muddy/area/
muddy/bin/
muddy/bin/CVS/
muddy/clans/CVS/
muddy/classes/CVS/
muddy/corefiles/
muddy/corefiles/CVS/
muddy/doc/CVS/
muddy/doc/cvsup/
muddy/doc/cvsup/CVS/
muddy/doc/muddy/
muddy/doc/muddy/CVS/
muddy/doc/olc/CVS/
muddy/etc/
muddy/etc/CVS/
muddy/gods/
muddy/gods/CVS/
muddy/lang/CVS/
muddy/msgdb/
muddy/msgdb/CVS/
muddy/notes/
muddy/notes/CVS/
muddy/player/
muddy/races/CVS/
muddy/src/CVS/
muddy/src/comm/CVS/
muddy/src/compat/
muddy/src/compat/CVS/
muddy/src/compat/mkdep/
muddy/src/compat/mkdep/CVS/
muddy/src/compat/regex-win32/CVS/
muddy/src/db/CVS/
muddy/src/mudprogs/CVS/
muddy/src/olc/CVS/
muddy/tmp/CVS/
/*
 * $Id: magic.c,v 1.103 1999/01/21 13:36:33 kostik Exp $
 */

/***************************************************************************
 *     ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR  *	
 *     ANATOLIA has been brought to you by ANATOLIA consortium		   *
 *	 Serdar BULUT {Chronos}		bulut@rorqual.cc.metu.edu.tr       *
 *	 Ibrahim Canpunar  {Asena}	canpunar@rorqual.cc.metu.edu.tr    *	
 *	 Murat BICER  {KIO}		mbicer@rorqual.cc.metu.edu.tr	   *	
 *	 D.Baris ACAR {Powerman}	dbacar@rorqual.cc.metu.edu.tr	   *	
 *     By using this code, you have agreed to follow the terms of the      *
 *     ANATOLIA license, in the file Anatolia/anatolia.licence             *	
 ***************************************************************************/

/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "hometown.h"
#include "update.h"
#include "fight.h"

DECLARE_DO_FUN(do_yell		);
DECLARE_DO_FUN(do_look		);
DECLARE_DO_FUN(do_stand		);

/*
 * for casting different rooms 
 * returned value is the range 
 */
int allowed_other(CHAR_DATA *ch, int sn)
{
	if (IS_SET(SKILL(sn)->flags, SKILL_RANGE))
		return ch->level / 20 + 1;
	return 0;
}

/*
 * The kludgy global is for spells who want more stuff from command line.
 */
const char *target_name;

void do_cast(CHAR_DATA *ch, const char *argument)
{
	char arg1[MAX_INPUT_LENGTH];
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	void *vo;
	int mana;
	int sn = -1;
	int target;
	int door, range;
	bool cast_far = FALSE;
	int slevel;
	int chance = 0;
	SKILL_DATA *spell;
	CLASS_DATA *cl;
	PC_SKILL *ps;
	int bane_chance;

	if ((cl = class_lookup(ch->class)) == NULL)
		return;

	if (HAS_SKILL(ch, gsn_spellbane)) {
		char_puts("You are Battle Rager, not the filthy magician.\n",
			  ch);
		return;
	}

	if (is_affected(ch, gsn_shielding)) {
		char_puts("You reach for the True Source and feel something "
			  "stopping you.\n", ch);
		return;
	}

	if (is_affected(ch, gsn_garble) || is_affected(ch, gsn_deafen)) {
		char_puts("You can't get the right intonations.\n", ch);
		return;
	}

	target_name = one_argument(argument, arg1);
	if (arg1[0] == '\0') {
		char_puts("Cast which what where?\n", ch);
		return;
	}

	if (IS_NPC(ch)) {
		if (!str_cmp(arg1, "nowait")) {
			target_name = one_argument(target_name, arg1);
			if (ch->wait)
				ch->wait = 0;
		}
		else if (ch->wait) {
			log_printf("%s: wait state %d", ch->name, ch->wait);
			return;
		}
		sn = sn_lookup(arg1);
		chance = get_skill(ch, sn);
	}
	else {
		if ((ps = skill_vlookup(&ch->pcdata->learned, arg1))
		&&  skill_level(ch, sn = ps->sn) <= ch->level)
			chance = ps->percent;
	}

	if (chance == 0) {
		char_puts("You don't know any spells of that name.\n", ch);
		return;
	}
	spell = SKILL(sn);

	if (HAS_SKILL(ch, gsn_vampire)
	&&  !is_affected(ch, gsn_vampire)
	&&  !IS_SET(spell->flags, SKILL_CLAN)) {
		char_puts("You must transform to vampire before casting!\n",
			  ch);
		return;
	}

	if (spell->spell_fun == NULL) {
		char_puts("That's not a spell.\n", ch);
		return;
	}

	if (ch->position < spell->minimum_position) {
		char_puts("You can't concentrate enough.\n", ch);
		return;
	}

	if (IS_SET(ch->in_room->room_flags, ROOM_NOMAGIC)) {
		char_puts("Your spell fizzles out and fails.\n", ch);
		act("$n's spell fizzles out and fails.",
		    ch, NULL, NULL, TO_ROOM);
		return;
	}

	if (!IS_NPC(ch)) {
		mana = mana_cost(ch, sn);

		if (ch->mana < mana) {
			char_puts("You don't have enough mana.\n", ch);
			return;
		}
	}
	else
		mana = 0;

	WAIT_STATE(ch, spell->beats);

	/*
	 * Locate targets.
	 */
	victim		= NULL;
	obj		= NULL;
	vo		= NULL;
	target		= TARGET_NONE;
	bane_chance	= 100;

	switch (spell->target) {
	default:
		bug("Do_cast: bad target for sn %d.", sn);
		return;

	case TAR_IGNORE:
		break;

	case TAR_CHAR_OFFENSIVE:
		if (target_name[0] == '\0') {
			if ((victim = ch->fighting) == NULL) {
				char_puts("Cast the spell on whom?\n", ch);
				return;
			}
		}
		else {
			if ((range = allowed_other(ch, sn)) > 0) {
				if (!(victim = get_char_spell(ch, target_name,
							      &door, range)))
					return;

				if (IS_NPC(victim)
				&&  victim->in_room != ch->in_room) {
					if (room_is_private(ch->in_room)) {
						char_puts("You can't cast this spell from private room right now.\n", ch);
						return;
					}

					if (IS_SET(victim->pIndexData->act,
						   ACT_NOTRACK)) {
						act_puts("You can't cast this spell to $N at this distance.", ch, NULL, victim, TO_CHAR, POS_DEAD);
						return;
					}
				}
				cast_far = TRUE;
			}
			else if (!(victim = get_char_room(ch, target_name))) {
				char_puts("They aren't here.\n", ch);
				return;
			}
		}

		vo = (void *) victim;
		target = TARGET_CHAR;
		bane_chance = 2*get_skill(victim, gsn_spellbane)/3;
		break;

	case TAR_CHAR_DEFENSIVE:
		if (target_name[0] == '\0')
			victim = ch;
		else if ((victim = get_char_room(ch, target_name)) == NULL) {
			char_puts("They aren't here.\n", ch);
			return;
		}

		vo = (void *) victim;
		target = TARGET_CHAR;
		break;

	case TAR_CHAR_SELF:
		if (target_name[0] == '\0')
			victim = ch;
		else {
			if ((victim = get_char_room(ch, target_name)) == NULL
			||  (!IS_NPC(ch) && victim != ch)) {
				char_puts("You cannot cast this spell "
					  "on another.\n", ch);
				char_puts("They aren't here.\n", ch);
				return;
			}
		}

		vo = (void *) victim;
		target = TARGET_CHAR;
		break;

	case TAR_OBJ_INV:
		if (target_name[0] == '\0') {
			char_puts("What should the spell be cast upon?\n",
				  ch);
			return;
		}

		if ((obj = get_obj_carry(ch, target_name)) == NULL) {
			char_puts("You are not carrying that.\n", ch);
			return;
		}

		vo = (void *) obj;
		target = TARGET_OBJ;
		break;

	case TAR_OBJ_CHAR_OFF:
		if (target_name[0] == '\0') {
			if ((victim = ch->fighting) == NULL) {
				char_puts("Cast the spell on whom or what?\n",
					  ch);
				return;
			}
			target = TARGET_CHAR;
		}
		else if ((victim = get_char_room(ch, target_name)))
			target = TARGET_CHAR;

		if (target == TARGET_CHAR) {
			if (IS_AFFECTED(ch, AFF_CHARM)
			&&  ch->master == victim) {
				char_puts("You can't do that on your own "
					  "follower.\n", ch);
				return;
			}
			vo = (void *) victim;
		}
		else if ((obj = get_obj_here(ch, target_name))) {
			vo = (void *) obj;
			target = TARGET_OBJ;
		}
		else {
			char_puts("You don't see that here.\n",ch);
			return;
		}
		break;

	case TAR_OBJ_CHAR_DEF:
		if (target_name[0] == '\0') {
			vo = (void *) ch;
			target = TARGET_CHAR;
		}
		else if ((victim = get_char_room(ch, target_name))) {
			vo = (void *) victim;
			target = TARGET_CHAR;
		}
		else if ((obj = get_obj_carry(ch, target_name))) {
			vo = (void *) obj;
			target = TARGET_OBJ;
		}
		else {
			char_puts("You don't see that here.\n",ch);
			return;
		}
		break;
	}

	if (spell->target == TAR_CHAR_OFFENSIVE
	||  (spell->target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) {
		if (is_safe(ch, victim))
			return;

		if (!IS_NPC(ch)
		&& !IS_NPC(victim)
		&&  victim != ch
		&&  ch->fighting != victim
		&&  victim->fighting != ch
		&&  !IS_AFFECTED(victim, AFF_CHARM)) 
			doprintf(do_yell, victim,
				 "Die, %s, you sorcerous dog!",
				 PERS(ch,victim));
	}

	if (str_cmp(spell->name, "ventriloquate"))
		say_spell(ch, sn);

	if (!victim)
		victim = ch;

	if (victim && is_affected(victim, gsn_spellbane)
	&&  number_percent() < bane_chance) {
		if (ch == victim) {
			act_puts("Your spellbane deflects the spell!",
				 ch, NULL, NULL, TO_CHAR, POS_DEAD);
			act("$n's spellbane deflects the spell!",
			    ch, NULL, NULL, TO_ROOM);
			damage(ch, ch, 3 * ch->level, gsn_spellbane,
			       DAM_NEGATIVE, TRUE);
		}
		else {
	       		act_puts("$N deflects your spell!",
				 ch, NULL, victim, TO_CHAR, POS_DEAD);
	       		act("You deflect $n's spell!",
			    ch, NULL, victim, TO_VICT);
			act("$N deflects $n's spell!",
			    ch, NULL, victim, TO_NOTVICT);
			if (!is_safe(victim, ch))
				damage(victim, ch, 3 * victim->level,
				       gsn_spellbane, DAM_NEGATIVE, TRUE);
	       	}
		return;
	}

	if (number_percent() > chance) {
		char_puts("You lost your concentration.\n", ch);
		check_improve(ch, sn, FALSE, 1);
		ch->mana -= mana / 2;
		if (cast_far) cast_far = FALSE;
	}
	else {
		if (IS_SET(cl->flags, CLASS_MAGIC))
			slevel = ch->level - UMAX(0,(ch->level / 20));
		else
			slevel = ch->level - UMAX(5,(ch->level / 10));

		if ((chance = get_skill(ch, gsn_spell_craft))) {
			if (number_percent() < chance) {
				slevel = ch->level; 
				check_improve(ch, gsn_spell_craft, TRUE, 1);
			}
			else 
				check_improve(ch, gsn_spell_craft, FALSE, 1);
		}

		if ((chance = get_skill(ch, gsn_improved_maladiction)) 
			&& IS_SET(spell->group, GROUP_MALADICTIONS)) {
			if (number_percent() < chance) {
				slevel = ch->level;
				slevel += chance/20;
				check_improve(ch, gsn_improved_maladiction, TRUE, 1);
			}
			else
				check_improve(ch, gsn_improved_maladiction, FALSE, 1);
		}

		if ((chance = get_skill(ch, gsn_improved_benediction))
			&& IS_SET(spell->group, GROUP_BENEDICTIONS)) {
			if (number_percent() < chance) {
				slevel = ch->level;
				slevel += chance/10;
				check_improve(ch, gsn_improved_benediction, TRUE, 1);
			}
			else 
				check_improve(ch, gsn_improved_benediction, FALSE, 1);
		}

		if ((chance = get_skill(ch, gsn_mastering_spell))
		&&  number_percent() < chance) {
			slevel += number_range(1,4); 
			check_improve(ch, gsn_mastering_spell, TRUE, 1);
		}

		if (!IS_NPC(ch) && get_curr_stat(ch, STAT_INT) > 21)
			slevel += get_curr_stat(ch,STAT_INT) - 21;

		if (slevel < 1)
			slevel = 1;

		ch->mana -= mana;

		spell->spell_fun(sn, IS_NPC(ch) ? ch->level : slevel,
			      ch, vo, target);
		check_improve(ch, sn, TRUE, 1);
	}
		
	if (cast_far && door != -1)
		path_to_track(ch, victim, door);
	else if ((spell->target == TAR_CHAR_OFFENSIVE ||
		 (spell->target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
	&&   victim != ch
	&&   victim->master != ch) {
		CHAR_DATA *vch;
		CHAR_DATA *vch_next;

		for (vch = ch->in_room->people; vch; vch = vch_next) {
			vch_next = vch->next_in_room;
			if (victim == vch && victim->fighting == NULL) {
				if (victim->position != POS_SLEEPING)
				multi_hit(victim, ch, TYPE_UNDEFINED);
				break;
			}
		}
	}
}

