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

/****************************************************************************
*	ROM 2.4 is copyright 1993-1998 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							*
***************************************************************************/
/****************************************************************************
*	Demon's Dance MUD, and source code are property of Eric Goetschalckx	*
*	By compiling this code, you agree to include the following in your		*
*	login screen:															*
*	    Derivative of Demon's Dance, by Enzo/Stan							*
***************************************************************************/

#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 <math.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
#include "olc.h"

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

/* 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;
	int chance;

	/*
	* 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 (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC))
		{
			send_to_char( "You utter the words ... But nothing happens.\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,NULL, 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;
			//ch->fighting = victim;
			break;

		case TAR_CHAR_DEFENSIVE:
			if ( arg2[0] == '\0' )
			{
				victim = ch;
			}
			else
			{
				if ( ( victim = get_char_room( ch,NULL, 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,NULL,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, NULL,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,NULL,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 && is_safe(ch,victim) )
				{
					check_killer (victim, ch);
					multi_hit (victim, ch, TYPE_UNDEFINED);
					break;
				}	

				break;
			}
		}

		if ((get_skill(ch, gsn_second_cast) != 0)
			&& !check_multi_cast(skill_table[sn].name))
		{
			chance = get_skill(ch,gsn_second_cast);
			if ( number_percent( ) < chance )
			{
				second_cast(ch, argument);
				check_improve(ch,gsn_second_cast,TRUE,6);
				if (get_skill(ch, gsn_third_cast) != 0)
				{
					chance = get_skill(ch,gsn_third_cast);
					if ( number_percent( ) < chance )
					{
						third_cast(ch, argument);
						check_improve(ch,gsn_third_cast,TRUE,6);
					}
				}
			}
			return;
		}
		return;
}

void second_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 (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC))
		{
			send_to_char( "You utter the words ... But nothing happens.\n\r",ch);
			return;
		}

		if ((skill_table[sn].spell_fun == spell_identify)
			|| (skill_table[sn].spell_fun == spell_nexus)
			|| (skill_table[sn].spell_fun == spell_portal)
			|| (skill_table[sn].spell_fun == spell_summon)
			|| (skill_table[sn].spell_fun == spell_teleport))
		{
			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,NULL, 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,NULL, 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,NULL,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, NULL,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,NULL,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" ) )

			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 && is_safe(ch,victim) )
				{
					check_killer(victim,ch);
					multi_hit( victim, ch, TYPE_UNDEFINED );
				}
				break;
			}
		}

		return;
}

void third_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 (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC))
		{
			send_to_char( "You utter the words ... But nothing happens.\n\r",ch);
			return;
		}

		if (skill_table[sn].spell_fun == spell_identify)
		{
			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,NULL, 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,NULL, 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,NULL,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, NULL,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,NULL,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" ) )

			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 && is_safe(ch,victim) )
				{
					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,FALSE);
	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;
	short chance;

	if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level,victim,DAM_OTHER))
	{
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		return;
	}

	chance = number_range(0,100)/5;

	if (chance >= 19)
	{
		af.where     = TO_AFFECTS;
		af.type      = sn;
		af.level     = level;
		af.location  = APPLY_HITROLL;
		af.modifier  = -4;
		af.duration  = level/25;
		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;
	}
	else
	{
		stc("You failed.\n\r",ch);
		check_killer(victim,ch);
		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,FALSE);
	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( "Admin's lightning strikes your foes!\n\r", ch );
	act( "$n calls Admin'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,FALSE);
			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)))
				continue;

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

			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))
		||	(victim != ch))
	{
		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 (check_dispel(level,victim,skill_lookup("fireshield")))
		found = TRUE;

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

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

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

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

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

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

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

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

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

	if (found)
		send_to_char("Ok.\n\r",ch);
	else if  (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC))
	{/*void?*/}
	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,FALSE);
	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,FALSE);
	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,FALSE);
	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,FALSE);
	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 
				&& !is_same_team(ch,tmp_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,FALSE);
				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,FALSE);
			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) )
	{
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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,FALSE );
	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,FALSE );
	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))
	{
		stc("They are either immune, or have already been cursed\n\r",ch);
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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);
	}

