/***************************************************************************
 *  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.                                               *
 *                                                                         *
 *  Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen  *
 *                                                                         *
 *  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.                                                  *
 ***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"



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

/*
 * Improve ability at a certain spell type.  KaVir.
 */
 void improve_spl( CHAR_DATA *ch, int dtype, int sn )
{
    char buf[MAX_INPUT_LENGTH];
    char bufskill[MAX_INPUT_LENGTH];
    char buftype[MAX_INPUT_LENGTH];
    int dice1;
    int dice2;

    dice1 = number_percent();
    dice2 = number_percent();

    if (IS_NPC(ch)) return;

         if (dtype == 0 ) sprintf(buftype,"purple");
    else if (dtype == 1 ) sprintf(buftype,"red");
    else if (dtype == 2 ) sprintf(buftype,"blue");
    else if (dtype == 3 ) sprintf(buftype,"green");
    else if (dtype == 4 ) sprintf(buftype,"yellow");
    else if (dtype == 5 ) sprintf(buftype,"orange");
    else if (dtype == 6 ) sprintf(buftype,"indigo");
    else if (dtype == 7 ) sprintf(buftype,"violet");
    else return;

    if (ch->spl[dtype] >= 200) return;

    if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100))
      ch->spl[dtype] += 1;
    else
      return;

         if (ch->spl[dtype] == 1  ) sprintf(bufskill,"an apprentice of");
    else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at");
    else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at");
    else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at");
    else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at");
    else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at");
    else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at");
    else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at");
    else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at");
    else return;
    sprintf(buf,"#GYou are now %s %s magic.\n\r#n",bufskill,buftype);
    send_to_char(buf,ch);
    return;
}

bool is_obj( CHAR_DATA *ch )
{
    OBJ_DATA *obj;

    if ( ( obj = ch->pcdata->chobj ) == NULL )
    {
	send_to_char("Huh?\n\r",ch);
	return FALSE;
    }
    if ( obj->chobj == NULL || obj->chobj != ch )
    {
	send_to_char("Huh?\n\r",ch);
	return FALSE;
    }
    return TRUE;
}

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

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

    return -1;
}



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

    if ( slot <= 0 )
	return -1;

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

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

    return -1;
}



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

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

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

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

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

    sprintf( buf2, "$n utters the words, '%s'.", buf );
    sprintf( buf,  "$n utters the words, '%s'.", skill_table[sn].name );
    if ( skill_table[sn].target == 0 )
    {
    	sprintf(colour,"$n's eyes glow bright purple for a moment.");
    	ADD_COLOUR(ch,colour,MAGENTA);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your eyes glow bright purple for a moment.");
    	ADD_COLOUR(ch,colour,MAGENTA);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 1 )
    {
    	sprintf(colour,"$n's eyes glow bright red for a moment.");
    	ADD_COLOUR(ch,colour,L_RED);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your eyes glow bright red for a moment.");
    	ADD_COLOUR(ch,colour,L_RED);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 2 )
    {
    	sprintf(colour,"$n's eyes glow bright blue for a moment.");
    	ADD_COLOUR(ch,colour,L_BLUE);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your eyes glow bright blue for a moment.");
    	ADD_COLOUR(ch,colour,L_BLUE);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 3 )
    {
    	sprintf(colour,"$n's eyes glow bright green for a moment.");
    	ADD_COLOUR(ch,colour,L_GREEN);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your eyes glow bright green for a moment.");
    	ADD_COLOUR(ch,colour,L_GREEN);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    else if ( skill_table[sn].target == 4 )
    {
    	sprintf(colour,"$n's eyes glow bright yellow for a moment.");
    	ADD_COLOUR(ch,colour,YELLOW);
    	act(colour,ch,NULL,NULL,TO_ROOM);
    	sprintf(colour,"Your eyes glow bright yellow for a moment.");
    	ADD_COLOUR(ch,colour,YELLOW);
    	act(colour,ch,NULL,NULL,TO_CHAR);
    }
    return;
}



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

    if (!IS_NPC(victim))
    {
	tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
		  victim->spl[3]+victim->spl[4] ) * 0.05;
    	save = 50 + ( tsave - level - victim->saving_throw ) * 5;
    }
    else
    	save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
    save = URANGE( 15, save, 85 );
    return number_percent( ) < save;
}



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

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

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

    /* Polymorphed players cannot cast spells */
    if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH))
    {
	if ( !is_obj(ch) )
	{
	    send_to_char( "You cannot cast spells in this form.\n\r", ch );
	    return;
	}
    }

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

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

    if ( ( sn = skill_lookup( arg1 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }
  
    if ( ch->position < skill_table[sn].minimum_position )
    {
      if ( ch->move < 50 )
      {
  	send_to_char( "You can't concentrate enough.\n\r", ch );
 	return;
      }
      ch->move = ch->move - 50;
    }

    mana = IS_NPC(ch) ? 0 : UMAX(
	skill_table[sn].min_mana,
	100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) );


    /*
     * Locate targets.
     */
    victim	= NULL;
    obj		= NULL;
    vo		= NULL;
      
    switch ( skill_table[sn].target )
    {
    default:
	bug( "Do_cast: bad target for sn %d.", sn );
	return;

    case TAR_IGNORE:
        send_purplespell(ch);
	break;

    case TAR_CHAR_OFFENSIVE:
	if ( arg2[0] == '\0' )
	{
	    if ( ( victim = ch->fighting ) == NULL )
	    {
		send_to_char( "Cast the spell on whom?\n\r", ch );
		return;
	    }
	}
	else
	{
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	    {
		send_to_char( "They aren't here.\n\r", ch );
		return;
	    }
	}
    if (IS_AFFECTED(victim, AFF_PEACE))
    {
        stc("You are unable to cast on that person.\n\r",ch);
        return;
    }    

    send_redspell(ch);
    if (victim != ch) send_redspell(victim);

        if (is_safe(ch,victim) && ch!=victim) return;
	if ( ch == victim )
	    send_to_char( "Cast this on yourself? Ok...\n\r", ch );

	if (!IS_NPC(victim) && (!CAN_PK(ch)||!CAN_PK(victim)) && (ch != victim))
	{
	    send_to_char( "You are unable to affect them.\n\r", ch );
	    return;
	}

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

	vo = (void *) victim;
	break;

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

        send_bluespell(ch);
        if (victim != ch) send_bluespell(victim);

	vo = (void *) victim;
	break;

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

        send_greenspell(ch);

	vo = (void *) ch;
	break;

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

	if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You are not carrying that.\n\r", ch );
	    return;
	}

        send_yellowspell(ch);

	vo = (void *) obj;
	break;
    }
	    
    if ( !IS_NPC(ch) && ch->mana < mana )
    {
	send_to_char( "You don't have enough mana.\n\r", ch );
	return;
    }
    
      
    if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
    	say_spell( ch, sn );
    
    WAIT_STATE( ch, skill_table[sn].beats);

    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
    {
	send_to_char( "You lost your concentration.\n\r", ch );
	ch->mana -= mana / 2;
	improve_spl(ch,skill_table[sn].target,sn);
    }
    else
    {
	ch->mana -= mana;
	/* Check players ability at spell type for spell power...KaVir */
	if (IS_NPC(ch))
          (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
        else
        {
          (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5),ch, vo );
          improve_spl(ch,skill_table[sn].target,sn);
        }
     }

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

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

    return;
}



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

    if ( sn <= 0 )
	return;

	if (IS_NPC(ch)) return;


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

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

    case TAR_IGNORE:
	vo = NULL;
	break;

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

	vo = (void *) victim;
	break;

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

    case TAR_CHAR_SELF:
	vo = (void *) ch;
	break;

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

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

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

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

    return;
}



/*
 * Spell functions.
 */

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

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = 24;
    af.modifier  = -20;
    af.location  = APPLY_AC;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    act( "$n is shrouded in a suit of translucent glowing armor.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are shrouded in a suit of translucent glowing armor.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

