Spiritual Weapon used to ride the pet-attack channel, so a petless
cleric saw "🐾 Your faithful companion" each round and couldn't tell
the spell was firing. Split it to SpiritWeaponProc/Dmg with its own
✨ flavor; damage now scales with spell mod + upcast.
Rest also fired mid-dungeon — only the autorun honored RestingUntil,
the !rest commands themselves had no gate. Block both short and long
rest when an expedition or combat session is active.
CombatStatuses now mirrors every persistent combatState one-shot —
depleting resources (ward/spore/reflect/autocrit/arcane-ward/heal-
charges), once-per-fight class/race/subclass flags, and accumulated
buff stat deltas. resumeTurnEngine restores them; commit writes them
back in place. Fixes turn-based bugs where Orc rage, Halfling Lucky
reroll, and the Assassin first-attack bonus re-fired every round and
Abjuration Arcane Ward did nothing.
Buff spells and buff-type consumables (ward/atk/def/crit/spore/reflect/
auto-crit) are now usable mid-fight: a flattened-delta model diffs the
reused applySpellBuff/ApplyConsumableMods math against a throwaway
combatant, folds the marginal effect into the session, and re-applies
the persistent stat deltas onto the rebuilt player each round. Pure-
utility spells diff to nothing and are refused before a slot is spent.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Turn-based Elite/Boss fights gain !cast and !consume as player-turn
actions, so casters and item-users make decisions per round instead of
pre-queuing a single effect. The command handler validates and resolves
the spell/item into a pre-rolled turnActionEffect; the engine just
applies the HP deltas and flows on into the enemy turn.
Scoped to effects that resolve within the casting round: damage, heal,
and control spells, plus heal/flat-damage consumables. Buff and utility
spells and buff-type consumables are refused without spending the
resource — they need cross-round stat persistence, a later sub-phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Evocation L10 Overchannel maximizes leveled-spell dice (slot 1-5),
proxied as +50% SpellPreDamage on the queued cast. Self-damage drawback
omitted — our model queues at most one cast/fight, so the "first per
rest" exemption applies. L15 Sculptural Mastery skipped: AoE-only, no
allies in 1v1 (same shape as SUB2b skips).
Abjuration L10 Spell Resistance → DamageReduct *= 0.92 (8% generic DR
proxy; the saves-advantage half is inert since enemies rarely force
saves). L15 Spell Reflection → ReflectNext += 0.30, riding the existing
reflect channel since Counterspell is reaction-deferred to Phase 11.
Necromancy L10 Command Undead has no surface in 1v1 (no thrall/ally
system), re-fluffed as deeper authority over death amplifying the
harvest itself: GrimHarvest multipliers tick up by 1 (2x→3x non-necrotic,
3x→4x necrotic). L15 Improved Undead Thralls proxied as a permanent
skeletal minion via PetAttack channel (proc 0.30, dmg 6 + CON mod);
respects existing higher-pet dmg/proc.
11 new tests; full plugin suite green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Evocation L7 Empowered Evocation adds INT mod (min +1) to Mage evocation
spell damage. Abjuration L5 Arcane Ward grants a 2×level HP buffer
absorbed before player HP, +prof at L7. Necromancy L5 Grim Harvest heals
2× spell level on spell-kill (3× necrotic) via post-combat hook.
Sculpt Spells / Potent Cantrip / Inured to Undeath skipped — no allies,
save-half is already uniform, and no necrotic enemy damage to resist.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Enforce per-level Mage known-spell cap in handleSpellsLearn; surface
spellbook budget in renderSpellsList.
- Mage level-up DM now nudges with "Spells available to learn: N" via
extracted buildLevelUpMessage.
- Extract halveSavedDamage and enemySpellSaveMod for clarity; document
single-target AoE limitation in applySpellDamageSave.
- Add tests: mage learn cap, prepare flow, AoE behavior, spell save
rounding, spells migration.
applyPendingCast resolves c.PendingCast against the upcoming fight before
SimulateCombat. Damage spells (Fire Bolt, Burning Hands, Magic Missile,
Fireball, etc.) emit a pre-combat spell_cast event via new
CombatModifiers.SpellPreDamage{,Desc}. Control spells (Hold Person, Sleep,
Command) set SpellEnemySkipFirst so the engine skips the enemy's round-1
attack with a spell_held event; Hold-family also primes AutoCritFirst.
Buffs (Mage Armor, Bless, Hunter's Mark, Shield of Faith, Aid, Spiritual
Weapon, Mirror Image, Greater Invisibility) fold into stats/mods directly.
Concentration-on-damage break is left for Phase 11 (turn-based bosses);
ConcentrationSpell persists across fights until manually dropped.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>