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

/***************************************************************************
 *  ROM 2.4 is copyright 1993-1998 Russ Taylor                             *
 *  ROM has been brought to you by the ROM consortium                      *
 *      Russ Taylor (rtaylor@hypercube.org)                                *
 *      Gabrielle Taylor (gtaylor@hypercube.org)                           *
 *      Brian Moore (zump@rom.org)                                         *
 *  By using this code, you have agreed to follow the terms of the         *
 *  ROM license, in the file Rom24/doc/rom.license                         *
 ***************************************************************************/


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

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

/* imported functions */
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));



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

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

    return -1;
}

int find_spell (CHAR_DATA * ch, const char *name)
{
    /* finds a spell the character can cast if possible */
    int sn, found = -1;

    if (IS_NPC (ch))
        return skill_lookup (name);

    for (sn = 0; sn < MAX_SKILL; sn++)
    {
        if (skill_table[sn].name == NULL)
            break;
        if (LOWER (name[0]) == LOWER (skill_table[sn].name[0])
            && !str_prefix (name, skill_table[sn].name))
        {
            if (found == -1)
                found = sn;
            if (ch->level >= skill_table[sn].skill_level[ch->class]
                && ch->pcdata->learned[sn] > 0)
                return sn;
        }
    }
    return found;
}



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

    if (slot <= 0)
        return -1;

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

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

    return -1;
}



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

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

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

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

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

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

    for (rch = ch->in_room->people; rch; rch = rch->next_in_room)
    {
        if (rch != ch)
            act ((!IS_NPC (rch) && ch->class == rch->class) ? buf : buf2,
                 ch, NULL, rch, TO_VICT);
    }

    return;
}



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

    save = 50 + (victim->level - level) * 5 - victim->saving_throw * 2;
    if (IS_AFFECTED (victim, AFF_BERSERK))
        save += victim->level / 2;

    switch (check_immune (victim, dam_type))
    {
        case IS_IMMUNE:
            return TRUE;
        case IS_RESISTANT:
            save += 2;
            break;
        case IS_VULNERABLE:
            save -= 2;
            break;
    }

    if (!IS_NPC (victim) && class_table[victim->class].fMana)
        save = 9 * save / 10;
    save = URANGE (5, save, 95);
    return number_percent () < save;
}

/* RT save for dispels */

bool saves_dispel (int dis_level, int spell_level, int duration)
{
    int save;

    if (duration == -1)
        spell_level += 5;
    /* very hard to dispel permanent effects */

    save = 50 + (spell_level - dis_level) * 5;
    save = URANGE (5, save, 95);
    return number_percent () < save;
}

/* co-routine for dispel magic and cancellation */

bool check_dispel (int dis_level, CHAR_DATA * victim, int sn)
{
    AFFECT_DATA *af;

    if (is_affected (victim, sn))
    {
        for (af = victim->affected; af != NULL; af = af->next)
        {
            if (af->type == sn)
            {
                if (!saves_dispel (dis_level, af->level, af->duration))
                {
                    affect_strip (victim, sn);
                    if (skill_table[sn].msg_off)
                    {
                        send_to_char (skill_table[sn].msg_off, victim);
                        send_to_char ("\n\r", victim);
                    }
                    return TRUE;
                }
                else
                    af->level--;
            }
        }
    }
    return FALSE;
}

/* for finding mana costs -- temporary version */
int mana_cost (CHAR_DATA * ch, int min_mana, int level)
{
    if (ch->level + 2 == level)
        return 1000;
    return UMAX (min_mana, (100 / (2 + ch->level - level)));
}



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

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

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

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

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

    if ((sn = find_spell (ch, arg1)) < 1
        || skill_table[sn].spell_fun == spell_null || (!IS_NPC (ch)
                                                       && (ch->level <
                                                           skill_table
                                                           [sn].skill_level
                                                           [ch->class]
                                                           || ch->
                                                           pcdata->learned[sn]
                                                           == 0)))
    {
        send_to_char ("You don't know any spells of that name.\n\r", ch);
        return;
    }

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

    if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
        mana = 50;
    else
        mana = UMAX (skill_table[sn].min_mana,
                     100 / (2 + ch->level -
                            skill_table[sn].skill_level[ch->class]));

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

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

        case TAR_IGNORE:
            break;

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


            if (!IS_NPC (ch))
            {

                if (is_safe (ch, victim) && victim != ch)
                {
                    send_to_char ("Not on that target.\n\r", ch);
                    return;
                }
                check_killer (ch, victim);
            }