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

    if ( is_affected( victim, sn ) ) return;
    af.type      = sn;
    af.duration  = 150;
    af.location  = APPLY_HITROLL;
    af.modifier  = 150;
    af.bitvector = 0;
    affect_to_char( victim, &af );

    af.location  = APPLY_SAVING_SPELL;
    af.modifier  = 0 - 150;
    affect_to_char( victim, &af );

    af.location  = APPLY_DAMROLL;
    af.modifier  = 150;
    affect_to_char( victim, &af );
    act( "$n is filled with God's Blessing.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are filled with God's Blessing.\n\r", victim );
    return;
}


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

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

    af.location  = APPLY_SAVING_SPELL;
    af.modifier  = 0 - level / 8;
    affect_to_char( victim, &af );
    act( "$n is blessed.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You feel righteous.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

void spell_drowfire( int sn, int level, CHAR_DATA *ch, void *vo) {
	CHAR_DATA *victim = (CHAR_DATA *) vo;
	AFFECT_DATA af1;
	AFFECT_DATA af2;
	AFFECT_DATA af3;

	act("You chant some arcane words on $N.",ch,NULL,victim,TO_CHAR);
	act("$n chants some arcane words on $N.",ch,NULL,victim,TO_NOTVICT);
	act("$n chants some arcane words on you.",ch,NULL,victim,TO_VICT);

	if (IS_AFFECTED(victim, AFF_DROWFIRE)) {
		send_to_char("They are already affected by drowfire.\n\r",ch);
		return;}
	if (is_safe(ch, victim)) return;

	af1.type	= sn;
	af1.location	= APPLY_AC;
	af1.modifier	= 200;
	af1.duration	= 2;
	af1.bitvector	= AFF_DROWFIRE;
	affect_to_char(victim, &af1);

	af2.type	= sn;
	af2.location	= APPLY_STR;
	af2.modifier	= -2;
	af2.duration	= 2;
	af2.bitvector	= AFF_CURSE;
	affect_to_char(victim, &af2);

	af3.type	= sn;
	af3.location	= APPLY_HITROLL;
	af3.modifier	= -10;
	af3.duration	= 2;
	af3.bitvector	= AFF_BLIND;
	affect_to_char(victim, &af3);

	send_to_char("You are engulfed in drowfire!\n\r", victim);
	act("$n is engulfed in drowfire!",victim,NULL,NULL,TO_ROOM);
	return;
}




void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    char buf [MAX_INPUT_LENGTH];

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

    af.type      = sn;
    af.location  = APPLY_HITROLL;
    af.modifier  = -4;
    af.duration  = 1+level;
    af.bitvector = AFF_BLIND;
    affect_to_char( victim, &af );
    send_to_char( "You are blinded!\n\r", victim );
    if (!IS_NPC(victim))
	sprintf(buf,"%s is blinded!\n\r",victim->name);
    else
	sprintf(buf,"%s is blinded!\n\r",victim->short_descr);
    send_to_char(buf,ch);
    return;
}

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

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

    if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    /* I don't want people charming ghosts and stuff - KaVir */
    if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    if (IS_IMMORTAL( victim ))
    {
	send_to_char( "You cannot cast puny mortal magic on immortals!\n\r",ch);
	return;
    }

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

    if ( victim->master )
	stop_follower( victim, FALSE );
    add_follower( victim, ch );
    af.type      = sn;
    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 )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
    bool no_dam = FALSE;
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 9,
	10, 10, 10, 11, 11,	12, 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,
	30, 40, 50, 60, 70,	80, 90,100,110,120
    };
    AFFECT_DATA af;
    int dam;
    int hp;

   if ( is_affected( victim, sn ) )  return;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD)) no_dam = TRUE;

    if ( !no_dam && (!saves_spell( level, victim ) || IS_NPC(victim)))
    {
	af.type      = sn;
	af.duration  = 6;
	af.location  = APPLY_STR;
	af.modifier  = -1;
	af.bitvector = 0;
	affect_join( victim, &af );
    }
    else
    {
	dam /= 2;
    }
    if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
    hp = victim->hit;
    if (dam==0) return;
    damage( ch, victim, dam, sn );
    if (no_dam) victim->hit = hp;
    return;
}

void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( !is_affected( victim, gsn_blindness ) )
	return;
    affect_strip( victim, gsn_blindness );
    send_to_char( "Your vision returns!\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 )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( is_affected( victim, gsn_poison ) )
    {
	affect_strip( victim, gsn_poison );
	act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
	send_to_char( "A warm feeling runs through your body.\n\r", victim );
	send_to_char( "Ok.\n\r", ch );
    }
    return;
}

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

    if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) )
	return;
    af.type      = sn;
    af.duration  = 4*level;
    af.location  = APPLY_HITROLL;
    af.modifier  = -1;
    af.bitvector = AFF_CURSE;
    affect_to_char( victim, &af );

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

    send_to_char( "You feel unclean.\n\r", victim );
    if ( ch != victim )
	send_to_char( "You give them the evil eye.\n\r", ch );
    return;
}



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

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



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

    if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
	return;
    af.type      = sn;
    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 )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
	return;
    af.type      = sn;
    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 )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
	return;
    af.type      = sn;
    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 )
{
    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 very 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 )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;
  
    if ( !IS_NPC(ch) && IS_EVIL(ch) )
	victim = ch;
  
    if ( IS_GOOD(victim) )
    {
	act( "God 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;
    }

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



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

    if ( victim != ch &&
	(saves_spell( level, victim ) || level < victim->level) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    if ( !(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND))
    {
	send_to_char( "Nothing happens.\n\r", ch );
	return;
    }

    while (victim->affected)
	affect_remove(victim,victim->affected);

	if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);

    if ( ch == victim )
    {
    	act("You remove all magical affects from yourself.",ch,NULL,NULL,TO_CHAR);
    	act("$n has removed all magical affects from $mself.",ch,NULL,NULL,TO_ROOM);
	if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
        {
	  REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
	  stc("The searing blindness leaves your eyes.\n\r",victim);
	}
    }
    else
    {
    	act("You remove all magical affects from $N.",ch,NULL,victim,TO_CHAR);
    	act("$n has removed all magical affects from $N.",ch,NULL,victim,TO_NOTVICT);
    	act("$n has removed all magical affects from you.",ch,NULL,victim,TO_VICT);
	if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
        {
          REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
          stc("The searing blindness leaves your eyes.\n\r",victim);
        }
    }

    return;
}



void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
    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 || !can_see(ch, vch))
	    continue;
	if ( vch->in_room == ch->in_room )
	{
	    if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
		damage( ch, vch, level + dice(2, 8), sn );
	    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_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    AFFECT_DATA *paf;

    if ( obj->item_type != ITEM_WEAPON
    ||   IS_SET(obj->quest, QUEST_ENCHANTED)
    ||   IS_SET(obj->quest, QUEST_ARTIFACT)
    ||   obj->chobj != NULL )
    {
	send_to_char("You are unable to enchant this weapon.\n\r",ch);
	return;
    }

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }

    paf->type		= sn;
    paf->duration	= -1;
    paf->location	= APPLY_HITROLL;
    paf->modifier	= level / 5;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }

    paf->type		= sn;
    paf->duration	= -1;
    paf->location	= APPLY_DAMROLL;
    paf->modifier	= level / 10;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

