RULE BOOK ADDENDUM
No matter how hard we try, some mistakes always seep through and clarifications have to be made. There are very few mistakes in the current Rule Book, but based on questions from players, we have clarified many rules.
These are arranged according to the Rule Book page. This addendum is accurate as of December of 2009.
39: Racial disadvantages for Dwarf should include "Cannot use Staff".
45: For the purposes of meeting the roleplay requirements of the race, a Mystic Wood Elf's objection to enchantment effects is based on the removal of someone's will, not the effect in and of itself. For instance, a Mystic Wood Elf may not object to someone suffering a Sleep effect if they requested it, or a Dominate effect used to free someone from a Charm. Players may choose to play this aversion to greater degrees if they so desire. Similarly, a Mystic Wood Elf may
suffer under the same racial prejudices of any other character and define some creatures, such as goblins or slavers, as "inhuman", and therefore not a violation to enslave them.
57: Blacksmithing (Advanced Use): Silvering and strengthening do not benefit from this reduction in cost.
59: Disarm: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
59: Eviscerate: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
61: Healing Arts: After the "These out-of-game questions can only include the following:" section, add: A player representing a permanently dead body should respond to "Are you Dead" with "yes", and "How long until you resurrect" with either "Never" or "Not applicable."
62: Merchant: Merchanting only recovers the production point value of an item, not its entire crafting cost.
64: Resist Poison: Resist Poison may not be used against Oil of Slipperiness or Paste of Stickiness.
65: Riposte: A Riposted Disarm/Shatter/Stun Limb retains the originally called target. If that target is not valid on the new victim, the victim should call "No Effect".
65: Shatter: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
65: Slay: Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
66: Stun Limb : Once declared, this skill must be called with every swing, or thrown weapon/arrow/bolt, including when wielding two weapons or swapping out weapons, or it is considered expended. Using other skills that do not involve swinging your weapon (such as casting a spell) do not interrupt an active Prepare-To-Die skill.
71: Natural Armor: Creatures with natural armor can never wear physical armor nor Arcane Armor at the same time. Natural Armor is not subject to the restrictions for physical armor.
74: Block/Remove Block and Trap/Remove Trap are the only two Mental Abilities that can be used by biata and stone elves on themselves. All other Mental Abilites can only be performed on others.
79: Weapon Construction: After "All weapon construction is viewed with the idea of safety foremost." insert the ollowing:
The weapon design specifications below are intended to represent the bare minimum necessary for a weapon to pass safety inspection. Local marshals may, at their discretion, require additional measures be taken to ensure a weapon is safe for Alliance use.
80: Weapon Chart: Crossbows do not require a thrusting tip.
81: Staffs: A staff may be used as a one-handed blocking weapon in conjuction with a short weapon for the purposes of the Two Weapons skill.
95: Killing Blow: A Killing Blow may be defended against with a Cloak or Bane vs the carrier, such as a Cloak vs Necromancy against someone performing a Killing Blow with a Drain carrier (assuming all other rules are followed; for instance, you cannot call a Cloak if you are unconscious).
95: Calling Defenses: Most defenses that are used at the character's discretion (Evade, Parry, Dodge, Riposte, Cloak, Bane, Phase) can be used where applicable before expending a "first applicable effect" defense, such as Spell Shield, Reflect Magic, Poison Shield, Elemental Shield, or Magic Armor. Resists such as Resist Poison, Resist Binding, Resist Charm or Resist Magic can only be used after such defenses are expended or bypassed (such as with a consumed poison).
96: Carrier Attacks: If a character has multiple carriers that could be applied, such as Normal (for the weapon), Magic (for a Damage Aura), and Stone (for an Elemental Aura), the character may choose which carrier to apply to their swing.
97: Carrier Attacks: Replace "Carrier attacks can never “heal” creatures." with: Characters can never benefit from carriers, including High Magic Augmentation effects.
97: Resist Element does not protect against Elemental Delivery. The listing on pg 97 is incorrect.
103: Wands: Replace "A dated wand tag will be issued with the element assigned to that wand, listing the amount of damage the wand will do for you" with "A dated wand tag will be issued listing the type of damage the wand can do
(Stone, Flame, Ice or Lightning)."
