All page numbers reference the most up-to-date published edition available as of this writing.
Includes contributions from: Between3and20, Cobalt-60, Drowningman, EOTB, grodog, Guy Fullerton, Harbinger2001, Kellri, Kramer (RIP), Landifarne, PapersAndPaychecks, soner du, squeen, Steppenwolf, Yora.
Last updated: 11 September 2023.
Page 2, Constitution: Resurrection/raise dead survival is not well-defined here. It is unclear what happens when such a roll is failed, for example. In AD&D, this would mean that the character in question could nevermore be raised or resurrected, but lacking this context, a newcomer to OSRIC may well assume that the cleric could just keep trying until the spell "stuck." Further, there's no mention of permanent constitution loss associated with returning from the dead, and it's unclear if this is an intentional change from AD&D or an accidental omission.
Page 3, Charisma: OSRIC is missing the full reaction table referenced in passing in the main body of the text. This renders the correct application of reaction bonuses unnecessarily obsure.
Page 9, Assassin, Read Scrolls (12th): It is not stated that the assassin has any chance of failure when using scrolls, as the thief does.
Page 10, Cleric: No guidance is given for when and how clerics may create magic items. AD&D specified that they may create scrolls starting at 7th level and permanent magic items at level 11.
Page 11, Oil: Burning oil as a weapon appears in many class descriptions, but its precise function in combat isn't described. AD&D specifies that burning oil deals 2d6 damage on the first round and another 1d6 the following round before burning out.
Page 12, Druid: No guidance is given for when and how druids may create magic items. AD&D specified that they may create scrolls starting at 7th level and permanent magic items at level 13.
Page 16, Illusionist: No guidance is given for when and how illusionists may create magic items. AD&D specified that they may create scrolls starting at 7th level, temporary non-scroll magic items starting at level 11 (using the major creation spell), and true permanent magic items at level 14 (via alter reality).
Page 18, Magic User, Magic User Spell Acquisition Table: The use of this table is not well-described. For instance, it is not clear when, if ever, magic users and illusionists may re-roll to understand spells they previously could not.
Page 23, Ranger Level Advancement: The text "May employ followers" appears on the 7th level line. 8th level would be the correct placement.
Page 25, Thief, Read Scrolls (10th): It is not stated that thieves (or assassins) in OSRIC may employ druid scrolls, as they can in AD&D. This may be a deliberate change rather than an oversight, however.
Page 28 Multi-classing: The following paragraph should be inserted between first and second: "Multi-class characters may choose which of their classes' tables they use for combat and saving throws. So for example, a cleric/fighter normally uses the fighter attack charts and the cleric saving throw matrices."
Page 33, Missile Weapons Table: The heavy crossbow has a base range of 60 ft, down from the 80 ft given in AD&D. This could be an intentional change, although it seems odd that both heavy and light versions of the weapon would have the same effective ranges.
Page 33, Missile Weapons Table: The language used to describe ranges ("-2 to hit/increment") is potentially misleading. The penalty isn't supposed to be applied to the first range increment, only cumulatively to each subsequent one.
Page 34, Armour Table II: Splint armour should be listed alongside banded as AC 4.
Page 40: Animate Dead (cleric): Duration should be "instantaneous (permanent)."
Page 44, Cure Light Wounds: The note that the spell doesn't affect "creatures that are harmed only by iron, silver, or magical weapons" should apply only to the reversed version, cause light wounds.
Page 47, Heal: This spell specifies a saving throw of "none (negates)." However, this should probably just be "none," since the AD&D version doesn't provide for any saving throw.
Page 48, Know Alignment: The range given in OSRIC is touch. AD&D specifies 10 ft.
Page 51, Raise Dead: Half-orcs appear on the list of beings able to be raised. This contradicts the AD&D version, which treats them the same as elves for all such purposes.
Page 52, Remove Fear: The spell's reversed version, fear, is not described.
Page 52, Restoration: The spell's reverse effect is not given its proper name, energy drain.
Page 60, Control Winds: "The wind force increases (or decreases) at a rate of 3 miles per hour every round until the end of the spell’s duration, at which time it will return to normal, also at a rate of 3 miles per hour per turn." The word "turn" in the preceding sentence should be "round."
