Rolemaster Unified
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Rolemaster Unified
Rolemaster Core Law

For over four decades, Rolemaster has been the definitive fantasy role-playing game that combines realism and depth without sacrificing playability. Rolemaster Unified is the next evolution drawing upon the best elements of previous editions to create a streamlined and consistent game.
Rolemaster Core Law is the cornerstone of Rolemaster Unified. It has 22 professions, 23 races, 10 cultures, and a comprehensive system of talents and flaws. A skill development system that allows a character to improve their skill capabilities without absolute restrictions, 39 attack tables for weapons, animal, monstrous and spell attacks and 15 critical strike tables.
Rolemaster Spell Law

Spell Law organizes several thousand spells into multiple spell lists forming the Realms of Essence, Channeling and Mentalism. Spell lists are further characterized into the Open, Closed, Evil and Base categories. The specialist spell lists of all the spell using professions introduced in Rolemaster Core Law are in Rolemaster Spell Law. All spell lists contain a complete set of spells from 1st to 20th level plus epic 25th, 30th, 35th, 40th, and 50th level effects.
Spell Law contains the rules for magic and spell casting. It provides rules for characters to learn new spells and even research whole new spell lists. Ritual magic is presented as an alternative mechanism of achieving magical effects. Finally Spell Law provides comprehensive explanations on how to handle the more complex areas of magical effects such as portents, healing, summoning, illusions, invisibility and more.
Rolemaster Treasure Law
Rolemaster Treasure Law is the magic item system of Rolemaster Unified.
At the heart of Rolemaster Treasure Law is the definitive system for magic item creation. Revised, reformatted, reorganized and expanded, and fully integrated with Rolemaster Spell Law, three new distinct alchemist professions can utilise their spells to create magical marvels.
Adepts are the unrivalled Essence masters of fashioning enchanted arms and armor as well as bladerunes and Constructs. Psychographers are the consummate Mentalism masters of empowering items with skill, talents and powers from themselves and others, and the creators of magical clones and abominable monstrosities. Sanctifiers channel the power of their god to dedicate items with powers aligned to their religion, to shape Golems and to consecrate shrines and the very land itself. Each profession can choose from at least ten spell lists, allowing for both versatile and specialist enchanters. Each spell list contains a complete set of spells from 1st to 20th level, plus epic 25th, 30th, 35th, 40th, 50th, 60th, 75th, and 90th magics, enabling the creation of artefacts of legendary puissance.
Over two hundred items are fully detailed for use both as treasure and as practical examples. Production costs and spell failure results are included for player-character alchemists while typical market prices are included for those more concerned with magical commerce.
In addition, Treasure Law offers extended equipment lists, magical herbs and poisons, and gems including their physical and magical properties. Random treasure tables are provided for the gamemaster, including various forms of wealth, superior non-magical equipment, and magic items suitable for any level of play. A chapter on economics discusses worldbuilding considerations as well as the mechanics of buying and selling goods.
Rolemaster Creature Law
Rolemaster Creature Law I provides the creatures and monsters that players will encounter and oppose.
This first volume of Creature Law offers well over 400 creatures, created with the same fundamentals as characters, but streamlined with the use of archetypes. Creature Law I details for each their abilities, skills, and stats in the same terms as characters, with the addition of 225 new talents and flaws reflecting creature abilities and weaknesses, including fiery breath, petrifying gaze attacks, acid coatings, ink glands, extra limbs, shapechanging, echolocation, presence senses and many more.
Imperil the player-characters with the very real threats of tigers and sharks, or surprise them with dinosaurs believed extinct or unearthly animals such as the jackalope. These dangers pale against the greater capabilities of griffins, minotaurs, demon whales, unicorns and other legendary monsters. Encounters with dragons and their lesser fell kin of wyverns, lesser drakes, hydras and basilisks will shape epic sagas. A variety of animated, poisonous and entrapping plants will pose other sorts of challenges for even the most experienced adventurer. Artificial creations, whether construct, golem, gargoyle or the incredibly fast Shards, may prove implacable foes. Elementals and elementally infused creatures such as the destructive zephyr hounds claim the heart of the wilds as their own. Heroes may pit their blades and magic against djinn and demons from other planes. Fey from the diminutive pysks and sylphs to pookas and undines can be uncanny opponents, while garks, giants, centaurs and many others may be deadly rivals. And from beyond the grave, the unquiet dead - skeletons, ghosts, ghouls, wraiths and vampires – seek sustenance and vengeance from the living.
Finally for the gamemaster who wants to let the dice suggest the next challenge, Creature Law I offers encounter tables for each biome, plus encounters for underground, urban, and farmland locations, and easy-to-use indexes of creatures, talents, and tables.
Additional Cultures for Rolemaster Unified
RMU Core Law presents a number of cultures for a variety of backgrounds. While the culture list given handles human cultures well enough, and is adequate for handling some non-human characters, there often isn't a comfortable fit for non-humans.
This pack provides seven additional cultures suitable (but not required) for Gnomes, Avinarc, Goblins, Dwarves, Sstoi'isslythi, Gnolls, Nycamerith and Sea-Kralls.