Aetherial Ways

   This time around we have another Rolemaster spell list – in this case one designed to draw on the massed minds of the world around you. Why put this up? Well, there are still some people playing Rolemaster out there – possibly even the older editions – and (far more importantly), the list contains a fair number of interesting ideas that can be pulled into other games.

Aetherial Lore

   The world is full of minds – and every one of them leaves psychic traces, “leaks” mental energies, makes it’s small contribution to the worldmind, and resonates with various skills and knowledges. Such cacophony is a constant undercurrent in every mentality. Still, once you’ve organized, and disciplined, your own mind enough to recognize the constant bombardment of stray thoughts, it becomes possible to draw upon them.

Lvl

Spell

Area Of Effect

Duration

Range

01

Organize Knowledge

Personal

Constant

Self

02

Tamper Warning

Personal

Constant

Self

03

Weirdin

One Target

P

Touch

04

Pulse Of The Proletariat

Personal

1 Hr/Lvl

Self

05

Charm Master

Personal

1 Hr/Lvl

Self

06

Retrieve Knowledge

Personal

Constant

Self

07

Mind Screen

Personal

Constant

Self

08

Spin The Tale

One Target

Special

QV;

09

Lifeblood Of The Bourgeoisie

Personal

1 Hr/Lvl

Self

10

Lesser Arcana

Personal

1 Hr/Lvl

Self

11

Mind Focus

Personal

Constant

Self

12

Mind Mirror

Personal

Constant

Self

13

Spell Trigger

Personal

“P”

Self

14

Pride Of The Gentry

Personal

1 Hr/Lvl

Self

15

Minor Arcana

Personal

1 Hr/Lvl

Self

16

Focused Master

Personal

Constant

Self

17

Mental Guardian

Special

“P”

 

18

Wise Council

One Target

Variable

 

19

Way Of The Noble

Personal

1 Hr/Lvl

Self

20

Major Arcana

Personal

1 Hr/Lvl

Self

25

Loremaster

Personal

Constant

Self

30

The Secret Ways

Personal

1 Hr/Lvl

Self

40

Master The Tarot

Personal

1 Hr/Lvl

Self

50

Zen Master

Personal

Constant

Self

   Organize Knowledge (S.) Allows the user to arrange the knowledge in his/her mind to maximize efficiency. This translates into a +20 to Reasoning. RCII, Pg 60)

   Tamper Warning (S*.) Alerts the caster to attempts to tamper with his or her mind. (SUC, PG 72).

   Weirdin (F) Allows the caster to engrave “Weirdin” (Classical “Runes”; magical symbols with little power of their own, but which serve to focus and direct power from other sources. While useful in ritual magic, and in the creation of (relatively trivial) mystic items, their real point is in the creation of magical tools, items which add to a mages chance of success in using magic, just as having a set of lockpicks improves the odds on picking a lock. An appropriate “tool” adds 10 to 20% to a mage’s skill with a spell, or to the odds of success with a mystic ritual. Trivial magic items include self-cleaning clothing (Wearer may spend 1 PP to look good), digestive amulets (As effective as any other form of antacids or pepto-bismol), boots which keep your feet warm (comfortable in cold weather) – and many others). The caster may engrave one weirdin per casting, taking about fifteen minutes to do so.

   Pulse Of The Proletariat (I) Permits the caster to select a very common skill (normally includes; Active Artistic, Athletic, Communication, Craft, General and Technical Lore, Outdoor, many/most Technical/Trade, and Urban skills) to use at a +25% bonus for the duration of the spell. This also negates the usual penalty for not having such a skill to begin with. As a note, Body and Power Point Development are NEVER available in this fashion.

   Charm Master (I) Allows the caster to use the many minor charms associated with particular crafts (these include items like “Shear Sheep”, “Leaven Bread”, and “Clean Hair” – spells associated with farmers, cooks, and beauticians, respectively. Such spells typically cost 0-1 PP each. No specific lists are presented, as such spells usually don’t come on lists. If somebody want’s to learn them, they “come with” the associated craft, technical, or “professional” skills at one per level). Each casting of this spell allows the caster to tap into the trivial spells associated with a particular common profession, enabling him or her to use them freely for the duration.

   As a note, most of the spell lists have associated trivial magics. Does it really make sense that the mighty level 25 magician, a master of Fire Law, can’t manage to magically light a lantern short of creating a “Wall Of Fire”? It is recommended that any mage be allowed to produce “minor” effects within their spell lists for 0 PP (1 per 12 if someone insists on trying to abuse this). Yes, a healer can soothe his child’s stomach-ache – something they have apparently – until now – lacked the power to do.

   Retrieve Knowledge (S*.) Allows the caster to retrieve knowledge from his mind efficiently, and almost instantaneously, giving him a +20 to his Memory. (RC II, Pg 60).

   Mind Screen (D*) Allows the user to “parry” mental probes/attacks by expending an equal number of PP.

