Shadowrun

Catalyst Game Labs => Errata => Topic started by: &amp;#24525; on <05-02-17/2348:50>

Title: Forbidden Arcana Errata
Post by: &amp;#24525; on <05-02-17/2348:50>
I'll start this off with the Hedge Witch/Wizard (expertise?). Can drain be reduced to zero?

Also The Aware does not state whether or not they can cast/summon/prep anything. "Their lone magical ability" doesn't explain what they can choose for their one Magical skill (or any other skill).
Title: Re: Forbidden Arcana Errata
Post by: SilverStallion on <05-03-17/0045:15>
The opposition metamagic (required to be taken by Pariahs) doesn't appear to exist.

Expanded Aspects feel as though they should have prices listed for Karma Buy

To answer one of your questions, it looks as if The Aware do not have any of the skills by the table o n the top of page 47. (Presumably the "lone magical ability" they choose would be assensing.)

Is Growth always resisted? The rules don't seem particularly clear in general on when manipulation spells are resisted (besides many of them being explicitly called out). The use of "net hits" in the description makes me believe it is resisted, but it also seems nearly useless in that case.
Title: Re: Forbidden Arcana Errata
Post by: SilverStallion on <05-03-17/0205:58>
Romani tradition points towards Wild Hunstman as a mentor spirit many Romani follow. I can't seem to find it anywhere.

Related, but was their drain code of Willpower + Willpower intended?
Title: Re: Forbidden Arcana Errata
Post by: Wakshaani on <05-03-17/0259:35>
I'll start this off with the Hedge Witch/Wizard (expertise?). Can drain be reduced to zero?

Also The Aware does not state whether or not they can cast/summon/prep anything. "Their lone magical ability" doesn't explain what they can choose for their one Magical skill (or any other skill).

Astral Perception is the only magical ability that they get. There's a chart that shows what each type of magician and what parts of magic they can access, to make life easier. (There's a small nerf to Mystic Adepts there, in fact.)

The one magical skill is *probably* going to be Astral Perception, but somebody might have some wild concept for a character in mind, so, they get the option to choose whatever. (But they should really be picking Astral Perception.)
Title: Re: Forbidden Arcana Errata
Post by: &#24525; on <05-03-17/1009:46>
Assensing?
Title: Re: Forbidden Arcana Errata
Post by: Ogrepot on <05-03-17/1450:29>
Ok i just finished reading Forbidden Arcana:

-The Aware has 1 skill, i guess Assenssing or Astral Combat, since Astral Perception makes him dual.
-We need the points for the Karma buy and Life Modules (in my campaigns i always use life modules)
-I like the return of the "Apprentice" though
-I like the qualities also
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <05-03-17/1521:39>
Don't know if it was intentional or if it's a mistake, but

BAREHANDED ADEPT

allows a physical adept to cast a number of touch spells through their unarmed combat skill, without specifying that they need to be combat spells. If it was intentional this is a phenomenal ability, otherwise likely not worth the trouble with all the restrictions (Double Drain, max Force Magic/3)
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <05-03-17/1552:27>
Another one:

Harmonious Defense states " Note that whenever an adept uses harmonious defense, they automatically begin perceiving astrally."

Bearing in mind that adepts usually have to purchase the ability to astrally perceive, this reads as if getting this meta magic also gives you an ability worth a power point.


Edit:
Claw and Barrage spell are useless as written:
Claw has +3 and Barrage +4 more drain than a comparable elemental indirect damage spell, yet its only feature is two points less damage and four more AP.
Guess what: Casting a Fireball at 4 more Force will have the same AP and Drain but doesn't lose two points of damage and also gives a nice secondary effect.
Title: Re: Forbidden Arcana Errata
Post by: Reshy on <05-03-17/2004:45>
(http://i.imgur.com/uT5WrMc.png)

This power can be exploited for indefinite regeneration by taking a point of magic damage, and then not resting to regain physical damage boxes.  Still can spellcast till your stun boxes are full, and then rest an hour at a time till you get them back.  This means however that since you won't ever recover that 1 physical box, you have indefinite regeneration, because regeneration by definition cannot heal magically inflicted damage.  Aside from that, I don't know if the power is effective enough working as intended, but I'd have to check through play.


(http://i.imgur.com/RCU80Z4.png)

This ability allows you to detect qualities that they really ought not to, from things like whether or not you have a SIN, to if you have friends in high places, to alibi, etc.  It also removes all the possible surprise from Drakes, Infected, Blood Mages, Toxic Mages, etc. because you can just see if they have whichever traits associated with those (Drake or infected qualities, blood magic metamagics, etc.).  Honestly, I don't believe it should be able to see qualities or what specific metamagics a person knows, that'd make it too powerful and impossible to surprise someone with this quality.
Title: Re: Forbidden Arcana Errata
Post by: &#24525; on <05-03-17/2322:02>
What's the Mentor Table for?
Title: Re: Forbidden Arcana Errata
Post by: Reshy on <05-04-17/0108:45>
(https://i.imgur.com/BsHwyvk.png)

This effect would be balanced if it wasn't for the fact that you'll almost never use spells with a force lower than your skill rating.  Most characters will likely have 6-7 in spellcasting, and will be casting usually force 6 spells, which means the threshold to notice will always be 1.  So a penalty on top of an easily noticed effect doesn't help at all.  So in essence it's a free -1 drain to those using the perceiving magic rules by RAW, as the threshold will rarely be above 1 to start with.  So unless the formula for perception is altered, I don't see this as anything but a straight upgrade to the Mentor Spirit quality (which is already pretty good). 

Current formula is a threshold of Skill - Force, for reference.  So a -3 threshold penalty when you'll rarely if ever use spells below force 5 is just a straight upgrade till these rules get changed.  Not to mention indirect combat spells like fireball are already visible tangible effects, so you couldn't even hide that to begin with.  So a free -1 drain code for combat mages is a massive boon to an already good quality.
Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-04-17/0430:45>
(https://i.imgur.com/BsHwyvk.png)

This effect would be balanced if it wasn't for the fact that you'll almost never use spells with a force lower than your skill rating.  Most characters will likely have 6-7 in spellcasting, and will be casting usually force 6 spells, which means the threshold to notice will always be 1.  So a penalty on top of an easily noticed effect doesn't help at all.  So in essence it's a free -1 drain to those using the perceiving magic rules by RAW, as the threshold will rarely be above 1 to start with.  So unless the formula for perception is altered, I don't see this as anything but a straight upgrade to the Mentor Spirit quality (which is already pretty good). 

