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Magic Horizons Errata as of 10/15/97
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function in your browser's Edit menu, looking for the characters (10/15/97).
Character Classes pg. 4 (change) The Character Classes
listed are not exclusive. Any combination of four Picks per Level that meets the
criteria of New Character Classes (pg. 9) is acceptable. An
analysis of character classes
is available on this web site. Named character classes are retained for
ease of use in describing NPCs (3/15/97)
Starting funds pg. 7 (clarification) A character's
starting money is determined by the local game committee. The suggested amount
is five silver shillings.
Pick substitution for elves and dwarves pg. 7
(clarification) Substitutions (mage for elves and craft for dwarves) may only be
done with a Pick received at first or second Level. If no substitution is made
at these Levels, the ability is lost.
Notes on Classes: Philosophy pg. 9 (clarification) A
character with Ranks in one Philosophy sub-Branch may never cast a spell or
Lesson, or use a Talent from a different Philosophical sub-Branch, including
through the use of magic items, such as scrolls.
New Character Classes pg. 9 (addition) The Player must
also choose which Pick the character gains at its half-Level. This Pick must be
from the Branch with the largest number of Picks per Level. If the character has
an equal number of Picks per Level (2:2, 1:1:1:1), the Player must choose.
Branches pg. 11 (clarification) Any number of Picks per
Level may be used to acquire Ranks in Utility Skills.
Skills & Ranks pg. 11 (change) There are 48 Skills,
not 47.
Synergy pg. 12 (change) Players should disregard any
references to other Skills besides Scholarship and Lock Smith that allow
Synergy. The only Skills that allow Synergy are Scholarship and Lock Smith.
Synergy only works "one way"; ranks in Pick Locks are not Synergistic
with Lock Smith. It takes two full picks of a skill to gain the Synergistic
ranks; there is no rounding with Synergy.
Detect Traps pg. 12 (addition) A Player with Detect Traps
will not notice hidden traps unless he or she is inspecting a trapped item
specifically for traps (i.e. when the trap card is hidden).
Fence pg. 12 (clarification) The prerequisite fee can only
be paid during check-in. If a character does not pay the fee at check-in, he or
she loses the selling ability of Fence for the day.
Sneak Attack pg. 14 (clarification) If the target is
wearing a helmet, the target's full armor value, including spells, is used to
resist the attack. (3/15/97)
Sneak Attack pg. 15 (change) In the example, chain mail is
given a value of four armor points. Chain mail has a value of six, which would
give Dara nine points of head protection.(6/15/97)
Armoring pg. 17 (addition) At Rank 8, the Armorer gains
the ability to reinforce any non-magical armor, adding 4 non-repairable armor
points to the armor at the cost of one production point. At Rank 19, the Armorer
gains the ability to reinforce any armor, including magic armor, adding 4
non-repairable armor points to the armor at a cost of one production point.(10/15/97)
Chemist-acids pg. 18 (clarification) Any bonuses to thrown
weapons through the Skill Thrown Weapon are added to the regular acid damage.
Chemist pg. 18 (addition) At Rank 7, the Chemist gains the
ability to Distill Water. Any character using distilled water gains two
production points in a Skill that uses production points. This ability requires
one production per use and may only benefit a character once per day per Skill.
Distilled water may not be stored or shipped via Merchant. It must be used the
game day it is created. (10/15/97)
Chemist-alchemical components. pg. 18 (change) At Rank 3,
the Chemist may produce five drams of Essential Solids for one Production Point
(1 CP per, retail 2 CP). At Rank 5, the Chemist may produce five drams of
Essential Liquids for two Production Points (2 CP per, retail 4 CP). At Rank 7,
the Chemist may produce five drams of Essential Powder for three production
points (3 CP per, retail 6 CP). At Rank 11, the Chemist may produce one dram of
Phlogiston for one production point (5 CP per, retail 10 CP).
(10/15/97)
Physic: Medical Maintenance pg. 21 (change) The last
sentence in the Rank description should read "A single character may not
benefit from more than one Medical Maintenance plan."
Scholarship: allowable Skills pg. 21 (change) The Merchant
Skill may also benefit from Scholarship.
Scholarship: research pg. 22 (change) For each Rank in
Scholarship, the character receives one research point (RP). Each RP takes five
copper pennies to use. When researching a new spell or Lesson, the scholar must
expend RP equal to the new spell or Lesson's Rank plus one, squared, so that a
Rank 3 spell would take 16 RP (i.e. (3+1) squared). When researching a new item,
whether produced through Craft or magic, RP equal to the Rank needed in the
appropriate Craft or Mage Skill to produce the item plus one squared is
required, up to Rank 11. When researching items beyond Rank 11, the cost in RP
is: 150 plus 15 RP per Rank required over 11. A Rank 18 would require 255 RP
(150 +(7*15)). RP may be accumulated over several game days. Any and all
research projects must be submitted to the game committee for evaluation.
