Wizards of the Coast has released a more user-friendly version of the Player's Handbook Errata. There are two sections now, one for Rule Changes and another for Rule Clarifications. The extraneous typographical errata have been purged, thankfully. The Annotated Crucial Errata still provides more detail on the actual context and meaning of the changes, and it does not leave out anything of interest.
Not mentioned in the new Rule Clarifications is the errata that clarifies
the speeds of characters who are running in armor (Chapter 9, page 142).
That errata should be covered as a Rule Change (or at least a Clarification),
but it is not in the new version 2.0 of the PHB errata. Can we expect
another errata sheet for the second printing? Questions or comments?
E-mail
me here.
Player’s Handbook Errata -- Chapter
1
Page 10, column 2, fifth bulleted paragraph: Insert at end of
sentence: per day for each damaged ability. (Clarifies
and standardizes ability damage effects; damaged abilities heal at the
rate of one point per day for each damaged ability)
Player’s Handbook Errata -- Chapter
2
Page 12, column 2 line 6: change Druidic to Sylvan (refers
to a possible bonus language for druids, even if it is not racially available
-- all druids still speak druidic, by the way.)
Page 15, column 1, 5th bulleted paragraph: change rare or exotic
to stone or metal (refers to the Dwarves +2 bonus
on Appraise)
Page 19, column 2 middle: change Infernal to Abyssal (Infernal
is not a possible half-orc bonus language -- Abyssal is.)
-- Thanks, Mike!
Player’s Handbook Errata -- Chapter
3
Druids
Page 33, column 1 bottom: change they get to most get (refers
to the source of a druid’s power, alluding to the fact that some druids
do directly worship nature gods, not just nature itself)
Page Page change gods to deities (Errata errata:
this should say Page 33, column 1, bottom)
Page 34, column 1, just above table: insert dart, halfspear,
longspear (halfspear was not in the original list.)
Page 35 paragraph 4: replace 3rd and 4th sentences with the
following: It can have up to 2 Hit Dice. (While the druid is 1st level,
this particular animal is loyal enough to stay with her, even though an
adventuring druid usually can only maintain animal friends whose Hit Dice
total up to her level.) Alternatively, the druid may have more than one
animal companion provided the animals’ total Hit Dice don’t exceed 2.
(This
is a major revision for Druids -- the effects are pretty clear.)
Monk
Page 39, column 2 top: Change second sentence: There is no such
thing as an off-hand attack for a monk striking unarmed. (Good
to know!)
Page 39, column 2 middle: Change 2 sentences above table: Usually,
a monk’s unarmed strikes deal normal damage, but she can choose to deal
subdual damage instead with no penalty on her attack roll. She has the
same choice to deal normal or subdual damage while grappling (see Grapple,
page 137).
Page 39, Stunning Attack line 2: insert this supernatural ability
(Makes it clearer that that stunning attack
is a supernatural ability, and thus won't work in an antimagic field.)
Page 40, column 1 bottom: change terrifying attack to supernatural
ability (This change highlights the fact that
a monk ability, in this case the quivering palm attack, is a supernatural
ability and thus won't function in places where magic is suppressed.)
Page 40, column 2, Perfect Self: add to end of paragraph: Unlike
other outsiders, the monk can still be brought back from the dead.
Ranger
Page 45, column 2, paragraph 2 bottom: delete “or inflict” (The
reason for this change is unclear. There is no restriction on Rangers
using inflict The original text is referring to the
Ranger's lack of spontaneous casting ability. Perhaps WOTC thought
the message was clearer without including inflict. If
someone has insight into why this change was made, please let me know.)
--
Thanks, Kevin!
Page 46 column 1, Skill Selection: change Move Silently ability
to Dex (correction for Rangers’ skills, it previously
indicated Wis as the modifier.)
