//
// Spell Names
//
{0}{Disarm}
{1}{Unlocking Cantrip}
{2}{Unseen Force}
{3}{Spatial Distortion}
{4}{Teleportation}
{5}{Sense Alignment}
{6}{See Contents}
{7}{Read Aura}
{8}{Sense Hidden}
{9}{Divine Magick}
{10}{Vitality of Air}
{11}{Poison Vapours}
{12}{Call Winds}
{13}{Body of Air}
{14}{Call Air Elemental}
{15}{Strength of Earth}
{16}{Stone Throw}
{17}{Wall of Stone}
{18}{Body of Stone}
{19}{Call Earth Elemental}
{20}{Blazing Speed}
{21}{Wall of Fire}
{22}{Fireflash}
{23}{Body of Fire}
{24}{Inferno}
{25}{Tidal Force}
{26}{Flood}
{27}{Acid Rain}
{28}{Rushing Waters}
{29}{Tsunami}
{30}{Shield of Protection}
{31}{Jolt}
{32}{Wall of Force}
{33}{Bolt of Lightning}
{34}{Disintegrate}
{35}{Meditation}
{36}{Stun}
{37}{Amnesia}
{38}{Mental Combat}
{39}{Mind Control}
{40}{Resist Magick}
{41}{Disperse Magick}
{42}{Dweomer Shield}
{43}{Bonds of Magick}
{44}{Reflection Shield}
{45}{Sharpen}
{46}{Soften}
{47}{Shrink}
{48}{Disfigurement}
{49}{Polymorph}
{50}{Lycanthropy}
{51}{Entangle}
{52}{Lizard Form}
{53}{Summon Tiger}
{54}{Bear God Form}
{55}{Harm}
{56}{Conjure Spirit}
{57}{Summon Undead}
{58}{Lifetaker}
{59}{Finger of Death}
{60}{Minor Healing}
{61}{Divine Intervention}
{62}{Major Healing}
{63}{Sanctuary}
{64}{Resurrect}
{65}{Illuminate}
{66}{Flash}
{67}{Blur Sight}
{68}{Agony}
{69}{Invisibility}
{70}{Plague of Insects}
{71}{Summon Werewolf}
{72}{Summon Shiver Beast}
{73}{Hellgate}
{74}{Dragon Call}
{75}{Magelock}
{76}{Congeal Time}
{77}{Hasten}
{78}{Stasis}
{79}{Tempus Fugit}

//
// "Hidden" (Magick-Item Only) Spell Names (60 of them)
//
//...
// Asterisks ("*") means that the spell does NOT currently work or is unfinished.
// Three asterisks ("***") mean that it *really* doesn't work, one ("*") means it is just
//   somewhat broken.  No stars means that it *should* be working.  ;)
// "Passive" means that the spell only triggers when the item it is attached to wishes it.
{80}{MI: Regeneration ***}
{81}{MI: Drain Life ***}
{82}{MI: Fire Shield (Passive: Parent Damaged)}
{83}{MI: Shield (Duration)}
{84}{MI: Invisibility}
{85}{MI: Demonic Armor: Base (Passive: Wield)}
{86}{MI: Demonic Armor: Shield (Passive: Parent Damaged)}
{87}{MI: Electrical Shield (Passive: Parent Damaged)}
{88}{MI: SnakeForm (Script Spell)}
{89}{MI: Earthquake (Passive: Parent Attacks Target)}
{90}{MI: Harm Undead}
{91}{MI: Area Fear Undead ***}
{92}{MI: Holy Smiting}
{93}{MI: Slaying Strength (Passive: Parent Atks or Hit by Target)}
{94}{MI: Hammer of the Earth (Passive: Wield)}
{95}{MI: Axe of the Winds (Passive: Wield)}
{96}{MI: Dagger of Pain (Passive: Wield)}
{97}{MI: Animate Corpse ***}
{98}{MI: Spell Breaker ***}
{99}{MI: Bashing ***}
{100}{MI: LifeWard *}
{101}{MI: Chain Lightning ***}
{102}{MI: Greater Healing ***}
{103}{MI: Life Steal *}
{104}{MI: Mind Warp ***}
{105}{MI: Unrevivifiable Undead}
{106}{MI: Area Fear ***}
{107}{MI: Area Fatigue ***}
{108}{MI: Area Fear (Animals) ***}
{109}{MI: Area Reanimate *}
{110}{MI: Wolf Form ***}
{111}{MI: Returning ***}
{112}{MI: Staff of the Necromancer}
{113}{MI: Paralyze (Evil) ***}
{114}{MI: Elven Perfume}
{115}{MI: Heal Light (Will 'O Wisp)}
{116}{MI: Pad Lighting1 (NOT A SPELL)}
{117}{MI: Pad Lighting2 (NOT A SPELL)}
{118}{MI: Pad Lighting3 (NOT A SPELL)}
{119}{MI: Pad Lighting4 (NOT A SPELL)}
{120}{MI: Pad Lighting5 (NOT A SPELL)}
{121}{MI: SuperHeal (Script Spell)}
// These are primarily for Special Creatures (Lich, etc.)
{122}{MI: Araya Projectile}
{123}{MI: Summon Seether}
{124}{MI: Summon Were-Rat}
{125}{MI: Summon Wargun}
{126}{MI: Summon Baleful Hound}
{127}{MI: Flesh-To-Stone (Duration)}
{128}{MI: Slow Party ***}
{129}{MI: Poison DOT ***}
{130}{MI: Fatigue DOT ***}
{131}{MI: Call Winds (All)}
{132}{MI: Unseen Force (All)}
{133}{MI: Stasis (Duration)}
{134}{MI: Freeze}
{135}{MI: Summon Undead}
{136}{MI: Conjure Spirit II}
{137}{MI: Heal Potion}
{138}{MI: Haste Boots}
{139}{MI: 60}


