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BASIC

Magic Missile
-------------

The duration of "1 round" is a misprint, carried over from the


spell description in the
Basic Player's Manual. The actual duration is supposed to be "1
turn," as you can see on p.35
of the Basic Player's Manual, and also more specifically on p.38 of
that book, under the topic
"Types of Spells," where it says, "a Magic Missile spell creates a
glowing arrow that follows
the magic-user around, either until it is shot or until a turn passes
(10 minutes)." Frank
Mentzer stated that this is the correct functionality.
The "1 Turn" duration is also found in an earlier edition of D&D.

Attack Roll Modifiers


---------------------

In the Attack Roll Modifiers Table, "Larger than man-sized monster


attacks halfling" should be -2, not -1 (this error was probably
copied from the same error in the Basic DM's Rulebook,
p.16).

==========================
Lycanthrope:
==========================

Lycanthropes should not be classified as Enchanted creatures. Read


the various Protection
from Evil spells, which clearly state, "A creature that can be hit
only by a silver weapon --
a Werewolf, for example -- is not an Enchanted creature."

The Wereboar was originally from the Basic Set before the Charge
Attack was introduced, so
it should be given this special attack (the normal Boars on page 162
have it).
Add a '*' next to its HD, and adjust the XP value to be 275 to
account for this.

Protection from Undead


----------------------

The Undead have a much wider spread of Hit Dice, so attempting to


set a number of HD to
block just won't work out right. However, since each listed category
basically cuts the number
of affected creature by half, the following system works well.

Roll 2d12 to determine the total number of creatures blocked each


round.
Blocking more powerful Undead will count as blocking more than one
creature:

each blocked counts as


-------------------------------------------
Skeleton, Zombie, or Ghoul 1 creature
Wight, Wraith, or Mummy 2 creatures
Spectre or Vampire 4 creatures
Phantom, Haunt, or Spirit 12 creatures

A non-standard Undead will be blocked as if it were the same creature


it "Turns as."

You may notice that the number of blocked Phantoms, Haunts, or


Spirits was not listed in
the Cyclopedia. The number that will be blocked (1-2) is actually a
suggested update from
Frank Mentzer (because the original Protection from Undead scroll was
listed in the Basic set,
before the really powerful Undead were introduced). He also states
that this scroll will not
block any Undead more powerful than a Spirit; such creatures are
completely unaffected by the
scroll.

EXPERT

Protection from Evil 10' Radius


-------------------------------

There are some uncertainties in the wording of this spell, but


Frank Mentzer has given
clarifications as to how it should function.
First, for determining what creatures are affected, it works just
like the Invisibility
10' Radius spell (top of the same page); ALL creatures within 10' of
the caster at the time of
casting are protected. If a creature moves more than 10' away from
the caster, he will lose
his protection, and cannot regain it by returning to the area. Note
that the "10' radius" only
describes the area for determining who is protected by the spell;
it's is not an actual
barrier that prevents any enemies from entering the area.
Next, you should just disregard the statement that says the spell
protects against attacks
from monsters of a different alignment than the caster. That
functionality was from earlier
versions of D&D, and (based on Frank Mentzer's comments) was probably
accidentally slipped
into the Expert Rulebook by an editor, then carried over into the
Cyclopedia. The definition
of "evil" for this spell is much broader, similarly to the Detect
Evil spell (i.e., from the
caster's perspective, any creature that wants to harm him is evil).
So, the -1 penalty to hit will apply to ALL attacks (as correctly
stated later in the
spell) made by non-protected creatures against those who are
protected. The +1 bonus likewise
applies to all Saving Throws resulting from effects produced by non-
protected creatures, or
other environmental hazards.
Note that the spell will NOT protect any of the protected
creatures from each other. If an
enemy is inside the area of effect when the spell is cast, it becomes
one of the protected
creatures, meaning it can freely attack any of the other protected
creatures without penalty!
All other aspects of the spell remain the same (e.g., a non-
protected Enchanted creature is
prevented from touching the protected creatures, unless it is first
attacked by one of them).

==========================
Page 71-72, Water Vessels:
==========================

This section is a bit messy. I never actually used any of this


though. The Unofficial
Errata gets a little confusing about the Troop Transport. I think the
main things you need to
know are:

Consult the individual vessel descriptions to get the correct


capacities (most of the
capacities in the table are wrong).

On p.72 the cost to convert a sailing ship to a Troop Transport is


supposed to be 1/3 of
the cost of the ship, not 1/2 (although if you use 1/2, then the cost
of the Troop Transport
in the table is correct.... but the Expert Rulebook says the cost is
1/3, and the footnote in
this table says 1/3 too).

=================
Page 181, Gorgon:
=================

The Gorgon has two special attacks (Breath Weapon and Charge
Attack) but only one '*' by
its HD, so its XP value is incorrect for having two special attacks.
Other creatures with the
Charge Attack, such as the Elephant and Triceratops, originally did
not have their XP adjusted
for it in the Expert Rulebook, but were revised in the Rules
Cyclopedia to now have the
correct values. Following those examples, you should add the extra
'*' next to the Gorgon's
HD, and change its XP value to 1,750.

There are several other creatures which could be given the Charge
Attack as well; just
remember to adjust their HD and XP accordingly.

