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

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

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/

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

/*
 * 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 )
{
    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 ( 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;
char *third_name;

CH_CMD ( do_cast )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char arg3[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 );
    third_name = one_argument ( target_name, arg2 );
    strcpy ( target_name, arg2 );
    one_argument ( third_name, arg3 );

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

    if ( ch->stunned )
    {
        send_to_char ( "You're still a little woozy.\n\r", ch );
        return;
    }

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

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

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

    if ( !str_cmp ( skill_table[sn].name, "restore mana" ) )
        mana = 1;

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

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

        case TAR_IGNORE:
            break;

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

            if ( !IS_NPC ( ch ) )
            {

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

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

            if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
                 ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
                 ( ch != victim ) && ( !skill_table[sn].socket ) &&
                 ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) )
            {
                send_to_char ( "Spell failed.\n\r", ch );
                return;
            }

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

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

            if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
                 ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
                 ( ch != victim ) && ( !skill_table[sn].socket ) &&
                 ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) )
            {
                send_to_char ( "Spell failed.\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 ) ) == NULL )
            {
                send_to_char ( "You are not carrying that.\n\r", ch );
                return;
            }

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

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

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

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

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

                if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
                     ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
                     ( ch != victim ) && ( !skill_table[sn].socket ) &&
                     ( !str_cmp
                       ( ch->pcdata->socket, victim->pcdata->socket ) ) )
                {
                    send_to_char ( "Spell failed.\n\r", ch );
                    return;
                }

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

        case TAR_OBJ_CHAR_DEF:
            if ( arg2[0] == '\0' )
            {
                vo = ( void * ) ch;
                target = TARGET_CHAR;
            }
            else if ( ( victim = get_char_room ( ch, target_name ) ) != NULL )
            {

                if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
                     ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
                     ( ch != victim ) && ( !skill_table[sn].socket ) &&
                     ( !str_cmp
                       ( ch->pcdata->socket, victim->pcdata->socket ) ) )
                {
                    send_to_char ( "Spell failed.\n\r", ch );
                    return;
                }

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

        case TAR_OBJ_TRAN:
            if ( arg2[0] == '\0' )
            {
                send_to_char ( "Transport what to whom?\n\r", ch );
                return;
            }
            if ( arg3[0] == '\0' )
            {
                send_to_char ( "Transport it to whom?\n\r", ch );
                return;
            }
            if ( ( obj = get_obj_carry ( ch, target_name ) ) == NULL )
            {
                send_to_char ( "You are not carrying that.\n\r", ch );
                return;
            }
            if ( ( victim = get_char_world ( ch, third_name ) ) == NULL ||
                 IS_NPC ( victim ) )
            {
                send_to_char ( "They aren't here.\n\r", ch );
                return;
            }
            if ( !IS_NPC ( ch ) && ch->mana < mana )
            {
                send_to_char ( "You don't have enough mana.\n\r", ch );
                return;
            }
            if ( obj->wear_loc != WEAR_NONE )
            {
                send_to_char ( "You must remove it first.\n\r", ch );
                return;
            }
            if ( IS_SET ( victim->act, PLR_NOTRAN ) && ch->level < SQUIRE )
            {
                send_to_char ( "They don't want it.\n\r", ch );
                return;
            }
            if ( victim->carry_number + get_obj_number ( obj ) >
                 can_carry_n ( victim ) )
            {
                act ( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
                return;
            }
            if ( get_carry_weight ( victim ) + get_obj_weight ( obj ) >
                 can_carry_w ( victim ) )
            {
                act ( "$N can't carry that much weight.", ch, NULL, victim,
                      TO_CHAR );
                return;
            }
            if ( !can_see_obj ( victim, obj ) )
            {
                act ( "$N can't see it.", ch, NULL, victim, TO_CHAR );
                return;
            }
            if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) &&
                 ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) &&
                 ( ch != victim ) && ( !skill_table[sn].socket ) &&
                 ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) )
            {
                send_to_char ( "Spell failed.\n\r", ch );
                return;
            }
            WAIT_STATE ( ch, skill_table[sn].beats );
            if ( !can_drop_obj ( ch, obj ) ||
                 IS_OBJ_STAT ( obj, ITEM_QUEST ) )
            {
                send_to_char ( "It seems happy where it is.\n\r", ch );
                check_improve ( ch, sn, FALSE, 1 );
                ch->mana -= mana / 3;
                return;
            }
            if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) &&
                 ( ch->level <= HERO ) )
            {
                send_to_char ( "You can't transport voodoo dolls.\n\r", ch );
                check_improve ( ch, sn, FALSE, 1 );
                ch->mana -= mana / 3;
                return;
            }

            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;
                obj_from_char ( obj );
                obj_to_char ( obj, victim );
                act ( "$p glows {Ggreen{x, then disappears.", ch, obj, victim,
                      TO_CHAR );
                act ( "$p suddenly appears in your inventory.", ch, obj,
                      victim, TO_VICT );
                act ( "$p glows {Ggreen{x, then disappears from $n's inventory.", ch, obj, victim, TO_NOTVICT );
                check_improve ( ch, sn, TRUE, 1 );
                if ( IS_OBJ_STAT ( obj, ITEM_FORCED ) &&
                     ( victim->level <= HERO ) )
                {
                    do_wear ( victim, obj->name );
                }
            }
            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 )
            {
                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;
    }

    if ( ch->fighting != NULL )
    {
        WAIT_STATE ( ch, skill_table[sn].beats );
    }

