SPELLING ERRORS REPORT THREAD

Any Issues or Bugs Should Be Posted in Their Respective Categories

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Ewe
Posts: 179
Joined: Wed Feb 28, 2018 2:01 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe » Fri Mar 01, 2019 2:48 pm

Morninglord of Lathander
Description 16777219 (3)

Hey thanks for updating the text in the 25-Feb-2019 release.

However, a new typo was made.

1. Correct "Dawnspeaker" in description text.
- <b>Bond of <i>Dwanspeaker</i> :</b> The Morninglord's devotion has helped him to establish certain supernatural links. These links manifest in the form of a pale green nimbus around the weapon, representing the ability of a Morninglord to increase the power of the weapons he wields.

2. Also I missed this first time around, but the saves are incorrectly listed. In the classes.2da this class gets CLS_SAVTHR_CLER, so it should get both high Fort and Will, but the description only says high Will:
- <b>High Saves:</b> Will.
change to:
- <b>High Saves:</b> Fortitude and Will.

Ewe
Posts: 179
Joined: Wed Feb 28, 2018 2:01 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe » Mon Mar 18, 2019 1:55 pm

Shield Bash Description (StrRef 581)
1. "uisng" should be "using"
...
The additional attack penalty while Shield Bashing mode is on is: 0 Light, 2 Heavy, 2 Tower. This excludes the default 'to hit' attack penalty for having a shield equipped, which adds another 2 in the case of the towershield. When uisng a towershield to bash the attacker incurs another momentary +2 during the Bash attack itself only.
...
Agile Shield Fighter Description (StrRef 1078)
1. "Automtatic" should be "Automatic"
Type of Feat: General
Prerequisites: Shield Bash, Shield Specialization
Specifics: When making a shield bash and armed strike attack as part of a full attack action, your attack penalty is reduced by 2.
Use: Automatatic
Shield Specialization: Light (StrRef 1080)
1. "Automtatic" should be "Automatic"
Type of Feat: General
Prerequisites: Shield Specialization
Specifics: You gain +1 Shield AC when using a Light Shield
Use: Automatatic
Shield Specialization: Tower Description (StrRef 1084)
1. "Automtatic" should be "Automatic"
Type of Feat: General
Prerequisites: Shield Specialization, Tower Shield Proficiency
Specifics: You gain +1 Shield AC when using a Towershield
Use: Automatatic
Northlander Hewing Description (StrRef 1539)
1. "reknowned" should be "renowned"
...
Northlander hewing is a style of melee combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow.
...

Thalantyr's Bow Bane (Last paragraph in description) (StrRef 1577)

1. "ingenius" should be "ingenious"
It is less commonly known that his work on the spell was not entirely original. Experts on the subject contend that several supposedly "novel" elements originate from Netherese Battle Magic. Thus not being quite so ingenius as the spell originally seemed. Non-the-less, the spell is an impressive combination of deciphered Netherese lore and original modern day wizardry. When pressed on the subject Thalantyr admits that Netherese artefacts played a minor role in the development of his bow bane spell. He maintains however that most of the work was original, spurred on by a smoldering hatred for bow wielding Orcs.
Bless Water Description (StrRef 1822):

1. Remove "to":
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water. Until to casterlevel 10 this creates a regular flask of holy water (50 gp), which can be thrown as a grenade. After casterlevel 10 and until casterlevel 15 it creates a flask of improved holy water (115 gp), then from casterlevel 16 until casterlevel 21 it creates a flask of greater holy water (220 gp). Finally at casterlevel 26 a flask of perfect holy water is created (375 gp). Creating a flask of holy water costs the indicated amount of gold.
Painful Slumber of Ages Description (StrRef 17037)

1. "take" should be "takes"
As you utter the final syllable, your foe's eyes roll up in her head. She falls, snoring even as she hits the ground. You put a single subject into a magically induced nightmare that lasts indefinitely. During this time the subject is especially vulnerable and take increased damage, 1% per caster level. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately.
The subject does not need to eat or drink during her slumber.

Ewe
Posts: 179
Joined: Wed Feb 28, 2018 2:01 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe » Tue Mar 19, 2019 2:29 pm

