/
swrfuss/
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swrfuss/color/
swrfuss/doc/mudprogs/
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/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			     Spell handling module			   *
****************************************************************************/

#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"

/*
 * Local functions.
 */
void say_spell args( ( CHAR_DATA * ch, int sn ) );
CHAR_DATA *make_poly_mob args( ( CHAR_DATA * ch, int vnum ) );
ch_ret spell_affect args( ( int sn, int level, CHAR_DATA * ch, void *vo ) );
ch_ret spell_affectchar args( ( int sn, int level, CHAR_DATA * ch, void *vo ) );

/*
 * Is immune to a damage type
 */
bool is_immune( CHAR_DATA *ch, short damtype )
{
   switch( damtype )
   {
      case SD_FIRE:           return( IS_SET( ch->immune, RIS_FIRE ) != 0 );
      case SD_COLD:           return( IS_SET( ch->immune, RIS_COLD ) );
      case SD_ELECTRICITY:    return( IS_SET( ch->immune, RIS_ELECTRICITY ) != 0 );
      case SD_ENERGY:         return( IS_SET( ch->immune, RIS_ENERGY ) != 0 );
      case SD_ACID:           return( IS_SET( ch->immune, RIS_ACID ) != 0 );
      case SD_POISON:         return( IS_SET( ch->immune, RIS_POISON ) != 0 );
      case SD_DRAIN:          return( IS_SET( ch->immune, RIS_DRAIN ) != 0 );
   }
   return FALSE;
}

/*
 * Lookup a skill by name, only stopping at skills the player has.
 */
int ch_slookup( CHAR_DATA * ch, const char *name )
{
   int sn;

   if( IS_NPC( ch ) )
      return skill_lookup( name );
   for( sn = 0; sn < top_sn; sn++ )
   {
      if( !skill_table[sn]->name )
         break;
      if( ch->pcdata->learned[sn] > 0
          && LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
         return sn;
   }

   return -1;
}

/*
 * Lookup an herb by name.
 */
int herb_lookup( const char *name )
{
   int sn;

   for( sn = 0; sn < top_herb; sn++ )
   {
      if( !herb_table[sn] || !herb_table[sn]->name )
         return -1;
      if( LOWER( name[0] ) == LOWER( herb_table[sn]->name[0] ) && !str_prefix( name, herb_table[sn]->name ) )
         return sn;
   }
   return -1;
}

/*
 * Lookup a personal skill
 */
int personal_lookup( CHAR_DATA * ch, const char *name )
{
   return -1;
}

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

   if( ( sn = bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
      if( ( sn = bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 )
         if( ( sn = bsearch_skill( name, gsn_first_weapon, gsn_first_tongue - 1 ) ) == -1 )
            if( ( sn = bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 ) ) == -1 && gsn_top_sn < top_sn )
            {
               for( sn = gsn_top_sn; sn < top_sn; sn++ )
               {
                  if( !skill_table[sn] || !skill_table[sn]->name )
                     return -1;
                  if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
                     return sn;
               }
               return -1;
            }
   return sn;
}

/*
 * Return a skilltype pointer based on sn			-Thoric
 * Returns NULL if bad, unused or personal sn.
 */
SKILLTYPE *get_skilltype( int sn )
{
   if( sn >= TYPE_PERSONAL )
      return NULL;
   if( sn >= TYPE_HERB )
      return IS_VALID_HERB( sn - TYPE_HERB ) ? herb_table[sn - TYPE_HERB] : NULL;
   if( sn >= TYPE_HIT )
      return NULL;
   return IS_VALID_SN( sn ) ? skill_table[sn] : NULL;
}

/*
 * Perform a binary search on a section of the skill table	-Thoric
 * Each different section of the skill table is sorted alphabetically
 */
int bsearch_skill( const char *name, int first, int top )
{
   int sn;

   for( ;; )
   {
      sn = ( first + top ) >> 1;
      if( !IS_VALID_SN( sn ) )
         return -1;
      if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
         return sn;
      if( first >= top )
         return -1;
      if( strcasecmp( name, skill_table[sn]->name ) < 1 )
         top = sn - 1;
      else
         first = sn + 1;
   }
}

/*
 * Perform a binary search on a section of the skill table	-Thoric
 * Each different section of the skill table is sorted alphabetically
 * Check for exact matches only
 */
int bsearch_skill_exact( const char *name, int first, int top )
{
   int sn;

   for( ;; )
   {
      sn = ( first + top ) >> 1;
      if( !IS_VALID_SN( sn ) )
         return -1;
      if( !strcasecmp( name, skill_table[sn]->name ) )
         return sn;
      if( first >= top )
         return -1;
      if( strcasecmp( name, skill_table[sn]->name ) < 1 )
         top = sn - 1;
      else
         first = sn + 1;
   }
}

/*
 * Perform a binary search on a section of the skill table
 * Each different section of the skill table is sorted alphabetically
 * Only match skills player knows				-Thoric
 */
int ch_bsearch_skill( CHAR_DATA * ch, const char *name, int first, int top )
{
   int sn;

   for( ;; )
   {
      sn = ( first + top ) >> 1;

      if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] )
          && !str_prefix( name, skill_table[sn]->name ) && ch->pcdata->learned[sn] > 0 )
         return sn;
      if( first >= top )
         return -1;
      if( strcmp( name, skill_table[sn]->name ) < 1 )
         top = sn - 1;
      else
         first = sn + 1;
   }
   return -1;
}


int find_spell( CHAR_DATA * ch, const char *name, bool know )
{
   if( IS_NPC( ch ) || !know )
      return bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 );
   else
      return ch_bsearch_skill( ch, name, gsn_first_spell, gsn_first_skill - 1 );
}

int find_skill( CHAR_DATA * ch, const char *name, bool know )
{
   if( IS_NPC( ch ) || !know )
      return bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 );
   else
      return ch_bsearch_skill( ch, name, gsn_first_skill, gsn_first_weapon - 1 );
}

int find_weapon( CHAR_DATA * ch, const char *name, bool know )
{
   if( IS_NPC( ch ) || !know )
      return bsearch_skill( name, gsn_first_weapon, gsn_first_tongue - 1 );
   else
      return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_first_tongue - 1 );
}

int find_tongue( CHAR_DATA * ch, const char *name, bool know )
{
   if( IS_NPC( ch ) || !know )
      return bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 );
   else
      return ch_bsearch_skill( ch, name, gsn_first_tongue, gsn_top_sn - 1 );
}


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

   if( slot <= 0 )
      return -1;

   for( sn = 0; sn < top_sn; sn++ )
      if( slot == skill_table[sn]->slot )
         return sn;

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

   return -1;
}

/*
 * Fancy message handling for a successful casting		-Thoric
 */
void successful_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj )
{
   short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
   short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
   short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );

   if( skill->target != TAR_CHAR_OFFENSIVE )
   {
      chit = chitroom;
      chitme = chitroom;
   }

   if( ch && ch != victim )
   {
      if( skill->hit_char && skill->hit_char[0] != '\0' )
         act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
      else if( skill->type == SKILL_SPELL )
         act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
   }
   if( ch && skill->hit_room && skill->hit_room[0] != '\0' )
      act( chitroom, skill->hit_room, ch, obj, victim, TO_NOTVICT );
   if( ch && victim && skill->hit_vict && skill->hit_vict[0] != '\0' )
   {
      if( ch != victim )
         act( chitme, skill->hit_vict, ch, obj, victim, TO_VICT );
      else
         act( chitme, skill->hit_vict, ch, obj, victim, TO_CHAR );
   }
   else if( ch && ch == victim && skill->type == SKILL_SPELL )
      act( chitme, "Ok.", ch, NULL, NULL, TO_CHAR );
   else if( ch && ch == victim && skill->type == SKILL_SKILL )
   {
      if( skill->hit_char && ( skill->hit_char[0] != '\0' ) )
         act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
      else
         act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
   }
}

/*
 * Fancy message handling for a failed casting			-Thoric
 */
void failed_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj )
{
   short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
   short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
   short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );

   if( skill->target != TAR_CHAR_OFFENSIVE )
   {
      chit = chitroom;
      chitme = chitroom;
   }

   if( ch && ch != victim )
   {
      if( skill->miss_char && skill->miss_char[0] != '\0' )
         act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
      else if( skill->type == SKILL_SPELL )
         act( chit, "You failed.", ch, NULL, NULL, TO_CHAR );
   }
   if( ch && skill->miss_room && skill->miss_room[0] != '\0' )
      act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
   if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
   {
      if( ch != victim )
         act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
      else
         act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
   }
   else if( ch && ch == victim )
   {
      if( skill->miss_char && skill->miss_char[0] != '\0' )
         act( chitme, skill->miss_char, ch, obj, victim, TO_CHAR );
      else if( skill->type == SKILL_SPELL )
         act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR );
   }
}

/*
 * Fancy message handling for being immune to something		-Thoric
 */
void immune_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj )
{
   short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
   short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
   short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );

   if( skill->target != TAR_CHAR_OFFENSIVE )
   {
      chit = chitroom;
      chitme = chitroom;
   }

   if( ch && ch != victim )
   {
      if( skill->imm_char && skill->imm_char[0] != '\0' )
         act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
      else if( skill->miss_char && skill->miss_char[0] != '\0' )
         act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
      else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
         act( chit, "That appears to have no effect.", ch, NULL, NULL, TO_CHAR );
   }
   if( ch && skill->imm_room && skill->imm_room[0] != '\0' )
      act( chitroom, skill->imm_room, ch, obj, victim, TO_NOTVICT );
   else if( ch && skill->miss_room && skill->miss_room[0] != '\0' )
      act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
   if( ch && victim && skill->imm_vict && skill->imm_vict[0] != '\0' )
   {
      if( ch != victim )
         act( chitme, skill->imm_vict, ch, obj, victim, TO_VICT );
      else
         act( chitme, skill->imm_vict, ch, obj, victim, TO_CHAR );
   }
   else if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
   {
      if( ch != victim )
         act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
      else
         act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
   }
   else if( ch && ch == victim )
   {
      if( skill->imm_char && skill->imm_char[0] != '\0' )
         act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
      else if( skill->miss_char && skill->miss_char[0] != '\0' )
         act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
      else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
         act( chit, "That appears to have no affect.", ch, NULL, NULL, TO_CHAR );
   }
}

/*
 * Utter mystical words for an sn.
 */
void say_spell( CHAR_DATA * ch, int sn )
{
   CHAR_DATA *rch;

   for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
   {
      if( rch != ch )
         act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, rch, TO_VICT );
   }

   return;
}


/*
 * Make adjustments to saving throw based in RIS		-Thoric
 */
int ris_save( CHAR_DATA * ch, int schance, int ris )
{
   short modifier;

   modifier = 10;
   if( IS_SET( ch->immune, ris ) )
      modifier -= 10;
   if( IS_SET( ch->resistant, ris ) )
      modifier -= 2;
   if( IS_SET( ch->susceptible, ris ) )
      modifier += 2;
   if( modifier <= 0 )
      return 1000;
   if( modifier == 10 )
      return schance;
   return ( schance * modifier ) / 10;
}


/*								    -Thoric
 * Fancy dice expression parsing complete with order of operations,
 * simple exponent support, dice support as well as a few extra
 * variables: L = level, H = hp, M = mana, V = move, S = str, X = dex
 *            I = int, W = wis, C = con, A = cha, U = luck, A = age
 *
 * Used for spell dice parsing, ie: 3d8+L-6
 *
 */
int rd_parse( CHAR_DATA * ch, int level, char *texp )
{
   int x, lop = 0, gop = 0, eop = 0;
   char operation;
   char *sexp[2];
   int total = 0, len = 0;

   /*
    * take care of nulls coming in 
    */
   if( !texp || !strlen( texp ) )
      return 0;

   /*
    * get rid of brackets if they surround the entire expresion
    */
   if( ( *texp == '(' ) && texp[strlen( texp ) - 1] == ')' )
   {
      texp[strlen( texp ) - 1] = '\0';
      texp++;
   }

   /*
    * check if the expresion is just a number 
    */
   len = strlen( texp );
   if( len == 1 && isalpha( texp[0] ) )
      switch ( texp[0] )
      {
         case 'L':
         case 'l':
            return level;
         case 'H':
         case 'h':
            return ch->hit;
         case 'M':
         case 'm':
            return ch->mana;
         case 'V':
         case 'v':
            return ch->move;
         case 'S':
         case 's':
            return get_curr_str( ch );
         case 'I':
         case 'i':
            return get_curr_int( ch );
         case 'W':
         case 'w':
            return get_curr_wis( ch );
         case 'X':
         case 'x':
            return get_curr_dex( ch );
         case 'C':
         case 'c':
            return get_curr_con( ch );
         case 'A':
         case 'a':
            return get_curr_cha( ch );
         case 'U':
         case 'u':
            return get_curr_lck( ch );
         case 'Y':
         case 'y':
            return get_age( ch );
      }

   for( x = 0; x < len; ++x )
      if( !isdigit( texp[x] ) && !isspace( texp[x] ) )
         break;
   if( x == len )
      return ( atoi( texp ) );

   /*
    * break it into 2 parts 
    */
   for( x = 0; x < strlen( texp ); ++x )
      switch ( texp[x] )
      {
         case '^':
            if( !total )
               eop = x;
            break;
         case '-':
         case '+':
            if( !total )
               lop = x;
            break;
         case '*':
         case '/':
         case '%':
         case 'd':
         case 'D':
            if( !total )
               gop = x;
            break;
         case '(':
            ++total;
            break;
         case ')':
            --total;
            break;
      }
   if( lop )
      x = lop;
   else if( gop )
      x = gop;
   else
      x = eop;
   operation = texp[x];
   texp[x] = '\0';
   sexp[0] = texp;
   sexp[1] = ( char * )( texp + x + 1 );

   /*
    * work it out 
    */
   total = rd_parse( ch, level, sexp[0] );
   switch ( operation )
   {
      case '-':
         total -= rd_parse( ch, level, sexp[1] );
         break;
      case '+':
         total += rd_parse( ch, level, sexp[1] );
         break;
      case '*':
         total *= rd_parse( ch, level, sexp[1] );
         break;
      case '/':
         total /= rd_parse( ch, level, sexp[1] );
         break;
      case '%':
         total %= rd_parse( ch, level, sexp[1] );
         break;
      case 'd':
      case 'D':
         total = dice( total, rd_parse( ch, level, sexp[1] ) );
         break;
      case '^':
      {
         int y = rd_parse( ch, level, sexp[1] ), z = total;

         for( x = 1; x < y; ++x, z *= total );
         total = z;
         break;
      }
   }
   return total;
}