    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 )
            {
                multi_hit ( victim, ch, TYPE_UNDEFINED );
                break;
            }
        }
    }

    return;
}

/*
 * Spell functions.
 */
MAGIC ( spell_acid_blast )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }

    dam = level + level / 5 + dice ( 50, 50 );
    if ( saves_spell ( level, victim, DAM_ACID ) )
        dam /= 1.5;
    damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE );
    if ( chance ( 50 ) )
    {
        dam = dice ( level, 10 ) + level + 40;
        if ( saves_spell ( level, victim, DAM_ACID ) )
            dam /= 1.5;
        damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE );
    }
    return;
}

MAGIC ( spell_armor )
{
    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 ( "$N is already armored.", ch, NULL, victim, TO_CHAR );
        return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = 2 + level;
    af.duration = 26;
    af.modifier = -30;
    af.location = APPLY_AC;
    af.bitvector = 0;
    affect_to_char ( victim, &af );
    send_to_char ( "You feel someone protecting you.\n\r", victim );
    if ( ch != victim )
        act ( "$N is protected by your magic.", ch, NULL, victim, TO_CHAR );
    return;
}

MAGIC ( spell_bless )
{
    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 = 20 + level;
        af.location = APPLY_SAVES;
        af.modifier = -5;
        af.bitvector = ITEM_BLESS;
        affect_to_obj ( obj, &af );

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

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

    if ( victim->position == POS_FIGHTING || is_affected ( victim, sn ) )
    {
        if ( victim == ch )
            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 = 20 + level;
    af.location = APPLY_HITROLL;
    af.modifier = level / 2;
    af.bitvector = 0;
    affect_to_char ( victim, &af );

    af.location = APPLY_SAVING_SPELL;
    af.modifier = 0 - level / 2;
    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;
}

MAGIC ( spell_blindness )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.location = APPLY_HITROLL;
    af.modifier = -20;
    af.duration = 3 + level;
    af.bitvector = AFF_BLIND;
    affect_to_char ( victim, &af );
    send_to_char ( "You are blinded!\n\r", victim );
    act ( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM );
    return;
}

MAGIC ( spell_burning_hands )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 0, 0, 14, 15,
        17, 18, 20, 21, 23, 24, 26, 27, 28, 29,
        29, 29, 29, 29, 30, 30, 30, 30, 31, 31,
        31, 31, 32, 32, 32, 32, 33, 33, 33, 33,
        34, 34, 34, 34, 35, 35, 35, 35, 36, 36,
        36, 36, 37, 37, 37, 37, 38, 38, 38, 38,
        39, 39, 39, 39, 40, 40, 40, 40, 41, 41,
        41, 41, 42, 42, 42, 42, 43, 43, 43, 43,
        44, 44, 44, 44, 45, 45, 45, 45, 46, 46,
        46, 46, 47, 47, 47, 47, 48, 48, 48, 48
    };
    int dam;

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }

    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_old ( ch, victim, dam, sn, DAM_FIRE, TRUE );
    return;
}

MAGIC ( spell_call_lightning )
{
    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 );

    act ( "$G's {Ylightning{x strikes your foes!", ch, NULL, NULL, TO_CHAR );
    act ( "$n calls $G's {Ylightning{x to strike $s foes!", ch, NULL, NULL,
          TO_ROOM );

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

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

    return;
}

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

MAGIC ( spell_calm )
{
    CHAR_DATA *vch;
    int mlevel = 0;
    int count = 0;
    int high_level = 0;
    int chance;
    AFFECT_DATA af;

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

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

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

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

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

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

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

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

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

MAGIC ( spell_cancellation )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    bool found = FALSE;

    level += 2;

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

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

    /* begin running through the spells */

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

MAGIC ( spell_cause_light )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dice ( 1, 8 ) + level / 3, sn, DAM_HARM, TRUE );
    return;
}

MAGIC ( spell_cause_critical )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dice ( 3, 8 ) + level - 6, sn, DAM_HARM, TRUE );
    return;
}

MAGIC ( spell_cause_serious )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dice ( 2, 8 ) + level / 2, sn, DAM_HARM, TRUE );
    return;
}

MAGIC ( spell_chain_lightning )
{
    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 );

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    dam = dice ( level, 20 );
    if ( saves_spell ( level, victim, DAM_LIGHTNING ) )
        dam /= 3;
    damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
    last_vict = victim;
    level -= 4;                 /* decrement damage */

    /* new targets */
    while ( level > 0 )
    {
        found = FALSE;
        for ( tmp_vict = ch->in_room->people; tmp_vict != NULL;
              tmp_vict = next_vict )
        {
            next_vict = tmp_vict->next_in_room;
            if ( !is_safe_spell ( ch, tmp_vict, TRUE ) &&
                 tmp_vict != last_vict )
            {
                found = TRUE;
                last_vict = tmp_vict;
                act ( "The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM );
                act ( "The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR );
                dam = dice ( level, 12 );
                if ( saves_spell ( level, tmp_vict, DAM_LIGHTNING ) )
                    dam /= 3;
                damage_old ( ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE );
                level -= 4;     /* decrement damage */
            }
        }                       /* end target searching loop */

