Erratas de Ars Magica 5th Edition
Erratas de Ars Magica 5th Edition
Erratas de Ars Magica 5th Edition
Abilities (p. 18): Replace the last sentence of the first paragraph as follows: "A character can only learn
Academic, Arcane, or Martial Abilities if he has an appropriate Virtue or Flaw, or is a magus."
Bjornaer Template (p. 24): Replace the second sentence of the customization notes with "The combination of
Blatant Gift and Inoffensive to Animals means that she gets along better the animals than with people."
Guernicus template (p. 26): Delete "None" from and add "Quaesitor (Hermetic) 3" to the Reputations line.
Verditius template (p. 27): Change Size to -2.
Virtues and Flaws Rules and Guidelines (p. 37): Add the following point to the list for grogs, before "You
may not take Hermetic Virtues and Flaws": "You may not take Major Virtues or Flaws"
Failed Apprentice (p. 42): Replace the fifth sentence with "You may learn Academic, Arcane, and Martial
Abilities during character creation, and you are familiar with the lives of magi.".
Magister in Artibus (p. 45): Replace the final sentence with "This Virtue is only available to male characters,
and is compatible with the Hermetic Magus, Mendicant Friar, and Priest Virtues."
Multiple Casting (p. 87): Replace the the last sentence of the first paragraph with "You may cast a number of
additional copies of the spell equal to or less than your Mastery Score."
Warping (p. 88): The cross reference should be to page 167.
Twilight Example (p. 89): Replace the first sentence of the final paragraph as follows: "The simple die for
additional Warping Points is a one, so Darius gains three Warping Points in total. He loses six experience
points in Corpus, two for each of the three Warping Points he gained."
Faerie Magic (p. 92): Replace the second sentence of the final introductory paragraph with "They may use
these with Spontaneous, Ritual, and Formulaic magic, although some of them require Ritual magic."
Road (Range) (p. 92): Replace "but she must know that it is there" with "but she must be able to sense it
somehow".
Enchanted Item Example (p. 98): Replace the first two sentences with "A wooden wand is a small wooden
object, and thus can only contain four pawns of vis. As Mari is making a Lesser Enchantment she doesn't
need to open the item, but she can still only invest four pawns worth of effects."
Effect Expiry (p. 99): Add the following sentence before the table. "Effect Expiry cannot be applied to Lesser
Enchanted Items or Charged Items."
The Bronze Cord (p. 104): Change "a bonus to Soak rolls" to "a bonus to Soak totals".
Curse of the Ravenous Swarm (p. 117): Change the level to 50, and replace "+1 Group" with "+2 Group" in
the level calculation.
Rego Animal Guidelines (p. 120): In the General guideline, replace "less than" with "less than or equal to".
Rego Corpus Guidelines (p. 134): In the General guideline, replace "less than" with "less than or equal to".
Rego Corpus Guidelines (p. 134): Expand the second Level 15 guideline to read "Move a target quickly in
any direction you please, even if it is unsupported."
Rego Herbam Guidelines (p. 138): In the General guideline, replace "less than" with "less than or equal to".
Rego Mentem Guidelines (p. 151): In the General guideline, replace "less than" with "less than or equal to".
Earth That Breaks No More (p. 154): Change the description to read "Turns a volume of packed dirt of up to
ten cubic paces into stone".
Rego Terram Guidelines (p. 155): In the General guideline, replace "less than" with "less than or equal to".
Rego Mentem Guidelines (p. 151): Add "(Ritual)" after the level 15 "Summon a ghost" guideline.
Vim Spells (p. 156): In the final paragraph on the page, replace the last two sentences (starting "Thus, a
version...") as follows: Thus, a version of Wind of Mundane Silence (PeVi) with Sight range would dispel a
spell with a level of up to half (spell level - 5 + stress die). Ten levels of the spell's power are devoted to
increasing the Target, and 15 to increasing the Range, and only the remaining power is available for the spell.
Muto, Perdo, and Rego Vim Guidelines (pp. 159, 160, 161): In the General guidelines, replace each occurrence
of "less than" with "less than or equal to".
