Rolemaster
Speciality Priests - Additional Rules

by Thomas A. Stobie, SFO

This document expands on specialty priests, which were introduced in the Channeling Companion.

In this article, I introduce initiates, a new profession (the Priest-Mage), and new spheres of influence. I also provide two new spell lists, new talents, and new training options.

This article assumes that the rules presented in my previous two articles are being used: Learning Spells and Learning Skills.


Table of Contents


Initiates

Initiates are individuals who have committed themselves to a God and have been formally accepted (in whatever way is appropriate for that particular deity/sphere of influence/cult) as a worshipper and minor priest. They typically have a lay profession, but may be granted access to spells at a reduced DP cost. Initiates accept an obligation to live and serve their faith truly in all their actions. They may have special roles in priestly rituals assisting the priests (or clerics, or animists).

The actual title used by the religion varies by religion. The exact benefits vary by Sphere of Influence and are given below in the Additions to the Spheres of Influence and the New Spheres of Influence tables.


New Profession

  1. Priest-Mage

    A Priest-Mage is a hybrid spellcaster of Channelling & Essence who delves into the elemental aspects of his deity's sphere of influence in service to his deity. Priest-Mages usually specialize in a single area.

    Template: Channeling/Essence Hybrid Priest
    Prime stats: Empathy, Intuition, & Reason
    Base Lists: By
    Sphere of Influence (see tables below), usually some combination of Priest and Essense Base Lists
    Special Skills: By Sphere of Influence and Everyman: Meditation, Channeling
    Classification of Skill Learning Abilities: LI>LI2, MA>NW5, OA>OA10, OE>OE11, SA>SA12, SM>SM12, SS>SS12, UR>UR11, WG>WG8, Weapon Category #1 WD>WD14
    Allowable Spheres of Influence: Earth, Fire, Light, Magic, Water, Weather, & Wind

    Profession Bonuses
    Lore - Magical +5
    Power Awareness +10
    Power Manipulation +10
    Power Point Development +10
    Spell Group +15

Priest Spells

For each sphere of influence, I indicate which spell lists are Base Lists for Priests (expanding on what is found in the Channeling Companion) and which additional spells are available as restricted spells lists. I also indicate which have reduced DP costs for Clerics, Initiates, and (for some spheres) Animists, Astrologers, Channeling Alchemists, Evil Clerics, Healers, Mythics, Paladins, Priest-Mages, Rangers, Summoners, Taoist Monks, and Warlocks associated with the sphere of influence. If a channeling profession is not listed for a sphere of influence but the character is a avid worshipper (GM decision), the GM may want to give that character some (or all) the initiate benefits.


New Spell Lists

Each spell list is addressed in a separate webpage.


Alchemist Spell List Access

Experienced Priests, Clerics, and Animists can gain access to Channeling Alchemist base lists as restricted lists. Any such list already accessible as a restricted list (based on sphere of influence) is reclassified as a closed list when access to the other alchemist lists is gained.

Priests gain access at 10th level, and Clerics and Animists gain access at 15th level. GMs should feel free to modify this to reflect the relative magic item availability in their world.


Spheres of Influence Addressed

These are listed alphabetically and includes alternative names as well. An "*" marks the primary names of the new spheres. The Priest Spell List Table enumerates the spell lists available by sphere of influence. For each sphere, you can click on the to see more information about that sphere.


Revised Spheres of Influence

The section augments the information found in the Channeling Companion and introduces new spheres of influence. Information about existing spheres of influence can be found in the Additions to the Spheres of Influence Table and information about the new spheres of influence is in the New Spheres of Influence Table. This includes information about spells, initiates for each sphere, as well as changes to other professions. You can click on the symbol to see information about which spell lists are accessible.

Note that I refer to the Skill Learning Ability Classifications I introduced in another document.

The spells by the sphere of Influence (both old and new) are summarized in the Priest Spell List Table.

There are three costs provided for the Initiate Talents. The first is for Channeling spell users (including Channeling hybrids); the second is for non-spell users; and the third is for spell users from other realms.

Additions to the Spheres of Influence Table

If there are no changes to the current table or the value is none, the item is omitted.
[P] indicates that the list can be purchased as if the character is a Pure spellcaster.
[S] indicates that the list can be purchased as if the character is a Semi.
Normal is used to indicate skills not classified as Everyman, Occupational or Restricted; in many cases this overrides what appears in Channeling Companion.