103: Wands: Replace "A mage can purchase more than one wand, each attuned to a different element. However, all wands will last only one gameday (from Logistics period to Logistics period)" with "A mage can purchase more than one wand each logistics period of any type. The number of charges available to use with wands is determined by the number of spell slots the mage has. It is up to the caster to choose which wand they wish to use with their available charges. However, all charges that can be used with a caster's wand will last only one gameday (from Logistics period to Logistics period). Each logistics period allows a caster to recharge their "elemental energies." At logistics the mage will recieve a new set of charges they can use with their wands."
103: Wands: Add "Wands can be used by any character with the Read magic skill as well as having an available celestial spell slot.
103: Wands: Wands, like weapons, require a safety tag as well as an item tag. The two silver expended at logistics covers the cost of creating the wand. Charging it is free.
109: Elixirs: amend "One bite of food or sip of a drink is sufficient for any elixir that is mixed to take effect." to read:
"One bite of food or sip of a drink is sufficient for any elixir that is mixed to take effect, and every bite will cause the effect anew for as long as the food or drink is poisoned."
110: Banish: Creatures already on their home plane are immune to the Banish effect, including as a carrier.
113: Create Undead: This spell will not affect a permanently dead body.
117: Enslavement: Characters cured of Enslavement will remember having been enslaved. This does not override any applicable Amnesia effects.
119: Life: amend "This spell will not normally affect a living target or an undead creature" to read: "This spell will not normally affect a living target or an undead creature, nor a permanently dead character."
121: Prison: replace "Any creature sealed within a Prison cannot be affected by any spell (except Dispel), nor will they take any damage from physical attacks or traps." with: "Any creature sealed within a Prison will call "No effect" to all
effects (except Dispel), nor will they take any damage from physical attacks or traps."
121: Prison: No Game Abilities, including High Magic abilities, may be used while under a Prison effect.
121: Reflect Magic: Any effect that has been Reflected or Baned is considered to have been cast by the character calling the Reflect or Bane.
124: Terror: replace "It can be resisted only through the Resist Fear racial skill, and cured only through a Break Command" with "It can be resisted only through the Resist Fear racial skill, and cured only through a Break Command or when the character is Dead."
128: Failure: add "Flaws and Backlashes that affect a character count as targetting the character's spirit only if the source ritual were targetting a spirit. Otherwise, Flaws and Backlashes are considered to be targeting the character's body. Note that Destroy Magic backlashes targeting the caster will destroy all rituals on the caster's body and/or spirit.
129: Ritual Components: Catalysts are not intended to expire.
130: Rituals: Generally speaking, a liquid is not a valid target for a Formal effect.
131: Get Ritual Ready: "Ritual marshal reviews the casters’ player cards to note how many levels of Formal Magic they possess" to read: Ritual marshal reviews the casters’ player cards to note how many levels of the appropriate school of Formal Magic they possess."
131: Conduct The Ritual: add "So long as the target of a Formal has been signified by touching it within the first 30 seconds of the Formal, the target remains valid despite any other steps taken to prevent the caster from touching the
target (such as the target suffering a Prison effect).
133: A dead (not permanently) body may be the target of a ritual, however, if it leaves the circle before the Formal is complete (i.e. it dissipates to go resurrect), the Formal will backlash.
134: Bane: Bane does not alter the delivery type of the effect. i.e. a Nausea Gas Poison that has been Baned is still considered a Poison for the purposes of delivery-based defenses such as Poison Shield or Resist Poison
134: High Magic Bane or Cloak: The effect group "Other" may not be selected for the High Magic Bane or Cloak.
135: Elemental Augmentation: An Elementally Augmented spell which is Spellstored is later a normal "Activate <spell>".
136: Elemental Burst: New Text: This High Magic ability allows a formal caster to use and create a single packet attack in one of the four elements (stone, ice, lightning, or flame). The user must incant “Activate <damage number> Elemental <element>.” For example: “Activate 30 Elemental Ice!” For every point assigned to this High Magic effect the damage done by this attack increases by 10 points for every purchase of this skill. Additional purchases of this skill will only increase its damage amount and not provide additional packets. A celestial caster must have the ability to cast four 9th level spells before being able to use this High magic ability.
