Copyright © by Steve Jackson Games Incorporated.
P. 1. On the cover page, Philip Reed was omitted; he should be credited as the cartographer. Michael Suileabhain-Wilson should have been given "Additional Material" credit.
P. 22. Under All-Heal, change HT to HP.
P. 25. At the top of the second column (continuing Enchanted Vehicles from the previous column), change "that dimension." to "half that dimension."
P. 26. Under Djinn Lamp, change "Djinn have a racial cost of 275 points." to "Djinn have a racial cost of 247 points." (This erratum stems from the change to the Djinni template on p. 107, and is a correction to a previous erratum). The Sorcerer's Wand should cost 5 points.
P. 49. Under Panther, replace:
Anyone exposed to it must roll vs. HT-2 (vs. HT at 1/2D range) or become obsessed with the sweet scent and begin walking toward the panther at Move 1. When the first victim comes within 3 yards, the panther springs and attacks (biting and raking with the hind legs). If it kills the victim the panther drags him off the trail to devour him. A victim can roll vs. Will-5 to resist the lure effect.
Anyone exposed to it must roll vs. HT-2 (vs. HT at 1/2D range) or become obsessed with the sweet scent. Anyone so obsessed must immediately make a self-control roll (6 or less) or begin walking toward the panther at Move 1. When the first victim comes within 3 yards, the panther springs and attacks (biting and raking with the hind legs). If it kills the victim the panther drags him off the trail to devour him.
Under Traits, change "Affliction 3 (Disadvantage: Obsession, +5%; Cone, 1-yard width, +60%; Smell-Based, +50%; Mana-Sensitive, -10%)" to "Affliction -3 (Disadvantage: Obsession (6), +10%; Cone, 1-yard width, +60%; Smell-Based, +150%; Mana-Sensitive, -10%)".
P. 86. Under Landslide, change "losing 1 HT/second" to "losing 1 FP/second."
P. 87. Under Drought, change "roll vs. Survival daily to avoid doubled fatigue and HT loss." to "roll vs. Survival daily to avoid losing 1 extra FP and 1 HP (see p. B426)." Under the major disaster effects for Flood, change "Alertness" to "Sense".
P. 92. In the fourth paragraph ("But as he made his way . . ."), change "saying" to "staying".
P. 105. Under Centaur, delete the sentence "The arms are substantially less strong than the legs and equine body."
P. 106. In the first sentence of the From Creature to Character box, change the "p. B461" reference to "p. 46".
P. 107. Under Djinni, change "HP+15 (Size, -10%)  replaces HP+10 from Body of Air." to "HP+5 (Size, -10%) ." Change the cost of Djinni to 247 points (this also changes the Djinn Lamp erratum on p. 26, and is a correction to a previous erratum).
P. 108. Raise the point value of the Elf template to 70; under Racially Learned Skills change "Connoisseur (Natural Environments) (A) IG -10." to "Connoisseur (Natural Environments) (A) IQ-1 -9." (Note: The Connoisseur skill has been changed to IQ-1, an alteration to this erratum.)
P. 109. In the Imp template, change the trait "Magical Powers" to "Magical Spirit."
P. 110. Both forms of Myrmidon list the advantage Pious; change it to Social Chameleon. The Selkie template should be 90 points, because Alternate Form should actually be 15 points. This is determined as follows: The point cost of Selkie Human Form is 80 points. The cost of Selkie is 90 points, minus the point cost of Alternate Form (15 points) equals 75 points. The difference is 5 points. The cost of Alternate Form is 15 points base, Skinbound limitation -35% gives 9.75 points, rounded to 10, plus 5 points excess template cost, reduced to 90% gives 4.5 points, rounded to 5; total 10+5 = 15. In other words, the limitation applies only to the base cost of Alternate Form, not to the template excess cost.
P. 111. Under both the Male Troll and Female Troll templates, replace "Appearance (Ugly; Not to Own Kind, -25%) [-6]" with "Appearance (Ugly) [-8]". Lower the Male Troll template to 68 points; lower the Female Troll template to 63 points. Lower the Vampire template cost to 80 points; this alters the cost of the Vampire Mage template on p. 112. Also, in column two change "Intact Corpse" to "Intact Undead".