/*
 * Cast spells at targets using a magical object.
 */
void obj_cast_spell(int sn, int level,
		    CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj)
{
	void *vo;
	int target = TARGET_NONE;
	SKILL_DATA *spell;
	int bane_chance;

	if (sn <= 0
	||  (spell = skill_lookup(sn)) == NULL
	||  spell->spell_fun == NULL)
		return;

	bane_chance = 100;
	switch (spell->target) {
	default:
		bug("Obj_cast_spell: bad target for sn %d.", sn);
		return;

	case TAR_IGNORE:
		vo = NULL;
		break;

	case TAR_CHAR_OFFENSIVE:
		if (victim == NULL)
			victim = ch->fighting;
		if (victim == NULL) {
			char_puts("You can't do that.\n", ch);
			return;
		}
		if (is_safe(ch, victim)) {
			char_puts("Something isn't right...\n",ch);
			return;
		}
		vo = (void *) victim;
		target = TARGET_CHAR;
		bane_chance = 2 * get_skill(victim, gsn_spellbane) / 3;
		break;

	case TAR_CHAR_DEFENSIVE:
	case TAR_CHAR_SELF:
		if (victim == NULL)
			victim = ch;
		vo = (void *) victim;
		target = TARGET_CHAR;
		break;

	case TAR_OBJ_INV:
		if (obj == NULL) {
			char_puts("You can't do that.\n", ch);
			return;
		}
		vo = (void *) obj;
		target = TARGET_OBJ;
		break;

	case TAR_OBJ_CHAR_OFF:
		if (victim == NULL && obj == NULL)
			if (ch->fighting != NULL)
				victim = ch->fighting;
			else {
				char_puts("You can't do that.\n", ch);
				return;
			}

		if (victim) {
			if (is_safe(ch, victim)) {
			    char_puts("Somehting isn't right...\n", ch);
			    return;
			}

			vo = (void *) victim;
			target = TARGET_CHAR;
		}
		else {
			vo = (void *) obj;
			target = TARGET_OBJ;
		}
		break;

	case TAR_OBJ_CHAR_DEF:
		if (victim == NULL && obj == NULL) {
			vo = (void *) ch;
			target = TARGET_CHAR;
		}
		else if (victim != NULL) {
			vo = (void *) victim;
			target = TARGET_CHAR;
		}
		else {
			vo = (void *) obj;
			target = TARGET_OBJ;
		}
		break;
	}

	if (!victim)
		victim = ch;

	if (is_affected(victim, gsn_spellbane)
	&&  number_percent() < bane_chance) {
		if (ch == victim) {
	        	act_puts("Your spellbane deflects the spell!",
				 ch, NULL, NULL, TO_CHAR, POS_DEAD);
			act("$n's spellbane deflects the spell!",
			    ch, NULL, NULL, TO_ROOM);
			damage(ch, ch, 10 * level, gsn_spellbane,
			       DAM_NEGATIVE, TRUE);
		}
	        else {
			act_puts("$N deflects your spell!",
				 ch, NULL, victim, TO_CHAR, POS_DEAD);
			act("You deflect $n's spell!",
			    ch, NULL, victim, TO_VICT);
			act("$N deflects $n's spell!",
			    ch, NULL, victim, TO_NOTVICT);
			if (!is_safe(victim, ch))
				damage(victim, ch, 10 * victim->level,
				       gsn_spellbane, DAM_NEGATIVE, TRUE);
	        }
	        return;
	}

	if (target == TARGET_OBJ && ((OBJ_DATA*) vo)->extracted)
		return;

	target_name = str_empty;
	spell->spell_fun(sn, level, ch, vo, target);

	if ((spell->target == TAR_CHAR_OFFENSIVE ||
	    (spell->target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
	&&  victim != ch
	&&  victim->master != ch) {
		CHAR_DATA *vch;
		CHAR_DATA *vch_next;

		for (vch = ch->in_room->people; vch; vch = vch_next) {
			vch_next = vch->next_in_room;
			if (victim == vch && victim->fighting == NULL) {
				multi_hit(victim, ch, TYPE_UNDEFINED);
				break;
			}
		}
	}
}

/*
 * Spell functions.
 */
void spell_acid_blast(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 18);
	if (saves_spell(level, victim, DAM_ACID))
		dam /= 2;
	damage(ch, victim, dam, sn,DAM_ACID,TRUE);
	return;
}

void spell_armor(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim, sn))
	{
		if (victim == ch)
		  char_puts("You are already armored.\n",ch);
		else
		  act("$N is already armored.",ch,NULL,victim,TO_CHAR);
		return;
	}
	af.where	 = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = 7 + level / 6;
	af.modifier  = -1 * UMAX(20,10 + level / 4); /* af.modifier  = -20;*/
	af.location  = APPLY_AC;
	af.bitvector = 0;
	affect_to_char(victim, &af);
	char_puts("You feel someone protecting you.\n", victim);
	if (ch != victim)
		act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
	return;
}



void spell_bless(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	AFFECT_DATA af;

	/* deal with the object case first */
	if (target == TARGET_OBJ)
	{
		obj = (OBJ_DATA *) vo;
		if (IS_OBJ_STAT(obj,ITEM_BLESS))
		{
		    act("$p is already blessed.",ch,obj,NULL,TO_CHAR);
		    return;
		}

		if (IS_OBJ_STAT(obj,ITEM_EVIL))
		{
		    AFFECT_DATA *paf;

		    paf = affect_find(obj->affected,gsn_curse);
		    if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
		    {
			if (paf != NULL)
			    affect_remove_obj(obj,paf);
			act("$p glows a pale blue.",ch,obj,NULL,TO_ALL);
			REMOVE_BIT(obj->extra_flags,ITEM_EVIL);
			return;
		    }
		    else
		    {
			act("The evil of $p is too powerful for you to overcome.",
			    ch,obj,NULL,TO_CHAR);
			return;
		    }
		}

		af.where	= TO_OBJECT;
		af.type		= sn;
		af.level	= level;
		af.duration	= (6 + level / 2);
		af.location	= APPLY_SAVES;
		af.modifier	= -1;
		af.bitvector	= ITEM_BLESS;
		affect_to_obj(obj,&af);

		act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL);
		return;
	}

	/* character target */
	victim = (CHAR_DATA *) vo;


	if (victim->position == POS_FIGHTING || is_affected(victim, sn))
	{
		if (victim == ch)
		  char_puts("You are already blessed.\n",ch);
		else
		  act("$N already has divine favor.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = (6 + level / 2);
	af.location  = APPLY_HITROLL;
	af.modifier  = level / 8;
	af.bitvector = 0;
	affect_to_char(victim, &af);

	af.location  = APPLY_SAVING_SPELL;
	af.modifier  = 0 - level / 8;
	affect_to_char(victim, &af);
	char_puts("You feel righteous.\n", victim);
	if (ch != victim)
		act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR);
	return;
}



void spell_blindness(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_BLIND) || 
	    saves_spell(level,victim,DAM_OTHER))  {
	  char_puts("You failed.\n", ch);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.location  = APPLY_HITROLL;
	af.modifier  = -4;
	af.duration  = 3+level / 15;
	af.bitvector = AFF_BLIND;
	affect_to_char(victim, &af);
	char_puts("You are blinded!\n", victim);
	act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM);
	return;
}



void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level , 2) + 7;
	if (saves_spell(level, victim,DAM_FIRE))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_FIRE,TRUE);
	return;
}

void spell_call_lightning(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	int dam;

	if (!IS_OUTSIDE(ch)) {
		char_puts("You must be out of doors.\n", ch);
		return;
	}

	if (weather_info.sky < SKY_RAINING) {
		char_puts("You need bad weather.\n", ch);
		return;
	}

	dam = dice(level, 9);

	char_puts("Gods' lightning strikes your foes!\n", ch);
	act("$n calls lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM);

	for (vch = char_list; vch != NULL; vch = vch_next) {
		vch_next	= vch->next;

		if (vch->in_room == NULL)
			continue;

		if (vch->in_room == ch->in_room) {
			if (is_safe_spell(ch, vch, TRUE))
				continue;
			damage(ch, vch,
			       saves_spell(level, vch, DAM_LIGHTNING) ?
			       dam / 2 : dam,
			       sn,DAM_LIGHTNING,TRUE);
			continue;
		}

		if (vch->in_room->area == ch->in_room->area
		&&  IS_OUTSIDE(vch)
		&&  IS_AWAKE(vch))
		    char_puts("Lightning flashes in the sky.\n", vch);
	}
}

/* RT calm spell stops all fighting in the room */
void spell_calm(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *vch;
	int mlevel = 0;
	int count = 0;
	int high_level = 0;
	int chance;
	AFFECT_DATA af;

	/* get sum of all mobile levels in the room */
	for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if (vch->position == POS_FIGHTING)
		{
		    count++;
		    if (IS_NPC(vch))
		      mlevel += vch->level;
		    else
		      mlevel += vch->level/2;
		    high_level = UMAX(high_level,vch->level);
		}
	}

	/* compute chance of stopping combat */
	chance = 4 * level - high_level + 2 * count;

	if (IS_IMMORTAL(ch)) /* always works */
	  mlevel = 0;

	if (number_range(0, chance) >= mlevel) { /* hard to stop large fights */
		for (vch = ch->in_room->people; vch; vch = vch->next_in_room) {
			if (IS_NPC(vch)
			&&  (IS_SET(vch->imm_flags, IMM_MAGIC) ||
			     IS_SET(vch->pIndexData->act, ACT_UNDEAD)))
				return;

			if (IS_AFFECTED(vch, AFF_CALM | AFF_BERSERK)
			||  is_affected(vch, gsn_frenzy))
				return;

			char_puts("A wave of calm passes over you.\n", vch);

			if (vch->fighting || vch->position == POS_FIGHTING)
				stop_fighting(vch, FALSE);

			af.where = TO_AFFECTS;
			af.type = sn;
			af.level = level;
			af.duration = level/4;
			af.location = APPLY_HITROLL;
			if (!IS_NPC(vch))
				af.modifier = -5;
			else
				af.modifier = -2;
			af.bitvector = AFF_CALM;
			affect_to_char(vch, &af);

			af.location = APPLY_DAMROLL;
			affect_to_char(vch, &af);
		}
	}
}

void spell_cancellation(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	bool found = FALSE;

	level += 2;

	if ((!IS_NPC(ch) && IS_NPC(victim) &&
	     (!IS_AFFECTED(ch, AFF_CHARM) || ch->master != victim))
	||  (IS_NPC(ch) && !IS_NPC(victim))
	||  (!IS_NPC(victim) && victim != ch &&
	     IS_SET(victim->plr_flags, PLR_NOCANCEL))) {
		char_puts("You failed, try dispel magic.\n",ch);
		return;
	}

	/* unlike dispel magic, the victim gets NO save */

	/* begin running through the spells */

	if (check_dispel(level,victim,sn_lookup("armor")))
		found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("enhanced armor")))
		found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("bless")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("blindness")))
	{
	    found = TRUE;
	    act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("calm")))
	{
		found = TRUE;
		act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
	}
 
	if (check_dispel(level,victim,sn_lookup("change sex")))
	{
	    found = TRUE;
		act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("charm person")))
	{
		found = TRUE;
		act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("chill touch")))
	{
		found = TRUE;
		act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("curse")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect evil")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect good")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect hidden")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect invis")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect hidden")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect magic")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("faerie fire")))
	{
		act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("fly")))
	{
		act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,gsn_frenzy))
	{
		act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("giant strength")))
	{
		act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("haste")))
	{
		act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("infravision")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("invis")))
	{
		act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("mass invis")))
	{
		act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("pass door")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection evil")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection good")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("sanctuary")))
	{
		act("The white aura around $n's body vanishes.",
		    victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level, victim, sn_lookup("black shroud")))
	{
		act("The black aura around $n's body vanishes.",
		    victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("shield")))
	{
		act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("sleep")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("slow")))
	{
		act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("stone skin")))
	{
		act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("weaken")))
	{
		act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("shielding")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("web")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("fear")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection heat")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection cold")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("magic resistance")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("hallucination")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("terangreal")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("power word stun")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("corruption")))
	{
		act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("web")))
	{
		act("The webs around $n dissolve.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (found)
	    char_puts("Ok.\n", ch);
	else
	    char_puts("Spell failed.\n",ch);
}

void spell_cause_light(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	damage(ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE);
	return;
}

void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	damage(ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE);
	return;
}

void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	damage(ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE);
	return;
}

void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	CHAR_DATA *vch,*last_vict,*next_vict;
	bool found;
	int dam;

	/* first strike */

	act("A lightning bolt leaps from $n's hand and arcs to $N.",
		ch,NULL,victim,TO_ROOM);
	act("A lightning bolt leaps from your hand and arcs to $N.",
		ch,NULL,victim,TO_CHAR);
	act("A lightning bolt leaps from $n's hand and hits you!",
		ch,NULL,victim,TO_VICT);

	dam = dice(level,6);
	if (saves_spell(level,victim,DAM_LIGHTNING))
		dam /= 3;
	damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);

	last_vict = victim;
	level -= 4;   /* decrement damage */

	/* new targets */
	while (level > 0) {
		found = FALSE;
		for (vch = ch->in_room->people; vch; vch = next_vict) {
			next_vict = vch->next_in_room;

			if (vch == last_vict)
				continue;

			if (is_safe_spell(ch, vch, TRUE)) {
				act("The bolt passes around $n's body.",
				    ch, NULL, NULL, TO_ROOM);
				act("The bolt passes around your body.",
				    ch, NULL, NULL, TO_CHAR);
				continue;
			}

			found = TRUE;
			last_vict = vch;
			act("The bolt arcs to $n!", vch, NULL, NULL, TO_ROOM);
			act("The bolt hits you!", vch, NULL, NULL, TO_CHAR);
			dam = dice(level,6);

			if (saves_spell(level, vch, DAM_LIGHTNING))
				dam /= 3;
			damage(ch, vch, dam, sn, DAM_LIGHTNING, TRUE);
			level -= 4;  /* decrement damage */
		}   /* end target searching loop */

		if (found)
			continue;

/* no target found, hit the caster */
		if (ch == NULL)
			return;

		if (last_vict == ch) { /* no double hits */
			act("The bolt seems to have fizzled out.",
			    ch, NULL, NULL, TO_ROOM);
			act("The bolt grounds out through your body.",
			    ch, NULL, NULL, TO_CHAR);
			return;
		}

		last_vict = ch;
		act("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM);
		char_puts("You are struck by your own lightning!\n", ch);
		dam = dice(level,6);
		if (saves_spell(level, ch, DAM_LIGHTNING))
			dam /= 3;
		damage(ch, ch, dam, sn, DAM_LIGHTNING, TRUE);
		level -= 4;  /* decrement damage */
	} /* now go back and find more targets */
}

void spell_healing_light(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	AFFECT_DATA af,af2;

	if (is_affected_room(ch->in_room, sn))
	{
		char_puts("This room has already been healed by light.\n",ch);
		return;
	}

	af.where     = TO_ROOM_CONST;
	af.type      = sn;
	af.level     = level;
	af.duration  = level / 25;
	af.location  = APPLY_ROOM_HEAL;
	af.modifier  = level;
	af.bitvector = 0;
	affect_to_room(ch->in_room, &af);

	af2.where     = TO_AFFECTS;
	af2.type      = sn;
	af2.level	 = level;
	af2.duration  = level / 10;
	af2.modifier  = 0;
	af2.location  = APPLY_NONE;
	af2.bitvector = 0;
	affect_to_char(ch, &af2);
	char_puts("The room starts to be filled with healing light.\n", ch);
	act("The room starts to be filled with $n's healing light.",ch,NULL,NULL,TO_ROOM);
}

void spell_charm_person(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	char buf[MAX_INPUT_LENGTH];
	AFFECT_DATA af;

	if (count_charmed(ch))
		return;

	if (victim == ch) {
		char_puts("You like yourself even better!\n", ch);
		return;
	}

	if (!IS_NPC(victim) && !IS_NPC(ch)) 
		level+=get_curr_stat(ch,STAT_CHA)-get_curr_stat(victim,STAT_CHA); 

	if (IS_AFFECTED(victim, AFF_CHARM)
	||  IS_AFFECTED(ch, AFF_CHARM)
	||  (ch->sex == SEX_MALE &&  level < victim->level)
	||  (ch->sex == SEX_FEMALE &&  level < (victim->level + 2))
	||  IS_SET(victim->imm_flags, IMM_CHARM)
	||  saves_spell(level, victim, DAM_CHARM) 
	||  (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
	||  (victim->in_room &&
	     IS_SET(victim->in_room->room_flags, ROOM_BATTLE_ARENA)))
		return;

