The following errata apply to the hardcover edition of the Earthdawn rulebook only; they have been corrected in the softcover edition.
The Action Dice listed for Step 19 should be D20 + 2D6, NOT D20 + D6.
The paragraph describing Mystic Armor should include the following sentence: "A character's Willpower Attribute determines his Mystic Armor Rating."
The column heading for Lifting/Carrying Capacity should read, "Carrying Capacity/Lifting". The values remain the same.
The paragraph describing Maximum Karma Points should read as follows: "Maximum Karma Points refers to the maximum number of Karma Points characters of
each race can have at any one time."
The Initiative Dice should be D6, NOT D8.
The Spellcasting Talent Step Number/Action Dice should be 9/D8 + D6, NOT 10/D10 + D6.
The Armor Rating should be 3, NOT 4.
The Step Number should be Rank+Dexterity Step, NOT Rank+Willpower Step
The game statistics for this spell were left off the page. The statistics are as follows:
Threads: 3 Weaving Difficulty: 8/20
Range: Touch Duration: 3 + Rank days
Effect: Summons spirit servant
Casting Difficulty: 9
To clear up confusion as to how Karma is used in the game, FASA offers the following clarification.
All adepts, as well as some of the more powerful creatures of Earthdawn, can tap into the world's magical energy in order to enhance their magical abilities. This
magical energy is called Karma, and its use is simulated through Karma Points and Karma dice. If an adept wishes to use Karma when attempting an action, he or
she spends a Karma Point. This allows the player of the adept character to roll Karma dice in addition to the standard dice when performing the action. The result of
the Karma dice roll is added to the result of the other dice rolled. Like all dice used in Earthdawn, Karma dice can be re-rolled as Bonus dice. Each of the
Name-Giver races rolls a different type of dice when using Karma; these Karma dice are listed on the Karma Table, page 53 of the Earthdawn rulebook.
Adepts can only use Karma when performing actions using talents that are either Discipline talents or whose descriptions state that their use requires Karma.
Discipline talents and talents requiring Karma are both described on page 95 of the Earthdawn rulebook. As they progress to higher Circles, adepts may use Karma
on other specific types of actions, listed in the Discipline descriptions on pages 66-90 of the Earthdawn rulebook. Certain powerful creatures, such as dragons and
most Horrors, can also use Karma. Their use of Karma is described in the Creatures section of the Earthdawn rulebook.
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Earthdawn
Errata
Page 36: Step/Action Dice Table
Page 51: Mystic Armor
Page 52: Lifting/Carrying Capacity Table
Page 53: Karma
Page 71: Ork Cavalryman
Page 73: Dwarf Elementalist
Page 77: Human Nethermancer
Page 119: Trick Riding Talent
Page 179: Spirit Servant (Circle 4 Nethermancer Spell)
Rules Clarification