Sphere of
Influence
Priestly
Type
Ability

Agriculture
or
Farming

Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category.
Different Skill Learning Abilities Classifications: OA>OA7 & OE>OE4
Spells: Restricted Lists: Herb Mastery & Plant Mastery
Animist Spells: Restricted Lists: Nature Domination & Tree Mastery
Additional Benefits: Agriculture is classified as an Everyman skill.
Cleric Spells: Restricted Lists: Herb Mastery, Nature Domination, Plant Mastery, & Tree Mastery
Additional Benefits: Improvement to OA>OA9 & OE>OE6. Agriculture is classified as an Everyman skill.
Initiate Spells: Additional Open List: Nature's Law[S], Additional Closed List: Weather Way[S], Restricted Lists: Herb Mastery[S] & Plant Mastery[S]
Additional Benefits: No worse than OA>OA9 & OE>OE6. Agriculture is classified as an Everyman skill.
Talent Point Cost: 3/7/10
Ancestors
Priest Spells: Restricted Lists: Protections & Repulsions
Cleric Spells: Restricted Lists: Proselytizing
Additional Benefits: History (family) is classified as an Everyman skill.
Initiate Spells: Restricted Lists: Communal Ways[P] & Reuplsions [S]
Additional Benefits: History (family) is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Animals
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Animal skill category. Everyman: Animal Handling
Spells: Restricted List: Animal Mastery
Different Skill Learning Abilities Classifications: OA>OA3, OE>OE6
Animist Spells: Restricted List: one of [Aquatic Forms, Horse Mastery, Insect Mastery, Land Forms, Serpant Law] based on specific god
Additional Benefits: A special bonus of +10 to all Animal Mastery manuevers.
Cleric Spells: Restricted List: Animal Mastery & one of [Aquatic Forms, Horse Mastery, Insect Mastery, Land Forms, Serpant Law] based on specific god
Additional Benefits: Improvement to OA>OA5. A special bonus of +5 to all Animal Mastery manuevers.
Initiate Spells: Additional Open List: Nature's Law[S], Restricted List: one of [Aquatic Forms, Horse Mastery, Insect Mastery, Land Forms, Serpant Law] based on specific god[P]
Additional Benefits: No Worse than OA>OA5 & OE>OE9. A special bonus of +5 to all Animal Mastery manuevers.
Talent Point Cost: 3/7/10
Art
Priest Spells: Restricted Lists: Chants
Channeling Alchemist Additional Benefits: choice of one skill in the Artistic group is classified as an Everyman skill.
Cleric Additional Benefits: choice of one skill in the Artistic group is classified as an Everyman skill.
Initiate Additional Benefits: choice of one skill in the Artistic group is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Birth
or
Children

Cleric Additional Benefits: Midwifery is classified as an Everyman skill.
Healer Spells: Restricted Lists: Life Mastery
Additional Benefits: Midwifery is classified as an Everyman skill.
Initiate Spells: Additional Open Lists: Concussions Ways[S], Additional Closed Lists: Purifications[S] Restricted Lists: Blood Law[S], Bone Law[S], Muscle Law[S], Nerve Law[S], & Organ Law[S]
Additional Benefits: Midwifery is classified as an Everyman skill.
Talent Point Cost: 3/13/15
Community
Priest Spells: Restricted Lists: Educating Ways
Cleric Spells: Restricted Lists: Ceremonies
Initiate Spells: Restricted Lists: Protections
Additional Benefits: History is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Competition
Priest Different Skill Learning Abilities Classifications: WG>WG7, Weapon Category #1 to WD>WD10
Cleric Additional Benefits: one Athletic - Endurance skill is classified as an Everyman skill. A special bonus of +5 to any attempts to discern cheating in a competition.
Initiate Additional Benefits: one Athletic - Endurance skill is classified as an Everyman skill. A special bonus of +5 to any attempts to discern cheating in a competition.
Talent Point Cost: 3/5/7
Craft
Priest Spells: Restricted Lists: Holy Office, Holy Works, & Own Realm Imbedding
Channeling Alchemist Spells: Restricted Lists: Holy Element (earth) & Holy Element (fire)
Additional Benefits: A special bonus of +10 to any attempt to determine the quality of craftmanship on any item.
Cleric Spells: Restricted Lists: Holy Office, Holy Works, & Own Realm Imbedding
Additional Benefits: A special bonus of +5 to any attempt to determine the quality of craftmanship on any item where ranks are developed in the appropriate crafting skill.
Initiate Additional Benefits: one Craft skill is classified as an Everyman skill. A special bonus of +5 to any attempt to determine the quality of craftmanship on any item where ranks are developed in the appropriate crafting skill.
Talent Point Cost: 3/5/7
Culture
(Bringer of)

Priest Spells: Restricted Lists: Educating Ways
Cleric Spells: Restricted Lists: Proselytizing
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Spells: Restricted Lists: Proselytizing[S]
Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Darkness
or
Night

Priest Skill Classifications (revisions): Normal: all skills in the Subterfuge - Stealth skill category.
Different Skill Learning Abilities Classifications: SS>SS8
Cleric Additional Benefits: Improvement to SS>SS10. A special bonus of +5 to the Subterfuge - Steath Category.
Initiate Additional Benefits: No worse than SS>SS10. A special bonus of +5 to the Subterfuge - Steath Category.
Talent Point Cost: 3/5/7
Dawn
Cleric Additional Benefits: +5 to all RR's versus effects generated by undead.
Initiate Additional Benefits: +5 to all RR's versus effects generated by undead.
Talent Point Cost: 3/5/7
Death
Priest Different Skill Learning Abilities Classifications: WG>WG7
Cleric Spells: Restricted Lists: Death Mastery
Additional Benefits: A special bonus of +5 to the Influence skill category.
Evil Cleric Spells: Restricted Lists: Death Mastery
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Spells: Restricted Lists: Death Mastery[S] & Necromancy[S]
Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Disease
Priest Skill Classifications (revisions): Normal: all skills in the Subterfuge - Stealth skill category.
Different Skill Learning Abilities Classifications: SS>SS8
Spells: Additional Closed Lists: Disease
Cleric Spells: Additional Closed Lists: Disease, Restricted Lists: Death Mastery & Insect Mastery
Additional Benefits: Herb Lore is classified as an Everyman skill. A special bonus of +15 to all RR's versus disease and a special bonus of +5 to all RR's versus poison.
Evil Cleric Spells: Restricted Lists: Death Mastery & Insect Mastery
Additional Benefits: Herb Lore is classified as an Everyman skill. A special bonus of +15 to all RR's versus disease and a special bonus of +5 to all RR's versus poison.
Initiate Spells: Restricted Lists: Disease[S]
Additional Benefits: Herb Lore is classified as an Everyman skill. A special bonus of +15 to all RR's versus disease and a special bonus of +5 to all RR's versus poison.
Talent Point Cost: 3/5/7
Earth
Priest Different Skill Learning Abilities Classifications: OE>OE7
Spells: Restricted Lists: Stone Mastery
Cleric Spells: Restricted Lists: Holy Element (earth) & Stone Mastery
Additional Benefits: A special +5 to any Awareness manuever involving the earth or stone.
Priest-Mage Spells: Base Lists: Divine Magic, Earth Law, Holy Element (earth), Nature Domination, Protections, & Stone Mastery, Restricted Lists: Summons
Special Skills: Everyman: Magical Ritual (earth), Metal Lore, Spell Mastery - Earth Law, & Stone Lore
Initiate Spells: Restricted Lists: Holy Element (earth)[P] & Stone Mastery[S]
Additional Benefits: A special +5 to any Awareness manuever involving the earth or stone.
Talent Point Cost: 3/5/7
Fate
or
Destiny

