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This section covers a number of different topics that can HEALING SPELLS The GM’s
Task: The
be important to a GM and his FRP game. Appendices A-9.5 & A-9.6 (p. 156-165) provide a set of World System
spells for healing (Channeling spells to 10th level). Spell Law
24.1 provides several complete sets of spells for healing (Closed
Channeling, Healer, Lay Healer, etc.). In a campaign game,
INJURY, DEATH, & HEALING healing spells might be available in towns and cities. The
Gamemaster should experiment with costs and requirements
Because so much of FRP action involves situations where
characters are hurt or killed, Rolemaster provides detailed and for healing services. Options include everything from merce-
comprehensive guidelines covering specific injuries, death, nary spell users requiring money for their services to suspi-
and healing. These rules revolve around certain basic princi- cious channelers who will only heal “true believers” of their
pals or assumptions. religion (or race). Large settlements might contain readily
accessible healing runes.
In Rolemaster, life is a union of body and soul. The body is
a physical (or, in rare cases, enchanted) construct which ac- The body often heals itself, albeit slowly. Even without
commodates the intangible soul or spirit. In turn, the soul aid of spells, herbs or medicine, an adventurer can rally from
gives the body life. Without a body, a soul dissipates and most injuries. The Healing Recovery Table T-5.4 gives the
cannot interact in normal affairs. Without a soul, a body is recovery time for the most common types of injuries. Note
little more than an unordered organic sculpture destined to that this table should only be used with wounds gained
rot away. through critical strikes. Concussion damage taken (i.e., hits)
Death occurs when the body can no longer function (i.e., heals in a different fashion (see the Character Record Sheet
it cannot convey the soul) or the soul withers away (i.e., it and Appendix A-4.5, p. 112).
cannot convey life to the body). When the body can no longer To use the Healing Recovery Table T-5.4, roll d100 (open-
function, this is referred to as physical death. When the soul ended) and add three times the character’s Constitution stat
withers away, this is referred to as soul death. bonus. Look up the result in the section for the most appro-
Physical death can occur in one of two ways. The first is priate type of wound (the chart is subdivided into sections
from a critical wound, or series of critical wounds (i.e., criti- based upon types of damage) to determine the normal num-
cal strikes). The second is shut down due to pain or system ber of days needed for a given wound to heal. Note that a
shock (i.e., hits). separate roll should be made for each wound. See the sec-
Soul death can occur in one of two ways. The first is through tion on injuries (below) for guidelines on how to classify
an Absolution spell (cast by an evil priest) or any other soul wounds as Light, Medium, or Severe wounds.
destroying spell in the realm of Channeling. The other form Some races heal faster or slower than others. Each race
of soul death occurs through prolonged exposure to Undead has a healing “recovery multiplier”—just multiply this factor
(sometimes called Unlife, creatures of the night, etc.). by the normal number of healing days to get the actual
Once the body ceases to function, the soul will eventually number of healing days required.
depart. When the soul separates from the body, any pros- A complete examination of the uses and effects of healing
pects for recovery are remote. herbs, first aid and medicine can be found in Gamemaster
These wound categories help a Gamemaster apply certain
general rules regarding recovery and effect. Sprains are the result of a wrenching or laceration of the
ligaments of a joint. A sprain will heal normally as a me-
Light Injuries — If a specific injury results in a penalty of -0 dium muscle/tendon wound but must be protected from
to -20, it is considered “light.” In addition, light injuries further strain during this time.
include wounds which yield 1-5 hits per round as a result
of bleeding. HEALING THE SOUL
Medium Injuries — Specific injuries which result in a pen- Proximity to Undead can often “damage” the soul. In
alty of -21 to -50 are considered to be of “medium” sever- turn, this weakens the physical body. The only cures avail-
ity. Medium injuries also include wounds which yield 6-10 able for this type of healing are magical (via “soul healing”
hits per round as a result of bleeding. Fractures with an spells) or time and rest.
unspecified penalty are medium injuries. Damage to the soul from proximity to Undead must be
Severe Injuries — Should a specific injury result in a penalty tracked separately, but the effects are reflected in a tempo-
of -51 or more, it is “severe.” In addition, sever injuries rary reduction of the Constitution stat. ROLEMASTER
include shattered bones and wounds which yield more than
10 hits per round as a result of bleeding. Any wound which
destroys an organ (e.g., eye, kidney, etc.) or renders it inop-
Most of the healing spells are intended for use in healing
erable for more than 1 day is also severe. humans (and humanoids). The GM may decide to allow
these same spells to heal animals of their wounds.
Nerve damage is characterized as the severing or trauma-
tization of a nerve or nerves vital to some body function. Light Medium Severe
The effects of nerve damage can vary widely, from loss of Burn Wounds Wounds Wounds
Part IV feeling or control of a limb, to uncontrollable shaking or -26 or less 4 20 48
The GM’s trembling, to unbearable and continuing pain. There are cir- -25 – 15 3 15 36
Task: The cumstances under which nerve damage will be a result: 16 – 65 2 10 24
World System
• If a critical result specifically denotes nerve damage, then 66 or more 1 5 12
the full described penalty is attributed to nerve damage.
