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authorpeterb12 <peterb12@c06c8d41-db1a-0410-9941-cceddc491573>2005-07-21 02:34:44 +0000
committerpeterb12 <peterb12@c06c8d41-db1a-0410-9941-cceddc491573>2005-07-21 02:34:44 +0000
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downloadcrawl-ref-673bdae75485d14f759af597c3c62b99601f9a43.tar.gz
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Initial revision
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3 c06c8d41-db1a-0410-9941-cceddc491573
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+/*
+ In case anyone ever wants to add new spells, or just understand my reasons
+ for putting a particular spell into a particular type, read on:
+
+ Guidelines for typing spells
+
+ Conjuration
+ This type has a near monopoly on effective and relatively risk-free combat
+ spells. All other types of combat spells are either indirect (enchantments),
+ risky/detrimental/not versatile (necromancy) or just plain crappy (burn and
+ freeze), although smiting (holy) is not too bad.
+ Conjuration spells all involve the magical creation of matter and/or energy
+ (which are the same thing anyway, right?). They are distinguished from
+ summoning spells in that they do not involve the summoning of an entire
+ creature from another place.
+
+ Enchantment
+ These spells mostly cause some kind of durational effect, which lasts only
+ until the magic wears off. Enchantments are distinguished from trans-
+ migrations in that the latter cause a permanent alteration in something
+ which persists even after the magic has faded, while the effects of the
+ former last only so long as the magic does. Sometimes enchantments may take
+ advantage of the more powerful aspects of transmigration to induce some
+ kind of radical change (eg polymorph).
+ Some enchantments would also fall under the description of 'meta-magic'
+ spells, like Selective Amnesia and Remove Curse (and if I ever implement
+ Dispel Magic, it will be an enchantment).
+ It is possible that some divinations could be retyped as
+ divination/enchantment, as they appear to be primarily concerned with
+ detecting enchantments. Detect Curse and Identify are what I'm thinking
+ of here.
+
+ Fire and Ice
+ These are quite obvious. I'm trying to keep these two balanced with each
+ other, but it can be difficult. I have to weigh up some useful fire spells,
+ like Sticky Flame, Fireball, Ring of Flames and Firestorm, and the fact that
+ Fire wizards have an advantage when summoning fire elementals by either
+ spell or device, with the also quite useful Refrigeration, Ice Armour and
+ Freezing Cloud. Ice wizards don't have a corresponding advantage with
+ water elementals, because water and ice are two different things (ice is not
+ necessarily water ice, for example).
+ Generally, Fire spells tend towards chaos, disorder and entropy, while
+ Ice spells tend towards order and stasis. But these trends are rather
+ underdeveloped at the moment.
+ Note that just about the only reason one would ever choose an ice or fire
+ wizard over a conjurer would be the resistance gained at level 12.
+ Especially because having a fire specialisation basically removes any chance
+ of ever using ice spells effectively, and vice versa.
+
+ Transmigration
+ See enchantments.
+
+ Necromancy
+ This is the fun stuff. Necromancy is a mixed bag of many and various
+ different kinds of spells, with a few common themes:
+ -Differentiation of living, dead and undead. Some necromancy affects only
+ the living (pain, vampiric draining etc), some affects only the dead
+ (animate dead, twisted resurrection etc), and some affects only undead
+ (dispel and control undead).
+ -Actual or potential harm: eg risk in Death's Door, hp loss with Pain,
+ disease with summon greater undead, etc. Also loss of potential experience
+ gain with bolt of draining and degeneration.
+ -Material components are central to many of the spells.
+ -Some spells duplicate effects of other types, but do so in a different
+ (neither superior or inferior) way. Eg bone shards is a very powerful spell
+ for only 3 magic points, but requires preparation. Also, necromantic
+ healing spells are different and more idiosyncratic than holy healing.
+ Although regeneration is usually less useful than lesser healing and is
+ level 3 instead of 2, it can be cast before combat (when 1 turn spent
+ casting is less important), and is affected by extension.
+ -Generally unholy theme of spells (I mean, Twisted Resurrection?).
+
+ Holy
+ The Holy type is also fairly various, but is rather less interesting than
+ necromancy (after all, priests are better at fighting than necromancers).
+ Holy spells do things like driving off undead and healing. Note that I
+ consider item stickycursing to be more of an issue for enchantments rather
+ than holy magic, which is why remove curse is enchantment.