Cleric Spells: Restricted Lists: Ceremonies
Additional Benefits: A special bonus of +5 to the Influence skill category.
Warlock Spells: Restricted Lists: Communal Ways
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Fertility
Cleric Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Fire
Cleric Spells: Restricted Lists: Holy Element (fire)
Additional Benefits: A special bonus of +5 to all RR's involving Fire & Heat attacks.
Priest-Mage Spells: Base Lists: Divine Magic, Fire Law, Holy Element (fire), Holy Wrath, Protections, & choice of Light Law or Wind Law, Restricted Lists: Death Mastery, (Light Law or Wind Law)
Special Skills: Everyman: Magical Ritual (fire) & Spell Mastery - Fire Law
Initiate Spells: Restricted Lists: Holy Element (fire)[P]
Additional Benefits: A special bonus of +5 to all RR's involving Fire & Heat attacks.
Talent Point Cost: 3/5/7
Fortune
or Luck
Cleric Spells: Restricted Lists: Wyrd Mastery
Initiate Spells: Restricted Lists: Wyrd Mastery[S]
Talent Point Cost: 3/5/7
Guardianship
Priest Different Skill Learning Abilities Classifications: MA>NW4, WG>WG6, Weapon Category #1 to WD>WD9, Weapon Category #2 to WD>WD11
Spells: Restricted Lists: Banishments
Cleric Spells: Restricted Lists: Faith's Shield & Holy Defenses
Additional Benefits: Sense Ambush is classfied as an Everyman skill.
Paladin Spells: Additional Closed List: Faith's Shield, Restricted Lists: Holy Defenses
Additional Benefits: Sense Ambush is classfied as an Everyman skill.
Summoner Spells: Restricted Lists: Holy Defenses
Additional Benefits: Sense Ambush is classfied as an Everyman skill.
Taoist Monk Spells: Restricted Lists: Holy Defenses
Additional Benefits: Sense Ambush is classfied as an Everyman skill.
Initiate Spells: Restricted Lists: Faith's Shield[P] & Holy Defenses[S]
Additional Benefits: Sense Ambush is classfied as an Everyman skill.
Talent Point Cost: 3/5/7
Healing
Priest Spells: Restricted Lists: Liquid/Gas Skills & Own Realm Embedding
Cleric Spells: Restricted Lists: Liquid/Gas Skills & Own Realm Embedding
Additional Benefits: First Aid is classified as an Everyman skill.
Healer Spells: Restricted Lists: Life Mastery, Liquid/Gas Skills, & Own Realm Embedding
Taoist Monk Additional Benefits: First Aid is classified as an Everyman skill.
Initiate Spells: Additional Closed Lists: Concussions Ways[S], Purifications[S], Restricted Lists: Blood Law[P], Bone Law[P], Muscle Law[P], Nerve Law[P], & Organ Law[P]
Additional Benefits: First Aid is classified as an Everyman skill.
Talent Point Cost: 3/17/25
Hunting
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - skill group. Everyman: Hunting
Different Skill Learning Abilities Classifications: OA>OA4, OE>OE4, WG>WG6, WD>WD8 in Weapon Category #1 & WD>WD11 in Weapon Category #2 (one of these weapon categories must be missile weapons or thrown).
Cleric Spells: Restricted Lists: Hunting Ways & The Hunter
Additional Benefits: Hunting is classified as an Everyman skill.
Ranger Spells: Additional Closed Lists: Hunting Ways & The Hunter
Initiate Spells: Restricted Lists: Hunting Ways[S] & The Hunter[S]
Additional Benefits: No Worse than WD>WD11 for the better of Missle Weapons or Thrown Weapon Categories. Hunting is classified as an Everyman skill.
Talent Point Cost: 3/5/8
Justice
or
Revenge

Priest Spells: Restricted Lists: Crusade & Discerning Ways
Cleric Spells: Restricted Lists: Discerning Ways & Holy Wrath
Additional Benefits: A special bonus of +5 to the Influence skill category.
Mythic Spells: Restricted Lists: Discerning Ways
Paladin (Justice) Spells: Restricted Lists: Discerning Ways & Holy Wrath
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Spells: Restricted Lists: Holy Wrath[S]
Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Light
Priests Spells: Restricted Lists: Divine Aura
Cleric Spells: Restricted Lists: Divine Aura
Priest-Mage Spells: Base Lists: Communal Ways, Divine Aura, Divine Magic, Holy Element (lightning), Light Law, & Repulsions, Restricted Lists: Summons
Special Skills: Everyman: Magical Ritual (light) & Spell Mastery - Light Law
Initiate Spells: Additional Open Lists: Light's Way[S]
Talent Point Cost: 3/5/7
Lightning
Cleric Spells: Restricted Lists: Holy Element (Lightning)
Additional Benefits: Weather Watching is an Everyman skill.
Initiate Spells: Restricted Lists: Holy Element (Lightning)[S]
Additional Benefits: Weather Watching is an Everyman skill.
Talent Point Cost: 3/5/7
Literature
or
Poetry

