;
; SPELLS
;
;
;-------------------
; Spells used in the game.  Each line describes one spell
;
; Mandatory arguments are:
;
; 	//	arg0	ID# (1-767)			// unique ID number of spell
;
;		* ID #
;
;		Each spell must have a unique ID number between 1 and 767 (which is a strange value, I know
;		but it has historical significance :-)
;
;  		Spell 0 is a very special entry in the table which is actually a set of algorithm tweaks.
;		Read monsters.txt for more details about algorithm tweaks.
;
;	//	arg1	name[MAX_SPELL_NAME_LEN];  // name of spell, as it appears on screen. 
;
;	//	arg2	ppCost;				// Play Points (Whack Points) required to learn spell 
;									//  -1  means "spell cannot be learned" (can be given as a quest reward only)
;									//   0  means "cost determined automatically from spell's level"
;									//  n>0 Means "cost is n PP" 
;									// An "unlearnable" spell simply doesn't appear in the Learn Spells dialog.
;
;	//	arg3	element;			// Spells element ID#: 0-255.  
;									// A spell will be most effective when cast against the opposing
;									// element.  Actual element definitions are in the ELEMENTS table.
;									// Special Element IDs are:
;									//   0 - HEAL spell (cannot be used to cause damage)
;									//   4 - DEATH spell (affects all elements equally)
;									//  8-255  CHAOS elements (use DEATH element training for effectiveness)
;									// Chaos elements are intended to let you have more variety in monsters, such
;									// that some spells are only cast by one or two monsters.
;									// Chaos spells cannot be learned.  They can only be assigned by table, or
;									// given as quest prizes (and it's a bad idea to give chaos spells to players
;									// since they have no explicit chaos selector on the SPELLs panel.)
;									// In fact, it is ILLEGAL for a human to know a chaos spell.  period
;
;	//	arg4	damage.monsterID		// pure attack strength (before defense filtering)
;									// damage determins nature of spell
;									// optional monsterID is used by SUMMON_SPECIFIC 
;
;					The damage argument is also used to specify certain special effect spells
;					which do not cause regular damage or do one-of-a-kind things
;					Generall, a negative value indicates a specialty spell.  These are
;					called 'diseases' just to give them a general name.
;
;					Damage			// Specialty
;
;						 0			damage computed automatically from level (preferred value if not HEAL spell)
;
;						-1			RESURRECTION		(brings dead to life, with 1 HP)
;
;						-2			DISEASE_POISON		(Makes HP restores ineffective)		
;						-3			DISEASE_SAP			(Makes Spells cost more MP to cast)		
;						-4			DISEASE_STUN		(cannot move, or attack)
;						-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;						-6			DISEASE_NUMB		(cannot use right-hand)(* wears off)
;						-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;						-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)	
;						-9			DISEASE_CHARM		(once charmed, monster fights for you)	
;						-10			DISEASE_TAME		(taming a charmed monster makes it a pet)(NOT IMPLEMENTED YET)	
;						-11			DISEASE_FREEZE		(cannot move)
;						-20			DISEASE_STRENGTH	(lowers strenth til end of scene) (cure raises it)
;						-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)	
;						-22			DISEASE_STAMINA		(lowers stamina til end of scene) (cure raises it)	
;						-23			DISEASE_AGILITY		(lowers agility til end of scene) (cure raises it)
;						-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene) (cure raises it)	
;						-200		SUMMON_SAME			Summon a monster of same type as caster
;						-201		SUMMON_SAME_ELEMENT	Summon a monster of the same element as caster
;						-202		SUMMON_RANDOM		Summon a random monster at or below level of caster (within 10 levels)
;						-203		SUMMON_SPECIFIC		Summon a specific monster (monster id in optional dotted arg)
;						-300		SUMMON_ITEM			Summon an item to be used on the target (item id in dotteg arg)
;
;					Most 'diseases' wear off when you leave the scene, however each disease can be 'cured'
;					by a spell whose 'damage' argument is the disease damage plus -100.  For
;					example, "-102" would cure poisoning (-2), and "-107" would cure sleep (-7)
;					Not all diseases have a logical cure (for example, there is no cure for 
;					resurrection (-1)
;
;					Some diseases(*) wear off after awhile, even if you don't leave the scene.
;
;					The 5 ability diseases are a little different as they lower (or raise, if a cure)
;					your ability a certain percentage with each use.  Hence repeated lowerings has
;					an larger effect.
;
;					Note, except for specialty spells (negative damage value) and LIFE spells, this
;					field is now ignored as regular damage is computed automatically

