"healing"
{
  symbol = "❤️"
  effect = Heal FLESH
  cooldown = 30
  sound = SPELL_HEALING
}
"advanced healing"
{
  upgrade = "healing"
  symbol = "❤️"
  effect = Name "advanced healing" Heal FLESH
  range = 1
  targetSelf = true
  cooldown = 15
  sound = SPELL_HEALING
}
"expert healing"
{
  upgrade = "advanced healing"
  symbol = "❤️"
  effect = Name "expert healing" Heal FLESH
  targetSelf = true
  range = 4
  cooldown = 10
  sound = SPELL_HEALING
}
"group healing"
{
  symbol = "💕"
  effect = Name "group healing" Area 2 Filter Not Enemy Heal FLESH
  cooldown = 50
  sound = SPELL_HEALING
}
"heal spirit"
{
  symbol = "✴"
  effect = Name "heal spirit" Heal SPIRIT
  range = 1
  targetSelf = true
  cooldown = 15
  sound = SPELL_HEALING
}
"advanced heal spirit"
{
  upgrade = "heal spirit"
  symbol = "✴"
  effect = Name "advanced heal spirit" Heal SPIRIT
  targetSelf = true
  range = 4
  cooldown = 10
  sound = SPELL_HEALING
}
"heal spirit group"
{
  symbol = "✴✴"
  effect = Name "heal spirit group" Area 2 Filter Not Enemy Heal SPIRIT
  cooldown = 50
  sound = SPELL_HEALING
}
"cure poison"
{
  symbol = "⚕"
  effect = Name "cure poison" RemoveLasting POISON
  cooldown = 50
  sound = SPELL_CURE_POISON
}
"advanced cure poison"
{
  upgrade = "cure poison"
  symbol = "⚕"
  effect = Name "advanced cure poison" RemoveLasting POISON
  cooldown = 50
  targetSelf = true
  range = 1
  sound = SPELL_CURE_POISON
}
"cure blindness"
{
  symbol = "👁"
  effect = Name "cure blindness" RemoveLasting BLIND
  cooldown = 50
  targetSelf = true
  range = 1
  sound = SPELL_CURE_POISON
}
"poison resistance"
{
  symbol = "🐍"
  effect = Lasting POISON_RESISTANT
  cooldown = 100
  targetSelf = true
  range = 1
  sound = SPELL_CURE_POISON
}
"summon flies"
{
  symbol = "🐝"
  effect = Summon "FLY" {3 7} 100
  cooldown = 40
  sound = SPELL_SUMMON_INSECTS
}
"magic missile"
{
  symbol = "⥇"
  effect = Name "magic missile" Damage SPELL_DAMAGE SPELL
  range = 4
  cooldown = 20
  sound = SPELL_BLAST
}
"advanced magic missile"
{
  upgrade = "magic missile"
  symbol = "⥇"
  effect = Name "advanced magic missile" Damage SPELL_DAMAGE SPELL
  range = 8
  cooldown = 10
  sound = SPELL_BLAST
}
"expert magic missile"
{
  upgrade = "advanced magic missile"
  symbol = "⥇"
  effect = Name "expert magic missile" Damage SPELL_DAMAGE SPELL
  range = 12
  cooldown = 5
  sound = SPELL_BLAST
}
"deception"
{
  symbol = "🎭"
  effect = Deception
  cooldown = 60
  sound = SPELL_DECEPTION
}
"invisibility"
{
  symbol = "🕵️"
  effect = Lasting INVISIBLE
  cooldown = 300
  sound = SPELL_INVISIBILITY
}
"advanced invisibility"
{
  upgrade = "invisibility"
  symbol = "🕵️"
  effect = Name "advanced invisibility" Lasting INVISIBLE
  cooldown = 150
  sound = SPELL_INVISIBILITY
}
"escape"
{
  symbol = "✈️"
  effect = Escape
  cooldown = 80
  sound = SPELL_TELEPORT
}
"teleport"
{
  symbol = "🌀"
  effect = Teleport
  range = 3
  cooldown = 200
  endOnly = true
  sound = SPELL_TELEPORT
}
"advanced teleport"
{
  upgrade = "teleport"
  symbol = "🌀"
  effect = Name "advanced teleport" Teleport
