diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html
index 46723e25142e..16d729f61220 100644
--- a/ADnD_2E_Revised/2ESheet.html
+++ b/ADnD_2E_Revised/2ESheet.html
@@ -45710,7 +45710,7 @@
Monster Sheet specific
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A *light* spell cast directly against a *darkness* spell cancels both.}}{{blindness=1'
+ 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A *light* spell cast directly against a *darkness* spell cancels both.\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.}}{{blindness=1'
};
wiz1['Magic Missile'] = {
@@ -45788,7 +45788,7 @@ Monster Sheet specific
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 600',
- 'errata': 'Sage Advice #525 p. 22',
+ 'errata': 'Sage Advice #252 p. 22',
'damage': '',
'damage-type': '',
'healing': '',
@@ -45827,11 +45827,11 @@ Monster Sheet specific
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 660',
- 'errata': 'Sage Advice #249 p. 22\nSage Advice #256 p. 27',
+ 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.'
+ 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. There is no height limit on the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.'
};
wiz1['Protection From Evil'] = {
@@ -45848,11 +45848,12 @@ Monster Sheet specific
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 700',
- 'errata': 'Sage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
+ 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
+ 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
};
wiz1['Read Magic'] = {
@@ -47456,6 +47457,7 @@ Monster Sheet specific
'damage': '',
'damage-type': '',
'healing': '',
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.'
};
@@ -55774,7 +55776,7 @@ Monster Sheet specific
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}{{blindness=1'
+ 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}{{blindness=1'
};
pri1['Locate Animals or Plants'] = {
@@ -55849,11 +55851,12 @@ Monster Sheet specific
'reference': 'p. 256',
'book': 'PHB',
'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466',
- 'errata': 'Sage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
+ 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
+ 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
};
pri1['Purify Food & Drink'] = {
@@ -57418,6 +57421,7 @@ Monster Sheet specific
'damage': '',
'damage-type': '',
'healing': '',
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n The reverse, *protection from good, 10’ radius,* wards against good creatures.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the *protection from evil* spell.'
};
diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js
index bd8370bb4e46..549fb9a79b72 100644
--- a/ADnD_2E_Revised/javascript/priestSpells.js
+++ b/ADnD_2E_Revised/javascript/priestSpells.js
@@ -313,7 +313,7 @@ pri1['Light'] = {
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}{{blindness=1'
+ 'effect': 'This spell causes a luminous glow within 20 feet of the spell’s center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature.\n If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A *light* spell centered on the visual organs of a creature blinds it. The caster can extinguish the light at any time by uttering a single word. *Light* spells are not cumulative—multiple castings do not provide a brighter light\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.\n The spell is reversible, causing *darkness* in the same area and under the same conditions as the *light* spell, but with half the duration. Magical darkness is equal to that of an unlit interior room—pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A *darkness* spell cast directly against a *light* spell cancels both, and vice versa.}}{{blindness=1'
};
pri1['Locate Animals or Plants'] = {
@@ -388,11 +388,12 @@ pri1['Protection From Evil'] = {
'reference': 'p. 256',
'book': 'PHB',
'book-compendium': 'Priest’s Spell Compendium Volume Two p. 466',
- 'errata': 'Sage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
+ 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
+ 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of –2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.\n Second, any attempt to exercise mental control over the protected creature (if, for example, it has been charmed by a vampire) or to invade and take over its mind (as by a ghost’s *magic jar* attack) is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, nor end it, but it does prevent the vampire from exercising mental control through the barrier. Likewise, an outside life force is merely kept out, and would not be expelled if in place before the protection was cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creature to recoil if such attacks require touching the protected creature. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remaining unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* tome), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
};
pri1['Purify Food & Drink'] = {
@@ -1957,6 +1958,7 @@ pri4['Protection From Evil, 10\' Radius'] = {
'damage': '',
'damage-type': '',
'healing': '',
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
'effect': 'The globe of protection of this spell is identical in all respects to that of a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle will break the warding against enchanted/summoned monsters if he attacks those monsters. A creature unable to fit completely into the area of effect (for example, a 21-foot-tall titan) remains partially exposed and subject to whatever penalties the DM decides. If such a creature is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n The reverse, *protection from good, 10’ radius,* wards against good creatures.\n To complete this spell, the priest must trace a circle 20 feet in diameter using holy (or unholy) water and incense (or smoldering dung), according to the *protection from evil* spell.'
