/***************************************************************************
 *  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.                                                  *
 ***************************************************************************/

/***************************************************************************
 *  God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard    *
 *  Woolcock.  This mud is NOT to be copied in whole or in part, or to be  *
 *  run without the permission of Richard Woolcock.  Nobody else has       *
 *  permission to authorise the use of this code.                          *
 ***************************************************************************/

/**************************************************************
 *  Myth Mud improvements ALL by David Spink aka Morglum.     *
 *  This mud is NOT to be copied in whole or in part! No one  *
 *  has the permission to authorise the use of this code.     *
 *  In order to use this code you MUST comply with the terms  *
 *  and conditions in 'license.myth' (as shipped).            *
 **************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"



/*
 * Local functions.
 */
void	say_spell	args( ( CHAR_DATA *ch, int sn ) );
void	improve_spl	args( ( CHAR_DATA *ch, int dtype, int sn ) );




/*
 * Improve ability at a certain spell type.  KaVir.
 */
void improve_spl( CHAR_DATA *ch, int dtype, int sn )
{
    char buf[MAX_INPUT_LENGTH];
    char bufskill[MAX_INPUT_LENGTH];
    char buftype[MAX_INPUT_LENGTH];
    int dice1;
    int dice2;

    dice1 = number_percent();
    dice2 = number_percent();
    if (ch->spl[dtype] >= 200 && !IS_MAGE(ch)) return;
    if (ch->spl[dtype] >= 240) return;
    if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) ch->spl[dtype] += 1;
    else return;

         if (ch->spl[dtype] == 1  ) sprintf(bufskill,"an apprentice of");
    else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at");
    else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at");
    else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at");
    else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at");
    else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at");
    else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at");
    else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at");
    else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at");
    else if (ch->spl[dtype] == 240) sprintf(bufskill,"the complete master of");
    else return;

         if (dtype == 0 ) sprintf(buftype,"purple");
    else if (dtype == 1 ) sprintf(buftype,"red");
    else if (dtype == 2 ) sprintf(buftype,"blue");
    else if (dtype == 3 ) sprintf(buftype,"green");
    else if (dtype == 4 ) sprintf(buftype,"yellow");
    else return;

    sprintf(buf,"You are now %s %s magic.\n\r",bufskill,buftype);
    ADD_COLOUR(ch,buf,WHITE);
    send_to_char(buf,ch);
    return;
}

bool is_obj( CHAR_DATA *ch )
{
    OBJ_DATA *obj;

    if ( ( obj = ch->pcdata->chobj ) == NULL )
    {
	send_to_char("Huh?\n\r",ch);
	return FALSE;
    }
    if ( obj->chobj == NULL || obj->chobj != ch )
    {
	send_to_char("Huh?\n\r",ch);
	return FALSE;
    }
    if (!IS_SET(ch->act,PLR_DEMON) && !IS_SET(ch->act,PLR_CHAMPION))
    {
	send_to_char("Huh?\n\r",ch);
	return FALSE;
    }
    if (!IS_SET(ch->pcdata->disc[O_POWERS], DEM_MAGIC))
    {
	send_to_char("You haven't been granted the gift of magic.\n\r",ch);
	return FALSE;
    }
    return TRUE;
}

/*
 * Lookup a skill by name.
 */
int skill_lookup( const char *name )
{
    int sn;

    for ( sn = 0; sn < MAX_SKILL; sn++ )
    {
	if ( skill_table[sn].name == NULL )
	    break;
	if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
	&&   !str_prefix( name, skill_table[sn].name ) )
	    return sn;
    }

    return -1;
}



/*
 * Lookup a skill by slot number.
 * Used for object loading.
 */
int slot_lookup( int slot )
{
    extern bool fBootDb;
    int sn;

    if ( slot <= 0 )
	return -1;

    for ( sn = 0; sn < MAX_SKILL; sn++ )
    {
	if ( slot == skill_table[sn].slot )
	    return sn;
    }

    if ( fBootDb )
    {
	bug( "Slot_lookup: bad slot %d.", slot );
	abort( );
    }

    return -1;
}

int sn_lookup( int sn )
{
    int num;

    if ( sn <= 0 || sn > MAX_SKILL )
	return 0;

    num = skill_table[sn].slot;

    return num;
}



/*
 * Utter mystical words for an sn.
 */
void say_spell( CHAR_DATA *ch, int sn )
{
    char buf  [MAX_STRING_LENGTH];
    char buf2 [MAX_STRING_LENGTH];
    char colour [MAX_STRING_LENGTH];
    char *pName;
    char *gtype;
    bool add_s;
    int iSyl;
    int length;

    struct syl_type
    {
	char *	old;
	char *	new;
    };

    static const struct syl_type syl_table[] =
    {
	{ " ",		" "		},
	{ "ar",		"abra"		},
	{ "au",		"kada"		},
	{ "bless",	"fido"		},
	{ "blind",	"nose"		},
	{ "bur",	"mosa"		},
	{ "cu",		"judi"		},
	{ "de",		"oculo"		},
	{ "en",		"unso"		},
	{ "light",	"dies"		},
	{ "lo",		"hi"		},
	{ "mor",	"zak"		},
	{ "move",	"sido"		},
	{ "ness",	"lacri"		},
	{ "ning",	"illa"		},
	{ "per",	"duda"		},
	{ "ra",		"gru"		},
	{ "re",		"candus"	},
	{ "son",	"sabru"		},
	{ "tect",	"infra"		},
	{ "tri",	"cula"		},
	{ "ven",	"nofo"		},
	{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
	{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
	{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
	{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
	{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
	{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
	{ "y", "l" }, { "z", "k" },
	{ "", "" }
    };

    buf[0]	= '\0';
    for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
    {
	for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
	{
	    if ( !str_prefix( syl_table[iSyl].old, pName ) )
	    {
		strcat( buf, syl_table[iSyl].new );
		break;
	    }
	}

	if ( length == 0 )
	    length = 1;
    }

    sprintf( buf2, "$n utters the words, '%s'.", buf );
    sprintf( buf,  "$n utters the words, '%s'.", skill_table[sn].name );

    if ( IS_EXTRA( ch, EXTRA_OSWITCH ) )
    {
	gtype = "blade";
	add_s = TRUE;
    }
    else if ( IS_HEAD( ch, LOST_EYE_L ) && IS_HEAD( ch, LOST_EYE_R ) )
    {
	gtype = "empty eye sockets";
	add_s = FALSE;
    }
    else if ( IS_HEAD( ch, LOST_EYE_L ) )
    {
	gtype = "right eye";
	add_s = TRUE;
    }
    else if ( IS_HEAD( ch, LOST_EYE_R ) )
    {
	gtype = "left eye";
	add_s = TRUE;
    }
    else
    {
	gtype = "eyes";
	add_s = FALSE;
    }
    if ( skill_table[sn].target == 0 )
    {
    	sprintf(colour,"$n's %s glow%s bright purple for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,MAGENTA);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your %s glow%s bright purple for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,MAGENTA);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 1 )
    {
    	sprintf(colour,"$n's %s glow%s bright red for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_RED);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your %s glow%s bright red for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_RED);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 2 )
    {
    	sprintf(colour,"$n's %s glow%s bright blue for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_BLUE);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your %s glow%s bright blue for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_BLUE);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 3 )
    {
    	sprintf(colour,"$n's %s glow%s bright green for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_GREEN);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your %s glow%s bright green for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,D_GREEN);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 4 )
    {
    	sprintf(colour,"$n's %s glow%s bright yellow for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,YELLOW);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your %s glow%s bright yellow for a moment.", gtype,
	    add_s ? "s" : "");
    	ADD_COLOUR(ch,colour,YELLOW);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    return;
}



/*
 * Compute a saving throw.
 * Negative apply's make saving throw better.
 */
bool saves_spell( int level, CHAR_DATA *victim )
{
    int save;
    int tsave;
    if (!IS_NPC(victim))
    {
	tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
		  victim->spl[3]+victim->spl[4] ) * 0.05;
    	save = 50 + ( tsave - level - victim->saving_throw ) * 5;
    }
    else
    	save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
    save = URANGE( 15, save, 85 );
    return number_percent( ) < save;
}



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

void do_cast( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    void *vo;
    int mana;
    int sn;

    /*
     * Switched NPC's can cast spells, but others can't.
     */
    if ( IS_NPC(ch) && ch->desc == NULL )
	return;

    /* Polymorphed players cannot cast spells */
    if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH) &&
	!IS_VAMPAFF(ch,VAM_DISGUISED))
    {
	if ( !is_obj(ch) )
	{
	    send_to_char( "You cannot cast spells in this form.\n\r", ch );
	    return;
	}
    }

    if ( IS_ITEMAFF(ch, ITEMA_REFLECT))
    {
	send_to_char( "You are unable to focus your spell.\n\r", ch );
	return;
    }

    target_name = one_argument( argument, arg1 );
    one_argument( target_name, arg2 );

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Cast which what where?\n\r", ch );
	return;
    }

    if ( ( sn = skill_lookup( arg1 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }
 /* Morglum : to stop peeps casting skills :) */
    if ( skill_lookup( arg1 ) == skill_lookup( "backstab"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "disarm"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "hide"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "hurl"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "kick"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "peek"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "pick lock"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "rescue"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "sneak"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "steal"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "punch"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "elbow"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "headbutt"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "sweep"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "knee"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "forked tongue"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "lashing tail"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "quill-like spines" )
    ||	 skill_lookup( arg1 ) == skill_lookup( "fastdraw"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "track"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "first aid"	)
    ||	 skill_lookup( arg1 ) == skill_lookup( "repair"		)
    ||	 skill_lookup( arg1 ) == skill_lookup( "spit of blood"	) )
    {
	send_to_char( "That is a skill, not a spell.\n\r", ch );
	return;
    }

    if ( ch->position < skill_table[sn].minimum_position )
    {
	if ( ch->move < 50 )
	{
	    send_to_char( "You can't concentrate enough.\n\r", ch );
	    return;
	}
	ch->move = ch->move - 50;
    }

    mana = IS_NPC(ch) ? 0 : UMAX(
	skill_table[sn].min_mana,
	100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) );

    /*
     * Locate targets.
     */
    victim	= NULL;
    obj		= NULL;
    vo		= NULL;

    switch ( skill_table[sn].target )
    {
    default:
	bug( "Do_cast: bad target for sn %d.", sn );
	return;

    case TAR_IGNORE:
	break;

    case TAR_CHAR_OFFENSIVE:
	if ( arg2[0] == '\0' )
	{
	    if ( ( victim = ch->fighting ) == NULL )
	    {
		send_to_char( "Cast the spell on whom?\n\r", ch );
		return;
	    }
	}
	else
	{
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	    {
		send_to_char( "They aren't here.\n\r", ch );
		return;
	    }
	}

	if ( ch == victim )
	    send_to_char( "Cast this on yourself? Ok...\n\r", ch );

	if ( IS_ITEMAFF(victim, ITEMA_REFLECT))
	{
	    send_to_char( "You are unable to focus your spell upon them.\n\r", ch );
	    return;
	}

	if (!IS_NPC(victim) && (!CAN_PK(ch) || IS_NEWBIE(ch) || !CAN_PK(victim)
	    || IS_NEWBIE(victim)) && (ch != victim))
	{
	    send_to_char( "You are unable to affect them.\n\r", ch );
	    return;
	}
	if ( !IS_NPC(ch) )
	{
	    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
	    {
		send_to_char( "You can't do that on your own follower.\n\r",
		    ch );
		return;
	    }
	}
	if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");

	vo = (void *) victim;
	break;

    case TAR_CHAR_DEFENSIVE:
	if ( arg2[0] == '\0' )
	{
	    victim = ch;
	}
	else
	{
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	    {
		send_to_char( "They aren't here.\n\r", ch );
		return;
	    }
	}

	if ( IS_ITEMAFF(victim, ITEMA_REFLECT))
	{
	    send_to_char( "You are unable to focus your spell upon them.\n\r", ch );
	    return;
	}
	vo = (void *) victim;
	break;

    case TAR_CHAR_SELF:
	if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) )
	{
	    send_to_char( "You cannot cast this spell on another.\n\r", ch );
	    return;
	}

	vo = (void *) ch;
	break;

    case TAR_OBJ_INV:
	if ( arg2[0] == '\0' )
	{
	    send_to_char( "What should the spell be cast upon?\n\r", ch );
	    return;
	}

	if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You are not carrying that.\n\r", ch );
	    return;
	}

	vo = (void *) obj;
	break;
    }

    if ( !IS_NPC(ch) && ch->mana < mana )
    {
	send_to_char( "You don't have enough mana.\n\r", ch );
	return;
    }

    if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
	say_spell( ch, sn );

    WAIT_STATE( ch, skill_table[sn].beats );

    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
    {
	send_to_char( "You lost your concentration.\n\r", ch );
	ch->mana -= mana / 2;
	improve_spl(ch,skill_table[sn].target,sn);
    }
    else
    {
	ch->mana -= mana;
	/* Check players ability at spell type for spell power...KaVir */
	if (IS_NPC(ch))
	    (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
	else
	{
	    (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*0.25), ch, vo );
	    improve_spl(ch,skill_table[sn].target,sn);
	}
    }

    if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
    &&   victim != ch
    &&   victim->master != ch
    &&	 victim->in_room != NULL
    &&	 !IS_SET( victim->in_room->room_flags, ROOM_SAFE ))
    {
	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;
	    }
	}
    }

    return;
}



/*
 * 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;

    if ( sn <= 0 )
	return;

    if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
    {
	bug( "Obj_cast_spell: bad sn %d.", sn );
	return;
    }

    switch ( skill_table[sn].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 )
	{
	    send_to_char( "You can't do that.\n\r", ch );
	    return;
	}
	if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_PEACE)) do_majesty(ch,"");
	vo = (void *) victim;
	break;