Current formula is a threshold of Skill - Force, for reference.  So a -3 threshold penalty when you'll rarely if ever use spells below force 5 is just a straight upgrade till these rules get changed.  Not to mention indirect combat spells like fireball are already visible tangible effects, so you couldn't even hide that to begin with.  So a free -1 drain code for combat mages is a massive boon to an already good quality.

Well there is still the possibility to cast most spells at force 1 using reagents to set the limit, which is reasonably effective for illusion, manipulation and direct combat spells, maybe even some detection spells. Whether that is a worthwhile tradeoff will depend on your individual group though.
Title: Re: Forbidden Arcana Errata
Post by: Reshy on <05-04-17/0530:52>

Well there is still the possibility to cast most spells at force 1 using reagents to set the limit, which is reasonably effective for illusion, manipulation and direct combat spells, maybe even some detection spells. Whether that is a worthwhile tradeoff will depend on your individual group though.


Still, for those who aren't interested in being subtle this is a straight upgrade.  Even in most circumstances it's a straight upgrade.  If you're using reagents you're probably not being very stealthy about the casting when you pull out 5 crystals from your knapsack. 
Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-04-17/0607:37>
Still, for those who aren't interested in being subtle this is a straight upgrade.  Even in most circumstances it's a straight upgrade.  If you're using reagents you're probably not being very stealthy about the casting when you pull out 5 crystals from your knapsack.

This seems like it was the idea behind the whole thing, trading in subtlety for more efficiancy. Whether or not that is balanced will hugely depend on how high you value subtlety in your group. In my groups there seems to be a huge enphasys on subtlety and I have players using reagents to mask their magic relatively often, thus I do see this as a worthwhile trade, however if I were running a more pink mowhawk style campaign I would not allow this. 
As for the reagent use not being subtle, that heavily depends on how you imagine reagent usage to work. I don't think you have to wave around some item in order to get its mana charge to affact your spellcast, clutching an amulett, counting prayer beads, sliding your hand into your poket to grab whatever reagent you have in there can all be possibilities that will not be drawing all that much attention to your casting.
Still since this whole mask thing does not seem to have any cost attached to it, there should be some drawback attached and unless this is something that would be aplicable to my group, I would allow players to use it.
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <05-04-17/1452:14>
Onward with errors:

p.129
"Corpse Lash" tries to sell me that a resistance test with Strength+Body would have [Physical] as a limit

same page "Blood Blade" has Duration: S but the text talks about persisting for Force minutes. It's likely meant to be like Blood Whip and have an Instant Duration.
Title: Re: Forbidden Arcana Errata
Post by: &amp;#24525; on <05-04-17/2038:01>
Why is Evil Eye a Combat Spell? It does no damage (nor lists a damage type as all others do).

Also When does Embolism's Slowed effect end?
Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-05-17/0218:14>
Copied from the reddit thread, with some small additions: 

Here is what I have found so far (aside from number chrunching stuff):
Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-05-17/0227:01>
Why is Evil Eye a Combat Spell? It does no damage (nor lists a damage type as all others do).
 

In addition to that, it just seems like worse version of the "Bugs" spell. It has the same amount of Drain, but only reduces Initiative by one per net hit instead of two. Granted it does not give a sustaining penalty (though you could in theory drop the bugs spell rather quickly to not incur one) and it's resistance pool is lower (WIL for the direct Combat spell vs. WIL+LOG for the illusion), but that does not seem like it would be a fair tradeoff for having to achiev twice as many hits.
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <05-05-17/1225:06>
Just noticed a pretty confusing new rule regarding reagents p. 188

"Below is a list of additional effects that reagents may be used for beyond those listed in SR5 and Street Grimoire. The total amount of bonus effects may not exceed the user’s Magic rating."

Alright, but looking at Refined and Radical Reagents there suddenly is a multitude of boni, applying at the same time.

Just using Refined Reagents gives you reduced Drain 2 for Sorcery skills, +5 limit for all magic tests.
For a typical magic 6 mage that means he already is above the limit with one dram.

So I'd assume it is meant total boni per category or even maximum amount of drams equal your magic
Title: Re: Forbidden Arcana Errata
Post by: Sachael on <05-06-17/0517:19>
Question about the Pariah tradition. They are listed as not having any drain stats. How do they resist the drain from Banishing, Disenchanting and Dispelling?
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <05-06-17/0807:49>
Obviously through sheer willpower  :o
 ;)
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <05-06-17/1028:15>
So let me get in on the fun:


Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-06-17/1340:38>
I'd like to inquire on the combination of "Elemental Master" with Hard Target's "Elemental Focus"; I assume it is not meant to halve Drain? Kind of sad it's only classic "natural" elements, I'd have loved to create a radiation mage (there's nothing unnatural about cosmic background radiation!)

that one popped into my head aswell and even though Elemental Master reads like it would halve the drain damage from Elemental Focus that would be above busted, esspecially since the damage is halved before resistance. One could make a case that it should be able to prevent secondary effects from Elemental Focus though. The way those "natural elements" are defined is also not entirely clear. Does lightning fall into the air category? Acid into the earth category? Do Ice spells count for the water element? What about cold spells, that do not necessarily involve water? Frigid from shadow spells reduces the air temperature around your target, so is it an air elemental spell? Things get even weirder if we include manipulation spells: is mist a water type spell or an air type one (probably water, but it is transported by air and could also be called into existance by manipulating the air)? 
Seems to me like taking that mastery at all will require a rather indepth talk with your GM. 
Oh and on the part about natural elements and radiation: I will accept that radiation is naturally occuring, but comparing the CMB (cosmic microwave background) with the kind of radiation levels that would be used in a radiation spell is like comparing the temperature of a cold winter morning to the core of the sun. At least use another example (UV-radiation could work, it's closer in the spectrum and already slightly harmful). On the other hand: MAGIC! But if you find a GM that allows your radiation mage, you may be able to talk him into allowing that quality for radiation aswell.
Title: Re: Forbidden Arcana Errata
Post by: Tarislar on <05-06-17/1427:39>
Not to mention indirect combat spells like fireball are already visible tangible effects, so you couldn't even hide that to begin with.  So a free -1 drain code for combat mages is a massive boon to an already good quality.
That isn't entirely accurate.
Everyone can see the fireball detonate.  But they didn't necessarily see that it was YOU that cast it.
Now it will be pretty obvious who the caster is.

