- Every data/spells/*.json now carries a "components" field with the
V/S/M/F/DF tokens from its KB Components line (material/focus
descriptions dropped; M/DF and F/DF alternatives kept verbatim).
- 107/108 encoded. Create Alcool (data/spells/create_alcool.json) is
left without the field: it is a homebrew cantrip (level 0) with no KB
entry - the closest real spell, Enhance Water (Inner Sea Gods, V, S),
is already a separate registry entry.
- summon_monster_i/ii map to the KB's numeric files (summon-monster-1/2);
hidden_diplomacy maps to its KB name Egorian Diplomacy (same spell,
Spymaster's Handbook rename): V, S, M.
- tests/test_spell_failure.py: the placeholder asserting the registry was
not yet encoded is replaced by an encoded-state smoke test (all spells
but Create Alcool declare components; five spot-checks against the SRD
stat blocks). Golden transcripts unchanged: the component gates still
need deafened/ASF conditions no golden combat has.
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>
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>
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 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>