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

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

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

MAGIC ( spell_change_sex )
{
    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 $s(?) sex changed.", ch, NULL, victim,
                  TO_CHAR );
        return;
    }
    if ( saves_spell ( level, victim, DAM_OTHER ) )
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 3 * level;
    af.location = APPLY_SEX;
    do
    {
        af.modifier = number_range ( 0, 2 ) - victim->sex;
    }
    while ( af.modifier == 0 );
    af.bitvector = 0;
    affect_to_char ( victim, &af );
    send_to_char ( "You feel different.\n\r", victim );
    act ( "$n doesn't look like $mself anymore...", victim, NULL, NULL,
          TO_ROOM );
    return;
}

MAGIC ( spell_charm_person )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( is_safe ( ch, victim ) )
        return;

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

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

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

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

MAGIC ( spell_chill_touch )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    static const sh_int dam_each[] = {
        0,
        0, 0, 0, 0, 6, 6, 7, 7, 8, 8,
        9, 10, 12, 12, 13, 13, 13, 13, 13, 13,
        14, 14, 14, 14, 14, 14, 15, 15, 15, 15,
        15, 15, 16, 16, 16, 16, 16, 16, 17, 17,
        17, 17, 17, 17, 18, 18, 18, 18, 18, 18,
        19, 19, 19, 19, 19, 19, 20, 20, 20, 20,
        20, 20, 21, 21, 21, 21, 21, 21, 22, 22,
        22, 22, 22, 22, 23, 23, 23, 23, 23, 23,
        24, 24, 24, 24, 24, 24, 25, 25, 25, 25,
        25, 25, 26, 26, 26, 26, 26, 26, 27, 27
    };
    AFFECT_DATA af;
    int dam;
    if ( is_affected ( ch, sn ) )
    {
        if ( victim == ch )
            send_to_char ( "Your skin is allready as cold as it can be.\n\r",
                           ch );
        else
            act ( "$N's skins allready as cold as it can be.", ch, NULL,
                  victim, TO_CHAR );
        return;
    }

    level = UMIN ( level, sizeof ( dam_each ) / sizeof ( dam_each[0] ) - 1 );
    level = UMAX ( 0, level );
    dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 );
    if ( !saves_spell ( level, victim, DAM_COLD ) )
    {
        act ( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM );
        af.where = TO_AFFECTS;
        af.type = sn;
        af.level = level / 2;
        af.duration = 2;
        af.location = APPLY_STR;
        af.modifier = -1;
        af.bitvector = 0;
        affect_join ( victim, &af );
    }
    else
    {
        dam /= 2;
    }
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }

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

MAGIC ( spell_colour_spray )
{
    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, 0, 0, 0, 0, 0, 0,
        30, 32, 35, 37, 40, 42, 45, 47, 50, 52,
        55, 55, 55, 55, 55, 55, 56, 56, 57, 57,
        58, 58, 58, 58, 59, 59, 60, 60, 61, 61,
        61, 61, 62, 62, 63, 63, 64, 64, 64, 64,
        65, 65, 66, 66, 67, 67, 67, 67, 68, 68,
        69, 69, 70, 70, 70, 70, 71, 71, 72, 72,
        73, 73, 73, 73, 74, 74, 75, 75, 76, 76,
        76, 76, 77, 77, 78, 78, 79, 79, 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 );

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_LIGHT, TRUE );
    return;
}

MAGIC ( spell_continual_light )
{
    OBJ_DATA *light;

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

        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;
}

MAGIC ( spell_control_weather )
{
    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;
}

MAGIC ( spell_create_food )
{
    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;
}

MAGIC ( spell_create_rose )
{
    OBJ_DATA *rose;
    rose = create_object ( get_obj_index ( OBJ_VNUM_ROSE ), 0 );
    act ( "$n has created a beautiful {Rred rose{x.", ch, rose, NULL,
          TO_ROOM );
    send_to_char ( "You create a beautiful {Rred rose{x.\n\r", ch );
    obj_to_char ( rose, ch );
    return;
}

MAGIC ( spell_create_spring )
{
    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;
}

MAGIC ( spell_create_water )
{
    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;
}

MAGIC ( spell_cure_blindness )
{
    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 );
}

MAGIC ( spell_cure_critical )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int heal;

    heal = dice ( 3, 12 ) + level;
    victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
    update_pos ( victim );
    send_to_char ( "You feel better!\n\r", victim );
    if ( ch != victim )
        send_to_char ( "Ok.\n\r", ch );
    return;
}

/* RT added to cure plague */
MAGIC ( spell_cure_disease )
{
    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 );
}

MAGIC ( spell_cure_light )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int heal;

    heal = dice ( 2, 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;
}

MAGIC ( spell_cure_poison )
{
    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 );
}

MAGIC ( spell_cure_serious )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int heal;

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

MAGIC ( spell_curse )
{
    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 = +5;
        af.bitvector = ITEM_EVIL;
        affect_to_obj ( obj, &af );

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

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

    if ( IS_AFFECTED ( victim, AFF_CURSE ) ||
         saves_spell ( level, victim, DAM_NEGATIVE ) )
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 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 */