  range = 8
  cooldown = 160
  endOnly = true
  sound = SPELL_TELEPORT
}
"jump"
{
  symbol = "👟"
  effect = Jump
  range = 3
  cooldown = 10
  message = "jump" "jumps"
}
"panic"
{
  symbol = "😱"
  effect = Lasting PANIC
  range = 5
  cooldown = 50
  sound = SPELL_STR_BONUS
}
"pacify"
{
  symbol = "☮"
  effect = Name "pacify" Lasting PEACEFULNESS
  range = 2
  cooldown = 150
  endOnly = true
  sound = SPELL_STR_BONUS
}
"haste"
{
  symbol = "🏃"
  effect = Lasting SPEED
  cooldown = 120
  sound = SPELL_SPEED_SELF
}
"advanced haste"
{
  upgrade = "haste"
  symbol = "🏃"
  effect = Name "advanced haste" Lasting SPEED
  targetSelf = true
  range = 1
  cooldown = 120
  sound = SPELL_SPEED_SELF
}
"slow"
{
  symbol = "🐢"
  effect = Lasting SLOWED
  range = 3
  cooldown = 120
  sound = SPELL_SPEED_SELF
}
"magic cancellation"
{
  symbol = "🔮"
  effect = Lasting MAGIC_CANCELLATION
  range = 2
  cooldown = 150
  sound = SPELL_STR_BONUS
}
"directed blast"
{
  symbol = "💨"
  effect = Blast
  range = 4
  endOnly = true
  cooldown = 30
  sound = SPELL_BLAST
}
"pull"
{
  symbol = "⮄"
  effect = Pull
  range = 6
#    endOnly = true
  cooldown = 30
  sound = SPELL_BLAST
}
"circular blast"
{
  symbol = "💥"
  effect = CircularBlast
  cooldown = 50
  sound = SPELL_AIR_BLAST
  message = "create an air blast!" "creates an air blast!"
}
"defense bonus"
{
  symbol = "🛡"
  effect = Name "defense bonus" Lasting DEF_BONUS
  cooldown = 80
  sound = SPELL_DEX_BONUS
}
"advanced defense bonus"
{
  upgrade = "defense bonus"
  symbol = "🛡"
  effect = Name "advanced defense bonus" Lasting DEF_BONUS
  targetSelf = true
  range = 1
  cooldown = 80
  sound = SPELL_DEX_BONUS
}
"damage bonus"
{
  symbol = "💪"
  effect = Name "damage bonus" Lasting DAM_BONUS
  cooldown = 80
  sound = SPELL_STR_BONUS
}
"advanced damage bonus"
{
  upgrade = "damage bonus"
  symbol = "💪"
  effect = Name "advanced damage bonus" Lasting DAM_BONUS
  targetSelf = true
  range = 1
  cooldown = 80
  sound = SPELL_STR_BONUS
}
"bolster"
{
  symbol = "🛡"
  effect = Name "bolster" Area 1 Filter Not Enemy Lasting DEF_BONUS 
  cooldown = 70
  sound = SPELL_DEX_BONUS
}
"rally"
{
  symbol = "💪"
  effect = Name "rally" Area 1 Filter Not Enemy Lasting DAM_BONUS 
  cooldown = 70
  sound = SPELL_DEX_BONUS
}
"summon element"
{
  symbol = "👾"
  effect = SummonElement
  cooldown = 100
  sound = SPELL_SUMMON_SPIRIT
}
"meteor shower"
{
  symbol = "☄"
  effect = Name "meteor shower" PlaceFurniture "METEOR_SHOWER"
  cooldown = 150
  sound = SPELL_METEOR_SHOWER
}
"fire elemental"
{
  symbol = "👾"
  effect = Name "fire elemental" Summon "FIRE_ELEMENTAL" { 1 2 } 100
  cooldown = 100
  sound = SPELL_FIRE_SPHERE_PET
}
"advanced fire elemental"
{
  upgrade = "fire elemental"
  symbol = "👾"
  effect = Name "advanced fire elemental" Summon "FIRE_ELEMENTAL" { 2 4 } 100
  cooldown = 100
  sound = SPELL_FIRE_SPHERE_PET
}
"fire breath"
{
  symbol = "🐲"
  effect = Name "fire breath" Fire
  fx = FLAMETHROWER
  range = 4
  cooldown = 30
  sound = SPELL_BLAST
  message = "breathe fire!" "breathes fire!"