// "Tech" Spell Names:
// WIP! JLR! Probably should move these for clarity...
{140}{Tech: Snare}
{141}{Tech: Brain Builder}
{142}{Tech: Hypnotic Suggestion}
{143}{Tech: Basic Paralysis Effect}
{144}{Tech: Muscle Maker}
{145}{Tech: Dex Enhancer}
{146}{Tech: Magick Detect}
{147}{Tech: Jolt}
{148}{Tech: Explode (Hallucinate)}
{149}{Tech: Heal Regen}
{150}{Tech: Heal Light}
{151}{Tech: Fatigue Restore}
{152}{Tech: Cure Poison}
{153}{Tech: Fatigue Limiter}
{154}{Tech: Heal Accelerator}
{155}{Tech: Wonder Drug}
{156}{Tech: Cure All}
{157}{Tech: Boost Intelligence}
{158}{Tech: Boost Strength}
{159}{Tech: Boost Perception}
{160}{Tech: Boost Dexterity}
{161}{Tech: Boost Mental}
{162}{Tech: Boost Physical}
{163}{Tech: Boost All}
{164}{Tech: Poison}
{165}{Tech: Hallucinate}
{166}{Tech: Acid}
{167}{Tech: Animal Scent}
{168}{Tech: Charged Regenerate}
{169}{Tech: Venom}
{170}{Tech: Cleaner}
{171}{Tech: Strong Poison}
{172}{Tech: Wine}
{173}{Tech: Aqua Vitae}
{174}{Tech: Electrical Shield}
{175}{Tech: Explosion}
{176}{Tech: Dynamite}
{177}{Tech: Explode (Flash)}
{178}{Tech: Explode (Smoke)}
{179}{Tech: Explode (Stun)}
{180}{Tech: Explode (Fire)}
{181}{Tech: Alchohol)}
{182}{Tech: Magnetic Inversion}
{183}{Tech: Animal Lure}
{184}{Tech: Trap Springer}
{185}{Tech: Explode (Poison)}
{186}{Tech: Flash}
{187}{Tech: Magnetic Inversion Charge}
{188}{Tech: Arm/Disarm}
{189}{Tech: Invigorator}
{190}{Tech: Reanimator}
{191}{Tech: Heal Injection}
{192}{Tech: Miracle Cure}
{193}{Tech: Mental Inhibitor}
{194}{Tech: Necromizer}
{195}{Tech: Fortifier}
{196}{Tech: Sleep Aid}
{197}{Tech: Potion of Paralysis}
{198}{Tech: Knock-Out Gas}
{199}{Tech: Explode (Electrical)}
{200}{Tech: Mustard Gas}
{201}{Tech: Explode (Concussion)}
{202}{Tech: Explode (Paralysis)}
{203}{Tech: Grenade Launcher}
{204}{Tech: Tranquilizer Gun}
{205}{Tech: Explode (Grenade Launcher)}
{206}{Tech: Vivifier}

