alanthia/area/
alanthia/gods/
alanthia/player/
/***************************************************************************
 *  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 1993-1996 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@efn.org)				   *
*	    Gabrielle Taylor						   *
*	    Brian Moore (zump@rom.org)					   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

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

/* command procedures needed */
DECLARE_DO_FUN(do_look);
DECLARE_DO_FUN(do_emote);
DECLARE_DO_FUN(do_say);
DECLARE_DO_FUN(do_at);
DECLARE_DO_FUN(do_flee);

char *target_name;

/*
 * Spell functions.
 */

/*Severhand's Spells.*/
void spell_bullshit(int sn, int level, CHAR_DATA * ch, void *vo,
		      int target)
{
	/*Code snippet for tracing
	char buf[MAX_STRING_LENGTH];
	sprintf( buf, "{YChance to die is %d{x\r\n", chance);
	send_to_char(buf, ch);

	act("$S weapon sticks to $M like glue!", ch, NULL, victim,
			TO_CHAR);
	act("$n tries to disarm you, but your weapon sticks like glue!",
			ch, NULL, victim, TO_VICT);
	act("$n tries to disarm $N, but $N's weapon sticks to $M like glue.",
			ch, NULL, victim, TO_NOTVICT);

	if (IS_NPC(victim) || !IS_SET(victim->act, PLR_AUTODEFENSE))
		act("{yYou parry $n's attack.{x", ch, NULL, victim, TO_VICT);

  if (IS_NPC(ch) || !IS_SET(ch->act, PLR_AUTODEFENSE))
		act("{y$N parries your attack.{x", ch, NULL, victim, TO_CHAR);
	*/

	return;
}

void spell_displace(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	CHAR_DATA *victim;
	int af_duration, af_modifier, af_location;
	char *name_text;
	
	victim = (CHAR_DATA *) vo;
  af_duration = level / 20;
  af_modifier = 0;
  af_location = APPLY_NONE;
  name_text = "displace";

  if (modify_generic_character_affect
			(sn, level, ch, vo, target, name_text, af_duration, af_modifier,
			af_location))
	{
		act("$n goes out of focus.", victim, NULL, NULL, TO_ROOM);
		send_to_char("You are displaced.\n\r", victim);
  }

	return;
}

/*Pissing me off.  I'll add it later
void spell_gravity(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	if(saves_spell(level, victim, DAM_OTHER))
	{
		if(ch->class == 0)//mage
			land_new_effect(ch, vo, 50, 0, 0);
		else
			land_new_effect(ch, vo, -50, 0, 0);
	}
	else
	{
		if(ch->class == 0)//mage
			land_new_effect(ch, vo, 100, 0, 0);
		else
			land_new_effect(ch, vo, 0, 0, 0);
	}
	return;
}
*/

void spell_polymorph(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	return;
}

void spell_paralysis(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	if(saves_spell(level, victim, DAM_OTHER))
	{
		if(ch->class == 0)//mage
			stun_new_effect(ch, vo, 50, 0, 0);
		else
			stun_new_effect(ch, vo, -50, -40, 0);
	}
	else
	{
		if(ch->class == 0)//mage
			stun_new_effect(ch, vo, 100, PULSE_PER_SECOND, 0);
		else
			stun_new_effect(ch, vo, 0, 0, 0);
	}
  return;
}

void spell_ice_shard(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	int damtype, numdice, dam;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_COLD;
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0)//mage
		numdice = (ch->level / 13);
	else
		numdice = (ch->level / 26);

  dam = dice(level, numdice);

  if (saves_spell(level, victim, damtype))
	{
		dam /= 2;
		if(ch->class == 0)
			cold_effect(victim, level/2, dam, TARGET_CHAR);
		else
			cold_effect(victim, level/4, dam/2, TARGET_CHAR);
	}
	else//didn't save
	{
		if(ch->class == 0)
			cold_effect(victim, level, dam, TARGET_CHAR);
		else
			cold_effect(victim, level/2, dam/2, TARGET_CHAR);
	}
  damage(ch, victim, dam, sn, damtype, TRUE);

  return;
}

void spell_firestream(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	int damtype, numdice, dam;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_FIRE;
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0) //mage
		numdice = (ch->level / 12);
	else
		numdice = (ch->level / 24);
	
	dam = dice(level, numdice);

  if (saves_spell(level, victim, damtype))
	{
		dam /= 2;
		if(ch->class == 0)
			fire_effect(victim, level/2, dam, TARGET_CHAR);
		else
			fire_effect(victim, level/4, dam/2, TARGET_CHAR);
	}
	else//didn't save
	{
		if(ch->class == 0)
			fire_effect(victim, level, dam, TARGET_CHAR);
		else
			fire_effect(victim, level/2, dam/2, TARGET_CHAR);
	}
  damage(ch, victim, dam, sn, damtype, TRUE);
	
  return;
}

void spell_boulder(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	int damtype, numdice, dam;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_BASH;
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0)//mage
		numdice = (ch->level / 11);
	else
		numdice = (ch->level / 22);

	dam = dice(level, numdice);
  if (saves_spell(level, victim, damtype))
	{
		dam /= 2;
		if(ch->class == 0)
			floor_new_effect(ch, victim, 50, 0, TARGET_CHAR);
		else
			floor_new_effect(ch, victim, -50, 0, TARGET_CHAR);
	}
	else//didn't save
	{
		if(ch->class == 0)
			floor_new_effect(ch, victim, 100, 0, TARGET_CHAR);
		else
			floor_new_effect(ch, victim, 0, 0, TARGET_CHAR);
	}
  damage(ch, victim, dam, sn, damtype, TRUE);

  return;
}

//MAKE THIS USE stun_new_effect and saves
void spell_psychic_crush(int sn, int level, CHAR_DATA * ch, void *vo,
		      int target)
{
	int damtype, numdice;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_MENTAL;
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0)//mage
		numdice = (ch->level / 10);
	else
		numdice = (ch->level / 20);
	//Stun em slightly.  But first, check so the wait is not cumulative.
	if(victim->wait == 0 && ch->class == 0)
	{
		WAIT_STATE(victim, PULSE_PER_SECOND);
		act("$n's psychic crush stuns you!", ch, NULL, victim, TO_VICT);
		act("$n suddenly appears to be stunned.", victim, NULL,	NULL, TO_ROOM);
	}

	generic_creature_damage_spell(sn, level, ch, vo, target, damtype,
				  numdice);
  return;
}

void spell_death_ray(int sn, int level, CHAR_DATA * ch, void *vo,
		      int target)
{
	int damtype, numdice, dam, chance;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_ENERGY;
	chance = number_percent();//chance to die
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0)//mage
		numdice = (ch->level / 6);
	else
		numdice = (ch->level / 12);
	
	dam = dice(level, numdice);
	if (saves_spell(level, victim, damtype))
		dam /= 2;

	if(chance == 100 && ch->class == 0)//time to die
		damage(ch, victim, 999999, sn, damtype, TRUE);
	else if(chance == 100)
		damage(ch, victim, (dam + GET_LEVEL(ch)), sn, damtype, TRUE);
	else
		damage(ch, victim, dam, sn, damtype, TRUE);
  return;
}

void spell_sonic_boom(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
	int damtype, numdice, dam;
	CHAR_DATA *victim;

	//Stop the weird stuff
	if(target != TARGET_CHAR)
	{
		send_to_char("Only mobiles can be targeted.", ch);
		return;
	}

	damtype = DAM_SOUND;
	victim = (CHAR_DATA *) vo;

	if(ch->class == 0)//mage
		numdice = (ch->level / 8);
	else
		numdice = (ch->level / 16);
	dam = dice(level, numdice);

  if(saves_spell(level, victim, damtype))
	{
		dam /= 2;
		if(ch->class == 0)
		{
			disarm_new_effect(ch, victim, 50, 0, 0);
			shock_effect(victim, level/2, dam, TARGET_CHAR);
			floor_new_effect(ch, victim, 50, 0, 0);
		}
		else
		{
			disarm_new_effect(ch, victim, -50, 0, 0);
			shock_effect(victim, level/4, dam/2, TARGET_CHAR);
			floor_new_effect(ch, victim, -50, 0, 0);
		}
	}
	else//didn't save
	{
		if(ch->class == 0)
		{
			disarm_new_effect(ch, victim, 100, 0, 0);
			shock_effect(victim, level, dam, TARGET_CHAR);
			floor_new_effect(ch, victim, 100, 0, 0);
		}
		else
		{
			disarm_new_effect(ch, victim, 0, 0, 0);
			shock_effect(victim, level/2, dam/2, TARGET_CHAR);
			floor_new_effect(ch, victim, 0, 0, 0);
		}
	}
  damage(ch, victim, dam, sn, damtype, TRUE);
  return;
}
/*End Severhand's Spells.*/

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

    int damtype = DAM_ACID;
		int numdice;

		
		if(ch->class == 0)//mage
		{
			numdice = (ch->level / 14);
		}
		else
			numdice = (ch->level / 28);

    generic_creature_damage_spell(sn, level, ch, vo, target, damtype,
				  numdice);
    return;
}


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

    CHAR_DATA *victim = (CHAR_DATA *) vo;

    int af_duration = 24;
    int af_modifier = -20;
    int af_location = APPLY_AC;
    char *name_text = "armor";

    if (modify_generic_character_affect
	(sn, level, ch, vo, target, name_text, af_duration, af_modifier,
	 af_location)) {
	send_to_char("You feel someone protecting you.\n\r", victim);
	if (ch != victim)
	    act("$N is protected by your magic.", ch, NULL, victim,
		TO_CHAR);
    }
    return;
}