MAGIC ( spell_demonfire )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

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

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

    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 );
    }
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    dam = dice ( level, 10 );
    if ( saves_spell ( level, victim, DAM_NEGATIVE ) )
        dam /= 2;
    damage_old ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
    spell_curse ( gsn_curse, 3 * level / 4, ch, ( void * ) victim,
                  TARGET_CHAR );
}

MAGIC ( spell_detect_evil )
{
    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;
}

MAGIC ( spell_detect_good )
{
    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;
}

MAGIC ( spell_detect_hidden )
{
    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;
}

MAGIC ( spell_detect_invis )
{
    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;
}

MAGIC ( spell_detect_magic )
{
    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;
}

MAGIC ( spell_detect_poison )
{
    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;
}

MAGIC ( spell_dispel_evil )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

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

    if ( IS_GOOD ( victim ) )
    {
        act ( "Loki 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;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_HOLY, TRUE );
    return;
}

MAGIC ( spell_dispel_good )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

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

    if ( IS_EVIL ( victim ) )
    {
        act ( "Muska 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_NEGATIVE ) )
        dam /= 2;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
    return;
}

/* modified for enhanced use */

MAGIC ( spell_dispel_magic )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    bool found = FALSE;

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

    /* begin running through the spells */

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

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

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

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

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

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

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

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

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

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

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

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

    found = TRUE;

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

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

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

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

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

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

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

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

MAGIC ( spell_earthquake )
{
    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 ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
                     ( !IS_NPC ( vch ) ) )
                {
                    ch->attacker = TRUE;
                    vch->attacker = FALSE;
                }
                if ( IS_AFFECTED ( vch, AFF_FLYING ) )
                    damage_old ( ch, vch, 0, sn, DAM_BASH, TRUE );
                else
                    damage_old ( ch, vch, level + dice ( 2, 8 ), sn, DAM_BASH,
                                 TRUE );
            }
            continue;
        }

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

    return;
}

MAGIC ( spell_enchant_armor )
{
    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 ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
    {
        send_to_char ( "You can't enchant quest items.\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_ANCIENT )
        obj->level = UMIN ( LEVEL_ANCIENT - 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;
    }

}

MAGIC ( spell_enchant_weapon )
{
    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 ( IS_OBJ_STAT ( obj, ITEM_QUEST ) )
    {
        send_to_char ( "You can't enchant quest items.\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_ANCIENT - 1 )
        obj->level = UMIN ( LEVEL_ANCIENT - 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.
 */
MAGIC ( spell_energy_drain )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    if ( victim != ch )
    {
        ch->alignment = UMAX ( -1000, ch->alignment - 50 );
        if ( ch->pet != NULL )
            ch->pet->alignment = ch->alignment;
    }

    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;
    }
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }

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

    return;
}

MAGIC ( spell_fireball )
{
    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, 0, 0, 0, 0, 0, 0,
        0, 0, 0, 0, 0, 0, 0, 0, 30, 32,
        35, 37, 40, 42, 45, 47, 50, 52, 55, 57,
        60, 62, 65, 67, 70, 72, 75, 77, 80, 81,
        82, 83, 84, 85, 86, 87, 88, 89, 90, 91,
        92, 93, 94, 95, 96, 97, 98, 99, 100, 101,
        102, 103, 104, 105, 106, 107, 108, 109, 110, 111,
        112, 113, 114, 115, 116, 117, 118, 119, 120, 121,
        122, 123, 124, 125, 126, 127, 128, 129, 130, 131
    };
    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;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_FIRE, TRUE );
    return;
}

MAGIC ( spell_fireproof )
{
    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 );
}

MAGIC ( spell_flamestrike )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    dam = dice ( 6 + level / 2, 8 );
    if ( saves_spell ( level, victim, DAM_FIRE ) )
        dam /= 2;
    damage_old ( ch, victim, dam, sn, DAM_FIRE, TRUE );
    return;
}

MAGIC ( spell_faerie_fire )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED ( victim, AFF_FAERIE_FIRE ) )
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.location = APPLY_AC;
    af.modifier = 3 * level;
    af.bitvector = AFF_FAERIE_FIRE;
    affect_to_char ( victim, &af );
    send_to_char ( "You are surrounded by a pink outline.\n\r", victim );
    act ( "$n is surrounded by a pink outline.", victim, NULL, NULL,
          TO_ROOM );
    return;
}

MAGIC ( spell_faerie_fog )
{
    CHAR_DATA *ich;

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

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

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

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

    return;
}

MAGIC ( spell_floating_disc )
{
    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;
}

MAGIC ( spell_fly )
{
    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 ( "$N doesn't need your help to fly.", ch, NULL, victim,
                  TO_CHAR );
        return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level + 50;
    af.location = 0;
    af.modifier = 0;
    af.bitvector = AFF_FLYING;
    affect_to_char ( victim, &af );
    send_to_char ( "Your feet rise off the ground.\n\r", victim );
    act ( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
    return;
}

/* RT clerical berserking spell */

MAGIC ( spell_frenzy )
{
    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 */

