
7 THE NATURE OF THE POWER
The Power. What exactly is it? Why does it exist? Where does it come from? We, the Maktemyens of Simerjia, have discovered that the Power exists within everything. We have also discovered that the Power can be wielded to perform a multitude of effects. Using the Power requires one to study it for many years. Without training in the proper usage of the Power, can cause one to be consumed by the very Power they are wielding. That is why it is necessary for any PowerUser to have a mentor, especially talented ones.
From a lecture made to a class
of Maktemyen Apprentices by
Ungthor Palashis the Larëyari,
Simerjia Maktemyen Runzayar.
As recorded by Maztakar the Tarmon,
Maktemyen Apprentice.
27 Anril 1142 Fifth Vramza.
7.1 Nature of the ManaNeth
The ManaNeth is the hyperphysical energy force that exists within everything of existence and allows everything its existence. Without the ManaNeth, not even Nothing itself could exist. The ManaNeth is also the Crux of All Balance. The ManaNeth can never be wielded in its pure and raw form, so it must be wielded in its less pure forms: the Primal Elemental Forces.
From the essence of the ManaNeth, comes The Law: "Everything has the right to exist, but only if its equal, yet opposite, counterpart also exists." The ManaNeth is a power that is beyond all imagination, for he who can wield raw ManaNeth is truly an entity of stupendous power.
7.1.1 The ManaHeart
The ManaHeart, also known as the Heart of Udava, is the primal emission point of all ManaNeth within the Multiverse. One must understand that the world of Udava is actually a living being. Not like a living planet as the ecologists call Earth, but a living being with a heart and vessels to pump and carry the blood, a brain with a nervous system, and a mind with a free will of its own. The ManaHeart pumps the ManaBlood throughout Udava, and it even pools within ManaNodes.
7.1.2 The ManaStreams
The ManaStreams are the vessels that carry the ManaBlood throughout Udava. Some of these vessels are even open, sporting a virtual river or waterfall of ManaBlood. However, these rivers and waterfalls of ManaBlood only exist deep within the earth and are extremely rare and are exceptionally difficult to find.
7.1.3 The ManaBlood
The ManaBlood is the Blood of Udava. The ManaBlood can almost be considered as pure and raw ManaNeth in liquid form. It is the ManaBlood that gives the ManaNodes their Power emanations. The repercussions of a lesser, mortal entity actually drinking the ManaBlood has never been tested, as far as is known.
7.1.3.1 Drinking the ManaBlood
Anyone who drinks the ManaBlood must RR vs a 100th level spell effect. Those who fail the RR are subjected to a Point Blank triple Æther Ball attack. Roll three separate +75 Æther Ball attacks and apply all results. The +75 is in addition to all other bonuses and/or penalties including the Point Blank bonus. Those who succeed with the RR are subjected to only one +75 Point Blank Æther Ball attack. Additionally, there is a +15 modification to the Critical Rolls.
NOTE: The +75 bonus to the attack roll and +15 to the critical roll may seem high; however, if you think about it, it does make sense. My wife argued against such high modifiers, but I was able to convince her (see note in yellow below). One is drinking the blood of an entity of stupendous power. Udava is classified as a True Entity of Absolute Power; also see Rankings of Entities.
These attacks are rolled against AT1. After all, the ManaBlood was drank, and the attack effect comes from within, not without.
Any normal, mortal entity, who drinks the ManaBlood and succeeds with the RR and survives the Æther Ball attack effect, will be granted almost complete control over any one Proto Elemental Force: Light, Air, Earth, Fire, Water, Ice, Vibration, Inertia, or Gravity. Any further additional drinkings of the ManaBlood will have no effect. Those who fail the RR had better hope they survive, or they are irrevocably dead since the Æther Ball attacks will more than likely totally vaporize/atomize their body.
The Proto Elemental Force MUST be determined randomly. The Proto Elemental Force can be controlled up to 50th Level spell effects. However, the drinker must learn about these effects or they are essentially uncontrolled. Until the drinker learns to control the spell effects, there is a -75 modification on all rolls. Once learned, the drinker receives a +50 modification on all rolls. The blood of the drinker also undergoes a major transformation and becomes composed of True Elemental Material as per the Great Drakes (Elemental Companion, pp 10, 77-79, 92-99 {old data}). If the drinker is an Arcane Archmagus and later undergoes a Ritual of Ascension, then the drinker will transmutate into a Arcane DrakeLord that can assume human (or humanoid) form. This is also true if the Arcane Archmagus has already undergone the Ritual of Ascension. (Also see Marklos Argolan.)
7.1.4 The ManaNodes
The ManaNodes are spherical nodules within the crust of the world where the excess and/or used ManaBlood is accumulated (working much like the spleen in human beings). ManaNodes shed ManaNeth, allowing those with the aptitude and training to tap directly into the ManaNeth and use it to create the desired effects of their spells. When within a ManaNode, the PowerUser can cast spells with a lessened expenditure of his/her/its own Power. The PowerUser can also recover his/her/its spent Power quicker when within a ManaNode than without.
