-=[ Spell Level determination ]=- Spell power is dependent on the spells level, and level of caster. Spell Level - Damage Table. Spell Damage Per Max. Area Level Stat Level Damage Effect(*) 1 2 10 - 2 2 15 - 3 2 20 - 4 3 20 - 5 3 25 - 6 3 30 - 7 4 30 all 8 4 35 all 9 4 40 all 10 5 40 all 11 5 45 all 12 5 50 all 13 6 50 not caster 14 6 55 not caster 15 6 60 not caster 16 7 60 not caster 17 7 65 not caster 18 7 70 not caster 19 8 70 not party members 20 8 75 not party members 21 8 80 not party members 22 9 80 not party members 23 9 85 not party members 24 9 90 not party members 25 10 90 targets selected by caster 26 10 95 targets selected by caster 27 10 100 targets selected by caster 28 11 100 targets selected by caster 29 11 105 targets selected by caster 30 11 110 targets selected by caster And so on.... (*) Note though there are area effect spells, they have a damage per level, and max. damage equal to a single target spell 5 levels lower. The effecting area is determined by level. 'all' indicated that all in the room are effected in the room. Effects of casting time: A spell can also have a casting time. Normally, it is 1 heart beat. A spells' level can be lowered 4 levels for every heart beat of casting time. Effects of spell components: All spells that have MISCELLANEOUS spell effects SHOULD have spell COMPONENTS. Using the spell attribute "component" of load spell. If a miscellaneous spell does not have a spell component then it must be 5 levels higher. Each extra component used by a spell lowers the spell level by 4. The higher the spell level, the more likely it should have spell components. A spells level must be judged by its effects. Here are some spell effects. Miscellanous Spell Effects Spell Spell Level Effect 1 Light, bless 2 Summon small animals, detect magic 3 Temporary Shield 4 Temporary Weapon, heal 4-8 hp 5 Interdimensional Spaces, chameleon effects 6 neutralize poison, info() calling spells 7 dispel magic, cure disease 8 heal 8-16 hp, invisibility 9 Temporary stat enhancement, hold, temp. spell immunity 10 Dimension Door, create food, divination 11 Summoning Monsters, divination of players 12 Teleport within Domain, polymorph self 13 Scare, Tongues 14 limited wish(imitate to 10th), heal 16-32 15 Teleport across Domains, speed up spell casting time 16 create permanent non-weapon, non-armour items 17 Teleport other, low magic resistance 18 alter reality (imitate spells up to level 15) 19 Permanancy, polymorph others 20 Scribe spells, magic absorbers 25 Create Permanent Portals, wish(imitate to 20th) 30 Reset Rooms, Full heal, enchant items, instant kill spells 35 Permanent stat enhancement, spell reflectors Spell Limitaions: All spells have saves. Thus no instant kill spells without a save. No offensive spell shall be to a target not in same room as caster. Illegal Spell Effects: No spell should immitate a skill from another class. Thus No 'knock' spells No move silently spells No Permanent weapon and armour creation Borderline cases are chameleon spells and speed spells No area effect heals. No area effect instant kill spells. If in PLAYER_KILL mode, No teleporting to players No summon players No spell should control, or incapacitate wizards. And any other effect that is way too powerful.