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Elements of Magic errata and FAQ, 5-30-03
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<blockquote data-quote="RangerWickett" data-source="post: 912168" data-attributes="member: 63"><p>Please tell me if there's anything missing that you'd like answered, or any answers that you think are unsatisfactory. The full text is presented here, or if you like you can download the attachment.</p><p></p><p><span style="font-size: 12px"><strong>The Elements of Magic Frequently Asked Questions and Errata</strong></span></p><p>First, we’d like to make clear that this FAQ is only a temporary correction. We recognize that there are several ways in which the Elements of Magic system could be improved, and we plan to release a sequel some time in early Autumn, and a full update some time this summer. Some of the information in this document may be obsolete when the full changes are released, but we know many of you have been waiting for a few answers to your questions, and we admit these answers are overdue. Trust us, though, the wait will be worth it once you see the revised edition.</p><p></p><p> </p><p><strong>Frequently Asked Questions</strong></p><p>Q: Does The Elements of Magic present an entirely new magic system, or is it just optional rules to be tacked on to the existing D&D magic system?</p><p></p><p>A: The Elements of Magic is intended as a replacement for the standard Core rules magic system. You take out the existing rules and plug tEoM in. However, since the system is balanced with the Core rules, you can also use it with the standard magic system. Several readers are planning on using it for exotic spellcasters to keep their players on their toes.</p><p></p><p> </p><p>Q: If it does present an entirely new magic system, does it cover divine as well as arcane spellcasters? I didn't get that impression from the blurb, and I'd like to know that before I consider purchasing it.</p><p></p><p>A: There is no separation between types of magic in tEoM; all spellcasters use the same magic, whatever its source. However, it is merely a matter of the game master’s decision to say that some magic might be available only to followers of specific magical traditions. By the rules, though, there is nothing to stop a pious priest of peace from dabbling in the dark arts of demon summoning and animating the dead, except his own conscience. Often in literature certain types of magic are forbidden to teach, but they still exist, the perfect temptation.</p><p></p><p> </p><p>Q: I'm still puzzling what to do about the cleric. I want a class like the cleric for my campaign.</p><p></p><p>A: You can do any of several things for a cleric-style roll in your campaign. The white mage is intended to have the same roll as a cleric. They do not have the same weapon and armor abilities, but they have stronger spellcasting abilities than a cleric. You could also use a multiclass fighter/mage (with the armor casting boon) to simulate a cleric. Another, perhaps better substitution, would be to use either the red mage (for a positive energy spellcaster) or the grey mage (for a negative energy spellcaster). Compel Undead replicates most of the effects of turning undead, and the boons are a perfect way to make domain abilities available.</p><p></p><p>In the follow-up book to Elements of Magic, we will include a class that will more closely model the cleric, so that you can simply play a cleric with EoM spells.</p><p></p><p> </p><p>Q: I have at least one misgiving: Magic Points. I think the mage has way too many: 310 at level 20, not counting Intelligence. This is around 17 or 18 9th level spells. I cannot imagine how this will affect an otherwise standard DnD scenario.</p><p></p><p>A: Every spell point system that has been introduced for D&D has faced this complaint. Some gamemasters worry that their characters will cast only the highest level evocation spells available, laying waste to everything in sight. However, a few playtests reveal that canny spellcasters won’t waste their power that quickly, and even if they do, the final result is little different from doling out destruction in smaller packages, except that there tends to be a bit more overkill.</p><p></p><p> </p><p>Q: How do bonus magic points work?</p><p></p><p>A: On Table 1-3, read down the right side until you get to your Intelligence score. Then read across the top until you get to the highest spell level you can cast. Cross that row and column, and the box you arrive at has your bonus spell points. Whenever your Intelligence or spellcasting level changes, you can check the chart again to find your new bonus spell points. Your bonus spell points are added to the spell points you get for your caster level to get your total final amount of spell points.