[Kobold Press] Potential Issues and Typos in Deep Magic


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Pathfinder Roleplaying Game Charter Superscriber

I figured I'd split this listing the typos and other issues for Deep Magic into its own thread so we don't unduly weigh down the product discussion thread for this book. Here's what I've found thus far.

Page 20
Shifting Resistance (Sp): Each morning, you gain a resistance 5 to a type of energy, determined by a roll on Table 1-1: Random Damage Type. This resistance increases by 1 every three wizard levels until you have resistance 14 at 18th level.
Should be either 1 every two wizard levels until 18th or else caps out at resistance 11 at 18th level.

Page 22
Feyborn Rod of Wonder
16-20 Target ages (1-50 on a d%) or becomes younger (51-100) by 1d20 years (Will save 18 half) for one week.
Missing a DC in front of the 18.

Page 23
Muddled Rod of Wonder
11-15 Target believes its hands are turned into tentacles for 1 round, and it drops held objects (Will 14 negates).
Missing a DC in front of the 14.

Page 26
Preparation Ritual
Champion of Hell
This is really a flavor quibble for non-Midgard campaigns. Hell is LE in most campaigns, and antipaladins have to be CE. It's not strictly wrong, but it is a style mismatch. Champion of the Abyss would probably be better phrasing.

Page 33
Special Cosmic Events
Other cosmic events can be predicted with a DC 20 Knowledge (arcane) check.
Should be Knowledge (arcana).

Nova
Divinations spells are cast as two caster levels higher, and augury and divination spells never grant false results.
Augury and divination should be italicized, assuming the intent is for those two spells specifically and not just divination spells as a whole. Also, “Divinations” spells.

Star and Shadow Casting (Feat)
Prerequisites: Caster level 1, Knowledge (arcane) 4 ranks
I'm assuming this is taken from a 3.5 source and was not correctly updated to PfRPG rules, unless the idea is to restrict it to 4th level or higher characters. Also, Knowledge (“arcane”).

Page 35
Solar Eclipse
Eclipses only last an hour or two.
Isn't this too vague? 1d3 hours instead?

Page 36/37
A reference is made to the “16 commonly known varieties of ioun stones” on page 36 and then “Beyond the 17 best-known and most-often encountered stone,” (emphasis mine.) Which is the correct number? Also, 17 best-known and most-often encountered stone. Singular.

Page 37
Marble Sphere Ioun Stone
An illusory glamour also switches the color of each stone to a different one, preventing knowledgeable opponents from identifying them.
Shouldn't this be based off of Glamered armor or weapons, i.e., not an automatic thing and with only True Seeing revealing their true color?

“Sky Blue Sphere Ioun Stone” and after
These entries are printed in a smaller font point than the other Ioun Stone headings before them in the section, the earlier ones printed at the same point as “Ioun Stone Spells” on page 36 and the latter ones the same, smaller point as “Cleric/Oracle Ioun Spell” beneath it. (Just insignificant formating bugs, but still, they're there.)

Page 38
Slate blue Prism Grants bonus smite attempt, turn attempt, or 2nd level spell
I'm assuming this is taken from a 3.5 source and was not correctly updated to PfRPG rules, unless the idea is to restrict it to uses of Turn Undead and not Channel Energy in general.

Page 39
Slate Blue Ioun Stone
Once per day, the energy in this stone can be used to make an extra smite attempt (such as smite evil) or an extra turn undead attempt.
(See previous note.)

(I've also got some personal questions about the prices for a few of the new Ioun Stones, but that's not an inherent issue with the text.)

I'm still happy with my backing the Kickstarter, but the printed book has a few issues. Hopefully we can all make the PDF the best it can be.

Post any other issues you find here. The Kobolds seem ready and willing to get fixes done ASAP.


Page 201: The header for Locate Water is missing.

Page 119, Animate Dead 1: "from the 1st-level list on the accompanying table." The table is on page 354, but Animate Dead 1 does not tell you this (I view the note on the Animation Subschool to be insufficient, as you have to go two pages past that to find the table).

Page 284: No art for the Nykoping rune.

Page 132, Blood Armor: the art for this spell is on page 142. I'm not sure what spell the art on 132 is for.

Contributor

Page 77: Remove skittering vermin and voracious vermin from the vril spell list.

Page 77: Disregard the Witch spell list entirely. While skittering vermin and voracious vermin are witch spells, they are not vril spells. Vril refraction is not on the witch spell list.


Page 45: Warding Spell Feat should have the (Metamagic) identifier.


I've been browsing and now realize I have to go back and do a thorough job on this. My problem is that I've been perusing at night, in bed, and haven't had a decent way to make notes as I find stuff.