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

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

    if ( saves_spell( level, victim ) )
	return;

    if ( !IS_HERO(ch))
        ch->alignment = UMAX(-1000, ch->alignment - 200);

    if ( victim->level <= 2 )
    {
	dam		 = ch->hit + 1;
    }
    else
    {
	dam		 = dice(1, level);
    	if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN) )
	{
	    victim->mana	/= 2;
	    victim->move	/= 2;
	    ch->hit		+= dam;
	    if (ch->hit > (2*ch->max_hit))
	    	ch->hit = (2 * ch->max_hit);
	}
    }

    hp = victim->hit;
    damage( ch, victim, dam, sn );
    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DRAIN) )
	victim->hit = hp;
    return;
}

void spell_desanct( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;
  if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
  send_to_char("Your white aura fades.\n\r",victim);
  send_to_char("#sDESANCT!!!! #yMuhahahaha.\n\r#n",ch);
  return;
}

void spell_imp_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;
  int random = number_range(1000,1500);

  victim->hit = UMIN( victim->hit + random, victim->max_hit );
  if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
  update_pos( victim );
  send_to_char( "A warm feeling fills your body.\n\r", victim );
  if (ch == victim)
    act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
  else
    act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT ); 
  if ( ch != victim )
    send_to_char( "#sSUPER HEAL!!!.\n\r#n", ch );   
  return;
}

void spell_imp_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;
  int dam;
 
  dam = number_range( 1500, 3000 );
  if ( saves_spell( level, victim ) )
    dam /= 2;
  damage( ch, victim, dam, sn );
  return;
}

void spell_imp_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;
  AFFECT_DATA af;
  
  if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return;
  af.type      = sn;
  af.duration  = level;
  af.location  = APPLY_HITROLL;
  af.modifier  = -level;
  af.bitvector = AFF_FAERIE_FIRE;
  affect_to_char( victim, &af );

  send_to_char( "You are surrounded by a glowing pink outline.\n\r", victim );
  act( "$n is surrounded by a glowing pink outline.", victim, NULL, NULL, TO_ROOM );
  return;
}

void spell_imp_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;
  CHAR_DATA *mount;
  ROOM_INDEX_DATA *pRoomIndex;
  int to_room;

  if ( victim->in_room == NULL
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
    || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
    {
        send_to_char( "You failed the #sTELEPORT#n spell.\n\r", ch );
        return;
    }
  for ( ; ; )
  {
    to_room = number_range( 0, 65535 );
    pRoomIndex = get_room_index( to_room );
    if ( pRoomIndex != NULL )  
    if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
      &&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
      &&   to_room != 30008 && to_room != 30002 )
            break;
  }
  act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
  char_from_room( victim );
  char_to_room( victim, pRoomIndex );
  act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
  do_look( victim, "auto" );
  if ( (mount = ch->mount) == NULL ) return;
  char_from_room( mount );
  char_to_room( mount, ch->in_room );
  do_look( mount, "auto" );
  return;
}

void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 20,
	 20,  20,  20,  20,  20,	 25,  25,  25,  25,  25,
	 30,  30,  30,  30,  30,	 35,  40,  45,  50,  55,
	 60,  65,  70,  75,  80,	 82,  84,  86,  88,  90,
	 92,  94,  96,  98, 100,	102, 104, 106, 108, 110,
	112, 114, 116, 118, 120,	122, 124, 126, 128, 130,
	150, 200, 250, 300, 400,	500, 650, 750, 850,1000
    };
    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 /= 2;
    if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam =0;
    if (dam == 0) return;
    	damage( ch, victim, dam, sn );
    return;
}

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

    if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
	return;
    af.type      = sn;
    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 )
{
  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==ch || ich->trust > 6) 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);
    REMOVE_BIT(ich->act, PLR_WIZINVIS);
    REMOVE_BIT(ich->act, AFF_HIDE);
    REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
    REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);

    act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
    send_to_char( "You are revealed!\n\r", ich );
  }

  REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
  return;
}



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

    if ( IS_AFFECTED(victim, AFF_FLYING) )
	return;
    af.type      = sn;
    af.duration  = level + 3;
    af.location  = 0;
    af.modifier  = 0;
    af.bitvector = AFF_FLYING;
    affect_to_char( victim, &af );
    send_to_char( "You rise up off the ground.\n\r", victim );
    act( "$n rises up off the ground.", victim, NULL, NULL, TO_ROOM );
    return;
}

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

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = 1 + (level >= 18) + (level >= 25);
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel stronger.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

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

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

  for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
  {
    if (is_same_group( ich, ch ))
    {
      ich->hit += number_range(150,250);
      if (ich->hit > ich->max_hit) ich->hit=ich->max_hit;
      send_to_char("You feel healed.\n\r",ich);
    }
  }
  return;
}

/*
 * Gate spell, used for creating permanent portals.
 */
void spell_gate(int sn, int level, CHAR_DATA *ch, void *vo)
{
  OBJ_DATA *obj;
  OBJ_INDEX_DATA *pObjIndex;

  if (IS_NPC(ch)) return;
  if (!ch->in_room)
  {
    send_to_char("Fizzle.\n\r", ch);
    return;
  }
  if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    send_to_char("This room is not connected to the astral sphere.\n\r", ch);
    return;
  }
  if (ch->pcdata->quest < 50)
  {
    send_to_char("The spell fizzles due to lack of questpoints.\n\r", ch);
    return;
  }
  if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
  {
    send_to_char( "Error...missing object, please inform an immortal.\n\r", ch);
    return;
  }
  ch->pcdata->quest -= 50;
  obj = create_object(pObjIndex, 25);
  obj->weight    = 1;
  obj->cost      = 1000;
  obj->item_type = ITEM_PORTAL;
  obj->value[0]  = ch->in_room->vnum;
  if (obj->questmaker != NULL) free_string(obj->questmaker);
  obj->questmaker = str_dup(ch->pcdata->switchname);
  if (obj->questowner != NULL) free_string(obj->questowner);
  obj->questowner = str_dup(ch->pcdata->switchname);
  if (obj->short_descr != NULL) free_string(obj->short_descr);
  obj->short_descr = str_dup("A shimmering gateway");
  if (obj->description != NULL) free_string(obj->description);
  obj->description = str_dup("A shimmering gateway stands here.");
  if (obj->name != NULL) free_string(obj->name);
  obj->name = str_dup("gateway shimmering");
  obj->ownerid = ch->pcdata->playerid;
  act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
  act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
  obj_to_char(obj, ch);
  return;
}

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

    if (!IS_NPC(victim) && ch->level < 3 && victim->level > 2)
    {
      send_to_char("You don't want to do that.\n\r", ch);
      return;
    }

    victim->hit = UMIN( victim->hit + 100, victim->max_hit );
    if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
    update_pos( victim );
    send_to_char( "A warm feeling fills your body.\n\r", victim );
    if (ch == victim)
	act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
    else
	act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

void spell_heal2( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim = (CHAR_DATA *) vo;

  victim->hit = UMIN( victim->hit + number_range(1000, 3000), victim->max_hit );
  update_pos( victim );
  send_to_char( "A warm feeling fills your body.\n\r", victim );

  if (ch == victim)
    act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
  else 
    act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );

  if ( ch != victim )
    send_to_char( "Ok.\n\r", ch );

  return;
}

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

        if (IS_AFFECTED(victim, AFF_HOLYAURA))
                return;
        af.type = sn;
        af.duration = number_fuzzy(level / 8);
        af.location = APPLY_NONE;
        af.modifier = 0;
        af.bitvector = AFF_HOLYAURA;
        affect_to_char(victim, &af);
        act("$n is surrounded by a holy aura.", victim, NULL, NULL, TO_ROOM);
        send_to_char("You are surrounded by a holy aura.\n\r", victim);
        return;
}


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

    act("You examine $p carefully.",ch,obj,NULL,TO_CHAR);
    act("$n examines $p carefully.",ch,obj,NULL,TO_ROOM);

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

    if (obj->points > 0 && obj->item_type != ITEM_QUEST)
    {
	sprintf( buf, "Quest point value is %d.\n\r", obj->points );
	send_to_char( buf, ch );
    }
    if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
	obj->questowner != NULL && strlen(obj->questowner) > 1)
    {
	sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
	send_to_char( buf, ch );
    }
    else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
    {
	sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
	send_to_char( buf, ch );
    }
    else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
    {
	sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
	send_to_char( buf, ch );
    }

    if (IS_SET(obj->quest, QUEST_ENCHANTED))
	send_to_char( "This item has been enchanted.\n\r", ch );
    if (IS_SET(obj->quest, QUEST_SPELLPROOF))
	send_to_char( "This item is resistant to offensive spells.\n\r", ch );

    switch ( obj->item_type )
    {
      case ITEM_PILL: 
      case ITEM_SCROLL: 
      case ITEM_POTION:
	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 );
	}