+
+ Summoning
+ These spells involve bringing a creature from somewhere else (possibly on
+ another plane of existence) to this world to do battle for the caster. Some
+ future summonings could potentially be combination conjuration/summoning
+ spells, eg the ball lightning spell I keep planning to implement.
+ Also, potential exists for some risky high-level spells, maybe demon
+ summoning?
+
+ Divination
+ These spells provide information to the caster. A diviner class would be
+ possible (and having detect curse and identify would be very handy), but
+ would be extremely difficult to play - there is no potential in this type
+ for combat spells.
+
+ Translocation
+ Translocation spells deal with teleportation etc, also interplanar travel
+ (eg Banishment, and the planned Gate spell).
+ It is possible that I may give summoners some special access to trans-
+ locations due to the obvious similarities.
+
+ Poison
+ These spells all involve poison. Most are also conjurations.
+ I don't plan to implement a 'Poisoner' class, as it would become unplayable
+ deep in the dungeon where most monsters are poison resistant.
+
+ Many spells use magic from two types. These spells are equally
+ available to either type; a conjurer is no worse at a fire/conjuration than
+ at a pure conjuration. I guess a spell could be of three types, but they
+ would have to be types with short names (limited space in the spell
+ windows).
+ - Note : this is no longer true, with the implementation of magic skills.
+ Your skill for a spell is effectively the average of all types used in it.
+ Poison has no skills, but still has a staff
+
+
+*/
+
+/*
+ * When adding enchantments, must add them to extension as well!
+ *
+ * spells to do:
+ * Contingency?
+ * Trigger contingency
+ * Preserve Corpses
+ * Permanency
+ * Ball Lightning
+ * Explosive rune?
+ * Fennel wands
+ * More summonings!
+ */
+
+#ifndef SPLDATA_H
+#define SPLDATA_H
+
+
+{
+ SPELL_IDENTIFY, "Identify",
+ SPTYP_DIVINATION,
+ 6
+},
+
+{
+ SPELL_TELEPORT_SELF, "Teleport Self",
+ SPTYP_TRANSLOCATION,
+ 5
+},
+
+{
+ SPELL_CAUSE_FEAR, "Cause Fear",
+ SPTYP_ENCHANTMENT,
+ 5
+},
+
+{
+ SPELL_CREATE_NOISE, "Create Noise",
+ SPTYP_ENCHANTMENT,
+ 1
+},
+
+{
+ SPELL_REMOVE_CURSE, "Remove Curse",
+ SPTYP_ENCHANTMENT,
+ 5
+},
+
+{
+ SPELL_MAGIC_DART, "Magic Dart",
+ SPTYP_CONJURATION,
+ 1
+},
+
+{
+ SPELL_FIREBALL, "Fireball",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 6
+},
+
+{
+ SPELL_SWAP, "Swap",
+ SPTYP_TRANSLOCATION,
+ 3
+},
+
+{
+ SPELL_APPORTATION, "Apportation",
+ SPTYP_TRANSLOCATION,
+ 1
+},
+
+{
+ SPELL_TWIST, "Twist",