;	//  arg5	price;				// mp required to cast
;									//  0 = determined automatically, based on spell level
;									// this is now determined automatically and this entry is ignored
;
;	//	arg6	reqLevel+All.flags.minPlayerLevel.tokenNeeded	// minimum required elemental affinity (0-9) to cast it.
;									// [optional]add 100 if it affects ALL enemies
;											105  = level 5 required, and affects all on same team as target
;											(note this means you cannot make a spell require player level 100)
;									// [optional]add a decimal point followed by a spell FLAG
;											5.1	 = level 5 required, and is controlled by flag '1'
;											5.3  = level 5 required, flags 1 AND 2 (1+2 = 3)
;									// SPELL FLAGS: (add together all you want)
;											0 = no flags (in case you want to use minPLayerLevel option)
;											1 = monsters/pets cannot use this spell
;											2 = humans are not offered this spell on LEARN SPELL dialog
;											4 = this spell can only be used on yourself
;									// minPlayerLevel (assumed 0 unless you specify) character must be this level in class (or above)
;											5.0.12  = level 5 element training, no flags, level 12 character required
;									// tokenNeeded (assumed 0, which means no special token needed.  Otherwise spell is only in
;													the learn Spells list if the player has the specified token
;											5.0.0.7  = requires token 7 before it appears in list.
;
;				so... for example, a value of "107.1" would mean:
;
;						* element training level 7 or higher required to cast this spell
;						* when cast, it affects ALL members of the targeted team (following the same leader)
;						* monster/pets cannot learn/use this spell. (but humans can)
;
; the rest are optional and control the 'look' of the effect
;
;	//	arg7	path;				// path style (9 digit decimal number AAABBBCDD)
;
;					DD	'cloud' shape of magic in motion
;					00 - tight random cloud
;					01	- looser random cloud
;					02 - loose random cloud
;					03 - single circle
;					04 - two circles
;
;					C	Accumulation of magic around caster, before it 'launches'
;					0	- accumulate over caster
;					1	- accumulate within caster
;					2	- accumulate under caster
;		
;					BBB Travel Path
;					000 - straight line
;					001 - looser line
;					002 - looser line
;					003 - loose line
;					004 - slow wavy
;					005 - medium wavy
;					006 - faster wavy
;					007 - fast wavy
;					008 - spiral
;					009 - spiral
;					010 - spiral
;					011 - spiral
;					012 - column at foot of target
;					013 - column at head of target
;					014 - column at top of screen (use gravity)
;					015 - column at bottom of screen (use gravity)
;					016 - column at random between foot and head
;					017 - column at random between foot and top of screen
;
;					AAA Attack Path
;					000 - random cloud
;					001	- looser random cloud
;					002 - loose random cloud
;					003 - single circle
;					004 - two circles
;
; For example:   
;
;		004(2circ) + 011(spiral) + 2(under) + 04(2circ) 
;
; would be written:  004011204, or just 4011204
;
;	//	arg8	row; (0-199)		// row of effects table to use
;									// Magical effects are animated from a film-strip of up to 16
;									// images which are played from left to right.  Up to 200 such
;									// film-strips may be defined by the world designer.  Rather than
;									// cram all 200 filmstrips into a single file, they are broken
;									// into groups of ten and placed in files with the name:
;									// "EffectsNN.bmp" where NN runs from 00 to 19 and represents the
;									// first two digits of the effect 'row number' (000-199)
;									// For example, row 45 would be at offset 5 in the file "Effects04.bmp"
;									// Effects files 00 through 09 are stored in the evergreen ART folder
;									// and are reserved for the use of synthetic-reality (feel free to submit
;									// cool effects to be added).  World designers should put their custom
;									// effects into the files "effects10.bmp" through "effects19.bmp" and
;									// place them in the world's private ART folder (this means world designers
;									// control rows 100-199).
; 
;									// effects are 16x16 graphical glyphs stored in a separate
;									// row within the file. Columns represent individual images
;									// of the animation and are generally shown left to right.
;									// It would probably be most useful to open art\effects00.bmp and
;									// look at it for illumination.
;
;	//	arg9	maxCols; (1-31)		// # of columns to use (of the selected row in effects.bmp)
;	//	arg10	maxFx;	(0 - 100)	// # of trails to remember (increases the 'amount' of sparkles)
;	//	arg11	tixPerCol;			// step time between columns (in msec)
;									// controls the speed of the animation through the current row.
;	//	arg12	gravity;			<gravity>.<effects>.<weather>
;									Three 'dotted arguments' specifyng the gravity, special effects, and
;									weather present while the spell is being cast.  The format has changed,
;									but the values are the same as the old style:
;
;									// OLD STYLE ARG12 (pre-A57) was a 9 digit number AAABBBCCC
;									// gravity style controls 'dripping' behaviour(0 is none)
;
;					CCC
;					000	- no gravity
;					001	- magic falls slowly
;					002	- falls faster
;					003	- falls very fast
;					004   - falls way too fast
;					005	- magic RISEs slowly
;					006	- rises faster
;					007	- rises very fast
;					008	- rises way too fast
;
;					BBB
;					xxx	- FX modifier
;		
;					AAA
;					xxx - weather modifier
;			
;	//	arg13	loop;				// loop style (0 is none)
;
; these optional parameters control the SOUND of the spell
;
;	//  arg 14	sfxSummon[80];		// sound of spell being summoned		"summon.wav"
;	//  arg 15	sfxTravel[80];		// sound of spell traveling			"travel.wav"
;	//  arg 16	sfxStrike[80];		// sound of spell striking target	"strike,wav"