MAGIC ( spell_gate )
{
    CHAR_DATA *victim;
    bool gate_pet;

    if ( ( victim = get_char_world ( ch, target_name ) ) == NULL ||
         victim == ch || victim->in_room == NULL ||
         !can_see_room ( ch, victim->in_room ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
         IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL )
         //|| (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) 
         || victim->level >= level + 5 || ( is_clan ( ch ) && ( is_clan ( victim ) && ( ( !is_same_clan ( ch, victim ) && ( clan_table[ch->clan].pkill ) && ( clan_table[victim->clan].pkill ) ) || clan_table[victim->clan].independent ) ) ) || ( !IS_NPC ( victim ) && victim->level >= LEVEL_ANCIENT )  /* NOT trust */
         || ( IS_NPC ( victim ) && IS_SET ( victim->imm_flags, IMM_SUMMON ) )
         || ( IS_NPC ( victim ) &&
              saves_spell ( level, victim, DAM_OTHER ) ) )
    {
        send_to_char ( "You failed.\n\r", ch );
        return;
    }
    if ( strstr ( victim->in_room->area->builders, "Unlinked" ) )
    {
        send_to_char ( "You can't gate to areas that aren't linked yet!\n\r",
                       ch );
        return;
    }

    if ( ch->pet != NULL && ch->in_room == ch->pet->in_room )
        gate_pet = TRUE;
    else
        gate_pet = FALSE;

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

    act ( "$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM );
    do_look ( ch, "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_look ( ch->pet, "auto" );
    }
}

MAGIC ( spell_giant_strength )
{
    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;
}

MAGIC ( spell_harm )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    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_old ( ch, victim, dam, sn, DAM_HARM, TRUE );
    return;
}

/* RT haste spell */

MAGIC ( spell_haste )
{
    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;
}

MAGIC ( spell_heal )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    victim->hit = UMIN ( victim->hit + level / 10 * 18, 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;
}

MAGIC ( spell_heat_metal )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    OBJ_DATA *obj_lose, *obj_next;
    int dam = 0;
    bool fail = TRUE;

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

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

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

/* RT really nasty high-level attack spell */
MAGIC ( spell_holy_word )
{
    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 ) )
            {
                if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
                     ( !IS_NPC ( vch ) ) )
                {
                    ch->attacker = TRUE;
                    vch->attacker = FALSE;
                }
                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_old ( ch, vch, dam, sn, DAM_ENERGY, TRUE );
            }
        }

        else if ( IS_NEUTRAL ( ch ) )
        {
            if ( !is_safe_spell ( ch, vch, TRUE ) )
            {
                if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
                     ( !IS_NPC ( vch ) ) )
                {
                    ch->attacker = TRUE;
                    vch->attacker = FALSE;
                }
                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_old ( ch, vch, dam, sn, DAM_ENERGY, TRUE );
            }
        }
    }

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

MAGIC ( spell_identify )
{
    OBJ_DATA *obj = ( OBJ_DATA * ) vo;
    char buf[MAX_STRING_LENGTH];
    AFFECT_DATA *paf;

    sprintf ( buf,
              "{WObject {w'{g%s{w'{W is type{g %s{W, extra flags {g%s{W.{x\n\r{WWeight is {g%d{x, {Wvalue is {g%d{W, level is {g%d{W.{x\n\r",
              obj->name, item_type_name ( obj ),
              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, "{WLevel {g%ld{W spells of:", obj->value[0] );
            send_to_char ( buf, ch );

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

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

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

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

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

        case ITEM_WAND:
        case ITEM_STAFF:
            sprintf ( buf, "Has %ld charges of level %ld", 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_PIT:
            sprintf ( buf,
                      "Capacity: %ld#  Maximum weight: %ld#  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: %ld%%\n\r",
                          obj->value[4] );
                send_to_char ( buf, ch );
            }
            break;

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

        case ITEM_ARMOR:
            if ( obj->clan )
            {
                sprintf ( buf, "Armor class is variable.\n\r" );
            }
            else
            {
                sprintf ( buf,
                          "{WArmor class is {g%ld{W pierce, {g%ld {Wbash,{g %ld{W slash, and {g%ld{W vs. magic.{x\n\r",
                          obj->value[0], obj->value[1], obj->value[2],
                          obj->value[3] );
            }
            send_to_char ( buf, ch );
            break;
    }
    if ( is_clan_obj ( obj ) )
    {
        sprintf ( buf, "This object is owned by the [{%s%s{x] clan.\n\r",
                  clan_table[obj->clan].pkill ? "B" : "M",
                  clan_table[obj->clan].who_name );
        send_to_char ( buf, ch );
    }
    if ( is_class_obj ( obj ) )
    {
        sprintf ( buf, "This object may only be used by a %s.\n\r",
                  class_table[obj->class].name );
        send_to_char ( buf, ch );
    }
    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;
                        case TO_SHIELDS:
                            sprintf ( buf, "Adds %s shield.\n",
                                      shield_bit_name ( paf->bitvector ) );
                            break;
                        default:
                            sprintf ( buf, "Unknown bit %d: %ld\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;
                    case TO_SHIELDS:
                        sprintf ( buf, "Adds %s shield.\n",
                                  shield_bit_name ( paf->bitvector ) );
                        break;
                    default:
                        sprintf ( buf, "Unknown bit %d: %ld\n\r", paf->where,
                                  paf->bitvector );
                        break;
                }
                send_to_char ( buf, ch );
            }

