;
; 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)
;
;					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 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 %",150,0,	130,110,0,		,		,	,	,	,		,		,		,			,			,			

;   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
;

; Geomancy Spells
	1,	Dirt,				,	3,	30,	,	0.0.0.1101,5015012,63,	31,	80,	100,	001,	,		earth06.wav,,			earth05.wav,
	2,	Stone,				,	3,	40,	,	1.0.0.1101,5015012,3,	10,	80,	125,	002,	,		earth06.wav,,			earth05.wav,
	3,	"Stone Barrage",	,	3,	54,	,	102.0.0.1101,5015012,3,	10,	80,	140,	002,	,		earth06.wav,,			earth05.wav,
	4,	Upheavel,			,	3,	70,	,	103.0.0.1101,501601,	62,	10,	80,	200,	008.4,	,		earth06.wav,,			earth05.wav,
	5,	"Rock Toss",		,	3,	100,,	4.0.0.1102,,		61,	11,	80,	100,	,		,		earth06.wav,,			earth05.wav,
	6,	"Earth Shift",		,	3,	-11,,	105.0.0.1102,,		,	1,	0,	100,	,		,		earth06.wav,,			earth05.wav,			
	7,	"Rock Barrage",		,	3,	160,,	106.0.0.1102,,		61,	11,	80,	100,	,		,		earth06.wav,,			earth05.wav,
	8,	"Boulder Toss",		,	3,	220,,	7.0.0.1103,,		62,	11,	80,	100,	,		,		earth06.wav,,			earth05.wav,
	9,	Earthquake,			,	3,	-23,,	108.0.0.1103,,		,	,	,	,		,		,		earth06.wav,,			earth05.wav,
	10,	"Boulder Barrage",	,	3,	360,,	109.0.0.1103,,		62,	11,	80,	100,	0.4,	,		earth06.wav,,			earth05.wav,

	11,	Breeze,				,	7,	,	4,	100.0.0.1113,,		70,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	12,	"Minor Gale",		,	7,	,	6,	101.0.0.1113,,		65,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	13,	Dust,				,	7,	-24,10,	102.0.0.1113,,		60,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	14,	Storm,				,	7,	,	14,	103.0.0.1113,,		0,	11,	0,	100,	0.4.3,	,		wind02.wav,	,			wind01.wav,	
	15,	Scheet,				,	7,	,	16,	104.0.0.1114,,		65,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,			
	16,	Sturm,				,	7,	,	32,	105.0.0.1114,,		66,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	17,	Gale,				,	7,	,	48,	106.0.0.1114,,		65,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	18,	"Sturming Scheet",	,	7,	,	56,	107.0.0.1115,,		66,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	19,	Tornado,			,	7,	,	100,108.0.0.1115,,		69,	11,	80,	100,	,		,		wind02.wav,	,			wind01.wav,	
	20,	"Destructive Gale",	,	7,	0,	146,109.0.0.1115,,		65,	11,	80,	100,	4.6,	0,		wind02.wav,	,			wind01.wav,	

	21,	"Fire Ball",		,	1,	45,	,	0.0.0.1105,,		0,	11,	50,	100,	,		,		,			,			,			
	22,	"Hot Coal",			,	1,	-23,,	1.0.0.1105,,		24,	11,	80,	100,	,		,		,			,			,			
	23,	Inferno,			,	1,	75,	,	2.0.0.1105,,		14,	11,	30,	100,	,		,		,			,			,			
	24,	"Heat Wave",		,	1,	,	,	103.0.0.1105,,		,	,	,	,		0.4.5001,,		,			,			,			
	25,	Ember,				,	1,	125,,	4.0.0.1106,,		0,	11,	80,	100,	,		,		,			,			,			
	26,	Blaze,				,	1,	160,,	5.0.0.1106,,		55,	11,	80,	100,	0.4,	,		,			,			,			
	27,	"Fire Blast",		,	1,	210,,	6.0.0.1106,,		18,	11,	80,	100,	0.0.5001,,		,			,			,			
	28,	Wildfire,			,	1,	270,,	7.0.0.1107,,		59,	11,	80,	100,	0.4,	,		,			,			,			
	29,	Lava,				,	1,	-23,,	108.0.0.1107,	,		,	,	,	,		0.4,	,		,			,			,			
	30,	Meteor,				,	1,	455,,	9.0.0.1107,,		58,	11,	80,	100,	0.6.7001,,		,			,			,			