/* wrapper function so as not to destroy exp */
int dice_parse( CHAR_DATA * ch, int level, char *texp )
{
   char buf[MAX_INPUT_LENGTH];

   strcpy( buf, texp );
   return rd_parse( ch, level, buf );
}

/*
 * Compute a saving throw.
 * Negative apply's make saving throw better.
 */
bool saves_poison_death( int level, CHAR_DATA * victim )
{
   int save;

   save = 50 + ( victim->top_level - level - victim->saving_poison_death ) * 2;
   save = URANGE( 5, save, 95 );
   return chance( victim, save );
}

bool saves_wands( int level, CHAR_DATA * victim )
{
   int save;

   if( IS_SET( victim->immune, RIS_MAGIC ) )
      return TRUE;

   save = 50 + ( victim->top_level - level - victim->saving_wand ) * 2;
   save = URANGE( 5, save, 95 );
   return chance( victim, save );
}

bool saves_para_petri( int level, CHAR_DATA * victim )
{
   int save;

   save = 50 + ( victim->top_level - level - victim->saving_para_petri ) * 2;
   save = URANGE( 5, save, 95 );
   return chance( victim, save );
}

bool saves_breath( int level, CHAR_DATA * victim )
{
   int save;

   save = 50 + ( victim->top_level - level - victim->saving_breath ) * 2;
   save = URANGE( 5, save, 95 );
   return chance( victim, save );
}

bool saves_spell_staff( int level, CHAR_DATA * victim )
{
   int save;

   if( IS_SET( victim->immune, RIS_MAGIC ) )
      return TRUE;

   if( IS_NPC( victim ) && level > 10 )
      level -= 5;
   save = 50 + ( victim->top_level - level - victim->saving_spell_staff ) * 2;
   save = URANGE( 5, save, 95 );
   return chance( victim, save );
}


/*
 * Process the spell's required components, if any		-Thoric
 * -----------------------------------------------
 * T###		check for item of type ###
 * V#####	check for item of vnum #####
 * Kword	check for item with keyword 'word'
 * G#####	check if player has ##### amount of gold
 * H####	check if player has #### amount of hitpoints
 *
 * Special operators:
 * ! spell fails if player has this
 * + don't consume this component
 * @ decrease component's value[0], and extract if it reaches 0
 * # decrease component's value[1], and extract if it reaches 0
 * $ decrease component's value[2], and extract if it reaches 0
 * % decrease component's value[3], and extract if it reaches 0
 * ^ decrease component's value[4], and extract if it reaches 0
 * & decrease component's value[5], and extract if it reaches 0
 */
bool process_spell_components( CHAR_DATA * ch, int sn )
{
   SKILLTYPE *skill = get_skilltype( sn );
   char *comp = skill->components;
   char *check;
   char arg[MAX_INPUT_LENGTH];
   bool consume, fail, found;
   int val, value;
   OBJ_DATA *obj;

   /*
    * if no components necessary, then everything is cool 
    */
   if( !comp || comp[0] == '\0' )
      return TRUE;

/* disable the whole damn shabang */

   return TRUE;

   while( comp[0] != '\0' )
   {
      comp = one_argument( comp, arg );
      consume = TRUE;
      fail = found = FALSE;
      val = -1;
      switch ( arg[1] )
      {
         default:
            check = arg + 1;
            break;
         case '!':
            check = arg + 2;
            fail = TRUE;
            break;
         case '+':
            check = arg + 2;
            consume = FALSE;
            break;
         case '@':
            check = arg + 2;
            val = 0;
            break;
         case '#':
            check = arg + 2;
            val = 1;
            break;
         case '$':
            check = arg + 2;
            val = 2;
            break;
         case '%':
            check = arg + 2;
            val = 3;
            break;
         case '^':
            check = arg + 2;
            val = 4;
            break;
         case '&':
            check = arg + 2;
            val = 5;
            break;
      }
      value = atoi( check );
      obj = NULL;
      switch ( UPPER( arg[0] ) )
      {
         case 'T':
            for( obj = ch->first_carrying; obj; obj = obj->next_content )
               if( obj->item_type == value )
               {
                  if( fail )
                  {
                     send_to_char( "Something disrupts the use of this power...\r\n", ch );
                     return FALSE;
                  }
                  found = TRUE;
                  break;
               }
            break;
         case 'V':
            for( obj = ch->first_carrying; obj; obj = obj->next_content )
               if( obj->pIndexData->vnum == value )
               {
                  if( fail )
                  {
                     send_to_char( "Something disrupts the use of this power...\r\n", ch );
                     return FALSE;
                  }
                  found = TRUE;
                  break;
               }
            break;
         case 'K':
            for( obj = ch->first_carrying; obj; obj = obj->next_content )
               if( nifty_is_name( check, obj->name ) )
               {
                  if( fail )
                  {
                     send_to_char( "Something disrupts the use of this power...\r\n", ch );
                     return FALSE;
                  }
                  found = TRUE;
                  break;
               }
            break;
         case 'G':
            if( ch->gold >= value )
            {
               if( fail )
               {
                  send_to_char( "Something disrupts the use of this power...\r\n", ch );
                  return FALSE;
               }
               else
               {
                  if( consume )
                  {
                     set_char_color( AT_GOLD, ch );
                     send_to_char( "You feel a little lighter...\r\n", ch );
                     ch->gold -= value;
                  }
                  continue;
               }
            }
            break;
         case 'H':
            if( ch->hit >= value )
            {
               if( fail )
               {
                  send_to_char( "Something disrupts the use of this power...\r\n", ch );
                  return FALSE;
               }
               else
               {
                  if( consume )
                  {
                     set_char_color( AT_BLOOD, ch );
                     send_to_char( "You feel a little weaker...\r\n", ch );
                     ch->hit -= value;
                     update_pos( ch );
                  }
                  continue;
               }
            }
            break;
      }
      /*
       * having this component would make the spell fail... if we get
       * here, then the caster didn't have that component 
       */
      if( fail )
         continue;
      if( !found )
      {
         send_to_char( "Something is missing...\r\n", ch );
         return FALSE;
      }
      if( obj )
      {
         if( val >= 0 && val < 6 )
         {
            separate_obj( obj );
            if( obj->value[val] <= 0 )
               return FALSE;
            else if( --obj->value[val] == 0 )
            {
               act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
               act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
               extract_obj( obj );
            }
            else
               act( AT_MAGIC, "$p glows briefly and a whisp of smoke rises from it.", ch, obj, NULL, TO_CHAR );
         }
         else if( consume )
         {
            separate_obj( obj );
            act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
            act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
            extract_obj( obj );
         }
         else
         {
            int count = obj->count;

            obj->count = 1;
            act( AT_MAGIC, "$p glows briefly.", ch, obj, NULL, TO_CHAR );
            obj->count = count;
         }
      }
   }
   return TRUE;
}

int pAbort;

/*
 * Locate targets.
 */
void *locate_targets( CHAR_DATA * ch, char *arg, int sn, CHAR_DATA ** victim, OBJ_DATA ** obj )
{
   SKILLTYPE *skill = get_skilltype( sn );
   void *vo = NULL;

   *victim = NULL;
   *obj = NULL;

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

      case TAR_IGNORE:
         break;

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

         if( is_safe( ch, *victim ) )
            return &pAbort;

         if( ch == *victim )
         {
            send_to_char( "Cast this on yourself?  Okay...\r\n", ch );
            /*
             * send_to_char( "You can't do that to yourself.\r\n", ch );
             * return &pAbort;
             */
         }

         if( !IS_NPC( ch ) )
         {
            if( !IS_NPC( *victim ) )
            {
               /*
                * Sheesh! can't do anything
                * send_to_char( "You can't do that on a player.\r\n", ch );
                * return &pAbort;
                */

               if( get_timer( ch, TIMER_PKILLED ) > 0 )
               {
                  send_to_char( "You have been killed in the last 5 minutes.\r\n", ch );
                  return &pAbort;
               }

               if( get_timer( *victim, TIMER_PKILLED ) > 0 )
               {
                  send_to_char( "This player has been killed in the last 5 minutes.\r\n", ch );
                  return &pAbort;
               }

            }

            if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == *victim )
            {
               send_to_char( "You can't do that on your own follower.\r\n", ch );
               return &pAbort;
            }
         }

         vo = ( void * )*victim;
         break;

      case TAR_CHAR_DEFENSIVE:
         if( arg[0] == '\0' )
            *victim = ch;
         else
         {
            if( ( *victim = get_char_room( ch, arg ) ) == NULL )
            {
               send_to_char( "They aren't here.\r\n", ch );
               return &pAbort;
            }
         }
         vo = ( void * )*victim;
         break;

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

         vo = ( void * )ch;
         break;

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

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

         vo = ( void * )*obj;
         break;
   }

   return vo;
}


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


/*
 * Cast a spell.  Multi-caster and component support by Thoric
 */
void do_cast( CHAR_DATA * ch, char *argument )
{
   char arg1[MAX_INPUT_LENGTH];
   char arg2[MAX_INPUT_LENGTH];
   static char staticbuf[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   OBJ_DATA *obj;
   void *vo = NULL;
   int mana;
   int sn;
   ch_ret retcode;
   bool dont_wait = FALSE;
   SKILLTYPE *skill = NULL;
   struct timeval time_used;

   retcode = rNONE;

   switch ( ch->substate )
   {
      default:
         /*
          * no ordering charmed mobs to cast spells 
          */
         if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
         {
            send_to_char( "You can't seem to do that right now...\r\n", ch );
            return;
         }

         if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
         {
            set_char_color( AT_MAGIC, ch );
            send_to_char( "You failed.\r\n", ch );
            return;
         }

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

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

         if( get_trust( ch ) < LEVEL_GOD )
         {
            if( ( sn = find_spell( ch, arg1, TRUE ) ) < 0 || ( !IS_NPC( ch ) && ch->pcdata->learned[sn] <= 0 ) )
            {
               send_to_char( "You can't do that.\r\n", ch );
               return;
            }
            if( ( skill = get_skilltype( sn ) ) == NULL )
            {
               send_to_char( "You can't do that right now...\r\n", ch );
               return;
            }
         }
         else
         {
            if( ( sn = skill_lookup( arg1 ) ) < 0 )
            {
               send_to_char( "We didn't create that yet...\r\n", ch );
               return;
            }
            if( sn >= MAX_SKILL )
            {
               send_to_char( "Hmm... that might hurt.\r\n", ch );
               return;
            }
            if( ( skill = get_skilltype( sn ) ) == NULL )
            {
               send_to_char( "Somethis is severely wrong with that one...\r\n", ch );
               return;
            }
            if( skill->type != SKILL_SPELL )
            {
               send_to_char( "That isn't a force power.\r\n", ch );
               return;
            }
            if( !skill->spell_fun )
            {
               send_to_char( "We didn't finish that one yet...\r\n", ch );
               return;
            }
         }

         /*
          * Something else removed by Merc         -Thoric
          */
         if( ch->position < skill->minimum_position )
         {
            switch ( ch->position )
            {
               default:
                  send_to_char( "You can't concentrate enough.\r\n", ch );
                  break;
               case POS_SITTING:
                  send_to_char( "You can't summon enough energy sitting down.\r\n", ch );
                  break;
               case POS_RESTING:
                  send_to_char( "You're too relaxed to cast that spell.\r\n", ch );
                  break;
               case POS_FIGHTING:
                  send_to_char( "You can't concentrate enough while fighting!\r\n", ch );
                  break;
               case POS_SLEEPING:
                  send_to_char( "You dream about great feats of magic.\r\n", ch );
                  break;
            }
            return;
         }

         if( skill->spell_fun == spell_null )
         {
            send_to_char( "That's not a spell!\r\n", ch );
            return;
         }

         if( !skill->spell_fun )
         {
            send_to_char( "You cannot cast that... yet.\r\n", ch );
            return;
         }

         mana = IS_NPC( ch ) ? 0 : skill->min_mana;

         /*
          * Locate targets.
          */
         vo = locate_targets( ch, arg2, sn, &victim, &obj );
         if( vo == &pAbort )
            return;

         if( is_safe( ch, victim ) )
         {
            set_char_color( AT_MAGIC, ch );
            send_to_char( "You cannot do that to them.\r\n", ch );
            return;
         }


         if( !IS_NPC( ch ) && ch->mana < mana )
         {
            send_to_char( "The force is not strong enough within you.\r\n", ch );
            return;
         }
         if( skill->participants <= 1 )
            break;
         /*
          * multi-participant spells         -Thoric 
          */
         add_timer( ch, TIMER_DO_FUN, UMIN( skill->beats / 10, 3 ), do_cast, 1 );
         act( AT_MAGIC, "You begin to feel the force in yourself and those around you...", ch, NULL, NULL, TO_CHAR );
         act( AT_MAGIC, "$n reaches out with the force to those around...", ch, NULL, NULL, TO_ROOM );
         sprintf( staticbuf, "%s %s", arg2, target_name );
         ch->dest_buf = str_dup( staticbuf );
         ch->tempnum = sn;
         return;
      case SUB_TIMER_DO_ABORT:
         DISPOSE( ch->dest_buf );
         if( IS_VALID_SN( ( sn = ch->tempnum ) ) )
         {
            if( ( skill = get_skilltype( sn ) ) == NULL )
            {
               send_to_char( "Something went wrong...\r\n", ch );
               bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn );
               return;
            }
            mana = IS_NPC( ch ) ? 0 : skill->min_mana;

            if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
               ch->mana -= mana / 3;
         }
         set_char_color( AT_MAGIC, ch );
         send_to_char( "You stop your concentration\r\n", ch );
         /*
          * should add schance of backfire here 
          */
         return;
      case 1:
         sn = ch->tempnum;
         if( ( skill = get_skilltype( sn ) ) == NULL )
         {
            send_to_char( "Something went wrong...\r\n", ch );
            bug( "do_cast: substate 1: bad sn %d", sn );
            return;
         }
         if( !ch->dest_buf || !IS_VALID_SN( sn ) || skill->type != SKILL_SPELL )
         {
            send_to_char( "Something negates the powers of the force.\r\n", ch );
            bug( "do_cast: ch->dest_buf NULL or bad sn (%d)", sn );
            return;
         }
         mana = IS_NPC( ch ) ? 0 : skill->min_mana;
         strcpy( staticbuf, ch->dest_buf );
         target_name = one_argument( staticbuf, arg2 );
         DISPOSE( ch->dest_buf );
         ch->substate = SUB_NONE;
         if( skill->participants > 1 )
         {
            int cnt = 1;
            CHAR_DATA *tmp;
            TIMER *t;

            for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
               if( tmp != ch
                   && ( t = get_timerptr( tmp, TIMER_DO_FUN ) ) != NULL
                   && t->count >= 1 && t->do_fun == do_cast
                   && tmp->tempnum == sn && tmp->dest_buf && !str_cmp( tmp->dest_buf, staticbuf ) )
                  ++cnt;
            if( cnt >= skill->participants )
            {
               for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
                  if( tmp != ch
                      && ( t = get_timerptr( tmp, TIMER_DO_FUN ) ) != NULL
                      && t->count >= 1 && t->do_fun == do_cast
                      && tmp->tempnum == sn && tmp->dest_buf && !str_cmp( tmp->dest_buf, staticbuf ) )
                  {
                     extract_timer( tmp, t );
                     act( AT_MAGIC, "Channeling your energy into $n, you help direct the force", ch, NULL, tmp, TO_VICT );
                     act( AT_MAGIC, "$N channels $S energy into you!", ch, NULL, tmp, TO_CHAR );
                     act( AT_MAGIC, "$N channels $S energy into $n!", ch, NULL, tmp, TO_NOTVICT );
                     learn_from_success( tmp, sn );

                     tmp->mana -= mana;
                     tmp->substate = SUB_NONE;
                     tmp->tempnum = -1;
                     DISPOSE( tmp->dest_buf );
                  }
               dont_wait = TRUE;
               send_to_char( "You concentrate all the energy into a burst of force!\r\n", ch );
               vo = locate_targets( ch, arg2, sn, &victim, &obj );
               if( vo == &pAbort )
                  return;
            }
            else
            {
               set_char_color( AT_MAGIC, ch );
               send_to_char( "There was not enough power for that to succeed...\r\n", ch );

               if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
                  ch->mana -= mana / 2;
               learn_from_failure( ch, sn );
               return;
            }
         }
   }

