Friday, September 8, 2017

MERP: Spell Variety

MERP Series
Used MERP collector's edition
Revisiting the MERP round sequence time intervals
Spell Prep time and casting mechanics in d100 games

A general overview of MERP spell content and organization may be beneficial.

In MERP, a character learns spell lists rather than individuals spells. Spell lists are ranked spells that vary in level, intricacy, and potency that share common characteristics or attributes. As a character levels, the spells for that level become available if a character has learned the spell list.

MERP divides spell lists into two realms of magic which are essence and channeling.

Open Essence spells include Physical Enhancement (resistance & vision), Essence's Ways (detect and analyze), Unbarring Ways (locks), Essence Hand (telekinesis & deflect), Spell Ways (store, cancel, rune, dispel), Essence Perception (listen, presence, telepathy), Illusions (mirage, invisibility, phantasm), and Spirit Mastery (sleep, charm, suggest, and hold).

The mage and bard are essence casters. Mages deal elemental, movement, and speed magic. Bards use lore, item, influence, and sound magic.

Open Channeling spells include Nature's Lore (aware, predict, detect), Nature's Movement (walking, running), Spell Defense (protection, neutralize, cancel), Surface Ways (Heal, relief, regen), Protections (prayer, bless, resistance, fa├žade, shadow), Detection Mastery (detect, locate), Sound/Light Ways (project, speech, light, quiet, silence, shock bolt), and Calm Spirits (calm, hold, stun, blind).

The animist and ranger are channeling casters. Animists deal divine inspiration, healing, animals, plants, purifying, and wall creation magic. Rangers use tracking, moving, disguise, and nature survival magic

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