Game Mechanics: Spell Casting only costs ×0.75 the normal Power Points, round off any fractions. Power Point Recovery is doubled when within a ManaNode.
ManaNodes come in six size classes: Lesser (up to 10 ftR), Minor (10-100 ftR), Normal (100-500 ftR), Major (500-1000 ftR), Greater (1000-5000 ftR), and Superior (> 5000 ftR).
Yurklasin is the fossilized remains of a ManaNode that has been sealed off from the ManaStreams. It is a crystal that, once properly forged and shaped, bestows a Power Multiplication and Spell Adding effect combined. Also see Yurklasin in Section 4.2.3 Special Elements for further details on Yurklasin.
ManaNodes can hold up to 100× its radius in feet in Power Points. The percentage of Power Points over this maximum is the percentage chance the ManaNode will release a ManaSurge. The total Power of a ManaSurge is equal to the total amount of Power held by the ManaNode when it releases a ManaSurge. However, there is a 5% chance that the ManaNode will release a LesserSurge before it reaches its maximum. Roll d100 once each day, if the roll is 01-05, then a LesserSurge is released. To determine the total Power of a LesserSurge, divide the total amount of Power currently held within the ManaNode by 10. A LesserSurge will follow the same exact characteristics as a ManaSurge detailed below.
ManaNodes accumulate Power Points at a rate of 0, 1, or 2 points per day (01-25 = 0; 26-75 = 1; 76-00 = 2) × the ManaNode's Size Class: Lesser = ×1, Minor = ×2, Normal = ×3, Major = ×4, Greater = ×5, and Superior = ×6. Remember, ManaNodes only accumulate Power Points if they still have an active link to the ManaStreams. Even though they may be becoming fossilized, if they are still actively linked to the ManaStreams, they still accumulate Power Points. ManaNodes that are no longer actively linked will retain their accumulated Power Points until it is used. Once inactive, ManaNodes shrink into nodules of Yurklasin. Use the following equation to determine final nodule size: I found the first original equation I devised; however, I know refined it later and haven't found the new one yet. Sorry. Once a ManaNode has become Yurklasin, it no longer holds any Power Points. However, if properly attuned to by a PowerUser, it will act as both a Power Point Multiplier AND Power Adder.
7.1.5 The ManaSurges
ManaNodes act as accumulators for ManaNeth. However, if the ManaNeth within a ManaNode is not used quick enough, the ManaNeth will accumulate until it reaches an expulsion point. Much the same as too much heat applied to a pressure cooker. The ManaNeth will then explode from the ManaNode as a ManaSurge. ManaSurges can travel in any direction, passing through any material as if it were not there. However, the thicker and the denser the material a ManaSurge (or LesserSurge) passes through, the more effect the material has on lessening the effect of the ManaSurge. Use the guidelines as detailed in the Spell Law Books (any will do since information is the same), §15.7 Wall Spells and Material Integrity. The only difference is that since a ManaSurge is pure and raw ManaNeth, it takes 20 points of Material Integrity to counteract 1 point of ManaSurge Power. Yes, people have survived ManaSurges by seeking shelter in great stone keeps/fortresses/etc., but more often than not, the structure usually suffers critical to catastrophic damage. If the ManaSurge does not get you, then the collapse of a portion or the whole structure may do so. This is the reason that almost all cities built will have a wall that is a combination of stone and earth. More for defense against ManaSurges than attackers. Although they do serve well as defense against attackers.
Gravity does seem to effect ManaSurges. However, what exactly that effect is has not been determined. Or to be more truthful, it has not been totally documented and studied. Fortunately, most ManaSurges simply blast straight up from the planet to later become Ion Storms in the void of space.
Any living beings caught in a ManaSurge, suffer a Point Blank Æther Ball attack with Æther, Nether, and Plasma (from Blaster Law) as the Primary, Secondary, and Tertiary criticals respectively. The size of the ManaNode that released the ManaSurge will dictate the attack bonus and maximum critical effect: Lesser = +0/A; Minor = +10/B; Normal = +20/C; Major = +30/E; Greater = +45/G (E + C); Superior = +60/I (E + C + A). Some armor types do afford a defensive bonus against ManaSurges as listed in the below table:
| Armor Type |
DB | Armor Type |
DB | Armor Type |
DB | Armor Type |
DB | Armor Type |
DB |
|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | 5 | +5 | 9 | +10 | 13 | +15 | 17 | +15 |
| 2 | +0 | 6 | +5 | 10 | +10 | 14 | +15 | 18 | +20 |
| 3 | +0 | 7 | +10 | 11 | +15 | 15 | +20 | 19 | +25 |
| 4 | +0 | 8 | +10 | 12 | +15 | 16 | +20 | 20 | +30 |
LesserSurges are rarely deadly, but they can be painful. Since they have one-tenth the power of a ManaSurge, they only have one-tenth the effect. Damage is still determined as per a ManaSurge, but the amount of damage is divided by ten, rounding off. E.G.- If a Normal LesserSurge were to hit you, then the effects of its attack would be (if attack roll was a 56 + 20 - 10 = 66): 1C, with the C critical roll being a 68 - 20 (for the lesser power) = 48, "Æther causes bad burns. +15H." Total damage would be 2 hits (16 ÷ 10 = 1.6, round to 2. Furthermore, if a 66 is rolled for the critical effect, it automatically becomes a 65. As said, LesserSurges are not deadly, just painful. They can range from, "What was that?" to even shattering a bone.
