Add attacker-alignment modifier conditions (attacker_is_evil/lawful/good/
chaotic) evaluated against an optional attacker context threaded through
_stat_modifiers/_modifier_condition_holds, _attack_ac_mods (resolve_attack
AC path), resolve_save and _area_save (spell save paths), plus the fear
aura. Without a source in scope the condition is False, so existing rolls
are untouched (golden transcripts bit-identical).
Give the four protection_from_evil/law(+communal) JSONs their SRD buff:
+2 deflection to AC and +2 resistance on fort/ref/will, gated on the
attacker/caster alignment (SRD: bonuses apply 'against attacks or effects
created by evil creatures'); duration 1 min/level approximated as 10
rounds (engine convention). Descriptions document the unmodeled mental-
control suppression and communal duration-split clauses. Level/range/
save/SR verified against the KB.
DamageEffect gains an optional AlignmentGate (axis law_chaos/good_evil):
the immune side (chaotic/good) is wholly unaffected (no damage dice rolled),
neutral-on-axis targets take half damage with no condition (gate halving
stacks after the save halving), and the full side (lawful/evil) takes full
damage plus the gate condition on a failed save. Shard of Chaos maps the
SRD slowed to the engine staggered condition (the -1 penalty and half-speed
of slow are not modeled); the outsider-only 1d6/level variants are not
modeled (no outsider subtype). Non-gated damage spells are bit-identical.
Loader validates axis/side pairing with clear ValueErrors.
ConditionEffect gains duration_rounds_per_level and max_duration_rounds
(mirroring PenaltyEffect), applied as caster_level * per_level rounds capped
at max: hold person 1 rd/lvl, doom 1 min/lvl, touch of fatigue 1 rd/lvl,
vanish 1 rd/lvl (max 5). Extend Spell doubles both the per-level rate and
the cap. Tests cover scaling and the vanish cap.
SRD ray-of-enfeeblement.md: 1d6 + 1 per 2 caster levels (max 1d6+5) Strength
penalty, Fortitude half, 1 round/level. Adds a PenaltyEffect type (rolled
formula, scaling, half on save, level-scaled duration) applied as negative
untyped modifiers on the rolls Strength feeds (attack, damage), since the
engine has no ability-score track. Formerly modeled as a fatigued condition
with Fort negates.
SRD Cure Light Wounds: 'Since undead are powered by negative energy,
this spell deals damage to them instead of curing their wounds. An
undead creature can apply spell resistance, and can attempt a Will save
to take half damage.'
- _apply_heal_effect takes the rolled save; an undead target takes the
rolled healing as damage (halved on a successful save; SR already
resolved upstream, DR never applies to spell energy, no bleeding stop
or stabilization). Living targets are bit-identical.
- cure_light/cure_moderate descriptions fixed: the SRD save line is
'Will half (harmless)', not 'negates'.
- Deafened 20% verbal spell failure DEFERRED to the README « Limites
hors perimetre »: SpellSpec carries no components data (would need a
verbal flag on all 108 spells) and sound-based Perception is not
modeled either.
SRD spells/mage-armor.md: 'An invisible but tangible field of force
surrounds the subject of a mage armor spell, providing a +4 armor bonus
to AC' - 'School conjuration (creation) [force]', level 1, 'Casting Time
1 standard action', 'Range touch', 'Duration 1 hour/level (D)',
'Spell Resistance no'.
- data/spells/mage_armor.json: buff +4 armor to AC, 600 rounds (1
hour/level modeled fixed, the shield.json convention). Description
documents the known simplification: the engine bakes worn armor into
the AC total and cannot see it, so the armor bonus stacks additively
with that baked value (two mage armors still do not stack).
- effects.py: 'armor' added to BonusType; absent from _STACKING_TYPES it
behaves as a keep-the-highest type (verified by resolve_modifiers
tests).
- Spell-count pins 107 -> 108 (test_runner_spells, batch3, test_spells)
and the README references.
- Golden transcript untouched (buff branch only fires when no offensive
spell is selected; the lich still opens with Magic Missile).
SRD spells/bane.md: enemies within a 50-ft burst centered on the caster
take a -1 penalty on attack rolls and a -1 penalty on saving throws
against fear effects; Will negates. The -1 penalty is approximated with
the shaken condition (-2), matching the existing Doom approximation.
- bane.json: single-target condition -> AreaEffect burst radius_ft 50,
targets "enemies", ConditionEffect shaken 10 rounds save_negates
(range/save kept as medium/will for the registry pin)
- combat.py: _metamagic_transform_sub now copies AreaEffect.targets so
an Extend Spell on an area spell preserves the allies/enemies filter
- tests: TestBaneEnemiesOnly (enemy in burst debuffed, allies/caster
unaffected, successful Will save negates)
SRD spells/bless.md: 'The caster and all allies within a 50-ft. burst,
centered on the caster'. Add an AreaEffect.targets filter (all/allies/
enemies) applied where area creatures are collected; bless.json now
declares radius_ft 50 and targets allies (the caster included).