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

    case ITEM_QUEST:
	sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	break;

    case ITEM_GRENADE:
        if (obj->value[2] < 2) sprintf(buf, "This is a minor explosive device.\n\r");
        else if (obj->value[2] < 5) sprintf(buf, "This is an explosive device.\n\r");
        else sprintf(buf, "This is a powerful explosive device.\n\r");
        send_to_char(buf, ch);
        break;

    case ITEM_WAND:
    case ITEM_STAFF: 
	sprintf( buf, "Has %d(%d) charges of level %d",
	    obj->value[1], 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_WEAPON:
                sprintf(buf, "Weapon is of type %s.\n\r",
                        flag_string(weapon_flags, obj->value[3]));
                send_to_char(buf, ch);

	sprintf( buf, "Damage is %d to %d (average %d).\n\r",
	    obj->value[1], obj->value[1] * obj->value[2] , (obj->value[1] * obj->value[2]) / 2);
	send_to_char( buf, ch );

	if (obj->value[0] >= 1000)
	    itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
	else
	    itemtype = obj->value[0];

	if (itemtype > 0)
	{
	    if (obj->level < 10)
		sprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 20)
		sprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 30)
		sprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 40)
		sprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level < 50)
		sprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
	    else if (obj->level > 50)
		sprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr));
	    else
		sprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
	    send_to_char(buf,ch);
	}

	if (itemtype > 0)
        {
	    sprintf (buf, "This weapon has been imbued with the power of %s.\n\r",skill_table[itemtype].name);
	    send_to_char( buf, ch );
        }
	if (obj->value[0] >= 1000)
	    itemtype = obj->value[0] / 1000;
	else
	    break;

	if (itemtype == 1)
	    sprintf (buf, "This weapon radiates an aura of darkness.\n\r");
	else if (itemtype == 2)
	    sprintf (buf, "This weapon allows the wielder to see invisible things.\n\r");
	else if (itemtype == 3)
	    sprintf (buf, "This weapon grants the power of flight.\n\r");
	else if (itemtype == 4)
	    sprintf (buf, "This weapon allows the wielder to see in the dark.\n\r");
	else if (itemtype == 5)
	    sprintf (buf, "This weapon renders the wielder invisible to the human eye.\n\r");
	else if (itemtype == 6)
	    sprintf (buf, "This weapon allows the wielder to walk through solid doors.\n\r");
	else if (itemtype == 7)
	    sprintf (buf, "This holy weapon protects the wielder from evil.\n\r");
        else if (itemtype == 8)
            sprintf (buf, "This unholy weapon protects the wielder from good.\n\r");
	else if (itemtype == 9)
	    sprintf (buf, "This ancient weapon protects the wielder in combat.\n\r");
        else if (itemtype == 10)
            sprintf (buf, "This ancient weapon allows the wielder to detect things hidden.\n\r");
	else if (itemtype == 11)
	    sprintf (buf, "This crafty weapon allows the wielder to walk in complete silence.\n\r");
        else if (itemtype == 12)
            sprintf (buf, "This ancient weapon surrounds its wielder with a shield of chaos.\n\r");
	else if (itemtype == 13)
            sprintf (buf, "This ancient weapon regenerates the wounds of its wielder.\n\r");
	else if (itemtype == 14)
            sprintf (buf, "This ancient weapon allows its wielder to move at supernatural speed.\n\r");
	else if (itemtype == 15)
            sprintf (buf, "This razor sharp weapon can slice through armour without difficulty.\n\r");
	else if (itemtype == 16)
            sprintf (buf, "This ancient weapon grants superior protection to its wielder.\n\r");
	else if (itemtype == 17)
            sprintf (buf, "This ancient weapon grants its wielder supernatural vision.\n\r");
        else if (itemtype == 18)
            sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
	else if (itemtype == 19)
            sprintf (buf, "This ancient weapon conceals its wielder from sight.\n\r");
	else
	    sprintf (buf, "This item is bugged...please report it.\n\r");
	if (itemtype > 0)
	    send_to_char( buf, ch );
	break;

    case ITEM_ARMOR:
	sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	if (obj->value[3] < 1)
	    break;
	if (obj->value[3] == 1)
	    sprintf (buf, "This object radiates an aura of darkness.\n\r");
	else if (obj->value[3] == 2)
	    sprintf (buf, "This item allows the wearer to see invisible things.\n\r");
	else if (obj->value[3] == 3)
	    sprintf (buf, "This object grants the power of flight.\n\r");
	else if (obj->value[3] == 4)
	    sprintf (buf, "This item allows the wearer to see in the dark.\n\r");
	else if (obj->value[3] == 5)
	    sprintf (buf, "This object renders the wearer invisible to the human eye.\n\r");
	else if (obj->value[3] == 6)
	    sprintf (buf, "This object allows the wearer to walk through solid doors.\n\r");
	else if (obj->value[3] == 7)
	    sprintf (buf, "This holy relic protects the wearer from evil.\n\r");
        else if (obj->value[3] == 8)
            sprintf (buf, "This unholy relic protects the wearer from good.\n\r");
	else if (obj->value[3] == 9)
	    sprintf (buf, "This ancient relic protects the wearer in combat.\n\r");
        else if (obj->value[3] == 10)
            sprintf (buf, "This ancient relic allows the wearer to detect hidden things.\n\r");
	else if (obj->value[3] == 11)
	    sprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r");
	else if (obj->value[3] == 12)
            sprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r");
	else if (obj->value[3] == 13)
            sprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r");
	else if (obj->value[3] == 14)
            sprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r");
	else if (obj->value[3] == 15)
            sprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r");
	else if (obj->value[3] == 16)
            sprintf (buf, "This ancient item grants superior protection to its wearer.\n\r");
	else if (obj->value[3] == 17)
            sprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r");
        else if (obj->value[3] == 18)
            sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
	else if (obj->value[3] == 19)
            sprintf (buf, "This ancient item conceals its wearer from sight.\n\r");
	else
	    sprintf (buf, "This item is bugged...please report it.\n\r");
	if (obj->value[3] > 0)
	    send_to_char( buf, ch );
	break;
    }

    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 );
	}
    }

    for ( paf = obj->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 );
	}
    }

    return;
}



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

    if ( IS_AFFECTED(victim, AFF_INFRARED) )
	return;
    act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
    af.type      = sn;
    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 );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
	return;

    act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
    af.type      = sn;
    af.duration  = 24;
    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 );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



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

    ap = victim->alignment;

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

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


void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
  char buf[MAX_STRING_LENGTH];
  char arg1[MAX_INPUT_LENGTH];
  char arg2[MAX_INPUT_LENGTH];
  OBJ_DATA *obj;
  OBJ_DATA *in_obj;
  bool found = FALSE;
  int count = 1;
  int start_number;

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

  start_number = UMAX(1, atoi(arg2));

  for ( obj = object_list; obj != NULL; obj = obj->next )
  {
    if (!can_see_obj( ch, obj ) || !is_name(arg1, obj->name)) continue;

    if (count < start_number)
    {
      count++;
      continue;
    }

    found = TRUE;

    for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj );
    if ( in_obj->carried_by != NULL )
      sprintf(buf, "%2d. %s carried by %s.\n\r",
        count, obj->short_descr, PERS(in_obj->carried_by, ch) );
    else
      sprintf(buf, "%2d. %s in %s.\n\r",
        count, obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);