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

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

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

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

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

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

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

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

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

        case TAR_OBJ_CHAR_OFF:
            if (arg2[0] == '\0')
            {
                if ((victim = ch->fighting) == NULL)
                {
                    send_to_char ("Cast the spell on whom or what?\n\r", ch);
                    return;
                }

                target = TARGET_CHAR;
            }
            else if ((victim = get_char_room (ch, target_name)) != NULL)
            {
                target = TARGET_CHAR;
            }

            if (target == TARGET_CHAR)
            {                    /* check the sanity of the attack */
                if (is_safe_spell (ch, victim, FALSE) && victim != ch)
                {
                    send_to_char ("Not on that target.\n\r", ch);
                    return;
                }

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

                if (!IS_NPC (ch))
                    check_killer (ch, victim);

                vo = (void *) victim;
            }
            else if ((obj = get_obj_here (ch, target_name)) != NULL)
            {
                vo = (void *) obj;
                target = TARGET_OBJ;
            }
            else
            {
                send_to_char ("You don't see that here.\n\r", ch);
                return;
            }
            break;

        case TAR_OBJ_CHAR_DEF:
            if (arg2[0] == '\0')
            {
                vo = (void *) ch;
                target = TARGET_CHAR;
            }
            else if ((victim = get_char_room (ch, target_name)) != NULL)
            {
                vo = (void *) victim;
                target = TARGET_CHAR;
            }
            else if ((obj = get_obj_carry (ch, target_name, ch)) != NULL)
            {
                vo = (void *) obj;
                target = TARGET_OBJ;
            }
            else
            {
                send_to_char ("You don't see that here.\n\r", ch);
                return;
            }
            break;
    }

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

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

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

    if (number_percent () > get_skill (ch, sn))
    {
        send_to_char ("You lost your concentration.\n\r", ch);
        check_improve (ch, sn, FALSE, 1);
        ch->mana -= mana / 2;
    }
    else
    {
        ch->mana -= mana;
        if (IS_NPC (ch) || class_table[ch->class].fMana)
            /* class has spells */
            (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target);
        else
            (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target);
        check_improve (ch, sn, TRUE, 1);
    }

    if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
         || (skill_table[sn].target == TAR_OBJ_CHAR_OFF
             && target == TARGET_CHAR)) && victim != ch
        && victim->master != ch)
    {
        CHAR_DATA *vch;
        CHAR_DATA *vch_next;

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

    return;
}



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

    if (sn <= 0)
        return;

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

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

        case TAR_IGNORE:
            vo = NULL;
            break;

        case TAR_CHAR_OFFENSIVE:
            if (victim == NULL)
                victim = ch->fighting;
            if (victim == NULL)
            {
                send_to_char ("You can't do that.\n\r", ch);
                return;
            }
            if (is_safe (ch, victim) && ch != victim)
            {
                send_to_char ("Something isn't right...\n\r", ch);
                return;
            }
            vo = (void *) victim;
            target = TARGET_CHAR;
            break;

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

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

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

            if (victim != NULL)
            {
                if (is_safe_spell (ch, victim, FALSE) && ch != victim)
                {
                    send_to_char ("Somehting isn't right...\n\r", ch);
                    return;
                }

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


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

            break;
    }

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



    if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
         || (skill_table[sn].target == TAR_OBJ_CHAR_OFF
             && target == TARGET_CHAR)) && victim != ch
        && victim->master != ch)
    {
        CHAR_DATA *vch;
        CHAR_DATA *vch_next;

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

    return;
}



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

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



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

    if (is_affected (victim, sn))
    {
        if (victim == ch)
            send_to_char ("You are already armored.\n\r", ch);
        else
            act ("$N is already armored.", ch, NULL, victim, TO_CHAR);
        return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.modifier = -20;
    af.location = APPLY_AC;
    af.bitvector = 0;
    affect_to_char (victim, &af);
    send_to_char ("You feel someone protecting you.\n\r", victim);
    if (ch != victim)
        act ("$N is protected by your magic.", ch, NULL, victim, TO_CHAR);
    return;
}



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

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

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

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

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

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

        if (obj->wear_loc != WEAR_NONE)
            ch->saving_throw -= 1;
        return;
    }

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


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

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

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



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

    if (IS_AFFECTED (victim, AFF_BLIND)
        || saves_spell (level, victim, DAM_OTHER))
        return;


    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.location = APPLY_HITROLL;
    af.modifier = -4;
    af.duration = 1 + level;
    af.bitvector = AFF_BLIND;
    affect_to_char (victim, &af);
    send_to_char ("You are blinded!\n\r", victim);
    act ("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM);
    return;
}



void spell_burning_hands (int sn, int level, CHAR_DATA * ch, void *vo,
                          int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 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
    };
    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 (level, victim, DAM_FIRE))
        dam /= 2;
    damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
    return;
}



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

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

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

    dam = dice (level / 2, 8);

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

    for (vch = char_list; vch != NULL; vch = vch_next)
    {
        vch_next = vch->next;
        if (vch->in_room == NULL)
            continue;
        if (vch->in_room == ch->in_room)
        {
            if (vch != ch && (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch)))
                damage (ch, vch, saves_spell (level, vch, DAM_LIGHTNING)
                        ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE);
            continue;
        }

