TEXT: Mythus Errata 
   
  Errata 001 
   
  Corrected table to page 276 of the Mythus book and page 8 of the Magick book. 
   
  Apotropaism = STEEP + ((MMCap + MRCap) x0.5) Astronomy = STEEP + MMCap 
   
  Demonology = STEEP + MMCap  
   
  Dweomercraeft = STEEP + MM CATEGORY if PP, (STEEP x 10) + M TRAIT if FP* other 
  schools are STEEP + MMCap regard 
   
  Magick = STEEP + MR CATEGORY if PP, STEEP + M TRAIT 
   
  Spellsongs = STEEP + ((MMSpd + MRSpd)x0.5) 
   
  Endurance = STEEP + ((PMPow + PNPow) x0.5) Gemsmith/Lapidary = STEEP + PNPow 
   
  Heka Forging = STEEP + ((PMPow + PNPow) x0.5) Music = STEEP + ((PMSpd + 
  PNSpd) x0.5)  
   
  Smithing/Welding = STEEP 
   
  Alchemy = STEEP + SM CATEGORY  
   
  Astrology = STEEP + SPCap Conjuration = STEEP + ((SMPow + SPPow) x0.5) Divination = 
  STEEP + SPCap Exorcism = STEEP + SMCap 
   
  Fortune Telling = STEEP + SPPow  
   
  Herbalism = STEEP + SM CATEGORY 
   
  Mediumship = STEEP + SPPow Metaphysics = STEEP + SPCap 
   
  Musical Composition = STEEP 
   
  Mysticism = STEEP + SP CATEGORY  
   
  Necromancy = STEEP + SMPow Occultism = STEEP 
   
  Pantheology = STEEP Poetry/Lyrics = STEEP + ((SMSpd + SPSpd) x0.5) 
   
  Priestcraeft = STEEP + SM CATEGORY if PP, (STEEP x 10) + S TRAIT if FP* 
  
   
  Religion = STEEP + SMPow if PP, STEEP + S TRAIT if FP.  
   
  Sorcery = STEEP but changes with a Pact, see Mythus book.  
   
  Witchcraeft = STEEP but changes with a Pact, see Mythus book.  
   
  Yoga = STEEP x 2 
  ----------------------------------------------------------------------- 
  Errata 002 
   
  1. Under Dweomercraefter (Green) Vocation, Hand Weaepons should read: 
  Combat, Hand Weapons            8               (PMCap + PNCap)*.5 
   
  2. Clarification of the Defense Bonus Formulae:  the added protection is to -all- parts of a 
  single piece of armor.  Thus leather would get 7,7,7,10,10,7,20 from Defense Bonus Formula I. 
   
  3. Parrying rules - (I asked about parrying when using the optional spacing of attacks)  A parry 
  may be attempted at any time, no matter when the HP made a previous attack.  The only 
  exception is that you can not parry and attack at the same beat (spaced point).  Parrys do not 
  affect subsequent actions, so if your next attack was spaced 10 after your first, and you parried 
  half way between them, when you got to the 10 initiative point later, you would still get your 
  attack provided you still had attacks left. 
   
  4.  I got an answer about Mental and Spiritual damage.  Yes, it is just that much easier to kill 
  somebody mentally.  Remember, however, somebody blown away mentally or spiritually is -
  not- dead yet. 
   
  5. Death Magick Ritual (Dweomercraft Grade 9), this spell lasts for a number of hours equal to 
  the persons lowest Trait, and then ends.  Thus it is possible to heal them before the spell kills 
  them. 
   
  6. Elemental Force Formula:  the creature's BAC should be equal to the casters STEEP in their 
  primary Dweomercraeft school.  The same would be true for Summon Elementary Cantrip, and 
  the elementary so summoned would do 3d6 of the appropriate damage type if in FPM. 
   
  7. Elemental Hands Charm: The caster must make a succesful attack immediately upon 
  completion of the casting, or, optionally, hold it until the next CT.  In any case, if the attack 
  fails (against Combat, HTH Lethal or Non-Lethal) the effect is lost. 
   
  8. Beads of Fire:  The damage is 7d6+7.  However, Zocchi Enterprises does make a 7 sided die 
  that apparently actually works.   
   
  Dain A. Muller              
  
SOURCE: textdata/thevault/Dangerous Journeys (osr)/Dangerous Journeys - Mythus - Errata.pdf