+ SPTYP_TRANSLOCATION,
+ 1
+},
+
+{
+ SPELL_CONJURE_FLAME, "Conjure Flame",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 3
+},
+
+{
+ SPELL_DIG, "Dig",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 4
+},
+
+{
+ SPELL_BOLT_OF_FIRE, "Bolt of Fire",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 5
+},
+
+{
+ SPELL_BOLT_OF_COLD, "Bolt of Cold",
+ SPTYP_CONJURATION | SPTYP_ICE,
+ 5
+},
+
+{
+ SPELL_LIGHTNING_BOLT, "Lightning Bolt",
+ SPTYP_CONJURATION | SPTYP_AIR,
+ 6
+},
+
+{
+ SPELL_BOLT_OF_MAGMA, "Bolt of Magma",
+ SPTYP_CONJURATION | SPTYP_FIRE | SPTYP_EARTH,
+ 5
+},
+
+{
+ SPELL_POLYMORPH_OTHER, "Polymorph Other",
+ SPTYP_TRANSMIGRATION, // removed enchantment, wasn't needed -- bwr
+ 5
+},
+
+{
+ SPELL_SLOW, "Slow",
+ SPTYP_ENCHANTMENT,
+ 3
+},
+
+{
+ SPELL_HASTE, "Haste",
+ SPTYP_ENCHANTMENT,
+ 6 // lowered to 6 from 8, since its easily available from various items
+ // and Swiftness is level 2 (and gives a similar effect). Its also
+ // not that much better than Invisibility. -- bwr
+},
+
+{
+ SPELL_PARALYZE, "Paralyze",
+ SPTYP_ENCHANTMENT,
+ 4
+},
+
+{
+ SPELL_CONFUSE, "Confuse",
+ SPTYP_ENCHANTMENT,
+ 3
+},
+
+{
+ SPELL_INVISIBILITY, "Invisibility",
+ SPTYP_ENCHANTMENT,
+ 6
+},
+
+{
+ SPELL_THROW_FLAME, "Throw Flame",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 2
+},
+
+{
+ SPELL_THROW_FROST, "Throw Frost",
+ SPTYP_CONJURATION | SPTYP_ICE,
+ 2
+},
+
+{
+ SPELL_CONTROLLED_BLINK, "Controlled Blink",
+ SPTYP_TRANSLOCATION,
+ 4
+},
+
+{
+ SPELL_FREEZING_CLOUD, "Freezing Cloud",
+ SPTYP_CONJURATION | SPTYP_ICE | SPTYP_AIR,
+ 7
+},
+
+{
+ SPELL_MEPHITIC_CLOUD, "Mephitic Cloud",
+ SPTYP_CONJURATION | SPTYP_POISON | SPTYP_AIR,
+ 3
+},
+
+{
+ SPELL_RING_OF_FLAMES, "Ring of Flames",
+ SPTYP_ENCHANTMENT | SPTYP_FIRE,
+ 8
+},
+
+{
+ SPELL_RESTORE_STRENGTH, "Restore Strength",
+ SPTYP_HOLY,
+ 2
+},
+
+{
+ SPELL_RESTORE_INTELLIGENCE, "Restore Intelligence",
+ SPTYP_HOLY,
+ 2
+},
+
+{
+ SPELL_RESTORE_DEXTERITY, "Restore Dexterity",
+ SPTYP_HOLY,
+ 2
+},
+
+{
+ SPELL_VENOM_BOLT, "Venom Bolt",
+ SPTYP_CONJURATION | SPTYP_POISON,
+ 5
+},
+
+{
+ SPELL_OLGREBS_TOXIC_RADIANCE, "Olgreb's Toxic Radiance",
+ SPTYP_POISON,
+ 4
+},
+
+{
+ SPELL_TELEPORT_OTHER, "Teleport Other",
+ SPTYP_TRANSLOCATION,
+ 4
+},
+
+{
+ SPELL_LESSER_HEALING, "Lesser Healing",
+ SPTYP_HOLY,
+ 2
+},
+
+{
+ SPELL_GREATER_HEALING, "Greater Healing",
+ SPTYP_HOLY,
+ 6
+},
+
+{
+ SPELL_CURE_POISON_I, "Cure Poison",
+ SPTYP_HOLY,
+ 3
+},
+
+{
+ SPELL_PURIFICATION, "Purification",
+ SPTYP_HOLY,
+ 5
+},
+
+{
+ SPELL_DEATHS_DOOR, "Death's Door",
+ SPTYP_ENCHANTMENT | SPTYP_NECROMANCY,
+ 8
+},
+
+{