Muto Vim Guidelines (p. 159): Replace the final paragraph with the following: "Muto Vim spells work by
altering the magical energies that create the spell as it is being cast. The spell is the result of the combination
of the base casting and the Muto Vim effect, and has its effect once both the casting and the Muto Vim effect
have finished. This means that a Muto Vim spell must have a duration at least as long as the casting of the
target spell, but need not last for as long as the spell itself. For normally-cast formulaic spells, a Momentary
Duration is sufficient, but if the casting time is longer for any reason, the Muto Vim spell must also have a
longer Duration; Sun is sufficient for any practical Ritual."
The Sorcerer's Fork (p. 159): Replace the parenthesis in the first sentence with "(whose level must not exceed
the level of this spell)".
Disenchant (p. 160): Replace "exceeds" with "equals or exceeds".
Suppressing the Wizard's Handiwork (p. 162): In the third sentence, replace "be less than" with "not exceed".
Perdo Vim Guidelines: General (p. 160): Replace "casting total" with "level" in the fourth guideline (the
general dispel guideline.)
Maintaining the Demanding Spell (p. 162): Change "An Intelligence + Concentration stress roll" to "A
Stamina + Concentration stress roll".
Combat: Simple Example (p. 172): Change the last two sentences of the penultimate paragraph to read "This
inflicts a Heavy Wound on Polandrus, adding another -5 to his Wound Penalty. The wolf is now at -6 to all
actions."
Creature Magic Resistance (p. 184): Replace "Might Score" with "Might Score + Aura Modifier".
Creature Magic Resistance (p. 191): Replace "Might Score" with "Might Score + Aura Modifier".
Creature Magic Resistance (p. 227): Under both Chapter Twelve: Realms and Chapter Thirteen: Bestiary,
replace "Might Score" with "Might Score + Aura Modifier".
Character Sheet (p. 236): Replace "House" with "Covenant".
Lab (p. 238): Replace "Int + Theory + Form" with "Int + Theory + Aura".
Character Sheet (unnumbered, p. 238): On the third page of the character sheet, remove the Multiple Casting
line, and its formula.
The Warning (p. 40): The Latin should be: "OMITTITE HAS RUINAS EXSECRABILES / ET MANDATE
MANEM AD SUUM FATUM PROPRIUM"
The Engraving (p. 65): The Latin should be: "CRENVALE VISIO TUA FALSA ERAT / HABUISTI
SUPERBIAM NIMIAM / POSSEMUS LABORARE SIMUL"
The Message (p. 70): The Latin should be: "REGREDIMINI AD MUNDUM VESTRUM
PROPRIUM / HOC SEPULCRUM CALEBASIS EST / SOMNIUM INCOLARUM NOLITE INQUIETARE /
PERMANEBO IN LOCO HOC UT CUSTODIAM RELIQUIAS MISERABILES SEMPER / IGNOSCETE
NOBIS INSIPIENTAM SUAM"
Sister Alice (p. 84): Reduce her Faith score to 3.
Combat Statistics: The combat statistics in the book were calculated with pre-publication versions of the
weapon statistics, and thus are almost all wrong. Use the numbers below.
Ash of the Broken Branch (p.11)
Soak: +4
Enc: 0
Staff: Init +2, Attack +9, Defense +9, Damage +4
Staff, thorny: Init +2, Attack +9, Defense +9, Damage +8
Satyrs (p. 18)
The satyrs' Single Weapon should be Short Spear.
Enc: 0
Soak: +7
Kick::Init +1, Attack+6, Defense +6, Damage +5
Horn and Kick*: Init +1, Attack +7, Defense +7, Damage +8
Short Spear: Init +4, Attack +8, Defense +7, Damage +7
Short Spear, Thrown::Init +2, Attack +7, Defense +6, Damage +7
Sir Gilbert (p. 21)
Replace Great Weapon (Lance) with Great Weapon (Long Spear).
Soak: +11
Enc: 1 with lance, sword, and shield; 0 with sword and shield only
Lance & Heater*: Init +2, Attack +13, Defense +12, Damage +8
Long Sword & Heater*: Init +3, Attack +13, Defense +13, Damage +9
Lance (Long Spear): Init +4, Attack +10, Defense +8, Damage +10
Long Sword & Heater: Init +3, Attack +11, Defense +11, Damage +9
Long Sword only: Init +2, Attack +11, Defense +8, Damage +9
*mounted
Paul (p. 22)
Paul's equipment is listed as a Chain Mail Hauberk; it should be Partial Chain Mail
Armor.
