellow, or bronze. The roots branch from a large rhizome which is used to prevent sexually transmitted diseases, treat leprosy, and reduce blood pressure. The roots are also used to make tonics or beers.

Sassafras: A deciduous tree reaching around 50 feet, sassafras trunks are generallynomorethan Ifootindiameteratthebase.Thebarkisdeeply furrowed, gray, and rough. The leaves are large oval shapes that grow alongside blue, pea-shaped berries. The root bark of sassafras is a gentle, aromatic herb that is brewed as a tea or mixed with other herbs to make them taste better.

Savory: Savory is a hairy, purplish annual that reaches up to 18 inches. The leaves are small, narrow, and grow parallel to one another. The midsummer blooms last till late fall and come in white and pink varieties. Savory is used to season meat, especially sausages, as a digestive aid. It has also been used to cure mild coughs and sore throats.

Senna: Senna is a woody shrub up to 3 feet in height with branching stems, pointed leaves, and leathery seed pods. The seed pods are a powerful laxative, but taste absolutely awful.

Shepherd's Purse: A small annual with a foul smell, dandelion-like leaves, 18 inch stems, and tiny, white flowers. Often considered a noxious weed, shepherd's purse helps blood coagulate if taken internally. This is a mild effect that can help regulate menstrual flow or reduce the size of ulcers. This should have no effect if applied on a wound, though it purportedly works wonders on hemorrhoids.

Skullcap: Skullcap is a 2 foot perennial with a square stem and serrated leaves growing in opposing pairs. The tiny flowers have two petals. The upper petal protrudes and folds to produce a rounded surface resembling a skull. Skullcap is a mild tranquilizer that is used to treat convulsions.†

Solomon's Seal: Solomon's seal grows from a creeping rhizome with fibrous roots. The erect stem has leaves near the top, but none at its base. Several white flowers dangle from the top of this low growing herb along with dark blue or black berries. Solomon's seal was named for an ancient king whose wisdom was so deep that jealous rivals assumed that he must consort with otherworldly contacts for such ideas. Opponents of this idea argue that any otherworldly advice Solomon was privy to came through his righteous living and worshipful ways, not demonology or divination.

Spearmint: Spearmint is a perennial that reaches 2 feet in height and spreads by underground runners. Like all mint family plants it has a square stem with wrinkled, lance-shaped, serrated leaves. Flowers bloom in midsummer on spikes and come in pink, white, or lilac colors. Spearmint sprigs are often eaten after dinner to aide in digestion. Menthol can be distilled from spearmint to be used as an anesthetic, decongestant, and a germicide.

Spindle Tree: The spindle tree is actually a shrub, despite its name. It is a tall, erect shrub with oval, oblong leaves that grow on tiny sub-branches. The purple flowers grow from these sub-branches and consist of 4 petals. Vibrant, reddish-orange berries grow in fall. The berries are level 2 circulatory poisons that cause vomiting, pain, and general malaise. The dried root bark is a stimulant, often combined with other herbs in tea.

Strawberry: Strawberry plants grow along ground runners that produce 6-inch high, smooth leafed plants. The red berries are easily recognized by their wedge shape and seeds that grow on the outer skin. Strawberries are generally eaten as a treat, but the leaves are also used in tea as a general tonic.

Sweet Flag: The root ofsweet flag is horizontal,jointed, and about 1-inch thick. The leaves are radical, sword blades that are primarily whitish in color with a green tinge and rosy flecks. The extract of this root is used as an insecticide. The roots are also preserved as a sweet foodstuff.

Tarragon: A creeping perennial, tarragon has stems reaching up to 2 feet. The branching stem supports opposite leaves that resemble rosemary, but are larger. Tarragon has a numbing effect when chewed, so it is often used to relieve toothache and other oral pains.

Tea: Tea is a small evergreen tree, reaching up to 30 feet, that can be pruned to remain bush sized. Tea leaves are serrated, oblong, and pointed. Tea leaves are a mild stimulant, decongestant, toothache reliever, and diarrhea treatment. The caffeine in tea, about half the amount in coffee beans, can cause nervousness, irritability, insomnia, and general restlessness.

Thyme: An aromatic perennial, thyme is a small shrub (12 inches) with many branches and small, stalkless leaves. In midsummer pink or lilac flowers bloom along the tips of each branch. Thyme is used as an antiseptic, mouthwash, digestive aid, and cough remedy.

Toadflax: Toadflax grows 1 to 3 feet in height and has only a few branches near its tip that are crowded with green, sessile leaves. Pale yellow flowers grow at the tip of the plant as well. Toadflax leaves are used externally to treat hemorrhoids and skin diseases. Internally, toadflax is used to eliminate kidney stones, treat dropsy, and cure jaundice.