        }
    }
    return;
}

MAGIC ( spell_infravision )
{
    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;
}

MAGIC ( spell_invis )
{
    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_SHIELDED ( victim, SHD_INVISIBLE ) )
        return;

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

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

MAGIC ( spell_know_alignment )
{
    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;
}

MAGIC ( spell_lightning_bolt )
{
    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, 0, 0, 25, 26, 28, 29,
        31, 32, 34, 35, 37, 38, 39, 40, 40, 40,
        41, 41, 42, 42, 42, 43, 43, 43, 44, 44,
        44, 45, 45, 45, 46, 46, 46, 47, 47, 47,
        48, 48, 48, 49, 49, 49, 50, 50, 50, 51,
        51, 51, 52, 52, 52, 53, 53, 53, 54, 54,
        54, 55, 55, 55, 56, 56, 56, 57, 57, 57,
        58, 58, 58, 59, 59, 59, 60, 60, 60, 61,
        61, 61, 62, 62, 62, 63, 63, 63, 64, 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;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
    return;
}

MAGIC ( spell_locate_object )
{
    char buf[MAX_INPUT_LENGTH];
    BUFFER *buffer;
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    bool found;
    int number = 0, max_found;

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

    buffer = new_buf (  );

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

        found = TRUE;
        number++;

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

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

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

        if ( number >= max_found )
            break;
    }

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

    free_buf ( buffer );

    return;
}

MAGIC ( spell_magic_missile )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    static const sh_int dam_each[] = {
        0,
        3, 3, 3, 3, 4, 4, 4, 4, 5, 5,
        6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
        7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
        8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
        9, 9, 9, 9, 9, 9, 9, 9, 9, 9,
        10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
        11, 11, 11, 11, 11, 11, 11, 11, 11, 11,
        12, 12, 12, 12, 12, 12, 12, 12, 12, 12,
        13, 13, 13, 13, 13, 13, 13, 13, 13, 13,
        14, 14, 14, 14, 14, 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;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_ENERGY, TRUE );
    return;
}

MAGIC ( spell_mass_healing )
{
    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 );
        }
    }
}

MAGIC ( spell_mass_invis )
{
    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_SHIELDED ( gch, SHD_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_SHIELDS;
        af.type = sn;
        af.level = level / 2;
        af.duration = 24;
        af.location = APPLY_NONE;
        af.modifier = 0;
        af.bitvector = SHD_INVISIBLE;
        affect_to_char ( gch, &af );
    }
    send_to_char ( "Ok.\n\r", ch );

    return;
}

MAGIC ( spell_null )
{
    send_to_char ( "That's not a spell!\n\r", ch );
    return;
}

MAGIC ( spell_pass_door )
{
    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 */

MAGIC ( spell_plague )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

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

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

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

MAGIC ( spell_poison )
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    AFFECT_DATA af;

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

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

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

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

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

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

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

    victim = ( CHAR_DATA * ) vo;

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

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

MAGIC ( spell_protection_evil )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( IS_SHIELDED ( victim, SHD_PROTECT_EVIL ) ||
         IS_SHIELDED ( victim, SHD_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_SHIELDS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = SHD_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;
}

MAGIC ( spell_protection_good )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( IS_SHIELDED ( victim, SHD_PROTECT_GOOD ) ||
         IS_SHIELDED ( victim, SHD_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_SHIELDS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = SHD_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;
}

MAGIC ( spell_ray_of_truth )
{
    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, 15 );
    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;

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_HOLY, TRUE );
    spell_blindness ( gsn_blindness, 3 * level / 4, ch, ( void * ) victim,
                      TARGET_CHAR );
}

MAGIC ( spell_recharge )
{
    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 );
    }
}

MAGIC ( spell_refresh )
{
    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;
}

MAGIC ( spell_remove_curse )
{
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    bool found = FALSE;

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

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

            act ( "The curse on $p is beyond your power.", ch, obj, NULL,
                  TO_CHAR );
            return;
        }
        else
        {
            act ( "There is no 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 );
            }
        }
    }
}

MAGIC ( spell_restore_mana )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    victim->mana = UMIN ( victim->mana + level * 2, victim->max_mana );
    if ( victim->max_mana == victim->mana )
        send_to_char ( "You feel fully focused!\n\r", victim );
    else
        send_to_char ( "You feel more focused.\n\r", victim );
    if ( ch != victim )
        send_to_char ( "Ok.\n\r", ch );
    return;
}

MAGIC ( spell_sanctuary )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( IS_SHIELDED ( victim, SHD_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_SHIELDS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = SHD_SANCTUARY;
    affect_to_char ( victim, &af );
    act ( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
    send_to_char ( "You are surrounded by a white aura.\n\r", victim );
    return;
}

MAGIC ( spell_shield )
{
    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 = 20 + level;
    af.location = APPLY_AC;
    af.modifier = -40;
    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;
}