Soak: +8
Enc: 1, or 0 sans shield
Long Sword & Heater: Init +2, Attack +7, Defense +8, Damage +8
Long Sword: Init +3, Attack +8, Defense +6, Damage +8
Sir Gilbert's Men (p. 22)
Replace full leather armor with full metal reinforced leather. Replace crossbows with
short bows.
Soak: +5
Enc: 2, or 1 with bows
Long Spear: Init +1, Attack +9, Defense +7, Damage +8
Short Bow: Init -2, Attack +8, Defense +4, Damage +7
Adult Hrool (p. 32)
Adult Hrools have an Int of -2, not +2.
Soak: +3
Enc: 0
Bite: Init +2, Attack +6, Defense +5, Damage -1
Small rock, thrown: Init +2, Attack +5, Defense +5, Damage -2
Warrior Hrool (p. 33)
Warrior Hrools only carry one weapon each, and some throwing stones, and have
Single Weapon specialized in the weapon that they carry. Replace axes and javelins,
which they are not strong enough to wield, with hatchets and slings.
Soak: +4
Enc: 1, or 0 when using bite or sling
Bite*: Init +3, Attack +9, Defense +8, Damage +2
Club: Init +3, Attack +9, Defense +9, Damage +2
Hatchet: Init +2, Attack +10, Defense +8, Damage +3
Short Spear: Init +4, Attack +9, Defense +8, Damage +4
Sling: Init 0, Attack +5, Defense +5, Damage +3
Stone, thrown: Init +2, Attack +5, Defense +5, Damage +1
Ermine Hrool (p. 33)
Soak: +2
Enc: 0
Bite: Init +2, Attack +7, Defense +5, Damage -3
Dargaud the Redcap (p. 42)
Add a (fist) specialty to Brawl.
Soak: +1
Enc: 0
Fist: Init +1, Attack +4, Defense +5, Damage -1
Kick: Init +0, Attack +3, Defense +3, Damage +1
Stone, thrown: Init +1, Attack +5, Defense +4, Damage +1
Paulo (p. 44)
Paulo's armor is listed as "metal reinforced armor (half)," but the correct ArM5 term is
"partial metal reinforced leather armor." Change his Thrown Weapons 5 (javelin) to
Bows 5 (short bow).
Soak: +4
Enc: 0
War hammer:Init +1, Attack +14, Defense +7, Damage +16
Short Bow:Init +0, Attack +11, Defense +7, Damage +10
David, Captain of the Guard (p. 48)
David's weapon in the "Combat" section is listed as "Long Sword and Kite Shield" but it
should be "Long Sword and Heater Shield."
Soak: +1
Enc: 0
Long Sword & Heater: Init +2, Attack +9, Defense +9, Damage +7
Hofot, Champion Hrool (p. 49)
Soak: +3
Enc: 0
Long Sword: Init +4, Attack +11, Defense +8, Damage +8
Stone (thrown): Init +2, Attack +5, Defense +4, Damage +4
Bite: Init +2, Attack +8, Defense +6, Damage +3
Hulka, Champion Hrool (p. 63)
Soak: +1
Enc: 2, or 1 without spear
Short Spear & Heater Shield: Init +3, Attack +11, Defense +12, Damage +5
Bite & Heater Shield: Init +3, Attack +8, Defense +9, Damage +1
Pitsdim (p. 66)
Soak: +2
Enc: 0
Staff: Init +4, Attack +10, Defense +10, Damage +4
Crenvalus (p. 75)
Add (dodge) as a specialty to Brawl.
Soak: +0
Enc: 0
Staff: Init +4, Attack +6, Defense +9, Damage +3
Dodge: Init +2, Attack n/a, Defense +6, Damage n/a
COVENANTS
Autocephalous (p. 20): Delete the final sentence. There is no Isolated Boon.