• If a critical describes a limb or organ as useless or de- Light Medium Severe
stroyed, nerve damage equal to the severity of the wound Bone Wounds Wounds Wounds
has occurred. -26 or less 7 28 70
In addition, there is a chance that any wound will also -25 – 15 5 20 50
yield nerve damage. The chance of nerve damage is equal to 16 – 35 3 12 30
the penalty expressed as a percentage (i.e., -50 = 50%), if 36 – 65 2 8 20
any. If nerve damage has occurred, then a nerve damage 66 or more 1 4 10
penalty equal to the original penalty is present. This penalty
is not cumulative with the original penalty, but must be healed Light Medium Severe
as if it were a separate wound, and recovery times are rolled Skin/Tissue Wounds Wounds Wounds
on the chart for organ damage. Note that this may mean -26 or less 5 25 40
that the penalty due to the original wound may heal before -25 – 15 3 15 24
the nerve damage associated with it does. 16 – 35 2 10 16
Example: Blackfire has strained his shoulder trying to shave 36 or more 1 5 8
his back. After assessing the -30 penalty, the GM rolls d100
vs. the 30% chance that nerve damage has occurred. A 17 is Light Medium Severe
Head Wounds Wounds Wounds
rolled, and Blackfire curses his luck. A roll for the strained
muscles in the medium category results in a recovery time of -26 or less 13 78 130
8 days, but the roll for recovery from the nerve damage re- -25 – 15 10 60 100
sults in a recovery time of 30 days. Blackfire resolves in 16 – 35 7 42 70
future to stretch out before attempting personal hygiene. 36 – 65 5 30 50
66 – 90 3 18 30
When a character takes a wound that gives a penalty, 106 or more 1 6 10
there is a chance of permanent nerve damage. The character
must make an open-ended d100 roll, adding three times his Light Medium Severe
Constitution bonus. If this modified result is less than or Organ Wounds Wounds Wounds
equal to the original penalty expressed as a positive number -26 or less 13 65 130
(i.e., -30 becomes “30” for this purpose), there is a perma-
-25 – 15 9 45 90
nent penalty equal to half the original penalty. If this roll is
16 – 35 6 30 60
failed by over 50, a permanent penalty equal to the full
original penalty is applied. This penalty can only be removed 36 – 65 4 20 40
through magical healing, as the nerve damage is considered 66 – 90 3 15 30
permanent. 91 – 105 2 10 20
106 or more 1 5 10
Example: Solrac has managed to injure himself reaching for
the toilet paper. In the ensuing scuffle with a towel rack, Muscle/ Light Medium Severe
Solrac deals himself an injury from a 'D' Grappling Criti- Tendon Wounds Wounds Wounds
cal, resulting in a -40 penalty of an unspecified duration,
-26 or less 11 44 88
which makes it a medium injury. Solrac’s Constitution is a
paltry 23 (a -5 Co bonus). Rolling the dice, he rolls (yipe!) -25 – 15 7 28 56
a 09! The final modified roll is a -06, which means that 16 – 35 4 16 32
Solrac will be operating under a permanent penalty of -20. 36 – 65 3 12 24
Solrac’s player breathes a sigh of relief. Had he rolled 5 less 66 – 90 2 8 16
on the dice, it would have been open-ended low, and he 91 or more 1 4 8
would likely have had a permanent penalty of -40! As it is,
the nerve trauma is severe enough that Solrac will have to Note: To use this table, roll d100 (open-ended and add 3x
the character’s Co stat bonus. Then look up the result in
find a magical healer to repair the damaged nerves. Solrac
the section for the most appropriate type of wound. The
swears vengeance on the architect. result is the normal number of days needed for a given
wound to heal. Some races heal faster or slower than
BH others. Each race has a healing “recovery multiplier”—just
multiply this factor by the normal number of healing days
76 to get the actual number of healing days required.
As noted above, death comes in more than one form, al- When the body can no longer sustain life (due to system
though it inevitably leads to the sundering of the body and shock, organ failure, or other causes), the soul will leave the
soul. These unfortunately fatal situations require further elabo- host as death occurs (Absolution spells can cause the soul to
ration. be removed from the body without causing actual death). To Part IV
restore life it is necessary to first repair the damage that The GM’s
MAJOR WOUNDS caused the body to become uninhabitable and then restore Task: The
World System
Occasionally, a mortal blow or combination of blows will the soul (if the physical damage were not repaired, the soul
fell a character who has not yet fallen unconscious. In these would immediately leave the host again). Failure to restore
cases, an attack or accident results in a critical strike that the soul prevents the target from returning to life even after
specifies damage to a particular part of the character’s body. all physical damage is repaired. The body can sustain life at
Should the critical strike description specify that the effects a minimal level without the soul, but once the life process is
are fatal, the character dies in the prescribed manner and at interrupted it cannot be restored without the soul. Lifegiving
the specified time, unless someone or something intervenes. spells (see Spell Law) reunite the soul and the body, restoring
the life process if the body is capable of sustaining it. Such
MASSIVE SHOCK reuniting spells restore the soul to a still living body (only).
Each character has a number of concussion hits (or sim- Neither can restore a soul destroyed by Dark Absolution.
ply “hits”). These hits reflect the amount of pain and beat-
ing the character can withstand before succumbing to shock
or unconsciousness. Once a character receives an amount of
concussion damage equal to or greater than his hits, he passes
out due to body shock.
If a character receives more hits than the sum of his total
hits plus his Constitution stat (not his stat bonus), he begins
to die. He dies after a number of rounds equal to twelve (12)
plus his Constitution bonus and his soul departure # (see
Table T-5.5, p. 78). This process of dying can be halted by
healing hits on the character (i.e., casting simple healing
spells). However, once a character is dead, the rules for death
apply (see Effects of Death below).