	if (is_safe(ch, victim))
		return;

	if (victim->master)
		stop_follower(victim);
	add_follower(victim, ch);
	victim->leader = ch;

	af.where	= TO_AFFECTS;
	af.type		= sn;
	af.level	= level;
	af.duration	= number_fuzzy(level / 5);
	af.location	= 0;
	af.modifier	= 0;
	af.bitvector	= AFF_CHARM;
	affect_to_char(victim, &af);
	act("Isn't $n just so nice?", ch, NULL, victim, TO_VICT);
	if (ch != victim)
		act("$N looks at you with adoring eyes.",
		    ch, NULL, victim, TO_CHAR);

	if (IS_NPC(victim) && !IS_NPC(ch)) {
		victim->last_fought=ch;
		if (number_percent() < (4 + (victim->level - ch->level)) * 10)
		 	add_mind(victim, ch->name);
		else if (victim->in_mind == NULL) {
			sprintf(buf, "%d", victim->in_room->vnum);
			victim->in_mind = str_dup(buf);
		}
	}
}

void spell_chill_touch(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;
	int dam;

	dam = number_range(1, level);
	if (!saves_spell(level, victim, DAM_COLD)) {
		act("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
		af.where     = TO_AFFECTS;
		af.type      = sn;
		af.level     = level;
		af.duration  = 6;
		af.location  = APPLY_STR;
		af.modifier  = -1;
		af.bitvector = 0;
		affect_join(victim, &af);
	}
	else
		dam /= 2;

	damage(ch, victim, dam, sn, DAM_COLD, TRUE);
}

void spell_colour_spray(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level,3) + 13;
	if (saves_spell(level, victim, DAM_LIGHT))
		dam /= 2;
	else
		spell_blindness(sn_lookup("blindness"),
				level/2, ch, (void *) victim, TARGET_CHAR);

	damage(ch, victim, dam, sn, DAM_LIGHT, TRUE);
}

void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	OBJ_DATA *light;

	if (target_name[0] != '\0')  /* do a glow on some object */
	{
		light = get_obj_carry(ch,target_name);

		if (light == NULL)
		{
		    char_puts("You don't see that here.\n",ch);
		    return;
		}

		if (IS_OBJ_STAT(light,ITEM_GLOW))
		{
		    act("$p is already glowing.",ch,light,NULL,TO_CHAR);
		    return;
		}

		SET_BIT(light->extra_flags,ITEM_GLOW);
		act("$p glows with a white light.",ch,light,NULL,TO_ALL);
		return;
	}

	light = create_obj(get_obj_index(OBJ_VNUM_LIGHT_BALL), 0);
	obj_to_room(light, ch->in_room);
	act("$n twiddles $s thumbs and $p appears.",   ch, light, NULL, TO_ROOM);
	act("You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR);
	return;
}



void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	if (!str_cmp(target_name, "better"))
		weather_info.change += dice(level / 3, 4);
	else if (!str_cmp(target_name, "worse"))
		weather_info.change -= dice(level / 3, 4);
	else  {
		char_puts ("Do you want it to get better or worse?\n", ch);
		return;
	}

	char_puts("Ok.\n", ch);
	return;
}



void spell_create_food(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *mushroom;

	mushroom = create_obj(get_obj_index(OBJ_VNUM_MUSHROOM), 0);
	mushroom->value[0] = level / 2;
	mushroom->value[1] = level;
	obj_to_room(mushroom, ch->in_room);
	act("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM);
	act("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR);
	return;
}

void spell_create_rose(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *rose;
	if (target_name[0] == '\0') {
		char_puts("What rose do you want to create?\n", ch);
		return;
	}
	rose = create_named_obj(get_obj_index(OBJ_VNUM_ROSE), 0,
				   target_name);
	rose->ed = ed_new2(rose->pIndexData->ed, target_name);
                                                          
	act("$n has created $p", ch, rose, NULL, TO_ROOM);
	act("You create $p", ch, rose, NULL, TO_CHAR);
	obj_to_char(rose, ch);
}

void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	OBJ_DATA *spring;

	spring = create_obj(get_obj_index(OBJ_VNUM_SPRING), 0);
	spring->timer = level;
	obj_to_room(spring, ch->in_room);
	act("$p flows from the ground.", ch, spring, NULL, TO_ROOM);
	act("$p flows from the ground.", ch, spring, NULL, TO_CHAR);
	return;
}



void spell_create_water(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	int water;

	if (obj->pIndexData->item_type != ITEM_DRINK_CON) {
		char_puts("It is unable to hold water.\n", ch);
		return;
	}

	if (obj->value[2] != LIQ_WATER && obj->value[1] != 0) {
		char_puts("It contains some other liquid.\n", ch);
		return;
	}

	water = UMIN(level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
		     obj->value[0] - obj->value[1]);

	if (water > 0) {
		obj->value[2] = LIQ_WATER;
		obj->value[1] += water;

		if (!is_name("water", obj->name)) {
			const char *p = obj->name;
			obj->name = str_add(obj->name, " water", NULL);
			free_string(p);
		}

		act("$p is filled.", ch, obj, NULL, TO_CHAR);
	}
}



void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;

	if (!is_affected(victim, gsn_blindness))
	{
		if (victim == ch)
		  char_puts("You aren't blind.\n",ch);
		else
		  act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR);
		return;
	}

	if (check_dispel(level,victim,gsn_blindness))
	{
		char_puts("Your vision returns!\n", victim);
		act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
	}
	else
		char_puts("Spell failed.\n",ch);
}



void spell_cure_critical(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int heal;

	heal = dice(3, 8) + level / 2 ;
	victim->hit = UMIN(victim->hit + heal, victim->max_hit);
	update_pos(victim);
	char_puts("You feel better!\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}

/* RT added to cure plague */
void spell_cure_disease(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;

	if (!is_affected(victim, gsn_plague))
	{
		if (victim == ch)
		  char_puts("You aren't ill.\n",ch);
		else
		  act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR);
		return;
	}

	if (check_dispel(level,victim,gsn_plague))
	{
		char_puts("Your sores vanish.\n",victim);
		act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
	}
	else
		char_puts("Spell failed.\n",ch);
}



void spell_cure_light(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int heal;

	heal = dice(1, 8) + level / 4 + 5;
	victim->hit = UMIN(victim->hit + heal, victim->max_hit);
	update_pos(victim);
	char_puts("You feel better!\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}



void spell_cure_poison(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;

	if (!is_affected(victim, gsn_poison))
	{
		if (victim == ch)
		  char_puts("You aren't poisoned.\n",ch);
		else
		  act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
		return;
	}

	if (check_dispel(level,victim,gsn_poison))
	{
		char_puts("A warm feeling runs through your body.\n",victim);
		act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
	}
	else
		char_puts("Spell failed.\n",ch);
}

void spell_cure_serious(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int heal;

	heal = dice(2, 8) + level / 3 + 10 ;
	victim->hit = UMIN(victim->hit + heal, victim->max_hit);
	update_pos(victim);
	char_puts("You feel better!\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}



void spell_curse(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	AFFECT_DATA af;

	/* deal with the object case first */
	if (target == TARGET_OBJ)
	{
		obj = (OBJ_DATA *) vo;
		if (IS_OBJ_STAT(obj,ITEM_EVIL))
		{
		    act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR);
		    return;
		}

		if (IS_OBJ_STAT(obj,ITEM_BLESS))
		{
		    AFFECT_DATA *paf;

		    paf = affect_find(obj->affected,sn_lookup("bless"));
		    if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
		    {
			if (paf != NULL)
			    affect_remove_obj(obj,paf);
			act("$p glows with a red aura.",ch,obj,NULL,TO_ALL);
			REMOVE_BIT(obj->extra_flags,ITEM_BLESS);
			return;
		    }
		    else
		    {
			act("The holy aura of $p is too powerful for you to overcome.",
			    ch,obj,NULL,TO_CHAR);
			return;
		    }
		}

		af.where        = TO_OBJECT;
		af.type         = sn;
		af.level        = level;
		af.duration     = (8 + level / 5);
		af.location     = APPLY_SAVES;
		af.modifier     = +1;
		af.bitvector    = ITEM_EVIL;
		affect_to_obj(obj,&af);

		act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL);
		return;
	}

	/* character curses */
	victim = (CHAR_DATA *) vo;

	if (IS_AFFECTED(victim,AFF_CURSE) || saves_spell(level,victim,DAM_NEGATIVE))
		return;
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (8 + level / 10);
	af.location  = APPLY_HITROLL;
	af.modifier  = -1 * (level / 8);
	af.bitvector = AFF_CURSE;
	affect_to_char(victim, &af);

	af.location  = APPLY_SAVING_SPELL;
	af.modifier  = level / 8;
	affect_to_char(victim, &af);

	char_puts("You feel unclean.\n", victim);
	if (ch != victim)
		act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
	return;
}


/* RT replacement demonfire spell */

void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (!IS_NPC(ch) && !IS_EVIL(ch))
	{
		victim = ch;
		char_puts("The demons turn upon you!\n",ch);
	}

	if (victim != ch)
	{
		act("$n calls forth the demons of Hell upon $N!",
		    ch,NULL,victim,TO_ROOM);
		act("$n has assailed you with the demons of Hell!",
		    ch,NULL,victim,TO_VICT);
		char_puts("You conjure forth the demons of hell!\n",ch);
	}
	dam = dice(level, 10);
	if (saves_spell(level, victim,DAM_NEGATIVE))
		dam /= 2;
	spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR);
	damage(ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
}

/* added by chronos */
void spell_bluefire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (!IS_NPC(ch) && !IS_NEUTRAL(ch))
	{
		victim = ch;
		char_puts("Your blue fire turn upon you!\n",ch);
	}

	if (victim != ch)
	{
		act("$n calls forth the blue fire of earth $N!",
		    ch,NULL,victim,TO_ROOM);
		act("$n has assailed you with the neutrals of earth!",
		    ch,NULL,victim,TO_VICT);
		char_puts("You conjure forth the blue fire!\n",ch);
	}

	dam = dice(level, 10);
	if (saves_spell(level, victim,DAM_FIRE))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_FIRE ,TRUE);
}


void spell_detect_evil(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_EVIL))
	{
		if (victim == ch)
		  char_puts("You can already sense evil.\n",ch);
		else
		  act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
		return;
	}
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = (5 + level / 3);
	af.modifier  = 0;
	af.location  = APPLY_NONE;
	af.bitvector = AFF_DETECT_EVIL;
	affect_to_char(victim, &af);
	char_puts("Your eyes tingle.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}


void spell_detect_good(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_GOOD))
	{
		if (victim == ch)
		  char_puts("You can already sense good.\n",ch);
		else
		  act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
		return;
	}
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (5 + level / 3);
	af.modifier  = 0;
	af.location  = APPLY_NONE;
	af.bitvector = AFF_DETECT_GOOD;
	affect_to_char(victim, &af);
	char_puts("Your eyes tingle.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}

void spell_detect_hidden(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_HIDDEN)) {
		if (victim == ch)
			char_puts("You are already as alert as you can be.\n",
				  ch);
		else
			act("$N can already sense hidden lifeforms.",
			    ch, NULL, victim, TO_CHAR);
		return;
	}

	af.where	= TO_AFFECTS;
	af.type		= sn;
	af.level	= level;
	af.duration	= 5 + level / 3;
	af.location	= APPLY_NONE;
	af.modifier	= 0;
	af.bitvector	= AFF_DETECT_HIDDEN;
	affect_to_char(victim, &af);
	char_puts("Your awareness improves.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
}

void spell_detect_fade(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_FADE)) {
		if (victim == ch)
			char_puts("You are already as alert as you can be.\n",
				  ch);
		else
			act("$N can already sense faded lifeforms.",
			    ch, NULL, victim, TO_CHAR);
		return;
	}

	af.where	= TO_AFFECTS;
	af.type		= sn;
	af.level	= level;
	af.duration	= 5 + level / 3;
	af.location	= APPLY_NONE;
	af.modifier	= 0;
	af.bitvector	= AFF_DETECT_FADE;
	affect_to_char(victim, &af);
	char_puts("Your awareness improves.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
}

void spell_detect_invis(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_INVIS))
	{
		if (victim == ch)
		  char_puts("You can already see invisible.\n",ch);
		else
		  act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (5 + level / 3);
	af.modifier  = 0;
	af.location  = APPLY_NONE;
	af.bitvector = AFF_DETECT_INVIS;
	affect_to_char(victim, &af);
	char_puts("Your eyes tingle.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}



void spell_detect_magic(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_MAGIC))
	{
		if (victim == ch)
		  char_puts("You can already sense magical auras.\n",ch);
		else
		  act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = (5 + level / 3);
	af.modifier  = 0;
	af.location  = APPLY_NONE;
	af.bitvector = AFF_DETECT_MAGIC;
	affect_to_char(victim, &af);
	char_puts("Your eyes tingle.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}



void spell_detect_poison(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;

	if (obj->pIndexData->item_type == ITEM_DRINK_CON || obj->pIndexData->item_type == ITEM_FOOD)
	{
		if (obj->value[3] != 0)
		    char_puts("You smell poisonous fumes.\n", ch);
		else
		    char_puts("It looks delicious.\n", ch);
	}
	else
	{
		char_puts("It doesn't look poisoned.\n", ch);
	}

	return;
}



void spell_dispel_evil(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (!IS_NPC(ch) && IS_EVIL(ch))
		victim = ch;

	if (IS_GOOD(victim))
	{
		act("Gods protects $N.", ch, NULL, victim, TO_ROOM);
		return;
	}

	if (IS_NEUTRAL(victim))
	{
		act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
		return;
	}

	if (victim->hit > (ch->level * 4))
	  dam = dice(level, 4);
	else
	  dam = UMAX(victim->hit, dice(level,4));
	if (saves_spell(level, victim,DAM_HOLY))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_HOLY ,TRUE);
}

void spell_dispel_good(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (!IS_NPC(ch) && IS_GOOD(ch))
		victim = ch;

	if (IS_EVIL(victim))
	{
		act("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM);
		return;
	}

	if (IS_NEUTRAL(victim))
	{
		act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
		return;
	}

	if (victim->hit > (ch->level * 4))
	  dam = dice(level, 4);
	else
	  dam = UMAX(victim->hit, dice(level,4));
	if (saves_spell(level, victim,DAM_NEGATIVE))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
}

/* modified for enhanced use */

void spell_dispel_magic(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	bool found = FALSE;

	if (saves_spell(level, victim,DAM_OTHER))
	{
		char_puts("You feel a brief tingling sensation.\n",victim);
		char_puts("You failed.\n", ch);
		return;
	}