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

    return;
}

/* RT calm spell stops all fighting in the room */

void spell_calm (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *vch;
    int mlevel = 0;
    int count = 0;
    int high_level = 0;
    int chance;
    AFFECT_DATA af;

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

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

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

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

            if (IS_AFFECTED (vch, AFF_CALM) || IS_AFFECTED (vch, AFF_BERSERK)
                || is_affected (vch, skill_lookup ("frenzy")))
                return;

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

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


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

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

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

    level += 2;

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

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

    /* begin running through the spells */

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

    if (check_dispel (level, victim, skill_lookup ("bless")))
        found = TRUE;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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



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

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

    /* first strike */

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

    dam = dice (level, 6);
    if (saves_spell (level, victim, DAM_LIGHTNING))
        dam /= 3;
    damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
    last_vict = victim;
    level -= 4;                    /* decrement damage */

    /* new targets */
    while (level > 0)
    {
        found = FALSE;
        for (tmp_vict = ch->in_room->people;
             tmp_vict != NULL; tmp_vict = next_vict)
        {
            next_vict = tmp_vict->next_in_room;
            if (!is_safe_spell (ch, tmp_vict, TRUE) && tmp_vict != last_vict)
            {
                found = TRUE;
                last_vict = tmp_vict;
                act ("The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM);
                act ("The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR);
                dam = dice (level, 6);
                if (saves_spell (level, tmp_vict, DAM_LIGHTNING))
                    dam /= 3;
                damage (ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE);
                level -= 4;        /* decrement damage */
            }
        }                        /* end target searching loop */

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

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

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


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

    if (is_affected (victim, sn))
    {
        if (victim == ch)
            send_to_char ("You've already been changed.\n\r", ch);
        else
            act ("$N has already had $s(?) sex changed.", ch, NULL, victim,
                 TO_CHAR);
        return;
    }
    if (saves_spell (level, victim, DAM_OTHER))
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 2 * level;
    af.location = APPLY_SEX;
    do
    {
        af.modifier = number_range (0, 2) - victim->sex;
    }
    while (af.modifier == 0);
    af.bitvector = 0;
    affect_to_char (victim, &af);
    send_to_char ("You feel different.\n\r", victim);
    act ("$n doesn't look like $mself anymore...", victim, NULL, NULL,
         TO_ROOM);
    return;
}



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

    if (is_safe (ch, victim))
        return;

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

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


    if (IS_SET (victim->in_room->room_flags, ROOM_LAW))
    {
        send_to_char
            ("The mayor does not allow charming in the city limits.\n\r", ch);
        return;
    }

    if (victim->master)
        stop_follower (victim);
    add_follower (victim, ch);
    victim->leader = ch;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = number_fuzzy (level / 4);
    af.location = 0;
    af.modifier = 0;
    af.bitvector = AFF_CHARM;
    affect_to_char (victim, &af);
    act ("Isn't $n just so nice?", ch, NULL, victim, TO_VICT);
    if (ch != victim)
        act ("$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR);
    return;
}



void spell_chill_touch (int sn, int level, CHAR_DATA * ch, void *vo,
                        int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 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
    };
    AFFECT_DATA af;
    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 (level, victim, DAM_COLD))
    {
        act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
        af.where = TO_AFFECTS;
        af.type = sn;
        af.level = level;
        af.duration = 6;
        af.location = APPLY_STR;
        af.modifier = -1;
        af.bitvector = 0;
        affect_join (victim, &af);
    }
    else
    {
        dam /= 2;
    }

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



void spell_colour_spray (int sn, int level, CHAR_DATA * ch, void *vo,
                         int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        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
    };
    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 (level, victim, DAM_LIGHT))
        dam /= 2;
    else
        spell_blindness (skill_lookup ("blindness"),
                         level / 2, ch, (void *) victim, TARGET_CHAR);

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



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

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

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

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

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

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



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

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



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

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

void spell_create_rose (int sn, int level, CHAR_DATA * ch, void *vo,
                        int target)
{
    OBJ_DATA *rose;
    rose = create_object (get_obj_index (OBJ_VNUM_ROSE), 0);
    act ("$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM);
    send_to_char ("You create a beautiful red rose.\n\r", ch);
    obj_to_char (rose, ch);
    return;
}

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

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



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

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

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

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

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

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

    return;
}



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

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

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



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

    heal = dice (3, 8) + level - 6;
    victim->hit = UMIN (victim->hit + heal, victim->max_hit);
    update_pos (victim);
    send_to_char ("You feel better!\n\r", victim);
    if (ch != victim)
        send_to_char ("Ok.\n\r", ch);
    return;
}

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

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

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



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

    heal = dice (1, 8) + level / 3;
    victim->hit = UMIN (victim->hit + heal, victim->max_hit);
    update_pos (victim);
    send_to_char ("You feel better!\n\r", victim);
    if (ch != victim)
        send_to_char ("Ok.\n\r", ch);
    return;
}



