diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index 9532fd49ed94..2c6841cc0bfc 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -32239,8 +32239,8 @@

Monster Sheet specific

{{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} - {{#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}} + {{#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. Spells with a range greater than "0" can be cast against anything the caster can touch whether he can see it or not.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol*, *illusory script*, or purely visual illusions, such as *phantasmal force*, 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 protects the creature from purely audible illusions such as *audible glamer* that only works when heard.{{/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}} {{#aging}}
 **Magical aging:** All creatures, even ageless (such as lich, shade, or avangion) is required to pass a System Shock roll to survive.
 Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence—these are a function of the passage of game time—but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging.{{/aging}} @@ -33737,8 +33737,8 @@

Monster Sheet specific

{{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} - {{#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}} + {{#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. Spells with a range greater than "0" can be cast against anything the caster can touch whether he can see it or not.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol*, *illusory script*, or purely visual illusions, such as *phantasmal force*, 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 protects the creature from purely audible illusions such as *audible glamer* that only works when heard.{{/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}} {{#aging}}
 **Magical aging:** All creatures, even ageless (such as lich, shade, or avangion) is required to pass a System Shock roll to survive.
 Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence—these are a function of the passage of game time—but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging.{{/aging}} @@ -45605,6 +45605,7 @@

Monster Sheet specific

'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 412', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', @@ -45625,6 +45626,7 @@

Monster Sheet specific

'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'Sage Advice #154 p. 6', 'damage': '', 'damage-type': '', 'healing': '', @@ -45665,11 +45667,11 @@

Monster Sheet specific

'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 445', - 'errata': 'Sage Advice #152 p. 8\nSage Advice #245 p. 17\nDungeon Master Option: High-Level Campaigns p. 72', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #152 p. 8\nSage Advice #225 p. 82\nSage Advice #245 p. 17-18\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' + 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard, this can be anything from a single touch to wearing or wielding the item as intended at the DM’s discretion. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' }; wiz1['Jump'] = { @@ -45704,11 +45706,11 @@

Monster Sheet specific

'reference': 'p. 176', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 515', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #256 p. 28\nDungeon Master Option: High-Level Campaigns p. 72', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #152 p. 59\nSage Advice #153 p. 7\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nDungeon Master Option: High-Level Campaigns p. 72', '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.}}{{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.}}{{blindness=1' }; wiz1['Magic Missile'] = { @@ -55765,11 +55767,11 @@

Monster Sheet specific

'reference': 'p. 255', 'book': 'PHB', 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 374', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #256 p. 28', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #152 p. 59\nSage Advice #153 p. 7\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23', '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 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'] = { @@ -70491,7 +70493,7 @@

