Errata for the First and Second prints of the
Dungeon Masters Guide in
May 1979, and incorporated all at once into the Third print (Revised print,
Dec 1979). These changes originally appeared in
Dragon Magazine #35;
some additional changes (not listed in that article) have been noted since
then, and are included here. Interestingly, the first correction listed
in the article -- Page 13's Aging chart -- was never incorporated into any
print of the DMG.
Additionally, one of the artists credited
in the pre-revision DMG, Todd Oleck, was replaced by Erol Otus in the Revised
print (along with Oleck's sole illustration, on page 40). The reasons
for his replacement are unknown. (Thanks to Christopher Motta for
first noticing this!)
Delete "(or half exceptional rating)".
The paragraph should read:
Subtract 1 point of strength
and 1 point of constitution; add 1 point of intelligence and 1 point of
wisdom
Add the following section
before the section entitled ASSASSINS' USE OF POISON:
ASSASSINATION EXPERIENCE POINTS
An assassin receives 100 x.p./level of
the character assassinated minus or plus 50 x.p. for every level the assassin
is greater or lesser than his or her victim. This is modified by multipliers
for the degree of difficulty of the mission‑simple (X 1/2), difficult (X
1), or extraordinary (X 1 1/2).The explanations for difficulty given under
SPYING should be used as guidelines here. The experience given above is
added to the regular experience earned for killing the victim, as if he
or she were a monster. Experience is also given for the fee the assassin
is paid.
Therefore, if an 8th level assassin snuck
up on and surprised a 10th level magic‑user in the dungeon and successfully
assassinated him, the assassin would receive 1,000 x.p. plus another 100
x.p. since the magic‑user was 2 levels higher than he. However, since it
was a simple mission, the total 1100 x.p. would be multiplied by 1/2, giving
550 points. This is added to the 2400 x.p. normally received for killing
this magic‑user, making a final total of 2950 x.p. earned, exclusive of
fees.
On a die roll of 1, the Result
should read:
Stone increases to next higher
base value; roll again ignoring results above 8. Stones above 5,000 gold
piece value progress as follows: 10,000 GP, 25,000 GP, 50,000 GP, 100,000
GP, 250,000 GP, 500,000 GP, and 1,000,000 GP ‑‑ the absolute maximum. No
stone may increase beyond 7 places from its initial base value.
On a die roll of 0, the Result
should read:
Stone decreases to next lower
base value; roll again on this table, ignoring any result below 2, Stones
below 10 gold piece value are: 5 GP, 1 GP, 10 SP, 5 SP, and I SP. No stone
may decrease beyond 5 places from its initial base value.
Insert the following section
just before the section entitled Spells Beyond Those At Start:
Acquisition of Illusionists' Spells
Illusionists do not need the
spell read magic or anything like it in pursuit of their profession. All
illusionist spell books and scrolls are written in a secret tongue which
every apprentice learns from his or her mentor. This arcane and difficult
language is common to all phantasmal magics, and is necessary for illusionistic
conjuring. When on illusionist gains read magic at the 14th level
(along with several other 1st level magic‑user spells), this merely allows
him or her to utilize magic‑user scrolls that contain spells different from
those on the illusionists' list.
When a 1st level illusionist
receives his first level spell book from his master, it contains only three
spells (read magic being unnecessary). The DM should require the player's
character to roll a d12 on the table of 1st level illusionist spells, rolling
three times and ignoring any rolls that result in duplication. If a DM feels
his or her campaign is unusually difficult, he or she may allow the player
to choose one or even two of these initial spells.
Page 52: Fly spell.
The first sentence in this paragraph should
read:
Fly spell: Utilizing
a fly spell takes as much concentration as walking, so most spells
could be cost while flying, either while hovering or moving slowly
(3" or less).