Bladed Dash's description now matches the SRD (standard action, move up
to 30 ft in a straight line without provoking attacks of opportunity,
single melee attack at highest BAB against any creature adjacent along
the path) and the README's spell-limits section records the engine
approximation: a +30 ft speed buff for 1 round, with the free melee
attack, the no-AoO movement, the straight-line constraint and the
circumstance attack bonus left unmodeled.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
Bull's Strength now grants the SRD +4 enhancement bonus to Strength as
+2 melee attack, +2 melee damage and +2 CMB (three modifiers instead of
the previous +1/+1 approximation). Shield now uses a real shield bonus
type (+4 AC) instead of approximating it as deflection: the engine's
BonusType literal and stacking docs gain the shield type, which stays
out of the CMD bonus list (SRD Combat Maneuver Defense). Bear's
Endurance keeps its +2 Fortitude / +2 hp per HD and its description now
cites the SRD and flags the hp modifier as informational. Golden
transcripts updated: the buff log reports 3 mods and Tammara's pistol
attacks gain the extra +1 enhancement (d20=10+9-6=15).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/cure-light-wounds.md): 'cures 1d8 points of damage +1
point per caster level (maximum +5)'; (spells/cure-moderate-wounds.md):
'cures 2d8 points of damage +1 point per caster level (maximum +10)'.
A HealEffect now carries the same DamageFlatScaling spec as damage
effects (S1b) and resolves it through effective_formula(caster_level)
at cast time, so the flat bonus grows with the caster and stops at the
stated cap. The engine passes the caster's level into _apply_heal_effect
(required keyword: no silent level-0 under-heal); Maximize Spell
maximizes the scaled formula. Cure Light/Moderate Wounds ship the SRD
values; inflict_light_wounds already carried its scaling_flat.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
SpellSpec gains spell_resistance: bool = True (JSON 'spell_resistance'). When false, _spell_delivery_blocked skips the targeted SR check and _apply_area_effect skips the per-creature SR check (threaded through the effect chain). Verified each imported spell against the local KB and set false on the 28 whose SRD block says 'Spell Resistance: no' (Acid Arrow, Flurry of Snowballs, Web, Darkness, Sanctuary, the Protection from X spells, etc.). Added no-SR targeted/area tests and a high-SR control in test_spell_resistance.py, and the README.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
ConditionEffect gains save_partial (JSON 'on_success': condition_name + duration_rounds). On a successful save that would otherwise negate, _apply_condition_effect now imposes the weaker condition (SRD fear.md: panicked on a failed Will save, shaken for 1 round on a success). Extended _metamagic_transform_sub to preserve/double it; extracted _impose_condition helper. Updated fear.json, added failed/successful-save and loader tests in test_spells.py, and the README.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
Acid Arrow (SRD spells/acid-arrow.md) deals 2d4 acid, then 2d4 again at the start of each of the target's turns for 1 round + 1 per three caster levels (max 6). DamageEffect gains a RecurringDamageSpec (JSON 'recurring'); a landed hit attaches a RecurringDamage source to CombatantState.recurring_damage, ticked in _turn_gate (after bleed), reduced by energy resistance/immunity but never DR (spell damage), cleared at expiry, and exposed in the observation snapshot. Extracted _resolve_one_projectile to keep _apply_damage_effect under the complexity ceiling. Updated acid_arrow.json, added tests/test_recurring_damage.py, and the README.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
SRD Magic Missile fires one missile +1 per two caster levels beyond 1st (max 5, 1d4+1 force, auto-hit); Scorching Ray fires one ray +1 per four levels beyond 3rd (max 3, 4d6 fire, ranged touch each). DamageEffect gains a ProjectileScaling spec (JSON 'projectiles'); _apply_damage_effect loops count_for(caster_level) projectiles, each rolling its own damage and (for a declared-projectile ray) its own ranged touch attack, with the target-drops-mid-sequence convention losing the rest. Updated magic_missile.json/scorching_ray.json, the golden lich transcript (CL 11 now fires 5 missiles, Tammara dies round 1: 43 damage), the scripted MM queues in test_spells/test_conformance_spellflow, added tests/test_multi_projectile.py, and the README.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
SRD-verified area templates: Burning Hands 15-ft cone, Color Spray 15-ft cone, Fear 30-ft cone, Flurry of Snowballs 30-ft cone, Lightning Bolt 120-ft line (all converted from single-target/burst approximations to proper AreaEffect shapes); Fireball 20-ft burst, Sound Burst 10-ft spread, Sleep 10-ft burst, Web 20-ft spread kept. Close-range spells note the 15/30-ft RAW ranges as an approximation in their descriptions. README: cone/scaling limitations moved out of the limitations list, new area-shape + caster-level scaling rules documented, areas.py added to the architecture.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