MAGIC ( spell_shocking_grasp )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    static const int dam_each[] = {
        0,
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
        0, 0, 20, 22, 25, 27, 29, 31, 33, 34,
        36, 37, 38, 39, 39, 39, 39, 39, 40, 40,
        40, 40, 41, 41, 41, 41, 42, 42, 42, 42,
        43, 43, 43, 43, 44, 44, 44, 44, 45, 45,
        45, 45, 46, 46, 46, 46, 47, 47, 47, 47,
        48, 48, 48, 48, 49, 49, 49, 49, 50, 50,
        50, 50, 51, 51, 51, 51, 52, 52, 52, 52,
        53, 53, 53, 53, 54, 54, 54, 54, 55, 55,
        55, 55, 56, 56, 56, 56, 57, 57, 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;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
    return;
}

MAGIC ( spell_sleep )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

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

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

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

MAGIC ( spell_slow )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

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

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

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

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

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

MAGIC ( spell_stone_skin )
{
    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 = 40 + level;
    af.location = APPLY_AC;
    af.modifier = -70;
    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;
}

MAGIC ( spell_summon )
{
    CHAR_DATA *victim;

    if ( ( victim = get_char_world ( ch, target_name ) ) == NULL ||
         victim == ch || victim->in_room == NULL ||
         IS_SET ( ch->in_room->room_flags, ROOM_SAFE ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) ||
         IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
         ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_AGGRESSIVE ) )
         //   || (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) 
         || victim->level >= level + 3 || ( is_clan ( ch ) &&
                                            ( is_clan ( victim ) &&
                                              ( ( !is_same_clan ( ch, victim )
                                                  && ( clan_table[ch->clan].
                                                       pkill ) &&
                                                  ( clan_table[victim->clan].
                                                    pkill ) ) ||
                                                clan_table[victim->clan].
                                                independent ) ) ) ||
         ( !IS_NPC ( victim ) && victim->level >= LEVEL_IMMORTAL ) ||
         victim->fighting != NULL || ( IS_NPC ( victim ) &&
                                       IS_SET ( victim->imm_flags,
                                                IMM_SUMMON ) ) ||
         ( IS_NPC ( victim ) && victim->pIndexData->pShop != NULL ) ||
         ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_NOSUMMON ) ) ||
         ( IS_NPC ( victim ) && saves_spell ( level, victim, DAM_OTHER ) ) )

    {
        send_to_char ( "You failed.\n\r", ch );
        return;
    }

    if ( strstr ( victim->in_room->area->builders, "Unlinked" ) )
    {
        send_to_char ( "You can't gate to areas that aren't linked yet!\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_look ( victim, "auto" );
    return;
}

MAGIC ( spell_transport )
{
    return;
}

MAGIC ( spell_teleport )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    ROOM_INDEX_DATA *pRoomIndex;

    if ( victim->in_room == NULL ||
         IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
         ( victim != ch && IS_SET ( victim->imm_flags, IMM_SUMMON ) ) ||
         ( !IS_NPC ( ch ) && victim->fighting != NULL ) || ( victim != ch &&
                                                             ( saves_spell
                                                               ( level - 5,
                                                                 victim,
                                                                 DAM_OTHER ) ) ) )
    {
        send_to_char ( "You failed.\n\r", ch );
        return;
    }
    if ( strstr ( victim->in_room->area->builders, "Unlinked" ) )
    {
        send_to_char ( "You can't gate to areas that aren't linked yet!\n\r",
                       ch );
        return;
    }

    pRoomIndex = get_random_room ( victim );

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

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

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

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

    return;
}

MAGIC ( spell_weaken )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

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

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

/* RT recall spell is back */

MAGIC ( spell_word_of_recall )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    ROOM_INDEX_DATA *location;

    if ( IS_NPC ( victim ) )
        return;

    if ( ch->alignment < 0 )
    {
        if ( ( location = get_room_index ( ROOM_VNUM_TEMPLEB ) ) == NULL )
        {
            send_to_char ( "You are completely lost.\n\r", victim );
            return;
        }
    }
    else
    {
        if ( ( location = get_room_index ( ROOM_VNUM_TEMPLE ) ) == NULL )
        {
            send_to_char ( "You are completely lost.\n\r", victim );
            return;
        }
    }

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

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

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

/*
 * NPC spells.
 */
MAGIC ( spell_acid_breath )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam, hp_dam, dice_dam, hpch;

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

    hpch = UMAX ( 12, ch->hit );
    hp_dam = number_range ( hpch / 11 + 1, hpch / 6 );
    dice_dam = dice ( level, 26 );

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

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    if ( saves_spell ( level, victim, DAM_ACID ) )
    {
        acid_effect ( victim, level / 2, dam / 4, TARGET_CHAR );
        damage_old ( ch, victim, dam / 2, sn, DAM_ACID, TRUE );
    }
    else
    {
        acid_effect ( victim, level, dam, TARGET_CHAR );
        damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE );
    }
}

MAGIC ( spell_fire_breath )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    CHAR_DATA *vch, *vch_next;
    int dam, hp_dam, dice_dam;
    int hpch;

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

    hpch = UMAX ( 10, ch->hit );
    hp_dam = number_range ( hpch / 9 + 1, hpch / 5 );
    dice_dam = dice ( level, 30 );