	/* begin running through the spells */

	if (check_dispel(level,victim,sn_lookup("armor")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("enhanced armor")))
		found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("bless")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("blindness")))
	{
		found = TRUE;
		act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("calm")))
	{
		found = TRUE;
		act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("change sex")))
	{
		found = TRUE;
		act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("charm person")))
	{
	    found = TRUE;
	    act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
	}
 
	if (check_dispel(level,victim,sn_lookup("chill touch")))
	{
	    found = TRUE;
	    act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
	}

	if (check_dispel(level,victim,sn_lookup("curse")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("detect evil")))
	    found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect good")))
		found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("detect hidden")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("detect invis")))
	    found = TRUE;
 
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("detect hidden")))
	    found = TRUE;

	if (check_dispel(level,victim,sn_lookup("detect magic")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("faerie fire")))
	{
	    act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("fly")))
	{
	    act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim, gsn_frenzy))
	{
	    act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("giant strength")))
	{
	    act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("haste")))
	{
	    act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("infravision")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("invis")))
	{
	    act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("mass invis")))
	{
	    act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("pass door")))
	    found = TRUE;
 

	if (check_dispel(level,victim,sn_lookup("protection evil")))
	    found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection good")))
	    found = TRUE;
 
	if (check_dispel(level,victim,sn_lookup("sanctuary")))
	{
	    act("The white aura around $n's body vanishes.",
	        victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}

	if (check_dispel(level, victim, sn_lookup("black shroud")))
	{
	    act("The black aura around $n's body vanishes.",
		victim,NULL,NULL,TO_ROOM);
	     found = TRUE;
	}

	if (IS_AFFECTED(victim,AFF_SANCTUARY) 
		&& !saves_dispel(level, victim->level,-1)
		&& !is_affected(victim,sn_lookup("sanctuary")))
	{
		REMOVE_BIT(victim->affected_by,AFF_SANCTUARY);
	    act("The white aura around $n's body vanishes.",
	        victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("shield")))
	{
	    act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("sleep")))
	    found = TRUE;

	if (check_dispel(level,victim,sn_lookup("slow")))
	{
	    act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("stone skin")))
	{
	    act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
	    found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("weaken")))
	{
	    act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}
 
	if (check_dispel(level,victim,sn_lookup("shielding")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("web")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("fear")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection heat")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("protection cold")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("magic resistance")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("hallucination")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("terangreal")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("power word stun")))
		found = TRUE;

	if (check_dispel(level,victim,sn_lookup("corruption")))
	{
		act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,sn_lookup("web")))
	{
		act("The webs around $n dissolve.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (found)
	    char_puts("Ok.\n", ch);
	else
	    char_puts("Spell failed.\n",ch);
		return;
}

void spell_earthquake(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;

	char_puts("The earth trembles beneath your feet!\n", ch);
	act("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM);

	for (vch = char_list; vch != NULL; vch = vch_next) {
		vch_next	= vch->next;

		if (vch->in_room == NULL)
			continue;

		if (vch->in_room == ch->in_room) {
			if (is_safe_spell(ch, vch, TRUE))
				continue;

			if (IS_AFFECTED(vch,AFF_FLYING))
				damage(ch, vch, 0, sn, DAM_BASH, TRUE);
			else
				damage(ch, vch, level + dice(2, 8), sn,
				       DAM_BASH,TRUE);
			continue;
		}

		if (vch->in_room->area == ch->in_room->area)
			char_puts("The earth trembles and shivers.\n", vch);
	}
}

void spell_enchant_armor(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	AFFECT_DATA *paf;
	int result, fail;
	int ac_bonus, added;
	bool ac_found = FALSE;

	if (obj->pIndexData->item_type != ITEM_ARMOR)
	{
		char_puts("That isn't an armor.\n",ch);
		return;
	}

	if (obj->wear_loc != -1)
	{
		char_puts("The item must be carried to be enchanted.\n",ch);
		return;
	}

	/* this means they have no bonus */
	ac_bonus = 0;
	fail = 25;	/* base 25% chance of failure */

	/* find the bonuses */

	if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED))
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
		{
		    if (paf->location == APPLY_AC)
		    {
		    	ac_bonus = paf->modifier;
			ac_found = TRUE;
		    	fail += 5 * (ac_bonus * ac_bonus);
 	    }

		    else  /* things get a little harder */
		    	fail += 20;
		}
 
	for (paf = obj->affected; paf != NULL; paf = paf->next)
	{
		if (paf->location == APPLY_AC)
  	{
		    ac_bonus = paf->modifier;
		    ac_found = TRUE;
		    fail += 5 * (ac_bonus * ac_bonus);
		}

		else /* things get a little harder */
		    fail += 20;
	}

	/* apply other modifiers */
	fail -= level;

	if (IS_OBJ_STAT(obj,ITEM_BLESS))
		fail -= 15;
	if (IS_OBJ_STAT(obj,ITEM_GLOW))
		fail -= 5;

	fail = URANGE(5,fail,85);

	result = number_percent();

	/* the moment of truth */
	if (result < (fail / 5))  /* item destroyed */
	{
		act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
		act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj);
		return;
	}

	if (result < (fail / 3)) /* item disenchanted */
	{
		AFFECT_DATA *paf_next;

		act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
		act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);

		/* remove all affects */
		for (paf = obj->affected; paf != NULL; paf = paf_next)
		{
		    paf_next = paf->next;
		    aff_free(paf);
		}
		obj->affected = NULL;

		SET_BIT(obj->extra_flags, ITEM_ENCHANTED);
		return;
	}

	if (result <= fail)  /* failed, no bad result */
	{
		char_puts("Nothing seemed to happen.\n",ch);
		return;
	}

	/* okay, move all the old flags into new vectors if we have to */
	if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED)) {
		AFFECT_DATA *af_new;
		SET_BIT(obj->extra_flags, ITEM_ENCHANTED);

		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) 
		{
		    af_new = aff_new();
		
		    af_new->next = obj->affected;
		    obj->affected = af_new;

		    af_new->where	= paf->where;
		    af_new->type 	= UMAX(0,paf->type);
		    af_new->level	= paf->level;
		    af_new->duration	= paf->duration;
		    af_new->location	= paf->location;
		    af_new->modifier	= paf->modifier;
		    af_new->bitvector	= paf->bitvector;
		}
	}

	if (result <= (90 - level/5))  /* success! */
	{
		act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR);
		act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM);
		SET_BIT(obj->extra_flags, ITEM_MAGIC);
		added = -1;
	}
	
	else  /* exceptional enchant */
	{
		act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR);
		act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM);
		SET_BIT(obj->extra_flags,ITEM_MAGIC);
		SET_BIT(obj->extra_flags,ITEM_GLOW);
		added = -2;
	}
			
	/* now add the enchantments */

	if (obj->level < LEVEL_HERO)
		obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);

	if (ac_found)
	{
		for (paf = obj->affected; paf != NULL; paf = paf->next)
		{
		    if (paf->location == APPLY_AC)
		    {
			paf->type = sn;
			paf->modifier += added;
			paf->level = UMAX(paf->level,level);
		    }
		}
	}
	else /* add a new affect */
	{
 	paf = aff_new();

		paf->where	= TO_OBJECT;
		paf->type	= sn;
		paf->level	= level;
		paf->duration	= -1;
		paf->location	= APPLY_AC;
		paf->modifier	=  added;
		paf->bitvector  = 0;
		paf->next	= obj->affected;
		obj->affected	= paf;
	}

}

void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	AFFECT_DATA *paf;
	int result, fail;
	int hit_bonus, dam_bonus, added;
	bool hit_found = FALSE, dam_found = FALSE;

	if (obj->pIndexData->item_type != ITEM_WEAPON)
	{
		char_puts("That isn't a weapon.\n",ch);
		return;
	}

	if (obj->wear_loc != -1)
	{
		char_puts("The item must be carried to be enchanted.\n",ch);
		return;
	}

	/* this means they have no bonus */
	hit_bonus = 0;
	dam_bonus = 0;
	fail = 25;	/* base 25% chance of failure */

	/* find the bonuses */

	if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED))
		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
		{
	        if (paf->location == APPLY_HITROLL)
	        {
		    	hit_bonus = paf->modifier;
			hit_found = TRUE;
		    	fail += 2 * (hit_bonus * hit_bonus);
 	    }

		    else if (paf->location == APPLY_DAMROLL)
		    {
		    	dam_bonus = paf->modifier;
			dam_found = TRUE;
		    	fail += 2 * (dam_bonus * dam_bonus);
		    }

		    else  /* things get a little harder */
		    	fail += 25;
		}
 
	for (paf = obj->affected; paf != NULL; paf = paf->next)
	{
		if (paf->location == APPLY_HITROLL)
  	{
		    hit_bonus = paf->modifier;
		    hit_found = TRUE;
		    fail += 2 * (hit_bonus * hit_bonus);
		}

		else if (paf->location == APPLY_DAMROLL)
  	{
		    dam_bonus = paf->modifier;
		    dam_found = TRUE;
		    fail += 2 * (dam_bonus * dam_bonus);
		}

		else /* things get a little harder */
		    fail += 25;
	}

	/* apply other modifiers */
	fail -= 3 * level/2;

	if (IS_OBJ_STAT(obj,ITEM_BLESS))
		fail -= 15;
	if (IS_OBJ_STAT(obj,ITEM_GLOW))
		fail -= 5;

	fail = URANGE(5,fail,95);

	result = number_percent();

	/* the moment of truth */
	if (result < (fail / 5))  /* item destroyed */
	{
		act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
		act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj);
		return;
	}

	if (result < (fail / 2)) /* item disenchanted */
	{
		AFFECT_DATA *paf_next;

		act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
		act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);

		/* remove all affects */
		for (paf = obj->affected; paf != NULL; paf = paf_next)
		{
		    paf_next = paf->next; 
		    aff_free(paf);
		}
		obj->affected = NULL;

		SET_BIT(obj->extra_flags, ITEM_ENCHANTED);
		return;
	}

	if (result <= fail)  /* failed, no bad result */
	{
		char_puts("Nothing seemed to happen.\n",ch);
		return;
	}

	/* okay, move all the old flags into new vectors if we have to */
	if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED)) {
		AFFECT_DATA *af_new;
		SET_BIT(obj->extra_flags, ITEM_ENCHANTED);

		for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) 
		{
		    af_new = aff_new();
		
		    af_new->next = obj->affected;
		    obj->affected = af_new;

		    af_new->where	= paf->where;
		    af_new->type 	= UMAX(0,paf->type);
		    af_new->level	= paf->level;
		    af_new->duration	= paf->duration;
		    af_new->location	= paf->location;
		    af_new->modifier	= paf->modifier;
		    af_new->bitvector	= paf->bitvector;
		}
	}

	if (result <= (100 - level/5))  /* success! */
	{
		act("$p glows blue.",ch,obj,NULL,TO_CHAR);
		act("$p glows blue.",ch,obj,NULL,TO_ROOM);
		SET_BIT(obj->extra_flags, ITEM_MAGIC);
		added = 1;
	}
	
	else  /* exceptional enchant */
	{
		act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR);
		act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
		SET_BIT(obj->extra_flags,ITEM_MAGIC);
		SET_BIT(obj->extra_flags,ITEM_GLOW);
		added = 2;
	}
			
	/* now add the enchantments */ 

	if (obj->level < LEVEL_HERO - 1)
		obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);

	if (dam_found)
	{
		for (paf = obj->affected; paf != NULL; paf = paf->next)
		{
		    if (paf->location == APPLY_DAMROLL)
		    {
			paf->type = sn;
			paf->modifier += added;
			paf->level = UMAX(paf->level,level);
			if (paf->modifier > 4)
			    SET_BIT(obj->extra_flags,ITEM_HUM);
		    }
		}
	}
	else /* add a new affect */
	{
		paf = aff_new();

		paf->where	= TO_OBJECT;
		paf->type	= sn;
		paf->level	= level;
		paf->duration	= -1;
		paf->location	= APPLY_DAMROLL;
		paf->modifier	=  added;
		paf->bitvector  = 0;
		paf->next	= obj->affected;
		obj->affected	= paf;
	}

	if (hit_found)
	{
	    for (paf = obj->affected; paf != NULL; paf = paf->next)
		{
	        if (paf->location == APPLY_HITROLL)
	        {
			paf->type = sn;
	            paf->modifier += added;
	            paf->level = UMAX(paf->level,level);
	            if (paf->modifier > 4)
	                SET_BIT(obj->extra_flags,ITEM_HUM);
	        }
		}
	}
	else /* add a new affect */
	{
	    paf = aff_new();
 
	    paf->type       = sn;
	    paf->level      = level;
	    paf->duration   = -1;
	    paf->location   = APPLY_HITROLL;
	    paf->modifier   =  added;
	    paf->bitvector  = 0;
	    paf->next       = obj->affected;
	    obj->affected   = paf;
	}

}



/*
 * Drain XP, MANA, HP.
 * Caster gains HP.
 */
void spell_energy_drain(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (saves_spell(level, victim,DAM_NEGATIVE))
	{
		char_puts("You feel a momentary chill.\n",victim);
		return;
	}


	if (victim->level <= 2)
	{
		dam		 = ch->hit + 1;
	}
	else
	{
		gain_exp(victim, 0 - number_range(level/5, 3 * level / 5));
		victim->mana	/= 2;
		victim->move	/= 2;
		dam		 = dice(1, level);
		ch->hit		+= dam;
	}

	char_puts("You feel your life slipping away!\n",victim);
	char_puts("Wow....what a rush!\n",ch);
	damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
}

void spell_hellfire(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	damage(ch, victim, dice(level, 7), sn, DAM_FIRE, TRUE);
}

void spell_iceball(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	int dam;
	int movedam;

	dam = dice(level , 12);
	movedam     = number_range(ch->level, 2 * ch->level);

	for (vch = ch->in_room->people; vch; vch = vch_next) {
		vch_next = vch->next_in_room;

		if (is_safe_spell(ch, vch, TRUE))
			continue;

		if (saves_spell(level, vch, DAM_COLD))
			dam /= 2;
		vch->move -= UMIN(vch->move, movedam);
		damage(ch, vch, dam, sn, DAM_COLD, TRUE);
	}
}

void spell_fireball(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 15);
	if (saves_spell(level, victim, DAM_FIRE))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_FIRE ,TRUE);
}

void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	AFFECT_DATA af;

	if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
	{
		act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR);
		return;
	}

	af.where     = TO_OBJECT;
	af.type      = sn;
	af.level     = level;
	af.duration  = number_fuzzy(level / 4);
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = ITEM_BURN_PROOF;

	affect_to_obj(obj,&af);

	act("You protect $p from fire.",ch,obj,NULL,TO_CHAR);
	act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM);
}

void spell_flamestrike(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 10);
	if (saves_spell(level, victim,DAM_FIRE))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_FIRE ,TRUE);
}

void spell_faerie_fire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_FAERIE_FIRE))
		return;
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = 10 + level / 5;
	af.location  = APPLY_AC;
	af.modifier  = 2 * level;
	af.bitvector = AFF_FAERIE_FIRE;
	affect_to_char(victim, &af);
	char_puts("You are surrounded by a pink outline.\n", victim);
	act("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM);
}

void spell_faerie_fog(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *ich;

	act("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM);
	char_puts("You conjure a cloud of purple smoke.\n", ch);

	for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room) {
		if (ich->invis_level > 0)
			continue;

		if (ich == ch || saves_spell(level, ich, DAM_OTHER))
			continue;

		affect_bit_strip(ich, TO_AFFECTS, AFF_INVIS | AFF_IMP_INVIS);
		REMOVE_BIT(ich->affected_by, AFF_HIDE | AFF_FADE |
					     AFF_CAMOUFLAGE | AFF_INVIS |
					     AFF_IMP_INVIS);

		act("$n is revealed!", ich, NULL, NULL, TO_ROOM);
		char_puts("You are revealed!\n", ich);
	}
}

void spell_floating_disc(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
	OBJ_DATA *disc, *floating;

	floating = get_eq_char(ch,WEAR_FLOAT);
	if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE))
	{
		act("You can't remove $p.",ch,floating,NULL,TO_CHAR);
		return;
	}

	disc = create_obj(get_obj_index(OBJ_VNUM_DISC), 0);
	disc->value[0]	= ch->level * 10; /* 10 pounds per level capacity */
	disc->value[3]	= ch->level * 5; /* 5 pounds per level max per item */
	disc->timer		= ch->level * 2 - number_range(0,level / 2); 

	act("$n has created a floating black disc.",ch,NULL,NULL,TO_ROOM);
	char_puts("You create a floating disc.\n",ch);
	obj_to_char(disc,ch);
	wear_obj(ch,disc,TRUE);
	return;
}

void spell_fly(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_FLYING))
	{
		if (victim == ch)
		  char_puts("You are already airborne.\n",ch);
		else
		  act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
		return;
	}
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = level + 3;
	af.location  = 0;
	af.modifier  = 0;
	af.bitvector = AFF_FLYING;
	affect_to_char(victim, &af);
	char_puts("Your feet rise off the ground.\n", victim);
	act("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM);
}