Replace the last paragraph with the following:
Assume the party of characters
comes upon a monster. They have 2 of 6 chances to surprise, and the monster
also has 2 in 6. A six‑sided die is rolled for the party, another for the
monster. Both sides could be surprised, or either could be surprised. This
is shown on the table below:
Replace the first table with the following:
Party's
Monster's
Surprise Replace the 4th and 5th paragraphs with
the following:
Party A immediately recognizes
party B as a group of "evil marauders" they were warned against and moves
to attack. First, Arlanni the thief, who had her sling ready (as the player
had stated previous to the encounter), fires a shot at Blastum, who is obviously
a magic‑user. A sling bullet gains +3 "to hit" vs. no armor. Arlanni would
usually need on 11 to hit, but now needs only an 8. She rolls a 5, and misses.
Aggro the fighter rushes forward
to attack the nearest opponent, who happens to be Balto, the monk. Balto
is wearing no armor, so Aggro needs a base 8 to hit Balto. However, Aggro
is using a + 1 hand axe, and furthermore an axe is + 1 to hit vs. no armor,
so Aggro's adjusted amount needed to hit is only 6 (or, alternately, the
cumulative +2 could be added to whatever he rolls to improve his chances
of rolling an 8 or better). Aggro rolls a 14 and hits Balto, but only 1
point of damage is rolled, plus a 1 point bonus from the magic axe (2 points
total), and Balto can take 4.
The second sentence in the 8th paragraph
should read:
Balto attacks Aggro (who is in AC 2) with
his staff.
The third sentence in the 11th paragraph
should read:
Arkayn needs a base 17 to
hit AC 1, but using a mace vs. AC type 3 gives him a + 1 armor class adjustment,
so he really only needs a 16 or better. He rolls a 7 and misses.
Replace this paragraph with the following:
Opponents With Weapons
Used Normally: If the opponent of a grappling, pummeling or overbearing
attack has a weapon, the opponent will always strike first unless the attacker
has surprise. Any weapon hit does NO damage, but it does indicate that the
attacker trying to grapple, pummel or overbear has been fended or driven
off, and the attack is unsuccessful. The weapon‑wielder then has the opportunity
to strike at the weaponless one "for real", if he or she so chooses. Surprised
opponents with weapons have no chance for a fending‑off strike, unless the
attacker must use all surprise segments to close to grapple, pummel, or
overbear.
The Note below the table should read:
*Note: Half‑elves use the attack matrix as elves do, while non‑player
character half‑orcs use the attack matrix for monsters. Dwarves, elves and
gnomes are never lower than 1st level (unlike halflings and humans, which
may be of 0 level). Bards fight at their highest level of fighter
experience.
This paragraph should read:
Poison: Only assassins
of 9th or higher level may concoct "potions" of poison -‑ or any other sort
of poison, for that matter. Refer to the section on assassins for details
of special forms of poison. No laboratory or alchemist is needed, but cost
and time are found as if a normal potion was being prepared.
The table in the 5th paragraph should
read, in part:
vellum, per sheet
8 g.p. and up
‑5% chance of failure
Insert the following section
just before the section entitled Fabrication Of Magic Items By Charmed
Or Enslaved Magic‑Users:
Fabrication Of Magic Items By Illusionists:
Though different spells are
employed, the process of fabrication of magic items which illusionists use
is not really very different from that used by magic‑users. It is almost
exactly similar as regards costs in both time and money. Some processes
are also nearly identical, such as the making of scrolls, which may be done
at the 7th level and up.
At the 11th level illusionists may be
able to create one‑shot or charged magic items, things without a permanent
dweomer, such as potions or a wand of illusion, for example. Such
items are really merely storehouses of magical energy which can be released
in various ways. Like any other spell‑caster, the illusionist must fashion
the item out of rare and expensive materials, but instead of using enchant
an item to prepare the item to receive its enchantment, the illusionist
uses major creation to subtly alter its structure in a magical direction
so that it can receive and retain the necessary spells. During the next
16 hours after casting the major creation, the illusionist instills the
primary initial dweomers into the item, and if his concentration is interrupted
even once during this period, the item instantly fades and forever disappears,
like an illusion that has been dispelled.
