bool spec_cast_adept( CHAR_DATA *ch ) { CHAR_DATA *victim; CHAR_DATA *v_next; if ( !IS_AWAKE(ch) ) return FALSE; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( victim != ch && can_see( ch, victim ) && number_bits( 1 ) == 0 && !IS_NPC(victim) && victim->level < 11) break; } if ( victim == NULL ) return FALSE; switch ( number_bits( 4 ) ) { case 0: act( "$n utters the word 'abrazak'.", ch, NULL, NULL, TO_ROOM ); spell_armor( skill_lookup( "armor" ), ch->level, ch, victim ); return TRUE; case 1: act( "$n utters the word 'fido'.", ch, NULL, NULL, TO_ROOM ); spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); return TRUE; case 2: act( "$n utters the word 'judicandus noselacri'.", ch, NULL, NULL, TO_ROOM ); spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, victim ); return TRUE; case 3: act( "$n utters the word 'judicandus dies'.", ch, NULL, NULL, TO_ROOM ); spell_cure_light( skill_lookup( "cure light" ), ch->level, ch, victim ); return TRUE; case 4: act( "$n utters the words 'judicandus sausabru'.", ch, NULL, NULL, TO_ROOM ); spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, victim ); return TRUE; case 5: act( "$n utters the words 'candusima'.", ch, NULL, NULL, TO_ROOM ); spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); return TRUE; } return FALSE; }