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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1512047" data-attributes="member: 63"><p>I only started proofreading in the middle of the document, but here's what I came up with as far as typos, unclear areas, etc: (Changes are in bold)</p><p></p><p>page 28 - third paragraph under the "Spell Enhancements" heading-</p><p>"For example, if you cast Compel Humanoid 7/Evoke Fire 3/ Gen 2, you can spend no more than 7 MP on Compel enhancemenets, no more <strong>than</strong> 3 MP on Evoke enhancements, and no more than 2 MP on General enhancements."</p><p></p><p>Besides the left out "than" - this paragraph is a little unclear. It seems to be saying that if you cast a Compel Humanoid 7, you can't spend more than 7 MP on the spell. Isn't that kind of obvious? Also, the beginning "For example" serves to confuse, as the previous paragraph talked about TOTAL MP spent, rather than MP spent per spell list.</p><p></p><p><span style="color: red">Ah, good point. Yeah, it’s a little out of place there. </span></p><p></p><p>page 28 - second column, last full paragraph: "Also, if the spell has a large are of effect..." How large is considered large?</p><p></p><p><span style="color: red">It’s supposed to mean that if the spell has an area of effect that affects more than one target (i.e., usually larger than just the basic 5 ft.), you can use discerning to have the spell stick to the targets you choose, rather than having the area of effect stay in one spot. </span></p><p></p><p>page 30 - first paragraph, when talking about using skills with spells cast not from their own knowledge: "In these cases, make your skill check as if you had ranks equal to the MP spent on Dispel Magic, or using your own ranks if that is higher."</p><p></p><p>Do you mean that when using any magical skill from an outsides source you instead use your ranks in Dispel Magic? Or your ranks in whatever skill is being used?</p><p></p><p><span style="color: red">Yes, it should be ‘make the skill check as if you had ranks equal to the MP spent on the magical skill, or your own ranks if that is highter.’ It was a copy/paste error, because the problem of “what happens when you use someone else’s magical skill” first came up with Dispel Magic. Dispelling got a lot of playtesting in my local group because I wanted to make sure I wasn’t being unfair and making it too easy or hard. There are probably a lot more cool things available with that skill than with any other. </span></p><p></p><p>page 31 - second colum, under the heading of Damage Reduction, [Element]: "The spell provides DR that applies against <strong>against</strong>..."</p><p>Extra "against".</p><p></p><p>page 35 - first column, towards the end of the heading Binding, [Alignment] (3 MP): "If a creature attacks or otherwise deals damage to the bound creature, it is free to retaliate, but is still bound spatially. If you attack the bound creature, it is free entirely from the binding."</p><p>Does this mean that a casters allies can attack the creature, but the caster himself can not (without freeing the creature)?</p><p></p><p><span style="color: red">Correct. If I bind a demon, and Bob my buddy attacks the demon, the demon can counterattack against Bob, but it can’t attack me, nor can it leave the area of effect. If I attack the demon, we’re screwed. </span></p><p></p><p>page 37 - first column 3rd paragraph, towards the end: "Once a happiness, anger, fear, or confusion effect wears off, though, the creature will realize they were being influenced. Note that this only applies to happiness, anger, and confusion effects."</p><p>Should this be "only applies to happiness, anger, confusion, and <strong>fear</strong> effects?"</p><p></p><p><span style="color: red">Yep. My error. </span></p><p></p><p>page 37 - second column, right above the Emotions heading: "If there is more than one creature in the area of effect, this spell affects those with the lowest Hit Dice first, until it reaches its Hit Dice Threshold. Creatures beyond the HD Threshold are not affected at all."</p><p>Does this mean that the spell will affect everything below the threshold? Or that it will only affect a number of hit dice equal to the threshold. The text would support the second version, as it says it affects those with the lowest Hit Dice first, but it is not perfectly clear on this point.