"Gives stone skin and some resistance to elements for a while. As your level increases, more resistances are given.",
"Gives feeling of an item. Or identifies an item at level 25.",
"Generates a ball centered on you which inflicts PSI damage on a monster or, at level 25 and higher, inflicts PSI damage on all monsters.",
- "Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
+ "Removes fear and being stunned. Gives heroism and speed. Heals HP a little unless you already have heroism and a temporary speed boost.",
"Pulls a distant item close to you.",
"Fires a ball which damages. When not resisted, you gain SP. You will be occupied for 0 to 1.5 turns after casting as your mind recovers.",
"Fires a beam of pure energy which penetrates invulnerability barriers.",
case 7:
if (name) return _("軽傷の治癒", "Cure Light Wounds");
- if (desc) return _("怪我と体力を少し回復させる。", "Heals cut and HP a little.");
+ if (desc) return _("怪我と体力を少し回復させる。", "Heals cuts and HP a little.");
{
DICE_NUMBER dice = 2;
case 18:
if (name) return _("重傷の治癒", "Cure Medium Wounds");
- if (desc) return _("怪我と体力を中程度回復させる。", "Heals cut and HP more.");
+ if (desc) return _("怪我と体力を中程度回復させる。", "Heals cuts and HP.");
{
DICE_NUMBER dice = 4;
case 14:
if (name) return _("癒し", "Cure");
- if (desc) return _("毒、朦朧状態、負傷を全快させ、幻覚を直す。", "Heals poison, stun, cut and hallucination completely.");
+ if (desc) return _("毒、朦朧状態、負傷を全快させ、幻覚を直す。", "Completely heals poisons, cuts, hallucination and being stunned.");
{
if (cast)
case 7:
if (name) return _("身体浄化", "Purify");
- if (desc) return _("傷、毒、朦朧から全快する。", "Heals all cut, stun and poison status.");
+ if (desc) return _("傷、毒、朦朧から全快する。", "Heals all cuts, poisons and being stunned.");
{
if (cast)
{
case 15:
if (name) return _("聖なる御言葉", "Holy Word");
if (desc) return _("視界内の邪悪な存在に大きなダメージを与え、体力を回復し、毒、恐怖、朦朧状態、負傷から全快する。",
- "Damages all evil monsters in sight, heals HP somewhat, and completely heals poison, fear, stun and cut status.");
+ "Damages all evil monsters in sight, heals HP somewhat, and completely cures fear, poisons, cuts, and being stunned.");
{
int dam_sides = plev * 6;
case 1:
if (name) return _("軽傷の治癒", "Cure light wounds");
- if (desc) return _("HPや傷を少し回復させる。", "Heals cut and HP a little.");
+ if (desc) return _("HPや傷を少し回復させる。", "Heals cuts and HP a little.");
if (info) return info_heal(1, 10, 0);
if (cast)
{
case 9:
if (name) return _("重傷の治癒", "Cure serious wounds");
- if (desc) return _("体力や傷を多少回復させる。", "Heals cut and HP more.");
+ if (desc) return _("体力や傷を多少回復させる。", "Heals cuts and HP.");
if (info) return info_heal(2, 10, 0);
if (cast)
{
case 17:
if (name) return _("致命傷の治癒", "Cure critical wounds");
- if (desc) return _("体力や傷を回復させる。", "Heals cut and HP greatry.");
+ if (desc) return _("体力や傷を回復させる。", "Heals cuts and HP greatly.");
if (info) return info_heal(4, 10, 0);
if (cast)
{
case 19:
if (name) return _("赤流渦", "Bloody Maelstrom");
if (desc) return _("自分自身も傷を作りつつ、その傷が深いほど大きい威力で全方向の敵を攻撃できる。生きていないモンスターには効果がない。",
- "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. Has no effect on unliving monsters.");
+ "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
if (cast)
{
{
case 0:
if (name) return _("軽傷の治癒", "Cure Light Wounds");
- if (desc) return _("怪我と体力を少し回復させる。", "Heals cut and HP a little.");
+ if (desc) return _("怪我と体力を少し回復させる。", "Heals cuts and HP a little.");
{
DICE_NUMBER dice = 2;
DICE_SID sides = 10;
case 5:
if (name) return _("重傷の治癒", "Cure Medium Wounds");
- if (desc) return _("怪我と体力を中程度回復させる。", "Heals cut and HP more.");
+ if (desc) return _("怪我と体力を中程度回復させる。", "Heals cuts and HP more.");
{
DICE_NUMBER dice = 4;
DICE_SID sides = 10;
case 6:
if (name) return _("解毒", "Cure Poison");
- if (desc) return _("体内の毒を取り除く。", "Cures poison status.");
+ if (desc) return _("体内の毒を取り除く。", "Cures yourself of any poisons.");
{
if (cast)
{
case 10:
if (name) return _("致命傷の治癒", "Cure Critical Wounds");
- if (desc) return _("体力を大幅に回復させ、負傷と朦朧状態も全快する。", "Heals cut, stun and HP greatly.");
+ if (desc) return _("体力を大幅に回復させ、負傷と朦朧状態も全快する。", "Heals HP greatly. Also cures cuts and being stunned.");
{
DICE_NUMBER dice = 8;
DICE_SID sides = 10;
case 14:
if (name) return _("体力回復", "Healing");
- if (desc) return _("極めて強力な回復呪文で、負傷と朦朧状態も全快する。", "Much powerful healing magic, and heals cut and stun completely.");
+ if (desc) return _("極めて強力な回復呪文で、負傷と朦朧状態も全快する。", "Is very powerful healing magic. Also completely cures cuts and being stunned.");
{
int heal = 300;
case 29:
if (name) return _("*体力回復*", "Healing True");
- if (desc) return _("最強の治癒の魔法で、負傷と朦朧状態も全快する。", "The greatest healing magic. Heals all HP, cut and stun.");
+ if (desc) return _("最強の治癒の魔法で、負傷と朦朧状態も全快する。", "Is the greatest healing magic. Heals all HP, cuts and being stunned.");
{
int heal = 2000;
case 7:
if (name) return _("傷と毒治療", "Cure Wounds & Poison");
- if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cut and poison status. Heals HP a little.");
+ if (desc) return _("怪我を全快させ、毒を体から完全に取り除き、体力を少し回復させる。", "Heals all cuts and poisons. Heals HP a little.");
{
DICE_NUMBER dice = 2;
case 15:
if (name) return _("薬草治療", "Herbal Healing");
- if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. And heals cut, stun and poison completely.");
+ if (desc) return _("体力を大幅に回復させ、負傷、朦朧状態、毒から全快する。", "Heals HP greatly. Completely cures cuts, poisons and being stunned.");
{
int heal = 500;
if (info) return info_heal(0, 0, heal);
case 28:
if (name) return _("ヤヴァンナの助け", "Relief of Yavanna");
- if (desc) return _("強力な回復の歌で、負傷と朦朧状態も全快する。", "Powerful healing song. Also heals cut and stun completely.");
+ if (desc) return _("強力な回復の歌で、負傷と朦朧状態も全快する。", "Powerful healing song. Also completely heals cuts and being stunned.");
/* Stop singing before start another */
if (cast || fail) stop_singing(caster_ptr);