Priest Spells: Restricted Lists: Chants & Educating Ways
Cleric Spells: Restricted Lists: Proselytizing
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Love
Priest Spells: Restricted Lists: Channels
Cleric Spells: Restricted Lists: Proselytizing
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Magic
Priest Spells: Restricted Lists: all Essence Open & Closed Lists
Channeling Alchemist Spells: Restricted Lists: all Essence Open & Closed Lists
Cleric Spells: Restricted Lists: all Essence Open Lists
Priest-Mage Spells: Base Lists: Communal Ways, Divine Magic, Protections, & 3 lists chosen from the Magician Base Lists Restricted Lists: Repulsion, Summons, & remaining Magician Base Lists
Special Skills: Everyman: Magic Ritual, Spell Mastery, Normal: Power Perception
Initiate Spells: Restricted Lists: all Channeling Open Lists[S]
Talent Point Cost: 3/10/20
Marriage
Priest Spells: Restricted Lists: Ceremonies
Initiate Talent Point Cost: 3/5/7
Messengers
Priest Skill Classifications (revisions): Normal: all skills in the Communications category.
Different Skill Learning Abilities Classifications: LI>LI1
Spells: Restricted Lists: Teleportals
Cleric Spells: Restricted Lists: Proselytizing
Initiate Spells: Restricted Lists: Proselytizing[S]
Additional Benefits: No Worse than LI>LI2 (unless currently LI>LI5, then LI>LI3).
Talent Point Cost: 3/5/7
Metalwork
Priest Spells: Additional Closed List: Holy Element (fire or earth), Restricted Lists: Inorganic Skills, Holy Armoring, Holy Weapons, & Own Realm Imbedding
Channeling Alchemist Spells: Restricted Lists: Holy Element (earth) & Holy Element (fire)
Cleric Spells: Restricted Lists: Inorganic Skills, Holy Armoring, Holy Weapons, & Own Realm Imbedding
Additional Benefits:One Craft skill dealing with metals is classified as an Everyman skill.
Initiate Additional Benefits:One Craft skill dealing with metals is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Mischief
or
Trickery

Priest Skill Classifications (revisions): Normal: all skills in Subterfuge - Stealth skill category. Everyman: Disguise
Different Skill Learning Abilities Classifications: SM>SM8 & SS>SS5
Cleric Additional Benefits:No Worse than SS>SS10
Initiate Additional Benefits:No Worse than SS>SS9
Talent Point Cost: 3/5/7
Moon
Priest Spells: Restricted Lists: Far Voice
Cleric Spells: Restricted Lists: Ceremonies
Additional Benefits: Stargazing and Astronomy are classified as Everyman skills.
Initiate Additional Benefits: Stargazing and Astronomy are classified as Everyman skills.
Talent Point Cost: 3/5/7
Music
or
Dance

Priest Spells: Restricted Lists: Chants & Proselytizing
Cleric Spells: Restricted Lists: Proselytizing
Additional Benefits: two skills in the Artistic group are classified as Everyman skills.
Initiate Additional Benefits: two skills in the Artistic group are classified as Everyman skills.
Talent Point Cost: 3/5/7
Nature
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor group.
Different Skill Learning Abilities Classifications: OA>OA3 & OE>OE4
Spells: Restricted Lists: Nature's Lore & Tree Mastery
Animist Spells: Restricted Lists: Nature Domination, Holy Wind, & Tree Mastery
Cleric Spells: Restricted Lists: Nature Domination & Nature's Lore
Additional Benefits: Improvement to OA>OA7 & OE>OE7. A special bonus of +10 to Fauna Lore and Flora Lore manuevers.
Ranger Spells: Restricted Lists: Nature Domination & Nature's Lore
Additional Benefits: A special bonus of +10 to Fauna Lore and Flora Lore manuevers.
Initiate Spells: Additional Open Lists: Nature's Law[S]
Additional Benefits: No Worse than OA>OA7 & OE>OE8. A special bonus of +10 to Fauna Lore and Flora Lore manuevers.
Talent Point Cost: 3/7/10
Oceans,
Rivers,
or
Water

Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category.
Different Skill Learning Abilities Classifications: OE>OE4
Spells: Restricted Lists: Summons
Cleric Spells: Restricted Lists: Aquatic Forms & Holy Element (water)
Additional Benefits: Swimming is classified as an Everyman skill.
Priest-Mage Spells: Base Lists: Communal Ways, Divine Magic, Holy Element (water), Ice Law, Protections, & Water Law, Restricted Lists: Aquatic Forms & Channels
Special Skills: Everyman: Magical Ritual (water), & Spell Mastery - Water Law
Initiate Spells: Restricted Lists: Holy Element (water)[S]
Additional Benefits: Swimming is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Oracles
or
Prophecy

Priest Spells: Restricted Lists: Spiritual Vision
Cleric Spells: Restricted Lists: Spiritual Vision
Additional Benefits: Divination is classified as an Everyman skill.
Initiate Additional Benefits: Divination is classified as an Everyman skill.
Talent Point Cost: 3/5/7
Peace
Priest Spells: Restricted Lists: Ceremonies
Cleric Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Spells: Additional Closed Lists: Calm Spirits[S]
Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Prosperity
Priest Spells: Restricted Lists: Repulsions
Cleric Spells: Restricted Lists: Ceremonies
Initiate Spells: Restricted Lists: Protections[S]
Talent Point Cost: 3/5/7
Redemption Priest Spells: Restricted Lists: Protections
Cleric Spells: Restricted Lists: Proselytizing
Initiate Talent Point Cost: 3/5/7
Rulership,
Kingship,
or
Government