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

    case TAR_CHAR_SELF:
	vo = (void *) ch;
	break;

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

    target_name = "";
    (*skill_table[sn].spell_fun) ( sn, level, ch, vo );

    if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
    &&   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;
	    }
	}
    }

    return;
}



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

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
    dam = dice( level, 6 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_ACID) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_ACID) ) victim->hit = hp;
    update_pos(victim);
    return;
}



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

    if ( is_affected( victim, sn ) )
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    af.type      = sn;
    af.duration  = 24;
    af.modifier  = -20;
    af.location  = APPLY_AC;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    act( "$n is shrouded in a suit of translucent glowing armor.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are shrouded in a suit of translucent glowing armor.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( is_affected( victim, sn ) ) return;
    af.type      = sn;
    af.duration  = 6+level;
    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 );
    act( "$n is blessed.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You feel righteous.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim ) )
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    af.type      = sn;
    af.location  = APPLY_HITROLL;
    af.modifier  = -4;
    af.duration  = 1+level;
    af.bitvector = AFF_BLIND;
    affect_to_char( victim, &af );
    send_to_char( "You are blinded!\n\r", victim );
    if (!IS_NPC(victim))
	sprintf(buf,"%s is blinded!\n\r",victim->name);
    else
	sprintf(buf,"%s is blinded!\n\r",victim->short_descr);
    send_to_char(buf,ch);
    return;
}



void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	 4,
	 6,  8, 10, 12,	14,	17, 20, 23, 26, 29,
	29, 29, 30, 30,	31,	31, 32, 32, 33, 33,
	34, 34, 35, 35,	36,	36, 37, 37, 38, 38,
	39, 39, 40, 40,	41,	41, 42, 42, 43, 43,
	44, 44, 45, 45,	46,	46, 47, 47, 48, 48,
	50, 60, 70, 80,	90,	100,125,150,175,200
    };
    int dam;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim ) ) dam >>= 1;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit += dam;
    if (!IS_NPC(victim) && IS_VAMPIRE(victim) )
    	damage( ch, victim, (dam*2), sn );
    else
    	damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit = hp;
    else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && get_disc(victim,DISC_DAIMOINON) > 5)
	victim->hit = hp;
    else if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_auspice(victim,AUSPICE_AHROUN) > 4)
	victim->hit = hp;
    update_pos(victim);
    return;
}



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

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

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

    dam = dice(level/2, 8);

    send_to_char( "God's lightning strikes your foes!\n\r", ch );
    act( "$n calls God's 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 ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
	    {
		if (IS_ITEMAFF(vch, ITEMA_SHOCKSHIELD)) continue;
    		if ( saves_spell( level, vch ) )
		    dam /= 2;
    		hp = vch->hit;
		if (IS_IMMUNE(vch, IMM_LIGHTNING) ) vch->hit += dam;
    		damage( ch, vch, dam, sn );
		if (vch == NULL || vch->position == POS_DEAD) continue;
    		if (IS_IMMUNE(vch, IMM_LIGHTNING) ) vch->hit = hp;
	    }
	    continue;
	}

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




void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
    int dam = number_range(level,2*level);
    damage( ch, (CHAR_DATA *) vo, dam, sn );
    return;
}



void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
    int dam = number_range(4*level,8*level);
    damage( ch, (CHAR_DATA *) vo, dam, sn );
    return;
}



void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
    int dam = number_range(2*level,4*level);
    damage( ch, (CHAR_DATA *) vo, dam, sn );
    return;
}



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

    return;
    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = 10 * level;
    af.location  = APPLY_SEX;
    do
    {
	af.modifier  = number_range( 0, 2 ) - victim->sex;
    }
    while ( af.modifier == 0 );
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel different.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

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

    if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    /* I don't want people charming ghosts and stuff - KaVir */
    if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    if ( IS_AFFECTED(victim, AFF_CHARM)
    ||   IS_AFFECTED(ch, AFF_CHARM)
    ||   level < victim->level
    ||   saves_spell( level, victim ) )
	return;

    if ( victim->master )
	stop_follower( victim );
    add_follower( victim, ch );
    af.type      = sn;
    af.duration  = number_fuzzy( level / 4 );
    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 )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
    bool no_dam = FALSE;
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	 9,
	10, 10, 10, 11, 11,	12, 12, 13, 13, 13,
	14, 14, 14, 15, 15,	15, 16, 16, 16, 17,
	17, 17, 18, 18, 18,	19, 19, 19, 20, 20,
	20, 21, 21, 21, 22,	22, 22, 23, 23, 23,
	24, 24, 24, 25, 25,	25, 26, 26, 26, 27,
	30, 40, 50, 60, 70,	80, 90,100,110,120
    };
    AFFECT_DATA af;
    int dam;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD) ) no_dam = TRUE;
    if ( !no_dam && (!saves_spell( level, victim ) ||
	  IS_NPC(victim) || !IS_VAMPIRE(victim) ) )
    {
	af.type      = sn;
	af.duration  = 6;
	af.location  = APPLY_STR;
	af.modifier  = -1;
	af.bitvector = 0;
	affect_join( victim, &af );
    }
    else
    {
	dam /= 2;
    }

    hp = victim->hit;
    if (no_dam) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (no_dam) victim->hit = hp;
    return;
}



void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	10,
	15, 15, 15, 15, 15,	20, 20, 20, 20, 20,
	30, 35, 40, 45, 50,	55, 55, 55, 56, 57,
	58, 58, 59, 60, 61,	61, 62, 63, 64, 64,
	65, 66, 67, 67, 68,	69, 70, 70, 71, 72,
	73, 73, 74, 75, 76,	76, 77, 78, 79, 79,
	85, 95,110,125,150,	175,200,250,300,350
    };
    int dam;

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2,  dam_each[level] * 2 );
    if ( saves_spell( level, victim ) )
	dam /= 2;

    damage( ch, victim, dam, sn );
    return;
}



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

    light = create_object( 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 )
{
    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
	send_to_char ("Do you want it to get better or worse?\n\r", ch );

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



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

    mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
    mushroom->value[0] = 5 + 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_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *spring;

    if (!IS_NPC(ch) && IS_VAMPIRE(ch))
    	spring = create_object( get_obj_index( OBJ_VNUM_BLOOD_SPRING ), 0 );
    else
    	spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
    spring->timer = (level << 2) + 30;
    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 )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    int water;

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

    if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
    {
	send_to_char( "It contains some other liquid.\n\r", 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 ) )
	{
	    char buf[MAX_STRING_LENGTH];

	    sprintf( buf, "%s water", obj->name );
	    free_string( obj->name );
	    obj->name = str_dup( buf );
	}
	act( "$p is filled.", ch, obj, NULL, TO_CHAR );
    }

    return;
}



void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( !is_affected( victim, gsn_blindness ) )
	return;
    affect_strip( victim, gsn_blindness );
    send_to_char( "Your vision returns!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    heal = number_range(4*level,8*level);
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    heal = number_range(level,2*level);
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( is_affected( victim, gsn_poison ) )
    {
	affect_strip( victim, gsn_poison );
	act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
	send_to_char( "A warm feeling runs through your body.\n\r", victim );
	send_to_char( "Ok.\n\r", ch );
    }
    return;
}



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

    heal = number_range(2*level,4*level);
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) )
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    af.type      = sn;
    af.duration  = 4*level;
    af.location  = APPLY_HITROLL;
    af.modifier  = -1;
    af.bitvector = AFF_CURSE;
    affect_to_char( victim, &af );

    af.location  = APPLY_SAVING_SPELL;
    af.modifier  = 1;
    affect_to_char( victim, &af );

    send_to_char( "You feel unclean.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_EVIL;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_DETECT_HIDDEN;
    affect_to_char( victim, &af );
    send_to_char( "Your awareness improves.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_INVIS;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_MAGIC;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

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

    return;
}



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

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

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if ( IS_GOOD(victim) )
    {
	act( "God 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;
    }

    dam = dice( level, 4 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



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

    if ( victim != ch &&
	(saves_spell( level, victim ) || level < victim->level) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	if (ch != victim)
	{
	    send_to_char("Nothing happens.\n\r",ch);
	    return;
	}
    }

    if ( !(victim->affected) )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    while (victim->affected)
	affect_remove(victim,victim->affected);

    if ( ch == victim )
    {
    	act("You remove all magical affects from yourself.",ch,NULL,victim,TO_CHAR);
    	act("$n has removed all magical affects from $mself.",ch,NULL,victim,TO_NOTVICT);
    }
    else
    {
    	act("You remove all magical affects from $N.",ch,NULL,victim,TO_CHAR);
    	act("$n has removed all magical affects from $N.",ch,NULL,victim,TO_NOTVICT);
    	act("$n has removed all magical affects from you.",ch,NULL,victim,TO_VICT);
    }

    return;
}



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

    send_to_char( "The earth trembles beneath your feet!\n\r", 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 ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
		damage( ch, vch, level + dice(2, 8), sn );
	    continue;
	}

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

    return;
}



void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    AFFECT_DATA *paf;

    if ( obj->item_type != ITEM_WEAPON
    ||   IS_SET(obj->quest, QUEST_ENCHANTED)
    ||   IS_SET(obj->quest, QUEST_ARTIFACT)
    ||   IS_SET(obj->quest, QUEST_RELIC)
    ||   obj->chobj != NULL )
    {
	send_to_char("You are unable to enchant this weapon.\n\r",ch);
	return;
    }

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }
    paf->type		= -1;
    paf->duration	= -1;
    paf->location	= APPLY_HITROLL;
    paf->modifier	= level / 5;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }
    paf->type		= -1;
    paf->duration	= -1;
    paf->location	= APPLY_DAMROLL;
    paf->modifier	= level / 10;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

    if ( IS_GOOD(ch) )
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
	SET_BIT(obj->quest, QUEST_ENCHANTED);
	act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
	act( "$p glows blue.", ch, obj, NULL, TO_ROOM );
    }
    else if ( IS_EVIL(ch) )
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
	SET_BIT(obj->quest, QUEST_ENCHANTED);
	act( "$p glows red.", ch, obj, NULL, TO_CHAR );
	act( "$p glows red.", ch, obj, NULL, TO_ROOM );
    }
    else
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
	SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
	SET_BIT(obj->quest, QUEST_ENCHANTED);
	act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
	act( "$p glows yellow.", ch, obj, NULL, TO_ROOM );
    }
    return;
}



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

    if ( saves_spell( level, victim ) )
	return;

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    if ( !IS_HERO(ch) && !IS_DEMON(ch) )
        ch->alignment = UMAX(-1000, ch->alignment - 200);

    if ( victim->level <= 2 )
    {
	dam		 = ch->hit + 1;
    }
    else
    {
	dam		 = dice(1, level);
    	if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN) )
	{
	    victim->mana	-= number_range(1,10);
	    if (victim->mana < 0) victim->mana = 0;
	    victim->move	-= number_range(1,10);
	    if (victim->move < 0) victim->move = 0;
	    ch->hit		+= dam;
	    if (ch->hit > (2*ch->max_hit))
	    	ch->hit = (2 * ch->max_hit);
	}
    }

    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_DRAIN) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_DRAIN) ) victim->hit = hp;
    if (!IS_NPC(ch) && ch != victim) do_beastlike(ch,"");

    return;
}



void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	 20,
	 20,  20,  20,  20,  20,	 25,  25,  25,  25,  25,
	 30,  30,  30,  30,  30,	 35,  40,  45,  50,  55,
	 60,  65,  70,  75,  80,	 82,  84,  86,  88,  90,
	 92,  94,  96,  98, 100,	102, 104, 106, 108, 110,
	112, 114, 116, 118, 120,	122, 124, 126, 128, 130,
	150, 200, 250, 300, 400,	500, 650, 750, 850,1000
    };
    int dam;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit += dam<<1;
    if (!IS_NPC(victim) && IS_VAMPIRE(victim) )
    	damage( ch, victim, (dam<<1), sn );
    else
    	damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit = hp;
    else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && get_disc(victim,DISC_DAIMOINON) > 5)
	victim->hit = hp;
    else if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_auspice(victim,AUSPICE_AHROUN) > 4)
	victim->hit = hp;
    update_pos(victim);
    return;
}



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

    if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    dam = dice(6, 8);
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit += dam;
    if (!IS_NPC(victim) && IS_VAMPIRE(victim) )
    	damage( ch, victim, (dam*2), sn );
    else
    	damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit = hp;
    else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && get_disc(victim,DISC_DAIMOINON) > 5)
	victim->hit = hp;
    else if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_auspice(victim,AUSPICE_AHROUN) > 4)
	victim->hit = hp;
    update_pos(victim);
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_AC;
    af.modifier  = 2 * level;
    af.bitvector = AFF_FAERIE_FIRE;
    affect_to_char( victim, &af );
    send_to_char( "You are surrounded by a pink outline.\n\r", victim );
    act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
    return;
}



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

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

    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
    {
	if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
	    continue;

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

	affect_strip ( ich, gsn_invis			);
	affect_strip ( ich, gsn_mass_invis		);
	affect_strip ( ich, gsn_sneak			);
	REMOVE_BIT   ( ich->affected_by, AFF_HIDE	);
	REMOVE_BIT   ( ich->affected_by, AFF_INVISIBLE	);
	REMOVE_BIT   ( ich->affected_by, AFF_SNEAK	);
	act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
	send_to_char( "You are revealed!\n\r", ich );
    }

    return;
}



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

    if ( IS_AFFECTED(victim, AFF_FLYING) )
	return;
    af.type      = sn;
    af.duration  = level + 3;
    af.location  = 0;
    af.modifier  = 0;
    af.bitvector = AFF_FLYING;
    affect_to_char( victim, &af );
    send_to_char( "You rise up off the ground.\n\r", victim );
    act( "$n rises up off the ground.", victim, NULL, NULL, TO_ROOM );
    return;
}



void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),
	ch->in_room );
    return;
}



