From 55da1360e79610696f7534f59c20d9d6449b9d1a Mon Sep 17 00:00:00 2001 From: Carifio24 Date: Wed, 18 Dec 2024 20:10:15 -0500 Subject: [PATCH] Update spells with Xanathar's errata. --- Data/Spells.json | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Data/Spells.json b/Data/Spells.json index f1822f8..77d6a70 100644 --- a/Data/Spells.json +++ b/Data/Spells.json @@ -12387,7 +12387,7 @@ "S" ], "concentration": true, - "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", + "desc": "You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).\nUntil the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.\nAs a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.", "duration": "Up to 1 minute", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.", "id": 395, @@ -12416,7 +12416,7 @@ "S" ], "concentration": true, - "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", + "desc": "You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.\nAs a bonus action on your turn, you can dismiss this spell and cause the weapon to emity a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself with a success.", "duration": "Up to 1 hour", "higher_level": "", "id": 396, @@ -12745,7 +12745,7 @@ "S" ], "concentration": false, - "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", + "desc": "You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.", "duration": "Instantaneous", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "id": 407, @@ -13013,7 +13013,7 @@ "concentration": true, "desc": "You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.", "duration": "Up to 1 hour", - "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", + "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "id": 416, "level": 2, "locations": [