TEXT: © 2015 Schwalb Entertainment, LLC 
   
   
   
   
  1	
  Errata 
  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.  
  Shadow of the Demon Lord 
  Movement by Pace table on page 37 
   
  The book cites 2 miles per hour and 3 miles per 
  hour as the walking speed. The Movement by Pace 
  table should be based on 3 miles per hour. Thus, 
  change the minute entry to 90 yards, hour to 3 
  miles, and day to 24 miles. 
   
  Crawl on page 47 
   
  If prone, you can only move by crawling. You crawl 
  at half your Speed, which can be further reduced by 
  difficult terrain or narrow spaces (to a minimum of 1 
  yard). 
   
  Fight with Anything talent on page 66 
  	
  Fight	With	Anything	You ignore the 1 bane imposed by 
  not meeting a weapon’s requirement or from making 
  an attack with an improvised weapon. As well, when 
  you attack with a weapon or an improvised weapon, 
  you increase the damage die to 1d6 if it is less than 
  1d6. 
   
  Greater Sorcery talent on page 71 
   
  Replace the last two bullets with the following: 
   
  • 
  A target that takes damage from the spell takes 2d6 
  extra damage. 
  • 
  A target that heals damage from the spell heals 2d6 
  extra damage. 
   
  Pick Pockets talent on page 73 
  	
  Pick	Pockets	You can use an action, or a triggered action 
  on your turn, to take an object from a creature within 
  your reach. The object taken must be something you 
  can hold in one hand and be somewhere on the 
  creature’s body but not held in its hands (or in a 
  similar appendage). If you can see the object, you can 
  take that object. If you can’t, because you reach into a 
  pouch or backpack, the GM determines the item 
  taken.  
   
  Dirty Fighting talent on page 89 
   
  Dirty	Fighting	You can use an action, or a triggered 
  action on your turn, to make an Agility attack roll 
  against the Perception of one target creature within 
  your reach. On a success, the target becomes 
  impaired for 1 round. On a failure, the target becomes 
  immune to the effects of your Dirty Fighting talent 
  until it completes a rest. 
   
  Cloak of Shadows talent on page 97 
  The talent should read: 
   
  While you are in a lit area, you are treated as if you 
  were in an area of shadows. 
   
  Weapons table on page 103 
  Add the finesse property to dart. 
  Add the thrown propery to spear under Military 
  Melee Weapons. 
   
  Harness Magic spell on page 118 
   
  Roll 1d6 + 3 to determine how many points of magical energy 
  you harness. You retain these points until you complete a rest 
  or you spend them. While you have points remaining, you 
  cannot again cast harness	magic.	You can cast a spell you have 
  learned by spending a number of points of magical energy 
  equal to the rank of the spell (minimum 1) without expending a 
  casting from that spell.  
   
  Entropic Power spell on page 124 
  The spell description should read: 
   
  Take 3 damage. For the duration, creatures that take any 
  damage from your attack spells take 1d6 extra damage. 
   
  Triggered When you cast an attack spell that deals damage, you 
  can use a triggered action to cast this spell, which ends at the 
  end of the round. If the target takes damage from your spell, 
  it takes 2d6 extra damage.	
   
  Discerning Illusions sidebar on page 132 
  The third sentence should read: 
   
  It makes the roll with 1 bane per point its Power score is lower 
  than that of the illusion’s caster or 1 boon per point its Power 
  score is greater than that of the illusion’s caster. 
   
  Acid Rain spell on page 142 
  The rain should deal 5d6 damage instead of 3d6 
  damage. 
   
  Twain Self spell on page 148 
   
  You cause your self from the future to appear in the area and it 
  remains in your time for the duration. Until the spell ends, you 
  and your future self can each take a turn every round, though 
  the paradox of your twained existence imposes 1 bane on both 
  of your attack rolls and challenge rolls. 
  
  © 2015 Schwalb Entertainment, LLC 
   
   
   
   
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  You and your future self have idenitical attributes and 
  characteristics. Although you can act separately, you and your 
  future self count as one creature for the purpose of sharing 
  resources. Thus, if one takes damage or gains Insanity, it applies 
  to both characters. If one expends the casting of a spell, the 
  casting is expended for both. If one of you suffers an affliction 
  or would benefit from an ongoing effect, the affliction and 
  effect apply to both. 
   
  Your future self has indentical copies of everything you wear 
  and carry, with a couple exceptions. First, if you or your 
  duplicate consume or expend on item, such as dealing a healing 
  potion, the item is lost to both of you. Furthermore, if you have 
  a relic, you must decide whether you or your future self carries 
  the relic. 
   
  If either you or your future self becomes incapacitated, the 
  other does as well. If you die, your future future self disappears. 
   
  When the effect ends, you and your future self disappear. 
  You reappear 1 minute later, in the space your future self 
  occupied or in the neastest open space if it is occupied. 
   