StrRef 6 -- Assassin Class Description
1. "recieves " should be "receives"
2. How has Use Poison feat changed from base game? What documentation?
- Assassin recieves a spellbook and the use poison feat has been changed, see documentation. This replaces their spell-like abilities.
StrRef 10
1. "Fabored" should be "Favored"
Morninglord Spellcasting Class (Fabored Soul)
StrRef 13 -- Stormlord Description
1. Remove the "l" ??
<color=Red><b>PLEASE NOTE(1) CLASS CHANGES! Spell Casting progression is 6 levels instead of the default 10 levels,l and Enhanced Stormlord Weapon is no longer granted </b></color>
StrRef 16
1. Missing apostrophe for possessive on Lathander's.
Lathanders Boon
StrRef 23
1. "themseves" should be "themselves"
Type of Feat: Class
Prerequisite: Morninglord Level 8.
Specifics: At the 8th level, once per day the Morninglord may surround himself with a sphere of power with a radius of 5 feet per class level that forces all concealed creatures in the area to manifest themseves to the Material plane as appropriate. Such creatures may attempt a Will save (DC 10 + 1/2 Morninglords class level + Morninglords Wisdom bonus) to resist this effect. Those who fail suffer the above effects and are prevented from returning to concealment for 1 minute per class level.
Use: Once per day.
StrRef 24
1. Missing apostrophe for possessive on Lathander's.
Type of Feat: Class.
Prerequisite: Morninglord Level 5.
Specifics: The Morninglord devotion to Lathander and dedication to the teachings of the Lord has helped him to establish a certain supernatural links to Fatal Touch, Lathanders powerful Mace.
...
StrRef 32 -- Tanarukk Description
1. "Tanarukka" should be "Tanarukks"
...
The Tanarukka originated as orc-demon crossbreeds in the region around Hellgate Keep. However, years of dwelling on Faerun has led to their being regarded as a separate species, rather than simply as tieflings. They're nasty, brutish and not terribly blessed with intelligence; they are, however, extremely dangerous fighters. They can often be found acting as muscle for cambions and other fiendish creatures.
...
StrRef 50 -- Snow Leopard Description
1. "leapords" should be "leopards"
2. Second "leapords" should be "leopard's"
3. Last line is awkward, suggest a reword to "Their speed tops out at 150%."
Snow leopards show several adaptations for living in a cold mountainous environment. Their bodies are stocky, their fur is thick, and their ears are small and rounded, all of which help to minimize heat loss.

Snow leapords are average to above average in combat, and are very fast creatures.
As a snow leapords level increases, their movement rate will increase.
Their speed tops out as they level up at 150%.
StrRef 98 -- Glass Doppelganger Description
1. "nuber" should be "number"
...
The summoned creature has vulnerability 50% to sonic damage. The glass copy is allied with the caster, but not under direct control, acting as a summoned animal or a henchman. Creatures with more hit dice than 15+ 2 * number of spell focus feats are deleveled to that nuber of hit dice. Copied creatures have no memorized spells.
StrRef 101 -- Fury Domain Description
1. "modifer" should be "modifier"
2. Spell List is incorrect, per "domains.2da" it should be "<i>Enlarge Person (1), Rage (3), Shout (4), Song of Discord (5), Warcry (6), Greater Shout (8)</i>."
Clerics who take the Fury domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.

<b>Domain Special Ability and Bonus Spells</b>
- Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifer.

- The cleric gains access to the following spells at the specified spell level: <i>enlarge person(1), Battle Cry (6)</i>.
StrRef 104 -- Shadowdancer PRC qualification feat description
1. "benefites" should be "benefits"
You Qualify to take the Shadowdancer PRC based on having a base dexterity of 19 of higher.
This feat provides no other benefites.

StrRef 105 -- Druid Class Description
1. What is "shortspear"? It is not listed as a weapon on bgtscc.
2. "Seach" should be "Search"
...
- <b>Weapon Proficiencies:</b> Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
...
- <b>Nature Sense:</b> A druid gains a +2 bonus to Survival and a +2 bonus to Seach and Spot while in wilderness areas.
...
StrRef 106 -- Monk Class Description
1. "gains gains" should be "gains" (duplicate word)
- <b>Purity of Body:</b> At 5th level, a monk gains gains immunity to all diseases.
StrRef 107 -- Cleric Class Description
1. "Strenght" should be "Strength"
2. Note: the deities and domains are not accurate in the long listing at end of Cleric. Did not cross reference them all. Perhaps delete this info from here?
...
Garagos:
Domains: Chaos, Destruction, Strenght, War
...
StrRef 154 -- Use Poison Description
1. "duation" should be "duration"
Weapon Applied Poison: Baldurs gate has changed the default poison weapon setup. Default duration was changed from 3 to 4 rounds. If you have the "Use Poison" feat, the duation is 10 rounds, and it lasts 3 hits instead of 1 hit.
StrRef 181, StrRef 182, StrRef 183
1. "Doomguide" should say "Morninglord of Lathander"
...
<b>Cap with a value equal to the highest class level you have that provides turn undead (Cleric, Paladin, Warpriest, Doomguide, and Blackguard). If you have 10 or more levels, you get the full value with no caps. Levels taken between the five classes do not stack towards the 10 level limit, you must have all 10 levels in one of the five classes.</b>
StrRef 187 -- Rainbow Beam Description
1. "Rainbox" in note should say "Rainbow"
...
NOTE: Rainbox beam also works with Pierce Cold for the cold damage.
StrRef 217 -- Spirit Shaman Description
1. "compaion" should be "companion"
...
<color=PURPLE>At 4th level a Spirit Shaman can take the Telthor companion feat and gain an animal compaion</color>
...
StrRef 219 -- Red Wizard Description
1. "aquires" should be "acquires"
2. "Recieves" should be "Receives"
...
- <b>Circle Magic</b> At 3rd level the Red Wizard is able to join in a ritual of Circle magic with a senior Red Wizard, empowering the leader's spells. At 10th level he becomes a senior Red wizard himself and aquiresthe ability to lead ritual Circles. A Circle may be any number of Red Wizards.
...
- Recieves the custom feat Circle Magic at Level 1.
...
StrRef 375 -- Epic Spell Hellball Description
1. "CHange" should be "Change"
2. "Eldrich" should be "Eldritch"
...
<color=Red> BG CHange </color> This feat gets 3 uses per day. 120 second cooldown.