And while Indirect Combat spells are often cast at high force.
Many detection/illusion/healing spells are not, and this will penalize any sort of subtle use of those.
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <05-06-17/1528:48>
That isn't entirely accurate.
Everyone can see the fireball detonate.  But they didn't necessarily see that it was YOU that cast it.
Now it will be pretty obvious who the caster is.
Well, the fire originates from your body, so if anyone was looking your way when you cast, they can probably connect the dots.
Indirect spells don't just explode at the target.
But true, in a lot of cases it is an actual disadvantage. Just not necessarily this time.
@Slash: Certainly interesting questions. More importantly: Is Sunlight radiation? There's an anti-infected spell using that. For "The Laser-Mage". Though that's really not Errata anymore. ^^


For some actual (possible) Errata:
"Spectral Warden" has [Hermetic] listed as an associated tradition, which for fluff works just fine, I suppose, but the previously listed rules said that a related tradition has it's requirements reduced by 2, and it has no requirements I can make out.

Edit: Does Berserker Temper have any advantages? So far, it looks like a free negative quality that even suppresses the most likely power to go with it.
Or is the mention of masks supposed to be it's benefit? Get a mentors mask only when going berserk?

Edit2: What kind of damage is "Earth" anyways?
Title: Re: Forbidden Arcana Errata
Post by: Neojudas on <05-08-17/2340:57>
The following is on page 180 under Airwave Spirits;
Quote
Assessing, Astral Combat, Exotic Ranged Weapon, Imitation, Perception, Running, Unarmed Combat
Powers Accident, Astral Form,
my question, what is Imitation?  Presume Impersonation but want to be certain.
Title: Re: Forbidden Arcana Errata
Post by: &#24525; on <05-09-17/0037:21>
With a quick check, it doesn't seem to be a hold-over from 4th. Likely a mistype.
Title: Re: Forbidden Arcana Errata
Post by: Sir_Prometheus on <05-10-17/1006:08>

Oh and on the part about natural elements and radiation: I will accept that radiation is naturally occuring, but comparing the CMB (cosmic microwave background) with the kind of radiation levels that would be used in a radiation spell is like comparing the temperature of a cold winter morning to the core of the sun. At least use another example (UV-radiation could work, it's closer in the spectrum and already slightly harmful). On the other hand: MAGIC! But if you find a GM that allows your radiation mage, you may be able to talk him into allowing that quality for radiation aswell.

Pretty sure he was referring to "cosmic rays" which is very different than the CMB.  Also very energetic.  It's the biggest component of radiation in (most of our) our daily lives, and it's why you get much more when you're flying, there's less atmosphere shielding you from it. 
Title: Re: Forbidden Arcana Errata
Post by: SlashXVI on <05-11-17/0837:27>
For the Necro Spirits on page 52/53, both the caracass and the corpse spirit lack the exotic ranged weapon skill in their stat boxes, even though they are able to get the noxious breath power as an optional one.
Title: Re: Forbidden Arcana Errata
Post by: Kiirnodel on <05-11-17/0850:22>
For the Necro Spirits on page 52/53, both the caracass and the corpse spirit lack the exotic ranged weapon skill in their stat boxes, even though they are able to get the noxious breath power as an optional one.

Not the first time for that. Spirits of Beasts in the Core Rulebook are in the same boat. They get Noxious Breath, but don't have the Exotic Ranged Weapon skill.

It might actually be an error in the Noxious Breath power, or a misunderstanding on the authors' part. Back in 4th edition, Noxious Breath didn't require an attack roll, but I guess they decided that it should some time during the transition to 5th edition.

I think it would be interesting if it was handled in a way similar to a natural grenade. Make it so it only takes 3 hits to center it, and it hits a small area and dissipates quickly. That way, not getting a skill to use it better isn't as big of a deal. They can still get lucky and have it not deviate too much (still hit their target), it doesn't take a huge dice pool to get up to 3 hits.
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <05-13-17/0837:56>
Dark Ally allows a magician to bind a spirit otherwise not able to be bound.
Going around a few corners here, that means there can also be great forms of those spirits. The same is probably true for dedicated conjurer as long as it doesn't specify limits to the choice.
But most of those spirit types where never expected to be bound, and thus have no great form powers.
To jump through terrifying straight to unreasonably lunatic, what special powers could a great form Wraith have?  :o

Or the the actual point of this post:
I think it might be useful to have a line or two wherever there's space detailing in general what will happen in those cases.
Title: Re: Forbidden Arcana Errata
Post by: Chummer 5 is Alive on <05-16-17/2041:54>
Null Wizards apparently still have access to the Conjuring skill, is this intentional?
Title: Re: Forbidden Arcana Errata
Post by: JmOz01 on <05-17-17/1908:36>
This might be a dumb question but if you get a feat from a alternate tradition (Let's say budhism), do you need the prereqs for the feat?
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <05-17-17/1927:15>
If you mean the mastery qualities, the preferred tradition just receives a discount of 2 skillpoints on all requirements, if any.
You can take them independent of tradition, though there's some heavy requirements at times.
Null Wizards apparently still have access to the Conjuring skill, is this intentional?
Heh, that's rather massive. Sure that's an oversight, though it would make Null Wizards somewhat useful.
Title: Re: Forbidden Arcana Errata
Post by: JmOz01 on <05-17-17/1932:23>
If you mean the mastery qualities, the preferred tradition just receives a discount of 2 skillpoints on all requirements, if any.
You can take them independent of tradition, though there's some heavy requirements at times.
Null Wizards apparently still have access to the Conjuring skill, is this intentional?
Heh, that's rather massive. Sure that's an oversight, though it would make Null Wizards somewhat useful.

I have a very different read:  Page 62,
Quote
Gain Barehanded Adept for free (magicians
resist drain normally).
• Gain Spiritual Pilgrim for free .
• Gain Spiritual Lodge for free

emphasis added for clarity
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <05-17-17/1956:18>
Ah, you mean the rules for "traditional" magicians. I was talking about the tradition being mentioned with the qualities.
I believe that no, you don't need the prerequisites. It be pretty silly otherwise, as in your example, it requires being an adept while the tradition clearly mentions how it applies to magicians.
Title: Re: Forbidden Arcana Errata
Post by: JmOz01 on <05-17-17/1959:49>
Good point...I wonder if my GM will allow me to change my tradition...(I'm a Buddhist, thinking going traditional...)
Title: Re: Forbidden Arcana Errata
Post by: Wakshaani on <05-24-17/2344:24>
Good point...I wonder if my GM will allow me to change my tradition...(I'm a Buddhist, thinking going traditional...)