	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,FALSE);
	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( "Admin 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,FALSE);
	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,FALSE);
	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);
		check_killer(victim,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 {Waura{x 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 (check_dispel(level,victim,skill_lookup("fireshield")))
	{
		act("$n's fiery shield dissapates.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

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

	if (check_dispel(level,victim,skill_lookup("burst of speed")))
	{
		act("$n no longer has superhuman speed.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("mystic sight")))
	{
		act("$n no longer has mystic sight.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("phalanx")))
	{
		act("$n shifts out of the phalanx position.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("elemental shield")))
	{
		act("$n is no longer protected by their elemental shield.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("repulsar")))
	{
		act("$n's rippling pulsar wave dissapates.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("dragonfury")))
	{
		act("$n no longer has the anger of the ancient dragons.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("divine right")))
	{
		act("$n no longer has the divine right of their god.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("minsc power")))
	{
		act("Boo no longer likes $n.",victim,NULL,NULL,TO_ROOM);
		found = TRUE;
	}

	if (check_dispel(level,victim,skill_lookup("vise grip")))
	{
		act("$n's grip on their weapon weakens.",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,FALSE);
				else
					damage( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE,FALSE);
			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 ( 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,FALSE);

	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,FALSE);
	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,FALSE);
	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) )
	{
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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 );
	check_killer(victim,ch);
	multi_hit(victim,ch,TYPE_UNDEFINED);
	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			);
		affect_strip ( ich, gsn_shadow_slip		);
		REMOVE_BIT   ( ich->affected_by, AFF_HIDE	);
		REMOVE_BIT   ( ich->affected_by, AFF_INVISIBLE	);
		REMOVE_BIT   ( ich->affected_by, AFF_SNEAK	);
		REMOVE_BIT	 ( ich->affected2_by, AFF_SHADOW_SLIP);
		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(ch->in_room->room_flags, ROOM_ARENA)
		||	 IS_SET(victim->in_room->room_flags, ROOM_ARENA)
		||   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)
		||   (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)))
	{
		send_to_char( "You failed.\n\r", ch );
		return;
	}	

	if (!can_gate(ch,victim))
	{
		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,FALSE);
	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)
		&& (victim->max_hit < 250000))
	{
		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,FALSE);
	}
}

/* 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,FALSE);
			}
		}

		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,FALSE);
			}
		}
	}  

	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;
	OBJ_INDEX_DATA *arrow = get_obj_index( obj->value[1] );
	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:
	case ITEM_GOLEM_BAG:
		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;
		case(WEAPON_BOW)	: send_to_char("bow.\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);
		}
		if (obj->pIndexData->weapon_spell)
		{
			sprintf(buf,"{WSpellcast: %s\n\r{x",
				skill_table[obj->pIndexData->weapon_spell].name);
			stc(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;

	case ITEM_QUIVER:
		//sprintf(buf,"{WIt holds {R%d {W%ss.{x\n\r",
		//		obj->value[0], arrow->short_descr);
		//send_to_char(buf,ch);
		break;

	case ITEM_ARROW:
		sprintf(buf,"{WThis arrow will do {R%d{Wd{R%d {Wdamage for an average of {R%d{W.{x\n\r",
			obj->value[1], obj->value[2], ((1 + obj->value[2]) * obj->value[1] / 2) );
		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,FALSE);
	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, "%s{x is carried by %s\n\r",in_obj->short_descr,PERS(in_obj->carried_by, ch) );
		}
		else
		{
			if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
				sprintf( buf, "%s{x is in %s [Room %d]\n\r",
				in_obj->short_descr,
				in_obj->in_room->name,
				in_obj->in_room->vnum);
			else 
				sprintf( buf, "%s{x is in %s\n\r",in_obj->short_descr,
				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,FALSE);
	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);
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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);
	check_killer(victim,ch);
	multi_hit(victim,ch,TYPE_UNDEFINED);
}

