Demon Lord Errata (19nov17)
Demon Lord Errata (19nov17)
Despite my best efforts and those of the editors who work to make the games as good as they can be, errors
happen. This document aims to fix them.
your reach. On a success, the target becomes
Shadow of the Demon Lord impaired for 1 round. On a failure, the target becomes
immune to the effects of your Dirty Fighting talent
Movement by Pace table on page 37 until it completes a rest.
The book cites 2 miles per hour and 3 miles per Cloak of Shadows talent on page 97
hour as the walking speed. The Movement by Pace The talent should read:
table should be based on 3 miles per hour. Thus,
change the minute entry to 90 yards, hour to 3 While you are in a lit area, you are treated as if you
miles, and day to 24 miles. were in an area of shadows.
Crawl on page 47 Weapons table on page 103
Add the finesse property to dart.
If prone, you can only move by crawling. You crawl Add the thrown propery to spear under Military
at half your Speed, which can be further reduced by Melee Weapons.
difficult terrain or narrow spaces (to a minimum of 1
yard). Harness Magic spell on page 118
Fight with Anything talent on page 66 Roll 1d6 + 3 to determine how many points of magical energy
you harness. You retain these points until you complete a rest
Fight With Anything You ignore the 1 bane imposed by or you spend them. While you have points remaining, you
not meeting a weapon’s requirement or from making cannot again cast harness magic. You can cast a spell you have
an attack with an improvised weapon. As well, when learned by spending a number of points of magical energy
equal to the rank of the spell (minimum 1) without expending a
you attack with a weapon or an improvised weapon,
casting from that spell.
you increase the damage die to 1d6 if it is less than
1d6.
Entropic Power spell on page 124
The spell description should read:
Greater Sorcery talent on page 71
Take 3 damage. For the duration, creatures that take any
Replace the last two bullets with the following: damage from your attack spells take 1d6 extra damage.
• A target that takes damage from the spell takes 2d6 Triggered When you cast an attack spell that deals damage, you
extra damage. can use a triggered action to cast this spell, which ends at the
• A target that heals damage from the spell heals 2d6 end of the round. If the target takes damage from your spell,
extra damage. it takes 2d6 extra damage.