WITCHCRAFT SECOND EDITION - FIRST PRINTING ERRATA

Page 67: In the section on Strength, the formulae for determining Jumping were omitted. For the High Jump, the value is Str x 10 inches/2.5 cm. Double this with a good running start. For the Broad Jump, Str x 3 feet. Double this with a good running start.

Page 67: The Strength Table poorly reflects maximum lifting capacity. It should be replaced with the following text. 

"A chart detailing how much a character of any given Strength can lift is located nearby. This is the weight someone of that Strength can lift without any effort. Higher weights can be lifted with some effort (assume a maximum lifting weight—for brief periods—equal to double the Lifting Capacity).

Strength Table
Strength           Lifting Capacity
1-5                  50 lbs/25 kg x Strength (Strength 5: 250 lbs/125 kg)
6-10                200 lbs/100 kg x (Strength - 5) + 250/125 lbs
                       (Strength 10: 1250 lbs.)
11-15              500 lbs/200 kg x (Strength - 10) + 1500 lbs/750 kg 
                       (Strength 15: 4,000 lbs/2,000 kg/2 tons)
16-20              1,000 lbs/500 kg x (Strength - 15) + 5,000 lbs/2,500 kg
                       (Strength 20: 10,000 lbs/5 tons)
21-25              1 ton x (Strength - 20) + 5 tons (Strength 25: 10 tons)
26-30              2 ton x (Strength - 25) + 10 tons (Strength 30: 20 tons)"

The "push the limits" rule remains applicable, but comes into play only after the doubling of the weight listed.

Page 73: In the middle of the Addiction example at the beginning of the second column, Joshua’s Willpower is misstated. The sentences should read:

“The next day, Joshua rolls a 4. Adding his Willpower (3 -- not doubling) and subtracting his penalties (still -3), the result is 4.”

Page 77: The following paragraph should be added to the Delusions Drawback:

Phobia: A Phobia (however defined) counts as a Delusion, worth -1 to -3 points depending on the severity. So, claustrophobia would be worth -1 if the character is uncomfortable in enclosed spaces and -3 if the character is unable to enter an elevator without suffering an anxiety attack.

Page 81: The term paraplegic is used to describe someone who has crippled legs. The condition described as paraplegic in the rules is more properly called quadriplegic. 

Page 84: The following sentence should have been added to the introduction to the Supernatural Qualities and Drawbacks section: Supernatural Qualities are purchased using Quality or Metaphysics Points, or any combination of the two.

p. 86, 303: The cost of Good Luck and the benefit of Bad Luck should be one point per level.

Page 100: Add the following skill:

 "Throwing (Type)
        This skill has three basic types, but others may be added as desired. Throwing (Knife) includes all small-sized edged weapons. Throwing (Axe) covers any top-heavy object with a longish handle, like maces, baseball bats and similar projectiles. Throwing (Sphere) provides expertise in targeting rocks, grenades or any such hand-sized object. The latter also defaults directly to Sport (Baseball), if that skill is possessed. If a character throws something unusual, the Chronicler should decide if one of the Skill Types detailed applies, or if another is more appropriate, and what the appropriate modifier should be (see Unskilled Attempts, p. 125). Damage for that object must also be determined (consult the Ranged Weapon Table, p. 146 for guidelines). All skill Tasks use Strength and Throwing."

Page 102: Just before the Archetypes presented in the book, an example of character generation was omitted due to space limitations in the book. That example of character generation is presented here.

Page 104: Second paragraph of Targeting Specific Body Parts Chart should read:

“Head: -4 to hit. Blunt damage is doubled; slashing/piercing is tripled. Bullet type damage is modified by two levels (i.e., armor-piercing bullets inflict triple damage, normal bullets inflict four times damage, etc.).”

Page 105, Wicce Healer of Nature.
Under Qualities: Essence Channeling should cost 8 points, not 2 points.
Under Skills: Change Disguise to Level 2, and Science (Environmental) to level 3.
The final breakdown is:
Attributes: 15 + 4 points in Drawbacks (raised to Attributes to level 2, 2 points each).
Qualities: 10 points + 3 Drawback Points + 8 Metaphysical Points = 21 points total.
Skills: 25 + 2 Drawback Points = 27 points total. Note that Occult Knowledge costs 2 points/level (6 points in this case).
Metaphysics: 22 points (remaining 8 points went into supernatural Qualities).
Drawbacks: 9 points out of a possible 10. 4 went into attributes, 3 into Qualities, 2 into Skills.