But, for instance...

mine! pg 207. Duration references 1 min/lvl or until discharged but there's no description of how this spell might be discharged. Fail, sure. Expire, sure. Discharged... I can't find.

I don't know when I'll have the time to go back and properly proofread this, but it needs it. Such a brilliant bit of work otherwise.


Thank you for putting Speak with Ancestors in the druid/shaman list again. However, the spell's description still says "Shaman 4". Does this mean that shamans may cast it and druids may not?


Bardess wrote:
Thank you for putting Speak with Ancestors in the druid/shaman list again. However, the spell's description still says "Shaman 4". Does this mean that shamans may cast it and druids may not?

All things considered, that would make the most sense, imho :)

I am a firm believer that Shamans should get access to some spells that druids do not, and vice versa :)

And on a different note: is anyone collecting all of these typo's, corrections, etc. into a document that can be submitted to Kobold Press for use as a print-out 'errata sheet' to tuck into the back of our hardcopy books?


I just invested in a pack of post-it page markers.


Page 168 - Evulsion Spell. Has subschool (necrophagy) but no school listing.


I have a question about a particular spell.

SPELLFORGED SINEWS I
School transmutation; Level cleric/oracle 1, sorcerer/
wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round
Saving Throw Will negates (harmless); SR yes
(harmless)
A surge of magic makes you stronger. The spell grants
a +2 enhancement bonus to Strength, adding the usual
benefits to melee attack rolls, melee damage rolls, and
other uses of the Strength modifier for one round.

This spell gives a +2 bonus to all attack, damage and other uses of Strength. However, it is a Standard Action to cast it and it only lasts one round.

Is it possible that the Duration listed maybe wrong?


Seems like it's a highly situational spell meant to, for example, allow a caster to bust out of restraints. ...mind you the somatic component would make that problematic.


silverhair2008 wrote:

This spell gives a +2 bonus to all attack, damage and other uses of Strength. However, it is a Standard Action to cast it and it only lasts one round.

Is it possible that the Duration listed maybe wrong?

I'm betting the intention was "until the end of the next round."

-Ben.
(who must admit, to him, this thread feels a little like having a person stand on a table and circle moles with a marker.)


That seems likely. Or perhaps as an immediate or swift action would also make sense.


terraleon wrote:
silverhair2008 wrote:

This spell gives a +2 bonus to all attack, damage and other uses of Strength. However, it is a Standard Action to cast it and it only lasts one round.

Is it possible that the Duration listed maybe wrong?

I'm betting the intention was "until the end of the next round."

-Ben.
(who must admit, to him, this thread feels a little like having a person stand on a table and circle moles with a marker.)

Or as the old saying goes "He who writes and publishes appears in public with his pants down. I think I feel a draft!"


Hopefully one of the Kobolds will appear and clarify this spell.


Adventure Path Charter Subscriber

The spell 'Steam Blast' appears on spell lists (Clockwork 4th level) but the spell itself is missing from the spell descriptions area, so no one can look up what the spell does.


The spell Black Well, has the illumination school, but has no regular school listed.

Since the spell reads as follow:
School illumination (creation) [shadow];

I am guessing with the creation subschool that it should be conjuration...


Can we get a clarification of Spellforged Sinews?


Page 51:

6th level mountain druid spells, Storm Form is listed twice.

4th level MD Ranger spells, Mountain Stride is listed twice.

Was there supposed to be a different spell on each instead?

Scarab Sages Contributor

Hi, all! Thanks so much for collecting these questions here.

I've posted a response to the question about spellforged sinews in the Deep Magic product discussion, but I'll cross-post it here, too, to be sure everyone sees it.

The clarification: We've conferred about this, and we agree that the spell's wording probably needs to be more precise about its duration.

The spell is meant to provide the indicated bonus on all Strength-based rolls until the end of the caster's next turn. That's also true of spellforged sinews II-IX.

We'll make sure to implement this erratum in a PDF update, which will be coming shortly.

A couple of other clarifications

Black well: Yes, the alternate school is conjuration.

Mountain druid spells: That's a duplication error. All the mountain druid spells should be listed.

The question about steam blast warrants further investigation. Stay tuned ... And thank you for your help!


Page 292, left column, "Learning Incantations from Mystic Teachers"

The third paragraph reads:

Quote:
For instance, if an arcane teacher with 10 HD teaches a 4th-level incantation, the instruction costs 5,000 gp.

It should read:

Quote:
For instance, if an arcane teacher with 10 HD teaches a 4th-level incantation, the instruction is worth 5,000 gp.