Classes: Druid, Wizard, Sorcerer, Spirit Shaman, Warlock, Arcane Scholar of Candlekeep, Arcane Trickster, Eldrich Knight, Pale Master, Red Wizard, Stormlord
...
StrRef 386 -- Shocking Grasp Description
1. "Electricty" should be "Electricity"
Innate Level: 1
School: Evocation
Descriptor(s): Electricty
...
StrRef 391 -- Orb of Electricity, Lesser Description
1. "electricty" should be "electricity"
An orb of electrictyabout 2 inches across shoots from your palm at its target, dealing 1d8 points of electricity damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, 5d8 at 9th level, 6d8 at 11th level, 7d8 at 13th level, 8d8 at 15th level, and the maximum of 9d8 at 17th level or higher.
StrRef 401 -- Crossbow Sniper, Mastery
1. "Attackc" should be "Attack"
Prerequisites: Crossbow Sniper, Base Attackc Bonus +4
...
StrRef 445 -- Greater Restoration Description
1. "incuding" should be "including"
...
Greater Restoration removes most temporary and all permanent negative effects from the target character, incuding level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature for 150 hit points of damage
...
StrRef 551 -- Counterspelling Description
1. "elligble" should be "eligible"
<color=RED>This is a free feat since it is a base action, your character will receive it for free if elligble!</color>
...
StRef 559 -- Commune with Nature Description
1. "minuter" should be "minute"
2. "artifical" should be "artificial"
...
Duration: 1 minuter / level
...
This effect is lost upon entering an artifical area such as a densely packed city or dungeon but returns when the caster enters a natural area once more. (+8 survival skill)
StrRef 706
1. "tha" should be "that"
Wild Wood: The rare saelas tree (saelas is an Elven word tha translates as 'wildwood' in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. It is prized by druids, who can wear it without sacrificing their class abilities. Wildwood armor provides 1 less point of armor bonus than ordinary armor of the same sort. However, the armor's maximum Dexterity is increased by 1, its armor check penalty is reduced by 1 (minimum 0), and its arcane spell failure chance is reduced by 5%. Armor made from wildwood weighs 3/4 as much as the same item made from metal.
StrRef 720
1. "macimum" should be "maximum"
Gold: While most people use gold as a currency, expert craftsmen know of its alchemical properties. When refined and treated, gold can be made harder than steel. Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability while wearing the armor or not.) Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made from gold are increased 10%, macimum dexterity is decreased by 2 (which may not bring it below 0), and armor check penalties are increased by 3. Gold armor is treated as a masterwork version in terms of the amount of AC it provides.
StrRef 730
1. "it's" should be "its"
2. "hategory" should be "category"
Platinum: This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable in its original state, it must be chemically altered to the rigidity of steel or it won't be able to maintain it's shape in combat and flap around like a rubber sword. The following information refers to treated platinum. Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors are one hategory heavier than normal for purposes of movement. Spell failure chances for armor and shields made from platinum are increased by 10%, the max Dex is decreased by 2 (which may not bring it below 0), and armor check penalties are increased by 3.
StrRef 753
1. "civlized" should be "civilized"
Bronze: Bronze is a metal alloy consisting primarily of copper, usually with tin as the main additive. In the time before iron was known it was the primary metal alloy used in weapons and armors. While versatile bronze it is not as strong as Iron and usually lighter due to additives. (-1 Armor bonus for armor and shields but reduced weight) Primitive humanoids are known to still make active use of this metal for arms and armor crafting, civlized races no longer use the material for military purposes although ceremonial items continue to be produced and traded. Weapons gain 10% weight reduction and 1 damage penalty.
StrRef 769 -- Archmage Class Description
1. "deepend" should be "deepened"
2. "sacrficed" should be "sacrificed" (2 counts)
...
<b>High Arcana: Mastery of Shaping</b>
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off

<b>High Arcana: Mastery of the Elements</b>
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off

<b>High Arcana: Arcane Fire</b>
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Arcane Fire can critical hit.
Use: On / Off

...
StrRef 781 -- Archmage feat description
1. "deepend" should be "deepened"
Type of Feat: Class Related
Prerequisites: Archmage, 6th level spells
Specifics: At the cost of one 6th level spell you gain the ability to shape your spells in such a manner that they only harm hostile creatures. Your understanding of magic has deepend to the point where you can use this ability at will. If no sacrificed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
StrRef 783 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 8th level spells
Specifics: At the cost of one 8th level spell you gain the ability convert spells from one element into another. This ability can be used at will. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell.
Use: On / Off
StrRef 791 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 9th level spells
Specifics: At the cost of one 9th level spell you gain the ability convert spells of any level into Arcane Fire. This ability can be used at will. Arcane fire requires a ranged touch attack to hit and does 1d8 magic damage for every level of the spell converted and an additional 1d8 magic damage for every Archmage level. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed the first time the feat is used after resting and must contain a memorized spell. Arcane Fire can critical hit.
Use: On / Off
StrRef 794 -- Beckon the Frozen Description
1. "Glass Doppleganger" should be "Glass Doppelganger"
...
Spells affected: Gate, Summon Creature / Animal series, Animate Dead, Create Undead, Planar Binding series, Glass Doppleganger, Shadow Simulacrum, Simulacrum. Creatures summoned through Greater Gate are unique individuals too powerful to be affected.
StrRef 796 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 3rd level spells
Specifics: At the cost of a 3rd level spell you gain the spell-like ability to cast Dispel four times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 798 -- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 4th level spells
Specifics: At the cost of a 4th level spell you gain the spell-like ability to cast Dismissal three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 800-- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 6th level spells
Specifics: At the cost of a 6th level spell you gain the spell-like ability to cast Chain Lightning three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 802-- Archmage feat description
1. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 4th level spells
Specifics: At the cost of a 4th level spell you gain the spell-like ability to cast Enervation three times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 803, 806, 808, 810, 812, 816, 818, 820, 822, 824, 826, 828, 830, 832, 834, 836, 838, 840, 842 -- Archmage feats
1. Similar to above, all of these Archmage feats have the issue: "sacrficed" should be "sacrificed"