</p><p></p><p><span style="color: red">It works like the core <em>sleep</em> spell works. If your HD threshold is 14, and you’re targeting an area filled with eight 1-HD goblin thugs, two 4-HD goblin cleric, a 6-HD goblin rogue, an 8-HD goblin blackguard, and a 20-HD goblin ranger, you’d affect the thugs and one of the shamans (total of 12 HD), but you wouldn’t affect the other shaman, the rogue, the blackguard, or the ranger. If you had just targeted the ranger individually, though, he’d be affected, but he’d have a +6 bonus to his save because his HD is above your threshold. </span></p><p></p><p>page 42 - second column, Mind Read (4 MP) header: "Reading a mind requires a Wisdom check with a bonus equal to the Compel spell’s MP, and the DC is the same that it would be for a Knowledge check."</p><p>What DC is that? A knowledge check as if the creature was making the check itself?</p><p></p><p><span style="color: red">Yeah, this one is odd. I couldn’t really think of a perfectly clear and concise way to explain what I wanted. Basically, your GM sets the Knowledge check as if you knew what the creature(s) you’re scanning knew. If one of them knows the information quite clearly, you don’t really have to make the check. </span></p><p><span style="color: red"></span></p><p><span style="color: red">For instance, if you’re scanning a bunch of dark Elf soldiers for the name of their commander, you wouldn’t need to make a check. If you wanted to know about how their drow city government works, though, you’d need to make a pseudo-Knowledge (local) check. The GM might decide that it’s not a very obscure piece of information in the soldier’s minds, so the DC’s just 15. If you wanted to know where the secret entrance to House Bamboozle is, it might be a Knowledge (local) DC 40 check. The soldiers might not even realize they know it, but you could ferret out the information with a good roll.</span></p><p><span style="color: red"></span></p><p><span style="color: red">I hope that’s a little clearer.</span></p><p></p><p>page 42 - second column, Mind Modify (4 MP) heading: "The knowledge or modification only lasts as long as the spell’s duration, and you must <strong>spend</strong> about one round concentrating to change the creature’s memory.</p><p>Left out the word "spend". Also, why does it say 'about' one round?</p><p></p><p><span style="color: red">It’s supposed to give GMs a little leeway. The player says, “I want to make him think he’s a duck,” and the GM says, “That’ll take a bit several minutes.” The player says, “Okay, instead, I want to make him think I’m a rich nobleman from the city of Freeport, and that a few years ago I lent him money when we was down on his luck, and that he said he’d repay the favor,” and the GM says, “That will still take two rounds, about as long as it took you to say it.” The player finally says, “Okay, instead, I want to make him think I’m a duck, and that I never attacked him,” and the GM says, “Okay.”</span></p><p><span style="color: red"></span></p><p><span style="color: red">The rule should more accurately say: “The knowledge or modification only lasts as long as the spell’s duration, and you must spend about one round concentrating for every piece of information or event you change. Extremely complicated and detailed memories may take slightly longer to create, at the GM’s discretion. In general, if it takes more than a minute to explain what the memory is, it should take several rounds to implant the memory.”</span></p><p></p><p>page 43 - last 2 words on the page: ".. or does it create <strong>an</strong> objects whole cloth"</p><p>Left out the word "an".</p><p></p><p><span style="color: red">No, I didn’t. “Create objects” is fine as is, isn’t it? </span></p><p></p><p>page 45 - first column, Moderate Wind (0 MP) heading: "See the DMG for information on wind forces."</p><p>Don't you mean "see the core rules" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><span style="color: red">I suppose that’d be more accurate, since you could see the core rules of D&D, or D20 Modern, but WotC now wants folks to use book abbreviations, instead of the old way of ‘Core Rulebook II’ and such. </span></p><p></p><p>page 45 - second column, Weather (2 MP) heading.</p><p>Does the rain generated by the weather disappear at the spell (as if by a Create food type spell)?</p><p></p><p><span style="color: red">Nope. You actually manipulate the atmosphere to create the appropriate weather. Yes, you can screw with ecosystems this way. Just assume that the extra cost of making the created precipitation endure is rolled in with the cost of creating the weather. </span></p><p></p><p>page 45 - second column, Create Lava heading: "You cannot create lava to surround a create<strong>r</strong> ..."</p><p>Left out the 'r'.