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

    CHAR_DATA *victim = (CHAR_DATA *) vo;

    int af_duration = 24;
    int af_modifier = -45;
    int af_location = APPLY_AC;
    char *name_text = "holy armor";

    if (modify_generic_character_affect
	(sn, level, ch, vo, target, name_text, af_duration, af_modifier,
	 af_location)) {
	send_to_char("You feel someone protecting you.\n\r", victim);
	if (ch != victim)
	    act("$N is protected by your magic.", ch, NULL, victim,
		TO_CHAR);
    }
    return;
}


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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already armored in thorns.\n\r", ch);
	else
	    act("$N is already armored in thorns.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.modifier = -45;
    af.location = APPLY_AC;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("You are surrounded in an armor of thorns.\n\r", victim);
    if (ch != victim)
	act("$N is surrounded in an armor of thorns.", ch, NULL, victim,
	    TO_CHAR);
    return;
}


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

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

	    paf = affect_find(obj->affected, gsn_curse);
	    if (!saves_dispel
		(level, paf != NULL ? paf->level : obj->level, 0)) {
		if (paf != NULL)
		    affect_remove_obj(obj, paf);
		act("$p glows a pale blue.", ch, obj, NULL, TO_ALL);
		REMOVE_BIT(obj->extra_flags, ITEM_EVIL);
		return;
	    } else {
		act("The evil of $p is too powerful for you to overcome.",
		    ch, obj, NULL, TO_CHAR);
		return;
	    }
	}
	af.where = TO_OBJECT;
	af.type = sn;
	af.level = level;
	af.duration = 6 + (level / 3);
	af.location = APPLY_SAVES;
	af.modifier = -1;
	af.bitvector = ITEM_BLESS;
	affect_to_obj(obj, &af);

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

	if (obj->wear_loc != WEAR_NONE)
	    ch->saving_throw -= 1;
	return;
    }
    /* character target */
    victim = (CHAR_DATA *) vo;


    if (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;
    }

    if (victim->position == POS_FIGHTING) {
		if (victim == ch)
	   	 send_to_char("You're too busy to get your god's attention.\n\r", ch);
		else
	    	act("$N is in combat.", ch, NULL, victim, TO_CHAR);
	return;
    }

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

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


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

    if (IS_AFFECTED(victim, AFF_BLIND)
	|| saves_spell(level, victim, DAM_OTHER)) {
	send_to_char("blind failed!\n\r", ch);
	return;
    }


    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.location = APPLY_HITROLL;
    af.modifier = -4;
    af.duration = 2;
    af.bitvector = AFF_BLIND;
    affect_to_char(victim, &af);
    send_to_char("You are blinded!\n\r", victim);
    act("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM);
    return;
}


void spell_burning_hands(int sn, int level, CHAR_DATA * ch, void *vo,
			 int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
	0,
	0, 0, 0, 0, 14, 17, 20, 23, 26, 29,
	29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
	34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
	39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
	44, 44, 45, 45, 46, 46, 47, 47, 48, 48
    };
    int dam;

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



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

    if (!IS_OUTSIDE(ch)) {
	send_to_char("You must be out of doors.\n\r", ch);
	return;
    }
    /*if (weather_info.sky < SKY_RAINING) {
       send_to_char("You need bad weather.\n\r", ch);
       return;
       } */
    dam = dice(level / 2, 8);

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

    for (vch = char_list; vch != NULL; vch = vch_next) {
	vch_next = vch->next;
	if (vch->in_room == NULL)
	    continue;
	if (vch->in_room == ch->in_room) {
	    if (vch != ch && (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch)))
		damage(ch, vch, saves_spell(level, vch, DAM_LIGHTNING)
		       ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE);
	    continue;
	}
	if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch)
	    && IS_AWAKE(vch))
	    send_to_char("Lightning flashes in the sky.\n\r", vch);
    }

    return;
}

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

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

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

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

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

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

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

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


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

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

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

    level += 2;

    if ((!IS_NPC(ch) && IS_NPC(victim) &&
	 !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)) ||
	(IS_NPC(ch) && !IS_NPC(victim))) {
	send_to_char("You failed, try dispel magic.\n\r", ch);
	return;
    }
    /* unlike dispel magic, the victim gets NO save */

    /* begin running through the spells */

		if(check_dispel(level, victim, skill_lookup("displace")))
		{
			found = TRUE;
			act("$n comes back into focus.", victim, NULL, NULL, TO_ROOM);
		}

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

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

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

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

    if (check_dispel(level, victim, skill_lookup("blindness"))) {
	found = TRUE;
	act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("calm"))) {
	found = TRUE;
	act("$n no longer looks so peaceful...", victim, NULL, NULL,
	    TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("change sex"))) {
	found = TRUE;
	act("$n looks more like $mself again.", victim, NULL, NULL,
	    TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("charm person"))) {
	found = TRUE;
	act("$n regains $s free will.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("chill touch"))) {
	found = TRUE;
	act("$n looks warmer.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("curse")))
	found = TRUE;

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

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

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

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

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

    if (check_dispel(level, victim, skill_lookup("faerie fire"))) {
	act("$n's outline fades.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("fly"))) {
	act("$n falls to the ground!", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("frenzy"))) {
	act("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);;
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("giant strength"))) {
	act("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("haste"))) {
	act("$n is no longer moving so quickly.", victim, NULL, NULL,
	    TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("regeneration"))) {
	act("$n looks less vibrant.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("talon"))) {
	act("$n loses $s taloned grip.", 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("heavenly sanctuary"))) {
	act("The silver 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("force shield"))) {
	act("The force 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("lethargy"))) {
	act("$n seems to be moving faster.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("stone skin"))) {
	act("$n's skin regains its normal texture.", victim, NULL, NULL,
	    TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("diamond skin"))) {
	act("$n's skin loses it's diamond-like quality.", victim, NULL,
	    NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("weaken"))) {
	act("$n looks stronger.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (found)
	send_to_char("Ok.\n\r", ch);
    else
	send_to_char("Spell failed.\n\r", ch);
}

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



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



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

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


    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;
       } */

    /* first strike */

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

    dam = dice(level, 8);

    if (saves_spell(level, victim, DAM_LIGHTNING))
	dam /= 3;
    damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
    last_vict = victim;
    level -= 20;		/* decrement damage */

    /* new targets */
    while (level > 0) {
	found = FALSE;
	if (ch->hit < 0)
	    return;
	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 = level + dice(2, 8);
		if (saves_spell(level, tmp_vict, DAM_LIGHTNING))
		    dam /= 4;
		damage(ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE);
		level -= 20;	/* decrement damage */
	    }
	}			/* end target searching loop */

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

	    if (last_vict == ch) {	/* no double hits */
		act("The bolt seems to have fizzled out.", ch, NULL, NULL,
		    TO_ROOM);
		act("The bolt grounds out through your body.", ch, NULL,
		    NULL, TO_CHAR);
		return;
	    }
	    last_vict = ch;
	    act("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM);
	    send_to_char("You are struck by your own lightning!\n\r", ch);
	    dam = dice(level, 6);
	    if (saves_spell(level, ch, DAM_LIGHTNING))
		dam /= 3;
	    damage(ch, ch, dam, sn, DAM_LIGHTNING, TRUE);
	    level -= 12;	/* decrement damage */
	    if (ch == NULL)
		return;
	}
	/* now go back and find more targets */
    }
}


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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You've already been changed.\n\r", ch);
	else
	    act("$N has already had $s(?) sex changed.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    if (saves_spell(level, victim, DAM_OTHER))
	return;
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SEX;
    do {
	af.modifier = number_range(0, 2) - victim->sex;
    }
    while (af.modifier == 0);
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("You feel different.\n\r", victim);
    act("$n doesn't look like $mself anymore...", victim, NULL, NULL,
	TO_ROOM);
    return;
}


void spell_animate_dead(int sn, int level, CHAR_DATA * ch, void *vo,
			int target)
{
    OBJ_DATA *obj;
    CHAR_DATA *mob;
    char buf[MAX_STRING_LENGTH];
    char name[MAX_STRING_LENGTH];
    int i;
    int n;

    obj = get_obj_here(ch, target_name);


    if (ch->pet != NULL) {
	send_to_char("You already have a follower.\n\r", ch);
	return;
    }

    if (obj == NULL) {
	send_to_char("Animate what?\n\r", ch);
	return;
    }
    /* Nothing but NPC corpses. */

    if (obj->item_type != ITEM_CORPSE_NPC) {
	if (obj->item_type == ITEM_CORPSE_PC)
	    send_to_char("You can't animate players.\n\r", ch);
	else
	    send_to_char("It would serve no purpose...\n\r", ch);
	return;
    }
    if (strstr(obj->short_descr, "zombie") != NULL) {
	send_to_char("Yeah right, like you could raise a zombie.\n\r", ch);
	return;
    }
    if (obj->level > (ch->level + 2)) {
	send_to_char("You couldn't call forth such a great spirit.\n\r",
		     ch);
	return;
    }
    if (ch->pet != NULL) {
	send_to_char("You already have a pet.\n\r", ch);
	return;
    }
    /* Chew on the zombie a little bit, recalculate level-dependant stats */

    mob = create_mobile(get_mob_index(MOB_VNUM_ZOMBIE));

    mob->level = obj->level;
    mob->no_exp = TRUE;
    mob->max_hit =
	mob->level * 4 + number_range(mob->level * mob->level / 4,
				      mob->level * mob->level);

    mob->max_hit *= .9;
    mob->hit = mob->max_hit;
    mob->max_mana = 100 + dice(mob->level, 10);
    mob->mana = mob->max_mana;
    for (i = 0; i < 3; i++)
	mob->armor[i] = interpolate(mob->level, 100, -100);
    mob->armor[3] = interpolate(mob->level, 100, 0);

    for (i = 0; i < MAX_STATS; i++) {
	mob->perm_stat[i] = 11 + mob->level / 4;
	if (mob->perm_stat[i] > 25);
	mob->perm_stat[i] = 25;
    }

    n = 0;
    i = 0;
    name[0] = '\0';

    for (n = 14; obj->short_descr[n] != '\0'; n++) {
	name[i] = obj->short_descr[n];
	i++;
    }
    name[i] = '\0';

    sprintf(buf, mob->short_descr, name);
    free_string(mob->short_descr);
    mob->short_descr = str_dup(buf);

    sprintf(buf, mob->long_descr, name);
    free_string(mob->long_descr);
    mob->long_descr = str_dup(buf);