Example: Jaide, a Halfling (+18 soul departure #), has
34 concussion hits and a 90 Constitution (+5 Constitution
bonus). She receives a lot of hits after a few rounds of brutal
fighting. Once she reaches 34 hits, she drops unconscious.
Once she reaches 125 hits, she begins to die of massive shock.
If she does not receive aid within 35 rounds (12+5+18), he
will be irrevocably dead (to normal efforts) due to soul depar-
There are two major effects of death:
SOUL DEATH 1) The deterioration of stats due to a lack of oxygen flow to
There are a few spells (most in the realm of Channeling) the brain following “death,” and
that destroy or banish souls. When this occurs, the character
2) the departure of the soul from the body.
is irrevocably dead. GMs should be aware that this is a par-
ticularly brutal (and powerful) way for a character to die Spells or herbs can halt the process of dying at any point.
and should control the availability of such spells. A Preservation spell or its equivalent herb halts the deteriora-
tion of the stats. A Lifekeeping spell delays the departure of
UNDEAD the soul from the body (though Lifekeeping does not restore
Undead are the antithesis of all that is living. They gain deteriorated stats). Healing the cause of death also halts both
their power by draining life from the living. This is reflected effects, but does not reverse them.
by temporarily lowering a character’s Constitution stat. If a If the cause of death is healed before the soul leaves the
character’s Constitution drops to 0 (or less), the character’s body, the person is alive and functional (if there are no other
soul has withered away and he becomes an Undead himself. injuries, and no stat is reduced to 0); however, any stat loss
While this is a gruesome thing to have happen, it never remains. If the soul has left the body before the cause of
happens quickly (and characters can work at healing this death is repaired, the body is functional, but the character is
damage). in a coma and at -100 for even subconscious activity. A
For a complete discussion on Undead, see Creatures and Lifegiving spell must be cast on such a character before he
Monsters. can become functional once again (see Spell Law for specific
spell descriptions).

The mental stats (Memory, Reasoning, Empathy, and In-
tuition) as well as the two partially mental stats (Self Disci- Soul Race Type
pline and Presence) will deteriorate first. Each round after Departure for Recovery
death, consult the Mental Stat Loss Table T-5.6 below to Race # Stat Loss Multiplier
Part IV
The GM’s determine the die-type rolled to determine the amount each Common Men 12 2 x1.0
Task: The stat drops (to a minimum of 0). Mixed Men 11 2 x0.9
World System
Every hour after a temporary stat is reduced to 0, the High Men 10 2 x0.75
potential for that stat is reduced by d10-1.
Ten minutes (60 rounds) after death, the physical stats Wood Elves 3 3 x1.5
(Constitution, Agility, Strength, and Quickness) begin to Grey Elves 2 4 x2.0
deteriorate. Each hour, roll d10-1 for each of these stats. High Elves 1 5 x3.0
The result is how many points the stat drops (to a minimum
of 0). However, this process continues after a stat drops to 0, Half-elves 6 3 x1.5
with all remaining loss taken from the stat’s potential. Dwarves 21 1 x0.5
If any stat falls to 0, the character remains in a coma even Halflings 18 1 x0.5
if the cause of death is repaired (and the stat stays at 0). The Common Orcs 1 2 x0.5
character can be brought out of this coma if the stat(s) that
Greater Orcs 1 2 x0.5
is at 0 is raised above 0. Deteriorated temporary stats can be
Half-orcs 6 2 x0.75
raised to previous levels by the following methods: normal
level advancement, certain healing spells (or herbs), and/or
by a normal healing rate of 1 point per stat per month. If SOUL WITHERING
potentials have deteriorated, stats cannot be raised above the If a character’s Constitution has been lowered to 0 be-
new potentials (only very power magic can raise lowered cause of proximity to Undead creatures, the character be-
potentials). comes an Undead himself. See Creatures & Monsters for a
Example: Rhianna dies after eating a poisoned bagel. Be- discussion on how Undead are created to determine the type
ginning the round after death, the GM rolls for stat loss on of Undead the character might become.
each of her mental stats and the two partially mental stats.
Each result is subtracted from the temporary stat. Soon INJURIES
Rhianna’s temporary Memory reaches 0. The GM will now Although death is a looming danger, injuries are much
only roll once per hour for the Memory stat and all loss will more common. Some injuries, however, effectively disable a
now be applied to the potential stat. Sixty rounds after death, character. Most make adventuring tough and, given their
the GM begins the same process for Rhianna’s physical stats. frequency, can present the characters with significant ob-
She will continue to roll for loss until all potential stats fall stacles, including penalties or prohibitions applicable to the
to zero. use of appendages, maneuvers, combat, or even simple travel.
During a battle, the GM should keep track of how many Generally, injuries in RM only occur as a result of damage
rounds pass between death and the halting of the death from a critical strike. As such, the injuries are often de-
process. After the resolution of the battle, he can perform all scribed quite specifically. This provides a tremendous vari-
of the die rolls needed for stat reductions. ety of effects and adds flavor to the game. It also requires a
very specific healing system, spells, and herbs covering every
possible plight. The healing spells found in RM are designed
STAT LOSS TABLE T-5.6 to provide detailed descriptions covering any injury that might
Rounds arise in a game.
