
Potions:                      
       
      *Strength:       Adds 5 to ATTADV for 5 rounds.
      *Protection:     Adds 5 to ATTDEF for 5 rounds.
      *Magic Res.:     Adds 5 to SPLDEF for 5 rounds.
       Healing:        Heals 10 points of health upto Max. Health.
       Restoration:    Adds 5 more movements.
      !Detect Traps:   Allows a character to disarm any traps while moving
		       into a new room and not take damage.  
       Teleport:       Takes a character to the merchant.
       Locate Well:    Displays the location of that day's well.

       *: These potions last for 5 movements.
       !: This potion lasts for 10 movements.

Spells:
	Each spell costs 2 spell points per level of that spell.  As a 
	character advances, the option to add more spell points is avail-
	able.  When a character reaches 5th level of experience, they gain
	the capability to cast 2nd level spells.  Every 5 levels of exper-
	ience, a new set of spells becomes available.

    1st Level:
	1:Magic Missle: Does 2 points of damage per Level of the castor.
	2:Cure Light Wounds: Heals 5 points of health.
	3:Protection: As per the potion.
	4:Sleep: Allows the character to move out of a room that has a mon-
		 ster.
	5:Damage Resistance: Reduces the damage recieved from a monster by 
		 1/2.   
		 
    2nd Level:
	1:Shield: Protects a character from Magic Missles.
	2:Detect Traps: As per the potion.
	3:Charm: Allows a character to get a monster's treasure without a
		 fight.
	4:Strength: As per the potion.
	5:Locate Well: As per the potion.
        6:Detect Monsters: Shows the occupant of the ajoining rooms.

    3rd Level:
	1:Lightning Bolt: Does 4 points of damage per Level of the castor,
		 but the receipiant may save for 1/2 based upon their SPLDEF.
	2:Cure Serious Wounds: Heals 20 points of health.
	3:Invisibility: Allows a character to aviod monsters while moving
		 thru their rooms.
	4:Hit!: Makes each attack by a character hit.
	5:Magic Resistance: As per the potion.

    4th Level:
	1:Passwall: Allows a character to move in any direction.
	2:Fireball: Does 6 points of damage per Level of the castor, but again
		  the receipiant may save for 1/2 based upon their SPLDEF.
	3:Save!: Character automatically makes all saving throws.
	4:Mend: Fixes 20 points of damage to armor.
	5:Fireshield: Monster takes 1/2 of all damage he inflicts upon the
		  character.
    5th Level:
	1:Telepot: Allows a character to move to any room, on any level.
	2:Asteral Walk: Like PASSWALL, but lasts for 5 movements.
	3:Icestorm: Does 8 points of damage per Level of the castor, but again
		   the receipiant may save for 1/2 based upon their SPLDEF.
	4:Word of Recall: Upon dying, the character is returned to the mer-
		   chant will all posessions and has 1 point of health.
        5:Max Damage: Character does max possible damage, if he hits with 
                   a physical attack.
    6th Level:
	1:Regeneration: Returns 2 health per movement and keeps the charac-
		   ter from death, even with a negative health!
	2:Restoration: Adds 15 movements.
	3:Heal: Returns health to maximum.
	4:Lifestealing: Upon a success full attack, this gives 1/2 the
		   damage inflicted to the castor.
        5:Power Word KILL: Monster saves or DIES!