Monster Sheet specific

const getSpellSchools = function (spell, books) { let schoolRules = getActiveSettings(SCHOOL_FIELDS, books); - return spell['school'] + `%NEWLINE%(${spell[SCHOOL_SPELLS_AND_MAGIC]})`; + return spell['school'] + `%NEWLINE%S&M: (${spell[SCHOOL_SPELLS_AND_MAGIC]})`; // return schoolRules.has(SCHOOL_SPELLS_AND_MAGIC) // ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] // : spell['school']; diff --git a/ADnD_2E_Revised/html/components/rolltemplate-effects.html b/ADnD_2E_Revised/html/components/rolltemplate-effects.html index bb47d7681e5c..d228df55172b 100644 --- a/ADnD_2E_Revised/html/components/rolltemplate-effects.html +++ b/ADnD_2E_Revised/html/components/rolltemplate-effects.html @@ -518,8 +518,8 @@ {{/c1-1}} {{#effects2}}
{{effects2}}{{/effects2}} {{#psionics}}
 **Psionics:** {{psionics}}{{/psionics}} - {{#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}} + {{#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. Spells with a range greater than "0" can be cast against anything the caster can touch whether he can see it or not.
 Blindness protects the creature from spells such as *explosive runes* that must be read or *symbol*, *illusory script*, or purely visual illusions, such as *phantasmal force*, 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 protects the creature from purely audible illusions such as *audible glamer* that only works when heard.{{/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}} {{#aging}}
 **Magical aging:** All creatures, even ageless (such as lich, shade, or avangion) is required to pass a System Shock roll to survive.
 Characters who increase in age from magical effects do not gain the benefits of increased Wisdom and Intelligence—these are a function of the passage of game time—but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging.{{/aging}} diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js index f07e3f622188..bd8370bb4e46 100644 --- a/ADnD_2E_Revised/javascript/priestSpells.js +++ b/ADnD_2E_Revised/javascript/priestSpells.js @@ -309,11 +309,11 @@ pri1['Light'] = { 'reference': 'p. 255', 'book': 'PHB', 'book-compendium': 'Priest’s Spell Compendium Volume Two p. 374', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #256 p. 28', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #152 p. 59\nSage Advice #153 p. 7\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23', '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 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'] = { diff --git a/ADnD_2E_Revised/javascript/sheetWorkers.js b/ADnD_2E_Revised/javascript/sheetWorkers.js index ddb3189ebf76..6520a3839660 100644 --- a/ADnD_2E_Revised/javascript/sheetWorkers.js +++ b/ADnD_2E_Revised/javascript/sheetWorkers.js @@ -999,7 +999,7 @@ function parseSpheres(spheresStrings, regex) { const getSpellSchools = function (spell, books) { let schoolRules = getActiveSettings(SCHOOL_FIELDS, books); - return spell['school'] + `%NEWLINE%(${spell[SCHOOL_SPELLS_AND_MAGIC]})`; + return spell['school'] + `%NEWLINE%S&M: (${spell[SCHOOL_SPELLS_AND_MAGIC]})`; // return schoolRules.has(SCHOOL_SPELLS_AND_MAGIC) // ? spell[SCHOOL_SPELLS_AND_MAGIC] || spell['school'] // : spell['school']; diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js index ad9957c7bea3..abdb8f1d0011 100644 --- a/ADnD_2E_Revised/javascript/wizardSpells.js +++ b/ADnD_2E_Revised/javascript/wizardSpells.js @@ -421,6 +421,7 @@ wiz1['Grease'] = { 'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 412', + 'errata': 'Sage Advice #163 p. 105', 'damage': '', 'damage-type': '', 'healing': '', @@ -441,6 +442,7 @@ wiz1['Hold Portal'] = { 'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 433', + 'errata': 'Sage Advice #154 p. 6', 'damage': '', 'damage-type': '', 'healing': '', @@ -481,11 +483,11 @@ wiz1['Identify'] = { 'reference': 'p. 175', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 445', - 'errata': 'Sage Advice #152 p. 8\nSage Advice #245 p. 17\nDungeon Master Option: High-Level Campaigns p. 72', + 'errata': 'Sage Advice #148 p. 12\nSage Advice #152 p. 8\nSage Advice #225 p. 82\nSage Advice #245 p. 17-18\nDungeon Master Option: High-Level Campaigns p. 72', 'damage': '', 'damage-type': '', 'healing': '', - 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' + 'effect': 'When an *identify* spell is cast, magical items subsequently touched by the wizard can be identified. The eight hours immediately preceding the casting of the spell must be spent purifying the items and removing influences that would corrupt and blur their magical auras. If this period is interrupted, it must be begun again. When the spell is cast, each item must be handled in turn by the wizard, this can be anything from a single touch to wearing or wielding the item as intended at the DM’s discretion. Any consequences of this handling fall fully upon the wizard and may end the spell, although the wizard is allowed any applicable saving throw.\n The chance of learning a piece of information about an item is equal to 10% per level of the caster, to a maximum of 90%, rolled by the DM. Current chance is [[{10*[[@{level-wizard}]],90}kl1]]%. Any roll of 96–00 indicates a false reading (91–95 reveals nothing). Only one function of a multifunction item is discovered per handling (i.e., a 5th-level wizard could attempt to determine the nature of five different items, five different functions of a single item, or any combination of the two). If any attempt at reading fails, the caster cannot learn any more about that item until he advances a level. Note that some items, such as special magical tomes, cannot be identified with this spell.\n The item never reveals its exact attack or damage bonuses, although the fact that it has few or many bonuses can be determined. If it has charges, only a general indication of the number of charges remaining is learned: *powerful* (81% – 100% of the total possible charges), *strong* (61% – 80%), *moderate* (41% – 60%), *weak* (6% – 40%), or *faint* (five charges or less). The *faint* result takes precedence, so a fully charged *ring of three wishes* always appears to be only faintly charged.\n After casting the spell and determining what can be learned from it, the wizard loses 8 points of Constitution. He must rest for one hour to recover each point of Constitution. If the 8-point loss drops the spellcaster below a Constitution of 1, he falls unconscious. Consciousness is not regained until full Constitution is restored, which takes 24 hours (one point per three hours for an unconscious character).\n The material components infusion must be drunk prior to spellcasting. If a *luckstone* is powdered and added to the infusion, the divination becomes much more potent: Exact bonuses or charges can be determined, and the functions of a multifunctional item can be learned from a single reading. At the DM’s option, certain properties of an artifact or relic might also be learned.\n Casting *contact other plane* or *commune* can also reveal exact bonuses and charges of an item.\n *Identify* generally gives false results when used on cursed items—usually revealing a power (or magical bonus) the item seems to have. Casting *contact other plane* or *commune* can confirm if a magical item is indeed beneficial.' }; wiz1['Jump'] = { @@ -520,11 +522,11 @@ wiz1['Light'] = { 'reference': 'p. 176', 'book': 'PHB', 'book-compendium': 'Wizard’s Spell Compendium Volume Two p. 515', - 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #256 p. 28\nDungeon Master Option: High-Level Campaigns p. 72', + 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #152 p. 59\nSage Advice #153 p. 7\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nDungeon Master Option: High-Level Campaigns p. 72', '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.}}{{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.}}{{blindness=1' }; wiz1['Magic Missile'] = {