Rolemaster Unified CORE Law is the newest edition of the roleplaying game whose lineage goes all the way back to the early eighties. Its origins lie in a series of supplements which could be used together or used on their own to replace parts of Dungeons & Dragons that a playing group did not like. First, in 1980, with Arms Laws, and then followed Claw Law, Spell Law, Character Law, and Campaign Law. Published by Iron Crown Enterprises, it would not be until 1984 that all four of these books would be collected in a box as Rolemaster, a roleplaying game of its very own as the first complete edition. In the four decades since, there have been three new editions, and all four have been known for their complexity and push to offer a realistic alternative. These editions have likewise been known for their resolution mechanic, a percentile system in which the aim is not to roll low and under, but roll high and attempt to get as high as possible above one hundred, and likewise, they have always been known for the number of tables within their books—the critical hit tables in particular. Published by Iron Crown Enterprises in 2022, Rolemaster Unified CORE Law is the heart of Rolemaster Unified and can be seen as the fifth edition of the venerable roleplaying game. It combines two aspects of the original edition of rules—‘Character Law’ and ‘Arms Law’—with ‘Game Master Law’, enabling the creation of Player Characters, the use of skills and combat, healing, social skills, environmental dangers and situations, and a lot more. However, although playable, Rolemaster Unified CORE Law is not really complete on its own. For that the Game Master and her players will need Spell Law, Creature Law I, and Treasure Law.
Rolemaster Unified SPELL Law is the spell and magic system for Rolemaster Unified. It brings the rules for magic and spellcasting in line with updated core rules and in doing so presents one-hundred-and-seventy-one Spell Lists for all of the spellcasting Professions. Each Spell List consists of twenty spells from the most basic to the most complex, covering all twenty levels, and then is extended, so that an extra spell can be learned at the twenty-fifth, thirtieth, thirty-fifth, fortieth, and fiftieth levels, for a total of twenty-five spells per Spell List, and a grand total of over four thousand spells in the book! It is no wonder that two thirds of Rolemaster Unified SPELL Law is devoted to these Spell Lists! What this means is that there are no empty spell levels up to level twenty and the thirty-fifth and fortieth level spells are new.
Magic is divided into three types. The Realm of Channelling, whose Professions draw their power from an external source, typically a god of some kind; Realm of Essence draw upon the power around them; and the Realm of Mentalism draws directly upon the mind of the caster. Outside of the Professions of the Realm of Arms, each of the spell-casting Professions fits into one of these. Rolemaster Unified SPELL Law further classifies spellcasters into three types—Pure spellcasters, Hybrid spellcasters, and Semi-spellcasters. Pure spellcasters draw from one realm of power, for example, the Druid focuses on spells that interact with the natural world and Illusionists on spells of misdirection and illusion. Hybrid spellcasters combine two realms of power, such as the Healer drawing from Channelling and Mentalism to heal and learn Body Development, whilst the Sorcerer combines Essence and Channelling for raw destruction! Semi-spellcasters focus primarily on physical skills backed up some magical power. For example, the Bard improves his performance with his spells from the realm of essence, whilst aiding friends and baffling foes, whereas the Monk draws his spells from the realm of Mentalism to perform great physical feats and enhance himself Wuxia-style.
The history given is short and broad, really leaving a lot of room for the Game Master to create her own background, and the various spell types and spell parameters are described in short, but informative fashion. Notable here is that the Alchemical spell type is mentioned and not detailed in this supplement, instead described in Treasure Law. Advice suggests ways in which magic can be customized, whether changing it to fit a setting, adding flavour, or adjusting the mechanics. It is fairly broad advice given that it is only a few pages long and arguably it deserves a supplement of its own, but this is a good introduction. One example addresses ways in which the Game Master might think about Evil Spell Lists. There are Evil spell lists for all three Realms. For example, Curses and Demonic Summons for Channelling; Darkness and Necromantic Ways for Essence; and Mind Death and Mind Domination for Mentalism. Of course, whether or not they are actually ‘evil’ will depend upon the world that the Game Master is running and its morality, and to reflect that, the example suggests tying the Evil Spell Lists to corruptive vices. This lends their casting to entertaining roleplaying possibilities, but it is only one suggestion, and you do wish that there was room to explore this and other ideas more.