Boons, Hooks, and Governance Styles Insert (p. 31): This did not get laid out as a table. The lower part of the
insert should look like this:
Governance Boons Free Hooks
Anarchy Ungoverned - Divided Loyalty, Fractured Council
Autocracy - Autocracy, Gerontocracy Superiors, Vis Salary
Bureaucracy Literate Convenfolk Guild, Center of Excellence
Democracy Vis Grant Democracy Fractured Council, Suffrage
Hierarchy Hidden Resources Faux Feudalism, Theocracy Superiors, Vis Salary
The Riches That are Rightfully Mine(d) (p. 61): Change the Target to Group. Replace the level calculation
with "(Base 15, +1 Touch, +2 Group, +1 size)".
Summary of Quality Rules (Insert) (p. 88): Delete '+3 for non-magical subjects' from both the summa and
tractatus extended formulae. Delete the whole final paragraph about that bonus. In the extended Maximum
Tractatus Quality formula, add '+3' after 'Author's Communication'.
Summary of Quality Rules (p. 88): Under Extended Rules, in the third paragraph (beginning "The quality
bonus"), delete "2 x". The total quality may not exceed twice that value; the bonus may not exceed the value.
The Riches that are Rightfully Mine(d) (p. 61): Replace the T: Ind with T: Group (for multiple coins). Replace
the first sentence with the following: "This spell fills a large chest or other sturdy container with silver
pennies equal to about 650 Mythic Pounds.". Finally, replace the level calculation with "(Base 15, +1 Touch,
+2 Group, +1 complexity)".
The First Furrow Guides the Second (p. 97): Replace the final clause of the penultimate sentence with
"allowing an unskilled magus to avoid the three extra botch dice for scribing without Profession: Scribe".
Florilegia (p. 90): Replace the first sentence with "Florilegia (singular florilegium) are anthologies on a topic
created by binding together tractatus on a single topic."
Glosses (p. 91): Add the following sentence at the end of the entry: "As with florilegia, glosses express
resonance, and cannot be combined with resonant materials or clarification."
Realia (p. 102): A realia collection with a quality of 6 requires 32 objects, not 64.
Ring and Circle Ward Examples (p. 104): Change the level of Ward Against the Curious Scullion to 30, and
replace the calculation with (Base 15, +1 Touch, +2 Ring). Change the level of Ward Against Mundane
Intrusions to 50, make it a Ritual, and change the level calculation to read "(As Ward Against the Curious
Scullion, +4 requisites)".
Laboratory & Sanctum (p. 105): The key should read 22: Ingredients, 23: Refuse Tip.
Non-Standard Laboratory Routines (p. 108): An illustration occludes a small section of text on page 108. The
relevant portion of the first paragraph reads: "If a magus decides to work non-standard hours, choose one (or
more) of the following routines each season. He may combine multiple routines..." and the relevant portion
of the second paragraph reads: "A maga may also choose to work fewer than the standard ten hours per day.
There are no special routines for this - for each hour fewer, she simply loses 10% of her Lab Total or
Advancement Total for the season."
Ice Cavern (p. 118): Replace the possible Terram Specialization with Aquam.
Minor Supernatural Flaws (p. 119): The first "Minor Supernatural Flaws" heading, in the left column, should
read "Free Supernatural Flaws".
The Ambulatory Laboratory (p. 122): Increase the base level to 25, and the spell level to 50. The guidelines for
this effect were defined in Magi of Hermes, p. 92.
ANCIENT MAGIC
The Ob of Mot (p. 32): The calculation should say +2 Group; the final level is still correct.
Links of Stone (p. 36): The level should be 20, and the calculation should say "Base 4, +4 Arc".
Potion of Creation (p. 56): Increase level to 30, Range to Touch, and note "+1 Touch" in the calculation
parenthesis.
Mechanica Creation Level (p. 77): Replace the formula with "Mechanica Creation Level: (3 x Magnitude of
Imbued Effect) + modifiers"
Fire Quencher (p. 81): The creation level should be 9.
Aeolipile (p. 81): The creation level should be 21.
Thunder Maker (p. 81): The creation level should be 12
Stellar Magic by Spell Casting (p. 91): Delete the final sentence ("The following spell is only...") from the first
paragraph. The spell is not a Mystery spell.
A Comparison of the Positions of the Fixed Stars (p. 91): Drop the range to Touch and the level to 15. There is
no need for Sight Range. In the penultimate sentence, replace "500 paces" with "1000 paces".