+ SPELL_SELECTIVE_AMNESIA, "Selective Amnesia",
+ SPTYP_ENCHANTMENT,
+ 3
+},
+
+{
+ SPELL_MASS_CONFUSION, "Mass Confusion",
+ SPTYP_ENCHANTMENT,
+ 6
+},
+
+{
+ SPELL_SMITING, "Smiting",
+ SPTYP_HOLY,
+ 4
+},
+
+{
+ SPELL_REPEL_UNDEAD, "Repel Undead",
+ SPTYP_HOLY,
+ 3
+},
+
+{
+ SPELL_HOLY_WORD, "Holy Word",
+ SPTYP_HOLY,
+ 7
+},
+
+{
+ SPELL_DETECT_CURSE, "Detect Curse",
+ SPTYP_DIVINATION,
+ 3
+},
+
+{
+ SPELL_SUMMON_SMALL_MAMMAL, "Summon Small Mammals",
+ SPTYP_SUMMONING,
+ 1
+},
+
+{
+ SPELL_ABJURATION_I, "Abjuration",
+ SPTYP_SUMMONING,
+ 3
+},
+
+{
+ SPELL_SUMMON_SCORPIONS, "Summon Scorpions",
+ SPTYP_SUMMONING | SPTYP_POISON,
+ 4
+},
+
+{
+ SPELL_LEVITATION, "Levitation",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 2
+},
+
+{
+ SPELL_BOLT_OF_DRAINING, "Bolt of Draining",
+ SPTYP_CONJURATION | SPTYP_NECROMANCY,
+ 6
+},
+
+{
+ SPELL_LEHUDIBS_CRYSTAL_SPEAR, "Lehudib's Crystal Spear",
+ SPTYP_CONJURATION | SPTYP_EARTH,
+ 8
+},
+
+{
+ SPELL_BOLT_OF_INACCURACY, "Bolt of Inaccuracy",
+ SPTYP_CONJURATION,
+ 2
+},
+
+{
+ SPELL_POISONOUS_CLOUD, "Poisonous Cloud",
+ SPTYP_CONJURATION | SPTYP_POISON | SPTYP_AIR,
+ 6
+}
+,
+
+{
+ SPELL_FIRE_STORM, "Fire Storm",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 9
+},
+
+{
+ SPELL_DETECT_TRAPS, "Detect Traps",
+ SPTYP_DIVINATION,
+ 2
+},
+
+{
+ SPELL_BLINK, "Blink",
+ SPTYP_TRANSLOCATION,
+ 2
+},
+
+
+// The following name was found in the hack.exe file of an early version
+// of PCHACK - credit goes to its creator (whoever that may be):
+{
+ SPELL_ISKENDERUNS_MYSTIC_BLAST, "Iskenderun's Mystic Blast",
+ SPTYP_CONJURATION,
+ 4
+},
+
+{
+ SPELL_SWARM, "Summon Swarm",
+ SPTYP_SUMMONING,
+ 6
+},
+
+{
+ SPELL_SUMMON_HORRIBLE_THINGS, "Summon Horrible Things",
+ SPTYP_SUMMONING,
+ 8
+},
+
+{
+ SPELL_ENSLAVEMENT, "Enslavement",
+ SPTYP_ENCHANTMENT,
+ 4
+},
+
+{
+ SPELL_MAGIC_MAPPING, "Magic Mapping",
+ SPTYP_DIVINATION | SPTYP_EARTH,
+ 4
+},
+
+{
+ SPELL_HEAL_OTHER, "Heal Other",
+ SPTYP_HOLY,
+ 3
+},
+
+{
+ SPELL_ANIMATE_DEAD, "Animate Dead",
+ SPTYP_NECROMANCY,
+ 4
+},
+
+{
+ SPELL_PAIN, "Pain",
+ SPTYP_NECROMANCY,
+ 1
+},
+
+{
+ SPELL_EXTENSION, "Extension",
+ SPTYP_ENCHANTMENT,
+ 5
+},
+
+{
+ SPELL_CONTROL_UNDEAD, "Control Undead",
+ SPTYP_ENCHANTMENT | SPTYP_NECROMANCY,
+ 6
+},
+
+{
+ SPELL_ANIMATE_SKELETON, "Animate Skeleton",
+ SPTYP_NECROMANCY,
+ 1
+},
+
+{
+ SPELL_VAMPIRIC_DRAINING, "Vampiric Draining",
+ SPTYP_NECROMANCY,
+ 3
+},
+
+{
+ SPELL_SUMMON_WRAITHS, "Summon Wraiths",
+ SPTYP_NECROMANCY | SPTYP_SUMMONING,
+ 7
+},
+
+{
+ SPELL_DETECT_ITEMS, "Detect Items",
+ SPTYP_DIVINATION,
+ 2
+},
+
+{