Page 61, Dispel Magic: The correct area of effect should be a single 40 ft cube, not 40 ft multiplied by caster level.
Page 65, Produce Fire: This spell has a 60 ft radius area of effect, but a range of 40 ft, meaning that the caster will always be within the area of effect. AD&D defines the area of effect as "up to 12' per side in area boundary."
Page 66, Pyrotechnics: There is no duration given for the smoke cloud version of this spell. 1 round/level is correct.
Page 71: Animate Dead (magic user): Duration should be "instantaneous (permanent)."
Page 78, Distance Distortion: The last sentence of the spell description is duplicated.
Page 79, Erase: The OSRIC version of this spell specifies that it does not affect glyphs of warding. This contradicts the AD&D DMG.
Page 82, Fire Shield: Per AD&D, "Any creature striking the spell caster with body or hand-held weapons will inflict normal damage upon the magic-user, but the attacker will take double the amount of damage so inflicted!" This potent feature is completely absent from OSRIC's current version of fire shield.
Page 87, Ice Storm: The main heading gives an area of effect of 10 x 10 ft/level. The spell description specifies fixed areas of 40 x 40 ft (for the hail stones variant) and 60 x 60 ft (for the sleet variant).
Page 97, Permanency: OSRIC's version of the permanency spell is missing a very important clarification from the AD&D Dungeon Master's Guide: "There is only a 5% chance of the spell caster actually losing a point of constitution if the spell is cast upon a non-living thing." This has profound implications for magic item creation!
Page 101, Push: The text mentions that objects can be moved at the rate of 10 ft/round. This is misleading, as it implies that this spell lasts for more than one round. In truth, its given duration of instantaneous is correct.
107, Teleport: The "viewed once" column progreses directly from 89-90 to 99-100.
Page 108, Transmute Rock to Mud: This spell should be noted as being reversable.
Page 110, Water Breathing: The duration of the AD&D spell is 3 turns/level, not 1 round/level.
Page 113, Chaos: AD&D's describes this spell as functioning like the druid spell confusion unless otherwise noted. This includes a -2 saving throw penalty that is therefore effectively missing from the OSRIC version.
Page 113, Colour Spray: The duration of unconsciousness should be given as 2d4 rounds.
Page 114, Dancing Lights: The area of effect given for this spell, a 60 ft radius globe, appears to be an error. It should also be "see below" and function as the magic-user version of this spell in this regard.
Page 114, Deafness: The area of effect should be "one creature," not "caster."
Page 120, Shadow Monsters: The created monsters are stated to have 20% of the hit points of actual ones. In AD&D, it's 20% of the hit dice, which has much broader implications in combat. This same discrepancy exists for the illusionist spells demi-shadow monsters (page 114) and shades (page 120).
Page 123, Gaining Levels: Training costs are given as "approximately 1500 gp per level." This should be clarified as 1500 gp times the character's current level.
Page 129, Turning the Undead, Exception: An important general turning rule is buried at the end of this supplementary paragraph on weapons as holy symbols: "If the cleric is successful in a turning attempt, he or she may try again next round. If the cleric fails, no further turning attempt may be made during this encounter." Making those last two sentences into a separate paragraph would be an organizational improvement.
Page 131, Morale: "For example, if the monster is very cowardly and fighting opponents who are inflicting serious damage on its fellows without taking any casualties, then the GM might impose a -30% penalty to its morale check." This should be phrased as a -30% penalty to the creature's base morale, since rolling low on the check itself is a good thing.
Page 140, Sage, Information Discovery: "For example: a sage in a remote location is asked specific question in an Out of Fields category. The GM rolls a 10 on a 1d10 and the table yields a result of 20%. The GM rolls d% again and if the result is 1 (20% of 20) the sage will be able to provide an answer at the regular cost; otherwise research time and cost will be doubled." This example is quite confusing. The underlying principal is that sages in remote locations will typically charge double unless the information discovery roll is 20% or less of what is needed to succeed. For example, if the base chance of the sage having the answer is 60%, any roll of 12% or less would indicate no added cost (60 x 0.2 = 12). This margin increases to 80% if the question is in one of the sage's special knowledge categories.
