;
; 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.
;									// unlearnable spells can also not be forgotten
;
;	//	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)
;						-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)	

;					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.trophyNeeded.trophyMade	
;                                                                       // 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.
;									// trophyNeeded (assumed 0, no trophy needed)
;											cannot cast without one of these, which is consumed (ammunition, as it were)
;									// trophyMade (assumed 0, no trophy made)
;											side effect of cast is to create one of these in your trophy bag
;
;				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 accumulation
;					00 - tight random cloud
;					01 - looser random cloud
;					02 - loose random cloud
;					03 - single circle
;					04 - two circles
;					05 - single circle - vertical
;					06 - two circles - vertical
;					07 - Big round circle
;					08 - Halo
;					09 - Vertical Halo
;					10 - Horizontal Line
;					11 - Vertical Line
;					12 - Slow Large Dome
;					13 - Fast LArge Dome
;					14 - Slow Small Dome
;					15 - Fast Small Dome
;					16 - increasing to large radius
;					17 - increasing to medium radius
;					18 - decreasing from large radius
;					19 - decreasing from meidum radius
;					20 - Spiraling Outward Circle
;					21 - Spiraling inward Circle
;					22 - horizontal Spiraling Outward 
;					23 - horizontal Spiraling inward 
;					24 - vertical Spiraling Outward 
;					25 - vertical Spiraling inward 
;
;					C	Accumulation of magic around caster, before it 'launches', and when it hits
;					0	- accumulate over caster, land in body of target
;					1	- accumulate within caster, land in body of target
;					2	- accumulate under caster, land in body of target
;					3	- body to body, but starting 128pixels away from target
;					4	- body to body, but starting 128pixels towards target
;					5	- body to body, but starting halfway between caster and target
;					6	- Over the head of both caster and receiver
;					7	- at the feet of both caster and receiver
;		
;					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
;					018 - 'ballistic'
;					019 - Shallow 'ballistic'
;
;					AAA Attack Cloud Shape (same options as accumulate cloud shape when > 4)
;					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 3018615
;
;	//	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

; algorithmically derived values.
;
; You can adjust: PP Cost, Damage (painful spells only), and MP Cost
;
	0,	"Algorithm Scale %",100,0,	100,100,0

;   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
;
;
;HOLY Element Spell
;
	1,	"Invoke Life",		9000,,	-1,	40,	8.0,	23,		90,	31,	70,	70,		001,		,		Resurrect,			,			Sparkle,			
	2,	"Neutralise Venom",	700,,	-102,10,	2,		161007004,		97,	31,	70,	70,		,		,		,			,			,			
	3,	"Stop Parasite",	700,,	-103,10,	2,		161007004,		93,	31,	70,	70,		,		,		,			,			,			
	4,	"Unfreeze",			5000,,	-104,35,	8,		161007004,	93,	70,	70,	,		,		,		,			,			,			
	5,	"Restore Voice",	1000,,	-105,15,	4,		161007004,		95,	31,	70,	70,		,		,		,			,			,			
	6,	"Cure Atrophy",		1200,,	-106,15,	4,		,		96,	31,	70,	70,		,		,		,			,			,			
	7,	"Reveillonne",		2000,,	-107,20,	6,		,		92,	31,	70,	70,		,		,		,			,			,			
	8,	"Clarity of Thought",2500,,	-108,25,	7,		,		91,	31,	70,	70,		,		,		,			,			,			
	9,	"Free Mobility",	400,,	-111,5,	1,		161007004,		93,	31,	70,	70,		,		,		,			,			,			
	10,	"Healing Wisp",		300,,	80,	3,	0,		161007004,	98,	70,	70,	,		,		,		,			,			,			
	11,	"Heal Flash",		700,,	200,10,	3,		,		,	,	,	,		,		,		,			,			,			
	12,	"Healing Aura",		2000,,	500,15,	5,		,		,	,	,	,		,		,		,			,			,			
	13,	"Healing Aura Omega",3750,,	800,30,	106,	,		,	,	,	,		,		,		,			,			,			
	14,	"Spurt of Vitality",8000,,	5000,50,	8,		,		,	,	,	,		,		,		,			,			,			
	15,	"Vital Burst",		12000,,	5000,80,	109,	,		,	,	,	,		,		,		,			,			,			
	16,	"Brute Strength",	-1,	,	-120,35,	9,		,		,	,	,	,		,		,		,			,			,			
	17,	"Wits of Foxes",		-1,	,	-121,35,	9,		,		,	,	,	,		,		,		,			,			,			
	18,	"Shield Of Rock",	-1,	,	-122,35,	9,		,		,	,	,	,		,		,		,			,			,			
	19,	"Speed of Zephyrus",-1,	,	-123,35,	9,		,		,	,	,	,		,		,		,			,			,			
	20,	"Flashing attacks",	-1,	,	-124,35,	9,		,		,	,	,	,		,		,		,			,			,			