MAGI OF HERMES
Alexander of Jerbiton (p. 6): Delete "Gentle Gift" and "Waster of Vis". Magi are only allowed one Major
Hermetic Virtue; deleting the Flaw rebalances the character.
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +25.
Gentle Touch of the Purified Body should be +25.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Cheating the Reaper should be +25.
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +25.
Aurulentus at Gauntlet (p. 16)
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +25.
Gentle Touch of the Purified Body should be +25.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Cheating the Reaper should be +25.
Aurulentus +15 years (p. 16)
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +34.
Gentle Touch of the Purified Body should be +34.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Widening the River Styx should be +34.
Cheating the Reaper has disappeared, and it should be +34.
Pose Clotho's Question should be +36.
Pose Nona's Question should be +36.
Aurulentus +30 years (p. 17)
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +37.
Gentle Touch of the Purified Body should be +37.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Widening the River Styx should be +37.
Cheating the Reaper has disappeared, and it should be +37.
Pose Clotho's Question should be +37.
Pose Nona's Question should be +37.
Verifying the Presence of Artemis' Blessing should be +37.
Phantasmal Troupe should be +27.
Aurulentus +45 years (p. 19)
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +45.
Gentle Touch of the Purified Body should be +45.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Widening the River Styx should be +45.
Severed Limb Made Whole is actually called The Severed Limb Made Whole (ArM5 p.129), and it should be
+45.
Cheating the Reaper has disappeared, and it should be +45.
Incantation of the Body Made Whole should be +45.
Pose Clotho's Question should be +41.
Pose Nona's Question should be +41.
Verifying the Presence of Artemis' Blessing should be +41.
Seven Leagues Stride is actually called Seven-League Stride (ArM5 p.135).
Bountiful Feast is actually called The Bountiful Feast (ArM5 p.135), and it should be +39.
Pose the Silent Question is actually called Posing the Silent Question (ArM5 p.149).
Aurulentus +60 years (p.19)
Chirurgeon's Healing Touch is actually called The Chirurgeon's Healing Touch (ArM5 p.129), and it should
be +47.
Gentle Touch of the Purified Body should be +47.
Purification of the Festering Body is actually called Purification of the Festering Wounds (ArM5 p.129).
Widening the River Styx should be +47.
Severed Limb Made Whole is actually called The Severed Limb Made Whole (ArM5 p.129), and it should be
+47.
Cheating the Reaper has disappeared, and it should be +47.
Incantation of the Body Made Whole should be +47.
Bestow the Blessing of Apollon should be +47.
Incantation of the Warriors Made Whole should be +47.
Blessing of Artemis' Fertility should be +68.
Pose Clotho's Question should be +46.
Pose Nona's Question should be +46.
Verifying the Presence of Artemis' Blessing should be +46.
Seven Leagues Stride is actually called Seven-League Stride (ArM5 p.135).
Bountiful Feast is actually called The Bountiful Feast (ArM5 p.135), and it should be +40.
Ears of a Grateful Father should be +22.
Pose the Silent Question is actually called Posing the Silent Question (ArM5 p.149).
Hugh +30 years (p. 48)
The Wizard's Parry should be +35 F.
Hugh +45 years (p. 49)
Dust to Dust should be +17 S.
Halt the Piercing Shafts should be +34.
Breaking the Captain's Baton should be +12 S.
Dressing the Human Form in Wool (p. 57): Drop the level to 5, and the Duration to Momentary.
Adjust the level calculation at the end as appropriate.
Marcus +15 years (p. 80)
Decay Fur and Hide should be +19.
Bushy Tail of the Branch-Dancer should be +31 F.
Sure-Footedness of the Crag-Leaper should be +31 F.
Webbed Toes of the Pond-Dweller should be +31 F.
Marcus +30 years (p. 80)
Strength Extinguished should be +40 F.
Strength Renewed should be +40 F.
Bushy Tail of the Branch-Dancer should be +36 F.
Slime of the Muck-Dweller should be +36 F.
Sure-Footedness of the Crag-Leaper should be +36 F.
Webbed Toes of the Pond-Dweller should be +36 F.
Spirit of the Bull of Minos should be +40 F.
Marcus +45 years (p. 81)
The Wizard's Mount should be +34 A.