If a ManaSurge achieves interstellar space, then its radius will increase ¼ meter per megameter travelled. This is due to the interstellar matter that is picked up and ionized by the ManaSurge. The ManaSurge may lose 10% of its power for every LY travelled. Roll d100 and on a roll of 01-10, the ManaSurge loses 10% of its total power and its radius also shrinks 10%. When in interstellar space, ManaSurges are called Ion Storms by those who travel the void. Remember, ManaSurge Storms (Ion Storms) encountered by interstellar vessels will pass through any form of shielding. Why? Again, remember that all power derives from the ManaNeth.
7.1.6 The ManaStorms
Easily the most terrifying force upon the world of Udava, the ManaStorms are hurricane-like storms of pure and raw ManaNeth. Raging like a hurricane, the ManaStorm randomly phases through the Proto Elemental Forces: Light, Air, Earth, Fire, Water, Ice, Vibration, Inertia, and Gravity. However, most often, ManaStorms tend to rage through the Energies: Light, Fire, and Vibration.
The best way to describe the dreadful terror of a ManaStorm is to use an example. Imagine this: A hurricane rages. Make its wind Heat, its rain balls and/or sheets of Fire, its tornadoes Fire with its central "eye" area of Heat, and its clouds Heat with mists of Fire. You have just made a ManaStorm of Fire. A ManaStorm of Fire that impacts upon land will scour that land clean by heating and burning everything within its path. Now make that storm phase through the Proto Elemental Forces. ManaStorms are even feared by the Great Watchers of Eyanoruman. During the raging of a ManaStorm, check once each hour using the below tables.
Since the destructive effects of a ManaStorm are limited to ground level and above, the only safety from a ManaStorm is to be underground. Thus, the reason that most dwellings also have a floor underground for shelter against such. Or, the village/town has a central underground shelter large enough for all citizens.
| TABLE ONE | |||||
|---|---|---|---|---|---|
| Roll | Result | Roll | Result | Roll | Result |
| 01-10 | roll Table Two | 11-90 | no change | 91-00 | roll Table Two |
| TABLE TWO | |||||
| Roll | Result | Roll | Result | Roll | Result |
| 01-28 | no change | 74-79 | Air | 92-94 | Earth |
| 29-43 | Light | 80-85 | Water | 95-97 | Ice |
| 44-58 | Fire | 86-91 | Inertia | 98-00 | Gravity |
| 59-73 | Vibration | ||||
| TABLE THREE | |||||
| Roll | Result | Roll | Result | ||
| 01-50 | ManaStorm stays active | 51-00 | ManaStorm dies | ||
NOTE TO SELF: Need to find the damage effect tables I know I made.
7.1.6.1 Diagram & Picture of a ManaStorm
For game purposes, treat ManaStorms as an Elemental Storm. Use the spells Lesser Elemental Storm, Normal Elemental Storm, Greater Elemental Storm, Minor Elemental Storm, Major Elemental Storm, and Superior Elemental Storm. Beginning at the "eye" of the storm, the spells concentrically "layer" about each other in increasing radii. Each spell will have a radius equal to one-seventh of the storm's total radius. Beginning at the very center, the "layers" are: the "eye", Superior Elemental Storm, Major Elemental Storm, Minor Elemental Storm, Greater Elemental Storm, Normal Elemental Storm, Lesser Elemental Storm.
7.1.7 The ManaEruptions
The greatest threat to all existence are the ManaEruptions. The ManaEruptions occur when the ManaNeth has reached its expulsion point throughout the entire world. The effects can be devestating, not just on Udava but throughout the Multiverse.
These Disruption Effects usually occur in pockets from very small to gargantuan (centimeters to Light Years). However, most often, they are only a few tens of meters to a few thousands of kilometers in radius.
The phasing of dimensional boundaries can cause two worlds to coexist at the same time in the same point without being destroyed. This can be a very confusing and stressful event to those two worlds as the dimensions phase back and forth. However, when the dimensional phasing ends, and if both worlds end up in the same dimension, the worlds are annihilated. This is a simple law of physics: Two different matters cannot exist in the same space. The other one is: The same matter cannot occupy two different spaces.
The openings between universes will allow interuniversal travel; however, if this method is used, then there is no return when the opening closes.