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

    if (count - start_number > 42) break;
    else count++;
  }
  if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
  return;
}



void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
    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,
	15, 20, 25, 30, 35,	40, 45, 55, 65, 75
    };
    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 /= 2;
    damage( ch, victim, dam, sn );
    if (number_range(1, 3) != 2) (*skill_table[sn].spell_fun) (sn, level, ch, victim);
    return;
}



void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    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.type      = sn;
	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 )
{
    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 )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
	return;
    af.type      = sn;
    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;
}



void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    char buf [MAX_INPUT_LENGTH];

    /* Ghosts cannot be poisoned - KaVir */
    if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return;

    if ( saves_spell( level, victim ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = 0 - number_range(1,3);
    af.bitvector = AFF_POISON;
    affect_join( victim, &af );
    send_to_char( "You feel very sick.\n\r", victim );
    if ( ch == victim ) return;
    if (!IS_NPC(victim))
	sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name);
    else
	sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
    send_to_char(buf,ch);
    return;
}

void spell_readaura(int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    char      buf [MAX_INPUT_LENGTH];
            
   act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
    act("$n examines you intently.",ch,NULL,victim,TO_VICT);
    if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
    else
    {
        if      (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
        else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
        else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
        else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
        else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
        else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
        else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
        else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
    }
    send_to_char(buf,ch);
    if (!IS_NPC(victim))
    {
        sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),
                get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim));
        send_to_char(buf,ch);
    }
    sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,
                victim->move,victim->max_move);
    send_to_char(buf,ch);
    if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),
                char_ac(victim));
    else sprintf(buf,"AC:%d.\n\r",char_ac(victim));
    send_to_char(buf,ch);
    sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
    send_to_char(buf,ch);
    if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE)
        act("$N is pregnant.",ch,NULL,victim,TO_CHAR);

    return;
}

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

    if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) )
        return;
    if (!IS_EVIL(victim))
    {
      send_to_char("The spell fails.\n\r",ch);
      return;
    }
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_PROTECT_GOOD;
    affect_to_char( victim, &af );
    send_to_char( "You feel protected.\n\r", victim );
    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    return;
}

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

    if ( IS_AFFECTED(victim, AFF_PROTECT) )
	return;
    if (!IS_GOOD(victim))
    {
      send_to_char("The spell fails.\n\r",ch);
      return;
    }
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_PROTECT;
    affect_to_char( victim, &af );
    send_to_char( "You feel protected.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->move = UMIN( victim->move + level * 3, victim->max_move );
    act("$n looks less tired.",victim,NULL,NULL,TO_ROOM);
    send_to_char( "You feel less tired.\n\r", victim );
    if (!IS_NPC(victim) && victim->sex == SEX_MALE && 
	victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
	victim->pcdata->stage[2] = 0;
    return;
}



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

    one_argument( target_name, arg );

    if ( arg[0] == '\0')
    {
	send_to_char( "Remove curse on what?\n\r", ch );
	return;
    }

    if ( ( victim = get_char_world( ch, target_name ) ) != NULL )
    {
	if ( is_affected( victim, gsn_curse ) )
    	{
	    affect_strip( victim, gsn_curse );
	    send_to_char( "You feel better.\n\r", victim );
	    if ( ch != victim )
		send_to_char( "Ok.\n\r", ch );
	}
	return;
    }
    if ( ( obj = get_obj_carry( ch, arg ) ) != NULL )
    {
	if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
	{
	    REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
	    act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
	}
	else if ( IS_SET(obj->extra_flags, ITEM_NODROP) )
	{
	    REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
	    act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
	}
	return;
    }
    send_to_char( "No such creature or object to remove curse on.\n\r", ch );
    return;
}



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

    if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
	return;
    af.type      = sn;
    af.duration  = number_fuzzy( level / 4 );
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_SANCTUARY;
    affect_to_char( victim, &af );
    act( "$n is surrounded in a white aura.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are surrounded by a white aura!\n\r", victim );
    return;
}



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

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

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

    if ( is_affected( ch, sn ) )
	return;
    af.type      = sn;
    af.duration  = level/10;
    af.location  = APPLY_AC;
    af.modifier  = -40;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "Your skin turns to stone.\n\r", victim );
    return;
}



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

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   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_NO_RECALL)
    ||   victim->level >= level + 3
    ||   victim->fighting != NULL
    ||   victim->in_room->area != ch->in_room->area
    ||   (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
    ||   (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
    ||   (IS_NPC(victim) && saves_spell( level, victim ) ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
    char_from_room( victim );
    char_to_room( victim, ch->in_room );
    act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
    act( "$N has summoned you!", victim, NULL, ch,   TO_CHAR );
    do_look( victim, "auto" );
    if ( (mount = victim->mount) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, get_room_index(victim->in_room->vnum) );
    do_look( mount, "auto" );
    return;
}



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

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

    for ( ; ; )
    {
	to_room = number_range( 0, 65535 );
	pRoomIndex = get_room_index( to_room );
	if ( pRoomIndex != NULL )
	if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
	&&   !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT))
	    break;
    }

    act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
    char_from_room( victim );
    char_to_room( victim, pRoomIndex );
    act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
    do_look( victim, "auto" );
    if ( (mount = ch->mount) == NULL ) return;
    char_from_room( mount );
    char_to_room( mount, ch->in_room );
    do_look( mount, "auto" );
    return;
}

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

    if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
	return;
    af.type      = sn;
    af.duration  = level / 2;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel weaker.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



/*
 * This is for muds that _want_ scrolls of recall.
 * Ick.
 */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
    do_recall( (CHAR_DATA *) vo, "" );
    return;
}

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

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( level, victim ) ) dam /= 2;
    dam = cap_dam(ch,victim,dam);
    if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam = 0;
    damage( ch, victim, dam, sn );
    return;
}

void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA    *obj = (OBJ_DATA *) vo;
    char buf     [MAX_STRING_LENGTH];
    char wpnname [MAX_INPUT_LENGTH];
    int weapontype = 3;

    obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 );

    if (ch->wpn[1]  > ch->wpn[weapontype])
	{weapontype = 1;sprintf(wpnname,"blade");}
    if (ch->wpn[2]  > ch->wpn[weapontype])
	{weapontype = 2;sprintf(wpnname,"blade");}
    if (ch->wpn[4]  > ch->wpn[weapontype])
	{weapontype = 4;sprintf(wpnname,"whip");}
    if (ch->wpn[5]  > ch->wpn[weapontype])
	{weapontype = 5;sprintf(wpnname,"claw");}
    if (ch->wpn[6]  > ch->wpn[weapontype])
	{weapontype = 6;sprintf(wpnname,"blaster");}
    if (ch->wpn[7]  > ch->wpn[weapontype])
	{weapontype = 7;sprintf(wpnname,"mace");}
    if (ch->wpn[8]  > ch->wpn[weapontype])
	{weapontype = 8;sprintf(wpnname,"mace");}
    if (ch->wpn[9]  > ch->wpn[weapontype])
	{weapontype = 9;sprintf(wpnname,"grepper");}
    if (ch->wpn[10] > ch->wpn[weapontype])
	{weapontype = 10;sprintf(wpnname,"fang");}
    if (ch->wpn[11] > ch->wpn[weapontype])
	{weapontype = 11;sprintf(wpnname,"blade");}
    if (ch->wpn[12] > ch->wpn[weapontype])
	{weapontype = 12;sprintf(wpnname,"sucker");}
    if (weapontype == 3) sprintf(wpnname,"blade");
    /* First we name the weapon */
    free_string(obj->name);
    sprintf(buf,"%s soul %s",ch->name,wpnname);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname);
    else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname);
    buf[0] = UPPER(buf[0]);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname);
    else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname);
    buf[0] = UPPER(buf[0]);
    obj->description=str_dup(buf);

    if (IS_NPC(ch)) obj->level = ch->level;
    else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4;
    else obj->level = 1;
    if (obj->level > 60) obj->level = 60;
    obj->value[0] = 13034;
    obj->value[1] = 10;
    obj->value[2] = 20;
    obj->value[3] = weapontype;
    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker = str_dup(ch->name);
    if (!IS_NPC(ch))
    {
	if (obj->questowner != NULL) free_string(obj->questowner);
	obj->questowner = str_dup(ch->pcdata->switchname);
    }
    obj->ownerid = ch->pcdata->playerid;
    obj_to_char(obj,ch);
    act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
    act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
    return;
}