If not, you can Paradigm Shift into any Tradition. Handy for those games that are ongoing. :)
Title: Re: Forbidden Arcana Errata
Post by: Jack_Spade on <06-13-17/1309:43>
p.68

BERSERKERS (ADEPT ONLY) FREE ADEPT POWER
Berserker Temper: When you take Physical damage in combat—or if someone under your care is badly injured—make a Charisma + Willpower Test (wound modifiers apply). You go berserk for 3 Combat Turns minus 1 turn per hit, so 3 or more hits averts the berserk temper entirely. If your totem also has this disadvantage, then any turns they might impose stack with the results of your test those additional turns (for example, if a Berserker chooses Bear, then they can possibly go berserk for as long as 6 turns). Berserk power bonus does not apply while raging with Berserker Temper. When Berserk, you go after characters without regard for your own safety.


This "free" adept power doesn't carry any benefit at all - on the contrary it invalidates an existing berserk power. I assume that there is a sentence missing which explains the benefits (which should be pretty massive since everything else about this is absolute shit)


Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <06-14-17/0622:16>
I've wondered that myself. I tink I might have brought it up before the crash.
First I thought that it would grant an extra power point, but now I believe it's just meant to grant you regular berserk bonuses, given it doesn't stack with berserk.
Title: Re: Forbidden Arcana Errata
Post by: Chummer 5 is Alive on <07-11-17/2332:12>
Can the weapons created by blood crystal limbs be used as weapon foci?
If yes, if you use the Tattoo Magic technique from Street Grimoire to create a weapon focus, does the focus still work if the limb isn't actively being used as a weapon?
Title: Re: Forbidden Arcana Errata
Post by: UnLimiTeD on <07-18-17/0455:55>
You mean does a weapon focus work if the weapon isn't being used?  ???
Title: Re: Forbidden Arcana Errata
Post by: Chummer 5 is Alive on <07-18-17/0534:12>
I mean, which are you enchanting? The sword, or the limb? Does the weapon focus still exist if the sword is retracted, or is it destroyed? Or is your limb itself the weapon focus? If so, can you benefit from unarmed attack bonuses?

Mostly I'm just mad about tattoo magic being a thing.
Title: Re: Forbidden Arcana Errata
Post by: Kiirnodel on <07-18-17/1718:54>
Can the weapons created by blood crystal limbs be used as weapon foci?
If yes, if you use the Tattoo Magic technique from Street Grimoire to create a weapon focus, does the focus still work if the limb isn't actively being used as a weapon?

The weapons created through the Blood Crystal Limbs aren't permanent, they are temporary constructs that the user of the blood crystal has learned to manipulate and use as a weapon. Additionally, the nature of Blood Crystals means that they already have a magical nature, making them less than suitable for use as a telesma. It's never explicitly stated, but I know I wouldn't allow Blood Crystals to be enchanted as foci.

How would you suggest tattooing crystal? That method for adding enchantments to them seems impossible in a pretty self-explanatory method.

Again, personally, I wouldn't allow Tattoo Magic to be used to create Weapon Foci. There would need to be a more definite "weapon" that is being enchanted. The concept behind Tattoo Magic is that the ink and artwork of the tattoo serves as the physical anchor for the focus/quickened spell/etc. Weapon Foci, since they require an actual weapon as their base, wouldn't qualify.

However, this thread isn't here for arguing the logistics of Tattoo Magic. But the long and short of your original question Chummer 5 is Alive, no you probably can't enchant your Crystalline Blade as a Weapon Focus, and almost definitely not through the use of Tattoo Magic.
Title: Re: Forbidden Arcana Errata
Post by: &#24525; on <07-18-17/2333:47>
self-explanatory
Fairly common in 5th, yet not its strong suit.
Title: Re: Forbidden Arcana Errata
Post by: Orudeon on <07-28-17/1848:58>
Planar Entity mentor spirit (p. 95) has "Similar Archetypes: None", but Dark King, Moon, Oak, Stag, and Great Mother don't have any similar archetypes -- not even "none" listed. The phrase at the end of the disadvantages section is completely absent.
Title: Re: Forbidden Arcana Errata
Post by: Sphinx on <08-02-17/1557:08>
Suggested corrections ...