</p><p></p><p><span style="color: red">Actually, I left out more than that. It should be ‘surround a creature.’ Oops. </span></p><p></p><p>page 46 - first column, Create Lightning header: "Normal lighting deals 1d6 damage per round."</p><p>What is this supposed to mean? If someone is continually hit by lightning they only take 1d6 damage per round?</p><p></p><p><span style="color: red">It’s more like sparks of electricity. The same way that created ‘lava’ is more accurately ‘hot rocks’ instead of ‘molten rock,’ created ‘lightning’ is just ‘electricity.’ It’s, like, low voltage, or amperage, or something. This is for the sake of balance. If you want lightning that really hurts, use Evoke Lightning. </span></p><p></p><p>page 46-47 - Dilated Time headers: If someone uses Dilated Time, Long - everyone in the effect just ages for half a day? In other words, the time of day doesn't change nor do affected creatures notice any change in time?</p><p></p><p><span style="color: red">Correct. It just makes that little pocket of the world age half a day in an instant. It’s nice when people are exposed to hazardous situations. Someone falls into a vat of acid, you hit them with dilate time, and if they fail their save, they dissolve before your eyes. </span></p><p></p><p>page 47 - second column, first paragraph: "since these flames are actually solid, the wall must actually be supported by something..."</p><p>What does this mean? The flames have to wreathe a stone wall to be supported?</p><p></p><p><span style="color: red">Not exactly. It means you can’t create a bubble of solid fire floating in mid air. Basically, the wall has to obey most laws of physics as if it were a solid object, meaning it needs to rest on the ground, and that a large enough creature could theoretically move it. Just imagine a normal stone wall, and now make it a little easier to cut through, but be on fire. </span></p><p></p><p>page 49 - first column, end of first paragraph: "As detailed in the Magical Skills section, a caster makes the check using his own ranks in the skill, or a number of ranks equal to the MP cost of the skill, whichever is higher."</p><p>It sounds like it should be "or a number of ranks equal to the MP cost of the SPELL".</p><p></p><p><span style="color: red">Should be “or a number of ranks equal to the MP spent on the skill.” So if, for this spell, I spend 5 MP on Dispel Magic and write down the spell, you can cast the spell as if you have at least 5 ranks of Dispel Magic. </span></p><p></p><p>page 50 - second column, last bullet on bulleted list: " Not counting general enhancements, the armor is a 3 MP effect,"</p><p>What is this saying? So what if the armor is a 3 MP effect, it doesn't seem to affect the rules at all, as the DC listed to dispel the armor is 11 + caster level 4, not 3.</p><p></p><p><span style="color: red">The armor is a 3 MP effect, which means that to dispel it, you’d have to either spend 3 MP, or increase the DC of the check by +3. Some of that paragraph is extraneous, but the intent was that, even though it’s just a 3-MP effect, you can’t dispel it because you have no MP left. To be more precise, that bullet entry should say:</span></p><p><span style="color: red"></span></p><p><span style="color: red">* 18 for the armor (11 + caster level 4 + 3 not enough MP). Even though Ursus could not fail this check, he cannot dispel the armor’s magic because his dispel attempt has no MP left. </span></p><p></p><p>page 50-51 - In the examples of using the Dispel Magic skill, it keeps changing the ranks that Ursus has in Dispel Magic. In the first few examples, and in the beginning of the book, Ursus is listed as having a +22 to his Dispel Magic checks. However, in certain examples (like example five) he is listed as having only a +16 to his Dispel Magic skill.</p><p></p><p><span style="color: red">He has a total of +22 to his checks, but only 16 ranks. Antimagic sets the SR based on how many ranks you have. Ursus has 16 ranks, a +3 bonus from Skill Focus, and a +3 Charisma bonus. </span></p><p></p><p>page 52 - end of first paragraph: "Finally, getting another mage’s signature spells for Dispel Magic can help greatly when you need to dispel magic you are unfamiliar with. "</p><p>What is this statement saying?