# File: spell.txt


# This file is used to initialize the "spell" information for the Angband game.

# Do not modify this file unless you know exactly what you are doing,
# unless you wish to risk possible system crashes and broken savefiles.

# The spell indexes are defined in "x-spell.c", and must not be changed
# or savefile compatibility will be lost.

# Note that several "spell" types may share the same "textual name".
# For example, the spell "Detect Monsters" appears in both a mage
# book and a priest book; some curing spells appear in two seperate
# priest books (and might not even have the exact same effect!)

# === Understanding spell.txt ===

# N: serial number : spell name
# D: description

# 'N' indicates the beginning of an entry. The serial number must
# increase for each new spell.

# 'D' is for description. As many D: lines may be used as are needed
# to describe the spell. Note that lines will need spaces at their
# ends or the beginning of the next line to prevent words from running
# together.


# Version stamp (required)

V:1.1.6

N:0:Fire Bolt
D:Fires a bolt of fire.

N:1:Detect Monsters
D:Detects nearby monsters that are not invisible.

N:2:Phase Door
D:Random minor displacement.

N:3:Find Traps/Doors/Stairs
D:Detects nearby traps, doors, and stairs.

N:4:Light Area
D:Permanently lights up the area lit by your light source or a room.

N:5:Stinking Cloud
D:Fires a ball of poison.

N:6:Reduce Cuts and Poison
D:Reduces cuts and poisoning.

N:7:Resist Magic
D:Short term increase in saving throw and armour class, and protection from 
D:blindness and confusion.

N:8:Identify
D:Standard identification.

N:9:Lightning Bolt
D:Fires a bolt or beam of lightning.

N:10:Confuse Monster
D:Attempts to confuse one monster.

N:11:Telekinesis
D:Fetches an item from a distance.

N:12:Sleep Monster
D:Attempts to put a monster to sleep.

N:13:Teleport Self
D:Random major displacement.

N:14:Spear of Light
D:Fires a line of weak light.  Affects light-hating creatures.

N:15:Frost Beam
D:Fires a beam of cold.

N:16:Magical Throw
D:Throws an item using mental strength.

N:17:Satisfy Hunger
D:Fully feeds you.

N:18:Detect Invisible
D:Detects nearby invisible monsters.

N:19:Magic Disarm
D:Attempts to disarm a trap adjacent to you.

N:20:Blink Monster
D:Teleports a monster a short distance.

N:21:Cure
D:Removes all poison, cuts and stunning.

N:22:Detect Enchantment
D:Detects nearby enchanted objects.

N:23:Stone To Mud
D:Melts a wall square to floor.

N:24:Minor Recharge
D:Minor recharging.

N:25:Sleep Monsters
D:Attempts to put all monster in line of sight to sleep.

N:26:Thrust Away
D:Fires a short-range beam of force.

N:27:Fire Ball
D:Fires a ball of fire.

N:28:Tap Magical Energy
D:Turns rod, wand, or staff energy into mana.  Rods have little energy.

N:29:Slow Monster
D:Attempts to slow a monster down.

N:30:Teleport Other
D:Teleports an opponent away.

N:31:Haste Self
D:Temporarily hasten yourself.

N:32:Hold Monsters
D:Puts target creatures in Stasis.  They are completely paralyzed and 
D:invulnerable.

N:33:Clear Mind
D:Recovers mana much more rapidly than normal resting.  Put this spell in a 
D:keymap for best results.

N:34:Resist Element
D:Temporary opposition to an element.  Cumulative with equipment resistances.

N:35:Shield
D:Temporarily increases armour class by 50.

N:36:Resistance
D:Temporary opposition to the elements and poison.  Cumulative with equipment 
D:resistances.

N:37:Essence of Speed
D:Long-duration haste spell.

N:38:Strengthen Defenses
D:Greatly increases saving throw and armour class.  Perfect protection from 
D:blindness and confusion.

N:39:Door Creation
D:Creates a barrier of doors around you.

N:40:Stair Creation
D:Creates a staircase nearby.  Random choice between up or down, except on 
D:quest levels.

N:41:Teleport Level
D:Immediately takes you to an adjacent level.

N:42:Word of Recall
D:Recalls you to the town, or to one of four recall points.

N:43:Word of Destruction
D:Destroys almost all objects nearby, deletes ordinary monsters, and banishes 
D:uniques from the level.