    /* You rang? */
    char_to_room(mob, ch->in_room);
    act("$p springs to life as a hideous zombie!", ch, obj, NULL, TO_ROOM);
    act("$p springs to life as a hideous zombie!", ch, obj, NULL, TO_CHAR);

    extract_obj(obj);

    /* Yessssss, massssssster... */
    SET_BIT(mob->affected_by, AFF_CHARM);
    SET_BIT(mob->act, ACT_PET);
    mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
    add_follower(mob, ch);
    mob->leader = ch;
    mob->no_exp = TRUE;
    ch->pet = mob;

    /* For a little flavor... */
    do_say(mob, "How may I serve you, master?");
    return;
}


void spell_guardian(int sn, int level, CHAR_DATA * ch, void *vo,
		    int target)
{
    CHAR_DATA *mob;
    int i;

    if (ch->pet != NULL) {
	    send_to_char("You already have a follower.\n\r", ch);
	    return;
    }

    if (ch->alignment > -100 && ch->alignment < 100)
	    mob = create_mobile(get_mob_index(MOB_VNUM_NEUTRAL_GUARDIAN));
    else {
	    if (ch->alignment > 100)
	      mob = create_mobile(get_mob_index(MOB_VNUM_GOOD_GUARDIAN));
	    else
	      mob = create_mobile(get_mob_index(MOB_VNUM_EVIL_GUARDIAN));
    }

    mob->level = (ch->level > 11 ? (ch->level - 10) : ch->level);
    mob->no_exp = TRUE;
    mob->max_hit = mob->level * 25;
    mob->max_hit *= .9;
    mob->hit = mob->max_hit;
    mob->max_mana = 100 + dice(mob->level, 10);
    mob->mana = mob->max_mana;
    mob->hitroll = mob->level;
    mob->damroll = mob->level;
    for (i = 0; i < 3; i++)
	  //mob->armor[i] = interpolate(mob->level, 100, -100);
	  //mob->armor[3] = interpolate(mob->level, 100, 0);

	for (i = 0; i < MAX_STATS; i++) {
	    mob->perm_stat[i] = 11 + mob->level / 4;
	    if (mob->perm_stat[i] > 25);
	    mob->perm_stat[i] = 25;
	}

    char_to_room(mob, ch->in_room);

    if (ch->alignment > -100 && ch->alignment < 100) {
	act
	    ("$n exclaims, \'Come forth, servant of balance, and do my bidding!\'.",
	     ch, NULL, NULL, TO_ROOM);
	act
	    ("You exclaim, \'Come forth, servant of balance, and do my bidding!\'.",
	     ch, NULL, NULL, TO_CHAR);
	act("An elemental emerges from the ether and bows before $n.", ch,
	    NULL, NULL, TO_ROOM);
	act("An elemental emerges from the ether and bows before you.", ch,
	    NULL, NULL, TO_CHAR);
    } else {
	if (ch->alignment > 100) {
	    act
		("$n exclaims, \'Come forth, angel of light, and do my bidding!\'.",
		 ch, NULL, NULL, TO_ROOM);
	    act
		("You exclaim, \'Come forth, angel of light, and do my bidding!\'.",
		 ch, NULL, NULL, TO_CHAR);
	    act
		("An angel floats down from the heavens and bows before $n.",
		 ch, NULL, NULL, TO_ROOM);
	    act
		("An angel floats down from the heavens and bows before you.",
		 ch, NULL, NULL, TO_CHAR);
	} else {
	    act
		("$n exclaims, \'Come forth, creature of darkness, and do my bidding!\'.",
		 ch, NULL, NULL, TO_ROOM);
	    act
		("You exclaim, \'Come forth, creature of darkness, and do my bidding!\'.",
		 ch, NULL, NULL, TO_CHAR);
	    act("A demon bursts from the ground and bows before $n.", ch,
		NULL, NULL, TO_ROOM);
	    act("A demon bursts from the ground and bows before you.", ch,
		NULL, NULL, TO_CHAR);
	}
    }

    SET_BIT(mob->affected_by, AFF_CHARM);
    SET_BIT(mob->act, ACT_PET);
    SET_BIT(mob->affected_by, AFF_CURSE);
    mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
    add_follower(mob, ch);
    mob->leader = ch;
    ch->pet = mob;

    gain_exp(ch, -(mob->level * 2));

    return;
}


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

    if (ch->pet != NULL) {
	send_to_char("You already have a follower.\n\r", ch);
	return;
    }


    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;
    if (IS_SET(victim->act, ACT_AGGRESSIVE))
	REMOVE_BIT(victim->act, ACT_AGGRESSIVE);


    //SET_BIT(mob->affected_by, AFF_CURSE);
    //mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;

    if (IS_NPC(victim)) {
	victim->max_hit = (victim->max_hit / 2);
	victim->hitroll = (victim->hitroll / 2);
	victim->damroll = (victim->damroll / 2);
	victim->hit = victim->max_hit;
    }

    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);
    ch->pet = victim;

    return;
}



void spell_chill_touch(int sn, int level, CHAR_DATA * ch, void *vo,
		       int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
	0,
	0, 0, 6, 7, 8, 9, 12, 13, 13, 13,
	14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
	17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
	20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
	24, 24, 24, 25, 25, 25, 26, 26, 26, 27
    };
    AFFECT_DATA af;
    int dam;

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

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



void spell_colour_spray(int sn, int level, CHAR_DATA * ch, void *vo,
			int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
	0,
	0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
	30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
	58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
	65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
	73, 73, 74, 75, 76, 76, 77, 78, 79, 79
    };
    int dam;

    level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1);
    level = UMAX(0, level);
    dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
    if (saves_spell(level, victim, DAM_LIGHT))
	dam /= 2;
    else
	spell_blindness(skill_lookup("blindness"),
			level / 2, ch, (void *) victim, TARGET_CHAR);

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



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

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

	if (light == NULL) {
	    send_to_char("You don't see that here.\n\r", ch);
	    return;
	}
	if (IS_OBJ_STAT(light, ITEM_GLOW)) {
	    act("$p is already glowing.", ch, light, NULL, TO_CHAR);
	    return;
	}
	SET_BIT(light->extra_flags, ITEM_GLOW);
	act("$p glows with a white light.", ch, light, NULL, TO_ALL);
	return;
    }
    light = create_object(get_obj_index(OBJ_VNUM_LIGHT_BALL), 0);
    obj_to_room(light, ch->in_room);
    act("$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM);
    act("You twiddle your thumbs and $p appears.", ch, light, NULL,
	TO_CHAR);
    return;
}



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

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



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

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

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

void spell_sober(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    OBJ_DATA *hair;
    hair = create_object(get_obj_index(OBJ_VNUM_HAIR), 0);
    act("$n has created a small, misty stein.", ch, hair, NULL, TO_ROOM);
    send_to_char("You create a small, misty stein.\n\r", ch);
    obj_to_char(hair, ch);
    return;
}

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

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



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

    if (obj->item_type != ITEM_DRINK_CON) {
	send_to_char("It is unable to hold water.\n\r", ch);
	return;
    }
    if (obj->value[2] != LIQ_WATER && obj->value[1] != 0) {
	send_to_char("It contains some other liquid.\n\r", ch);
	return;
    }
    water = UMIN(level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
		 obj->value[0] - obj->value[1]
	);

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

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



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

    if (!is_affected(victim, gsn_blindness)) {
	if (victim == ch)
	    send_to_char("You aren't blind.\n\r", ch);
	else
	    act("$N doesn't appear to be blinded.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    if (check_dispel(level, victim, gsn_blindness)) {
	send_to_char("Your vision returns!\n\r", victim);
	act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
    } else
	send_to_char("Spell failed.\n\r", ch);
}



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

    heal = dice(3, 12) + level - 6;	//was dice(3, 8), Shabazz
    victim->hit = UMIN(victim->hit + heal, victim->max_hit);
    update_pos(victim);
    send_to_char("You feel better!\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}