COMPANION

Power Word Stun


---------------
In the Players Companion, page 22, there was an error in the
listed "Duration" of the
spell, saying "Turns" rather than "Rounds." The paragraph describing
the spell's effect,
however, stated the duration in "Rounds" twice. The Cyclopedia kept
the error and also copied
it into the description of the spell. Frank Mentzer has stated that
the duration is, in fact,
supposed to be in Rounds, not Turns.

Statue
------

"The AC -4 given for the statue form supercedes the character's


Armor Class, for better or
worse." - Player's Guide to Immortals, page 20.
The Cyclopedia is a little vague in the last sentence. The Players
Companion, page 23,
actually says, "The caster receives +2 to initiative when changing
form." Basically, if the
caster declares that he is changing form during the Intentions step
(see entry for page 102
about Order of Combat), he gets a +2 to his initiative roll. Changing
form does count as the
players action for the round though, so he won't be able to suddenly
change back from statue
form and then attack in the same round.

===============================
Page 129, Paths to Immortality:
===============================

Although the second paragraph states that you can attempt to gain
immortality after
reaching level 26 or greater, this section was copied from the
Player's Companion, p.2, and is
incorrect by the later revisions in the Master's set (the Companion
set only ran characters up
to level 25). You can find the revised rules in the Rules Cyclopedia,
p.222, where it states
that characters much reach level 30 to be a candidate for
immortality.

MASTER
==================================================
Page 125, Clerics and the Create Food Spell Table:
==================================================

From Dragon Magazine, issue #187, page 41:

The description for the Create


Food spell indicates that a 10th-level cleric creates food for 36
people. For every extra
level, add another 12 people (not 36 more). For everyone's
convenience, see the revised table
here.
___________________________________________________________

Clerics and the Create Food Spell Table


___________________________________________________________
|
Cleric Men per Maximum | Cleric Men per Maximum
Level Spell Men | Level Spell Men
-----------------------------|-----------------------------
10 36 36 | 23 192 960
11 48 96 | 24 204 1020
12 60 120 | 25 216 1080
13 72 144 | 26 228 1368
14 84 152 | 27 240 1440
15 96 288 | 28 252 1764
16 108 432 | 29 264 1848
17 120 480 | 30 276 1932
18 132 528 | 31 288 2304
19 144 576 | 32 300 2400
20 156 624 | 33 312 2496
21 168 840 | 34 324 2596
22 180 900 | 35 336 3024
| 36 348 3132
_____________________________|_____________________________

Whale
-----

The average Intelligence scores for Whales were omitted from the
Intelligence listing in
the Master DM's Book, page 17, so it is uncertain where the values
given in the Rules
Cyclopedia came from. Frank Mentzer says they should actually be as
follows:

Killer Whale = Int 9


Great Whale = Int 12
Narwhal = Int 10

Blankout
--------

When using this ability, the Mystic is not just invisible; he's
completely undetectable.
Frank Mentzer has said that the Mystic should be considered utterly
silent, and the Master
DM's Book, page 33, notes that the Mystic cannot even be magically
detected.

Missile Fire - Cover Adjustments


--------------------------------

There are two problems here.... The first is that the numbers
given for Hard Cover in the
table become too high. The second is that if you account only for
cover and not for the size
of the target, things get weird.
Here's an example to illustrate this. A 10' tall Ogre is standing
beside a 3' tall
Halfling. The Ogre is standing behind a 5' tall boulder, giving him
50% Hard Cover, while the
Halfling is standing on top of the boulder. Anyone trying to hit the
5' of exposed Ogre with
Missile Fire would be at -4 to hit, but anyone shooting at the 3' of
Halfling would have no
penalty to hit.... The part of the Ogre that is exposed is a much
larger target, but for some
reason is much harder to hit....

This can be fixed by first reducing the modifiers for Hard Cover.
The table here was
inherited from the Master Players' Book, p.17, which is in
disagreement with the original
rules for Cover in the Basic Players Manual, p.60, where it's stated
that cover adjustments
range from -1 to -4 (which represents Full Cover). Keeping close to
those numbers, I find the
best-written rules for handling cover are from the 1991 D&D Game
Rulebook, page 26:

Crocodile
---------

The XP value for the Giant Crocodile should be 1,650 (check the
table on page 128). The
Master DM's Book revised the progression for XP awards based on
monster HD to account for
higher-level monsters. Many of the monsters from earlier sets needed
their XP value
recalculated to fit in with the new system.

IMMORTAL
=========================
Page 155, Spell Immunity:
=========================

Creatures that have magical immunity to spells of certain levels


can, at will, disable
their spell immunity so that they can receive beneficial spells, such
as Cure Wounds, Haste,
Invisibility, etc. Of course, as long as a creature has its immunity
disabled, it is
vulnerable to any detrimental spells too. As soon as the creature
stops willing the immunity
to be disabled, any magic affecting it (of levels it is immune to)
will immediately be
negated, including any beneficial magical effects with durations.
This functionality is how Spell Immunity was intended to operate,
according to Frank
Mentzer. This also applies to radiated Anti-Magic effects, as noted
in the Players' Guide to
Immortals, page 9.

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