N:44:Dimension Door
D:Controlled minor displacement.  Hint:  use the 'p' option when you enter 
D:targeting mode.

N:45:Acid Bolt
D:Fires a bolt or beam of acid.

N:46:Polymorph Other
D:Attempts to change a monster.

N:47:Earthquake
D:Shakes the nearby area, randomly scrambling terrain.

N:48:Beguiling
D:Very powerful attempt to confuse, slow, and then sleep all monsters.

N:49:Starburst
D:Fires a ball of light centered on you.

N:50:Major Recharge
D:Powerful recharging spell.

N:51:Cloud Kill
D:Fires a large poison and acid ball.

N:52:Ice Storm
D:Fires a large ice ball.

N:53:Meteor Swarm
D:Fires a small but unresistible magic ball.

N:54:Cacophony
D:Hits all monsters in line of sight with a blast of sound.

N:55:Unleash Chaos
D:Fires a large chaos ball.

N:56:Wall of Force
D:Fires an arc of force.

N:57:Rune of the Elements
D:Lays a rune which increases (player) or decreases (monster) elemental spells 
D:cast from it.  Maximum of four runes.

N:58:Rune of Magic Influence
D:Lays a rune which increases (player) or decreases (monster) the saving throw 
D:of one standing on it.  Maximum of four runes.

N:59:Rune of Instability
D:Lays a rune which creates an earthquake when walked on.  Maximum of four 
D:runes.

N:60:Rune of Mana
D:Lays a rune which contains a reserve of mana for the player.  Casting on an 
D:existing rune will increase the reserve.  Drains mana from monsters walking 
D:over it.  One rune only.

N:61:Rune of Protection
D:Lays a rune which monsters cannot pass over or be summoned on until broken.  
D:Maximum of four runes.

N:62:Rune of Power
D:Lays a rune which increases (player) or decreases (monster) the spell power 
D:of one standing on it.  One rune only.

N:63:Rune of Speed
D:Lays a rune which increases (player) or decreases (monster) the speed of one 
D:standing on it.  One rune only.

N:64:Detect Evil
D:Detects all nearby evil monsters, even invisible ones.

N:65:Cure Light Wounds
D:Reduces cuts and heals you a little.

N:66:Bless
D:Short-duration bonus to fighting ability and armour class.

N:67:Remove Fear
D:Removes any fear you currently feel.

N:68:Call Light
D:Permanently lights up the area lit by your light source or a room.

N:69:Find Traps
D:Detects all nearby traps.

N:70:Detect Doors/Stairs
D:Detects all nearby doors and stairs.

N:71:Slow Poison
D:Reduces the amount of poison in your system.

N:72:Cure Serious Wounds
D:Reduces cuts and heals you a moderate amount.

N:73:Scare Monster
D:Attempts to frighten one monster.

N:74:Portal
D:Random medium-range displacement.

N:75:Chant
D:Medium-duration bonus to fighting ability and armour class.

N:76:Sanctuary
D:Attempts to put all monsters next to you to sleep.

N:77:Satisfy Hunger
D:Fully feeds you.

N:78:Remove Curse
D:Attempts to remove curses from an item.

N:79:Resist Heat and Cold
D:Temporary opposition to fire and frost.  Cumulative with equipment 
D:resistances.

N:80:Neutralize Poison
D:Removes all poison from your body.

N:81:Orb of Draining
D:Fires an orb of holy force that does extra damage to evil creatures.

N:82:Sense Invisible
D:Temporary see invisible.

N:83:Protection from Evil
D:Temporary protection from lesser evil creatures.

N:84:Cure Mortal Wounds
D:Reduces cuts and heals you a large amount.

N:85:Earthquake
D:Shakes the nearby area, randomly changing terrain.

N:86:Sense Surroundings
D:Maps the local area.

N:87:Turn Undead
D:Attempts to make all undead monsters in line of sight turn and run.

N:88:Prayer
D:Long-duration bonus to fighting ability and armour class.

N:89:Dispel Undead
D:Dispels all undead in line of sight.

N:90:Heal
D:A large amount of healing, eliminates cuts and stunning.

N:91:Dispel Evil
D:Dispels all evil monsters in line of sight.

N:92:Sacred Shield
D:Temporarily increases armour class by 50.

N:93:Glyph of Warding
D:Places a glyph on the floor that monsters cannot pass over or be summoned on 
D:until broken.  Max of four glyphs on a level; disarm extras.