Time distortions can kill. If the time distortion rapidly progresses forward, a person can age to the end of his/her life span and die. If the time distortion does not regress backwards before the end of the ManaEruptions, the person is irrevocably dead. Nothing short of true deitic powers will bring him/her back.
Spatial distortions can cause a person to become a huge giant to his/her environment, or infinitesimally small.
Beyond this point, use your imagination. I am fairly sure you can come up something. Even something so horrific it could terrify even yourself. Just, think about it.
7.2 Nature of the ManaThrek
The ManaThrek, also called the Law of Nature, is a hyperphysical energy force (that power) which exists inherently within everything. The ManaThrek is the name the peoples of Udava give to the Law of Nature's energy force that they wield in a myriad of effects that one may call "magicks." Those with the aptitude and training can tap directly into this power, shaping it to their wills and producing a multitude of effects.
AUTHOR's NOTE: My idea behind the "magic" the Dugrayarin wielded was that they could tap into the "inherent" power that exists within all things of existence. As a Vinyarin Avatar stated it, "Our power derives from something on such a miniscule scale that it goes so far beyond anything that you humans possess not the comprehensive power or talent to fully understand."
7.2.1 Conjunction with the ManaNeth
The ManaThrek is conjuncted with the ManaNeth; in that, it is the ManaNeth that gives everything its existence and the power to exist in several different forms, although not at the same time. Thus, it is the ManaNeth that creates the ManaThrek (Law of Nature).
7.2.2 Difference from the ManaNeth
The best way to describe the difference between the ManaThrek and the ManaNeth is to use examples. A mage that sets fire to wood may not be using the ManaNeth Fire; instead, he may be using the power of the wood's natural tendency to catch fire and burn. A "Mind Control" power would be using the person's natural tendency to be mentally controlled. A forger who shapes a rock into a statue would be using the stone's natural tendency to take that form and keep that shape.
7.3 The Avatars
The Avatars are specially talented PowerUsers that are very powerful. Avatars tend to be reclusive because usage of their powers and talents tends to draw large amounts of unwanted attention.
7.3.1 What They Are
Avatars have a natural usage of the Power and are very specially talented PowerUsers. Being an Avatar is not restricted to any race, but some races have a greater tendency of being an Avatar than others. The truly, deadly Avatars are the ancient Vinyarin Avatars since the Vinyarin are naturally so adept with power usage.
7.3.2 Conjunction with the Power
The Avatar's conjunction with the Power is that they are able to tap directly into the ManaNeth for their Power. When within the radius of an active ManaNode, an Avatar basically has an unlimited and inexhaustable amount of Power to wield.
7.3.3 Their Abilities
7.4 Using the Power
Even after learning about the Power, its use is still a very difficult matter. If not properly used, the Power can consume those who use it.
7.4.1 Learning About The Power
Those who do seek out a mentor can find it much easier to learn about the Power and its usage. Learning about the Power can be a long arduous process, requiring many years of study and practice. The student must study for years under the tutelage of their mentor. Through a mentor, a person can truly learn about the Power. The true masters of teaching about the Power are the Maktemyens of Simerjia.
7.4.2 Learning How to Use the Power
Not everyone discovers how to use the Power through the guidance of a mentor. Some discover that they can use the Power without tutelage from a mentor. Most of the time, these discoveries are made when the person is in a situation of extreme duress; or the Power is activated by some catalyst, such as the extreme duress caused by the body's major physiological change from adolescence through puberty into teenage juvenilism. However, to truly learn the usage of Power, even these persons still must seek out a mentor, or else their continued usage of the Power will be uncontrolled and can destroy that which is using it. Also, such usage tends to be a natural talent and could attract the attention of those whose attention can be undesirable. Mainly those who side with the Forces of Shadow and Darkness.
Under the tutelage of a mentor, a person can learn about the usage of the Power through teachings and practice. Although those who are allied with the Forces of Shadow and Darkness can give Power usage at a higher level of power quicker, they can also take it away. Learning slowly through the tutelage of a mentor, and much self-discipline and practice, can be much more rewarding and lasting.
Using the Power on Udava is very similar to magic use. However, it must be remembered that the Power is not truly magic, but a hyperphysical energy force wielded by those who possess the aptitude and ability. Those with a high Self Discipline, Presence, Intuition, and Empathy are considered to have the aptitude and ability. These four stats modify the usage of the Power as described below.
Empathy determines how much Power a person may use during a day (Power Points), determines a person's use of the Power (ESF Rolls) and the person's ability to tap into its source (Attunement).
Intuition determines the character's ability to channel the Power from its source into his/her person (Channeling) and determines how much Power a person may channel into his/her person (Power Points).
Presence determines a person's ability to control the Power to achieve his/her desired effects (the spell effects).
Self Discipline modifies the above stats.