/*
 * Spell for mega1.are from Glop/Erkenbrand.
 */
void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    dam = number_range( 25, 100 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



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

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = 1 + (level >= 18) + (level >= 25);
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel stronger.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    dam = number_range(4*level,8*level);
    if ( saves_spell( level, victim ) )
	dam = UMIN( 50, dam * 0.25 );
    dam = UMIN( 100, dam );
    damage( ch, victim, dam, sn );
    return;
}



void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int heal = number_range(8*level,16*level);
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "A warm feeling fills your body.\n\r", victim );
    if (ch == victim)
	act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
    else
	act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



/*
 * Spell for mega1.are from Glop/Erkenbrand.
 */
void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    dam = number_range( 30, 120 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    char buf[MAX_STRING_LENGTH];
    AFFECT_DATA *paf;
    int itemtype;

    act("You examine $p carefully.",ch,obj,NULL,TO_CHAR);
    act("$n examines $p carefully.",ch,obj,NULL,TO_ROOM);

    sprintf( buf,
	"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d.\n\r",

	obj->name,
	item_type_name( obj->item_type ),	/* OLC */
	extra_bit_name( obj->extra_flags ),
	obj->weight,
	obj->cost
	);
    send_to_char( buf, ch );

    if (obj->points > 0 && obj->item_type != ITEM_QUEST
	 && obj->item_type != ITEM_PAGE && obj->item_type != ITEM_ETOKEN )
    {
	sprintf( buf, "Quest point value is %d.\n\r", obj->points );
	send_to_char( buf, ch );
    }
    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
	obj->questowner != NULL && strlen(obj->questowner) > 1 &&
	obj->item_type != ITEM_CORPSE_NPC &&
	obj->item_type != ITEM_CORPSE_PC)
    {
	sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
	send_to_char( buf, ch );
    }
    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
	obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
    {
	sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
	send_to_char( buf, ch );
    }
    else if (obj->questowner != NULL && strlen(obj->questowner) > 1 &&
	obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
    {
	sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
	send_to_char( buf, ch );
    }

    if (obj->item_type != ITEM_PAGE)
    {
	if (IS_SET(obj->quest, QUEST_ENCHANTED))
	    send_to_char( "This item has been enchanted.\n\r", ch );
	if (IS_SET(obj->quest, QUEST_BLOODAGONY))
	    send_to_char( "This weapon is dripping with Kindred blood.\n\r", ch );
	if (IS_SET(obj->quest, QUEST_SPELLPROOF))
	    send_to_char( "This item is resistant to offensive spells.\n\r", ch );
	if (IS_SET(obj->spectype, SITEM_DEMONIC))
	{
	    if ( IS_SET(obj->extra_flags, ITEM_ANTI_EVIL) )
		send_to_char( "This item is crafted from angelsteel.\n\r", ch );
	    else
		send_to_char( "This item is crafted from demonsteel.\n\r", ch );
	}
	else if (IS_SET(obj->spectype, SITEM_SILVER))
	    send_to_char( "This item is crafted from gleaming silver.\n\r", ch );
    }

    switch ( obj->item_type )
    {
    case ITEM_PILL:
    case ITEM_SCROLL:
    case ITEM_POTION:
	sprintf( buf, "Level %d spells of:", obj->value[0] );
	send_to_char( buf, ch );

	if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[1]].name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[2]].name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[3]].name, ch );
	    send_to_char( "'", ch );
	}

	send_to_char( ".\n\r", ch );
	break;

    case ITEM_QUEST:
	sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	break;

    case ITEM_ETOKEN:
	sprintf( buf, "Energy point value is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	break;

    case ITEM_QUESTCARD:
	sprintf( buf, "Quest completion reward is %d quest points.\n\r", obj->level );
	send_to_char( buf, ch );
	break;

    case ITEM_WAND:
    case ITEM_STAFF:
	sprintf( buf, "Has %d(%d) charges of level %d",
	    obj->value[1], obj->value[2], obj->value[0] );
	send_to_char( buf, ch );

	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[3]].name, ch );
	    send_to_char( "'", ch );
	}

	send_to_char( ".\n\r", ch );
	break;

    case ITEM_WEAPON:
	sprintf( buf, "Damage is %d to %d (average %d).\n\r",
	    obj->value[1], obj->value[2],
	    ( obj->value[1] + obj->value[2] ) / 2 );
	send_to_char( buf, ch );

	if (obj->value[0] >= 1000)
	    itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
	else
	    itemtype = obj->value[0];

	if (itemtype > 0)
	{
	    if (obj->level < 10)
		sprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 20)
		sprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 30)
		sprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 40)
		sprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 50)
		sprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level > 50)
		sprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr));
	    else
		sprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
	    send_to_char(buf,ch);
	}

	if (itemtype == 1)
	    sprintf (buf, "This weapon is dripping with corrosive acid.\n\r");
	else if (itemtype == 4)
	    sprintf (buf, "This weapon radiates an aura of darkness.\n\r");
	else if (itemtype == 30)
	    sprintf (buf, "This ancient relic is the bane of all evil.\n\r");
	else if (itemtype == 34)
	    sprintf (buf, "This vampiric weapon drinks the souls of its victims.\n\r");
	else if (itemtype == 37)
	    sprintf (buf, "This weapon has been tempered in hellfire.\n\r");
	else if (itemtype == 48)
	    sprintf (buf, "This weapon crackles with sparks of lightning.\n\r");
	else if (itemtype == 53)
	    sprintf (buf, "This weapon is dripping with a dark poison.\n\r");
	else if (itemtype > 0)
	    sprintf (buf, "This weapon has been imbued with the power of %s.\n\r",skill_table[itemtype].name);
	if (itemtype > 0)
	    send_to_char( buf, ch );

	if (obj->value[0] >= 1000)
	    itemtype = obj->value[0] / 1000;
	else
	    break;

	if (itemtype == 4)
	    sprintf (buf, "This weapon radiates an aura of darkness.\n\r");
	else if (itemtype == 27 || itemtype == 2)
	    sprintf (buf, "This weapon allows the wielder to see invisible things.\n\r");
	else if (itemtype == 39 || itemtype == 3)
	    sprintf (buf, "This weapon grants the power of flight.\n\r");
	else if (itemtype == 45 || itemtype == 1)
	    sprintf (buf, "This weapon allows the wielder to see in the dark.\n\r");
	else if (itemtype == 46 || itemtype == 5)
	    sprintf (buf, "This weapon renders the wielder invisible to the human eye.\n\r");
	else if (itemtype == 52 || itemtype == 6)
	    sprintf (buf, "This weapon allows the wielder to walk through solid doors.\n\r");
	else if (itemtype == 54 || itemtype == 7)
	    sprintf (buf, "This holy weapon protects the wielder from evil.\n\r");
	else if (itemtype == 57 || itemtype == 8)
	    sprintf (buf, "This ancient weapon protects the wielder in combat.\n\r");
	else if (itemtype == 9)
	    sprintf (buf, "This crafty weapon allows the wielder to walk in complete silence.\n\r");
	else if (itemtype == 10)
	    sprintf (buf, "This powerful weapon surrounds its wielder with a shield of lightning.\n\r");
	else if (itemtype == 11)
	    sprintf (buf, "This powerful weapon surrounds its wielder with a shield of fire.\n\r");
	else if (itemtype == 12)
	    sprintf (buf, "This powerful weapon surrounds its wielder with a shield of ice.\n\r");
	else if (itemtype == 13)
	    sprintf (buf, "This powerful weapon surrounds its wielder with a shield of acid.\n\r");
	else if (itemtype == 14)
	    sprintf (buf, "This weapon protects its wielder from clan DarkBlade guardians.\n\r");
	else if (itemtype == 15)
	    sprintf (buf, "This ancient weapon surrounds its wielder with a shield of chaos.\n\r");
	else if (itemtype == 16)
	    sprintf (buf, "This ancient weapon regenerates the wounds of its wielder.\n\r");
	else if (itemtype == 17)
	    sprintf (buf, "This ancient weapon allows its wielder to move at supernatural speed.\n\r");
	else if (itemtype == 18)
	    sprintf (buf, "This razor sharp weapon can slice through armour without difficulty.\n\r");
	else if (itemtype == 19)
	    sprintf (buf, "This ancient weapon protects its wearer from player attacks.\n\r");
	else if (itemtype == 20)
	    sprintf (buf, "This ancient weapon surrounds its wielder with a shield of darkness.\n\r");
	else if (itemtype == 21)
	    sprintf (buf, "This ancient weapon grants superior protection to its wielder.\n\r");
	else if (itemtype == 22)
	    sprintf (buf, "This ancient weapon grants its wielder supernatural vision.\n\r");
	else if (itemtype == 23)
	    sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
	else if (itemtype == 24)
	    sprintf (buf, "This ancient weapon conceals its wielder from sight.\n\r");
	else if (itemtype == 25)
	    sprintf (buf, "This ancient weapon invokes the power of the beast.\n\r");
	else
	    sprintf (buf, "This item is bugged...please report it.\n\r");
	if (itemtype > 0)
	    send_to_char( buf, ch );
	break;

    case ITEM_ARMOR:
	sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	if (obj->value[3] < 1)
	    break;
	if (obj->value[3] == 4)
	    sprintf (buf, "This object radiates an aura of darkness.\n\r");
	else if (obj->value[3] == 27 || obj->value[3] == 2)
	    sprintf (buf, "This item allows the wearer to see invisible things.\n\r");
	else if (obj->value[3] == 39 || obj->value[3] == 3)
	    sprintf (buf, "This object grants the power of flight.\n\r");
	else if (obj->value[3] == 45 || obj->value[3] == 1)
	    sprintf (buf, "This item allows the wearer to see in the dark.\n\r");
	else if (obj->value[3] == 46 || obj->value[3] == 5)
	    sprintf (buf, "This object renders the wearer invisible to the human eye.\n\r");
	else if (obj->value[3] == 52 || obj->value[3] == 6)
	    sprintf (buf, "This object allows the wearer to walk through solid doors.\n\r");
	else if (obj->value[3] == 54 || obj->value[3] == 7)
	    sprintf (buf, "This holy relic protects the wearer from evil.\n\r");
	else if (obj->value[3] == 57 || obj->value[3] == 8)
	    sprintf (buf, "This ancient relic protects the wearer in combat.\n\r");
	else if (obj->value[3] == 9)
	    sprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r");
	else if (obj->value[3] == 10)
	    sprintf (buf, "This powerful item surrounds its wearer with a shield of lightning.\n\r");
	else if (obj->value[3] == 11)
	    sprintf (buf, "This powerful item surrounds its wearer with a shield of fire.\n\r");
	else if (obj->value[3] == 12)
	    sprintf (buf, "This powerful item surrounds its wearer with a shield of ice.\n\r");
	else if (obj->value[3] == 13)
	    sprintf (buf, "This powerful item surrounds its wearer with a shield of acid.\n\r");
	else if (obj->value[3] == 14)
	    sprintf (buf, "This object protects its wearer from clan DarkBlade guardians.\n\r");
	else if (obj->value[3] == 15)
	    sprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r");
	else if (obj->value[3] == 16)
	    sprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r");
	else if (obj->value[3] == 17)
	    sprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r");
	else if (obj->value[3] == 18)
	    sprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r");
	else if (obj->value[3] == 19)
	    sprintf (buf, "This powerful item protects its wearer from player attacks.\n\r");
	else if (obj->value[3] == 20)
	    sprintf (buf, "This ancient item surrounds its wearer with a shield of darkness.\n\r");
	else if (obj->value[3] == 21)
	    sprintf (buf, "This ancient item grants superior protection to its wearer.\n\r");
	else if (obj->value[3] == 22)
	    sprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r");
	else if (obj->value[3] == 23)
	    sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
	else if (obj->value[3] == 24)
	    sprintf (buf, "This ancient item conceals its wearer from sight.\n\r");
	else if (obj->value[3] == 25)
	    sprintf (buf, "This ancient item invokes the power of the beast.\n\r");
	else
	    sprintf (buf, "This item is bugged...please report it.\n\r");
	if (obj->value[3] > 0)
	    send_to_char( buf, ch );
	break;
    }

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
	{
	    sprintf( buf, "%s %d.\n\r",
		affect_loc_name( paf->location ), paf->modifier );
	    send_to_char( buf, ch );
	}
    }

    for ( paf = obj->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
	{
	    sprintf( buf, "%s %d.\n\r",
		affect_loc_name( paf->location ), paf->modifier );
	    send_to_char( buf, ch );
	}
    }

    return;
}



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

    if ( IS_AFFECTED(victim, AFF_INFRARED) )
	return;
    act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
    af.type      = sn;
    af.duration  = 2 * level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_INFRARED;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes glow red.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
	return;

    act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_INVISIBLE;
    affect_to_char( victim, &af );
    send_to_char( "You fade out of existence.\n\r", victim );
/*
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
*/
    return;
}



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

    ap = victim->alignment;

         if ( ap >  700 ) msg = "$N has an aura as white as the driven snow.";
    else if ( ap >  350 ) msg = "$N is of excellent moral character.";
    else if ( ap >  100 ) msg = "$N is often kind and thoughtful.";
    else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
    else if ( ap > -350 ) msg = "$N lies to $S friends.";
    else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
    else msg = "I'd rather just not say anything at all about $N.";