N:94:Holy Word
D:Strong dispel evil, healing, and remove poisoning, fear, stunning, and cuts.

N:95:Blink
D:Minor random displacement.

N:96:Teleport Self
D:Long-range random displacement.

N:97:Teleport Other
D:Teleports an opponent away.

N:98:Teleport Level
D:Immediately takes you to the next level up or down.

N:99:Word of Recall
D:Recalls you to the town, or to one of your recall points.

N:100:Alter Reality
D:Regenerates the level.

N:101:Detect Monsters
D:Detects nearby monsters that are not invisible.

N:102:Detection
D:Detects all nearby monsters, traps, doors, stairs, gold seams, and objects.

N:103:Perception
D:Learns about a monster's attributes and resistances.

N:104:Probing
D:Standard identification of an object.

N:105:Clairvoyance
D:Permanently light up the entire level, except for vaults, and detect everything nearby.

N:106:Banishment
D:Teleports away all evil monsters in line of sight.

N:107:Healing
D:An extremely strong healing spell.  Removes cuts and stuns.

N:108:Sacred Knowledge
D:Full identification of any object, including curses.

N:109:Restoration
D:Restores all stats.

N:110:Remembrance
D:Restores experience level.

N:111:Unbarring Ways
D:Destroys all doors next to you.

N:112:Recharging
D:Medium strength recharging spell.

N:113:Dispel Curse
D:Makes multiple attempts to remove curses from one object.

N:114:Disarm Trap
D:Attempts to disarm an adjacent trap.

N:115:Holding
D:Attempts to put a monster in stasis or fully bar a door.

N:116:Enchant Weapon or Armour
D:Adds plusses to Skill and Deadliness to weapons or plusses to armour class 
D:to armour.

N:117:Light of Manwe
D:Fires a large ball of light.

N:118:Lance of Orome
D:Fires a beam of holy magic that does extra damage to evil creatures.

N:119:Hammer of Aule
D:Destroys almost all objects nearby, deletes ordinary monsters, and banishes 
D:uniques from the level.

N:120:Strike of Mandos
D:Strikes at the soul of a living monster.

N:121:Call on Varda
D:Large ball of light centered on you, healing, and a powerful frighten 
D:monsters spell.

N:122:Elemental Infusion
D:Select a temporary elemental brand.  More brands become available as you 
D:gain levels.  Only one brand is available at a time.  For Paladins, only 
D:works on melee weapons.

N:123:Sanctify for Battle
D:Temporary Slay Evil.  Acts like (and can replace) a standard Slay evil weapon.

N:124:Horn of Wrath
D:Heroism, frightens monsters, also a little healing and recovery of courage.

N:125:Hit and Run
D:The next time you hit or steal from a monster, you will teleport away.

N:126:Day of Misrule
D:Renders you hasted and berserk.

N:127:Detect Treasure
D:Detects nearby objects, treasure and gold seams.

N:128:Detect Life
D:Detects all nearby living monsters, even invisible ones.

N:129:Call Light
D:Permanently lights up the area lit by your light source or a room.

N:130:Foraging
D:Fully feeds you.

N:131:Blink
D:Minor random displacement.

N:132:Combat Poison
D:Reduces the amount of poison in your system.

N:133:Lightning Spark
D:Short-range beam of lightning.

N:134:Door Destruction
D:Destroys all doors next to you.

N:135:Turn Stone to Mud
D:Melts a wall square to floor.

N:136:Ray of Sunlight
D:Fires a line of weak light.  Affects light-hating creatures.

N:137:Cure Poison
D:Removes all poison from your body.

N:138:Frost Bolt
D:Fires a bolt or beam of frost.

N:139:Sleep Creature
D:Attempts to put a monster to sleep.

N:140:Frighten Creature
D:Attempts to frighten a monster.

N:141:Detect Traps/Doors
D:Detects nearby traps, doors, and stairs.

N:142:Snuff Small Life
D:Kills all weak monsters in line of sight; spell has no effect on stronger 
D:creatures.

N:143:Fire Bolt
D:Fires a bolt or beam of fire.

N:144:Heroism
D:Temporary heroism.

N:145:Remove Curse
D:Attempts to remove curses from an item.

N:146:Acid Bolt
D:Fires a bolt or beam of acid.

N:147:Teleport Monster
D:Teleports a monster away.

N:148:Gravity Bolt
D:Fires a bolt or beam of gravity.

