Errata for Relics & Rituals 2 by one of the authors

Holy Bovine

First Post
After going over my copy of R&R2 I noticed that they took
a second item I submitted as well as Fist of Chern. I
also did Ring of the Eel's Touch but am embarrassed to say
that I messed up the item's powers description and there
was a minor error in calculating the gp cost (and hence
the cost to make in gp and XP). So, if you want it here
is the corrected Ring of the Eel's Touch.

Under the 'Powers' heading in the second line remove the
phrase "up to three times per day". This was a left over
from the first draft before I decided to make it unlimited
uses per day but requires a standard action to activate
(as described at the end of the powers text). The
required Caster Level should read 5th NOT 12th (don't know
how this happened)

The GP cost should 10,800 not 10,000. Obviously a typo as
there is no way to get the item to exactly 10,000 gp
cost. This changes the cost to make to 5,400 and 432 XP.

I am very sorry about this screw up and it is my fault
(the editors kept my math and description for the powers
of the ring almost verbatim). Hopefully this will help you
incorporate the (corrected) Ring of the Eel's Touch (which
I use in my own campaign) into your game.

Apologies

Jeff Taylor
 

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Going over it yesterday, we noticed a handful of problem spells. Other than that - and they're fairly obvious - the book seems like a delight. For every problem spell, there were ten freakin' brilliant spells. I can't wait to buy it!
 

Holy Bovine said:
...The required Caster Level should read 5th NOT 12th (don't know how this happened)

Mayhap that has something to do with it being a ring... The Forge Ring feat requires you to be 12th level, therefor it can't be created at less than 12th level. Just a thought.

Excuse me but now I have to go purchase a copy...
 


Piratecat said:
Going over it yesterday, we noticed a handful of problem spells. Other than that - and they're fairly obvious - the book seems like a delight. For every problem spell, there were ten freakin' brilliant spells. I can't wait to buy it!

Well if it helps PC, the two spells that I've had a hand in helping with Errata, Shocking Missile NOW only deal 1d8+1/per level (max +10) AND only lasts one minute per level. Stone Missiles have an upper limit of seven, one for every two levels of spellcasting.
 

Someone on the S&SS forums asked if they can use this errata on their website. I of course said yes (and thought htey were very polite for asking) and just wanted anyone else to know that you can use this errata however you like.

Oh and *BUMP*
 

Stone Bolt

This was probably the most obvious blunder in this book. Now limited to 7 missiles, lets see...

Touch attack (med range) 7d4+7 (no type) + Fort or Stunned + Ref or Fall Down...

Magic Missile (long range) 5d4+5 (force) no save / autohit

Flame Bolt touch attack (med range) 9d4+9 (fire) [errata version]

All work against single or multiple target.

It's still extremely powerful for a 1st level spell. I'd put it on 2nd or 3rd level instead, but maybe that's just me. Flame Bolt is too powerful as well, I'd tag it with 10 maximum missiles (1 per / 2 caster levels) and level 2. Actually these spells ain't so bad unaugmented, but get pretty nasty with Empower spell and such.

Z.
 

Agreed about Flame Bolt. That one should have an upper limit.

Stone Missiles though is decent 1st level when you impliment that ruling. (Besides it's still a range touch attack and not all wizards can hit that much.)
 

We houseruled that anyone struck by multiple stones from a single casting only has to make one fort and one ref save, regardless if he was hit by one or seven bolts.
 

scarred lands errata

JRRNeiklot said:
We houseruled that anyone struck by multiple stones from a single casting only has to make one fort and one ref save, regardless if he was hit by one or seven bolts.

sounds good. the warlock in my game uses flame bolt so far it hasn't been a problem and he has no plans to take highten spell, so i'm not worried on that count. I have had my copy of R&R2 for a few weeks now and I'm glad that item costs were included this time. Kudos on the PrC's and esp. the new spells/items. My players are in Darakeene and can't wait to get to the Phylactric Vault! and I can' use wait to use the sages there!
 

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