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-rw-r--r--crawl-ref/source/dat/database/help.txt22
-rw-r--r--crawl-ref/source/dat/database/insult.txt8
-rw-r--r--crawl-ref/source/dat/database/monspeak.txt26
-rw-r--r--crawl-ref/source/dat/database/quotes.txt68
-rw-r--r--crawl-ref/source/dat/database/rand_all.txt4
-rw-r--r--crawl-ref/source/dat/database/rand_wpn.txt2
-rw-r--r--crawl-ref/source/dat/database/shout.txt10
-rw-r--r--crawl-ref/source/dat/database/wpnnoise.txt18
-rw-r--r--crawl-ref/source/dat/descript/branches.txt42
-rw-r--r--crawl-ref/source/dat/descript/features.txt26
-rw-r--r--crawl-ref/source/dat/descript/items.txt70
-rw-r--r--crawl-ref/source/dat/descript/skills.txt144
-rw-r--r--crawl-ref/source/dat/descript/spells.txt254
-rw-r--r--crawl-ref/source/dat/descript/unident.txt2
14 files changed, 348 insertions, 348 deletions
diff --git a/crawl-ref/source/dat/database/help.txt b/crawl-ref/source/dat/database/help.txt
index f6f68fa0a4..71531fda18 100644
--- a/crawl-ref/source/dat/database/help.txt
+++ b/crawl-ref/source/dat/database/help.txt
@@ -3,12 +3,12 @@ stash-search.prompt
<h>Searching the stash-tracker</h>
-You can search for items and dungeon features by name (or a substring of the
-name). In the list of search results, you can select a search result by its
+You can search for items and dungeon features by name (or a substring of the
+name). In the list of search results, you can select a search result by its
hotkey to travel to its location.
-You can also examine shops and items in the search results by pressing <w>?</w> and
-then hitting the hotkey for the search result. This will give a description
+You can also examine shops and items in the search results by pressing <w>?</w> and
+then hitting the hotkey for the search result. This will give a description
of the item or the contents of the shop.
Some examples of search strings:
@@ -33,7 +33,7 @@ or rods that contain the spell.
You can search for artefact item properties (such as <w>prevents.*teleport</w>)
to find artefacts that have the property.
-If you're using stash.lua (which is the default), you can also search by
+If you're using stash.lua (which is the default), you can also search by
some additional item properties: <w>artefact</w> will find identified artefacts.
Skill names (such as <w>Polearms</w> or <w>Long Blades</w>) will find all weapons that
train that skill.
@@ -44,8 +44,8 @@ initfile, you can also search by item types such as <w>book</w> or <w>jewellery<
<h>Finding Dungeon Features:</h>
-You can search for dungeon features by name: all shops will be found by a
-search for <w>shop</w> (including shops that do not have "shop" in their name);
+You can search for dungeon features by name: all shops will be found by a
+search for <w>shop</w> (including shops that do not have "shop" in their name);
other dungeon features can also be found by name: <w>fountain</w>, <w>axe trap</w>,
<w>altar</w>, etc. You can also search for altars by deity name: <w>Zin</w>.
@@ -122,8 +122,8 @@ butchering
<w>y, c</w>: Butcher the selected corpse.
<w>a</w> : Butcher this corpse and all the ones following in the stack.
<w>q</w> : Quit the prompt (don't butcher anything).
-<w>n</w> : Don't butcher this corpse, skip to the next one.
- (This is the default behaviour if you answer with anything not
+<w>n</w> : Don't butcher this corpse, skip to the next one.
+ (This is the default behaviour if you answer with anything not
listed here.)
<h>Special information for Vampires</h>
@@ -134,7 +134,7 @@ butchering
will be skipped.
<h>Notes for Tiles</h>
-If you are playing with Tiles you can butcher (or bottle) a single
-corpse on the ground by clicking the <w>left mouse button</w> while pressing
+If you are playing with Tiles you can butcher (or bottle) a single
+corpse on the ground by clicking the <w>left mouse button</w> while pressing
<w>Shift</w>.
%%%%
diff --git a/crawl-ref/source/dat/database/insult.txt b/crawl-ref/source/dat/database/insult.txt
index 2e066b8958..e1d8347c15 100644
--- a/crawl-ref/source/dat/database/insult.txt
+++ b/crawl-ref/source/dat/database/insult.txt
@@ -4,8 +4,8 @@
# insult.txt contains the messages imps and demons apply in
# Crawl to insult players.
#
-# For an explanation of how to read insult.txt and how to
-# add new messages, see monster_speech.txt in the docs
+# For an explanation of how to read insult.txt and how to
+# add new messages, see monster_speech.txt in the docs
# directory.
############################################################
%%%%
@@ -518,7 +518,7 @@ diseased
wasted
-rotting
+rotting
stinking
@@ -736,7 +736,7 @@ desiccated
dried
-musty
+musty
flammable
diff --git a/crawl-ref/source/dat/database/monspeak.txt b/crawl-ref/source/dat/database/monspeak.txt
index 98f222b81c..2cd579d084 100644
--- a/crawl-ref/source/dat/database/monspeak.txt
+++ b/crawl-ref/source/dat/database/monspeak.txt
@@ -1,19 +1,19 @@
############################################################
-# As of Stone Soup 0.3 the previously hardcoded monster
-# speech has been outsourced. This makes changing existing
+# As of Stone Soup 0.3 the previously hardcoded monster
+# speech has been outsourced. This makes changing existing
# messages, and adding new ones really easy.
#
-# monspeak.txt contains the messages of monsters that "talk"
-# to the player, or at least the biggest part there-of.
+# monspeak.txt contains the messages of monsters that "talk"
+# to the player, or at least the biggest part there-of.
#
-# For an explanation of how to read shout.txt and monspeak.txt
+# For an explanation of how to read shout.txt and monspeak.txt
# and how to add new messages, see monster_speech.txt in the
# docs directory.
############################################################
############################################################
# Library of randomised word/phrase substitutions.
-# The keys will have to be changed in the unlikely event that
+# The keys will have to be changed in the unlikely event that
# monsters are ever given names like "yells" or "begs".
############################################################
%%%%
@@ -119,7 +119,7 @@ smoke
steam
%%%%
############################################################
-# Library of speeches for types of monsters, like priests,
+# Library of speeches for types of monsters, like priests,
# wizards, guards and so on.
############################################################
%%%%
@@ -451,7 +451,7 @@ _fleeing_silenced_rare_
VISUAL:@The_monster@ opens @possessive@ mouth, as if shouting.
-VISUAL:@The_monster@ frantically looks around.
+VISUAL:@The_monster@ frantically looks around.
VISUAL:@The_monster@ ponders the situation.
## END fleeing silenced humanoid ##
@@ -929,7 +929,7 @@ __NONE
w:1
@_friendly_imp_@
####################################################################
-# Player ghost phrases. Ghosts with different classes can be given
+# Player ghost phrases. Ghosts with different classes can be given
# different messages.
####################################################################
%%%%
@@ -1058,7 +1058,7 @@ _Agnes_common_
VISUAL:@The_monster@ grins evilly.
-@The_monster@ says @to_foe@, "I need a new robe. I'll buy it with your money."
+@The_monster@ says @to_foe@, "I need a new robe. I'll buy it with your money."
@The_monster@ says @to_foe@, "How can you wear that ugly dress?"
@@ -2406,7 +2406,7 @@ w:1
@The_monster@ shouts @at_foe@, "There can only be one messiah: ME!"
w:1
-@The_monster@ shouts, "Orcs, take notice: this deceiver is a mere Hill Orc!"
+@The_monster@ shouts, "Orcs, take notice: this deceiver is a mere Hill Orc!"
## END Saint Roka ##
%%%%
# Mad old wizard
@@ -2850,7 +2850,7 @@ w:1
w:1
@The_monster@ says @to_foe@, "@player_god@ be with thee, mortal!"
-# The good gods are assumed to work closely together, so a Daeva praising
+# The good gods are assumed to work closely together, so a Daeva praising
# Elyvilon is actually flavour.
w:1
@The_monster@ says @to_foe@, "Praised be @good_god@ in the heavens above!"
@@ -3310,7 +3310,7 @@ w:4
@related beogh orc@
%%%%
###############################
-# orc conversion speech
+# orc conversion speech
###############################
# on sight
beogh_converted_orc_reaction_sight
diff --git a/crawl-ref/source/dat/database/quotes.txt b/crawl-ref/source/dat/database/quotes.txt
index cab525f359..3025bc7959 100644
--- a/crawl-ref/source/dat/database/quotes.txt
+++ b/crawl-ref/source/dat/database/quotes.txt
@@ -233,7 +233,7 @@ of the beautiful fruits of the straits, but none lingers in my recollection
so sweetly in its clustered beauties of the fruit-dish as the bearded
and rosy rambutan."