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

    if (!is_affected(victim, gsn_plague)) {
	if (victim == ch)
	    send_to_char("You aren't ill.\n\r", ch);
	else
	    act("$N doesn't appear to be diseased.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    if (check_dispel(level, victim, gsn_plague)) {
	send_to_char("Your sores vanish.\n\r", victim);
	act("$n looks relieved as $s sores vanish.", victim, NULL, NULL,
	    TO_ROOM);
    } else
	send_to_char("Spell failed.\n\r", ch);
}



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

    heal = dice(1, 12) + level / 3;	//was dice(1, 8), Shabazz
    victim->hit = UMIN(victim->hit + heal, victim->max_hit);
    update_pos(victim);
    send_to_char("You feel better!\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}



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

    if (!is_affected(victim, gsn_poison)) {
	if (victim == ch)
	    send_to_char("You aren't poisoned.\n\r", ch);
	else
	    act("$N doesn't appear to be poisoned.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    if (check_dispel(level, victim, gsn_poison)) {
	send_to_char("A warm feeling runs through your body.\n\r", victim);
	act("$n looks much better.", victim, NULL, NULL, TO_ROOM);
    } else
	send_to_char("Spell failed.\n\r", ch);
}

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

    heal = dice(2, 12) + level / 2;	//was dice(2, 8), Shabazz
    victim->hit = UMIN(victim->hit + heal, victim->max_hit);
    update_pos(victim);
    send_to_char("You feel better!\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}



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

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

	    paf = affect_find(obj->affected, skill_lookup("bless"));
	    if (!saves_dispel
		(level, paf != NULL ? paf->level : obj->level, 0)) {
		if (paf != NULL)
		    affect_remove_obj(obj, paf);
		act("$p glows with a red aura.", ch, obj, NULL, TO_ALL);
		REMOVE_BIT(obj->extra_flags, ITEM_BLESS);
		return;
	    } else {
		act
		    ("The holy aura of $p is too powerful for you to overcome.",
		     ch, obj, NULL, TO_CHAR);
		return;
	    }
	}
	af.where = TO_OBJECT;
	af.type = sn;
	af.level = level;
	af.duration = level / 2;
	af.location = APPLY_SAVES;
	af.modifier = +1;
	af.bitvector = ITEM_EVIL;
	affect_to_obj(obj, &af);

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

	if (obj->wear_loc != WEAR_NONE)
	    ch->saving_throw += 1;
	return;
    }
    /* character curses */
    victim = (CHAR_DATA *) vo;


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

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

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

/* RT replacement demonfire spell */

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

    if (!IS_NPC(ch) && !IS_EVIL(ch)) {
	victim = ch;
	send_to_char("The demons turn upon you!\n\r", ch);
    }
    ch->alignment = UMAX(-1000, ch->alignment - 50);

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

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

    if (IS_AFFECTED(victim, AFF_DETECT_EVIL)) {
	if (victim == ch)
	    send_to_char("You can already sense evil.\n\r", ch);
	else
	    act("$N can already detect evil.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.modifier = 0;
    af.location = APPLY_NONE;
    af.bitvector = AFF_DETECT_EVIL;
    affect_to_char(victim, &af);
    send_to_char("Your eyes tingle.\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    ch->alignment = UMAX(-1000, ch->alignment + 5);
    return;
}


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

    if (IS_AFFECTED(victim, AFF_DETECT_GOOD)) {
	if (victim == ch)
	    send_to_char("You can already sense good.\n\r", ch);
	else
	    act("$N can already detect good.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.modifier = 0;
    af.location = APPLY_NONE;
    af.bitvector = AFF_DETECT_GOOD;
    affect_to_char(victim, &af);
    send_to_char("Your eyes tingle.\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    ch->alignment = UMAX(-1000, ch->alignment - 5);
    return;
}



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

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



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

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



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

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



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

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

    return;
}



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

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

    if (IS_GOOD(victim)) {
	act("Y'golan protects $N.", ch, NULL, victim, TO_ROOM);
	return;
    }
    if (IS_NEUTRAL(victim)) {
	act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
	return;
    }
    if (victim->hit > (ch->level * 4))
	dam = dice(level, 4);
    else
	dam = UMAX(victim->hit, dice(level, 4));
    if (saves_spell(level, victim, DAM_HOLY))
	dam /= 2;
    damage(ch, victim, dam, sn, DAM_HOLY, TRUE);
    return;
}


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

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

    if (IS_EVIL(victim)) {
	act("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM);
	return;
    }
    if (IS_NEUTRAL(victim)) {
	act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
	return;
    }
    if (victim->hit > (ch->level * 4))
	dam = dice(level, 4);
    else
	dam = UMAX(victim->hit, dice(level, 4));
    if (saves_spell(level, victim, DAM_NEGATIVE))
	dam /= 2;
    damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
    return;
}


/* modified for enhanced use */

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

    if (saves_spell(level, victim, DAM_OTHER)) {
	send_to_char("You feel a brief tingling sensation.\n\r", victim);
	send_to_char("You failed.\n\r", ch);
	return;
    }
    /* begin running through the spells */

		if(check_dispel(level, victim, skill_lookup("displace")))
		{
			found = TRUE;
			act("$n comes back into focus.", victim, NULL, NULL, TO_ROOM);
		}

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

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

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

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

    if (check_dispel(level, victim, skill_lookup("blindness"))) {
	found = TRUE;
	act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("calm"))) {
	found = TRUE;
	act("$n no longer looks so peaceful...", victim, NULL, NULL,
	    TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("change sex"))) {
	found = TRUE;
	act("$n looks more like $mself again.", victim, NULL, NULL,
	    TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("charm person"))) {
	found = TRUE;
	act("$n regains $s free will.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("chill touch"))) {
	found = TRUE;
	act("$n looks warmer.", victim, NULL, NULL, TO_ROOM);
    }
    if (check_dispel(level, victim, skill_lookup("curse")))
	found = TRUE;

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

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

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

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

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

    if (check_dispel(level, victim, skill_lookup("faerie fire"))) {
	act("$n's outline fades.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("fly"))) {
	act("$n falls to the ground!", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("frenzy"))) {
	act("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);;
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("giant strength"))) {
	act("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("haste"))) {
	act("$n is no longer moving so quickly.", victim, NULL, NULL,
	    TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("regeneration"))) {
	act("$n looks less vibrant.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("talon"))) {
	act("$n loses $s taloned grip.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("infravision")))
	found = TRUE;

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


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

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

    if (check_dispel(level, victim, skill_lookup("sanctuary"))) {
	act("The white aura around $n's body vanishes.",
	    victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (IS_AFFECTED(victim, AFF_SANCTUARY)
	&& !saves_dispel(level, victim->level, -1)
	&& !is_affected(victim, skill_lookup("sanctuary"))) {
	REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
	act("The white aura around $n's body vanishes.",
	    victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("heavenly sanctuary"))) {
	act("The silver aura around $n's body vanishes.",
	    victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (IS_AFFECTED(victim, AFF_HEAVENLY_SANCTUARY)
	&& !saves_dispel(level, victim->level, -1)
	&& !is_affected(victim, skill_lookup("heavenly sanctuary"))) {
	REMOVE_BIT(victim->affected_by, AFF_HEAVENLY_SANCTUARY);
	act("The silver 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("force shield"))) {
	act("The force 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("lethargy"))) {
	act("$n seems to be moving faster.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("stone skin"))) {
	act("$n's skin regains its normal texture.", victim, NULL, NULL,
	    TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("diamond skin"))) {
	act("$n's skin loses it's diamond-like quality.", victim, NULL,
	    NULL, TO_ROOM);
	found = TRUE;
    }
    if (check_dispel(level, victim, skill_lookup("weaken"))) {
	act("$n looks stronger.", victim, NULL, NULL, TO_ROOM);
	found = TRUE;
    }
    if (found)
	send_to_char("Ok.\n\r", ch);
    else
	send_to_char("Spell failed.\n\r", ch);
    return;
}

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

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

    for (vch = char_list; vch != NULL; vch = vch_next) {
	vch_next = vch->next;
	if (vch->in_room == NULL)
	    continue;
	if (vch->in_room == ch->in_room)
	{
	    if (vch != ch && !is_safe_spell(ch, vch, TRUE))
			{
				if (IS_AFFECTED(vch, AFF_FLYING))
					damage(ch, vch, 0, sn, DAM_BASH, TRUE);
				else
					damage(ch, vch, level + dice(2, 8), sn, DAM_BASH, TRUE);
				continue;
	    }
	}
	if (vch->in_room->area == ch->in_room->area)
	    send_to_char("The earth trembles and shivers.\n\r", vch);
    }

    return;
}

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

    if (obj->item_type != ITEM_ARMOR) {
	send_to_char("That isn't an armor.\n\r", ch);
	return;
    }
    if (obj->wear_loc != -1) {
	send_to_char("The item must be carried to be enchanted.\n\r", ch);
	return;
    }
    /* this means they have no bonus */
    ac_bonus = 0;
    fail = 25;			/* base 25% chance of failure */

    /* find the bonuses */

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

    /* apply other modifiers */
    fail -= level / 20;

    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 = -5;
    } 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 = -10;
    }

    /* now add the enchantments */

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

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

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

}




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

    if (obj->item_type != ITEM_WEAPON) {
	send_to_char("That isn't a weapon.\n\r", ch);
	return;
    }
    if (obj->wear_loc != -1) {
	send_to_char("The item must be carried to be enchanted.\n\r", ch);
	return;
    }
    /* this means they have no bonus */
    hit_bonus = 0;
    dam_bonus = 0;
    fail = 25;			/* base 25% chance of failure */