StrRef 854
1. "magicly" should be "magically"
Shadowsilk: Shadowsilk is cloth made out of magicly woven shadowstuff and is valued highly by rogues and those who would rather not be detected. Shadowsilk's primary benefit is that anyone wearing it can hide in plain sight in any lighting condition except real daylight. (or a daylight spell).

StrRef 889 -- Epic Counterspelling Description
1. "Iniative" should be "Initiative"
Prerequisites: Reactive Counterspell, Improved Iniative, 30 ranks in Spellcraft
Specifics: Any number of times per round, you can counterspell an opponent's spell even if you have not readied an action to do so. Such a counterspell doesn't count against your later actions for the round.
Use: Automatic
StrRef 889 -- Reactive Counterspelling Description
1. "Iniative" should be "Initiative"
Type of Feat: Spellcasting
Prerequisites: Improved Counterspell, Improved Iniative
Specifics: Once per round, you can counterspell an opponent's spell even if you have not readied an action to do so. This counterspell action takes the place of your next turn.
Use: Automatic
StrRef 912 -- Archmage eligibility feat description
1. "practicioners" should be "practitioners"
2. "elligble" should be "eligible"
Archmage, Archmagi, or Archmagus. Your character has reached a point in his career as a mage where this title is bestowed upon him by other practicioners of the Art. You are now elligble to take the Archmage prestige class.
920 -- Tongues Description
1. "aquire" should be "acquire" (2 counts)
...
Through divination you grasp the target's native tongue and aquire the ability to speak it. This spell has no effect if you already know how to speak in the target's native tongue. Native tongues are racial languages but do not include dialects, for humans the native language is "common". For example when cast on a Dwarf the caster would temporarily aquire the Dwarven tongue.
924 -- Cavestalker Description
1. "Underdarks" should be "Underdark's"
2. "cavestalkerclass" should be "cavestalker class"
3. "fi nd" should be "find"
4. "posses" should be "possess"
5. "based of both" should be "based on both"
6. "camoufl age" should be "camouflage"
...
The Underdarks most dangerous predators are not its horrific monstrosities, crawling and festering in the darkest of grottoes.
...
Rangers and druids are natural candidates for the cavestalkerclass.
...
Other classes might enjoy the benefits of becoming a cavestalker, but would likely fi nd meeting the requirements to be prohibitive.
...
<color=RED></b>Special:</b></color> The candidate must posses darkvision
...
Specifics: You transform into a phase spider. As you grow in power you vermin shape also increases, gaining 4 strength, 3 constitution and dexterity every 4 levels.(lowest is 10,10,10) Growth progressions at level 6 and is based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
...
<b>Underdark Affinity</b>
Type of Feat: Class Ability
Prerequisites: Cavestalker 2nd level,
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride.
...
StrRef 928 -- Man-at-Arms Description
1. "progresision" should be "progression"
2. What is "chall"?
...
- <b>Spells per Day/Spells Known:</b> The man-at-arms does not have spell progresision and does not have a spell book.
...
Like a chall, this is a general challenge to all foes within 100 feet.
StrRef 932 -- Blood Magus Description
1. "diciples" should be "disciples"
2. "civilzed" should be "civilized" (2 counts)
3. "it's" should be "its"
...
In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its diciples often inflict upon others to fuel their horrid spells and rituals.
...
Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilzed NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.
...
Specifics: The Blood Magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a Blood Magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the Blood Magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims.
...
StrRef 956 -- Blood Magus Feat Description
1. "Mague" should be "Magus"
2. "it's" should be "its"
3. "civlized" should be "civilized"
Type of Feat: Class Ability
Prerequisites: Blood Magus 6th level
Specifics: The Blood Mague can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the casterlevel by 2. This ability is positively reviled throughout civlized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.
StrRef 966 -- Cavestalker Feat Description
1. "camoufl age" should be "camouflage"
...
Specifics: Your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camoufl age, hide in plain sight, trackless step, and woodland stride.
...
StrRef 970 -- Man-at-Arms Feat Description
1. "refrences" should be "references"
Type of Feat: Class Ability
Prerequisites: Man-at-Arms 1st level,
Specifics: This feat allows you specify the text that your character says when (s)he uses a challenge. Customizing the text adds roleplay value, ideas can be to include refrences to your character's history, accomplishments or even deity.
Use: Selected
StrRef 974 -- Man-at-arms Feat Description
1. "fear.As" should be "fear. As"
...
You become immune to fear.As a swift action...
StrRef 988 -- Cavestalker Feat Description
1. "Its" should be "It's"
Type of Feat: Class Ability
Prerequisites: Underdark Affinity and Wildshape
Specifics: You transform into a phase spider. As you grow in power your vermin shape also increases, gaining 3 strength, 3 constitution and dexterity for every 4 levels.(lowest is 13,10,10) Growth progresses at level 6 and ends at level 22. Its based of both your Druid and Cavestalker levels even if no spell progression was gained at the relevant Cavestalker levels. This ability consumes one wild shape and uses the amount wildshapes you have per day.
Use: Selected

