I dont know if this affects Shadowmoor or not, but Scott Neeley and Clanthia have come out with a new Player Handbook.
http://solarinc.org/2010-02-23-SOLAR_PHBv1_8.pdfJust wondering, if this will become the new book for Shadowmoor too? Here is a list from the Clanthia board, that outlines most of the changes.
PG 3 – Weekend park pass cost updated, now runs $5 each.
PG 8 – 9, 119 – Item Bonding. Procedures during Check-In + Reset. For more, see Item Bonding in the Magical Items section.
PG 9 – Added Production Enhancers and Labs section. Addresses maximum number able to be used in a given event, maximum of any given type of production able to be created.
PG 18 – The History of the Sutherlands. Condensed, updated.
PG 40, 135-136, 196-197. Packet-delivered Acid attacks can no longer be blocked by Shields. If such an attack strikes anywhere on the body, shield, or weapon – the damage is delivered.
PG 43-44 – Realms and Schools of Magic, Multiple Magic Specialties. Only Templars and Scholars may specialize their columns. Templars may specialize one column, while Scholars may specialize two. The restriction of one specialization per realm remains for Scholars. (Dark Knights, Knights, and Rangers may only ever specialize in their chosen subclass column).
PG 45 – Desecration now has a make-up requirement. This requirement remains true for races that it might seem difficult to see sunken eyes, such as drae (simply use a lighter gray).
PG 48 – Honesty. Clarification, Honesty spell appears on the Confinist spell list, as was shown in spell description and quick reference.
PG 50, 97-98, 109 – Repel Undead is now on the Druid spell list, Confuse Undead has been removed.
PG 56, 72 – Circle of Power duration lowered to (1) one minute.
PG 56-57 – Detect Magic. Emphasis added, can no longer detect particular spells active. “Detecting 1, Detecting 2, Detecting 3 added.
PG 64 – Imprison. Clarification added, you may carry a creature in an Imprison even if it is in the process of breaking it.
PG 69-70 – Wall of Force. Only one active at a given time, caster must remain in contact with Wall of Force with outstretched hand for it to be raised.
PG 70-71, 155 - Ward, Wizard’s Lock and buildings. Buildings now may only possess one (1) Ward and a maximum of two (2) Wizard Lock spells on the building itself. Wizard Lock spells on items still do not count against this limit.
PG 77, 106 – Circle of Protection duration lowered to (1) one minute.
PG 78, 106 – The Control Undead verbal has been changed to: “By Death’s dark mantle and the powers of Undeath, I control Undead to do as I bid.”
PG 79, 106 – The Create Undead verbal has been changed to: “By the power of Necromancy, I call you forth and create Undead to walk the Earth.”
PG 84, 107 – The Elude Undead verbal has been changed to: “Servants of Undeath, be humbled by the darkness within me.”
PG 103 – Wall of Thorns. Only one active at a given time, caster must remain in contact with Wall of Thorns with outstretched hand for it to be raised.
PG 117-118 – Formal FAQ has been revised, updated, and changed - read and know. ALL formal casters should re-read this section.
PG 119 – Renamed Casting from Items to simply “Magical Items”
PG 119 – Item Bonding. New section. New way of using and limits to the of use items. Items must now be bonded to a character to be used, read for full explanation on how to do this.
PG 119-120 –Magical Creatures/Cabin Guardians. Very important rules changes regarding Master Control of creatures, where you can have your creatures, and phasing.
PG 120-121, 123 – Enchanted Items. Must now be bonded to be used (see Item Bonding), must be created by in-play means (FOIP), may now be “Identified” by concentrating for 60 seconds uninterrupted.
PG 121 – Characters can not turn “off” magic items. See Magical Items – Special Circumstances.
PG 122 – Cloaks, Note, the maximum number of Cloaks – even if a character possesses a Cloak that states “Does not count against maximum cloaks” the true maximum is three (3), regardless.
PG 124 - Potions. Potions are imbibed on a 3-count, one at a time.
PG 124, 204 – New Master Potion-Maker potion able to be created called the Master’s Elixir.
PG 127, 128 – Agony Gas point cost has increased to 12, Agony Ingested has increased to 6
PG 127, 131 – Instant Death Gas included in PHB, only a Master Poison-Maker may create an Instant Death Gas and this may only be done through means found in-play – no production formula exists, it is included here for completion.
PG 128-129, 204 – Master Poisoner's Blade Venom may only be applied to edged weapons and may not be combined with the Waylay skill.
PG 128-133 – Added Production cost to Poison descriptions.
PG 135-138 – Added Production cost to Alchemy descriptions.
PG 140-141 - Body, Curse, and Massive taglines are no longer considered “Magic” for purposes of overcoming immunities.
PG 143 – Breaking Confining. Multiple of same spell on a target breaking confining will force the target to restart his break count if he has already begun. (Note, multiple Imprisons at a target breaking an Imprison still results in no effect). Also revised wording.
PG 145 (also 119-120) – Phased Out creatures may not hear anything while Phased Out other than a direct command to Phase In from it’s Master Controller.
PG 160 – Knights may now follow a Defensive Path, limiting their offensive potential (+12 Prof) for defense, they may purchase Fatal Shield Parries as if a Warrior of their Proficiency (i.e. 1 FSP per 2 SP).
PG 162-163 - Dark Knights may now follow a Defensive Path, limiting their offensive potential (+12 Prof) for defense, they may purchase Fatal Shield Parries as if a Warrior of their Proficiency (i.e. 1 FSP per 2 SP).
PG 168-186 – Restricted Races and the requirements to play one, updated.
PG 188, 194 – Dodge (and Dodge Block) is now a Rogue only skill. Other classes may still purchase Backstabs and Assassinates but may never utilize the Dodge skill.
PG 189, 197 – Shield Fatal Parry rennamed to Fatal Shield Parry. No other changes to the skill itself.
PG 189, 203 – Master Poison-Maker rennamed to Master Poisoner.
PG 192, 217 – Secondary Skills renamed to Role-Playing Only Skills to avoid confusion.
PG 212 – A Master Armorsmith may repair up to ten (10) points of armor per minute rather than the five (5) points of armor per minute that an normal Armorsmith may repair.
PG 214 – Master Seer. Emphasis added, clarifications made.
PG 215 – Clarifiaction on Master Weaponsmith. A weapon Sharpened by a Master Weaponsmith is rendered indesctructible for the gathering.
PG 222-223 – Formal Masteries. A character may only possess Formal Mastery in his primary column, however, should he at some point learn 9th level formal in both realms of magic, his masteries will extend to both.
PG 235 – Character Respends. Listed ways in which one can go about respending a character including: New Player Respends, Character Sacrifice, and Character Re-training.
PG 242-243 – New weapon materials. Rosewood, Darkwood, and Ironwood description and taglines added.