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

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

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

        if ( vch == victim )    /* full damage */
        {
            if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
                 ( !IS_NPC ( victim ) ) )
            {
                ch->attacker = TRUE;
                victim->attacker = FALSE;
            }
            if ( saves_spell ( level, vch, DAM_FIRE ) )
            {
                fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
                damage_old ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE );
            }
            else
            {
                fire_effect ( vch, level, dam, TARGET_CHAR );
                damage_old ( ch, vch, dam, sn, DAM_FIRE, TRUE );
            }
        }
        else                    /* partial damage */
        {
            if ( saves_spell ( level - 2, vch, DAM_FIRE ) )
            {
                fire_effect ( vch, level / 4, dam / 8, TARGET_CHAR );
                damage_old ( ch, vch, dam / 4, sn, DAM_FIRE, TRUE );
            }
            else
            {
                fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
                damage_old ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE );
            }
        }
    }
}

MAGIC ( spell_frost_breath )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    CHAR_DATA *vch, *vch_next;
    int dam, hp_dam, dice_dam, hpch;

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

    hpch = UMAX ( 12, ch->hit );
    hp_dam = number_range ( hpch / 11 + 1, hpch / 6 );
    dice_dam = dice ( level, 20 );

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

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

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

        if ( vch == victim )    /* full damage */
        {
            if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
                 ( !IS_NPC ( victim ) ) )
            {
                ch->attacker = TRUE;
                victim->attacker = FALSE;
            }
            if ( saves_spell ( level, vch, DAM_COLD ) )
            {
                cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
                damage_old ( ch, vch, dam / 2, sn, DAM_COLD, TRUE );
            }
            else
            {
                cold_effect ( vch, level, dam, TARGET_CHAR );
                damage_old ( ch, vch, dam, sn, DAM_COLD, TRUE );
            }
        }
        else
        {
            if ( saves_spell ( level - 2, vch, DAM_COLD ) )
            {
                cold_effect ( vch, level / 4, dam / 8, TARGET_CHAR );
                damage_old ( ch, vch, dam / 4, sn, DAM_COLD, TRUE );
            }
            else
            {
                cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
                damage_old ( ch, vch, dam / 2, sn, DAM_COLD, TRUE );
            }
        }
    }
}

MAGIC ( spell_gas_breath )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam, hp_dam, dice_dam, hpch;

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

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

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

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

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

        if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
             ( !IS_NPC ( vch ) ) )
        {
            ch->attacker = TRUE;
            vch->attacker = FALSE;
        }
        if ( saves_spell ( level, vch, DAM_POISON ) )
        {
            poison_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
            damage_old ( ch, vch, dam / 2, sn, DAM_POISON, TRUE );
        }
        else
        {
            poison_effect ( vch, level, dam, TARGET_CHAR );
            damage_old ( ch, vch, dam, sn, DAM_POISON, TRUE );
        }
    }
}

MAGIC ( spell_lightning_breath )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam, hp_dam, dice_dam, hpch;

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

    hpch = UMAX ( 10, ch->hit );
    hp_dam = number_range ( hpch / 9 + 1, hpch / 5 );
    dice_dam = dice ( level, 32 );

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

    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    if ( saves_spell ( level, victim, DAM_LIGHTNING ) )
    {
        shock_effect ( victim, level / 2, dam / 4, TARGET_CHAR );
        damage_old ( ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE );
    }
    else
    {
        shock_effect ( victim, level, dam, TARGET_CHAR );
        damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
    }
}

/*
 * Spells for mega1.are from Glop/Erkenbrand.
 */
MAGIC ( spell_general_purpose )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    dam = number_range ( 25, 100 );
    if ( saves_spell ( level, victim, DAM_PIERCE ) )
        dam /= 2;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_PIERCE, TRUE );
    return;
}

MAGIC ( spell_high_explosive )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam;

    dam = number_range ( 30, 120 );
    if ( saves_spell ( level, victim, DAM_PIERCE ) )
        dam /= 2;
    if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) &&
         ( !IS_NPC ( victim ) ) )
    {
        ch->attacker = TRUE;
        victim->attacker = FALSE;
    }
    damage_old ( ch, victim, dam, sn, DAM_PIERCE, TRUE );
    return;
}

MAGIC ( spell_4x )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    AFFECT_DATA af;

    if ( is_affected ( victim, sn ) )
        return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.duration = level / 20;   /* Feel free to give more or less */
    af.location = APPLY_NONE;
    af.modifier = 4;
    af.bitvector = 0;
    affect_to_char ( victim, &af );
    send_to_char ( "{YYou begin to learn more quickly from your kills!{x\n\r",
                   victim );
    act ( "{Y$n{x {Wseems to{x {Gshimmer with knowledge.{x", victim, NULL,
          NULL, TO_ROOM );
    return;
}

MAGIC ( spell_acid_rain )
{
    CHAR_DATA *victim = ( CHAR_DATA * ) vo;
    int dam, i;
    i = 8;
    while ( i > 0 )
    {
        dam = dice ( level, level / 10 );
        if ( saves_spell ( level, victim, DAM_ACID ) )
            dam /= 2;
        if ( victim->in_room == ch->in_room )
        {
            act ( "{RWaves of {GA{gc{Gi{gd{Gi{gc {BRain {gcalled by $n shower down upon $N!{x", ch, NULL, victim, TO_ROOM );
            act ( "{RWaves of {GA{gc{Gi{gd{Gi{gc {BRain {gshower down upon $N!{x", ch, NULL, victim, TO_CHAR );
            damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
        }
        i--;
    }
    return;
}