Page 142, Henchmen: OSRIC does not include any guidance for the disbursement of experience points to henchmen. AD&D specifies that henchmen should receive "about 50% of the experience points which their share in the slaying of opponents and garnered treasure actually totals - possibly even less if your character bore the brunt of the action and closely directed the henchmen."
Page 155, Sample Play Session: "GM: Right, so Floppinjay is caught for 1 segment and everybody else for 2 segments by a half-dozen brownish-green fellows with bristly black hair and pink pig-snouts. They're currently [rolls] 30-ft away to your right (the east), charging at you and hurling hand axes as they come." Despite the wording of the above example, no standard dungeon encounter distances are given in OSRIC. AD&D specifies 1d6+4 x 10 ft under normal conditions and 1d3 x 10 ft if surprise is a factor. Outdoors, 6d4 x 10 ft is standard.
Page 165, Table 10: Treasure Guards & Wards: The header for column 2 on table should read "Guard or Ward" instead of "Treasure."
Page 165, Table 12: Treasure Amounts: The explanatory notes incorrectly refer to a hypothetical die roll of 13; given the example following, the roll should be either 14, 15, or 16.
Page 166: Table 20: Behind the Door: This table specifies that it is only for doors exiting a room. Thus, its correct usage guideline should probably be: "Check this table to determine what is behind any door indicated by Tables 6 or 18." Any result of "door" on Table 18 should say "Door: Consult Table 19 Door Location and proceed to Table 20; if door location result isn't a straight ahead door, check this table again in 30 feet." This change always points the reader toward the next table needed for any type of generated door.
Page 167, Table 22: This table should direct the user to Table 23 on a roll of 19-20, not to itself.
Page 169, Monster Level Three: The carcass creeper entry is mislabled "carrion creeper."
Page 169, Monster Level Four: The number of dragons appearing is 5, which is presumably incorrect in light of the fact that no other dungeon encounter table features encounters with more than 2 dragons.
Page 170, Monster Level Six: Hydra, 7 or 8 Heads has a number appearing of 5, while hydra entries on other level tables are always 1.
Page 170, Monster Level Eight: Demon, Ekivu has a number appearing of 5d4. This is far more than other demon and devil types. 1d4 is likely correct.
Page 170, Monster Level Eight/Ten: Elementals are on these tables, presumably because the hit dice/size of the elementals on the two tables are different (toughest elementals on Table 10), but there's no direction on elemental hit dice in the table cells, unlike other monsters that vary by some element and are on multiple tables.
Page 171, Monster Level Nine: This table goes from "12-30" to "26-40." One of those two should change, either "12-25" or "31-40."
Page 171, NPC Parties (All Dungeon Levels), NPC Levels: Applying these party generation rules exactly means that no NPCs of 5th or 6th level will ever be encountered in NPC parties. Changing the roll specified in the second sentence of this paragraph from 1d6+6 to 1d8+4 would be an effective way to remedy this issue.
Page 172, Party Magic Items, Sub-Table 1: "Potion of polymorph self" should be "potion of polymorph." "Scroll of protection from magic" should be "ward of magic."
Page 172, Party Magic Items, Sub-Table 2: "Staff of paralysation" should be "wand of paralysation." "Bracers of armour, AC 4" should be "bracers of armour +6."
Page 174, Nighttime Encounters/Daytime Encounters: Night hags and rakshasa show up both at day and at night, while rangers and muggers/humanoids are only encountered at night. It is suspected that the nighttime encounter table was mistyped; that night hags and rakshasa should be omitted from the daytime encounters, that encounters should move "up" in numerical slots until the ranger is reinserted at 73 and ruffian at 74-78. Revised daytime table sequence being:
70 Press gang
Page 178, Wetlands: There's an error in this encounter table. It progresses:
58-60 Undead (presumably 59-60)
95-100 Special (presumably 96-100)
Pages 179 - 189: All references to "Bird, Dire" on the encounter tables should be replaced with "Bird, Huge."
Pages 180 - 189: Numerous encounter tables provide for encountering soldier ants by themselves, but the main giant ant entry doesn't provide numbers appearing for them apart from as a ratio of the worker ants appearing. Since worker ants are listed separately/concurrently in the same encounter table, the overall instruction isn't very clear for what to do when soldiers are encountered alone. Since soldiers are at a 1:5 ratio to workers, and workers appear numbers of 1-100, suggest adding a line about soldiers appearing in numbers of 1-20 when encountered apart from any workers.