StrRef 996 -- Order of the Bow Initiate Description
1. "Bonust" should be "Bonus"
2. "Fortitiude" should be "Fortitude"
3. "succesfull" should be "successful"
...
<b>Base Attack Bonust:</b> +5
...
- <b>High Saves:</b> Fortitiude, Reflex
...
Specifics: You mark your target and take a concentration check every round before your attack, but you limit yourself to half of your normal attacks. If succesfull you gain an extra +2 precision damage and an additional +2 attack bonus vs the target.
...
StrRef 1006 -- Order of the Bow Initiate Feat Description
1. "succesfull" should be "successful"
Type of Feat: Class Ability
Prerequisites: Order of the Bow Initiate level 6
Specifics: You mark your target and take a concentration check every round before your attack, but you limit yourself to half of your normal attacks. If succesfull...
StrRef 1010
1. "abiliy" should be "ability"
2. "posses" should be "possess"
Type of Feat: Class Ability
Prerequisites: OOBI 10 or Crossbow Sniper
Specifics: You can perform sneak attacks up to 60 feet with a ranged weapon. If you have manyshot you can specify whether or not to use it. Any precision damage abiliy you posses also applies. This feat is automatically given if you have the Crossbow Sniper feat.
Use: Selected
StrRef 1028 -- Whirlwind (spell) Description
1. "knockedown" should be "knocked down"
2. "supressed" should be "suppressed"
3. "it's" should be "its" (2 counts)
...
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knockedown by the force of the cyclone, taking 1d8 points of damage each round. A reflex check is made every round while the storm lingers near the supressed creature. The Whirlwind has 10 base strength and receives +1 for every two casterlevels, raising it's base damage by it's strength modifier. (Reflex DC: 11 + 60% of casterlevel)
...

StrRef 1055 -- Command Spiritual Weapon Description
1. "Spritual" should be "Spiritual"
Type of Feat: Spellcasting
Prerequisites: Cast Spritual Weapon
Specifics: You can direct your Spiritual Weapon across the battlefield.
Use: Selected

Ewe
Posts: 179
Joined: Wed Feb 28, 2018 2:01 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe » Tue Mar 19, 2019 2:52 pm

StrRef 1092 -- Flensing Strike Description
1. Remove "ing"
Type of Feat: General
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency
Specifics: ing Flensing Strike is a full-round action.
...
StrRef 1094 -- Low Blow Description
1. "opperyunity" should be "opportunity"
Type of Feat: General
Prerequisites: Base Attack Bonus +4, Mobility
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who loses all dodge AC for that attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperyunity. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
StrRef 1095
1. "Specialzation" should be "Specialization"
Weapon Specialzation: Tower Shield
StrRef 1097
1. "Specialzation" should be "Specialization"
Greater Weapon Specialzation: Tower Shield
StrRef 1099
1. "Specialzation" should be "Specialization"
Epic Weapon Specialzation: Tower Shield
StrRef 1111 -- Augury Description
1. "wether" should be "whether"
...
A failure produces the "Nothing" result, there is no way for the cleric to tell wether it was the consequence of a failed or successful augury.
...
StrRef 1113 -- Omen of Peril Description
1. "typhical" should be "typical"
2. "overhwelming" should be "overwhelming"
...
-Peril, the caster will face challenges typhical of an adventure but nothing overhwelming.
...
StrRef 1122, 1124, 1126, 1128, 1130, 1132, 1134, 1136, 1138, 1140, 1142, 1144, 1146, 1148, 1150, 1152, 1154, 1156, 1158, 1160, 1162, 1166, 1168, 1170, 1172 -- Archmage Feat Descriptions
1. "sacrficed" should be "sacrificed" for all of these StrRefs

StrRef 1163
1. "Solipism" should be "Solipsism"
Spell-like Ability: Solipism
StrRef 1164
1. "Solipism" should be "Solipsism"
2. "sacrficed" should be "sacrificed"
Type of Feat: Class Related
Prerequisites: Archmage, 7th level spells
Specifics: At the cost of a 7th level spell you gain the spell-like ability to cast Solipism two times a day. If no sacrficed spell slot is available the ability cannot be used. Spell slots are sacrificed after resting and must contain a memorized spell.
Use: Selected
StrRef 1183 -- Divine Spell Power Description
1. "modifi er" should be "modifier"
Specifics: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you'd normally apply to your turning check). Treat the result of the turning check as a modifi er to your caster level on the...
StrRef 1207 -- Moon Domain Description
1. "polymprphed" should be "polymorphed"
2. Spell list not correct, it should be: "<i>Faerie Fire (1), Moon Blade (2), Moon Bolt (4), Confustion (5), Chaos (7), Hiss of Sleep (8), Moonfire (9)</i>."
3. Should add Oxford comma (shown in yellow)
The Moon domain is a deity domain that grants clerics spell powers related to the Moon, perception, and lycanthropes. The cleric gains the ability to turn and destroy such shapechangers as a good cleric turns undead.

