;-------------------
; Spells used in the game.  Each line describes one spell
;
; Mandatory arguments are:
;
; 	//	arg0	ID# (1-767)
;	//	arg1	name[MAX_SPELL_NAME_LEN];
;	//	arg2	ppCost;				// Play Points (Whack Points) required to learn spell 
;									// These are now determined automatically and this entry is ignored
;	//	arg3	element;			// ELEMENTS table IDs define these (0 must be HEAL)
;	//	arg4	damage;				// pure attack strength (before defense filtering)
;
;					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
;
;						-1			RESURRECTION		(brings dead to life, with 1 HP)
;
;						-2			DISEASE_POISON		(saps a little HP every few seconds)		
;						-3			DISEASE_SAP			(saps a little MP every few seconds)		
;						-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)	
;
;					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
;									// this is now determined automatically and this entry is ignored
;	//	arg6	reqLevel+All;		// minimum required elemental affinity (0-9) to cast it.
;									// add 100 if it affects ALL enemies
;
; the rest are optional and control the 'look' of the effect
;
;	//	arg7	path;				// path style (9 digit decimal number AAABBBCCC)
;					CCC	Accumulation Path
;					0xx	- accumulate over caster
;					1xx	- accumulate within caster
;					2xx	- accumulate under caster
;					x00 - tight random cloud
;					x01	- looser random cloud
;					x02 - loose random cloud
;					x03 - single circle
;					x04 - two circles
;		
;					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
;
;					AAA Attack Path
;					000 - random cloud
;					001	- looser random cloud
;					002 - loose random cloud
;					003 - single circle
;					004 - two circles
;
;	//	arg8	row; (0-31)			// row of effects table to use 
;									// effects are 16x16 graphical glyphs stored in the
;									// file "effects,bmp" in the WoS\art folder.  This file
;									// contains a large number of animations, each as a separate
;									// row within the file. Columns represent individual images
;									// of the animation and are generally shown left to right.
;	//	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 style controls 'dripping' behaviour(0 is none)
;									// again a 9 digit number AAABBBCCC
;					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"




;  		
;
; Spirit 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,	Charm,			0,	6,	-9,	0,	4,		0,		80,	11,	80,	100,	5,		0,		,			,			,					,			,			,					
	2,	Tame,			0,	6,	-10,0,	7,		0,		80,	11,	80,	100,	5,		0,		,			,			,			
;						-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)	
;						-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;						-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)
;
;
;
;
; Human 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
;
			,			,			,			
	3,	Ressurect,			0,	0,	-1,	0,	9,		4,		80,	11,	100,	100,	5,		0,		,			,			,					,			,			,	
	4,	Beer,				0,	0,	20,	0,	1,		4,		80,	11,	100,	100,	5,		0,		,			,			,					,			,			,
	5,	Rum,				0,	0,	50,	0,	3,		4,		80,	11,	100,	100,	5,		0,		,			,			,					,			,			,
	6,	Grog,				0,	0,	100,	0,	5,		4,		80,	11,	100,	100,	5,		0,		,			,			,					,			,			,
	7,	"Super Grog",			0,	0,	300,	0,	7,		4,		80,	11,	100,	100,	5,		0,		,			,			,					,			,			,									
;						-1			RESURRECTION		(brings dead to life, with 1 HP)	
	
;
; 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
	8,	"Demon Strike",		,	7,	32000,1101,109.0.99.666,,		89,	31,	100,100,	,		0,		,			thunder.wav,cannon.wav,	
	9,	"Demon Heal",		,	,	32000,15000,109.0.99.666,4,		80,	11,	100,100,	5,		,		,			,			,			
	10,	"Annoy the Noob",	0,	5,	1100,1,	101.0.99.666,,		,	,	,	,		,		,		,			,			,			
	11,	"Super Demon Heal",	0,	,	32000,1,	109.0.99.777,4,		80,	11,	100,100,	,		,		,			,			,			