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

    if ( ch->move < 50 )
    {
      send_to_char( "You are too exhausted to do that.\n\r", ch );
      return;
    }
    ch->move = ch->move - 50;
    victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
    update_pos(ch);
    update_pos(victim);
    if (ch == victim)
    {
        send_to_char("You draw in energy from your surrounding area.\n\r",
                ch);
        act("$n draws in energy from $s surrounding area.", ch, NULL, NULL,
                TO_ROOM);
        return;
    }
    act("You draw in energy from around you and channel it into $N.",
            ch, NULL, victim, TO_CHAR);
    act("$n draws in energy and channels it into $N.",
            ch, NULL, victim, TO_NOTVICT);
    act("$n draws in energy and channels it into you.",
            ch, NULL, victim, TO_VICT);
    return;
}

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

    if ( is_affected( victim, sn )) return;
    af.type      = sn;
    af.duration  = 1 + level / 10;
    af.location  = APPLY_HITROLL;
    af.modifier  = level / 5;
    af.bitvector = 0;
    affect_to_char( victim, &af );

    af.location  = APPLY_DAMROLL;
    af.modifier  = level / 5;
    affect_to_char( victim, &af );

    af.location  = APPLY_AC;
    af.modifier  = level / 2;
    affect_to_char( victim, &af );
    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    act( "$n is consumed with rage.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are consumed with rage!\n\r", victim );
    return;
}

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

    if ( is_affected( victim, sn ) ) return;

    af.type      = sn;
    af.duration  = level / 2;
    af.location  = APPLY_HITROLL;
    af.modifier  = 1 + level / 14;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    af.location  = APPLY_DAMROLL;
    af.modifier  = 1 + level / 14;
    affect_to_char( victim, &af );

    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    act( "$n looks wicked.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You feel wicked.\n\r", victim );
    return;
}

void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo)
{
    CHAR_DATA *victim;
    OBJ_DATA  *obj;
    char       arg [MAX_INPUT_LENGTH];
    int        duration;

    one_argument( target_name, arg );

    if ( arg[0] == '\0')
    {
	send_to_char( "Who do you wish to create a portal to?\n\r", ch );
	return;
    }

    victim = get_char_world( ch, arg );

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   victim->in_room == NULL
    ||   IS_NPC(ch)
    ||   IS_NPC(victim)
    ||   (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && victim->fight_timer == 0)
    ||   IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
    ||   victim->in_room->vnum == ch->in_room->vnum)
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

 if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "You can't find it's room.\n\r",ch);
    return;
  }
  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "Your room is not connected to the astral plane.\n\r",ch);
    return;
  }      

    duration = number_range(2,3);

    obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
    obj->value[0] = victim->in_room->vnum;
    obj->value[3] = ch->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(ch,AFF_SHADOWPLANE))
	obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room( obj, ch->in_room );

    obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
    obj->value[0] = ch->in_room->vnum;
    obj->value[3] = victim->in_room->vnum;
    obj->timer = duration;
    if (IS_AFFECTED(victim,AFF_SHADOWPLANE))
	obj->extra_flags = ITEM_SHADOWPLANE;
    obj_to_room( obj, victim->in_room );

    send_portal(victim);

    act( "$p appears in front of $n.", ch, obj, NULL, TO_ROOM );
    act( "$p appears in front of you.", ch, obj, NULL, TO_CHAR );
    act( "$p appears in front of $n.", victim, obj, NULL, TO_ROOM );
    act( "$p appears in front of you.", ch, obj, victim, TO_VICT );
    return;
}

/* This spell is designed for potions */
void spell_energyflux( int sn, int level, CHAR_DATA *ch, void *vo)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;

    victim->mana = UMIN( victim->mana + 50, victim->max_mana);
    update_pos(victim);
    send_to_char("You feel mana channel into your body.\n\r",victim);
    return;
}

void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim;

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

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

    if ( arg2[0] == '\0' )
    {
        send_to_char( "Transport who whom?\n\r", ch );
        return;
    }
    if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that item.\n\r", ch );
	return;
    }

	if (IS_SET(obj->quest, QUEST_ARTIFACT)) {
	send_to_char("You can't transport that.\n\r", ch );
	return;}

  if (victim->shop_fun)
  {
    send_to_char("They don't want it.\n\r", ch);
    return;
  }

 if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "You can't find it's room.\n\r",ch);
    return;
  }
  if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
  {
    stc( "Your room is not connected to the astral plane.\n\r",ch);
    return;
  }      

    if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
    {
	send_to_char( "You are unable to transport anything to them.\n\r", ch );
	return;
    }

    act("$p vanishes from your hands in an swirl of smoke.",ch,obj,NULL,TO_CHAR);
    act("$p vanishes from $n's hands in a swirl of smoke.",ch,obj,NULL,TO_ROOM);
    obj_from_char(obj);
    obj_to_char(obj,victim);
    act("$p appears in your hands in an swirl of smoke.",victim,obj,NULL,TO_CHAR);
    act("$p appears in $n's hands in an swirl of smoke.",victim,obj,NULL,TO_ROOM);
    do_autosave(ch,"");
    do_autosave(victim,"");
    return;
}

void spell_regenerate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    CHAR_DATA *victim;
    int teeth = 0;

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

    if ( arg1[0] == '\0' )
    {
        send_to_char( "Which body part?\n\r", ch );
        return;
    }

    if ( arg2[0] == '\0' )
    {
        send_to_char( "Regenerate which person?\n\r", ch );
        return;
    }
    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return;
    }

    if (victim->loc_hp[6] > 0)
    {
	send_to_char( "You cannot regenerate someone who is still bleeding.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that item.\n\r", ch );
	return;
    }

    if (IS_HEAD(victim,LOST_TOOTH_1  )) teeth += 1;
    if (IS_HEAD(victim,LOST_TOOTH_2  )) teeth += 2;
    if (IS_HEAD(victim,LOST_TOOTH_4  )) teeth += 4;
    if (IS_HEAD(victim,LOST_TOOTH_8  )) teeth += 8;
    if (IS_HEAD(victim,LOST_TOOTH_16 )) teeth += 16;

