D&D 3E/3.5 COMPILED 3.5 ERRATA, courtesy of Olgar Shiverstone and other ENWorlders.

Hackenslash

First Post
Hello Everyone !!

Please find a compiled list of all the 3.5 Errata that ENWorlders have posted and that Olgar Shiverstone started in another thread. I would have used a Word.Doc but I am not computer savvy enough to get it attached to this post. I have tried to include as many of the posted errata as I could and have changed some entries to make them easier to read, hope no one minds...:) but kept the integrity of the original post. I have also compiled similar posts together into one long one on the same subject. They are all grouped together by Book and hopefully will be easier to read and print if necessary.


3.5 Erata.


Players Hand Book.

1. The rogue is still proficient with the sap.

2. p.100; The Shield proficiency feat refers to small and large shields (rather than light and heavy shields).

3. p.115; The illustration shows the a light lance; there is no longer a light lance listed anywhere in the equipment tables.

4. pg. 114; Six lines explaining critical modifiers appear twice in the right hand column at the top of the page.

5. see point 12. This was a repeated errata.

6. Touch of Idiocy Spell listing, PHB p 193 and Touch of Idiocy Spell description, PHB p 294. Subject takes 1d6 points of Int, Wis, and Cha damage and Your successful melee touch attack applies a 1d6 penalty to the target's Intelligence, Wisdom, and Charisma scores. There's a difference between dealing ability damage, and applying a penalty.

7. Mislead spell description, PHB p 255, refers to Improved Invisibility, which is gone.

8. The Medium Armor proficiency feat on page 89 says bards have it. (They do not.)

9. Evard's Black Tentacles spell listing, PHB p 194 and Evard's Black Tentacles spell description, PHB p 228 Tentacles grapple all within 15 ft spread. and Area: 20-ft.-radius spread. One of these must be wrong.

10. Endurance Feat, Pg. 93 States that you may sleep in Light or Medium Armor without Penalty. Armor Check Penalty Pg. 122. States that sleeping in medium or heavy armor causes fatigue. Light armor does not cause fatigue.

11. Earthquake spell listing, PHB p 185, 186 (twice), and 191 and Earthquake spell description, PHB p 225: Intense tremor shakes 5-ft./level radius (all spell listings) and Area: 80-ft.-radius spread (S). Either the spell listings or the spell description is wrong.

12. Weapon Finesse, Pg.91, The entry for Weapon Finesse on Table 5-1 includes a superscript 2, but this footnote no longer applies to Weapon Finesse (since you can't take it multiple times).

13. PHB, P190 Druid spell list, Magic Fang, Greater: states that "One natural weapon of subject creature gets +1/three levels on ..." In the text on page 250 this is +1/four levels.

14. PH, page 223, Dispel Magic spell, Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst. Same page and spell, column two, Area Dispel: When Dispel Magic is used in this way, the spell affects everything within a 30-foot radius.

15. PH 192, 210. Color spray's short description mentions d6 weak creatures. Full description (on p210) does not.

16. PH p274, Scrying:The spell description states in one place that you can see and hear the target of the spell. It later states that "you can see (but not hear)" the target.

17. PH p.113, about shurikens, you throw them at your normal base attack rate. Essentially you have quick draw with shuriken, as you pull them freely and then "load" them into your hand for free and just chuck 'em. This is because Shurikens are classed as ranged amunition, thus they fall into the category of being able to Draw ammunition as a free action, hence multiple attacks with them.

18. PH p.101, Stunning Fist feat forgets to mention that a stunned opponent drops whatever he is holding. (as stated in the phb glossary and the dmg summary of various conditions)

19. PH ?? The Text for Simple Weapon Proficiency Erroniously states that rogues are not proficient in simple weapons. Rogue are proficient in simple weapons + Short Sword, Short bow, Rapier, Hand Crossbow, and Sap.

20. PH ?? The disguise skill lists a +2 bonus if you have the Deceptive feat, but in the feat chapter, the feat is named Deceitful.