DamageEffect gains optional scaling (1dX per N levels, capped) and scaling_flat (+X per N levels, capped) specs; effective_formula resolves them against the caster's level at cast time, so scaled dice flow through crits, energy resistance and metamagic like the base formula (CRB Magic - Caster Level). Loader rejects mismatched die types. Data: Fireball/Lightning Bolt 1d6/lvl max 10d6, Burning Hands 1d4/lvl max 5d4, Shocking Grasp 1d6/lvl max 5d6, Inflict Light Wounds +1/lvl max +5 (SRD-verified). Cure Light Wounds stays flat: its golden transcript pins 1d8+1 and HealEffect scaling is out of scope.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
README: the quick_clear deed is classified swift in the engine (SRD: standard action, or move with All Firearms) and is a functional no-op without a misfire model - documented rather than half-implemented. doom.json: the description mentioned a '-1 on a successful save' (a D&D 3.5 rule); PF1e Doom is Will negates with no partial success - description text corrected, effects unchanged (save_negates was already correct).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/fear.md): creatures become panicked unless they succeed on a Will save - the JSON applied frightened instead. Condition fixed to panicked. The shaken-for-1-round on a successful save needs partial-save support for conditions and the 30-ft cone needs a cone template, neither of which the engine has; both documented in README as out of scope rather than built.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/acid-arrow.md): "Range long (400 ft. + 40 ft./level)" - the JSON declared medium. Fixed to long. The spell's ongoing acid (2d4 per extra round, one per three caster levels, unless neutralized) is not modeled: the engine has no per-spell damage-over-time subsystem, documented in README rather than built.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/burning-hands.md): "1d4 points of fire damage per caster level (maximum 5d4)" — the JSON encoded 1d4+1, a flat bonus the spell never grants. Base is now 1d4. Per-caster-level scaling and the 15-ft. cone are not modeled by the engine (no CL-scaled dice, no cone template); documented in README rather than built.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/bleed.md): "Saving Throw Will negates" and the target takes 1 point of damage per round. Two divergences: the JSON declared a Fortitude save, and the bleeding condition never set the engine's bleed_damage field, so the spell was a no-op. Bleed now saves Will; _apply_condition_effect sets bleed_damage = 1 when a spell applies bleeding, and _decrement_durations lands the final tick as the last bleeding condition expires before clearing the field (heal-path clearing already existed in _stop_bleeding). README updated.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e (SRD spells/sound-burst.md): "Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round" — the Fortitude partial negates the stun only, never the dice. The damage component declared half_on_save: true, halving the sonic damage on a successful save. DamageEffect gains a save_negates flag (default True, existing behavior unchanged); sound_burst.json declares half_on_save: false + save_negates: false so the 1d8 is full regardless while the condition keeps save_negates. README updated.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
PF1e CRB (Magic - Ranged Touch Attacks): spells delivered by ray require a
ranged touch attack (BAB + Dex vs touch AC, no range increment) to hit a
hostile target; a miss wastes the slot. SpellSpec gains requires_ranged_touch,
set on the 8 SRD-confirmed rays (Ray of Frost, Ray of Enfeeblement, Scorching
Ray, Acid Arrow, Acid Splash, Disrupt Undead, Shard of Chaos, Spear of Purity).
Magic Missile and area spells are unaffected. Simplification (documented): no
size modifier / Weapon Finesse on the roll.
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
SpellSpec gains a cast_time field (seven budget codes; the JSON loader
also accepts RAW phrasings like "1 round" or "1 minute"). The pure
budget filters take a CastTimeResolver so a cast_spell occupies the slot
its casting time maps to: standard->standard, swift->swift (competing
with deed/inspire courage and dropped by a consumed immediate),
immediate/free->free, full_round and one_round->full_round (one_round
clamped: resolved end-of-turn, documented approximation), long->dropped
before the budget filter with the new downgraded:cast_time reason. The
engine binds its registry lookup via _cast_time_of (unknown names fall
back to standard, keeping transcripts byte-identical);
_choose_spell_action never selects long casts; the staggered filter now
drops full-round casts and spell_combat via the effective slot
(_FULL_ROUND_KINDS becomes dead and is deleted). Summon Monster I/II are
the only data spells marked 1 round. Metamagic full-round casting for
spontaneous casters is out of scope (future hook documented in
_cast_time_of).
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>