    /* find the bonuses */

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

    /* apply other modifiers */
    fail -= level / 20;

    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);
	SET_BIT(obj->extra_flags, ITEM_VIB);
	added = 2;
    }

    /* now add the enchantments */

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

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

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

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

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

}



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

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

    if (saves_spell(level, victim, DAM_NEGATIVE)) {
	send_to_char("You feel a momentary chill.\n\r", victim);
	return;
    }
    if (victim->level <= 2) {
	dam = ch->hit + 1;
    } else {
	gain_exp(victim, -level / 4);
	victim->mana /= 2;
	victim->move /= 2;
	dam = dice(1, level);
	ch->hit += dam;
    }

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

    return;
}



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

    int dam;

    dam = number_range((ch->level / 2), (ch->level * 8));
    if (saves_spell(level, victim, DAM_FIRE))
	dam /= 2;
    damage(ch, victim, dam, sn, DAM_FIRE, TRUE);
    return;
}

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

    int dam;

    dam = number_range((ch->level), (ch->level * 3));
    if (saves_spell(level, victim, DAM_LIGHT))
	dam /= 2;
    damage(ch, victim, dam, sn, DAM_LIGHT, TRUE);
    return;
}

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

    if (!IS_UNDEAD(victim)) {
	dam = dice(level, 12);
	if (saves_spell(level, victim, DAM_LIGHT)) {
	    dam /= 2;
	}
	damage(ch, victim, dam, sn, DAM_LIGHT, TRUE);
	spell_blindness(gsn_blindness, level, ch,
			(void *) victim, TARGET_CHAR);
	send_to_char
	    ("you feel dizzy from the {Yl{yi{Yg{yh{Yt{yb{Ya{yl{Yl{X\n\r",
	     victim);
	return;
    }
    if (IS_UNDEAD(victim)) {
	dam = dice(level, 15);
	damage(ch, victim, dam, sn, DAM_LIGHT, TRUE);
	spell_blindness(gsn_blindness, level, ch,
			(void *) victim, TARGET_CHAR);
	send_to_char
	    ("a {Yl{yi{Yg{yh{Yt{yb{Ya{yl{Yl{X burns your skin and makes you feel dizzy\n\r",
	     victim);

    }
    return;
}

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

    if (IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) {
	act("$p is already protected from burning.", ch, obj, NULL,
	    TO_CHAR);
	return;
    }
    af.where = TO_OBJECT;
    af.type = sn;
    af.level = level;
    af.duration = number_fuzzy(level / 4);
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = ITEM_BURN_PROOF;

    affect_to_obj(obj, &af);

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



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

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



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

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



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

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

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

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

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

    return;
}

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

    floating = get_eq_char(ch, WEAR_FLOAT);
    if (floating != NULL && IS_OBJ_STAT(floating, ITEM_NOREMOVE)) {
	act("You can't remove $p.", ch, floating, NULL, TO_CHAR);
	return;
    }
    disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0);
    disc->value[0] = ch->level * 10;	/* 10 pounds per level capacity */
    disc->value[3] = ch->level * 5;	/* 5 pounds per level max per item */
    disc->timer = ch->level * 2 - number_range(0, level / 2);

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


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

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

/* RT clerical berserking spell */

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

    if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_BERSERK)) {
	if (victim == ch)
	    send_to_char("You are already in a frenzy.\n\r", ch);
	else
	    act("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR);
	return;
    }
    if (is_affected(victim, skill_lookup("calm"))) {
	if (victim == ch)
	    send_to_char("Why don't you just relax for a while?\n\r", ch);
	else
	    act("$N doesn't look like $e wants to fight anymore.",
		ch, NULL, victim, TO_CHAR);
	return;
    }
    if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
	(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
	(IS_EVIL(ch) && !IS_EVIL(victim))) {
	act("Your god doesn't seem to like $N", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 3;
    af.modifier = level / 6;
    af.bitvector = 0;

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

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

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

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

/* RT ROM-style gate */

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

    if (target_name[0] == '\0') {
	send_to_char("Gate to what?\n\r", ch);
	ch->mana += 40;
	return;
    }
    if ((victim = get_char_world(ch, target_name)) == NULL) {
	send_to_char("That doesn't exist.\n\r", ch);
	ch->mana += 40;
	return;
    }
    if (victim == ch || victim->in_room == ch->in_room) {
	act
	    ("$n steps through a magical gate and comes back out the other side!",
	     ch, NULL, NULL, TO_ROOM);
	send_to_char("You step through a magical gate and vanish.\n\r",
		     ch);
	do_look(ch, "auto");
	send_to_char("\n\rHey...wait a minute..this is the same room!\n\r",
		     ch);
	return;
    }
    if (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)) {
	send_to_char("You can't gate to the room that person is in.\n\r",
		     ch);
	ch->mana += 40;
	return;
    }
    if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)) {
	send_to_char("Y'golan has forsaken you.\n\r", ch);
	return;
    }
    if (victim->level >= level + 3
	|| (is_clan(victim) && !is_same_clan(ch, victim))
	|| (!IS_NPC(victim) && victim->level > LEVEL_HERO)
	|| (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))) {
	send_to_char("They are protected from your power.\n\r", ch);
	return;
    }
    if (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER)) {
	send_to_char("You failed.\n\r", ch);
	return;
    }
    if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
	gate_pet = TRUE;
    else
	gate_pet = FALSE;

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

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

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


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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as strong as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any stronger.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4;
    af.location = APPLY_STR;
    af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("Your muscles surge with heightened power!\n\r", victim);
    act("$n's muscles surge with heightened power.", victim, NULL, NULL,
	TO_ROOM);
    return;
}



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

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

/* RT haste spell */

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

    if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_HASTE)
	|| IS_SET(victim->off_flags, OFF_FAST)) {
	if (victim == ch)
	    send_to_char("You can't move any faster!\n\r", ch);
	else
	    act("$N is already moving as fast as $E can.",
		ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    if (victim == ch)
	af.duration = level / 2;
    else
	af.duration = level / 4;
    af.location = APPLY_DEX;
    af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
    af.bitvector = AFF_HASTE;
    affect_to_char(victim, &af);
    send_to_char("You feel yourself moving more quickly.\n\r", victim);
    act("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}

/* RT lethargy spell */

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

    if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_LETHARGY)) {
	if (victim == ch)
	    send_to_char("You are already moving as slow as a sloth.\n\r",
			 ch);
	else
	    act("$N is already moving as slow as a sloth.", ch, NULL,
		victim, TO_CHAR);
	return;
    }
    if (ch != victim && (saves_spell(level, victim, DAM_OTHER)
			 || IS_SET(victim->imm_flags, IMM_MAGIC))) {
	send_to_char("Nothing seemed to happen.\n\r", ch);
	send_to_char("You feel momentarily lethargic.\n\r", victim);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4;
    af.location = APPLY_DEX;
    af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
    af.bitvector = AFF_LETHARGY;
    affect_to_char(victim, &af);
    send_to_char("You feel yourself become helplessly lethargic.\n\r",
		 victim);
    act("$n starts to move very slowly...", victim, NULL, NULL, TO_ROOM);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}

/* RT regeneration spell */

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

    if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_REGENERATION)) {
	if (victim == ch)
	    send_to_char("You are already as vibrant as can be!\n\r", ch);
	else
	    act("$N is already as vibrant as can be!", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4 + 12;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_REGENERATION;
    affect_to_char(victim, &af);
    send_to_char("You feel absolutely vibrant!\n\r", victim);
    act("$n looks absolutely vibrant!", victim, NULL, NULL, TO_ROOM);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}


void spell_heal(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->hit = UMIN(victim->hit + 150, victim->max_hit);
    //was UMIN(victim->hit + 100, victim->max_hit), Shabazz
    update_pos(victim);
    send_to_char("A warm feeling fills your body.\n\r", victim);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}

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

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

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

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

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

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

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

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

	if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
	    (IS_EVIL(ch) && IS_EVIL(vch)) ||
	    (IS_NEUTRAL(ch) && IS_NEUTRAL(vch))) {
	    send_to_char("You feel more powerful.\n\r", vch);
	    spell_frenzy(frenzy_num, (ch->level / 10), ch, (void *) vch,
			 TARGET_CHAR);
	    spell_bless(bless_num, (ch->level / 10), ch, (void *) vch,
			TARGET_CHAR);
	} else if ((IS_GOOD(ch) && IS_EVIL(vch))
		   || (IS_EVIL(ch) && IS_GOOD(vch))) {
	    if (!is_safe_spell(ch, vch, TRUE)) {
		spell_curse(curse_num, level, ch, (void *) vch,
			    TARGET_CHAR);
		send_to_char("You are stricken down!\n\r", vch);
		dam = dice(level, 16);
		damage(ch, vch, dam, sn, DAM_ENERGY, TRUE);
	    }
	} else if (IS_NEUTRAL(ch)) {
	    if (!is_safe_spell(ch, vch, TRUE)) {
		spell_curse(curse_num, level / 2, ch, (void *) vch,
			    TARGET_CHAR);
		send_to_char("You are stricken down!\n\r", vch);
		dam = dice(level, 8);
		damage(ch, vch, dam, sn, DAM_ENERGY, TRUE);
	    }
	}
    }

    send_to_char("You feel drained.\n\r", ch);
    ch->move -= 300;
    ch->hit -= (2 * ch->level);
	damage( ch, ch, (2 * ch->level), sn, DAM_ENERGY, TRUE);
	return;
}