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



void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	10,
	15, 15, 15, 20, 20,	25, 25, 25, 25, 28,
	31, 34, 37, 40, 40,	41, 42, 42, 43, 44,
	44, 45, 46, 46, 47,	48, 48, 49, 50, 50,
	51, 52, 52, 53, 54,	54, 55, 56, 56, 57,
	58, 58, 59, 60, 60,	61, 62, 62, 63, 64,
	70, 80, 90,120,150,	200,250,300,350,400
    };
    int dam;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit = hp;
    return;
}



void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    bool found;

    found = FALSE;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
	    continue;

	found = TRUE;

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

	if ( in_obj->carried_by != NULL )
	{
	    sprintf( buf, "%s carried by %s.\n\r",
		obj->short_descr, PERS(in_obj->carried_by, ch) );
	}
	else
	{
	    sprintf( buf, "%s in %s.\n\r",
		obj->short_descr, in_obj->in_room == NULL
		    ? "somewhere" : in_obj->in_room->name );
	}

	buf[0] = UPPER(buf[0]);
	send_to_char( buf, ch );
    }

    if ( !found )
	send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );

    return;
}



void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_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,
	15, 20, 25, 30, 35,	40, 45, 55, 65, 75
    };
    int dam;

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    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_INVISIBLE) )
	    continue;
	act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
	send_to_char( "You slowly fade out of existence.\n\r", gch );
	af.type      = sn;
	af.duration  = 24;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_INVISIBLE;
	affect_to_char( gch, &af );
    }
    send_to_char( "Ok.\n\r", ch );

    return;
}



void spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char( "That's not a spell!\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
	return;
    af.type      = sn;
    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 );
    send_to_char( "You turn translucent.\n\r", victim );
    return;
}



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

    /* Ghosts cannot be poisoned - KaVir */
    if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return;
    if ( !IS_NPC(victim) && IS_VAMPIRE(victim) ) return;
    if ( !IS_NPC( victim ) && IS_WEREWOLF( victim )
    &&	 get_tribe( victim, TRIBE_FIANNA ) > 2 ) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
	return;

    if ( saves_spell( level, victim ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = 0 - number_range(1,3);
    af.bitvector = AFF_POISON;
    affect_join( victim, &af );
    send_to_char( "You feel very sick.\n\r", victim );
    if ( ch == victim ) return;
    if (!IS_NPC(victim))
	sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name);
    else
	sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
    send_to_char(buf,ch);
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_PROTECT) )
	return;
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_PROTECT;
    affect_to_char( victim, &af );
    send_to_char( "You feel protected.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->move = UMIN( victim->move + 100, victim->max_move );
    act("$n looks less tired.",victim,NULL,NULL,TO_ROOM);
    send_to_char( "You feel less tired.\n\r", victim );
    if (!IS_NPC(victim) && victim->sex == SEX_MALE &&
	victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
	victim->pcdata->stage[2] = 0;
    return;
}



void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
    char       arg [MAX_INPUT_LENGTH];

    one_argument( target_name, arg );

    if ( arg[0] == '\0')
    {
	send_to_char( "Remove curse on what?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, target_name ) ) != NULL )
    {
	if ( is_affected( victim, gsn_curse ) )
    	{
	    affect_strip( victim, gsn_curse );
	    send_to_char( "You feel better.\n\r", victim );
	    if ( ch != victim )
		send_to_char( "Ok.\n\r", ch );
	}
	return;
    }
    if ( ( obj = get_obj_carry( ch, arg ) ) != NULL )
    {
	if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
	{
	    REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
	    act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
	}
	else if ( IS_SET(obj->extra_flags, ITEM_NODROP) )
	{
	    REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
	    act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
	}
	return;
    }
    send_to_char( "No such creature or object to remove curse on.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
	return;
    af.type      = sn;
    af.duration  = number_fuzzy( level / 8 );
    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 );
    send_to_char( "You are surrounded by a white aura.\n\r", victim );
    return;
}



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

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = 8 + level;
    af.location  = APPLY_AC;
    af.modifier  = -20;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are surrounded by a force shield.\n\r", victim );
    return;
}



void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const int dam_each[] =
    {
	10,
	10, 10, 15, 15, 15,	20, 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,
	60, 70, 85,100,125,	150,175,200,225,300
    };
    int dam;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit = hp;
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_SLEEP)
    ||   level < victim->level
    || ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLEEP) )
    || (  IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
    || ( !IS_NPC(victim) && IS_VAMPIRE(victim) )
    ||   saves_spell( level, victim ) )
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    af.type      = sn;
    af.duration  = 4 + level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_SLEEP;
    affect_join( victim, &af );

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

    return;
}



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

    if ( is_affected( ch, sn ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_AC;
    af.modifier  = -40;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "Your skin turns to stone.\n\r", victim );
    return;
}



void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim;
    CHAR_DATA *mount;

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   victim->in_room == NULL
    ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   victim->level >= level + 3
    ||   victim->fighting != NULL
    ||   victim->in_room->area != ch->in_room->area
    ||   (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    ||   (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
    ||   (IS_NPC(victim) && saves_spell( level, victim ) ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    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!", victim, NULL, ch,   TO_CHAR );
    do_look( victim, "auto" );
    if ( (mount = victim->mount) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, get_room_index(victim->in_room->vnum) );
    do_look( mount, "auto" );
    return;
}



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

    if ( victim->in_room == NULL
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
    || ( !IS_NPC(ch) && victim->fighting != NULL )
    || ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    || ( victim != ch
    && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    for ( ; ; )
    {
	to_room = number_range( 0, 65535 );
	pRoomIndex = get_room_index( to_room );
	if ( pRoomIndex != NULL )
	if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
	&&   !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
	&&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
	&&   to_room != 30008 && to_room != 30002 )
	    break;
    }

    act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
    char_from_room( victim );
    char_to_room( victim, pRoomIndex );
    act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
    do_look( victim, "auto" );
    if ( (mount = ch->mount) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, ch->in_room );
    do_look( mount, "auto" );
    return;
}



void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    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 '%s'.\n\r",              speaker, target_name );
    sprintf( buf2, "Someone makes %s say '%s'.\n\r", 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 ) )
	    send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch );
    }

    return;
}



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

    if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
	return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    af.type      = sn;
    af.duration  = level / 2;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel weaker.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



/*
 * This is for muds that _want_ scrolls of recall.
 * Ick.
 */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
    do_recall( (CHAR_DATA *) vo, "" );
    return;
}



/*
 * NPC spells.
 */
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
    {
	for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
	{
	    int iWear;

	    obj_next = obj_lose->next_content;

	    if ( number_bits( 2 ) != 0 )
		continue;

	    if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
	    switch ( obj_lose->item_type )
	    {
	    case ITEM_ARMOR:
		if ( obj_lose->value[0] > 0 )
		{
		    act( "$p is pitted and etched!",
			victim, obj_lose, NULL, TO_CHAR );
		    if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
			victim->armor -= apply_ac( obj_lose, iWear );
		    obj_lose->value[0] -= 1;
		    obj_lose->cost      = 0;
		    if ( iWear != WEAR_NONE )
			victim->armor += apply_ac( obj_lose, iWear );
		}
		break;

	    case ITEM_CONTAINER:
		act( "$p fumes and dissolves!",
		    victim, obj_lose, NULL, TO_CHAR );
		extract_obj( obj_lose );
		break;
	    }
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( level, victim ) )
	dam >>= 1;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_ACID) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_ACID) ) victim->hit = hp;
    return;
}



void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
    {
	for ( obj_lose = victim->carrying; obj_lose != NULL;
	obj_lose = obj_next )
	{
	    char *msg;

	    obj_next = obj_lose->next_content;
	    if ( number_bits( 2 ) != 0 )
		continue;

	    if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
	    switch ( obj_lose->item_type )
	    {
	    	default:             continue;
	    	case ITEM_CONTAINER: msg = "$p ignites and burns!";   break;
	    	case ITEM_POTION:    msg = "$p bubbles and boils!";   break;
	    	case ITEM_SCROLL:    msg = "$p crackles and burns!";  break;
	    	case ITEM_STAFF:     msg = "$p smokes and chars!";    break;
	    	case ITEM_WAND:      msg = "$p sparks and sputters!"; break;
	   	case ITEM_FOOD:      msg = "$p blackens and crisps!"; break;
	    	case ITEM_PILL:      msg = "$p melts and drips!";     break;
	    }

	    act( msg, victim, obj_lose, NULL, TO_CHAR );
	    extract_obj( obj_lose );
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit += dam;
    if (!IS_NPC(victim) && IS_VAMPIRE(victim) )
    	damage( ch, victim, (dam*2), sn );
    else
    	damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_HEAT) ) victim->hit = hp;
    else if (!IS_NPC(victim) && IS_VAMPIRE(victim) && get_disc(victim,DISC_DAIMOINON) > 5)
	victim->hit = hp;
    else if (!IS_NPC(victim) && IS_WEREWOLF(victim) && get_auspice(victim,AUSPICE_AHROUN) > 4)
	victim->hit = hp;
    update_pos(victim);
    return;
}



void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;
    int hp;

    if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
    {
	for ( obj_lose = victim->carrying; obj_lose != NULL;
	obj_lose = obj_next )
	{
	    char *msg;

	    obj_next = obj_lose->next_content;
	    if ( number_bits( 2 ) != 0 )
		continue;

	    if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
	    switch ( obj_lose->item_type )
	    {
	    	default:            continue;
	    	case ITEM_CONTAINER:
	    	case ITEM_DRINK_CON:
	    	case ITEM_POTION:   msg = "$p freezes and shatters!"; break;
	    }

	    act( msg, victim, obj_lose, NULL, TO_CHAR );
	    extract_obj( obj_lose );
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    if (!IS_NPC(victim) && IS_VAMPIRE(victim) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_COLD) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_COLD) ) victim->hit = hp;
    return;
}



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

    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
    {
	vch_next = vch->next_in_room;
	if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
	{
	    hpch = UMAX( 10, ch->hit );
	    dam  = number_range( hpch/16+1, hpch/8 );
	    if ( saves_spell( level, vch ) )
		dam *= 0.5;
	    damage( ch, vch, dam, sn );
	}
    }
    return;
}



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

    if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    hpch = UMAX( 10, ch->hit );
    dam = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( level, victim ) )
	dam /= 2;
    hp = victim->hit;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit += dam;
    damage( ch, victim, dam, sn );
    if (victim == NULL || victim->position == POS_DEAD) return;
    if (IS_IMMUNE(victim, IMM_LIGHTNING) ) victim->hit = hp;
    return;
}

/* Extra spells written by KaVir. */

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

    if (IS_NPC(ch)) return;

    if (ch->pcdata->followers > 4)
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    ch->pcdata->followers++;

    victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
    victim->level = level;
    victim->hit = 100*level;
    victim->max_hit = 100*level;
    victim->hitroll = level;
    victim->damroll = level;
    victim->armor = 100 - (level*7);

    free_string(victim->lord);
    victim->lord = str_dup(ch->name);

    strcpy(buf,"Come forth, creature of darkness, and do my bidding!");
    do_say( ch, buf );

    send_to_char( "A demon bursts from the ground and bows before you.\n\r",ch );
    act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM );

    char_to_room( victim, ch->in_room );

    add_follower( victim, ch );
    af.type      = sn;
    af.duration  = 666;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_CHARM;
    affect_to_char( victim, &af );
    return;
}

/* Shim-mod 17/04/98 : New soulblade spell (random effects) */
void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA    *obj = (OBJ_DATA *) vo;
    char buf     [MAX_STRING_LENGTH];
    char wpnname [MAX_INPUT_LENGTH];
    int weapontype;
    int weaponmagic;
    int armourmagic;
    int value_three = 0;

    weapontype = number_range(1,12);
    weaponmagic = number_range(1,9);
    armourmagic = number_range(1,12);

    if (weapontype == 10)
	weapontype = 3;
/*
    if (IS_CLASS(ch, CLASS_MAGE))
	weapontype = 11;
*/

    obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 );

    switch ( weapontype )
    {
	default : strcpy(wpnname,"blade");	break;
	case 2  :
	case 11 : strcpy(wpnname,"dagger");	break;
	case 4  : strcpy(wpnname,"whip");	break;
	case 5  : strcpy(wpnname,"claw");	break;
	case 6  : strcpy(wpnname,"blaster");	break;
	case 7  :
	case 8  : strcpy(wpnname,"club");	break;
	case 9  : strcpy(wpnname,"grepper");	break;
	case 12 : strcpy(wpnname,"vacuum");	break;
    }

    if (weaponmagic == 1)
	value_three = 1;	/* Dripping in Acid */
    else if (weaponmagic == 2)
	value_three = 4;	/* Blind */
    else if (weaponmagic == 3)
	value_three = 30;	/* Dispel Evil */
    else if (weaponmagic == 4)
	value_three = 34;	/* Vampiric */
    else if (weaponmagic == 5)
	value_three = 37;	/* Hellfire (Fire attack) */
    else if (weaponmagic == 6)
	value_three = 48;	/* Lightning attack */
    else if (weaponmagic == 7)
	value_three = 24;	/* Curse */
    else if (weaponmagic == 8)
	value_three = 42;	/* Harm */
    else
	value_three = 53;	/* Poison */

    if (armourmagic == 1)
	value_three += 2000;	/* See Invis */
    else if (armourmagic == 2)
	value_three += 3000;	/* Fly */
    else if (armourmagic == 3)
	value_three += 1000;	/* Infravision */
    else if (armourmagic == 4)
	value_three += 5000;	/* Invis */
    else if (armourmagic == 5)
	value_three += 6000;	/* Pass Door */
    else if (armourmagic == 6)
	value_three += 7000;	/* Protection */
    else if (armourmagic == 7)
	value_three += 8000;	/* Sanctuary */
    else if (armourmagic == 8)
	value_three += 9000;	/* Sneak */
    else if (armourmagic == 9)
	value_three += 10000;	/* Shock Shield */
    else if (armourmagic == 10)
	value_three += 11000;	/* Fire Shield */
    else if (armourmagic == 11)
	value_three += 12000;	/* Ice Shield */
    else
	value_three += 13000;	/* Acid Shield */