+ SPELL_BORGNJORS_REVIVIFICATION, "Borgnjor's Revivification",
+ SPTYP_NECROMANCY,
+ 6
+},
+
+{
+ SPELL_BURN, "Burn", // used by wanderers
+ SPTYP_FIRE,
+ 1
+},
+
+{
+ SPELL_FREEZE, "Freeze",
+ SPTYP_ICE,
+ 1
+},
+
+{
+ SPELL_SUMMON_ELEMENTAL, "Summon Elemental",
+ SPTYP_SUMMONING,
+ 4
+},
+
+{
+ SPELL_OZOCUBUS_REFRIGERATION, "Ozocubu's Refrigeration",
+ SPTYP_ICE,
+ 5
+},
+
+{
+ SPELL_STICKY_FLAME, "Sticky Flame",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 4
+},
+
+{
+ SPELL_SUMMON_ICE_BEAST, "Summon Ice Beast",
+ SPTYP_ICE | SPTYP_SUMMONING,
+ 5
+},
+
+{
+ SPELL_OZOCUBUS_ARMOUR, "Ozocubu's Armour",
+ SPTYP_ENCHANTMENT | SPTYP_ICE,
+ 3
+},
+
+{
+ SPELL_CALL_IMP, "Call Imp",
+ SPTYP_SUMMONING,
+ 3
+},
+
+{
+ SPELL_REPEL_MISSILES, "Repel Missiles",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 2
+},
+
+{
+ SPELL_BERSERKER_RAGE, "Berserker Rage",
+ SPTYP_ENCHANTMENT,
+ 3
+},
+
+{
+ SPELL_DISPEL_UNDEAD, "Dispel Undead",
+ SPTYP_NECROMANCY,
+ 4
+},
+
+{
+ SPELL_GUARDIAN, "Guardian",
+ SPTYP_HOLY,
+ 7
+},
+
+{
+ SPELL_PESTILENCE, "Pestilence",
+ SPTYP_HOLY,
+ 4
+},
+
+{
+ SPELL_THUNDERBOLT, "Thunderbolt",
+ SPTYP_HOLY | SPTYP_AIR,
+ 6 // why is this the only holy spell with a secondary? {dlb}
+}
+,
+
+{
+ SPELL_FLAME_OF_CLEANSING, "Flame of Cleansing",
+ SPTYP_HOLY,
+ 8
+},
+
+{
+ SPELL_SHINING_LIGHT, "Shining Light",
+ SPTYP_HOLY,
+ 7
+},
+
+{
+ SPELL_SUMMON_DAEVA, "Summon Daeva",
+ SPTYP_HOLY,
+ 8
+},
+
+{
+ SPELL_ABJURATION_II, "Abjuration",
+ SPTYP_HOLY,
+ 4
+},
+
+{
+ SPELL_TWISTED_RESURRECTION, "Twisted Resurrection",
+ SPTYP_NECROMANCY,
+ 5
+},
+
+{
+ SPELL_REGENERATION, "Regeneration",
+ SPTYP_ENCHANTMENT | SPTYP_NECROMANCY,
+ 3
+},
+
+{
+ SPELL_BONE_SHARDS, "Bone Shards",
+ SPTYP_NECROMANCY,
+ 3
+},
+
+{
+ SPELL_BANISHMENT, "Banishment",
+ SPTYP_TRANSLOCATION,
+ 5
+},
+
+{
+ SPELL_CIGOTUVIS_DEGENERATION, "Cigotuvi's Degeneration",
+ SPTYP_TRANSMIGRATION | SPTYP_NECROMANCY,
+ 5
+},
+
+{
+ SPELL_STING, "Sting",
+ SPTYP_CONJURATION | SPTYP_POISON,
+ 1
+},
+
+{
+ SPELL_SUBLIMATION_OF_BLOOD, "Sublimation of Blood",
+ SPTYP_NECROMANCY,
+ 2
+},
+
+{
+ SPELL_TUKIMAS_DANCE, "Tukima's Dance",
+ SPTYP_ENCHANTMENT,
+ 3
+},
+
+{
+ SPELL_HELLFIRE, "Hellfire",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 9
+},
+
+{
+ SPELL_SUMMON_DEMON, "Summon Demon",
+ SPTYP_SUMMONING,
+ 5
+},
+
+{
+ SPELL_DEMONIC_HORDE, "Demonic Horde",
+ SPTYP_SUMMONING,
+ 6
+},
+
+{
+ SPELL_SUMMON_GREATER_DEMON, "Summon Greater Demon",
+ SPTYP_SUMMONING,
+ 7
+},
+
+{
+ SPELL_CORPSE_ROT, "Corpse Rot",
+ SPTYP_NECROMANCY,
+ 2
+},
+
+{
+ SPELL_TUKIMAS_VORPAL_BLADE, "Tukima's Vorpal Blade",
+ SPTYP_ENCHANTMENT,
+ 2
+},