Tobacco: A medium size plant, tobacco has long, broad leaves that radiate out from an erect stem that is more a sheath of leaves than a true stem. Tobacco leaves are dried and cured for use in smoking. Tobacco is a stimulant with an AF of 10.

Tukahoe: A subterranean fungus, the tukahoe is often found growing near the roots of old trees. It has a mottled brown exterior and a whitish-yellow interior. Tukahoe is edible and can be used to regulate heart palpitations.†

Turmeric: Turmeric grows from large (2 foot), pulpy, orange roots. Above ground, the plant has radial, lily-like leaves and a 3 foot flower spike bearing funnel-shaped, yellow blooms. Turmeric root is a hot spice that helps protect the body from internal parasites, strengthens the liver, and can be used as an antibiotic.

Turpentine Tree: Turpentine trees are small coniferous trees that produce an aromatic and useful sap. The thick, yellowish sap as a bitter taste and hardens quickly with contact with air. Turpentine is a very mild antiseptic. Mainly turpentine is used to treat bronchial problems, internal bleeding, and dysentery.†

Uva Ursi: Uva ursi is a very low growing, evergreen plant with paddle shaped leaves, tiny white flowers, and large, bright red berries. Uva ursi is used to treat urinary disorders, premenstrual bloating, and high blood pressure.

Valerian: Valerian is a pungent 5 foot perennial that grows from a cylindrical rhizome. The erect stem is grooved and hollow. The leaves are fern-like with white, pink, or lavender flowers that bloom from spring to late summer. Valerian roots are mild sedatives that attract cats and rats in a manner similar to catnip.

Vervain: A 3-foot perennial with thin stems, vervain has oblong, serrated leaves near the base and deeply lobed, lance-shaped leaves near the top. Slender flower spikes sprout tiny blue blooms in early summer that last on into fall. Vervain is a mild analgesic.

Water Lily: With beautiful blooms of white, pink, red, yellow, or lavender in the shape of cups, water lilies are considered some of the most enchanting flowers. Each flower floats on the water's surface for up to I week before it wilts or descends back underwater. Anywhere from 6 to 10 weeks later a seed pod rises in its place that bursts its seeds onto the water. Eventually these seeds sink to grow new blooms. The characteristic round leaves float on the surface and have a leathery texture. Water lily rhizomes are used to treat boils, tumors, and ulcers.

White Poppy: White poppy is a shrubby flower that produces large white blooms. The blooms are attractive and aromatic, but are primarily gathered for their euphoric effect. White poppy flowers are level 5 euphorics.

White Willow: White willows reach heights of 75 feet and make graceful shade trees. The bark is rough and brown, while the leaves are long, thin, and grow on flexible, dangling branches. White willow bark is an effective analgesic.

Witch Hazel: Witch hazel is a shrub that grows from a single root. It has several twisting stems with round, lightly serrated leaves. Spidery yellow flowers bloom along with seed pods in late fall. Each seed pod pops with an audible crack that can propel the two black seeds up to 25 feet away. Witch hazel is used to treat hemorrhoids, cuts, bruises, and sore muscles.

Wolfsbane: A leafy perennial with a turnip-like root, wolfsbane is considered an effective ward against werewolves (unproved). The plant is normally only around 3 feet in height, but can reach heights of up to 8 feet. The leaves are rigid, smooth, shining, light green below, and dark green above. Wolfsbane is a circulatory sedative, but in large doses is poisonous. Treat 5 oz. of wolfsbane as a single poisonous dose of level 3 circulatory poison.†

Wormwood: Wormwood is a leafy, branching perennial reaching heights of up to 3 feet. The leaves are radical, lance-like, and deeply creased. The flowers are yellowish-brown and dangling. Wormwood has a strong, bitter odor. The oil distilled from the flowers, called absinthe, is dark green and mildly poisonous (level I, maximum effect is bad dreams and nausea).†

Yarrow: An attractive perennial, yarrow reaches up to 3 feet. It has an erect stem with few leaves, but each leaf is divided into leaflets like a fern. Dense clusters of tiny, white flowers bloomatthe top of the stem. Yarrow leaves are pressed into wounds to help reduce pain and improve healing. Yarrow has a tranquilizing effect as well as improving the body's natural defense versus toxins.

Yohimbe: This deciduous tree has a grayish-brown bark that is a much sought after aphrodisiac. The bark dilates blood vessels ofthe skin and mucous membranes, which helps to explain its romantic powers, but it may also dangerously lower blood pressure.†

16.0 CORPUS CATALYSTS

For habitat codes, see page 12 of Creatures & Monsters. Type codes refer to spell type (see Spell Law, page 6).

17.0 CRYSTAL CATALYSTS

18.0 CHARTS AND TABLES