-Fitch Waterman Taylor, _A Voyage Round the World And Visits
- to Various Foreign Countries, in the United States Frigate
+ to Various Foreign Countries, in the United States Frigate
Columbia_. 1847.
%%%%
slice of pizza
@@ -259,23 +259,23 @@ for Bentham. It was a sort of orchard of vines and other trees, without
order or apparent arrangement. From that garden Bentham sent specimens
of the Sultana raisin to England which he believed to have been the first
of that species which had ever reached his country."
- -John Bowring, _The Works of Jeremy Bentham_. 1839.
+ -John Bowring, _The Works of Jeremy Bentham_. 1839.
%%%%
####################################################
# Monsters
####################################################
__c_suffix
-"When Peleus, some distance away, saw him torn apart by the frightful
-wound he shouted: 'Accept this tribute to the dead, at least, Crantor,
-dearest of youths, ' and with his powerful arm, he hurled his ash spear,
-at full strength, at Demoleon. It ruptured the ribcage, and stuck
-quivering in the bone. The centaur pulled out the shaft minus its head
-(he tried with difficulty to reach that also) but the head was caught
-in his lung. The pain itself strengthened his will: wounded, he reared
-up at his enemy and beat the hero down with his hooves. Peleus received
-the resounding blows on helmet and shield, and defending his upper arms,
-and controlling the weapon he held out, with one blow through the arm
+"When Peleus, some distance away, saw him torn apart by the frightful
+wound he shouted: 'Accept this tribute to the dead, at least, Crantor,
+dearest of youths, ' and with his powerful arm, he hurled his ash spear,
+at full strength, at Demoleon. It ruptured the ribcage, and stuck
+quivering in the bone. The centaur pulled out the shaft minus its head
+(he tried with difficulty to reach that also) but the head was caught
+in his lung. The pain itself strengthened his will: wounded, he reared
+up at his enemy and beat the hero down with his hooves. Peleus received
+the resounding blows on helmet and shield, and defending his upper arms,
+and controlling the weapon he held out, with one blow through the arm
he pierced the bi-formed breast.'"
-Ovid, _Metamorphoses_, XII 330
%%%%
@@ -293,7 +293,7 @@ __cap-D_suffix
Each one upon each Shoulder;
With a Sting in his Tail as long as a Flail,
Which made him bolder and bolder.
- He had long Claws, and in his Jaws
+ He had long Claws, and in his Jaws
Four and forty Teeth of Iron;
With a Hide as tough, as any Buff,
Which did him round environ."
@@ -307,7 +307,7 @@ __cap-D_suffix
__cap-K_suffix
"The Parts Septentrionall are with these Sp'ryts Much haunted..
-About the places where they dig for Oare. The Greekes and Germans
+About the places where they dig for Oare. The Greekes and Germans
call them Cobali."
-Heywood, Hierarch. ix. 568, circa 1635
%%%%
@@ -405,7 +405,7 @@ Dispater
%%%%
Edmund
-"When the forces stood in array Edmund proposed to decide their claims
+"When the forces stood in array Edmund proposed to decide their claims
by single combat; but Canute saying that he, a man of small stature,
would have little chance against the tall athletic Edmund, proposed, on
the contrary, for them to divide the realm as their fathers had done."
@@ -413,11 +413,11 @@ the contrary, for them to divide the realm as their fathers had done."
%%%%
Geryon
-"Khrysaor, married to Kallirhoe, daughter of glorious Okeanos, was father to
-the triple-headed Geryon, but Geryon was killed by the great strength of
-Herakles at sea-circled Erytheis beside his own shambling cattle on that day
-when Herakles drove those broad-faced cattle toward holy Tiryns, when he
-crossed the stream of Okeanos and had killed Orthos and the oxherd Eurytion
+"Khrysaor, married to Kallirhoe, daughter of glorious Okeanos, was father to
+the triple-headed Geryon, but Geryon was killed by the great strength of
+Herakles at sea-circled Erytheis beside his own shambling cattle on that day
+when Herakles drove those broad-faced cattle toward holy Tiryns, when he
+crossed the stream of Okeanos and had killed Orthos and the oxherd Eurytion
out in the gloomy meadow beyond fabulous Okeanos."
-Hesiod, _Theogony_, circa 700 BCE.
%%%%
@@ -441,10 +441,10 @@ Psyche
"Let Psyche's corpse be clad in mourning weed
And set on rock of yonder hill aloft;
Her husband is no wight of human seed,
- But serpent dire and fierce, as may be thought,
+ But serpent dire and fierce, as may be thought,
Who flies with wings above in starry skies,
And doth subdue each thing with fiery flight.
- The Gods themselves and powers that seem so wise
+ The Gods themselves and powers that seem so wise
With mighty love be subject to his might.
The rivers black and deadly floods of pain
And darkness eke as thrall to him remain."
@@ -460,7 +460,7 @@ Sigmund
And the song, and the tinkling of harp-strings to the roof-tree winded up;
And Sigmund was dreamy with wine and the wearing of many a year;
- And the noise and the glee of the people as the sound of the wild woods were
+ And the noise and the glee of the people as the sound of the wild woods were
And the blossoming boughs of the Branstock were the wild trees waving about;
So he said: 'Well seen, my fosterling; let the lip then strain it out.'"
@@ -496,14 +496,14 @@ boggart
"He thinks every bush a boggart."
-John Ray, _A Compleat Collection of English Proverbs_. 1768.
-"A BOGGART intruded himself, upon what pretext or by what authority is
-unknown, into the house of a quiet, inoffensive, and laborious farmer; and,
-when once it had taken possession it disputed the right of domicile with the
-legal mortal tenant, in a very unneighbourly and arbitrary manner. In
-particular, it seemed to have a great aversion to children. As there is no
-point on which a parent feels more acutely than that of the maltreatment of
-his offspring, the feelings of the father and more particularly of his good
-dame, were daily, ay, and nightly, harrowed up by the malice of this
+"A BOGGART intruded himself, upon what pretext or by what authority is
+unknown, into the house of a quiet, inoffensive, and laborious farmer; and,
+when once it had taken possession it disputed the right of domicile with the
+legal mortal tenant, in a very unneighbourly and arbitrary manner. In
+particular, it seemed to have a great aversion to children. As there is no
+point on which a parent feels more acutely than that of the maltreatment of
+his offspring, the feelings of the father and more particularly of his good
+dame, were daily, ay, and nightly, harrowed up by the malice of this
malignant and invisible boggart."
-C.J.T., _Folk-lore and Legends: English_ 1890.
%%%%
@@ -605,7 +605,7 @@ trees, and the unearthly silence gave way, as it were with a grace,
to the rapid screams of Tonker as they picked him up from behind -- screams
that came faster and faster until they were incoherent. And where they took
him it is not good to ask, and what they did with him I shall not say."
- -Lord Dunsanay, "How Nuth Would Have Practiced His Art Upon the Gnoles".
+ -Lord Dunsanay, "How Nuth Would Have Practiced His Art Upon the Gnoles".
1912.
%%%%
goblin
@@ -662,7 +662,7 @@ human
What's this thing called 'man'?
God only knows what a man is!
I only know his price."
- -Bertolt Brecht, "The Measures Taken". 1930.
+ -Bertolt Brecht, "The Measures Taken". 1930.
%%%%
imp
@@ -707,7 +707,7 @@ mummy
phantom
"Who wondrous things concerning our welfare, And straunge phantomes doth lett us ofte foresee."
