Errata

3.1.2 Step 9: Contacts
(Add to end of paragraph 2): The GM should populate their setting with a selection of significant NPCs from which the players may choose their Contacts. Players may propose additional Contacts, subject to GM approval.

3.7.4 Willpower (Will)
Stands for both internal and superficial personality traits, including Appearance, fortitude, empathy, decisiveness, resistance to sorcery, and mastery of Demon-possessed items.

3.8 Step 5: Secondary Characteristics
If needed, the table continues as follows:

Score  Modifier  Value  Roll
21     11        453    10/13/16
22     12        640    11/14/17
23     13        905    12/15/18
24     14        1280   12/16/20
25     15        1810   13/17/21
26     16        2560   14/18/22
27     17        3620   15/19/23
28     18        5120   16/20/24
29     19        7241   17/21/25
30     20        10240  18/22/26

3.10.4 Skill Descriptions
Animal Handling (WILL/-4, Status Varies)
(Add to specialization list):
* Cattle (Low Status)
* Hma (Low Status)

* Hmelu (Low Status)

Craft (DEFT/ -4, Status Varies)
(Add to specialization list):
* Bowyer (Low Status)

Stealth (DEFT/ -1, Any Status)
Perception checks to notice a sneaking character are opposed by the sneaking character’s Stealth skill.

3.12 Step 9: Contacts
(Add to end of 1st paragraph): The GM should pre-create a selection of significant NPCs in the campaign, which players may choose as Contacts. Players may also create Contacts of their own, subject to GM approval.

4.14.3 Building Construction
Land is sold by the 100 square Tsán (about 133.3 km on a side). If land is found (see the preceding paragraph), a d10 roll is made on the following table to determine its type and price. A second d10 roll then decides how much land is for sale: 1 = 1/10; 2 = 1/5; 3 = 1/4 = 4-6 = 1/2; 7-8 = 3/4; 9 = one 100 square Tsán parcel; 10 = 1-5 (randomly rolled) 100 square Tsán parcels are for sale.

*Per 100 Square Tsán

4.7 Adventuring Gear
Physician’s Bag, complete with bandages, herbs, salves, etc. (adds +1 to Physician skill checks)  100k

8.3.2 Encounter Distance
(2nd paragraph): Roll only once for each group per opposing force it may detect…

9.2.1 Defenses
(Add this paragraph): The defender chooses which Defense to use, from among the options that are available and applicable. For example, a character with a Shield skill might opt to Dodge a Melee attack instead if they’re worried their shield might get broken – or they might be forced to Dodge a Melee attack once their shield has been broken – but they could never opt to use Magic Defense against a Melee attack.

9.5.7 Desperation
Desperation also doubles the maximum range of muscle-powered missile weapons.

9.7 Morale
NPCs who are losing in combat may flee. The GM should give them each NPC a WILL check…

9.8.2 Mortal Wounds
(Last sentence): Bleeding can be stopped by a successful Physician skill check (consult the Physician skill description).

10.3.2 Injected / Weapon Poisons
(Last sentence of last paragraph): This method of poison application only fails if the poisoner fumbles their weapon, Physician, or unskilled DEFT check.

11.0 Healing
(Paragraph 2): Physician skill checks may be made to attempt to heal hits at a faster rate. Each patient may only receive the benefits of one successful Physician skill check per day, in addition to normal healing. Consult the Physician skill description.

12.2.1 Magical Aptitude
(Final Paragraph): Characters who qualify individually for Ritual and Psychic magic, but not for both, must choose to be trained in one or the other.

