Version 10.2
Here are the following edits, revision, and changes (most of them are typographical and minor) from version 10.1 to version 10.2, which is now available here.
Chapter Two
p.10 – under “Agility,” second paragraph, revise to read: “Table 2.1 lists the character’s Combat Movement Rate, which is the number of measures a character can run in a single combat segment. A character’s Non-Combat Movement Rate is double their combat move and their Sprint Movement Rate is triple their combat move. Movement is affected by armor ease, encumbrance, and other modifiers; see Chapter Seven and Chapter Eight for details on movement. A character’s Combat Movement Rate can be increased by the Strength Increased Running; see Chapter Four for details.”
p. 10 – under “Agility,” second paragraph, last sentence, italicize Increased Running
Chapter Three
p. 21 – right column, 1st full paragraph, add Guard to the list of skills that may be bought multiple times
p. 30 – regarding shields, update last paragraph of Intercede description to read: “The character may only protect one combatant at a time. Weapon +DS bonuses do not apply versus ranged attacks but bonuses due to a shield may apply (i.e. with Guard) for shield-facing ranged attacks. The player may change the number of +DS bonuses shifted away from the character at any time but the reallocation does not come into effect until the character’s next action segment. The character may end the maneuver at any time by moving out of melee range of the protected combatant or vice versa.”
Chapter Four
p. 51 – right column, top line, remove comma after wicked
p. 51 – right column, fifth line from top, change Good Heart to Good Hearted
p. 57 – right column, first paragraph, second line, italicize Detect
Chapter Five
p. 84 – under “Detecting the Voice,” first paragraph, last line, italicize voice; second paragraph, last line, italicize voice; last paragraph, last sentence, italicize voice
p. 84 – under “Detecting the Voice,” second paragraph, change “Omens or Measures” to “Omens or Towers”
p. 85 – left column, top paragraph, last line, change “Omens or Measures” to “Omens or Towers”
p. 86 – right column, under the “school of Shadows,” change the last line to read: “The magic of this school deals in illusions, perceptions, and misdirection.”
p. 89 – under “Ritual,” second line, change “manipulations” to “practices”
p. 89-90 – revise “Starting Spells and Learning Formulas” to read:
Like all skills and knowledges, the practice of and proficiency in spell formulae requires time, study, and use. Unlike skills, spells are not bought with points but are found, earned, or bequeathed. Like old stories, mages are taught formulae researched and developed by casters of long ago, and through the course of adventuring, mages strive to discover, barter for, or take new and more powerful spells. Spells are considered new, memorized, or learned.
A starting mage gains up to his or her KNO score in learned spells that they have recorded in their spell book, committed to their repertoire, and can use with well-practiced proficiency. The Wright may be more or less generous with the number of spells and the power level of each formula. Remember a starting caster can only cast simple and minor level magics. Furthermore, the Wright should restrict the caster’s starting spells to non-named spells.
The discovery of new spells or more powerful versions of learned spells is the ambition of the mage. The chance to exchange formula or find a forgotten scroll or peruse another caster’s book is a welcomed occasion for the mage. All new spells are copied into the spell book and require time and practice to commit to memory and proficiency. The mage can only copy and learn a spell in which they have the ability to cast and learn. These new formulae are not yet practiced, memorized, or learned but can be cast by sight reading the spell (see Extemporaneous Casting).
Foremost, whenever the player spends XP to increase the mage’s Technique Points, the mage may learn a new formula. For example, after the conclusion of an adventure and Experience is awarded, the player adds 3 TECs to the mage’s form of Fire; therefore, the mage may learn up to three new spells (if they have them) as part of their study and training. Again, the Wright may be more or less generous with the number of spells learned depending on the circumstances.
Otherwise, a new formula requires at least the TEC level in hours to memorize, to use without referring to their spellbook. For example, a simple spell requires 1 hour of study and practice, a minor spell requires 3 hours, and so on. A memorized spell is a confident familiarity but requires a successful KNO roll with a +1 bonus per 3 TECs in the spell’s form or school to recall the formula before invocation. Otherwise, the mage will need to cast extemporaneously.