;
; SPELL ZERO
;
; There is no real spell zero, this line just sets some percentage tweaks which can be used to adjust the 
; algorithmically derived values.
;
; You can adjust: PP Cost, Damage (painful spells only), and MP Cost
;
	0,	"Algorithm Scale %",100,0,	100,100,0

; Earth Spells
;
;   0	1					2  	3   4			5	6	 		7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP	ELE DAM 		MP	LEV			PTH ROW COL *s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	1,	Sand,				0,	3,	0, 			0,	0,	 		0,	60, 11, 80, 100,  0,	  0,	,			,			,				
	2,	Stones,				0, 	3,  0, 			0,	1,	 		0,	3,	11, 80, 100,  0,	  0,	,			,			,			
	3,	Rocks,				0, 	3,  0, 			0,	2,	 		0,	61, 11, 80, 100,  0,	  0,	,			,			,			
	4,	"Rock Slide",		0, 	3,  0, 			0,	103, 		0,	61, 11, 80, 100,  0,	  0,	,			,			,				
	5,	"Seismic Wave",		0, 	3,  0, 			0,	4,	 		0,	81, 11, 80, 100,  0,	  0,	,			,			,			
	6,	Avalanche,			0, 	3,  0, 			0,	5,	 		0,	62, 11, 80, 100,  0,	  0,	,			,			,				
	7,	"Sand Storm",		0, 	3,  0, 			0,	106,	 	0,	60, 11, 80, 100,  0,	  0,	,			,			,				
	8,	"Fault Line",		0, 	3,  0, 			0,	7,	 		0,	81, 11, 80, 100,  0,	  0,	,			,			,				
	9,	Earthquake,			0, 	3,  0, 			0,	8,	 		0,	62, 11, 80, 100,  0,	  0,	,			,			,			
	10,	Tremble,				0, 	3,  0, 			0,	109,	 	0,	62, 11, 80, 100,  0,	  0,	,			,			,				