/* RT clerical berserking spell */
void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
	{
		if (victim == ch)
		  char_puts("You are already in a frenzy.\n",ch);
		else
		  act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
		return;
	}

	if (is_affected(victim,sn_lookup("calm")))
	{
		if (victim == ch)
		  char_puts("Why don't you just relax for a while?\n",ch);
		else
		  act("$N doesn't look like $e wants to fight anymore.",
		      ch,NULL,victim,TO_CHAR);
		return;
	}

	if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
		(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
		(IS_EVIL(ch) && !IS_EVIL(victim))
	  )
	{
		act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type 	 = sn;
	af.level	 = level;
	af.duration	 = level / 3;
	af.modifier  = level / 6;
	af.bitvector = 0;

	af.location  = APPLY_HITROLL;
	affect_to_char(victim,&af);

	af.location  = APPLY_DAMROLL;
	affect_to_char(victim,&af);

	af.modifier  = 10 * (level / 12);
	af.location  = APPLY_AC;
	affect_to_char(victim,&af);

	char_puts("You are filled with holy wrath!\n",victim);
	act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}

void spell_gate(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;
	bool gate_pet;

	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->level >= level + 3
	||  saves_spell(level, victim, DAM_OTHER)
	||  !can_gate(ch, victim)) {
		char_puts("You failed.\n", ch);
		return;
	}

	if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
		gate_pet = TRUE;
	else
		gate_pet = FALSE;

	act("$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM);
	char_puts("You step through a gate and vanish.\n", ch);
	char_from_room(ch);
	char_to_room(ch, victim->in_room);

	act("$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM);
	do_look(ch, "auto");

	if (gate_pet) {
		if (ch->pet->position != POS_STANDING)
			do_stand(ch->pet, str_empty);

		act("$n steps through a gate and vanishes.",
			ch->pet, NULL, NULL, TO_ROOM);
		char_puts("You step through a gate and vanish.\n", ch->pet);
		char_from_room(ch->pet);
		char_to_room(ch->pet, victim->in_room);
		act("$n has arrived through a gate.",
		    ch->pet, NULL, NULL, TO_ROOM);
		do_look(ch->pet, "auto");
	}
}



void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim, sn))
	{
		if (victim == ch)
		  char_puts("You are already as strong as you can get!\n",ch);
		else
		  act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = (10 + level / 3);
	af.location  = APPLY_STR;
	af.modifier  = UMAX(2,level / 10);
	af.bitvector = 0;
	affect_to_char(victim, &af);
	char_puts("Your muscles surge with heightened power!\n", victim);
	act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
	return;
}



void spell_harm(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = UMAX( 20, victim->hit - dice(1,4));
	if (saves_spell(level, victim,DAM_HARM))
		dam = UMIN(50, dam / 2);
	dam = UMIN(100, dam);
	damage(ch, victim, dam, sn, DAM_HARM ,TRUE);
}

/* RT haste spell */

void spell_haste(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;
 
	if (is_affected(victim, sn)
	||  IS_AFFECTED(victim,AFF_HASTE)
	||  (IS_NPC(victim) && IS_SET(victim->pIndexData->off_flags, OFF_FAST))) {
		if (victim == ch)
			char_puts("You can't move any faster!\n",ch);
		else
			act("$N is already moving as fast as $E can.",
			    ch, NULL, victim, TO_CHAR);
		return;
	}

	if (IS_AFFECTED(victim,AFF_SLOW))
	{
		if (!check_dispel(level,victim,sn_lookup("slow")))
		{
		    if (victim != ch)
			char_puts("Spell failed.\n",ch);
		    char_puts("You feel momentarily faster.\n",victim);
		    return;
		}
		act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	if (victim == ch)
	  af.duration  = level/2;
	else
	  af.duration  = level/4;
	af.location  = APPLY_DEX;
	af.modifier  = UMAX(2,level / 12);
	af.bitvector = AFF_HASTE;
	affect_to_char(victim, &af);
	char_puts("You feel yourself moving more quickly.\n", victim);
	act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}



void spell_heal(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	victim->hit = UMIN(victim->hit + 100 + level / 10, victim->max_hit);
	update_pos(victim);
	char_puts("A warm feeling fills your body.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}

void spell_heat_metal(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	OBJ_DATA *obj_lose, *obj_next;
	int dam = 0;
	bool fail = TRUE;

   if (!saves_spell(level + 2,victim,DAM_FIRE)
   &&  !IS_SET(victim->imm_flags,IMM_FIRE))
   {
		for (obj_lose = victim->carrying;
		      obj_lose != NULL;
		      obj_lose = obj_next)
		{
		    obj_next = obj_lose->next_content;
		    if (number_range(1,2 * level) > obj_lose->level
		    &&   !saves_spell(level,victim,DAM_FIRE)
		    &&   is_metal(obj_lose)
		    &&   !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF))
		    {
			switch (obj_lose->pIndexData->item_type)
			{
			case ITEM_ARMOR:
			if (obj_lose->wear_loc != -1) /* remove the item */
			{
			    if (can_drop_obj(victim,obj_lose)
			    &&  (obj_lose->weight / 10) <
				number_range(1,2 * get_curr_stat(victim,STAT_DEX))
			    &&  remove_obj(victim, obj_lose->wear_loc, TRUE))
			    {
				act("$n yelps and throws $p to the ground!",
				    victim,obj_lose,NULL,TO_ROOM);
				act("You remove and drop $p before it burns you.",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level) / 3);
				obj_from_char(obj_lose);
				obj_to_room(obj_lose, victim->in_room);
				fail = FALSE;
			    }
			    else /* stuck on the body! ouch! */
			    {
				act("Your skin is seared by $p!",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level));
				fail = FALSE;
			    }

			}
			else /* drop it if we can */
			{
			    if (can_drop_obj(victim,obj_lose))
			    {
				act("$n yelps and throws $p to the ground!",
				    victim,obj_lose,NULL,TO_ROOM);
				act("You and drop $p before it burns you.",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level) / 6);
				obj_from_char(obj_lose);
				obj_to_room(obj_lose, victim->in_room);
				fail = FALSE;
			    }
			    else /* cannot drop */
			    {
				act("Your skin is seared by $p!",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level) / 2);
				fail = FALSE;
			    }
			}
			break;
			case ITEM_WEAPON:
			if (obj_lose->wear_loc != -1) /* try to drop it */
			{
			    if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING))
				continue;

			    if (can_drop_obj(victim,obj_lose)
			    &&  remove_obj(victim,obj_lose->wear_loc,TRUE))
			    {
				act("$n is burned by $p, and throws it to the ground.",
				    victim,obj_lose,NULL,TO_ROOM);
				char_puts(
				    "You throw your red-hot weapon to the ground!\n",
				    victim);
				dam += 1;
				obj_from_char(obj_lose);
				obj_to_room(obj_lose,victim->in_room);
				fail = FALSE;
			    }
			    else /* YOWCH! */
			    {
				char_puts("Your weapon sears your flesh!\n",
				    victim);
				dam += number_range(1,obj_lose->level);
				fail = FALSE;
			    }
			}
			else /* drop it if we can */
			{
			    if (can_drop_obj(victim,obj_lose))
			    {
				act("$n throws a burning hot $p to the ground!",
				    victim,obj_lose,NULL,TO_ROOM);
				act("You and drop $p before it burns you.",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level) / 6);
				obj_from_char(obj_lose);
				obj_to_room(obj_lose, victim->in_room);
				fail = FALSE;
			    }
			    else /* cannot drop */
			    {
				act("Your skin is seared by $p!",
				    victim,obj_lose,NULL,TO_CHAR);
				dam += (number_range(1,obj_lose->level) / 2);
				fail = FALSE;
			    }
			}
			break;
			}
		    }
		}
	}
	if (fail)
	{
		char_puts("Your spell had no effect.\n", ch);
		char_puts("You feel momentarily warmer.\n",victim);
	}
	else /* damage! */
	{
		if (saves_spell(level,victim,DAM_FIRE))
		    dam = 2 * dam / 3;
		damage(ch,victim,dam,sn,DAM_FIRE,TRUE);
	}
}

/* RT really nasty high-level attack spell */
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	int dam;
	int sn_bless, sn_curse;

	if ((sn_bless = sn_lookup("bless")) < 0
	||  (sn_curse = sn_lookup("curse")) < 0)
		return;

	act("$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM);
	char_puts("You utter a word of divine power.\n", ch);

	for (vch = ch->in_room->people; vch != NULL; vch = vch_next) {
		vch_next = vch->next_in_room;

		if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
		    (IS_EVIL(ch) && IS_EVIL(vch)) ||
		    (IS_NEUTRAL(ch) && IS_NEUTRAL(vch))) {
			char_puts("You feel full more powerful.\n", vch);
			spell_frenzy(gsn_frenzy, level, ch, vch, TARGET_CHAR);
			spell_bless(sn_bless, level, ch, vch, TARGET_CHAR);
			continue;
		}

		if (is_safe_spell(ch, vch, TRUE))
			continue;

		if ((IS_GOOD(ch) && IS_EVIL(vch))
		||  (IS_EVIL(ch) && IS_GOOD(vch))) {
			spell_curse(sn_curse, level, ch, vch, TARGET_CHAR);
			char_puts("You are struck down!\n",vch);
			dam = dice(level, 6);
			damage(ch, vch, dam, sn, DAM_ENERGY, TRUE);
			continue;
		}

		if (IS_NEUTRAL(ch)) {
			spell_curse(sn_curse, level/2, ch, vch, TARGET_CHAR);
			char_puts("You are struck down!\n", vch);
			dam = dice(level, 4);
			damage(ch, vch, dam, sn, DAM_ENERGY, TRUE);
		}
	}

	char_puts("You feel drained.\n", ch);
	gain_exp(ch, -1 * number_range(1,10) * 5);
	ch->move /= (4/3);
	ch->hit /= (4/3);
}

void spell_identify(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	BUFFER *output;

	output = buf_new(-1);
	format_obj(output, obj);
	if (!IS_SET(obj->extra_flags, ITEM_ENCHANTED))
		format_obj_affects(output, obj->pIndexData->affected,
				   FOA_F_NODURATION | FOA_F_NOAFFECTS);
	format_obj_affects(output, obj->affected, FOA_F_NOAFFECTS);
	page_to_char(buf_string(output), ch);
	buf_free(output);
}

void spell_infravision(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_INFRARED)) {
		if (victim == ch)
			char_puts("You can already see in the dark.\n", ch);
		else
			act("$N already has infravision.\n",
			    ch, NULL, victim,TO_CHAR);
		return;
	}
	act("$n's eyes glow red.\n", ch, NULL, NULL, TO_ROOM);

	af.where	= TO_AFFECTS;
	af.type		= sn;
	af.level	= level;
	af.duration	= 2 * level;
	af.location	= APPLY_NONE;
	af.modifier	= 0;
	af.bitvector	= AFF_INFRARED;
	affect_to_char(victim, &af);
	char_puts("Your eyes glow red.\n", victim);
}



void spell_invisibility(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	AFFECT_DATA af;

	/* object invisibility */
	if (target == TARGET_OBJ)
	{
		obj = (OBJ_DATA *) vo;

		if (IS_OBJ_STAT(obj,ITEM_INVIS))
		{
		    act("$p is already invisible.",ch,obj,NULL,TO_CHAR);
		    return;
		}

		af.where	= TO_OBJECT;
		af.type		= sn;
		af.level	= level;
		af.duration	= level / 4 + 12;
		af.location	= APPLY_NONE;
		af.modifier	= 0;
		af.bitvector	= ITEM_INVIS;
		affect_to_obj(obj,&af);

		act("$p fades out of sight.",ch,obj,NULL,TO_ALL);
		return;
	}

	/* character invisibility */
	victim = (CHAR_DATA *) vo;

	if (IS_AFFECTED(victim, AFF_INVIS))
		return;

	act("$n fades out of existence.", victim, NULL, NULL, TO_ROOM);

