Errata

Error, p52, 2nd column:


The Battle Magic spell Mobility is listed under the Knight-errant profession. However, this spell was left out of the Battle Magic spells in the section starting on page 75.

Correction:
MOBILITY
Tradition: Battle
Range: Touch
Cost: 1
Duration: POW rounds
Frequency: Common amongst the Rivers and Lakes, Uncommon otherwise
Effect: Doubles the Move (MOV) derived characteristic of the recipient. It also increases any athletics skill (Climb, Jump, etc.) by +20%.


Error, p67, 1st column:

Character Point Budget Awards should be used in conjunction with the award suggestions presented on page 42.

Correction:

This section should've read as follows:

Character Point Budget Awards should be used in conjunction with the award suggestions presented on page 105.


Error, p81, 1st column:


The description of the Buddhist Magic spell Resurrection is quite incomplete. Here is the full description.

Only very pious followers of the Buddhist faith may cast this spell (allegiance score at least 75). This spell allows the caster to resurrect a person that has died a non-supernatural death only.

The spell must be cast before the hún and the have left the xíng, i.e., within 1D6+3 days after the target has died. Not holding the appropriate mortuary ritual may add a further 1D4 days to this time period. The GM secretly rolls the dice and does not tell the result to the players. After the total number of days have elapsed, and if neither mortuary ritual nor attempted resurrection spell have taken place, the of the dead is transformed into a hungry ghost (see p111 of the rule book).

At the time when the spell is cast, a spirit-medium must assist the caster by successfully channelling the dead person’s spirit (i.e., by successfully rolling under his Channel Spirit skill score). The caster must then successfully persuade the spirit to get back into its body — this latter part is abstracted by the Resurrection spell.

After the resurrection, the target of the spell is very feeble, and must undergo 2D6 days of absolute rest to be fit again.


Error, p105, 2nd column:

The armour points from the table on page 92 assume a piece of armour made with Chinese steel.

Correction:

This section should've read as follows:

The armour points from the table on page 106 assume a piece of armour made with Chinese steel.


Error, p128:

There is an error in Celestial Empire in the Appendix (p128), concerning Dragon Lines.
From Chapter 2, Characters:
3rd entry — Significant Events of Adulthood — reads the same as the previous entry (Significant Events of Childhood).

Correction:

The section should've read as follows:

From chapter Two, Characters:
After all, even in an historical role-game, heroes are supposed to be different. The GM may assign each player a table to roll from once to add a special background to their characters, from among the following ones:
  • Upbringing (p.6) – with the following modifications: item No.8 On Holy Ground gives the PC the power to detect proximity of a temple within his CON in ; item No.9 Haunted gives the PC the power to detect proximity of a guǐ-monster within his POW in metres.
  • Significant Events of Childhood (p.6) – with the following modifications: item No.7 Reliquary gives the PC access to a talisman/amulet; item No.8 Illness gives the PC the following power: having survived that particular disease, the PC is now immune to it.
  • Significant Events of Adulthood-Normal (p.7) – with the following modifications: item No.6 Incarceration means that the PC has been sent as a conscript to a far frontier of the Celestial Empire to avoid being jailed, as a result, he has access to martial skills learnt there; item No.9 Conspiracy: the GM should secretly devise which secret society (from the 'Sects and Organisations' Chapter) the PC has become entangled with.