After Race Type
Death 1 2 3 4 5 LIGHT INJURIES
If a specific injury results in a penalty of -0 to -20, it is
1–6 0 1d2-1 1d5-1 1d5-1 1d10 considered “light.” In addition, wounds that bleed at the rate
7 – 18 1d2-1 1d5-1 1d5-1 1d10 2d10-1 of 1 to 5 hits per round are considered “light.” No fracture
19 and up 1d5-1 1d5+1 1d10 2d10-1 2d10-1 or break is ever a light injury.

PRESERVATION Specific injuries that result in a penalty of -21 to -50 are
Note that the various Preservation spells (see Appendix A- considered “medium” in severity. Medium injuries also in-
9.7.3) prevent any and all stat loss or decomposition during clude wounds that bleed at the rate of 6 to 10 hits per
the duration of the spell. round. Fractures or breaks that result in an unspecified pen-
alty are always considered medium in severity.
For a normal human, two minutes (12 rounds) after death, SEVERE INJURY
ROLEMASTER a character’s soul leaves his body. The exact time for depar- Should a specific injury result in a penalty of -51 or more,
ture will vary by the race of the dead character (see the Race it is “severe.” In addition, severe injuries include shattered
Healing Factors Table T-5.5). Once the soul departs from bones and wounds that bleed more than 10 hits per round.
the body it can only be returned through the use of powerful Any wound that destroys an organ, or renders an organ inop-
78 spells or herbs (e.g., Lifegiving). erable for more than one day is also severe.
TREATMENT Example: Onree received a total penalty of -70 as a result
Even after an injury is treated, recovery is rarely instanta- of her accident. If her recovery time is 34.5 days, she divides
neous. The Gamemaster must still consider the effect of the 70 by 34.5, with a result of 2.03. She rounds this to 2.
wound after treatment. For instance, how long does it take Thus, Onree’s penalty is reduced by 2 each day of recupera-
to recover? Will there be any permanent damage (e.g., scars tion. Because 2 times 34.5 is only 69, there is an addi-
tional 1 remainder. This is applied to the first day of recov- Part IV
or a lowering of stats)? What effect does the wound have on The GM’s
the character while he is recovering? ery (meaning that Onree’s penalty is reduced by 3 during Task: The
The form of treatment for a given injury is normally pre- the first day). World System

scribed by:
1) the description of the wound, or
Once a character has taken hits, they may be healed in
2) by the explanation of the spell, medical technique, or the following four ways:
herb employed.
1) If the character is active, one hit is recovered every
For instance, some injuries are healed by spells with de- three hours.
scriptions that require the victim to remain immobilized 2) If the character is resting, (Co stat bonus ÷ 2) hits
during treatment. Certain herbs must be administered with are healed every full continuous hour of rest (at least
an external compress which cannot be jarred. Whatever the one hit is recovered, even if the Co stat bonus is less
treatment, the procedures should be followed, or the wound than one).
is not considered healed (and recovery will not begin).
3) If the character is sleeping, (Co stat bonus x 2) hits are
FIRST AID healed for every three hours of continuous sleep (at
least one hit is recovered, even if the Co stat bonus is
First aid can be attempted by any character, but has lim-
less than one). If this sleep is interrupted, hits are still
ited effectiveness. To attempt to assist using first aid, a char-
healed as in 2) above.
acter must make a successful First Aid static maneuver (see
Appendix A-4.20, p. 130). 4) In addition, hits may be healed by outside methods;
First aid skill allow a character to heal any “light” injury, e.g., spells, herbs, etc.
if the necessary equipment is available (e.g., a compress and
bandage for light bleeding, splints or slings for sprains, etc.). SOUL WITHERING
In addition, this skill can be used to slow or halt the effects Soul damage is much slower in healing. The GM (and
of medium or severe injuries. For example, a severe bleeding player) should keep track of the amount of Constitution lost
wound (bleeding at more than 10 hits per round), can be to the effects of Undead. This damage normally heals at the
slowed by 5 hits per round using first aid skills. First aid is rate of 1 point per day if the character is doing nothing but
not effective when dealing with medium or severe nerve or resting and recuperating. If the character is not travelling
organ damage. and generally staying in one place, he will heal up 1 point
Once first aid has been applied, the victim cannot engage per week. This process can be expedited if the character is
in any activity that might strain the wounded area without in a place soothing and sacred to him (2 points per day or 2
losing the benefits from the first aid. For example, a charac- points per week).
ter cannot receive first aid for a wound and then move at a It is possible to speed up the recovery from soul damage
pace faster than a walk without “re-opening” the wound. by spending time on “holy” or “consecrated” ground. A char-
Noted that should a wound be reduced by first aid, it acter will gain an extra d10 points of healing per day spent
cannot then be further reduced by future first aid attempts. on this type of ground.


