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OSR+ Official Errata

Rules & Rulings

Below is an archive of errata, rulings, and rule clarifications for the OSR+ Core Rules.
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2 weeks ago

200+ Treasures Added to OSR+ Fantasy Core Rules New

Posted November 21, 2023

One missing piece has been to make sure the OSR+ Fantasy Core Rules has a more complete treasure list that includes all the iconic magic items you'd expect in your stock fantasy game.

Welp, we've added 200+ more items to round it out! Enjoy.

3 weeks ago

Summons, Stances in the Overworld, and Specialized Skills in Scene Checks Errata

Posted November 14, 2023

Below are some clarifications and errata on three different areas of the core rules.


A summoned creature is something brought into being from outside the material realm under your control (as opposed to a familiar that already resides on the material realm). You can summon creatures via spells or kits. Generally, you fall back to spell logic (and GM fiat) when it comes to handling the stats of a summon when such stats are not specified by the ability in question. However, we've added a limitation called "Astral Parity" to that default spell logic that describes a summon's freedom of movement, in order to balance against the utility of spells like Magic Monitor and the abilities of other familiars.

Stances in the Overworld

Stances reset when you rest, but it becomes unclear when stances reset in game modes (or checks) that use abstract time. If a stance is invoked in abstract time (during an overworld check, or in a scene check for example), then it doesn't reset until you're able to rest outside of that game mode or check. For example, if you use a stance in an act on a scene check, you can't use that stance again until you're able to rest after the scene check is complete. In the same way, if you use a stance on an overworld check while in the overworld game mode, you can't use that stance again until the GM switches to another game mode, and you're able to rest.

Specialized Skills in Scene Checks

Because a scene check represents an abstraction of all the actions the party are collectively taking together, the individual mechanics of each hero can't be applied to the mechanics of the scene check. This extends to the use of specialized skills. So for example, if another party member is conferring a specialized skill as part of the scene check, this doesn’t impact the d6 roll, as the only thing that can impact the roll are class abilities or origin abilities originating from the hero that leads the action (and thus rolls the d6).

2 months ago

Necromancer Kit Receives an Additional Active Ability Errata

Posted October 19, 2023

The Necromancer kit, as compared to kits like Medium or Alienist (who receive two spells and have a passive ability as well as their exploding-dice in a school), lacked options. Therefore, the Necromancer can now attempt to command Undead as well as animate them, in addition to her other abilities:

If you spend MP to command Undead targets, you may force them to make an opposed spell check using Smart, or else they must obey your every command for a number of rounds per MP spent. Undead subject to your command receive a bonus to their check equal to the difference in level between yours and theirs...

2 months ago

Fixing Stealth Checks & Abolishing "Rolling Under" Errata

Posted October 17, 2023

Stealth checks have been simplified and there's no longer a need to "roll under" when you take risky action (which leads to all sorts of wonky math).

Instead, you establish a stealth score as expected (d6 + Deft + Skill), and that TN travels with you as long as you don't do anything risky. Sneaking across the library while moving silently in this way leaves patrons unawares, but maybe when you get to the stacks where the magic tome is located, you discover it's really heavy. So you need to silently slide it off the bookshelf. In this case, you would make a separate check to deal with that challenge (for example, a Mighty check vs. a TN unopposed). If you fail, you're "detected," which means others in the library are alerted to your presence, and you lose your stealth score. Now you'll need to switch strategies to sneak out of the library. Maybe you decide to impersonate the librarian?

Another way to look at this: suppose you've found the book, but the librarian is standing nearby with his back turned to you. In this case, when you try to pilfer the book, the GM might call for the librarian to make a Perception check vs. the TN of your stealth score (as the librarian has stats of his own). If he succeeds, maybe you dropped the book with a loud thud, and all he has to do is turn around to discover you, in which case you're immediately "revealed." If you succeed, it might mean he looks in the wrong direction for the noise. Nevertheless, Perception checks to detect you for the rest of the scene are made with advantage, since the librarian knows something is up, even if he doesn't know it's you.

(Special thanks to Jon, Courtney, and David for some late night brainstorming on this one...)

2 months ago

Daredevils and Stances Errata

Posted October 7, 2023

With the introduction of stances to the system, the Daredevil class now gains a stance at first level, and can switch their focus without spending 1 MP.

This should make the Daredevil's Defy Danger technique more attractive when compared to that of other classes.

2 months ago

Introducing Doubled Advantage Errata

Posted October 4, 2023

When you have a net advantage from two different sources on a roll (after calculating out any disadvantage), you roll 3d6 instead of 2d6. This is more or less the equivalent of getting a +2 on the roll.

For example, if you're a Nim, you get advantage on Deft from that origin. But if you're a Rogue, you also get advantage on certain actions (such as tinkering or stealth). With doubled advantage, you would now roll 3d6 when taking those actions and take the best result. This means all dice have to be 1 to trigger a roll to confirm a critical.

The reverse is also true for disadvantage. If you have a net disadvantage on a roll, you roll 3d6 and take the worst result. This then triggers a roll to confirm a critical, which is always a 2d6.

See also Collaborating on Rolls for advantage/disadvantage in group action.

9 months ago

Adjustments to Reaction Spells Errata

Posted March 25, 2023

Certain spells that allow for them to be cast as a reaction if you haven't already acted in the round have been adjusted to allow them to be cast as a reaction in addition to any action you take in the round. This was to make these spells more tactically versatile and attractive. These include: Alternate Reality, Aura Analysis, Blessing, Energy Trap, Inertial Barrier, Kinetic Anchor, and Kinetic Shield.

9 months ago

New Blue Mage Kit New

Posted March 11, 2023

The new Blue Mage kit allows heroes to cast any spell they know as a reaction. The Blue Mage is a classic elementalist who specializes in abjuration spells. His ability to pump up spell resistance checks and spell checks to dispel or counter magic make him a perfect complement to the Mage class.

9 months ago

Is the Dweomerist Kit Affected By MP Penalties? Rulings

Posted March 11, 2023

The core rules don't directly specify whether heroes who create enchanted items using the Dweomerist kit are impacted by magic point penalties conferred by wearing armor or wielding shields, except to say "Magic point penalties conferred by armor do not affect the use of kit abilities, techniques, or talents, or any other abilities that use MP and are not purely magical in nature." However, the kit ability does say you "enchant an inanimate, mundane object," which can be interpreted as an act of spellcasting, even if the spell triggers later on. Additionally, the Dweomerist kit's ability is "purely magical in nature," which would further support the ruling that the kit's ability is impacted by MP penalties conferred by armor and shields.

9 months ago

Foresight Spell Revised Errata

Posted March 11, 2023

The spell Foresight allowed spellcasters to cast it as a reaction, but this makes the spell mechanically too similiar to the Daredevil's Defy Danger technique. The spell has been revised to remove the option to cast it as a reaction.

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