To use the Power, a person taps (Em) into its source and channels (In) it into his/her person. S/He then controls (Pr) it to shape the Power into the effects s/he desires. Once that is achieved, s/he then uses (Em/In/Pr/SD) the Power. Although it may seem there are four rolls to cast a spell (actually there really is), I have combined this into one roll: (((EmBon + InBon + PrBon + SDBon) ÷ 4) × 3, round off) + d100, open-ended. This is the Spell Casting Static Maneuver Roll for those spells requiring such..
7.4.3 Learning, Learned, and Known Spells and Spell Lists
SPECIAL AUTHOR's NOTE: The below method of Learning, Learned, and Known Spells and Spell Lists was devised due to the fact that many Pure Spell Users could learn up to 30 Spell Lists up to 10th level by the time the Pure Spell User reached 10th Level using the old system of Rolemaster. Now that I have been playing around with creating Pure Spell Users with the new RMFRP system, I find that this new system now makes such virtually impossible, or at least, very difficult. I have always felt a Pure Spell User should only have his/her Base Lists plus a few Open and Closed Lists of their Realm of Power. Semi Spell Users I felt should only have their Base Lists. When considering their Arms capabilities, a Semi Spell User does not need much else in spell lists. Thus, if you are playing under the old RM system (circa 1988 to 1993) and the untold Companions, use the below system for Learning, Learned, and Known Spells and Spell Lists. Otherwise, skip to here for the method to use.
Learning Spell Lists is accomplished by choosing Spell List Pick Types. This is very similar to the method detailed in the RM2 Spell Law. However, Spell List Pick Types are dependant upon the type of PowerUser: Pure, Hybrid, Semi, Non, or Arcane; and the Spell List Type: Own Realm Own Base, Own Realm Open, Own Realm Closed, Own Realm Other Base, Other Realm Open, Other Realm Closed, Other Realm Other Base, Arcane Open, Arcane Closed, and Arcane Base. The below tables details the Spell List Pick Types. The maximum number of lists a character may learn at the same time is equal to his/her SD Score ÷ 10, round down. The tables below depict the level of difficulty of learning certain portions of the power. The further one gets away from their own "power base," the more difficult it becomes to learn larger portions of the power. However, once learned AND known, usage of the power is somewhat easy.
CREATE TABLES HERE
| SPELL LIST PICK TYPES | |||||
|---|---|---|---|---|---|
| List Type | Pure | Hybrid | Semi | Non | Arcane |
| Own Realm | |||||
| Own Base | 1-10 | 1-10 | 1-10 | – | 1-10 |
| 11-20 | 11-20 | 11-20 | – | 11-20 | |
| 21-30 | 21-30 | 21-30 | – | 21-30 | |
| 31-40 | 31-40 | 31-40 | – | 31-40 | |
| 41-50 | 41-50 | 41-50 | – | 41-50 | |
| Open | 1-10 | 1-10 | 1-10 | 1-5 | 1-10 |
| 11-20 | 11-20 | 11-15 | 6-10 | 11-20 | |
| 21-30 | 21-30 | 16-20 | 11-15 | 21-30 | |
| 31-40 | 31-40 | 21-25 | 16-20 | 31-40 | |
| 41-50 | 41-50 | etc | etc | 41-50 | |
| Closed | 1-10 | 1-10 | 1-5 | 1-3 | 1-10 |
| 11-20 | 11-20 | 6-10 | 4-6 | 11-20 | |
| 21-30 | 21-25 | 11-15 | 7-9 | 21-30 | |
| 31-35 | 26-30 | 16-20 | 10-12 | 31-35 | |
| 36-40 | 31-35 | 21-25 | 13-15 | 36-40 | |
| 41-45 | 36-40 | 26-30 | 16-18 | 41-45 | |
| 46-50 | etc | etc | etc | 46-50 | |
| Other Base | 1-5 | 1-5 | 1-3 | 1-2 | 1-5 |
| 6-10 | 6-10 | 4-6 | 3-4 | 6-10 | |
| 11-15 | 11-15 | 7-9 | 5-6 | 11-15 | |
| 16-20 | 16-20 | 10-12 | 7-8 | 16-20 | |
| 21-25 | 21-25 | 13-15 | 9-10 | 21-25 | |
| etc | etc | etc | etc | etc | |
| List Type | Pure | Hybrid | Semi | Non | Arcane |
| Other Realm | |||||
| Open | 1-10 | 1-10 | 1-5 | 1-3 | 1-10 |
| 11-20 | 11-20 | 6-10 | 4-6 | 11-20 | |
| 21-30 | 21-25 | 11-15 | 7-9 | 21-30 | |
| 31-35 | 26-30 | 16-20 | 10-12 | 31-35 | |
| 36-40 | 31-35 | 21-25 | 13-15 | 36-40 | |
