Some of the original intentions and possible clarifications......
1) Spell Adders should not be allowed to be used in creating magical items, especially if used to enhance the item that is already the spell adder. (i.e. the intent is that you cannot use a Magestaff's spell adder to enhance the Magestaff). At least that was always the official intention!
Also, Spell Adders only supply the PP for the spell, not the expertise or the skill ranks required to cast it. The skill ranks requirements must ALWAYS be met
2) Magestaff as a dual adder -- This option
must be selected when the staff is first created (i.e. +6 PP to the base 13). The dual adder option only allows it to be a +1 PP Adder and a +1 Spell Adder. This results in two possibilities.
- If either adder capability is increased, the dual adder ability is lost
- If either adder capability is increased, the dual adder ability must be included in the casting (+6 PP more, and thus 6 more skill ranks) to keep the dual adder ability.
I would leave it up to the GM as to which method he uses.
3) Magic Darts -- This is a spell
versus DB! It is not an automatic hit. It is not much different from the Elemental Bolt spells. It can be defended against and dodged just as the elemental bolts can be (i.e. it is a directed attack). If the attack hits, it does damage (just as any other weapon or spell).
After careful consideration, the scaling option, Increase Dart Size, does seem to be extremely more powerful than what was intended and/or we choose our wording poorly (i.e. at this remove, I no longer remember exactly). IIRC, the intention was that it would cost +3 PP to double the points of damage from each 1d10 of darts, not on ALL darts
[errata=
Magic Dart Errata]
Magic Dart, from page 56 of The Codex -
The scaling option, Increase Dart Size, the line should read:
Increase Dart Size (per +1 hit per dart on 10 darts) +3 PP
[/errata]
Thus, the base spell costs 3 PP and does 1d10 hits of damage (+1 bleeding per every 5 hits of damage rolled). The caster can then spend 2 extra PP to get an additional 1d10 of potential hits (it is NOT +10 hits automatically) and then he can spend +3 PP to do double damage on a set of 10 darts.
In other words the base is 1d10 hits
+2 PP to make it 2d10 hits
+3 PP to make it (1d10)x2 hits
So 8 PP would make it ((1d10)x2) + 1d10 hits
It would be 11 PP to do (2d10)x2 hits
It would be 9 PP to do 4d10 hits
In regards to errata on HARP and HARP in general - HARP was specifically and deliberately designed to make it easy for the GM to adjust the rules to his setting or style of play. It was INTENDED that the GM do so.
Additionally, I prefer to issue as little errata as possible. If something really needs it (like the Magic Darts spell), I will issue it, but I prefer not to if I can. And I won't issue errata just because somebody doesn't like how something works (that is WHY GMs are encouraged to adjust the rules to their games).