- -Spenser, _The Faerie Queene_ II. xii. 47
+ -Spenser, _The Faerie Queene_ II. xii. 47
%%%%
player ghost
diff --git a/crawl-ref/source/dat/database/rand_all.txt b/crawl-ref/source/dat/database/rand_all.txt
index c8fdaddf7e..eeb44e4eb9 100644
--- a/crawl-ref/source/dat/database/rand_all.txt
+++ b/crawl-ref/source/dat/database/rand_all.txt
@@ -5,9 +5,9 @@
# those used for ALL randart types
#
# This file contains the lists of keywords (and their
-# weights) for keywords specific to randart jewellery
+# weights) for keywords specific to randart jewellery
# as well as those used for all three types of
-# randarts (weapons, armour, jewellery). You will find
+# randarts (weapons, armour, jewellery). You will find
# other ones in rand_wpn.txt and rand_arm.txt.
# See the explanation in the main file, randname.txt,
# for more details.
diff --git a/crawl-ref/source/dat/database/rand_wpn.txt b/crawl-ref/source/dat/database/rand_wpn.txt
index 5367150b65..d9e371a152 100644
--- a/crawl-ref/source/dat/database/rand_wpn.txt
+++ b/crawl-ref/source/dat/database/rand_wpn.txt
@@ -4,7 +4,7 @@
# rand_wpn.txt: keywords for randart WEAPONS
#
# This file contains the lists of keywords (and their
-# weights) for most of the keywords used for randart
+# weights) for most of the keywords used for randart
# weapons. You will find other ones in rand_all.txt.
# See the explanation in the main file, randname.txt,
# for more details.
diff --git a/crawl-ref/source/dat/database/shout.txt b/crawl-ref/source/dat/database/shout.txt
index e2cf21c1a3..5e8c0e3408 100644
--- a/crawl-ref/source/dat/database/shout.txt
+++ b/crawl-ref/source/dat/database/shout.txt
@@ -1,6 +1,6 @@
############################################################
-# As of Stone Soup 0.3 the previously hardcoded monster
-# speech has been outsourced. This makes changing existing
+# As of Stone Soup 0.3 the previously hardcoded monster
+# speech has been outsourced. This makes changing existing
# messages, and adding new ones really easy.
#
# shout.txt holds the utterances (and visual equivalents) of
@@ -14,7 +14,7 @@
__BUGGY
# This line should never get displayed to the user, even if
-# handle_monster_shouts() in view.cc detects buggy behavior,
+# handle_monster_shouts() in view.cc detects buggy behavior,
# so showing this line would itself be a bug.
SOUND:You hear doubly buggy behavior!
%%%%
@@ -133,8 +133,8 @@ __DEMON_TAUNT
# End of default shouts
############################################
############################################################
-# Player ghost shouts. Potentially different ones for each
-# class, though currently they all just copy the default
+# Player ghost shouts. Potentially different ones for each
+# class, though currently they all just copy the default
# player ghost.
############################################################
%%%%
diff --git a/crawl-ref/source/dat/database/wpnnoise.txt b/crawl-ref/source/dat/database/wpnnoise.txt
index f34a38eb79..e0b30b2b86 100644
--- a/crawl-ref/source/dat/database/wpnnoise.txt
+++ b/crawl-ref/source/dat/database/wpnnoise.txt
@@ -1,14 +1,14 @@
############################################################
-# As of Stone Soup 0.3 the previously hardcoded monster
-# speech has been outsourced. This makes changing existing
+# As of Stone Soup 0.3 the previously hardcoded monster
+# speech has been outsourced. This makes changing existing
# messages, and adding new ones really easy.
#
# wpnnoise.txt contains the messages of randart weapons with
-# the noise property and of the Singing Sword, one of
+# the noise property and of the Singing Sword, one of
# Crawl's fixed artefacts.
#
-# For an explanation of how to read wpnnoise.txt and how to
-# add new messages, see monster_speech.txt in the docs
+# For an explanation of how to read wpnnoise.txt and how to
+# add new messages, see monster_speech.txt in the docs
# directory
############################################################
%%%%
@@ -47,7 +47,7 @@ weapon_sings
w:60
@singing@
-#instrumental sounds
+#instrumental sounds
w:15
@singing_sword_instruments@
@@ -242,7 +242,7 @@ speaking
@The_weapon@ spouts musical wisdom.
-@The_weapon@ @points_out@ the lack of singing @not_swords@.
+@The_weapon@ @points_out@ the lack of singing @not_swords@.
@The_weapon@ embarks on a lengthy monologue about murderous music.
@@ -396,7 +396,7 @@ real_song
# end Singing Sword
%%%%
############################################################
-# general chatter for noisy weapons,
+# general chatter for noisy weapons,
# including Singing Sword
############################################################
weapon_talks
@@ -760,7 +760,7 @@ several
three or four
-a multitude of
+a multitude of
%%%%
kind_of_scales
diff --git a/crawl-ref/source/dat/descript/branches.txt b/crawl-ref/source/dat/descript/branches.txt
index 4e49ed2895..ce8765ae9b 100644
--- a/crawl-ref/source/dat/descript/branches.txt
+++ b/crawl-ref/source/dat/descript/branches.txt
@@ -41,14 +41,14 @@ present, the entry is located between Lair:2 and Lair:7.
%%%%
Shoals
-From afar you hear the steady sounds of waves and smell the salty spray.
-Upon reaching the Shoals, you are impressed by exotic underground beaches,
-making up a few islands in a vast sea. Out of a sudden, a bloodcurdling
-scream fills the air, followed by a gurgle. Anxiously, you look around and
+From afar you hear the steady sounds of waves and smell the salty spray.
+Upon reaching the Shoals, you are impressed by exotic underground beaches,
+making up a few islands in a vast sea. Out of a sudden, a bloodcurdling
+scream fills the air, followed by a gurgle. Anxiously, you look around and
wonder: who is the predator? And who is the prey?
The Shoals are five levels deep and contain the barnacled rune. A dungeon
-features only one of the Swamp or Shoals branches. If the Shoals are
+features only one of the Swamp or Shoals branches. If the Shoals are
present, the entry is located between Lair:2 and Lair:7.
%%%%
Slime Pits
@@ -70,9 +70,9 @@ entry is between Lair:3 and Lair:8.
%%%%
Hive
-You hear a many-fold buzzing.
+You hear a many-fold buzzing.
-The Hive is four levels deep. The entry is located between dungeon levels
+The Hive is four levels deep. The entry is located between dungeon levels
11 and 16.
%%%%
Vaults
@@ -102,7 +102,7 @@ The Crypt is five levels deep and can be found between Vaults:2 and Vaults:4.
%%%%
Tomb
-The Tomb of the Ancients, a place of damnation, of horrors animated
+The Tomb of the Ancients, a place of damnation, of horrors animated
by the vilest necromancy.
The Tomb is three levels deep and contains the golden rune. Its entry is
@@ -129,14 +129,14 @@ Gehenna
The fires of Gehenna burnt many a confident hero, and they will burn
evermore.
-Gehenna is seven levels deep and contains the obsidian rune. It can be
+Gehenna is seven levels deep and contains the obsidian rune. It can be
accessed via the Vestibule of Hell.
%%%%
Cocytus
A grim and frost-bitten hell.
-Cocytus is seven levels deep and contains the icy rune. It can be accessed
+Cocytus is seven levels deep and contains the icy rune. It can be accessed
via the Vestibule of Hell.
%%%%
Tartarus
@@ -144,24 +144,24 @@ Tartarus
Over time, the undead, demons and devils of this place drain all life out of
treasure-craving visitors.
-Tartarus is seven levels deep and contains the bone rune. It can be accessed
+Tartarus is seven levels deep and contains the bone rune. It can be accessed
via the Vestibule of Hell.
%%%%
Pan
-Pandemonium, colloquially known as Pan, is an infinite realm of pain and
-suffering. Pan contains four special runes, as well as generic ones, in
-addition to lots of loot. All these treasures are guarded by demons and
-cruel Pan lords. Many a hero, confusing confidence with megalomania, has
+Pandemonium, colloquially known as Pan, is an infinite realm of pain and
+suffering. Pan contains four special runes, as well as generic ones, in
+addition to lots of loot. All these treasures are guarded by demons and
+cruel Pan lords. Many a hero, confusing confidence with megalomania, has
died unsuspectingly in the barrage of torment and hellfire.
%%%%
Abyss
-The Abyss is a truly bizarre place, everchanging and twisted. It is filled
-with all sorts of monsters, mostly of demonic nature, whose common aim is
-to feast on intruders. It is also the garbage dump for many sorcerers, who
-delight in sending would-be champions like you to these proving grounds of
-madness. Reportedly, there is some structure to the chaos, as Lugonu seems
+The Abyss is a truly bizarre place, everchanging and twisted. It is filled
+with all sorts of monsters, mostly of demonic nature, whose common aim is
+to feast on intruders. It is also the garbage dump for many sorcerers, who
+delight in sending would-be champions like you to these proving grounds of
+madness. Reportedly, there is some structure to the chaos, as Lugonu seems
to concoct schemes around this place and its denizens.
The Abyss can be purposefully reached through portals in the deeper levels
@@ -171,7 +171,7 @@ Zot
A region of the dungeon complex, safely locked away and referred to usually
by madness, frenzy, lunacy. Only the most demented adventurers would dare to
-break the seal and press deeper - in the vain hope for a fabled artefact no
+break the seal and press deeper - in the vain hope for a fabled artefact no
man has ever laid eyes on before.
Zot is five levels deep and can only be entered when carrying three runes.
diff --git a/crawl-ref/source/dat/descript/features.txt b/crawl-ref/source/dat/descript/features.txt
index 5c6b304ecd..a7fcf04020 100644
--- a/crawl-ref/source/dat/descript/features.txt
+++ b/crawl-ref/source/dat/descript/features.txt
@@ -44,21 +44,21 @@ A gate to the Realm of Zot
Zot is the final stage as its deepest level houses the infamous Orb of Zot.
