CVS/
sog/CVS/
sog/area/
sog/area/CVS/
sog/backup/
sog/backup/CVS/
sog/bin/
sog/bin/CVS/
sog/clans/CVS/
sog/clans/plists/
sog/clans/plists/CVS/
sog/classes/CVS/
sog/corefiles/
sog/corefiles/CVS/
sog/doc/CVS/
sog/doc/SoG/
sog/doc/SoG/CVS/
sog/doc/cvsup/
sog/doc/cvsup/CVS/
sog/doc/olc/CVS/
sog/etc/CVS/
sog/gods/
sog/gods/CVS/
sog/lang/CVS/
sog/log/
sog/log/CVS/
sog/notes/
sog/notes/CVS/
sog/player/
sog/player/CVS/
sog/races/CVS/
sog/src/CVS/
sog/src/comm/CVS/
sog/src/compat/
sog/src/compat/CVS/
sog/src/compat/mkdep/
sog/src/compat/mkdep/CVS/
sog/src/compat/regex-win32/CVS/
sog/src/db/CVS/
sog/src/mudprogs/CVS/
sog/src/olc/CVS/
sog/tmp/
sog/tmp/CVS/
/*
 * $Id: magic.c,v 1.143 1999/05/06 10:55:22 kostik Exp $
 */

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

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

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

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

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

extern int gsn_anathema;

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

/*
 * check_trust - check if victim allow ch to cast SPELL_QUESTIONABLE spell
 */
bool check_trust(CHAR_DATA *ch, CHAR_DATA *victim)
{
	if (ch == victim)
		return TRUE;

	if (IS_NPC(victim))
		return is_same_group(ch, victim);

	if (IS_SET(victim->pcdata->trust, TRUST_ALL)) 
		return TRUE;

	return (IS_SET(victim->pcdata->trust, TRUST_GROUP) &&
		is_same_group(ch, victim))
	    || (ch->clan && IS_SET(victim->pcdata->trust, TRUST_CLAN) &&
		ch->clan == victim->clan);
}

/*
 * spellbane - check if 'bch' deflects the spell of 'ch'
 */
bool spellbane(CHAR_DATA *bch, CHAR_DATA *ch, int bane_chance, int bane_damage)
{
	if (HAS_SKILL(bch, gsn_spellbane)
	&&  number_percent() < bane_chance) {
		if (ch == bch) {
	        	act_puts("Your spellbane deflects the spell!",
				 ch, NULL, NULL, TO_CHAR, POS_DEAD);
			act("$n's spellbane deflects the spell!",
			    ch, NULL, NULL, TO_ROOM);
			damage(ch, ch, bane_damage, gsn_spellbane,
			       DAM_NEGATIVE, TRUE);
		}
	        else {
			act_puts("$N deflects your spell!",
				 ch, NULL, bch, TO_CHAR, POS_DEAD);
			act("You deflect $n's spell!",
			    ch, NULL, bch, TO_VICT);
			act("$N deflects $n's spell!",
			    ch, NULL, bch, TO_NOTVICT);
			if (!is_safe(bch, ch))
				damage(bch, ch, bane_damage, gsn_spellbane,
				       DAM_NEGATIVE, TRUE);
			check_improve(bch, gsn_spellbane, TRUE, 8);
	        }
	        return TRUE;
	}

	return FALSE;
}

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

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

	CHAR_DATA *bch;		/* char to check spellbane on */
	int bane_chance;	/* spellbane chance */

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

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

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

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

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

	if (IS_NPC(ch)) {
		if (!str_cmp(arg1, "nowait")) {
			target_name = one_argument(target_name,
						   arg1, sizeof(arg1));
			if (ch->wait)
				ch->wait = 0;
		}
		else if (ch->wait) 
			return;
		sn = sn_lookup(arg1);
	}
	else {
		pcskill_t *ps;
		ps = (pcskill_t*) skill_vlookup(&ch->pcdata->learned, arg1);
		if (ps)
			sn = ps->sn;
	}

	if ((chance = get_skill(ch, sn)) == 0) {
		char_puts("You don't know any spells of that name.\n", ch);
		return;
	}
	spell = SKILL(sn);
	
	if (HAS_SKILL(ch, gsn_vampire)
	&&  !is_affected(ch, gsn_vampire)
	&&  !IS_SET(spell->flags, SKILL_CLAN)) {
		char_puts("You must transform to vampire before casting!\n",
			  ch);
		return;
	}