21. PHB, p. 129 - Alchemist's lab (500 gp, 40 lbs.) adds +2 circumstance bonus to Craft (Alchemy) checks. Artisan's Tools, Masterwork (55 gp, 5 lbs.) adds +2 circustance bonus to any one craft. It fails to specify whether or not such tools can be used for Craft (Alchemy). Why would anyone buy a lab for almost 10 times the cost and 8 times the encumberance if they can now just use masterwork artisan's tools (alchemy) to get the same bonus? Edit - Note: An alchemist's lab is not required to use Craft (alchemy), according to its description on p. 129 of the PHB - "Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides." Therefore all it does is give a +2 circumstance bonus, which can be gained for almost one tenth the price with masterwork artisan's tools.

22. General PH - Druid description of Animal Companions states they are magical beasts. Later, under share spell, they are referred to as animals. The spell Shadow Conjuration is 4th level, but the text of the spell says saving throws are based on Shadow Conjuration's spell level (5th). Under listen, it is apparently easier to hear things that are increasingly farther away, and especially if you are distracted.

23. On page 99 of PHB, the description of the run feat makes the same mistake twice. It says:-The Run feat allows you to run at 5 times your speed if wearing light or no armor, or 4 times your speed if wearing medium or heavy armor or carrying a medium or heavy load. This is in the description of the feat itself.
-In the Normal part of the description, it erroneously states that you can only run at 3 times your speed in Medium armor. This description should be errated to state that you can at 5 times your speed in medium armor, and that normally you can run 4 times your speed in medium armor.

24. PH page 41, Monk: Fast Movement- movement rates after 9th level should be considered Supernatural, not Extraordinary.

25. PHB page 117 - price of 20 normal arrows is 1 gp for the batch. PHB page 122 - "The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition, such as an arrow). For example, a masterwork bastard sword costs 335 gp, while a set of 10 masterwork arrows costs 70 gp."
20 masterwork arrows should cost 1 gp plus 120 gp, so 10 master work arrows should cost 60.5 gp, not 70 gp, under this formula. They should have just left it defined the way it was before, 7 gp per masterwork arrow, instead of trying to come up with a formula for adding to normal cost of arrows and not checking if the formula added to what they wanted it to cost. Edit – maybe it refers to a case of 50.

26. PHB. Slow Spell. The full description of SLOW reads, "-1 penalty on attack rolls, AC and Reflex saves." The Summary at the beginning of the spells chapter reads, "-2 to AC, -2 on attack rolls."

27. On page 25 of the Player's handbook, under the heading Fast Movement for a barbarian:
1. 2nd sentence: "This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load."
2. 4th and 5th sentences: "For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet."
3. 6th and 7th sentences: "A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet."
*SUMMARY* The examples in the 4-7th sentences contradict what is written as the rule in the second sentence.
*CORRECTION* Later in the PH, on pages 123 and on page 162, the text states that medium armor and medium loads reduce movement by 10'. Therefore, the examples on page 25 are correct. I read the book from the beginning - and without seeing the armor/load modifications around 100 pages later, the examples as written on page 25 appear erroneous.

28. PHB page 141 in table 8-2: Actions in Combat lists Bull Rush-No, for Attack of Opportunity. In the description for Initiating a Bull Rush on page 154 it says moving into the defender's square provokes an AoO from him and each opponent that threatens you.

29. PHB page 10, "Changing Ability Scores" 2nd point: The example with the entangle spell refers to the 3.0 version of the spell, not the 3.5 version, which is completely different.

30. PHB 238, Halt Undead: The description says "creature immobile for the duration of the spell (similar to the effects of a Hold Person on a living creature)." Hold Person (PHB 241) now gives a save "each round on its turn". This looks like a 3.0 holdover.

31. PHB 314, Surprise: Surprise is described as "... each take a partial action during the surprise round." It should be a standard action.

32. PHB. Silence Spell: Listed in short entries under Bard (182) and Cleric (184) as 15ft radius. Listed in full description (279) as 20ft radius.


Dungeon Masters Guide.

1. pg. 222; The half-spear appears in the magic weapon tables; per the PHB this weapon is now just a spear.

2. Prestige Class XP Penalty: It does not say in the description that PrC do not incur xp penalties in regards to multiclassing. This has already been pointed out as an oversight, and it should be there.