;						-4			DISEASE_STUN		(cannot move, or attack)
;						-11			DISEASE_PARALYZE	(cannot move)
;
; Electricity 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,	"Static",				300,1,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	42,	"Current",			700,1,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	43,	"Flying Sparks",	1900,1,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	44,	"Electrocute",		1500,1,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	45,	"Mass Electrocution",4200,1,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	46,	"High Voltage",		3300,1,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	47,	"Tesla Zap",		5000,1,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	48,	"Thunder Storm",	16500,1,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	49,	"Lightning Strike",	11500,1,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	50,	"Zeus Bolt",		32000,1,	500,100,109,	,		,	,	,	,		,		,		,			,			,			

;						-2			DISEASE_POISON		(saps a little HP every few seconds)		
;						-3			DISEASE_SAP			(saps a little MP every few seconds)		
;						-6			DISEASE_NUMB		(cannot use right-hand)(* wears off)
;						-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;
; Flame 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
;
	61,	"Yellow Flame",		300,2,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	62,	"Blue Flame",		700,2,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	63,	"Flame Line",		1900,2,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	64,	"Fire Ball",		1500,2,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	65,	"Flame Wall",		4200,2,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	66,	"Incineration",		3300,2,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	67,	"Bush Fire",		5000,2,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	68,	"Inferno",			16500,2,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	69,	"Meltdown",			11500,2,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	70,	"Fiery Radiance",	32000,2,	500,100,109,	,		,	,	,	,		,		,		,			,			,			

;
; Ghost 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
;
	81,	"Creepy Wisp",		300,3,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	82,	Apparitions,		700,3,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	83,	Nightmares,			1900,3,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	84,	"Dream Eater",		1500,3,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	85,	"Mass Haunting",	4200,3,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	86,	Spectres,			3300,3,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	87,	"Fury of Ghoul",	5000,3,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	88,	"Banshee Wail",		16500,3,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	89,	Possession,			11500,3,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	90,	"Poltergeist Havoc",32000,3,	500,100,109,	,		,	,	,	,		,		,		,			,			,			





	

;						-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)	
;						-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;						-21			DISEASE_WISDOM		(lowers wisdom 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)
;						-300		SUMMON_ITEM			Summon an item to be used on the target (item id in dotteg arg)
;
; Stone Spells (Chaos spells done later)
;
;   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
;
	101,Sand,				300,5,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	102,Pebbles,			700,5,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	103,"Pelting of Rocks",	1900,5,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	104,Sandstorm,			1500,5,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	105,Landslide,			4200,5,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	106,Cave-in,			3300,5,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	107,"Boulders",			5000,5,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	108,"Seismic Waves",	16500,5,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	109,Quakeslash,			11500,5,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	110,"Meteor showers",	32000,5,	500,100,109,	,		,	,	,	,		,		,		,			,			,			

;
; Water 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
;
	121,"Droplet",			300,6,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	122,"Squirt",				700,6,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	123,"Rain",				1900,6,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	124,"Raincloud",			1500,6,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	125,"Deluge",				4200,6,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	126,"Water Blast",		3300,6,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	127,"High Tide",		5000,6,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	128,"Tsunami",			16500,6,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	129,"Calamitic Flood",	11500,6,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	130,"Aquatic Cacophony",32000,6,	500,100,109,	,		,	,	,	,		,		,		,			,			,			