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (level / 8 + 10);
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_INVIS;
	affect_to_char(victim, &af);
	char_puts("You fade out of existence.\n", victim);
	return;
}



void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	char *msg;

		 if (IS_GOOD(victim)) msg = "$N has a pure and good aura.";
	else if (IS_NEUTRAL(victim)) msg = "$N act as no align.";
	else msg = "$N is the embodiment of pure evil!.";

	act(msg, ch, NULL, victim, TO_CHAR);

	if (!IS_NPC(victim)) 
	{
	 if (victim->ethos == 1)		msg = "$N upholds the laws.";
	 else if (victim->ethos == 2) 	msg = "$N seems ambivalent to society.";
	 else if (victim->ethos == 3) 	msg = "$N seems very chaotic.";
	 else msg = "$N doesn't know where they stand on the laws.";
	 act(msg, ch, NULL, victim, TO_CHAR);
	}
	return;
}



void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level,4) + 12;
	if (saves_spell(level, victim,DAM_LIGHTNING))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
}

void spell_locate_object(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	BUFFER *buffer = NULL;
	OBJ_DATA *obj;
	OBJ_DATA *in_obj;
	int number = 0, max_found;

	number = 0;
	max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;

	for (obj = object_list; obj != NULL; obj = obj->next) {
		if (!can_see_obj(ch, obj) || !is_name(target_name, obj->name)
		||  IS_OBJ_STAT(obj,ITEM_NOLOCATE)
		||  number_percent() > 2 * level
		||  ch->level < obj->level)
			continue;

		if (buffer == NULL)
			buffer = buf_new(-1);
		number++;

		for (in_obj = obj; in_obj->in_obj != NULL;
						in_obj = in_obj->in_obj)
			;

		if (in_obj->carried_by != NULL
		&&  can_see(ch,in_obj->carried_by))
		    buf_printf(buffer, "One is carried by %s\n",
			PERS(in_obj->carried_by, ch));
		else
		{
		    if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
			buf_printf(buffer, "One is in %s [Room %d]\n",
				mlstr_cval(in_obj->in_room->name, ch),
				in_obj->in_room->vnum);
		    else
			buf_printf(buffer, "One is in %s\n",
			    in_obj->in_room == NULL ?
			    "somewhere" :
			    mlstr_cval(in_obj->in_room->name, ch));
		}

		if (number >= max_found)
			break;
	}

	if (buffer == NULL)
		char_puts("Nothing like that in heaven or earth.\n", ch);
	else {
		page_to_char(buf_string(buffer),ch);
		buf_free(buffer);
	}
}

void spell_magic_missile(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;

	static const int dam_each[] =
	{
		 0,
		 3,  3,  4,  4,  5,	 6,  6,  6,  6,  6,
		 7,  7,  7,  7,  7,	 8,  8,  8,  8,  8,
		 9,  9,  9,  9,  9,	10, 10, 10, 10, 10,
		11, 11, 11, 11, 11,	12, 12, 12, 12, 12,
		13, 13, 13, 13, 13,	14, 14, 14, 14, 14
	};

	int dam;

	if (is_affected(ch, gsn_protective_shield))  {
		const char *text = ch->level > 4 ? "missiles" : "missile";

		act("Your magic $t fizzle out near your victim.",
		    ch, NULL, victim, TO_CHAR);
		act("Your shield blocks $N's magic $t.",
		    victim, text, ch, TO_CHAR);
		return;
	}

  
	level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
	level = UMAX(0, level);
	if (ch->level > 50)
		dam = level / 4;
	else
		dam = number_range(dam_each[level] / 2, dam_each[level] * 2);

	if (saves_spell(level, victim, DAM_ENERGY))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_ENERGY ,TRUE);

	if (ch->level > 4)  {
		dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
		if (saves_spell(level, victim, DAM_ENERGY))
			dam /= 2;
		damage(ch, victim, dam, sn, DAM_ENERGY ,TRUE);
	}
	if (ch->level > 8)  {
		dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
		if (saves_spell(level, victim,DAM_ENERGY))
			dam /= 2;
		damage(ch, victim, dam, sn, DAM_ENERGY ,TRUE);
	}
	if (ch->level > 12)  {
		dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
		if (saves_spell(level, victim,DAM_ENERGY))
			dam /= 2;
		damage(ch, victim, dam, sn, DAM_ENERGY ,TRUE);
	}
	if (ch->level > 16)  {
		dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
		if (saves_spell(level, victim,DAM_ENERGY))
			dam /= 2;
		damage(ch, victim, dam, sn, DAM_ENERGY ,TRUE);
	}
}

void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *gch;
	int heal_num, refresh_num;

	heal_num = sn_lookup("heal");
	refresh_num = sn_lookup("refresh");

	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
		if ((IS_NPC(ch) && IS_NPC(gch))
		||  (!IS_NPC(ch) && !IS_NPC(gch))) {
			spell_heal(heal_num, level, ch, (void *) gch,
				   TARGET_CHAR);
			spell_refresh(refresh_num, level, ch, (void *) gch,
				      TARGET_CHAR);
		}
}

void spell_mass_invis(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	AFFECT_DATA af;
	CHAR_DATA *gch;

	for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
	{
		if (!is_same_group(gch, ch) || IS_AFFECTED(gch, AFF_INVIS))
		    continue;
		act("$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM);
		char_puts("You slowly fade out of existence.\n", gch);

		af.where     = TO_AFFECTS;
		af.type      = sn;
		af.level     = level/2;
		af.duration  = 24;
		af.location  = APPLY_NONE;
		af.modifier  = 0;
		af.bitvector = AFF_INVIS;
		affect_to_char(gch, &af);
	}
	char_puts("Ok.\n", ch);

	return;
}

void spell_pass_door(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_PASS_DOOR))
	{
		if (victim == ch)
		  char_puts("You are already out of phase.\n",ch);
		else
		  act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = number_fuzzy(level / 4);
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_PASS_DOOR;
	affect_to_char(victim, &af);
	act("$n turns translucent.", victim, NULL, NULL, TO_ROOM);
	char_puts("You turn translucent.\n", victim);
	return;
}

/* RT plague spell, very nasty */

void spell_plague(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (saves_spell(level,victim,DAM_DISEASE) ||
		(IS_NPC(victim) && IS_SET(victim->pIndexData->act, ACT_UNDEAD)))
	{
		if (ch == victim)
		  char_puts("You feel momentarily ill, but it passes.\n",ch);
		else
		  act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type 	 = sn;
	af.level	 = level * 3/4;
	af.duration  = (10 + level / 10);
	af.location  = APPLY_STR;
	af.modifier  = -1 * UMAX(1,3 + level / 15); 
	af.bitvector = AFF_PLAGUE;
	affect_join(victim,&af);

	char_puts
	  ("You scream in agony as plague sores erupt from your skin.\n",victim);
	act("$n screams in agony as plague sores erupt from $s skin.",
		victim,NULL,NULL,TO_ROOM);
}

void spell_poison(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	AFFECT_DATA af;


	if (target == TARGET_OBJ)
	{
		obj = (OBJ_DATA *) vo;

		if (obj->pIndexData->item_type == ITEM_FOOD || obj->pIndexData->item_type == ITEM_DRINK_CON)
		{
		    if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
		    {
			act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR);
			return;
		    }
		    obj->value[3] = 1;
		    act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL);
		    return;
		}

		if (obj->pIndexData->item_type == ITEM_WEAPON)
		{
		    if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
		    ||  IS_WEAPON_STAT(obj,WEAPON_FROST)
		    ||  IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
		    ||  IS_WEAPON_STAT(obj,WEAPON_SHARP)
		    ||  IS_WEAPON_STAT(obj,WEAPON_VORPAL)
		    ||  IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
		    ||  IS_WEAPON_STAT(obj,WEAPON_HOLY)
		    ||  IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
		    {
			act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
			return;
		    }

		    if (IS_WEAPON_STAT(obj,WEAPON_POISON))
		    {
			act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
			return;
		    }

		    af.where	 = TO_WEAPON;
		    af.type	 = sn;
		    af.level	 = level / 2;
		    af.duration	 = level/8;
		    af.location	 = 0;
		    af.modifier	 = 0;
		    af.bitvector = WEAPON_POISON;
		    affect_to_obj(obj,&af);

		    act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL);
		    return;
		}

		act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
		return;
	}

	victim = (CHAR_DATA *) vo;

	if (saves_spell(level, victim,DAM_POISON))
	{
		act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
		char_puts("You feel momentarily ill, but it passes.\n",victim);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (10 + level / 10);
	af.location  = APPLY_STR;
	af.modifier  = -2;
	af.bitvector = AFF_POISON;
	affect_join(victim, &af);
	char_puts("You feel very sick.\n", victim);
	act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
	return;
}



void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_PROTECT_EVIL) 
	||   IS_AFFECTED(victim, AFF_PROTECT_GOOD))
	{
		if (victim == ch)
		  char_puts("You are already protected.\n",ch);
		else
		  act("$N is already protected.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (10 + level / 5);
	af.location  = APPLY_SAVING_SPELL;
	af.modifier  = -(1 + level/10);
	af.bitvector = AFF_PROTECT_EVIL;
	affect_to_char(victim, &af);
	char_puts("You feel holy and pure.\n", victim);
	if (ch != victim)
		act("$N is protected from evil.",ch,NULL,victim,TO_CHAR);
	return;
}

void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_PROTECT_GOOD)
	||   IS_AFFECTED(victim, AFF_PROTECT_EVIL))
	{
		if (victim == ch)
		  char_puts("You are already protected.\n",ch);
		else
		  act("$N is already protected.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (10 + level / 5);
	af.location  = APPLY_SAVING_SPELL;
	af.modifier  = -(1+level/10);
	af.bitvector = AFF_PROTECT_GOOD;
	affect_to_char(victim, &af);
	char_puts("You feel aligned with darkness.\n", victim);
	if (ch != victim)
		act("$N is protected from good.",ch,NULL,victim,TO_CHAR);
	return;
}


void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam, align;

	if (IS_EVIL(ch))
	{
		victim = ch;
		char_puts("The energy explodes inside you!\n",ch);
	}

	if (victim != ch)
	{
		act("$n raises $s hand, and a blinding ray of light shoots forth!",
		    ch,NULL,NULL,TO_ROOM);
		char_puts(
		   "You raise your hand and a blinding ray of light shoots forth!\n",
		   ch);
	}

	if (IS_GOOD(victim))
	{
		act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM);
		char_puts("The light seems powerless to affect you.\n",victim);
		return;
	}

	dam = dice(level, 10);
	if (saves_spell(level, victim,DAM_HOLY))
		dam /= 2;

	align = victim->alignment;
	align -= 350;

	if (align < -1000)
		align = -1000 + (align + 1000) / 3;

	dam = (dam * align * align) / 1000000;

	spell_blindness(gsn_blindness, 3 * level / 4, ch,
			(void *) victim, TARGET_CHAR);
	damage(ch, victim, dam, sn, DAM_HOLY ,TRUE);
}


void spell_recharge(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj = (OBJ_DATA *) vo;
	int chance, percent;

	if (obj->pIndexData->item_type != ITEM_WAND && obj->pIndexData->item_type != ITEM_STAFF)
	{
		char_puts("That item does not carry charges.\n",ch);
		return;
	}

	if (obj->value[3] >= 3 * level / 2)
	{
		char_puts("Your skills are not great enough for that.\n",ch);
		return;
	}

	if (obj->value[1] == 0)
	{
		char_puts("That item has already been recharged once.\n",ch);
		return;
	}

	chance = 40 + 2 * level;

	chance -= obj->value[3]; /* harder to do high-level spells */
	chance -= (obj->value[1] - obj->value[2]) *
		      (obj->value[1] - obj->value[2]);

	chance = UMAX(level/2,chance);

	percent = number_percent();

	if (percent < chance / 2)
	{
		act("$p glows softly.",ch,obj,NULL,TO_CHAR);
		act("$p glows softly.",ch,obj,NULL,TO_ROOM);
		obj->value[2] = UMAX(obj->value[1],obj->value[2]);
		obj->value[1] = 0;
		return;
	}

	else if (percent <= chance)
	{
		int chargeback,chargemax;

		act("$p glows softly.",ch,obj,NULL,TO_CHAR);
		act("$p glows softly.",ch,obj,NULL,TO_CHAR);

		chargemax = obj->value[1] - obj->value[2];

		if (chargemax > 0)
		    chargeback = UMAX(1,chargemax * percent / 100);
		else
		    chargeback = 0;

		obj->value[2] += chargeback;
		obj->value[1] = 0;
		return;
	}

	else if (percent <= UMIN(95, 3 * chance / 2))
	{
		char_puts("Nothing seems to happen.\n",ch);
		if (obj->value[1] > 1)
		    obj->value[1]--;
		return;
	}

	else /* whoops! */
	{
		act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
		act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj);
	}
}

void spell_refresh(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	victim->move = UMIN(victim->move + level, victim->max_move);
	if (victim->max_move == victim->move)
		char_puts("You feel fully refreshed!\n",victim);
	else
		char_puts("You feel less tired.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}

void spell_remove_curse(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;
	OBJ_DATA *obj;
	bool found = FALSE;

	/* do object cases first */
	if (target == TARGET_OBJ)
	{
		obj = (OBJ_DATA *) vo;

		if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
		{
		    if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE)
		    &&  !saves_dispel(level + 2,obj->level,0))
		    {
			REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
			REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
			act("$p glows blue.",ch,obj,NULL,TO_ALL);
			return;
		    }

		    act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR);
		    return;
		}
		else  {
		  char_puts("Nothing happens...\n", ch);
		  return;
		}
	}

	/* characters */
	victim = (CHAR_DATA *) vo;

	if (check_dispel(level,victim,gsn_curse))
	{
		char_puts("You feel better.\n",victim);
		act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM);
	}

   for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content)
   {
		if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
		&&  !IS_OBJ_STAT(obj,ITEM_NOUNCURSE))
		{   /* attempt to remove curse */
		    if (!saves_dispel(level,obj->level,0))
		    {
			found = TRUE;
			REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
			REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
			act("Your $p glows blue.",victim,obj,NULL,TO_CHAR);
			act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM);
		    }
		 }
	}
}

void spell_sanctuary(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_SANCTUARY))
	{
		if (victim == ch)
		  char_puts("You are already in sanctuary.\n",ch);
		else
		  act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR);
		return;
	}

	if (is_affected(victim, sn_lookup("black shroud"))) {
		if (victim == ch)
	 	  char_puts("But you are surrounded by black shroud.\n", ch);
		else
		  act("But $n is surrounded by black shroud.\n",
			ch, NULL, victim, TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = level / 6;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_SANCTUARY;
	affect_to_char(victim, &af);
	act("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM);
	char_puts("You are surrounded by a white aura.\n", victim);
	return;
}

void spell_black_shroud (int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA*) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_SANCTUARY)) {
		if (victim==ch)
			char_puts("But you are in sanctuary.\n", ch);
		else
			act("But $N in sanctuary.", ch, NULL, victim,TO_CHAR);
		return;
	}

	if (!IS_EVIL(ch)) {
		char_puts("The gods are infuriated!.\n", ch);
		damage(ch, ch, dice(level, IS_GOOD(ch)?2:1), TYPE_HIT, DAM_HOLY,TRUE);
		return;
	}
	
	if (!IS_EVIL(victim)) {
		act("Your god does not seems to like $N", 
			ch, NULL, victim, TO_CHAR);
		return;
	}

	if (is_affected(victim, sn)) {
		if (victim==ch)
			char_puts("You are already protected.\n", ch);
		else
			act("$N is already protected.\n",
				ch, NULL, victim, TO_CHAR);
		return;
	}
	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = level/6;
	af.location  = APPLY_SAVING_SPELL;
	af.modifier  = -1;
	af.bitvector = 0;
	affect_to_char(victim, &af);
	act ("$n is surrounded by black aura.",
		victim, NULL, NULL, TO_ROOM);
	char_puts("You are surrounded by black aura.\n", victim);
	return;
}

void spell_shield(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim, sn))
	{
		if (victim == ch)
		  char_puts("You are already shielded from harm.\n",ch);
		else
		  act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (8 + level / 3);
	af.location  = APPLY_AC;
	af.modifier  = -1 * UMAX(20,10 + level / 3); /* af.modifier  = -20;*/
	af.bitvector = 0;
	affect_to_char(victim, &af);
	act("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM);
	char_puts("You are surrounded by a force shield.\n", victim);
	return;
}



void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;

	static const int dam_each[] =
	{
		 6,
		 8,  10,  12,  14,  16,	 18, 20, 25, 29, 33,
		36, 39, 39, 39, 40,	40, 41, 41, 42, 42,
		43, 43, 44, 44, 45,	45, 46, 46, 47, 47,
		48, 48, 49, 49, 50,	50, 51, 51, 52, 52,
		53, 53, 54, 54, 55,	55, 56, 56, 57, 57
	};

	int dam;

	level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
	level	= UMAX(0, level);
		if (ch->level > 50)
	dam 	= level / 2 ;
		else
	dam		= number_range(dam_each[level] / 2, dam_each[level] * 2);
	if (saves_spell(level, victim,DAM_LIGHTNING))
		dam /= 2;
	damage(ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
}

void spell_sleep(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_SLEEP)
	||  (IS_NPC(victim) && IS_SET(victim->pIndexData->act, ACT_UNDEAD))
	||  level < victim->level
	||  saves_spell(level, victim, DAM_CHARM))
		return;