N:149:Resist Poison
D:Temporary opposition to poison.  Cumulative with equipment resistances.

N:150:Earthquake
D:Shakes the nearby area, randomly changing terrain.

N:151:Resist Fire & Cold
D:Temporary opposition to fire and cold.  Cumulative with equipment resistances.

N:152:Detect All
D:Detects all nearby monsters, traps, doors, stairs, gold seams, and objects.

N:153:Natural Vitality
D:Recovers from wounds, poison and physical damage far more rapidly than 
D:normal resting.  This is a good spell to assign to a keymap.

N:154:Resist Acid & Lightning
D:Temporary opposition to acid and electricity.  Cumulative with equipment 
D:resistances.

N:155:Wither Foe
D:Hurts a monster, then attempts to slow and confuse it.

N:156:Disarm Trap
D:Attempts to disarm an adjacent trap.

N:157:Identify
D:Standard identification of an object.

N:158:Create Athelas
D:Creates Athelas.

N:159:Raging Storm
D:Fires a large lightning ball.

N:160:Thunderclap
D:Fires a very large sound ball.

N:161:Become Mouse
D:Turns you into a silent mouse.

N:162:Become Ferret
D:Turns you into a ferret, most crafty of animals.

N:163:Become Hound
D:Turns you into a hound always aware of its surroundings.

N:164:Become Gazelle
D:Turns you into a speedy gazelle.

N:165:Become Lion
D:Turns you into a dauntless lion.

N:166:Detect Evil
D:Detects all nearby evil monsters, even invisible ones.

N:167:Song of Frightening
D:Attempts (strongly) to frighten all monsters in line of sight.

N:168:Sense Surroundings
D:Maps the local area.

N:169:Sight beyond Sight
D:Detects all nearby monsters, traps, doors, and stairs, and grants temporary 
D:see invisible.

N:170:Herbal Healing
D:Healing, plus removal of all cuts and poison.	/* 170 - herbal healing */

N:171:Blizzard
D:Fires a very large cold ball.

N:172:Trigger Tsunami
D:Hurls water outwards from yourself in all directions.

N:173:Volcanic Eruption
D:Fires a very large fire ball and trigger an earthquake.

N:174:Molten Lightning
D:Fires a small, intense plasma ball.

N:175:Starburst
D:Fires a large ball of light centered on yourself.

N:176:Song of Lulling
D:Attempts to slow and sleep all monsters in line of sight.

N:177:Song of Protection
D:Temporarily increases armour class by 50.

N:178:Song of Dispelling
D:Dispels all monsters in line of sight.  Extra damage to evil creatures.

N:179:Song of Warding
D:Places a glyph on the floor that monsters cannot pass over or be summoned on 
D:until broken.

N:180:Song of Renewal
D:Restores all your stats.

N:181:Web of Vairë
D:Fires a bolt or beam of time.

N:182:Speed of Nessa
D:Temporarily hastens you.

N:183:Renewal of Vána
D:Recharges a magical item.

N:184:Servant of Yavanna
D:Turns you into a wise and powerful Elder Ent.   Use potions or spells to 
D:protect yourself from fire!

N:185:Tears of Nienna
D:Restores your experience.

N:186:Healing of Este
D:Dispels evil monsters, heals you, blesses you, and removes fear, poisoning, 
D:stunning, and cuts.

N:187:Creature Knowledge
D:Low-level probing spell that lets you learn about racial type and basic 
D:resistances.

N:188:Nature's Vengeance
D:Hurts any monster on grass or near trees.  Animals take less damage.

N:189:Song of Growth
D:Encourages trees and grass grow in your line of sight.

N:190:Song of Preservation
D:Makes one object proof against acid and fire attacks.	

N:191:Tremor
D:Creates a small, targetable earthquake.

N:192:Nether Bolt
D:Fires a bolt of nether force.

N:193:Detect Evil
D:Detects all nearby evil monsters, even invisible ones.

N:194:Enhanced Infravision
D:Increases the range at which you can see warm-blooded creatures by 3.

N:195:Break Curse
D:Attempts to remove curses from one object.

N:196:Slow Monster
D:Attempts to slow a monster.

N:197:Sleep Monster
D:Attempts to put a monster to sleep.

N:198:Horrify
D:Attempts to frighten a monster.

N:199:Become Bat
D:Turns you into a fast-fluttering bat.

N:200:Door Destruction
D:Destroys all doors next to you.