//
// "Hidden" (Magick-Item Only) Spell Names  Part 2 (11 of them)
//
//...
{207}{MI2: Kerghan's Death Spell}
{208}{MI2: Kerghan's Attack Spell}
{209}{MI2: Kerghan's Heal Spell}
{210}{MI2: Potion of Fatigue Slower}
{211}{MI2: Potion of Essence of Intellect}
{212}{MI2: Potion of Haste}
{213}{MI2: Liquid of Skin Thickening}
{214}{MI2: Potion of Kalispi's Venom}
{215}{MI2: Potion of Restorative}
{216}{MI2: Conjure Spirit Permanent}
{217}{MI2: Phantom Knight Death}
{218}{Exit}
{219}{Molotov Cocktail}  // No Translation needed
{220}{Time Bomb}  // No Translation needed
{221}{Quench Life}  // No Translation needed
{222}{Wolf Form (Permanent)}  // No Translation needed




//
// College Names
//
{500}{Conveyance}
{501}{Divination}
{502}{Air}
{503}{Earth}
{504}{Fire}
{505}{Water}
{506}{Force}
{507}{Mental}
{508}{Meta}
{509}{Morph}
{510}{Nature}
{511}{Necromantic black}
{512}{Necromantic white}
{513}{Phantasm}
{514}{Summoning}
{515}{Temporal}

//
// Spell Error Messages
//
{600}{Not enough Energy.}
{601}{Maintain terminated.}
{602}{You lose your concentration.}
{603}{The effect is nullified.}
{604}{You cannot see the target.}
{605}{This life cannot be replenished.}
{606}{The target is already fully healed.}