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

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

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

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

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



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

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

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

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

        af.where = TO_OBJECT;
        af.type = sn;
        af.level = level;
        af.duration = 2 * level;
        af.location = APPLY_SAVES;
        af.modifier = +1;
        af.bitvector = ITEM_EVIL;
        affect_to_obj (obj, &af);

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

        if (obj->wear_loc != WEAR_NONE)
            ch->saving_throw += 1;
        return;
    }

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

    if (IS_AFFECTED (victim, AFF_CURSE)
        || saves_spell (level, victim, DAM_NEGATIVE))
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 2 * level;
    af.location = APPLY_HITROLL;
    af.modifier = -1 * (level / 8);
    af.bitvector = AFF_CURSE;
    affect_to_char (victim, &af);

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

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

/* RT replacement demonfire spell */

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

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

    ch->alignment = UMAX (-1000, ch->alignment - 50);

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

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

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


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

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



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

    if (IS_AFFECTED (victim, AFF_DETECT_HIDDEN))
    {
        if (victim == ch)
            send_to_char ("You are already as alert as you can be. \n\r", ch);
        else
            act ("$N can already sense hidden lifeforms.", ch, NULL, victim,
                 TO_CHAR);
        return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_DETECT_HIDDEN;
    affect_to_char (victim, &af);
    send_to_char ("Your awareness improves.\n\r", victim);
    if (ch != victim)
        send_to_char ("Ok.\n\r", ch);
    return;
}



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

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

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



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

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

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



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

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

    return;
}



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

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

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

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

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


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

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

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

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

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


/* modified for enhanced use */

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

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

    /* begin running through the spells */

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

    if (check_dispel (level, victim, skill_lookup ("bless")))
        found = TRUE;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

    for (vch = char_list; vch != NULL; vch = vch_next)
    {
        vch_next = vch->next;
        if (vch->in_room == NULL)
            continue;
        if (vch->in_room == ch->in_room)
        {
            if (vch != ch && !is_safe_spell (ch, vch, TRUE))
            {
                if (IS_AFFECTED (vch, AFF_FLYING))
                    damage (ch, vch, 0, sn, DAM_BASH, TRUE);
                else
                    damage (ch, vch, level + dice (2, 8), sn, DAM_BASH, TRUE);
            }
            continue;
        }

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

    return;
}

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

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

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

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

    /* find the bonuses */

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

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

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

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

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

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

    fail = URANGE (5, fail, 85);

    result = number_percent ();

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

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

        act ("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR);
        act ("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
        obj->enchanted = TRUE;

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

        /* clear all flags */
        obj->extra_flags = 0;
        return;
    }

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

    /* okay, move all the old flags into new vectors if we have to */
    if (!obj->enchanted)
    {
        AFFECT_DATA *af_new;
        obj->enchanted = TRUE;

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

            af_new->next = obj->affected;
            obj->affected = af_new;

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

    if (result <= (90 - level / 5))
    {                            /* success! */
        act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR);
        act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM);
        SET_BIT (obj->extra_flags, ITEM_MAGIC);
        added = -1;
    }

    else
    {                            /* exceptional enchant */

        act ("$p glows a brillant gold!", ch, obj, NULL, TO_CHAR);
        act ("$p glows a brillant gold!", ch, obj, NULL, TO_ROOM);
        SET_BIT (obj->extra_flags, ITEM_MAGIC);
        SET_BIT (obj->extra_flags, ITEM_GLOW);
        added = -2;
    }

    /* now add the enchantments */

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

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

        paf = new_affect ();

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

}




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

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

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

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

    /* find the bonuses */

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

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

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

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

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

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

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

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

    fail = URANGE (5, fail, 95);

    result = number_percent ();

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

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

        act ("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR);
        act ("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
        obj->enchanted = TRUE;

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

        /* clear all flags */
        obj->extra_flags = 0;
        return;
    }

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

    /* okay, move all the old flags into new vectors if we have to */
    if (!obj->enchanted)
    {
        AFFECT_DATA *af_new;
        obj->enchanted = TRUE;

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

            af_new->next = obj->affected;
            obj->affected = af_new;

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

    if (result <= (100 - level / 5))
    {                            /* success! */
        act ("$p glows blue.", ch, obj, NULL, TO_CHAR);
        act ("$p glows blue.", ch, obj, NULL, TO_ROOM);
        SET_BIT (obj->extra_flags, ITEM_MAGIC);
        added = 1;
    }

    else
    {                            /* exceptional enchant */

        act ("$p glows a brillant blue!", ch, obj, NULL, TO_CHAR);
        act ("$p glows a brillant blue!", ch, obj, NULL, TO_ROOM);
        SET_BIT (obj->extra_flags, ITEM_MAGIC);
        SET_BIT (obj->extra_flags, ITEM_GLOW);
        added = 2;
    }