Everywhere: change “Unified Magical Theory” and “Universal Magic Theory” to “Unified Magic Theory”
Page 5, change “a little than the people” to “a little more than the people” (insert “more”)
Page 7, change “use and extend” to “use to extend”
Page 7, change “The lady’s restroom” to “The ladies’ restroom” (plural possessive)
Page 8, lowercase and italicize “trés chic
Page 9, change “The ganger that” to “The ganger who
Page 9, change “nothing emerged” to “no one emerged.”
Page 16, change “dressed different than Mr. Collins usually does” to “dressed oddly for Mr. Collins,”
Page 17, use parentheses in pairs: “either (A) … or (B) …”
Page 17, change “a lot of guys there that are really” to “a lot of guys there are really” (delete “that”)
Page 37 (Flesh Sculptor), change “Flesh Sculpter” to “Flesh Sculptor” (twice here, also in the TOC on p.2)
Page 37 (Flesh Sculptor), change “Spell: Shapechange or (Critter) Form” to “the Shapechange or (Critter) Form spell”
Page 38 (Mage Hunter), change “15 KARMA” to “15 KARMA PER LEVEL (MAXIMUM 3)”
Page 38 (Missile Deflector), change Minimum Requirements to “Missile Parry (1) and Counterstrike adept powers”
Page 43 (Hedge Witch/Wizard), change “teir aptitude” to “their aptitude”
Page 43 (Null Wizard), change “Spell Resistance quality” to “Spell Resistance adept power (2 levels)” or “Magic Resistance quality (2 levels)”
Page 43 (Seer), change “those that can astrally project” to “those who can astrally project”
Page 43 (Seer), change “(p. 145, Street Grimoire)” to “(p. 144, Street Grimoire)”
Page 43 (Seer), change “(p. 158, Street Grimoire)” to “(p. 155, Street Grimoire)”
Page 46 (Harmonious Defense), add “Requirement: Astral Perception adept power”
Page 47 (Aspected Awakened Abilities table), in the Perception column, Mystic Adepts row, change the “X” to a “†” (dagger symbol)
Page 47 (Aspected Awakened Abilities table), in the first footnote, change “Physical adepts” to “Adepts and Mystic Adepts”
Page 48 (Mentor table), in the Shaman column, change “Ma” to “Man” (twice)
Page 49 (Growth), change “Body, Agility, Reflex, and Strength” to “Body, Agility, Reaction, and Strength”
Page 52 (Necro Summoning), change “corpse cadavre” to “corps cadavre” (twice)
Page 52 (Necro Summoning), change “vessell” to “vessel” (one L)
Page 56, italicize “Two Sisters” (twice) and “Girl with a Pearl Earring
Page 62 (Buddhist Tradition), use parentheses in pairs: “(1) … (2) … (3) … (4) …”
Page 65 (Druidic Tradition), change “Drain: Willpower + Charisma” to “Drain: Willpower + Intuition
Page 68 (Norse Tradition), change “Drain: Willpower + Charisma” to “Drain: Willpower + Logic
Page 72 (Djinn Rules), italicize “Street Grimoire
Page 76 (Cosmic Mage Rules), change “Preferred Spells ist” to “Preferred Spells list
Page 81 (Missionists), change “need to lei low” to “need to lie low”
Page 86 (Role-Playing a Pariah), change “dwarves” to “dwarfs”
Page 87 (Path of Pariah, Notable Teachers), change “help other overcome” to “help others overcome”
Page 88 (Planar Magic, Ideals), change “Earth and our universe is” to “Earth and our universe are
Page 90 (Romani Tradition, Related Mentor Spirits), change “Wild Huntsman” to “Wise Warrior”
Page 99 (Moon, Advantages), change “3 levels of Stillness” to “2 levels of Stillness”
Page 99 (Moon, Disadvantages), change “Followers of the Moon” to “Followers of Moon” (delete “the”)
Page 99 (Moon, Disadvantages), change “Composure (6) Test” to “Charisma + Willpower (3) Test”
Page 99 (Stag, Disadvantages), change “especially to those” to “especially from those”
Page 99 (Stag, Disadvantages), change “deman satisfaction” to “demand satisfaction”
Page 100 (Spider, Advantages), change “Gain 2 free levels of Spirit Claw” to “Gain Spirit Claw for free” (Spirit Claw doesn’t have levels)
Page 101 (Hybrid Traditions), change “he should would be a shaman” to “he would be a shaman” (delete “should”)
Page 101 (Way of Unified Mana), change “Jujutsu” to “Jujitsu”
Page 103 (Magical Demographics), change “there’s seven mages” to “there are five mages”
Page 103 (Magical Demographics), change “Six out of seven of those” to “Four out of those five”
Page 103 (Magical Demographics), change “1,414” and “8,849” to “3,000” and “12,000” respectively (0.1% and 0.4% of Seattle’s population, which should be 3,000,000+ according to Seattle 2072 [p.8] and New Seattle [p.14] … adjust these figures upward some random amount for verisimilitude, and because magicians are supposed to gather in cities)
Page 105 (Traditional Demographics), change “Due to raw population figures” to “In spite of raw population figures” (Icarus’ list doesn’t correspond to populations)
Page 105 (For Every 10,000 People), change “There are ten full mages, most commonly a hermetic or a shaman; or a physical mage.” to “There are ten full magicians, including one mystic adept.” (traditions will vary by region)
Page 105 (Of Those Forty Aspected Magicians), change “eight physical adepts” to “twelve physical adepts” (the list of forty aspected magicians only adds up to 36, and physads should be more common than other aspected types)
Page 121 (Crimson Crystals), change “XXL” to “2XL” (twice)
Page 126 (Corpse Explosion), change “(Blood, Direct, Elemental)” to “(Blood, Indirect, Elemental)”
Page 138 (Breath of the Wild), change “Algonquin” to “Algonkian” (see Sixth World Almanac, Shadows of North America)
Page 140, change “centering him” to “centering himself
Page 141, change “Wolf calibrated is tone” to “Wolf calibrated his tone”
Page 141, change “Weakness may get” to “Weakness could get”
Page 141, change “death might have been” to “death might be
Page 141, change “multiplyied” to “multiplied”
Page 141, change “Cuddle” to “Huddle”
Page 141, change “was the sound” to “were the sound”
Page 141, change “That was bad enough,” to “These were bad enough,”
Page 143 (UMT), change “Universal Magical Theory” to “Unified Magic Theory”
Page 143 (UMT), change “more sources of magic UMT accounts for” to “more sources of magic than UMT accounts for” (insert “than”)
Page 143 (UMT), change “loathe” to “loath”
Page 143 (Where does magic come from?), change “It doesn’t come from anything.” to “It doesn’t come from anywhere.”
Page 144 (Where does magic come from?), hyphenate “oh-so-happy”
Page 144 (Where does magic come from?), change “has yet been approached” to “has yet to be approached”
Page 146 (Where does magic come from?), change “filled with pants” to “filled with plants
Page 147 (Where does magic come from?), change “have keep anyone” to “have kept anyone”
Page 147 (Where does magic come from?), change “daring one another” to “daring each other
Page 148 (Where does magic go?), change “nana ebbs and voids” to “mana ebbs and voids”
Page 148 (Where does magic go?), change “it also covers” to “they also cover”
Page 148 (Where does magic go?), change “Teseteoinestea” to “Tesetelinestéa” (see Tir Tairngire)
Page 148 (Where does magic go?), change “being gunned done” to “being gunned down
Page 148 (Where does magic go?), change “siminar” to “seminar”
Page 148 (Where does magic go?), change “thirty kilometers miles from there” to “thirty kilometers from there” (delete “miles”)
Page 149 (Wild Spirits), change “both yourself and your apprentice” to “both you and your apprentice”
Page 151 (Wild Spirits), change “a rat shaman that could” to “a rat shaman who could”
Page 151 (Wild Spirits), change “whatever” to “wherever”
Page 152 (Spirits of the Land), change “Aethernaut” to “Ethernaut”
Page 153 (Spirits of the Winds), change “quiet poorly understood” to “quite poorly understood.
Page 154 (Spirits of the Waters), change “loathe” to “loath”
Page 154 (Spirits of the Waters), change “September 19th” to “September 19
Page 159 (Wild Urban Spirits), change “loathe” to “loath”
Page 159 (Spirits of Ceramics), change “form or short” to “form of short”
Page 159 (Spirits of Ceramics), change “mathematical-oriented” to “mathematically oriented”
Page 160 (Spirits of Metal), change “coper” to “copper”
Page 160 (Spirits of Metal), change “at home in in agricultural” to “at home in an agricultural”
Page 160 (Spirits of Metal), change “take a compact” to “take compact” (delete “a”)
Page 160 (Spirits of Metal), change “this lead to generations” to “this led to generations”
Page 162 (Vehicles of the Sea), change “seeking the treasurers” to “seeking treasure
Page 162 (Vehicles of the Sea), change “as being populated with” to “crewed by”
Page 162 (Vehicles of the Sea), hyphenate “through-and-through”
Page 162 (Vehicles of the Sea), change “people that are terrified” to “people who are terrified”
Page 163 (Vehicles of the Sea), change “C106 Atzcapotzalco” to “BAA Atzcapotzalco (C106)”
Page 163 (Vehicles of the Sea), change “Gulf of Aztlan” to “Gulf of Mexico
Page 163 (Vehicles of the Sea), change “Once is an accident” to “One is an accident”
Page 163 (Vehicles of the Land), change “buy tickets from” to “buy tickets” (delete “from”)
Page 163 (Vehicles of the Land), change “Last time he, wound up” to “Last time, he wound up” (move comma)
Page 164 (Vehicles of the Land), change “Lastly are the car spirits” to “Last are the car spirits”
Page 165 (Hermetic Elementals), change “four elements that you’ve seen with air, earth, fire, and water,” to “four elements of air, earth, fire, and water,”
Page 165 (Hermetic Elementals), change “sat down by Aristotle” to “set down by Aristotle”
Page 165 (Hermetic Elementals), change “the lack of an aether” to “the absence of aether”
Page 168 (Platonic concepts), change “Azt-Am War” to “Az-Am War”
Page 169 (In Closing), change “tradeoffs” to “tradeoff’s” (insert apostrophe, contraction of “tradeoff is”)
Page 170 (In Closing), change “fovae, magical nullspace that’s only been found” to “foveae, magical nullspaces that have only been found”
Page 172 (In Closing), change “McAllister” to “MacCallister”
Page 172 (In Closing), change “Why the frag would think that?” to “Why the frag would you think that?” (insert “you”)
Page 174 (In Closing), change “McAllister” to “MacCallister”
Page 175 (In Closing), change “Taa!” to “Ta!”
Page 175 (Wild Reputation), change “Reputatiom” to “Reputation”
Page 177 (Dealing with Wild Spirits), change “almost all anywhere” to “almost anywhere” (delete “all”)
Page 177 (Dealing with Wild Spirits), change “both the character and spirit’s astral signature” to “both the character’s and spirit’s astral signatures
Page 177 (Dealing with Wild Spirits), change “what Rating of a spirit marker” to “the Rating of the spirit marker”
Page 181 (Hermetic Elementals), change “never generates” to “never generate
Page 181 (Hermetic Elementals), change “any mage that can summon” to “any magician who can summon” (twice)
Page 181 (Spirits as Contacts), change “Upkeeping” to “Keeping up”
Page 182 (Optional Rules), change “gamemasters that wish” to “gamemasters who wish”
Page 182 (The Mentor’s Mask), change “may chose” to “may choose.”
Page 182 (The Mentor’s Mask), change “generate a mask” to “generates a mask”
Page 194 (Alchemical Duct Tape), italicize “Street Grimoire
Page 202 (Insect Magic), change “the population small enough” to “the population is small enough” (insert “is”)
Title: Re: Forbidden Arcana Errata
Post by: Tai-Pan on <08-26-17/0010:31>
Romani tradition points towards Wild Hunstman as a mentor spirit many Romani follow. I can't seem to find it anywhere.

