RULE BOOK ADDENDUM
If you have Rule Book version 1.1, then you do not need this addendum.
This is accurate as of May 2011 and is organized by page number.
37: Change "Failure to cease hitting opponents who are incapacitated (already webbed, down, etc...)” to “Striking opponents at full combat speed and strength while they are known to be incapacitated (webbed, paralyzed, etc.)”.
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.
48: Changing your Class: The second paragraph should have "Additionally, a character may swap their choice of Primary and Secondary schools if they reach a point where doing so would work to their advantage in terms of build point allocation." added.
55: Weapon Chart: Remove all references to Sap.
56: Archery: replace “throw packets with long ribbon tails to represent arrows and bolts” with “throw blue packets to represent arrows and bolts”
57: Blacksmithing (Advanced Use): Silvering and strengthening do not benefit from this reduction in cost.
57: Break Command: Change "You must be able to touch the affected person" to "You must be close enough to touch the affected person (note that actual physical contact is not necessary and may very well be unsafe)".
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.
59: First Aid: "It will not work on animals (although a “Craftsman: veterinarian” skill will)" should be changed to "It will not work on animals or other non-humanoid creatures (although, at a Plot team's discretion, an appropriate “Craftsman" skill might assist in this type of situation)".
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.
62: One Handed Blunt: Remove all references to Sap.
62: Parry: Remove all references to Sap.
63: Resist Element: Add the following to the second paragraph after "lightning": "or "elemental""
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: Riposte: Remove all references to Sap.
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.
65: Small Weapon: Remove all references to Sap.
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.
67: Waylay: Remove all references to Sap.
67: Waylay: under the fourth paragraph, add "This skill may only be perfomed by a weapon which includes a safe and valid Waylay Tip. It is the responsibility of the person performing the Waylay to ensure the weapon they are using has a Waylay Tip."
68: Acidic Skin/Acidic Blood: Change "After the battle is over, the NPC will take all weapons tags from anyone who struck it with a weapon, as the acid has destroyed them." to ""After the battle is over, the NPC will take all weapons tags for weapons which it was struck with, as the acid has destroyed them."
69: <Effect> Shield: Replace this ability with the following:
<Type> Guard
This monster ability will stop the first applicable attack that would affect the creature. This is a "dumb defense" in that the monster cannot choose when to use it. Any attack that falls under the listed Effect, Delivery, or Qualifier will be stopped. For example, a "Poison Guard" would stop a "Laugh Gas Poison" or a "30 Nausea Poison", while a "Nausea Guard" would only stop the latter of the two. A "Magic Guard" would stop either a Flame Bolt or a swing for "2 Magic", while a "Spell Guard" would only stop the Flame Bolt. When used, the monster should call "<Type> Guard".
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.
77: Armor Construction: The reference to 14 gauge wire for heavy chainmail should state 14 gauge American Wire Gauge (AWG).
79: Weapon Construction: After "All weapon construction is viewed with the idea of safety foremost." insert the following: "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."
79: Weapon Construction: immediately before the paragraphs describing Thrusting Tips, add "A player may choose to add or not to add a Waylay Tip to their weapon. This follows the same rules as a thrusting tip (see below) and is put on the pommel end of the weapon. A weapon without a Waylay Tip may not be used with the Waylay skill."
79: Weapon Construction: Add a new subsection titled "Latex Weapons" with the following text:
"Alliance also allows latex weapons to be used in addition to the 'boffer' weapons described above. Latex weapons are generally mass-produced and storebought from one of many manufacturers. They can also be homebuilt, but note that they have somewhat different weapon construction guidelines. Due to their potential for reduced safety, you should expect to have a more difficult time getting a homebrew latex weapon successfully safety checked by an Alliance chapter. Note that this section only applies to latex weapons which differ from the boffer weapon construction guidelines outlined above; a standard boffer weapon which is covered in e.g. latex instead of cloth would fall under the standard boffer guidelines above.
For any latex weapon, its length and overall volume must not exceed the limits laid out in the weapon chart. Its weapon core must be covered at all striking points with pipe foam, or foam of equivalent softness, that is no less than 5/8 of an inch in thickness. The handles can be covered in leather, grip tape or a similar material, just as with standard weapons. All non striking surfaces, besides the handle, must be covered in foam and soft enough to protect any player from potential harm. All other specifications (including those regarding hardness and weapon trapping) pertain to latex weapons just as they do boffer weapons.