3. Cost of scribing spells into spellbook for Bocobb’s Blessed Book (should read 100 gp).

4. The DMG talks about disorientation on p. 297, referring to the spell. The Polymorph spell says nothing about disorientation.

5. DMG Pg.198 Gaining Fixed Hit Points Ranger listed in table as having d10 hit dice and gaining the benefits there of.

6. Shield with spikes enhancement pricing, page 217 DMG. The example of the pricing of a +1 shield with +1 spikes uses a buckler. But the PHB says that you can't add spikes to a buckler.

7. An important spell, Align Weapon, has not been included in the tables for randomly generating scrolls, potions or wands. Similarly, random generation of weapons made from special materials (cold iron, silver, adamantine) has not been worked into the treasure tables as far as I can see except for table 7-16 Specific Weapons (silver dagger, cold iron longsword, adamantine dagger, adamantine battle axe).

8. DMG p222 says armour and shields get +1 to hardness and hp for every +1 enhancement, shield section says +2 and +10 respectively.

9. DMG page 224 under Brilliant Energy Description. It says it negates Armor bonuses to AC, but not Shield bonuses. Since shields now give shield bonuses instead of armor bonuses, it should have changed as well.

10. Page 268 of the DMG lists the cost of a Standard Necklace of Prayer Beads as
25,800gp. The cost should be 45,800gp, if you used the guidelines laid out for pricing magic items in the DMG to figure it out. However, the formula likely won't work out for it (or several other items I am guessing). WotC stated that they "fiddled" with the prices on many items and once again (like in 3e) many prices cannot be derived from using the guidelines stated in the DMG.

11. DMG. The armor enhancement Arrow Deflection says that you can deflect arrow as the feat. It then goes on to give the old Reflex save mechanic. DOH ????

12. In the DMG, the table for One Hundred NPC Traits is still only 99 traits! Number 26 is still missing!

13. DMG p. 289, says "A supernatural ability's effect cannot be dispelled ..", but in Table 8-1 on p. 290 the entry is "Yes".

14. DMG pg. 203, Tiny and Huge Familiars. I assume the tiny and huge familiars should be similar to the PH familiars. In particular, skill bonuses should be +3, to be equivalent to a feat. Here are lists corrected to be in line with the PH:

Tiny or smaller
---------------
Bat Master gains a +3 bonus on Listen checks
Ferret Master gains a +2 bonus on Reflex saves
Hedgehog Master gains a +1 natural armor bonus
Mouse Master gains a +3 bonus on Move Silently checks
Screech Owl Master gains a +3 bonus on Spot checks in shadows
Toad Master gains +3 hit points
Thrush Master gains +3 bonus on Appraise checks, speaks one language

For simplicity, I've made Thrush the same as Raven, and given +3
Appraise. Otherwise, how about +3 Perform?

Huge or bigger
--------------
Dire Rat Master gains a +2 bonus on Fortitude saves
Leopard Master gains a +3 bonus on Move Silently checks
Monitor Lizard Master gains +3 hit points
Owl (Medium) Master gains a +3 bonus on Spot checks in shadows
Raven (Small) Master gains a +3 bonus on Appraise checks, speaks one language
Snake (Medium) Master gains a +3 bonus on Bluff checks
Wolverine Master gains a +2 bonus on Reflex checks

15. DMG, pg. 185:"... a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class." I do not think this expression means what they think it means. "1 point of Intelligence bonus per duelist class level," to me, means you multiply the Int bonus by the class level.
The example indicates that they really mean "the duelist adds her Int bonus, up to a maximum of her duelist level" or "the duelist adds her Int bonus or her duelist level, whichever is smaller."

16. In the DMG, one of the staves in the magic items section has the ability to cast Wall of Force. It states that you can only use it to create a hemispherical wall of force around yourself. In 3.5, there is no hemisphere wall of force. Well there could be an exception for particular magic items, the fact that it's the power of a staff leads me to believe that this is an error.

17. In the Minor Wondrous Item table of the DMG, the Druid's Vestments have a price of 3,750 gp, but in the description they have a price of 10,000 gp.