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

   if( !dont_wait )
      WAIT_STATE( ch, skill->beats );

   /*
    * Getting ready to cast... check for spell components  -Thoric
    */
   if( !process_spell_components( ch, sn ) )
   {

      if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
         ch->mana -= mana / 2;
      learn_from_failure( ch, sn );
      return;
   }

   if( !IS_NPC( ch ) && abs( ch->alignment - skill->alignment ) > 1010 )
   {
      if( ch->alignment > skill->alignment )
      {
         send_to_char( "You do not have enough anger in you.\r\n", ch );
         if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
            ch->mana -= mana / 2;
         return;
      }
      if( ch->alignment < skill->alignment )
      {
         send_to_char( "Your anger and hatred prevent you from focusing.\r\n", ch );
         if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
            ch->mana -= mana / 2;
         return;
      }
   }
   if( !IS_NPC( ch ) && ( number_percent(  ) + skill->difficulty * 5 ) > ch->pcdata->learned[sn] )
   {
      /*
       * Some more interesting loss of concentration messages  -Thoric 
       */
      switch ( number_bits( 2 ) )
      {
         case 0: /* too busy */
            if( ch->fighting )
               send_to_char( "This round of battle is too hectic to concentrate properly.\r\n", ch );
            else
               send_to_char( "You lost your concentration.\r\n", ch );
            break;
         case 1: /* irritation */
            if( number_bits( 2 ) == 0 )
            {
               switch ( number_bits( 2 ) )
               {
                  case 0:
                     send_to_char( "A tickle in your nose prevents you from keeping your concentration.\r\n", ch );
                     break;
                  case 1:
                     send_to_char( "An itch on your leg keeps you from properly using the force.\r\n", ch );
                     break;
                  case 2:
                     send_to_char( "A nagging though prevents you from focusing on the force.\r\n", ch );
                     break;
                  case 3:
                     send_to_char( "A twitch in your eye disrupts your concentration for a moment.\r\n", ch );
                     break;
               }
            }
            else
               send_to_char( "Something distracts you, and you lose your concentration.\r\n", ch );
            break;
         case 2: /* not enough time */
            if( ch->fighting )
               send_to_char( "There wasn't enough time this round to complete your concentration.\r\n", ch );
            else
               send_to_char( "You lost your concentration.\r\n", ch );
            break;
         case 3:
            send_to_char( "A disturbance in the force muddles your concentration.\r\n", ch );
            break;
      }

      if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
         ch->mana -= mana / 2;
      learn_from_failure( ch, sn );
      return;
   }
   else
   {

      ch->mana -= mana;

      /*
       * check for immunity to magic if victim is known...
       * and it is a TAR_CHAR_DEFENSIVE/SELF spell
       * otherwise spells will have to check themselves
       */
      if( ( skill->target == TAR_CHAR_DEFENSIVE
            || skill->target == TAR_CHAR_SELF ) && victim && IS_SET( victim->immune, RIS_MAGIC ) )
      {
         immune_casting( skill, ch, victim, NULL );
         retcode = rSPELL_FAILED;
      }
      else
      {
         start_timer( &time_used );
         retcode = ( *skill->spell_fun ) ( sn, ch->skill_level[FORCE_ABILITY], ch, vo );
         end_timer( &time_used );
         update_userec( &time_used, &skill->userec );
      }
   }

   if( retcode == rCHAR_DIED || retcode == rERROR || char_died( ch ) )
      return;
   if( retcode != rSPELL_FAILED )
   {
      int force_exp;

      force_exp = skill->min_level * skill->min_level * 10;
      force_exp =
         URANGE( 0, force_exp,
                 ( exp_level( ch->skill_level[FORCE_ABILITY] + 1 ) - exp_level( ch->skill_level[FORCE_ABILITY] ) ) / 35 );
      if( !ch->fighting )
         ch_printf( ch, "You gain %d force experience.\r\n", force_exp );
      gain_exp( ch, force_exp, FORCE_ABILITY );
      learn_from_success( ch, sn );
   }
   else
      learn_from_failure( ch, sn );

   /*
    * Fixed up a weird mess here, and added double safeguards -Thoric
    */
   if( skill->target == TAR_CHAR_OFFENSIVE && victim && !char_died( victim ) && victim != ch )
   {
      CHAR_DATA *vch, *vch_next;

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

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

   return;
}


/*
 * Cast spells at targets using a magical object.
 */
ch_ret obj_cast_spell( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj )
{
   void *vo;
   ch_ret retcode = rNONE;
   int levdiff = ch->top_level - level;
   SKILLTYPE *skill = get_skilltype( sn );
   struct timeval time_used;

   if( sn == -1 )
      return retcode;
   if( !skill || !skill->spell_fun )
   {
      bug( "Obj_cast_spell: bad sn %d.", sn );
      return rERROR;
   }

   if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
   {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "Nothing seems to happen...\r\n", ch );
      return rNONE;
   }

   /*
    * Basically this was added to cut down on level 5 players using level
    * 40 scrolls in battle too often ;)     -Thoric
    */
   if( ( skill->target == TAR_CHAR_OFFENSIVE || number_bits( 7 ) == 1 ) /* 1/128 schance if non-offensive */
       && skill->type != SKILL_HERB && !chance( ch, 95 + levdiff ) )
   {
      switch ( number_bits( 2 ) )
      {
         case 0:
            failed_casting( skill, ch, victim, NULL );
            break;
         case 1:
            act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR );
            if( victim )
               act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT );
            act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT );
            return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
         case 2:
            failed_casting( skill, ch, victim, NULL );
            break;
         case 3:
            act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR );
            if( victim )
               act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT );
            act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT );
            return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
      }
      return rNONE;
   }

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

      case TAR_IGNORE:
         vo = NULL;
         if( victim )
            target_name = victim->name;
         else if( obj )
            target_name = obj->name;
         break;

      case TAR_CHAR_OFFENSIVE:
         if( victim != ch )
         {
            if( !victim )
               victim = who_fighting( ch );
            if( !victim || !IS_NPC( victim ) )
            {
               send_to_char( "You can't do that.\r\n", ch );
               return rNONE;
            }
         }
         if( ch != victim && is_safe( ch, victim ) )
            return rNONE;
         vo = ( void * )victim;
         break;

      case TAR_CHAR_DEFENSIVE:
         if( victim == NULL )
            victim = ch;
         vo = ( void * )victim;
         if( skill->type != SKILL_HERB && IS_SET( victim->immune, RIS_MAGIC ) )
         {
            immune_casting( skill, ch, victim, NULL );
            return rNONE;
         }
         break;

      case TAR_CHAR_SELF:
         vo = ( void * )ch;
         if( skill->type != SKILL_HERB && IS_SET( ch->immune, RIS_MAGIC ) )
         {
            immune_casting( skill, ch, victim, NULL );
            return rNONE;
         }
         break;

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

   start_timer( &time_used );
   retcode = ( *skill->spell_fun ) ( sn, level, ch, vo );
   end_timer( &time_used );
   update_userec( &time_used, &skill->userec );

   if( retcode == rSPELL_FAILED )
      retcode = rNONE;

   if( retcode == rCHAR_DIED || retcode == rERROR )
      return retcode;

   if( char_died( ch ) )
      return rCHAR_DIED;

   if( skill->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died( victim ) )
   {
      CHAR_DATA *vch;
      CHAR_DATA *vch_next;

      for( vch = ch->in_room->first_person; vch; vch = vch_next )
      {
         vch_next = vch->next_in_room;
         if( victim == vch && !victim->fighting && victim->master != ch )
         {
            retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
            break;
         }
      }
   }

   return retcode;
}



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

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );

   sith_penalty( ch );

   dam = dice( level, 6 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}




ch_ret spell_blindness( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   AFFECT_DATA af;
   int tmp;
   SKILLTYPE *skill = get_skilltype( sn );

   if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) )
      tmp = level;
   else
      tmp = level;

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell_staff( tmp, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   af.type = sn;
   af.location = APPLY_HITROLL;
   af.modifier = -4;
   af.duration = ( 1 + ( level / 3 ) ) * DUR_CONV;
   af.bitvector = AFF_BLIND;
   affect_to_char( victim, &af );
   set_char_color( AT_MAGIC, victim );
   send_to_char( "You are blinded!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", ch );
   return rNONE;
}


ch_ret spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      1,
      3, 5, 7, 9, 14, 17, 20, 23, 26, 29,
      29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
      34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
      39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
      44, 44, 45, 45, 46, 46, 47, 47, 48, 48,
      49, 49, 50, 50, 51, 51, 52, 52, 53, 53,
      54, 54, 55, 55, 56, 56, 57, 57, 58, 58
   };
   int dam;


   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



ch_ret spell_call_lightning( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *vch;
   CHAR_DATA *vch_next;
   int dam;
   bool ch_died;
   ch_ret retcode = rNONE;

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

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

   dam = dice( level / 4, 8 );

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   set_char_color( AT_MAGIC, ch );
   send_to_char( "Lightning strikes your foes!\r\n", ch );
   act( AT_MAGIC, "$n calls Lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM );

   ch_died = FALSE;
   for( vch = first_char; vch; vch = vch_next )
   {
      vch_next = vch->next;
      if( !vch->in_room )
         continue;
      if( vch->in_room == ch->in_room )
      {
         if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
            continue;

         if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) )
            retcode = damage( ch, vch, saves_spell_staff( level, vch ) ? dam / 2 : dam, sn );
         if( retcode == rCHAR_DIED || char_died( ch ) )
            ch_died = TRUE;
         continue;
      }

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

   if( ch_died )
      return rCHAR_DIED;
   else
      return rNONE;
}



ch_ret spell_cause_light( int sn, int level, CHAR_DATA * ch, void *vo )
{
   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 50;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   return damage( ch, ( CHAR_DATA * ) vo, dice( 1, 8 ) + level / 3, sn );
}



ch_ret spell_cause_critical( int sn, int level, CHAR_DATA * ch, void *vo )
{
   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 70;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   return damage( ch, ( CHAR_DATA * ) vo, dice( 3, 8 ) + level, sn );
}



ch_ret spell_cause_serious( int sn, int level, CHAR_DATA * ch, void *vo )
{
   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 90;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   return damage( ch, ( CHAR_DATA * ) vo, dice( level, 2 ), sn );
}


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

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


ch_ret spell_charm_person( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   AFFECT_DATA af;
   int schance;
   char buf[MAX_STRING_LENGTH];
   SKILLTYPE *skill = get_skilltype( sn );

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

   if( IS_SET( victim->immune, RIS_MAGIC ) || IS_SET( victim->immune, RIS_CHARM ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( !IS_NPC( victim ) && !IS_NPC( ch ) )
   {
      send_to_char( "I don't think so...\r\n", ch );
      send_to_char( "You feel as if someone tried to enter your mind but failed..\r\n", victim );
      return rSPELL_FAILED;
   }

   schance = ris_save( victim, level, RIS_CHARM );

   if( IS_AFFECTED( victim, AFF_CHARM )
       || schance == 1000
       || IS_AFFECTED( ch, AFF_CHARM )
       || level < victim->top_level || circle_follow( victim, ch ) || saves_spell_staff( schance, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( victim->master )
      stop_follower( victim );
   add_follower( victim, ch );
   af.type = sn;
   af.duration = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV;
   af.location = 0;
   af.modifier = 0;
   af.bitvector = AFF_CHARM;
   affect_to_char( victim, &af );
   act( AT_MAGIC, "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
   act( AT_MAGIC, "$N's eyes glaze over...", ch, NULL, victim, TO_ROOM );
   if( ch != victim )
      send_to_char( "Ok.\r\n", ch );

   sprintf( buf, "%s has charmed %s.", ch->name, victim->name );
   log_string_plus( buf, LOG_NORMAL, ch->top_level );
/*
    to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
*/
   return rNONE;
}


ch_ret spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      3,
      4, 5, 6, 7, 8, 9, 12, 13, 13, 13,
      14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
      17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
      20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
      24, 24, 24, 25, 25, 25, 26, 26, 26, 27,
      27, 28, 28, 29, 29, 30, 30, 31, 31, 32,
      32, 33, 34, 34, 35, 35, 36, 37, 37, 38
   };
   AFFECT_DATA af;
   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( !saves_spell_staff( level, victim ) )
   {
      af.type = sn;
      af.duration = 14;
      af.location = APPLY_STR;
      af.modifier = -1;
      af.bitvector = 0;
      affect_join( victim, &af );
   }
   else
   {
      dam /= 2;
   }

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



ch_ret spell_colour_spray( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      3,
      4, 5, 6, 7, 8, 9, 10, 15, 20, 25,
      30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
      58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
      65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
      73, 73, 74, 75, 76, 76, 77, 78, 79, 79,
      80, 80, 81, 82, 82, 83, 83, 84, 85, 85,
      86, 86, 87, 88, 88, 89, 89, 90, 91, 91
   };
   int dam;

   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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


ch_ret spell_control_weather( int sn, int level, CHAR_DATA * ch, void *vo )
{
   SKILLTYPE *skill = get_skilltype( sn );

   if( !str_cmp( target_name, "better" ) )
      weather_info.change += dice( level / 3, 4 );
   else if( !str_cmp( target_name, "worse" ) )
      weather_info.change -= dice( level / 3, 4 );
   else
   {
      send_to_char( "Do you want it to get better or worse?\r\n", ch );
      return rSPELL_FAILED;
   }
   successful_casting( skill, ch, NULL, NULL );
   return rNONE;
}


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

   mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
   mushroom->value[0] = 5 + level;
   act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
   act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
   mushroom = obj_to_room( mushroom, ch->in_room );
   return rNONE;
}


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

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

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

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

   if( water > 0 )
   {
      separate_obj( obj );
      obj->value[2] = LIQ_WATER;
      obj->value[1] += water;
      if( !is_name( "water", obj->name ) )
      {
         char buf[MAX_STRING_LENGTH];

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

   return rNONE;
}



ch_ret spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   SKILLTYPE *skill = get_skilltype( sn );

