#pragma once

HIT_POINT spell_RF4_BA_NUKE(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF4_BA_CHAO(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_ACID(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_ELEC(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_FIRE(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_COLD(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_POIS(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_NETH(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_WATE(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_MANA(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_DARK(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
HIT_POINT spell_RF5_BA_LITE(player_type* target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE);