Page 107, Wicce Private Eye.
Under Qualities: Change Essence Channeling (3 points) to Essence Channeling (3 levels) - 6 points under cost. Under Skills increase Streetwise from 3 to 4.
The final breakdown is:
Attributes: 20 points total.
Qualities:15 points +5 Metaphysics points.
Skills: 30 points + 8 Drawback points (38 total).
Metaphysics: 10 points (remaining 5 went into Qualities).
Drawbacks: 8 points out of a possible 10. All went into Skills.

Page 109, Rosicrucian Stage Magician.
Under Qualities: Add the cost of Gift (5) to the Point Column. Also, Essence Channeling should be there, but there's no room. A suggestion: put Essence Channeling in the Power category, so it shows up.
Under Skills: Add Dodge 1 to the Skills.
The final breakdown is:
Attributes: 15 +4 points in Drawbacks (raised to Attributes to level 2, 2 points each).
Qualities:10 + 10 Metaphysics points + 4 Drawback points (28 total; includes the 3 levels of Essence Channeling that do not show on the Qualities list).
Skills: 25 points + 2 drawback points (27 total)
Metaphysics: 20 points (remaining 10 went into Qualities).
Drawbacks: 10 points out of a possible 10. 4 went to Attributes, 4 into Qualities, 2 into Skills.

Page 111, Rosicrucian Troubleshooter
Under Secondary Attributes: Add 5 to Essence Pool (30)
Under Qualities: Add 1 point to Increased Essence and 1 point to Resources
Under Drawbacks: Increase Honorable (2 points) and add Humorless (1 point)
Under Power: Increase Shielding to level 2 and add Essence Channeling 2 (4 points).
The final breakdown is:
Attributes: 20 points.
Qualities: 15 points.
Skills: 30 points + 3 Drawback points
Metaphysics: 15 points + 1 Drawback point.
Drawbacks: 4 points out of a possible 10. 3 went into Skills, 1 went into Metaphysics.

Page 113, Bast Alley Cat.
Under Attributes: Reduce Dexterity to 4/3.
Under Qualities: Add the point costs for Essence Channeling (4 points) and Increased Essence (6 points). Under Drawbacks: Add Paranoid (2 points)
The final breakdown is:
Attributes: 15 + 2 Drawbacks (raised Constitution from 1 to 2).
Qualities: 10 + 5 Metaphysics + 6 Drawbacks (21 total).
Skills: 30 total.
Metaphysics: 20 points (remaining 5 went into Qualities).
Drawbacks: 8 points out of a possible 10. 2 went to Attributes, 6 into Qualities.

Page 115, Sentinel Warrior Scholar.
Under Skills: Add Dodge 3; Reduce Hand Weapon (Staff) to 3.
The final breakdown is:
Attributes: 25 points.
Qualities: 20 points.
Skills: 35 + 7 Drawback points (42 total).
Drawbacks: 7 points out of a possible 10. All went into Skills

Page 117, Ghost Hunter.
Under Drawbacks: Add Fear of Commitment (1 point), Habitual Smoking (1 point), and Impaired Vision (3 points).
The final breakdown is:
Attributes: 15 points.
Qualities: 10 + 6 Drawback points.
Skills: 25 points.
Metaphysics: 30 points + 2 Drawback points.
Drawbacks: 8 points out of a possible 10. 6 went into Qualities, 2 went into Metaphysics.

Page 119, Seer Fugitive
Under Skills: Replace Climbing with Dodge. Reduce Mindsight Art to 2.
The final breakdown is:
Attributes: 15 points.
Qualities: 10 points.
Skills: 25 points.
Metaphysics: 30 points + 8 Drawback points; 38 points total.
Drawbacks: 8 points out of a possible 10. All went into Metaphysics.

Page 129: In the Outcome Table, the line under "13-14: Third Level (Good)" reading "Combat: This is the roll needed to target a specific body part, or to hit a vital area" should be replaced with the following: "Combat: This is the roll needed to hit a relatively small and specifically targeted area, or to accomplish a tricky shot or strike (for strikes at specific body parts, see p. 138)."