<b>Domain Special Ability and Bonus Spells</b>
- Turn Undead now also affects shapechangers and lycanthropes, including wildshaped and polymprphed creatures.

- The cleric gains access to the following spells at the specified spell level: <i>Faerie Fire (1), Moon Blade (3), Moonfire (9)</i>.
StrRef 1211 -- Spider Shape Spell Description
1. "based of your" should be "based on your"
Caster Level(s): Spider 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Self
Area of Effect / Target: n/a
Duration: 1 hours / level
Save: n/a
Spell Resistance: n/a

You transform into a phase spider. As you grow in power your spider shape also increases, gaining 4 strength, 3 constitution and dexterity for every 4 levels.(lowest is 10,10,10) Growth progresses from level 6 and is based of your casterlevel.
StrRef 1215
1. "Deathknel" should be "Death Knell"
Deathknel
StrRef 1225 -- Dire Charge Feat Description
1. "intead" should be "instead"
Type of Feat: Epic
Prerequisites: Charge
Specifics: You are no longer restricted to one attack when you charge, intead you retain all your attacks.
Use: Automatic
StrRef 1239
1. "Prohpet's" should be "Prophet's"
Prohpet's Sight I

Ewe
Posts: 179
Joined: Wed Feb 28, 2018 2:01 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by Ewe » Tue Mar 19, 2019 3:26 pm

StrRef 1233
1. "bonues" should be "bonuses"
Type of Feat: Class
Prerequisites: Silverstar 7
Specifics: At 7th level, a silverstar learns how to better resist magic of the Shadow Weave. She gains a +2 bonus on saves versus enchantment, illusion, and necromancy spells and effects with the darkness descriptor. This bonues applies whether or not the source is from the Shadow Weave.
Use: Automatic
StrRef 1235
1. "Prohpet's Sight II" should be "Prophet's Sight II"
Prohpet's Sight II
StrRef 1236 -- Silverstar class description
1. "nonschapechanges" should be "nonschapechangers"
2. "opressed" should be "oppressed"
3. "pheneomena" should be "phenomena"
4. "godess's" should be "goddess's"
5. "realsm" should be "realms"
6. Missing period (in yellow)
7. "Spelllevel" should be "Spell Level" (or "Spell Casting")
8. "Fortitiude" should be "Fortitude"
9. "bonues" should be "bonuses"
...
Silverstars are dedicated advocates of freedom and tolerance, wanderers on the path of truth and absolute foes of Shar. They seek to build harmony among lycanthropes and nonschapechanges, and protect the weak and oppressed everywhere. They cannot abide slavery and they hate most undead. They rarely settle in one place for long, instead moving along when seized by wanderlust or enticed by a new cause or mission. Sometimes they receive visions and are seen as somewhat "touched" with prophecy by their closeness to the Moonmaiden. They deal with lunar energies and pheneomena and are, to a limited degree, able to wield the power of the moon, bringing its fierce, pure white light to Toril to advance the godess's wishes.
...
Silverstars are often found in large coastal cities dependent on the sea for trade and sustenance. Others prefer the outlying reaches of civilized realsm, where lycanthropes are most common. Wherever they are found, silverstars actively oppose the activities and misdeeds of Shar's followers, whether singly or in groups.
...
<b>Spelllevel:</b> Able to cast 2nd level Divine spells or higher
...
- <b>High Saves:</b> Fortitiude & Will
...
<b>Moon Shield</b>
Type of Feat: Class
Prerequisites: Silverstar 7
Specifics: At 7th level, a silverstar learns how to better resist magic of the Shadow Weave. She gains a +2 bonus on saves versus enchantment, illusion, and necromancy spells and effects with the darkness descriptor. This bonues applies whether or not the source is from the Shadow Weave.
Use: Automatic
...
StrRef 1328 -- Techsmith Description
1. "usefu" should be "useful"
2. "arteficial" should be "artificial"
3. "lantanese City io Illul"" should be "Lantanese City of Illul"
4. "howver" should be "however"
5. "excentricity" should be "eccentricity"
6. "forumula" should be "formula"
7. "techsmitsh" should be "techsmiths"
8. "it's" should be "its" (2 counts)
9. "Gondmsan" should be "Gondsman"
10. "initiatve" should be "initiate"
11. "weakspots" should be "weak spots"
12. "aquires" should be "acquires"
13. "nineth" should be "ninth"
Faerun resounds with the measured cadence of blacksmiths hammering out their newest creation, the clitter-clack of tinkerers cobbling together the contents of a bin of junk to create something truly usefu, and the fizzling pops of chemicals as alchemists labor to create some heretofore unseen form of arteficial life. At the head of this orchestra of technological progress can be found the techsmiths of Gond, men and women devoted to the development of new inventions and the progression of achievement in the name of the Wonderbringer.
...
Though based in the lantanese City io Illul, techsmiths can be found throughout the continent as advisors to rulers, as merchants selling fantastic wares, and as builders and operations of small golems tasked with taking care of unsightly municipal duties such as caring for large sewer systems or interring the dead. Theirs is a primarily cosmopolitan pursuit, making techsmiths far more common in cities than in pastoral regions. Most travel widely, howver, both to share their own creations and the monitor the creations of folk from all corners of the known world. Because of their skill in building constructs, techsmiths are sometimes called into service to destroy dangerous things of that type before they cause too much harm. Techsmiths tend toward extreme excentricity, often concerning themselves with the solution of some mathematical forumula far more than personal interaction with their companions. Slow to make friends with those who do not share their obsession with mechanics and explosives (in that order), it has often been said that a techsmith's only true confidante is the golemlike construct known as a gondsman, who serves as the techsmiths servant, assistant and friend.