Sorcerer
Page 50 column 1 bottom: change the example sentence to read
as follows: For example, a sorcerer with a scroll or spellbook detailing
an unusual sorcerer/wizard spell (one not on the wizard/sorcerer spell
list in this book) could select that spell . . . (Clarifies
that sorcerors can choose a non-standard spell as one of their new spells
when they get a chance to learn one -- as long as they have access to a
written version.)
Gnome illusionist
Page 55 column 1, Gnome Illusionist Starting Package, Spellbook:
change "minor illusion" to silent image. ("minor
illusion" is not a spell, so it shouldn't be part of the suggested Starting
Package.)
Miscellaneous
Page 56 column 1 middle: insert rogue levels (or vice versa)
to determine
(Rogue and Barbarian levels stack
for purposes of determining the effectiveness of uncanny dodge)
Page 56 column 1 middle: above Feats paragraph, insert this
paragraph: In the special case of obtaining a familiar, both wizards and
sorcerers have the same ability. A sorcerer/wizard can treat his wizard
levels as sorcerer levels (or vice versa) to determine the familiar’s natural
armor, Intelligence, and special abilities.
Player’s Handbook Errata -- Chapter
4
Page 63, Alchemy, Special: insert new paragraph after first
paragraph: This skill cannot be used to brew potions. (See the Brew Potion
feat, page 80.)
Page 66, column 2, table: change 15 +2/Str bonus to 15 + (2 x Str bonus) (This is now the correct formula for determining the DC to make a Mighty Bow with the Bowmaking craft)
Page 68, column 1, table: change check at +20 to check at +10 (Escape artist: when binding someone the binding check is modified by Rope skill +10 --not +20. Thus it is easier to escape.)
Page 70, Innuendo, Retry: delete receiving or (Retries
are allowed when trying to understand a message given in innuendo –but
there are no retries for intercepted messages).
Page 70, Innuendo, Special: delete “(but not receive)” (The
synergy Bonus for 5 ranks of Bluff applies to sending and receiving now.)
Page 70, Innuendo, Special: also, delete receive or (The
+2 synergy bonus for 5 ranks of Sense Motive only applies to intercepting
innuendo).
Page 70, Intuit Direction, Retry: insert more than between Direction
and once
Page 70, Intuit Direction, insert at end of paragraph: Use the
number you rolled for all other checks in the same day. (Clarifies
that Intuit Direction can be used more than once each day, but the check
is rolled only once per day).
Page 71, Listen, table: change 25 to 19 (Clarifies
relative difficulty of hearing a cat stalking. Cats have a +9 Move
Silently, not a +15).
Page 71, Listen, 1st paragraph under table: change 25 to 19
(twice); change 15 to 9
Page 71, Listen, 1st paragraph under table: change a cat probably
has about to an average cat has
Player’s Handbook Errata -- Chapter
5
Page 78, column 1 middle: insert new paragraph after Wands:
line: Zero-level spells are considered to have a spell level of 1/2 for
the purpose of this calculation. (Cantrips and
zero level divine spells cost half as much as first level spells -- in
both XPs and GPs -- to make into scrolls, potions, etc.)
Page 78, column 2 near bottom: add to end of Benefit paragraph:
If you have the same feat more than once, its benefits do not stack unless
indicated otherwise in the description. In general, having a feat twice
is the same as having it once.
Page 85, Stunning Fist, Benefit, line 4: insert + your Wis (Add
the attacker's Wisdom -- not the opponent's -- to 10 + 1/2 character's
level to determine the Fortitude DC to avoid being stunned for 1 round
by a Stunning Fist feat).
Page 85, Stunning Fist: insert new paragraph at end of description:
Special: Attacks using Stunning Fist are in addition to any stunning attacks
already possessed by a character such as a monk.
Player’s Handbook Errata -- Chapter
6
Page 91, column 2, top: change lawful evil to chaotic evil (Grumush,
the Orc God, is chaotic evil)
Player’s Handbook Errata -- Chapter
7
Page 97, column 2, Type: delete “no damage from” (Skeletons
take ½ damage from piercing weapons, not “no damage”)
Page 99, bottom half of table: change weight of Sword, two-bladed from 30 lb. to 15 lb.