18. DMG, p. 209: The text says that you use a monster character's effective character level when determining whether or not to use epic advancement. As clarified by the Sage in Dragon #310 (in a column advertised as 3.5 content), you use character level only when determining whether to use epic advancement rules.
The same paragraph lists bugbears' level adjustment as +2. Bugbears' character adjustment is correctly +1. The example given is a bugbear fighter 14/blackguard 3 with an ECL of 22. The character's ECL should be listed as 21. The example character has a character level of 20 (4 bugbear HD, 14 fighter levels, 3 blackguard levels), so it does not receive any epic attack or save bonuses..

19. DMG page 177, Arcane Trickster: The Arcane Trickster skill list says "Knowledge(Int)", when it should say "Knowledge(all skills, taken individually)(Int)"

20. DMG 184, Dragon Disciple: The Dragon Disciple’s Breath weapon is described in 3.0 terms, as 5'x5'x60', not a 60 ft. line.

21. DMG 302, Darkness entry: Lists Ranger Favored Enemy as "precision damage" like sneak. This was 3.0. It should be unaffected by darkness.

22. DMG 216, Intelligent Items and random weapons: The description of intelligent magic items changed in 3.5, yet the roll for random magic weapons still use a 3.0 version, with far more than a 1% chance of intelligence. On p. 216 they still have a 15% chance of intelligence. On p. 223 the equivalent table has no chance of intelligence. Definitely errata.

23. DMG p. 48, under Multiple Monsters and Encounter Levels: "The Monster Manual entry on ogres shows that they are CR 2." That was 3.0; now they're CR 3.

24. Bard Listing in DMG: The bard level 1-9 is only wearing light armor but he's still listed as having an arcane spell failure. Bards do not suffer from Arcane spell failure if wearing Light Armor or less.

25. DMG. The table on page 227 lists the Assassin's Dagger as costing 10,302 gp. The text on page 226 lists the cost as 18,302.

26. DMG. Boccob's blessed book: Broken Item or Erata ??
"A wizard can fill the 1,000 pages of a blessed book with spells without paying the 25 gp per page material cost. Price 12,500 gp" The price per DMG should be 100 gp per page material cost, if writing normally. But this then effects the item description.
At its price as listed with 25gp per page, you multiply 25gp x 1,000 pages and you get 25,000 gold worth of inks. This means that the book gives you a 50% discount on inks over the long term once it becomes full.
However, if you change 25 gp to 100 gp(correct amount) without changing the number of pages, you get the possibility of a broken magic item. Now you can use it to get 100,000 gold worth of inks (100gp x 1,000 pages), which is a 90% discount on inks. Maybe this was intentional by WoTC for the game power level of this item.
However if you change the sentence to this:
"A wizard can fill the 250 pages of a blessed book with spells without paying the 100 gp per page material cost. Price 12,500 gp" Now IMHO, it is in line with the original idea of the item.

27. DMG. What happened to the Prerequisites of the Hierophant Prestige Class ?
Now it is (again): Skills: Knowledge (Religion) 15 ranks.
In 3.0 it was errated to :
Skills: Knowledge (Religion) 15 ranks OR Knowledge (Nature) 15 ranks. To allow Druids to partake of the class whilst not having to give up to much cost on redundent skills.

Monster Manual.

1. Emotion should not be on the red dragon’s spell list; the spell no longer exists.

2. Shambling Mound Art Typo. Monster name spelled as "Shambine mound" on page 223 of the Monster Manual.

3. Mummy Lord's Stats, MM Page 190. Mummy Lord's AC: 30 (+1 Dex, +10 natural armor, +9 +2 half-plate armor), touch 11, flat footed 29 The Mummy Lord has a +1 Dex modifier to his AC, when wearing a half-plate. This isn't possible since the max dex modifier from half-plate is +0.

4. In a few of the Rend descriptions in the MM, eg. Dire Ape. The stat block lists 2d6 + 9, while the description of rend says 2d6 + 12.

5. The MM Regeneration entry wrongly lists Disintegrate as a "not causing hp damage" source.

6. Page 48 MM, the succubus has a +10 for disguise checks from its "alter self" ability, however, in the description of its spell-like abilities it only has polymorph, no alter self.