Bushy Tail of the Branch-Dancer should be +45 FA.
Eyes of the Cat should be +45 FA.
Slime of the Muck-Dweller should be +45 FA.
Sure-Footedness of the Crag-Leaper should be +45 FA.
Webbed Toes of the Pond-Dweller should be +45 FA.
Arm of the Infant should be +42 F.
Spirit of the Bull of Minos should be +49 FA.
Gift of the Minotaur should be +45 FA.
The Griffon Reborn is in the wrong location, having been placed among the MuCo spells instead of the
MuAn spells. Also, it should be +53 FA.
Petalichus +30 years (p. 98)
(Rote) Unseen Arm should be +28.
Petalichus +45 years (p. 99)
Unmake This Cloth should be +31*.
Bind Fast should be +36*.
A Day's Worth of Spinning should be +35*.
A Day's Worth of Weaving should be +35*.
The Even Hand of the Determined Weaver should be +35*.
The Treacherous Cloak should be +36*.
The Weaver's Subtle Art should be +35*.
Living Fire (p. 125): Increase the level to 25. Change the calculation to (Base 3, +2 Voice, +3 Fire, +1 moving
images).
Servant of Fire (p. 125): Increase the level to 45. Change the calculation to (Base 10, +2 Voice, +3 Fire, +1
Mentem requisite, +1 moving parts).
Bag Without Bottom (p. 126): Replace "Pen +9" with "Pen +0".
Sting of the Viper (p. 135): Delete the reference to the bonus from creating the Poniard of Deliverance.
LORDS OF MEN
The Gratitude System (p. 7): Remove the reference to Lord of the Manor immediately above the "0 Gratitude"
header. It isn't a separate Virtue from Landed Noble.
Advancement Requirements Table (p. 8): In the first line of explanatory text at the bottom, replace "Lord of
the Manor" with "Landed Noble".
Assarting (p. 84): The insert entitled "Story Seed: Swift Assarting" was laid out over several paragraphs of
text. They should read as follows:
Assarting
Hermetic scholars know that the weather in Mythic Europe is notably drier in the 13th Century than it was
in preceding years. This has made farmable a great deal of land that was previously marginal. Coupled with
the population boom being experienced in Europe, one of the simplest ways of expanding a fief assarting:
carving new cropland or meadow from fertile wasteland. This process has been occurring for much of the
last century so marginal land is becoming increasingly scarce.
A single strong laborer with proper tools clears one acre of lightly wooded land per month, if he does no
other work. This means that villeins who are assarting land work much slower than an acre a month,
because their other duties take precedence. Many lords use only local labor, or hire a small team of famuli
who assist with the clearing and then are kept on to work the lord's increased demesne, so that assarting is a
gradual but continual process that takes years to have a marked effect.
There are many ways of assarting land magically. Changing the topography or soil type to allow large field
farming where it was previously impossible, altering water flows for irrigation, and removing trees or
reducing them to ash are all simple and popular strategies.
A covenant that secretly clears itself land using magic alarms nearby lords. The sudden appearance of
cropland in an area that was previously waste indicates to neighboring nobles that the new lord of has hired
an enormous workforce. This, it is assumed, will cause predictable problems when it is dispersed.
Conquest
Taking land by conquest is rare, among the lower nobility, in most of feudal Europe, because it requires
political skill and perfect timing. Conquered land must be taken from someone, and the lord of the
dispossessed noble appears weak if he does nothing. In some cases, he will do as little as demand a fine and
fealty from the invader, but this is seen pathetic response by his other vassals who, sensing their lack of
security, form coalitions of mutual support that are often provoked into open war. All nobles know this, so
unless a lord is beset by more important issues, conquest is rarely able to succeed in the extended term.
Seal the Breach (p. 116): Increase the level to 20. Add "Ritual minimum level 20" to the end of the calculation
information.
Mounted Movement Rates (p. 127): The first three columns of numbers have the wrong headers. "Horse's
Quickness" should be the heading for all the numerical columns. The leftmost column, currently headed
"Horse's Quickness", should be headed "-3 or less", the second, currently headed "-3 or less", should be
headed "-2 to -1", and the third, currently headed "-2 to 0" should be headed "0". The columns to the right of
this are correct.