</p><p></p><p><span style="color: red">See the first section on Page 49. When you write down a Dispel Magic spell or set a Dispel Magic contingency spell, you include several spell lists that the spell ‘knows,’ for the purposes of setting the Dispel check DC. Even if I don’t know Compel Humanoid, if I find a written down spell that was designed to dispel Compel Humanoid, the DC is easier than if I used, say, a spell written down that was designed to dispel Evoke Fire. I could still try to use the antifire dispelling, but the DC would be increased by +10. </span></p><p></p><p>page 52 - second column, Fire Guard spell: "Make the Dispel Magic <strong>echeck</strong>..."</p><p>There is an e before the word "check".</p><p></p><p>page 56 - first column, Fatigue (2 dice) header: "fatigued creature gets an effective –2 penalty to Strength and Dexterity, cannot run or charge."</p><p>Left out an 'and' by "Dexterity, [and] cannot run or charge".</p><p></p><p>page 56-57 - In the Crystal, Earth, and Metal categories it says that these attacks deal bonus [damage type] damage - and to see the Nature heading for details. However, it does not seem to list the actual amount of bonus damage dealt by these attacks, either under their own heading or under the Nature heading.</p><p></p><p><span style="color: red">Ah, okay. My brain was glitching when I wrote that. There’s no bonus damage, but rather, as a benefit, these Evoke spells deal piercing, slashing, or bludgeoning damage. So you could, for example, use Evoke Earth to hurl bludgeoning stones and deal extra damage against glass objects, since the PHB suggests that bludgeoning attacks could ignore the hardness of glass, or could deal double damage. </span></p><p></p><p>page 58 - first column, Mild header: "The slime <strong>lasts</strong> can affect up to Medium creatures."</p><p>The word "lasts" doesn't belong here.</p><p></p><p>page 59 - first column, Arctic Blast spell: "This impact damage is not energy damage, so energy resistance does not protect against it, but DR does. A successful Reflex save halves this damage."</p><p>It appears like the reflex save only works against this (2d6 of) impact damage. However, given that there is no ranged touch attack for the 3d6 ice damage, the save should probably apply to that damage too.</p><p></p><p><span style="color: red">Yeah, the reflex save sentence needs to be somewhere else. The save does apply to the whole spell. It was just a problem with trying to put two qualifiers on the same effect. </span></p><p></p><p>page 59 - second column, Horrorstrike spell: "Developed by a vicious ghostly mage, this spell can be cast on the ethereal plane but still affect the material plane."</p><p>This spell uses the space side effect - which says that damage from this spell can only affect either the Material or Ethereal planes. Therefore, the text should probably read "can be cast on the ethereal plane but <strong>can only</strong> affect the material plane."</p><p></p><p><span style="color: red">When you cast the spell, you choose whether to affect ethereal or material. However, the spell can only affect one at a time, and that isn’t spelled out perfectly clearly.</span></p><p></p><p>Thanks for the read-through. It's nice to get some fresh eyes looking at this. We'll try to have a FAQ out in a few weeks, and the more frequently you ask questions, the better. *grin*</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1512047, member: 63"] I only started proofreading in the middle of the document, but here's what I came up with as far as typos, unclear areas, etc: (Changes are in bold) page 28 - third paragraph under the "Spell Enhancements" heading- "For example, if you cast Compel Humanoid 7/Evoke Fire 3/ Gen 2, you can spend no more than 7 MP on Compel enhancemenets, no more [B]than[/B] 3 MP on Evoke enhancements, and no more than 2 MP on General enhancements." Besides the left out "than" - this paragraph is a little unclear. It seems to be saying that if you cast a Compel Humanoid 7, you can't spend more than 7 MP on the spell. Isn't that kind of obvious? Also, the beginning "For example" serves to confuse, as the previous paragraph talked about TOTAL MP spent, rather than MP spent per spell list. [color=red]Ah, good point. Yeah, it’s a little out of place there. [/color] page 28 - second column, last full paragraph: "Also, if the spell has a large are of effect..." How large is considered large? [color=red]It’s supposed to mean that if the spell has an area of effect that affects more than one target (i.e., usually larger than just the basic 5 ft.), you can use discerning to have the spell stick to the targets you choose, rather than having the area of effect stay in one spot. [/color] page 30 - first paragraph, when talking about using skills with spells cast not from their own knowledge: "In these cases, make your skill check as if you had ranks equal to the MP spent on Dispel Magic, or using your own ranks if that is higher." Do you mean that when using any magical skill from an outsides source you instead use your ranks in Dispel Magic? Or your ranks in whatever skill is being used? [color=red]Yes, it should be ‘make the skill check as if you had ranks equal to the MP spent on the magical skill, or your own ranks if that is highter.’ It was a copy/paste error, because the problem of “what happens when you use someone else’s magical skill” first came up with Dispel Magic. Dispelling got a lot of playtesting in my local group because I wanted to make sure I wasn’t being unfair and making it too easy or hard. There are probably a lot more cool things available with that skill than with any other. [/color] page 31 - second colum, under the heading of Damage Reduction, [Element]: "The spell provides DR that applies against [B]against[/B]..." Extra "against". page 35 - first column, towards the end of the heading Binding, [Alignment] (3 MP): "If a creature attacks or otherwise deals damage to the bound creature, it is free to retaliate, but is still bound spatially. If you attack the bound creature, it is free entirely from the binding." Does this mean that a casters allies can attack the creature, but the caster himself can not (without freeing the creature)? [color=red]Correct. If I bind a demon, and Bob my buddy attacks the demon, the demon can counterattack against Bob, but it can’t attack me, nor can it leave the area of effect. If I attack the demon, we’re screwed. [/color] page 37 - first column 3rd paragraph, towards the end: "Once a happiness, anger, fear, or confusion effect wears off, though, the creature will realize they were being influenced. Note that this only applies to happiness, anger, and confusion effects." Should this be "only applies to happiness, anger, confusion, and [B]fear[/B] effects?" [color=red]Yep. My error. [/color] page 37 - second column, right above the Emotions heading: "If there is more than one creature in the area of effect, this spell affects those with the lowest Hit Dice first, until it reaches its Hit Dice Threshold. Creatures beyond the HD Threshold are not affected at all." Does this mean that the spell will affect everything below the threshold? Or that it will only affect a number of hit dice equal to the threshold. The text would support the second version, as it says it affects those with the lowest Hit Dice first, but it is not perfectly clear on this point. [color=red]It works like the core [i]sleep[/i] spell works. If your HD threshold is 14, and you’re targeting an area filled with eight 1-HD goblin thugs, two 4-HD goblin cleric, a 6-HD goblin rogue, an 8-HD goblin blackguard, and a 20-HD goblin ranger, you’d affect the thugs and one of the shamans (total of 12 HD), but you wouldn’t affect the other shaman, the rogue, the blackguard, or the ranger. If you had just targeted the ranger individually, though, he’d be affected, but he’d have a +6 bonus to his save because his HD is above your threshold. [/color] page 42 - second column, Mind Read (4 MP) header: "Reading a mind requires a Wisdom check with a bonus equal to the Compel spell’s MP, and the DC is the same that it would be for a Knowledge check." What DC is that? A knowledge check as if the creature was making the check itself? [color=red]Yeah, this one is odd. I couldn’t really think of a perfectly clear and concise way to explain what I wanted. Basically, your GM sets the Knowledge check as if you knew what the creature(s) you’re scanning knew. If one of them knows the information quite clearly, you don’t really have to make the check. For instance, if you’re scanning a bunch of dark Elf soldiers for the name of their commander, you wouldn’t need to make a check. If you wanted to know about how their drow city government works, though, you’d need to make a pseudo-Knowledge (local) check. The GM might decide that it’s not a very obscure piece of information in the soldier’s minds, so the DC’s just 15. If you wanted to know where the secret entrance to House Bamboozle is, it might be a Knowledge (local) DC 40 check. The soldiers might not even realize they know it, but you could ferret out the information with a good roll. I hope that’s a little clearer.