ERRATA - GURPS Magic, GURPS Grimoire and all Magic Items books May 26, 1994 GURPS Magic, Second Edition (with old mage on cover) P. 82. Correct the table: The History spell is on p. 54. GURPS Magic, Second Printing (with old mage on cover) P. 4. For clarity, change the 3rd sentence in the 2nd paragraph of Learning Magic to ``Spells are Mental/Hard skills (except for a few, specified in the Spell List, which are Mental/Very Hard).'' Pp. 14, 41, 94. To the Staff discussion, add ``Pointing with the staff reduces the range to the subject by 1 hex.'' Pp. 33, 72. The Fireproof spell cannot be maintained. P. 49. In the Glass Wall spell, replace the word ``caster'' with ``subject.'' P. 50. In the Hawk Vision spell, replace the word ``caster'' with ``subject.'' P. 60. In the Quick March description, the page reference should be to p. B187. P. 61. Cost to cast Wallwalker is 1 per 50 lbs. P. 61. The Manipulate spell should be listed as ``Regular.'' P. 66. Under Tangle Growth, the p. 000 reference should be p. 125. Pp. 70, 72. Far-Hearing is a Regular spell, not an Information spell. P. 70. ``Acute Hearing'' is the name of an advantage; the spell listed here should be Keen Ears. The reference should be to Mind Control spells. P. 97. All Dwarves have an emphatic personality. P. 107. The Zombie spell will work on the body of any formerly living being. GURPS Magic, First Printing (with dueling wizards on cover) P. 6. In the Mana sidebar, the reference to pp. 53-54 should be to p. 54. P. 13. In the Orc example, Orc #4 should sleep his roll only succeeded by 2, while the mage made his own roll by 3. P. 27. Under Exchange Bodies, 20the p. 7 reference should be to p. 9. This correction should also be made in the Index, under Magical Ingredients. P. 34. Explosive Fireball has a Time to Cast of 1 to 3 seconds. P. 40. Energy to Cast for Cornucopia should read ``50 times the $ value.'' P. 39. Under Lesser Wish, the second paragraph should begin ``Only one roll or action can be affected by one wish . . . '' P. 39. For Accuracy, an alternative prerequisite is 5 Air spells. P. 41. In the Staff description, change the p. 13 reference to p. 14. Make the same correction in the Index under Touch: Wand and Staff. P. 42. In the Powerstone description, change the reference to p. 18 to p. 20. Make the same correction in the Index under Powerstone Costs. P. 45. The second edition of GURPS Magic will contain a rule change relating to disbelief of illusoins. Disbelief is no longer automatic on an IQ roll. Instead, the person trying to disbelieve must win a Contest of Skills his IQ versus the appropriate Illusion spell skill of the one who created the illusion originally. A would-be disbeliever is at +2 if he already knows he is dealing with an illusion, and -2 if he wants to believe it is the GM's decision whether either of these is true! P. 46. For Illusion Shell, the cost to maintain is half that listed to cast. P. 48. Under Divination, Dactylomancy is the correct term for divination using a pointer on a lettered/numbered board. P. 50. In the Flash table, the first distance increment should be ``within 10 hexes.'' P. 55. Under the Item description for Link, the reference to a ``Detect Life'' Spell should be to Sense Life. P. 61. The Wallwalker description should read ``At least one hand or foot must stay in contact with any surface, vertical, horizontal, or otherwise.'' P. 63. Under Ethereal Body, change ``Colleges of Communication, Empathy or Mind Control'' to ``Communication and Empathy or Mind Control.'' P. 66. Shape Plant is a Regular spell. P. 69. The Utter Dome spell reference to the Pentagram spell should be to p. 53, not p. 60. P. 69. In Sound Jet, change ``Aim Jet skill roll'' to ``Magic Jet skill roll.'' P. 70. Sound Vision should have a prerequisite of Acute Hearing advantage or Keen Ears. P. 71. Ancient History has a Time to Cast of ``min.=cost.'' Bless: Duration should be ``Special,'' not ``varies.'' Bravery: The energy cost should be ``2#.'' Charm: Remove the # under Prerequisites. Create Plant: Time to Cast should be ``sec.=cost.'' Create Objects: The duration should read ``Indef.#,'' since there are special conditions. P. 72. Delay is a Metaspell, not a Linking spell. Explosive Fireball: Time to Cast should be 1 to 3 seconds. Far-Hearing: Add a ``#'' to the prerequisites. Fear: The Energy entry should read ``1#''. Fireball: Time to Cast should read ``1 to 3 sec.'' P. 73. Nightingale: The Energy entry should read ``1/2/s#.'' P. 74. Purify Water: Add a ``#'' after the Time to Cast entry. Reflex is a Metaspell, not a Linking spell. Resurrection: The Time to Cast should be 2 hours. Sense Life: The Class entry should be ``Inform./Area.'' P. 75. Simple Illusion: The Energy cost should change to ``1/h.'' Strike Dumb has a Duration of 10 seconds. Turn Zombie has a Time to Cast of 2 seconds. Also, add a ``#'' after the Energy entry. Volcano: The prerequisites should be Earthquake and 6 Fire spells. Wallwalker: Add a ``#'' after the Energy entry. Weather Dome: The spell duration is 10 hours. P. 78. Under Spell Results, the first paragraph should say ``if both rolls were critical successes.'' P. 86. In the Flight knack example, the final cost of the knack should be doubled, because the Flight magic item is mages-only. P. 87. Under Making Alchemical Items, the p. 20 reference should be p. 9. P. 91. Under Mental Control, Pan, the p. 56 reference should be p. 57. P. 97. Under Dwarves, Advantages and Disadvantages: Dwarves should get a +3 with any Craft skill, Architecture, Engineer or Traps (even for default use!). P. 100. Under Werebear, the claw damage is ST-based. P. 100. Under Wereboar, the tusk damage is cutting and ST-based. P. 100. Under Weretiger, the biting damage should reflect the rules on p. B140; claw damage is cutting and ST-based. P. 100. Under Were-eagle, the talon damage is ST-based. P. 101. Raphael Holyoak has a PD of 2. Fortify should have cost $50. The 4-point powerstone should have cost $900. P. 102. In the Grimoire, mark both Major Healing and Shapeshift (Bear) with a ``(VH).'' Also, Ignite Fire cost to cast and cost to maintain should read 0-3. P. 104. A water elemental attacks as a normal human, doing normal damage for its ST. P. 106. Under Golems, the p. 37 reference should be p. 39. GURPS Magic Items P. 54. Under Gremlin Gems, Luck is an advantage! Pp. 118-125. The (s) classification for magic items, described on p. 118, does not exist. Non-mages may use items which are not self-powered. Pp. 119-120. The enchantment costs for Bless and Curse should be multiplied by 10 and the item prices adjusted accordingly. Thus, the 1-, 2-, and 3-point Blessed items would have average asking prices of $400, $25,000 and $250,000, respectively, while the Cursed ones would have average asking prices of $60, $200 and $3,580. P. 122. The asking price of a 200-point Lighten spell is $3,580. Pp. 122-123. Reverse Missiles and Missile Shield should not be listed as ``inherent'' enchantments. Either the item must have Power added or the user must power it. GURPS Magic Items 2 P. 25. The Helm of Fortitude gives its wearer Strong Will +6 and 8 extra hit points. P. 97. The Relentless Pursuer ``heals'' at one hit point per hour unless it is ``killed.'' GURPS Grimoire No errata known!