diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html
index f066dc0452b..844c46c029c 100644
--- a/ADnD_2E_Revised/2ESheet.html
+++ b/ADnD_2E_Revised/2ESheet.html
@@ -32239,7 +32239,7 @@
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. 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}}
+ {{#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 with the touch-attack. 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}}
@@ -33737,7 +33737,7 @@ 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. 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}}
+ {{#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 with the touch-attack. 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}}
@@ -46153,7 +46153,7 @@ Monster Sheet specific
'reference': 'p. 181',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96',
- '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 #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23',
'damage': '',
'damage-type': '',
'healing': '',
@@ -46195,11 +46195,11 @@ Monster Sheet specific
'reference': 'p. 181',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175',
- 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #172 p. 90\nSage Advice #256 p. 28\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70',
+ 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.}}{{blindness=1'
+ 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.}}{{blindness=1'
};
wiz2['Darkness, 15\' Radius'] = {
@@ -56540,11 +56540,11 @@ Monster Sheet specific
'reference': 'p. 266',
'book': 'PHB',
'book-compendium': 'Priest’s Spell Compendium Volume One p. 143',
- 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #172 p. 90\nSage Advice #256 p. 28\nSage Advice #265 p. 24',
+ 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #265 p. 24',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.}}{{blindness=1'
+ 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual light* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.}}{{blindness=1'
};
pri3['Create Food & Water'] = {
diff --git a/ADnD_2E_Revised/html/components/rolltemplate-effects.html b/ADnD_2E_Revised/html/components/rolltemplate-effects.html
index d228df55172..4af2cff8a6f 100644
--- a/ADnD_2E_Revised/html/components/rolltemplate-effects.html
+++ b/ADnD_2E_Revised/html/components/rolltemplate-effects.html
@@ -518,7 +518,7 @@
{{/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. 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}}
+ {{#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 with the touch-attack. 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}}
diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js
index 549fb9a79b7..57260c79fdf 100644
--- a/ADnD_2E_Revised/javascript/priestSpells.js
+++ b/ADnD_2E_Revised/javascript/priestSpells.js
@@ -1075,11 +1075,11 @@ pri3['Continual Light'] = {
'reference': 'p. 266',
'book': 'PHB',
'book-compendium': 'Priest’s Spell Compendium Volume One p. 143',
- 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #172 p. 90\nSage Advice #256 p. 28\nSage Advice #265 p. 24',
+ 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #265 p. 24',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the continual light affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.}}{{blindness=1'
+ 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures with penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, this can be cast into the air, onto an object, or at a creature. In the third case, the *continual light* affects the space about 1 foot behind a creature that successfully rolls its saving throw vs. spell (a failed saving throw means the *continual light* is centered on the creature and moves as it moves). Note that this spell also blinds a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell effects are blocked until the covering is removed.\n *Continual light* brought into an area of magical darkness (or vice versa) cancels the darkness so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of a *continual light* spell against a similar or weaker magical darkness cancels both.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in a typical campaign. Extremely hard and expensive materials might last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.\n The reverse spell, *continual darkness*, causes complete absence of light (pitch blackness), similar to the *darkness* spell but of greater duration and area.}}{{blindness=1'
};
pri3['Create Food & Water'] = {
diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js
index b809855312e..f6d9f72cf9e 100644
--- a/ADnD_2E_Revised/javascript/wizardSpells.js
+++ b/ADnD_2E_Revised/javascript/wizardSpells.js
@@ -969,7 +969,7 @@ wiz2['Blindness'] = {
'reference': 'p. 181',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume One p. 96',
- '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 #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23',
'damage': '',
'damage-type': '',
'healing': '',
@@ -1011,11 +1011,11 @@ wiz2['Continual Light'] = {
'reference': 'p. 181',
'book': 'PHB',
'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175',
- 'errata': 'Dungeon Master Guide p. 139+160\nSage Advice #172 p. 90\nSage Advice #256 p. 28\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70',
+ 'errata': 'Player’s Handbook p. 168\nDungeon Master Guide p. 139+160\nSage Advice #153 p. 7\nSage Advice #172 p. 90\nSage Advice #201 p. 45\nSage Advice #256 p. 28\nSage Advice #260 p. 23\nSage Advice #265 p. 24\nDungeon Master Option: High-Level Campaigns p. 70',
'damage': '',
'damage-type': '',
'healing': '',
- 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years.}}{{blindness=1'
+ 'effect': 'This spell is similar to a *light* spell, except that it is as bright as full daylight and lasts until negated by magical darkness or by a *dispel magic* spell. Creatures who suffer penalties in bright light suffer them in this spell’s area of effect. As with the *light* spell, it can be cast into the air, onto an object, or at a creature. When cast at a creature, the target gets a saving throw vs. spell; success indicates that the spell affects the space about 1 foot behind the creature instead. Note that this spell can also blind a creature if it is successfully cast upon the creature’s visual organs. If the spell is cast on a small object that is then placed in a light-proof covering, the spell’s effects are blocked until the covering is removed.\n A *continual light* brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. If multiple *continual lights* are brought into an area of magical darkness, only one *continual light* will go out per magical darkness effect and the remaining will work as normal. A direct casting of *continual light* against a similar or weaker magical darkness cancels both. The wizard’s version of *continual light* cannot be reversed to create magical darkness.\n This spell eventually consumes the material it is cast upon, but the process takes far longer than the time in the typical campaign. Extremely hard and expensive materials can last hundreds or even thousands of years. Perishable materials, such as most foodstuffs, will rot normally long before a *continual light* spell can affect them. Likewise, most creatures will be dust before the spell will hurt them. If an object is consumed by this spell, the spell ceases to function.}}{{blindness=1'
};
wiz2['Darkness, 15\' Radius'] = {