   Spin The Tale (I) Allows the caster to pick up the “psychic impressions” or “vibrations” given off by an area, person, or item. While this does tend to be a bit vague on things like names and dates, it can give the caster a lot of information on emotional events and states, motivations, purposes, dramatic scenes in the target’s past, and the target’s general history. This is sometimes misleading; an old house where the local kids terrify each other with “ghost stories” may have almost as strong a psychic aura as someplace which is actually haunted. Similarly, if a target happens to be exceptionally famous, the user may “pick up” items from his or her reputation, rather then directly.

   Lifeblood Of The Bourgeoisie (U) As per “Pulse O/T Pr.”, above, except that it allows the user to employ skills which are merely common (usually; Passive Artistic, Armor (All), Awareness, Magical Lore, Science/ Analytic, and rare Technical/Trade skills).

   Lesser Arcana (U) Permits the user to tap into the knowledge needed to use levels 1-5 of any “Open” list appropriate to his (or her) realm(s) of power for the duration of the spell.

   Mind Focus (S.) Permits the user to concentrate on long, involved, tasks more effectively. This provides him, or her, with a +20% bonus on long-term projects, such as mystic rituals, research, and crafts. It does NOT help with short-term tasks unless – perhaps – the user can afford to take at least ten minutes “out” to focus on the trick. This looks neat at exhibitions – but is rarely practical for adventurers.

   Mind Mirror (D*) The user may now seal his mind so well that it “reflects” psychic energies. On the more practical level this means that any would-be prober / mind-reader will see nothing except a confusing swirl of random, useless, impressions. In combat, the user may “reflect” mental attacks – turning them back upon their originator if he or she successfully resists.

   Spell Trigger (F) This handy spell lets the caster “store” “precast” spells in his or her mind, ready to be released by some key phrase, gesture, or any other selected trigger. Unfortunately, this is subject to a variety of limitations; The caster may only store one spell per point of his or her memory statistic bonus, the total number of PP stored in “triggerable” spells may not exceed his or her constitution, and the level of any single “stored” spell may not exceed 1/5’th of the caster’s level, rounded down.

   Pride Of The Gentry As per “Pulse”, above, except that it allows the user to employ skills which are relatively rare (The province of those with money and social graces – and time to practice (Usually; Combat Maneuvers, Directed Spells, Influence, Obscure Lore – and Self Control).

   Minor Arcana (U) Permits the user to draw upon the knowledge needed to use levels 1-10 of any Open Spell List, or levels 1-5 of any Closed S List, appropriate to his (or her) realm(s) of power for the duration of the spell.

   Focused Master (U.) This spell permits the user to ignore petty distractions, focus his or her mind on a task – and draw efficiently on his or her reserves in pursuit of his or her goals. This translates into a +20 bonus to Self-Discipline.

   Mental Guardian (M) Creates a psychic construct or “guardian” to defend the caster’s mind; Any attack on the user’s mind will first encounter, and defeat, the guardian in mental combat (It has an 80 rating and will engage the attacking mage until destroyed) before the caster’s mind can be affected.

   Wise Council (S*) Allows the caster to draw on the massed wisdom of the populace, along with a detailed, if unconscious, reading of the target’s aura, to give the target comfort, council, and advice. If the target is a player-character, the GM should assist in this. As a side effect, character’s possessing this “spell” will never be surprised by popular trends, uprisings, and similar events.

   Way Of The Noble (I) As per “Pulse Of The Proletariat”, above, except that it allows the user to employ skills which are definitely unusual, the province of those who can afford to dedicate themselves to something other then making a living or maintaining their positions. (This usually covers; Power Awareness and Power Manipulation, Special Attacks, Special Defenses, and Weapons Skills).

   Major Arcana (U) Permits the user to draw upon the knowledge needed to use levels 1-15 of any Open Spell List, 1-10 of any “Closed” Spell List – or 1-5 of any Arcane or Professional Base List appropriate to his / her realm(s) of power, for the duration of the spell.

   Loremaster (S.) Permits the user to subconsciously “harvest” the wealth of knowledge which “drifts” upon the aether, rather then merely tapping into it. This potent ability doubles the effects of any development points spent on Communication, Craft, Lore, Technical and Trade skills. Any such skills already possessed are enhanced by one rank.

   The Secret Ways (I) As per “Pulse Of The Proletariat”, above, except that it allows the user to employ skills which are kept scarce, hidden, and secret – the province of those who keep to themselves. (Usually; Martial Arts; Striking/Sweeps and Subterfuge Attack/Mechanics).

   Master The Tarot (U) Lets the caster tap into the knowledge needed to use levels 1-20 of any Open Spell List, 1-15 of any “Closed” Spell List, or 1-10 of any Arcane or Professional Base List appropriate to his / her realm(s) of power, for the duration of the spell.

   Zen Master (S*.) Having mastered the power to “act without thought” – and achieved near-total mastery of their minds and unity with the minds about them – those rare individuals capable of casting this “spell” gain an immunity to mental manipulation (induced emotions, mind control, and so on) and detection (They “simply” reflect the world around them. As far as being sensed goes, there is nothing there). In addition, they may act twice as quickly as usual.

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