The techsmitsh draw their ranks almost exclusively from the clergy of Gond, since the High Holy Crafthouse of Inspiration, where the secret of the Techsmiths are imparted to would-be members of the order does not accept applications from followers of other deities. Clerics of other gods who bestow the craft domain upon their followers (such as gnomish or dwarven gods) occasionally convert to Gond worship in order to gain the secrets of the Techsmiths. It is said that this troubles the Wonderbringer but little, as the end result promises interesting creations from headstrong inventors.
...

A gondsman is a construct, is made of metal and wood. The Techsmith can create a gondsman in one of two sizes: Small (Str 13, Dex 14, Con 14, Int 4, Wis 13, Cha 6) Or medium: (Str 15, Dex 12, Con 14, Int 4, Wis 13, Cha 6). The gondsman has +5 natural armor, neutral alignment, d10 for hitdice and is equal in level to the techsmith's characterlevel + the techsmith's hitdice divided by 3. It has a basic attack which deals 1d8 base damage. It can use any equipment appropriate for it's size.

As the techsmith character gains a level, the gondsman also increases in ability by gaining a hit die. The gondsman gains the normal improvements for a construct that adds a hit die. d10 hitpoints, attack bonus as a cleric, poor base save bonus improvement. In addition, each time the techsmith gains a level, he may add an upgrade to the Gondsman, selecting the following options: +1 Str, +1 Dex, +1 BAB, +1 to one save, +1 natural armor bonus. Upgrading the Gondmsan requires passing a skill check in the appropriate craft skill which increases in difficulty class as you add more upgrades of the same type.