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = 1 + level/10;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_SLEEP;
	affect_join(victim, &af);

	if (IS_AWAKE(victim))
	{
		char_puts("You feel very sleepy ..... zzzzzz.\n", victim);
		act("$n goes to sleep.", victim, NULL, NULL, TO_ROOM);
		victim->position = POS_SLEEPING;
	}
	return;
}

void spell_slow(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim, sn) || IS_AFFECTED(victim,AFF_SLOW))
	{
		if (victim == ch)
		  char_puts("You can't move any slower!\n",ch);
		else
		  act("$N can't get any slower than that.",
		      ch,NULL,victim,TO_CHAR);
		return;
	}

	if (saves_spell(level,victim,DAM_OTHER)
	||  IS_SET(victim->imm_flags,IMM_MAGIC))
	{
		if (victim != ch)
		    char_puts("Nothing seemed to happen.\n",ch);
		char_puts("You feel momentarily lethargic.\n",victim);
		return;
	}

	if (IS_AFFECTED(victim,AFF_HASTE))
	{
		if (!check_dispel(level,victim,sn_lookup("haste")))
		{
		    if (victim != ch)
			char_puts("Spell failed.\n",ch);
		    char_puts("You feel momentarily slower.\n",victim);
		    return;
		}

		act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
		return;
	}


	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (4 + level / 12);
	af.location  = APPLY_DEX;
	af.modifier  = - UMAX(2,level / 12);
	af.bitvector = AFF_SLOW;
	affect_to_char(victim, &af);
	char_puts("You feel yourself slowing d o w n...\n", victim);
	act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM);
	return;
}




void spell_stone_skin(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(ch, sn))
	{
		if (victim == ch)
		  char_puts("Your skin is already as hard as a rock.\n",ch);
		else
		  act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (10 + level / 5);
	af.location  = APPLY_AC;
	af.modifier  = -1 * UMAX(40,20 + level / 2);  /*af.modifier=-40;*/ 
	af.bitvector = 0;
	affect_to_char(victim, &af);
	act("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
	char_puts("Your skin turns to stone.\n", victim);
	return;
}

void spell_summon(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	bool failed = FALSE;
	CHAR_DATA *victim;

	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->in_room == NULL) {
		char_puts("You failed.\n", ch);
		return;
	}

	if (victim == ch
	||  victim->level >= level + 3
	||  victim->fighting != NULL
	||  !can_see_room(ch, victim->in_room)
	||  IS_SET(ch->in_room->room_flags, ROOM_SAFE | ROOM_NORECALL |
					    ROOM_PEACE | ROOM_NOSUMMON)
	||  IS_SET(victim->in_room->room_flags, ROOM_SAFE | ROOM_NORECALL |
						ROOM_PEACE | ROOM_NOSUMMON)
	||  IS_SET(ch->in_room->area->flags, AREA_UNDER_CONSTRUCTION)
	||  room_is_private(ch->in_room)
	||  IS_SET(victim->imm_flags, IMM_SUMMON)
	||  (victim->in_room->exit[0] == NULL &&
	     victim->in_room->exit[1] == NULL &&
	     victim->in_room->exit[2] == NULL &&
	     victim->in_room->exit[3] == NULL &&
	     victim->in_room->exit[4] == NULL &&
	     victim->in_room->exit[5] == NULL))
		failed = TRUE;
	else if (IS_NPC(victim)) {
		if (victim->pIndexData->pShop != NULL
		||  saves_spell(level, victim, DAM_OTHER)
		||  IS_SET(victim->pIndexData->act, ACT_AGGRESSIVE)
		||  IS_SET(ch->in_room->room_flags, ROOM_NOMOB))
			failed = TRUE;
	}
	else {
		if (victim->level >= LEVEL_HERO
		||  ((!in_PK(ch, victim) ||
		      ch->in_room->area != victim->in_room->area) &&
		     IS_SET(victim->plr_flags, PLR_NOSUMMON))
		||  guild_check(victim, ch->in_room) < 0)
			failed = TRUE;
	}

	if (failed) {
		char_puts("You failed.\n", ch);
		return;
	}

	if (IS_NPC(victim) && victim->in_mind == NULL) {
		char buf[MAX_INPUT_LENGTH];
		sprintf(buf,"%d",victim->in_room->vnum);
		victim->in_mind = str_dup(buf);
	}

	act("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM);
	char_from_room(victim);
	char_to_room(victim, ch->in_room);
	act("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM);
	act("$n has summoned you!", ch, NULL, victim, TO_VICT);
	do_look(victim, "auto");
}

void spell_teleport(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	ROOM_INDEX_DATA *pRoomIndex;

	if (victim->in_room == NULL
	||  IS_SET(victim->in_room->room_flags, ROOM_NORECALL)
	||  (victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON))
	||  (!IS_NPC(ch) && victim->fighting != NULL)
	||  (victim != ch
	&&  (saves_spell(level - 5, victim,DAM_OTHER)))) {
		char_puts("You failed.\n", ch);
		return;
	}

	pRoomIndex = get_random_room(victim);

	if (victim != ch)
		char_puts("You have been teleported!\n", victim);

	act("$n vanishes!", victim, NULL, NULL, TO_ROOM);
	char_from_room(victim);
	char_to_room(victim, pRoomIndex);
	act("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM);
	do_look(victim, "auto");
}

void spell_bamf(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	ROOM_INDEX_DATA* pRoomIndex;
	AREA_DATA *pArea;

	if (victim->in_room == NULL || saves_spell(level, victim, DAM_OTHER)) {
		send_to_char("You failed.\n",ch);
		return;
	}

	pArea = victim->in_room->area;
	for (;;) {
		pRoomIndex = get_room_index(number_range(pArea->min_vnum,
							 pArea->max_vnum));
		if (pRoomIndex
		&&  can_see_room(victim, pRoomIndex) 
		&&  !room_is_private(pRoomIndex)
		&&  !IS_SET(pRoomIndex->room_flags, ROOM_SAFE | ROOM_PEACE))
			break;
	}

	if (victim != ch) 
		char_puts("You have been teleported.\n", victim);

	act("$n vanishes.", victim, NULL, NULL, TO_ROOM);
	char_from_room(victim);
	char_to_room(victim, pRoomIndex);
	act("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM);
	do_look(victim, "auto");
}

void spell_ventriloquate(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
	char buf1[MAX_STRING_LENGTH];
	char buf2[MAX_STRING_LENGTH];
	char speaker[MAX_INPUT_LENGTH];
	CHAR_DATA *vch;

	target_name = one_argument(target_name, speaker);

	sprintf(buf1, "%s says '{G%s{x'.\n",              speaker, target_name);
	sprintf(buf2, "Someone makes %s say '{G%s{x'.\n", speaker, target_name);
	buf1[0] = UPPER(buf1[0]);

	for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
	{
		if (!is_name(speaker, vch->name))
		    char_puts(saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch);
	}

	return;
}



void spell_weaken(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (is_affected(victim, sn) || saves_spell(level, victim,DAM_OTHER))
		return;

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level     = level;
	af.duration  = (4 + level / 12);
	af.location  = APPLY_STR;
	af.modifier  = -1 * (2 + level / 12);
	af.bitvector = AFF_WEAKEN;
	affect_to_char(victim, &af);
	char_puts("You feel your strength slip away.\n", victim);
	act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
	return;
}



/* RT recall spell is back */

void spell_word_of_recall(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	ROOM_INDEX_DATA *location;
	int to_room_vnum;

	if ((ch->class == CLASS_SAMURAI)
	&&  (ch->fighting) && (victim == NULL)) {
		char_puts("Your honour doesn't let you recall!.\n",ch);
		return;
	}

	if (victim != NULL) {
		if  ((victim->fighting) && (victim->class == CLASS_SAMURAI)) {
			char_puts("You can't cast this spell to a honourable fighting Samurai!.\n", ch);
			return;
		}
	}

	if (IS_NPC(victim))
		return;

	to_room_vnum = get_recall(victim);

	if ((location = get_room_index(to_room_vnum)) == NULL) {
		char_puts("You are completely lost.\n",victim);
		return;
	}

	if (victim->desc != NULL && IS_PUMPED(victim)) {
		char_puts("You are too pumped to pray now.\n",victim);
		return;
	}

	act("$n prays for transportation!", ch, NULL, NULL, TO_ROOM);

	if (IS_SET(victim->in_room->room_flags, ROOM_NORECALL)
	||  IS_AFFECTED(victim, AFF_CURSE)
	||  IS_RAFFECTED(victim->in_room, RAFF_CURSE)) {
		char_puts("Spell failed.\n", victim);
		return;
	}

	if (victim->fighting) {
		if (victim == ch)
			gain_exp(victim, 0 - (victim->level + 25));
		stop_fighting(victim, TRUE);
	}

	ch->move /= 2;
	act("$n disappears.", victim, NULL, NULL, TO_ROOM);
	char_from_room(victim);
	char_to_room(victim, location);
	act("$n appears in the room.", victim, NULL, NULL, TO_ROOM);
	do_look(victim, "auto");

	if (victim->pet) {
		act("$n disappears.", ch->pet, NULL, NULL, TO_ROOM);
 		char_from_room(victim->pet);
		char_to_room(victim->pet, location);
		act("$n appears in the room.", ch->pet, NULL, NULL, TO_ROOM);
		do_look(victim->pet, "auto");
	}
}

/*
 * Draconian spells.
 */
void spell_acid_breath(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam,hp_dam,dice_dam,hpch;

	act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
	act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
	act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);

	hpch = UMAX(12,ch->hit);
	hp_dam = number_range(hpch/11 + 1, hpch/6);
	dice_dam = dice(level,16);

	dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
	
	if (saves_spell(level,victim,DAM_ACID))
	{
		acid_effect(victim,level/2,dam/4,TARGET_CHAR);
		damage(ch,victim,dam/2,sn,DAM_ACID,TRUE);
	}
	else
	{
		acid_effect(victim,level,dam,TARGET_CHAR);
		damage(ch,victim,dam,sn,DAM_ACID,TRUE);
	}
}



void spell_fire_breath(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	CHAR_DATA *vch, *vch_next;
	int dam,hp_dam,dice_dam;
	int hpch;

	act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
	act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
	act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);

	hpch = UMAX(10, ch->hit);
	hp_dam  = number_range(hpch/9+1, hpch/5);
	dice_dam = dice(level,20);

	dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
	fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);

	for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
	{
		vch_next = vch->next_in_room;

		if (is_safe_spell(ch,vch,TRUE)
		||  (IS_NPC(vch) && IS_NPC(ch) 
		&&  (ch->fighting != vch /*|| vch->fighting != ch */)))
		    continue;

		if (vch == victim) /* full damage */
		{
		    if (saves_spell(level,vch,DAM_FIRE))
		    {
			fire_effect(vch,level/2,dam/4,TARGET_CHAR);
			damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
		    }
		    else
		    {
			fire_effect(vch,level,dam,TARGET_CHAR);
			damage(ch,vch,dam,sn,DAM_FIRE,TRUE);
		    }
		}
		else /* partial damage */
		{
		    if (saves_spell(level - 2,vch,DAM_FIRE))
		    {
			fire_effect(vch,level/4,dam/8,TARGET_CHAR);
			damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
		    }
		    else
		    {
			fire_effect(vch,level/2,dam/4,TARGET_CHAR);
			damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
		    }
		}
	}
}

void spell_frost_breath(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	CHAR_DATA *vch, *vch_next;
	int dam,hp_dam,dice_dam, hpch;

	act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
	act("$n breathes a freezing cone of frost over you!",
		ch,NULL,victim,TO_VICT);
	act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);

	hpch = UMAX(12,ch->hit);
	hp_dam = number_range(hpch/11 + 1, hpch/6);
	dice_dam = dice(level,16);

	dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
	cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); 

	for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
	{
		vch_next = vch->next_in_room;

		if (is_safe_spell(ch,vch,TRUE)
		||  (IS_NPC(vch) && IS_NPC(ch) 
		&&   (ch->fighting != vch /*|| vch->fighting != ch*/)))
		    continue;

		if (vch == victim) /* full damage */
		{
		    if (saves_spell(level,vch,DAM_COLD))
		    {
			cold_effect(vch,level/2,dam/4,TARGET_CHAR);
			damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
		    }
		    else
		    {
			cold_effect(vch,level,dam,TARGET_CHAR);
			damage(ch,vch,dam,sn,DAM_COLD,TRUE);
		    }
		}
		else
		{
		    if (saves_spell(level - 2,vch,DAM_COLD))
		    {
			cold_effect(vch,level/4,dam/8,TARGET_CHAR);
			damage(ch,vch,dam/4,sn,DAM_COLD,TRUE);
		    }
		    else
		    {
			cold_effect(vch,level/2,dam/4,TARGET_CHAR);
			damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
		    }
		}
	}
}

	
void spell_gas_breath(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	int dam,hp_dam,dice_dam,hpch;

	act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM);
	act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR);

	hpch = UMAX(16,ch->hit);
	hp_dam = number_range(hpch/15+1,8);
	dice_dam = dice(level,12);

	dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
	poison_effect(ch->in_room,level,dam,TARGET_ROOM);

	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
		vch_next = vch->next_in_room;

		if (is_safe_spell(ch,vch,TRUE)
		||  (IS_NPC(ch) && IS_NPC(vch) 
		&&   (ch->fighting == vch || vch->fighting == ch)))
		    continue;

		if (saves_spell(level,vch,DAM_POISON))
		{
		    poison_effect(vch,level/2,dam/4,TARGET_CHAR);
		    damage(ch,vch,dam/2,sn,DAM_POISON,TRUE);
		}
		else
		{
		    poison_effect(vch,level,dam,TARGET_CHAR);
		    damage(ch,vch,dam,sn,DAM_POISON,TRUE);
		}
	}
}

void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam,hp_dam,dice_dam,hpch;

	act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT);
	act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT);
	act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR);

	hpch = UMAX(10,ch->hit);
	hp_dam = number_range(hpch/9+1,hpch/5);
	dice_dam = dice(level,20);

	dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);

	if (saves_spell(level,victim,DAM_LIGHTNING))
	{
		shock_effect(victim,level/2,dam/4,TARGET_CHAR);
		damage(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
	}
	else
	{
		shock_effect(victim,level,dam,TARGET_CHAR);
		damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); 
	}
}