| 41-45 | 36-40 | 26-30 | 16-18 | 41-45 | |
| 46-50 | etc | etc | etc | 46-50 | |
| Closed | 1-5 | 1-5 | 1-3 | 1-2 | 1-5 |
| 6-10 | 6-10 | 4-6 | 3-4 | 6-10 | |
| 11-15 | 11-15 | 7-9 | 5-6 | 11-15 | |
| 16-20 | 16-20 | 10-12 | 7-8 | 16-20 | |
| 21-25 | 21-25 | 13-15 | 9-10 | 21-25 | |
| etc | etc | etc | etc | etc | |
| Other Base | 1-5 | 1-5 | 1-3 | 1-2 | 1-5 |
| 6-10 | 6-10 | 4-6 | 3-4 | 6-10 | |
| 11-15 | 11-15 | 7-9 | 5-6 | 11-15 | |
| 16-18 | 16-18 | 10-12 | 7-8 | 16-18 | |
| 19-21 | 19-21 | 13-15 | 9-10 | 19-21 | |
| 22-24 | 22-24 | 16-18 | 11 | 22-24 | |
| 25-27 | 25-27 | 19-20 | 12 | 25-27 | |
| 28-30 | 28-30 | 21-22 | 13 | 28-30 | |
| etc | etc | etc | etc | etc | |
| List Type | Pure | Hybrid | Semi | Non | – |
| Arcane Realm | |||||
| Arcane Open | 1-5 | 1-5 | 1-3 | 1-2 | – |
| 6-10 | 6-10 | 4-6 | 3-4 | – | |
| 11-15 | 11-15 | 7-9 | 5-6 | – | |
| 16-20 | 16-20 | 10-12 | 7-8 | – | |
| 21-25 | 21-25 | 13-15 | 9-10 | – | |
| 26-30 | 26-30 | 16-18 | 11-12 | – | |
| etc | etc | etc | etc | – | |
| Arcane Closed | 1-3 | 1-3 | 1-2 | 1 | – |
| 4-6 | 4-6 | 3-4 | 2 | – | |
| 7-9 | 7-9 | 5-6 | 3 | – | |
| 10-12 | 10-12 | 7-8 | 4 | – | |
| 13-15 | 13-15 | 9-10 | 5 | – | |
| 16-18 | 16-18 | 11-12 | 6 | – | |
| etc | etc | etc | etc | – | |
| Arcane Base | 1-2 | 1-2 | 1 | – | – |
| 3-4 | 3-4 | 2 | – | – | |
| 5-6 | 5-6 | 3 | – | – | |
| 7-8 | 7-8 | 4 | – | – | |
| 9-10 | 9-10 | 5 | – | – | |
| etc | etc | etc | – | – | |
Learned Spell Lists are the Spell Lists gained after development with the Spell List Pick Types Acquisition skill and making a successful Spell List Pick Types Acquisition Roll (SLiPTAR). The character has learned the Spell List but still requires his Spell Book in order to cast the spells.
SLiPTAR = (#Developed Ranks × 5) + (1d100, open-ended) + (SD Bonus × 3). If result is 101+, then Spell List Pick is Learned. If character has developed (20 - ((SD Bonus × 3) ÷ 5, round down)) ranks, then Spell List Pick is learned automatically without need of a die roll.
EXAMPLE: Suppose your character has a SD Bonus of +11. Using the previous equation, if you develop (20 - ((11 × 3) ÷ 5) = 14 ranks, then the Spell List is learned automatically.
Known Spells are acquired by developing the individual Spell Lists as per RMFRP, pg 126. The character knows all of the spells on a spell list that have a level equal to or less than his/her skill rank for that spell list. A character may not begin to know spells on a spell list until s/he has successfully learned a spell list pick of that spell list.
Especial Note: Learning and Knowing of the ManaScriptures list is classified as an everyman skill for Arcane, Pure, and Hybrid users. It is a normal skill for Semi users, and a restricted skill for Non users. Learning and Knowing of spell lists and spells are normal skills regardless of PowerUser type.
The below tables details the Development Point costs for Spell List Pick Types and Known Spells Development.
| LEARNING SPELL LISTS | |||
|---|---|---|---|
| Own Realm | Other Realm | Arcane Realm | |
| Non PowerUser | 10 | 20 | 40 |
| Semi PowerUser | 6/6/6 | 20 | 30 |
| Hybrid PowerUser | 4/4/4 | 10/10 | 15 |
| Pure PowerUser | 3/3/3 | 8/8 | 10 |
| Arcane PowerUser | 3/3/3 | 6/6/6 | – |
| KNOWING SPELLS | |||
| Own Realm | Other Realm | Arcane Realm | |
| Non PowerUser | 5 | 10 | 20 |
| Semi PowerUser | 2/2/2 | 7 | 12 |
| Hybrid PowerUser | 2/2/2 | 4/4 | 7 |
| Pure PowerUser | 1/1/1 | 3/3 | 5 |
| Arcane PowerUser | 1/1/1 | 3/3/3 | – |
The DP Cost scheme above shows the difficulty in learning a portion of the power (from the Spell List Pick Types), but once learned, it becomes easier to know smaller portions of it. Although the DP Cost is the same no matter what Spell List Pick Type is chosen within realms, it is the amount of that specific power that can be learned that dictates difficulty.