7. The only mention of bypassing Epic DR is in the MM glossary. It states the weapon must have at least a +6 enhancement bonus, so a +5 Brilliant Energy Shock Weapon (+10 total enhancement) wouldn't bypass Epic DR. (I think the rule was 200,000+ gp cost in Epic Level Handbook ???)

8. MM, All dragons that have casting ability have Spellcraft as class skill. Nowhere does the dragon rules mention this, though. I think they have omitted the sentence in old MM that every dragon with caster levels get 1 rank of Spellcraft/HD. At least all dragons have this still, even though its no longer specifically said. ????

9. MM, Animal Appendix: Several 1 HD animals, including the cat, the tiny snake, and the badger, have the Weapon Finesse feat but do not meet the feat's prerequisite of +1 BAB.

10. MM p.12, Solar Spell-like Abilities: In the section for a Solar's Spell-like Abilties, the ability Power Word Stun is listed in the "At Will" group (after 'polymorph other [self only]'), and again in the "3/Day" group (after 'power word kill'). There is no comma after 'polymorph self (other)' to separate it from Power Word Stun in the "At Will" group (assuming the latter power belongs there). It should be able to use the power either "At Will", or "3/Day" (probably the latter)

11. The Zombie template (MM pg 266) does not list the DR 5/slashing special quality, despite all the sample zombies having it.

12. MM, on pg. 316 it says: "A swarm composed of Fine or Diminutive creatures is immune to all weapon damage." However, on Pg. 237, under "Bat Swarm - Diminutive Animal (Swarm)", in Special Qualities, it says "half damage from slashing and piercing." The other Diminutive creature swarms have "immune to weapon damage" - except for the Spider Swarm, which has no mention of weapon damage at all. It's also kind of strange that the Hellwasp Swarm has "damage reduction 10/magic" in addition to "immune to weapon damage." What would the damage reduction apply to?

13. MM Lycanthropes:
First One
In the Boar and the Dire Boar examples, the Ferocity "Special Attack" has become an "Special Quality".

Second One.
Under the "Special Attacks" section of "Creating a Lycanthrope" it says:
quote:
A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal.

But in the Hill Giant Dire Wereboar example, the Hybrid Form does not gain the Rock Throwing "Special Attack". It is implied that in Hybrid form the creature retains its "Special Attacks", unless it should be changed into: A lycanthrope’s hybrid form does not gain any special attacks of the base animal or the base creature.
A compilation of the two mentioned above (and a very nifty way around the second one, might I add). The WereBoar and the Dire Wereboar examples both have retained their "Special Attacks" (being Ferocity), but they changed to "Special Qualities". Maybe it’s from when I looked at the (Dire) Boar entries, I saw they made Ferocity a "Special Attack". This should be a "Special Quality". IMHO.
 
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Artoomis

First Post
Great list!

Please add in:

DMG, unusual mounts. The paladin's mount is described as getting it's natural armor value OR the one in the table, whichever is higher.

The PHB makes it clear that the armor should ADD to the mount's natural armor (that is, stack with it).

Soory about not having a page number. I think it might be page 205, but I am not sure about that.
 

CrimsonTemplar

First Post
#5 & #12 are repeats. Also, under the MM errata dealing with Lycanthropes you have a "Hill Diant Dire Wereboar", I assume you mean Hill Giant.

Otherwise it's a great list.

Thanks!
 


Kerrick

First Post
25. PHB page 117 - price of 20 normal arrows is 1 gp for the batch. PHB page 122 - "The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition, such as an arrow). For example, a masterwork bastard sword costs 335 gp, while a set of 10 masterwork arrows costs 70 gp."
20 masterwork arrows should cost 1 gp plus 120 gp, so 10 master work arrows should cost 60.5 gp, not 70 gp, under this formula. They should have just left it defined the way it was before, 7 gp per masterwork arrow, instead of trying to come up with a formula for adding to normal cost of arrows and not checking if the formula added to what they wanted it to cost. Edit – maybe it refers to a case of 50.

Wrong - a batch of 20 MW arrows should cost 140, not 120. Therefore, the price given is correct.

10. Endurance Feat, Pg. 93 States that you may sleep in Light or Medium Armor without Penalty. Armor Check Penalty Pg. 122. States that sleeping in medium or heavy armor causes fatigue. Light armor does not cause fatigue.