+
+{
+ SPELL_FIRE_BRAND, "Fire Brand",
+ SPTYP_ENCHANTMENT | SPTYP_FIRE,
+ 2
+},
+
+{
+ SPELL_FREEZING_AURA, "Freezing Aura",
+ SPTYP_ENCHANTMENT | SPTYP_ICE,
+ 2
+},
+
+{
+ SPELL_LETHAL_INFUSION, "Lethal Infusion",
+ SPTYP_ENCHANTMENT | SPTYP_NECROMANCY,
+ 2
+},
+
+{
+ SPELL_CRUSH, "Crush", // used by wanderers
+ SPTYP_EARTH,
+ 1
+},
+
+{
+ SPELL_BOLT_OF_IRON, "Bolt of Iron",
+ SPTYP_CONJURATION | SPTYP_EARTH,
+ 6
+},
+
+{
+ SPELL_STONE_ARROW, "Stone Arrow",
+ SPTYP_CONJURATION | SPTYP_EARTH,
+ 3
+},
+
+{
+ SPELL_TOMB_OF_DOROKLOHE, "Tomb of Doroklohe",
+ SPTYP_CONJURATION | SPTYP_EARTH, // conj makes more sense than tmig -- bwr
+ 7
+}
+,
+
+{
+ SPELL_STONEMAIL, "Stonemail",
+ SPTYP_ENCHANTMENT | SPTYP_EARTH,
+ 6
+},
+
+{
+ SPELL_SHOCK, "Shock",
+ SPTYP_CONJURATION | SPTYP_AIR,
+ 1
+},
+
+{
+ SPELL_SWIFTNESS, "Swiftness",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 2
+},
+
+{
+ SPELL_FLY, "Fly",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 4
+},
+
+{
+ SPELL_INSULATION, "Insulation",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 4
+},
+
+{
+ SPELL_ORB_OF_ELECTROCUTION, "Orb of Electrocution",
+ SPTYP_CONJURATION | SPTYP_AIR,
+ 7
+},
+
+{
+ SPELL_DETECT_CREATURES, "Detect Creatures",
+ SPTYP_DIVINATION,
+ 2
+},
+
+{
+ SPELL_CURE_POISON_II, "Cure Poison",
+ SPTYP_POISON,
+ 2
+}
+,
+
+{
+ SPELL_CONTROL_TELEPORT, "Control Teleport",
+ SPTYP_ENCHANTMENT | SPTYP_TRANSLOCATION,
+ 6
+},
+
+{
+ SPELL_POISON_AMMUNITION, "Poison Ammunition",
+ SPTYP_ENCHANTMENT | SPTYP_POISON,
+ 4 // jmf: SPTYP_TRANSMIGRATION vs SPTYP_ENCHANTMENT?
+}
+,
+
+{
+ SPELL_POISON_WEAPON, "Poison Weapon",
+ SPTYP_ENCHANTMENT | SPTYP_POISON,
+ 4
+},
+
+{
+ SPELL_RESIST_POISON, "Resist Poison",
+ SPTYP_ENCHANTMENT | SPTYP_POISON,
+ 4
+},
+
+{
+ SPELL_PROJECTED_NOISE, "Projected Noise",
+ SPTYP_ENCHANTMENT,
+ 2
+},
+
+{
+ SPELL_ALTER_SELF, "Alter Self",
+ SPTYP_TRANSMIGRATION,
+ 7
+},
+
+{
+ SPELL_DEBUGGING_RAY, "Debugging Ray",
+ SPTYP_CONJURATION,
+ 7
+},
+
+{
+ SPELL_RECALL, "Recall",
+ SPTYP_SUMMONING | SPTYP_TRANSLOCATION,
+ 3
+},
+
+{
+ SPELL_PORTAL, "Portal",
+ SPTYP_TRANSLOCATION,
+ 8
+},
+
+{
+ SPELL_AGONY, "Agony",
+ SPTYP_NECROMANCY,
+ 5
+},
+
+{
+ SPELL_SPIDER_FORM, "Spider Form",
+ SPTYP_TRANSMIGRATION | SPTYP_POISON,
+ 3
+},
+
+{
+ SPELL_DISRUPT, "Disrupt",
+ SPTYP_TRANSMIGRATION,
+ 1
+},
+
+{
+ SPELL_DISINTEGRATE, "Disintegrate",
+ SPTYP_TRANSMIGRATION,
+ 6
+},
+
+{
+ SPELL_BLADE_HANDS, "Blade Hands",
+ SPTYP_TRANSMIGRATION,
+ 5 // only removes weapon, so I raised this from 4 -- bwr
+},
+
+{
+ SPELL_STATUE_FORM, "Statue Form",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 6