    /* First we name the weapon */
    sprintf(buf,"%s soul %s",ch->name,wpnname);
    FILL_STRING( obj->name, buf );
    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname);
    else sprintf(buf,"%s's soul %s",ch->name,wpnname);
    buf[0] = UPPER(buf[0]);
    FILL_STRING( obj->short_descr, buf );
    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname);
    else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname);
    buf[0] = UPPER(buf[0]);
    FILL_STRING( obj->description, buf );

    if (IS_NPC(ch)) obj->level = ch->level;
    else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4;
    else obj->level = 1;
    if (obj->level > 60) obj->level = 60;
    obj->value[0] = value_three;
    obj->value[1] = 10;
    obj->value[2] = 20;
    obj->value[3] = weapontype;
    if (!IS_NPC(ch))
    {
	FILL_STRING( obj->questmaker, ch->name );
	FILL_STRING( obj->questowner, ch->name );
    }
    obj_to_char(obj,ch);
    act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
    act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
    return;
}


void spell_mana( int sn, int level, CHAR_DATA *ch, void *vo)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( ch->move < 50 )
    {
	send_to_char( "You are too exhausted to do that.\n\r", ch );
	return;
    }
    ch->move = ch->move - 50;
    victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
    update_pos(ch);
    update_pos(victim);
    if (ch == victim)
    {
        send_to_char("You draw in energy from your surrounding area.\n\r",
                ch);
        act("$n draws in energy from $s surrounding area.", ch, NULL, NULL,
                TO_ROOM);
        return;
    }
    act("You draw in energy from around you and channel it into $N.",
            ch, NULL, victim, TO_CHAR);
    act("$n draws in energy and channels it into $N.",
            ch, NULL, victim, TO_NOTVICT);
    act("$n draws in energy and channels it into you.",
            ch, NULL, victim, TO_VICT);
    return;
}

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


    if ( is_affected( victim, sn )) return;
    af.type      = sn;
    af.duration  = 1 + level / 10;
    af.location  = APPLY_HITROLL;
    af.modifier  = level / 5;
    af.bitvector = 0;
    affect_to_char( victim, &af );

    af.location  = APPLY_DAMROLL;
    af.modifier  = level / 5;
    affect_to_char( victim, &af );

    af.location  = APPLY_AC;
    af.modifier  = level / 2;
    affect_to_char( victim, &af );
    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    act( "$n is consumed with rage.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are consumed with rage!\n\r", victim );
    if (!IS_NPC(victim)) do_beastlike(victim,"");
    return;
}

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

    if ( is_affected( victim, sn ) ) return;

    af.type      = sn;
    af.duration  = level / 2;
    af.location  = APPLY_HITROLL;
    af.modifier  = 1 + level / 14;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    af.location  = APPLY_DAMROLL;
    af.modifier  = 1 + level / 14;
    affect_to_char( victim, &af );

    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    act( "$n looks wicked.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You feel wicked.\n\r", victim );
    return;
}

void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo)
{
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
    char       arg [MAX_INPUT_LENGTH];
    int        duration;

    one_argument( target_name, arg );

    if ( arg[0] == '\0')
    {
	send_to_char( "Who do you wish to create a portal to?\n\r", ch );
	return;
    }

    victim = get_char_world( ch, arg );

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   victim->in_room == NULL
    ||   IS_NPC(ch)
    ||   IS_NPC(victim)
    ||   (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
    ||   IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   victim->in_room->vnum == ch->in_room->vnum)
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    duration = number_range(2,3) * 15;

    obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
    obj->value[0] = victim->in_room->vnum;
    obj->value[3] = ch->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(ch,AFF_SHADOWPLANE))
	obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room( obj, ch->in_room );

    obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
    obj->value[0] = ch->in_room->vnum;
    obj->value[3] = victim->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(victim,AFF_SHADOWPLANE))
	obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room( obj, victim->in_room );

    act( "$p appears in front of $n.", ch, obj, NULL, TO_ROOM );
    act( "$p appears in front of you.", ch, obj, NULL, TO_CHAR );
    act( "$p appears in front of $n.", victim, obj, NULL, TO_ROOM );
    act( "$p appears in front of you.", ch, obj, victim, TO_VICT );
    return;
}

/* This spell is designed for potions */
void spell_energyflux( int sn, int level, CHAR_DATA *ch, void *vo)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;

    victim->mana = UMIN( victim->mana + 50, victim->max_mana);
    update_pos(victim);
    send_to_char("You feel mana channel into your body.\n\r",victim);
    return;
}

void spell_voodoo( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA  *obj;
    char       buf [MAX_INPUT_LENGTH];
    char       arg [MAX_INPUT_LENGTH];
    char     part1 [MAX_INPUT_LENGTH];
    char     part2 [MAX_INPUT_LENGTH];
    int       worn;

    one_argument( target_name, arg );

    victim = get_char_world( ch, arg );

    if (ch->practice < 5)
    {
	send_to_char( "It costs 5 points of primal energy to create a voodoo doll.\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL )
    {
	send_to_char( "Nobody by that name is playing.\n\r", ch );
	return;
    }

    if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
    {
    	if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
	{
	    send_to_char( "You are not holding any body parts.\n\r", ch );
	    return;
	}
	else worn = WEAR_HOLD;
    }
    else worn = WEAR_WIELD;

    if ( IS_NPC(victim) )
    {
	send_to_char( "Not on NPC's.\n\r", ch );
	return;
    }

    if      (obj->value[2] == 12) sprintf(part1,"head %s",victim->name);
    else if (obj->value[2] == 13) sprintf(part1,"heart %s",victim->name);
    else if (obj->value[2] == 14) sprintf(part1,"arm %s",victim->name);
    else if (obj->value[2] == 15) sprintf(part1,"leg %s",victim->name);
    else if (obj->value[2] == 30004) sprintf(part1,"entrails %s",victim->name);
    else if (obj->value[2] == 30005) sprintf(part1,"brain %s",victim->name);
    else if (obj->value[2] == 30006) sprintf(part1,"eye eyeball %s",victim->name);
    else if (obj->value[2] == 30012) sprintf(part1,"face %s",victim->name);
    else if (obj->value[2] == 30013) sprintf(part1,"windpipe %s",victim->name);
    else if (obj->value[2] == 30014) sprintf(part1,"cracked head %s",victim->name);
    else if (obj->value[2] == 30025) sprintf(part1,"ear %s",victim->name);
    else if (obj->value[2] == 30026) sprintf(part1,"nose %s",victim->name);
    else if (obj->value[2] == 30027) sprintf(part1,"tooth %s",victim->name);
    else if (obj->value[2] == 30028) sprintf(part1,"tongue %s",victim->name);
    else if (obj->value[2] == 30029) sprintf(part1,"hand %s",victim->name);
    else if (obj->value[2] == 30030) sprintf(part1,"foot %s",victim->name);
    else if (obj->value[2] == 30031) sprintf(part1,"thumb %s",victim->name);
    else if (obj->value[2] == 30032) sprintf(part1,"index finger %s",victim->name);
    else if (obj->value[2] == 30033) sprintf(part1,"middle finger %s",victim->name);
    else if (obj->value[2] == 30034) sprintf(part1,"ring finger %s",victim->name);
    else if (obj->value[2] == 30035) sprintf(part1,"little finger %s",victim->name);
    else if (obj->value[2] == 30036) sprintf(part1,"toe %s",victim->name);
    else
    {
	sprintf(buf,"%s isn't a part of %s!\n\r",obj->name,victim->name);
	send_to_char( buf, ch );
	return;
    }

    sprintf(part2,obj->name);

    if ( str_cmp(part1,part2) )
    {
	sprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
	send_to_char( buf, ch );
	return;
    }

    act("$p vanishes from your hand in a puff of smoke.", ch, obj, NULL, TO_CHAR);
    act("$p vanishes from $n's hand in a puff of smoke.", ch, obj, NULL, TO_ROOM);
    obj_from_char(obj);
    extract_obj(obj);

    obj = create_object( get_obj_index( OBJ_VNUM_VOODOO_DOLL ), 0 );

    sprintf(buf,"%s voodoo doll",victim->name);
    free_string(obj->name);
    obj->name=str_dup(buf);

    sprintf(buf,"a voodoo doll of %s",victim->name);
    free_string(obj->short_descr);
    obj->short_descr=str_dup(buf);

    sprintf(buf,"A voodoo doll of %s lies here.",victim->name);
    free_string(obj->description);
    obj->description=str_dup(buf);

    obj_to_char(obj,ch);
    equip_char(ch,obj,worn);

    act("$p appears in your hand.", ch, obj, NULL, TO_CHAR);
    act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM);

    ch->practice -= 5;

    return;
}

void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if ( arg1[0] == '\0' )
    {
        send_to_char( "Transport which object?\n\r", ch );
        return;
    }

    if ( arg2[0] == '\0' )
    {
        send_to_char( "Transport who whom?\n\r", ch );
        return;
    }
    if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that item.\n\r", ch );
	return;
    }

    if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
    {
	send_to_char( "You are unable to transport anything to them.\n\r", ch );
	return;
    }

    act("$p vanishes from your hands in an swirl of smoke.",ch,obj,NULL,TO_CHAR);
    act("$p vanishes from $n's hands in a swirl of smoke.",ch,obj,NULL,TO_ROOM);
    obj_from_char(obj);
    obj_to_char(obj,victim);
    act("$p appears in your hands in an swirl of smoke.",victim,obj,NULL,TO_CHAR);
    act("$p appears in $n's hands in an swirl of smoke.",victim,obj,NULL,TO_ROOM);
    do_autosave(ch,"");
    do_autosave(victim,"");
    return;
}

void spell_regenerate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim;
    int teeth = 0;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if ( arg1[0] == '\0' )
    {
        send_to_char( "Which body part?\n\r", ch );
        return;
    }

    if ( arg2[0] == '\0' )
    {
        send_to_char( "Regenerate which person?\n\r", ch );
        return;
    }
    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if (victim->loc_hp[6] > 0)
    {
	send_to_char( "You cannot regenerate someone who is still bleeding.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that item.\n\r", ch );
	return;
    }

    if (IS_HEAD(victim,LOST_TOOTH_1  )) teeth += 1;
    if (IS_HEAD(victim,LOST_TOOTH_2  )) teeth += 2;
    if (IS_HEAD(victim,LOST_TOOTH_4  )) teeth += 4;
    if (IS_HEAD(victim,LOST_TOOTH_8  )) teeth += 8;
    if (IS_HEAD(victim,LOST_TOOTH_16 )) teeth += 16;

    if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_ARM))
	    {send_to_char("They don't need an arm.\n\r",ch); return;}
	if (IS_ARM_L(victim,LOST_ARM))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM);
	else if (IS_ARM_R(victim,LOST_ARM))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM);
	act("You press $p onto the stump of $N's shoulder.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's shoulder.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your shoulder.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
    {
	if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_LEG))
	    {send_to_char("They don't need a leg.\n\r",ch); return;}
	if (IS_LEG_L(victim,LOST_LEG))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG);
	else if (IS_LEG_R(victim,LOST_LEG))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG);
	act("You press $p onto the stump of $N's hip.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's hip.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your hip.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
    {
	if (!IS_HEAD(victim,LOST_EYE_L) && !IS_HEAD(victim,LOST_EYE_R))
	    {send_to_char("They don't need an eye.\n\r",ch); return;}
	if (IS_HEAD(victim,LOST_EYE_L))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L);
	else if (IS_HEAD(victim,LOST_EYE_R))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R);
	act("You press $p into $N's empty eye socket.",ch,obj,victim,TO_CHAR);
	act("$n presses $p into $N's empty eye socket.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p into your empty eye socket.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
    {
	if (!IS_HEAD(victim,LOST_EAR_L) && !IS_HEAD(victim,LOST_EAR_R))
	    {send_to_char("They don't need an ear.\n\r",ch); return;}
	if (IS_HEAD(victim,LOST_EAR_L))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L);
	else if (IS_HEAD(victim,LOST_EAR_R))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R);
	act("You press $p onto the side of $N's head.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the side of $N's head.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the side of your head.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
    {
	if (!IS_HEAD(victim,LOST_NOSE))
	    {send_to_char("They don't need a nose.\n\r",ch); return;}
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE);
	act("You press $p onto the front of $N's face.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the front of $N's face.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the front of your face.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && IS_ARM_L(victim,LOST_HAND))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND);
	else if (!IS_ARM_R(victim,LOST_ARM) && IS_ARM_R(victim,LOST_HAND))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND);
	else
	{
	    send_to_char("They don't need a hand.\n\r",ch);
	    return;
	}
	act("You press $p onto the stump of $N's wrist.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's wrist.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your wrist.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
    {
	if (!IS_LEG_L(victim,LOST_LEG) && IS_LEG_L(victim,LOST_FOOT))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT);
	else if (!IS_LEG_R(victim,LOST_LEG) && IS_LEG_R(victim,LOST_FOOT))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT);
	else
	{
	    send_to_char("They don't need a foot.\n\r",ch);
	    return;
	}
	act("You press $p onto the stump of $N's ankle.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's ankle.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your ankle.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_THUMB))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_THUMB))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB);
	else
	{
	    send_to_char("They don't need a thumb.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_I))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_I))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I);
	else
	{
	    send_to_char("They don't need an index finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_M))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_M))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M);
	else
	{
	    send_to_char("They don't need a middle finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_R))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_R))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R);
	else
	{
	    send_to_char("They don't need a ring finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_L))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_L))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L);
	else
	{
	    send_to_char("They don't need a little finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (teeth > 0)
    {
    	if (IS_HEAD(victim,LOST_TOOTH_1 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
    	if (IS_HEAD(victim,LOST_TOOTH_2 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
    	if (IS_HEAD(victim,LOST_TOOTH_4 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
    	if (IS_HEAD(victim,LOST_TOOTH_8 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
    	if (IS_HEAD(victim,LOST_TOOTH_16))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
	teeth -= 1;
	if (teeth >= 16) {teeth -= 16;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
	if (teeth >= 8 ) {teeth -= 8;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
	if (teeth >= 4 ) {teeth -= 4;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
	if (teeth >= 2 ) {teeth -= 2;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
	if (teeth >= 1 ) {teeth -= 1;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
	act("You press $p into $N's mouth.",ch,obj,victim,TO_CHAR);
	act("$n presses $p into $N's mouth.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p into your mouth.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
    }
    else
    {
	act("There is nowhere to stick $p on $N.",ch,obj,victim,TO_CHAR);
	return;
    }
    return;
}