/*
 * Spells for mega1.are from Glop/Erkenbrand.
 */
void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;
 
	dam = number_range(25, 100);
	if (saves_spell(level, victim, DAM_PIERCE))
	    dam /= 2;
	damage(ch, victim, dam, sn, DAM_PIERCE ,TRUE);
}

void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;
 
	dam = number_range(30, 120);
	if (saves_spell(level, victim, DAM_PIERCE))
	    dam /= 2;
	damage(ch, victim, dam, sn, DAM_PIERCE ,TRUE);
}

void spell_find_object(int sn, int level, CHAR_DATA *ch, void *vo,int target) 
{
	BUFFER *buffer = NULL;
	OBJ_DATA *obj;
	OBJ_DATA *in_obj;
	int number = 0, max_found;

	number = 0;
	max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;


	for (obj = object_list; obj != NULL; obj = obj->next) {
		if (!can_see_obj(ch, obj) || !is_name(target_name, obj->name)
			|| number_percent() > 2 * level
			||   ch->level < obj->level)
		    continue;

		if (buffer == NULL)
			buffer = buf_new(-1);
		number++;

		for (in_obj = obj; in_obj->in_obj != NULL;
						in_obj = in_obj->in_obj)
			;

		if (in_obj->carried_by != NULL
		&&  can_see(ch,in_obj->carried_by))
			buf_printf(buffer, "One is carried by %s\n",
				PERS(in_obj->carried_by, ch));
		else {
			if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
				buf_printf(buffer, "One is in %s [Room %d]\n",
					mlstr_cval(in_obj->in_room->name, ch),
					in_obj->in_room->vnum);
			else
				buf_printf(buffer, "One is in %s\n",
					in_obj->in_room == NULL ?
					"somewhere" :
					mlstr_cval(in_obj->in_room->name, ch));
		}

		if (number >= max_found)
			break;
	}

	if (buffer == NULL)
		char_puts("Nothing like that in heaven or earth.\n", ch);
	else {
		page_to_char(buf_string(buffer),ch);
		buf_free(buffer);
	}
}

void spell_lightning_shield(int sn, int level, CHAR_DATA *ch, void *vo,int target) 
{
	AFFECT_DATA af,af2;

	if (is_affected_room(ch->in_room, sn))
	{
		char_puts("This room has already shielded.\n",ch);
		return;
	}

	if (is_affected(ch,sn))
	{
		char_puts("This spell is used too recently.\n",ch);
		return;
	}
   
	af.where     = TO_ROOM_AFFECTS;
	af.type      = sn;
	af.level     = ch->level;
	af.duration  = level / 40;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = RAFF_LSHIELD;
	affect_to_room(ch->in_room, &af);

	af2.where     = TO_AFFECTS;
	af2.type      = sn;
	af2.level	 = ch->level;
	af2.duration  = level / 10;
	af2.modifier  = 0;
	af2.location  = APPLY_NONE;
	af2.bitvector = 0;
	affect_to_char(ch, &af2);

	ch->in_room->owner = str_dup(ch->name);
	char_puts("The room starts to be filled with lightnings.\n", ch);
	act("The room starts to be filled with $n's lightnings.",ch,NULL,NULL,TO_ROOM);
	return;
}

void spell_shocking_trap(int sn, int level, CHAR_DATA *ch, void *vo,int target) 
{
	AFFECT_DATA af,af2;

	if (is_affected_room(ch->in_room, sn))
	{
		char_puts("This room has already trapped with shocks waves.\n",ch);
		return;
	}

	if (is_affected(ch,sn))
	{
		char_puts("This spell is used too recently.\n",ch);
		return;
	}
   
	af.where     = TO_ROOM_AFFECTS;
	af.type      = sn;
	af.level     = ch->level;
	af.duration  = level / 40;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = RAFF_SHOCKING;
	affect_to_room(ch->in_room, &af);

	af2.where     = TO_AFFECTS;
	af2.type      = sn;
	af2.level	 = level;
	af2.duration  = ch->level / 10;
	af2.modifier  = 0;
	af2.location  = APPLY_NONE;
	af2.bitvector = 0;
	affect_to_char(ch, &af2);
	char_puts("The room starts to be filled with shock waves.\n", ch);
	act("The room starts to be filled with $n's shock waves.",ch,NULL,NULL,TO_ROOM);
	return;
}

void spell_acid_arrow(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 12);
	if (saves_spell(level, victim, DAM_ACID))
		dam /= 2;
	damage(ch, victim, dam, sn,DAM_ACID,TRUE);
}


/* energy spells */
void spell_etheral_fist(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 12);
	if (saves_spell(level, victim, DAM_ENERGY))
		dam /= 2;
	act("A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!"
			,ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ENERGY,TRUE);
}

void spell_spectral_furor(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 8);
	if (saves_spell(level, victim, DAM_ENERGY))
		dam /= 2;
	act("The fabric of the cosmos strains in fury about $N!",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ENERGY,TRUE);
}

void spell_disruption(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 9);
	if (saves_spell(level, victim, DAM_ENERGY))
		dam /= 2;
	act("A weird energy encompasses $N, causing you to question $S continued existence.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ENERGY,TRUE);
}


void spell_sonic_resonance(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 7);
	if (saves_spell(level, victim, DAM_ENERGY))
		dam /= 2;
	act("A cylinder of kinetic energy enshrouds $N causing $S to resonate.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ENERGY,TRUE);
}

/* mental */
void spell_mind_wrack(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 7);
	if (saves_spell(level, victim, DAM_MENTAL))
		dam /= 2;
	act("$n stares intently at $N, causing $N to seem very lethargic.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_MENTAL,TRUE);
}

void spell_mind_wrench(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 9);
	if (saves_spell(level, victim, DAM_MENTAL))
		dam /= 2;
	act("$n stares intently at $N, causing $N to seem very hyperactive.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_MENTAL,TRUE);
}

/* acid */
void spell_sulfurus_spray(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 7);
	if (saves_spell(level, victim, DAM_ACID))
		dam /= 2;
	act("A stinking spray of sulfurous liquid rains down on $N." ,
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ACID,TRUE);
}

void spell_caustic_font(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 9);
	if (saves_spell(level, victim, DAM_ACID))
		dam /= 2;
	act("A fountain of caustic liquid forms below $N. The smell of $S degenerating tissues is revolting! ",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ACID,TRUE);
}

void spell_acetum_primus(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 8);
	if (saves_spell(level, victim, DAM_ACID))
		dam /= 2;
	act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_ACID,TRUE);
}

/*  Electrical  */

void spell_galvanic_whip(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 7);
	if (saves_spell(level, victim, DAM_LIGHTNING))
		dam /= 2;
	act("$n conjures a whip of ionized particles, which lashes ferociously at $N.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
}

void spell_magnetic_trust(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 8);
	if (saves_spell(level, victim, DAM_LIGHTNING))
		dam /= 2;
	act("An unseen energy moves nearby, causing your hair to stand on end!",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
}

void spell_quantum_spike(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	dam = dice(level, 9);
	if (saves_spell(level, victim, DAM_LIGHTNING))
		dam /= 2;
	act("$N seems to dissolve into tiny unconnected particles, then is painfully reassembled.",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
}

/* negative */
void spell_hand_of_undead(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	if (saves_spell(level, victim, DAM_NEGATIVE)) {
		char_puts("You feel a momentary chill.\n",victim);
		return;
	}

	if (IS_NPC(victim) && IS_SET(victim->pIndexData->act, ACT_UNDEAD)) {
		 char_puts("Your victim is unaffected by hand of undead.\n",ch);
		 return;
	}

	if (victim->level <= 2)
		dam		 = ch->hit + 1;
	else {
		dam = dice(level, 10);
		victim->mana	/= 2;
		victim->move	/= 2;
		ch->hit		+= dam / 2;
	}

	char_puts("You feel your life slipping away!\n",victim);
	act("$N is grasped by an incomprehensible hand of undead!",
			ch,NULL,victim,TO_NOTVICT);
	damage(ch, victim, dam, sn,DAM_NEGATIVE,TRUE);
}


/* travel via astral plains */
void spell_astral_walk(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;
	bool gate_pet;

	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->level >= level + 3
	||  saves_spell(level, victim, DAM_OTHER)
	||  !can_gate(ch, victim)) {
		char_puts("You failed.\n", ch);
		return;
	}

	if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
		gate_pet = TRUE;
	else
		gate_pet = FALSE;


	act("$n disappears in a flash of light!",ch,NULL,NULL,TO_ROOM);
	char_printf(ch,"You travel via astral planes and go to %s.\n",victim->name);
	char_from_room(ch);
	char_to_room(ch,victim->in_room);

	act("$n appears in a flash of light!",ch,NULL,NULL,TO_ROOM);
	do_look(ch,"auto");

	if (gate_pet) {
		act("$n disappears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
		char_printf(ch->pet, "You travel via astral planes and go to %s.\n",victim->name);
		char_from_room(ch->pet);
		char_to_room(ch->pet,victim->in_room);
		act("$n appears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
		do_look(ch->pet,"auto");
	}
}


/* vampire version astral walk */
void spell_mist_walk(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;


	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->level >= level - 5
	||  saves_spell(level, victim, DAM_OTHER)
	||  !can_gate(ch, victim)) {
		char_puts("You failed.\n", ch);
		return;
	}

	act("$n dissolves into a cloud of glowing mist, then vanishes!",ch,NULL,NULL,TO_ROOM);
	char_puts("You dissolve into a cloud of glowing mist, then flow to your target.\n",ch);

	char_from_room(ch);
	char_to_room(ch,victim->in_room);

	act("A cloud of glowing mist engulfs you, then withdraws to unveil $n!",ch,NULL,NULL,TO_ROOM);
	do_look(ch,"auto");

}

/*  Cleric version of astra_walk  */
void spell_solar_flight(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;


	if  (time_info.hour > 18 || time_info.hour < 8) {
		 char_puts("You need sunlight for solar flight.\n",ch);
		 return;
	}

	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->level >= level + 1
	||  saves_spell(level, victim, DAM_OTHER)
	||  !can_gate(ch, victim)) {
		char_puts("You failed.\n", ch);
		return;
	}

	act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
	char_puts("You dissolve in a blinding flash of light!.\n",ch);

	char_from_room(ch);
	char_to_room(ch,victim->in_room);

	act("$n appears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
	do_look(ch,"auto");

}



/* travel via astral plains */
void spell_helical_flow(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim;


	if ((victim = get_char_world(ch, target_name)) == NULL
	||  victim->level >= level + 3
	||  saves_spell(level, victim, DAM_OTHER)
	||  !can_gate(ch, victim)) {
		char_puts("You failed.\n", ch);
		return;
	}

	act("$n coils into an ascending column of colour, vanishing into thin air.",ch,NULL,NULL,TO_ROOM);
	char_puts("You coils into an ascending column of colour, and vanishing into thin air.\n",ch);

	char_from_room(ch);
	char_to_room(ch,victim->in_room);

	act("A coil of colours descends from above, revealing $n as it dissipates.",ch,NULL,NULL,TO_ROOM);
	do_look(ch,"auto");

}



void spell_corruption(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim,AFF_CORRUPTION))
		{
		 act("$N is already corrupting.\n",ch,NULL,victim,TO_CHAR);
		 return;
		}

	if (saves_spell(level, victim, DAM_NEGATIVE)
	||  (IS_NPC(victim) && IS_SET(victim->pIndexData->act, ACT_UNDEAD))) {
		if (ch == victim)
			char_puts("You feel momentarily ill, but it passes.\n",ch);
		else
			act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type 	 = sn;
	af.level	 = level * 3/4;
	af.duration  = (10 + level / 5);
	af.location  = APPLY_NONE;
	af.modifier  = 0; 
	af.bitvector = AFF_CORRUPTION;
	affect_join(victim,&af);

	char_puts
	  ("You scream in agony as you start to decay into dust.\n",victim);
	act("$n screams in agony as $n start to decay into dust.",
		victim,NULL,NULL,TO_ROOM);
}


void spell_hurricane(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;
	int dam,hp_dam,dice_dam,hpch;

	act("$n prays the gods of the storm for help.",ch,NULL,NULL,TO_NOTVICT);
	act("You pray the gods of the storm to help you.",ch,NULL,NULL,TO_CHAR);

	hpch = UMAX(16,ch->hit);
	hp_dam = number_range(hpch/15+1,8);
	dice_dam = dice(level,12);

	dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);

	for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
	{
		vch_next = vch->next_in_room;

		if (is_safe_spell(ch,vch,TRUE)
		||  (IS_NPC(ch) && IS_NPC(vch) 
		&&   (ch->fighting == vch || vch->fighting == ch)))
		    continue;

		if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2;

		if (vch->size == SIZE_TINY)  dam *= 1.5;
		else if (vch->size == SIZE_SMALL)  dam *= 1.3;
		else if (vch->size == SIZE_MEDIUM)  dam *= 1;
		else if (vch->size == SIZE_LARGE)  dam *= 0.9;
		else if (vch->size == SIZE_HUGE)  dam *= 0.7;
		else dam *= 0.5;

		if (saves_spell(level,vch,DAM_OTHER))
		    damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE);
		else
		    damage(ch,vch,dam,sn,DAM_OTHER,TRUE);
	}
}


void spell_detect_undead(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;

	if (IS_AFFECTED(victim, AFF_DETECT_UNDEAD))
	{
		if (victim == ch)
		  char_puts("You can already sense undead.\n",ch);
		else
		  act("$N can already detect undead.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type      = sn;
	af.level	 = level;
	af.duration  = (5 + level / 3);
	af.modifier  = 0;
	af.location  = APPLY_NONE;
	af.bitvector = AFF_DETECT_UNDEAD;
	affect_to_char(victim, &af);
	char_puts("Your eyes tingle.\n", victim);
	if (ch != victim)
		char_puts("Ok.\n", ch);
	return;
}

void spell_take_revenge(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	OBJ_DATA *obj;
	OBJ_DATA *in_obj;
	ROOM_INDEX_DATA *room = NULL;
	bool found = FALSE;
 
	if (IS_NPC(ch) && !IS_SET(ch->plr_flags, PLR_GHOST)) {
		char_puts("It is too late to take revenge.\n",ch);
		return;
	}

	for (obj = object_list; obj != NULL; obj = obj->next) {
		if (obj->pIndexData->vnum != OBJ_VNUM_CORPSE_PC
		/* XXX */
		||  !is_name(ch->name, mlstr_mval(obj->short_descr)))
			continue;

		found = TRUE;
		for (in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj)
			;

		if (in_obj->carried_by != NULL)
			room = in_obj->carried_by->in_room;
		else
			room = in_obj->in_room;
		break;
	}

	if (!found || room == NULL)
		char_puts("Unluckily your corpse is devoured.\n", ch);
	else {
		char_from_room(ch);
		char_to_room(ch, room);
		do_look(ch,"auto");
	}
	return;
}