
RuneQuest Third Edition Errata
Players Book
- Page 33:
Simple Success Rolls, fourth paragraph. Add this sentence:
"The adventurer's category modifiers do not apply to a skill with
a 00% base chance until he has gained a positive ability in that skill."
- Page 37:
Training Increases and Decreases, second paragraph. A
player who foregoes the die roll may add 1 percentile to his skill, not
2 percentiles as written.
- Page 38:
Required Training Time, add this paragraph: "To
initially learn a skill with a 00% base chance, the character must spend
50 base hours training. At the end of the training period, he gains 1D6-2
percentiles in the skill, plus his category modifier. If this does not
bring him to a skill of 1% or higher, he must train another 50 hours, and
so forth, until he either gives up or has attained a positive skill percentile.
The character only adds his category modifier the first time he trains
in the skill."
- Page 43:
Results of Fatigue Loss: delete the third paragraph. Fatigue
loss only causes unconsciousness at the gamemaster's discretion.
- Page 44:
Non-human Enc. -- change the first paragraph: "When
determining weights carried by creatures with a SIZ of 21-30, refer to
the SIZ equivalency table. Find the SIZ of the weight carried by the animal,
then halve the kilograms beside the number. The result represents the actual
ENC subtracted from the animal's fatigue points. If the creature has a
SIZ of 31-30, divide the kilograms carried by three. If its SIZ is 41-50,
divide by four, and so forth."
- Page 48:
How to Parry. Delete the last two sentences of the first
paragraph, and replace with: "In either case, no character may attack
and parry with the same weapon on a single strike rank."
Successful Parry Versus Unsuccessful Attack. Add: "A
successful parry by poleaxe or halberd only damages an unsuccessful attacking
weapon if the parry is a critical success."
- Page 52:
Hit Locations of Mounted Targets. Add: "Mounted characters
fighting footmen also get the advantages of high ground (page 54)."
- Page 54:
High Ground. Delete the third sentence and replace the
second sentence with: "This means that his player may subtract one
strike rank from his adventurer's hand-to-hand weapon attacks against a
downhill foe and rolls 1D10+10 for all hit location rolls for his attacks
with one-handed weapons."
- Page 59:
Two-weapon Use. Add to the first paragraph: "He may
both attack and parry with the same weapon, so long as he does not do both
in the same strike rank."
- Page 60:
Melee Weapons Table. Special hits with all daggers are
impales.
- Page 61:
Melee Weapons Table. Impaling damage with the thin-blade
Rapier is 3D6+3, not 2D6+2. Also, unlike other two-handed spears, the Naginata
does not impale.
- Page 64:
Missile Weapons Table. Sling Rate of Fire is 1/SR. Javelin
damage is 1D10, not 1D8.
- Page 68:
Special Effects of Armor Coverage. Add new section :
Blunt Weapons Vs. Soft Armor
When a flail, mace, or maul is used against soft armor, the value of the
armor protection is halved (round fractions
up). Soft armor overlapped with hard armor counts as hard armor.
Points for Overlapping Armor
As described above, it is possible to wear soft armor under another armor
to provide added protection. Hard armor may not be worn under any other
type of armor. In any case, the outer layer of armor must be heavier than
the inner (i.e., have more armor points).
The interior soft armor adds its normal AP to the total armor at TWICE normal ENC cost.
- Page 72:
Agility Skills. Add a second paragraph, reading: "The
skills of Dodge, Jump, and Swim are affected by ENC as described below
for human-sized creatures. For creatures with a SIZ of 21-30, it takes
2 ENC to reduce the skill chance by 1 percentile (by 5 percentiles in the
case of Swim). With a size of 31-40, 3 ENC reduces the skill by 1 percentile
(or 5, for Swim). A SIZ of 41-50 takes 4 ENC to reduce skill by 1 percentile,
and so forth."
Magic Book
- Page 9:
Covert Possession. Alter the second sentence of the third
paragraph to read: "Normally, when the target's magic points are reduced
either to 0 or 10 points less than those of the spirit, it covertly possesses
its target."