Related, but was their drain code of Willpower + Willpower intended?

I agree Willpower + Willpower seems strong... but we are a stubborn people.
Title: Re: Forbidden Arcana Errata
Post by: firebug on <08-26-17/1738:22>
Whew...  Just a heads up to let you guys know I'm reading this and trying to bring up anything I missed (save for spelling/grammar errors, I'm not focusing on those) to the threads on this awful book I've made for the errata team.  I wrote a whole lot, and there's still a lot in here referencing stuff I haven't gotten to yet (like the spirit and alchemy chapters) and things I missed.  So, thank you.

By the way Reshy, I had a good laugh at the idea of a character walking up to a bouncer and the bouncer finding out that they are horribly in debt and have an active bounty on their head purely by their aura.  Who needs mind reading?  The aura tells all!
Title: Re: Forbidden Arcana Errata
Post by: Senko on <08-29-17/2116:10>
Whew...  Just a heads up to let you guys know I'm reading this and trying to bring up anything I missed (save for spelling/grammar errors, I'm not focusing on those) to the threads on this awful book I've made for the errata team.  I wrote a whole lot, and there's still a lot in here referencing stuff I haven't gotten to yet (like the spirit and alchemy chapters) and things I missed.  So, thank you.

By the way Reshy, I had a good laugh at the idea of a character walking up to a bouncer and the bouncer finding out that they are horribly in debt and have an active bounty on their head purely by their aura.  Who needs mind reading?  The aura tells all!

Yet it doesn't reveal that this time he genuinely is onto a sure thing and the deal he's here to make will legally earn him enough to not only pay off his bounty and debts but also retire in comfort, so they don't let him in and he misses his big break.

Seriously SIN, day job, debt and other qualities probably shouldn't be in the same aura viewing boat as ones like astral beacon or human looking.
Title: Re: Forbidden Arcana Errata
Post by: cndblank on <09-05-17/2047:31>

So do get the reduced drain, how much reagents are needed?
One per force of spell or Spirit?

Thanks

REFINED REAGENTS
These reagents have undergone the refinement
process and have attained a new level of power.
• Reduce drain by 2 for tests using skills in
the Sorcery group.
• Reduce drain by 1 for binding.
• Raises limit by 5 for all tests using Magic.
• Create Magical Compounds (p. 219, Street
Grimoire).
• Create radical reagents (p. 210, Street Gri-
moire) (requires 10 drams to be refined into
a single dram of radical reagent).