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( !is_affected( victim, gsn_blindness ) )
      return rSPELL_FAILED;

   if( ch != victim )
   {
      send_to_char( "The nobel Jedi use their powers to help others!\r\n", ch );
      ch->alignment = ch->alignment + 25;
      ch->alignment = URANGE( -1000, ch->alignment, 1000 );
      jedi_bonus( ch );
   }

   affect_strip( victim, gsn_blindness );
   set_char_color( AT_MAGIC, victim );
   send_to_char( "Your vision returns!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", ch );
   return rNONE;
}


ch_ret spell_cure_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   SKILLTYPE *skill = get_skilltype( sn );

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( is_affected( victim, gsn_poison ) )
   {
      if( ch != victim )
      {
         send_to_char( "The nobel Jedi use their powers to help others!\r\n", ch );
         ch->alignment = ch->alignment + 25;
         ch->alignment = URANGE( -1000, ch->alignment, 1000 );
         jedi_bonus( ch );
      }

      affect_strip( victim, gsn_poison );
      act( AT_MAGIC, "$N looks better.", ch, NULL, victim, TO_NOTVICT );
      set_char_color( AT_MAGIC, victim );
      send_to_char( "A warm feeling runs through your body.\r\n", victim );
      victim->mental_state = URANGE( -100, victim->mental_state, -10 );
      send_to_char( "Ok.\r\n", ch );
      return rNONE;
   }
   else
      return rSPELL_FAILED;
}


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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell_staff( level, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   af.type = sn;
   af.duration = ( 4 * level ) * DUR_CONV;
   af.location = APPLY_HITROLL;
   af.modifier = -1;
   af.bitvector = AFF_CURSE;
   affect_to_char( victim, &af );

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

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 50;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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


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

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

   return rNONE;
}


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

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

   if( IS_GOOD( victim ) )
   {
      act( AT_MAGIC, "The light side protects $N.", ch, NULL, victim, TO_ROOM );
      return rSPELL_FAILED;
   }

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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

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


ch_ret spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int affected_by, cnt;
   SKILLTYPE *skill = get_skilltype( sn );

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( victim->affected_by && ch == victim )
   {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "You pass your hands around your body...\r\n", ch );
      while( victim->first_affect )
         affect_remove( victim, victim->first_affect );
      victim->affected_by = race_table[victim->race].affected;
      return rNONE;
   }
   else
      if( victim->affected_by == race_table[victim->race].affected
          || level < victim->top_level || saves_spell_staff( level, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( !IS_NPC( victim ) )
   {
      send_to_char( "You can't do that... yet.\r\n", ch );
      return rSPELL_FAILED;
   }

   cnt = 0;
   for( ;; )
   {
      affected_by = 1 << number_bits( 5 );
      if( IS_SET( victim->affected_by, affected_by ) )
         break;
      if( cnt++ > 30 )
      {
         failed_casting( skill, ch, victim, NULL );
         return rNONE;
      }
   }
   REMOVE_BIT( victim->affected_by, affected_by );
   successful_casting( skill, ch, victim, NULL );

   return rNONE;
}



ch_ret spell_earthquake( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *vch;
   CHAR_DATA *vch_next;
   bool ch_died;
   ch_ret retcode;
   SKILLTYPE *skill = get_skilltype( sn );

   ch_died = FALSE;
   retcode = rNONE;

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rSPELL_FAILED;
   }

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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

   for( vch = first_char; vch; vch = vch_next )
   {
      vch_next = vch->next;
      if( !vch->in_room )
         continue;
      if( vch->in_room == ch->in_room )
      {
         if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
            continue;

         if( IS_AFFECTED( vch, AFF_FLOATING ) || IS_AFFECTED( vch, AFF_FLYING ) )
            continue;

         if( ch == vch )
            continue;

         retcode = damage( ch, vch, level + dice( 2, 8 ), sn );
         if( retcode == rCHAR_DIED || char_died( ch ) )
         {
            ch_died = TRUE;
            continue;
         }
         if( char_died( vch ) )
            continue;
      }

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

   if( ch_died )
      return rCHAR_DIED;
   else
      return rNONE;
}


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

   if( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT( obj, ITEM_MAGIC ) || obj->first_affect )
      return rSPELL_FAILED;

   /*
    * Bug fix here. -- Alty 
    */
   separate_obj( obj );
   CREATE( paf, AFFECT_DATA, 1 );
   paf->type = -1;
   paf->duration = -1;
   paf->location = APPLY_HITROLL;
   paf->modifier = level / 15;
   paf->bitvector = 0;
   LINK( paf, obj->first_affect, obj->last_affect, next, prev );

   CREATE( paf, AFFECT_DATA, 1 );
   paf->type = -1;
   paf->duration = -1;
   paf->location = APPLY_DAMROLL;
   paf->modifier = level / 15;
   paf->bitvector = 0;
   LINK( paf, obj->first_affect, obj->last_affect, next, prev );

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

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



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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 200;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   schance = ris_save( victim, victim->top_level, RIS_DRAIN );
   if( schance == 1000 || saves_spell_staff( schance, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );   /* SB */
      return rSPELL_FAILED;
   }

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

   if( ch->hit > ch->max_hit )
      ch->hit = ch->max_hit;
   return damage( ch, victim, dam, sn );
}



ch_ret spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      1,
      1, 4, 7, 10, 13, 16, 19, 22, 25, 28,
      31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
      44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
      51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
      58, 58, 59, 60, 60, 61, 62, 62, 63, 64,
      64, 65, 65, 66, 66, 67, 68, 68, 69, 69,
      70, 71, 71, 72, 72, 73, 73, 74, 75, 75
   };
   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   dam = dice( 6, 8 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   af.type = sn;
   af.duration = level * DUR_CONV;
   af.location = APPLY_AC;
   af.modifier = 2 * level;
   af.bitvector = AFF_FAERIE_FIRE;
   affect_to_char( victim, &af );
   act( AT_PINK, "You are surrounded by a pink outline.", victim, NULL, NULL, TO_CHAR );
   act( AT_PINK, "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
   return rNONE;
}



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

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

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

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

      affect_strip( ich, gsn_invis );
      affect_strip( ich, gsn_mass_invis );
      affect_strip( ich, gsn_sneak );
      REMOVE_BIT( ich->affected_by, AFF_HIDE );
      if( ich->race != RACE_DEFEL )
         REMOVE_BIT( ich->affected_by, AFF_INVISIBLE );
      if( ich->race != RACE_NOGHRI )
         REMOVE_BIT( ich->affected_by, AFF_SNEAK );
      act( AT_MAGIC, "$n is revealed!", ich, NULL, NULL, TO_ROOM );
      act( AT_MAGIC, "You are revealed!", ich, NULL, NULL, TO_CHAR );
   }
   return rNONE;
}


ch_ret spell_gate( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}


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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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


ch_ret spell_identify( int sn, int level, CHAR_DATA * ch, void *vo )
{
/* Modified by Scryn to work on mobs/players/objs */
   OBJ_DATA *obj;
   CHAR_DATA *victim;
   AFFECT_DATA *paf;
   SKILLTYPE *sktmp;
   SKILLTYPE *skill = get_skilltype( sn );

   if( target_name[0] == '\0' )
   {
      send_to_char( "What would you like identified?\r\n", ch );
      return rSPELL_FAILED;
   }

   if( ( obj = get_obj_carry( ch, target_name ) ) != NULL )
   {
      set_char_color( AT_LBLUE, ch );
      ch_printf( ch,
                 "Object '%s' is %s, special properties: %s %s.\r\nIts weight is %d, value is %d.\r\n",
                 obj->name,
                 aoran( item_type_name( obj ) ),
                 extra_bit_name( obj->extra_flags ), magic_bit_name( obj->magic_flags ), obj->weight, obj->cost );
      set_char_color( AT_MAGIC, ch );

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

            if( obj->value[1] >= 0 && ( sktmp = get_skilltype( obj->value[1] ) ) != NULL )
            {
               send_to_char( " '", ch );
               send_to_char( sktmp->name, ch );
               send_to_char( "'", ch );
            }

            if( obj->value[2] >= 0 && ( sktmp = get_skilltype( obj->value[2] ) ) != NULL )
            {
               send_to_char( " '", ch );
               send_to_char( sktmp->name, ch );
               send_to_char( "'", ch );
            }

            if( obj->value[3] >= 0 && ( sktmp = get_skilltype( obj->value[3] ) ) != NULL )
            {
               send_to_char( " '", ch );
               send_to_char( sktmp->name, ch );
               send_to_char( "'", ch );
            }

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

         case ITEM_DEVICE:
            ch_printf( ch, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] );

            if( obj->value[3] >= 0 && ( sktmp = get_skilltype( obj->value[3] ) ) != NULL )
            {
               send_to_char( " '", ch );
               send_to_char( sktmp->name, ch );
               send_to_char( "'", ch );
            }

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

         case ITEM_WEAPON:
            ch_printf( ch, "Damage is %d to %d (average %d).\r\n",
                       obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 );
            if( obj->value[3] == WEAPON_BLASTER )
            {
               if( obj->blaster_setting == BLASTER_FULL )
                  ch_printf( ch, "It is set on FULL power.\r\n" );
               else if( obj->blaster_setting == BLASTER_HIGH )
                  ch_printf( ch, "It is set on HIGH power.\r\n" );
               else if( obj->blaster_setting == BLASTER_NORMAL )
                  ch_printf( ch, "It is set on NORMAL power.\r\n" );
               else if( obj->blaster_setting == BLASTER_HALF )
                  ch_printf( ch, "It is set on HALF power.\r\n" );
               else if( obj->blaster_setting == BLASTER_LOW )
                  ch_printf( ch, "It is set on LOW power.\r\n" );
               else if( obj->blaster_setting == BLASTER_STUN )
                  ch_printf( ch, "It is set on STUN.\r\n" );
               ch_printf( ch, "It has %d out of %d charges.\r\n", obj->value[4], obj->value[5] );
            }
            else if( obj->value[3] == WEAPON_LIGHTSABER ||
                     obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_FORCE_PIKE )
            {
               ch_printf( ch, "It has %d out of %d units of charge remaining.\r\n", obj->value[4], obj->value[5] );
            }
            else if( obj->value[3] == WEAPON_BOWCASTER )
            {
               ch_printf( ch, "It has %d out of %d energy bolts remaining.\r\n", obj->value[4], obj->value[5] );
            }
            break;

         case ITEM_AMMO:
            ch_printf( ch, "It has %d charges.\r\n", obj->value[0] );
            break;

         case ITEM_BOLT:
            ch_printf( ch, "It has %d energy bolts.\r\n", obj->value[0] );
            break;

         case ITEM_BATTERY:
            ch_printf( ch, "It has %d units of charge.\r\n", obj->value[0] );
            break;

         case ITEM_ARMOR:
            ch_printf( ch, "Current armor class is %d. ( based on current condition )\r\n", obj->value[0] );
            ch_printf( ch, "Maximum armor class is %d. ( based on top condition )\r\n", obj->value[1] );
            ch_printf( ch, "Applied armor class is %d. ( based condition and location worn )\r\n",
                       apply_ac( obj, obj->wear_loc ) );
            break;
      }

      for( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
         showaffect( ch, paf );

      for( paf = obj->first_affect; paf; paf = paf->next )
         showaffect( ch, paf );

      return rNONE;
   }

   else if( ( victim = get_char_room( ch, target_name ) ) != NULL )
   {

      if( IS_SET( victim->immune, RIS_MAGIC ) )
      {
         immune_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      if( IS_NPC( victim ) )
      {
         ch_printf( ch, "%s appears to be between level %d and %d.\r\n",
                    victim->name,
                    victim->top_level - ( victim->top_level % 5 ), victim->top_level - ( victim->top_level % 5 ) + 5 );
      }
      else
      {
         ch_printf( ch, "%s appears to be level %d.\r\n", victim->name, victim->top_level );
      }

      ch_printf( ch, "%s looks like %s.\r\n", victim->name, aoran( get_race( victim ) ) );

      if( ( chance( ch, 50 ) && ch->top_level >= victim->top_level + 10 ) || IS_IMMORTAL( ch ) )
      {
         ch_printf( ch, "%s appears to be affected by: ", victim->name );

         if( !victim->first_affect )
         {
            send_to_char( "nothing.\r\n", ch );
            return rNONE;
         }

         for( paf = victim->first_affect; paf; paf = paf->next )
         {
            if( victim->first_affect != victim->last_affect )
            {
               if( paf != victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) != NULL )
                  ch_printf( ch, "%s, ", sktmp->name );

               if( paf == victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) != NULL )
               {
                  ch_printf( ch, "and %s.\r\n", sktmp->name );
                  return rNONE;
               }
            }
            else
            {
               if( ( sktmp = get_skilltype( paf->type ) ) != NULL )
                  ch_printf( ch, "%s.\r\n", sktmp->name );
               else
                  send_to_char( "\r\n", ch );
               return rNONE;
            }
         }
      }
   }

   else
   {
      ch_printf( ch, "You can't find %s!\r\n", target_name );
      return rSPELL_FAILED;
   }
   return rNONE;
}



ch_ret spell_invis( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim;
   SKILLTYPE *skill = get_skilltype( sn );

/* Modifications on 1/2/96 to work on player/object - Scryn */

   if( target_name[0] == '\0' )
      victim = ch;
   else
      victim = get_char_room( ch, target_name );

   if( victim )
   {
      AFFECT_DATA af;

      if( IS_SET( victim->immune, RIS_MAGIC ) )
      {
         immune_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      if( IS_AFFECTED( victim, AFF_INVISIBLE ) )
      {
         failed_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      act( AT_MAGIC, "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
      af.type = sn;
      af.duration = ( ( level / 4 ) + 12 ) * DUR_CONV;
      af.location = APPLY_NONE;
      af.modifier = 0;
      af.bitvector = AFF_INVISIBLE;
      affect_to_char( victim, &af );
      act( AT_MAGIC, "You fade out of existence.", victim, NULL, NULL, TO_CHAR );
      return rNONE;
   }
   else
   {
      OBJ_DATA *obj;

      obj = get_obj_carry( ch, target_name );

      if( obj )
      {
         if( IS_OBJ_STAT( obj, ITEM_INVIS ) || chance( ch, 40 + level / 10 ) )
         {
            failed_casting( skill, ch, NULL, NULL );
            return rSPELL_FAILED;
         }

         SET_BIT( obj->extra_flags, ITEM_INVIS );
         act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL, TO_CHAR );
         return rNONE;
      }
   }
   ch_printf( ch, "You can't find %s!\r\n", target_name );
   return rSPELL_FAILED;
}



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

   if( !victim )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   ap = victim->alignment;

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

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


ch_ret spell_lightning_bolt( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      1,
      2, 4, 6, 8, 10, 12, 14, 16, 18, 20,
      22, 24, 26, 28, 30, 35, 40, 45, 50, 55,
      60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
      92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
      112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
      132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
      152, 154, 156, 158, 160, 162, 164, 166, 168, 170
   };

