With my errate document for the previous version of Swords & Wizardry Complete now being obsolete due to the release of the Revised update in 2023, I sought out and obtained permission from the game's publisher, Mythmere Games, to create a new official document for users of Revised.
Note that I've only included errors with the potential to impact useability; simple grammar mistakes and the like are not considered. Additionally, be aware that the Swords & Wizardry rules differ from those of original D&D in a number of mostly minor ways, and that this is intentional and done for legal purposes. Such intentional deviations do not qualify as errata.
This is a living document. If you have any new items you'd like to submit for consideration, please contact me.
Page 51, Cleric Spells: The spell Restoration appears on the list as a level six spell. Level seven is correct.
Page 73, Designing a Dungeon Adventure: "To help you get started, the diagram of a dungeon cross-section and the sample floor plan maps included here may be a good resource for you." The cross-section diagram mentioned here is not present.
Page 80, Getting Lost: Two distinct methods for determining when a party is lost are described, a flat 1-in-6 chance and a percentage chance that varies by terrain. The Referee may use whichever method is preferred.
Page 92, Ship Types table: The last two entries in the "Small Ship" row are shifted one column to the left.
Page 96, Reading the Monster Descriptions: The explanation of how magic resistance functions was omitted. The missing text reads as follows:
Magic Resistance: One of the 'Special' items that may be listed for some monsters is "Magic Resistance," followed by a percentage. The given percentage chance is the likelihood that any magic used against the creature (other than bonuses from weapons) will fail to take effect. Roll d100 and if the result is equal to or less than the given percentage, the magic will fail. A saving throw may still be attempted if Magic Resistance fails to stop the magic (Magic Resistance is an additional defense, not a replacement for a saving throw).
Page 134, Magic Potion Descriptions, Animal Control: This potion is described as working "as per the spell." This spell is not present in the magic chapter, however. The missing spell's description is as follows:
Control Animal
Spell Level: Druid, 2nd level
Range: 80 feet
Duration: 24 hours
This spell may be cast on a single normal animal or a giant version of a normal animal. The animal must have some rudimentary intelligence, so it does not ordinarily work on insects or other non-mammals. This determination is up to the Referee. The author would consider giant spiders to have rudimentary intelligence, but not giant centipedes, so that’s a good example of how subjective the spell’s interpretation can be. If in doubt, feel free to only apply the spell to mammals.
If the animal fails a saving throw, it will follow the caster’s commands and, for the duration of the spell, be able to understand these commands (although the caster does not automatically gain the ability to understand the animal; the communication is one-way).
Page 144, Descriptions of Miscellaneous Magic Items, Spade of Excavation: The reference to "20 minutes (1 turn)" should read "10 minutes (1 turn)."
Last updated 21 Jul 2026


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