	31,	Droplets,			,	5,	,	,	0.0.0.1109,,		52,	11,	80,	100,	,		,		,			,			,			
	32,	Aurora,				,	5,	-9,	,	1.0.0.1109,,		52,	11,	80,	100,	0.0.1,	,		,			,			,			
	33,	"Water Spikes",		,	5,	,	,	2.0.0.1109,,		11,	11,	80,	100,	,		,		,			,			,			
	34,	"Washed Up",		,	5,	-5,	,	3.0.0.1109,,		52,	11,	80,	100,	0.0.2,	,		,			,			,			
	35,	Bubblesnap,			,	5,	,	,	4.0.0.1110,,		54,	11,	80,	100,	,		,		,			,			,			
	36,	Chill,				,	5,	-6,	,	5.0.0.1110,,		51,	11,	80,	100,	0.0.7,	,		,			,			,			
	37,	Wave,				,	5,	,	,	6.0.0.1110,,		53,	11,	80,	100,	4.6,	,		,			,			,			
	38,	"Tidal Wave",		,	5,	187,,	107.0.0.1111,,		53,	11,	80,	100,	4.6.3,	,		,			,			,			
	39,	Freezesnap,			,	5,	-4,	,	8.0.0.1111,,		54,	11,	80,	100,	6.0.9,	,		,			,			,			
	40,	Monsoon,			,	5,	350,,	109.0.0.1111,,		52,	11,	80,	100,	3.3.3,	,		,			,			,			
;						-4			DISEASE_STUN		(cannot move, or attack)
;						-11			DISEASE_PARALYZE	(cannot move)
; Necro Spells

	150,Cripple,			0,	4,	-11,1,	0.0.0.1100,,		30,	12,	80,	200,	0,		0,		,			,			,			
	151,Poison,				0,	4,	-2,	1,	1.0.0.1100,,		76,	11,	80,	180,	0,		0,		,			,			,			
	152,Rot,				,	4,	45,	,	2.0.0.1100,,		1,	11,	80,	100,	,		,		,			,			,			
	153,"Bone Jab",			,	4,	85,	,	3.0.0.1100,,		87,	11,	80,	100,	,		,		,			,			,			
	154,"Poison Explosion",	,	4,	-2,	,	104.0.0.1100,,		76,	11,	80,	100,	0.4,	,		,			,			,			
	155,"Bone Spear",		,	4,	0,	,	5.0.0.1100.1,,		87,	1,	80,	300,	0.6,	,		,			,			,			
	156,"Curse of Silence",	,	4,	-5,	,	6.0.0.1100,,		30,	11,	80,	100,	,		,		,			,			,			
	157,"Curse of Skulls",	,	4,	0,	,	107.0.0.1100.2,,		85,	11,	80,	100,	0.3.1,	,		,			,			,			
	158,"Iron Maiden",		0,	4,	-20,75,	108.0.0.1100,,		87,	11,	80,	100,	,		,		,			,			,			
	159,"Fall of the Living",,	4,	0,	,	109.0.0.1100.3,,		85,	11,	80,	100,	004.3.2,,		,			,			,			

;Necro summons
	160,"Summon Ghost",		,	4,	-203.2000,3,	0.1.0.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	161,"Summon Spirit",	,	4,	-203.2001,6,	0.1.5.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	162,"Summon Banshee",	,	4,	-203.2002,12,	1.1.10.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	163,"Summon Flesh Sheild",,	4,	-203.2003,12,	1.1.10.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	164,"Summon Minor Skeleton",,	4,	-203.2004,24,	2.0.15.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	165,"Summon Walker",	,	4,	-203.2005,24,	2.0.20.1100,,		7,	11,	80,	100,	,		,		,			,			,			

