diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index 5dbb1827426..5ffcd9943b5 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -32237,7 +32237,7 @@

Monster Sheet specific

{{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} - {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.{{/blindness}} + {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.
 Spellcasters can only cast spells with range "0" (affecting themselves) or "Touch" with a -4 penalty to hit the with the touch. All spells with a range greater than "0" requires the caster to see the point of impact or be able to touch it.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol* or *illusory script* that only works when seen.{{/blindness}} {{#deafness}}
 **Deafness:** causes -1 penalty to surprise rolls unless its other senses are unusually keen. Spellcasters have a 20% chance to miscast any spell with verbal component.{{/deafness}} {{#invisibility}}
 **Invisibility:** Attacks against an invisible creature suffers -4 penalty to attack rolls. Surprise caused by an invisible creature suffer -2 penalty to surprise rolls. Invisible creatures attempting detailed actions (for example, picking a lock or threading a needle) suffers -3 (or -15%) penalty to their chance of success. This does not apply to spellcasting. Invisible creatures cannot be detected with infravision.{{/invisibility}} {{#dot}}
 **Continuing damage:** Usually makes concentration impossible, preventing spell casting. The DM might allow the caster to make an initiative roll to see if he can cast his spell before the damage occurs. Make no modifiers to the initiative roll for the continuing damage. If the caster loses this initiative roll, the spell is disrupted and lost.{{/dot}} @@ -33734,7 +33734,7 @@

Monster Sheet specific

{{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} - {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.{{/blindness}} + {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.
 Spellcasters can only cast spells with range "0" (affecting themselves) or "Touch" with a -4 penalty to hit the with the touch. All spells with a range greater than "0" requires the caster to see the point of impact or be able to touch it.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol* or *illusory script* that only works when seen.{{/blindness}} {{#deafness}}
 **Deafness:** causes -1 penalty to surprise rolls unless its other senses are unusually keen. Spellcasters have a 20% chance to miscast any spell with verbal component.{{/deafness}} {{#invisibility}}
 **Invisibility:** Attacks against an invisible creature suffers -4 penalty to attack rolls. Surprise caused by an invisible creature suffer -2 penalty to surprise rolls. Invisible creatures attempting detailed actions (for example, picking a lock or threading a needle) suffers -3 (or -15%) penalty to their chance of success. This does not apply to spellcasting. Invisible creatures cannot be detected with infravision.{{/invisibility}} {{#dot}}
 **Continuing damage:** Usually makes concentration impossible, preventing spell casting. The DM might allow the caster to make an initiative roll to see if he can cast his spell before the damage occurs. Make no modifiers to the initiative roll for the continuing damage. If the caster loses this initiative roll, the spell is disrupted and lost.{{/dot}} @@ -45237,6 +45237,7 @@

Monster Sheet specific

'reference': 'p. 170', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 55', + 'errata': 'Sage Advice #242 p. 18', 'damage': '', 'damage-type': '', 'healing': '', @@ -45295,6 +45296,7 @@

Monster Sheet specific

'reference': 'p. 171', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 123', + 'errata': 'Sage Advice #235 p. 71', 'damage': '', 'damage-type': '', 'healing': '', @@ -45333,6 +45335,7 @@

Monster Sheet specific

'reference': 'p. 171', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 137', + 'errata': 'Dungeon Master Guide p. 89-90\nSage Advice #157 p. 24\nSage Advice #215 p. 88\nSage Advice #232 p. 94\nSage Advice #262 p. 23\nSage Advice #273 p. 117', 'damage': '', 'damage-type': '', 'healing': '', @@ -45373,11 +45376,11 @@

Monster Sheet specific

'reference': 'p. 172', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 154', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #213 p. 85\nSage Advice #256 p. 28\nSage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six creatures ([[1d6]]) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.}}{{blindness=1' + 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six ([[1d6]]) creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.}}{{blindness=1' }; wiz1['Comprehend Languages'] = { diff --git a/ADnD_2E_Revised/html/components/rolltemplate-effects.html b/ADnD_2E_Revised/html/components/rolltemplate-effects.html index 20ac7dd448e..079037299d9 100644 --- a/ADnD_2E_Revised/html/components/rolltemplate-effects.html +++ b/ADnD_2E_Revised/html/components/rolltemplate-effects.html @@ -517,7 +517,7 @@ {{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} - {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.{{/blindness}} + {{#blindness}}
 **Blindness:** causes -4 penalty to attack rolls, saving throws, and surprise rolls. Armor Class is 4 worse (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. Safe movement rate is slowed by ⅓ of normal and faster movement requires a Dexterity check.
 Spellcasters can only cast spells with range "0" (affecting themselves) or "Touch" with a -4 penalty to hit the with the touch. All spells with a range greater than "0" requires the caster to see the point of impact or be able to touch it.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol* or *illusory script* that only works when seen.{{/blindness}} {{#deafness}}
 **Deafness:** causes -1 penalty to surprise rolls unless its other senses are unusually keen. Spellcasters have a 20% chance to miscast any spell with verbal component.{{/deafness}} {{#invisibility}}
 **Invisibility:** Attacks against an invisible creature suffers -4 penalty to attack rolls. Surprise caused by an invisible creature suffer -2 penalty to surprise rolls. Invisible creatures attempting detailed actions (for example, picking a lock or threading a needle) suffers -3 (or -15%) penalty to their chance of success. This does not apply to spellcasting. Invisible creatures cannot be detected with infravision.{{/invisibility}} {{#dot}}
 **Continuing damage:** Usually makes concentration impossible, preventing spell casting. The DM might allow the caster to make an initiative roll to see if he can cast his spell before the damage occurs. Make no modifiers to the initiative roll for the continuing damage. If the caster loses this initiative roll, the spell is disrupted and lost.{{/dot}} diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js index 1c9682b3bf2..e1476dd859e 100644 --- a/ADnD_2E_Revised/javascript/wizardSpells.js +++ b/ADnD_2E_Revised/javascript/wizardSpells.js @@ -56,6 +56,7 @@ wiz1['Armor'] = { 'reference': 'p. 170', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 55', + 'errata': 'Sage Advice #242 p. 18', 'damage': '', 'damage-type': '', 'healing': '', @@ -114,6 +115,7 @@ wiz1['Cantrip'] = { 'reference': 'p. 171', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 123', + 'errata': 'Sage Advice #235 p. 71', 'damage': '', 'damage-type': '', 'healing': '', @@ -152,6 +154,7 @@ wiz1['Charm Person'] = { 'reference': 'p. 171', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 137', + 'errata': 'Dungeon Master Guide p. 89-90\nSage Advice #157 p. 24\nSage Advice #215 p. 88\nSage Advice #232 p. 94\nSage Advice #262 p. 23\nSage Advice #273 p. 117', 'damage': '', 'damage-type': '', 'healing': '', @@ -192,11 +195,11 @@ wiz1['Color Spray'] = { 'reference': 'p. 172', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 154', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #213 p. 85\nSage Advice #256 p. 28\nSage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #273 p. 114\nDungeon Master Option: High-Level Campaigns p. 70', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six creatures ([[1d6]]) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.}}{{blindness=1' + 'effect': 'Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. These make a triangular plane, 5 feet wide at the caster’s end opening to 20 feet wide at the far end, which ends 20 feet from the caster.\n From one to six ([[1d6]]) creatures within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.\n Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster’s level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than the wizard’s level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.}}{{blindness=1' }; wiz1['Comprehend Languages'] = {