+},
+
+{
+ SPELL_ICE_FORM, "Ice Form",
+ SPTYP_ICE | SPTYP_TRANSMIGRATION,
+ 4 // doesn't allow for equipment, so I lowered this from 5 -- bwr
+},
+
+{
+ SPELL_DRAGON_FORM, "Dragon Form",
+ SPTYP_FIRE | SPTYP_TRANSMIGRATION,
+ 8
+},
+
+{
+ SPELL_NECROMUTATION, "Necromutation",
+ SPTYP_TRANSMIGRATION | SPTYP_NECROMANCY,
+ 8
+},
+
+{
+ SPELL_DEATH_CHANNEL, "Death Channel",
+ SPTYP_NECROMANCY,
+ 9
+},
+
+{
+ SPELL_SYMBOL_OF_TORMENT, "Symbol of Torment",
+ SPTYP_NECROMANCY,
+ 6
+},
+
+{
+ SPELL_DEFLECT_MISSILES, "Deflect Missiles",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 6
+},
+
+{
+ SPELL_ORB_OF_FRAGMENTATION, "Orb of Fragmentation",
+ SPTYP_CONJURATION | SPTYP_EARTH,
+ 7
+},
+
+{
+ SPELL_ICE_BOLT, "Ice Bolt",
+ SPTYP_CONJURATION | SPTYP_ICE,
+ 4
+},
+
+{
+ SPELL_ICE_STORM, "Ice Storm",
+ SPTYP_CONJURATION | SPTYP_ICE,
+ 9
+},
+
+{
+ SPELL_ARC, "Arc", // used by wanderers
+ SPTYP_AIR,
+ 1
+},
+
+{
+ SPELL_AIRSTRIKE, "Airstrike",
+ SPTYP_AIR,
+ 4
+},
+
+{
+ SPELL_SHADOW_CREATURES, "Shadow Creatures",
+ SPTYP_SUMMONING, // jmf: or SPTYP_SUMMONING | SPTYP_CONJURATION
+ 5
+}
+,
+
+{
+ SPELL_CONFUSING_TOUCH, "Confusing Touch",
+ SPTYP_ENCHANTMENT,
+ 1
+},
+
+{
+ SPELL_SURE_BLADE, "Sure Blade",
+ SPTYP_ENCHANTMENT,
+ 2
+},
+
+
+
+ //jmf: new spells
+
+
+{
+ SPELL_FLAME_TONGUE, "Flame Tongue",
+ SPTYP_CONJURATION | SPTYP_FIRE,
+ 1
+},
+
+{
+ SPELL_PASSWALL, "Passwall",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 3
+},
+
+{
+ SPELL_IGNITE_POISON, "Ignite Poison",
+ SPTYP_FIRE | SPTYP_TRANSMIGRATION,
+ 7
+},
+
+{
+ SPELL_STICKS_TO_SNAKES, "Sticks to Snakes",
+ SPTYP_TRANSMIGRATION | SPTYP_SUMMONING,
+ 2
+},
+
+{
+ SPELL_SUMMON_LARGE_MAMMAL, "Call Canine Familiar",
+ SPTYP_SUMMONING,
+ 3
+},
+
+{
+ SPELL_SUMMON_DRAGON, "Summon Dragon",
+ SPTYP_FIRE | SPTYP_SUMMONING,
+ 9
+},
+
+{
+ SPELL_TAME_BEASTS, "Tame Beasts",
+ SPTYP_ENCHANTMENT,
+ 5
+},
+
+{
+ SPELL_SLEEP, "Ensorcelled Hibernation",
+ SPTYP_ENCHANTMENT | SPTYP_ICE,
+ 2
+},
+
+{
+ SPELL_MASS_SLEEP, "Metabolic Englaciation",
+ SPTYP_ENCHANTMENT | SPTYP_ICE,
+ 7
+},
+
+{
+ SPELL_DETECT_MAGIC, "Detect Magic",
+ SPTYP_DIVINATION,
+ 1
+},
+
+{
+ SPELL_DETECT_SECRET_DOORS, "Detect Secret Doors",
+ SPTYP_DIVINATION,
+ 1
+},
+
+{
+ SPELL_SEE_INVISIBLE, "See Invisible",
+ SPTYP_ENCHANTMENT | SPTYP_DIVINATION,
+ 4
+},
+
+{
+ SPELL_FORESCRY, "Forescry",
+ SPTYP_DIVINATION,
+ 5
+},
+
+{
+ SPELL_SUMMON_BUTTERFLIES, "Summon Butterflies",
+ SPTYP_SUMMONING,
+ 1
+},
+
+{
+ SPELL_WARP_BRAND, "Warp Weapon",
+ SPTYP_ENCHANTMENT | SPTYP_TRANSLOCATION,
+ 7 // this is high for a reason - Warp brands are very powerful.