As with boffer weapons, a weapon marshal has to be willing to declare the weapon safe for its intended use of striking and blocking with the sides of the weapon's striking surface; thus, due to current latex designs in the industry, no one is permitted to stab or attempt to stab anyone with the tip of a latex weapon. Additionally, for the same reasons regarding design, no player is permitted to use the skill ''waylay'' with a latex weapon. It is understood that latex weapons commonly have less than a 2x2 inch blade width, and in addition to the lack of open cell foam at the tips, the common slenderness of latex weapon's blades are another reason we do not permit their use for the purpose of stabbing. If a player wishes to be able to stab or waylay anyone with any weapon used in an Alliance game, said player must use a boffer weapon which has the standard two inch open cell foam tips on each end; thus, said player, in order to stab or waylay, must use a weapon that has been approved under our current non-latex, standard weapon guidelines.
As with any weapon, each chapter has the right to refuse or accept latex weapons, so do not assume that any latex weapon you bring will be accepted. Please contact the specific chapter ahead of time to learn their policies on the matter."
80: Weapon Chart: Crossbows do not require a thrusting tip.
80: Weapon Chart: Crossbow stock should state "between 14 and 32 inches."
80: Weapon Chart: Short Bows may be up to 33" long. Light Crossbows may be up to 25" long. Small Weapons (Bludgeon, Dagger, Hatchet) may be up to 25" long. Short weapons may be up to 33" long. Long weapons may be up to 45" long.
81: Bows: Add the following line to the second paragraph: "A Bow physrep is not required to have open cell tips on its ends. However, as with all weapons, sufficient padding must be in place that the core of the weapon may not be felt and a marshal judges the weapon to be safe in combat."
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.
81: Weapon Guidelines: Remove all references to Sap.
84: The text regarding Resurrection Tags and turning in your Life Tag at checkout should be removed and replaced with: A “Death Log” will be maintained in a chapter-appropriate location for each chapter at every event. This is an OOG document (though chapters may choose, for in-game flavor, to have a corresponding IG document) where character deaths will be recorded by a chapter-appropriate representative when the death is reported. For many chapters this is maintained in their in-game Earth Guild. After an event, chapter Logistics staff will use the Death Log to update their character database for reported deaths.
94: Amend “Whenever you swing a weapon, you must call out the amount of damage you do with that weapon, followed by the attributes your attack may have.” to read “Whenever you swing a weapon, you must call out the amount of damage you do with that weapon, followed by the attributes your attack may have, prior to hitting your target.”
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: Killing Blow: After "To be effective, the Killing Blow must be applied with a weapon that can damage the creature." add "A carrier from a Wand may not be used to apply a different type of killing blow, nor may a per-day ability (unless it changes the carrier type of a weapon, in which case a weapon may be used to apply that carrier)."
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.
96: Spell Strike: Spell strikes may never be touchcast.
97: Carrier Attacks: Replace "Carrier attacks can never “heal” creatures." with: Characters can never benefit from carriers, including High Magic Augmentation effects.
97: Magical: Change "Magical" to "Magic / Spell" under Qualifiers and add:
"Note that the "Spell" qualifier works exactly as the Magic qualifier except that it does not cover Magic Carrier attacks."
97: Concentration: Add "The recipient of a Magic Storm, Earth/Chaos Storm, Fortress, Desecrate, or Sanctuary spell may choose (after appropriate defenses) to decline the spell simply by not applying the physical requirements (arms crossed, arms in the air, etc.). This does not apply to any other spells not listed above. In no cases can the spells listed above be used to force an unwilling target to break another spells' physical requirements (such as Repel requiring an arm to be held out).
Unlike most spells, Storm-type spells involve throwing multiple packets for a single casting of the spell. For those enchantments which will hold a spell - such as Enchant, Expanded Enchantment and Spell Store - a Storm must be cast directly into the item to 'charge' it; this does not allow someone to both 'charge' such an enchantment and throw multiple packets from the same casting. In addition, due to their unique casting style, these spells do not 'switch' casters when Baned or Reflected - only the single packet's worth of damage will be sent back to the caster."
