From 67f1c25b9deae7643cdcde9995df46164c3bfb70 Mon Sep 17 00:00:00 2001 From: Anth0rx <anthorx@keemail.me> Date: Tue, 28 May 2024 08:36:00 +0200 Subject: [PATCH] Fix typo Signed-off-by: Anth0rx <anthorx@keemail.me> --- glossary.tex | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/glossary.tex b/glossary.tex index c7106e20..ac9c993f 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. -- GitLab