Priest Spells: Restricted Lists: Divine Aura
Cleric Spells: Restricted Lists: Ceremonies
Additional Benefits: A special bonus of +5 to the Influence skill category.
Initiate Additional Benefits: A special bonus of +5 to the Influence skill category.
Talent Point Cost: 3/5/7
Seasons
Priest Different Skill Learning Abilities Classifications: OA>OA8 & OE>OE6
Spells: Restricted Lists: Repulsions
Animist Spells: Restricted Lists: Holy Wind
Cleric Spells: Restricted Lists: Holy Wind
Additional Benefits: Weatherwatching is an Everyman skill.
Initiate Spells: Additional Open Lists: Weather Ways[S]
Additional Benefits: Weatherwatching is an Everyman skill.
Talent Point Cost: 3/5/7
Sky
or
Weather

Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category. Occupational: Weatherwatching
Different Skill Learning Abilities Classifications: OE>OE4
Spells: Restricted Lists: Holy Element (air, lightning, or water)
Cleric Spells: Restricted Lists: Holy Wind
Additional Benefits: Weatherwatching is an Everyman skill.
Priest-Mage Spells: Base Lists: Divine Magic, Holy Element (lightning), Holy Element (water), Holy Wind, Water Law, & Wind Law, Restricted Lists: Channels, Light Law, Holy Element (air) & Protections
Special Skills: Everyman: Magical Ritual (weather), Spell Mastery - Water Law, Spell Mastery - Wind Law, & Weatherwatching.
Initiate Spells: Additional Open List: Weather Ways[S], Restricted Lists: Holy Wind[S]
Additional Benefits: Weatherwatching is an Everyman skill.
Talent Point Cost: 3/5/7
Strength
Priest Skill Classifications (revisions): Normal: all skills in the Weapon group.
Different Skill Learning Abilities Classifications: WG>WG5, WD>WD7 in Weapon Category #1
Spells: Restricted Lists: Holy Discipline & Protections
Cleric Spells: Restricted Lists: Holy Weapon
Additional Benefits: One Athletic - Brawn skill is an Everyman skill.
Initiate Spells: Restricted Lists: Holy Weapon[S]
Additional Benefits: One Athletic - Brawn skill is an Everyman skill.
Talent Point Cost: 3/5/7
Sun
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category. Everyman: Weatherwatching
Different Skill Learning Abilities Classifications: OE>OE4
Cleric Spells: Restricted Lists: Holy Element (fire)
Additional Benefits: A special bonus of +5 to Awareness - Searching manuevers.
Initiate Spells: Restricted Lists: Holy Element (fire)[S]
Additional Benefits: A special bonus of +5 to Awareness - Searching manuevers.
Talent Point Cost: 3/7/10
Thunder
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category. Everyman: Weatherwatching
Different Skill Learning Abilities Classifications: OE>OE4 & WG>WG7
Cleric Additional Benefits: Weatherwatching is an Everyman skill.
Initiate Additional Benefits: Weatherwatching is an Everyman skill.
Talent Point Cost: 3/5/7
Time
Priest Spells: Restricted Lists: Time Lore
Cleric Additional Benefits: A special bonus of +5 to all Time Sense manuevers.
Initiate Additional Benefits: A special bonus of +5 to all Time Sense manuevers.
Talent Point Cost: 3/5/7
Trade
Priest Spells: Restricted Lists: Divine Magic
Cleric Spells: Restricted Lists: Proselytizing
Initiate Talent Point Cost: 3/5/7
Vegetation
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category.
Different Skill Learning Abilities Classifications: OE>OE4
Spells: Restricted Lists: Plant Mastery & Tree Mastery
Animist Additional Benefits: A special bonus of +5 to identify any plant type. A special bonus of +5 to any manuevers made in an area of heavy vegetation.
Cleric Spells: Restricted Lists: Plant Mastery
Additional Benefits: A special bonus of +5 to identify any plant type. A special bonus of +5 to any manuevers made in an area of heavy vegetation.
Initiate Spells: Restricted Lists: Plant Mastery[S]
Additional Benefits: A special bonus of +5 to identify any plant type. A special bonus of +5 to any manuevers made in an area of heavy vegetation.
Talent Point Cost: 3/5/7
War
Priest Skill Classifications (revisions): Normal: all skills in the Combat Maneuvers skill category. Everyman: one skill in the Combat Maneuvers skill category.
Different Skill Learning Abilities Classifications: OA>OA8, OE>OE8, WG>WG5, WD>WD7 in Weapon Category #1, WD>WD9 in Weapon Category #2
Spells: Restricted Lists: Crusade & Repulsions
Cleric Spells: Restricted Lists: Faith's Shield & Holy Weapon
Additional Benefits: A Special bonus of +5 to all influence manuevers made during a battle.
Initiate Spells: Restricted Lists: Faith's Shield[S] & Holy Weapon[P]
Additional Benefits: A Special bonus of +5 to all influence manuevers made during a battle.
Talent Point Cost: 3/5/7
Wind
Priest Skill Classifications (revisions): Normal: all skills in the Outdoor - Environmental skill category. Everyman: Weatherwatching
Different Skill Learning Abilities Classifications: OE>OE4 & WG>WG7
Cleric Spells: Restricted Lists: Holy Wind
Additional Benefits: A special bonus of +5 to any maneuvers performed in mid-air
Priest-Mage Spells: Base Lists: Communal Ways, Divine Magic, Holy Element (air), Holy Trances, Holy Wind, & Wind Law, Restricted Lists: Channels & Protections
Special Skills: Everyman: Magical Ritual (air), Magical Ritual (wind), & Spell Mastery - Wind Law
Initiate Spells: Restricted Lists: Holy Wind[P]
Additional Benefits: A special bonus of +5 to any maneuvers performed in mid-air
Talent Point Cost: 3/5/7
Wisdom
Priest Spells: Additional Closed Lists: Educating Ways, Restricted Lists: Chants, Discerning Ways, & Protections
Cleric Spells: Restricted Lists: Educating Ways & Proselytizing
Additional Benefits: A special bonus of +5 to any RR's versus m-sub-type spells.
Taoist Monk Spells: Restricted Lists: Educating Ways & Proselytizing
Additional Benefits: A special bonus of +5 to any RR's versus m-sub-type spells.
Initiate Spells: Restricted Lists: Educating Ways[S]
Additional Benefits: A special bonus of +5 to any RR's versus m-sub-type spells.
Talent Point Cost: 3/5/7