Research Points may not be increased through additional levels of
maintenance as if they were production points. No Skill or item that increases
production points will increase RP. The only exceptions are enchanted items and
a shop. While a Scholar does not need a shop, he or she may benefit from a shop
in the same way as a crafter does. Such a shop is treated as an armorer's shop
for cost. A Scholar may not build his or her own shop, as the shop represents
books that the scholar has accumulated.
Because of this, theoretically there is no upper limit to a scholar's shop
bonus. Once a new spell or ability has been researched, the researching
character may teach any other character with the requisite Ranks in the
appropriate Skill the new spell or ability.
(6/15/97)
Craft: item resists pg. 16-24 (clarification) An item with
a resist will only protect that item from harm.
Weaponsmith: silvering weapons pg. 23 (clarification) A
weapon may only be silvered when first created. The costs represent the silver
needed to silver the weapon. The weapon is not made out of silver, which is much
too soft. Instead, the blade is engraved with silver over the steel. Creating a
silvered weapon takes twice the normal production points, plus the indicated
silver.
Weaponsmith: Honing pg. 24 (clarification) A honed
weapon loses all benefits after the first battle it is used in (i.e. the honing
lasts for one battle). A honed weapon, if not used, loses its bonuses at the end
of the game day.(10/15/97)
One Handed Blades/Florentine pg. 41 (change) Players are
allowed to use the One-Handed Blade Skill to calculate their on-handed damage
bonus when using two weapons, as long as the Player has at least one Rank of
Florentine. In this case, the off-hand weapon quality does not effect the Ranks
in the One-Handed Blade Skill. The off-handed weapon may be used to parry and
will strike for one point of damage. This combination does not imply that
characters may use shields with two-handed weapons.
Energy Spell List: stored spells pg. 28-30 (addition) The
stored spell may be discharged if the mage touches the target (in a legal area)
or the target's equipment or clothing.
Matter Spell List: Open Locks pg. 33 (change) Each casting
of the Open Locks spell will open two Ranks worth of lock, not three.
(3/15/97)
Matter Spell List: Destroy Traps pg. 33-34 (change) The
Destroy Traps spell will operate like the Open Locks spell, negating five Ranks
worth of trap per casting. The spell will have a cumulative effect over five
minutes.
(3/15/97)
Scrollcraft Scrollcraft pg. 34-35 (change) Scrollcraft is
undergoing play-testing for large alterations. There is a separate entry for
scrollcraft which you may obtain
from the Magic Horizons web site or from Magic Horizons.
(10/15/97)
Spirit Spell List: Fumble pg. 35 (change) This spell is
too powerful as written. Fumble will only effect one hand, which the caster must
specify. The incant is changed to "
I cause you to fumble that X.",
with X being the item to be fumbled. If the target is holding a two-handed
weapon, the weapon must be dropped, but the target may pick up the weapon with
one hand (the unaffected one).
Spirit Spell List: Haven pg. 36 (clarification) An attack
is defined as any action that would be detrimental to the target. Dispelling the
Haven spell is specifically exempt from the prohibition against attacks. An
offensive action includes moving towards a foe unless a friendly character is in
between. (3/15/97)
Void Spell List: Dispel Magic pg. 37 (clarification)
Dispel Magic will also remove any Lesson the target currently has on his or her
person, regardless of whether or not they are activated.
Void Spell List: Null Weapon pg.38 (change) The stacking
Code for Null Weapon is "M" not "F". (10/15/97)
Armor bonus points pg. 40 (clarification) The maximum
bonus for a full-torso rep and real armor is four points of armor (two for
full-torso rep and two for real armor).
Florentine pg. 40-41 (change) At Ranks 36, 64 and 92, in
addition to an additional advanced attack, the character also receives an
additional advanced resist. At Ranks 57 and 85, in addition to an additional
advanced resist, the character also receives an additional advanced attack. This
brings Florentine into line with the other weapons Skills. (10/15/97)
Thrown Weapon pg. 43-44 (change) The progression on Thrown
Weapon is changed to:
Rank 1) The character may use any thrown weapon.
Rank 2) The character may throw for +1 damage with the first throw per
battle.
Rank 3) The character may throw for +1 damage with the first two throws per
battle.