   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   found = FALSE;
   for( obj = first_object; obj; obj = obj->next )
   {
      if( !can_see_obj( ch, obj ) || !nifty_is_name( target_name, obj->name ) )
         continue;
      if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !IS_IMMORTAL( ch ) )
         continue;

      found = TRUE;

      for( cnt = 0, in_obj = obj; in_obj->in_obj && cnt < 100; in_obj = in_obj->in_obj, ++cnt )
         ;
      if( cnt >= MAX_NEST )
      {
         sprintf( buf, "spell_locate_obj: object [%d] %s is nested more than %d times!",
                  obj->pIndexData->vnum, obj->short_descr, MAX_NEST );
         bug( buf, 0 );
         continue;
      }

      if( in_obj->carried_by )
      {
         if( IS_IMMORTAL( in_obj->carried_by )
             && !IS_NPC( in_obj->carried_by )
             && ( get_trust( ch ) < in_obj->carried_by->pcdata->wizinvis )
             && IS_SET( in_obj->carried_by->act, PLR_WIZINVIS ) )
            continue;

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

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

   if( !found )
   {
      send_to_char( "Nothing like that exists.\r\n", ch );
      return rSPELL_FAILED;
   }
   return rNONE;
}



ch_ret spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      1,
      3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
      7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
      9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
      11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
      13, 13, 13, 13, 13, 14, 14, 14, 14, 14,
      15, 15, 15, 15, 15, 16, 16, 16, 16, 16,
      17, 17, 17, 17, 17, 18, 18, 18, 18, 18
   };
   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   /*
    * What's this?  You can't save vs. magic missile!      -Thoric
    * if ( saves_spell( level, victim ) )
    * dam /= 2;
    */
   return damage( ch, victim, dam, sn );
}




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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( IS_AFFECTED( victim, AFF_PASS_DOOR ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   af.type = sn;
   af.duration = number_fuzzy( level / 4 ) * DUR_CONV;
   af.location = APPLY_NONE;
   af.modifier = 0;
   af.bitvector = AFF_PASS_DOOR;
   affect_to_char( victim, &af );
   act( AT_MAGIC, "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
   act( AT_MAGIC, "You turn translucent.", victim, NULL, NULL, TO_CHAR );
   return rNONE;
}



ch_ret spell_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   AFFECT_DATA af;
   int schance;
   bool first = TRUE;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   schance = ris_save( victim, level, RIS_POISON );
   if( schance == 1000 || saves_poison_death( schance, victim ) )
      return rSPELL_FAILED;
   if( IS_AFFECTED( victim, AFF_POISON ) )
      first = FALSE;
   af.type = sn;
   af.duration = level * DUR_CONV;
   af.location = APPLY_STR;
   af.modifier = -2;
   af.bitvector = AFF_POISON;
   affect_join( victim, &af );
   set_char_color( AT_MAGIC, victim );
   send_to_char( "You feel very sick.\r\n", victim );
   victim->mental_state = URANGE( 20, victim->mental_state + ( first ? 5 : 0 ), 100 );
   if( ch != victim )
      send_to_char( "Ok.\r\n", ch );
   return rNONE;
}


ch_ret spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

ch_ret spell_remove_trap( int sn, int level, CHAR_DATA * ch, void *vo )
{
   OBJ_DATA *obj;
   OBJ_DATA *trap;
   bool found;
   int retcode;
   SKILLTYPE *skill = get_skilltype( sn );

   if( !target_name || target_name[0] == '\0' )
   {
      send_to_char( "Remove trap on what?\r\n", ch );
      return rSPELL_FAILED;
   }

   found = FALSE;

   if( !ch->in_room->first_content )
   {
      send_to_char( "You can't find that here.\r\n", ch );
      return rNONE;
   }

   for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
      if( can_see_obj( ch, obj ) && nifty_is_name( target_name, obj->name ) )
      {
         found = TRUE;
         break;
      }

   if( !found )
   {
      send_to_char( "You can't find that here.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( ( trap = get_trap( obj ) ) == NULL )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rSPELL_FAILED;
   }


   if( !chance( ch, 70 + get_curr_wis( ch ) ) )
   {
      send_to_char( "Ooops!\r\n", ch );
      retcode = spring_trap( ch, trap );
      if( retcode == rNONE )
         retcode = rSPELL_FAILED;
      return retcode;
   }

   extract_obj( trap );

   successful_casting( skill, ch, NULL, NULL );
   return rNONE;
}


ch_ret spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const int dam_each[] = {
      1,
      2, 4, 6, 8, 10, 15, 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,
      58, 58, 59, 59, 60, 60, 61, 61, 62, 62,
      63, 63, 64, 64, 65, 65, 66, 66, 67, 67
   };
   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



ch_ret spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo )
{
   AFFECT_DATA af;
   int retcode;
   int schance;
   int tmp;
   CHAR_DATA *victim;
   SKILLTYPE *skill = get_skilltype( sn );

   if( ( victim = get_char_room( ch, target_name ) ) == NULL )
   {
      send_to_char( "They aren't here.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( !IS_NPC( victim ) && victim->fighting )
   {
      send_to_char( "You cannot sleep a fighting player.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( is_safe( ch, victim ) )
      return rSPELL_FAILED;

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) )
      tmp = level;
   else
      tmp = level;

   if( IS_AFFECTED( victim, AFF_SLEEP )
       || ( schance = ris_save( victim, tmp, RIS_SLEEP ) ) == 1000
       || level < victim->top_level
       || ( victim != ch && IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) || saves_spell_staff( schance, victim ) )
   {
      failed_casting( skill, ch, victim, NULL );
      if( ch == victim )
         return rSPELL_FAILED;
      if( !victim->fighting )
      {
         retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
         if( retcode == rNONE )
            retcode = rSPELL_FAILED;
         return retcode;
      }
   }
   af.type = sn;
   af.duration = ( 4 + level ) * DUR_CONV;
   af.location = APPLY_NONE;
   af.modifier = 0;
   af.bitvector = AFF_SLEEP;
   affect_join( victim, &af );

   /*
    * Added by Narn at the request of Dominus. 
    */
   if( !IS_NPC( victim ) )
   {
      sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name );
      log_string_plus( log_buf, LOG_NORMAL, ch->top_level );
      to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
   }

   if( IS_AWAKE( victim ) )
   {
      act( AT_MAGIC, "You feel very sleepy ..... zzzzzz.", victim, NULL, NULL, TO_CHAR );
      act( AT_MAGIC, "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
      victim->position = POS_SLEEPING;
   }
   if( IS_NPC( victim ) )
      start_hating( victim, ch );

   return rNONE;
}



ch_ret spell_summon( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}



ch_ret spell_teleport( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}



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

   target_name = one_argument( target_name, speaker );

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

   for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
   {
      if( !is_name( speaker, vch->name ) )
      {
         set_char_color( AT_SAY, vch );
         send_to_char( saves_spell_staff( level, vch ) ? buf2 : buf1, vch );
      }
   }

   return rNONE;
}



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

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   if( is_affected( victim, sn ) || saves_wands( level, victim ) )
      return rSPELL_FAILED;
   af.type = sn;
   af.duration = level / 2 * DUR_CONV;
   af.location = APPLY_STR;
   af.modifier = -2;
   af.bitvector = 0;
   affect_to_char( victim, &af );
   set_char_color( AT_MAGIC, victim );
   send_to_char( "You feel weaker.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", ch );
   return rNONE;
}



/*
 * A spell as it should be				-Thoric
 */
ch_ret spell_word_of_recall( int sn, int level, CHAR_DATA * ch, void *vo )
{
   do_recall( ( CHAR_DATA * ) vo, "" );
   return rNONE;
}


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

   if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
   {
      for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
      {
         int iWear;

         obj_next = obj_lose->next_content;

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

         switch ( obj_lose->item_type )
         {
            case ITEM_ARMOR:
               if( obj_lose->value[0] > 0 )
               {
                  separate_obj( obj_lose );
                  act( AT_DAMAGE, "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR );
                  if( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
                     victim->armor += apply_ac( obj_lose, iWear );   // <-- victim is LOSING the benefit of obj->value[0]
                  obj_lose->value[0] -= 1;   //      so we need to ADD to his AC
                  obj_lose->cost = 0;
                  if( iWear != WEAR_NONE )
                     victim->armor -= apply_ac( obj_lose, iWear );   // <-- victim now regains the benefit of the adjusted
               }  //      obj->value[0] so we need to SUBTRACT to his AC
               break;

            case ITEM_CONTAINER:
               separate_obj( obj_lose );
               act( AT_DAMAGE, "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR );
               act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
               act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
               empty_obj( obj_lose, NULL, victim->in_room );
               extract_obj( obj_lose );
               break;
         }
      }
   }

   hpch = UMAX( 10, ch->hit );
   dam = number_range( hpch / 16 + 1, hpch / 8 );
   if( saves_breath( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
   {
      for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
      {
         char *msg;

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

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

         separate_obj( obj_lose );
         act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR );
         if( obj_lose->item_type == ITEM_CONTAINER )
         {
            act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
            act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
            empty_obj( obj_lose, NULL, victim->in_room );
         }
         extract_obj( obj_lose );
      }
   }

   hpch = UMAX( 10, ch->hit );
   dam = number_range( hpch / 16 + 1, hpch / 8 );
   if( saves_breath( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
   {
      for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
      {
         char *msg;

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

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

         separate_obj( obj_lose );
         act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR );
         if( obj_lose->item_type == ITEM_CONTAINER )
         {
            act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
            act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
            empty_obj( obj_lose, NULL, victim->in_room );
         }
         extract_obj( obj_lose );
      }
   }

   hpch = UMAX( 10, ch->hit );
   dam = number_range( hpch / 16 + 1, hpch / 8 );
   if( saves_breath( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}



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

   ch_died = FALSE;

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
   {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "You fail to breathe.\r\n", ch );
      return rNONE;
   }

   for( vch = ch->in_room->first_person; vch; vch = vch_next )
   {
      vch_next = vch->next_in_room;
      if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
         continue;

      if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
      {
         hpch = UMAX( 10, ch->hit );
         dam = number_range( hpch / 16 + 1, hpch / 8 );
         if( saves_breath( level, vch ) )
            dam /= 2;
         if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) )
            ch_died = TRUE;
      }
   }
   if( ch_died )
      return rCHAR_DIED;
   else
      return rNONE;
}



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

   hpch = UMAX( 10, ch->hit );
   dam = number_range( hpch / 16 + 1, hpch / 8 );
   if( saves_breath( level, victim ) )
      dam /= 2;
   return damage( ch, victim, dam, sn );
}

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

/* don't remove, may look redundant, but is important */
ch_ret spell_notfound( int sn, int level, CHAR_DATA * ch, void *vo )
{
   send_to_char( "That's not a spell!\r\n", ch );
   return rNONE;
}


/*
 *   Haus' Spell Additions
 *
 */

/* to do: portal           (like mpcreatepassage)
 *        enchant armour?  (say -1/-2/-3 ac )
 *        sharpness        (makes weapon of caster's level)
 *        repair           (repairs armor)
 *        blood burn       (offensive)  * name: net book of spells *
 *        spirit scream    (offensive)  * name: net book of spells *
 *        something about saltpeter or brimstone
 */

/* Working on DM's transport eq suggestion - Scryn 8/13 */
ch_ret spell_transport( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}


/*
 * Syntax portal (mob/char) 
 * opens a 2-way EX_PORTAL from caster's room to room inhabited by  
 *  mob or character won't mess with existing exits
 *
 * do_mp_open_passage, combined with spell_astral
 */
ch_ret spell_portal( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

ch_ret spell_astral_walk( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

ch_ret spell_farsight( int sn, int level, CHAR_DATA * ch, void *vo )
{
   ROOM_INDEX_DATA *location;
   ROOM_INDEX_DATA *original;
   CHAR_DATA *victim;
   SKILLTYPE *skill = get_skilltype( sn );

   /*
    * The spell fails if the victim isn't playing, the victim is the caster,
    * the target room has private, solitary, noastral, death or proto flags,
    * the caster's room is norecall, the victim is too high in level, the 
    * victim is a proto mob, the victim makes the saving throw or the pkill 
    * flag on the caster is not the same as on the victim.  Got it?
    */
   if( ( victim = get_char_world( ch, target_name ) ) == NULL
       || victim == ch
       || !victim->in_room
       || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
       || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
       || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE )
       || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
       || victim->top_level >= level + 15
       || ( IS_NPC( victim ) && IS_SET( victim->act, ACT_PROTOTYPE ) )
       || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   location = victim->in_room;
   if( !location )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   successful_casting( skill, ch, victim, NULL );
   original = ch->in_room;
   char_from_room( ch );
   char_to_room( ch, location );
   do_look( ch, "auto" );
   char_from_room( ch );
   char_to_room( ch, original );
   return rNONE;
}

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

   if( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
   {
      separate_obj( obj );
      if( obj->value[2] == obj->value[1] || obj->value[1] > ( obj->pIndexData->value[1] * 4 ) )
      {
         act( AT_FIRE, "$p bursts into flames, injuring you!", ch, obj, NULL, TO_CHAR );
         act( AT_FIRE, "$p bursts into flames, charring $n!", ch, obj, NULL, TO_ROOM );
         extract_obj( obj );
         if( damage( ch, ch, obj->level * 2, TYPE_UNDEFINED ) == rCHAR_DIED || char_died( ch ) )
            return rCHAR_DIED;
         else
            return rSPELL_FAILED;
      }

      if( chance( ch, 2 ) )
      {
         act( AT_YELLOW, "$p glows with a blinding magical luminescence.", ch, obj, NULL, TO_CHAR );
         obj->value[1] *= 2;
         obj->value[2] = obj->value[1];
         return rNONE;
      }
      else if( chance( ch, 5 ) )
      {
         act( AT_YELLOW, "$p glows brightly for a few seconds...", ch, obj, NULL, TO_CHAR );
         obj->value[2] = obj->value[1];
         return rNONE;
      }
      else if( chance( ch, 10 ) )
      {
         act( AT_WHITE, "$p disintegrates into a void.", ch, obj, NULL, TO_CHAR );
         act( AT_WHITE, "$n's attempt at recharging fails, and $p disintegrates.", ch, obj, NULL, TO_ROOM );
         extract_obj( obj );
         return rSPELL_FAILED;
      }
      else if( chance( ch, 50 - ( ch->skill_level[FORCE_ABILITY] ) ) )
      {
         send_to_char( "Nothing happens.\r\n", ch );
         return rSPELL_FAILED;
      }
      else
      {
         act( AT_MAGIC, "$p feels warm to the touch.", ch, obj, NULL, TO_CHAR );
         --obj->value[1];
         obj->value[2] = obj->value[1];
         return rNONE;
      }
   }
   else
   {
      send_to_char( "You can't recharge that!\r\n", ch );
      return rSPELL_FAILED;
   }
}

/*
 * Idea from AD&D 2nd edition player's handbook (c)1989 TSR Hobbies Inc.
 * -Thoric
 */
ch_ret spell_plant_pass( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

/*
 * Vampire version of astral_walk				-Thoric
 */
ch_ret spell_mist_walk( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