- Page 10:
Active Spell: add "The target of an active spell
must remain within the caster's view or the spell ends."
- Page 16:
Spell Casting Ability. Replace first sentence with: "A
spirit magician has a percentile chance of successfully casting non-ritual
spells equal to his POWx5, plus his Magic skill category bonus."
- Page 19:
Coordination: each point increases the target's DEX by
2.
- Page 21:
Protection: delete the last sentence.
- Page 22:
Silence: each point adds 15 percentiles to Sneak.
Speedart: duration is Temporal.
- Page 27:
Learning and Using Spells. Replace the fourth paragraph
with: "A user of divine Magic skill category modifier, but this chance
is reduced by 1 percentile for each ENC carried. (With no ENC there is
still a chance of failure with a D100 roll of 96-00%.)"
- Page 28:
Spell Limits, add to first paragraph: "Initiates
cannot learn spells that are one-use for priests."
- Page 29:
Temple Sizes. Worship Deity is also available at shrines.
Minor temples also provide Worship Deity and Spell teaching.
- Page 30:
Add the following spells to the named deities:
- Earth Goddess -- Command Gnome
- Night Goddess -- Command Shade
- Sea God -- Command Undine
- Storm God -- Command Sylph
- Sun God -- Command Suns or Salamanders.
- Page 31:
Absorption: delete the last sentence.
- Page 33:
Command (Species) is a 1 point spell, and is capable of
affecting intelligent creatures.
Excommunication: this can only be cast on an initiate
sworn to the priest casting the spell.
Extension: replace the last two words of the first paragraph
of the spell description with "strike rank".
- Page 34:
Illusions: replace the last two words of the general description
with "strike rank".
- Page 36:
Shield: delete the first sentence of the last paragraph
of the spell description.
Soul Sight is a 1 point spell.
- Page 37:
Spirit Block: delete the last sentence.
- Page 42:
Multispell. delete the entire description and replace
it with:
"With this skill the sorcerer can cast multiple spells at a reduced
cost in magic points. each spell may be directed at a different target
provided that all targets are within range and sight of the caster. Each
point of Multispell permits one additional spell to be cast. First the
sorcerer determines the amount of Intensity, Range, and Duration he will
use, limited by his Free INT, and all spells are affected identically.
However, Touch spells gain no range this way, and Instant spells gain no
duration, even when combined with ranged or temporal spells. The cost of
the spells in magic points is equal to the total points of manipulation,
counting the Multispell. Ritual magic cannot be Multispelled. The time
need to cast the spells is equal to the total Free INT used, multiplied
by the number of spells being cast. This is the major exception to the
usual rule for time taken in spellcasting."
Delete Cormac's Saga on this page.
- Page 43:
Spell Descriptions: Instant spells can be neither Passive
or Active. Ignore such references.
- Page 44:
Create Familiar Characteristic. Replace the third paragraph
with:
"Each Create Familiar Characteristic spell permanently transfers
the specified characteristic points from the sorcerer to the familiar.
If the spell is intensified, more characteristic points are transferred
at once. Since these spells have no effect on a complete creature, they
cannot be used on a familiar, but only on a creature which is about to
become a familiar."
- Page 46:
Damage Resistance: This spell
will protect only the body of the target (not possessions on his/her own
person). The target's armor first absorbs as much of the damage as it can.
The remaining damage is then matched against the intensity of the spell
using the resistance table. If the damage overcomes the resistance of the
spell then the full force of the remaining damage will affect the target.
If the damage does not overcome the Damage Resistance spell, then the blow
will do no damage to the target, even in the case
of a critical attack. The target may still be knocked down by the
blow (see Combat Rules).
The Damage Resistance spell will protect the target for its full duration.
If it is combined with the divine spell Shield or the spirit spell Protection,
the damage is first absorbed by the Protection or Shield spells and any
armor worn by the target (unless the attack is critical). Whatever passes
through is then matched against the intensity of the spell.
Diminish (Characteristic) is a ranged spell.