Rank 4) The character may throw for +1 damage with the first three throws
per battle.
Rank 5) The character may throw for +1 damage.
Rank 6) The character may throw for +2 damage with the first throw per
battle.
Rank 7) The character may throw for +2 damage with the first two throws per
battle.
Rank 8) The character may throw for +2 damage with the first three throws
per battle.
Rank 9) The character may throw for +2 damage.
Rank 10) The character gains one advanced attack per day. The character may
only use the Cripple Limb advanced attack and does not gain any different types
of advanced attack.
Rank 11-14 As for Rank 2-5, but the bonus is +3.
Rank 15-19 As for Rank 2-5, but the bonus is +4.
Rank 20) The character gains one additional advanced attack per day (two
total)
Continues to Rank 108. (10/15/97)
Mystic Arts: use of pg. 34 & 46 (change) Spell points
may be used to power any Skill that calls for spell points.
Dark Discourse: Break footing (addition) Certain very
agile monsters are immune (minor immunity). (3/15/97)
Dark Discourse: Break Item pg. 46 (clarification) This
spell will not effect traps and locks.
Dark Discourse: Break Spell pg. 47 (addition) This spell
will remove any Lessons active on the target, regardless of whether or not they
are active.
Death Discourse: fear inducing spells pg. 51-52
(clarification) A character who is running away in fear may defend theirself
from attack, but will never turn towards the object of their fear. If attacked
from behind, the character must endure.
Death Logic: Cheating Death pg. 54 (clarification) The
coins are consumed in the course of the Lesson. They may be of any denomination
(copper, silver or gold) but must be actual in-game money. If your game does not
use coins, the Player may use the game's substitute for coins.
Death Logic pg. 54-55 (clarification) The Myrrh is
consumed in the course of the Lesson.
Way of Creation Discourse: Strengthen Magic pg. 66
(change) The target of this may not exceed his or her maximum spell point
allotment. This spell only replenishes.
Way of Creation Logic: Great Aid pg. 68 (change) The cost
of the silver gear needed to cast the Lesson is reduced to one silver shilling.
(3/15/97)
Merchant: purchase discount pg. 69-70 (change) When a
merchants buys any item worth five or more silver shillings retail, the merchant
receives no discount, i.e. the full retail price must be paid. Once a merchant
builds a warehouse (Rank 12), the merchant may purchase items worth five or more
silver at 90% of retail price. Items worth less than 5 silver shillings are
still purchased at 57% (4/7).
Merchant: Prerequisite pg. 70 (clarification) The contact
fee must be paid at check-in. The shipping fee may be paid when the Ranks are
used.
Merchant: shipping interest pg. 71 (change) At Rank 20,
the merchant may spend 40 silver shillings to buy a shipping interest and
buy/sell 140 shillings per game day. The merchant pays a flat fee of eight
silver shillings to use this capacity, plus the two silver shillings to keep the
contacts open at the beginning of the game day. (Changed from 60 SS to buy/sell
210 SS for 10 SS).
Safety: Legal Targets pg. 73 (clarification) Shoulders are
legal targets and are not considered part of the neck. The groin definition is
for the ventral (front of the body) only. The buttocks and hips are legal
targets.
Standard Armor Rep placement pg. 79 (change) Left-handed
Players with a shield should attach the SAR to their left shoulder not right.
Stacking non-spell effects pg. 86 (clarification)
Non-spell effects (those effects not the result of a spell, lesson, talent,
enchantment or potion) will stack with all spell effects and each other,
although a non-spell effect will not stack with itself (e.g. a weapon will not
benefit from two weapon hones.) (10/15/97)
Mystic Metals: quantities pg. 89 (change) Two-handed
hafted weapons may have a very small head (e.g. spears). The minimum required
mystic metal for any weapon is 16 ounces.
Alchemy Products: Scroll Ink pg. 90 (change) Each bottle
of Scroll Ink will allow a scrivener to create five spell Ranks' worth of
scrolls, not three. (3/15/97)
Alchemy Products: Silver Ink pg. 91 (change) Each bottle
of Silver Ink will allow a scrivener to create eight spell Ranks' worth of
scrolls, not three.
(3/15/97)
Alchemy Products: Weapon Bond Salve pg. 93 (change) This
salve's duration is one hour, not 5 minutes.