Effects of Mounted Movement (p. 127): The Walk/Amble or Trot and Gallop columns are misaligned. They
should look like this:
Penalty to Extended Action Defensive Bonus
Gait Falling Damage
Missile Attacks Ease Factor (Optional)
Walk/Amble (Horse's Size +2)* +
-1 6 +1
or Trot stress die
Example Maneuvers Table (p. 133): The entries in the "Disarm" line are out of order. They should be "Any
Attack"; "Defense or Evasion"; "9".
Melee Weapons Table (p. 137): The Cudgel (under Great Weapons) should have 2 Damage levels.
Missile Weapon Descriptions (p. 139): Add a new sub-heading "Melee Weapon Descriptions" immediately
before the Falchion.
Melee Weapon Descriptions (p. 139): Replace the description of the Bastard Sword as follows: Sword, Bastard: A
large, late-medieval sword suitable for one-handed or two-handed use. If used two-handed, treat it as a great
sword. If used one handed, its Str and Load remain at +1 and 2, respectively, but all its other statistics are those
of a long sword.
Armor Materials (p. 139-141): Add the following sentence to the end of the Plate armor paragraph: "The
complex armor design rules do not cover 15th century full plate."
LEGENDS OF HERMES
Hermanus of Tremere (p. 10): In the first paragraph of text, replace the description of the Vexillation of the
Adamant Rook as "a company of magical troops" with "a group of enchanters".
Maintain the Caster's Spell (p. 65): Add the following sentence at the end of the description. "This effect was
invested in Fortunata's Talisman, and takes advantage of a Talisman's closer connection to the maga who
created it. It cannot be used by any other magus, although laboratory investigation does reveal its existence
and nature."
Sense the Airy Trespass (p. 113): Replace the level with InVi 50, and the base level in the calculation with 5.
The effect actually detects creatures with a Might of 31 or lower.
The text box on the top of page 117 is a copy of the box on page 112.
It should read:
[*]The laboratory should be challenging for characters to break into but not impossible. The storyguide
should pay some attention to what would be exceedingly simple or annoyingly frustrating for the players
and try to steer a course between them.
If the players have little patience or less powerful characters, then Ferox and Fidelius may be less active or
there may be clues to the nature of the defenses in Amarantha's notes. If the party is especially powerful then
the storyguide may choose to include more than two elemental spirits and the spirits may have significantly
greater Might.
[*]Water is held outside of the laboratory complex by the circular ward on the outside ring of the complex. It
should be apparent to most players, and characters, that disturbing the rings on the walls in the outer rooms
could well flood the complex (at least the outer rooms).
[*]If Ferox and Fidelius are able to enter the laboratory of Hermanus proper (room 7), they realize that both
the Butterfly's Gaze and the Tapestry of Confident Possession can be triggered by them at will. The spirits
make use of these devices to trigger any justiciar that they think will help in their defense of the laboratory
complex. The spirits are also aware of how to use the Helm of Unraveling and will impart this information to
any non-magus who they believe has come under the influence of the Cross of Preempted Conflict.
HERMETICS PROJECTS
Level 20 Lab Totals (p. 80): Replace "Three Seasons (28)" with "Three Seasons (27)".
Fourth-Magnitude Effects (p. 86): For each spell, replace "Three Seasons (28) with "Three Seasons (27)".