Both the Orb and this Realm have a fearsome and questionable reputation but
-one piece of information seems to be for certain: the monsters inhabiting
+one piece of information seems to be for certain: the monsters inhabiting
this area and protecting the orb are strong and strange -- some of them nowhere
encountered but here.
%%%%
A gateway to a bazaar
-Aside from the vendors who've set up their stores at various places in the
-dungeon, there are others trying to make a living by traveling from place
-to place. Bazaars feature a number of different shops and often have better
-stock than the sedentary ones, sometimes even at a bargain.
-Once you hear the clinking of coins, be sure to hurry up and find the
+Aside from the vendors who've set up their stores at various places in the
+dungeon, there are others trying to make a living by traveling from place
+to place. Bazaars feature a number of different shops and often have better
+stock than the sedentary ones, sometimes even at a bargain.
+Once you hear the clinking of coins, be sure to hurry up and find the
impromptu marketplace before the caravan moves on!
-Also be warned that their nomadic lifestyle has taught these sellers to
-appropriate any items an adventurer might leave behind, and then leave
+Also be warned that their nomadic lifestyle has taught these sellers to
+appropriate any items an adventurer might leave behind, and then leave
quickly, probably to sell them elsewhere.
%%%%
A gateway leading out of the Abyss
@@ -68,7 +68,7 @@ impermanent landscape.
%%%%
A gateway to Gehenna
-You can feel the heat. Gehenna seems to be made out of nothing but flames,
+You can feel the heat. Gehenna seems to be made out of nothing but flames,
lava and hellfire.
%%%%
A gateway to Hell
@@ -88,7 +88,7 @@ From the frost-bitten lands, a cold chill touches your soul.
A glowing drain
Every settlement brings forth the unpleasant sewers and drains, ignored by
-most but hideaways for others. Old tales speak of dangerous creatures,
+most but hideaways for others. Old tales speak of dangerous creatures,
bathing in disgustingly smelling green water, preying on each other without mercy.
The tales also allude to valuable items left by daring and unfortunate
visitors, left to grow mildew in the damp caverns.
@@ -195,8 +195,8 @@ creatures that bite, stab and maul.
%%%%
A staircase to the Slime Pits
-An entrance to the amorphous realm of acids, jellies and slimes.
-Any trace of intelligent beings has long been dissolved. Still,
+An entrance to the amorphous realm of acids, jellies and slimes.
+Any trace of intelligent beings has long been dissolved. Still,
there are rumours of great treasures deep down, hidden safely away
in secret chambers without door or window for acid to leak in.
%%%%
@@ -281,7 +281,7 @@ Floor
%%%%
Some deep water
-This water is as deep as it is dangerous. No sane traveller would try to set
+This water is as deep as it is dangerous. No sane traveller would try to set
foot into it, apart from those who fly or swim. Let it be a warning for you:
many confused adventurers found their death at the depths, and an untimely
end of levitation drowned even more hopeful trespassers.
diff --git a/crawl-ref/source/dat/descript/items.txt b/crawl-ref/source/dat/descript/items.txt
index 534dd42db1..867096709b 100644
--- a/crawl-ref/source/dat/descript/items.txt
+++ b/crawl-ref/source/dat/descript/items.txt
@@ -25,7 +25,7 @@ wearer of the benefits of levitation.
%%%%
amulet of inaccuracy
-This amulet makes its wearer less accurate in hand combat and when
+This amulet makes its wearer less accurate in hand combat and when
targeting monsters via ranged attacks or spells.
%%%%
amulet of rage
@@ -66,9 +66,9 @@ draining attacks.
%%%%
ankus
-What mahouts steer their elephants with. It basically resembles a
-fireplace poker with a short, stout handle, and a bluntish spike and
-hook for communicating one's desires through the pachyderm's thick
+What mahouts steer their elephants with. It basically resembles a
+fireplace poker with a short, stout handle, and a bluntish spike and
+hook for communicating one's desires through the pachyderm's thick
skin. Curiously enough, Ogres are famous for driving larger elephants.
%%%%
animal skin
@@ -165,11 +165,11 @@ grimoires are not to be toyed with.
%%%%
book of annihilations
-While browsing, you note blood leaking from the pages. Even an
-illiterate will feel the sheer impact of arcane fury contained in this
-book. It is sought after by sorcerers, for it allows the gifted and
-resourceful to command destruction with the ease of a twinkle. Feeble
-wizards, however, may well meet their doom when trying to read this
+While browsing, you note blood leaking from the pages. Even an
+illiterate will feel the sheer impact of arcane fury contained in this
+book. It is sought after by sorcerers, for it allows the gifted and
+resourceful to command destruction with the ease of a twinkle. Feeble
+wizards, however, may well meet their doom when trying to read this
opus.
%%%%
book of callings
@@ -179,7 +179,7 @@ grimoires are not to be toyed with.
%%%%
book of cantrips
-A book of magic spells. Unlike most of the other grimoires,
+A book of magic spells. Unlike most of the other grimoires,
this one can be toyed with.
%%%%
book of changes
@@ -219,11 +219,11 @@ grimoires are not to be toyed with.
%%%%
book of demonology
-When touching this book, you hear faint screams of tortured souls. Each
-and every page is about demons, demons of all kinds and sizes, and how
-to unleash them unto this unsuspecting world. Many wizards have proven
-too weak to stand the power of this tome. You are not sure whether you
-hear the screams of the countless victims, which have been eaten,
+When touching this book, you hear faint screams of tortured souls. Each
+and every page is about demons, demons of all kinds and sizes, and how
+to unleash them unto this unsuspecting world. Many wizards have proven
+too weak to stand the power of this tome. You are not sure whether you
+hear the screams of the countless victims, which have been eaten,
maimed and raped by the demons. Or do you scream yet?
%%%%
book of divinations
@@ -584,9 +584,9 @@ The opposite of a morningstar.
%%%%
executioner's axe
-This fearsome weapon is covered in dried blood and crude engravings of
-torture and death, but bears a well-honed blade. The enormous axehead
-looks quite capable of dismembering any victim who falls afoul of it,
+This fearsome weapon is covered in dried blood and crude engravings of
+torture and death, but bears a well-honed blade. The enormous axehead
+looks quite capable of dismembering any victim who falls afoul of it,
and you feel confident that a single stroke would suffice.
%%%%
falchion
@@ -812,9 +812,9 @@ A special armour made for Nagas, to wear over their tails.
%%%%
necronomicon
-An extremely rare book, powerful and sinister. Its binding is made from
-delicate skin of unknown provenance. Many foolhardy magicians have tried
-to study this tome, only to find themselves entangled within necromantic
+An extremely rare book, powerful and sinister. Its binding is made from
+delicate skin of unknown provenance. Many foolhardy magicians have tried
+to study this tome, only to find themselves entangled within necromantic
forces they could not hope to control.
%%%%
needle
@@ -827,7 +827,7 @@ A delicious, juicy orange fruit.
%%%%
orb of zot
-Once you have escaped to the surface with this invaluable artefact, your
+Once you have escaped to the surface with this invaluable artefact, your
quest is complete.
%%%%
pair of boots
@@ -858,7 +858,7 @@ creatures, as well as some undead ones.
potion of coagulated blood
A potion containing the essence of life. Vital for all living
-creatures, as well as some undead ones. The blood within won't
+creatures, as well as some undead ones. The blood within won't
be palatable much longer.
%%%%
potion of confusion
@@ -950,7 +950,7 @@ poison.
%%%%
potion of restore abilities
-A potion which restores the abilities of one who drinks it. It also allows
+A potion which restores the abilities of one who drinks it. It also allows
to use a breath weapon again, cancelling the delay.
%%%%
potion of slowing
@@ -1073,7 +1073,7 @@ magic.
%%%%
ring of slaying
-This ring increases or decreases the hand-to-hand and missile combat
+This ring increases or decreases the hand-to-hand and missile combat
skills of its wearer.
%%%%
ring of strength
@@ -1211,7 +1211,7 @@ It can also be used to enchant the hides of certain exotic creatures.
scroll of enchant weapon i
This scroll places an enchantment on a weapon, making it more accurate
-in combat. It may fail to affect weapons or ammunition already heavily
+in combat. It may fail to affect weapons or ammunition already heavily
enchanted, and will only enchant them up to +9.
When used on ammunition this will also decrease the chances of missiles
breaking upon impact.
@@ -1219,16 +1219,16 @@ breaking upon impact.
scroll of enchant weapon ii
This scroll places an enchantment on a weapon, making it inflict
-greater damage in combat. It may fail to affect weapons or ammunition
+greater damage in combat. It may fail to affect weapons or ammunition
already heavily enchanted, and will only enchant them up to +9.