	166,"Summon Reaching Death",,	4,	-203.2006,48,	3.0.25.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	167,"Summon Hydro Shade",,	4,	-203.2014,96,	4.0.30.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	168,"Summon Geo Shade",	,	4,	-203.2015,96,	4.0.35.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	169,"Summon Aero Shade",,	4,	-203.2016,96,	4.0.40.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	170,"Summon Pyro Shade",,	4,	-203.2017,96,	4.0.45.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	171,"Summon Necro Shade",,	4,	-203.2018,192,5.0.50.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	172,"Summon Hellfish",	,	4,	-203.2019,192,5.0.50.1100,,		7,	11,	80,	100,	,		,		,			,			,			
	173,"Summon Arach",		,	4,	-203.2020,192,5.0.50.1100,,		7,	11,	80,	100,	,		,		,			,			,			
174,



	193,"Summon Golem",		,	4,	-203.2007,10,	0.1.5.1100.6,,		120,12,	80,	100,	,		,		,			,			,			
	194,"Summon Golem",		,	4,	-203.2008,30,	1.1.20.1100.6,,		121,12,	80,	100,	,		,		,			,			,			
	195,"Summon Golem",		,	4,	-203.2009,50,	2.1.35.1100.6,,		122,12,	80,	100,	,		,		,			,			,			
	196,"Summon Golem",		,	4,	-203.2010,70,	3.1.55.1100.6,,		123,12,	80,	100,	,		,		,			,			,			
	197,"Summon Golem",		,	4,	-203.2011,90,	4.1.110.1100.6,,		124,12,	80,	100,	,		,		,			,			,			
	198,"Summon Golem",		,	4,	-203.2012,110,5.1.110.1100.6,,		125,12,	80,	100,	,		,		,			,			,			
	199,"Summon Golem",		,	4,	-203.2013,130,6.1.110.1100.6,,		126,12,	80,	100,	,		,		,			,			,			
;Bard Songs
	200,"Soothing Melody",	,	6,	-9,	1,	0.1.0.1006,5008105,132,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	201,"Domestic Dirge",	,	6,	-10,2,	0.1.0.1006,5008105,133,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	202,"Song of Suns",		,	6,	0,	,	1.1.0.1006,5008105,138,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	203,"Stunning Sound",	,	6,	-4,	15,	2.1.25.1006,5008105,131,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	204,"Lullaby of Lore",	,	6,	-7,	,	2.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	205,"Anthem of Ashes",	,	6,	,	,	3.1.0.1006,5008105,130,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	206,"Healing Carol",	,	0,	110,,	100.1.15.1006,5008105,139,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	

	207,"Mental Strain",	,	6,	-21,,	102.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	208,"Storm Song",		,	6,	,	,	4.1.0.1006,5008105,137,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	209,"Physical Strain",	,	6,	-20,,	102.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	210,"Defensive Strain",	,	6,	-22,,	102.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	211,"Speed Strain",		,	6,	-23,,	102.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	212,"Eye Strain",		,	6,	-24,,	102.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	213,"Destruction's Dirge",,	6,	,	,	5.1.0.1006,5008105,136,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	214,"Soothing Ballad",	,	6,	-9,	,	106.1.0.1006,5008105,132,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	215,"Domestic Requiem",	,	6,	-10,,	107.1.0.1006,5008105,133,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	216,"Anthem of Annihilation",,	6,	,	,	108.1.0.1006,5008105,137,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	
	217,"Requiem of Ruin",	,	6,	,	,	9.1.0.1006,5008105,135,11,	80,	150,	,		,		music1.WAV,	,			music1.WAV,	