Page 105, column 2 top: replace text of sidebar with the following:
Armor for unusually big creatures, unusually little creatures, and nonhumanoid
creatures has different prices and weights from those given on Table 7–5:
Armor. Armor for Gargantuan and Colossal creatures must be specially made
and has no standard price or weight.
| Size | Price | Weight |
| Up to Tiny | 1/2 | 1/10 |
| Small | 1 | 1/2 |
| Medium-size | 1 | 1 |
| Large | 2 | 2 |
| Huge | 3 | 5 |
Page 108, column 1 near bottom: change weight of Pouch, belt
from 3 lb. to 1 lb.
Page 114, Table 7–9: add a column to the right side of the Special
Substances and Items table, reading as follows:
(Correct weights for some Special items)
| Item | Weight |
| Acid Flask | 1 lb |
| Alchemist's fire | 1 lb |
| Antitoxin | * |
| Holy water | 1 lb |
| Smokestick | 1/2 lb |
| Sunrod | 1 lb |
| Tanglefoot bag | 4 lb |
| Thunderstone | 1 lb |
| Tindertwig | * |
Player’s Handbook Errata -- Chapter 8
Page 122, column 1, Provoking an Attack of Opportunity, line
7: change first to second
(This errata concerns how
Attacks of Opportunity, or AOO, work. During melee, a character may
leave a threatened space without invoking an AOO, if all s/he is
doing is moving for that round. The errata clarifies that moving
from the "first" threatened space is privileged but, as often happens in
combat, a move into a second threatened space and then also out of that
second space (in the same round) will provoke AOO. But only
for moving out of the second space -- and any subsequent threatened
spaces.)
Page 126, column 2 middle, end of paragraph: change first threatened
space to second threatened space (clarifies the
same point as the previous errata)
Page 127, column 1 middle: insert you can’t both move and attack unless you perform a partial charge. If an action (This errata addresses the ability to both move and attack as a partial charge with a partial action. Typically, that would be 30 feet plus an attack at +2, with -2 to your AC.)
Page 128, column 1 top: insert shapechange, page 250 (This is a Ninth level Druid/Arcane spell of great power. Shapechanging is a free action once per round. For comparison, shapeshifting -- as a druid, were-creature, or doppleganger might -- is a standard action. Neither provoke an AOO. Polymorph self is a full round action.)
Page 130, column 2 middle: change hill giant to cloud giant (two places). (Hill Giants can't step over gnomes, because Hill Giants are of Large size. A Cloud Giant, which is of Huge size, can step over a gnome, which is of Small size.)
Page 136, column 1, Strike a Weapon, 1st line: insert slashing or bludgeoning weapon (Acknowledges that bludgeoning weapons like clubs and maces can also be used to smash weapons and shields. I guess piercing weapons are the only kind that can't.)
Page 140, column 1, Commanded: delete second paragraph (begins
with Alternatively) (This is kind of important:
an evil cleric can no longer control an undead creature that has more Hit
Dice than the evil cleric has levels. Previously, it was allowed
as long as continuous mental engergy was focused on controlling the powerful
undead creature. Now, perhaps due to the vagueness of its implementation,
this interesting rule has been axed.)
Player’s Handbook Errata -- Chapter 9
Page 141 column 2, Weight:, end of paragraph: Insert Carrying Loads. A medium or heavy load counts as medium or heavy armor for the purpose of abilities that are restricted by armor. Carrying a light load does not encumber a character. (This specifies that load type = armor type for purposes of Max. Dex. adjustment, Skill check adjustment, and movement.)