void spell_clot( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if (IS_BLEEDING(victim,BLEEDING_HEAD))
    {
	act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
    }
    else if (IS_BLEEDING(victim,BLEEDING_CHEST))
    {
	act("$n's chest stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your chest stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_CHEST);
    }
    else if (IS_BLEEDING(victim,BLEEDING_STOMACH))
    {
	act("$n's stomach stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your stomach stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_STOMACH);
    }
    else if (IS_BLEEDING(victim,BLEEDING_THROAT))
    {
	act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
    }
    else if (IS_BLEEDING(victim,BLEEDING_ARM_L))
    {
	act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_ARM_R))
    {
	act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_LEG_L))
    {
	act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_LEG_R))
    {
	act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_HAND_L))
    {
	act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_HAND_R))
    {
	act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
    {
	act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
    {
	act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_WRIST_L))
    {
	act("$n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_WRIST_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_WRIST_R))
    {
	act("$n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_WRIST_R);
    }
    else if ( victim->loc_hp[6] == 0 )
    {
	if (ch == victim)
	    send_to_char("You have no wounds to clot.\n\r",ch);
	else
	    send_to_char("They have no wounds to clot.\n\r",ch);
    }
    return;
}

void spell_mend( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int ribs = 0;

    if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1;
    if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2;
    if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4;
    if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8;
    if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16;

    if (ribs > 0)
    {
    	if (IS_BODY(victim,BROKEN_RIBS_1 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
    	if (IS_BODY(victim,BROKEN_RIBS_2 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
	if (IS_BODY(victim,BROKEN_RIBS_4 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
	if (IS_BODY(victim,BROKEN_RIBS_8 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
	if (IS_BODY(victim,BROKEN_RIBS_16))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
	ribs -= 1;
	if (ribs >= 16) {ribs -= 16;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
	if (ribs >= 8 ) {ribs -= 8;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
	if (ribs >= 4 ) {ribs -= 4;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
	if (ribs >= 2 ) {ribs -= 2;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
	if (ribs >= 1 ) {ribs -= 1;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
	act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
	act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
    }
    else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
    {
	act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
    }
    else if (IS_HEAD(victim,BROKEN_JAW))
    {
	act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
    }
    else if (IS_HEAD(victim,BROKEN_SKULL))
    {
	act("$n's skull knits itself back together.",victim,NULL,NULL,TO_ROOM);
	act("Your skull knits itself back together.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
    }
    else if (IS_BODY(victim,BROKEN_SPINE))
    {
	act("$n's spine knits itself back together.",victim,NULL,NULL,TO_ROOM);
	act("Your spine knits itself back together.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
    }
    else if (IS_BODY(victim,BROKEN_NECK))
    {
	act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
    }
    else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
    {
	act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
    }
    else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
    {
	act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
    }
    else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
    {
	act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
    }
    else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
    {
	act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
    }
    else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB))
    {
	act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I))
    {
	act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M))
    {
	act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R))
    {
	act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L))
    {
	act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
    }
    else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB))
    {
	act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I))
    {
	act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M))
    {
	act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R))
    {
	act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L))
    {
	act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
    }
    else if (IS_BODY(victim,CUT_CHEST) && !IS_SET(victim->loc_hp[6], BLEEDING_CHEST))
    {
	act("The wound in $n's chest closes up.",victim,NULL,NULL,TO_ROOM);
	act("The wound in your chest closes up.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_CHEST);
    }
    else if (IS_BODY(victim,CUT_STOMACH) && !IS_BLEEDING(victim, BLEEDING_STOMACH))
    {
	act("The wound in $n's stomach closes up.",victim,NULL,NULL,TO_ROOM);
	act("The wound in your stomach closes up.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_STOMACH);
    }
    else if (IS_BODY(victim,CUT_THROAT) && !IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
    {
	act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
	act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
    }
    else if (IS_ARM_L(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_L))
    {
	act("The wound in $n's left wrist closes up.",ch,NULL,NULL,TO_ROOM);
	act("The wound in your left wrist closes up.",ch,NULL,NULL,TO_CHAR);
	REMOVE_BIT(ch->loc_hp[LOC_ARM_L],SLIT_WRIST);
    }
    else if (IS_ARM_R(ch,SLIT_WRIST) && !IS_BLEEDING(ch, BLEEDING_WRIST_R))
    {
	act("The wound in $n's right wrist closes up.",ch,NULL,NULL,TO_ROOM);
	act("The wound in your right wrist closes up.",ch,NULL,NULL,TO_CHAR);
	REMOVE_BIT(ch->loc_hp[LOC_ARM_R],SLIT_WRIST);
    }
    return;
}

void spell_quest(int sn, int level, CHAR_DATA *ch, void *vo)
{
    OBJ_INDEX_DATA *pObjIndex;
    OBJ_DATA *obj;
    int max=100;

    if (ch->practice < 1)
    {
    send_to_char("It costs at least 1 point of primal energy to create a quest card.\n\r", ch);
    return;
    }

    if ((pObjIndex = get_obj_index(OBJ_VNUM_QUESTCARD)) == NULL)
    {
    send_to_char("Missing object, please inform KaVir.\n\r",ch);
    return;
    }
    if (ch->in_room == NULL) return;
    obj = create_object(pObjIndex, 0);
    obj_to_char(obj, ch);
    quest_object(ch,obj);
    if (ch->practice >= max) {ch->practice -= max; obj->level = max;}
    else {obj->level = ch->practice; ch->practice = 0;}
    act("$p fades into existance in your hands.",ch,obj,NULL,TO_CHAR);
    act("$p fades into existance in $n's hands.",ch,obj,NULL,TO_ROOM);
    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker = str_dup(ch->name);
    if (obj->questowner != NULL) free_string(obj->questowner);
    obj->questowner = str_dup(ch->name);
    return;
}

void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char itemkind[10];
    int itemtype;

    target_name = one_argument( target_name, arg );

    if      (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;sprintf(itemkind,"potion");}
    else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;sprintf(itemkind,"scroll");}
    else if (!str_cmp(arg,"wand"  )) {itemtype = ITEM_WAND;sprintf(itemkind,"wand");}
    else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;sprintf(itemkind,"staff");}
    else if (!str_cmp(arg,"pill"  )) {itemtype = ITEM_PILL;sprintf(itemkind,"pill");}
    else
    {
	send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch );
	return;
    }
    obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
    obj->item_type = itemtype;

    sprintf(buf,"%s %s",ch->name,itemkind);
    free_string(obj->name);
    obj->name=str_dup(buf);
    sprintf(buf,"%s's %s",ch->name, itemkind);
    free_string(obj->short_descr);
    obj->short_descr=str_dup(buf);
    sprintf(buf,"%s's %s lies here.",ch->name,itemkind);
    free_string(obj->description);
    obj->description=str_dup(buf);

    obj->weight = 10;

    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker=str_dup(ch->name);

    obj_to_char( obj, ch );
    act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR );
    act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM );
    return;
}

void spell_brew( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to brew, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_POTION )
    {
	send_to_char( "That is not a potion.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an empty potion bottle.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform Morglum.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s potion is lying here.",col);
    obj->description=str_dup(buf);
    act("You brew $p.",ch,obj,NULL,TO_CHAR);
    act("$n brews $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_scribe( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to scribe, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_SCROLL )
    {
	send_to_char( "That is not a scroll.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an empty scroll parchment.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform Morglum.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s scroll is lying here.",col);
    obj->description=str_dup(buf);
    act("You scribe $p.",ch,obj,NULL,TO_CHAR);
    act("$n scribes $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_carve( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to carve, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_WAND )
    {
	send_to_char( "That is not a wand.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unenchanted wand.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform Morglum.\n\r", ch );
	return;
    }
    obj->value[1] = (obj->value[0] / 5) + 1;
    obj->value[2] = (obj->value[0] / 5) + 1;
    obj->value[3] = sn;
    free_string(obj->name);
    sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s wand is lying here.",col);
    obj->description=str_dup(buf);
    obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
    act("You carve $p.",ch,obj,NULL,TO_CHAR);
    act("$n carves $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_engrave( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to engrave, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_STAFF )
    {
	send_to_char( "That is not a staff.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unenchanted staff.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = (ch->spl[0]+1)/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = (ch->spl[3]+1)/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = (ch->spl[4]+1)/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform Morglum.\n\r", ch );
	return;
    }
    obj->value[1] = (obj->value[0] / 10) + 1;
    obj->value[2] = (obj->value[0] / 10) + 1;
    obj->value[3] = sn;
    free_string(obj->name);
    sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s staff is lying here.",col);
    obj->description=str_dup(buf);
    obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
    act("You engrave $p.",ch,obj,NULL,TO_CHAR);
    act("$n engraves $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_bake( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to bake, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_PILL )
    {
	send_to_char( "That is not a pill.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unused pill.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform Morglum.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s pill is lying here.",col);
    obj->description=str_dup(buf);
    act("You bake $p.",ch,obj,NULL,TO_CHAR);
    act("$n bakes $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_mount( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char buf[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    if (IS_NPC(ch)) return;

    if (ch->pcdata->followers > 4)
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    ch->pcdata->followers++;
    if (IS_SET(ch->act, PLR_DEMON) || IS_SET(ch->act, PLR_CHAMPION))
    {
	victim=create_mobile( get_mob_index( MOB_VNUM_HOUND ) );
	victim->level = level<<1;
	victim->armor = 0 - (10*level);
	victim->hitroll = level<<1;
	victim->damroll = level<<1;
	victim->hit = 250*level;
	victim->max_hit = 250*level;
	free_string(victim->lord);
	victim->lord = str_dup(ch->name);
	char_to_room( victim, ch->in_room );
	act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
	act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
	return;
    }
    victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
    victim->level = level;
    victim->armor = 0 - (level<<1);
    victim->hitroll = level;
    victim->damroll = level;
    victim->hit = 100*level;
    victim->max_hit = 100*level;
    free_string(victim->lord);
    victim->lord = str_dup(ch->name);
    SET_BIT(victim->affected_by,AFF_FLYING);
    if (IS_GOOD(ch))
    {
	free_string(victim->name);
	victim->name = str_dup("mount white horse pegasus");
	sprintf(buf,"%s's white pegasus",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A beautiful white pegasus stands here.\n\r");
    }
    else if (IS_NEUTRAL(ch))
    {
	free_string(victim->name);
	victim->name = str_dup("mount griffin");
	sprintf(buf,"%s's griffin",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A vicious looking griffin stands here.\n\r");
    }
    else
    {
	free_string(victim->name);
	victim->name = str_dup("mount black horse nightmare");
	sprintf(buf,"%s's black nightmare",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A large black demonic horse stands here.\n\r");
    }
    char_to_room( victim, ch->in_room );
    act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
    act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
    return;
}

void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found = FALSE;

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	if ( obj->condition < 100 && can_see_obj( ch, obj ) )
	{
	    found = TRUE;
	    act("$p needs repairing.",ch,obj,NULL,TO_CHAR);
	}
    }
    if ( !found )
    {
	send_to_char( "None of your equipment needs repairing.\n\r", ch );
	return;
    }
    return;
}

void spell_fix( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found = FALSE;

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	if ( obj->condition < 100 && can_see_obj( ch, obj ) )
	{
	    found = TRUE;
	    obj->condition = 100;
	    act("$p magically repairs itself.",ch,obj,NULL,TO_CHAR);
	    act("$p magically repairs itself.",ch,obj,NULL,TO_ROOM);
	}
    }
    if ( !found )
    {
	send_to_char( "None of your equipment needs repairing.\n\r", ch );
	return;
    }
    return;
}

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

    if ( obj->chobj != NULL )
    {
	send_to_char("Your spell has no affect.\n\r",ch);
	return;
    }

    if ( IS_SET(obj->quest, QUEST_SPELLPROOF) )
    {
	send_to_char( "That item is already resistance to spells.\n\r", ch );
	return;
    }