};
diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js
index 9803bfd563dc..e78bd4b44aac 100644
--- a/ADnD_2E_Revised/javascript/wizardSpells.js
+++ b/ADnD_2E_Revised/javascript/wizardSpells.js
@@ -526,7 +526,7 @@ wiz1['Light'] = {
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A *light* spell cast directly against a *darkness* spell cancels both.}}{{blindness=1'
+ 'effect': 'This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell’s center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.\n The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the duration of the *light* spell, if the darkness effect is continual).\n Light centered on the visual organs of a creature blinds it. The caster can end the spell at any time by uttering a single word. Note that, unlike the 1st-level priest spell, this spell is not reversible.\n A *light* spell cast directly against a *darkness* spell cancels both.\n A piece of chalk with *Light* cast on it will not write glowing messages. If the chalk is broken in two pieces, then the spell either ends or the biggest piece keeps the effect.}}{{blindness=1'
};
wiz1['Magic Missile'] = {
@@ -604,7 +604,7 @@ wiz1['Mount'] = {
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 600',
- 'errata': 'Sage Advice #525 p. 22',
+ 'errata': 'Sage Advice #252 p. 22',
'damage': '',
'damage-type': '',
'healing': '',
@@ -643,11 +643,11 @@ wiz1['Phantasmal Force'] = {
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 660',
- 'errata': 'Sage Advice #249 p. 22\nSage Advice #256 p. 27',
+ 'errata': 'Sage Advice #171 p. 90\nSage Advice #249 p. 22\nSage Advice #256 p. 27',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.'
+ 'effect': 'This spell creates the illusion of any object, creature, or force, as long as it is within the boundaries of the spell’s area of effect. The illusion is visual and affects all believing creatures (undead are immune) that view it. It does not create sound, smell, or temperature. Effects that depend on these senses usually fail. The illusion lasts until struck by an opponent—unless the spellcaster causes the illusion to react appropriately—or until the wizard ceases concentration upon the spell (due to desire, moving, or a successful attack that causes damage). Saving throws for illusions are explained under “Illusions” in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2. Creatures that disbelieve the illusion see it for what it is and add +4 to associates’ saving throws if this knowledge can be communicated effectively. Creatures believing the illusion are subject to its effects (again, as explained in Chapter 7).\n The illusionary effect can be moved by the caster within the limits of the area of effect. There is no height limit on the area of effect. The DM has to rule on the effectiveness of this spell; detailed guidelines are outlined in Chapter 7: Magic and under “Adjudicating Illusions” at the beginning of Appendix 2.\n This spell cannot be used to create a limited form of invisibility. *Phantasmal force* can create an illusionary object that a creature can hide behind, but not the illusion that the creature is not there.'
};
wiz1['Protection From Evil'] = {
@@ -664,11 +664,12 @@ wiz1['Protection From Evil'] = {
'reference': 'p. 177',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume Three p. 700',
- 'errata': 'Sage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
+ 'errata': 'The Complete Psionics Handbook p. 110\nSage Advice #156 p. 57\nSage Advice #225 p. 83\nDungeon Master Option: High-Level Campaigns p. 74',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This protection ends if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
+ 'effect': 'When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot. The barrier moves with the recipient and has three major effects:\n First, all attacks made by evil (or evilly enchanted) creatures against the protected creature suffer –2 penalties to attack rolls; any saving throws caused by such attacks are made with +2 bonuses.\n Second, any attempt to possess (as by a *magic jar* attack) or to exercise mental control over (as by a vampire’s *charm* ability) the protected creature is blocked by this spell. Note that the protection does not prevent a vampire’s *charm* itself, but it does prevent the exercise of mental control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place before the protection is cast.\n Third, the spell prevents bodily contact by creatures of an extraplanar or conjured nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks require touching the protected being. Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. The entire spell ends, losing all three effects, if the protected character makes a melee attack against or tries to force the barrier against the blocked creature.\n This spell can be reversed to become *protection from good*; the second and third benefits remain unchanged.\n\n This spell does not specifically hedge out undead creatures (except ghouls, as stated in the *MONSTROUS MANUAL* accessory), unless these have been brought by a *monster summoning* spell or equivalent magic or are from another plane.'
};
wiz1['Read Magic'] = {
@@ -2272,6 +2273,7 @@ wiz3['Protection from Evil, 10\' Radius'] = {
'damage': '',
'damage-type': '',
'healing': '',
+ 'psionics': 'All telepathic powers used against someone with protected from evil have their power scores reduced by 2. Additionally, the spell prevents mental control such as domination.',
'effect': 'The globe of protection of this spell is identical in all respects to a *protection from evil* spell, except that it encompasses a much larger area and its duration is greater. The effect is centered on and moves with the creature touched. Any protected creature within the circle can break the warding against enchanted or summoned monsters by meleeing them. If a creature too large to fit into the area of effect is the recipient of the spell, the spell acts as a normal *protection from evil* spell for that creature only.\n To complete this spell, the caster must trace a circle 20 feet in diameter using powdered silver. The material component for the reverse is powdered iron.'
};