//
// Spell Descriptions
//
{700}{The target's weapon is knocked out of its hand, if it fails to save.}
{701}{The target is unlocked (but not opened).}
{702}{Deals physical damage with 40% chance to knock the target prone.}
{703}{The caster is magickally transported to any empty tile of his choosing.}
{704}{The spell allows the caster and his group to teleport to a known location.}
{705}{This spell will reveal the alignment of all creatures in the vicinity of the caster.}
{706}{This spell will reveal the contents of a container.}
{707}{Exploits hidden weaknesses. Deals unresistable damage to the target.}
{708}{This spell will reveal all invisible creatures and objects as well as traps and trapped objects in the vicinity.}
{709}{This spell will determine all of the magickal properties of one item in the caster's inventory.}
{710}{This spell raises the Constitution of the target creature.}
{711}{This spell creates a large cloud of caustic gas centered on the target tile.}
{712}{Wind strike deals physical damage. 25% chance to knock target prone.}
{713}{This spell transforms the target's body into air, making him translucent, immaterial and capable of floating.}
{714}{This spell summons an Air Elemental, who will appear in the target tile and immediately attack the caster's enemies.}
{715}{This spell raises the Strength of the target creature.}
{716}{Stone missile poisons the target, dealing damage over time.}
{717}{This spell creates a block of stone in the empty tile indicated by the caster.}
{718}{This spell transforms the target into stone. He gains damage resistance and extra damage but Speed is reduced.}
{719}{This spell summons an Earth Elemental, who will appear in the target tile and immediately attack the caster's enemies.}
{720}{Ignites the caster's reflexes, granting a burst of Speed.}
{721}{This spell creates a wall of fire across the specified empty tile.}
{722}{Plasma blast ignites the target, dealing fire damage over time.}
{723}{This spell immolates the target creature, who gains fire resistance and extra fire damage with any unarmed attack.}
{724}{Unleashes a massive inferno in a wide area, scorching all enemies.}
{725}{Harnesses tidal power to sharpen attacks and increase critical hit chance.}
{726}{Summons a torrent of water that batters enemies in the area over time.}
{727}{Conjures corrosive rain that eats at flesh, dealing acid damage over time.}
{728}{Channels rushing water to give the entire party a burst of Speed.}
{729}{Summons a devastating wave that crushes all enemies in a wide area.}
{730}{This spell creates a deflective energy screen about the target, increasing its armor class and resistances.}
{731}{This spell causes a surge of electricity to flow into all creatures within very close range.}
{732}{This spell creates a shimmering wall of force in the specified empty square.}
{733}{Lightning bolt that arcs to the nearest enemy within 3 tiles.}
{734}{Disintegrates the target with pure force, dealing massive electrical damage.}
{735}{Sacrifice 15 health to clear the mind, restoring 50 fatigue. A dangerous trade in battle.}
{736}{This spell will stun the target for a few seconds, if a save is not made.}
{737}{Shatters intelligence, halving it for hours. 30% chance to confuse.}
{738}{Psychic duel at close range. Damages target each tick, but also harms the caster.}
{739}{Seizes complete control of the target's mind while maintained.}
{740}{The target gains magick resistance.}
{741}{Dispels spell effects. Deals unresistable backlash damage.}
{742}{This spell prevents magick from operating on the target.}
{743}{This spell prevents the target creature from casting any spells.}
{744}{The caster is surrounded by a barrier which causes any spell to be reflected back to its caster, at additional cost.}
{745}{Hones natural weapons and unarmed strikes, increasing melee damage.}
{746}{Softens enemies in a wide area, reducing their damage resistance.}
{747}{This spell reduces a creature to half its size.}
{748}{Warps the target's form, dealing damage and permanently reducing Strength.}
{749}{This spell transforms the target creature into a sheep for as long as the spell is maintained. }
{750}{Transform into a wolf. +STR 4, +DEX 12, +speed 8, +AC 10, +2 Life on Hit, bleed on hit (4/10s); -20 fire/elec resist, -BE 8, -PE 4, -CH 4.}
{751}{Roots target in thorny vines. Target bleeds for damage over time.}
{752}{Transform into a lizard. +CON 10, +AC 30, +resistPoison 30%, +STR 4, poison on hit (4/10s); -20% HP, -BE 8, -CH 8, -speed 2.}
{753}{Summons a tiger to fight alongside the caster.}
{754}{Become a mighty bear. +STR 4, +HP 45%, +AC 20, thorns 15, fire immunity; costly to maintain.}
{755}{Blood Magic: costs 7 HP. Necrotic damage scaled to Willpower. Less effective when spammed.}
{756}{Blood Magic: costs 25 HP. Commune with the spirit of the target corpse.}
{757}{Blood Magic: drains 5 HP every 10 seconds while the undead servant lives.}
{758}{Blood Magic: costs 60 HP. Drains life force from all nearby living creatures over time.}
{759}{Blood Magic: costs 70 HP. Paralyzes then kills. Devastating but lethal to cast.}
{760}{This spell heals a small number of hit points of damage to the target.}
{761}{Channels divine energy to fully heal the target's wounds.}
{762}{Heals hit points. Nearest enemy within 3 tiles takes holy damage.}
{763}{This spell protects the caster from Undead.}
{764}{This spell returns the target creature to life, with full hit points and a poison level of zero.}
{765}{This spell raises the light level in an area surrounding the target creature.}
{766}{Physical damage with 40% chance to terrify and stun the target.}
{767}{This spell makes the caster harder to see and to be hit.}
{768}{Inflicts searing psychic pain, dealing heavy unresisted damage.}
{769}{The target becomes invisible except when attacking.}