Wounds are generally defined as the specific damage taken Permanent damage should be determined on a case-by-
from a critical hit. When an injury description specifies that case basis by the Gamemaster. As a loose rule-of-thumb, a
the organ, appendage, etc. is useless, the penalty is consid- character should receive permanent damage only in the case
ered -100. As a general rule, the recuperation period for of a severe wound. For each severe wound, the character
multiple injuries equals that of the worst wound plus half should roll an open-ended d100 and add his current Consti-
the recovery time for all other wounds (cumulative). tution (the stat itself, not the bonus). If the roll is greater
than 100, no permanent damage is sustained. If the roll
Example: As a result of a swindle, Onree moves into an falls short of 100, the GM should assign permanent damage
unsound tower. A storm erupts and the tower collapses in the based upon how short the roll was from 100.
wind. In the fall, Onree receives a severe head wound (recov- The exact nature of the permanent damage should be
ery time 30 days), a medium bone wound (recovery time 8 decided by the Gamemaster, but should be appropriate to
days), and a light skin wound (recovery time 1 day). Assum- the wound. For example, having an arm severed and then
ing she is healed, her total recovery time is 34.5 days (30 + reattached might result in a permanent loss of agility (and a
4 + 0.5). Poor Onree. scar); physical death followed by a reuniting of the soul and
While recovering, a character’s penalties gradually lessen. body might cause some experience loss; etc.
To determine the rate at which the character returns to nor- ROLEMASTER
mal health, divide the total penalty by the recovery time (in
days). The result is the daily reduction in the character’s
penalty. Round off any fractions and apply any leftover pen- BH
alty to the amount recovered in the first day. If the recovery
time is two days or less, the Gamemaster may want to deter-
mine recovery on an hourly basis.

11.1 Many diseases are described in the Disease Chart below.

For convenience’s sake, they are grouped in 5 categories,
and Poisons

DISEASES according to effect/transmission:

Disease strikes almost everywhere at one time or another. 1) bubonic: includes any viral or bacterial disease resulting
In Rolemaster, it can be part of a character’s background (e.g., from organisms that reside in the blood or other bodily
Skhan has a hereditary disease which leads to a drooling fluids.
problem), a spell, or a simple decision/calculation on the 2) chemical: includes all forms of chemical dependence on
part of the gamemaster that a specific setting is suffering. herbs, drugs, alcohol, etc. or slow physical deterioration
A character attacked by a disease must make a resistance as a result of chemical alteration.
roll (RR), comparing his own level with that of the disease. 3) genetic: includes hereditary diseases (e.g., dyslexia,
The victim adds his Disease resistance modifiers to the roll hemophilia, etc.).
(usually Constitution stat bonus plus racial modifications to 4) pneumonic: includes any viral or bacterial disease carried
disease resistance). If the victim fails the RR, the gamemaster in the air (i.e., transmitted by mist or breath).
should determine the degree of failure by comparing the 5) psychiatric: includes neuroses (e.g., anxieties, obsessions,
final RR with the number needed to succeed. Unless the phobias, etc.) and psychoses (e.g., multiple personality,
disease is described otherwise (e.g., the disease delivers only psychopathy, etc.).
moderate effects), the amount by which the RR was failed
indicates the severity of the effect. Use the chart below to After a given disease is healed (or run its course), use the
determine the severity of the effect. Disease and Poison Recovery Chart to determine how long
it takes to recover from the disease. Roll d100 (open-ended)
and add the victim’s Constitution stat bonus (not the
DISEASE/POISON SEVERITY CHART victim’s Disease resistance modifier). Index the result on the
RR Failure Effect Severity appropriate section of the chart below to determine the
01-25 mild number of days needed to recover from the disease.
26-50 moderate
51-100 severe
101+ extreme


Bubonic Mild Moderate Severe Extreme* BUBONIC
-26 or less 13 21 86 173 Victims of bubonic diseases start off with a -100 penalty
-25 – 15 9 14 59 120 while recovering. To recover, the victim must spend the
Diseases 16 – 35 6 10 40 80 indicated amount of time in bed rest. The penalty will be
and Poisons
36 – 65 4 6 26 53 lowered for each day of rest. To determine how much to
66 – 90 3 5 20 40 lower the penalty, divide -100 by the number of days needed
91 – 105 2 3 13 27 to recover. Round off any fractions and apply any leftover
106 or more 1 2 7 13 penalty to the amount recovered in the first day. If the victim
moves around, the recovery time is temporarily halted (and
Chemical Mild Moderate Severe Extreme* the current penalties will apply to all he does).
-26 or less 12 31 139 239
-25 – 15 8 21 93 159 CHEMICAL
16 – 35 6 16 70 119 All intoxicants and herbs (chemicals) are given an
36 – 65 4 10 46 80 addiction factor (AF). Every time a dose of the herb is taken,
66 – 90 3 8 35 60 the GM should roll d100 (not open-ended) and add the AF.
91 – 105 2 5 23 40 If the character is currently addicted to the chemical, add
106 or more 1 3 12 20 the level of the addiction as well. If the result is over 100,
Note: This is the amount of recovery time after withdrawal. See the section on the character has become (more) addicted to the substance.
Chemical Diseases for more on withdrawal.
The character’s addiction level increases by 1. For each level
Genetic Mild Moderate Severe Extreme* of addiction, the character must take 1 dose of the chemical
-26 or less 8 26 53 106 per week. Thus, a Level 4 addiction to an herb means that
-25 – 15 5 17 33 67 the character must take 4 doses of the herb every week.
16 – 35 3 10 20 40 There are two ways to heal a chemical dependency:
36 – 65 2 7 13 27 magical healing and cold turkey withdrawal. Magical
66 or more 1 3 7 13 healing is presumed to have no side effects and can simply
Note: This represents the amount of time needed to adjust to life without the use the chart above to determine the amount of time needed
disability. after the dependency is healed. For those characters without
access to magical healing of addiction, they will have to deal
Pneumonic Mild Moderate Severe Extreme*
with cold-turkey withdrawal.