[/color] page 42 - second column, Mind Modify (4 MP) heading: "The knowledge or modification only lasts as long as the spell’s duration, and you must [B]spend[/B] about one round concentrating to change the creature’s memory. Left out the word "spend". Also, why does it say 'about' one round? [color=red]It’s supposed to give GMs a little leeway. The player says, “I want to make him think he’s a duck,” and the GM says, “That’ll take a bit several minutes.” The player says, “Okay, instead, I want to make him think I’m a rich nobleman from the city of Freeport, and that a few years ago I lent him money when we was down on his luck, and that he said he’d repay the favor,” and the GM says, “That will still take two rounds, about as long as it took you to say it.” The player finally says, “Okay, instead, I want to make him think I’m a duck, and that I never attacked him,” and the GM says, “Okay.” The rule should more accurately say: “The knowledge or modification only lasts as long as the spell’s duration, and you must spend about one round concentrating for every piece of information or event you change. Extremely complicated and detailed memories may take slightly longer to create, at the GM’s discretion. In general, if it takes more than a minute to explain what the memory is, it should take several rounds to implant the memory.”[/color] page 43 - last 2 words on the page: ".. or does it create [B]an[/B] objects whole cloth" Left out the word "an". [color=red]No, I didn’t. “Create objects” is fine as is, isn’t it? [/color] page 45 - first column, Moderate Wind (0 MP) heading: "See the DMG for information on wind forces." Don't you mean "see the core rules" :) [color=red]I suppose that’d be more accurate, since you could see the core rules of D&D, or D20 Modern, but WotC now wants folks to use book abbreviations, instead of the old way of ‘Core Rulebook II’ and such. [/color] page 45 - second column, Weather (2 MP) heading. Does the rain generated by the weather disappear at the spell (as if by a Create food type spell)? [color=red]Nope. You actually manipulate the atmosphere to create the appropriate weather. Yes, you can screw with ecosystems this way. Just assume that the extra cost of making the created precipitation endure is rolled in with the cost of creating the weather. [/color] page 45 - second column, Create Lava heading: "You cannot create lava to surround a create[B]r[/B] ..." Left out the 'r'. [color=red]Actually, I left out more than that. It should be ‘surround a creature.’ Oops. [/color] page 46 - first column, Create Lightning header: "Normal lighting deals 1d6 damage per round." What is this supposed to mean? If someone is continually hit by lightning they only take 1d6 damage per round? [color=red]It’s more like sparks of electricity. The same way that created ‘lava’ is more accurately ‘hot rocks’ instead of ‘molten rock,’ created ‘lightning’ is just ‘electricity.’ It’s, like, low voltage, or amperage, or something. This is for the sake of balance. If you want lightning that really hurts, use Evoke Lightning. [/color] page 46-47 - Dilated Time headers: If someone uses Dilated Time, Long - everyone in the effect just ages for half a day? In other words, the time of day doesn't change nor do affected creatures notice any change in time? [color=red]Correct. It just makes that little pocket of the world age half a day in an instant. It’s nice when people are exposed to hazardous situations. Someone falls into a vat of acid, you hit them with dilate time, and if they fail their save, they dissolve before your eyes. [/color] page 47 - second column, first paragraph: "since these flames are actually solid, the wall must actually be supported by something..." What does this mean? The flames have to wreathe a stone wall to be supported? [color=red]Not exactly. It means you can’t create a bubble of solid fire floating in mid air. Basically, the wall has to obey most laws of physics as if it were a solid object, meaning it needs to rest on the ground, and that a large enough creature could theoretically move it. Just imagine a normal stone wall, and now make it a little easier to cut through, but be on fire. [/color] page 49 - first column, end of first paragraph: "As detailed in the Magical Skills section, a caster makes the check using his own ranks in the skill, or a number of ranks equal to the MP cost of the skill, whichever is higher." It sounds like it should be "or a number of ranks equal to the MP cost of the SPELL". [color=red]Should be “or a number of ranks equal to the MP spent on the skill.” So if, for this spell, I spend 5 MP on Dispel Magic and write down the spell, you can cast the spell as if you have at least 5 ranks of Dispel Magic. [/color] page 50 - second column, last bullet on bulleted list: " Not counting general enhancements, the armor is a 3 MP effect," What is this saying? So what if the armor is a 3 MP effect, it