</p><p></p><p>Or, if you’re already comfortable with the rate of bonus spells from the core rules, figure out how many bonus spells you’d get for your high Intelligence. Every 1st level spell equals 1 mp, every 2nd level spell is 3mp, 3rd level equals 5 mp, and so on.</p><p></p><p> </p><p>Q: Biomatter evocations require some interpretation. Are they just wood? A big exploding lump of protoplasmic goo might appeal to some, but I find the idea more than a bit gruesome.</p><p></p><p>A: It can be any sort of inert natural material, such as wood, horn, bone, or even goo, if you wish. So an Evoke Biomatter missile could look like a sharpened horn thrown at the target. An Evoke Area Biomatter sphere could be an explosion of splinters. You can use whatever suits your character best. Additionally, the name of Biomatter will be changed to Nature, which doesn’t sound quite so obtuse.</p><p></p><p> </p><p>Q: How do you deal with spell casting monsters? Do you just leave them as is or go through the work to convert them to the new system?</p><p></p><p>A: You can leave monsters as is, since tEoM is meant to balance with the Core spell rules. After all, the lightning bolt spell is just a specific version of Evoke Lightning 3.</p><p></p><p>We may include more detailed rules in the follow-up book, but since most magical powers of creatures are usable at will, conversion to the Mage class and the magic point pool is unnecessary. However, if you want a quick conversion for monsters with effective caster levels (like Dragons), you can convert levels of wizard or sorcerer to levels of Mage, and levels of cleric to White or Black Mage, levels of Druid to Green Mage, and levels of bard to . . . Bard.</p><p></p><p> </p><p>Q: What to do with spell-like abilities, spell-casting items, and such. Leave them as they are? That seems the easiest route.</p><p></p><p>A: As with monster abilities, spell-like abilities and items should be okay as is, if you’re running an existing campaign and are just converting. But if you’re starting a new campaign, it would probably be best for compatibility if you converted spell-like abilities and handed out magic items that used the EOM rules. </p><p></p><p> </p><p>Q: How can I use the Elements of Magic in epic-level play? And how do spell lists progress past 9th level?</p><p></p><p>A: Unfortunately, as the Epic Level Handbook is not open content, we can’t publish epic rules for the Elements of Magic. The revised rules and the expansion book will contain rules that should lend themselves easily to scaling above 20th level.</p><p></p><p> </p><p>Q: Can I use feats from other Wizards of the Coasts rulebooks with the Elements of Magic?</p><p></p><p>A: Certainly. Most of them should be compatible with the EoM rules, though a few may be a little obsolete, especially when we release the expansion book. You’ll see what we mean.</p><p></p><p> </p><p>Q: Who can use scrolls? Are the limitations the same as in the core rules?</p><p></p><p>A: Scroll use is similar to the core rules. Unless you use the Use Magic Device skill, you can only cast spells from spell lists that are available to your class. If you use the optional color mages, for example, a white mage cannot use a scroll with a spell accessible only to black mages. If you use the default Mage, he could use any scroll with an EOM spell on it. He could not, however, use a standard arcane or divine spell scroll, if you are using EOM in conjunction with the standard rules. </p><p></p><p> </p><p><strong>Questions about skills and spell lists.</strong></p><p>Q: Are the applicable modifiers of the Scry skill all cumulative?</p><p></p><p>A: Yes.</p><p></p><p> </p><p>Q: A 10th level caster could use alter reality 3 multiple times to get a +6 inherent bonus to some ability score, correct? (Assuming he has enough XP, of course).</p><p></p><p>A: That is correct. This should not be a game balance issue, however, since a 10th level character is unlikely to use that much experience to boost one ability score. If he was just using the XP to level up, he’d be 11th level instead, on his way to 12th, and even +6 to a key ability score like Charisma or Intelligence is just about evenly balanced with being entire level behind the rest of the party.</p><p></p><p> </p><p>Q: Is there any penalty for an Outsider or Elemental besides not going home for the Bind spell lists? There are plenty of minor and major demons that would see the Prime Material Plane as a great place to live (and where they aren’t in fear for their very existence every moment of every day like they would be in the Abyss). It seems the Bind spell lists need a bigger stick to make the pact they agreed upon have force.