    /* now add the enchantments */

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

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

        paf = new_affect ();

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

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

        paf = new_affect ();

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

}



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

    if (victim != ch)
        ch->alignment = UMAX (-1000, ch->alignment - 50);

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


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

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

    return;
}



void spell_fireball (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        0, 0, 0, 0, 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
    };
    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 (level, victim, DAM_FIRE))
        dam /= 2;
    damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
    return;
}


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

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

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

    affect_to_obj (obj, &af);

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



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

    dam = dice (6 + level / 2, 8);
    if (saves_spell (level, victim, DAM_FIRE))
        dam /= 2;
    damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
    return;
}



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

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



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

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

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

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

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

    return;
}

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

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

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

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


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

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

/* RT clerical berserking spell */

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

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

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

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

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

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

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

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

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

/* RT ROM-style gate */

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

    if ((victim = get_char_world (ch, target_name)) == NULL
        || victim == ch
        || victim->in_room == NULL
        || !can_see_room (ch, victim->in_room)
        || IS_SET (victim->in_room->room_flags, ROOM_SAFE)
        || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
        || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
        || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
        || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)
        || victim->level >= level + 3
        || (is_clan (victim) && !is_same_clan (ch, victim))
        || (!IS_NPC (victim) && victim->level >= LEVEL_HERO)    /* NOT trust */
        || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
        || (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER)))
    {
        send_to_char ("You failed.\n\r", ch);
        return;
    }
    if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
        gate_pet = TRUE;
    else
        gate_pet = FALSE;

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

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

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



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

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.location = APPLY_STR;
    af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
    af.bitvector = 0;
    affect_to_char (victim, &af);
    send_to_char ("Your muscles surge with heightened power!\n\r", victim);
    act ("$n's muscles surge with heightened power.", victim, NULL, NULL,
         TO_ROOM);
    return;
}



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

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

/* RT haste spell */

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

    if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_HASTE)
        || IS_SET (victim->off_flags, OFF_FAST))
    {
        if (victim == ch)
            send_to_char ("You can't move any faster!\n\r", ch);
        else
            act ("$N is already moving as fast as $E can.",
                 ch, NULL, victim, TO_CHAR);
        return;
    }

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    if (victim == ch)
        af.duration = level / 2;
    else
        af.duration = level / 4;
    af.location = APPLY_DEX;
    af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
    af.bitvector = AFF_HASTE;
    affect_to_char (victim, &af);
    send_to_char ("You feel yourself moving more quickly.\n\r", victim);
    act ("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM);
    if (ch != victim)
        send_to_char ("Ok.\n\r", ch);
    return;
}



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

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

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

                                act ("Your skin is seared by $p!",
                                     victim, obj_lose, NULL, TO_CHAR);
                                dam += (number_range (1, obj_lose->level));
                                fail = FALSE;
                            }

                        }
                        else
                        {        /* drop it if we can */

                            if (can_drop_obj (victim, obj_lose))
                            {
                                act ("$n yelps and throws $p to the ground!",
                                     victim, obj_lose, NULL, TO_ROOM);
                                act ("You and drop $p before it burns you.",
                                     victim, obj_lose, NULL, TO_CHAR);
                                dam +=
                                    (number_range (1, obj_lose->level) / 6);
                                obj_from_char (obj_lose);
                                obj_to_room (obj_lose, victim->in_room);
                                fail = FALSE;
                            }
                            else
                            {    /* cannot drop */

                                act ("Your skin is seared by $p!",
                                     victim, obj_lose, NULL, TO_CHAR);
                                dam +=
                                    (number_range (1, obj_lose->level) / 2);
                                fail = FALSE;
                            }
                        }
                        break;
                    case ITEM_WEAPON:
                        if (obj_lose->wear_loc != -1)
                        {        /* try to drop it */
                            if (IS_WEAPON_STAT (obj_lose, WEAPON_FLAMING))
                                continue;

                            if (can_drop_obj (victim, obj_lose)
                                && remove_obj (victim, obj_lose->wear_loc,
                                               TRUE))
                            {
                                act
                                    ("$n is burned by $p, and throws it to the ground.",
                                     victim, obj_lose, NULL, TO_ROOM);
                                send_to_char
                                    ("You throw your red-hot weapon to the ground!\n\r",
                                     victim);
                                dam += 1;
                                obj_from_char (obj_lose);
                                obj_to_room (obj_lose, victim->in_room);
                                fail = FALSE;
                            }
                            else
                            {    /* YOWCH! */

                                send_to_char
                                    ("Your weapon sears your flesh!\n\r",
                                     victim);
                                dam += number_range (1, obj_lose->level);
                                fail = FALSE;
                            }
                        }
                        else
                        {        /* drop it if we can */