  Tidal Forces spell on page 148 
  The dazed affliction lasts 1 round 
   
  Large animal on page 217 
  Speed should be 10 
   
  Flame Genie, page 234 
  Speed should be 12 
   
  Giantfall trait on page 236 
   
  The giant deals damage equal to 2d6 Í its Size to 
  everything in the area where it falls. A creature can 
  make an Agility challenge roll with a number of 
  banes equal to the giant’s Size (minimum 1 bane). 
  On a success, the creature takes half the damage 
  and moves to the nearest open space outside the 
  area. On a failure, the creature becomes trapped 
  under the giant’s body.  
   
  Drain trait on page 253 
   
  Drain	A living target gains 1 Corruption and takes a –6 
  penalty to Health that lasts until it completes a rest. 
  While subject to this penalty, the target makes 
  Strength attack rolls and challenge rolls with 1 bane. If 
  the target creature becomes incapacitated by an 
  attack a shadow makes while the target has this 
  penalty, the creature dies. At the end of the next 
  round, a new shadow wriggles free from the body and 
  stands up in the nearest open space. The shadow can 
  take the next available turn. 
   
  Lasting Harm trait on page 258 
   
  Lasting	Harm	A living target takes a cumulative penalty 
  to Health equal to the damage taken from the attack. 
  If the target creature becomes incapacitated by an 
  attack a wraith makes while the target has this 
  penalty, it dies. At the end of the next round, a new 
  wraith with half the Health of its creator wriggles free 
  from the body and stands up in the nearest open 
  space. The wraith  is compelled for 1 hour by its 
  creator, after which time it can act normally. 
  Terrible Beauty 
   
  Drunkenness spell on page 19 
   
  The effects of a failed challenge roll last 1 minute. 
   
  Hidden Space spell on page 22 
   
  Area A cube of space, 2 yards on each side, origination from a 
  point within medium range	
   
  Godless 
  Armored Truck (page 37) Increase Health to 80. 
  The armored truck should have an “*” next to its 
  entry. 
   
  ATV (page 37) Under Max Speed (a/d) add “; off” 
   
  Tank (page 37) This entry should have “**” and, at 
  the bottom, the second line should lead with “**” 
   
  Radiation (page 52–53) Replace the “recovery” entry 
  with the follwong text. 
   
  Recovery	Each time a creature suffering from radiation 
  sickness compleres a rest, it must make a Strength 
  challenge roll with a number of banes based on its 
  current level of explosure, as shown under 
  “Transmission.” The results of the roll move the target 
  to a higher or lower stage as follows. 
  	
  		 20	or	higher: The creature moves down one stage 
  (minimum stage 0) 
  	
  		 Success: No change 
  	
  		 Failure: The creature moves up one stage. 
  	
  		 0	or	less: The creature moves up two stages 
  (maximum stage 4). 
  Freeport Companion 
  Creating an Undine (page 11) 
  We inadvertantly left out the immunities line 
   
  Immune	damage from disease and poison; diseased, 
  poisoned 
   
  Atomizer (page 32) 
  Replace the text with the following 
  An atomizer sprays liquids form its reservoir 
  outward in a fine mist to fill the air inside a cube of 
  space, up to 1 yard on a side, originating from a 
  point you can reach. You must use an action to fill 
  
  © 2015 Schwalb Entertainment, LLC 
   
   
   
   
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  the atomizer with fluid, but, once full, using the 
  atomizer is a minor activity. Although it is generally 
  used for applying perfumes, enterprising types have 
  figured out that it can also spray a single dose of a 
  liquid poition or poison into the area. Any creature 
  in the area must get a success on an Agility 
  challenge roll or be affected by the spray as if it had 
  consumed the potion or poison. 
   
  Passengers and Occupants (page 44) Replace the 
  paragraph with the following text: 
   
  When a crash occurs, a number of creatures on the 
  object struck and the ship are at risk of being lost to 
  injury or falling overboard. On the larger of the two 
  objects, 1d20 percent of crew and passengers are 
  lost, while on the smaller, 1d20 + 10 percent are lost. 
  If the objects are the same Size, both lose 1d20 + 5 
  percent of their crew and passengers.  
   Player characters and important characters and 
  creatures under the GM’s control might also be 
  affected if those creatures were at the points of 
  impact. Such creatures on the larger object take 3d6 
  damage, while creatures on the smaller take 7d6 
  damage. If the objects are the same Size, creatures 
  on both take 5d6 damage. Affected creatures make 
  Agility challenge rolls. A success indicates the 
  creature takes half the damage, while a failure 
  indicates the creature also falls prone. If the total of 
  the roll is 0 or less, the creature also falls overboard. 
  Demon Lord’s Companion 
  2 
  Impose Predictability (Page 40) 
  The number you chose applies to the boon or bane 
  used, after you discard the other boons or banes. 
   
  Negate Chaos (Page 40) 
  For the duration, whenever the target rolls a d20, it 
  replaces the number rolled with a 10. Or, if the 
  target rolls a 10 on the die, it instead replaces the 
  number rolled with a 20. 
   
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Demon Lord Errata (19nov17).pdf