(emphasis mine)

The idea is that instruction from a creature has a monetary value WRT incantation research, allowing characters to trade services to the creature for instruction.

-Ben.


Here are a few that I found in my read-through.

Page 22 Table 1-3, 85-87, missing (DC) for Fortitude 12.

Page 22, Table 1-3, 96-97, should be “wielder (1-50) or Target (51-100)”.

Page 23, Table 1-4, 85-87, (1-50%) (51-100%).

Page 30, 1st column, Bull's Strength, “This has an identical additional (vocal)effect to that of bear’s endurance.” Insert “vocal”.

Page 34, 1st column, “Comet”, line 2, “Each time your cast a spell...” replace “your” with you.

Page 39, 1st column, 1st full paragraph, line 9, “as doing (so) creates...” insert (so).

Page 40, “THE SCRAP-CODEX OF CLOCKWORK ALCHEMY (LEVEL 10 ALCHEMIST)
This rusted pile of gears, springs, and rods gives no hint that it is an arcane tomb....” replace tomb with tome.

I am nowhere near even one quarter of the way through. This will take me longer than the Midgard Campaign Setting did.


Page 184, Heavy Burden, "If this penalty reduces movement to zero, targets can no longer take move actions, use items, or cast spells with material components, though they can defend flat-footed."

What does it mean to defend flat footed? Are they able to defend themselves as if they were not flat footed? Are they flat footed? Can they defend themselves only from flat footed opponents?

Page 184, Heavy Chains. "If hit, the target is staggered and entangled, and it can no longer take move actions, use items, or cast spells with material components, though it can defend flat-footed."

Similar wording.

Page 194, Ivory Flesh. "Your skin becomes as pure, lustrous, and hard as ivory. You gain DR 5/daylight."

Daylight?
I checked the necrophagy section as well and couldn't find anything about daylight weapons. Does this spell not function in daylight?

Page ??? Can't find anti paladin spell 'living visage.' Listed in necrophagy section, page 54, but not in the anti paladin spell list on page 80 or in the new spells section. Looks like it should be on page 201 between Litany of sure steel and lizardbane.

Also, is this an appropriate thread to bring up balance concerns? If not, is there already one, or where would the appropriate sub forum be? Ioun strike (page 193) seems far too good for it's level.


RedEric wrote:

Page 194, Ivory Flesh. "Your skin becomes as pure, lustrous, and hard as ivory. You gain DR 5/daylight."

Daylight?
I checked the necrophagy section as well and couldn't find anything about daylight weapons. Does this spell not function in daylight?

Daylight.

That's a darakhul (greater ghoul) spell (Originally from the Imperial Gazetteer), from a society that's mostly underground. The spell works on the surface, during the day, but if the target is outside in the daylight, then they'll have no DR benefit from the spell.

Or if someone casts daylight, that would negate the DR.

-Ben.


terraleon wrote:

Daylight.

That's a darakhul (greater ghoul) spell (Originally from the Imperial Gazetteer), from a society that's mostly underground. The spell works on the surface, during the day, but if the target is outside in the daylight, then they'll have no DR benefit from the spell.

Or if someone casts daylight, that would negate the DR.

-Ben.

Nifty :)

Silver Crusade

Heavy Chains was one of mine, but it was changed between the Midgard Campaign Setting and Deep Magic- I'm not entirely sure what whomever changed it meant. But I'll probably play it as if the affected target was not flat-footed until it's clarified. ^_^

Contributor

Page 342: Remove the last sentence from the vril exerter class ability description.

Scarab Sages Contributor

1 person marked this as a favorite.

Just wanted to pop in here to confirm heavy burden and heavy chains are meant to make the targets flat-footed.

Living visage was a spell that we needed to cut during development for space purposes, unfortunately. Reference to it should be booted out of the necrophagy section.

Thanks, RedEric!


Animate Construct says 'A construcht destroyed in combat can't be reanimated until a repair metal spell is cast on it (...)'.
Shouldn't it be possible to get it going again with the Repair Touch ability of the Clockwork School (p. 24) also?

Scarab Sages Contributor

You can use repairing touch on an object affected by animate construct as long as that object weighs an amount equal to or less than 1 lb. per your wizard level. So, it just depends on your wizard level and what you're animating. :) Thanks for asking, Oliver!


Minor typo here:

CREATE TUPILAQ
School necromancy; Level cleric/oracle 6, sorcerer/
wizard 6, witch 6
Casting Time 9 hrs. per night for 9 consecutive nights
Components Components V, S, M (see text), F (tupilaq
construct)
Range touch
Target tupilaq construct
Duration permanent; see text
Saving Throw none; SR no

Components line has Components identifier listed twice.


