{
dispel_undead(caster_ptr, randint1(sides));
dispel_demons(caster_ptr, randint1(sides));
- turn_evil(power);
+ turn_evil(caster_ptr, power);
}
}
break;
project(caster_ptr, 0, 1, caster_ptr->y, caster_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);
dispel_monsters(caster_ptr, d_dam);
slow_monsters(caster_ptr, plev);
- stun_monsters(power);
- confuse_monsters(power);
- turn_monsters(power);
- stasis_monsters(power);
+ stun_monsters(caster_ptr, power);
+ confuse_monsters(caster_ptr, power);
+ turn_monsters(caster_ptr, power);
+ stasis_monsters(caster_ptr, power);
hp_player(caster_ptr, heal);
}
}