When used on ammunition this will also decrease the chances of missiles
breaking upon impact.
%%%%
scroll of enchant weapon iii
-This scroll enchants a weapon or stack of missiles to be far more
-effective in combat. Although it can be used in the creation of
-especially enchanted weapons, it may fail to affect those already
+This scroll enchants a weapon or stack of missiles to be far more
+effective in combat. Although it can be used in the creation of
+especially enchanted weapons, it may fail to affect those already
heavily enchanted, and only allows enchantment up to +9.
When used on ammunition this will also decrease the chances of missiles
breaking upon impact.
@@ -1277,8 +1277,8 @@ by the sense of achievement you get from getting it to work at all.
%%%%
scroll of recharging
-This scroll restores the charges of any magical wand or rod chosen by
-its reader, and can also be used to increase the damage dealt by weapons
+This scroll restores the charges of any magical wand or rod chosen by
+its reader, and can also be used to increase the damage dealt by weapons
of electrocution.
%%%%
scroll of remove curse
@@ -1310,9 +1310,9 @@ weapons obtained from some spells.
%%%%
scroll of vulnerability
-This scroll cancels all magical enchantments from the reader and from
+This scroll cancels all magical enchantments from the reader and from
beings in the vicinity. Also, the magical resistances of the reader and
-nearby beings are halved for a short duration. The latter effect does
+nearby beings are halved for a short duration. The latter effect does
not apply to beings fully immune to magic.
%%%%
scythe
@@ -1364,7 +1364,7 @@ A suit made of splints of metal.
%%%%
staff of air
-This staff increases the power of air spells cast by its wielder.
+This staff increases the power of air spells cast by its wielder.
It also protects the wielder from lightning and in turn may shock
those struck by it.
%%%%
diff --git a/crawl-ref/source/dat/descript/skills.txt b/crawl-ref/source/dat/descript/skills.txt
index 0d0479af99..d3a00884ad 100644
--- a/crawl-ref/source/dat/descript/skills.txt
+++ b/crawl-ref/source/dat/descript/skills.txt
@@ -6,36 +6,36 @@ Buggy
%%%%
Fighting
-Apart from making you more proficient in hand-to-hand combat, Fighting
+Apart from making you more proficient in hand-to-hand combat, Fighting
also increases your maximum hitpoints.
%%%%
Short Blades
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
-two weapon types to become more powerful in them. Short Blades have a
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
+two weapon types to become more powerful in them. Short Blades have a
reputation for producing rather little damage in the late game, but on
-the other hand they are the best implements for stabbing.
+the other hand they are the best implements for stabbing.
-If you're already skilled in Short Blades, it is easier to become
+If you're already skilled in Short Blades, it is easier to become
skilled in Long Blades.
%%%%
Long Blades
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
-If you're already skilled in Short Blades, it is easier to become
+If you're already skilled in Short Blades, it is easier to become
(more) skilled in Long Blades.
%%%%
Axes
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Axes makes learning to fight with Maces or Polearms
@@ -43,9 +43,9 @@ easier.
%%%%
Maces & Flails
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Maces & Flails makes it easier to also become skilled
@@ -53,25 +53,25 @@ when fighting with Axes.
%%%%
Polearms
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Polearms eases training in Axes or Staves.
%%%%
Staves
-Being skilled with a particular type of weapon will make it easier to
-fight with all weapons of this type and make you deal more damage with
-them. It is generally recommended to concentrate your efforts on one or
+Being skilled with a particular type of weapon will make it easier to
+fight with all weapons of this type and make you deal more damage with
+them. It is generally recommended to concentrate your efforts on one or
two weapon types to become more powerful in them.
Being skilled in Staves makes becoming skilled in Polearms easier.
%%%%
Slings
-Being skilled in a particular type of ranged attack will let you deal
+Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher and ammunition.
If you're already trained in Throwing, you'll pick up the Slings skill
@@ -79,23 +79,23 @@ faster, and vice versa.
%%%%
Bows
-Being skilled in a particular type of ranged attack will let you deal
+Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher and ammunition.
%%%%
Crossbows
-Being skilled in a particular type of ranged attack will let you deal
+Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher and ammunition.
%%%%
Darts
-Being skilled in a particular type of ranged attack will let you deal
+Being skilled in a particular type of ranged attack will let you deal
more damage when using the appropriate launcher and ammunition.
%%%%
Throwing
-Training Throwing will make thrown weapons (as opposed to ones fired
-from a launcher) more effective. In particular, it makes weapons of
+Training Throwing will make thrown weapons (as opposed to ones fired
+from a launcher) more effective. In particular, it makes weapons of
returning more likely to actually return to their thrower.
If you're already trained in Slings, you'll pick up the Throwing skill
@@ -104,85 +104,85 @@ faster, and vice versa.
Armour
Armour skill increases the AC gained by wearing heavy armour, and it
-also helps lessen the hinderance of heavy armour on moving,
+also helps lessen the hinderance of heavy armour on moving,
spellcasting and other actions.
%%%%
Dodging
-Obviously, the Dodging skill will affect your chance of dodging an
-attack, be it melee, ranged or magical. You cannot dodge enchantments,
+Obviously, the Dodging skill will affect your chance of dodging an
+attack, be it melee, ranged or magical. You cannot dodge enchantments,
sadly. Rather, to resist them, you'll need magic resistance.
%%%%
Stealth
-By training stealth, you can make it less likely that monsters will
+By training stealth, you can make it less likely that monsters will
notice you. This skill is trained by moving in the vicinity of unaware
-monsters. Note that monsters become more suspicious and observant as
+monsters. Note that monsters become more suspicious and observant as
you descend.
%%%%
Stabbing
-Stabbing is the skill that governs the likeliness of doing a great
-amount of damage on a distracted or helpless creature.
+Stabbing is the skill that governs the likeliness of doing a great
+amount of damage on a distracted or helpless creature.
Some gods may disapprove of this.
%%%%
Shields
-A high Shields skill helps blocking a melee or ranged attack with your
+A high Shields skill helps blocking a melee or ranged attack with your
equipped (or a magical) shield.
%%%%
Traps & Doors
-A character trained in Traps & Doors will be more observant to his or
+A character trained in Traps & Doors will be more observant to his or
her surroundings and be quicker in noticing traps and secret doors.
%%%%
Unarmed Combat
-A character trained in unarmed combat will occasionally do an
-additional melee attack, provided they have the means to do so.
-Of course, this skill also trains your proficiency in barehanded
+A character trained in unarmed combat will occasionally do an
+additional melee attack, provided they have the means to do so.
+Of course, this skill also trains your proficiency in barehanded
combat.
%%%%
Spellcasting
-Now that you have the basic Spellcasting skill, you can learn and cast
-spells, if you wish to. In addition, gaining another level in
-Spellcasting will occasionally grant you more magic and "spell slots"
+Now that you have the basic Spellcasting skill, you can learn and cast
+spells, if you wish to. In addition, gaining another level in
+Spellcasting will occasionally grant you more magic and "spell slots"
to spend on new spells. Spellcasting skill and your intelligence are
the only factors countering spell hunger.
%%%%
Conjurations
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
-Conjurations are battle oriented spells, all dealing damage in various
+Conjurations are battle oriented spells, all dealing damage in various
ways.
%%%%
Enchantments
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
-Enchantments try to affect nearby beings in manifold possibilities.
+Enchantments try to affect nearby beings in manifold possibilities.
This includes a list of beneficial Enchantments, like Haste.
%%%%
Summonings
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
%%%%
Necromancy
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Necromancy is the art of draining and gaining life, although most often
@@ -191,8 +191,8 @@ associated with zombies and other undead.
Translocations
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Translocations focus on spatial movement of beings or objects.
@@ -200,8 +200,8 @@ Translocations focus on spatial movement of beings or objects.
Transmutation
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Transmutations deal with changing shapes. It is possible to become a
@@ -210,8 +210,8 @@ powerful dragon, for example.
Divinations
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Divinations are concerned with detection of instances far away.
@@ -219,8 +219,8 @@ Divinations are concerned with detection of instances far away.
Fire Magic
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Fire Magic makes Ice Magic harder to learn, and vice
@@ -229,8 +229,8 @@ versa.
Ice Magic
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Ice Magic makes Fire Magic harder to learn, and vice
@@ -239,8 +239,8 @@ versa.
Air Magic
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Air Magic makes Earth Magic harder to learn, and vice
@@ -249,8 +249,8 @@ versa.
Earth Magic
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Being skilled in Earth Magic makes Air Magic harder to learn, and vice
@@ -259,8 +259,8 @@ versa.