Page 181, Desert: The "jackal, dire" entry should be changed to "jackal, huge." Additionally, line 12 under the Monster column simply contains the word "monster." It's likely that this is a leftover placeholder for a specific monster type.
Page 183, Graveyard: This encounter table misspells the assagim devil as "devil, assaggim."
Page 184, Jungle: Crocodiles have two non-sequential runs on this encounter table. It seems possible that some of the entries were intended to be giant crocodiles instead. Further, the "jackal, dire" entry should be changed to "jackal, huge."
Page 185, Lost World: This encounter table misspells the assagim devil as "devil, assaggim." Further, the "lion, cave" entry should read "lion, prehistoric."
Page 186, Marine: One of the entries under the Humanoid heading reads "Gnoll (S5, WD2)." The S5, WD2 notation appears to be meaningless and should be disregarded.
Page 188, Plains: One of the entries under the Giant heading reads "Ogre (S3)." The S3 notation appears to be meaningless and should be disregarded. Further, the "hyena, dire" entry likely refers to either huge or giant hyenas, as there are no dire ones detailed in OSRIC.
Page 189, Rural: Gold dragons have two non-sequential runs on this encounter table. It seems possible that some of the entries were intended to be another dragon type or types instead.
Page 190, Tundra: Invertebrates are anomalously titled "vermin" for this terrain type.
Page 191, Flying Dinosaurs: This table is missing 3; it goes from 2 to 4-5. It seems likely that "2" should be "2-3."
Page 192: Monster Statistics, Move: "(See Chapter II)" should be "(See Chapter III)."
Page 192, Monster Statistics, Attacks: "(See Chapter II)" should be "(See Chapter III)."
Page 192, Monster Statistics, Damage: "(See Chapter II)" should be "(See Chapter III)."
Page 192, Monster Statistics, Armour Class: "(See Chapter II)" should be "(See Chapter I)."
Page 192, Tribal Spellcasters, Shaman: Cavemen should be added to the "Seventh Level Max." column.
Page 192, Tribal Spellcasters, Shaman: "Resist fear" should be "Remove fear."
Page 193, Men: In the matrix for magic items, thieves are listed as rolling for magic shields. Assassins can use shields; thieves can't. While thus not errata per se, a note similar to the note for clerics to ignore weapons with edges might be useful, reminding the GM that only assassins would roll for shields. Or the "Y" may have been intended for the armour row immediately above and been misplaced. Furthermore, magic users aren't allowed the possibility of magical potions, unlike every other class. This may not be an oversight, but that feels possible since they otherwise have the fewest categories of possible magical items (4 categories, as opposed to 5 or 6 for other classes).
Page 194, Men, Berserker: Berserkers have no chance of gp treasure in lair, but they do have a chance of 1d3 x 1,000 platinum pieces. This is much higher than other types of men, who have 1dX x 1,000 gp and 1dX x 100 pp. This should possibly be 1d3 x 1,000 gp with no chance for platinum.
Page 194, Men, Brigand: Brigands are noted to have a "+1 morale bonus." This would probably equate to +5% base morale in OSRIC's percentile morale system.
Page 194, Men, Dervish/Nomad: They are stated as having a 50% chance of jewelry as treasure, but no quantity is given. The correct value here is 5d6 per AD&D.
Page 197, Demi-Humans: It's not entirely clear if dwarf clerics, elf clerics, gnome clerics, and halfling druids are intended to be PC options or not. The character creation chapter doesn't mention their NPC-only status from AD&D at all. In this section, however, we find: "Some NPC demi-humans may be clerics. This is not necessarily permitted to player characters of that race....." If this is indeed the intent, it should probably be mentioned right up front as opposed to almost 200 pages in for clarity's sake alone. In any case, this reference to clerics still doesn't address the halfling druid question, since OSRIC doesn't appear to incorporate the concept of sub-classes as such.
Page 197, Dwarf: The lair treasure entry has two gem chances next to each other: 5d4 gems (30%), 1d4 × 20 gems (50%). The first entry should likely be in the individual treasure listing rather than the lair listing, based upon other individual entries, such as merchants.