/*
 * Cleric version of astral_walk				-Thoric
 */
ch_ret spell_solar_flight( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

/* Scryn 2/2/96 */
ch_ret spell_remove_invis( int sn, int level, CHAR_DATA * ch, void *vo )
{
   OBJ_DATA *obj;
   SKILLTYPE *skill = get_skilltype( sn );

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

   obj = get_obj_carry( ch, target_name );

   if( obj )
   {
      if( !IS_OBJ_STAT( obj, ITEM_INVIS ) )
         return rSPELL_FAILED;

      REMOVE_BIT( obj->extra_flags, ITEM_INVIS );
      act( AT_MAGIC, "$p becomes visible again.", ch, obj, NULL, TO_CHAR );

      send_to_char( "Ok.\r\n", ch );
      return rNONE;
   }
   else
   {
      CHAR_DATA *victim;

      victim = get_char_room( ch, target_name );

      if( victim )
      {
         if( !can_see( ch, victim ) )
         {
            ch_printf( ch, "You don't see %s!\r\n", target_name );
            return rSPELL_FAILED;
         }

         if( victim->race == RACE_DEFEL )
            return rSPELL_FAILED;

         if( !IS_AFFECTED( victim, AFF_INVISIBLE ) )
         {
            send_to_char( "They are not invisible!\r\n", ch );
            return rSPELL_FAILED;
         }

         if( is_safe( ch, victim ) )
         {
            failed_casting( skill, ch, victim, NULL );
            return rSPELL_FAILED;
         }

         if( IS_SET( victim->immune, RIS_MAGIC ) )
         {
            immune_casting( skill, ch, victim, NULL );
            return rSPELL_FAILED;
         }
         if( !IS_NPC( victim ) )
         {
            if( chance( ch, 50 ) && ch->skill_level[FORCE_ABILITY] < victim->top_level )
            {
               failed_casting( skill, ch, victim, NULL );
               return rSPELL_FAILED;
            }

         }
         else
         {
            if( chance( ch, 50 ) && ch->skill_level[FORCE_ABILITY] + 15 < victim->top_level )
            {
               failed_casting( skill, ch, victim, NULL );
               return rSPELL_FAILED;
            }
         }

         affect_strip( victim, gsn_invis );
         affect_strip( victim, gsn_mass_invis );
         REMOVE_BIT( victim->affected_by, AFF_INVISIBLE );
         send_to_char( "Ok.\r\n", ch );
         return rNONE;
      }

      ch_printf( ch, "You can't find %s!\r\n", target_name );
      return rSPELL_FAILED;
   }
}

/*
 * Animate Dead: Scryn 3/2/96
 * Modifications by Altrag 16/2/96
 */
ch_ret spell_animate_dead( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *mob;
   OBJ_DATA *corpse;
   OBJ_DATA *corpse_next;
   OBJ_DATA *obj;
   OBJ_DATA *obj_next;
   bool found;
   MOB_INDEX_DATA *pMobIndex;
   AFFECT_DATA af;
   char buf[MAX_STRING_LENGTH];
   SKILLTYPE *skill = get_skilltype( sn );

   found = FALSE;

   for( corpse = ch->in_room->first_content; corpse; corpse = corpse_next )
   {
      corpse_next = corpse->next_content;

      if( corpse->item_type == ITEM_CORPSE_NPC && corpse->cost != -5 )
      {
         found = TRUE;
         break;
      }
   }

   if( !found )
   {
      send_to_char( "You cannot find a suitable corpse here.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) == NULL )
   {
      bug( "Vnum 5 not found for spell_animate_dead!", 0 );
      return rNONE;
   }


   if( ( pMobIndex = get_mob_index( ( short )abs( corpse->cost ) ) ) == NULL )
   {
      bug( "Can not find mob for cost of corpse, spell_animate_dead", 0 );
      return rSPELL_FAILED;
   }

   if( !IS_NPC( ch ) )
   {
      if( ch->mana - ( pMobIndex->level * 4 ) < 0 )
      {
         send_to_char( "You do not have enough mana to reanimate this " "corpse.\r\n", ch );
         return rSPELL_FAILED;
      }
      else
         ch->mana -= ( pMobIndex->level * 4 );
   }

   if( IS_IMMORTAL( ch ) || ( chance( ch, 75 ) && pMobIndex->level - ch->top_level < 10 ) )
   {
      mob = create_mobile( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) );
      char_to_room( mob, ch->in_room );
      mob->top_level = UMIN( ch->top_level / 2, pMobIndex->level );
      mob->race = pMobIndex->race;  /* should be undead */

      /*
       * Fix so mobs wont have 0 hps and crash mud - Scryn 2/20/96 
       */
      if( !pMobIndex->hitnodice )
         mob->max_hit = pMobIndex->level * 8 + number_range( pMobIndex->level * pMobIndex->level / 4,
                                                             pMobIndex->level * pMobIndex->level );
      else
         mob->max_hit = dice( pMobIndex->hitnodice, pMobIndex->hitsizedice ) + pMobIndex->hitplus;
      mob->max_hit = UMAX( URANGE( mob->max_hit / 4,
                                   ( mob->max_hit * corpse->value[3] ) / 100, ch->top_level * dice( 20, 10 ) ), 1 );


      mob->hit = mob->max_hit;
      mob->damroll = ch->top_level / 8;
      mob->hitroll = ch->top_level / 6;
      mob->alignment = ch->alignment;

      act( AT_MAGIC, "$n makes $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_ROOM );
      act( AT_MAGIC, "You make $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_CHAR );

      sprintf( buf, "animated corpse %s", pMobIndex->player_name );
      STRFREE( mob->name );
      mob->name = STRALLOC( buf );

      sprintf( buf, "The animated corpse of %s", pMobIndex->short_descr );
      STRFREE( mob->short_descr );
      mob->short_descr = STRALLOC( buf );

      sprintf( buf, "An animated corpse of %s struggles with the horror of its undeath.\r\n", pMobIndex->short_descr );
      STRFREE( mob->long_descr );
      mob->long_descr = STRALLOC( buf );
      add_follower( mob, ch );
      af.type = sn;
      af.duration = ( number_fuzzy( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV;
      af.location = 0;
      af.modifier = 0;
      af.bitvector = AFF_CHARM;
      affect_to_char( mob, &af );

      if( corpse->first_content )
         for( obj = corpse->first_content; obj; obj = obj_next )
         {
            obj_next = obj->next_content;
            obj_from_obj( obj );
            obj_to_room( obj, corpse->in_room );
         }

      separate_obj( corpse );
      extract_obj( corpse );
      return rNONE;
   }
   else
   {
      failed_casting( skill, ch, NULL, NULL );
      return rSPELL_FAILED;
   }
}

/* Works now.. -- Altrag */
ch_ret spell_possess( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim;
   char buf[MAX_STRING_LENGTH];
   AFFECT_DATA af;
   SKILLTYPE *skill = get_skilltype( sn );

   if( ch->desc->original )
   {
      send_to_char( "You are not in your original state.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( ( victim = get_char_room( ch, target_name ) ) == NULL )
   {
      send_to_char( "They aren't here!\r\n", ch );
      return rSPELL_FAILED;
   }

   if( victim == ch )
   {
      send_to_char( "You can't possess yourself!\r\n", ch );
      return rSPELL_FAILED;
   }

   if( !IS_NPC( victim ) )
   {
      send_to_char( "You can't possess another player!\r\n", ch );
      return rSPELL_FAILED;
   }

   if( victim->desc )
   {
      ch_printf( ch, "%s is already possessed.\r\n", victim->short_descr );
      return rSPELL_FAILED;
   }

   if( IS_SET( victim->immune, RIS_MAGIC ) )
   {
      immune_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   if( IS_AFFECTED( victim, AFF_POSSESS ) || level < ( victim->top_level + 30 ) || victim->desc || !chance( ch, 25 ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   send_to_char( "You feel the hatred grow within you as you twist your victims mind!\r\n", ch );
   ch->alignment = ch->alignment - 50;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   af.type = sn;
   af.duration = 20 + ( ch->skill_level[FORCE_ABILITY] - victim->top_level ) / 2;
   af.location = 0;
   af.modifier = 0;
   af.bitvector = AFF_POSSESS;
   affect_to_char( victim, &af );

   sprintf( buf, "You have possessed %s!\r\n", victim->short_descr );

   ch->desc->character = victim;
   ch->desc->original = ch;
   victim->desc = ch->desc;
   ch->desc = NULL;
   ch->switched = victim;
   send_to_char( buf, victim );

   return rNONE;

}

/* Ignores pickproofs, but can't unlock containers. -- Altrag 17/2/96 */
ch_ret spell_knock( int sn, int level, CHAR_DATA * ch, void *vo )
{
   EXIT_DATA *pexit;
   SKILLTYPE *skill = get_skilltype( sn );

   set_char_color( AT_MAGIC, ch );
   /*
    * shouldn't know why it didn't work, and shouldn't work on pickproof
    * exits.  -Thoric
    */
   if( !( pexit = find_door( ch, target_name, FALSE ) )
       || !IS_SET( pexit->exit_info, EX_CLOSED )
       || !IS_SET( pexit->exit_info, EX_LOCKED ) || IS_SET( pexit->exit_info, EX_PICKPROOF ) )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rSPELL_FAILED;
   }
   REMOVE_BIT( pexit->exit_info, EX_LOCKED );
   send_to_char( "*Click*\r\n", ch );
   if( pexit->rexit && pexit->rexit->to_room == ch->in_room )
      REMOVE_BIT( pexit->rexit->exit_info, EX_LOCKED );
   check_room_for_traps( ch, TRAP_UNLOCK | trap_door[pexit->vdir] );
   return rNONE;
}

/* Tells to sleepers in are. -- Altrag 17/2/96 */
ch_ret spell_dream( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim;
   char arg[MAX_INPUT_LENGTH];

   target_name = one_argument( target_name, arg );
   set_char_color( AT_MAGIC, ch );
   if( !( victim = get_char_world( ch, arg ) ) )
   {
      send_to_char( "They aren't here.\r\n", ch );
      return rSPELL_FAILED;
   }
   if( victim->position != POS_SLEEPING )
   {
      send_to_char( "They aren't asleep.\r\n", ch );
      return rSPELL_FAILED;
   }
   if( !target_name )
   {
      send_to_char( "What do you want them to dream about?\r\n", ch );
      return rSPELL_FAILED;
   }

   set_char_color( AT_TELL, victim );
   ch_printf( victim, "You have dreams about %s telling you '%s'.\r\n", PERS( ch, victim ), target_name );
   send_to_char( "Ok.\r\n", ch );
   return rNONE;
}

ch_ret spell_polymorph( int sn, int level, CHAR_DATA * ch, void *vo )
{
   int poly_vnum;
   CHAR_DATA *poly_mob;

   if( IS_NPC( ch ) )
   {
      send_to_char( "Mobs can't polymorph!\r\n", ch );
      return rSPELL_FAILED;
   }

   if( ch->desc->original )
   {
      send_to_char( "You are not in your original state.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( !str_cmp( target_name, "wolf" ) )
      poly_vnum = MOB_VNUM_POLY_WOLF;

   else
   {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "You can't polymorph into that!\r\n", ch );
      return rSPELL_FAILED;
   }

   poly_mob = make_poly_mob( ch, poly_vnum );
   if( !poly_mob )
   {
      bug( "Spell_polymorph: null polymob!", 0 );
      return rSPELL_FAILED;
   }

   char_to_room( poly_mob, ch->in_room );
   char_from_room( ch );
   char_to_room( ch, get_room_index( ROOM_VNUM_POLY ) );
   ch->desc->character = poly_mob;
   ch->desc->original = ch;
   poly_mob->desc = ch->desc;
   ch->desc = NULL;
   ch->switched = poly_mob;

   return rNONE;
}

CHAR_DATA *make_poly_mob( CHAR_DATA * ch, int vnum )
{
   CHAR_DATA *mob;
   MOB_INDEX_DATA *pMobIndex;

   if( !ch )
   {
      bug( "Make_poly_mob: null ch!", 0 );
      return NULL;
   }

   if( vnum < 10 || vnum > 16 )
   {
      bug( "Make_poly_mob: Vnum not in polymorphing mobs range", 0 );
      return NULL;
   }

   if( ( pMobIndex = get_mob_index( vnum ) ) == NULL )
   {
      bug( "Make_poly_mob: Can't find mob %d", vnum );
      return NULL;
   }
   mob = create_mobile( pMobIndex );
   SET_BIT( mob->act, ACT_POLYMORPHED );
   return mob;
}

void do_revert( CHAR_DATA * ch, char *argument )
{

   CHAR_DATA *mob;

   if( !IS_NPC( ch ) || !IS_SET( ch->act, ACT_POLYMORPHED ) )
   {
      send_to_char( "You are not polymorphed.\r\n", ch );
      return;
   }

   REMOVE_BIT( ch->act, ACT_POLYMORPHED );

   char_from_room( ch->desc->original );

   if( ch->desc->character )
   {
      mob = ch->desc->character;
      char_to_room( ch->desc->original, ch->desc->character->in_room ); /*WORKS!! */
      ch->desc->character = ch->desc->original;
      ch->desc->original = NULL;
      ch->desc->character->desc = ch->desc;
      ch->desc->character->switched = NULL;
      ch->desc = NULL;
      extract_char( mob, TRUE );
      return;
   }

/*  else
  {
    location = NULL;
    if(ch->desc->original->pcdata->clan)
      location = get_room_index(ch->desc->original->pcdata->clan->recall);
    if(!location)
      location = get_room_index(ROOM_VNUM_TEMPLE);
    char_to_room(ch->desc->original, location);
  }
*/
   ch->desc->character = ch->desc->original;
   ch->desc->original = NULL;
   ch->desc->character->desc = ch->desc;
   ch->desc->character->switched = NULL;
   ch->desc = NULL;
   return;
}

/* Added spells spiral_blast, scorching surge,
    nostrum, and astral   by SB for Augurer class 
7/10/96 */
ch_ret spell_spiral_blast( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *vch;
   CHAR_DATA *vch_next;
   int dam;
   int hpch;
   bool ch_died;

   ch_died = FALSE;

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
   {
      set_char_color( AT_MAGIC, ch );
      send_to_char( "You fail to breathe.\r\n", ch );
      return rNONE;
   }


