NETBOOK OF TIME RELEASE 1.0 ERRATA (last update 10/29/03) Errata list edited/maintained by Erik Seligman (eseligma@aracnet.com). Please email with any additions or corrections. CONVENTIONS FOR THIS FILE: Comments in brackets ([]) are comments about the errata, not actual content to add to the book. 'Plain' text below is actual content we want to add/change. --------------------------- CREDITS/COPYWRIGHTS: [Add credits/copywright for]: Version 1.0 Errata Contributors: Andy Perlman, Jeff Walker Playtesters: Chris Hantzmon, Monte Sample, M.K.McArtor, Dave Cook, Jeff Walker, Erik Seligman Cover Design: Dominuque Crouzet Spells intro: Jay Cole Spells-- Chronomancy Subtypes: Erik Seligman Item Sight (spell): Chris Hantzmon CLASSES [Add clarification in Chronomancer description, after the sentence about them 'having access' to chonomancy spells:] Note, however, that the Chronomancer must still learn Chronomancy spells just like any others, using spell learning slots upon gaining levels (if formerly a Sorceror), or acquring them through study (if formerly a wizard). SPELLS [Table: Restore Prime Condition is shown at the wrong spell level, inconsistent with its text description.] [New spell by Chris Hantzmon] Item Sight Divination / Chronomancy: Vision Level: Chr 2, Sor/Wiz 3 Components: V,S,M Casting Time: 8 hours Range: Touch Target: One magic item Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell is used by Chronomancers in the analysis of magic items. Casting it is a laborious process, in which the caster spends eight hours studying the item after inhaling a special mixture of brewed herbs (ingredients cost 50gp, and are consumed in the casting.) At the end of this time, the caster can make a Spellcraft check to identify each spell used in the making of the item, as if identifying a spell being cast. In effect he is looking back in time to see the casting of the spells as the item was created. If the caster identifies all spells that were cast in the making of the item, he can make a final Spellcraft check at a DC of 15 + the creator's caster level; if this succeeds, the item has been identified, in the sense that the caster knows what it is called and what its two most important powers are. If the final Spellcraft check fails, or not all spells cast in the making of the item were identified, the caster will not know exactly what the item is, though of course knowledge of some of the spells cast will give a useful hint. Depending on the rarity of the item, the caster may be able to do research in local libraries or other sources of arcane knowledge to gain some idea of what it might have been. [Fixes to existing spells] [General: Many spells have the range 'Short', which should actually be 'Close' to conform with standard 3e terminology!] [Alternate Timeline Banishment: This spell is a little too powerful, since it effectively acts as a Disintegrate with no touch attack required. So add this to limit its power:] Even if a target is affected, though, there is a chance that it will merely be exchanged with an alternate timeline version of itself rather than disappear completely. If it fails its first save, the caster must make a Spellcraft or Knowledge-Time check at a DC of 15 + the target's level or hit dice, to correctly choose a safe alternate timeline (where his counterpart is not currently casting a similar spell.) If this check is failed, the creature is not gone completely, but exchanged with an alternate timeline version of itself. The newly arrived creature will be identical to the departed one, but will be disoriented and can take no actions on its next turn. There is also a 10% chance that the creature will be 1d3 levels higher or lower (equal chance of each) than the original target. Dealing with alternate timelines can be risky. [Backlash: modify the wording slightly to clarify; the "physical or otherwise" has caused a bit of confusion. Also limit it slightly by level.] ...any damage, magical effects, or supernatural effects that have affected the target since the same initiative count in the previous round. This does include beneficial effects, so for example can be used to double a priest's previous reound of healing. However, if an effect is spell-like or has a roughly equivalent spell, the effect is only repeated if the spell was 6th level or less. Thus Backlash cannot be used, for example, to double a stat-increasing Wish! [Chrindol's Curse: too much page-flipping required since it references two other spells. Let's explicitly state the exact effects:] ...Thus, due to the Mismeasure Time effect, the creature has a wrong sense of what time it is, off by up to 1 hour per caster level, with the exact offset decided by the caster. It is also disoriented and *always* thinks this is the current time while under the effect of the spell. And due to the Lateness effect, the