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RMSS: Spell Law

Author: S. Coleman Charlton, Peter C. Fenlon Jr., John W. Curtis III, Steve Marvin, Terry K. Amthor
Category: game
Company/Publisher: ICE
Line: RMSS
Cost: 25.00
Page count: 287
ISBN: 1-55806-226-2
Capsule Review by Robert E. Allen III on 06/27/99.
Genre tags: Fantasy
This is a spell book that you can HURT someone with. It's a big damn book! 287 pages detailing over 2,000 spells, you had better believe those magic users in Rolemaster: The Standard System have something up their sleeves.

Spell Law details not just spells, but also the rules needed to run spellcasters. In RMSS, there are three major schools of spellcasting - Channeling - the usage of power from a divine source; Essence - the usage of the pattern of life energy in all things; and Mentalism - those who use magic through the power and Essence of themselves and their mind.

Of course, having just three types of magic isn't much fun. So, we look at a few minor spell lists that RMSS players can use: Alchemist, Astrologer and Seer.

If you can't find a spell for a fantasy world in this book, it doesn't exist.

The book's organization shines. It has the spell lists broken out by schools, and gives plenty of reference to page numbers. For example, let's look at some Mentalism spells. (starts on page 135 for those who are following along). Okay, how about the spell Assassination Mastery, part of the Magent Base spells. Directs me to page 175. (flip, flip, flip) Ah, here we are. Assassination Mastery. This spell breaks down according to the level of the caster, from Concealed Object 1 (letting a small dagger or such be camouflaged to look like a part of the caster's clothing or skin) all the way to Slaying Attack True (which I can just let you WONDER how nasty that one is)

Not to mention that the Index has every spell listed and directs you to the correct page number. (Well, as far as I could tell - remember the part about 2000 spells?) The layout is standard for RMSS books; with the nifty three whole punched and a pleasing if not overly ornate layout.

Overall, this book is probably useful to just about every fantasy roleplaying system. The spells contained within could be adapted without too much problem in most cases; and there are enough there to have almost every erstwhile magic-user busy scribbling. And, it's pretty essential for players of RMSS - without it; the magic in your games is going to be nonexistent.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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