{770}{Insect swarm slows target and causes bleed damage over time.}
{771}{Summons a werewolf ally to fight for the caster.}
{772}{Summons a powerful shiver beast to fight for the caster.}
{773}{This spell summons a demon into the specified empty square.}
{774}{Summons a dragon as a permanent familiar. Extremely costly.}
{775}{This spell locks any portal. The door or window cannot be lockpicked.}
{776}{Slows target and applies acid damage over time. May stun.}
{777}{This spell doubles the target creature's Speed.}
{778}{This spell paralyzes the target creature, unless it makes its saving throw.}
{779}{This powerful spell speeds the caster and his entire group, while slowing down every other creature in the world.}
//
// Magick-Item Spell Descriptions
//
{780}{The wielder will regenerate hit-points at an accelerated rate.}
{782}{The item will drain some of the health from a hit target and give it to the wielder.}
{783}{The wearer is surrounded by a shield of fire that damages anyone that strikes it.}
{784}{The wielder is surrounded by a mystic shield.}
{785}{The wielder becomes invisible.}
{786}{The wielder gains several abilities.  There is a taint of evil associated with them.}
{787}{The wielder is surrounded by a demonic shield of fire that damages anyone that strikes it.}
{788}{The wearer is surrounded by an electrical shield that damages anyone that strikes it.}
{789}{The caster turns into a Snake-Man.}
{790}{The weapon sometimes causes small earthquakes, that may inflict harm to nearby creatures.}
{791}{The weapon is specially constructed to cause harm to Undead creatures.}
{792}{All Undead in the area will be struck with fear.}
{793}{The weapon is specially constructed to cause harm to Evil creatures.}
{794}{The weapon invigorates it wielder whenever fighting the Undead.}
{795}{This increases it's wielder's physical prowess, at the cost of their mental abilities.}
{796}{The wielder is faster.}
{797}{This item makes the wielder seem somehow undesirable.}
{798}{This item will temporarily re-animate a creature killed by it.}
{799}{This item may break spells on an object struck.}
{800}{This item has an increased chance of stunning an opponent struck with it.}
{801}{This item will ward the life of the owner, resurrecting them once when they die.}
{802}{This spell throws lightning at enemies in all directions.}
{803}{This spell will heal all damage and removes all poison for a creature and its followers.}
{804}{This item drains the life-energy of creatures killed with it, temporarily drawing that energy to it's wielder}
{805}{This item may temporarily warp the mind of an opponent it strikes, causing them to fight for it's owner.}
{806}{Undead that are destroyed by this weapon are torn asunder, preventing them from being re-animated.}
{807}{All creatures near the caster will flee from the caster unless they save.}
{808}{All creatures nearby the caster will feel their energy drain constantly.}
{809}{All animals around the wielder will flee in fear.}
{810}{Any dead creature near the caster will be temporarily re-animated in service to the caster.}
{811}{The caster will turn into a wolf.}
{812}{The item will return to its wielder.}
{813}{This item gives an increased resistance to poison.}
{814}{This item may paralyze an opponent briefly.  However, it behaves poorly when used by Good creatures.}
{815}{MI: This item smells of flowers.}
{816}{MI: This item glows strangely.}
{817}{MI: Pad Lighting1}
{818}{MI: Pad Lighting2}
{819}{MI: Pad Lighting3}
{820}{MI: Pad Lighting4}
{821}{MI: Pad Lighting5}
{822}{MI: SuperHeal}
{823}{MI: Araya Projectile}
{824}{MI: Summon Seether}
{825}{MI: Summon Were-Rat}
{826}{MI: Summon Wargun}
{827}{MI: Summon Baleful Hound}
{828}{MI: Flesh-To-Stone (Duration)}
{829}{MI: Slow Party}
{830}{MI: Poison DOT}
{831}{MI: Fatigue DOT}
{832}{MI: Call Winds (All)}
{833}{MI: Unseen Force (All)}
{834}{MI: Stasis (Duration)}
{835}{MI: Freeze}
{836}{MI: Summon Undead}
{837}{MI: Conjure Spirit II}
{838}{MI: Heal Potion}
{839}{MI: Haste Boots}
{840}{MI: 60}
//
// Tech-Spell Descriptions
//
{841}{Tech: Snare}
{842}{Tech: Brain Builder}
{843}{Tech: Hypnotic Suggestion}
{844}{Tech: Basic Paralysis Effect}
{845}{Tech: Muscle Maker}
{846}{Tech: Dex Enhancer}
{847}{Tech: Magick Detect}
{848}{Tech: Jolt}
{849}{Tech: Explode (Hallucinate)}
{850}{Tech: Heal Regen}
{851}{Tech: Heal Light}
{852}{Tech: Fatigue Restore}
{853}{Tech: Cure Poison}
{854}{Tech: Fatigue Limiter}
{855}{Tech: Heal Accelerator}
{856}{Tech: Wonder Drug}
{857}{Tech: Cure All}
{858}{Tech: Boost Intelligence}
{859}{Tech: Boost Strength}
{860}{Tech: Boost Perception}
{861}{Tech: Boost Dexterity}
{862}{Tech: Boost Mental}
{863}{Tech: Boost Physical}
{864}{Tech: Boost All}
{865}{Tech: Poison}
{866}{Tech: Hallucinate}
{867}{Tech: Acid}
{868}{Tech: Animal Scent}
{869}{Tech: Charged Regenerate}
{870}{Tech: Venom}
{871}{Tech: Cleaner}
{872}{Tech: Strong Poison}
{873}{Tech: Wine}
{874}{Tech: Aqua Vitae}
{875}{Tech: Electrical Shield}
{876}{Tech: Explosion}
{877}{Tech: Dynamite}
{878}{Tech: Explode (Flash)}
{879}{Tech: Explode (Smoke)}
{880}{Tech: Explode (Stun)}
{881}{Tech: Explode (Fire)}
{882}{Tech: Alchohol)}
{883}{Tech: Magnetic Inversion}
{884}{Tech: Animal Lure}
{885}{Tech: Trap Springer}
{886}{Tech: Explode (Poison)}
{887}{Tech: Flash}
{888}{Tech: Magnetic Inversion Charge}
{889}{Tech: Trap Skill Enhancer}
{890}{Tech: Invigorator}
{891}{Tech: Reanimator}
{892}{Tech: Heal Injection}
{893}{Tech: Miracle Cure}
{894}{Tech: Mental Inhibitor}
{895}{Tech: Necromizer}
{896}{Tech: Fortifier}
{897}{Tech: Sleep Aid}
{898}{Tech: Potion of Paralysis}
{899}{Tech: Knock-Out Gas}
{900}{Tech: Explode (Electrical)}
{901}{Tech: Mustard Gas}
{902}{Tech: Explode (Concussion)}
{903}{Tech: Explode (Paralysis)}
{904}{Tech: Grenade Launcher}
{905}{Tech: Tranquilizer Gun}
{906}{Tech: Explode (Grenade Launcher)}
{907}{Tech: Vivifier}