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_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);
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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,FALSE);
	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 {Waura{x.", victim, NULL, NULL, TO_ROOM );
	send_to_char( "You are surrounded by a white {Waura{x.\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,FALSE);
	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) )
	{
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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);
			check_killer(victim,ch);
			multi_hit(victim,ch,TYPE_UNDEFINED);
		}
		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);
			check_killer(victim,ch);
			multi_hit(victim,ch,TYPE_UNDEFINED);
		}
		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);
				check_killer(victim,ch);
				multi_hit(victim,ch,TYPE_UNDEFINED);
			}
			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);
	check_killer(victim,ch);
	multi_hit(victim,ch,TYPE_UNDEFINED);
	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(ch->in_room->room_flags, ROOM_ARENA)
		||	 IS_SET(victim->in_room->room_flags, ROOM_ARENA)
		||   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))
		||	((ch->in_room->vnum >= 13000) && (ch->in_room->vnum <= 13099))  )

	{
		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)
		||	 IS_SET(victim->in_room->room_flags, ROOM_ARENA)
		||	 IS_SET(ch->in_room->room_flags, ROOM_ARENA)
		|| ( 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 ((pRoomIndex->vnum >= 13000) && (pRoomIndex->vnum <= 13099))
	{
		pRoomIndex = get_room_index(ROOM_VNUM_TEMPLE);
	}
	if (!IS_SET(pRoomIndex->room_flags, ROOM_NO_RECALL)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_HONCIRC)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_ARENA)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_PET_SHOP)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_IMP_ONLY)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_GODS_ONLY)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_HEROES_ONLY)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_NOWHERE)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_CLAN)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_BANK)
		&& !IS_SET(pRoomIndex->room_flags, ROOM_MORGUE))
	{
		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;
	}
	else
	{
		stc("Your teleportation spell fizzles and sparks, apparently your destination was shielded...\n\r",ch);
		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) )
	{
		check_killer(victim,ch);
		multi_hit(victim,ch,TYPE_UNDEFINED);
		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);
	check_killer(victim,ch);
	multi_hit(victim,ch,TYPE_UNDEFINED);
	return;
}


/*
* 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;

	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);

	if(IS_NPC(ch))
	{
		dam = pow(ch->hit,.333) * number_range(10,15);
	}
	else
	{
		dam = (sqrt(ch->hit) * 6) + dice(level,5);
	}

	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,FALSE);
	}
	else
	{
		acid_effect(victim,level,dam,TARGET_CHAR);
		damage(ch,victim,dam,sn,DAM_ACID,TRUE,FALSE);
	}
}



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;

	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);

	if(IS_NPC(ch))
	{
		dam = pow(ch->hit,.333) * number_range(10,15);
	}
	else
	{
		dam = (sqrt(ch->hit) * 6) + dice(level,5);
	}
	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,FALSE);
			}
			else
			{
				fire_effect(vch,level,dam,TARGET_CHAR);
				damage(ch,vch,dam,sn,DAM_FIRE,TRUE,FALSE);
			}
		}
		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,FALSE);
			}
			else
			{
				fire_effect(vch,level/2,dam/4,TARGET_CHAR);
				damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE,FALSE);
			}
		}
	}
}

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;

	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);

	if(IS_NPC(ch))
	{
		dam = pow(ch->hit,.333) * number_range(10,15);
	}
	else
	{
		dam = (sqrt(ch->hit) * 6) + dice(level,5);
	}
	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,FALSE);
			}
			else
			{
				cold_effect(vch,level,dam,TARGET_CHAR);
				damage(ch,vch,dam,sn,DAM_COLD,TRUE,FALSE);
			}
		}
		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,FALSE);
			}
			else
			{
				cold_effect(vch,level/2,dam/4,TARGET_CHAR);
				damage(ch,vch,dam/2,sn,DAM_COLD,TRUE,FALSE);
			}
		}
	}
}


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

	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);

	if(IS_NPC(ch))
	{
		dam = pow(ch->hit,.333) * number_range(10,15);
	}
	else
	{
		dam = (sqrt(ch->hit) * 6) + dice(level,5);
	}
	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,FALSE);
		}
		else
		{
			poison_effect(vch,level,dam,TARGET_CHAR);
			damage(ch,vch,dam,sn,DAM_POISON,TRUE,FALSE);
		}
	}
}
void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	int dam;