</p><p></p><p>A: The Bind lists are a bit misnamed, due to a simple bit of confusion during editing. The spells do not actually bind anything; they bring an Outsider or Elemental fully into the Material plane. They are in no way controlled, although the caster can negotiate with them or fight them. Nothing prevents them from staying on the Material plane, unless the game master wishes it. (The game master can simply rule that they do not want to stay, for whatever reason, if he does not want them there.)</p><p></p><p> </p><p>Q: Why were Outsiders exempted from being affected by the Enchantment lists like Charm [Creature] and Dominate [Creature]? I don't see any particular reason that you can't select an Outsider version of these spell lists, and it would cover PC Outsiders as well (tieflings and aasimar, half-fiends and half-celestials).</p><p></p><p>A: Due to space limitations, some ideas, such as this, were left out. We will include them in the follow-up book.</p><p></p><p> </p><p>Q: How do you cast a light spell? For the life of me I couldn't figure out a way to make it happen.</p><p></p><p>A: You can cast Create Light Object. The object will radiate light as an elemental side effect (see page 10). The intensity of the light will depend on the level that you cast the spell at.</p><p></p><p> </p><p>Q: I asked a question that didn’t get answered here. Why not?</p><p></p><p>A: Many of the questions and concerns that we have been asked are too long to go in to in a document like this. Those more complicated questions we will address in revised book, or in the expansion book to come out later this year.</p><p></p><p> </p><p><strong>Official Rules Change</strong></p><p>Page 74: Further playtesting by the general public has shown that the Evoke [Element] spells are too weak as presented. They had both a touch attack (or ranged touch attack) as well as a saving throw, making the spell list too weak compared to the Evoke Area [Element] lists.</p><p></p><p>Thus, the saving throw for all of the Evoke [Element] lists should be removed. Additionally, Evoke Force should simply use the Evoke Black [Element] table for damage, since there is no longer a difference between it and any other black Element.</p><p></p><p><strong>Errata.</strong></p><p>Page 26: The hit dice for the grey and red mages should be a d8.</p><p></p><p>Page 39: The Spellcraft skill was modified during the editing process so that it takes 8 hours, to coincide with the Core spell identify. However, the author never intended to keep that restriction. The game master can decide whether to keep this restriction, but it will not be present in the revised version.</p><p></p><p>Page 56: In the Abjure [Creature] list, under the Warding section: The area affected is a 5-ft. radius per spell level, so you can't do this option with a cantrip. It is a 5-ft. radius at 1st level, and a 45-ft. radius at 9th level. You can choose to ward a smaller area if you wish.</p><p></p><p>Page 57: In column one, the second paragraph of the Elemental Absorption section is entirely incorrect. The example used data from an earlier version of the spell list.</p><p></p><p>Page 59: A clarification on Alter Reality – the XP Cost column is the minimum cost for casting the spell. Some versions cost more, as given in their description.</p><p></p><p>Change the next to last paragraph to:</p><p></p><p>“You wish for a staff of power. Rather than getting the staff, the game master decides that you teleport into the presence of the current owner of such a staff. Such a teleportation is at least a 5th level spell, so the spell fails outright if you used less than Alter Reality 6, the minimum level to duplicate a 5th level spell. If you did use Alter Reality 6 or higher, the spell costs 3,000 XP, which is ten times the cost of duplicating a 5th level spell.”</p><p></p><p>Page 66: There should be an additional line on table 6-2, listing the penalties for the Dance version.</p><p></p><p>................Dance</p><p>Level........Penalties</p><p>0..............-1</p><p>1..............-1</p><p>2..............-2</p><p>3..............-2</p><p>4..............-3</p><p>5..............-3</p><p>6..............-4</p><p>7..............-4</p><p>8..............-5</p><p>9..............-5</p><p></p><p>Page 70: The Polymorph effect of the Cursecraft spell list should function like a Polymorph [Creature] spell of 2 spell levels lower. Thus, a 7th level polymorph curse should act like a 5th level polymorph spell.