Beyond memorization, a formula requires at least the TEC in days to fully know, feel, and embody the spell. To commit the formula to the caster’s repertoire, a simple spell requires 1 day of study and practice, a minor spell requires 3 days, and so on. These formulae become learned spells. Once learned, the mage knows the spell much like a musician knows a piece of music and no longer needs to depend upon his or her spell book for the formula.
The Wright may modify the time required depending on the character’s circumstances. Generally, a day of study includes at least four to eight hours of practice, little distraction, focus, and adequate rest. At the end of each day of study, the Wright may require a successful KNO roll at a penalty of up to the spell’s level. The mage gains a +1 bonus to their KNO roll per 3 TECs in the spell’s form or school. A failed roll means the time to learn a new formula is extended an additional day. The Strengths Adept Learner and Eidetic Memory will each halve the required time to acquire a spell; see Chapter Four for details on these advantages.
Finally, just because a mage has enough technique to use more powerful spells does not mean they automatically gain access to such formulae. The player must further invest in the character’s Magic Ability to gain in new power and new spells. See Chapter Four for details on Magic Ability. In the end, the Wright must determine when a mage can move from minor to median, from median to major, and so on (often first requiring testing or questing). See also Chapter Nine for details on levels of experience and power.
p. 92 – second column, first full paragraph, now reads: “On the one hand, ritual components can grant the caster a bonus up to their SS%. For example, a caster’s SS% is 80%. With ritual components, he or she can gain up to a +80% bonus.”
p. 92 – update Table 5.1: Bonuses Due to Added Ritual Components:
Added Component +SS% Bonus Increased effectiveness
Ritual time in minutes +10%
Ritual time in tens of +20% increase spell by one
minutes level/stack
Ritual time in hours +20% increase spell by two
levels/stacks
Ritual time in days +50% increase spell by three
levels/stacks
Added complementary +10%
material components
Added supplementary +20% increase spell by one
material components level/stack
(TECs x 10 Sc)
Added fine suppl. +50% increase spell by two
material components levels/stacks
(TECs x 100 Sc)
Added master doubles increase spell by three
supplementary base SS% levels/stacks
material components
(TECs x 1000 Sc)
p. 93 – under “Added Source,” second paragraph, third sentence, “their base SS%” now becomes just “their SS%”
p. 93 – update Table 5.2: Bonuses Due to Added Source Components:
Added Component Mana Reserve Increased effectiveness
Minor source (i.e. 10 points +10% to SS% or
bonfire), usually increase a minor spell by
consumed one stack
Median source (i.e. 20 points +20% or
thunderstorm), partially increase a minor spell by
consumed/diminished two stacks/a median spell
by one stack
Master source (i.e. 50+ points up to double SS% or
ley lines, shrine), increases minor spell by
temporarily diminished three stacks/a median spell
by two stacks/a major spell
by one stack
p. 125 – under the spell ‘Strength,’ second paragraph, last sentence, “the creature’s figured ATTRs” becomes just “the creature’s ATTRs”
p. 126 – fixed type size of median spell details
p. 129 – for the spell ‘Venom,’ second column, fixed paragraph numbering (1…2…3) for median and major descriptions
p. 149-150 revise Lorook’s Mnemonic to include a minor version and adjusted median and major versions:
‘Lorook’s Mnemonic’
level: minor
form: Power (Towers)
requisite: Thought 3
range: none
area: self
duration: special
components: verbal, tracing, ritual, suppl. material
Developed long ago by a mage of power, Lorook’s Mnemonic is a ritual spell allowing the caster to hold the power of 1[+1] minor spell to be later released or discharged at will. The mage must meet the Thought requisite of the spell.
First, the mage must perform the rite of mnemonic, which prepares the caster’s mind and memory to retain the energy and pattern of a chosen formula. Then, the mage must successfully invoke any minor spell in their ability to be held by the mnemonic. Generally, a mnemonic cannot be used to hold the power of a ritual spell. If the caster fails the spell to be held, the whole ritual is ruined and both spells are lost. If the caster succeeds, the power of the second spell is held by the mnemonic. Once stored, the caster cannot change the held spell or change how the spell is stacked without releasing the mnemonic and starting over. The ritual and material cost for this spell per casting is 10 Sc per held spell.
Once prepared, the mage may invoke a held spell with but a thought and a word. In combat, the caster may release a spell from mnemonic as an action of opportunity.
The mage may have only one mnemonic prepared at a time. The mnemonic lasts for 8[+8] hours, until expended, or until canceled by the caster. A mnemonic cannot be dispelled
level: median
form: Power (Towers)
requisite: Thought 3
range: none
area: self
duration: special
components: verbal, tracing, ritual, suppl. material
The median version of Lorook’s Mnemonic functions as per the minor spell except it allows the mage to hold the power of 1[+2] minor spell and 1[+1] median spell. or lesser spell. The ritual and material cost for this spell is 30 Sc per held spell.
The power of a median mnemonic lasts for 1[+1] day, until expended, or until canceled by the caster. A mnemonic cannot be dispelled.
level: major
form: Power (Towers)
requisite: Thought 3
range: none
area: self
duration: special
components: verbal, tracing, ritual, suppl. material
The major version of this spell allows the mage to hold the power of 1[+3] minor spell and 1[+2] median spell and 1[+1] major spell. or lesser spell. The ritual and material cost for this spell is 50 Sc per held spell.
The power of a major mnemonic lasts for 3[+3] days, until released, or until canceled by the caster. A mnemonic cannot be dispelled.
Chapter Six
p. 84 – right column, first full paragraph, last sentence, italicize the voice and the form and the oath and the deed
p. 197 – left column, first paragraph under “Prayers,” change “voice and faith” to “declaration and faith”
p. 200 – right column, under “Prayer Special Effects and Point of Origin,” third paragraph, fix indent
p. 205 – right column, remove italics for “(Halo)”
p. 219 – revision of the player ‘Instant Blessing,’ change level to simple:
‘Pray a Moment’s Blessing’ (Instant Blessing)
level: simple
domain: Celan
rule: All, Fate, Luck, Protection
range: touch
area: one creature
duration: instant
components: verbal
This simple prayer grants any creature touched a small moment of fortune. For one action, their very next action, the blessed creature gains a +1 bonus to any skill roll or a +10% bonus to any percentile roll.
The benefits of instant blessing must be used immediately after invocation. This prayer does affect Spell Success% but does not affect Prayer Success% or Faith%. Moreover, this prayer does not affect AS or DS. A creature may only have one instant blessing in effect at time. The Wright must adjudicate the use of this prayer.
p. 243-244 – under the prayer ‘Mending,’ add “Elemental (Earth)” to its Rule at minor, median, and major level
p. 247 – revision of the prayer ‘Coin Throw’:
‘Coin to Toss, Coin to Throw’ (Coin Throw)
level: minor
domain: Teran
rule: Elemental (Earth), Luck, Trade
range: touch
area: up to 3 coins
duration: dusk/dawn
components: verbal, comp. material
Upon invocation, the priest enchants up to 3 coins to be used as magical missiles.
The enchantment allows the priest to proficiently throw the coins, one at a time, up to 30 measures without penalty for range. A coin has an ease of 0. The priest must roll to hit the target and gains a +1 to AS. Each coin has an imp damage score of 1 plus the priest’s STR damage base.
The coin remains enchanted till dusk/dawn, until used, dispelled, or canceled by the priest. The priest may have up to 9 coins prepared at any given time. The Wright may allow the priest to substitute a raw piece of copper, silver, gold or appropriate material for a coin.
p. 249 – under the prayer “Call Lightning,” change median damage to 21 cut and major damage to 27 cut.
p. 261 – revision of the prayer ‘Last to Stand’:
‘May Endurance Guard Thy Final Breath’ (Last to Stand)
level: median
domain: Teran
rule: Death, War
range: touch
area: one creature
duration: 1 hour
components: verbal
With unwavering faith and fortitude, this prayer grants a living, willing creature touched the strength and determination to continue fighting even at death’s door.
The creature may continue to stand, move, act, speak, cast, or pray even if he or she falls below zero BODYpts and ENDpts. However, they may not be healed past 1 bodypt and ENDpt since they are technically dying. Moreover, if the creature falls to negative their CON score in BODYpts, their body finally fails and they collapse in certain death.
This prayer offers no special defenses or protection versus damage, trauma, pain, or physical incapacitation.
This prayer lasts for 1 hour, until dispelled, or canceled by the priest.
p. 271 – right column, under ‘Call Water,’ major level, change Area to read “3m radius”
p. 272 – left column, under the prayer ‘Message,’ add Trade and Travel to the Rule at minor and median
p. 300 – middle column, under the prayer ‘Stumble,’ add Luck to the Rule
Chapter Seven
p. 311 – left column, under “Weapon Strength Minimum,” add paragraph to the end: “If a character with Two Weapons exceeds the STR minimums of their combined weapons, then for every 3 full points of STR beyond the total, they may reduce the EASE SCORE of one of their weapons (usually their primary weapon) by 1. If the character gains multiple ease reductions, he or she may choose (before INIT) how to distribute them between their weapons.”
p. 318 – revise “Running”:
A character’s base unencumbered running rate is determined by his or her AGI score and Combat Movement Rate. A character’s Combat Movement Rate is modified by encumbrance, armor ease, terrain, and other conditions. See Chapter Two for details on Agility and Combat Movement Rate. The Strength Increased Running can add to the character’s combat move; see Chapter Four for details on the Strength Increased Running. See Chapter Seven for details on Armor Ease.
In combat, a character may move up to his or her Combat Movement Rate in a segment without suffering penalties to Defend Score. The character’s Non-Combat Movement Rate is double his or her combat move and their Sprint Movement Rate is quadruple their combat move. For example, a character with an AGI of 15 has a base Combat Movement Rate of 10m; they can run at non-combat speed of 20 measures a segment (100m in 30 seconds/8-minute mile) and sprint up to 30 measures a segment (100m in 20 seconds/5.5-minute mile). However, moving faster than their combat move while fighting will put the character at half base DS (plus bonuses) for non-combat speed and zero base DS (plus bonuses) for sprinting because they are concentrating only on speed and distance and not defending themselves.
Moreover, moving at the character’s Combat Movement Rate (or slower) counts as part of their normal exertion during combat. If the character runs at their Non-Combat Movement Rate, for 3 or more segments out of the cycle, they expend an additional active ENDpts. If the character sprints, they expend an active ENDpts per segment of Sprint Movement Rate. Generally, a character can full sprint for only a few segments before becoming winded and having to stop to catch their breath (for a few segments to a few minutes); a character can sprint once per cycle of combat. Overexertion will result in diminishing speeds and longer recovery periods.
Out of combat, if the character paces themselves, the character expends their active ENDpts per hour of running. Generally, the character may run their combat move (or less) in kilometers per hour. Depending on the situation, the environment, and the character’s encumbrance, the Wright may modify the character’s running rate and ENDpt expenditure. For extremely strenuous circumstances or extremely long runs, the Wright may require the character to make CON rolls to keep moving.
Chapter Eight
p. 318 – right column, under “Moving in Combat,” update second and third paragraph to read:
For example, at the start of combat, the character must run across a field to meet an opponent 24 measures away. The character’s Combat Movement Rate is 12 measures. Therefore, without rolling for init, the character may begin moving on cycle 1, segment 1. The character must move for 2 segments to reach the target.