-26 or less 14 35 70 140 To begin the process of cold-turkey withdrawal, the
-25 – 15 9 23 45 180 character must start off a day without using the substance.
16 – 35 6 15 30 120 He must then make a d100 roll (open-ended) modified by
36 – 65 4 10 20 80 the level of addiction times -1 (e.g., a 4th level addiction has
66 – 90 3 8 15 60 a -4 modifier), his Constitution stat bonus (no racial
91 – 105 2 5 10 40 modifiers for poison resistance), and penalties gained by
106 or more 1 3 5 20 previous rolls on this chart. Look up the result on the chart
Psychiatric Mild Moderate Severe Extreme*
-26 or less 7 67 645 6,193
-25 – 15 5 48 461 4,423 WITHDRAWAL CHART
16 – 35 3 29 277 2,654 Roll Hits Taken Co Lost Penalty
36 – 65 2 19 184 1,769
66 or more 1 10 92 885 -50 or less d10+9 d10+10 -90
Note: This represents the amount of time needed to adjust to life without the -40 – -31 d10+8 d10+9 -65
disability. During this time victims must make RRs every time a situation that -30 – -21 d10+7 d10+8 -45
might “rekindle” the old condition arises. -20 – -11 d10+6 d10+7 -30
Poisons Mild Moderate Severe Extreme*
-10 – 0 d10+5 d10+6 -20
-26 or less 4 7 10 20 01 – 10 d10+4 d10+5 -15
-25 – 15 3 5 8 15 11 – 20 d10+3 d10+4 -15
16 – 65 2 4 5 10 21 – 30 d10+2 d10+3 -10
66 or more 1 2 3 5 31 – 40 d10+1 d10+2 -10
41 – 50 d10 d10+1 -10
* — Extreme cases of disease and poison always result in death. Use
this column only if the victim of the disease is cured before the death
51 – 60 d10-1 d10 -5
occurs. 61 – 70 d10-2 d10-1 -5
71 – 80 d10-3 d10-2 -5
81 – 90 d10-4 d10-3 -5
LAW 91 – 100 d10-5 d10-4 -0

101 or more — d10-5 -0
Note: If the result is 101 or more, the level of addiction is dropped
90 by 1.
The penalties gained by rolling on this chart are cumu- PNEUMONIC
lative with each other and last until the addiction is healed Victims of pneumonic diseases start off with a -100
(i.e., withdrawal is complete) or until the character gets a penalty while recovering. To recover, the victim must spend
“fix” of the substance (note that a fix is equal to a number the indicated amount of time in bed rest. The penalty will
of doses equal to the level of the addiction). If the be lowered for each day of rest. To determine how much to
withdrawal is completed, the total penalties are recovered Diseases
lower the penalty, divide -100 by the number of days needed and Poisons
as per the normal recovery rules. If the character fails to to recover. Round any fractions and apply any leftover
complete withdrawal because he got a “fix” of the sub- penalty to the amount recovered in the first day. If the victim
stance, all penalties are removed immediately, but the moves around, the recovery time is temporarily halted (and
addiction level jumps up one. the current penalties will apply to all he does).
If the character falls unconscious due to hits taken, the
withdrawal will continue to have effects. The character will PSYCHIATRIC
heal 1 hit per hour of unconsciousness, and may rise to A gamemaster will have to determine when a character
consciousness, but will suffer further loss the next day. is cured of psychiatric diseases. Most of the psychiatric
It should be noted that a character sometimes suffers diseases fall outside the spectrum of normal disease healing
withdrawal not by choice. If a required period (1 week) (as these diseases affect the mind just as much or more than
passes without the victim receiving his “fix” of the sub- they affect the body).
stance, he must roll on the withdrawal chart for each day Even when cured, a character has urges to do things that
until he gets his “fix.” he is cured of. The recovery time shown in the recovery
chart shows the time needed to completely overcome the
GENETIC urges to “go back” to the old ways. Every time a character
Genetic diseases do not naturally heal themselves. In a is presented with a situation that might tempt him to do
medieval fantasy setting, the only ways to heal these diseases something that he has been cured of, he should roll a d100
should be magically. (open-ended) modified by the character’s Self Discipline
After a genetic disease is healed, the recovery time shown stat bonus and +1 for each previous successful check against
in the chart represents the time to adjust to life without the temptation. There is an additional modifier based upon the
disease. A character will start off with a -50 penalty when severity of the previous condition: +10 for a Mild condition,
fully healed from a genetic disease. This penalty will +0 for a Moderate condition, -20 for a Severe condition, -
decrease as long as the character lives his normal life. 50 for an Extreme condition. If the result is over 100, the
To determine the daily amount of recovery per day, character has resisted the temptation and continues to
divide -50 by the number of days needed to recover (as recover. If the result is less than 100, he slips back into his
determined on the recovery chart). Round off any fractions old ways and the recovery process must begin again (he is
and apply any leftover penalty to the amount recovered on still cured, but must roll for recovery time again).
the first day.


Transmission: Hereditary.