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

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

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

	if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL) {
	    send_to_char(" '", ch);
	    send_to_char(skill_table[obj->value[1]].name, ch);
	    send_to_char("'", ch);
	}
	if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL) {
	    send_to_char(" '", ch);
	    send_to_char(skill_table[obj->value[2]].name, ch);
	    send_to_char("'", ch);
	}
	if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) {
	    send_to_char(" '", ch);
	    send_to_char(skill_table[obj->value[3]].name, ch);
	    send_to_char("'", ch);
	}
	if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) {
	    send_to_char(" '", ch);
	    send_to_char(skill_table[obj->value[4]].name, ch);
	    send_to_char("'", ch);
	}
	send_to_char(".\n\r", ch);
	break;

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

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

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

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

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

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

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

    return;
}



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

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

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



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

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

	if (IS_OBJ_STAT(obj, ITEM_INVIS)) {
	    act("$p is already invisible.", ch, obj, NULL, TO_CHAR);
	    return;
	}
	af.where = TO_OBJECT;
	af.type = sn;
	af.level = level;
	af.duration = level / 4 + 12;
	af.location = APPLY_NONE;
	af.modifier = 0;
	af.bitvector = ITEM_INVIS;
	affect_to_obj(obj, &af);

	act("$p fades out of sight.", ch, obj, NULL, TO_ALL);
	return;
    }
    /* character invisibility */
    victim = (CHAR_DATA *) vo;

    if (IS_AFFECTED(victim, AFF_INVISIBLE))
	return;

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

    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4 + 12;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_INVISIBLE;
    affect_to_char(victim, &af);
    send_to_char("You fade out of existence.\n\r", victim);
    return;
}



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

    ap = victim->alignment;

    if (ap > 700)
	msg = "$N has a pure and good aura.";
    else if (ap > 350)
	msg = "$N is of excellent moral character.";
    else if (ap > 100)
	msg = "$N is often kind and thoughtful.";
    else if (ap > -100)
	msg = "$N doesn't have a firm moral commitment.";
    else if (ap > -350)
	msg = "$N lies to $S friends.";
    else if (ap > -700)
	msg = "$N is a black-hearted murderer.";
    else
	msg = "$N is the embodiment of pure evil!.";

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


void spell_bolt(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = {
	0,
	0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
	31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
	44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
	51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
	58, 58, 59, 60, 60, 61, 62, 62, 63, 64
    };
    int dam;


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



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

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

    buffer = new_buf();

    for (obj = object_list; obj != NULL; obj = obj->next) {
	if (!can_see_obj(ch, obj) || !is_name(target_name, obj->name)
	    || IS_OBJ_STAT(obj, ITEM_NOLOCATE)
	    || number_percent() > 2 * level || (strlen(target_name) < 4)
	    || ch->level < obj->level)
	    continue;

	found = TRUE;
	number++;

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

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

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

	if (number >= max_found)
	    break;
    }

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

    free_buf(buffer);

    return;
}



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

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

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

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

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


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

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

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

    return;
}



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



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

    if (IS_AFFECTED(victim, AFF_PASS_DOOR)) {
	if (victim == ch)
	    send_to_char("You are already out of phase.\n\r", ch);
	else
	    act("$N is already shifted out of phase.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = number_fuzzy(level / 4);
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_PASS_DOOR;
    affect_to_char(victim, &af);
    act("$n turns translucent.", victim, NULL, NULL, TO_ROOM);
    send_to_char("You turn translucent.\n\r", victim);
    return;
}

/* RT plague spell, very nasty */
void spell_plague(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if (saves_spell(level, victim, DAM_DISEASE) ||
	(IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD))) {
	if (ch == victim)
	    send_to_char("You feel momentarily ill, but it passes.\n\r",
			 ch);
	else
	    act("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level * 3 / 4;
    af.duration = level / 4;
    af.location = APPLY_STR;
    af.modifier = -5;
    af.bitvector = AFF_PLAGUE;
    affect_join(victim, &af);

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

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


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

	if (obj->item_type == ITEM_FOOD
	    || obj->item_type == ITEM_DRINK_CON) {
	    if (IS_OBJ_STAT(obj, ITEM_BLESS)
		|| IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) {
		act("Your spell fails to corrupt $p.", ch, obj, NULL,
		    TO_CHAR);
		return;
	    }
	    obj->value[3] = 1;
	    act("$p is infused with poisonous vapors.", ch, obj, NULL,
		TO_ALL);
	    return;
	}
	if (obj->item_type == ITEM_WEAPON) {
	    if (IS_WEAPON_STAT(obj, WEAPON_FLAMING)
		|| IS_WEAPON_STAT(obj, WEAPON_FROST)
		|| IS_WEAPON_STAT(obj, WEAPON_VAMPIRIC)
		|| IS_WEAPON_STAT(obj, WEAPON_SHARP)
		|| IS_WEAPON_STAT(obj, WEAPON_VORPAL)
		|| IS_WEAPON_STAT(obj, WEAPON_SHOCKING)
		|| IS_WEAPON_STAT(obj, WEAPON_HOLY)
		|| IS_OBJ_STAT(obj, ITEM_BLESS)
		|| IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) {
		act("You can't seem to envenom $p.", ch, obj, NULL,
		    TO_CHAR);
		return;
	    }
	    if (IS_WEAPON_STAT(obj, WEAPON_POISON)) {
		act("$p is already envenomed.", ch, obj, NULL, TO_CHAR);
		return;
	    }
	    af.where = TO_WEAPON;
	    af.type = sn;
	    af.level = level / 2;
	    af.duration = level / 8;
	    af.location = 0;
	    af.modifier = 0;
	    af.bitvector = WEAPON_POISON;
	    affect_to_obj(obj, &af);

	    act("$p is coated with deadly venom.", ch, obj, NULL, TO_ALL);
	    return;
	}
	act("You can't poison $p.", ch, obj, NULL, TO_CHAR);
	return;
    }
    victim = (CHAR_DATA *) vo;

    if (is_safe_spell(ch, victim, FALSE))
	return;

    if (saves_spell(level, victim, DAM_POISON)) {
	act("$n turns slightly green, but it passes.", victim, NULL, NULL,
	    TO_ROOM);
	send_to_char("You feel momentarily ill, but it passes.\n\r",
		     victim);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4;
    af.location = APPLY_STR;
    af.modifier = -2;
    af.bitvector = AFF_POISON;
    affect_join(victim, &af);
    send_to_char("You feel very sick.\n\r", victim);
    act("$n looks very ill.", victim, NULL, NULL, TO_ROOM);
    return;
}



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

    if (IS_AFFECTED(victim, AFF_PROTECT_EVIL)
	|| IS_AFFECTED(victim, AFF_PROTECT_GOOD)) {
	if (victim == ch)
	    send_to_char("You are already protected.\n\r", ch);
	else
	    act("$N is already protected.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = AFF_PROTECT_EVIL;
    affect_to_char(victim, &af);
    send_to_char("You feel holy and pure.\n\r", victim);
    if (ch != victim)
	act("$N is protected from evil.", ch, NULL, victim, TO_CHAR);
    if (ch->alignment != 1000)
	ch->alignment = UMAX(-1000, ch->alignment + 5);

    return;
}

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

    if (IS_AFFECTED(victim, AFF_PROTECT_GOOD)
	|| IS_AFFECTED(victim, AFF_PROTECT_EVIL)) {
	if (victim == ch)
	    send_to_char("You are already protected.\n\r", ch);
	else
	    act("$N is already protected.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 24;
    af.location = APPLY_SAVING_SPELL;
    af.modifier = -1;
    af.bitvector = AFF_PROTECT_GOOD;
    affect_to_char(victim, &af);
    send_to_char("You feel aligned with darkness.\n\r", victim);
    if (ch != victim)
	act("$N is protected from good.", ch, NULL, victim, TO_CHAR);
    ch->alignment = UMAX(-1000, ch->alignment - 5);

    return;
}


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

    if (IS_EVIL(ch)) {
	victim = ch;
	send_to_char("The energy explodes inside you!\n\r", ch);
    }
    if (ch->alignment != 1000) {
	ch->alignment = UMAX(-1000, ch->alignment + 50);
    }

    if (ch->alignment > 1000) {
	ch->alignment = 1000;
    }

    if (victim != ch) {
	act("$n raises $s hand, and a blinding ray of light shoots forth!",
	    ch, NULL, NULL, TO_ROOM);
	send_to_char
	    ("You raise your hand and a blinding ray of light shoots forth!\n\r",
	     ch);
    }
    if (IS_GOOD(victim)) {
	act("$n seems unharmed by the light.", victim, NULL, victim,
	    TO_ROOM);
	send_to_char("The light seems powerless to affect you.\n\r",
		     victim);
	return;
    }
    dam = dice(level, 10);
    if (saves_spell(level, victim, DAM_HOLY))
	dam /= 2;

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

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

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

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


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

    if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) {
	send_to_char("That item does not carry charges.\n\r", ch);
	return;
    }
    if (obj->value[3] >= 3 * level / 2) {
	send_to_char("Your skills are not great enough for that.\n\r", ch);
	return;
    }
    if (obj->value[1] == 0) {
	send_to_char("That item has already been recharged once.\n\r", ch);
	return;
    }
    chance = 40 + 2 * level;