P. 112. Lower the Vampire Mage template cost to 135 points (this results from the lower point cost of the Vampire template on p. 111). The Werewolf template should be 29 points, because Alternate Form should actually be 48 points. This is determined as follows: The point cost of Wolf Form is 25 points. The cost of Werewolf is 29 points, minus the point cost of Alternate Form (48 points) equals -19 points. The difference is 44 points. The cost of Alternate Form is 15 points base, limitations -50% gives 7.5 points, rounded to 8, plus 44 points excess template cost, reduced to 90% gives 39.6 points, rounded to 40; total 8+40 = 48. In other words, the limitation applies only to the base cost of Alternate Form, not to the template excess cost.
P. 113. At the top of the first column (continued from "Ancestral Spirit" on the previous page), change Sanctity to Honest Face.
P. 115. Under Background Skills for the Artificer template (carried over from the previous page), change the sentence:
One of Astronomy, Expert Skill (Natural Philosophy), or Mathematics, all (H) IQ-1 -12.
One of Astronomy (Observational) (A) IQ -13, Expert Skill (Natural Philosophy) (H) IQ-1 -12, or Mathematics (H) IQ-1 -12.
Under the Assassin's advantages, change Above Suspicion to Honest Face.
P. 116. Under the Bandit's secondary skills, change "Area Knowledge (A)" to "Area Knowledge (E)".
P. 120. In the Holy Man template, change the point cost of additional Charisma from 2/level to 5/level.
P. 126. Lower the Wardancer's HP to 9.
P. 129. Under Invisibility, Switchable is an enhancement, not an advantage.
P. 132. The Talents listed on this page should have reaction bonuses as detailed below:
P. 139. In the Farmer's prerequisites, change "Agronomy" to "Farming".
P. 140. Under Equipment, change the two bulleted "points for cash" options - cash equivalent to one month's earnings at the adventurer's job, and equipment with a cash value equal to 50% of standard starting wealth ($500 in a medieval fantasy campaign) - to a simple text addition: "cash or equipment equivalent to 10% of the standard starting wealth for the campaign ($100 in a medieval fantasy campaign), as specified on p. B26."
P. 141. Under the Muscle-Powered Ranged Weapons Table, the "spear" is listed with a weight of 1; it should be 4. On the Land Vehicles table, change all instances of A in the Locations column to D.
P. 144. Under Gunner (Cannon), change the "Ship's Gun, 7 lb." damage from 17d× to 13d×.
Pp. 144-145. Gunner (Cannon) columns have been shifted incorrectly for Chainshot ammunition. For Ship's Gun weights 7-, 9-, 10-, 18-, and 24-lbs.:
P. 151. Under Meditative Magic, change the page reference to p. 161.
P. 153. In the last paragraph of Levels of Power, the Meditative Magic page reference should be to pp. 161-162.
P. 158. In the second paragraph of Herbal Magic, change "-5 modifier" to "-6 modifier".
P. 167. To the end of the incomplete paragraph that begins the page (with the various body-surface percentages), add "(the area of the hands and feet is included in the total area of the arms and legs)".
P. 209. In the Skin-Turner Animal Forms box, the Wolf's secondary characteristic modifiers should list Will+5.
P. 210. In the first paragraph of the page: Skinbound limitations apply to the Alternate Form only, so the wolf form costs 19 points, and the bear form 10. Also, add the sentence: "The Skinbound limitations apply only to the basic 15 points for Alternate Form, not to the point cost of the specific form."
P. 220. Under Testudo, change "Roll against the average skill of the men performing the testudo (based on ST instead of DX)" to "Roll against the average Testudo skill of the men performing the testudo (based on ST instead of IQ)".
P. 221. At the top of the middle column, the text carried over from Money should end "exchange rates are listed below."
In the Roman Currency table:
P. 228. Chlodowic's parry score should be 11.
P. 238. In the index:
P. 239. In the index:
P. 240. In the index: