diff --git a/ADnD_2E_Revised/2ESheet.html b/ADnD_2E_Revised/2ESheet.html index 84e2b43791..dae38ea4e4 100644 --- a/ADnD_2E_Revised/2ESheet.html +++ b/ADnD_2E_Revised/2ESheet.html @@ -46135,6 +46135,7 @@ wiz2['Blur'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 102', 'damage': '', 'damage-type': '', 'healing': '', @@ -46143,8 +46144,8 @@ wiz2['Blur'] = { wiz2['Continual Light'] = { 'level': '2', - 'school': 'Alteration (Reversible)', - 'school-spells-and-magic': 'Alteration/Shadow (Reversible)', + 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -46154,10 +46155,12 @@ wiz2['Continual Light'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175', + 'errata': 'Dungeon Master Guide p. 160\nSage Advice #172 p. 90\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, reducing its attack rolls, saving throws, and Armor Class by 4. 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.\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.' + '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, reducing its attack rolls, saving throws, and Armor Class by 4 (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. 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.' }; wiz2['Darkness, 15\' Radius'] = { @@ -56398,17 +56401,19 @@ pri3['Continual Light'] = { 'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', 'duration': 'Permanent', - 'aoe': '60-foot radius', + 'aoe': '60-foot radius globe', 'components': 'V, S', 'cast-time': '6', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 266', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 143', + 'errata': 'Dungeon Master Guide p. 160\nSage Advice #172 p. 90\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.' + '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, reducing its attack rolls, saving throws, and Armor Class by 4 (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. 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.' }; pri3['Create Food & Water'] = { diff --git a/ADnD_2E_Revised/javascript/priestSpells.js b/ADnD_2E_Revised/javascript/priestSpells.js index bae2a834cb..1f17c7bb1d 100644 --- a/ADnD_2E_Revised/javascript/priestSpells.js +++ b/ADnD_2E_Revised/javascript/priestSpells.js @@ -1060,17 +1060,19 @@ pri3['Continual Light'] = { 'sphere-spells-and-magic': 'Creation, Guardian, Sun', 'range': '120 yards', 'duration': 'Permanent', - 'aoe': '60-foot radius', + 'aoe': '60-foot radius globe', 'components': 'V, S', 'cast-time': '6', 'saving-throw': 'Special', 'materials': '', 'reference': 'p. 266', 'book': 'PHB', + 'book-compendium': 'Priest’s Spell Compendium Volume One p. 143', + 'errata': 'Dungeon Master Guide p. 160\nSage Advice #172 p. 90\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.' + '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, reducing its attack rolls, saving throws, and Armor Class by 4 (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. 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.' }; pri3['Create Food & Water'] = { diff --git a/ADnD_2E_Revised/javascript/wizardSpells.js b/ADnD_2E_Revised/javascript/wizardSpells.js index 66bc84be97..a776d01460 100644 --- a/ADnD_2E_Revised/javascript/wizardSpells.js +++ b/ADnD_2E_Revised/javascript/wizardSpells.js @@ -974,6 +974,7 @@ wiz2['Blur'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 102', 'damage': '', 'damage-type': '', 'healing': '', @@ -982,8 +983,8 @@ wiz2['Blur'] = { wiz2['Continual Light'] = { 'level': '2', - 'school': 'Alteration (Reversible)', - 'school-spells-and-magic': 'Alteration/Shadow (Reversible)', + 'school': 'Alteration', + 'school-spells-and-magic': 'Alteration', 'range': '60 yards', 'duration': 'Permanent', 'aoe': '60-foot radius', @@ -993,10 +994,12 @@ wiz2['Continual Light'] = { 'materials': '', 'reference': 'p. 181', 'book': 'PHB', + 'book-compendium': 'Wizard’s Spell Compendium Volume One p. 175', + 'errata': 'Dungeon Master Guide p. 160\nSage Advice #172 p. 90\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, reducing its attack rolls, saving throws, and Armor Class by 4. 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.\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.' + '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, reducing its attack rolls, saving throws, and Armor Class by 4 (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. 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.' }; wiz2['Darkness, 15\' Radius'] = { diff --git a/ADnD_2E_Revised/misc/schools-overview.html b/ADnD_2E_Revised/misc/schools-overview.html index 39f30120e1..22a7d2baab 100644 --- a/ADnD_2E_Revised/misc/schools-overview.html +++ b/ADnD_2E_Revised/misc/schools-overview.html @@ -701,13 +701,13 @@ Continual Light - Alteration (Reversible) + Alteration Player's Handbook First Printing May 2013 Continual Light - Alteration/Shadow (Reversible) + Alteration Player's Option: Spells & Magic @@ -5141,13 +5141,13 @@ Continual Light - Alteration (Reversible) + Alteration Player's Handbook First Printing May 2013 Continual Light - Alteration/Shadow (Reversible) + Alteration Player's Option: Spells & Magic