//
// Magick-Item Spell Descriptions Part 2
//
{908}{MI2: Kerghan's Death Spell}
{909}{MI2: Kerghan's Attack Spell}
{910}{MI2: Kerghan's Heal Spell}
{911}{MI2: Potion of Fatigue Slower}
{912}{MI2: Potion of Essence of Intellect}
{913}{MI2: Potion of Haste}
{914}{MI2: Liquid of Skin Thickening}
{915}{MI2: Potion of Kalispi's Venom}
{916}{MI2: Potion of Restorative}
{917}{MI2: Conjure Spirit Permanent}
{918}{MI2: Phantom Knight Death}
{919}{Teleports the caster to the entrance-point of the current area.}
{920}{Molotov Cocktail}  // No Translation needed
{921}{Time Bomb}  // No Translation needed
{922}{Quench Life}  // No Translation needed
{923}{Wolf Form (Permanent)}  // No Translation needed






//
// College Descriptions
//
{8000}{The college of Conveyance holds spells that deal with motion and transportation.}
{8001}{The college of Divination concerns itself with the gathering of knowledge through magickal means.}
{8002}{The College of Air holds the spells that manipulate the first elemental material, that of air and wind.}
{8003}{The College of Earth holds the spells that manipulate the second elemental material, that of earth and stone.}
{8004}{The College of Fire holds the spells that manipulate the third elemental material, that of fire and heat.}
{8005}{The College of Water holds the spells that manipulate the fourth elemental material, that of water and ice.}
{8006}{The College of Force contains spells that manipulate and direct pure energy.}
{8007}{The Mental College contains spells that influence and control the minds of their targets. }
{8008}{The Meta College contains spells that affect other spells.}
{8009}{The Morph College contains spells that change the substance of the target.}
{8010}{The College of Nature contains spells that control plants, animals, and natural forces.}
{8011}{The Black Necromantic College contains spells that negatively affect the life force of a creature.}
{8012}{The White Necromantic College contains spells that positively affect the life force of a creature.}
{8013}{The College of Phantasm contains spells that concern the control of light and illusion.}
{8014}{The College of Summoning contains spells that concern the summoning of creatures of progressive power.}
{8015}{The Temporal College concerns spells that control the flow of time.}

//
// College Mastery Descriptions
//
{9000}{You are the Master of all spells that deal with motion and transportation.}
{9001}{You are the Master of all spells that concern the gathering of knowledge through magickal means.}
{9002}{You are the Master of all spells that manipulate the first elemental material, that of air and wind.}
{9003}{You are the Master of all spells that manipulate the second elemental material, that of earth and stone.}
{9004}{You are the Master of all spells that manipulate the third elemental material, that of fire and heat.}
{9005}{You are the Master of all spells that manipulate the fourth elemental material, that of water and ice.}
{9006}{You are the Master of all spells that manipulate and direct pure energy.}
{9007}{You are the Master of all spells that influence and control the minds of their targets. }
{9008}{You are the Master of all spells that affect other spells.}
{9009}{You are the Master of all spells that change the substance of the target.}
{9010}{You are the Master of all spells that control plants, animals, and natural forces.}
{9011}{You are the Master of all spells that negatively affect the life force of a creature.}
{9012}{You are the Master of all spells that positively affect the life force of a creature.}
{9013}{You are the Master of all spells that concern the control of light and illusion.}
{9014}{You are the Master of all spells that concern the summoning of creatures of progressive power.}
{9015}{You are the Master of all spells that control the flow of time.}


//
//  Error Message Descriptions
//

{10000}{This place seems to block your attempt to teleport.}