Another one:
CRUSTACEAN CARAPACE
School transmutation; Level druid/shaman 2, magus 3,
sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, C (pinch of crustacean shell)
Range personal

Component of C? M maybe for the listed material component?


Deep Magic is great! I'm very glad I got it!

On page 35 there is a table with the text "...the following spells belong to the Illumination school...". However, there are a handful of spells later on that have their school listed as Illumination, but don't appear in the table:

  • Consume light (pg 146)
  • Misleading shadows (pg 207)
  • Shadow's blessing (pg 232)
  • Scintillating lights (pg 230)
  • Nova (pg 211)
  • Shadow plane adaptation (pg 233)
  • Wall of darkness (pg 268)

For organizing and selecting spells (e.g. school specialization) should those spells be added to the table?

Scarab Sages Contributor

Yep, Frayn, they sure should!


pg. 241 there is a 0-level cantrip called Snowball. There was previuosly published in Paizo's Peoples of the North a 1st-level spell called snowball. Could you maybe rename the cantrip lesser snowball or somesuch.

Scarab Sages Contributor

Smoo979 wrote:
pg. 241 there is a 0-level cantrip called Snowball. There was previuosly published in Paizo's Peoples of the North a 1st-level spell called snowball. Could you maybe rename the cantrip lesser snowball or somesuch.

That's an interesting question. Thanks for bringing it up!

Wolfgang may want to correct me, but I believe Kobold Press's snowball spell originally dates back to 2011 and Northlands, which came out some time before People of the North. Anyway, it's certainly worth considering what to do now that there's a Paizo spell of the same name.


I actually like both versions quite a bit. I only noticed because I sponsored paizo's snowball for the mythic spell compendium before i got to reading the letter S spells in Deep Magic. I wouldn't want both to show up named the same thing.


Spell Enemy Within pg 166 missing Target information.


EVULSION
School (necrophagy) [force]; Level cleric/oracle 9,
sorcerer/wizard 9, witch 9; Domain Death 9

Missing Spell School Subschool is there and Descriptor.

Should probably be Necromancy based on the nature of the spell.


Page 233, the spell Shadow Hands has this:
Area semicircular wave of shadow 10 ft. in radius, centered on your hands
I'm confused by this, is it like a cone?


Looking at the radius effects here, I'd take the 10' radius effect and cut it in half facing the direction the caster sets the effect. So it would affect the first four squares adjacent to the caster on that side, and then two more beyond it. Someone feel free to correct me if I'm misinterpreting this.


Oh hey, that makes perfect sense, thanks.


Here are some more of my finds.

Page 45, 1st column,”Warding Spell”, “Level Increase” Close parantheses.

Page 47, 1st column, Living Spellbooks’ Commonly Known Spells, “…
no reason why there a…”, remove [there].

Page 47, 2nd column, “Gnomes”, “….the treacherous of gnomes…”, Remove [of].

Page 60, 1st column, 6th paragraph, line 5, “…has doomed [to] soul only to face…” replace [to] with their.

Page 66, 1st column, “Time Mages in Midgard”, “…Regardless, time manipulators a all but…”, remove [a].

Page 70, 1st column, line 2, “This ritual takes ___ to 8 hrs. for a minor curse…”insert [up].

Page 70, 1sr Column, 3rd paragraph, line 3, “(see the “trigger” section below).” Could not find section labelled “Trigger”.

Page 135, BOULDER TOSS, At the original casting you may hurl rocks up to one size category smaller than yourself, also at 9th level it is one size category smaller than yourself.

Page 222, “…the spell’s area take 1d6 hp sonic damage/2 caster levels (maximum 5d6 at 9th level) and fall prone.” By my figuring by 9th level they suffer 4d6 points of damage. I could be wwrong.


I have a question about a spell:

ADELIAN TORCHBEARERS
School conjuration (creation); Level bard 2, cleric/
oracle 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a pinch of ruby dust)
Range close (60 ft. + 10 ft./2 levels)

Under Range is the listing shown above. I believe the most common assumption is that Close refers to a distance of 25 feet + 5 feet/2 levels. My question is should this range be listed as Close or should it be Medium or perhaps not named at all and just shown as the distance.


Adventure Path Charter Subscriber

Will the PDF version of Deep Magic eventually have the errata put in and updated?

Dark Archive

Random observations;

P 26 - Duration of the penalties granted by the Champion of Hell preparation ritual is not listed. (Since it's only a swift action, it's one of the few abilities that would still be usable by the Antipaladin if the duration was only a single round, so that would seem fair.)