Diminish SIZ. Every third characteristic point drained
by the Diminish SIZ spell is STR, not SIZ. Thus, an intensity 5 Diminish
SIZ would drain 4 points of SIZ and 1 point of STR.
Form/Set Substance: delete the second sentence of the
second paragraph. Replace the last paragraph with: "While the sorcerer
is actively manipulating the appropriate substance with the Form/Set Substance
spell, he can cause the substance to arc toward the target for a magic
point cost of one per kilogram (or per cubic meter, as appropriate) of
substance thrown. The magical lance of material has a chance of hitting
equal to the caster's DEXx3 as a percentage. If successful, the target
sustains appropriate damage from the type and amount of substance thrown.
Hard substances such as rock, wood, or metal do 1D3 points per kilogram
thrown. Liquids do no damage unless extremely hot or acidic. Fire does
damage depending on its intensity. Darkness does nothing unless it is part
of a shade. If the lance misses, the sorcerer still loses the magic points.
Armor and spell which protect against physical damage work normally. The
substance under the effect of the Form/Set can be used again and again
as a Lance, for the Form/Set spell's duration."
- Page 49:
Phantom Sense: alter the Sample Sight Intensities table:
Sample Sight Intensities
- smooth, clear glass
- rippling water
- lightly stained glass
- murky water
- opaque
Regenerate: duration is Temporal, not One Hour. Replace
the first sentence in the third paragraph with: "Levels of intensity
equal to the target's normal hit points in his limb must be provided. The
tissue will regenerate one hit point per week if the spell is applied within
10 melee rounds after the limb has been mangled or lost."
- Page 51:
Summon Creature is a Summoning Ritual.
Tap is a Passive spell.
Treat Wounds. Duration is Temporal, not one hour. Replace
the fourth sentence of the first paragraph with: "The treated creature
recovers 1 point of total hit point damage and 1 point of damage in the
affected location per hour (until the location is healed) for each point
of intensity in the spell." Replace the last sentence of the first
paragraph with: "This spell requires enough Duration to last at least
one hour."
- Page 57:
Armoring Enchantment: Each point of POW adds 1D3 armor
points, not 1D6.
Magic Point Matrix Enchantment: Each point of POW stores
1D10 magic points, not 1.
Spell Matrix Enchantment clarification -- a spirit magic
enchantment is needed to create a spirit spell matrix. The divine enchantment
is needed to create a divine spell matrix. Sorcery is needed to create
a sorcery matrix.
Gamemaster Book
- Page 36:
Change the first paragraph of the page to end:
"...tegrity of the ship protected the cargo and crew despite the captain's
incompetence and the ship suffers no loss. If the seaworthiness resistance
roll falls reduce seaworthiness by one point."
Creatures Book
- Page 10:
Brontosaur: the tail lash should do 4D6 damage, not 7D6
damage.
- Page 19:
Elephant: the Indian elephant (Elephas maximus) actually
has a STR of 6D6+30 and SIZ of 6D6+38. The extinct African forest elephant
has a STR of 6D6+22 and a SIZ of 6D6+30. Normal African elephant STR and
SIZ should be 6D6+34 and 6D6+42 respectively. Other characteristics are
unchanged, except that Move is 4.
- Page 21:
Ghost: ghosts have no STR but do have INT of 2D6+6.
- Page 35:
Skeleton: The last three words of the creature description
should read; "... and 3 current POW expended on DEX."
- Page 43:
Wyverns: the wyvern's sting injects poison with a POT
equal to the creature's CON.
Glorantha Book
- Chaotic Features Table: add the following possible
results:
- One hit location (choose randomly) is invulnerable to damage from any
source.
- Endearing: match INT versus the creature's APP (of 5D6) when encountered.
If overcome, the character tries to make friends with it, accompanies it
in the future, and acts as its bodyguard. It already has 1D6 bodyguards.
The character fights with it against his friends if they attack.
- Possible Chaotic Creatures Table: add Hellions to
the list. They normally have no chaotic features.
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Stabbing Cat
Last Updated 10/11/96
Please notify Frederic" Moulinfor
additions, corrections, or changes.