tabs in spell descriptions caused bad line wrapping
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@@ -39,7 +39,7 @@ This spell is similar to Wall of Force, except that it creates an ice wall. Ice
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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.
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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.
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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!
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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.
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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.
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This spell creates a single fire barrier at the target space. Fire barriers are damaging and permanent.
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This spell is like Minor Summoning, but summons more powerful monsters.
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This spell creates a large sphere of force walls.
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@@ -52,8 +52,8 @@ This dangerous spell summons a beast from the netherworld to fight at your side.
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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.
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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.
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When cast outdoors, the party can fly for a short time.
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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.
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When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned.
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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.
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When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned.
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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.
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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.
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This spell works like Summoning, but brings forth much more powerful creatures.
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