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

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

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

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

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

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

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

	case TAR_IGNORE:
		bch = ch;
		break;

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

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

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

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

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

		target = TARGET_CHAR;
		bch = victim;
		break;

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

		target = TARGET_CHAR;
		bch = victim;
		break;

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

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

		target = TARGET_OBJ;
		bch = ch;
		break;

	case TAR_OBJ_CHAR_OFF:
		if (target_name[0] == '\0') {
			if ((victim = ch->fighting) == NULL) {
				WAIT_STATE(ch, MISSING_TARGET_DELAY);
				char_puts("Cast the spell on whom or what?\n",
					  ch);
				return;
			}
			target = TARGET_CHAR;
		}
		else if ((victim = get_char_room(ch, target_name)))
			target = TARGET_CHAR;
		else if ((obj = get_obj_here(ch, target_name)))
			target = TARGET_OBJ;
		else {
			WAIT_STATE(ch, spell->beats);
			char_puts("You don't see that here.\n",ch);
			return;
		}
		bch = victim;
		break;

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

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

	switch (target) {
	case TARGET_CHAR:
		vo = (void*) victim;

		switch (spell->target) {
		case TAR_CHAR_DEFENSIVE:
		case TAR_OBJ_CHAR_DEF:
			if (IS_SET(spell->flags, SKILL_QUESTIONABLE)
			&&  !check_trust(ch, victim)) {
				char_puts("They do not trust you enough "
					  "for this spell.\n", ch);
				return;
			}
			break;

		case TAR_CHAR_OFFENSIVE:
		case TAR_OBJ_CHAR_OFF:
			offensive = TRUE;
			if (IS_SET(spell->flags, SKILL_QUESTIONABLE))
				offensive = !check_trust(ch, victim);

			if (offensive) {
				if (is_safe(ch, victim))
					return;

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

	case TARGET_OBJ:
		vo = (void*) obj;
		break;
	}

	if (bch && spellbane(bch, ch, bane_chance, 3 * bch->level))
		return;

	WAIT_STATE(ch, spell->beats);

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

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


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

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

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

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

		if (IS_AFFECTED(ch, AFF_CURSE)) {
			AFFECT_DATA* paf;
			for (paf = ch->affected; paf; paf = paf->next) 
				if (paf->type == gsn_anathema
				&& paf->location == APPLY_LEVEL)
					slevel += paf->modifier * 3;
		}

		if (slevel < 1)
			slevel = 1;

		ch->mana -= mana;

		spell->spell_fun(sn, IS_NPC(ch) ? ch->level : slevel,
				 ch, vo, target);
		check_improve(ch, sn, TRUE, 1);
	}
		
	if (cast_far && door != -1)
		path_to_track(ch, victim, door);
	else if (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) {
				if (victim->position != POS_SLEEPING)
					multi_hit(victim, ch, TYPE_UNDEFINED);
				break;
			}
		}
	}
}

/*
 * Cast spells at targets using a magical object.
 */
void obj_cast_spell(int sn, int level,
		    CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj)
{
	void *vo = NULL;
	int target = TARGET_NONE;
	skill_t *spell;
	CHAR_DATA *bch = NULL;
	int bane_chance = 100;
	int bane_damage = 0;
	bool offensive = FALSE;

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

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

	case TAR_IGNORE:
		bch = ch;
		bane_damage = 10*bch->level;
		break;

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

		target = TARGET_CHAR;
		bch = victim;
		bane_damage = 10*bch->level;
		bane_chance = 2 * get_skill(victim, gsn_spellbane) / 3;
		break;

	case TAR_CHAR_DEFENSIVE:
	case TAR_CHAR_SELF:
		if (victim == NULL)
			victim = ch;
		target = TARGET_CHAR;
		bch = victim;
		bane_damage = 10*bch->level;
		break;

	case TAR_OBJ_INV:
		if (obj == NULL) {
			char_puts("You can't do that.\n", ch);
			return;
		}
		target = TARGET_OBJ;
		bch = ch;
		bane_damage = 3*bch->level;
		break;