    SET_BIT(obj->quest, QUEST_SPELLPROOF);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

    if ( obj->timer < 1 )
    {
	send_to_char( "That item doesn't require preserving.\n\r", ch );
	return;
    }
    if ( obj->chobj != NULL || IS_SET(obj->quest, QUEST_VANISH) ||
	IS_SET(obj->extra_flags, ITEM_VANISH))
    {
	send_to_char( "You cannot preserve that.\n\r", ch );
	return;
    }

    obj->timer = -1;
    act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_major_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char itemkind[10];
    int itemtype;
    int itempower = 0;
    int vn = 0;

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;
    if (arg1[0] == '\0')
    {
	send_to_char( "Item can be one of: Rune, Glyph, Sigil, Book, Page or Pen.\n\r", ch );
	return;
    }

/*
The Rune is the foundation/source of the spell.
The Glyphs form the focus/purpose of the spell.
The Sigils form the affects of the spell.
*/

    if (!str_cmp(arg1,"rune"  ))
    {
	if (arg2[0] == '\0')
	{send_to_char("You know of no such Rune.\n\r",ch);return;}
	itemtype = ITEM_SYMBOL;
	vn = 1;
	sprintf(itemkind,"rune");
	if      (!str_cmp(arg2,"fire"   )) itempower = 1;
	else if (!str_cmp(arg2,"air"    )) itempower = 2;
	else if (!str_cmp(arg2,"earth"  )) itempower = 4;
	else if (!str_cmp(arg2,"water"  )) itempower = 8;
	else if (!str_cmp(arg2,"dark"   )) itempower = 16;
	else if (!str_cmp(arg2,"light"  )) itempower = 32;
	else if (!str_cmp(arg2,"life"   )) itempower = 64;
	else if (!str_cmp(arg2,"death"  )) itempower = 128;
	else if (!str_cmp(arg2,"mind"   )) itempower = 256;
	else if (!str_cmp(arg2,"spirit" )) itempower = 512;
	else if (!str_cmp(arg2,"mastery")) itempower = 1024;
	else
	{send_to_char("You know of no such Rune.\n\r",ch);return;}
	if (!IS_SET(ch->pcdata->runes[vn], itempower))
	{send_to_char("You know of no such Rune.\n\r",ch);return;}
    }
    else if (!str_cmp(arg1,"glyph" ))
    {
	if (arg2[0] == '\0')
	{send_to_char("You know of no such Glyph.\n\r",ch);return;}
	itemtype = ITEM_SYMBOL;
	vn = 2;
	sprintf(itemkind,"glyph");
	if      (!str_cmp(arg2,"creation"      )) itempower = 1;
	else if (!str_cmp(arg2,"destruction"   )) itempower = 2;
	else if (!str_cmp(arg2,"summoning"     )) itempower = 4;
	else if (!str_cmp(arg2,"transformation")) itempower = 8;
	else if (!str_cmp(arg2,"transportation")) itempower = 16;
	else if (!str_cmp(arg2,"enhancement"   )) itempower = 32;
	else if (!str_cmp(arg2,"reduction"     )) itempower = 64;
	else if (!str_cmp(arg2,"control"       )) itempower = 128;
	else if (!str_cmp(arg2,"protection"    )) itempower = 256;
	else if (!str_cmp(arg2,"information"   )) itempower = 512;
	else
	{send_to_char("You know of no such Glyph.\n\r",ch);return;}
	if (!IS_SET(ch->pcdata->runes[vn], itempower))
	{send_to_char("You know of no such Glyph.\n\r",ch);return;}
    }
    else if (!str_cmp(arg1,"sigil" ))
    {
	if (arg2[0] == '\0')
	{send_to_char("You know of no such Sigil.\n\r",ch);return;}
	itemtype = ITEM_SYMBOL;
	vn = 3;
	sprintf(itemkind,"sigil");
	if      (!str_cmp(arg2,"self"     )) itempower = 1;
	else if (!str_cmp(arg2,"targeting")) itempower = 2;
	else if (!str_cmp(arg2,"area"     )) itempower = 4;
	else if (!str_cmp(arg2,"object"   )) itempower = 8;
	else
	{send_to_char("You know of no such Sigil.\n\r",ch);return;}
	if (!IS_SET(ch->pcdata->runes[vn], itempower))
	{send_to_char("You know of no such Sigil.\n\r",ch);return;}
    }
    else if (!str_cmp(arg1,"book"  )) {itemtype = ITEM_BOOK;sprintf(itemkind,"book");}
    else if (!str_cmp(arg1,"page"  )) {itemtype = ITEM_PAGE;sprintf(itemkind,"page");}
    else if (!str_cmp(arg1,"pen"   )) {itemtype = ITEM_TOOL;sprintf(itemkind,"pen");}
    else
    {
	send_to_char( "Item can be one of: Rune, Glyph, Sigil, Book, Page or Pen.\n\r", ch );
	return;
    }
    obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
    obj->item_type = itemtype;

    if (itemtype == ITEM_SYMBOL)
    {
	sprintf(buf,"%s %s",itemkind,arg2);
	obj->value[vn] = itempower;
    }
    else sprintf(buf,"%s",itemkind);
    if (itemtype == ITEM_TOOL)
    {
	obj->value[0] = TOOL_PEN;
	obj->weight = 1;
	obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
    }
    else if (itemtype == ITEM_BOOK)
    {obj->weight = 50;obj->wear_flags = ITEM_TAKE + ITEM_HOLD;}
    free_string(obj->name);
    obj->name=str_dup(buf);
    if (itemtype == ITEM_SYMBOL) sprintf(buf,"a %s of %s",itemkind,arg2);
    else sprintf(buf,"a %s",itemkind);
    free_string(obj->short_descr);
    obj->short_descr=str_dup(buf);
    sprintf(buf,"A %s lies here.",itemkind);
    free_string(obj->description);
    obj->description=str_dup(buf);

    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker=str_dup(ch->name);

    obj_to_char( obj, ch );
    act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR );
    act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM );
    return;
}

void spell_copy( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *rune;
    OBJ_DATA *page;
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if (IS_NPC(ch)) return;

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {send_to_char("Syntax is: cast 'copy' <rune> <page>.\n\r",ch);return;}
    if ( ( rune = get_obj_carry( ch, arg1 ) ) == NULL )
    {send_to_char("You are not carrying that rune.\n\r",ch);return;}
    if ( rune->item_type != ITEM_SYMBOL )
    {send_to_char("That item isn't a rune.\n\r",ch);return;}
    if ( ( page = get_obj_carry( ch, arg2 ) ) == NULL )
    {send_to_char("You are not carrying that page.\n\r",ch);return;}
    if ( page->item_type != ITEM_PAGE )
    {send_to_char("That item isn't a page.\n\r",ch);return;}

    if ( page->value[1] > 0 && !IS_SET( ch->pcdata->runes[1],page->value[1]) )
    {send_to_char("You don't understand how that rune works.\n\r",ch);return;}
    if ( page->value[2] > 0 && !IS_SET( ch->pcdata->runes[2],page->value[2]) )
    {send_to_char("You don't understand how that glyph works.\n\r",ch);return;}
    if ( page->value[3] > 0 && !IS_SET( ch->pcdata->runes[3],page->value[3]) )
    {send_to_char("You don't understand how that sigil works.\n\r",ch);return;}

    if (rune->value[1] == RUNE_MASTER)
    {
	if ( IS_SET(page->quest, QUEST_MASTER_RUNE) )
	{
	    send_to_char( "There is already a master rune draw on this page.\n\r", ch );
	    return;
	}
	else if (page->value[0] + page->value[1] + page->value[2] +
	    page->value[3] > 0)
	{
	    send_to_char( "There is already a spell on this page.\n\r", ch );
	    return;
	}
	else
	{
	    act("You copy $p rune onto $P.",ch,rune,page,TO_CHAR);
	    act("$n copies $p rune onto $P.",ch,rune,page,TO_ROOM);
	    SET_BIT(page->quest, QUEST_MASTER_RUNE);
	    extract_obj( rune );
	}
	return;
    }
    else if ( IS_SET(page->quest, QUEST_MASTER_RUNE) )
    {
	send_to_char( "There is already a master rune draw on this page.\n\r", ch );
	return;
    }
    else if (rune->value[1] > 0 && !IS_SET(page->value[1], rune->value[1]))
	page->value[1] += rune->value[1];
    else if (rune->value[1] > 0)
	{send_to_char("That rune has already been copied onto the page.\n\r",ch);return;}
    else if (rune->value[2] > 0 && !IS_SET(page->value[2], rune->value[2]))
	page->value[2] += rune->value[2];
    else if (rune->value[2] > 0)
	{send_to_char("That glyph has already been copied onto the page.\n\r",ch);return;}
    else if (rune->value[3] > 0 && !IS_SET(page->value[3], rune->value[3]))
	page->value[3] += rune->value[3];
    else if (rune->value[3] > 0)
	{send_to_char("That glyph has already been copied onto the page.\n\r",ch);return;}

    act("You copy $p onto $P.",ch,rune,page,TO_CHAR);
    act("$n copies $p onto $P.",ch,rune,page,TO_ROOM);
    extract_obj( rune );
    return;
}

void spell_insert_page( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *page;
    OBJ_DATA *book;
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];

    target_name = one_argument( target_name, arg1 );
    target_name = one_argument( target_name, arg2 );

    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {send_to_char("Syntax is: cast 'insert page' <page> <book>.\n\r",ch);return;}
    if ( ( page = get_obj_carry( ch, arg1 ) ) == NULL )
    {send_to_char("You are not carrying that page.\n\r",ch);return;}
    if ( page->item_type != ITEM_PAGE )
    {send_to_char("That item isn't a page.\n\r",ch);return;}
    if ( ( book = get_obj_carry( ch, arg2 ) ) == NULL )
    {send_to_char("You are not carrying that book.\n\r",ch);return;}
    if ( book->item_type != ITEM_BOOK )
    {send_to_char("That item isn't a book.\n\r",ch);return;}
    if ( IS_SET(book->value[1], CONT_CLOSED) )
    {send_to_char("First you need to open it!\n\r",ch);return;}

    obj_from_char(page);
    obj_to_obj(page,book);
    book->value[3] += 1;
    book->value[2] = book->value[3];
    page->value[0] = book->value[3];
    page->specpower = book->value[3]+1;

    act("You insert $p into $P.",ch,page,book,TO_CHAR);
    act("$n inserts $p into $P.",ch,page,book,TO_ROOM);
    return;
}

void spell_remove_page( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    OBJ_DATA *page;
    OBJ_DATA *book;
    OBJ_DATA *page_next;
    int count = 0;

    target_name = one_argument( target_name, arg1 );

    if ( arg1[0] == '\0' )
    {send_to_char("Syntax is: cast 'remove page' <book>.\n\r",ch);return;}
    if ( ( book = get_obj_carry( ch, arg1 ) ) == NULL )
    {send_to_char("You are not carrying that book.\n\r",ch);return;}
    if ( book->item_type != ITEM_BOOK )
    {send_to_char("That item isn't a book.\n\r",ch);return;}
    if ( IS_SET(book->value[1], CONT_CLOSED) )
    {send_to_char("First you need to open it!\n\r",ch);return;}
    if ( book->value[2] == 0 )
    {send_to_char("You cannot remove the index page!\n\r",ch);return;}

    if ( ( page = get_page(book, book->value[2]) ) == NULL )
    {
	send_to_char("The page seems to have been torn out.\n\r",ch);
	return;
    }

    obj_from_obj(page);
    obj_to_char(page,ch);
    page->value[0] = 0;

    act("You remove $p from $P.",ch,page,book,TO_CHAR);
    act("$n removes $p from $P.",ch,page,book,TO_ROOM);

    for ( page = book->contains; page != NULL; page = page_next )
    {
	page_next = page->next_content;
	count += 1;
	page->value[0] = count;
    }
    book->value[3] = count;

    if (book->value[2] > book->value[3]) book->value[2] = book->value[3];

    return;
}

void enhance_stat( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit )
{
    AFFECT_DATA af;

    if ( IS_ITEMAFF(victim, ITEMA_REFLECT))
    {
	send_to_char( "You are unable to focus your spell.\n\r", ch );
	return;
    }

    if (IS_SET(affect_bit, AFF_ETHEREAL) && victim->position == POS_FIGHTING)
	affect_bit -= AFF_ETHEREAL;
    if (IS_SET(affect_bit, AFF_SHADOWPLANE) && victim->position == POS_FIGHTING)
	affect_bit -= AFF_SHADOWPLANE;
    if (IS_SET(affect_bit, AFF_WEBBED) && IS_AFFECTED(victim, AFF_WEBBED))
	affect_bit -= AFF_WEBBED;
    else if (IS_SET(affect_bit, AFF_WEBBED) && is_safe(ch,victim))
	affect_bit -= AFF_WEBBED;

    if (IS_SET(affect_bit, AFF_CHARM) && !IS_AFFECTED(victim, AFF_CHARM))
    {
	if (victim->level <= 50 && (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_CHARM)))
	{
	    if ( victim->master )
	        stop_follower( victim );
            add_follower( victim, ch );
	}
	else
	{
	    send_to_char("The spell failed.\n\r",ch);
	    return;
	}
    }

    af.type      = sn;
    af.duration  = level;
    af.location  = apply_bit;
    af.modifier  = bonuses;
    af.bitvector = affect_bit;
    affect_to_char( victim, &af );

    return;
}

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

    if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) return;
    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	return;
    }
    dam = dice( level, 6 );
    if ( saves_spell( level, victim ) ) dam *= 0.5;
    damage( ch, victim, dam, sn );
    return;
}