    if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_ARM))
	    {send_to_char("They don't need an arm.\n\r",ch); return;}
	if (IS_ARM_L(victim,LOST_ARM))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM);
	else if (IS_ARM_R(victim,LOST_ARM))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM);
	act("You press $p onto the stump of $N's shoulder.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's shoulder.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your shoulder.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
    {
	if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_LEG))
	    {send_to_char("They don't need a leg.\n\r",ch); return;}
	if (IS_LEG_L(victim,LOST_LEG))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG);
	else if (IS_LEG_R(victim,LOST_LEG))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG);
	act("You press $p onto the stump of $N's hip.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's hip.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your hip.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
    {
	if (!IS_HEAD(victim,LOST_EYE_L) && !IS_HEAD(victim,LOST_EYE_R))
	    {send_to_char("They don't need an eye.\n\r",ch); return;}
	if (IS_HEAD(victim,LOST_EYE_L))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L);
	else if (IS_HEAD(victim,LOST_EYE_R))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R);
	act("You press $p into $N's empty eye socket.",ch,obj,victim,TO_CHAR);
	act("$n presses $p into $N's empty eye socket.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p into your empty eye socket.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
    {
	if (!IS_HEAD(victim,LOST_EAR_L) && !IS_HEAD(victim,LOST_EAR_R))
	    {send_to_char("They don't need an ear.\n\r",ch); return;}
	if (IS_HEAD(victim,LOST_EAR_L))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L);
	else if (IS_HEAD(victim,LOST_EAR_R))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R);
	act("You press $p onto the side of $N's head.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the side of $N's head.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the side of your head.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
    {
	if (!IS_HEAD(victim,LOST_NOSE))
	    {send_to_char("They don't need a nose.\n\r",ch); return;}
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE);
	act("You press $p onto the front of $N's face.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the front of $N's face.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the front of your face.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && IS_ARM_L(victim,LOST_HAND))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND);
	else if (!IS_ARM_R(victim,LOST_ARM) && IS_ARM_R(victim,LOST_HAND))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND);
	else
	{
	    send_to_char("They don't need a hand.\n\r",ch);
	    return;
	}
	act("You press $p onto the stump of $N's wrist.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's wrist.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your wrist.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
    {
	if (!IS_LEG_L(victim,LOST_LEG) && IS_LEG_L(victim,LOST_FOOT))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT);
	else if (!IS_LEG_R(victim,LOST_LEG) && IS_LEG_R(victim,LOST_FOOT))
	    REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT);
	else
	{
	    send_to_char("They don't need a foot.\n\r",ch);
	    return;
	}
	act("You press $p onto the stump of $N's ankle.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto the stump of $N's ankle.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto the stump of your ankle.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_THUMB))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_THUMB))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB);
	else
	{
	    send_to_char("They don't need a thumb.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_I))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_I))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I);
	else
	{
	    send_to_char("They don't need an index finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_M))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_M))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M);
	else
	{
	    send_to_char("They don't need a middle finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_R))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_R))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R);
	else
	{
	    send_to_char("They don't need a ring finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
    {
	if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
		&& IS_ARM_L(victim,LOST_FINGER_L))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L);
	else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
		&& IS_ARM_R(victim,LOST_FINGER_L))
	    REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L);
	else
	{
	    send_to_char("They don't need a little finger.\n\r",ch);
	    return;
	}
	act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
	act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
	return;
    }
    else if (teeth > 0)
    {
    	if (IS_HEAD(victim,LOST_TOOTH_1 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
    	if (IS_HEAD(victim,LOST_TOOTH_2 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
    	if (IS_HEAD(victim,LOST_TOOTH_4 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
    	if (IS_HEAD(victim,LOST_TOOTH_8 ))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
    	if (IS_HEAD(victim,LOST_TOOTH_16))
	    REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
	teeth -= 1;
	if (teeth >= 16) {teeth -= 16;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
	if (teeth >= 8 ) {teeth -= 8;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
	if (teeth >= 4 ) {teeth -= 4;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
	if (teeth >= 2 ) {teeth -= 2;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
	if (teeth >= 1 ) {teeth -= 1;
	    SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
	act("You press $p into $N's mouth.",ch,obj,victim,TO_CHAR);
	act("$n presses $p into $N's mouth.",ch,obj,victim,TO_NOTVICT);
	act("$n presses $p into your mouth.",ch,obj,victim,TO_VICT);
	extract_obj(obj);
    }
    else
    {
	act("There is nowhere to stick $p on $N.",ch,obj,victim,TO_CHAR);
	return;
    }
    return;
}

void spell_clot( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if (IS_BLEEDING(victim,BLEEDING_HEAD))
    {
	act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
    }
    else if (IS_BLEEDING(victim,BLEEDING_THROAT))
    {
	act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
    }
    else if (IS_BLEEDING(victim,BLEEDING_ARM_L))
    {
	act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_ARM_R))
    {
	act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_LEG_L))
    {
	act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_LEG_R))
    {
	act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_HAND_L))
    {
	act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_HAND_R))
    {
	act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
    }
    else if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
    {
	act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
    }
    else if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
    {
	act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
	act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
    }
    else send_to_char("They have no wounds to clot.\n\r",ch);
    return;
}

void spell_mend( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int ribs = 0;

    if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1;
    if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2;
    if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4;
    if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8;
    if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16;

    if (ribs > 0)
    {
    	if (IS_BODY(victim,BROKEN_RIBS_1 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
    	if (IS_BODY(victim,BROKEN_RIBS_2 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
	if (IS_BODY(victim,BROKEN_RIBS_4 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
	if (IS_BODY(victim,BROKEN_RIBS_8 ))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
	if (IS_BODY(victim,BROKEN_RIBS_16))
	    REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
	ribs -= 1;
	if (ribs >= 16) {ribs -= 16;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
	if (ribs >= 8 ) {ribs -= 8;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
	if (ribs >= 4 ) {ribs -= 4;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
	if (ribs >= 2 ) {ribs -= 2;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
	if (ribs >= 1 ) {ribs -= 1;
	    SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
	act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
	act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
    }
    else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
    {
	act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
    }
    else if (IS_HEAD(victim,BROKEN_JAW))
    {
	act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
    }
    else if (IS_HEAD(victim,BROKEN_SKULL))
    {
	act("$n's skull knits itself back together.",victim,NULL,NULL,TO_ROOM);
	act("Your skull knits itself back together.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
    }
    else if (IS_BODY(victim,BROKEN_SPINE))
    {
	act("$n's spine knits itself back together.",victim,NULL,NULL,TO_ROOM);
	act("Your spine knits itself back together.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
    }
    else if (IS_BODY(victim,BROKEN_NECK))
    {
	act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
    }
    else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
    {
	act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
    }
    else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
    {
	act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
    }
    else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
    {
	act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
    }
    else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
    {
	act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
    }
    else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB))
    {
	act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I))
    {
	act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M))
    {
	act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R))
    {
	act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
    }
    else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM)
	&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L))
    {
	act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
    }
    else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB))
    {
	act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I))
    {
	act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M))
    {
	act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R))
    {
	act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
    }
    else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
	&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L))
    {
	act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
	act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
    }
    else if (IS_BODY(victim,CUT_THROAT))
    {
    	if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
    	{
	    send_to_char( "But their throat is still bleeding!\n\r", ch );
	    return;
    	}
	act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
	act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
	REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
    }
    else send_to_char("They have no bones to mend.\n\r",ch);
    return;
}

void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    char arg[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char itemkind[10];
    int itemtype;

    if (ch->carry_weight >= can_carry_w( ch ) )
    {
        send_to_char("The spell fizzles.\n\r", ch);
        return;
    }

    target_name = one_argument( target_name, arg );

    if      (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;sprintf(itemkind,"potion");}
    else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;sprintf(itemkind,"scroll");}
    else if (!str_cmp(arg,"wand"  )) {itemtype = ITEM_WAND;sprintf(itemkind,"wand");}
    else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;sprintf(itemkind,"staff");}
    else if (!str_cmp(arg,"pill"  )) {itemtype = ITEM_PILL;sprintf(itemkind,"pill");}
    else
    {
	send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch );
	return;
    }
    obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
    obj->item_type = itemtype;

    sprintf(buf,"%s %s",ch->name,itemkind);
    free_string(obj->name);
    obj->name=str_dup(buf);
    sprintf(buf,"%s's %s",ch->name, itemkind);
    free_string(obj->short_descr);
    obj->short_descr=str_dup(buf);
    sprintf(buf,"%s's %s lies here.",ch->name,itemkind);
    free_string(obj->description);
    obj->description=str_dup(buf);

    obj->weight = 10;

    if (obj->questmaker != NULL) free_string(obj->questmaker);
    obj->questmaker=str_dup(ch->name);

    obj_to_char( obj, ch );
    act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR );
    act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM );
    return;
}

void spell_brew( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

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

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to brew, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_POTION )
    {
	send_to_char( "That is not a potion.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an empty potion bottle.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s potion is lying here.",col);
    obj->description=str_dup(buf);
    act("You brew $p.",ch,obj,NULL,TO_CHAR);
    act("$n brews $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_scribe( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

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

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to scribe, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }
    
    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_SCROLL )
    {
	send_to_char( "That is not a scroll.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an empty scroll parchment.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s scroll is lying here.",col);
    obj->description=str_dup(buf);
    act("You scribe $p.",ch,obj,NULL,TO_CHAR);
    act("$n scribes $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_carve( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