+},
+
+{
+ SPELL_SILENCE, "Silence",
+ SPTYP_ENCHANTMENT | SPTYP_AIR,
+ 3
+},
+
+{
+ SPELL_SHATTER, "Shatter",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 9
+},
+
+{
+ SPELL_DISPERSAL, "Dispersal",
+ SPTYP_TRANSLOCATION,
+ 7
+},
+
+{
+ SPELL_DISCHARGE, "Static Discharge",
+ SPTYP_CONJURATION | SPTYP_AIR,
+ 4
+},
+
+{
+ SPELL_BEND, "Bend",
+ SPTYP_TRANSLOCATION,
+ 1
+},
+
+{
+ SPELL_BACKLIGHT, "Corona",
+ SPTYP_ENCHANTMENT,
+ 1
+},
+
+{
+ SPELL_INTOXICATE, "Alistair's Intoxication",
+ SPTYP_TRANSMIGRATION | SPTYP_POISON,
+ 4
+},
+
+{
+ SPELL_GLAMOUR, "Glamour",
+ SPTYP_ENCHANTMENT,
+ 5
+},
+
+{
+ SPELL_EVAPORATE, "Evaporate",
+ SPTYP_FIRE | SPTYP_TRANSMIGRATION,
+ 2 // XXX: level 2 or 3, what should it be now? -- bwr
+},
+
+{
+ SPELL_ERINGYAS_SURPRISING_BOUQUET, "Eringya's Surprising Bouquet",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 4
+},
+
+{
+ SPELL_FRAGMENTATION, "Lee's Rapid Deconstruction",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 5
+},
+
+{
+ SPELL_AIR_WALK, "Air Walk",
+ SPTYP_TRANSMIGRATION | SPTYP_AIR,
+ 9
+},
+
+{
+ SPELL_SANDBLAST, "Sandblast",
+ SPTYP_TRANSMIGRATION | SPTYP_EARTH,
+ 1
+},
+
+{
+ SPELL_ROTTING, "Rotting",
+ SPTYP_TRANSMIGRATION | SPTYP_NECROMANCY,
+ 5
+},
+
+{
+ SPELL_SHUGGOTH_SEED, "Shuggoth Seed",
+ SPTYP_NECROMANCY | SPTYP_SUMMONING,
+ 7
+},
+
+{
+ SPELL_MAXWELLS_SILVER_HAMMER, "Maxwell's Silver Hammer",
+ SPTYP_ENCHANTMENT | SPTYP_EARTH,
+ 2
+},
+
+{
+ SPELL_CONDENSATION_SHIELD, "Condensation Shield",
+ SPTYP_ICE | SPTYP_TRANSMIGRATION,
+ 4
+},
+
+{
+ SPELL_SEMI_CONTROLLED_BLINK, "Semi-Controlled Blink",
+ SPTYP_TRANSLOCATION,
+ 3
+},
+
+{
+ SPELL_STONESKIN, "Stoneskin",
+ SPTYP_EARTH | SPTYP_TRANSMIGRATION, // was ench -- bwr
+ 2
+},
+
+{
+ SPELL_SIMULACRUM, "Simulacrum",
+ SPTYP_ICE | SPTYP_NECROMANCY,
+ 7
+},
+
+{
+ SPELL_CONJURE_BALL_LIGHTNING, "Conjure Ball Lightning",
+ SPTYP_AIR | SPTYP_CONJURATION,
+ 8
+},
+
+{
+ SPELL_FAR_STRIKE, "Far Strike",
+ SPTYP_TRANSLOCATION,
+ 3
+},
+
+{
+ SPELL_DELAYED_FIREBALL, "Delayed Fireball",
+ SPTYP_FIRE | SPTYP_CONJURATION,
+ 7
+},
+
+{
+ SPELL_FULSOME_DISTILLATION, "Fulsome Distillation",
+ SPTYP_TRANSMIGRATION | SPTYP_NECROMANCY,
+ 1
+},
+
+{
+ SPELL_POISON_ARROW, "Poison Arrow",
+ SPTYP_CONJURATION | SPTYP_POISON,
+ 6
+},
+
+{
+ SPELL_STRIKING, "Striking",
+ 0,
+ 1
+},
+
+{
+ SPELL_NO_SPELL, "nonexistent spell",
+ 0,
+ 0,
+},
+
+
+#endif