	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);

	if(IS_NPC(ch))
	{
		dam = pow(ch->hit,.333) * number_range(10,15);
	}
	else
	{
		dam = (sqrt(ch->hit) * 6) + dice(level,5);
	}
	if (saves_spell(level,victim,DAM_LIGHTNING))
	{
		shock_effect(victim,level,dam/2,TARGET_CHAR);
		damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE,FALSE);
	}
	else
	{
		shock_effect(victim,level,dam,TARGET_CHAR);
		damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE,FALSE); 
	}
}

/*
* 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,FALSE);
	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,FALSE);
	return;
}

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

	heal = 10000;
	victim->hit = victim->max_hit;
	update_pos( victim );
	send_to_char( "Your feel {BGREAT!{x\n\r", victim );
	if ( ch != victim )
		send_to_char( "Ok.\n\r", ch );
	return;
}

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

	heal = 10000;
	victim->mana = victim->max_mana;
	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_energy_recover( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	victim->move = victim->max_move;
	send_to_char("You feel fully refreshed!\n\r",victim);
	if ( ch != victim )
		send_to_char( "Ok.\n\r", ch );
	return;
}


void spell_fireshield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{

	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af;


	if (IS_AFFECTED2(victim, AFF_FIRESHIELD)
		||is_affected(victim,sn))
	{
		if (victim == ch)
			send_to_char("You are already surrounded by a firey shield.\r\n", ch);
		else
			act("$N is already surrounded by a fiery shield.",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where 	= TO_AFFECTS2;
	af.type      = sn;
	af.level     = level;
	af.duration  = level/6;
	af.location  = APPLY_AC;
	af.modifier  = -40;
	af.bitvector = AFF_FIRESHIELD;

	affect_to_char(victim, &af);
	act("$n is surrounded by a fiery shield.",victim, NULL,NULL,TO_ROOM);
	send_to_char("You are surrounded by a fiery shield.\n\r", victim);  
	return;

}



void spell_discern_weakness( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	char buf[MAX_STRING_LENGTH];

	if	(IS_NPC(victim) && !IS_SET(victim->imm_flags,IMM_SUMMON))
		sprintf( buf, "{Y$n has vulnerablities to: {W%s{x\n\r", victim, imm_bit_name(victim->vuln_flags) );
	send_to_char( buf, ch );

}

void spell_minsc_power(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("Boo has already blessed you with power\n\r",ch);
		else
			act("$N has already been blessed by Boo",ch,NULL,victim,TO_CHAR);
		return;
	}

	af.where     = TO_AFFECTS;
	af.type 	 = sn;
	af.level	 = level;
	af.duration	 = level / 2;
	af.modifier  = level * 3;
	af.bitvector = 0;

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

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

	send_to_char("Boo the miniature giant space hamster transfers power to you\n\r",victim);
	act("The shape of Boo the miniature space hamster forms over $n",victim,NULL,NULL,TO_ROOM);
}


bool check_multi_cast(char *spell)
{
	int i;

	for ( i = 0; i < MAX_MULTI_CAST; i++ )
	{
		if ( !str_cmp( spell, multi_cast_table[i].spell_name ) )
		{
			return TRUE;
		}
	}
	return FALSE;
}


bool can_gate(CHAR_DATA *ch, CHAR_DATA *victim)
{
	ROOM_INDEX_DATA *to_room;
	ROOM_INDEX_DATA *from_room;

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

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

	af.where     = TO_AFFECTS2;
	af.type      = sn;
	af.level	 = level;
	af.duration  = level;
	af.location  = APPLY_AC;
	af.modifier  = 5 * level;
	af.bitvector = AFF_INSANITY;
	affect_to_char( victim, &af );
	send_to_char( "You begin to gibber madly, insanity takes over your mind and body\n\r", victim );
	act( "$n begins to gibber madly, as if $e has suddenly gone insane!", victim, NULL, NULL, TO_ROOM );
	return;
}