If a gondsman is reduced 0 hitpoints, it is destroyed. The Gondsman is commanded by the techsmith through a supernatural ability, it does not take initiatve to do anything other than follow it's creator and must be commanded to do differently.
Use: Selected
...
<b>Techsmith Improved Critical</b>
Type of Feat: Class
Prerequisites: Techsmith 7
Specifics: At 7th level the Techsmith's study of metals and other crafting materials, means he knows how to best utilize any weapon and find the weakspots of any armor. He aquires the Improved Critical feat for any weapon he uses.
Use: Automatic
...
<b>Explosive Obsession</b>
Type of Feat: Class
Prerequisites: Techsmith 9
Specifics: At nineth level due to familiarity with the intricacies of smokepowder, techsmiths may create enhanced bombs. These powerful explosives deal 20d6 points of damage and have a blast radius of 15 feet. Crafting such a bomb now costs 500 gp.
Use: Automatic
...
StrRef 1330 -- Techsmith Feat Description
1. "it's" should be "its" (2 counts)
2. "Gondmsan" should be "Gondsman"
3. "initiatve" should be "initiate"
Type of Feat: Class
Prerequisites: Techsmith 1
Specifics: Upon becoming a techsmith the character may construct a gondsman - a loyal mechanical warrior, assistant, bodyguard and friend. This gondsman costs the techsmith nothing, for it is assumed that in the time before becoming a techsmith he has been researching and working on parts of the gondsman in his spare time. Creating a gondsman costs 500 gold.
A gondsman is a construct, is made of metal and wood. The Techsmith can create a gondsman in one of two sizes: Small (Str 13, Dex 14, Con 14, Int 4, Wis 13, Cha 6) Or medium: (Str 15, Dex 12, Con 14, Int 4, Wis 13, Cha 6). The gondsman has +5 natural armor, neutral alignment, d10 for hitdice and is equal in level to the techsmith's characterlevel + the techsmith's hitdice divided by 3. It has a basic attack which deals 1d8 base damage. It can use any equipment appropriate for it's size.
As the techsmith character gains a level, the gondsman also increases in ability by gaining a hit die. The gondsman gains the normal improvements for a construct that adds a hit die. d10 hitpoints, attack bonus as a cleric, poor base save bonus improvement. In addition, each time the techsmith gains a level, he may add an upgrade to the Gondsman, selecting the following options: +1 Str, +1 Dex, +1 BAB, +1 to one save, +1 natural armor bonus. Upgrading the Gondmsan requires passing a skill check in the appropriate craft skill which increases in difficulty class as you add more upgrades of the same type.
If a gondsman is reduced 0 hitpoints, it is destroyed. The Gondsman is commanded by the techsmith through a supernatural ability, it does not take initiatve to do anything other than follow it's creator and must be commanded to do differently.
Use: Selected
StrRef 1334 -- Techsmith Feat Description
1. "nineth" should be "ninth"
Type of Feat: Class
Prerequisites: Techsmith 4
Specifics: At 4th level the Techsmith is inducted into the art of crafting smoke powder weaponry, specifically bomb making. He can now create one Smoke powder bomb per day. The bombs do 13d6 blasting damage in a 15 foot radius and cost 350 gp. At nineth level due to familiarity with the intricacies of smokepowder, techsmiths may create enhanced bombs. These powerful explosives deal 20d6 points of damage and have a blast radius of 15 feet. Crafting such a bomb now costs 500 gp.
Use: Selected
StrRef 1336 -- Techsmith Feat Description
1. "weakspots" should be "weak spots"
2. "aquires" should be "acquires"
Type of Feat: Class
Prerequisites: Techsmith 7
Specifics: At 7th level the Techsmith's study of metals and other crafting materials, means he knows how to best utilize any weapon and find the weakspots of any armor. He aquires the Improved Critical feat for any weapon he uses.
Use: Automatic
StrRef 1381 -- Breach Gnome Class Description
1. "breachgnome" should be "breach gnome" (many counts)
2. "breachgndmes" should be "breach gnomes"
3. "Bluf" should be "Bluff"
4. "irregardless" should be "regardless"
...
A breachgnome is a mighty gnome who is skilled in fighting in cramped conditions. A high-level breachgnome in the right position can hold off a superior force for as long as his strength holds out. Such gnomes are trained to fight alone, and they excel at doing so.
...
NPC breachgndmes sometimes work in small units, prepared to block off a number of different passages so that their fellows can either get into a better position or even escape. They are almost exclusively found in gnome villages or towns. A PC breachgnome can sometimes be found wandering along, searching for fellow gnomes in need of his unique skills.
...
- <b>Class Skills:</b> Bluf, Concentration, Craft Weapon, Hide, Listen, Spot.
...
<b>Uncanny Dodge</b>
Type of Feat: Class
Prerequisites: Breach Gnome 2
Specifics: The Breach Gnome gains uncanny dodge at level 2, irregardless of meeting the requirements.
Use: Automatic
...
StrRef 1387 -- Warsling Sniper Description
1. "religous" should be "religious"
2. "ricochetting" should be "ricocheting"
3. "irregardless" should be "regardless"
4. "Ricochetted" should be "Ricocheted" (2 counts)
...
Fighters, monks and rogues are the most common practitioners of warsling snipery. Some barbarians and rangers, particularly those fighting for a partisan cause or engaged in the protracted defense of the homeland; find the warsling sniper's talents highly useful in their work. The occasional druid or cleric may adopt this path of study if it seems to support or compliment her religous beliefs and practices. Wizards seldom sacrifice the benefits of additional spells to take up this path.
...
<b>Ricochet Shot</b>
Type of Feat: Class
Prerequisites: Warslinger 3
Specifics: Once per round as a mode at a -4 penalty you may use your expertise with the sling to deliver a ricochetting bullet. The ricochet hits one additional targets beyond the initial target.
Use: Selected
...
<b>Improved Critical: Sling</b>
Type of Feat: Class
Prerequisites: Warslinger 5
Specifics: The Warslinger gains the feat Improved Critical: Sling at 5th level, irregardless of having qualifying feats.
Use: Automatic
...
<b>Improved Ricochet Shot</b>
Type of Feat: Class
Prerequisites: Warslinger 6
Specifics: Ricochetted bullets may now hit three additional targets instead of one. A riochetted bullet also does +2 additional bludgeoning damage.
Use: Automatic
...
StrRef 1391 -- Warslinger Feat Description
1. "ricochetting" should be "ricocheting"
2. "ricochette" should be "ricochet"
Type of Feat: Class
Prerequisites: General [Warslinger 3]
Specifics: Once per round at the cost of one attack and at a -4 penalty you may use your expertise with the sling to deliver a ricochetting bullet. The ricochet hits two additional targets beyond the initial ricochette.
Use: Selected
StrRef 1393 -- Warslinger Feat Description
1. "Ricochetted" should be "Ricocheted" (2 counts)
Type of Feat: Class
Prerequisites: Warslinger 6
Specifics: Ricochetted bullets may now hit two additional targets instead of one. Ricochetted shots are no longer made at a -2 penalty.
Use: Automatic

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cosmic ray
Posts: 486
Joined: Tue Feb 11, 2014 9:54 pm

Re: SPELLING ERRORS REPORT THREAD

Unread post by cosmic ray » Thu Apr 11, 2019 4:41 pm

2. "ricochetting" should be "ricocheting"
3. "irregardless" should be "regardless"
4. "Ricochetted" should be "Ricocheted" (2 counts)
I was going to post about the non-existing word "irregardless" earlier, as I was reading the class description, but I didn't have the time.

"Ricochetted" and "ricochetting" are both correct, however, and need no correction.
You are fined one credit for a violation of the Verbal Morality Statute.

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