   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   for( vch = ch->in_room->first_person; vch; vch = vch_next )
   {
      vch_next = vch->next_in_room;
      if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
         continue;

      if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
      {
         act( AT_MAGIC, "Swirling colours radiate from $n" ", encompassing $N.", ch, ch, vch, TO_ROOM );
         act( AT_MAGIC, "Swirling colours radiate from you," " encompassing $N", ch, ch, vch, TO_CHAR );

         hpch = UMAX( 10, ch->hit );
         dam = number_range( hpch / 14 + 1, hpch / 7 );
         if( saves_breath( level, vch ) )
            dam /= 2;
         if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) )
            ch_died = TRUE;
      }
   }

   if( ch_died )
      return rCHAR_DIED;
   else
      return rNONE;
}

ch_ret spell_scorching_surge( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short dam_each[] = {
      1,
      1, 2, 3, 4, 5, 6, 8, 10, 12, 14,
      16, 18, 20, 25, 30, 35, 40, 45, 50, 55,
      60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
      92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
      112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
      132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
      152, 154, 156, 158, 160, 162, 164, 166, 168, 170
   };
   int dam;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   level = UMIN( level / 2, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
   level = UMAX( 0, level );
   dam = number_range( dam_each[level], dam_each[level] * 10 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   act( AT_MAGIC, "A fiery current lashes through $n's body!", ch, NULL, NULL, TO_ROOM );
   act( AT_MAGIC, "A fiery current lashes through your body!", ch, NULL, NULL, TO_CHAR );
   return damage( ch, victim, ( dam * 1.4 ), sn );
}


ch_ret spell_helical_flow( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}


   /*******************************************************
	 * Everything after this point is part of SMAUG SPELLS *
	 *******************************************************/

/*
 * saving throw check						-Thoric
 */
bool check_save( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim )
{
   SKILLTYPE *skill = get_skilltype( sn );
   bool saved = FALSE;

   if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) )
      level /= 2;

   if( skill->saves )
      switch ( skill->saves )
      {
         case SS_POISON_DEATH:
            saved = saves_poison_death( level, victim );
            break;
         case SS_ROD_WANDS:
            saved = saves_wands( level, victim );
            break;
         case SS_PARA_PETRI:
            saved = saves_para_petri( level, victim );
            break;
         case SS_BREATH:
            saved = saves_breath( level, victim );
            break;
         case SS_SPELL_STAFF:
            saved = saves_spell_staff( level, victim );
            break;
      }
   return saved;
}

/*
 * Generic offensive spell damage attack			-Thoric
 */
ch_ret spell_attack( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   SKILLTYPE *skill = get_skilltype( sn );
   bool saved = check_save( sn, level, ch, victim );
   int dam;
   ch_ret retcode;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
   {
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }
   if( skill->dice )
      dam = UMAX( 0, dice_parse( ch, level, skill->dice ) );
   else
      dam = dice( 1, level );
   if( saved )
      dam /= 2;
   retcode = damage( ch, victim, dam, sn );
   if( retcode == rNONE && skill->affects && !char_died( ch ) && !char_died( victim ) )
      retcode = spell_affectchar( sn, level, ch, victim );
   return retcode;
}

/*
 * Generic area attack						-Thoric
 */
ch_ret spell_area_attack( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *vch, *vch_next;
   SKILLTYPE *skill = get_skilltype( sn );
   bool saved;
   bool affects;
   int dam;
   bool ch_died = FALSE;
   ch_ret retcode = rNONE;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rSPELL_FAILED;
   }

   affects = ( skill->affects ? TRUE : FALSE );
   if( skill->hit_char && skill->hit_char[0] != '\0' )
      act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
   if( skill->hit_room && skill->hit_room[0] != '\0' )
      act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );

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

      if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
         continue;

      if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) )
      {
         saved = check_save( sn, level, ch, vch );
         if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
         {
            failed_casting( skill, ch, vch, NULL );
            dam = 0;
         }
         else if( skill->dice )
            dam = dice_parse( ch, level, skill->dice );
         else
            dam = dice( 1, level );
         if( saved && SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
            dam /= 2;
         retcode = damage( ch, vch, dam, sn );
      }
      if( retcode == rNONE && affects && !char_died( ch ) && !char_died( vch ) )
         retcode = spell_affectchar( sn, level, ch, vch );
      if( retcode == rCHAR_DIED || char_died( ch ) )
      {
         ch_died = TRUE;
         break;
      }
   }
   return retcode;
}


ch_ret spell_affectchar( int sn, int level, CHAR_DATA * ch, void *vo )
{
   AFFECT_DATA af;
   SMAUG_AFF *saf;
   SKILLTYPE *skill = get_skilltype( sn );
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int schance;
   bool affected = FALSE, first = TRUE;
   ch_ret retcode = rNONE;

   if( SPELL_FLAG( skill, SF_RECASTABLE ) )
      affect_strip( victim, sn );
   for( saf = skill->affects; saf; saf = saf->next )
   {
      if( saf->location >= REVERSE_APPLY )
      {
         if( !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
         {
            if( first == TRUE )
            {
               if( SPELL_FLAG( skill, SF_RECASTABLE ) )
                  affect_strip( ch, sn );
               if( is_affected( ch, sn ) )
                  affected = TRUE;
            }
            first = FALSE;
            if( affected == TRUE )
               continue;
         }
         victim = ch;
      }
      else
         victim = ( CHAR_DATA * ) vo;
      /*
       * Check if char has this bitvector already 
       */
      if( ( af.bitvector = saf->bitvector ) != 0
          && IS_AFFECTED( victim, af.bitvector ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
         continue;
      /*
       * necessary for affect_strip to work properly...
       */
      switch ( af.bitvector )
      {
         default:
            af.type = sn;
            break;
         case AFF_POISON:
            af.type = gsn_poison;

            send_to_char( "You feel the hatred grow within you!\r\n", ch );
            ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
            sith_penalty( ch );

            schance = ris_save( victim, level, RIS_POISON );
            if( schance == 1000 )
            {
               retcode = rVICT_IMMUNE;
               if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
                  return retcode;
               continue;
            }
            if( saves_poison_death( schance, victim ) )
            {
               if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
                  return retcode;
               continue;
            }
            victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 );
            break;
         case AFF_BLIND:
            af.type = gsn_blindness;
            break;
         case AFF_INVISIBLE:
            af.type = gsn_invis;
            break;
         case AFF_SLEEP:
            af.type = gsn_sleep;
            schance = ris_save( victim, level, RIS_SLEEP );
            if( schance == 1000 )
            {
               retcode = rVICT_IMMUNE;
               if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
                  return retcode;
               continue;
            }
            break;
         case AFF_CHARM:
            af.type = gsn_charm_person;
            schance = ris_save( victim, level, RIS_CHARM );
            if( schance == 1000 )
            {
               retcode = rVICT_IMMUNE;
               if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
                  return retcode;
               continue;
            }
            break;
         case AFF_POSSESS:
            af.type = gsn_possess;
            break;
      }
      af.duration = dice_parse( ch, level, saf->duration );
      af.modifier = dice_parse( ch, level, saf->modifier );
      af.location = saf->location % REVERSE_APPLY;
      if( af.duration == 0 )
      {

         switch ( af.location )
         {
            case APPLY_HIT:
               if( ch != victim && victim->hit < victim->max_hit && af.modifier > 0 )
               {
                  send_to_char( "The nobel Jedi use their powers to help others!\r\n", ch );
                  ch->alignment = ch->alignment + 20;
                  ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                  jedi_bonus( ch );
               }
               if( af.modifier > 0 && victim->hit >= victim->max_hit )
               {
                  return rSPELL_FAILED;
               }
               victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit );
               update_pos( victim );
               break;
            case APPLY_MANA:
               if( af.modifier > 0 && victim->mana >= victim->max_mana )
               {
                  return rSPELL_FAILED;
               }
               if( ch != victim )
               {
                  send_to_char( "The nobel Jedi use their powers to help others!\r\n", ch );
                  ch->alignment = ch->alignment + 25;
                  ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                  jedi_bonus( ch );
               }
               victim->mana = URANGE( 0, victim->mana + af.modifier, victim->max_mana );
               update_pos( victim );
               break;
            case APPLY_MOVE:
               if( af.modifier > 0 && victim->move >= victim->max_move )
               {
                  return rSPELL_FAILED;
               }
               victim->move = URANGE( 0, victim->move + af.modifier, victim->max_move );
               update_pos( victim );
               break;
            default:
               affect_modify( victim, &af, TRUE );
               break;
         }
      }
      else if( SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
         affect_join( victim, &af );
      else
         affect_to_char( victim, &af );
   }
   update_pos( victim );
   return retcode;
}


/*
 * Generic spell affect						-Thoric
 */
ch_ret spell_affect( int sn, int level, CHAR_DATA * ch, void *vo )
{
   SMAUG_AFF *saf;
   SKILLTYPE *skill = get_skilltype( sn );
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   bool groupsp;
   bool areasp;
   bool hitchar = FALSE, hitroom = FALSE, hitvict = FALSE;
   ch_ret retcode;

   if( !skill->affects )
   {
      bug( "spell_affect has no affects sn %d", sn );
      return rNONE;
   }
   if( SPELL_FLAG( skill, SF_GROUPSPELL ) )
      groupsp = TRUE;
   else
      groupsp = FALSE;

   if( SPELL_FLAG( skill, SF_AREA ) )
      areasp = TRUE;
   else
      areasp = FALSE;
   if( !groupsp && !areasp )
   {
      /*
       * Can't find a victim 
       */
      if( !victim )
      {
         failed_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      if( ( skill->type != SKILL_HERB
            && IS_SET( victim->immune, RIS_MAGIC ) ) || is_immune( victim, SPELL_DAMAGE( skill ) ) )
      {
         immune_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      /*
       * Spell is already on this guy 
       */
      if( is_affected( victim, sn ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) && !SPELL_FLAG( skill, SF_RECASTABLE ) )
      {
         failed_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      if( ( saf = skill->affects ) && !saf->next
          && saf->location == APPLY_STRIPSN && !is_affected( victim, dice_parse( ch, level, saf->modifier ) ) )
      {
         failed_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }

      if( check_save( sn, level, ch, victim ) )
      {
         failed_casting( skill, ch, victim, NULL );
         return rSPELL_FAILED;
      }
   }
   else
   {
      if( skill->hit_char && skill->hit_char[0] != '\0' )
      {
         if( strstr( skill->hit_char, "$N" ) )
            hitchar = TRUE;
         else
            act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
      }
      if( skill->hit_room && skill->hit_room[0] != '\0' )
      {
         if( strstr( skill->hit_room, "$N" ) )
            hitroom = TRUE;
         else
            act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );
      }
      if( skill->hit_vict && skill->hit_vict[0] != '\0' )
         hitvict = TRUE;
      if( victim )
         victim = victim->in_room->first_person;
      else
         victim = ch->in_room->first_person;
   }
   if( !victim )
   {
      bug( "spell_affect: could not find victim: sn %d", sn );
      failed_casting( skill, ch, victim, NULL );
      return rSPELL_FAILED;
   }

   for( ; victim; victim = victim->next_in_room )
   {
      if( groupsp || areasp )
      {
         if( ( groupsp && !is_same_group( victim, ch ) )
             || IS_SET( victim->immune, RIS_MAGIC )
             || is_immune( victim, SPELL_DAMAGE( skill ) )
             || check_save( sn, level, ch, victim ) || ( !SPELL_FLAG( skill, SF_RECASTABLE ) && is_affected( victim, sn ) ) )
            continue;

         if( hitvict && ch != victim )
         {
            act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT );
            if( hitroom )
            {
               act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT );
               act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_CHAR );
            }
         }
         else if( hitroom )
            act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM );
         if( ch == victim )
         {
            if( hitvict )
               act( AT_MAGIC, skill->hit_vict, ch, NULL, ch, TO_CHAR );
            else if( hitchar )
               act( AT_MAGIC, skill->hit_char, ch, NULL, ch, TO_CHAR );
         }
         else if( hitchar )
            act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR );
      }
      retcode = spell_affectchar( sn, level, ch, victim );
      if( !groupsp && !areasp )
      {
         if( retcode == rSPELL_FAILED )
         {
            failed_casting( skill, ch, victim, NULL );
            return rSPELL_FAILED;
         }
         if( retcode == rVICT_IMMUNE )
            immune_casting( skill, ch, victim, NULL );
         else
            successful_casting( skill, ch, victim, NULL );
         break;
      }
   }
   return rNONE;
}

/*
 * Generic inventory object spell				-Thoric
 */
ch_ret spell_obj_inv( int sn, int level, CHAR_DATA * ch, void *vo )
{
   OBJ_DATA *obj = ( OBJ_DATA * ) vo;
   SKILLTYPE *skill = get_skilltype( sn );

   if( !obj )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rNONE;
   }

   switch ( SPELL_ACTION( skill ) )
   {
      default:
      case SA_NONE:
         return rNONE;

      case SA_CREATE:
         if( SPELL_FLAG( skill, SF_WATER ) ) /* create water */
         {
            int water;

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

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

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

            if( water > 0 )
            {
               separate_obj( obj );
               obj->value[2] = LIQ_WATER;
               obj->value[1] += water;
               if( !is_name( "water", obj->name ) )
               {
                  char buf[MAX_STRING_LENGTH];

                  sprintf( buf, "%s water", obj->name );
                  STRFREE( obj->name );
                  obj->name = STRALLOC( buf );
               }
            }
            successful_casting( skill, ch, NULL, obj );
            return rNONE;
         }
         if( SPELL_DAMAGE( skill ) == SD_FIRE ) /* burn object */
         {
            /*
             * return rNONE; 
             */
         }
         if( SPELL_DAMAGE( skill ) == SD_POISON /* poison object */
             || SPELL_CLASS( skill ) == SC_DEATH )
         {
            switch ( obj->item_type )
            {
               default:
                  failed_casting( skill, ch, NULL, obj );
                  break;
               case ITEM_FOOD:
               case ITEM_DRINK_CON:
                  separate_obj( obj );
                  obj->value[3] = 1;
                  successful_casting( skill, ch, NULL, obj );
                  break;
            }
            return rNONE;
         }
         if( SPELL_CLASS( skill ) == SC_LIFE /* purify food/water */
             && ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON ) )
         {
            switch ( obj->item_type )
            {
               default:
                  failed_casting( skill, ch, NULL, obj );
                  break;
               case ITEM_FOOD:
               case ITEM_DRINK_CON:
                  separate_obj( obj );
                  obj->value[3] = 0;
                  successful_casting( skill, ch, NULL, obj );
                  break;
            }
            return rNONE;
         }

         if( SPELL_CLASS( skill ) != SC_NONE )
         {
            failed_casting( skill, ch, NULL, obj );
            return rNONE;
         }
         switch ( SPELL_POWER( skill ) )  /* clone object */
         {
               OBJ_DATA *clone;

            default:
            case SP_NONE:
               if( obj->cost > ch->skill_level[FORCE_ABILITY] * get_curr_int( ch ) * get_curr_wis( ch ) )
               {
                  failed_casting( skill, ch, NULL, obj );
                  return rNONE;
               }
               break;
            case SP_MINOR:
               if( ch->skill_level[FORCE_ABILITY] - obj->level < 20
                   || obj->cost > ch->skill_level[FORCE_ABILITY] * get_curr_int( ch ) / 5 )
               {
                  failed_casting( skill, ch, NULL, obj );
                  return rNONE;
               }
               break;
            case SP_GREATER:
               if( ch->skill_level[FORCE_ABILITY] - obj->level < 5
                   || obj->cost > ch->skill_level[FORCE_ABILITY] * 10 * get_curr_int( ch ) * get_curr_wis( ch ) )
               {
                  failed_casting( skill, ch, NULL, obj );
                  return rNONE;
               }
               break;
            case SP_MAJOR:
               if( ch->skill_level[FORCE_ABILITY] - obj->level < 0
                   || obj->cost > ch->skill_level[FORCE_ABILITY] * 50 * get_curr_int( ch ) * get_curr_wis( ch ) )
               {
                  failed_casting( skill, ch, NULL, obj );
                  return rNONE;
               }
               clone = clone_object( obj );
               clone->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
               obj_to_char( clone, ch );
               successful_casting( skill, ch, NULL, obj );
               break;
         }
         return rNONE;