Page 142 column 2, Tremendous Strength, last 2 lines: change
eight to four
Page 142 column 2, Tremendous Strength, last 2 lines: change
Gargantuan to Huge
Page 142 column 2, Tremendous Strength, last 2 lines: change
25,600 to 12,800 (These three errata just
correct the size of the Cloud Giant, which is used as an example
for calculating the carrying weight of a tremendously strong creatures.
Cloud Giants are Huge not Gargantuan and thus they multiply their carrying
capacity by four, not eight.)
Page 142 column 2, Run (x3) paragraph: change six miles per hour to nine miles per hour (nine mph is the correct speed -- 3 x 3 mph -- for a running character who is wearing heavy armor. I noticed a new problem that is not in the offical errata, and that is in the next Run entry for x4 speeds: the x4 speed is 12 mph, but the speed for chainmail is an exception -- 8 mph. That used to be faster than the speed for x3 movement, but it is now slower. The best solution to this problem, IMO, is to drop the exception for chainmail and treat it as the other medium armors.)
Page 143, Table 9–5: change Road to Road or Trail (Trails and roads have the same effect on movement rates.)
Page 143, Table 9–6: change carrying load numbers as follows:
(These
adjustments greatly increase the carrying capacity of horses, ponies, and
mules)
| Animal | Load capacity | Old capacity |
| Light warhorse | 231–690 | 134–400 |
| Heavy horse | 201-600 | 134-400 |
| Heavy Warhorse | 301-900 | 174-520 |
| Pony | 76-225 | 44-130 |
| Warpony | 101-300 | 51-150 |
| Mule | 231-690 | 94-280 |
Player’s Handbook Errata -- Chapter 10
Page 147 column 2 bottom: change the last three sentences to read as follows: She chooses to have the dog materialize on the opposite side of the hobgoblin from Lidda. One round later, when Mialee is done casting the spell, the dog appears. It attacks immediately and gets a +2 bonus on its attack because it is flanking the hobgoblin. On Lidda’s next turn, she makes a sneak attack against the hobgoblin and brings it down. The dog disappears at the start of Mialee’s next turn because the spell that conjured it lasts only 1 round for a 1st-level caster. (This clarification changes the order of attack from the original example. It is now a correct example of how Monster Summoning and flanking work.)
Page 158, column 1, Figment, 2nd paragraph, line 4: delete illuminate
darkness (Figments can illuminate darkness
-- the light they create is real.)
Player’s Handbook Errata -- Chapter 11
I have not included any of the errata that address the several pages of one-line spell descriptions that come before the actual spell descriptions.
Page 171 column 2 line 5: in front of creation, insert calling (calling is a subschool of conjuration)
Page 172 column 3 near bottom: delete and unable to do anything but rest (clarifies the consequence of failing the DC 21 fortitude check for analyze dweomer. Failure results in exhaustion, but rules for exhaustion are covered elsewhere, in the DM’s Guide. “Exhausted” is referred to in the index of the PHB, but the page reference is for this spell!)
Page 173 column 1: replace Typical tasks sentence with the following: Typical tasks include attacking, coming when called, guarding a place, and protecting a character. (More clarification on the Animal Friendship/Companion issue: This change reflects a more useful set of “typical tasks” that can be easily taught to befriended animals.)
Page 173 column 1 middle: replace the two sentences starting with You can have with the following: At most, you can have animal friends whose Hit Dice total no more than twice your caster level (though the demands of adventuring generally restrict a character to half that number). For example, a 3rd-level druid could use this spell to win the friendship of an animal of 6 HD or less, but an adventuring druid would only be able to maintain an animal of 3 HD as a friend. An adventuring 5th-level ranger would generally be able to maintain animal friends whose HD totaled 2 or less. (This revision is clear, and is discussed in the Chapter 3 Druid errata.)
Page 173 column 2 near bottom: delete The spell only works on animals with an Intelligence score of 1 or 2. (Animal messenger is a better spell now, you can use smarter animals as messengers.)
