private double[] lookUpWordEffect(int n, double baseDamage, int healing) {
			double[] results = new double[2];
			switch(n) {
				case 1:
					CombatLog.println("FIRE!");
					if (this.hasDominantEffect) {
						baseDamage *= 2;
						this.hasDominantEffect = false;
					}
					else baseDamage *= 1.5;
					break;
				case 2:
					CombatLog.println("WATER!"); 
					if (this.hasDominantEffect) {
						baseDamage *= 0.5;
						healing = 10;
						this.hasDominantEffect = false;
					}
					else healing = 5;
					// maybe change it to the proper method you used with spells earlier, but now it seems to work just fine:
					if (this.pHealth > (100 - healing)) this.restoreHealth(100);
					else this.restoreHealth(this.pHealth + healing); 
					Game.getGameplay().displayHealing(healing, true);
					CombatLog.println(healing + " percent of player health has been restored.");
					break;
				case 3:
					CombatLog.println("EARTH!");
					if (this.hasDominantEffect) {
						baseDamage *= 1.0;
						letterStun(this, this.currentTarget);
						CombatLog.println(this.currentTarget.name + " is stunned for 1 turn.");
						this.hasDominantEffect = false;
					} else baseDamage *= 1.5;
					break;
				case 4:
					CombatLog.println("WIND!");
					if (this.hasDominantEffect) {
						baseDamage = 0;
						this.damageReduction = 90;
						this.hasDominantEffect = false;
					} else {
						baseDamage *= 0.5;
						this.damageReduction = 40;						
					}
					break;
				}
			
			results[0] = baseDamage;
			results[1] = healing;
			return results;
		}