Beginning at 14th level an illusionist
may attempt to make items with a truly permanent dweomer, such as a + 1
dagger or a ring of protection, for example. This entails a similar
process to the one described above. The crucial difference is that after
a major creation spell has been used to adjust the material object, an alter
reality must be cast to fix it permanently in place and make it able to
contain a permanent magic. Thus, with a great expense in time, money and
preparation, major creation, alter reality and true sight spells,
and an unflawed gem worth not less than 10,000 g.p., an illusionist might
be able to create a gem of seeing.
The basic thing to remember
if details are in question is that illusionists are a sub‑class of magic‑users,
and except for what has been outlined above, what applies to magic‑users
applies to illusionists as well.
This table should read, in part:
86‑91 Dust of Disappearance
2,000
8,000 The second paragraph should read:
Unless otherwise stated, the
effects of a potion will last for 4 complete turns plus 1‑4 additional turns
(d4). If half of a potion is quaffed, the effects will last one‑half as
long in some cases. Potions take effect 2‑5 segments after they are
imbibed.
Replace this paragraph with the following:
Staff of Striking:
This oaken staff is the equivalent of a +3 magic weapon. (if weapon vs.
armor type adjustment is made, the staff of striking is always treated as
the most favorable weapon type vs. any armor.) It causes 4‑9 (d6+3) points
of damage when a hit is scored. This expends a charge. If 2 charges are
expended, bonus damage is doubled (d6+6); if 3 charges ore expended, bonus
damage is tripled (d6+9). No more than 3 charges can be expended per strike.
The staff can be recharged.
The Rock Hurling table should read
as follows:
Weight
Base
Rock Bend
Bars/ Hill
+4,500
8"
1-6
140
50% This paragraph should read as follows:
Jewel of Flawlessness:
This magical gem appears to be a very fine stone of some sort, but if
magic is detected for, its dweomer will be noted. When a jewel of flawlessness
is placed with other gems, it increases the likelihood of their being more
valuable by 100%, i.e., the chance for each stone going up in value increases
from I in 10 to 2 in 10. The jewel has from 10‑100 facets, and whenever
a gem increases in value because of the magic of the jewel of flawlessness
(a roll of 2 on d10), 1 of these facets disappears. When all are gone, the
jewel is a spherical stone of no value.
This table should read:
Table 3.: Sword Primary Abilities
Dice Replace this paragraph with the following:
Mace of Disruption
appears to be a +1 mace, but it has a neutral good alignment, and
any evil character touching it will take 5‑20 points of damage due
to the powerful enchantments laid upon the weapon. If a mace of disruption
strikes any undead creature or evil creature from one of the lower planes
it functions similarly to a cleric turning undead (see ATTACK MATRICES).
The mace causes such creatures to roll on matrix Ill., MATRIX FOR
CLERICS AFFECTING UNDEAD, as if the wielder were 12th level, and if the
creature struck scores equal to or below the number shown, it is disrupted
and slain. Thus, skeletons, zombies, ghouls, shadows, and wights ore instantly
blasted out of existence, as are ghosts and even wraiths; and mummies have
only a 20% chance, spectres 35%, vampires 50%, ghosts 65%, liches 80%, and
other affected evil creatures 95% chance of saving. Even if these saving
throws are effective, the mace of disruption scores double damage
upon opponents of this sort, i.e., 2 X bonus and 2 X dice.
Replace the last paragraph with the following:
Greater monsters on higher
levels will have their numbers reduced by 1 for each level of the dungeon
above their assigned level, subject to a minimum number of 1.
Example: 1‑3 shadows are normally encountered on the 4th level of the dungeon;
as shadows are fourth level monsters, a maximum of 2 can be encountered
on the 3rd dungeon level, and but 1 on the 2nd level. (Fourth level monsters
cannot be encountered on the 1st level of the dungeon.) Hydras, for instance,
will have fewer heads, while creatures with attendants will have fewer or
none at all on the lesser‑numbered levels.