;
; Energy 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
;
	141,Sparkle,			300,7,	40,	3,	0,		45,		9,	31,	100,100,	0.5,	,		,			,			,			
	142,"Ray of Light",		700,7,	55,	4,	1,		,		,	,	,	,		,		,		,			,			,			
	143,"Illumination",		1900,7,	80,	6,	102,	,		,	,	,	,		,		,		,			,			,			
	144,"Holy Dawn",		1500,7,	100,8,	3,		,		,	,	,	,		,		,		,			,			,			
	145,"Light of Day",		4200,7,	125,15,	104,	,		,	,	,	,		,		,		,			,			,			
	146,"Flash Beam",		3300,7,	160,17,	5,		,		,	,	,	,		,		,		,			,			,			
	147,"Eternal Light",	5000,7,	230,25,	6,		,		,	,	,	,		,		,		,			,			,			
	148,"Shining Righteousness",16500,7,	290,40,	107,	,		,	,	,	,		,		,		,			,			,			
	149,"Blinding Radiance",11500,7,	360,50,	8,		,		,	,	,	,		,		,		,			,			,			
	150,"Lux Ultima",		32000,7,	500,100,109,	,		,	,	,	,		,		,		,			,			,			

;						-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)	
;
; Chaos Spells
;
; Note: arg4 (DAMAGE) is VERY IMPORTANT HERE.  It is NOT set automatically. Do NOT use 0 (zero)
;
;   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
;
	161,"Invoke fear",		300,4,	40,	3,	0,		,		,	,	,	,		,		,		,			,			,			
	162,"Stand Ground",		700,4,	-11,4,	1,		,		,	,	,	,		,		,		,			,			,			
	163,"Cobra Strike",		1900,4,	-2,	6,	2,		,		,	,	,	,		,		,		,			,			,			
	164,"MP Parasite",		1500,4,	-3,	8,	3,		,		,	,	,	,		,		,		,			,			,			
	165,"Curb Speech",		4200,4,	-5,	15,	4,		,		,	,	,	,		,		,		,			,			,			
	166,"Muscular Atrophy",	3300,4,	-6,	17,	5,		,		,	,	,	,		,		,		,			,			,			
	167,"Sap Energy",		5000,4,	-7,	25,	6,		,		,	,	,	,		,		,		,			,			,			
	168,"Insane Muddle",	16500,4,	-8,	40,	7,		,		,	,	,	,		,		,		,			,			,			
	169,Petrify,			11500,4,	-4,	50,	8,		,		,	,	,	,		,		,		,			,			,			
	170,"Enfeeblement",		-1,	4,	-20,35,	9,		,		,	,	,	,		,		,		,			,			,			
	171,"Stupidity",			-1,	4,	-21,35,	9,		,		,	,	,	,		,		,		,			,			,			
	172,"Defense Breaker",	-1,	4,	-22,35,	9,		,		,	,	,	,		,		,		,			,			,			
	173,"Speed of Snails",	-1,	4,	-23,35,	9,		,		,	,	,	,		,		,		,			,			,			
	174,"Clumsiness",			-1,	4,	-24,35,	9,		,		,	,	,	,		,		,		,			,			,			
	175,"Obliteration",			-1,	4,	10000,0,	9.1,		3018615,		12,	31,	90,	60,		,		,		,			,			,			
	176,"Posession",			-1,	4,	-9,35,	9,		,		,	,	,	,		,		,		,			,			,			
	177,"Imprison",			-1,	4,	-10,35,	9,		,		,	,	,	,		,		,		,			,			,			

;						-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)	

	
; Book Spells
; These are generally spellbound to book-class things, and cannot be learned otherwise
;
;   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
;






; Summoning Spells
; These are generally spellbound to spirit-class things, and cannot be learned otherwise
;
;   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
;






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