Page 199, Batrachian: These monsters are said to "surprise opponents 50% of the time, or 80% of the time if hopping." AD&D specifies surprise on 1-3 standard or 1-5 hopping, which is obviously a much better solution since it maps readily to a six-sided surprise die.
Page 200, Cavemen: Cavemen "suffer a -1 to all morale checks." Since morale check penalties are positive numbers in the OSRIC system, and a 1% modifier wouldn't be worth mentioning in any case, this should likely be +5%.
Page 206, Giant, Fire: AD&D specifies that these giants may throw boulders from 10 to 200 feet/yards away. OSRIC lists the range as 120 feet instead.
Page 207, Giant, Frost: "Winter wolves often share residence with frost giants (50% chance, 1d6 in number)." Winter wolves are not described in the OSRIC rules
Page 208, Ettin: This monster's treasure entry is suspiciously generous and also out of format. "Treasure: Individual: 2d10 gp, 1d6 gems (25%), 1d4 jewellery (20%) 2 magic items; Lair: 2d6 x 1,000 gp (70%)." It seems likely that everything after 2d10 gp is lair treasure and that there should be a 10% chance for the magic items, rather than them being present automatically.
Page 208, Giant, Storm: "However, storm giants who have their castle abodes under water will instead have 2d4 sea lions." Sea lions are not described in the OSRIC rules.
Pages 212 - 216, Dragons: The entries for several dragon types (green, red) include the text, "Owing to the magical nature of the creature, it does not require somatic or material components to its spells—it need only speak the incantation." It would be ideal to have this information listed for every dragon type, since all are potential casters. Furthermore, multiple dragon types (blue, brass, bronze, silver) are said to cast spells as "wizards." Wizard is not a class in OSRIC, of course.
Pages 215: The page number is missing.
Page 215, Dragon, Green: It's not stated that a green dragon's breath weapon deals damage equal to the dragon's hp. As "toxic gas," the uninitiated could just as easily assume that it's a save or die attack, which it definitely is not.
Page 216, Demons: "Note that most demons do not actually fall into the five listed categories." There are six main categories of demons (A, B, C, D, E, F), not five.
Page 216, Demons: It it not noted that demons, like devils, may only be permanently destroyed on their home planes.
Page 217, Demons: "Many demons possess the following magical abilities: infravision (as the 5th level magic user spell), teleport (with no chance of error) (as the 2nd level magic user spell)." Infravision is a 3rd level spell. Teleport is a 5th level spell.
Page 217, Demons, Silver: There is a space missing in this chart entry. "No additional damage(according"
Page 221, Class F Demon: This creature's attack form is described as "1 bite." It should be "1 weapon/sword or 1 whip attack."
Page 222, Demoniac: Lair Probability is listed as "See below," but there's nothing in the main description that could be tied to lairs.
Page 226, Devils: The following text is a bit mangled and should be rewritten: "A devil must return to its home plane in Hell for 9 decades of servitude as a lemure before it will resume its home plane in Hell for 9 decades of servitude as a lemure before they will resume their former status."
Page 226, Devils: The section regarding the illusion power of devils should be amended from "phantasmal force as the 3rd level magic-user spell" to "spectral force as the 3rd level illusionist spell."
Page 227, Bearded Devil: It is not noted that this monster can also perform a standard weapon attack with its glaive instead of to using it to entangle.
Page 228, Bone Devil: It is stated: "They have ultravision (60-ft range) which is more suited to icy climates." This is the only reference to ultravision in the OSRIC core rules. Nowhere therein is it defined.
Page 229, Ice Devil: The monster's summoning ability is listed as gate (i.e. the spell) instead of using the the standard "summon" terminology.
Page 230, Scaly Devil: This monster should instead be known as the Manalishi (Lesser Devil; Scaly Devil, Abyssai).
Page 232, Pit Fiend: This monster is missing its 2 HP/round regeneration ability from AD&D.
Page 238, Golems: Flesh, iron, and stone golems list polymorph any object as one of the spells used in their creation. Polymorph object is the correct spell name.
Page 240. Dryad: There may be an error in the experience point value of this monster. OSRIC lists 30+10 xp/hp, while AD&D gives 105+3 xp/hp.