; Doom Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	11,	Sting,				0,	4,	-2,			0,	1,			0,	76,	11,	80,	100,  0,  0,	,			,			,			
	12,	Bats,				0,	4,	-203.121,	0,	3.0.0.100,	0,	29,	11,	80,	100,  0,  0,	,			,			,			
	13,	Numb,				0,	4,	-6,			0,	5,			0,	7,	11,	80,	100,  0,  0,	,			,			,			
	14,	Sleep,				0,	4,	-7,			0,	7,			0,	26,	11,	80,	100,  0,  0,	,			,			,				
	15,	Damnation,			0,	4,	440,		0,	109,		0,	75,	20,	20,	100,  0,  0,	,			,			,				

;									-2			DISEASE_POISON		(saps a little HP every few seconds)			
;									-6			DISEASE_NUMB		(cannot use right-hand)(* wears off)
;									-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	


; Air Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	16,	Flap,				0,	7,	0,			0,	0,			4,	4,	11,	80,	100,  0,  0,	,			,			,				
	17,	Gust,				0,	7,	0,			0,	1,			0,	12,	11,	80,	100,  0,  0,	,			,			,				
	18,	Wind,				0,	7,	0,			0,	2,			0,	12,	11,	80,	100,  0,  0,	,			,			,				
	19,	Breeze,				0,	7,	0,			0,	103,		0,	19,	11,	80,	100,  0,  0,	,			,			,				
	20,	Whirlwind,			0,	7,	0,			0,	4,			0,	69,	11,	80,	100,  0,  0,	,			,			,				
	21,	Twister,				0,	7,	0,			0,	5,			0,	21,	11,	80,	100,  0,  0,	,			,			,				
	22,	"Thunder Storm",		0,	7,	0,			0,	106,		0,	68,	11,	80,	100,  0,  0,	,			,			,				
	23,	Tornado,				0,	7,	0,			0,	7,			0,	77,	11,	80,	100,  0,  0,	,			,			,				
	24,	Hurricane,			0,	7,	0,			0,	8,			0,	65,	11,	80,	100,  0,  0,	,			,			,				
	25,	Purification,		0,	7,	0,			0,	109,		0,	66,	11,	80,	100,  0,  0,	,			,			,			


; Soul Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	26,	Muddle,				0,	6,	-21,		0,	1,			0,	64,	11,	80,	100,  0,  0,	,			,			,				
	27,	Drain,				0,	6,	-3,			0,	3,			0,	23,	11,	80,	100,  0,  0,	,			,			,				
	28,	Silence,				0,	6,	-5,			0,	5,			0,	78,	11,	80,	100,  0,  0,	,			,			,				
	29,	Insanity,			0,	6,	-8,			0,	7,			0,	7,	11,	80,	100,  0,  0,	,			,			,				
	30,	Nightmare,			0,	6,	 0,			0,	109,		0,	56,	11,	80,	100,  0,  0,	,			,			,			

;									-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)																				
;									-5			DISEASE_GAG			(cannot case spells)	(* wears off)		
;									-21			DISEASE_WISDOM		(lowers wisdom til end of scene)(cure raises it)	


; Fire Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11 	  12  13		14			15		16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms    GRV LOOP	summon.wav	travel.wav	strike.wav

	31,Spark,				0,	5,	0,			0,	0,			0,	0,	11,	80,	100,  0,  0,	,			,			,				
	32,Fire,				0,	5,	0,			0,	1,			0,	9,	11,	80,	100,  0,  0,	,			,			,			
	33,Flame,				0,	5,	0,			0,	2,			0,	18,	11,	80,	100,  0,  0,	,			,			,			
	34,"Fire Wave",		    0,	5,	0,			0,	103,		0,	9,	11,	80,	100,  0,  0,	,			,			,			
	35,Firebolt,				0,	5,	0,			0,	4,			0,	14,	11,	80,	100,  0,  0,	,			,			,			
	36,Magma,				0,	5,	0,			0,	5,			0,	55,	11,	80,	100,  0,  0,	,			,			,			
	37,Volcano,			    0,	5,	0,			0,	106,		0,	24,	11,	80,	100,  0,  0,	,			,			,				
	38,Fireball,				0,	5,	0,			0,	7,			0,	55,	11,	80,	100,  0,  0,	,			,			,				
	39,Inferno,			    0,	5,	0,			0,	8,			0,	89,	11,	80,	100,  0,  0,	,			,			,			
	40,Hellfire,				0,	5,	0,			0,	109,		0,	59,	11,	80,	100,  0,  0,	,			,			,			


