MOM 1.31 data in SPELLDAT.LBX Kenneth M. Dale 2/9/99 The spell definitions begin at byte 248h, and each is 24h bytes long. Spell definition byte descriptions 0-12 Name of the spell, terminated by a 00 byte 13 ??? 14 00 15 ??? 16 Section in spell book (table 1) 17 Magic realm (table 2) 18 Casting eligibility (table 3) 19 00 1A,1B Casting cost (combat cost if less than overland) 1C,1D Research cost 1E Sound effect when casting spell 1F 00 20 Summoning spells: unit summoned (note 1) Others: flags? 21 Flags? 22 Flags? 23 Flags? Table 1: Section in spell book 00 Special Spells 03 City Spells 01 Summoning 04 Unit Spells 02 Enchantment 05 Combat Spells Table 2: Magic realm 00 Nature 03 Life 01 Sorcery 04 Death 02 Chaos 05 Arcane Table 3: Casting eligibility FE Combat only FF Combat only 00 Combat or overland, overland cost 5x combat cost 01 Overland only 02 Combat or overland, overland cost 5x combat cost 03 Combat or overland, overland cost 5x combat cost, friendly city only 04 Combat or overland, overland cost same as combat cost 05 Overland only, only while banished Note 1: The unit codes start at 9A for a Magic Spirit, and are in the same order as the units appear in the unit tables in WIZARDS.EXE. The units not listed in SPELLDAT.LBX are Demon (A9) and Zombies (AE).