New Spheres of Influence Table

Sphere of
Influence
Priestly
Type
Ability

Divination
Priest Profession Bonus: Awareness Group (+10), Communications (+5), Influence (+5), Lore group (+10), Power Awareness (+5), Power Point Development (+5), Spell Group (+5)
Skill Classification: Occupational: Divination, Everyman: Meditiation, Religion Normal: Power Perception
Different Skill Learning Abilities Classifications: none
Spells: Base Lists:Chants, Communal Ways, Divine Magic, Holy Trances, Protections, & Spiritual Vision, Restricted Lists: Discerning Ways & Item Analysis
Special Abilities: +15 to any attempt to identify information about a person, place, or thing.
Prime Requisite: Self Discipline
Astrologer Spells: Restricted Lists: Holy Trances & Spiritual Visions
Additional Benefits: +5 to any attempt to identify information about a person, place, or thing.
Cleric Spells: Restricted Lists: Holy Trances & Spiritual Visions
Additional Benefits: +5 to any attempt to identify information about a person, place, or thing.
Initiate Spells: Additional Open Lists: Detection Mastery[S], Additional Closed Lists: Lore[S], Restricted Lists: Holy Trances[S] & Spiritual Visions[S]
Additional Benefits: +5 to any attempt to identify information about a person, place, or thing.
Talent Point Cost: 3/5/7
Forests
or
Woods

Priest Profession Bonus: Armor Group (+5), Influence (+10), Lore (+5), Outdoor Group (+15), Power Point Development (+5), Spell group (+5), Weapon group (+5)
Skill Classification: Occupational: Fauna Lore & Flora Lore, Everyman: Herb Lore, Religion
Different Skill Learning Abilities Classifications: OA>OA6, OE>OE3, WG>WG7
Spells: Base Lists: Animal Mastery, Communal Ways, Nature's Lore, Protections, Summons & Tree Mastery, Restricted Lists: Plant Mastery
Special Abilities: A special bonus of +15 to all Fauna & Flora Lore manuevers. A special bonus of +15 to all manuevers involving trees.
Prime Requisite: Memory
Animist Spells: Restricted Lists: Tree Mastery
Additional Benefits: A special bonus of +5 to all Fauna & Flora Lore manuevers. A special bonus of +5 to all manuevers involving trees.
Cleric Spells: Restricted Lists: Nature's Lore & Tree Mastery
Additional Benefits: A special bonus of +5 to all Fauna & Flora Lore manuevers. A special bonus of +5 to all manuevers involving trees.
Ranger Spells: Restricted Lists: Tree Mastery
Additional Benefits: A special bonus of +5 to all Fauna & Flora Lore manuevers. A special bonus of +5 to all manuevers involving trees.
Initiate Spells: Restricted Lists: Nature's Lore[P] & Tree Mastery[S]
Additional Benefits: A special bonus of +5 to all Fauna & Flora Lore manuevers. A special bonus of +5 to all manuevers involving trees.
Talent Point Cost: 3/5/7
Journeying
or
Travel

Priest Profession Bonus: Armor - Light (+10), Communications (+10), Influence (+5), Lore group (+5), Outdoor group (+5), Power Point Development (+5), Spell group (+5)
Skill Classification: Everyman: Direction Sense, Riding Horses, Weatherwatching
Different Skill Learning Abilities Classifications: OA>OA6 & OE>OE5
Spells: Base Lists: Communal Ways, Nature's Lore, Protections, Repulsions, Summons, & Teleportals, Restricted Lists: Holy Symbol
Special Abilities: Up to -20 points of penalties applied to manuevers while moving can be ignored.
Prime Requisite: Constitution
Cleric Spells: Restricted Lists: Teleportals
Additional Benefits: Up to -5 points of penalties applied to manuevers while moving can be ignored.
Summoner Additional Benefits: Up to -5 points of penalties applied to manuevers while moving can be ignored.
Initiate Spells: Restricted Lists: Teleportals[S]
Additional Benefits: Up to -5 points of penalties applied to manuevers while moving can be ignored.
Talent Point Cost: 3/5/7
Knowledge
Priest Profession Bonus: Communications (+10), Influence (+5), Lore group (+15), Power Awareness (+5), Power Point Development (+5), Science/Analytic group (+10), Spell group (+10)
Skill Classification: Occupational: Research, Everyman: Religion, all skills in the Lore group, all skills in the Science/Analytic group, Normal: Power Perception
Different Skill Learning Abilities Classifications: LI>LI1
Spells: Base Lists: Channels, Communal Ways, Divine Magic, Educating Ways, Protections, & Spiritual Vision Restricted Lists: Divine Aura, Holy Symbol, & Summons
Special Abilities: A special +15 to any manuever involving explaining knowledge (as opposed to using the knowledge in action, e.g., it would apply to describing how to ride a horse, but not on the actual riding.)
Prime Requisite: Memory
Cleric Spells: Restricted Lists: Educating Ways & Spritual Vision
Additional Benefits: A special +5 to any manuever involving explaining knowledge (as opposed to using the knowledge in action, e.g., it would apply to describing how to ride a horse, but not on the actual riding.)
Taoist Monk Spells: Restricted Lists: Educating Ways
Additional Benefits: A special +5 to any manuever involving explaining knowledge (as opposed to using the knowledge in action, e.g., it would apply to describing how to ride a horse, but not on the actual riding.)
Initiate Spells: Restricted Lists: Educating Ways[P]
Additional Benefits: A special +5 to any manuever involving explaining knowledge (as opposed to using the knowledge in action, e.g., it would apply to describing how to ride a horse, but not on the actual riding.)
Talent Point Cost: 3/5/7
Mind
or
Mentalists