These general descriptions and specific effects of certain Description: Strikes prior to outset of character’s entry into
diseases will vary, even if classified according to these game or at a random moment during the game (e.g.,
Diseases categories. For disease descriptions located elsewhere in whenever he rolls and unmodified 123).
and Poisons Mild — 01-80 = an allergy; 81-100 = mild dyslexia (double
Rolemaster, treat the stated effect as extreme, applying the
mild, moderate, and severe effects from this chart if the development cost for written languages and -20 to reading
victim’s RR indicates a lesser severity level. attempts). For allergies, roll 2d10 with the following
As with poisons, the effects are cumulative, so that a results: 2-4 = a specific type of herb or medicine; 5-7 =
victim beset with two impairments — one reducing his alcohol; 8-9 = dairy products; 10 = ragweed; 11 = pollen;
activity by -20 and the other by -15 — is actually at -35. A 12 = a specific sweetener; 13-14 = a specific common
victim experiencing serious effects must also weather plant; 15-17 = wheat products; 18-20 = a specific kind of
moderate and mild effects. The effects of upper level meat
severities include all the lower severity results in the same Moderate — 01-30 = epilepsy (any unmodified roll of 03 by
category. See the Poisons Chart for a description of the time character results in immobilizing seizure lasting d100
and area of effect. rounds); 31-50 = color-blindness; 51-80 = pronounced
dyslexia (quadruple development cost for written lan-
BUBONIC guages and -40 to reading attempts); 81-00 = narcolepsy
Transmission: Injection. (any unmodified roll of 02 by character results in 2-20
Description: Strikes in 1-10 days. rounds of unstirrable sleep). For color-blindness, roll
Mild — rashes; mild glandular swelling; fever (-15). 2d10 with the following results: 2-6 = complete color-
blindness; 7-13 = red/green color-blindness; 14-20 = blue/
Moderate — inflammations and swelling in the glands,
orange color-blindness.
particularly in the armpit and groin areas (-25); puss-filled
infections (10% chance of immobilization for each limb Severe — 01-20 = cell anemia (character immune to specific
or eye). disease such as malaria but has a -25 Constitution penalty
and bleeds at double normal rate); 21-60 = hemophilia
Severe — lesions ooze puss; bleeding through pores; high
(character bleeds at four times normal rate); 61-100 =
fever; complete immobilization (50% chance of coma for
diabetes (-30 Constitution penalty and character must
1-50 days).
prepare own food specially or have a 50% chance of
Extreme — death due to viral or bacterial infection in 1-20 entering a coma for d10 hours).
Extreme — death in d100 days due to a cancer, or some
CHEMICAL extreme form of the plights listed above.
Transmission: Ingestion. PNEUMONIC
Description: Strikes after continued exposure or use. See Transmission: Inhalation.
rules for addiction.
Description: Strikes in d100 hours after exposure.
Mild — no significant permanent damage; withdrawal results
Mild — fever; sweating; dizziness (-20).
in mild spasms, sweating, and irritability (-15).
Moderate — raging fever (-25); infected wounds (if any; -50);
Moderate — occasional hallucinations (5% chance; -25);
instability (-50 to moving maneuvers and missile attacks);
intermittent spasms (5% chance; -35); double vision (10%
chance; -40); impaired Memory and Agility (-1 to -10 temp Severe — immobilizing coma for d100 day;
stat); withdrawal results in immobility. Extreme — death due to viral or bacterial infection in d100
Severe — frequent hallucinations (10% chance; -50); intermit- hours.
tent fevers; shaking; weakened temporary stats (d100-1 to PSYCHIATRIC
each stat); withdrawal results in immobility.
Transmission: Environment.
Extreme — slow death (1-50 months) due to destruction of
internal organs (e.g., liver, kidneys, intestines); with- Description: Strikes randomly, often as a result of trauma.
drawal results in immobility. Mild — mild neuroses. Roll d100 with the following results:
01-10 = communication difficulty (e.g., stuttering); 11-25
= obsession (e.g., cleanliness); 26-40 = anger (e.g., directed
grudge); 41-100 = light phobias (e.g., vertigo, claustropho-
bia, etc.).


Moderate — strong neuroses. Roll d100 with the following 11.2.2 AREA AFFECTED
results: 01-08 = strong phobia of groups; 09-15 = strong The area affected by a poison often varies. Sometimes the
phobia of open spaces; 16-30 = strong phobia of heights; victim’s actions or the attack dictate the point of entry and
31-45 = strong phobia of confined spaces; 46-52 = strong the area first affected (e.g., a maneuver of critical strike
phobia of water; 53-60 = strong phobia of a specific indicates that the snake injects the nerve poison in the
animal; 61-68 = strong phobia of storms; 69-75 = strong Diseases
victim’s leg), but occasionally there will be no indication of and Poisons
phobia of fast movement; 76-80 = sexual fetish for a the initially affected spot. In this case, use the following
particular type of object; 81-85 = sexual voyeurism; 86-90 location chart.
= sexual addiction; 91-92 = cross-gender attraction; 93-94
= sexual exhibitionism; 95-96 = compulsive sexual attrac- Poison Type Areas Affected (suggested sequence)
tion to children or dead bodies; 97-98 = sexual sadism; 99- Circulatory feet, legs, hands, arms, abdomen, chest,
100 = sexual masochism. neck, head.
Severe — psychoses. Roll d100 with the following results: 01- Conversion kidneys, bowels, intestines, stomach, liver,
lungs, heart, throat, brain, legs, arms.