136: Formal Link: Bonus levels added through Formal Link are cumalative and last throughout the duration of the purchase
136: Formal Link: New text: Each time this High Magic ability is chosen, it adds one additional formal caster level to another ritual caster of the appropriate school (Earth or Celestial) in helping to assist in the casting of their rituals. When Formal Link is not chosen a caster trying to assist another character performing a formal ritual only provides just 1 level of their formal casting ability to the primary ritual caster.
136: Foresight: Multiple purchases of Foresight may be used all at once (and the final result taken) or split up as desired.
136: Healer's Resolve: Healer's Resolve is part of the Healing effects group.
136: Rebirth:: If a Rebirth is used while Engulfed, your death count may be reset. If a Rebirth is used while under the effects of a Create Undead, the Life spell is wasted.
137: Spirit Store: Replace "This High Magic ability functions in a similar manner as the Spirit Store ritual but the caster may only store into a golem that he/she created and was the primary caster of the ritual during the golem’s creation. It only works if there is no spirit already present in the golem" with "This High Magic ability functions in a similar manner as the Spirit Store ritual. It only works if there is no spirit already present in the golem. The primary caster and any other caster who assisted by using their Formal levels in the create golem rituals may use this High magic effect to store themselves in a ritually created golem."
137: Spirit Store: add "Characters stored in a golem are still considered to have all of the attributes of their character card in addition to the bonuses for being a golem. A living character in a golem is still considered "living" for the purposes of Desecrate and Domain of the Defiled. A sarr character in a golem is still affected by the sarr Racial Reaver, and a kobold stored in a golem is still affected by a kobold Slayer.
137: Spirit Store: add "A Spirit Store will temporarily override a Controlled Spirit Store, moving the spirit out of the character's bottle to the golem."
139: Enhanced Wand Ritual: This ritual enchants a previously crafted Wand created under the Read Magic skill by allowing it to be used for multiple types of damage at the caster's choice. A normal Wand may only be used to produce a single Elemental damage type on its tag. Once this ritual has been cast on a crafted Wand, the Wand may be used
to produce an additional Elemental damage type specified by the ritual caster during the ritual casting.
138: Bane: Bane does not alter the delivery type of the effect. i.e. a Nausea Gas Poison that has been Baned is still considered a Poison for the purposes of delivery-based defenses such as Poison Shield or Resist Poison
140: Extend Battle Magic Duration: add: "This only qualifies for actual memorized spells or innate spell trees, not "Arcane <effect>" or "Elemental <effect>".
140: Greater Wand Ritual: New text: "This ritual enchants one wand created under the Read Magic skill providing a celestial caster a damage bonus to his/her elemental packet attacks when using the ritually enchanted wand. The
damage bonus placed on a crafted wand thru the use of this formal scroll is determined by the number of reagents expended in the casting of this ritual.
141: Spell Parry: add: "Spell Parry may not be used to stop a Spell Strike against someone else. However, it may be used in conjuction with another Parry to do so.
141: Spirit Forge: Any skills that the character has been taught but not purchased during the Spirit Forge are lost except for prerequisite Back/Critical attacks, so long as the upper skills (Backstab/Proficiency) were purchased.
143: Areas of Effect: after "It might help to imagine a trap sending out packets in a five foot circle, and, like a spell, if a
packet hits your possessions, it will affect you." add: "Similarly, if you are affected by a trap, all objects on you are
subject to the rules for being in the trap's radius. For example: Rendal extends a ten-foot pole into a room and sets off a fire trap. Rendal takes all of the damage from the trap even though he may have been more than ten feet away. The pole is destroyed, as are any non-metal items in his possession, and hesuffers the appropriate amount of damage.
143: Resist Element may be used against flame traps. The statement in the traps section is incorrect.
143: Massive Mechanical Traps: Massive Mechanical traps must actually strike their targets.
159: Marshals: Marshals are certified on a per-chapter basis.
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