A combatant may run faster than their Combat Movement Rate. Moving at Non-Combat Movement Rate or double their combat move puts the character at half base DS; sprinting or triple their combat move puts the character at zero DS because they are concentrating only on speed and distance and not defending themselves.
p. 324 – left column, under “Action Determination,” second paragraph, first line, change “mcs” to “npcs”
p. 325 – right column, revise “Moving in Combat”:
Movement in combat is continuous and does not require an init roll to start or stop. A combatant may move immediately as their next action on their next available Action Segment without rolling for Initiative. Generally, moving itself is a single action. See the later sections on Moving and Attacking. In the heat of fighting, a combatant may move up to his or her Combat Movement Rate a segment without suffering penalties.
For example, at the start of combat, the character must run across a field to meet an opponent 24 measures away. The character’s Combat Movement Rate is 12 measures. Therefore, without rolling for init, the character may begin moving on cycle 1, segment 1. The character must move for 2 segments to reach the target.
A combatant may run faster than their Combat Movement Rate. Moving at Non-Combat Movement Rate or double their combat move puts the character at half base DS (plus bonsues); sprinting or triple their combat move puts the character at zero DS because they are concentrating only on speed and distance and not defending themselves. Moreover, the character also expends additional ENDpts for pushing their movement rate; see Chapter Seven for details on Running.
At the end of a move, the combatant may engage in combat or perform a different action. See the following section on moving and fighting and the engagement strike. Once the combatant has stopped moving, the player must declare the character’s next action and roll for Initiative.
p. 330 – right column, under “Moving and Attacking (Engagement Strike), fourth sentence, revise to read “base AS”: “For the engagement strike, the combatant is at half his or her base AS as they settle into combat.”
p. 330 – right column, under “Moving and Attacking (Move-By),” second paragraph, revise to read “base AS and DS”: “Without the maneuver Charge, the combatant is at half his or her base AS and DS (plus bonuses) while making a move-by.”
p. 331 – left column, under “Moving and Firing,” first paragraph, second sentence revise to read “base AS”: “However, the combatant is at half his or her base AS (plus bonuses).”
p. 342 – revision to “Recovering ENDpts”:
Recovering ENDpts
Characters recover ENDpts differently depending on the kind of exertion made and exhaustion suffered. On the one hand, tiredness from a day’s activity (e.g. being awake, traveling, working, training) returns slowly and usually a good night’s sleep (or several days rest) is usually the best method of recovery. Generally, the character heals a roll-or-base roll in ENDpts per hour of rest using their CON as the roll score with bonuses or penalties due to resting conditions. While resting, the character may not do anything more strenuous than napping, meditating, reading (but not studying), quietly eating or drinking, or tending to wounds.
On the other hand, endurance burned in extraordinary exertion (e.g. fighting, sprinting, casting) returns seemingly more quickly at first because much of the initial energy lost is superficial (usually due to excitement, anticipation, and temporary stress). However, the recovery slows as the body recovers from honest fatigue that has worked deep into the muscle and bone.
As the heat of combat ends, the character can finally rest and allow the adrenaline to fade, their breathing to slow, and the body to cool. At first, the character recovers combat ENDpts loss quickly with only a short rest. But, the ENDpts lost due to damage, combat exhaustion, and spellcasting returns more slowly and requires longer periods of rest. For the first hour of rest after fighting, the character recovers a roll-or-base roll in ENDpts using their CON as the roll score for every full cycle of active combat past the first minute; for every passive cycle, the character uses half their CON as the roll score. The roll base is 1. Partial cycles are not counted. For the subsequent hours of rest, the character recovers one roll-or-base roll in ENDpts using their CON score.
For example, the character comes out of a 5 minute and 3 segment active combat. The character has a CON score of 15. Therefore, for the first hour of rest, the character regains only four roll-or-base rolls (4 full cycles not counting the first minute) with the roll score of 15. In other words, the player may roll 1d10+5 four times over the course of the hour. For subsequent hours of rest, the character regains one roll of 1d10+5 ENDpts and so on.