98: Under the group “Healing”, add “Heal 5 Body”.
102: Replace “Wands do a base damage of 1 <stone/lightning/ice/flame>, with every 9th level Spell Slot in your celestial spell pyramid adding an additional 1 point to your overall base damage.” with “Wands do up to a base damage of 1 <stone/lightning/ice/flame>, with every 9th level Spell Slot in your celestial spell pyramid adding an additional 1 point to your overall base damage. You may call less than this amount.”
102: Potions: After "... this must take at least three seconds." add "Only one potion may be quaffed at a time."
103: Magic Items: Add "All items created through the ritual system that last for 1 year or longer are considered to be indestructible following all rules listed on the render indestructible scroll (other then times ever items and items created through high magic or spell crafting). Golems and summoned creatures will still follow all effects listed on their monster card; for example, Golems will still take damage from shatter and destroy. This in no way implies that ritually summoned or created creatures cannot be killed. Effects listed on the magic item tag (or in the case of transforms, summons, and created creatures, the monster card) may alter this effect." after the second paragraph.
103: Magic Items: Add "Under normal circumstances, you must be the only conscious person having sole clear possession of an item to activate its abilities. The item need not be in a hand to activate; it may be in a pouch or other container, so long as it is clearly possessed by a single individual with the ability to activate the item." to the end of the section.
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.
112: Circle of Power: "For example, a 12' radius Circle may be made by two casters." should be changed to "For example, a Circle up to 12' radius and up to 20' height may be made by two casters."
113: Charm – amend to read “A direct attack by the caster, including attempting a Killing Blow, will always break the charm.”
113: Control Undead: Add "Control Undead, when used on an Undead of higher than low intelligence, will force the affected Undead to become temporarily able to understand only simple commands." to the first paragraph.
113: Create Undead: This spell will not affect a permanently dead body.
113: Create Undead: On page 113, in the second paragraph of the second column, the two paragraphs detailing the zombie's abilities are changed to the following: "The zombie created will have half the Body Points the victim had in life (not including enhancement spells such as Bless), as well as any armor that is left on the corpse. Any missing or withered limbs will also be temporarily regenerated for the duration of this spell. The zombie is considered Undead in every way, and has the standard immunities and vulnerabilities of Undead. These include being immune to: alteration, command, death, ice, poison, paralysis, and waylay. In addition, the creature will take double damage from healing and be healed double by necromancy. The zombie will have no metabolism and will be affected by undead-specific spells such as Turn Undead and Sanctuary."
115: Dominate: The sixth paragraph under "Dominate" should be changed to:
"While dominated, the victim must perform actions to the best of his or her ability and knowledge, including the use of spells and skills. The victim does not have the ability to pick and choose less effective abilities to use, nor may they choose to not perform certain commands due to their personality or race. For example, if the victim knows that the person who Dominated them is Undead, and that person commands the victim to heal them, they will not only cast Necromancy on that person but will not be able to choose to use less powerful spells if they have more powerful ones available. Similarly, if a Flame Elemental Dominated someone, and that character knew that Flame Elementals are healed by Flame, they would do their best to use Flame to heal the Elemental if commanded."
The second to last paragraph under "Dominate" should be changed to:
"Heal me: The target must make every attempt to heal or Life the caster. During this time..."
117: Enslavement: Characters cured of Enslavement will remember having been enslaved. This does not override any applicable Amnesia effects.
117: Entangle: The first paragraph should be replaced in its entirety with "Some monsters can shoot a substance that uses a physical means to trap victims (such as sticky strands of silk). The effect of this is like the effect Web except that it is not normally magical in any way. Unless otherwise specified by an explicit delivery type, it is entirely a physical effect and as such is not stopped by any Spell Protections."
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."
120: Oil of Slipperiness: After “will protect against one Entangle attack” add “(by calling Resist to the effect)”
120: Paste of Stickiness: After “will protect against one Disarm or Enflame attack” add “(by calling Resist to the effect)” Also, change call of “no effect” to Enflame to “resist” later on.
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: Update the first paragraph with "Reflect Magic will reflect the next effect delivered by the Spell qualifier back upon...."
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.
123: Spell Shield: Replace the first paragraph with "Spell Shield will cancel the next effect delivered by the Spell qualifier."
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."