</p><p></p><p>Page 78: The Fan version of Evoke Area [Element] should be clarified. It is intended to be a half-circle, just like the burning hands spell of the Core rules.</p><p></p><p>Page 84: Under the Invisibility list, the duration of the 0 level version should be 2 rounds.</p><p></p><p>Page 86: The Paralysis & Petrification list has a prerequisite that was omitted:</p><p>Prerequisites: Infuse Creature with Crystal, Earth, Lava, Metal, or Mud.</p><p></p><p>Page 88: First paragraph in column 2: Polymorph [Creature] gives a Disguise bonus that varies by spell level, rather than a flat +10 bonus.</p><p></p><p>Page 90: Under Polymorph [Creature], the first line of the last paragraph should read: “Ethereal or incorporeal creatures can be targeted by this spell only if you are also ethereal or incorporeal.”</p><p></p><p>Page 92: Column one, in the first paragraph of Preserve: a small creature fits in 5 cu. ft.</p><p></p><p>Page 92: A clarification on Regeneration: it has the same duration and restores hit points at the same rate as Fast Healing, its prerequisite.</p><p></p><p>Page 95: Summon [Outsider] should use the same HD table as Summon [Element]. </p><p></p><p></p><p><strong>Quick Poll:</strong></p><p>Before we close here, we’d like to ask if those of you who use EOM or are interested in it would be willing to assist us once the revised rules come out. The core D&D rules have thousands of spells available, created by the creative minds of many gamers. These spells come from thousands of different game worlds, and represent numerous magical traditions, more than any single game designer could ever create.</p><p></p><p>Since the actual spells from Elements of Magic are fairly simple and generic, it’s up to players and game masters to add the flavor. We’d like to ask your help to contribute flavor to these rules. When the revised Elements of Magic comes out, we’re considering starting a new sub-forum on the ENWorld messageboards to showcase various spells. You’ll be able to post threads with various spells, detailed with flavorful specifics, and if we ever compile a list of these spells, we’ll credit the appropriate authors. Sure, a million mages might know Evoke Fire or Abjure Force, but how does your character cast the spell? What types of unique spells have you created?</p><p></p><p>If you’d be interested in aiding us in this task, please tell us on the boards.</p><p></p><p><strong>Thanks to: </strong></p><p>All those who sent me emails or posted their questions and concerns. A special thank-you goes to Johannes Luber, who sent me several very long emails with over a hundred errata and questions. Other important contributors to the FAQ and errata include Gregg MacDonald, Ausderop, Cheiromancer, Great Cthulhu, Justice Beloved, Mortaneus, Tezrak, Urbanmech, Victim, and Volcivar.</p><p></p><p> </p><p><em>Errata and FAQ to The Elements of Magic, May 30, 2003.</em></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 912168, member: 63"] Please tell me if there's anything missing that you'd like answered, or any answers that you think are unsatisfactory. The full text is presented here, or if you like you can download the attachment. [size=3][b]The Elements of Magic Frequently Asked Questions and Errata[/b][/size] First, we’d like to make clear that this FAQ is only a temporary correction. We recognize that there are several ways in which the Elements of Magic system could be improved, and we plan to release a sequel some time in early Autumn, and a full update some time this summer. Some of the information in this document may be obsolete when the full changes are released, but we know many of you have been waiting for a few answers to your questions, and we admit these answers are overdue. Trust us, though, the wait will be worth it once you see the revised edition. [b]Frequently Asked Questions[/b] Q: Does The Elements of Magic present an entirely new magic system, or is it just optional rules to be tacked on to the existing D&D magic system? A: The Elements of Magic is intended as a replacement for the standard Core rules magic system. You take out the existing rules and plug tEoM in. However, since the system is balanced with the Core rules, you can also use it with the standard magic system. Several readers are planning on using it for exotic spellcasters to keep their players on their toes. Q: If it does present an entirely new magic system, does it cover divine as well as arcane spellcasters? I didn't get that impression from the blurb, and I'd like to know that before I consider purchasing it. A: There is no separation between types of magic in tEoM; all spellcasters use the same magic, whatever its source. However, it is merely a matter of the game master’s decision to say that some magic might be available only to followers of specific magical traditions. By the rules, though, there is nothing to stop a pious priest of peace from dabbling in the dark arts of demon summoning and animating the dead, except his own conscience. Often in literature certain types of magic are forbidden to teach, but they still exist, the perfect temptation. Q: I'm still puzzling what to do about the cleric. I want a class like the cleric for my campaign. A: You can do any of several things for a cleric-style roll in your campaign. The white mage is intended to have the same roll as a cleric. They do not have the same weapon and armor abilities, but they have stronger spellcasting abilities than a cleric. You could also use a multiclass fighter/mage (with the armor casting boon) to simulate a cleric. Another, perhaps better substitution, would be to use either the red mage (for a positive energy spellcaster) or the grey mage (for a negative energy spellcaster). Compel Undead replicates most of the effects of turning undead, and the boons are a perfect way to make domain abilities available. In the follow-up book to Elements of Magic, we will include a class that will more closely model the cleric, so that you can simply play a cleric with EoM spells. Q: I have at least one misgiving: Magic Points. I think the mage has way too many: 310 at level 20, not counting Intelligence. This is around 17 or 18 9th level spells. I cannot imagine how this will affect an otherwise standard DnD scenario. A: Every spell point system that has been introduced for D&D has faced this complaint. Some gamemasters worry that their characters will cast only the highest level evocation spells available, laying waste to everything in sight. However, a few playtests reveal that canny spellcasters won’t waste their power that quickly, and even if they do, the final result is little different from doling out destruction in smaller packages, except that there tends to be a bit more overkill. Q: How do bonus magic points work? A: On Table 1-3, read down the right side until you get to your Intelligence score. Then read across the top until you get to the highest spell level you can cast. Cross that row and column, and the box you arrive at has your bonus spell points. Whenever your Intelligence or spellcasting level changes, you can check the chart again to find your new bonus spell points. Your bonus spell points are added to the spell points you get for your caster level to get your total final amount of spell points. Or, if you’re already comfortable with the rate of bonus spells from the core rules, figure out how many bonus spells you’d get for your high Intelligence. Every 1st level spell equals 1 mp, every 2nd level spell is 3mp, 3rd level equals 5 mp, and so on. Q: Biomatter evocations require some interpretation. Are they just wood? A big exploding lump of protoplasmic goo might appeal to some, but I find the idea more than a bit gruesome. A: It can be any sort of inert natural material, such as wood, horn, bone, or even goo, if you wish. So an Evoke Biomatter missile could look like a sharpened horn thrown at the target. An Evoke Area Biomatter sphere could be an explosion of splinters. You can use whatever suits your character best. Additionally, the name of Biomatter will be changed to Nature, which doesn’t sound quite so obtuse. Q: How do you deal with spell casting monsters? Do you just leave them as is or go through the work to convert them to the new system? A: You can leave monsters as is, since tEoM is meant to balance with the Core spell rules. After all, the lightning bolt spell is just a specific version of Evoke Lightning 3. We may include more detailed rules in the follow-up book, but since most magical powers of creatures are usable at will, conversion to the Mage class and the magic point pool is unnecessary. However, if you want a quick conversion for monsters with effective caster levels (like Dragons), you can convert levels of wizard or sorcerer to levels of Mage, and levels of cleric to White or Black Mage, levels of Druid to Green Mage, and levels of bard to . . . Bard. Q: What to do with spell-like abilities, spell-casting items, and such. Leave them as they are? That seems the easiest route. A: As with monster abilities, spell-like abilities and items should be okay as is, if you’re running an existing campaign and are just converting. But if you’re starting a new campaign, it