Page 242. Nymph: There may be an error in the experience point value of this monster. OSRIC lists 105+3 xp/hp, while AD&D gives 350+3 xp/hp.
Page 246, Euparkeria: Level/XP should be 1/10+1/hp.
Page 253, Bat: This creature's Aerial Agility is listed as V. As bats cannot hover in the air, however, the value of IV given elsewhere in the text is likely correct.
Page 254, Barracuda: This creature's swimming movement rate of 30 should likely be 300, based on similar fast-swimming creatures such as the giant gar.
Page 258, Eel, Giant: Weed eels have a number appearing of 1d4. AD&D specifies 6d10. Similarly, electric eels appears in groups of 1d3 in AD&D, as opposed to 1d4 in OSRIC.
Page 260, Horse: There are no carry weight allowances given for any of the horse types in OSRIC. As this information is highly useful, here are the AD&D values: Draft: 400/800 lbs, heavy: 500/750 lbs, light: 300/500 lbs, medium: 400/650 lbs, pony: 200/300 lbs, wild: 300/600 lbs. Note that carrying any amount over the first value given (i.e. over 400 lbs for a draft horse) will slow the animal 50%.
Page 263, Mule: There is no carry weight allowance given for mules in OSRIC. As this information is highly useful, here are the AD&D values: 200/600 lbs. Note that carrying over 200 lbs will slow the animal 50%.
Page 265, Squid, Giant: Based on the description(s) for squid/octopus, where two arms are used to attack the ship, with the remainder used to attack the crew, the octopus should have six tentacle attacks instead of the listed seven.
Page 268, Achaierai: These creatures are said to have considerable treasure in their lairs, but a Lair Probability of "nil." AD&D specified 5%.
Page 272, Basilisk: The attack form described ("antlers + weapon") makes no sense for this monster. "1 bite" would be correct.
Page 276, Carcass Creeper: There is no damage value provided for the creature's attacks and no duration given for their paralysing effect. This is in keeping with the AD&D Monster Manual, but may be confusing to newcomers.
Page 276, Caterwaul: "They also possess keen senses and can only be surprised 10% of the time." While accurate to AD&D, this creates problems, since OSRIC generally uses d6 rolls for surprise. It could be changed to 1 in 6 if consistency were to be prioritized over accuracy.
Page 278, Couatl: This creature is noted to have a chance of 2d19 gems being present in its lair. 2d10 is correct.
Page 280, Dark Creeper: "In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark creeper in the area, increased by 2% for every 5 additional creepers." This sentence should read: "In an area settled by at least 25 solitary dark creepers there is a 90% chance there will be a dark stalker in the area, increased by 2% for every 5 additional creepers."
Page 282, Elemental, Air Elemental: "Their primary attack form is a stream of air that they use like an invisible limb to strike for 2d20 damage." 2d10 damage is correct in this case.
Page 286, Genie: The Level/XP given for this monster seems abnormally low. A suggested fix would be 6/650+10/hp for regular genies and 7/1,200+13/hp for nobles.
Page 292, Lizard, Giant, Cave: This creature has a Lair Probability of "nil," despite having lair treasure listed. 20% is correct, per AD&D.
Page 292, Lizard, Giant, Monitor: This creature has a Lair Probability of "nil," despite having lair treasure listed. 80% is correct, per AD&D.
Page 293, Lurker Above: "They have a +4 bonus to their chance of surprise." This is potentially quite misleading, as it could lead to automatic surprise situations. AD&D specifies that it surprises on a 1-4 on 1d6. In addition, Level/XP should be 7/1500+13 hp.
Page 294, Manticore: There are no percentage chances associated with the gems and jewelry in these creatures' treasure hoards. They are 15% and 10%, respectively, in AD&D.
Page 298, Naga, Guardian: This creature is given a chance of 5d6 x 1 cp in its lair treasure. 5d6 x 1000 is correct.
Page 298, Naga, Spirit: The damage notation (1d3) associated with the creature's bite in the text could be mistaken as an indication of how much damage the poison deals. In fact, the bite itself inflicts 1d3 damage and the poison is simply fatal if the target's saving throw fails.