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

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to carve, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_WAND )
    {
	send_to_char( "That is not a wand.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unenchanted wand.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
	return;
    }
    obj->value[1] = (obj->value[0] / 5) + 1;
    obj->value[2] = (obj->value[0] / 5) + 1;
    obj->value[3] = sn;
    free_string(obj->name);
    sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s wand is lying here.",col);
    obj->description=str_dup(buf);
    obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
    act("You carve $p.",ch,obj,NULL,TO_CHAR);
    act("$n carves $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_engrave( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

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

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to engrave, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_STAFF )
    {
	send_to_char( "That is not a staff.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unenchanted staff.\n\r", ch );
	return;
    }
    if (skill_table[sn].target == 1 )
    	{obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");}
    else
    {
        send_to_char("You cannot engrave that spell type.\n\r", ch);
	return;
    }
    obj->value[1] = (obj->value[0] / 10) + 1;
    obj->value[2] = (obj->value[0] / 10) + 1;
    obj->value[3] = sn;
    free_string(obj->name);
    sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s staff is lying here.",col);
    obj->description=str_dup(buf);
    obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
    act("You engrave $p.",ch,obj,NULL,TO_CHAR);
    act("$n engraves $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_bake( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    char buf[MAX_INPUT_LENGTH];
    char col[10];
    OBJ_DATA *obj;

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

    if (IS_NPC(ch)) return;
    if ( arg1[0] == '\0' || arg2[0] == '\0' )
    {
        send_to_char( "What spell do you wish to bake, and on what?\n\r", ch );
        return;
    }

    if ( ( sn = skill_lookup( arg2 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }

    if ( ch->pcdata->learned[sn] < 100 )
    {
	send_to_char( "You are not adept at that spell.\n\r", ch );
	return;
    }

    if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
    {
	send_to_char( "You are not carrying that.\n\r", ch );
	return;
    }

    if ( obj->item_type != ITEM_PILL )
    {
	send_to_char( "That is not a pill.\n\r", ch );
	return;
    }

    if ( obj->value[0] != 0 || obj->value[1] != 0 ||
    	 obj->value[2] != 0 || obj->value[3] != 0 )
    {
	send_to_char( "You need an unused pill.\n\r", ch );
	return;
    }
    if      ( skill_table[sn].target == 0 )
    	{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
    else if ( skill_table[sn].target == 1 )
    	{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
    else if ( skill_table[sn].target == 2 )
    	{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
    else if ( skill_table[sn].target == 3 )
    	{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
    else if ( skill_table[sn].target == 4 )
    	{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
    else
    {
	send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
	return;
    }
    obj->value[1] = sn;
    if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
    if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
    free_string(obj->name);
    sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
    obj->name=str_dup(buf);
    free_string(obj->short_descr);
    sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
    obj->short_descr=str_dup(buf);
    free_string(obj->description);
    sprintf(buf,"A %s pill is lying here.",col);
    obj->description=str_dup(buf);
    act("You bake $p.",ch,obj,NULL,TO_CHAR);
    act("$n bakes $p.",ch,obj,NULL,TO_ROOM);
    return;
}

void spell_mount( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char buf[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;

    if (IS_NPC(ch)) return;

    if (ch->pcdata->followers > 4)
    {
	send_to_char("Nothing happens.\n\r",ch);
	return;
    }
    ch->pcdata->followers++;

    victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
    victim->level = level;
    victim->armor = 0 - (2*level);
    victim->hitroll = level;
    victim->damroll = level;
    victim->hit = 100*level;
    victim->max_hit = 100*level;
    SET_BIT(victim->affected_by,AFF_FLYING);
    SET_BIT(victim->act, ACT_NOEXP);
    if (IS_GOOD(ch))
    {
	free_string(victim->name);
	victim->name = str_dup("mount white horse pegasus");
	sprintf(buf,"%s's white pegasus",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A beautiful white pegasus stands here.\n\r");
    }
    else if (IS_NEUTRAL(ch))
    {
	free_string(victim->name);
	victim->name = str_dup("mount griffin");
	sprintf(buf,"%s's griffin",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A vicious looking griffin stands here.\n\r");
    }
    else
    {
	free_string(victim->name);
	victim->name = str_dup("mount black horse nightmare");
	sprintf(buf,"%s's black nightmare",ch->name);
	free_string(victim->short_descr);
	victim->short_descr = str_dup(buf);
	free_string(victim->long_descr);
	victim->long_descr = str_dup("A large black demonic horse stands here.\n\r");
    }
    char_to_room( victim, ch->in_room );
    act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
    act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
    return;
}


void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found = FALSE;

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	if ( obj->condition < 100 && can_see_obj( ch, obj ) )
	{
	    found = TRUE;
	    act("$p needs repairing.",ch,obj,NULL,TO_CHAR);
	}
    }
    if ( !found )
    {
	send_to_char( "None of your equipment needs repairing.\n\r", ch );
	return;
    }
    return;
}

void spell_repair( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;
    bool found = FALSE;

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	if ( obj->condition < 100 && can_see_obj( ch, obj ) )
	{
	    found = TRUE;
	    obj->condition = 100;
	    act("$p magically repairs itself.",ch,obj,NULL,TO_CHAR);
	    act("$p magically repairs itself.",ch,obj,NULL,TO_ROOM);
	}
    }
    if ( !found )
    {
	send_to_char( "None of your equipment needs repairing.\n\r", ch );
	return;
    }
    return;
}

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

    if ( obj->chobj != NULL )
    {
	send_to_char("Your spell has no affect.\n\r",ch);
	return;
    }

    if ( IS_SET(obj->quest, QUEST_SPELLPROOF) )
    {
	send_to_char( "That item is already resistance to spells.\n\r", ch );
	return;
    }

    SET_BIT(obj->quest, QUEST_SPELLPROOF);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

   if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
   {
      send_to_char("You cannot preserve quest items.\n\r", ch);
      return;
   }

    if ( obj->timer < 1 )
    {
	send_to_char( "That item doesn't require preserving.\n\r", ch );
	return;
    }
    if ( obj->chobj != NULL )
    {
	send_to_char( "You cannot preserve that.\n\r", ch );
	return;
    }

    obj->timer = -1;
    act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

	if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) return;
	dam = dice( level, 150 );
	if ( saves_spell( level, victim ) ) dam *= 0.5;
	if (IS_AFFECTED(ch, AFF_SANCTUARY) ) dam *= 0.5;
	if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) dam *= 0.75;
        if (!IS_NPC(ch)) dam *= 0.5;
        if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
        if (dam==0) return;
	damage( ch, victim, dam, sn );
        return;
}

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

    if ( obj->chobj != NULL )
    {
	send_to_char("Your spell has no affect.\n\r",ch);
	return;
    }
    if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
    {
	send_to_char( "Not on artifacts.\n\r", ch );
	return;
    }
    if ( obj->resistance <= 10 )
    {
	send_to_char( "You cannot make that item any more resistant.\n\r", ch );
	return;
    }
    obj->resistance = 10;
    act("$p sparkles for a moment.",ch,obj,NULL,TO_CHAR);
    act("$p sparkles for a moment.",ch,obj,NULL,TO_ROOM);
    return;
}

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

    if ( is_affected( victim, sn ) ) return;
    af.type      = sn;
    af.duration  = 2*level;
    af.location  = APPLY_HITROLL;
    af.modifier  = level;
    af.bitvector = 0;
    affect_to_char( victim, &af );

    af.type      = sn;
    af.duration  = 2*level;
    af.location  = APPLY_DAMROLL;
    af.modifier  = level;
    af.bitvector = 0;
    affect_to_char( victim, &af );

    af.location  = APPLY_SAVING_SPELL;
    af.modifier  = 0 - level / 8;
    affect_to_char( victim, &af );
    act( "$n is filled with spiritual power.", victim, NULL, NULL, TO_ROOM );
    send_to_char( "You are blessed by the spirits.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