Poison Magic
Being skilled in a magical "school" makes it easier to learn and cast
-spells of this school. Many spells belong to a combination of several
-schools, in which case the average skill in these schools will decide
+spells of this school. Many spells belong to a combination of several
+schools, in which case the average skill in these schools will decide
on spellcasting success and power.
Poison magic is particularly useful early on as many monsters are
@@ -270,8 +270,8 @@ utility throughout the game, though.
Invocations
Your Invocations skill affects the likelihood that an attempt to use a
-divine ability will be successful. Also, the Invocations skill affects
-your magical reserve, just as the Spellcasting skill does, but to a
+divine ability will be successful. Also, the Invocations skill affects
+your magical reserve, just as the Spellcasting skill does, but to a
lesser degree.
%%%%
Evocations
diff --git a/crawl-ref/source/dat/descript/spells.txt b/crawl-ref/source/dat/descript/spells.txt
index 44dede83d2..5cc68a73b1 100644
--- a/crawl-ref/source/dat/descript/spells.txt
+++ b/crawl-ref/source/dat/descript/spells.txt
@@ -1,11 +1,11 @@
%%%%
Abjuration
-This spell attempts to send hostile summoned creatures to the place whence they came, or at least shorten their stay in the caster's locality.
+This spell attempts to send hostile summoned creatures to the place whence they came, or at least shorten their stay in the caster's locality.
%%%%
Agony
-This spell cuts the resilience of a target creature in half, although it will never cause death directly.
+This spell cuts the resilience of a target creature in half, although it will never cause death directly.
%%%%
Airstrike
@@ -13,11 +13,11 @@ This spell causes the air around a creature to twist itself into a whirling vort
%%%%
Alistair's Intoxication
-This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.
+This spell works by converting a small portion of brain matter into alcohol. It affects all intelligent humanoids within the caster's view (presumably including the caster). It is frequently used as an icebreaker at wizard parties.
%%%%
Alter Self
-This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.
+This spell causes aberrations to form in the caster's body, leaving the caster in a weakened state (though it is not fatal in and of itself). It may fail to affect those who are already heavily mutated.
%%%%
Animate Dead
@@ -37,7 +37,7 @@ This spell banishes one creature to the Abyss. This magic cannot be used to relo
%%%%
Berserker Rage
-This spell sends the caster into a temporary psychotic rage.
+This spell sends the caster into a temporary psychotic rage.
%%%%
Blade Hands
@@ -45,31 +45,31 @@ This spell causes long, scythe-shaped blades to grow from the caster's hands. It
%%%%
Blink
-This spell randomly translocates the caster a short distance.
+This spell randomly translocates the caster a short distance.
%%%%
Bolt of Cold
-This spell hurls a great bolt of ice and frost.
+This spell hurls a great bolt of ice and frost.
%%%%
Bolt of Draining
-This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.
+This spell hurls a deadly bolt of negative energy, which drains the life from any living creature it strikes.
%%%%
Bolt of Fire
-This spell hurls a great bolt of flames.
+This spell hurls a great bolt of flames.
%%%%
Bolt of Inaccuracy
-This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
+This spell inflicts enormous damage upon any creature struck by the bolt of incandescent energy conjured into existence. Unfortunately, it is very difficult to aim and very rarely hits anything. Pity, that.
%%%%
Bolt of Iron
-This spell hurls a large and heavy metal bolt at the caster's foes.
+This spell hurls a large and heavy metal bolt at the caster's foes.
%%%%
Bolt of Magma
-This spell hurls a sizzling bolt of molten rock.
+This spell hurls a sizzling bolt of molten rock.
%%%%
Bone Shards
@@ -77,7 +77,7 @@ This spell uses the bones of a skeleton to dispense a lethal spray of slicing fr
%%%%
Borgnjor's Revivification
-This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill.
+This spell instantly heals any and all wounds suffered by the caster, but also permanently lessens his or her resilience to injury - to a degree dependent on (and inversely related to) magical skill.
%%%%
Call Canine Familiar
@@ -85,11 +85,11 @@ This spell summons a canine to the caster's aid.
%%%%
Call Imp
-This spell calls forth a minor demon from the pits of Hell.
+This spell calls forth a minor demon from the pits of Hell.
%%%%
Cause Fear
-This spell causes fear in those near to the caster.
+This spell causes fear in those near to the caster.
%%%%
Chain Lightning
@@ -97,39 +97,39 @@ This spell releases a massive electrical discharge that arcs from target to targ
%%%%
Cigotuvi's Degeneration
-This spell transforms one creature into a pulsating mass of flesh.
+This spell transforms one creature into a pulsating mass of flesh.
%%%%
Condensation Shield
-This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
+This spell causes a disc of dense vapour to condense out of the air surrounding the caster. It acts like a normal shield, but its density (and therefore stopping power) depends upon the caster's skill with Ice Magic. The disc is controlled by the caster's mind and thus will not conflict with the wielding of a two-handed weapon.
%%%%
Confuse
-This spell induces a state of bewilderment and confusion in a creature's mind.
+This spell induces a state of bewilderment and confusion in a creature's mind.
%%%%
Confusing Touch
-This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
+This spell enchants the caster's hands with magical energy. This energy is released when the caster touches a monster with their bare hands, and may induce a state of confusion in the monster.
%%%%
Conjure Ball Lightning
-This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
+This spell allows the conjurer to create ball lightning. Using the spell is not without risk - ball lightning can be difficult to control.
%%%%
Conjure Flame
-This spell creates a column of roaring flame.
+This spell creates a column of roaring flame.
%%%%
Control Teleport
-This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
+This spell allows the caster to control translocations. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
%%%%
Control Undead
-This spell attempts to enslave any undead in the vicinity of the caster.
+This spell attempts to enslave any undead in the vicinity of the caster.
%%%%
Controlled Blink
-This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
+This spell allows short-range translocation, with precise control. Be wary that controlled teleports will cause the subject to become contaminated with magical energy.
%%%%
Corona
@@ -137,11 +137,11 @@ This spell causes a halo of glowing light to surround and effectively outline a
%%%%
Corpse Rot
-This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.
+This spell rapidly accelerates the decomposition of any corpses lying around the caster, emitting in the process a foul miasmic vapour, which eats away at the life force of any creature it envelops.
%%%%
Cure Poison
-This spell removes poison from the caster's system.
+This spell removes poison from the caster's system.
%%%%
Death Channel
@@ -160,39 +160,39 @@ A ray which does massive damage (1500 hp) and always hits.
%%%%
Deflect Missiles
-This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
+This spell protects the caster from any kind of projectile attack, although particularly powerful attacks (lightning bolts, etc.) are deflected to a lesser extent than lighter missiles.
%%%%
Delayed Fireball
-Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
+Successfully casting this spell gives the caster the ability to instantaneously release a fireball at a later time. Knowing this spell allows the learner to memorise Fireball for no additional spell levels.
%%%%
Demonic Horde
-This spell calls forth a small swarm of small demons to do battle with the caster's foes.
+This spell calls forth a small swarm of small demons to do battle with the caster's foes.
%%%%
Detect Creatures
-This spell allows the caster to detect any creatures within a certain radius.
+This spell allows the caster to detect any creatures within a certain radius.
%%%%
Detect Curse
-This spell alerts the caster to the presence of curses on his or her possessions.
+This spell alerts the caster to the presence of curses on his or her possessions.
%%%%
Detect Items
-This spell detects any items lying about the caster's general vicinity.
+This spell detects any items lying about the caster's general vicinity.
%%%%
Detect Secret Doors
-This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches.
+This spell is beloved by lazy dungeoneers everywhere, for it can greatly reduce time-consuming searches.
%%%%
Detect Traps
-This spell reveals traps in the caster's vicinity.
+This spell reveals traps in the caster's vicinity.
%%%%
Dig
-This spell digs a tunnel through unworked rock.
+This spell digs a tunnel through unworked rock.
%%%%
Disintegrate
@@ -200,11 +200,11 @@ This spell violently rends apart anything in a small volume of space. It can be
%%%%
Dispel Undead
-This spell inflicts a great deal of damage on an undead creature.
+This spell inflicts a great deal of damage on an undead creature.
%%%%
Dispersal
-This spell tries to teleport away any monsters directly beside the caster.
+This spell tries to teleport away any monsters directly beside the caster.
%%%%
Disrupt
@@ -212,19 +212,19 @@ This spell disrupts space around another creature, causing injury.
%%%%
Dragon Form
-This spell temporarily transforms the caster into a great, fire-breathing dragon.
+This spell temporarily transforms the caster into a great, fire-breathing dragon.
%%%%
Enslavement
-This spell causes an otherwise hostile creature to fight on your side for a while.