Page 301, Owlbear: There are no percentage chances associated with the various coinages that can appear in these creatures' treasure hoards. Per AD&D, they are: 20% chance for cp, 30% chance for sp.
Page 303, Phoenix: "A phoenix has the innate ability to cause a tremendous heat up to thrice per day; igniting all flammable materials, boiling liquids, and blistering exposed skin." No damage value is given for this attack, but AD&D lists it at 10 hp. Additionally, the AD&D phoenix radiates protection from evil in a 10 ft radius, and can cast a remove fear 10 ft radius. The OSRIC Phoenix radiates a protection from fear 10 ft radius, and can also cast remove fear in a 10' radius. Further, the description references fire quench as the reverse of produce fire, but it's actually the reverse of fire storm. Finally, the OSRIC phoenix may control temperature in a 50 ft radius instead of a 10 ft radius as in AD&D.
Page 305, Remorhaz: "When attacking, the remorhaz rises on the back section of its body and begins beating its bat-like wings. Its attack is blinding..." Contrary to this description, this monster's attacks do not cause blindness. It's possible that the intention was to describe the attack as blindingly fast.
Page 305, Roc: The 1d33 notation for jewelry should be 1d3.
Page 308, Sea Hag: "Magic Resistence" is improperly written as "MAGIC Resistance."
Page 314, Spider, Huge: The +3 bonus specified for saves against the spider's poison should only be +1. Additionally, the AD&D version is stated to surprise opponents on a roll of 1-5 on 1d6.
Page 315, Squealer: This creature differs from its AD&D incarnation in both included details and in omissions. The damages provided are slightly different, some bonuses aren't mentioned, etc.
Page 318, Triton: "Summon allies: 5d4 hippocampi, 5d6 giant sea horses, or 1d10 sea lions (depending upon how blown)." None of these monsters are described in the OSRIC rules.
Page 319, Vulchling: "Vulchlings are weak fliers, tending to swoop upon their prey with a claw attack, then fighting on the ground with a bite/bite routine." This appears to be reversed in OSRIC, and vulchlings should likely instead attack twice with their claws when in the air, and then once per round with a 1d4+1 bite on the ground after landing.
Page 324, Miscellaneous Weapons Table 1: The scimitar is listed both on this table and on Swords Table 1 (page 325). It should likely appear only on the swords table. This is supported by the fact that Miscellaneous Weapons Table 1 is missing an entry for staves, with the implication being that the duplicate scimitar entry took its place.
Page 324: Potions, Table 1: There's a "cursed potion" in the table with no explanation in the text. It seems highly likely that this was meant to refer to the potion of poison.
Page 324: Ring of Charisma: The gp value of this item should likely be 10,000, not 1,000.
Page 325, Scrolls: There is no table provided for determining the number of spells found on a spell scroll and their level(s).
Page 235, Scrolls Table 3: Scrolls of acid and polymorph warding appear on this table, but no such items are described in the main text.
Page 327, Table IV, Rare Miscellaneous Magic Items: There's an error causing magic items to get out of step in between numbers 03 and 14. Two of the items in that span need to be reduced to a 1% chance (down from 2%) to make the table work.
Page 329: Potion of Climbing: Duration should be 5d4 rounds + 1 turn, not 5d5 rounds + 1 turn.
Page 328, Sagacious Volume: This item has a listed gp value of 50,000,312. 50,000 would be correct.
Page 329: Potion of Dragon Control: There is no mention of a saving throw against this potion's effects. See the entry for the potion of giant control for the correct procedure.
Page 330, Potion of Giant Strength: The throwing ranges on the various potions should be rechecked. They went from a respectable 80-160 feet or yards in AD&D to characters being able to throw rocks several miles. Removing all the "thousands" seems to fix the issue (i.e. reduce range from "8,160 ft" to "160 ft").
Page 335, Staff of Compulsion: This entry references a ring of humanoid control and a ring of mammal command. The ring of humanoid control's OSRIC counterpart appears to be the ring of charisma, but there is no OSRIC item equivalent to a ring of mammal command.
Page 338, Wand of Summoning: OSRIC indicates that this item may be used by clerics, druids, illusionists, and magic-users. Its AD&D equivalent, the wand of conjuration, may only be used by magic-users.