A PowerUser cannot develop for knowing spells higher than what s/he has learned. For example, if a Magician has only learned a spell list to 10th level, then s/he cannot develop for knowing an 11th level spell on that list (i.e. - cannot have more than 10 ranks). S/He must first learn an 11-20 (or whatever) Spell List Pick Type first.
One Further Note: PowerUsers also gain an extra Development Point Pool equal to their Self Discipline, Empathy, Intuition, and Presence Temporary Scores ÷ 20, round off. This extra DP Pool cannot be spent on any other skill(s) except Learning and/or Knowing Spell Lists and Spells. Equation: (SD + Em + In + Pr) ÷ 20, round off.
7.4.3.1 New Method for Learning, Learned, and Known Spells and Spell Lists
AUTHOR's NOTE: See the new spell development sheets here.
Granted, the above does somewhat restrict a PowerUser; however, once the PowerUser "Knows" his/her power, s/he can be exceptionally deadly. Yes, it still may take a minimum of 3 rounds to cast a ManaScripture (detailed below), but once cast, you had better duck and hide. Especially the Elementalists.
The below image shows how I have Learning, Learned, and Known Spells marked off. Of course, when printed, the sheets will have a white background.
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The below image shows how you can mark off Learning, Learned, and Known Spells using printed or photocopied sheets of the spell lists in Of Channeling, Of Essence, Of Mentalism.
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7.4.4 The ManaScriptures
The ManaScriptures are a special spell list which allows PowerUsers to tap into the hyperphysical energy forces of the ManaNeth and the ManaThrek. This spell list has a spell for every level. To cast a ManaScripture, the person must scribe a PowerCircle about his person. About that PowerCircle, the person then scribes the runes (eight runes) of the spell and then scribes a second PowerCircle about those runes. Once this accomplished, the person then focuses upon and calls the Power, whether the ManaNeth or ManaThrek. Thus, the reason any PowerUser should learn the ManaScriptures List first. The time required to cast a ManaScripture is determined by the following equation:
Rnd = {SL - (CL ÷ 2)} + 3; where Rnd = number of rounds required, CL = character's level, and SL = spell level. The time required to cast a ManaScripture is still 3 rounds regardless of the SL and CL differences.
The ManaScriptures list is learned differently depending upon the profession's PowerUser level. Arcane and Pure PowerUsers learn the ManaScriptures list as an occupational skill. Hybrids learn it as an everyman skill. Semis learn it as a normal skill. And, Nons learn it as a restricted skill.
A person can store ManaScripture spells for later use. The maximum number is equal to the person's Temporary SD score ÷ 20, round down. The person must spend the required minimum time to scribe the ManaScripture and an additional equal amount of time to store the ManaScripture. The person must also spend the required amount of Power Points. Stored ManaScriptures are never lost until cast. Even if put into a coma state, the stored ManaScriptures are still stored. Oh Boy! Watch out for subconscious activations. Only death, then resurrection, can erase the stored ManaScriptures. Remember, ManaScriptures are the most powerful spells of PowerUse. For they call the power, not use it, as the following spells do.
ManaScriptures may also be stored on a specialized form of linen & cloth known as Rune Paper. This form of paper is so specialized, any PowerUser can "feel" the difference between "real" Rune Paper and fake Rune Paper. As far as is known, no one has been able to perfectly counterfeit Rune Paper. This is mainly due to the fact that it requires a specialized form of power available only to the Forgers.
The usage of ManaScripture's makes magic use drastically different from perhaps other ways you have been use to. The casting of a ManaScripture allows a person to cast any other spell s/he knows of equal level or less than the level of the ManaScripture. The casting of ManaScriptures costs twice the normal amount of Power Points (i.e. - casting a 7th level ManaScripture costs 14 Power Points). Any other spell the person knows may be cast once per round at a cost of 1 Power Point (there are no Spell Classes). Any spell a person has learned requires five rounds minimum to cast because the person must first read it from their Spell Book and cost half the normal Power Points, round up (i.e. - a third level spell requires 2 Power Points).
A Perfect Example: To cast three Fire Bolt 1 spells in normal RMFRP guidelines would cost a Magician 18 power points (3 × 6). The same Magician with the ManaScriptures (even though it may take 3 rounds, minimum, to cast) could cast a 6th level ManaScripture for 12 points. Then over the next six rounds, s/he could cast one Fire Bolt 1 spell per round for only 1 power point, or ANY other spell Known that is 6th level or lower. Thus, even though it could take three times as long to cast, the ManaScripture Magician could cast twice as many Fire Bolts for the same amount of power points. If that same Magician already had a 6th level ManaScripture stored, then it would take only one round to cast the ManaScripture, followed by six Fire Bolt 1 spells. This can also be accomplished if the ManaScripture is scribed on Rune Paper.