+This spell causes an otherwise hostile creature to fight on your side for a while.
%%%%
Ensorcelled Hibernation
-This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
+This spell tries to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.
%%%%
Evaporate
-This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work.
+This spell heats a potion causing it to explode into a large cloud when thrown. The potion must be thrown immediately, as part of the spell, for this to work.
%%%%
Excruciating Wounds
@@ -236,15 +236,15 @@ This spell extends the duration of most enchantments affecting the caster. Be wa
%%%%
Fire Brand
-This spell sets a weapon held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments.
+This spell sets a weapon held by the caster ablaze. It will not affect weapons otherwise subject to special enchantments.
%%%%
Fire Storm
-This spell creates a mighty storm of roaring flame.
+This spell creates a mighty storm of roaring flame.
%%%%
Fireball
-This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
+This spell hurls an exploding bolt of fire. This spell does not cost additional spell levels if the learner already knows Delayed Fireball.
%%%%
Flame Tongue
@@ -252,39 +252,39 @@ This spell creates a short burst of flame.
%%%%
Flight
-This spell grants to the caster the ability to fly through the air.
+This spell grants to the caster the ability to fly through the air.
%%%%
Forescry
-This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).
+This spell makes the caster aware of the immediate future; while not far enough to predict the result of a fight, it does give the caster ample time to get out of the way of a punch (reflexes allowing).
%%%%
Fragmentation
-This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.
+This spell creates a concussive explosion within a large body of rock (or other hard material), to the detriment of any who happen to be standing nearby.
%%%%
Freeze
-This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.
+This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.
%%%%
Freezing Aura
-This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
+This spell surrounds a weapon held by the caster with an aura of freezing cold. It will not affect weapons which are otherwise subject to special enchantments.
%%%%
Freezing Cloud
-This spell conjures up a large cloud of lethally cold vapour.
+This spell conjures up a large cloud of lethally cold vapour.
%%%%
Fulsome Distillation
-This spell extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion. You probably don't want to drink the results.
+This spell extracts the vile and poisonous essences from a corpse. A rotten corpse may produce a stronger potion. You probably don't want to drink the results.
%%%%
Major Healing
-This spell heals a large amount of damage to the caster's body.
+This spell heals a large amount of damage to the caster's body.
%%%%
Haste
-This spell speeds the actions of a creature.
+This spell speeds the actions of a creature.
%%%%
Hellfire
@@ -292,35 +292,35 @@ This spell should only be available from Dispater's staff. So how are you readin
%%%%
Ice Bolt
-This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected.
+This spell throws forth a chunk of ice. It is particularly effective against those creatures not immune to the effects of freezing. But as most of its destructive potential comes from strong impact and cutting edges, even cold-resistant creatures are notably affected.
%%%%
Ice Form
-This spell temporarily transforms the caster's body into a frozen ice-creature.
+This spell temporarily transforms the caster's body into a frozen ice-creature.
%%%%
Ice Storm
-This spell conjures forth a raging blizzard of ice, sleet and freezing gasses.
+This spell conjures forth a raging blizzard of ice, sleet and freezing gasses.
%%%%
Identify
-This spell allows the caster to determine the properties of an otherwise inscrutable magic item.
+This spell allows the caster to determine the properties of an otherwise inscrutable magic item.
%%%%
Ignite Poison
-This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.
+This spell attempts to convert all poison within the caster's view into liquid flame. It is very effective against poisonous creatures or those carrying poison potions. It is also an amazingly painful way to eliminate poison from one's own system.
%%%%
Insulation
-This spell protects the caster from electric shocks.
+This spell protects the caster from electric shocks.
%%%%
Invisibility
-This spell hides a creature from the sight of others.
+This spell hides a creature from the sight of others.
%%%%
Iskenderun's Mystic Blast
-This spell throws a crackling sphere of destructive energy.
+This spell throws a crackling sphere of destructive energy.
%%%%
Lee's Rapid Deconstruction
@@ -328,63 +328,63 @@ This spell fragments a wall into an explosion of deadly shrapnel. It can also b
%%%%
Lehudib's Crystal Spear
-This spell hurls a lethally sharp bolt of crystal.
+This spell hurls a lethally sharp bolt of crystal.
%%%%
Minor Healing
-This spell heals a small amount of damage to the caster's body.
+This spell heals a small amount of damage to the caster's body.
%%%%
Lethal Infusion
-This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
+This spell infuses a weapon held by the caster with unholy energies. It will not affect weapons which are otherwise subject to special enchantments.
%%%%
Levitation
-This spell allows the caster to float in the air.
+This spell allows the caster to float in the air.
%%%%
Lightning Bolt
-This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
+This spell hurls a mighty bolt of lightning. Although this spell inflicts less damage than similar fire and ice spells, it can at once rip through whole rows of creatures.
%%%%
Magic Dart
-This spell hurls a small bolt of magical energy.
+This spell hurls a small bolt of magical energy.
%%%%
Magic Mapping
-This spell reveals details about the caster's surroundings.
+This spell reveals details about the caster's surroundings.
%%%%
Mass Confusion
-This spell causes confusion in all who gaze upon the caster.
+This spell causes confusion in all who gaze upon the caster.
%%%%
Maxwell's Silver Hammer
-This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.
+This spell bestows a lethal but temporary gravitic field to a crushing implement held by the caster. It will not affect weapons otherwise subject to special enchantments.
%%%%
Mephitic Cloud
-This spell conjures up a large but short-lived cloud of vile fumes.
+This spell conjures up a large but short-lived cloud of vile fumes.
%%%%
Metabolic Englaciation
-This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.
+This spell tries to lower the metabolic rate of every creature within the caster's view enough to induce hypothermic hibernation. It may have side effects on cold-blooded creatures.
%%%%
Necromutation
-This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.
+This spell first transforms the caster into a semi-corporeal apparition receptive to negative energy, then infuses that form with the powers of Death. The caster becomes resistant to cold, poison, magic and hostile negative energies.
%%%%
Olgreb's Toxic Radiance
-This spell bathes the caster's surroundings in poisonous green light.
+This spell bathes the caster's surroundings in poisonous green light.
%%%%
Ozocubu's Armour
-This spell envelops the caster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. The effects of this spell are boosted if the caster is in ice form.
+This spell envelops the caster's body in a protective layer of ice, the power of which depends on his or her skill with ice magic. The caster and the caster's equipment are protected from the cold, but the spell will not function for casters already wearing heavy armour. The effects of this spell are boosted if the caster is in ice form.
%%%%
Ozocubu's Refrigeration
-This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold.
+This spell drains the heat from the caster and his or her surroundings, causing harm to all creatures not resistant to cold.
%%%%
Pain
@@ -392,11 +392,11 @@ This spell inflicts an extremely painful injury upon one living creature. The ca
%%%%
Paralyse
-This spell prevents a creature from moving.
+This spell prevents a creature from moving.
%%%%
Passwall
-This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.
+This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it is possible for the spell to expire while the caster is en route, and it also takes time for the caster to attune to the rock, during which time they will be helpless.
%%%%
Petrify
@@ -404,7 +404,7 @@ This spell attempts to petrify a monster. If successful, the monster is slowed d
%%%%
Poison Ammunition
-This spell envenoms missile ammunition held by the caster.
+This spell envenoms missile ammunition held by the caster.
%%%%
Poison Arrow
@@ -416,15 +416,15 @@ This spell temporarily coats any sharp bladed weapon with poison. It will only w
%%%%
Poisonous Cloud
-This spell conjures forth a great cloud of lethal gasses.
+This spell conjures forth a great cloud of lethal gasses.
%%%%
Polymorph Other
-This spell randomly alters the form of another creature.
+This spell randomly alters the form of another creature.
%%%%
Portal
-This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.
+This spell creates a gate allowing long-distance travel in relatively ordinary environments (i.e., the Dungeon only). The portal lasts long enough for the caster and nearby creatures to enter. Casters are never taken past the level limits of the current area.
%%%%
Portal Projectile
@@ -432,51 +432,51 @@ This spell teleports a fired or thrown missile directly to its target, greatly i
%%%%
Projected Noise
-This spell produces a noise emanating from a place of the caster's own choosing.
+This spell produces a noise emanating from a place of the caster's own choosing.
%%%%
Recall
-This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
+This spell is greatly prized by summoners and necromancers, as it allows the caster to recall any friendly creatures nearby to a position adjacent to the caster.
%%%%
Regeneration
-This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
+This spell dramatically but temporarily increases the caster's recuperative abilities, while also increasing the rate of food consumption.
%%%%
Remove Curse
-This spell removes curses from any items which are being used by the caster.
+This spell removes curses from any items which are being used by the caster.