; Ice Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	41,"Holy Water",			0,	1,	0,			0,	0,			0,	52,	11,	80,	100,  0,  0,	,			,			,			
	42,Rain,				0,	1,	0,			0,	1,			0,	11,	11,	80,	100,  0,  0,	,			,			,				
	43,Hail,				0,	1,	0,			0,	2,			0,	54,	11,	80,	100,  0,  0,	,			,			,			
	44,Waterfall,			0,	1,	0,			0,	103,		0,	10,	11,	80,	100,  0,  0,	,			,			,				
	45,"Deluge ",			0,	1,	0,			0,	4,			0,	53,	11,	80,	100,  0,  0,	,			,			,				
	46,"Freeze",				0,	1,	0,			0,	5,			0,	67,	11, 80, 100,	  0,  0,	,			,			,
	47,Iceberg,			    0,	1,	0,			0,	106,		0,	52,	11,	80,	100,  0,  0,	,			,			,				
	48,Frost,				0,	1,	0,			0,	7,			0,	67,	11,	80,	100,  0,  0,	,			,			,				
	49,Blizzard,				0,	1,	0,			0,	8,			0,	51,	11,	80,	100,  0,  0,	,			,			,				
	50,Tsunami,			    0,	1,	0,			0,	109,		0,	13,	11,	80,	100,  0,  0,	,			,			,				


; Body Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11    12  13		14			15		16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	51,Dull,				0,	2,	-24,		0,	1,			0,	64,	11,	80,	100,  0,  0,	,			,			,				
	52,Slow,				0,	2,	-23,		0,	3,			0,	64,	11,	80,	100,  0,  0,	,			,			,				
	53,Exploit,			    0,	2,	-22,		0,	5,			0,	64,	11,	80,	100,  0,  0,	,			,			,				
	54,Weaken,				0,	2,	-20,		0,	7,			0,	64,	11,	80,	100,  0,  0,	,			,			,				
	55,Legion,				0,	2,	0,			0,	109,		0,	85,	11,	80,	100,  0,  0,	,			,			,				

;									-20			DISEASE_STRENGTH	(lowers strenth til end of scene)(cure raises it)
;									-22			DISEASE_STAMINA		(lowers stamina til end of scene)(cure raises it)	
;									-23			DISEASE_AGILITY		(lowers agility til end of scene)(cure raises it)
;									-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene)(cure raises it)	