Overall, the maximum number of ENDpts the character can regain is equal to three times their current bodypts (i.e. being wounded means lower regained stamina and energy). The Strength Fast Healer adds another roll per period (i.e. hour) of rest. The Weakness Slow Healer halves the number of ENDpts gained. See Chapter Four for details on Fast Healer and Slow Healer.
Again, sleep is the best form of rest. In fact, lack of sleep or continued exertion may affect the number of ENDpts recovered per period of rest (i.e. diminished returns) as well as the maximum number of ENDpts the character can regain. The Wright must determine the conditions conducive to the recovery of ENDpts as well as the effects of lack of rest.
Chapter Nine
p. 356 – right column, under “XP/Level/ATTR-gained,” revise:
Xp/Level/ATTR-gained represents the approximate amount of XP earned and the character’s rank or level of experience, which is governed by how much XP has been invested in skills and abilities and how many points of ATTR-gained they have bought and earned. An Increased Attribute bought with XP is an ATTR-gained; as the character invests their XP, the greater the character’s level of power and access to magic, power, abilities, and resources. Attr-gained represents the investment and development the character must have before gaining the next range of bonuses and skill levels and powers. The character must earn a certain number of XP before they can take on their next point of ATTR-gained as adjudicated by the Wright. Generally, the player should spend approximately the same amount of XP on skills, bonuses, and other abilities as they do on ATTR-gained. An Increased Attribute bought during character creation (i.e. a starting character) does not count toward ATTR-gained.
Knowledge is the only ATTR that must be progressively bought up by Experience Points. The buying up of KNO represents the character’s gain in learning, understanding, wisdom, and overall experience with themselves and the world. Therefore, at key levels of experience and power, the character must have a certain number of points of KNO-gained. For example, to become median level, the character must have at least +3 ATTR-gained, one of which must be +1 KNO-gained. To become major level, the character must have at least +5 ATTR-gained, two of which must be +1 KNO-gained, and so on.
p. 357 – revise Table 9.1: Levels of Experience and Power:
p. 365 – right column, change all instances of “darkling” to “drakling”
p. 366 – left column, change all instances of “darkling” to “drakling”
p. 368 – middle column, under ‘Shadow,’ under ‘Skills and Abilities,’ change ‘Lesser Shadow Powers’ to 13 pen damage
p. 376 – right column, under “+AS, +DS, +Damage, -Ease Bonuses,” third paragraph, reduce base cost for +1 bonus to 1500 Standard coin; a +1 AS/+1 Damage weapon costs 3,000 Sc
p. 377 – left column, under “+CUT, +PRC, +IMP, +Ablative Bonuses,” update second paragraph, reduce base cost to 1,500 Standard coin; update third paragraph, reduce cost for durability to 750 Sc per ablative point
p. 377 – left column, under “+DS, +Ablative Bonuses to Shields,” update second paragraph, reduce base cost to 1,500 Standard coin; update fourth paragraph, reduce cost for durability to 750 Sc per ablative point
Appendices
p. 379 – left column, under ‘The Form of Air,’ update ‘Protection from Lightning’ to include “Air 5/10”
p. 379 – middle column, update ‘Strongbody’ to include “Blood 3/5/10”
p. 385 – left column, add minor version to ‘Lorook’s Mnemonic’
p. 386 – change level of ‘Instant Blessing’ to simple
p. 382 – middle column, update ‘Strongbody’ to include “Blood 3/5/10”
p. 385 – left column, add minor version to ‘Lorook’s Mnemonic’
p. 385 – right column, update ‘Protection from Lightning’ to include “Air 5/10”
p. 390 – left column, under “All,” add minor level ‘Heal bodypts’ and change level of ‘Instant Blessing’ to simple
p. 393 – right column, under “Elemental, Earth,” add minor, median, and major ‘Mending’