Alchemy Products: Copier's Ink pg. 93-94 (change) Each
bottle of Copier's Ink will allow a scrivener to create ten spell Ranks' worth
of scrolls, not three. Copier's Ink may be used to create templates. (3/15/97)
Alchemy Products pg. 90-95 (change) Type I Fortify Body
Potion, Type III Invigorate Body Potion, type IX Magnify Body Potion and Supra
Protections Potion change their stacking code from C to N (Protections Potions
stacking code goes to A, N) allowing the effects of these potions to stack with
spells that increase Body Points. (10/15/97)
Alchemy Products, Spell Resistance Potion pg. 91 (change)
Type IV Spell Resistance Potion will allow the imbiber of this potion to resist
the next spell of the characters choice that would normally affect his or
her person. (10/15/97)
Alchemy Products, Greater Spell Resistance Potion pg. 94
(change) Type X Greater Spell Resistance Potion will allow the imbiber of this
potion to resist the next two spell of the characters choice that would
normally affect his or her person. (10/15/97)
Enchantments: use of pg. 95 (change) If the spell invested
in an item directly affects only the holder, the item itself may be used to
fulfill the spell packet requirement and the empty hand requirement. If the
spell requires a flag, the holder must still display a flag after activating the
item. If an enchanted item is ever broken, the enchantment is destroyed.
Repairing the item will not restore the enchantment.
Enchantments: investment pg. 95-96 (clarification)
Additional charges (either single-shot or rechargeable) may always be added to
an item. A charged item may never have more than one spell (with any number of
charges) invested at a time. A permanent item, once enchanted, may not have a
similar permanent enchantment added to it without destroying the original
enchantment (the new enchantment must be more potent). A permanent item may have
more than one permanent effect enchanted into it. When enchanting dissimilar
effects into a permanent item, all effects must be enchanted before the item is
used.
Scrolls: use pg. 97 (clarification) Scrolls are one-shot
items and crumble to dust after use.
Economics: retail prices pg. 100 (addition) The retail
price for any item is twice the cost of production, unless otherwise specified
in this section.
Economics: Prices for Potions pg. 100 (change) All potions
are listed as "X Level" potions. These should read "Type X"
potions, with the levels equating to the type of potion.
Economics: Prices. Pg. 100 (change) the price of potions
changes to reflect the change in the cost of the ingredients. (10/15/97)
- Alchemical Component Costs
- Essential Solids, 1 dram, 2 CP
- Essential Liquid, 1 dram, 4 CP
- Essential Powder, 1 dram 6 CP
- Phlogiston, 1 dram 10 CP
- Potion Prices
- Type I 12 CP
- Type II 20 CP
- Type III 30 CP
- Type IV 35 CP
- Type V 45 CP
- Type VI 55 CP
- Type VII 70 CP
- Type VIII 4 SS
- Type IX 5 SS
- Type X 6 SS
- Suprapotion 10 SS
Economics: Prices for Enchanted Items pg. 100-101 (change)
The retail prices given for enchanted items are in error. The base cost of an
enchanted item is equal to the item cost (Keystone (1 SS)), enchantable item
such as a ring or pendant (2 SS), or an enchantable weapon or suit of armor (2 x
base cost), or a bonus on a shop or lab (must be a +3 set of tools before it can
be enchanted.). Added to this base cost is the cost of the actual enchantment
(single-shot, rechargeable and/or permanent). The Enchanted Item Price List
should read as follows:
- Enchantable Items Costs
- Keystone 1 SS
- Enchantable Item 30 CP
- Quality Enchantable Item 2 SS
- High Quality Enchantable Item 70 CP
- Weapon or Suit of Armor (3x Cost)
- Shop/Lab (Must be +3)
- Enchantment Costs
- Single-Shot; per Rank per charge 12 CP
- Rechargeable; per Rank per charge 24 CP
- Recharging; per spell point 6 CP
- Permanent Ranks 1-5, per Rank 5 SS
- Permanent Ranks 6-10, per Rank 6 SS
- Permanent Ranks 11-15, per Rank 7 SS
- Permanent Ranks 16-20, per Rank 8 SS
- Permanent Ranks 21-25, per Rank 9 SS
- Spell Point Batteries
- Single-Shot; per 2 spell points 1 SS
- Rechargeable; per 2 spell points 2 SS
- Permanent; per 2 spell points 5 SS
Economics: Prices for Scrolls pg. 101 (change) With the
change in Ink prices, the retail prices given for Scrolls are in error. (3/15/97)
- Scrolls
- 6 copper per rank of spell.
Economics: Prices for Scrolls pg. 101 (annotation) The
playtest draft of the new scrollcraft
rules change the retail prices of scrolls once again. As those rules are
still in playtest, the prices aren't official errata items. If using the
playtest Scrollcraft rules, please use the retail prices for scrolls in those
rules.(10/15/97)
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