Rolemaster Unified SPELL Law covers learning and casting spells in a straightforward fashion. This is via academic means as a default, which does leave the Game Master to develop other means (and perhaps the subject of another supplement) of learning. The actual casting roll consists of a standard open-ended percentile roll to which will be added the ranks that the caster has in the Spell List, his Realm Stat, and the bonus for the type of list. Additional modifiers can be applied for how subtle the caster wants the spellcasting to be, how fast, how preparation has been done beforehand, whether the caster is ‘overcasting’ and casting a spell higher than his Level, armour worn, and spell mastery. The latter allows some modification of a spell, like changing its colour, changing its effects in terms of duration, range, area affected, and so on. Power Points typically equal to the spell’s level are expended in the process. If the result is a failure and negative, the player rolls on the appropriate spell failure table. There is one for each Realm. If appropriate, a Resistance Roll can be made against the effects of the spell, and given that this is a dice roll, can lead to situations where the target of the spell heroically withstands the effects of a powerful spell or oddly, falls prey to the effects of a much weaker spell!
Besides standard spellcasting, Rolemaster Unified SPELL Law also explains a number of other options. This includes magic items that add spells or Power Points, casting from Runes, and innate casting—typically found amongst magical creatures and races, but the most significant addition is that of ritual casting. Where ordinary spellcasting is tactical, this is strategic, requiring time, preparation, ritual items, and possibly, multiple participants and greater investment of Power Points and even the caster’s own blood! These all provide modifiers of their own, but others come from the ritualist’s knowledge of the spell, the Spell List it comes from, the realms the Power Points are drawn from, and the auspiciousness of the time, place, and any associated prophecy. Then it comes down to a straightforward casting roll and the interpretation of its effects. This is all really simple and easy to understand, but that simplicity and ease leaves room for the Game Master and her players to add detail and flavour and roleplay it as is their wont.
Rolemaster Unified SPELL Law comes to close with specific spell notes such as how Curse and Disease spells are handled, demons and familiars summoned, Dream spells interpreted, and Illusion and Mind Trick spells work. These notes are not extensive, but clarify specific aspects of these spells and make them easier to use in play. And then in between, there are the Spell Lists, extensive and detailed almost every spell that a Game Master and her players might want.
Coming to Rolemaster Unified SPELL Law and its nearly three hundred pages and you would expect that it is going to be a complex affair. It is not. Spellcasting and learning spells and casting rituals are all covered in fifty pages, with clear explanations and examples. The basics of spellcasting are going to be easy to understand. The complexity comes in the extensive Spell Lists with their multiple spells and having to learn what the spells do. In other words, the learning curve comes here rather than at the beginning. Rolemaster Unified SPELL Law does actually list more spells than in previous editions and whilst that does give more spells to choose from, there are no gaps in the Spell Lists, so that a spellcaster learns a spell at every level. Some of those spells are repetitions of previous spells, or rather repetitions of previous spells with minor tweaks and adjustments. What this represents is not so much repetitions as learning new ways to cast a spell and extend its parameters.
Physically, Rolemaster Unified SPELL Law is serviceable at best. The layout is perfunctory, and the text is dense. The unprepossessing layout is not helped by the artwork which is bland. Of course, it does not help that two third of the book consists of tables.
Rolemaster Unified SPELL Law carries the tagline of “A Magic System Adaptable To Any Fantasy Role Playing System” and there is no denying that Rolemaster Unified SPELL Law could be used with the fantasy roleplaying game of the Game Master’s choice. In that, it harks back to the intent of the original supplements—Arms Laws, Claw Law, Spell Law, Character Law, and Campaign Law—which were intended to replace parts of whatever roleplaying game that the Game Master was unhappy with. Most obviously, Advanced Dungeons & Dragons, First Edition. That though, was forty years ago and there is less of a desire to hybridise or kitbash a roleplaying game these days and there are fewer roleplaying games which are compatible with Rolemaster Unified, let alone Rolemaster Unified SPELL Law. If a Game Master wanted an alternative spellcasting system, then there can be no doubt that Rolemaster Unified SPELL Law is a good choice, and certainly a comprehensive choice, just for the hundreds of spells alone. Yet it is in conjunction with Rolemaster Unified CORE Law that Rolemaster Unified SPELL Law will come into its own, supporting all of its fifteen spell-casting Professions and bringing their full capabilities to life with clearly explained rules and additions.