Author's Note: The basis for this idea came about when my wife asked me to come up with a method that would increase a PowerUser's deadliness. This was due to my wife's love of being Tolkienesque when it came to attacking our party with large numbers of enemies (how many Uruk-Hai did Saruman send against the Fellowship at the Falls of Rauros?). My first idea was, "What if it takes longer to call the Power, but once called, it is easy to use?" Thus, the above. It can take 3× or longer to call the Power, but a PowerUser could theoretically take out an entire army alone once the Power is called. However, the PowerUser could also quickly exhaust him/herself to the point of unconciousness, or even being consumed by the very Power s/he has called.
The maximum amount of time that a cast ManaScripture may be held without the casting of another spell is equal to the caster's SD Temp Score ÷ 10, round down, in number of rounds. Otherwise, the PowerUser loses the ManaScripture and Power Points. EXAMPLE: A PowerUser casts a ManaScripture spell and has a SD Temp Score of 93. This means the PowerUser may hold that ManaScripture for 9 rounds before having to cast a spell. This amount of time can be altered with the skill ManaScripture Control by rolling on the the Medium column of the Moving Maneuver Table. Numbers indicate the amount of time the ManaScripture may be held. EXAMPLE: If the result rolled is "70," then the time the ManaScripture can be held is equal to: Rnds = (SD ÷ 10) × 0.7; round down, in additional rounds of holding. Afterwards, the ManaScripture is lost Irrevocably.
7.4.5 Extending The Power
PowerUsers can also extend the duration of spells. If a spell has a Duration of #rounds/level, #minutes/level, #hours/level, etc, then the casting PowerUser can increase the duration by the same amount by spending a number of power points equal to half the power points of the original ManaScripture used to cast the spell.
For example, a 6th level Ranger casts the Cold Resistance spell which has a duration of 6 minutes (1 min/lvl). Cold Resistance is a 2nd level spell, thus the Ranger had to spend at least 4 PP to cast a 2nd level ManaScripture and 1 PP to cast the spell. The Ranger could increase the duration to 12 minutes by spending an additional 2 PP.
Each subsequent duration increase after the first will cost double the Power Points each level of duration extension. I.E. - The above Ranger could extend the spell to 18 minutes by spending an additional 4 PP. Another increase of 6 minutes would cost 8 PP. Etc. Basically, anything beyond two levels of duration extension would cost more than it would to just let the spell expire and cast it anew.
In summation, using the above example, to cast the spell three times would cost 15 PP ((4 + 1) × 3). Whereas, the initial casting and two levels of duration extension would cost 11 PP (((4 + 1) + 2) + 4). A third level of duration would cost 19 PP. Etc.
7.4.6 Expanding The Power
PowerUsers can also expand the effects of a spell. If a spell has an Area of Effect of a radius or # targets/level, then the casting PowerUser can expand the effects by the same amount by spending a number of power points equal to half the power points of the original ManaScripture used to cast the spell.
For example, a 6th level Dabbler casts the Find Buyer 1 spell which has an Area of Effect of 3000 feet (500 feet/lvl). Find Buyer 1 is a 4th level spell, thus the Dabbler had to spend at least 8 PP to cast a 4th level ManaScripture and 1 PP to cast the spell. The Dabbler could increase the Area of Effect to 6000 feet by spending an additional 4 PP.
Each subsequent effect expansion after the first will cost double the Power Points each level of effect expansion. I.E. - The above Dabbler could expand the spell to 9000 feet by spending an additional 8 PP. Another increase of 3000 feet would cost 16 PP. Etc.
In summation, using the above example, to cast the spell three times would cost 27 PP ((8 + 1) × 3). Whereas, the initial casting and two levels of effect expansion would cost 21 PP (((8 + 1) + 4) + 8). A third level of expansion would cost 37 PP. Etc.
7.4.7 Stretching The Power
PowerUsers can also stretch the range of a spell. If a spell has a Range other than "touch" or "self," then the casting PowerUser can stretch the range by the same amount by spending a number of power points equal to half the power points of the original ManaScripture used to cast the spell.
For example, a 6th level Mentalist casts the Shock A spell which has a Range of 100 feet. Shock A is a 4th level spell, thus the Mentalist had to spend at least 8 PP to cast a 4th level ManaScripture and 1 PP to cast the spell. The Mentalist could increase the Range to 200 feet by spending an additional 4 PP.
Each subsequent range stretching after the first will cost double the Power Points each level of stretching. I.E. - The above Mentalist could stretch the spell to 300 feet by spending an additional 8 PP. Another increase of 100 feet would cost 16 PP. Etc.
In summation, using the above example, to cast the spell three times would cost 27 PP ((8 + 1) × 3). Whereas, the initial casting and two levels of range stretching would cost 21 PP (((8 + 1) + 4) + 8). A third level of expansion would cost 37 PP. Etc.