      case SA_DESTROY:
      case SA_RESIST:
      case SA_SUSCEPT:
      case SA_DIVINATE:
         if( SPELL_DAMAGE( skill ) == SD_POISON )  /* detect poison */
         {
            if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
            {
               if( obj->value[3] != 0 )
                  send_to_char( "You smell poisonous fumes.\r\n", ch );
               else
                  send_to_char( "It looks very delicious.\r\n", ch );
            }
            else
               send_to_char( "It doesn't look poisoned.\r\n", ch );
            return rNONE;
         }
         return rNONE;
      case SA_OBSCURE: /* make obj invis */
         if( IS_OBJ_STAT( obj, ITEM_INVIS ) || chance( ch, skill->dice ? dice_parse( ch, level, skill->dice ) : 20 ) )
         {
            failed_casting( skill, ch, NULL, NULL );
            return rSPELL_FAILED;
         }
         successful_casting( skill, ch, NULL, obj );
         SET_BIT( obj->extra_flags, ITEM_INVIS );
         return rNONE;

      case SA_CHANGE:
         return rNONE;
   }
   return rNONE;
}

/*
 * Generic object creating spell				-Thoric
 */
ch_ret spell_create_obj( int sn, int level, CHAR_DATA * ch, void *vo )
{
   SKILLTYPE *skill = get_skilltype( sn );
   int lvl;
   int vnum = skill->value;
   OBJ_DATA *obj;
   OBJ_INDEX_DATA *oi;

   switch ( SPELL_POWER( skill ) )
   {
      default:
      case SP_NONE:
         lvl = 10;
         break;
      case SP_MINOR:
         lvl = 0;
         break;
      case SP_GREATER:
         lvl = level / 2;
         break;
      case SP_MAJOR:
         lvl = level;
         break;
   }

   /*
    * Add predetermined objects here
    */
   if( vnum == 0 )
   {
      if( !str_cmp( target_name, "sword" ) )
         vnum = OBJ_VNUM_SCHOOL_SWORD;
      if( !str_cmp( target_name, "shield" ) )
         vnum = OBJ_VNUM_SCHOOL_SHIELD;
   }

   if( ( oi = get_obj_index( vnum ) ) == NULL || ( obj = create_object( oi, lvl ) ) == NULL )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rNONE;
   }
   obj->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
   successful_casting( skill, ch, NULL, obj );
   if( CAN_WEAR( obj, ITEM_TAKE ) )
      obj_to_char( obj, ch );
   else
      obj_to_room( obj, ch->in_room );
   return rNONE;
}

/*
 * Generic mob creating spell					-Thoric
 */
ch_ret spell_create_mob( int sn, int level, CHAR_DATA * ch, void *vo )
{
   SKILLTYPE *skill = get_skilltype( sn );
   int lvl;
   int vnum = skill->value;
   CHAR_DATA *mob;
   MOB_INDEX_DATA *mi;
   AFFECT_DATA af;

   /*
    * set maximum mob level 
    */
   switch ( SPELL_POWER( skill ) )
   {
      default:
      case SP_NONE:
         lvl = 20;
         break;
      case SP_MINOR:
         lvl = 5;
         break;
      case SP_GREATER:
         lvl = level / 2;
         break;
      case SP_MAJOR:
         lvl = level;
         break;
   }

   /*
    * Add predetermined mobiles here
    */
   if( vnum == 0 )
   {
      return rNONE;
   }

   if( ( mi = get_mob_index( vnum ) ) == NULL || ( mob = create_mobile( mi ) ) == NULL )
   {
      failed_casting( skill, ch, NULL, NULL );
      return rNONE;
   }
   mob->top_level = UMIN( lvl, skill->dice ? dice_parse( ch, level, skill->dice ) : mob->top_level );
   mob->armor = interpolate( mob->top_level, 100, -100 );

   mob->max_hit = mob->top_level * 8 + number_range( mob->top_level * mob->top_level / 4, mob->top_level * mob->top_level );
   mob->hit = mob->max_hit;
   mob->gold = 0;
   successful_casting( skill, ch, mob, NULL );
   char_to_room( mob, ch->in_room );
   add_follower( mob, ch );
   af.type = sn;
   af.duration = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV;
   af.location = 0;
   af.modifier = 0;
   af.bitvector = AFF_CHARM;
   affect_to_char( mob, &af );
   return rNONE;
}

/*
 * Generic handler for new "SMAUG" spells			-Thoric
 */
ch_ret spell_smaug( int sn, int level, CHAR_DATA * ch, void *vo )
{
   struct skill_type *skill = get_skilltype( sn );

   switch ( skill->target )
   {
      case TAR_IGNORE:

         /*
          * offensive area spell 
          */
         if( SPELL_FLAG( skill, SF_AREA )
             && ( ( SPELL_ACTION( skill ) == SA_DESTROY
                    && SPELL_CLASS( skill ) == SC_LIFE )
                  || ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) )
            return spell_area_attack( sn, level, ch, vo );

         if( SPELL_ACTION( skill ) == SA_CREATE )
         {
            if( SPELL_FLAG( skill, SF_OBJECT ) )   /* create object */
               return spell_create_obj( sn, level, ch, vo );
            if( SPELL_CLASS( skill ) == SC_LIFE )  /* create mob */
               return spell_create_mob( sn, level, ch, vo );
         }

         /*
          * affect a distant player 
          */
         if( SPELL_FLAG( skill, SF_DISTANT ) && SPELL_FLAG( skill, SF_CHARACTER ) )
            return spell_affect( sn, level, ch, get_char_world( ch, target_name ) );

         /*
          * affect a player in this room (should have been TAR_CHAR_XXX) 
          */
         if( SPELL_FLAG( skill, SF_CHARACTER ) )
            return spell_affect( sn, level, ch, get_char_room( ch, target_name ) );

         /*
          * will fail, or be an area/group affect 
          */
         return spell_affect( sn, level, ch, vo );

      case TAR_CHAR_OFFENSIVE:
         /*
          * a regular damage inflicting spell attack 
          */
         if( ( SPELL_ACTION( skill ) == SA_DESTROY
               && SPELL_CLASS( skill ) == SC_LIFE )
             || ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) )
            return spell_attack( sn, level, ch, vo );

         /*
          * a nasty spell affect 
          */
         return spell_affect( sn, level, ch, vo );

      case TAR_CHAR_DEFENSIVE:

      case TAR_CHAR_SELF:
         if( vo && SPELL_ACTION( skill ) == SA_DESTROY )
         {
            CHAR_DATA *victim = ( CHAR_DATA * ) vo;

            /*
             * cure poison 
             */
            if( SPELL_DAMAGE( skill ) == SD_POISON )
            {
               if( is_affected( victim, gsn_poison ) )
               {
                  affect_strip( victim, gsn_poison );
                  victim->mental_state = URANGE( -100, victim->mental_state, -10 );
                  successful_casting( skill, ch, victim, NULL );
                  return rNONE;
               }
               failed_casting( skill, ch, victim, NULL );
               return rSPELL_FAILED;
            }
            /*
             * cure blindness 
             */
            if( SPELL_CLASS( skill ) == SC_ILLUSION )
            {
               if( is_affected( victim, gsn_blindness ) )
               {
                  affect_strip( victim, gsn_blindness );
                  successful_casting( skill, ch, victim, NULL );
                  return rNONE;
               }
               failed_casting( skill, ch, victim, NULL );
               return rSPELL_FAILED;
            }
         }
         return spell_affect( sn, level, ch, vo );

      case TAR_OBJ_INV:
         return spell_obj_inv( sn, level, ch, vo );
   }
   return rNONE;
}



/* Haus' new, new mage spells follow */

/*
 *  4 Energy Spells
 */
ch_ret spell_ethereal_fist( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int dam;

   level = UMAX( 0, level );
   level = UMIN( 35, level );
   dam = level * number_range( 1, 6 ) - 31;
   dam = UMAX( 0, dam );

   if( saves_spell_staff( level, victim ) )
      dam = 0;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   act( AT_MAGIC, "A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!", ch, NULL,
        victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}


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

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMAX( 0, level );
   level = UMIN( 16, level );
   dam = level * number_range( 1, 7 ) + 7;
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   act( AT_MAGIC, "The fabric of the cosmos strains in fury about $N!", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   level = UMAX( 0, level );
   dam = level * number_range( 1, 7 ) + 9;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_spell_staff( level, victim ) )
      dam = 0;
   act( AT_MAGIC, "$N is grasped by an incomprehensible hand of darkness!", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}


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

   level = UMAX( 0, level );
   level = UMIN( 14, level );
   dam = level * number_range( 1, 6 ) + 8;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   if( saves_spell_staff( level, victim ) )
      dam = 0;
   act( AT_MAGIC, "A weird energy encompasses $N, causing you to question $S continued existence.", ch, NULL,
        victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   level = UMAX( 0, level );
   level = UMIN( 23, level );
   dam = level * number_range( 1, 8 );

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_spell_staff( level, victim ) )
      dam = dam * 3 / 4;
   act( AT_MAGIC, "A cylinder of kinetic energy enshrouds $N causing $S to resonate.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

/*
 * 3 Mentalstate spells
 */
ch_ret spell_mind_wrack( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int dam;

   /*
    * decrement mentalstate by up to 50 
    */

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMAX( 0, level );
   dam = number_range( 0, 0 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   act( AT_MAGIC, "$n stares intently at $N, causing $N to seem very lethargic.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   /*
    * increment mentalstate by up to 50 
    */

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   level = UMAX( 0, level );
   dam = number_range( 0, 0 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   act( AT_MAGIC, "$n stares intently at $N, causing $N to seem very hyperactive.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}


/* Non-offensive spell! */
ch_ret spell_revive( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int dam;

   /*
    * set mentalstate to mentalstate/2 
    */
   level = UMAX( 0, level );
   dam = number_range( 0, 0 );
   if( saves_spell_staff( level, victim ) )
      dam /= 2;
   act( AT_MAGIC, "$n concentrates intently, and begins looking more centered.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

/*
 * n Acid Spells
 */
ch_ret spell_sulfurous_spray( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int dam;

   level = UMAX( 0, level );
   level = UMIN( 19, level );
   dam = 2 * level * number_range( 1, 7 ) + 11;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_spell_staff( level, victim ) )
      dam /= 4;
   act( AT_MAGIC, "A stinking spray of sulfurous liquid rains down on $N.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   level = UMAX( 0, level );
   level = UMIN( 42, level );
   dam = 2 * level * number_range( 1, 6 ) - 31;
   dam = UMAX( 0, dam );

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_spell_staff( level, victim ) )
      dam = dam * 3 / 4;
   act( AT_MAGIC, "A fountain of caustic liquid forms below $N.  The smell of $S degenerating tissues is revolting! ", ch,
        NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   level = UMAX( 0, level );
   dam = 2 * level * number_range( 1, 4 ) + 7;

   if( saves_spell_staff( level, victim ) )
      dam = 3 * dam / 4;
   act( AT_MAGIC, "A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ", ch, NULL,
        victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

/*
 *  Electrical
 */

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

   level = UMAX( 0, level );
   level = UMIN( 10, level );
   dam = level * number_range( 1, 6 ) + 5;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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

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

   level = UMAX( 0, level );
   dam = ( level * number_range( 1, 6 ) ) + 16;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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

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

   level = UMAX( 0, level );
   l = UMAX( 1, level - 90 );
   dam = l * number_range( 1, 40 ) + 145;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


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

/*
 * Black-magicish guys
 */

/* L2 Mage Spell */
ch_ret spell_black_hand( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   int dam;

   level = UMAX( 0, level );
   level = UMIN( 5, level );
   dam = level * number_range( 1, 6 ) + 3;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_poison_death( level, victim ) )
      dam /= 4;
   act( AT_MAGIC, "$n conjures a mystical hand, which swoops menacingly at $N.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   level = UMAX( 0, level );
   dam = level * number_range( 1, 9 ) + 4;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );


   if( saves_poison_death( level, victim ) )
      dam /= 4;
   act( AT_MAGIC, "$n forms a fist with the force, which swoops menacingly at $N.", ch, NULL, victim, TO_NOTVICT );
   return damage( ch, victim, dam, sn );
}

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

   dam = 100;

   send_to_char( "You feel the hatred grow within you!\r\n", ch );
   ch->alignment = ch->alignment - 100;
   ch->alignment = URANGE( -1000, ch->alignment, 1000 );
   sith_penalty( ch );

   act( AT_BLUE, "Bolts of electricity shoot from the fingers of $n, sending $N into a fit of painful spasms.", ch, NULL,
        victim, TO_NOTVICT );
   act( AT_BLUE, "Bolts of electricity shoot from your fingertips, sending $N into a fit of painful spasms.", ch, NULL,
        victim, TO_CHAR );
   act( AT_BLUE, "Intense pain spreads through your body as bolts of electricity from $N assault you.", victim, NULL, ch,
        TO_CHAR );

   if( saves_poison_death( level, victim ) )
      return damage( ch, victim, dam, sn );
   else
   {
      damage( ch, victim, dam, sn );
      if( char_died( victim ) )
         return rCHAR_DIED;
      if( spell_black_lightning( sn, level, ch, vo ) == rCHAR_DIED )
         return rCHAR_DIED;
      return rNONE;
   }
}

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

   if( IS_OBJ_STAT( obj, ITEM_NODROP ) )
   {
      send_to_char( "You can't seem to let go of it.\r\n", ch );
      return rSPELL_FAILED;
   }

   if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && get_trust( ch ) < LEVEL_IMMORTAL )  /* was victim instead of ch!  Thanks Nick Gammon */
   {
      send_to_char( "That item is not for mortal hands to touch!\r\n", ch );
      return rSPELL_FAILED;   /* Thoric */
   }

   if( !CAN_WEAR( obj, ITEM_TAKE ) || ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) )
   {
      send_to_char( "You cannot seem to turn this item to gold!\r\n", ch );
      return rNONE;
   }

   separate_obj( obj ); /* nice, alty :) */

   val = obj->cost / 2;
   val = UMAX( 0, val );

   ch->gold += val;

   if( obj_extracted( obj ) )
      return rNONE;
   if( cur_obj == obj->serial )
      global_objcode = rOBJ_SACCED;

   extract_obj( obj );
   send_to_char( "You transmogrify the item to gold!\r\n", ch );

   return rNONE;
}

ch_ret spell_suggest( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}

ch_ret spell_cure_addiction( int sn, int level, CHAR_DATA * ch, void *vo )
{
   return rNONE;
}