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

    chance = UMAX(level / 2, chance);

    percent = number_percent();

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

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

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

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

	obj->value[2] += chargeback;
	obj->value[1] = 0;
	return;
    } else if (percent <= UMIN(95, 3 * chance / 2)) {
	send_to_char("Nothing seems to happen.\n\r", ch);
	if (obj->value[1] > 1)
	    obj->value[1]--;
	return;
    } else {			/* whoops! */
	act("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR);
	act("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM);
	extract_obj(obj);
    }
}

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

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

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

	if (IS_OBJ_STAT(obj, ITEM_NODROP)
	    || IS_OBJ_STAT(obj, ITEM_NOREMOVE)) {
	    if (!IS_OBJ_STAT(obj, ITEM_NOUNCURSE)
		&& !saves_dispel(level + 2, obj->level, 0)) {
		REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
		REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
		act("$p glows blue.", ch, obj, NULL, TO_ALL);
		return;
	    }
	    act("The curse on $p is beyond your power.", ch, obj, NULL,
		TO_CHAR);
	    return;
	}
	act("There doesn't seem to be a curse on $p.", ch, obj, NULL,
	    TO_CHAR);
	return;
    }
    /* characters */
    victim = (CHAR_DATA *) vo;

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

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

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

	if (IS_OBJ_STAT(obj, ITEM_INVIS)) {
	    if (!saves_dispel(level + 2, obj->level, 0)) {
		REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
		act("$p fades into existence.", ch, obj, NULL, TO_ALL);
		return;
	    }
	    send_to_char("You failed.\n\r", ch);
	    return;
	}
	act("$p can already be seen!", ch, obj, NULL, TO_CHAR);
	return;
    }
    victim = (CHAR_DATA *) vo;

    if (check_dispel(level, victim, gsn_invis)) {
	send_to_char("You fade into existence.\n\r", victim);
	act("$n fades into existence.", victim, NULL, NULL, TO_ROOM);
    } else {
	send_to_char("You failed.\n\r", ch);
	return;
    }

    for (obj = victim->carrying; obj != NULL; obj = obj->next_content) {
	if (IS_OBJ_STAT(obj, ITEM_INVIS)) {
	    if (!saves_dispel(level, obj->level, 0)) {
		REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
		act("Your $p fades into existence.", victim, obj, NULL,
		    TO_CHAR);
		act("$n's $p fades into existence.", victim, obj, NULL,
		    TO_ROOM);
		break;
	    }
	}
    }
    return;
}


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

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

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

    if (IS_AFFECTED(victim, AFF_HEAVENLY_SANCTUARY)) {
	if (victim == ch)
	    send_to_char("You are already in a heavenly sanctuary.\n\r",
			 ch);
	else
	    act("$N is already in a heavenly sanctuary.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 6;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_HEAVENLY_SANCTUARY;
    affect_to_char(victim, &af);
    act("$n is surrounded by a silver aura.", victim, NULL, NULL, TO_ROOM);
    send_to_char("You are surrounded by a silver aura.\n\r", victim);
    return;
}


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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already shielded from harm.\n\r", ch);
	else
	    act("$N is already protected by a shield.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 8 + level;
    af.location = APPLY_AC;
    af.modifier = -20;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    act("$n is surrounded by a shield.", victim, NULL, NULL, TO_ROOM);
    send_to_char("You are surrounded by a shield.\n\r", victim);
    return;
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char
		("You are already protected by a force shield.\n\r", ch);
	else
	    act("$N is already protected by a force shield.", ch, NULL,
		victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = 8 + level;
    af.location = APPLY_AC;
    af.modifier = -40;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    act("$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;
}


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

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



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

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

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

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


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

    if (is_affected(ch, sn)) {
	if (victim == ch)
	    send_to_char("Your skin is already as hard as a rock.\n\r",
			 ch);
	else
	    act("$N is already as hard as can be.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.location = APPLY_AC;
    af.modifier = -40;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    act("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
    send_to_char("Your skin turns to stone.\n\r", victim);
    return;
}


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

    if (is_affected(ch, sn)) {
	if (victim == ch) {
	    send_to_char
		("Your skin is already as hard as a diamond.\n\n\r", ch);
	} else {
	    act("$N is already as hard as a diamond.", ch, NULL, victim,
		TO_CHAR);
	}
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level;
    af.location = APPLY_AC;
    af.modifier = -75;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    act("$n's skin turns to diamond.", victim, NULL, NULL, TO_ROOM);
    send_to_char("Your skin turns to diamond.\n\r", victim);
    return;
}


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

    if (target_name[0] == '\0') {
	send_to_char("Summon whom?\n\r", ch);
	return;
    }
    if ((victim = get_char_world(ch, target_name)) == NULL) {
	send_to_char("They aren't here.\n\r", ch);
	return;
    }
    if (victim == ch) {
	act("$n disappears suddenly.", ch, NULL, NULL, TO_ROOM);
	act("$n arrives suddenly.", ch, NULL, NULL, TO_ROOM);
	send_to_char("You summoned yourself!\n\r", ch);
	do_look(victim, "auto");
	return;
    }
    if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) {
	send_to_char("You can't summon them to the room you're in.\n\r",
		     ch);
	return;
    }
    if ((victim->in_room == NULL)
	|| 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)) {
	send_to_char("You can't summon them from the room they're in.\n\r",
		     ch);
	return;
    }
    if (!IS_NPC(victim) && IS_SET(victim->act, PLR_NOSUMMON)) {
	send_to_char("They have nosummon on.\n\r", ch);
	return;
    }
    if ((victim->fighting != NULL)
	|| (victim->level >= level + 3)
	|| (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
	|| (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))
	|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
	|| (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER))) {
	send_to_char("You failed.\n\r", ch);
	return;
    }
    if (IS_SET(victim->act, ACT_AGGRESSIVE))
	REMOVE_BIT(victim->act, ACT_AGGRESSIVE);

    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");
    victim->no_exp = TRUE;
    if (victim->level < ch->level)
	do_flee(victim, "");

    return;
}

/* RT talon spell */

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

    if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_TALON)) {
	if (victim == ch)
	    send_to_char("Your grip is strong enough already.\n\r", ch);
	else
	    act("$N's grip is strong enough already!", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 4 + 6;
    af.location = APPLY_NONE;
    af.modifier = 0;
    af.bitvector = AFF_TALON;
    affect_to_char(victim, &af);
    send_to_char("Your grip is now unbreakable!\n\r", victim);
    act("$n's grip is now unbreakable!", victim, NULL, NULL, TO_ROOM);
    if (ch != victim)
	send_to_char("Ok.\n\r", ch);
    return;
}


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

    if (victim->in_room == NULL
	|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
	|| (victim != ch && IS_SET(victim->imm_flags, IMM_SUMMON))
	|| (!IS_NPC(ch) && victim->fighting != NULL)
	|| (victim != ch && (saves_spell(level - 5, victim, DAM_OTHER)))) {
	send_to_char("You failed.\n\r", ch);
	return;
    }
    if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) {
	send_to_char
	    ("You can't teleport them from the room they're in.\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;
}


void spell_teleport_object(int sn, int level, CHAR_DATA * ch, void *vo,
			   int target)
{
    char item_name[MAX_INPUT_LENGTH];
    char arg[MAX_STRING_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;

    target_name = one_argument(target_name, item_name);

    if (item_name[0] == '\0' || target_name[0] == '\0') {
	send_to_char("Teleport what to whom?\n\r", ch);
	return;
    }
    if ((victim = get_char_world(ch, target_name)) == NULL) {
	send_to_char("They aren't here.\n\r", ch);
	return;
    }
    if ((obj = get_obj_carry(ch, item_name, ch)) == NULL) {
	send_to_char("You do not have that item.\n\r", ch);
	return;
    }
    if (obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj) &&
	victim->carry_number + get_obj_number(obj) <= can_carry_n(victim)
	&& get_carry_weight(victim) + get_obj_weight(obj) <=
	can_carry_w(victim) && can_see_obj(victim, obj)) {
	send_to_char
	    ("For a split second, you feel another presence in the room.\n\r",
	     victim);
    }
    sprintf(arg, "%s give %s %s", target_name, item_name, target_name);

    do_at(ch, arg);

    return;
}


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

    target_name = one_argument(target_name, speaker);

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

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

    return;
}



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

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

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



/* RT recall spell is back */

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

    if (IS_NPC(victim))
	return;

    if (victim->level >= LEVEL_IMMORTAL) {
	send_to_char
	    ("Immortals do not require your assistance in recalling.\n\r",
	     victim);
	return;
    }
    if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL) {
	send_to_char("You are completely lost.\n\r", victim);
	return;
    }
    if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) ||
	IS_AFFECTED(victim, AFF_CURSE)) {
	send_to_char("Spell failed.\n\r", victim);
	return;
    }
    if (victim->fighting != NULL)
	stop_fighting(victim, TRUE);

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

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

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

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 30);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n spits a melting arrow $N.", ch, NULL, victim, TO_NOTVICT);
    act("$n spits a melting arrow at you.", ch, NULL, victim, TO_VICT);
    act("You spit a melting arrow $N.", ch, NULL, victim, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 40);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