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

		if (victim) {
			target = TARGET_CHAR;
			bch = victim;
			bane_damage = 3*bch->level;
		}
		else
			target = TARGET_OBJ;
		break;

	case TAR_OBJ_CHAR_DEF:
		if (!victim && !obj) {
			victim = ch;
			target = TARGET_CHAR;
		}
		else if (victim) {
			target = TARGET_CHAR;
		}
		else 
			target = TARGET_OBJ;

		if (victim) {
			bch = victim;
			bane_damage = 3*bch->level;
		}
		break;
	}

	switch (target) {
	case TARGET_NONE:
		vo = NULL;
		break;

	case TARGET_OBJ:
		if (obj->extracted)
			return;
		vo = (void*) obj;
		break;

	case TARGET_CHAR:
		vo = (void *) victim;

		switch (spell->target) {
		case TAR_CHAR_DEFENSIVE:
		case TAR_OBJ_CHAR_DEF:
			if (IS_SET(spell->flags, SKILL_QUESTIONABLE)
			&&  !check_trust(ch, victim)) {
				char_puts("They do not trust you enough "
					  "for this spell.\n", ch);
				return;
			}
			break;

		case TAR_CHAR_OFFENSIVE:
		case TAR_OBJ_CHAR_OFF:
			offensive = TRUE;
			if (IS_SET(spell->flags, SKILL_QUESTIONABLE))
				offensive = !check_trust(ch, victim);

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

	if (bch && spellbane(bch, ch, bane_chance, bane_damage))
		return;

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

	if (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)
				doprintf(do_yell, victim,
					 "Help! %s is attacking me!",
					 PERS(ch, victim));

			if (victim == vch && victim->fighting == NULL) {
				multi_hit(victim, ch, TYPE_UNDEFINED);
				break;
			}
		}
	}
}

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

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

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

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



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

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

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

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

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

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

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


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

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

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



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

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

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



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

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

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

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

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

	dam = dice(level, 9);

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

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

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

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

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

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

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

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

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

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

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

			char_puts("A wave of calm passes over you.\n", vch);
			if (vch->fighting || vch->position == POS_FIGHTING)
				stop_fighting(vch, FALSE);

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

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

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

	level += 2;

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

	/* begin running through the spells */

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	/* first strike */

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

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

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

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

			if (vch == last_vict)
				continue;

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

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

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

		if (found)
			continue;

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

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

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

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

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

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

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

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

	if (count_charmed(ch))
		return;

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

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

	ladj = ch->sex == SEX_FEMALE ? 2 : 0;
	if (IS_AFFECTED(victim, AFF_CHARM)
	||  IS_AFFECTED(ch, AFF_CHARM)
	||  level+ladj < victim->level
	||  IS_SET(victim->imm_flags, IMM_CHARM)
	||  saves_spell(level, victim, DAM_CHARM) 
	||  (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
	||  (victim->in_room &&
	     IS_SET(victim->in_room->room_flags, ROOM_BATTLE_ARENA)))
		return;

	if (is_safe(ch, victim))
		return;

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

	if (ch->leader == victim) 
		ch->leader = NULL;

	victim->leader = ch;

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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



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

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

void spell_create_rose(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	OBJ_DATA *rose = create_obj(get_obj_index(OBJ_VNUM_ROSE), 0);
	act("$n has created $p.", ch, rose, NULL, TO_ROOM);
	act("You create $p.", ch, rose, NULL, TO_CHAR);
	obj_to_char(rose, ch);
}

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

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

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

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

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

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

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

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

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



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

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

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



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

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

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

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

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



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

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



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

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

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

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

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



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

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

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

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

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

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

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

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

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

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


void spell_anathema(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
	AFFECT_DATA af;
	CHAR_DATA* victim = (CHAR_DATA*) vo;
	int strength = 0;

	if (IS_GOOD(victim))
		strength = IS_EVIL(ch) ? 2 : (IS_GOOD(ch) ? 0 : 1);
	else if (IS_EVIL(victim))
		strength = IS_GOOD(ch) ? 2 : (IS_EVIL(ch) ? 0 : 1);
	else 
		strength = (IS_GOOD(ch) || IS_EVIL(ch)) ? 1:0;

	if (!strength) {
		act_puts("Oh, no. Your god seems to like $N.",
			 ch, NULL, victim, TO_CHAR, POS_DEAD);
		return;
	}

	if (is_affected(victim, sn)) {
		act_puts("$N is already cursed.",
			 ch, NULL, victim, TO_CHAR, POS_DEAD);
		return;
	}

	level += (strength - 1) * 3;