Bump
Title: Re: Forbidden Arcana Errata
Post by: Gratuitous Boom on <09-30-17/1319:53>
Anyone else notice that Islamic Alchemists are forced to take Quickening and Anchoring as metamagics during initiation despite being barred from using spellcasting or ritual spellcasting? Is this supposed to imply that those metamagics can be used with preparations?
Title: Re: Forbidden Arcana Errata
Post by: Kiirnodel on <10-01-17/0148:10>
Anyone else notice that Islamic Alchemists are forced to take Quickening and Anchoring as metamagics during initiation despite being barred from using spellcasting or ritual spellcasting? Is this supposed to imply that those metamagics can be used with preparations?

I believe there are alchemy techniques that require Anchoring. Some of the advanced Alchemy triggers utilize those.
Title: Re: Forbidden Arcana Errata
Post by: fseperent on <10-01-17/0235:52>
PG. 40

SHOCK MAGE
15 KARMA
Minimum Requirements: Spellcasting 6, at least
one electricity-based skill

Change skill with spell.
Title: Re: Forbidden Arcana Errata
Post by: Chummer 5 is Alive on <12-07-17/0401:02>
The Death Dealer mastery quality has 3 levels for magicians, but only 1 level for adepts. How many levels can a mystic adept purchase? Do both effects of the quality apply to Mystic Adepts or Adepts with Adept Spell?
Title: Re: Forbidden Arcana Errata
Post by: WaNeZot on <12-07-17/1818:40>
Quote
A vault of ages may store a number of
alchemical compounds or preparations equal to
twice the Magic rating of its creator. The Rating of
these items cannot be more than twice the rating
of the vault

what's meant by the rating of the preparations? their force, potency or something else?
Title: Re: Forbidden Arcana Errata
Post by: legionof1 on <12-13-17/1126:43>
I would generally assume force. Having the limitation affect potency seems irrelevant in most cases, potency being the net hits from magic+alchemy(force) vs force.
Title: Re: Forbidden Arcana Errata
Post by: Neojudas on <12-28-17/1705:44>
Whew...  Just a heads up to let you guys know I'm reading this and trying to bring up anything I missed (save for spelling/grammar errors, I'm not focusing on those) to the threads on this awful book I've made for the errata team.  I wrote a whole lot, and there's still a lot in here referencing stuff I haven't gotten to yet (like the spirit and alchemy chapters) and things I missed.  So, thank you.

By the way Reshy, I had a good laugh at the idea of a character walking up to a bouncer and the bouncer finding out that they are horribly in debt and have an active bounty on their head purely by their aura.  Who needs mind reading?  The aura tells all!
i will also admit, there are many things that can be read or perceived in an aura, but a lot of the qualities and such, not so much.  I do remind people that it is commonly an opposed skill test when initiates or free spirits are involved.  I also remind them that it’s half net hits on Assensing test.  We also as a house rule usually have one piece of information for each net hit, and unless the perceived is searching for something the specific, then a random selection is made.

Yet it doesn't reveal that this time he genuinely is onto a sure thing and the deal he's here to make will legally earn him enough to not only pay off his bounty and debts but also retire in comfort, so they don't let him in and he misses his big break.

Seriously SIN, day job, debt and other qualities probably shouldn't be in the same aura viewing boat as ones like astral beacon or human looking.
Title: Re: Forbidden Arcana Errata
Post by: Neojudas on <12-28-17/1708:44>
Question on Mastery Qualities.  As these can be developed after character creation with Karma, how much time is needed?  We’ve house ruled one month, unless you have Apt Pupil.  It would just be nice to know if there is something we’ve collectively missed.
Title: Re: Forbidden Arcana Errata
Post by: PiXeL01 on <02-01-18/2345:26>
Where is the Stars mentor Spirit actually?
Also what is the point with the Shaman tag on Chain Breaker and the “read description” on requirements? There isn’t any skill requirements in my PDF at all.
Title: Re: Forbidden Arcana Errata
Post by: Kiirnodel on <02-02-18/0127:50>
Also what is the point with the Shaman tag on Chain Breaker and the “read description” on requirements? There isn’t any skill requirements in my PDF at all.

You are correct that the [Shaman] tag is somewhat unnecessary since there are no skill requirements. It does, however, indicate that the quality is "related" to Shamans (in the sense that Shamans might be more likely to take it).

The "read description" for the requirements is referring to the text in the description that talks about the character forfeiting the using of the Binding skill. That is the "requirement" in place of a skill or an ability.
Title: Re: Forbidden Arcana Errata
Post by: PiXeL01 on <02-02-18/0139:56>
Thank you kindly for the explanation.
Title: Re: Forbidden Arcana Errata
Post by: Chummer 5 is Alive on <02-04-18/1759:20>
Do the Dedicated Spellslinger and Dedicated Conjurer mastery qualities block access to rituals and alchemy? If not, can the free spells and discount from Dedicated Spellslinger be applied to those categories as well?
Title: Re: Forbidden Arcana Errata
Post by: firebug on <02-04-18/1836:42>
Dedicated Spellslinger probably can't be used to get rituals and preparations, as the free spells you get are based on your Spellcasting skill--  It wouldn't make sense to get a new Preparation to use with Alchemy or ritual for Ritual Spellcasting for improving your Spellcasting.

That said, Dedicated Spellslinger only blocks access to Summoning and Binding skills, not anything in the Enchanting group (or Banishing), so there's an argument to be made.  I could bring it up with the errata team.  Dedicated Conjurer, by the way, only blocks Spellcasting, not the whole Sorcery group, and again doesn't touch Enchanting.  Unfortunately since these don't really do enough to justify the sacrifice, I doubt many Full Magicians will be getting them.  Extra spirit types just isn't worth total loss of Sorcery, even with Alchemy still available, IMO.
Title: Re: Forbidden Arcana Errata
Post by: ShadowMaster on <04-13-18/1538:21>
Page 68: Norse Magician Rules (Godi/Runemaster) states
Quote
Durable Preparations: Increase the preparation’s
potency by x3 instead of x2. Double
the time it takes to lose potency.

What exactly does this mean? Is it supposed to be saying that the character with this tradition gets the quality of the same name?
There is no x2 for potency except for calculating the time before the potency starts to decrease, which makes the last sentence odd.
Title: Re: Forbidden Arcana Errata
Post by: Quatar on <08-07-18/1244:07>
Does taking the Dedicated Spellslinger Mastery increase the limit of spells you can start with or are you still limited to "Magic x 2" ?

Priority A Mage: 10 free spells
6 ranks in Spellcasting: 6 more spells

would make 16 spells, but Magic 6 limits you to 12.