25 = manic/depression; 26-50 = paranoia; 51-75 =
Muscle hands, arms, shoulders, feet, legs, hips, jaw,
schizophrenia; 76-90 = hysteria; 91-100 = multiple per-
nose, ears, eyes, bowels, heart.
Nerve extremities, eyes, mouth, brain.
Extreme — death in d50 weeks. Roll d100 with the following Reduction kidneys, bowels, intestines, stomach, liver,
results: 01-90 = suicide; 91-100 = murder/suicide. lungs, heart, throat, brain, legs, arms.
Respiratory lungs, throat, brain.
Like diseases, poisons add spice and intrigue to a game. EFFECT DESCRIPTIONS
Some characters use them to coat weapons, while others The following descriptions are general in nature. Spe-
perish after ingesting a tasty but poisonous draught. Their cific effects of certain poisons will vary, even if classified
hidden dangers are frightening. according to these categories. For poison descriptions
Poisons come in many forms. A variety is detailed in the located elsewhere in Rolemaster, Spacemaster, Bladelands, or
Poison Chart below. In addition, specific poisons are listed Shadow World, treat the stated effect as extreme, applying
in Section 13. Poisons are grouped into 6 effect categories. the mild, moderate, and severe effects from this chart if the
1) circulatory victim’s RR indicates a lesser severity level.
3) muscle Mild — Beginning in 1-50 rounds and lasting 1-50 hours;
4) nerve swelling around the point of injection or ingestion;
5) reduction drowsiness (-15); slightly blurred vision (-25).
6) respiratory Moderate — Beginning in 3-30 rounds; lessening of motor
Handle resistance rolls versus poison according to the coordination in legs (-25 for leg maneuvers) and arms (-
disease RR guidelines above (determining the severity of the 25 for hand maneuvers); mild euphoria (-20).
failure). Recovery from the effects of poisons should Severe — Beginning in 5-50 rounds; discoloration and chills;
proceed in a manner similar to recovery from disease (see incapacitating headaches (no activity; 1-10 hits/round
the Disease and Poison Recover Chart). until unconsciousness).
The Poison Chart (below) delineates the impact of six Extreme — Beginning in 10-100 rounds; death due to
categories of poisons, based on their severity of effect circulatory failure (i.e., oxygen starvation and associated
(severity level). Effects are cumulative, so that a victim beset waste poisoning).
with two impairments — one reducing his activity by -15 and
the other by -25 — is actually at -40. The effects of upper level
severities include all the lower severity results in the same
category. A victim experiencing serious effects must also
weather moderate and mild effects.


The time at which an effect sets in is variable (shown in
the chart). However, greater effects cannot precede lesser
effects, although they can be simultaneous. GMs should roll
the time for the most severe effect first, thereby dictating the
upper limit for lesser symptoms.

Mild — Beginning in 5-50 rounds and lasting 5-50 hours; Mild — Beginning in 1-10 rounds and lasting 1-10 hours;
queasiness and an upset stomach (2-20 hits; -20). mild loss of thought and motor coordination (-30).
Moderate — Beginning in 10-100 rounds; painful vomiting Moderate — Beginning in 1-20 rounds; nervous system shock
Diseases (3-30 hits; 10% chance of incapacity each round). (5-50 hits; -75).
and Poisons Severe — Beginning in 2-200 rounds; partial conversion (1- Severe — Beginning in 2-20 rounds; stroke (-100); temporary
100%) of bodily tissue to another form (with associated stats reduced by 1-80 (d100 roll, ignoring 81-100).
disability; death if area affected is a critical organ); victim Extreme — Beginning in 2-50 rounds; Death due to brain
at -51 to -100; lapse into unconsciousness 1-50 rounds failure.
after initial severe effect.
Extreme — Beginning in 20-200 rounds; complete transfor- REDUCTION POISONS
mation of bodily tissue to another form; death if area Mild — Beginning in 10-100 rounds and lasting 10-100
affected critical to survival. hours; great pain (4 hits/round until unconscious).
Moderate — Beginning in 20-200 rounds; bleeding through
MUSCLE POISONS pores (3 hits/round).
Mild — Beginning in 3-30 rounds and lasting 3-30 hours; Severe — Beginning in 30-300 rounds; incapacitation; after
light-headedness and swelling (-10); pain (1-5 hits/round). 1-100 minutes lapse into coma lasting 1-100 days.
Moderate — Beginning in 5-50 rounds; moderate loss of Extreme — Beginning in 1-10 hours; death due to dissolution
overall coordination (-30); in any given round, there is 5% of vital tissue and destruction of associated organs (e.g.,
chance muscles necessary to given action will not operate. liver reduced to fluid).
Severe — Beginning in 1-10 hours; fever and sweating; lapse
into unconsciousness for 1-10 days. RESPIRATORY POISONS
Extreme — Beginning in 1-50 hours; death due to overall Mild — Beginning in 1-20 rounds and lasting 1-20 hours;
muscle failure (e.g., cessation of heart activity). mild euphoria (-20).
Moderate — Beginning in 2-20 rounds; significant euphoria
(-50); choking pain (1-5 hits/round for 1-100 rounds).
Severe — Beginning in 1-100 rounds; uncontrollable cough-
ing (1-10 hits/round for 1-10 rounds); lapse into uncon-
sciousness; 50% chance of coma for 1-10 days.
Extreme — Beginning in 2-200 rounds; death due to respira-
tory failure and associated oxygen starvation.