Page 138: In the Targeting Specific Body Parts Table, under Vital Points, the modifier to hit is missing. The first part of the line should read: "Vital Points (heart in front, kidneys in back): -2 to hit." (These values can be found in the Mystery Codex.)

Page 140: The poison rules have been slightly revised to account for their Delivery Method. The second paragraph under the Poison heading should be replaced by the following:

“In game terms, poisons all have a Delivery Method (how the poison is applied) and a Strength Rating (its lethality). The Delivery Method is either ingested (eaten), injected or contact. Some poisons may be applied in more than one way, but their effectiveness may vary according to how they are delivered.

The Strength Rating determines how much damage the poison inflicts, or how difficult it is to resist its effects. The Strength Rating of a poison depends on the type of toxin. There are three basic kinds of poisons: corrosive, irritant and narcotic (also known as nerve poisons). Each kind has its own characteristics.”

Page 140: The Delivery Method for cobra venom is injection.

Page 141: The Delivery Method for arsenic is ingestion.

Page 141: The Delivery Method of curare is injection.

Page 142: Under the second paragraph of the Supernatural Healing and Poisons section, Mindheal Strength and Willpower are used against the Simple Strength Test of the poison.

Page 144: In the Close Combat Weapons Table, the following were missing.
  With Broadsword, add ":"&"
  With Spear Charge, add "&"
  With Greatax, add "@"
  With Halberd, add "@"
  With Baseball Bat/Large Club/Pipe/Chair, add "&"
  With Wood Axe, add "&"
  With Chainsaw, add "&"

Page 147: In the Body Armor Table, the Encumbrance value for Padded/Quilted Cloth Armor and Leather Jacket should have an “*” notation. The footnote for the “*” should be expanded to include soft as well as archaic armor.

Page 197: In the first two sentences of the second column, the words "Invocation" should have been used instead of "Incantation."

Page 210: The effect and cost of the Blessing of Protection is incorrect. Please replace the description of that effect with the following: "This effect protects the subject from metaphysical harm. Each Essence Point spent gives the subject a +1 bonus to resist one supernatural attack of one specific kind (Magic, the Sight, Necromancy, etc.). This protection is activated whenever a hostile attack is taken against the recipient of the blessing. The protection is only good against one such attack; after helping defend against one attack, the protection ends. A Blessing of Protection can also be oriented against all forms of supernatural attack (including Magic, the Sight, and supernatural Power) at the cost of 2 Essence per +1 bonus."

Page 211: The written section on the Consecration Invocation is flawed. Contrary to the description that all energy may be used instantly, Essence in a Consecrated item ust be Channeled - the only difference is that the character is taking the Essence from the item rather than from his own reserve. Thus, the magician can only gather as much Essence from the consecrated vessel as he has Essence Channeling ability.

Page 212: Add the following line to the end of the fourth paragraph under the Consecration Invocation: "The maximum amount of Essence a Vessel can hold is equal to the Magician’s Essence Pool, divided by three"

Page 225: The line "Also unlike Magic, neither unbelievers nor the Inspired can neutralize these abilities" at the end of the second paragraph is incorrect. It should read "Also unlike Magic, unbelievers cannot neutralize these abilities". Seer abilities can be countered by the Inspired as per The Denial (page 243).

Page 235: The entry under "10+" on the Mindkill Strength Table should read:

"Damage inflicted to a Secondary Attribute is D6(3) x Mindkill Strength. Life Point losses will manifest in burst blood vessels, torn flesh and even exploding heads if enough damage is inflicted to kill the victim."

Page 274: Under the Daylight headings, the Essence lost for "activity during the day" should be an Essence Point per one minute (not ten). Also, one Essence Point is lost simply for being exposed to daylight, and another for actually being active during that time. So a Vampyre moving around in daylight is losing 2 Essence Points per minute. The correct rules are presented in Mystery Codex on page 102.

Pages 306-307: Due to a change in the pagination, the Metaphysics lists are all off by eight (8) pages. Please add eight to all the listed page numbers of these "handy" reference charts. For the record, the Rules Editor never got to see these pages in the proofing process, otherwise they might have been correct. :)

Page 316: The column heads in the Weapons/Hand to Hand chart should read: Type; Range; Damage; Cap (there is no fifth column -- just extend the Range column)

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