Page 340, Holy Sword: This weapon is listed as usable only by paladins, but it should be (FPRT) for fighter, paladin, ranger, thief, as any Good-aligned character of these other classes can use it as a +2 sword.
Page 341, Sword Intelligence and Capabilities, Speech: "Sword will speak its alignment tongue plus 1 or more additional languages determined according to the table below" The preceding sentence is in need of a period at its end.
Page 343, Crossbow of Speed: The weapon's magical bonus (+1) is not given.
Page 346, Boots of the Winterlands: This item's description mentions an endure cold effect. However, this spell is properly known as resist cold in OSRIC.
Page 344, Hammer of the Dwarfs: In OSRIC, all thrown magic hammers (and hand axes) get their magic to-hit bonus but not their magic damage bonus. The hammer of the dwarfs has a note that, "The hammer of the dwarfs retains its attack bonus when hurled as a missile weapon, doing double damage if it hits..." The note seems redundant since every hammer retains its attack bonus. But it would be noteworthy if the hammer retained its damage bonus, which was then paired with 2d4+2 (double hammer damage which is normally 1d4+1). "Attack bonus" may have been loosely worded here.
Page 347, Broom of Flying: The broom's movement speed should be 300 ft, not 30 ft.
Page 347, Carpet of Flying: The carpet's base movement speed should be 400 ft, not 40 ft.
Page 350, Deck of Illusions: Goblin is a repeated entry in the deck, when no other card varieties are repeated. Unclear whether it was purposefully or accidentally duplicated.
Page 352, Figurines of Wonderous Power, Onyx Dog: The description is missing a duration of use and required rest time. Per AD&D, it can be used for up to six hours continuously, once per week.
Page 353, Figurines of Wonderous Power, Serpentine Owl: Many pertinent details on the owl are omitted from the AD&D version: "The normal-sized form of the magical statuette moves with 95% silence, has infravision to 90'. can see in normal, above ground darkness as if it were full light, and twice as well as a human at that. Its hearing is so keen as to be able to detect a mouse moving at 60’ distance; thus, silent movement chances ore reduced 50% with respect to the serpentine owl in smaller form."
Page 354, Horn of Blasting, Greater: The description doesn't mention whether damage is also doubled to 14d6 for crystalline objects, as per the standard horn of blasting.
Page 354, Horn of the Tritons: It is stated that the Horn can summon sharks up to 7 HD. 8 HD is correct.
Page 357, Mirror of Mental Prowess: This item references a "probability to detect scrying." No such mechanic is detailed in OSRIC.
Page 358, Pipes of the Sewers: "The rats take a turn to travel 50 ft." 50 ft per round is the correct speed. Additionally, the AD&D version of this item also allowed for the summoning of giant rats. It is unclear whether this function was omitted on purpose or accidentally.
Page 359: Robe of the Archmagi: The 75% magic resistance listed for this item should be 5%, per AD&D.
Page 359, Robe of Scintillating Colours: Most of the Robe's powers as described in AD&D are not included in the OSRIC version. It is unclear if this is intended or not.
Page 364, Cursed Items: There are seven main types of curses listed: delusion, opposite effect or target, intermittent functioning, requirement, drawback, completely different effect, and substitute specific cursed item. Six of those types get a sentence or two of explanatory text and advice; "completely different effect" is absent from this additional discussion.
Page 366, Specific Cursed Items: The potion of poison appears twice on this table, yet no such item is described in the main text. Additionally, the following cursed items described in the text are absent from this table: Ring of contrariness, ring of weakness, sword +1, cursed, shield -1, missile attractor.
Page 366, Armour of Rage: The reference to armour of command should be deleted.
Page 366, Bag of Devouring: The item's description states that it is both impossible to resurrect its victims and 50% likely for such a spell to succeed. It is possible that the 50% chance is meant to apply to alter reality instead.
Page 367. Broom of Animated Attack: It should be noted that the broom attacks as a 4 HD monster.
Page 368, Net of Snaring: This item "can be commanded to launch from the user's hand and ensnare a creature up to 30-ft away (as the 1st level druid spell ensnare)." There is no ensnare spell in OSRIC, and this most likely should reference the druid spell entangle instead.