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

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 50);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n spits an acidic mist at $N.", ch, NULL, victim, TO_NOTVICT);
    act("$n spits an acidic mist at you.", ch, NULL, victim, TO_VICT);
    act("You spit an acidic mist at $N.", ch, NULL, victim, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 60);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

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

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n breathes a brilliant ray at $N.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes a brilliant ray at you.", ch, NULL, victim, TO_VICT);
    act("You breathe a brilliant ray at $N.", ch, NULL, victim, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n breathes a prismatic blast at $N.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes a prismatic blast at you.", ch, NULL, victim, TO_VICT);
    act("You breathe a prismatic blast at $N.", ch, NULL, victim, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

	damtype = number_range( DAM_FIRE, DAM_DISEASE );

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

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

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

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

    dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
    dam = (dam / 5);
    fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes forth a mass of flamming tongues.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes a mass of flamming tongues at you!", ch, NULL, victim,
	TO_VICT);
    act("You breath forth a mass of flamming tongues.", ch, NULL, NULL,
	TO_CHAR);

    hpch = UMAX(20, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 40);

    dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4);
    dam = (dam / 5);
    fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes forth a blaze of glory.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes a blaze of glory at you!", ch, NULL, victim, TO_VICT);
    act("You breath forth a blaze of glory.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(20, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 50);

    dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4);
    dam = (dam / 5);
    fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes forth the flare of fervor.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes the flare of fervor at you!", ch, NULL, victim,
	TO_VICT);
    act("You breath forth the flare of fervor.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(20, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 60);

    dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4);
    dam = (dam / 5);
    fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes forth an inferno.", ch, NULL, victim, TO_NOTVICT);
    act("$n breathes an inferno at you!", ch, NULL, victim, TO_VICT);
    act("You breath forth an inferno.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(20, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4);
    dam = (dam / 5);
    fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 30);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 40);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes out a blast of snow!", ch, NULL, victim, TO_NOTVICT);
    act("$n breathes a blast of snow at you!", ch, NULL, victim, TO_VICT);
    act("You breath out a blast of snow.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 50);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes out a hail storm!", ch, NULL, victim, TO_NOTVICT);
    act("$n breathes a hail storm at you!", ch, NULL, victim, TO_VICT);
    act("You breath out a hail storm.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 60);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

    act("$n breathes out winter's death!", ch, NULL, victim, TO_NOTVICT);
    act("$n breathes winter's death at you!", ch, NULL, victim, TO_VICT);
    act("You breath out winter's death.", ch, NULL, NULL, TO_CHAR);

    hpch = UMAX(12, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(16, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, 8);
    dice_dam = dice(level, 30);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 3.666);
    poison_effect(ch->in_room, level, dam, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(16, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, 8);
    dice_dam = dice(level, 40);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    poison_effect(ch->in_room, level, dam, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(16, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, 8);
    dice_dam = dice(level, 50);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    poison_effect(ch->in_room, level, dam, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(16, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, 8);
    dice_dam = dice(level, 60);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    poison_effect(ch->in_room, level, dam, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(16, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);
    poison_effect(ch->in_room, level, dam, TARGET_ROOM);

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

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

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

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

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

    hpch = UMAX(10, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 30);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n breathes an electrical spark at $N.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes an electrical spark at you!", ch, NULL, victim,
	TO_VICT);
    act("You breathe an electrical spark at $N.", ch, NULL, victim,
	TO_CHAR);

    hpch = UMAX(10, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 40);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

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

    hpch = UMAX(10, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 50);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

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

    hpch = UMAX(10, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 60);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

    act("$n breathes the storm's fury at $N.", ch, NULL, victim,
	TO_NOTVICT);
    act("$n breathes the storm's fury at you!", ch, NULL, victim, TO_VICT);
    act("You breathe the storm's fury at $N.", ch, NULL, victim, TO_CHAR);

    hpch = UMAX(10, ch->hit);
    hp_dam = number_range(hpch / 20 + 1, hpch / 8);
    dice_dam = dice(level, 75);

    dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8);
    dam = (dam / 5);

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

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

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

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

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

void spell_farsight(int sn, int level, CHAR_DATA * ch, void *vo,
		    int target)
{
    CHAR_DATA *victim;
    ROOM_INDEX_DATA *to_room, *from_room;

    from_room = ch->in_room;

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

void spell_portal(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim;
    OBJ_DATA *portal, *stone;

    if ((victim = get_char_world(ch, target_name)) == NULL
	|| victim == ch
	|| victim->in_room == NULL
	|| !can_see_room(ch, victim->in_room)
	|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
	|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
	|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
	|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
	|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
	|| victim->level >= level + 3
	|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO)	/* NOT trust */
	||(IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))
	|| (IS_NPC(victim) && saves_spell(level, victim, DAM_NONE))
	|| (is_clan(victim) && !is_same_clan(ch, victim))) {
	send_to_char("You failed.\n\r", ch);
	return;
    }
    stone = get_eq_char(ch, WEAR_HOLD);
    if (!IS_IMMORTAL(ch)
	&& (stone == NULL || stone->item_type != ITEM_WARP_STONE)) {
	send_to_char("You lack the proper component for this spell.\n\r",
		     ch);
	return;
    }
    if (stone != NULL && stone->item_type == ITEM_WARP_STONE) {
	act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
	act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
	extract_obj(stone);
    }
    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
    portal->timer = 2 + level / 25;
    portal->value[3] = victim->in_room->vnum;

    obj_to_room(portal, ch->in_room);

    act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
    act("$p rises up before you.", ch, portal, NULL, TO_CHAR);
}

void spell_nexus(int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
    CHAR_DATA *victim;
    OBJ_DATA *portal, *stone;
    ROOM_INDEX_DATA *to_room, *from_room;

    from_room = ch->in_room;

    if ((victim = get_char_world(ch, target_name)) == NULL
	|| victim == ch
	|| (to_room = victim->in_room) == NULL
	|| !can_see_room(ch, to_room) || !can_see_room(ch, from_room)
	|| IS_SET(to_room->room_flags, ROOM_SAFE)
	|| IS_SET(from_room->room_flags, ROOM_SAFE)
	|| IS_SET(to_room->room_flags, ROOM_PRIVATE)
	|| IS_SET(to_room->room_flags, ROOM_SOLITARY)
	|| IS_SET(to_room->room_flags, ROOM_NO_RECALL)
	|| IS_SET(from_room->room_flags, ROOM_NO_RECALL)
	|| victim->level >= level + 3
	|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO)	/* NOT trust */
	||(IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))
	|| (IS_NPC(victim) && saves_spell(level, victim, DAM_NONE))
	|| (is_clan(victim) && !is_same_clan(ch, victim))) {
	send_to_char("You failed.\n\r", ch);
	return;
    }
    stone = get_eq_char(ch, WEAR_HOLD);
    if (!IS_IMMORTAL(ch)
	&& (stone == NULL || stone->item_type != ITEM_WARP_STONE)) {
	send_to_char("You lack the proper component for this spell.\n\r",
		     ch);
	return;
    }
    if (stone != NULL && stone->item_type == ITEM_WARP_STONE) {
	act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
	act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
	extract_obj(stone);
    }
    /* portal one */
    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
    portal->timer = 1 + level / 10;
    portal->value[3] = to_room->vnum;

    obj_to_room(portal, from_room);

    act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
    act("$p rises up before you.", ch, portal, NULL, TO_CHAR);

    /* no second portal if rooms are the same */
    if (to_room == from_room)
	return;

    /* portal two */
    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
    portal->timer = 1 + level / 10;
    portal->value[3] = from_room->vnum;

    obj_to_room(portal, to_room);

    if (to_room->people != NULL) {
	act("$p rises up from the ground.", to_room->people, portal, NULL,
	    TO_ROOM);
	act("$p rises up from the ground.", to_room->people, portal, NULL,
	    TO_CHAR);
    }
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as strong as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any stronger.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_STR;
    af.modifier = 1;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("You feel imbued with the strength of the ages!\n\r",
		 victim);
    act("$n is buff!", victim, NULL, NULL, TO_ROOM);
    return;
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as smart as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any smarter.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_INT;
    af.modifier = 1;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("Your mind begins to encompass new realms!\n\r", victim);
    act("$n peers intently at $s surroundings.", victim, NULL, NULL,
	TO_ROOM);
    return;
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as fleet as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any more nimble.", ch, NULL, victim,
		TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_DEX;
    af.modifier = 1;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("You begin to buzz with newfound quickness!\n\r", victim);
    act("$n begins to twitch and shiver.", victim, NULL, NULL, TO_ROOM);
    return;
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as wise as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any more wise.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_WIS;
    af.modifier = 1;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char
	("You remember the adage: Old and smart always beats young and stupid.\n\r",
	 victim);
    act("$n's nods sagely to $M.", victim, NULL, NULL, TO_ROOM);
    return;
}

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

    if (is_affected(victim, sn)) {
	if (victim == ch)
	    send_to_char("You are already as healthy as you can get!\n\r",
			 ch);
	else
	    act("$N can't get any healthier.", ch, NULL, victim, TO_CHAR);
	return;
    }
    af.where = TO_AFFECTS;
    af.type = sn;
    af.level = level;
    af.duration = level / 2;
    af.location = APPLY_CON;
    af.modifier = 1;
    af.bitvector = 0;
    affect_to_char(victim, &af);
    send_to_char("You feel better than ever!\n\r", victim);
    act("$n begins to glow with good health.", victim, NULL, NULL,
	TO_ROOM);
    return;
}