would probably be best for compatibility if you converted spell-like abilities and handed out magic items that used the EOM rules. Q: How can I use the Elements of Magic in epic-level play? And how do spell lists progress past 9th level? A: Unfortunately, as the Epic Level Handbook is not open content, we can’t publish epic rules for the Elements of Magic. The revised rules and the expansion book will contain rules that should lend themselves easily to scaling above 20th level. Q: Can I use feats from other Wizards of the Coasts rulebooks with the Elements of Magic? A: Certainly. Most of them should be compatible with the EoM rules, though a few may be a little obsolete, especially when we release the expansion book. You’ll see what we mean. Q: Who can use scrolls? Are the limitations the same as in the core rules? A: Scroll use is similar to the core rules. Unless you use the Use Magic Device skill, you can only cast spells from spell lists that are available to your class. If you use the optional color mages, for example, a white mage cannot use a scroll with a spell accessible only to black mages. If you use the default Mage, he could use any scroll with an EOM spell on it. He could not, however, use a standard arcane or divine spell scroll, if you are using EOM in conjunction with the standard rules. [b]Questions about skills and spell lists.[/b] Q: Are the applicable modifiers of the Scry skill all cumulative? A: Yes. Q: A 10th level caster could use alter reality 3 multiple times to get a +6 inherent bonus to some ability score, correct? (Assuming he has enough XP, of course). A: That is correct. This should not be a game balance issue, however, since a 10th level character is unlikely to use that much experience to boost one ability score. If he was just using the XP to level up, he’d be 11th level instead, on his way to 12th, and even +6 to a key ability score like Charisma or Intelligence is just about evenly balanced with being entire level behind the rest of the party. Q: Is there any penalty for an Outsider or Elemental besides not going home for the Bind spell lists? There are plenty of minor and major demons that would see the Prime Material Plane as a great place to live (and where they aren’t in fear for their very existence every moment of every day like they would be in the Abyss). It seems the Bind spell lists need a bigger stick to make the pact they agreed upon have force. A: The Bind lists are a bit misnamed, due to a simple bit of confusion during editing. The spells do not actually bind anything; they bring an Outsider or Elemental fully into the Material plane. They are in no way controlled, although the caster can negotiate with them or fight them. Nothing prevents them from staying on the Material plane, unless the game master wishes it. (The game master can simply rule that they do not want to stay, for whatever reason, if he does not want them there.) Q: Why were Outsiders exempted from being affected by the Enchantment lists like Charm [Creature] and Dominate [Creature]? I don't see any particular reason that you can't select an Outsider version of these spell lists, and it would cover PC Outsiders as well (tieflings and aasimar, half-fiends and half-celestials). A: Due to space limitations, some ideas, such as this, were left out. We will include them in the follow-up book. Q: How do you cast a light spell? For the life of me I couldn't figure out a way to make it happen. A: You can cast Create Light Object. The object will radiate light as an elemental side effect (see page 10). The intensity of the light will depend on the level that you cast the spell at. Q: I asked a question that didn’t get answered here. Why not? A: Many of the questions and concerns that we have been asked are too long to go in to in a document like this. Those more complicated questions we will address in revised book, or in the expansion book to come out later this year. [b]Official Rules Change[/b] Page 74: Further playtesting by the general public has shown that the Evoke [Element] spells are too weak as presented. They had both a touch attack (or ranged touch attack) as well as a saving throw, making the spell list too weak compared to the Evoke Area [Element] lists. Thus, the saving throw for all of the Evoke [Element] lists should be removed. Additionally, Evoke Force should simply use the Evoke Black [Element] table for damage, since there is no longer a difference between it and any other black Element. [b]Errata.