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

    if ( obj->chobj != NULL )
    {
	send_to_char("Your spell has no affect.\n\r",ch);
	return;
    }
    if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	send_to_char( "Not on artifacts.\n\r", ch );
	return;
    }
    if ( obj->resistance <= 10 )
    {
	send_to_char( "You cannot make that item any more resistant.\n\r", ch );
	return;
    }
    obj->resistance = 10;
    act("$p sparkles for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p sparkles for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

    act("You point your finger at $N and a web flies from your hand!",ch,NULL,victim,TO_CHAR);
    act("$n points $s finger at $N and a web flies from $s hand!",ch,NULL,victim,TO_NOTVICT);
    act("$n points $s finger at you and a web flies from $s hand!",ch,NULL,victim,TO_VICT);

    if ( IS_AFFECTED(victim, AFF_WEBBED) )
    {
	send_to_char( "But they are already webbed!\n\r", ch );
	return;
    }

    if (!IS_NPC(victim) && victim->pcdata->atm >= number_percent())
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }

    if ( is_safe(ch, victim) ) return;

    if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
    {
	send_to_char( "You dodge the web!\n\r", victim );
	act("$n dodges the web!",victim,NULL,NULL,TO_ROOM);
	return;
    }

    af.type      = sn;
    af.location  = APPLY_AC;
    af.modifier  = 200;
    af.duration  = number_range(1,2);
    af.bitvector = AFF_WEBBED;
    affect_to_char( victim, &af );
    send_to_char( "You are coated in a sticky web!\n\r", victim );
    act("$n is coated in a sticky web!",victim,NULL,NULL,TO_ROOM);
    return;
}

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

    if (IS_AFFECTED(ch, AFF_POLYMORPH))
    {
	send_to_char("You cannot polymorph from this form.\n\r",ch);
	return;
    }
    if ( ch->position == POS_FIGHTING || is_affected( ch, sn ) )
	return;

    if ( !str_cmp( target_name, "frog" ) )
    {
	if (ch->stance[0] != -1) do_stance(ch,"");
	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
	act("$n polymorphs into a frog!",ch,NULL,NULL,TO_ROOM);
	send_to_char("You polymorph into a frog!\n\r",ch);
	clear_stats(ch);
	af.type      = sn;
	af.duration  = number_range(3,5);
	af.location  = APPLY_POLY;
	af.modifier  = POLY_FROG;
	af.bitvector = AFF_POLYMORPH;
	affect_to_char( ch, &af );
	sprintf(buf,"%s the frog",ch->name);
	free_string(ch->morph);
	ch->morph = str_dup(buf);
	return;
    }
    else if ( !str_cmp( target_name, "fish" ) )
    {
	if (ch->stance[0] != -1) do_stance(ch,"");
	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
	act("$n polymorphs into a fish!",ch,NULL,NULL,TO_ROOM);
	send_to_char("You polymorph into a fish!\n\r",ch);
	clear_stats(ch);
	af.type      = sn;
	af.duration  = number_range(3,5);
	af.location  = APPLY_POLY;
	af.modifier  = POLY_FISH;
	af.bitvector = AFF_POLYMORPH;
	affect_to_char( ch, &af );
	sprintf(buf,"%s the fish",ch->name);
	free_string(ch->morph);
	ch->morph = str_dup(buf);
	return;
    }
    else if ( !str_cmp( target_name, "raven" ) )
    {
	if (ch->stance[0] != -1) do_stance(ch,"");
	if (ch->mounted == IS_RIDING) do_dismount(ch,"");
	act("$n polymorphs into a raven!",ch,NULL,NULL,TO_ROOM);
	send_to_char("You polymorph into a raven!\n\r",ch);
	clear_stats(ch);
	af.type      = sn;
	af.duration  = number_range(3,5);
	af.location  = APPLY_AC;
	af.modifier  = -150;
	if (IS_AFFECTED(ch, AFF_FLYING)) af.bitvector = AFF_POLYMORPH;
	else af.bitvector = AFF_POLYMORPH + AFF_FLYING;
	affect_to_char( ch, &af );
	af.location  = APPLY_POLY;
	af.modifier  = POLY_RAVEN;
	affect_to_char( ch, &af );
	sprintf(buf,"%s the raven",ch->name);
	free_string(ch->morph);
	ch->morph = str_dup(buf);
	return;
    }
    send_to_char( "You can polymorph into a frog, a fish, or an raven.\n\r", ch );
    return;
}

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

    if ( IS_AFFECTED(victim, AFF_CONTRACEPTION) )
	return;
    if (victim->sex != SEX_FEMALE) return;
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_CONTRACEPTION;
    affect_to_char( victim, &af );
    return;
}

void spell_find_familiar( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim;
    CHAR_DATA *familiar;
/*
    send_to_char( "Sorry this spell is temporarily disabled.\n\r", ch );
    return;
*/
    if ( target_name[0] == '\0' )
    {
	send_to_char( "Your familiar can be a frog, a raven, a cat or a dog.\n\r", ch );
	return;
    }

    if ( ( familiar = ch->pcdata->familiar ) != NULL )
    {
	send_to_char( "But you already have a familiar!\n\r", ch );
	return;
    }

    if ( !str_cmp( target_name, "frog" ) )
    {
	victim = create_mobile( get_mob_index( MOB_VNUM_FROG ) );
	if (victim == NULL)
	{send_to_char("Error - please inform Morglum.\n\r",ch); return;}
    }
    else if ( !str_cmp( target_name, "raven" ) )
    {
	victim = create_mobile( get_mob_index( MOB_VNUM_RAVEN ) );
	if (victim == NULL)
	{send_to_char("Error - please inform Morglum.\n\r",ch); return;}
    }
    else if ( !str_cmp( target_name, "cat" ) )
    {
	victim = create_mobile( get_mob_index( MOB_VNUM_CAT ) );
	if (victim == NULL)
	{send_to_char("Error - please inform Morglum.\n\r",ch); return;}
    }
    else if ( !str_cmp( target_name, "dog" ) )
    {
	victim = create_mobile( get_mob_index( MOB_VNUM_DOG ) );
	if (victim == NULL)
	{send_to_char("Error - please inform Morglum.\n\r",ch); return;}
    }
    else
    {
	send_to_char( "Your familiar can be a frog, a raven, a cat or a dog.\n\r", ch );
	return;
    }

    act( "You make a few gestures and $N appears in a swirl of smoke.", ch, NULL, victim, TO_CHAR );
    act( "$n makes a few gestures and $N appears in a swirl of smoke.", ch, NULL, victim, TO_ROOM );
    char_to_room( victim, ch->in_room );

    ch->pcdata->familiar = victim;
    victim->wizard = ch;
    return;
}

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

    if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	send_to_char( "Not on artifacts.\n\r", ch );
	return;
    }
    if ( obj->pIndexData->vnum != OBJ_VNUM_PROTOPLASM )
    {
	send_to_char( "You cannot enhance this object.\n\r", ch );
	return;
    }
    if (IS_SET(obj->quest, QUEST_IMPROVED))
    {
	send_to_char( "This item has already been improved.\n\r", ch );
	return;
    }
    else if ( obj->points < 750 && obj->item_type != ITEM_WEAPON )
    {
	send_to_char( "The object must be worth at least 750 quest points.\n\r", ch );
	return;
    }
    else if ( obj->points < 1500 && obj->item_type == ITEM_WEAPON )
    {
	send_to_char( "The object must be worth at least 1500 quest points.\n\r", ch );
	return;
    }
    REMOVE_BIT(obj->quest, QUEST_STR);
    REMOVE_BIT(obj->quest, QUEST_DEX);
    REMOVE_BIT(obj->quest, QUEST_INT);
    REMOVE_BIT(obj->quest, QUEST_WIS);
    REMOVE_BIT(obj->quest, QUEST_CON);
    REMOVE_BIT(obj->quest, QUEST_HITROLL);
    REMOVE_BIT(obj->quest, QUEST_DAMROLL);
    REMOVE_BIT(obj->quest, QUEST_HIT);
    REMOVE_BIT(obj->quest, QUEST_MANA);
    REMOVE_BIT(obj->quest, QUEST_MOVE);
    REMOVE_BIT(obj->quest, QUEST_AC);
    SET_BIT(obj->quest, QUEST_IMPROVED);
    act("$p flickers for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p flickers for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

    if ( victim == ch )
    {
	send_to_char( "You're really scared of yourself!\n\r", ch );
	return;
    }

    if ( IS_AFFECTED(victim, AFF_FEAR) )
    {
	send_to_char( "They already seem pretty scared!\n\r", ch );
	return;
    }

    if (IS_MORE(victim, MORE_COURAGE))
    {
	send_to_char( "They are far too brave to be scared so easily.\n\r", ch );
	return;
    }

    if (!IS_NPC(victim))
    {
	if (victim->pcdata->atm >= number_percent()
	|| (IS_VAMPIRE(victim) && (victim->vampgen < ch->vampgen)) )
	{send_to_char("Nothing happens.\n\r",ch);return;}
    }

    if ( is_safe(ch, victim) ) return;

    if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
    {
	act("$E ignores you.",ch,NULL,victim,TO_CHAR);
	act("You ignore $m.",ch,NULL,victim,TO_VICT);
	act("$N ignores $n.",ch,NULL,victim,TO_NOTVICT);
	return;
    }

    af.type      = sn;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.duration  = number_range(1,2);
    af.bitvector = AFF_FEAR;
    affect_to_char( victim, &af );
    send_to_char( "You scream in terror!\n\r", victim );
    act("$n screams in terror!",victim,NULL,NULL,TO_ROOM);
    return;
}

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

    if (IS_NPC(ch) || (!IS_VAMPIRE(ch) && !IS_GHOUL(ch))) return;

    dam = number_range(1,10) * get_disc(ch,DISC_OBTENEBRATION) * level;

    if ( is_safe(ch, victim) ) return;

    send_to_char( "Tendrils of darkness shoot from your fingertips.\n\r", ch );
    act("Tendrils of darkness shoot from $n's fingertips.",ch,NULL,NULL,TO_ROOM);

    if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
    {
	dam = 0;
	damage( ch, victim, dam, sn );
	return;
    }

    damage( ch, victim, dam, sn );

    if (victim == NULL || victim->position == POS_DEAD) return;

    if (IS_AFFECTED(victim, AFF_SHADOW)) return;

    af.type      = sn;
    af.location  = APPLY_AC;
    af.modifier  = 200;
    af.duration  = number_range(1,2);
    af.bitvector = AFF_SHADOW;
    affect_to_char( victim, &af );
    send_to_char( "You are entrapped by tendrils of darkness!\n\r", victim );
    act("$n is entrapped by tendrils of darkness!",victim,NULL,NULL,TO_ROOM);
    return;
}

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

    if (IS_NPC(ch) || !IS_VAMPIRE(ch)) return;

    dam = number_range(1,5) * level;

    if ( is_safe(ch, victim) ) return;

    send_to_char( "A spray of water shoot from your fingertips.\n\r", ch );
    act("A spray of water shoots from $n's fingertips.",ch,NULL,NULL,TO_ROOM);

    if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
    {
	dam = 0;
	damage( ch, victim, dam, sn );
	return;
    }

    damage( ch, victim, dam, sn );

    if (victim == NULL || victim->position == POS_DEAD) return;

    if (IS_AFFECTED(victim, AFF_JAIL)) return;

    af.type      = sn;
    af.location  = APPLY_AC;
    af.modifier  = 100;
    af.duration  = number_range(1,2);
    af.bitvector = AFF_JAIL;
    affect_to_char( victim, &af );
    send_to_char( "The water forms into restraining bands around your body.\n\r", victim );
    act("The water forms into restraining bands around $n's body.",victim,NULL,NULL,TO_ROOM);
    return;
}

void spell_scry( int sn, int level, CHAR_DATA *ch, void *vo )
{
    ROOM_INDEX_DATA	*was_in;
    CHAR_DATA		*victim;

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if ( magic_immune( ch, victim, FALSE ) )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if ( ch == victim )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if ( ch->in_room == NULL || victim->in_room == NULL )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if ( ch->in_room == victim->in_room )
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    if ( magic_immune( ch, victim, FALSE ) )
    {
	send_to_char( "You failed.\n\r", ch );
    	if ( !IS_NPC( victim ) && ch != victim && IS_MORE( victim, MORE_GUARDIAN ) )
    	{
	    guardian_message( victim );
	    act( "$n just failed to use Scry on you.", ch, NULL, victim, TO_VICT);
    	}
	return;
    }

    was_in = ch->in_room;

    act( "You create a rip in reality.", ch, NULL, NULL, TO_CHAR );
    act( "$n creates a rip in reality.", ch, NULL, NULL, TO_ROOM );

    act( "A rip in reality appears from nowhere.", victim, NULL, NULL, TO_CHAR );
    act( "A rip in reality appears from nowhere.", victim, NULL, NULL, TO_ROOM );

    if ( !IS_NPC( victim ) && ch != victim && IS_MORE( victim, MORE_GUARDIAN ) )
    {
	guardian_message( victim );
	act( "$n just used Scry on you.", ch, NULL, victim, TO_VICT);
    }

    act( "You look through a rip in reality.", ch, NULL, NULL, TO_CHAR );
    act( "$n looks through a rip in reality.", ch, NULL, NULL, TO_ROOM );

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

    do_look( ch, "auto" );

    char_from_room( ch );
    char_to_room( ch, was_in );

    act( "A rip in reality closes.", victim, NULL, NULL, TO_CHAR );
    act( "A rip in reality closes.", victim, NULL, NULL, TO_ROOM );

    act( "You close the rip in reality.", ch, NULL, NULL, TO_CHAR );
    act( "$n closes the rip in reality.", ch, NULL, NULL, TO_ROOM );

    return;
}