The Anointing of the King (p. 101): Change the statistics for this effect as follows:
MuVi 48
Pen: +30, 1/day
R: Touch, D: Mom, T: Ind
(Base effect 25 (to affect a level 30 Corpus effect), +1 Touch; +3 linked trigger, +15 Penetration 30)
Required Lab Total: 1 season (96), 2 seasons (72), 3 seasons (64), 4 seasons (60)
Grant Control to the Ghost (p. 103): Change the statistics for this effect as follows:
MuVi 59
Pen: +30, 1/day
R: Touch, D: Mom, T: Ind
(Base effect 25 (to affect a level 30 Corpus effect), +1 Touch; +3 linked trigger, +26 Penetration 52)
Required Lab Total: 1 season (118), 2 seasons (89), 3 seasons (79), 4 seasons (74)
Conjure the Colossus (p. 117): Change the level to 20, and add "minimum level 20 for a Ritual" to the level
calculation. Change the Required Lab Total to 1 season (40), 2 seasons (30), 3 seasons (27), 4 seasons (25)
Integrating Covenants (p. 123): The second box of the insert just repeats the text of the first. Replace its
contents with the following text:
[...] needed to manage a menagerie, but the players will still need to spend covenant build points on
specialists (see Staffing later). Several of the other Residents choices include magical beasts as steeds
(Magical Soldiers) or magical animals (Inhuman Residents). Prestige (Minor External Relations Boon) could
be a consequence of a magical menagerie at covenant start-up, or a Boon that crops up once the menagerie is
established. A covenant with Hermetic Services (Major External Relations Hook) could be bound to provide
magical animals to other magi as familiars or vis sources, meaning that maintaining the menagerie is of
primary importance. Mystical Allies (Major Surroundings Boon) could provide a source of livestock if the
allies are magical animals. Harvesting the herd might, however, affect the ally relationship. A Chase (Minor
Surroundings Boon) is a mundane breeding farm that could serve as a prototype for a magical stud farm, or
if combined with another Boon or Hook that allows an aura in the chase, be the actual magical menagerie.
If you are detailing the wealth and poverty of your covenant, pages 56 to 71, you will need to specify the
expenditure cost of the menagerie's animals and handlers. Regular staff cost the same number of expenditure
points as Other Covenfolk on the Points of Inhabitants table (page 63), and the overseer specialists count as
Specialists. To determine the inhabitants points of each animal, compare it to a horse (1 point). The typical
covenant horse is Size +3. For each Size smaller than +3, double the number of animals that cost 1 point. Two
Size +2 animals, four Size +1 animals, and eight Size 0 animals all cost 1 point. For larger animals, double the
number of points for each Size increase. A Size +4 animal costs 2 points and a Size +5 animal costs 4 points.
For carnivores, double the point cost. Keeping a pack of twelve wolves, for example, could cost 3 inhabitants
points. A wolf is Size 0. Eight Size 0 herbivores cost 1 point, so four Size 0 carnivores cost 1 point. Four times
three is twelve, costing 3 points.
A menagerie could also be used as a realia, a collection of magical examples of typically mundane things
(creatures) used for study. Like books, whose author cannot study the book he writes, the collector cannot
study the collection. To determine the Quality of the realia, count breeds instead of individual animals, so
that a collection of 30 magical horses of 2 breeds counts as a tractatus of Quality 2. A menagerie realia usually
provides study only in Magic Lore, however a collection of several different types of magical animals all
connected to the same Form could allow study of that Form.
APPRENTICES
Child Virtues & Flaws (p. 11): Replace the first line with "Characters age 20 and younger".
New Flaws (p. 13): Frail should be a Minor Flaw, not a Major.
A Standard Apprenticeship (p. 16): Replace the last sentence of the first full paragraph, in the middle
column, with "Added to 6 experience points gained from three seasons of Exposure, an apprentice gains 19
experience points a year for eleven years of the apprenticeship." Add a single sentence paragraph. "In the
first year, the parens Opens the Arts, so the apprentice gains exposure experience in every season, for 8
experience points." In the next paragraph, replace the text from the third sentence onwards as follows: "Thus,
each year the apprentice gains 40 experience points to spend on spells. As learning spells is a Laboratory
Activity, the apprentice gains 2 experience points from exposure in every season, for a total of 8 over the
year. At the end of the final three years, the apprentice has gained 120 spell levels and 24 experience points.
The grand total of 15 years of apprenticeship using this model is 241 experience points and 120 spell levels."
Delete the final paragraph.
Controlling Turbulences (p. 23): The Characteristic used for controlling Turbulences is Stamina. Replace
"Intelligence" with "Stamina" in the first paragraph and the example in the middle of the second column.
Sight of the Lazy Parens (p. 40): Delete "or if the spell is cast by someone for whom the spell is not
specifically designed". Powerful spells cast by the target do not cause immediate Warping.
Life in the Laboratory (p. 54): Replace the last sentence of the first full paragraph in the final column on the
page as follows: "If both parens and apprentice have Waster of Vis, for example, the laboratory activity costs
twice the normal amount of vis."