P 50 - Banish to the Maze does not have a level listed. Upper tier Domain powers are most commonly gained at 8th level, sometimes 6th level and super-rarely, 4th level, but this one isn't listed. It also has no range listed (domain powers generally do not use spell ranges, but instead fixed ranges, with 30 ft. being the most common).

P 221 - Ray of Life Suppression's text alternately describes the effect as Con ability damage or a Con penalty (similar to the Str penalty of a ray of enfeeblement), with mechanics suggesting at different points that either, or both, are true... Example; last sentence of first paragraph states 'Treat temporary losses to Constitution as ability damage for the spell's duration,' which would fit a ray of enfeeblement type effect that applies a penalty to Con for the duration, *but the spell has no duration*, and is listed as inflicting ability damage a sentence or two above. It also says that 'This penalty does not stack with itself' in the next paragraph, again suggesting an ability penalty with a duration, instead of Ability Damage (which very much would stack with itself...).

Shadow Lodge

On page 108 - White Necromancer spells - the 4th and 3rd level headings are reversed.

Page 210. I may be reading Necromancer's Ripost wrong. At the top it says it kills instantly 1D4 HD per caster level. Later it says Other Undead (not under your control) receive a fort save or take 2D6 damage. Is this supposed to mean that if they fail the save they are instantly killed and if they make the save they still take 2D6?

Evil Midnight Lurker mentioned the Locate water header is missing but in mine it says "Locate Water ocate Water".


Derekjr wrote:

Page 210. I may be reading Necromancer's Ripost wrong. At the top it says it kills instantly 1D4 HD per caster level. Later it says Other Undead (not under your control) receive a fort save or take 2D6 damage. Is this supposed to mean that if they fail the save they are instantly killed and if they make the save they still take 2D6?

That's the intent. Looking at the PDF:

Deep Magic, page 210 wrote:

You compel corporeal undead to explode in a burst of vile, acidic pus, killing them instantly. The spell affects 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the burst’s point of origin are affected first. Undead you command with the Command Undead feat receive no save. Other undead receive a Fortitude save, or suffer 2d6 hp damage. Those destroyed by damage still explode.

I tried to make that pretty clear-- I'm not sure what you're thinking you're reading wrong. Can you provide a specific reference, or do you mean what I've posted above?

(Then it explains the explosive effect of death, and covers the corner case of "if the caster is undead.")

So it's:
* Destroy 1d4 HD of Undead per level (Minimum 15d4 HD, as an 8th level spell), lowest HD creatures first.
* If you Control it, it explodes immediately, no save.
* If you don't Control it, it gets a Fort save, or explodes.
* If you don't Control it, and there's another of equal hit dice, the one closest to the center is affected first.
* If it fails the Fort save and dies from the 2d6 damage, it still explodes.

-Ben.

Shadow Lodge

I guess it is these two lines that are throwing me off

* If you don't Control it, it gets a Fort save, or explodes.

* If it fails the Fort save and dies from the 2d6 damage, it still explodes.

In the first instance if it fails its save it explodes. In the second if it fails its save it only takes 2D6. That is what is throwing me off.

So are the undead instantly destroyed like undeath to death or do they take 2d6 and if they die from the 2d6 they explode?

I guess my mind is trying to read it like:

* If you don't Control it, it gets a Fort save, or explodes.
* If it makes the Fort save and dies from the 2d6 damage, it still explodes.

Also, is Ray of the Eclipse (page 221) supposed to have SR? As written it does not. I compare it to shocking grasp, scorching ray or frigid touch in how it works so I was just curious.

Thanks for responding!

Edit: In looking at AGONIZING SPHERE (page 116) is there supposed to be a max amount of damage? As written at 19th level it would do 10D6 with no save for the damage. I ask as my DM will ask when I request to take the spell :-)

"If it hits, the sphere inflicts 2d6 hp electrical damage + 1d6 for every two caster levels beyond third."


Derekjr wrote:

I guess it is these two lines that are throwing me off

Why are they "throwing you off?" Honestly, I want to know. I strive for clear text in rules, and so I'm curious.

Derekjr wrote:

I guess my mind is trying to read it like:

* If you don't Control it, it gets a Fort save, or explodes.
* If it makes the Fort save and dies from the 2d6 damage, it still explodes.

You've got it. The second point is there because of the effects from explosion, which inflicts 4d6 force/poisonous acid to those within 5 feet. Those destroyed/killed by the explosion damage do not explode, even if they're undead.

It's a lot, but then it's an 8th level spell and a pretty spectacular image in my mind.

-Ben.

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