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

	af.where 	= TO_AFFECTS;
	af.type  	= sn;
	af.level 	= level;
	af.duration	= (8 + level/10);
	af.location	= APPLY_HITROLL;
	af.modifier	= - level/5 * strength;
	af.bitvector	= AFF_CURSE;

	affect_to_char(victim, &af);
	
	af.location	= APPLY_SAVING_SPELL;
	af.modifier	= level/5 * strength;

	affect_to_char(victim, &af);

	af.location	= APPLY_LEVEL;
	af.modifier	= -strength;

	affect_to_char(victim, &af);
	
	act("$n looks very uncomfortable.", victim, NULL, NULL, TO_ROOM);
	char_puts("You feel unclean.\n", victim);
}

/* RT replacement demonfire spell */

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

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

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

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

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

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

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


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

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


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

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

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

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

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

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

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

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

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

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

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



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

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

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



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

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

	return;
}



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

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

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

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

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

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

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

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

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

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

/* modified for enhanced use */

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

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

	/* begin running through the spells */

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

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

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

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

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

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

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

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

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

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

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

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

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

	if (IS_AFFECTED(victim,AFF_SANCTUARY) 
	&&  !saves_dispel(level, victim->level,-1)
	&&  !is_affected(victim, gsn_sanctuary)) {
		REMOVE_BIT(victim->affected_by,AFF_SANCTUARY);
		act("The white aura around $n's body vanishes.",
		    victim, NULL, NULL, TO_ROOM);
		found = TRUE;
	}
 
	if (IS_AFFECTED(victim, AFF_BLACK_SHROUD)
	&&  !saves_dispel(level, victim->level, -1)
	&&  !is_affected(victim, gsn_black_shroud)) {
		REMOVE_BIT(victim->affected_by, AFF_BLACK_SHROUD);
		act("The black aura around $n's body vanishes.",
		    victim, NULL, NULL, TO_ROOM);
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	/* find the bonuses */

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

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

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

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

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

	fail = URANGE(5,fail,85);

	result = number_percent();

	/* the moment of truth */
	if (result < (fail / 5))  /* item destroyed */
	{
		act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
		act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj, 0);
		return;
	}

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

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

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

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

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

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

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

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

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

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

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

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

}

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

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

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

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

	/* find the bonuses */

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

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

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

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

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

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

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

	fail = URANGE(5,fail,95);

	result = number_percent();

	/* the moment of truth */
	if (result < (fail / 5))  /* item destroyed */
	{
		act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
		act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj, 0);
		return;
	}

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

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

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

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

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

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

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

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

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

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

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

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

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

}



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

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


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

	if (number_percent() < 15) {
		af.where 	= TO_AFFECTS;
		af.type		= sn;
		af.level	= level/2;
		af.duration	= (6 + level/12);
		af.location	= APPLY_LEVEL;
		af.modifier	= -1;
		af.bitvector	= 0;

		affect_join(victim, &af);

	}


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

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

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

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

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

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

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

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

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

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

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

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

	affect_to_obj(obj,&af);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

static inline void
gate(CHAR_DATA *ch, CHAR_DATA *victim)
{
	transfer_char(ch, NULL, victim->in_room,
		      "$N steps through a gate and vanishes.",
		      "You step through a gate and vanish.",
		      "$N has arrived through a gate.");
}

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

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

	if (ch->pet && ch->in_room == ch->pet->in_room)
		pet = ch->pet;

	gate(ch, victim);
	if (pet && !IS_AFFECTED(pet, AFF_SLEEP)) {
		if (ch->pet->position != POS_STANDING)
			do_stand(pet, str_empty);
		gate(pet, victim);
	}
}

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

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

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



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

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

/* RT haste spell */

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

	if (IS_AFFECTED(victim, AFF_INVIS))
		return;

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

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



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

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

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

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



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

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

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

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

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

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

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

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

		if (number >= max_found)
			break;
	}

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

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

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

	int dam;

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

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

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

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

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

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

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

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

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

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

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

	return;
}

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

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

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

/* RT plague spell, very nasty */

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

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

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

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

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


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

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

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

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

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

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

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

	victim = (CHAR_DATA *) vo;