; Hope Spells
;
;   0	1					2	3	4			5	6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP	LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	56,Cure,				0,	0,	50,			0,	0,			0,	16,	11,	80,	100,  0,  0,	,			,			,			
	57,"Chain Break",		0,	0,	-111,		0,	0,			0,	73,	11,	80,	100,  0,  0,	,			,			,			
	58,"Antidote",			0,	0,	-102, 		0,	1,			0,	17,	11, 80, 100,	  0,  0,	,			,			,
	59,"Dexterity Bless",	0,	0,	-124,		0,	1,			0,	84,	11,	80,	100,  0,  0,	,			,			,			
	60,"Agility Bless",		0,	0,	-123,		0,	2,			0,	84,	11,	80,	100,  0,  0,	,			,			,			
	61,	Seal,				0,	0,	-103,		0,	2,			0,	73,	11,	80,	100,  0,  0,	,			,			,				
	62,"Heal",				0,	0, 	100, 		0,	3,			0,	5,	11, 80, 100,	  0,  0,	,			,			,
	63,"Stamina Bless",		0,	0,	-122,		0,	3,			0,	84,	11,	80,	100,  0,  0,	,			,			,			
	64,UnGag,				0,	0,	-105,		0,	4,			0,	73,	11,	80,	100,  0,  0,	,			,			,				
	65,UnNumb,				0,	0,	-106,		0,	4,			0,	73,	11,	80,	100,  0,  0,	,			,			,				
	66,"Heal All",			0,	0,	500,		0,	105,		0,	6,	11,	80,	100,  0,  0,	,			,			,			
	67,Awaken,				0,	0,	-107,		0,	5,			0,	72,	11,	80,	100,  0,  0,	,			,			,				
	68,Sanity,				0,	0,	-108,		0,	6,			0,	72,	11,	80,	100,  0,  0,	,			,			,				
	69,"Strength Bless",		0,	0,	-120,		0,	6,			0,	84,	11,	80,	100,  0,  0,	,			,			,			
	70,UnStun,				0,	0,	-104,		0,	7,			0,	73,	11,	80,	100,  0,  0,	,			,			,				
	71,Restore,				0,	0,	3000,		0,	7,			0,	5,	11,	80,	100,  0,  0,	,			,			,				
	72,"Wisdom Bless",		0,	0,	-121,		0,	8,			0,	84,	11,	80,	100,  0,  0,	,			,			,			
	73,	Resurrection,		0,	0,	-1,			0,	8.0.0.200,	0,	82,	11,	80,	100,  0,  0,	,			,			,				
	74,"Restore All",		0,	0,	3000,		0,	109,		0,	5,	11,	80,	100,  0,  0,	,			,			,							

;									-102			CURE DISEASE_POISON		(saps a little HP every few seconds)		(NOT WORKING YET)
;									-103			CURE DISEASE_SAP		(saps a little MP every few seconds)		(NOT WORKING YET)
;									-104			CURE DISEASE_STUN		(cannot move, or attack)
;									-105			CURE DISEASE_GAG		(cannot case spells)(* wears off)		
;									-106			CURE DISEASE_NUMB		(cannot use right-hand)(* wears off)
;									-107			CURE DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;									-108			CURE DISEASE_CONFUSE	(attacks may hit friends)(* wears off)	
;									-111			CURE DISEASE_FREEZE		(cannot move)
;									-120			CURE DISEASE_STRENGTH	(lowers strenth til end of scene)(cure raises it)
;									-121			CURE DISEASE_WISDOM		(lowers wisdom til end of scene)(cure raises it)	
;									-122			CURE DISEASE_STAMINA	(lowers stamina til end of scene)(cure raises it)	
;									-123			CURE DISEASE_AGILITY	(lowers agility til end of scene)(cure raises it)
;									-124			CURE DISEASE_DEXTERITY	(lowers dexterity til end of scene)(cure raises it)	


; Special Spells
;
;   0	1					2	3	4			5		6			7	8	9	10	11	  12  13	14			15			16
;	ID	Name				PP 	ELE	DAM			MP		LEV			PTH	ROW	COL	*s	ms	  GRV LOOP	summon.wav	travel.wav	strike.wav

	100,Animate,				0,	4,	-203.122,	666,	0.1.0.300,	0,	29,	11,	80,	100,  0,  0,	chant1.wav,	,			,				
	101,Stun,				0,	2,	-4,			200,	0.1.50,		0,	23,	11,	80,	100,  0,  0,	,			,			,				
	102,Lure,				0,	6,	-9,			0,		0.1.0.500,	0,	88,	11,	80,	100,  0,  0,	,			,			,				
	103,Capture,				0,	6,	-10,		0,		0.1.0.600,	0,	80,	11,	80,	100,  0,  0,	,			,			,				
	104,Paralysis,			0,	2,	-11,		0,		0.1,		0,	7,	11,	80,	100,  0,  0,	,			,			,		
	105,"God Send",			0,	0,	32000,		0,		0.1.0.700,	0,	5,	11,	80,	100,  0,  0,	,			,			,				
	106,Spiders,				0,	66,	-203.120,	50,		0,			0,	29,	11,	80,	100,  0,  0,	chant1.wav,	,			,			


