From b04a078a2dfa86a7a64f0e92a063de2a68a21814 Mon Sep 17 00:00:00 2001 From: Nat Quayle Nelson Date: Mon, 17 Mar 2025 16:37:45 -0500 Subject: [PATCH] tabs in spell descriptions caused bad line wrapping --- rsrc/strings/mage-spells.txt | 6 +++--- rsrc/strings/priest-spells.txt | 20 ++++++++++---------- 2 files changed, 13 insertions(+), 13 deletions(-) diff --git a/rsrc/strings/mage-spells.txt b/rsrc/strings/mage-spells.txt index 02659b22..cf018aeb 100644 --- a/rsrc/strings/mage-spells.txt +++ b/rsrc/strings/mage-spells.txt @@ -39,7 +39,7 @@ This spell is similar to Wall of Force, except that it creates an ice wall. Ice This powerful spell makes monsters less likely to see you for a time (duration depends on your level). Try casting it before walking through a room crowded with monsters. Gives the entire party double its actions (duration depends on the level of the caster). All haste spells take effect at the beginning of the next round. This spell is like fireball, but does more damage, and affects all creatures within two spaces of the space you target. Be careful not to fry your party! -This spell has a chance (increasing with level) of destroying magical barriers. Some barriers are harder to dispel than others; some cannot be dispelled. Some barriers can be walked through. +This spell has a chance (increasing with level) of destroying magical barriers. Some barriers are harder to dispel than others; some cannot be dispelled. Some barriers can be walked through. This spell creates a single fire barrier at the target space. Fire barriers are damaging and permanent. This spell is like Minor Summoning, but summons more powerful monsters. This spell creates a large sphere of force walls. @@ -52,8 +52,8 @@ This dangerous spell summons a beast from the netherworld to fight at your side. This spell creates a spherical field, from which no spells may be cast and in which no spells may be targeted. After creation, it slowly fades. When cast on a magic-using enemy, the two creatures get in a mental battle, absorbing spell points from each other. The loser may end up dumbfounded or killed. Requires a Smoky Crystal to cast. When cast outdoors, the party can fly for a short time. -This spell sends a wave of force out from the caster, damaging everyone nearby. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don't cast in towns. -When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned. +This spell sends a wave of force out from the caster, damaging everyone nearby. The farther someone is from the caster, the more damage is taken, out to a radius of 10. Don't cast in towns. +When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned. When cast, every monsters within a small radius of the caster will become paralyzed for quite some time. There is a chance they might resist the spell. One of the most powerful spells in the mage's repertoire. It makes the whole party temporarily magic resistant, and makes one PC you select immune to ALL damage for a short time. This spell works like Summoning, but brings forth much more powerful creatures. diff --git a/rsrc/strings/priest-spells.txt b/rsrc/strings/priest-spells.txt index 12e07c2b..418b46f4 100644 --- a/rsrc/strings/priest-spells.txt +++ b/rsrc/strings/priest-spells.txt @@ -1,7 +1,7 @@ -Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time. -Increases the health of the selected PC a small amount, up to the PC's maximum health. -Reduces the amount of poison running around in the veins of the selected PC. -When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead. +Makes the character harder to hit and take less damage from blows. It also makes the PC hit more often, and his or her blows do more damage. Its effects decay with time. +Increases the health of the selected PC a small amount, up to the PC's maximum health. +Reduces the amount of poison running around in the veins of the selected PC. +When cast on an undead creature, it usually does a reasonable amount of damage to it. It has no effect on non-undead. Displays the party's x-y location in the town. The target of this spell becomes magically shielded. For a time, monsters probably won't be able to attack them. The effects disappear when the PC attacks someone. This spell has the caster absorb the damage taken by another character. The higher the level, the less damage the caster takes per health point healed. @@ -12,7 +12,7 @@ Like Minor Bless, but better. Its effect increases with the level of the caster. Like Weaken Poison, but better. Its effect increases with the level of the caster. The opposite of bless. It makes everything much worse for the victim, for a time. Hitting someone with this spell several times vastly increases the effect. Creates a short duration magical light source. -Deals a painful blow to the targeted victim. The damage increases with your level. +Deals a painful blow to the targeted victim. The damage increases with your level. This spell summons a shade from the netherworld to aid you. It will disappear after a short time. When cast on a fragile wall or outcropping of rock, the wall or outcropping crumbles into rubble. It doesn't work on all walls. This spell has a chance of making the target monster start to fight for the party. The chance of it working drops sharply with the level of the monster. @@ -30,7 +30,7 @@ This spell completely unfeebleminds the recipient. This spell fires a number of bolts of divinely inspired cold, the number of which increases with the level of the caster. To cast without using all of the targets, hit the space bar. Causes everyone to become less poisoned. Useful for dealing with those nasty swamps. Causes all monsters within ten spaces to receive a powerful curse. -Deals a deadly blow to the targeted undead nasty. The chance of the spell having an effect increases with the caster's level. +Deals a deadly blow to the targeted undead nasty. The chance of the spell having an effect increases with the caster's level. Occasionally, you will put on an item which then refuses to be taken off. Casting this spell has a chance of removing the curse. This spell summons a bunch of snakes to aid the party. Skillful casters have a chance of getting asps instead of the weaker giant snakes. When something strikes the recipient of this spell in hand-to-hand combat, it takes as much damage as the victim. The duration of this spell increases with the level of the caster. @@ -39,7 +39,7 @@ When cast, for a short time everyone in the party can walk across lava with no d Much like Bless, but affects everyone. Works like the Heal spell, but gives much more bang for the spell points. This spell returns a body to life. You need Resurrection Balm to cast this. There is a small chance (decreasing with level) that it turns the body to dust. A dusted character can only be raised with a Resurrect spell. Raising a PC reduces their stats. -The first 'area of affect' offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level. +The first 'area of affect' offensive priest spell. It chars all beings adjacent to the space you target. The damage done increases with level. This spell hides all PCs (like a sanctuary spell). As before, the effect for a PC is voided when that PC attacks. This powerful spell summons four spirits, and a magical being to lead them. They then fight on the side of the caster for a little while. This spell strikes every space adjacent to the party with a Move Mountains spell. @@ -52,9 +52,9 @@ This spell summons a powerful, invisible being to fight on the side of the party When cast, all creatures within eight spaces of the caster have a chance of coming under their control. A very unusual and effective spell for a party on the defensive. The caster is surrounded by several layers of magical fields, which fend off anyone attacking. This spell afflicts everyone within eight spaces with an effective but slow-acting disease. -When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well. -Demons are resistant to most magic. This spell gives them a blow which usually does a lot of damage. The chance of success increases with the level of the caster. -Like raise dead, but much more effective, and works on even a dusted character. It also has a smaller chance of lowering the character's stats. It still requires Resurrection Balm to cast. +When cast, the party receives a powerful healing (increasing with level of the caster) and has poison cured as well. +Demons are resistant to most magic. This spell gives them a blow which usually does a lot of damage. The chance of success increases with the level of the caster. +Like raise dead, but much more effective, and works on even a dusted character. It also has a smaller chance of lowering the character's stats. It still requires Resurrection Balm to cast. The most powerful offensive priest spell. It delivers a stunning blow of force to all beings within two spaces of the targeted space. This spell temporarily makes the caster an invulnerable, incredibly powerful avatar of the gods. This spell creates a wall of the most damaging (and long lasting) of the magic walls. Rotate the wall by hitting space.