Priest Profession Bonus: Communications (+5), Influence (+15), Lore group (+15), Power Awareness (+10), Power Manipulation (+5), Power Point Development (+5), Science/Analytic group (+5), Self Control (+10)
Skill Classification: Occupational: Meditation, Everyman: Philosophy, Religion, Spell Mastery
Different Skill Learning Abilities Classifications: MA>NW2
Spells: Base Lists: Channels, Divine Magic, Far Voice, Holy Defenses, Holy Trance, & Spirit Law, Restricted Lists: all Mentalism open & closed lists & Educating Ways
Special Abilities: A special bonus of +15 to the Influence skill category. A special bonus of +15 to any RRs versus m-sub-type spells.
Prime Requisite: Presence
Astrologer Spells: Restricted Lists: Spirit Law
Additional Benefits: A special bonus of +5 to the Influence skill category. A special bonus of +5 to any RRs versus m-sub-type spells.
Cleric Spells: Restricted Lists: all Mentalism open lists & Educating Ways
Additional Benefits: A special bonus of +5 to the Influence skill category. A special bonus of +5 to any RRs versus m-sub-type spells.
Taoist Monk Spells: Restricted Lists: Educating Ways
Additional Benefits: A special bonus of +5 to the Influence skill category. A special bonus of +5 to any RRs versus m-sub-type spells.
Initiate Spells: Restricted Lists: all Channeling open lists[S]
Additional Benefits: A special bonus of +5 to the Influence skill category. A special bonus of +5 to any RRs versus m-sub-type spells.
Talent Point Cost: 3/10/20
Mountains
or
Hills

Priest Profession Bonus: Armor Group (+5), Influence (+10), Lore (+5), Outdoor Group (+15), Power Point Development (+5), Spell group (+5), Weapon group (+5)
Skill Classification: Everyman: Caving, Religion, Rappelling
Different Skill Learning Abilities Classifications: OA>OA6, OE>OE3, WG>WG7
Spells: Base Lists: Communal Ways, Divine Magic, Land Forms, Nature Domination, Nature's Lore & Summons, Restricted List: Holy Element (earth)
Special Abilities: A special bonus of +15 to all moving manuevers made on mountains or hills.
Prime Requisite: Memory
Animist Spells: Restricted Lists: Nature Domination
Additional Benefits: A special bonus of +5 to all moving manuevers made on mountains or hills.
Cleric Spells: Restricted Lists: Nature's Lore
Additional Benefits: A special bonus of +5 to all moving manuevers made on mountains or hills.
Ranger Spells: Restricted Lists: Nature's Lore
Additional Benefits: A special bonus of +5 to all moving manuevers made on mountains or hills.
Initiate Additional Benefits: A special bonus of +5 to all moving manuevers made on mountains or hills.
Talent Point Cost: 3/5/7
Mystery
or
Secrets

Priest Profession Bonus: Awareness Group (+10) Communications (+10), Influence (+5), Lore group (+10), Power Awareness (+5), Power Point Development (+5), Science/Analytic group (+10), Subterfuge group (+5), Spell group (+10)
Skill Classification: Everyman: Camouflage, Disguise, Hiding, Hiding Items, Lie Perception, Locate Hidden, Religion, Normal: Power Perception
Different Skill Learning Abilities Classifications: SM>SM10 & SS>SS7
Spells: Base Lists: Chants, Communal Ways, Divine Magic, Protections, Spirit Law, & Spiritual Vision, Restricted Lists: Discerning Ways
Special Abilities: A special bonus of +15 to all skills involving discerning a mystery or concealment.
Prime Requisite: Memory
Cleric Spells: Restricted Lists: Discerning Ways
Additional Benefits: A special bonus of +5 to all skills involving discerning a mystery or concealment.
Mythic Spells: Restricted Lists: Discerning Ways
Additional Benefits: A special bonus of +5 to all skills involving discerning a mystery or concealment.
Initiate Spells: Restricted Lists: Discerning Ways[S]
Additional Benefits: A special bonus of +5 to all skills involving discerning a mystery or concealment.
Talent Point Cost: 3/5/7
Plains
Priest Profession Bonus: Armor Group (+5), Influence (+10), Lore (+5), Outdoor Group (+15), Power Point Development (+5), Spell group (+5), Weapon group (+5)
Skill Classification: Everyman: Mounted Combat, Religion, Riding Animals, any one skill from the Missile or Thrown Weapon Categories.
Different Skill Learning Abilities Classifications: OA>OA5, OE>OE3, WG>WG7
Spells: Base Lists: Communal Ways, Divine Magic, Holy Defenses, Horse Mastery, Nature Domination & Nature's Lore, Restricted Lists: Protections, Repulsions & Summons
Special Abilities: A special bonus of +15 to all moving manuevers made on plains.
Prime Requisite: Memory
Animist Spells: Restricted Lists: Horse Mastery
Additional Benefits: A special bonus of +5 to all moving manuevers made on plains.
Cleric Spells: Restricted Lists: Horse Mastery
Additional Benefits: Improved to OA>OA7. A special bonus of +5 to all moving manuevers made on plains.
Ranger Spells: Restricted Lists: Horse Mastery
Additional Benefits: A special bonus of +5 to all moving manuevers made on plains.
Initiate Additional Benefits: No Worse than OA>OA8 & OE>OE8. A special bonus of +5 to all moving manuevers made on plains.
Talent Point Cost: 3/5/7
Science
Priest Profession Bonus: Communications (+5), Lore group (+10), Power Manipulation (+10), Power Point Development (+5), Science/Analytic group (+15), Spell group (+10), Technical/Trade group (+5)
Skill Classification: Occupational: Research, Everyman: Religion, all skills in the Lore-Technical category, all skills in the Science/Analytic group, Spell Mastery, choice of three skills in the Technical/Trade group
Different Skill Learning Abilities Classifications: none.
Spells: Base Lists: Divine Magic, Holy Element (earth), Holy Element (fire), Holy Element (GM assign), Proselytizing, & Protections, Restricted Lists: Educating Ways & any other Holy Element
Special Abilities: +15 to any manuever applying logic or the scientific method to its application.
Prime Requisite: Memory
Cleric Spells: Restricted Lists: Educating Ways & any Holy Element
Additional Benefits: Research is an Everyman skill. +5 to any manuever applying logic or the scientific method to its application.
Initiate Spells: Restricted Lists: Educating Ways[S]
Additional Benefits: Research is an Everyman skill. +5 to any manuever applying logic or the scientific method to its application.
Talent Point Cost: 3/5/7
Subterfuge
or
Thieves

