feat(spells): add spell system with 10 combat spells, cast_spell action
Spells are SpellSpec dataclasses with typed effects: DamageEffect (dice + types, half-on-save), ConditionEffect (condition lookup + save negates), HealEffect (capped at hp_max), BuffEffect (transient StatModifiers). Range categories (personal/touch/close/medium/long) scale with caster level via spell_range_ft. JSON loader (load_spell/load_spell_registry) reads data/spells/*.json. The engine integrates spells via Action(kind='cast_spell') and _cast_spell: range check, line-of-effect gate, save resolution (resolve_save), effect application (_apply_spell_effects with DR via _apply_dr_for_types), transcript logging. The spell_registry is passed to CombatEngine; Combatant.spells holds known spell names. - spells.py: SpellSpec, 4 effect types, SpellRange/SaveType literals, spell_range_ft, JSON loader (uses Json type from foundry.py) - conditions.py: CONDITIONS_BY_NAME registry for condition lookup - combat.py: cast_spell Action kind, _execute_cast_spell dispatch, _cast_spell (range/LoE/save/effects/log), _apply_spell_effects, _apply_dr_for_types, _save_label helper, SpellSpec/BuffEffect/etc imports, spell_registry parameter on CombatEngine - models.py: spells field on Combatant - data/spells/: 10 spells (Magic Missile, Burning Hands, Fireball, Lightning Bolt, Acid Arrow, Cure Light/Moderate Wounds, Hold Person, Fear, Bull's Strength) - tests/test_spells.py: 29 tests (loading, range, damage/save/condition/ heal/buff/DR, out-of-range, unknown spell, dispatch, DC scaling) - pyproject.toml: PLR0913 ignore for combat.py (CombatEngine.__init__) - README.md: spells.py architecture section, Sorts removed from non-modeled list, 336 tests
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{
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"name": "Fireball",
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"level": 3,
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"school": "evocation",
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"range": "long",
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"save": "ref",
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"base_dc": 10,
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"effects": [
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{
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"type": "damage",
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"formula": "6d6",
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"types": ["fire"],
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"half_on_save": true
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}
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],
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"description": "A glowing bead streaks from you and bursts into a 20-foot radius explosion of fire, dealing 6d6 points of fire damage. Reflex save for half."
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}
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