Plain should read, in part:
Bull/Cattle, wild
06-09
Scrub should read, in part:
Humanoid*
26‑32 Mountains should read, in part:
Troll
73‑78
Special Attacks should read:
attack as 4 hit dice monster, drain blood
(1‑4)
This table should read, in part:
Hit Dice 1
66‑00
Rat, giant
1/2
Add the following table after the first
Monster Summoning VI:
Monster Summoning VII
Dice Score
Monster Summoned
01‑03
Chimera (couatl) Replace the second Monster Summoning
VI table with the following:
Monster Summoning VI
Dice Score
Monster Summoned
Fresh or Salt Add the following table after the second
Monster Summoning VI:
Monster Summoning VII
Dice Score
Monster Summoned
Fresh
Salt Item
Encumbrance in gold pieces
Backpack
20 * Musical instruments include only large
and bulky instruments such as lutes and drums.
The maximum weight a normal‑strength
person can carry and still move is 1500 g.p. (150#).
Certain items are not included
when figuring encumbrance. These include:
material
components (unless large and bulky). Many other things will be
bought or found, but it is impossible to list them all here. The encumbrance
of most items not on this list may be inferred by comparison with objects
similar to them; thus a decanter of endless water will encumber as much
as a bottle or flagon. In some cases no equivalent may be found on the table;
such instances require the judge to decide.
Many people looking at the
table will say, "But a scroll doesn't weigh two pounds!" The encumbrance
figure should not be taken as the weight of the object ‑ it is the combined
weight and relative bulkiness of the item. These factors together will determine
how much a figure can carry.
As an example, Dimwall the
magic‑user and Drudge the fighter have prepared for a dungeon expedition.
Dimwall, besides his normal clothing, has strapped on a belt with a large
pouch on it. Into this and his robe, he tucks his material components (minimal
encumbrance). He also places in his pouch a potion bottle, a mirror, some
garlic and belladonna, and his tinderbox. At his right side hangs a dagger
and sheath and four more daggers are on a bandolier slung across his chest.
Over all these belts, he puts his backpack. In his pack goes a hand axe
(for chopping, not fighting), 3 flasks of oil, a candle, 3 small sacks,
1 large sock, and 7 torches. Lashed in a bundle to the pack is 50' of rope.
At his left side, hanging from his belt, are a leather scroll case and his
purse, filled with 20 gold pieces. He holds a staff in his right hand and
a torch in his left. He is now ready to travel, with a total encumbrance
of 689 g.p.
Meanwhile, his companion,
Drudge, has strapped on his splint armor. He wears 2 belts around his waist;
his longsword hangs from one. On the other belt he places his quiver with
40 bolts, a cocking hook, and a dagger. He slips on his backpack, already
loaded with 10 spikes, one week's iron rations, and a flask of oil. To the
bottom of the pack he has strapped 50' of rope. Hanging on the rear of the
pack is his heavy crossbow. Around his neck he wears a holy symbol. Finally,
he straps his large shield on his left arm, fits his helmet, and takes his
lantern, ready to go with a total encumbrance of 1117 g.p.
During their adventures, Dimwall
and Drudge find 800 gold pieces in a troll's treasure horde. Dimwall can
carry 400 gold pieces in his large sack and another 300 gold pieces in his
small sacks. Dimwall leaves his torches and staff, since he must have his
hands free. Then he fastens a small sack to his belt and, using two hands,
carries the large sack over his shoulder. Drudge eats part of his iron rations
and throws the rest away, along with his spikes and oil. He places the remaining
bags in the bottom of his pack and then pours the loose coins on top of
them. Encumbrance for Dimwall is now 889 gold pieces and 1222 gold pieces
for Drudge.
As they leave, Dimwall and
Drudge meet the troll. There is little time to react, so Drudge must quickly
drop his lantern (possibly putting it out) and attack. As he does this,
Dimwall must drop the large sock (probably scattering coins about), unsling
his pack, and start digging for his oil. By the time he finds it, the troll
may have killed them both!
|