                            if (can_drop_obj (victim, obj_lose))
                            {
                                act
                                    ("$n throws a burning hot $p to the ground!",
                                     victim, obj_lose, NULL, TO_ROOM);
                                act ("You and drop $p before it burns you.",
                                     victim, obj_lose, NULL, TO_CHAR);
                                dam +=
                                    (number_range (1, obj_lose->level) / 6);
                                obj_from_char (obj_lose);
                                obj_to_room (obj_lose, victim->in_room);
                                fail = FALSE;
                            }
                            else
                            {    /* cannot drop */

                                act ("Your skin is seared by $p!",
                                     victim, obj_lose, NULL, TO_CHAR);
                                dam +=
                                    (number_range (1, obj_lose->level) / 2);
                                fail = FALSE;
                            }
                        }
                        break;
                }
            }
        }
    }
    if (fail)
    {
        send_to_char ("Your spell had no effect.\n\r", ch);
        send_to_char ("You feel momentarily warmer.\n\r", victim);
    }
    else
    {                            /* damage! */

        if (saves_spell (level, victim, DAM_FIRE))
            dam = 2 * dam / 3;
        damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
    }
}

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

    bless_num = skill_lookup ("bless");
    curse_num = skill_lookup ("curse");
    frenzy_num = skill_lookup ("frenzy");

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

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

        if ((IS_GOOD (ch) && IS_GOOD (vch)) ||
            (IS_EVIL (ch) && IS_EVIL (vch)) ||
            (IS_NEUTRAL (ch) && IS_NEUTRAL (vch)))
        {
            send_to_char ("You feel full more powerful.\n\r", vch);
            spell_frenzy (frenzy_num, level, ch, (void *) vch, TARGET_CHAR);
            spell_bless (bless_num, level, ch, (void *) vch, TARGET_CHAR);
        }

        else if ((IS_GOOD (ch) && IS_EVIL (vch)) ||
                 (IS_EVIL (ch) && IS_GOOD (vch)))
        {
            if (!is_safe_spell (ch, vch, TRUE))
            {
                spell_curse (curse_num, level, ch, (void *) vch, TARGET_CHAR);
                send_to_char ("You are struck down!\n\r", vch);
                dam = dice (level, 6);
                damage (ch, vch, dam, sn, DAM_ENERGY, TRUE);
            }
        }

        else if (IS_NEUTRAL (ch))
        {
            if (!is_safe_spell (ch, vch, TRUE))
            {
                spell_curse (curse_num, level / 2, ch, (void *) vch,
                             TARGET_CHAR);
                send_to_char ("You are struck down!\n\r", vch);
                dam = dice (level, 4);
                damage (ch, vch, dam, sn, DAM_ENERGY, TRUE);
            }
        }
    }

    send_to_char ("You feel drained.\n\r", ch);
    ch->move = 0;
    ch->hit /= 2;
}

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

    sprintf (buf,
             "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
             obj->name,
             item_name (obj->item_type),
             extra_bit_name (obj->extra_flags),
             obj->weight / 10, obj->cost, obj->level);
    send_to_char (buf, ch);

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

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

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

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

            if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL)
            {
                send_to_char (" '", ch);
                send_to_char (skill_table[obj->value[4]].name, ch);
                send_to_char ("'", ch);
            }

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

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

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

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

        case ITEM_DRINK_CON:
            sprintf (buf, "It holds %s-colored %s.\n\r",
                     liq_table[obj->value[2]].liq_color,
                     liq_table[obj->value[2]].liq_name);
            send_to_char (buf, ch);
            break;

        case ITEM_CONTAINER:
            sprintf (buf, "Capacity: %d#  Maximum weight: %d#  flags: %s\n\r",
                     obj->value[0], obj->value[3],
                     cont_bit_name (obj->value[1]));
            send_to_char (buf, ch);
            if (obj->value[4] != 100)
            {
                sprintf (buf, "Weight multiplier: %d%%\n\r", obj->value[4]);
                send_to_char (buf, ch);
            }
            break;