%%%%
Repel Missiles
-This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
+This spell reduces the chance of projectile attacks striking the caster. Even powerful attacks such as lightning bolts or dragon breath are affected, although smaller missiles are repelled to a much greater extent.
%%%%
Resist Poison
-This spell protects the caster from exposure to all poisons for a period of time.
+This spell protects the caster from exposure to all poisons for a period of time.
%%%%
Ring of Flames
-This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
+This spell surrounds the caster with a mobile ring of searing flame, and keeps other fire clouds away from the caster. This spell attunes the caster to the forces of fire, increasing their fire magic and giving protection from fire. However, it also makes them much more susceptible to the forces of ice.
%%%%
Sandblast
-This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
+This spell creates a short blast of high-velocity particles. It works best when the caster provides some source (by wielding a stone), but will do what it can with whatever ambient grit is available.
%%%%
See Invisible
-This spell enables the caster to perceive things that are shielded from ordinary sight.
+This spell enables the caster to perceive things that are shielded from ordinary sight.
%%%%
Selective Amnesia
-This spell allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it.
+This spell allows the caster to selectively erase one spell from memory to recapture the magical energy bound up with it.
%%%%
Shadow Creatures
-This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
+This spell weaves a creature from shadows and threads of Abyssal matter. The creature thus brought into existence will recreate some type of creature found in the caster's immediate vicinity. The spell even creates appropriate equipment for the creature, which are given a lasting substance by their firm contact with reality.
%%%%
Shatter
-This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
+This spell causes a burst of concussive force around the caster, which will damage most creatures, although those composed of stone, metal or crystal, or otherwise brittle, will particularly suffer. The magic has been known to adversely affect walls.
%%%%
Shock
@@ -484,7 +484,7 @@ This spell throws a bouncing bolt of electricity.
%%%%
Silence
-This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
+This spell eliminates all sound near the caster. This makes reading scrolls, casting spells, praying or yelling in the caster's vicinity impossible. (Applies to caster too, of course.) This spell will not hide your presence, since its oppressive, unnatural effect will almost certainly alert any living creature that something is very wrong.
%%%%
Simulacrum
@@ -492,11 +492,11 @@ This spell uses a piece of flesh in hand to create a replica of the original bei
%%%%
Slow
-This spell slows the actions of a creature.
+This spell slows the actions of a creature.
%%%%
Smiting
-This spell smites one creature of the caster's choice.
+This spell smites one creature of the caster's choice.
%%%%
Spider Form
@@ -504,43 +504,43 @@ This spell temporarily transforms the caster into a venomous, spider-like creatu
%%%%
Static Discharge
-This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
+This spell releases electric charges against those next to the caster. These may arc to adjacent monsters (or even the caster) before they eventually ground out.
%%%%
Statue Form
-This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue.
+This spell temporarily transforms the caster into a slow-moving (but extremely robust) stone statue.
%%%%
Sticks to Snakes
-This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected.
+This spell uses wooden items in the caster's grasp as raw material for a powerful summoning. Note that highly enchanted items, such as wizards' staves, will not be affected.
%%%%
Sticky Flame
-This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.
+This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes.
%%%%
Sting
-This spell throws a magical dart of poison.
+This spell throws a magical dart of poison.
%%%%
Stone Arrow
-This spell hurls a sharp spine of rock outward from the caster.
+This spell hurls a sharp spine of rock outward from the caster.
%%%%
Stonemail
-This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form.
+This spell covers the caster with chunky scales of stone, the durability of which depends on his or her skill with Earth magic. These scales can coexist with other forms of armour, but are in and of themselves extremely heavy and cumbersome. The effects of this spell are increased if the caster is in Statue Form.
%%%%
Stoneskin
-This spell hardens one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form.
+This spell hardens one's skin to a degree determined by one's skill in Earth Magic. This only works on relatively normal flesh; it will aid neither the undead nor the bodily transformed. The effects of this spell are boosted if the caster is in Statue Form.
%%%%
Striking
-This spell hurls a small bolt of force.
+This spell hurls a small bolt of force.
%%%%
Sublimation of Blood
-This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
+This spell converts flesh, blood and other bodily fluids into magical energy. Casters may focus this spell on their own bodies (which can be dangerous but never directly lethal) or can wield freshly butchered flesh in order to draw power into themselves.
%%%%
Summon Butterflies
@@ -548,11 +548,11 @@ This spell creates a shower of colourful butterflies. How pretty!
%%%%
Summon Demon
-This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time.
+This spell opens a gate to the realm of Pandemonium and draws forth one of its inhabitants to serve the caster for a time.
%%%%
Summon Dragon
-This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails.
+This spell summons and binds a powerful dragon to perform the caster's bidding. Beware, for the summons may succeed even as the binding fails.
%%%%
Summon Elemental
@@ -560,7 +560,7 @@ This spell calls forth a spirit from the elemental planes to aid the caster. A l
%%%%
Summon Greater Demon
-This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
+This spell calls forth one of the greater demons of Pandemonium to serve the caster. Beware, for the spell binding it to service may not outlast that which binds it to this world!
%%%%
Summon Horrible Things
@@ -568,19 +568,19 @@ This spell opens a gate to the Abyss and calls through one or more hideous abomi
%%%%
Summon Ice Beast
-This spell calls forth a beast of ice to serve the caster.
+This spell calls forth a beast of ice to serve the caster.
%%%%
Summon Scorpions
-This spell summons one or more giant scorpions to the caster's assistance.
+This spell summons one or more giant scorpions to the caster's assistance.
%%%%
Summon Small Mammals
-This spell summons one or more small creatures to the caster's aid.
+This spell summons one or more small creatures to the caster's aid.
%%%%
Summon Swarm
-This spell summons forth a pestilential swarm.
+This spell summons forth a pestilential swarm.
%%%%
Summon Ugly Thing
@@ -588,11 +588,11 @@ This spell summons a hideous creature to the caster's aid.
%%%%
Summon Wraiths
-This spell calls on the powers of the undead to aid the caster.
+This spell calls on the powers of the undead to aid the caster.
%%%%
Sure Blade
-This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.
+This spell forms a mystical bond between the caster and a wielded short blade, making the blade much easier to use.
%%%%
Swiftness
@@ -600,47 +600,47 @@ This spell imbues its caster with the ability to achieve great movement speeds.
%%%%
Symbol of Torment
-This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.
+This spell calls on the powers of Hell to cause agonising injury to any living thing in the caster's vicinity. It carries within itself a degree of danger, for any brave enough to invoke it, for the Symbol also affects its caller and indeed will not function if he or she is immune to its terrible effects. Despite its ominous power, this spell is never lethal.
%%%%
Tame Beasts
-This spell attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication.
+This spell attempts to tame animals in the caster's vicinity. It works best on animals amenable to domestication.
%%%%
Teleport Other
-This spell randomly translocates another creature.
+This spell randomly translocates another creature.
%%%%
Teleport Self
-This spell teleports the caster to a random location.
+This spell teleports the caster to a random location.
%%%%
Throw Flame
-This spell throws a small bolt of flame.
+This spell throws a small bolt of flame.
%%%%
Throw Frost
-This spell throws a small bolt of frost.
+This spell throws a small bolt of frost.
%%%%
Tukima's Dance
-This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.
+This spell causes a weapon held in the caster's hand to dance into the air and strike the caster's enemies. It will not function on magical staves and certain willful artefacts.
%%%%
Tukima's Vorpal Blade
-This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.
+This spell bestows a lethal but temporary sharpness on a sword held by the caster. It will not affect weapons otherwise subject to special enchantments.
%%%%
Twisted Resurrection
-This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling of several corpses together; the greater the combined mass of flesh available, the greater the chances of success.
+This spell allows its caster to imbue a mass of deceased flesh with a magical life force. Casting this spell involves the assembling of several corpses together; the greater the combined mass of flesh available, the greater the chances of success.
%%%%
Vampiric Draining
-This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
+This spell steals the life of a living creature and grants it to the caster. Life will not be drained in excess of what the caster can capably absorb.
%%%%
Venom Bolt
-This spell throws a bolt of poison.
+This spell throws a bolt of poison.
%%%%
Warp Weapon
diff --git a/crawl-ref/source/dat/descript/unident.txt b/crawl-ref/source/dat/descript/unident.txt
index 534e8bb8fe..213409820c 100644
--- a/crawl-ref/source/dat/descript/unident.txt
+++ b/crawl-ref/source/dat/descript/unident.txt
@@ -13,7 +13,7 @@ A strange lantern made out of ancient bones.
%%%%
book
-A book of magic spells. Beware, for some of the more powerful grimoires
+A book of magic spells. Beware, for some of the more powerful grimoires
are not to be toyed with.
%%%%
crystal ball