creature is distracted, thinks it needs to be somewhere else, and suffers a -3 distraction penalty to attack rolls, saving throws, ability checks, and skill checks. [Delay Damage: At high levels, this becomes immensely powerful, as the party's fighter is nearly invulnerable against massive-damage monsters for a period of time, and as long as the party priest can get to him with a Heal at the end of the battle, he is fine. Thus adding this limitation.] The maximum amount of damage that can be delayed by this spell is 20hp per caster level, maximum 200hp. Once this amount of damage is absorbed, any additional damage takes effect immediately. (But the delayed damage is still delayed until the duration of the spell runs out.) [Quicken Aging: The 'partial' effect if someone makes the save might be a little too powerful-- it will still kill any human, for example. So modify the last sentence:] Creatures that make their saving throw only age 2% of their race's average lifespan per round. [Repeated Actions: add a clarification] Note that in the case of repeated movement, the target will keep moving even if this can harm it: thus it may walk through a Wall of Fire, or over a cliff. [Restore prime condition: since a lv7 Chronographer can cast it as written, the table should start at lv7, not lv9.] [Relativity: Like Alternate Timeline Banishment and Temporal Banishment, a bit too powerful since it can replicate Disintegrate with no touch attack. For this one, let's just change the target:] Target: One willing creature + equipment [Save State: A loophole here is that you can load up your dude with treasure, save his state, sell the treasure, and then summon it back! So we should add to the last sentence:] ...or, if the item is nonmagical, 10% of its gold piece value in XP. [Temporal Backstep: Spells only go through *2*, not *3*, extra rounds of duration-- we should fix this in the text. Also, add a clarification, to avoid making the spell too powerful.] There is a slight disorientation caused by use of this spell, so the 'backstepped' version of the caster is not able to inform his allies of the events of the following round. [Temporal Banishment: more fixes to put power in line with Disintegrate.] Saving Throw: Will Partial ... The spell effect is created using a ray, so a ranged touch attack on the target is required. If the target is hit but makes its save, it disappears for 1d6 rounds, as if it were affected by a Temporal Push spell. [Temporal Barrier: another one with too much page flipping.] ...Thus, due to the Mismeasure Time effect, the creature has a wrong sense of what time it is, off by up to 1 hour per caster level, with the exact offset decided by the caster. It is also disoriented and *always* thinks this is the current time while under the effect of the spell. And due to the Lateness effect, the creature is distracted, thinks it needs to be somewhere else, and suffers a -3 distraction penalty to attack rolls, saving throws, ability checks, and skill checks. It also suffers the usual Slow effects: [insert 3.5e Slow spell effects here.] Note that the penalties for Slow and for Lateness do stack, since they are different types of penalties. [Temporal Do-Over: add an XP Cost of 250, since this is a pretty powerful effect.] [Temporal Reversal: another one that needs fixing to be in line with Disintegrate. In this case we change the spell levels.] Level: Chr 7, Sor/Wiz 8 [Temporal Scrying: Being able to look into other times seems very powerful, as any crime can be solved, etc. Change the levels and XP cost.] Level: Chr 7, Sor/Wiz 8 XP Cost: 2000 + (#years+1) * 100 * DC (see below) [Temporal Shove] Duration: One Round [Time Distortion Cube: As with other low-level spells, there should be a maximum.] Effect: One cube / 2 levels, max 10 cubes [Time Leap: This is the only spell that mentions a domain level "Time-travel 2" in its header. We should either add this for all domain spells mentioned in the domain section, or remove it here for consistency.] [True Disintegrate: Replace Lolth (not OGL) in the description with Athena, a public-domain Greek godess. ITEMS [Borrower's Bag: add some clarifications & close a loophole:] ...As with spells that cost XP, no character can 'spend' so much XP using the bag that they lose a level; attempts to pull out an item that is too powerful will just reveal an empty bag. ... Also, in the case of Domination or Suggestion-type effects, the bag's magic is powerful enough to know who is truly causing an item to be taken. In these cases, the person who instigated the effect rather than the one physically removing the item will be the one who suffers the magical compulsion and XP loss. DOMAINS [Temporal Artifice: Restore Prime Condition is too low a level in this list in relation to its spell level. Move it to lv4 here, and put Suspend Object at lv2.]