Which one is it?

Keep in mind that Masteries are not doubled during play. So I could just save up 7 karma to take with me into the game, use the first 3 I earn to buy the Mastery, and boom 6 extra spells. Feels weird if this would work so much differently during char gen.
Title: Re: Forbidden Arcana Errata
Post by: Michael Chandra on <08-07-18/1444:32>
Does taking the Dedicated Spellslinger Mastery increase the limit of spells you can start with or are you still limited to "Magic x 2" ?

Priority A Mage: 10 free spells
6 ranks in Spellcasting: 6 more spells

would make 16 spells, but Magic 6 limits you to 12.

Which one is it?

Keep in mind that Masteries are not doubled during play. So I could just save up 7 karma to take with me into the game, use the first 3 I earn to buy the Mastery, and boom 6 extra spells. Feels weird if this would work so much differently during char gen.
Remember that free spell slots can be spent on spells, rituals and alchemical preparation formulae. So you could spread your 16 out.
Title: Re: Forbidden Arcana Errata
Post by: Quatar on <08-07-18/1812:59>
Does taking the Dedicated Spellslinger Mastery increase the limit of spells you can start with or are you still limited to "Magic x 2" ?

Priority A Mage: 10 free spells
6 ranks in Spellcasting: 6 more spells

would make 16 spells, but Magic 6 limits you to 12.

Which one is it?

Keep in mind that Masteries are not doubled during play. So I could just save up 7 karma to take with me into the game, use the first 3 I earn to buy the Mastery, and boom 6 extra spells. Feels weird if this would work so much differently during char gen.
Remember that free spell slots can be spent on spells, rituals and alchemical preparation formulae. So you could spread your 16 out.
That is absolutely true of course. But I might want to actually have 16 spells, and the method I described works to do just that (It also doesn't take up 10 karma of my 25 positive quality alotment). It's just weird I apparently can't do it just a tiny step before during char gen.
Title: Re: Forbidden Arcana Errata
Post by: Kiirnodel on <08-07-18/1814:36>
Does taking the Dedicated Spellslinger Mastery increase the limit of spells you can start with or are you still limited to "Magic x 2" ?

Priority A Mage: 10 free spells
6 ranks in Spellcasting: 6 more spells

would make 16 spells, but Magic 6 limits you to 12.

Which one is it?

Keep in mind that Masteries are not doubled during play. So I could just save up 7 karma to take with me into the game, use the first 3 I earn to buy the Mastery, and boom 6 extra spells. Feels weird if this would work so much differently during char gen.
Remember that free spell slots can be spent on spells, rituals and alchemical preparation formulae. So you could spread your 16 out.
That is absolutely true of course. But I might want to actually have 16 spells, and the method I described works to do just that (It also doesn't take up 10 karma of my 25 positive quality alotment). It's just weird I apparently can't do it just a tiny step before during char gen.

The line has to be drawn somewhere.
Title: Re: Forbidden Arcana Errata
Post by: Azimuth on <03-23-19/1449:48>
No Star Mentor Spirit Listed

Forbidden Arcana Page 75-76

"Cosmic Mages exclusively follow the Sun, Moon, or Star mentor spirits."

There is no mention of a Star mentor Spirit in any of the books, from what I've found.
Title: Re: Forbidden Arcana Errata
Post by: Tarislar on <03-23-19/1545:39>
Also what is the point with the Shaman tag on Chain Breaker and the “read description” on requirements? There isn’t any skill requirements in my PDF at all.

You are correct that the [Shaman] tag is somewhat unnecessary since there are no skill requirements. It does, however, indicate that the quality is "related" to Shamans (in the sense that Shamans might be more likely to take it).

The "read description" for the requirements is referring to the text in the description that talks about the character forfeiting the using of the Binding skill. That is the "requirement" in place of a skill or an ability.

I always took the "Shaman" tag to mean that only Shaman could take it, v/s all the other different magical traditions.
No Vodoo, no Magician, no Shinto,  no, etc etc etc.
Good to know that isn't the case.
Title: Re: Forbidden Arcana Errata
Post by: Marcus on <03-23-19/1736:38>
The starting spell limit is arbitrary, a qualities should supercede it. There no system limit to the number of spells a character can learn.
Title: Re: Forbidden Arcana Errata
Post by: Shinobi Killfist on <03-23-19/1800:17>
Also what is the point with the Shaman tag on Chain Breaker and the “read description” on requirements? There isn’t any skill requirements in my PDF at all.

You are correct that the [Shaman] tag is somewhat unnecessary since there are no skill requirements. It does, however, indicate that the quality is "related" to Shamans (in the sense that Shamans might be more likely to take it).

The "read description" for the requirements is referring to the text in the description that talks about the character forfeiting the using of the Binding skill. That is the "requirement" in place of a skill or an ability.

I always took the "Shaman" tag to mean that only Shaman could take it, v/s all the other different magical traditions.
No Vodoo, no Magician, no Shinto,  no, etc etc etc.
Good to know that isn't the case.

One thing i wondered about chain breaker etc is that I think astral reputation is an optional rule?(I think a terrible one, but so be it)  Seems like  qualities based around optional rules, especially when the optional rule is in a different book should have a optional tag or something. Its a decent quality, but it seems you could have maybe 2 costs like 10/20 10 if you use astral rep 20 if you don't. If they unoptionaled it at some point I guess it works, but I missed it if they did.
Title: Re: Forbidden Arcana Errata
Post by: Hanzo on <04-14-21/1149:39>
The Death Dealer mastery quality has 3 levels for magicians, but only 1 level for adepts. How many levels can a mystic adept purchase? Do both effects of the quality apply to Mystic Adepts or Adepts with Adept Spell?

Any suggestions on this thing?
Title: Re: Forbidden Arcana Errata
Post by: Stainless Steel Devil Rat on <04-14-21/1624:04>
The Death Dealer mastery quality has 3 levels for magicians, but only 1 level for adepts. How many levels can a mystic adept purchase? Do both effects of the quality apply to Mystic Adepts or Adepts with Adept Spell?

Any suggestions on this thing?

I think the best way to read that quality is to presume a Mystic Adept has to pick whether a level of Death Dealer applies to the Mystic Adept's Combat spells OR to their Critical Strike.  No two-fers.  And the Mystic Adept can only apply 1 level to Critical Strike (therefore leaving a potential for 2 levels towards Combat spells)