124: Subjugate: Add "Return to normal: This command ends the Subjugate effect."
125: Ward - People can be recognized and forced into and out of Wards and Circles even if conscious, if they are forced to move (by being helpless and carried, being pushed by a Repel, etc.) through it. Obviously they can simply choose to not take that final step into/out of the Ward if they are not being forced to move.
128: Type: After "This indicates where and on what the ritual can be cast.", add "If the ritual indicates that the target must have a spirit, that spirit must be in possession of the target's body."
128: Casting Time: Add "Note that some rituals refer to a 'batch' of rituals. In this case, a 'batch' is a group of rituals, defined by the character casting the rituals, which are all of the same Aspect and cast no more than five minutes apart. If more than five minutes passes between rituals intended to be part of the same batch, the batch is closed and a new batch must be started."
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.
129: Change “Reagents do not hold their magic forever, and will expire after approximately two to three years” to “Reagents do not hold their magic forever, and will expire after approximately five years”.
130: Rituals: Generally speaking, a liquid is not a valid target for a Formal effect.
130: Identify – Amend to read “If performed on an individual, Identify tells the caster what active effects or rituals are present and will also Identify any magic items the individual is carrying or wearing.”
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. Note that a Ritual Caster may choose to not use all of their Ritual Levels when casting if they so desire."
131: Get Ritual Ready: The seventh paragraph should change ""... Success chance equals 10% plus the primary caster's Formal Magic levels minus the ritual's Difficulty Rating. If using ..." to "... The Success Number used for the ritual roll is 10 plus the primary caster's Formal Magic levels minus the ritual's Difficulty Rating. If using ..."
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.
133: Unwilling Targets: The first paragraph should be changed to read: "Unwilling Targets: Sometimes rituals are cast on unwilling recipients. The player of an unwilling recipient may inform the ritual marshal that he or she wishes her character to resurrect rather than accept the ritual. In the case of ritual effects delivered outside the context of a ritual casting, the player may choose to have their character immediately dissipate and head to the nearest earth circle for ressurection, following the normal rules."
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. In addition, add "Bane will act as a Cloak when used against Ingested delivery, a trap, or a Killing Blow."
134: High Magic Bane or Cloak: The effect group "Other" may not be selected for the High Magic Bane or Cloak.
135: The points cost for Magic Augmentation should be 2, not 1.
135: Elemental Augmentation: An Elementally Augmented spell which is Spellstored is later a normal "Activate <spell>".
135: Elemental Augmentation: Add "The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections."
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: Magic Augmentation: Add "The Augmentation will persist up to five days until used or otherwise expended, so long as the caster does not swap out the Augmented spell from their spell selections."
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."
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. In addition, add "Bane will act as a Cloak when used against Ingested delivery, a trap, or a Killing Blow."
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.
139: Damage Aura: Remove the last two paragraphs entirely.
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: Render Indestructible: Add "A character using such armor who is hit by a Shatter or Destroy effect should call "No Effect"." at the end of the first paragraph.
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. Only skills taught prior to receiving a Spirit Forge may be acquired and used immediately.
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.
159: Game Abilities - 'Game Abilities', for items not otherwise defined under PC-obtainable abilities and skills, cover anything 'times per day' which is used at the owner's determination as well as natural weapons. For NPCs this would include:
-Duplicates of PC 'Game Abilities', such as 'Dodge 1x/day' or 'One-Handed Edge'
-'times per day' abilities which they may choose whether or not to activate, such as 'Phase 1x/day' or 'Entangle 1x/day'
-Ability to strike or block with Claws
-Ability to rip from various binding effects
It does not cover any abilities an NPC might have which are not activated a certain number of times per day, or which they have no choice when to use or not to use. For example, NPC 'Game Abilities' does *not* include:
-'times per day' abilities which automatically activate, such as 'Magic Guard 1x/day' or 'Vengeance 300 points 1x/ever when affected by a Killing Blow'
-Monster strength
-Threshold
-Natural Armor
-Immunities
-Vulnerabilities
Effects delivered via the Magic and Arcane qualifiers and the mechanism of activating a Magic Item are both exempt from negative effects which restrict Game Abilities. For both, you must be able to at least move your mouth to vocalize (though the Magic and Arcane qualifiers may be used while under effect of a Silence). |