From 673bdae75485d14f759af597c3c62b99601f9a43 Mon Sep 17 00:00:00 2001 From: peterb12 Date: Thu, 21 Jul 2005 02:34:44 +0000 Subject: Initial revision git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3 c06c8d41-db1a-0410-9941-cceddc491573 --- trunk/source/spl-data.h | 1286 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1286 insertions(+) create mode 100644 trunk/source/spl-data.h (limited to 'trunk/source/spl-data.h') diff --git a/trunk/source/spl-data.h b/trunk/source/spl-data.h new file mode 100644 index 0000000000..aee5e09bc0 --- /dev/null +++ b/trunk/source/spl-data.h @@ -0,0 +1,1286 @@ +/* + 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 -- cgit v1.2.3-54-g00ecf