defs.h:
add the OT_xxx enum
(optional) add a scroll to do the same effect - not for boosts though
(optional) add a potion to do the same effect - not for boosts though
objects.c:
define the spell
remember to have spelllevel
(optional) add a scroll to do the same effect, use F_LINKSPELL
(optional) add a potion to do the same effect
assign AI hint flags so it knows how to cast it
spell.c:
implement the effects
remember to fill in *seenbyplayer if there is a scroll version
cope with:
blessed/cursed
target having antimagic - use hasmr(victim)
blindness if the effect is vision-based
ai.c
update aigetspelltarget(); (if we have target ST_SPECIAL)
update aispellok();