        case ITEM_WEAPON:
            send_to_char ("Weapon type is ", ch);
            switch (obj->value[0])
            {
                case (WEAPON_EXOTIC):
                    send_to_char ("exotic.\n\r", ch);
                    break;
                case (WEAPON_SWORD):
                    send_to_char ("sword.\n\r", ch);
                    break;
                case (WEAPON_DAGGER):
                    send_to_char ("dagger.\n\r", ch);
                    break;
                case (WEAPON_SPEAR):
                    send_to_char ("spear/staff.\n\r", ch);
                    break;
                case (WEAPON_MACE):
                    send_to_char ("mace/club.\n\r", ch);
                    break;
                case (WEAPON_AXE):
                    send_to_char ("axe.\n\r", ch);
                    break;
                case (WEAPON_FLAIL):
                    send_to_char ("flail.\n\r", ch);
                    break;
                case (WEAPON_WHIP):
                    send_to_char ("whip.\n\r", ch);
                    break;
                case (WEAPON_POLEARM):
                    send_to_char ("polearm.\n\r", ch);
                    break;
                default:
                    send_to_char ("unknown.\n\r", ch);
                    break;
            }
            if (obj->pIndexData->new_format)
                sprintf (buf, "Damage is %dd%d (average %d).\n\r",
                         obj->value[1], obj->value[2],
                         (1 + obj->value[2]) * obj->value[1] / 2);
            else
                sprintf (buf, "Damage is %d to %d (average %d).\n\r",
                         obj->value[1], obj->value[2],
                         (obj->value[1] + obj->value[2]) / 2);
            send_to_char (buf, ch);
            if (obj->value[4])
            {                    /* weapon flags */
                sprintf (buf, "Weapons flags: %s\n\r",
                         weapon_bit_name (obj->value[4]));
                send_to_char (buf, ch);
            }
            break;

        case ITEM_ARMOR:
            sprintf (buf,
                     "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
                     obj->value[0], obj->value[1], obj->value[2],
                     obj->value[3]);
            send_to_char (buf, ch);
            break;
    }

    if (!obj->enchanted)
        for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
        {
            if (paf->location != APPLY_NONE && paf->modifier != 0)
            {
                sprintf (buf, "Affects %s by %d.\n\r",
                         affect_loc_name (paf->location), paf->modifier);
                send_to_char (buf, ch);
                if (paf->bitvector)
                {
                    switch (paf->where)
                    {
                        case TO_AFFECTS:
                            sprintf (buf, "Adds %s affect.\n",
                                     affect_bit_name (paf->bitvector));
                            break;
                        case TO_OBJECT:
                            sprintf (buf, "Adds %s object flag.\n",
                                     extra_bit_name (paf->bitvector));
                            break;
                        case TO_IMMUNE:
                            sprintf (buf, "Adds immunity to %s.\n",
                                     imm_bit_name (paf->bitvector));
                            break;
                        case TO_RESIST:
                            sprintf (buf, "Adds resistance to %s.\n\r",
                                     imm_bit_name (paf->bitvector));
                            break;
                        case TO_VULN:
                            sprintf (buf, "Adds vulnerability to %s.\n\r",
                                     imm_bit_name (paf->bitvector));
                            break;
                        default:
                            sprintf (buf, "Unknown bit %d: %d\n\r",
                                     paf->where, paf->bitvector);
                            break;
                    }
                    send_to_char (buf, ch);
                }
            }
        }

    for (paf = obj->affected; paf != NULL; paf = paf->next)
    {
        if (paf->location != APPLY_NONE && paf->modifier != 0)
        {
            sprintf (buf, "Affects %s by %d",
                     affect_loc_name (paf->location), paf->modifier);
            send_to_char (buf, ch);
            if (paf->duration > -1)
                sprintf (buf, ", %d hours.\n\r", paf->duration);
            else
                sprintf (buf, ".\n\r");
            send_to_char (buf, ch);
            if (paf->bitvector)
            {
                switch (paf->where)
                {
                    case TO_AFFECTS:
                        sprintf (buf, "Adds %s affect.\n",
                                 affect_bit_name (paf->bitvector));
                        break;
                    case TO_OBJECT:
                        sprintf (buf, "Adds %s object flag.\n",
                                 extra_bit_name (paf->bitvector));
                        break;
                    case TO_WEAPON:
                        sprintf (buf, "Adds %s weapon flags.\n",
                                 weapon_bit_name (paf->bitvector));
                        break;
                    case TO_IMMUNE:
                        sprintf (buf, "Adds immunity to %s.\n",
                                 imm_bit_name (paf->bitvector));
                        break;
                    case TO_RESIST:
                        sprintf (buf, "Adds resistance to %s.\n\r",
                                 imm_bit_name (paf->bitvector));
                        break;
                    case TO_VULN:
                        sprintf (buf, "Adds vulnerability to %s.\n\r",
                                 imm_bit_name (paf->bitvector));
                        break;
                    default:
                        sprintf (buf, "Unknown bit %d: %d\n\r",
                                 paf->where, paf->bitvector);
                        break;
                }
                send_to_char (buf, ch);
            }
        }
    }

    return;
}



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

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

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



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

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

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

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

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

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

    if (IS_AFFECTED (victim, AFF_INVISIBLE))
        return;

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level + 12;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_INVISIBLE;
    affect_to_char (victim, &af);
    send_to_char ("You fade out of existence.\n\r", victim);
    return;
}



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

    ap = victim->alignment;

    if (ap > 700)
        msg = "$N has a pure and good aura.";
    else if (ap > 350)
        msg = "$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 is a black-hearted murderer.";
    else
        msg = "$N is the embodiment of pure evil!.";