Page 176, Arcane Mark: change Range to 0 ft. (From "Range: touch", possibly confusing, I guess.)
Page 177 column 2 near top: delete within half an hour (All questions asked using an augury spell use the same check: 70% + 1% per caster level)
Page 179 column 1 bottom half: change the sentence that begins with All the assistants to: Since the assistants’’ spells are cast simply to improve the caster level of the caster of the binding spell, saving throws and spell resistance against them are irrelevant. (Clarifies that the saving throw against a binding spell is against just the primary spellcaster’s effective spell level.)
Page 179 column 2, end of long paragraph: delete and increases the cost of the spell’s material components by one-half (see below). (Simplifies the cost of the binding spell so that all forms have an equal cost, even minimus containment.)
Page 180 column 2 middle: insert a –4 penalty on Search checks
and most (adds search checks to the penalized
skills when a character or creature is blinded by blindness.)
Page 181 change Dexterity-based skills to Dexterity-based skill
checks (this should say Page 180; it is referring
to the blindness spell)
Page 181 insert A deafened character, in addition to the obvious effects, automatically fails Listen checks, suffers a –4 penalty on initiative, and has a 20% chance (I guess it wasn’t obvious enough that a deaf character would fail listen checks. This errata's page number is off, as well; it should be Page 180. )
Page 182 column 3 top: change Saving Throw to Will negates (harmless) (You can save against cat’s grace – but why would you?)
Page 184 column 3, Clone: change Range to 0 ft.
Page 185 column 3: insert a –4 penalty on Search checks and most (clarifies the effect of blinding from a color spray – same as with blindness.)
Page 186 column 1 top: change "Leave," to "Sleep," (The ever-popular command spell has more recommended uses, of which “sleep” is one, but not “leave” – so just use the recommended “flee” instead.)
Page 186 column 1, Command Plants 1st para: add The spell has three versions: (clarifies that command plants has three versions.)
Page 187 column 3, Contingency 1st para: change companion spell and the spell it is to bring into effect to contingency spell and the companion spell (corrects some confusing wording in the contingency spell.)
Page 188 column 1, Continual Flame: change Illusion [Figment]
to Evocation [Light]
Page 188 column 1, Continual Flame: change Range to 0 ft.
Page 190 column 2, Cure Moderate Wounds: move Healing 2 in front of Pal 3; add Rgr 3 to the end of this line (clarifies that Rangers get cure moderate wounds as a third level spell.)
Page 190 column 2, Cure Serious Wounds: change moderate to serious
Page 190 column 2 near bottom, Dancing Lights: change Illusion (Figment) to Evocation (Light)
Page 190 column 3 middle: insert 2nd-level arcane spell (clarifies that the third level divine spell daylight is not canceled by the 2nd-level arcane spell darkness, but that the 2nd level arcane spell daylight is canceled by darkness.)
Page 191 column 3, Delayed Blast Fireball 1st para: change 1d8
to 1d6 (Oops! Just a wee change here.)
Page 191 column 3, Delayed Blast Fireball 1st para: add (maximum
20d6) to end of paragraph
Page 193 column 2 middle: in table header, change Aura Strength
to Original Strength
Page 194 column 3: in table header, change Aura Strength to
Original Strength (clarifies that the aura revealed
by
detect magic is based on the strength of the original spell.)
Page 195 column 3, Discern Location: change Target to One creature or object (discern location can find an object as well as a creature.)
Page 198 column 1, Doom: delete weapon damage rolls, ability checks, skill (Doom is reduced a bit in power. It now only affects attack rolls, checks, and saving throws. Note that the spell now specifies a -2 penalty to all “checks”, generically.)
Page 199 column 3, Energy Drain: add to end of last paragraph:
for 1 hour. (Clarifies the duration of the
2d4x5 temporary hit points that an undead creature gains from being struck
by an energy drain spell.)