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

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



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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

	chance = 40 + 2 * level;

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

	chance = UMAX(level/2,chance);

	percent = number_percent();

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

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

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

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

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

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

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

	else /* whoops! */
	{
		act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
		act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
		extract_obj(obj, 0);
	}
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

	int dam;

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

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

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

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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

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

	transfer_char(victim, ch, ch->in_room,
		      "$N disappears suddenly.",
		      "$n has summoned you!",
		      "$N arrives suddenly.");
}

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

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

	transfer_char(victim, ch, get_random_room(victim, NULL),
		      "$N vanishes!",
		      "You have been teleported!", 
		      "$N slowly fades into existence.");
}

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

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

	transfer_char(victim, ch,
		      get_random_room(victim, victim->in_room->area),
		      "$N vanishes!",
		      "You have been teleported.",
		      "$N slowly fades into existence.");
}

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

	target_name = one_argument(target_name, speaker, sizeof(speaker));

	for (vch = ch->in_room->people; vch; vch = vch->next_in_room) {
		if (is_name(speaker, vch->name))
			continue;

		if (saves_spell(level, vch, DAM_OTHER)) {
			act("Someone makes $t say '{G$T{x'",
			    vch, speaker, target_name, TO_CHAR);
		}
		else {
			act("$t says '{G$T{x'",
			    vch, speaker, target_name, TO_CHAR);
		}
	}
}

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

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

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

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

	if (IS_NPC(victim))
		return;
	if (victim->fighting
	&&  (vcl = class_lookup(victim->class))
	&&  !CAN_FLEE(victim, vcl)) {
		if (victim == ch)
			char_puts("Your honour doesn't let you recall!.\n", ch);
		else
			char_printf(ch, "You can't cast this spell to a "
					"honourable fighting %s!\n",
				    vcl->name);
		return;
	}

	if (victim->desc && IS_PUMPED(victim)) {
		act_puts("You are too pumped to pray now.",
			 ch, NULL, NULL, TO_CHAR, POS_DEAD);
		return;
	}

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

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

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

	ch->move /= 2;
	pet = victim->pet;
	location = get_recall(victim);
	recall(victim, location);

	if (pet && !IS_AFFECTED(pet, AFF_SLEEP)) {
		if (pet->position != POS_STANDING)
			do_stand(pet, str_empty);
		recall(pet, location);
	}
}

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

		if (number >= max_found)
			break;
	}

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

/*  Electrical  */

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

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

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

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

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

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

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

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

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

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

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

static inline void
astral_walk(CHAR_DATA *ch, CHAR_DATA *victim)
{
	transfer_char(ch, victim, victim->in_room,
		      "$N disappears in a flash of light!",
		      "You travel via astral planes and go to $n.",
		      "$N appears in a flash of light!");
}

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

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

	if (ch->pet && ch->in_room == ch->pet->in_room)
		pet = ch->pet;

	astral_walk(ch, victim);
	if (pet && !IS_AFFECTED(pet, AFF_SLEEP)) {
		if (pet->position != POS_STANDING)
			do_stand(pet, str_empty);
		astral_walk(ch, victim);
	}
}


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


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

	transfer_char(ch, NULL, victim->in_room,
		      "$N dissolves into a cloud of glowing mist, then vanishes!",
		      "You dissolve into a cloud of glowing mist, then flow to your target.",
		      "A cloud of glowing mist engulfs you, then withdraws to unveil $N!");
}

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

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

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

	transfer_char(ch, NULL, victim->in_room,
		      "$N disappears in a blinding flash of light!",
		      "You dissolve in a blinding flash of light!",
		      "$N appears in a blinding flash of light!");
}

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


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

	transfer_char(ch, NULL, victim->in_room,
		      "$N coils into an ascending column of colour, vanishing into thin air.",
		      "You coil into an ascending column of colour, vanishing into thin air.",
		      "A coil of colours descends from above, revealing $N as it dissipates.");
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

	for (obj = object_list; obj; obj = obj->next) {
		if (obj->pIndexData->vnum != OBJ_VNUM_CORPSE_PC
		||  !IS_OWNER(ch, obj))
			continue;

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

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

	if (!found || room == NULL)
		char_puts("Unluckily your corpse is devoured.\n", ch);
	else
		transfer_char(ch, NULL, room, NULL, NULL, NULL);
}