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



void spell_lightning_bolt (int sn, int level, CHAR_DATA * ch, void *vo,
                           int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 0, 0, 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
    };
    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 (level, victim, DAM_LIGHTNING))
        dam /= 2;
    damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
    return;
}



void spell_locate_object (int sn, int level, CHAR_DATA * ch, void *vo,
                          int target)
{
    char buf[MAX_INPUT_LENGTH];
    BUFFER *buffer;
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    bool found;
    int number = 0, max_found;

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

    buffer = new_buf ();

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

        found = TRUE;
        number++;

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

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

        buf[0] = UPPER (buf[0]);
        add_buf (buffer, buf);

        if (number >= max_found)
            break;
    }

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

    free_buf (buffer);

    return;
}



void spell_magic_missile (int sn, int level, CHAR_DATA * ch, void *vo,
                          int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
        0,
        3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
        7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
        9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
        11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
        13, 13, 13, 13, 13, 14, 14, 14, 14, 14
    };
    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 (level, victim, DAM_ENERGY))
        dam /= 2;
    damage (ch, victim, dam, sn, DAM_ENERGY, TRUE);
    return;
}

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

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

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


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

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

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

    return;
}



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



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

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

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

/* RT plague spell, very nasty */

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

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level * 3 / 4;
    af.duration = level;
    af.location = APPLY_STR;
    af.modifier = -5;
    af.bitvector = AFF_PLAGUE;
    affect_join (victim, &af);

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

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


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

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

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

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

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

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

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

    victim = (CHAR_DATA *) vo;

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

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



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

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = AFF_PROTECT_EVIL;
    affect_to_char (victim, &af);
    send_to_char ("You feel holy and pure.\n\r", victim);
    if (ch != victim)
        act ("$N is protected from evil.", ch, NULL, victim, TO_CHAR);
    return;
}

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

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = AFF_PROTECT_GOOD;
    affect_to_char (victim, &af);
    send_to_char ("You feel aligned with darkness.\n\r", victim);
    if (ch != victim)
        act ("$N is protected from good.", ch, NULL, victim, TO_CHAR);
    return;
}


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

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

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

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

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

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

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

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

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


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

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

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

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

    chance = 40 + 2 * level;

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

    chance = UMAX (level / 2, chance);

    percent = number_percent ();

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

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

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

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

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

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

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

    else
    {                            /* whoops! */

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

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

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

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

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

            act ("The curse on $p is beyond your power.", ch, obj, NULL,
                 TO_CHAR);
            return;
        }
        act ("There doesn't seem to be a curse on $p.", ch, obj, NULL,
             TO_CHAR);
        return;
    }

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

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

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

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

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

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



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

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

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



void spell_shocking_grasp (int sn, int level, CHAR_DATA * ch, void *vo,
                           int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
        36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
        43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
        48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
        53, 53, 54, 54, 55, 55, 56, 56, 57, 57
    };
    int dam;

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



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

    if (IS_AFFECTED (victim, AFF_SLEEP)
        || (IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD))
        || (level + 2) < victim->level
        || saves_spell (level - 4, victim, DAM_CHARM)) return;

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 4 + level;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_SLEEP;
    affect_join (victim, &af);

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

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

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

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

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

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


    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_DEX;
    af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
    af.bitvector = AFF_SLOW;
    affect_to_char (victim, &af);
    send_to_char ("You feel yourself slowing d o w n...\n\r", victim);
    act ("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM);
    return;
}




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

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

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



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

    if ((victim = get_char_world (ch, target_name)) == NULL
        || victim == ch
        || victim->in_room == NULL
        || IS_SET (ch->in_room->room_flags, ROOM_SAFE)
        || IS_SET (victim->in_room->room_flags, ROOM_SAFE)
        || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
        || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
        || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
        || (IS_NPC (victim) && IS_SET (victim->act, ACT_AGGRESSIVE))
        || victim->level >= level + 3
        || (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL)
        || victim->fighting != NULL
        || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
        || (IS_NPC (victim) && victim->pIndexData->pShop != NULL)
        || (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOSUMMON))
        || (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER)))
    {
        send_to_char ("You failed.\n\r", ch);
        return;
    }

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



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

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

    pRoomIndex = get_random_room (victim);

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

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



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

    target_name = one_argument (target_name, speaker);

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

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

    return;
}



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

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_STR;
    af.modifier = -1 * (level / 5);
    af.bitvector = AFF_WEAKEN;
    affect_to_char (victim, &af);
    send_to_char ("You feel your strength slip away.\n\r", victim);
    act ("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM);
    return;
}



/* RT recall spell is back */

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

    if (IS_NPC (victim))
        return;

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

    if (IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) ||
        IS_AFFECTED (victim, AFF_CURSE))
    {
        send_to_char ("Spell failed.\n\r", victim);
        return;
    }

    if (victim->fighting != NULL)
        stop_fighting (victim, TRUE);

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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