;Warfare Spells
	220,"Leg Break",		,	2,	-11,,	1,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	221,Concussion,			,	2,	-8,	,	2,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	222,Fury,				,	2,	,	,	3,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	223,"Vital Strike",		,	2,	-2,	,	4,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	224,"Drop Kick",		,	2,	,	,	5,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	225,"Head Bash",		,	2,	-3,	,	6,		,		,	,	,	,		,		,		,			,			punch1.wav,	
	226,"Arm Snap",			,	2,	-6,	,	7.0.30,	,		,	,	,	,		,		,		,			,			punch1.wav,	
	227,"Bum Rush",			,	2,	,	,	8,		,		,	,	,	,		,		,		,			,			pain1.WAV,	
	228,"War Cry",			,	2,	-22,,	109,	,		,	,	,	,		,		,		wc2_Bloodlust.wav,,			,			
	229,"Nature Wrath",		,	2,	260,,	6.0.0.1008,,		,	,	,	,		,		,		,			,			punch1.wav,	
	230,Calling,			,	2,	-202,700,6.0.50.1008,,		,	,	,	,		,		,		wc2_Bloodlust.wav,,			,			
;Holy Spells
	240,Strength,			,	,	-120,,	,	,		100,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,	
	241,Concentrate,			,	,	-121,,	,	,		104,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,	
	242,Treatment,			,	,	40,	,	1,		,		105,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,	
	243,Heal,				,	,	80,	,	2,		,		106,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,	
	244,Lightfeet,			,	,	-123,,	3,	,		101,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	245,Clearsight,			,	,	-124,,	3,	,		102,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	246,"Heal Rain",		,	,	70,	,	103,	,		106,11,	80,	100,	0.0.1,	,		holy4.wav,	,			heal3.wav,	
	247,Prayer,				,	,	200,,	4,		,		107,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,	
	248,Block,				,	,	-122,,	4,	,		103,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	249,Might,				,	,	-120,,	105,	,		100,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	250,Meditation,			,	,	-121,,	105,	,		104,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	251,"Holy Water",		,	,	400,,	106,	,		106,11,	80,	100,	0.0.3,	,		holy4.wav,	,			heal3.wav,	
	252,Vigor,				,	,	-123,,	107,	,		101,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	253,"Blessed Aim",		,	,	-124,,	107,	,		102,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	254,"Divine Prayer",	,	,	750,,	107,	,		105,11,	80,	100,	0.6.6,	,		holy4.wav,	,			heal3.wav,	
	255,Defiance,			,	,	-122,,	108,	,		103,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	256,Restore,			,	,	2000,,	8,		,		108,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	257,"Restore All",		,	,	1700,,	108,	,		108,11,	80,	100,	0.6.5001,,		holy4.wav,	,			heal3.wav,	
	258,Revive,				,	,	-1,	,	9,		,		107,11,	80,	100,	,		,		holy4.wav,	,			heal3.wav,			
	259,"Pheonix Feathers",	32000,,	-1,	800,109.1.40,,		109,11,	80,	200,	002.6,	,		holy4.wav,	,			heal3.wav,	

	262,"Mage Masher",		,	0,	-300.50,150,8.0.0.1004,,		129,11,	80,	100,	,		,		,			,			,			



;Teleport Spells
	260,"Teleport to Atlis",,	,	-300.90,5,	0.7.0.1010,,		50,	5,	80,	100,	,		,		,			,			,			
	261,"Teleport to Gibdo's Entrance",,	,	-300.91,5,	0.7.0.1010,,		50,	5,	80,	100,	,		,		,			,			,			
;262
	263,"Teleport to Marvacus",,	,	-300,5,	0.7.0.1010,,		50,	5,	80,	100,	,		,		,			,			,			
264,
265,
266,
267,
268,
269,
;Cure Spells
	270,Purify,				,	,	-102,	,	2,		,		115,11,	80,	100,	,		,		,			,			,			
	271,"Clear Thoughts",	,	,	-105,,	4,		,		116,11,	80,	100,	,		,		,			,			,			
	272,"Free of Binds",	,	,	-106,,	6,		,		117,11,	80,	100,	,		,		,			,			,			
	273,Disspell,			,	,	-104,,	8,		,		,	,	,	,		,		,		,			,			,			
	274,"Undead Might",		2300,,	400,75,	0.1.15.1100.5,,		71,	11,	80,	100,	0.3,	,		,			,			,			

;						-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)	
;;						-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)
;;						-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)	
;						-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)	

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