}
"firewall"
{
  symbol = "𝍔"
  effect =  Name "firewall" CustomArea PlaceFurniture "FIRE_WALL" { {0 -2} {0 -1} {0 0} {0 1} {0 2} }
  endOnly = true
  range = 2
  cooldown = 30
  sound = SPELL_BLAST
}
"fire trap"
{
  symbol = "◌"
  effect =  Name "fire trap" AITargetEnemy CustomArea PlaceFurniture "FIRE_WALL"
      { {0 -2} {1 -2} {2 -1} {2 0} {2 1} {1 2} {0 2} {-1 2} {-2 1} {-2 0} {-2 -1} {-1 -2} }
  endOnly = true
  range = 8
  cooldown = 30
  sound = SPELL_BLAST
}
"fireball"
{
  symbol = "🔥"
  effect = Name "fireball" Fire
  fx = FIREBALL
  range = 4
  cooldown = 30
  sound = SPELL_FIRE_SPHERE_PET
}
"ice cone"
{
  symbol = "❄"
  effect = Name "ice cone" Ice
  fx = ICE
  range = 4
  cooldown = 15
  #sound = SPELL_FIRE_SPHERE_PET
}
"acid stream"
{
  symbol = "🜅"
  effect = Name "acid stream" Acid
  fx = ACID
  range = 4
  cooldown = 5
  message = "spit acid!" "spits acid!"
}
"shove"
{
  symbol = "👉"
  effect = Shove
  range = 1
  cooldown = 30
  message = "use an ability" "uses an ability"
}
"swap positions"
{
  symbol = "⇅"
  effect = SwapPosition
  range = 1
  cooldown = 30
  message = "use an ability" "uses an ability"
}
"black dragon blindness"
{
  symbol = "🙈"
  effect = Name "black dragon blindness" Area 30 Filter Enemy Lasting BLIND
  cooldown = 3
}
"grant wish"
{
  symbol = "$"
  effect = Name "grant wish" { Wish Caster Suicide TURN_INVISIBLE }
  range = 1
  targetSelf = false
  cooldown = 150
}
"double trouble"
{
  symbol = "👤👤"
  effect = DoubleTrouble
  cooldown = 1000
}
"animate weapons"
{
  symbol = "⚔️"
  effect = Name "animate weapons" AnimateItems 5 5 {30 50}
  cooldown = 200
}
"adoxie right hand"
{
  symbol = "-."
  effect = Name "adoxie right hand" Summon "ADOXIE_HAND_RIGHT" { 1 } 50
  cooldown = 50
  sound = SPELL_SUMMON_SPIRIT
}
"adoxie left hand"
{
  symbol = ".-"
  effect = Name "adoxie left hand" Summon "ADOXIE_LEFT_HAND" { 1 } 50
  cooldown = 50
  sound = SPELL_SUMMON_SPIRIT
}
"adoxie left foot"
{
  symbol = "_|"
  effect = Name "adoxie left foot" Summon "ADOXIE_FOOT_LEFT" { 1 } 50
  cooldown = 50
  sound = SPELL_SUMMON_SPIRIT
}
"adoxie right foot"
{
  symbol = "|_"
  effect = Name "adoxie right foot" Summon "ADOXIE_FOOT_RIGHT" { 1 } 50
  cooldown = 50
  sound = SPELL_SUMMON_SPIRIT
}
"dig"
{
  symbol = "X"
  effect = Name "dig" DestroyWalls DIG
  range = 7
  cooldown = 10
  blockedByWall = false
}
"shoot arrow"
{
  symbol = "↣"
  effect = Name "shoot arrow" Damage RANGED_DAMAGE SHOOT
  range = 7
  cooldown = 1
  projectileViewId = {"arrow"}
  message = "shoot an arrow" "shoots an arrow"
}
"audience"
{
  symbol = "👑"
  effect = Audience none
  cooldown = 100
}
"repair automaton"
{
  symbol = "🔧"
  effect = Name "repair automaton" Filter Automaton RegrowBodyPart 10
  range = 1
  targetSelf = true
  cooldown = 15
  sound = TRAP_ARMING
  message = "repair the automaton" "repairs the automaton"
}