Page 200 column 1 top, Enervation: add to end of paragraph:
for 1 hour. (As with energy drain, the
bonus hit points to an undead creature last for 1 hour.)
Page 202 column 1, Explosive Runes: change Duration to Permanent until discharged (D)
Page 205 column 3, Flame Blade: change Range to 0 ft.
Page 209 column 1 middle: change dire cat to dire tiger (Clarifies that it is the roaring of a dire tiger that is “equal to the noise from twenty humans” – part of ghost sound’s description.)
Page 209 column 3 paragraph 2 under table: insert a –4 penalty on Search checks and most (again clarifying the effects of blindness, this time as a result of glitterdust.)
Page 209 column 3, Glyph of Warding: change Duration to Permanent until discharged
Page 210 column 2 top: change caster to druid (only other druids of third level or higher can distinguish goodberries from normal berries; the restriction on being the same faith as the caster has been dropped.)
Page 210 column 3 bottom: add new paragraph after certain creatures: You can’t cast this spell on a natural weapon such as an unarmed strike. (Greater magic weapon can’t enchant an unarmed strike, only magic fang or greater magic fang will do that.)
Page 211 column 1, Greater Planar Ally: insert a number of creatures of the same type whose (if the caster chooses to summon a number of creatures, they must be of the same type.)
Page 211 column 1, Greater Planar Binding: insert at end of Targets line: when they appear (After greater planar binding has been cast, the summoned creatures are free to move more than 30 ft. from each other, but they must appear within a 30 foot area.)
Page 211 column 1, Greater Planar Binding: insert a number of creatures of the same type whose (as with greater planar ally, summoned creatures must be of the same type.)
Page 211 column 3, Confusion: change Spell resistance: No to Spell resistance: Yes (The magical confusion caused by a guards and wards spell is subject to spell resistance.)
Page 212 column 2 middle, Hallow: change next to last paragraph to read: Hallow counters but does not dispel unhallow. (Originally, it said that unhallow countered or dispelled hallow.)
Page 213 column 2, Heat Metal: insert Transmutation [Fire]
Page 215 column 1 near middle: insert a –4 penalty on Search
checks and most
Page 215 column 1 near middle: change Dexterity-based skills
to Dexterity-based skill checks (These two clarify
the by-now familiar consequence of blindness –here as part of holy smite.)
Page 215 column 2 near top: change extraplanar creatures to elementals and outsiders (clarifies the types of creatures banished by holy word.)
Page 235 column 3, Planar Ally: insert a number of creatures of the same type whose
Page 235 column 3, Planar Binding: change Summoning to Calling
Page 235 column 3, Planar Binding: insert a number of creatures
of the same type whose
Page 237 column 1 top: change the sentence that begins Natural abilities include armor to the following: Natural abilities include armor, natural weapons (such as claws, bite, swoop and rake, and constriction; but not petrification, breath weapons, energy drain, energy effect, etc.), and similar gross physical qualities (presence or absence of wings, number of extremities, etc.). A body with extra limbs does not allow a character to make more attacks (or more advantageous two-weapon attacks) than normal. (This errata introduces some major changes to polymorph other, and by extension, polymorph self and the druid's wildshape ability. Gone is the phrase "attack routines", that indicated that an animal's or creature's modes of attack would be available. Instead, there is a specific stipulation that having extra limbs does not allow more attacks than "normal". It could be phrased more clearly, but I think they mean to indicate that a polymorphed character can still only make as many attacks as before changing shape. Call me biased, but I find that rather unsatsifying! If a fifth or sixth level druid changes into a badger, s/he would have to choose whether to bite or to claw on a given round? That doesn't jibe with the lack of disorientation and the close kinship of a druid with the animal. The druid should become the animal. I suppose some players were abusing this spell to take the shapes of creatures with 10 or 20 attacks, which I do see as being unbalanced. But still, this errata seems like a "kludge" and it rankles...)
Page 238 column 3, Produce Flame: change Range to 0 ft.