I don't see how this is errata - sleeping in light or heavy armor causes fatigue, unless you have the Endurance feat. I might be missing something since I don't have a copy of the PHB yet, but it seems pretty straightforward to me.

7. The only mention of bypassing Epic DR is in the MM glossary. It states the weapon must have at least a +6 enhancement bonus, so a +5 Brilliant Energy Shock Weapon (+10 total enhancement) wouldn't bypass Epic DR. (I think the rule was 200,000+ gp cost in Epic Level Handbook ???)

I think you're confusing effective bonus with enhancement bonus. The former is used only to determine the weapon's market price (like the +10 you mentioned above), not for DR. So the +5 brilliant energy shock weapon would not bypass epic DR.
(BTW, the rule is multiply by 10 for +6 to +10 for effective level).
 

Hackenslash

First Post
Sorry !!!

Sorry Kerrick, I was just tring to put together as many posts as I could from everybody, and they don't all necessarily reflect my own observations. In fact, I have not had the chance yet to verify every single post myself. But most of them I have checked out and I would imagine that most posts were genuine errors or what most people "thought" were errors or that did not make sense. Perhaps further clarification of the rules will follow in due course.

My thanks to Olgar Shiverstone for doing a much better job of compileing the errata posts. I just ran out of time and did not have the technical know how to post a Word.Doc link etc...:)

Whoops !!! Yes there is a repeated Errata regarding Weapon Finesse...sorry about that ;) Also I did mean Hill Giant Dire Were Boar, not "Hill Diant"....Doh !!! :D No point in changing now with Olgar's latest posted compilation on this thread. But might do anyway, just for finality....Cheers All :)
 


green slime

First Post
Elasmosaurus (Dinosaur) shouldn't be available as a choice for an animal companion for a 7th level druid.

All the other animals available are CR 3-4, 4-8 HD

Elasmosaurus is a CR 7, 10 HD aquatic monster.
 

zoroaster100

First Post
Where do you get your price for arrows?

Kerrick said:

Wrong - a batch of 20 MW arrows should cost 140, not 120. Therefore, the price given is correct.

I agree 20 MW arrows SHOULD cost 140 gp, but the formula for adding masterwork says you add 6 gp to each arrow.
The cost for a batch of 20 normal arrows is 1 gp. So the cost for 20 masterwork arrows is:
1 gp (base cost for 20 arrows) + 120 gp (added masterwork cost of 6 gp per arrow x 20 arrows) = 121 gp
So the cost for 10 masterwork arrows would be half that, 60.5 gp.

I believe the price given of 70 gp for 10 mw arrows is supposed to be the correct price. But the errata is in the formula they give for calculating masterwork ammunition. Instead of saying add 6 gp / missile, they should say each missile costs 7 gp.
 
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zoroaster100

First Post
More DMG errata in glossary

I'm somewhat dissapointed in the DMG 3.5 glossary. What's the use of a glossary with random bits of information that wasn't properly updated? To me it is clear that no one familiar with the new 3.5 rules (or even with the 3.0 errata) actually did a complete read through of the final product before printing. Perhaps the business managers rushed the people actually working on the product, but the result is too much errata for a revision. I like most 3.5 changes and I think the creative work on improving rules for 3.5 was very good, but I'm fed up with errata. Anyway, here is some more glossary errata:

DMG, page 297:
Polymorph special ability says "Creatures that polymorph themselves as an ability (not a spell) do not suffer disorientation (as described in polymorph)."
Disorientation was removed from the polymorph spell, not only in 3.5, but several several iterations ago of the errata for the 3.0 polymorph spell.

DMG, page 298:
Spell Resistance special ability, under Conjuration, says:
"These spells are usually not subject to spell resistance unless they conjure some form of energy, such as Melf's acid arrow or power word stun."
Melf's acid arrow and other Conjuration spells that conjure energy no longer encounter spell resistance.
Power word stun is no longer a Conjuration spell, it is Enchantment (Compulsion).

(I edited my post to tone down my criticism, since I wrote this post while still angry right after sending several errata emails to WOTC).
 
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