Zap fancy apostrophes in strings and dialogs
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@@ -5,7 +5,7 @@ Fires a weak bolt of electricity at an enemy.
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Minor Haste
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Makes the selected PC move faster for a while. All haste spells take effect at the beginning of the next round.
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Strength
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Makes the selected PC more skilled for a short time. Works like the priest spell <EFBFBD>Bless.<EFBFBD>
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Makes the selected PC more skilled for a short time. Works like the priest spell 'Bless.'
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Scare
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Decreases the morale of the victim. Casting this on a weak foe will make the foe flee. Even if the monster doesn't flee, later castings have a higher chance of success.
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Flame Cloud
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@@ -39,7 +39,7 @@ This spell dispels magical fields in the selected area. It removes blade walls,
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Sleep Cloud
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This spell creates a small cloud of sleep gas. There is a chance that anyone passing through the cloud will fall asleep (note that some creatures, like slimes, never sleep).
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Unlock Doors
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Some doors are magically locked, and others are just hard to open. This spell can unlock them. However, it isn<EFBFBD>t guaranteed to succeed, and won<EFBFBD>t work on all doors.
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Some doors are magically locked, and others are just hard to open. This spell can unlock them. However, it isn't guaranteed to succeed, and won't work on all doors.
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Haste
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Makes the selected PC get twice the usual number of actions for a long time. All haste spells take effect at the beginning of the next round.
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Fireball
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@@ -107,13 +107,13 @@ When cast on a magic-using enemy, the two creatures get in a mental battle, abso
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Flight
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When cast outdoors, the party can fly for a short time.
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Shockwave
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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<EFBFBD>t cast in towns.
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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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Major Blessing
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When cast, the entire party is blessed and hasted, and has their weapons mildly poisoned.
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Mass Paralysis
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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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Protection
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One of the most powerful spells in the mage<EFBFBD>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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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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Major Summoning
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This spell works like Summoning, but brings forth much more powerful creatures.
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Force Barrier
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