Priest Profession Bonus: Armor group (+5), Awareness group (+5), Power Point Development (+5), Spell group (+5), Subterfuge group (+15), Weapon group (+5)
Skill Classification: Everyman: Detect Traps, Lock Lore, Poison Perception, Preparing Poisons, Religion, Trap Lore, choice of any one Weapon skill.
Different Skill Learning Abilities Classifications: MA>NW3, SA>SA5, SM>SM4, SS>SS4, WG>WG6, WD>WD9 in Weapon Category #1, & WD>WD11 in Weapon Category #2.
Spells: Base Lists: Communal Ways, Divine Magic, Holy Defenses, Protections, Repulsions, & The Mask, Restricted Lists: The Eye
Special Abilities: A special bonus of +15 to all subterfuge manuevers. A special bonus of +20 to Poison RRs.
Prime Requisite: Agility
Cleric Spells: Restricted Lists: The Mask
Additional Benefits: Improvement to SA>SA10, SM>SM9 & SS>SS8. A special bonus of +5 to all subterfuge manuevers.
Mythic Additional Benefits: A special bonus of +5 to all subterfuge manuevers.
Taoist Monk Additional Benefits: Improvement to SA>SA6, SM>SM6 & SS>SS6. A special bonus of +5 to all subterfuge manuevers.
Initiate Additional Benefits: No Worse than SA>SA7, SM>SM7 & SS>SS7. A special bonus of +5 to all subterfuge manuevers.
Talent Point Cost: 3/5/7
Truth
Priest Profession Bonus: Awareness group (+10), Communications (+5), Influence (+10), Lore group (+5), Power Point Development (+5), Science/Anayltic (+10), Spell group (+5)
Skill Classification: Occupational: Lie Perception, Everyman: Divination, Religion, Poison Perception, all skills in the Science/Analytic group
Different Skill Learning Abilities Classifications: none.
Spells: Base Lists: Discerning Ways, Divine Magic, Holy Defense, Proselytizing, Protections, & Spiritual Vision, Restricted Lists: Educating Ways, Holy Vision, & Repulsions
Special Abilities: A special bonus of +15 to any manuever to discern or help discern the truth.
Prime Requisite: Presence
Cleric Spells: Restricted Lists: Discerning Ways & Proselytizing
Additional Benefits: Lie Perception is an Everyman skill. A special bonus of +5 to any manuever to discern or help discern the truth.
Initiate Spells: Restricted Lists: Discerning Ways[P]
Additional Benefits: Lie Perception is an Everyman skill. A special bonus of +5 to any manuever to discern or help discern the truth.
Talent Point Cost: 3/5/7

These codes indicate a potentially improved development cost
[P] indicates that this list has a DP cost as a Pure Spellcaster.
[S] indicates that this list has a DP cost as a Semi-Spellcaster.


New Talents

These talents


Advanced Training Options

Rules Applicable to all of these Advanced Training Options:

  1. Advanced Training requires that a given amount of time (days or weeks) be spent on it. Eight hours must be spent on the training each day.


  2. Advanced Training requires a permanent EP expenditure by the spell learner. This expenditure assumes that experience earned by the training itself by the student is applied to the training (and should not be awarded by the Game Master to the character). If the remaining EPs of the character are less than that required for the current level of the character, the current level does not drop nor does the experience point total for the next level change. (Expended experience points do not count towards level advancement.


  3. If a new talent is gained, no new flaw is required to be added to offset it as the experience point expenditure covers the cost.


  4. It is possible for two individuals to each train each other simultaneously provided they devote all their time to it and have no other students.



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This builds upon speciality priests as defined in the Rolemaster Standard System [RMSS] and Rolemaster Fantasy Role Playing [RMFRP]. Copyright 1995-2000 Iron Crown Enterprises, Inc., Charlottesville, Virginia USA. Rolemaster is a trademark properties of Iron Crown Enterprises, Inc. (ICE). All rights reserved.


A special thanks goes to Peter Mork, author of the Rolemaster supplement School of Hard Knocks, for his comments and suggestions.


2003-2004 Thomas A. Stobie, SFO - Permission to use and copy for personal use is granted.

The majority of the contents were published in the June 2004 issue of the online magazine, the Guild Companion.

Last revised 11 June 2004.