; Book Spells
;
;   0	1							2	3	4	5	6		7		8	9	10	11		12		13		14			15			16
;	ID	Name						PP 	ELE	DAM	MP	LEV		PTH		ROW	COL	*s	ms		GRV		LOOP	summon.wav	travel.wav	strike.wav

;	700,"Curse of Wolf",				-1,	14,	0,	0,	0,		3,		27,	11,	80,	100,	0,		0,		chant1.wav,	,			,			
;	701,"Curse of Venus",			-1,	14,	0,	0,	1,		3,		28,	11,	80,	100,	0,		0,		chant2.wav,	,			,			
;	702,"Curse of Slogra",			-1,	14,	0,	0,	2,		3,		29,	11,	80,	100,	0,		0,		chant3.wav,	,			,			
;	703,"Curse of Gaibon",			-1,	14,	0,	0,	3,		3,		30,	11,	80,	100,	0,		0,		chant4.wav,	,			,			
;	704,"Curse of Karusaman",		-1,	14,	0,	0,	4,		3,		27,	11,	80,	100,	0,		0,		chant5.wav,	,			,			
;	705,"Curse of Doppelgangler",	-1,	14,	0,	0,	5,		3,		28,	11,	80,	100,	0,		0,		chant6.wav,	,			,			
;	706,"Curse of Griffon",			-1,	14,	0,	0,	6,		3,		29,	11,	80,	100,	0,		0,		chant7.wav,	,			,			
;	707,"Curse of Skull Lord",		-1,	14,	0,	0,	7,		3,		30,	11,	80,	100,	0,		0,		chant1.wav,	,			,			
;	708,"Curse of Succubus",			-1,	14,	0,	0,	8,		3,		27,	11,	80,	100,	0,		0,		chant2.wav,	,			,			
;	709,"Priest Shaft Invocation ",	-1,	14,	0,	0,	9,		3,		27,	11,	80,	100,	0,		0,		chant3.wav,	,			,			


; Summoning Spells
;
;   0	1							2	3	4	5	6		7		8	9	10	11		12		13		14			15			16
;	ID	Name						PP 	ELE	DAM	MP	LEV		PTH		ROW	COL	*s	ms		GRV		LOOP	summon.wav	travel.wav	strike.wav

;	750	"Summon",					-1,	14,	0,	0,	0,		3,		27,	11,	80,	100,	0,		0,		,			,			,
;	751,"Summon Spirit",				-1,	14,	0,	0,	1,		3,		28,	11,	80,	100,	0,		0,		,			,			,			
;	752,"Summon Silver Spirit",		-1,	14,	0,	0,	2,		3,		29,	11,	80,	100,	0,		0,		,			,			,			
;	753,"Summon Ghost",				-1,	14,	0,	0,	3,		3,		30,	11,	80,	100,	0,		0,		,			,			,			
;	754,"Summon Shade",				-1,	14,	0,	0,	4,		3,		27,	11,	80,	100,	0,		0,		,			,			,			
;	755,"Summon Shadow",				-1,	14,	0,	0,	5,		3,		28,	11,	80,	100,	0,		0,		,			,			,			
;	756,"Summon Blood Elemental",	-1,	14,	0,	0,	6,		3,		29,	11,	80,	100,	0,		0,		,			,			,			
;	757,"Summon Minion",				-1,	14,	0,	0,	7,		3,		30,	11,	80,	100,	0,		0,		,			,			,			
;	758,"Summon Kyazad",				-1,	14,	0,	0,	8,		3,		27,	11,	80,	100,	0,		0,		,			,			,			
;	759,"Tetra Spirit",				-1,	14,	0,	0,	9,		3,		27,	11,	80,	100,	0,		0,		,			,			,				


;
; Be sure to leave a blank line at the end of this file