p. 394 – left column, under “Fate,” change level of ‘Instant Blessing’ to simple
p. 394 – right column, under “Knowledge,” the prayer ‘Learn Every Word with Skill and Ease’ should read ‘Every Word Learned with Skill and Ease’ and alphabetized correctly
p. 395 – left column, under “Luck,” add the prayer ‘Stumble’ and change level of ‘Instant Blessing’ to simple
p. 395 – left column, under “Magic,” fix typography of “(Druidstave)”
p. 396 – right column, under “Plant,” fix typography of “(Druidstave)”
p. 397 – left column, under “Protection,” change level of ‘Instant Blessing’ to simple
p. 398 – left column, under “Trade,” add the prayer ‘Message’
p. 398 – right column, under “Travel,” add the prayer ‘Message’
p. 401 – under “D,” change “Darkling” to “Drakling,” alphabetize correctly
p. 402 – change level of ‘Instant Blessing’ to simple
p. 402 – add minor version to ‘Lorook’s Mnemonic’
Index
p. 408 – update “Combat movement rate, 10, 24, 61, 318, 325”
p. 410 – right column, under “L,” add: “Learning, new skills, 21, spells and formulae, 89-90”
p. 411 – right column, under “N,” add: “Non-combat move rate, 10, 318, 325”
p. 413 – left column, under “Running,” add p. 10
p. 413 – center column, under “Spells,” add: “mnemonic, 149-150,”
p. 413 – right column, under “S,” add: “Sprint movement rate, 10, 318, 325”
Version 10.1
Here are the following edits, revision, and changes (most of them are typographical and minor) from version 10.0 to version 10.1:
Front Matter
p. vi – under “Adventuring,” now reads “Table 7.7: Shields Quick List”
p. vi – under “The Wright,” page number for “Table 9.1: Levels of Experience or Power” is p. 357
Chapter Two
p. 17 – under sample wish list and attrbases, for Combination, base cost is 5, triple cost is 15
Chapter Three
p. 9 – first paragraph, removed hyphen in “storytelling”
p.17 – under “Sample Wish List,” corrected base cost and figured cost for Combination in sample character creation, now reads “Combination AGI, DEX, PER, STR/5” and “missing AGI, PER, triple cost = 15”
p. 23 – corrected base cost for Combination under “The Combat Skills” from 3 to 5
p. 26 – base cost for Combination corrected from 3 to 5; in the fourth paragraph of the skill description should read: “For example, the character’s ATTRbases are AGI, DEX, and PER. Therefore the cost of Combination is 10 points per move. Initially, the player decides to go for a simple strike-strike Combination with the character’s favored weapon long sword costing a total of 20…Later, the player spends another 10 points to buy another Ending move to allow the character to strike-strike or strike-Parry and Strike.”
Chapter Four
p. 81 – in description of “Unlucky (-5),” fixed italicization of Unlucky; clarified third paragraph of description and now reads: “For example, a character with only one level of Unlucky suffers a -1% to their Luck% and has a slight chance of suffering misfortune; the Wright rolls 2d10 and if a 20 appears, something unfortunate or disastrous happens. If the character has two levels of Unlucky, they suffer a -2% to Luck% and an additional chance of trouble (a roll of 19 or 20 on 2d10). If the character has three levels of Unlucky, they suffer a -3% to Luck% and an even greater chance of disaster (a roll of 18, 19, or 20 on 2d10).
Chapter Five
p. 140 – fixed type size of ‘Flash and Burn’
p. 159 – the form of ‘Charm Monster’ should be Thought not Blood
p. 167 – italicized spell names of ‘Locate Cave’, ‘Locate Magic’, and ‘Locate Mineral’
p.194 – ‘Wither Wood’ should be ‘Wither Plant’
Chapter Six
p. 196 – right column, last sentence under “The Domains,” insert comma after Nuran
p. 212 – ‘Learn Every Word with Skill and Ease’ should read ‘Every Word Learned with Skill and Ease’
p. 247 – space added to “(Send Coin)”
End Matter
p. 381 – right column, under “The Form of Wood,” fix typography of spell names
p. 389 – left column, correct ‘Night Vision’ page number: 235
p. 399 – Appendix E: Spell and Prayer Index by Name added
p. 407 – new starting page for index