diff --git a/glossary.tex b/glossary.tex index c7106e20032a44402b9c94079c04c4e575d8da4b..ac9c993fee6f4cf66a4eb977f25cdbd45b48bfa9 100644 --- a/glossary.tex +++ b/glossary.tex @@ -622,7 +622,7 @@ Set the darker die to `\dicef{6}' and roll the other. If this roll fails, it fa description={start by spending one \glsentrytext{mp} per spell level. The \glsentrytext{witch} then commands the target \glsentrytext{sphere}, rolling \roll{Charisma}{} the lowest \glsentrytext{skill} required. - When `overpsending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack. + When `overspending' on the \glsentrytext{invocation}, the \glsentrytext{witch} gains 1~\glsentrytext{ep} for each \glsentrytext{mp} they lack. If nobody resists a spell, the \glsentrytext{tn} usually depends on its target. Earth spells can affect ice far more easily than rocks, and Air spells can whip up a gale easier when outdoors.