[/b] Page 26: The hit dice for the grey and red mages should be a d8. Page 39: The Spellcraft skill was modified during the editing process so that it takes 8 hours, to coincide with the Core spell identify. However, the author never intended to keep that restriction. The game master can decide whether to keep this restriction, but it will not be present in the revised version. Page 56: In the Abjure [Creature] list, under the Warding section: The area affected is a 5-ft. radius per spell level, so you can't do this option with a cantrip. It is a 5-ft. radius at 1st level, and a 45-ft. radius at 9th level. You can choose to ward a smaller area if you wish. Page 57: In column one, the second paragraph of the Elemental Absorption section is entirely incorrect. The example used data from an earlier version of the spell list. Page 59: A clarification on Alter Reality – the XP Cost column is the minimum cost for casting the spell. Some versions cost more, as given in their description. Change the next to last paragraph to: “You wish for a staff of power. Rather than getting the staff, the game master decides that you teleport into the presence of the current owner of such a staff. Such a teleportation is at least a 5th level spell, so the spell fails outright if you used less than Alter Reality 6, the minimum level to duplicate a 5th level spell. If you did use Alter Reality 6 or higher, the spell costs 3,000 XP, which is ten times the cost of duplicating a 5th level spell.” Page 66: There should be an additional line on table 6-2, listing the penalties for the Dance version. ................Dance Level........Penalties 0..............-1 1..............-1 2..............-2 3..............-2 4..............-3 5..............-3 6..............-4 7..............-4 8..............-5 9..............-5 Page 70: The Polymorph effect of the Cursecraft spell list should function like a Polymorph [Creature] spell of 2 spell levels lower. Thus, a 7th level polymorph curse should act like a 5th level polymorph spell. Page 78: The Fan version of Evoke Area [Element] should be clarified. It is intended to be a half-circle, just like the burning hands spell of the Core rules. Page 84: Under the Invisibility list, the duration of the 0 level version should be 2 rounds. Page 86: The Paralysis & Petrification list has a prerequisite that was omitted: Prerequisites: Infuse Creature with Crystal, Earth, Lava, Metal, or Mud. Page 88: First paragraph in column 2: Polymorph [Creature] gives a Disguise bonus that varies by spell level, rather than a flat +10 bonus. Page 90: Under Polymorph [Creature], the first line of the last paragraph should read: “Ethereal or incorporeal creatures can be targeted by this spell only if you are also ethereal or incorporeal.” Page 92: Column one, in the first paragraph of Preserve: a small creature fits in 5 cu. ft. Page 92: A clarification on Regeneration: it has the same duration and restores hit points at the same rate as Fast Healing, its prerequisite. Page 95: Summon [Outsider] should use the same HD table as Summon [Element]. [b]Quick Poll:[/b] Before we close here, we’d like to ask if those of you who use EOM or are interested in it would be willing to assist us once the revised rules come out. The core D&D rules have thousands of spells available, created by the creative minds of many gamers. These spells come from thousands of different game worlds, and represent numerous magical traditions, more than any single game designer could ever create. Since the actual spells from Elements of Magic are fairly simple and generic, it’s up to players and game masters to add the flavor. We’d like to ask your help to contribute flavor to these rules. When the revised Elements of Magic comes out, we’re considering starting a new sub-forum on the ENWorld messageboards to showcase various spells. You’ll be able to post threads with various spells, detailed with flavorful specifics, and if we ever compile a list of these spells, we’ll credit the appropriate authors. Sure, a million mages might know Evoke Fire or Abjure Force, but how does your character cast the spell? What types of unique spells have you created? If you’d be interested in aiding us in this task, please tell us on the boards. [b]Thanks to: [/b] All those who sent me emails or posted their questions and concerns. A special thank-you goes to Johannes Luber, who sent me several very long emails with over a hundred errata and questions. Other important contributors to the FAQ and errata include Gregg MacDonald, Ausderop, Cheiromancer, Great Cthulhu, Justice Beloved, Mortaneus, Tezrak, Urbanmech, Victim, and Volcivar. [i]Errata and FAQ to The Elements of Magic, May 30, 2003.[/i] [/QUOTE]
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