N:201:Dark Bolt
D:Fires a bolt or beam of darkness.

N:202:Noxious Fumes
D:Covers the immediate area with a cloud of poison.  Does not quickly lose 
D:strength with distance from the center.

N:203:Turn Undead
D:Attempts to make all undead monsters in line of sight flee.

N:204:Turn Evil
D:Attempts to make all evil monsters in line of sight flee.

N:205:Cure Poison
D:Removes all poison from your system.

N:206:Dispel Undead
D:Attacks all undead creatures in line of sight.

N:207:Dispel Evil
D:Attacks all evil creatures in line of sight.

N:208:See Invisible
D:Grants temporary see invisible.

N:209:Shadow Shifting
D:Random minor displacement.

N:210:Detect Traps
D:Detects all nearby traps.

N:211:Detect Doors/Stairs
D:Detects all nearby doors.

N:212:Sleep Monsters
D:Attempts to put all monsters in line of sight to sleep.

N:213:Slow Monsters
D:Attempts to slow all monsters in line of sight.

N:214:Detect Magic
D:Detects nearby magical objects.

N:215:Death Bolt
D:Fires a bolt or beam of life-draining magic.

N:216:Resist Poison
D:Temporary opposition to poison.  Cumulative with equipment resistances.

N:217:Exorcise Demons
D:Attacks all demons in line of sight.

N:218:Dark Spear
D:Fires a beam of darkness.

N:219:Chaos Strike
D:Fires a heavy bolt of chaos.

N:220:Genocide
D:Deletes all monsters of the symbol you choose from the level. 

N:221:Dark Ball
D:Fires a large ball of darkness.

N:222:Stench of Death
D:Dispels living creatures, attempts to confuse all survivors, and then 
D:blankets everything in a cloud of poison.

N:223:Probing
D:Learns most attributes of all monsters in line of sight.

N:224:Shadow Mapping
D:Maps the immediate area.

N:225:Identify
D:Normal identify spell.

N:226:Shadow Warping
D:Random large-range displacement.

N:227:Poison Ammo
D:Coats any non-ego missile or stack of missiles in deadly poison.

N:228:Resist Acid and Cold
D:Temporary opposition to cold and acid.  Cumulative with equipment resistances.

N:229:Cure Any Wound
D:Removes all cuts and stunning.

N:230:Protection From Evil
D:Grants temporary protection from evil.

N:231:Black Blessing
D:Temporary increase to armour class and fighting ability.

N:232:Banish Evil
D:Teleports away all evil monsters in line of sight.

N:233:Shadow Barrier
D:Increases armour class by 35 temporarily.

N:234:Detect All Monsters
D:Detects all nearby monsters.

N:235:Strike at Life
D:Fires a nether bolt.

N:236:Orb of Death
D:Fires a life-draining orb.

N:237:Dispel Life
D:Attacks all living creatures in line of sight.

N:238:Vampiric Drain
D:Fires a life-draining bolt, heals you, and increases your food by a set 
D:amount.

N:239:Recharging
D:Medium-strength recharging spell.

N:240:Become Werewolf
D:Turns you into a raging werewolf.

N:241:Dispel Curse
D:Makes multiple attempts to remove curses from one item.

N:242:Become Vampire
D:Turns you into a fell vampire.

N:243:Haste Self
D:Hastens you temporarily.

N:244:Prepare Black Breath
D:Allows you to infect a monster with the Black Breath, which prevents 
D:regeneration.

N:245:Word of Destruction
D:Destroys almost all objects nearby, deletes ordinary monsters, and banishes 
D:uniques from the level.

N:246:Teleport Other
D:Teleports a monster away.

N:247:Smash Undead
D:Attacks all undead in line of sight.

N:248:Bind Undead
D:Places all undead in a powerful Statis.

N:249:Darkness Storm
D:Fires a large darkness ball.

N:250:Mental Awareness
D:Grants temporary telepathy.

N:251:Slip into the Shadows
D:Renders you almost imperceptible to sleeping monsters and those not normally 
D:found deeper than twice your depth.  You become fully visible as soon as you 
D:inflict any damage on or steal from a monster.

N:252:Bloodwrath
D:Hastens you and drives you into a berserk rage.

N:253:Rebalance Weapon
D:Grants any non-artifact throwing weapon perfect balance. 

N:254:Dark Power
D:Turns 75 hitpoints into mana.