doesn't seem to affect the rules at all, as the DC listed to dispel the armor is 11 + caster level 4, not 3. [color=red]The armor is a 3 MP effect, which means that to dispel it, you’d have to either spend 3 MP, or increase the DC of the check by +3. Some of that paragraph is extraneous, but the intent was that, even though it’s just a 3-MP effect, you can’t dispel it because you have no MP left. To be more precise, that bullet entry should say: * 18 for the armor (11 + caster level 4 + 3 not enough MP). Even though Ursus could not fail this check, he cannot dispel the armor’s magic because his dispel attempt has no MP left. [/color] page 50-51 - In the examples of using the Dispel Magic skill, it keeps changing the ranks that Ursus has in Dispel Magic. In the first few examples, and in the beginning of the book, Ursus is listed as having a +22 to his Dispel Magic checks. However, in certain examples (like example five) he is listed as having only a +16 to his Dispel Magic skill. [color=red]He has a total of +22 to his checks, but only 16 ranks. Antimagic sets the SR based on how many ranks you have. Ursus has 16 ranks, a +3 bonus from Skill Focus, and a +3 Charisma bonus. [/color] page 52 - end of first paragraph: "Finally, getting another mage’s signature spells for Dispel Magic can help greatly when you need to dispel magic you are unfamiliar with. " What is this statement saying? [color=red]See the first section on Page 49. When you write down a Dispel Magic spell or set a Dispel Magic contingency spell, you include several spell lists that the spell ‘knows,’ for the purposes of setting the Dispel check DC. Even if I don’t know Compel Humanoid, if I find a written down spell that was designed to dispel Compel Humanoid, the DC is easier than if I used, say, a spell written down that was designed to dispel Evoke Fire. I could still try to use the antifire dispelling, but the DC would be increased by +10. [/color] page 52 - second column, Fire Guard spell: "Make the Dispel Magic [B]echeck[/B]..." There is an e before the word "check". page 56 - first column, Fatigue (2 dice) header: "fatigued creature gets an effective –2 penalty to Strength and Dexterity, cannot run or charge." Left out an 'and' by "Dexterity, [and] cannot run or charge". page 56-57 - In the Crystal, Earth, and Metal categories it says that these attacks deal bonus [damage type] damage - and to see the Nature heading for details. However, it does not seem to list the actual amount of bonus damage dealt by these attacks, either under their own heading or under the Nature heading. [color=red]Ah, okay. My brain was glitching when I wrote that. There’s no bonus damage, but rather, as a benefit, these Evoke spells deal piercing, slashing, or bludgeoning damage. So you could, for example, use Evoke Earth to hurl bludgeoning stones and deal extra damage against glass objects, since the PHB suggests that bludgeoning attacks could ignore the hardness of glass, or could deal double damage. [/color] page 58 - first column, Mild header: "The slime [B]lasts[/B] can affect up to Medium creatures." The word "lasts" doesn't belong here. page 59 - first column, Arctic Blast spell: "This impact damage is not energy damage, so energy resistance does not protect against it, but DR does. A successful Reflex save halves this damage." It appears like the reflex save only works against this (2d6 of) impact damage. However, given that there is no ranged touch attack for the 3d6 ice damage, the save should probably apply to that damage too. [color=red]Yeah, the reflex save sentence needs to be somewhere else. The save does apply to the whole spell. It was just a problem with trying to put two qualifiers on the same effect. [/color] page 59 - second column, Horrorstrike spell: "Developed by a vicious ghostly mage, this spell can be cast on the ethereal plane but still affect the material plane." This spell uses the space side effect - which says that damage from this spell can only affect either the Material or Ethereal planes. Therefore, the text should probably read "can be cast on the ethereal plane but [B]can only[/B] affect the material plane." [color=red]When you cast the spell, you choose whether to affect ethereal or material. However, the spell can only affect one at a time, and that isn’t spelled out perfectly clearly.[/color] Thanks for the read-through. It's nice to get some fresh eyes looking at this. We'll try to have a FAQ out in a few weeks, and the more frequently you ask questions, the better. *grin* [/QUOTE]
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