Page 242 column 2 near top: change the sentence that begins A character with spellcasting capacity to the following: A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. (Clarifies that creatures are affected in the same manner as characters when being raised.)
Page 244, Column 2 The following three
errata affect the Reincarnation table:
Bottom of table: change 83–85 to 83–86 (Expands
the range for Pixie.)
Bottom of table: change 86–88 to 87–90 (Expands
range for Satyr.)
Bottom of table: delete the 89–90 line (It
is no longer possible to be reincarnated as a Sprite.)
Page 246 column 3, Rope Trick: insert perpendicular to the ground
as if (Three significant clarifications for rope
trick.)
Page 246 column 3, Rope Trick: replace all the text from You
and seven others to the end of the page with the following: Creatures in
the extradimensional space are hidden, beyond the reach of spells (including
divinations), unless those spells work across planes. The space holds up
to eight creatures (of any size). Creatures in the space can pull the rope
up into the space, making the rope "disappear." In that case, the rope
counts as one of the eight creatures that can fit in the space. The rope
can support up to 16,000 pounds. A force greater than that can pull the
rope free.
Page 247 column 1 line 6: insert: rope. The window is
present in the Prime Material Plane, but it’s invisible, and even creatures
that can see it somehow can’t see through it. Anything
Page 249 column 1, Sepia Snake Sigil, 1st para: Replace first two sentences with the following: When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read the text. (Original text resumes with The target is entitled)
Page 251 column 3, Shocking Grasp: change Duration to Permanent until dispelled
Page 252 column 1 middle: also, insert: a –4 penalty on initiative, automatically fails Listen checks, and has a 20% chance (Clarifies the effects of being deafened by a shout spell.)
Page 253 column 3 middle: change to read worked stone, cavern ceilings, or vertical surfaces such as cliff faces can be affected. (This correction is not clear. It affects the Druid spell, soften earth and stone. I believe it should read: “While soften earth and stone does not affect dressed stone, surfaces such as worked stone, cavern ceilings, or vertical surfaces such as cliff faces can be affected.” Dressed stone is stone that has been quarried and shaped into blocks, such as for castle construction.)
Page 258 Summon Monster I, change first two paragraphs of description to read: This spell summons an outsider (extraplanar creature). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the outsider, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the Summon Monster table below. You choose which creature to summon, and you can change that choice each time you cast the spell.
Page 258 Summon Monster table: change Cornugon (devil) alignment to LE
Page 260 Summon Nature’s Ally I: change spell description to read: This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the Summon Nature’’s Ally table below. You choose which creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.
Page 261 column 3, Sunburst: insert Evocation [Fire]
Page 262 column 1, Discord: Insert within 60 feet who fail a Will save immediately
Page 263 column 3 middle: delete catoblepas,
Page 265 column 3 line 7: change Strength to bull’s strength
Page 267 column 3 line 18: insert Ethereal Plane (but not into extradimensional spaces). The range (True seeing does not allow sight into extradimensional spaces.)
Page 267 column 3, True Strike: change Duration to See text
Page 267 column 3 near bottom: change (within the duration of
the spell) to (if it is made before the end of the next round) (These
two errata clarify the duration of true strike, it grants a +20 to your
next attack, if it is made before the end of the next round. Nice
and clear now!)
Page 268 column 1, Unhallow, bottom half: change curse to bane (bane is the 3E name for what used to be called curse in 2E)
Page 268 column 1 bottom, Unhallow: change next to last paragraph
to read: Unhallow counters but does not dispel hallow.
Glossary
Page 278 column 2, flank: change first sentence to read
as follows: To be directly on the other side of a character who is being
threatened by another character.
Page 278 column 2, frightened: change weapon damage rolls to checks
Page 281 column 1: insert the following text between scry and shield bonus: shaken: Mildly fearful. A shaken character suffers a –2 morale penalty on attack rolls, checks, and saving throws.