14.3 Wilderness Encounters
(Table):
Clear Terrain: 01-50 Humans, 51-65 Nonhumans, 66-00 Creatures
Forest/Mountain: 01-25 Humans, 25-40 Nonhumans, 41-00 Creatures
Desert/Swamp*: 01-15 Humans, 15-25 Nonhumans, 26-00 Creatures

14.4 Aquatic Encounters
(Table):
River/Lake: 01-55 Humans, 56-70 Nonhumans, 71-00 Creatures
Seacoast: 01-45 Humans, 46-70 Nonhumans, 71-00 Creatures
Deep Sea: 01-10 Humans, 11-20 Nonhumans, 21-00 Creatures

12.7.4 Preparing & Holding a Spell
The energy cost is paid when the spell is initially prepared, but the casting roll is not made until the spell is actually released.

12.9.1 Universal Spells
10A. Treat Minor Wounds (Ritual)
The failure penalty only applies to the target’s current set of wounds. If their wound status changes, the penalty goes away (even if they only heal 1 point, or take 1 more point).

12.9.2 Generic Spells
40B. Major Doomkill (Ritual)
A d10 is rolled: 1-3= no significant damage occurs; 4-7= there is a minor collapse in the area of the circle of effect, and all within it suffer a further 3/5/7 damage; 8-10= a major cave-in occurs, burying all targets beneath stones and rubble.

12.9.3 Temple Spells
77A. Resuscitate (Ritual)
1d10 is rolled; 1 = he/she loses 2 points from his/her PHYS, 2-8 = 1 point is lost…

80A. Toxin (Ritual)
…There are no external signs of this toxin, and a Physician or Sorcery skill check at -1 is needed in order to deduce that a hostile mage has cast this spell upon a character…

131A. Obsidian Obstacle (Ritual)
It shields the caster from missiles, blows, and most of the weaker destructive spells, serving as Material Strength 11/7 heavy cover, but the mage cannot see through it or cast spells of his/her own in that direction.

131B. Obsidian Wall (Ritual)
This form of the spell creates a Material Strength 12/8 solid wall of hardest obsidian.

156D. Molten Sphere (Ritual)
By casting this spell a second time during the tenth minute, the mage can maintain a continuous fiery sphere around himself/herself and any companions.

158D. Iron Fist III (Ritual)
As above, but it deals 11/14/17 physical damage, and any target up to size -1 is killed if it fails a further Resistance Check, while a larger creature is stunned for 1/2/3 minutes.

180A. Citadel I (Ritual)
Cost: 10; NRG: 15; aimed; 1 target self only; touch; duration: 3 minutes; prep: 1 round

13.0 Outdoor Travel
A large map hex (as on page 254) represents 133 kilometers, while a small map hex represents 9.5 kilometers.

16.1.2 Customizing Creatures
Example: Tim wishes to give a lair of Dnélu a larger, more experienced leader. A standard Dnélu’s danger rating is 1.3; Tim gives the leader the “Gigantism” Disadvantage ( -1 to its Size Mod) for -.4, but also attribute +1 (PHYS) for +.4 and Talents for +1 to hit and +1 to dodge (+.2 each), for a total modified danger rating of 1.7.

16.2 The Bestiary List
Atlun, Small (.3), (.7) if poisonous
Bite Damage: 2/3/4

Dzór “the Forest Giant”
Dzór (2.7 unarmed, 3.2 armed)

Shedra “the Eater of the Dead”
Infectious: A person slain by one of these will himself become a Shédra unless a Dispel Universal (5A) spell is applied within 2 combat rounds. Once a victim has become a Shédra, only a 77A or 77B spell of Revivication (or divine intervention, or wish) can return him or her to the living.

Ssu (Black)
Hypnosis: 13- [INTL+2] to hit vs. Magic Defense. On a critical hit the target fights their allies, on a normal hit they are simply immobilized. Make a Resist Sorcery skill check each round to recover. An extra recovery check is allowed each time the victim is injured.

17.5.1 Eye Determination
59-60 26. The Eye of Raging Power
Affected targets each suffer 7/10/13 energy damage.

17.12.2 Category 2: Items Powered by Magical/Technological (Other-Planar) Batteries
(4th paragraph): A Category 2 device functions like a 20th-level sorcerer’s spell (with a spell casting check of 19 or less).