Magic, Spells, and Enchantments

Spells

Spells in Cataclysm: Dark Days Ahead consist in actions performed by a character or item, that result on a target or targets receiving an event.

This can be anything from the humble fireball spell or the simple heal, to granting states, mutations, summoning items and vehicles, spawning monsters, exploding monsters, applying auras, crowd-controlling, blinking, transforming terrain, adding or subtracting stats, granting or removing effect_types, and more.

Remarkably, some things that don’t seem quite “magical” at first glance may also be handled by spells, like casting Fist, casting Gun, casting Vomit, granting (or removing) drunkenness, handling fields (field_ids), transforming items, among other things.

By making clever use of JSON fields, interactions, combinations and descriptions, anyone can go wild in spell crafting. Different spells from the official mods can be used as reference.

The template spell

In data/mods/Magiclysm there is a template spell, copied here for your perusal:

  {
    // This spell exists in json as a template for contributors to see the possible values of the spell
    "id": "example_template",                                 // id of the spell, used internally. not translated
    "type": "SPELL",
    "name": "Template Spell",                                 // name of the spell that shows in game
    "description": "This is a template to show off all the available values",
    "valid_targets": [ "hostile", "ground", "self", "ally" ], // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "shallow_pit",                                  // effects are coded in C++. A list will be provided below of possible effects that have been coded.
    "effect_str": "template",                                 // special. see below
    "shape": "blast",                                         // the "shape" of the spell's area of effect. uses the aoe stat
    "extra_effects": [ { "id": "fireball", "hit_self": false, "max_level": 3 } ],	// this allows you to cast multiple spells with only one spell
    "affected_body_parts": [ "head", "torso", "mouth", "eyes", "arm_l", "arm_r", "hand_r", "hand_l", "leg_l", "foot_l", "foot_r" ], // body parts affected by effects
    "flags": [ "SILENT", "LOUD", "SOMATIC", "VERBAL", "NO_HANDS", "NO_LEGS", "SPAWN_GROUP" ], // see "Spell Flags" below
    "spell_class": "NONE",                                    //
    "base_casting_time": 1000,                                // this is the casting time (in moves)
    "final_casting_time": 100,
    "casting_time_increment": -50,
    "base_energy_cost": 30,                                   // the amount of energy (of the requisite type) to cast the spell
    "final_energy_cost": 100,
    "energy_increment": -6,
    "energy_source": "MANA",                                  // the type of energy used to cast the spell. types are: MANA, BIONIC, HP, STAMINA, NONE (none will not use mana)
    "components": [requirement_id]                            // an id from a requirement, like the ones you use for crafting. spell components require to cast.
    "difficulty": 12,                                         // the difficulty to learn/cast the spell
    "max_level": 10,                                          // maximum level you can achieve in the spell
    "min_accuracy" -20,                                       // the accuracy bonus of the spell. around -15 and it gets blocked all the time
    "max_accuracy": 20,                                       // around 20 accuracy and it's basically impossible to block
    "accuracy_increment": 1.5
    "min_damage": 0,                                          // minimum damage (or "starting" damage)
    "max_damage": 100,                                        // maximum damage the spell can achieve
    "damage_increment": 2.5,                                  // to get damage (and any of the other below stats) multiply this by spell's level and add to minimum damage
    "min_aoe": 0,                                             // area of effect, or range of variance
    "max_aoe": 5,
    "aoe_increment": 0.1,
    "min_range": 1,                                           // range of the spell
    "max_range": 10,
    "range_increment": 2,
    "min_dot": 0,                                             // damage over time
    "max_dot": 2,
    "dot_increment": 0.1,
    "min_duration": 0,                                        // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 1000,
    "duration_increment": 4,
    "min_pierce": 0,                                          // how much of the spell pierces armor
    "max_pierce": 1,
    "pierce_increment": 0.1,
    "field_id": "fd_blood",                                   // the string id of the field (currently hardcoded)
    "field_chance": 100,                                      // one_in( field_chance ) chance of spawning a field per tile in aoe
    "min_field_intensity": 10,                                // field intensity of fields generated
    "max_field_intensity": 10,
    "field_intensity_increment": 1,
    "field_intensity_variance": 0.1                           // the field can range in intensity from -variance as a percent to +variance as a percent i.e. this spell would be 9-11
    "sound_type": "combat",                                   // the type of sound. possible types are: background, weather, music, movement, speech, activity, destructive_activity, alarm, combat, alert, order
    "sound_description": "a whoosh",                          // the sound description. in the form of "You hear %s" by default it is "an explosion"
    "sound_ambient": true,                                    // whether or not this is treated as an ambient sound or not
    "sound_id": "misc",                                       // the sound id
    "sound_variant": "shockwave",                             // the sound variant
    "learn_spells": { "create_atomic_light": 5, "megablast": 10 }   // the caster will learn these spells when the current spell reaches the specified level. should be a map of spell_type_id and the level at which the new spell is learned.
  }

The template spell above shows every JSON field that spells can have. Most of these values can be set at 0 or “NONE”, so you may leave out most of these fields if they do not pertain to your spell.

When deciding values for some of these, it is important to note that some of the formulae are not linear. For example, this is the formula for spell failure chance:

( ( ( ( spell_level - spell_difficulty ) * 2 + intelligence + spellcraft_skill ) - 30 ) / 30 ) ^ 2

Meaning a spell with difficulty 0 cast by a player with 8 intelligence, 0 spellcraft, and level 0 in the spell will have a 53% spell failure chance. On the other hand, a player with 12 intelligence, 6 spellcraft, and level 6 in the same spell will have a 0% spell failure chance.

However, experience gain is a little more complicated to calculate. The formula for how much experience you need to get to a level is below:

e ^ ( ( level + 62.5 ) * 0.146661 ) ) - 6200

Mandatory fields

As noted above, few JSON fields are actually required for spells to work. Some of the mandatory fields are:

Identifier Description
id Unique ID for the spell, used internally. Must be one continuous word, use underscores if necessary.
type Indicates the JSON object is a SPELL.
name Name of the spell that shows in game.
description Description of the spell that shows in game.
valid_targets Targets affected by the spell. If a valid target is not included, you cannot cast the spell on that target. Additionally, if the valid target is not specified, the spell aoe will not affect it. Can be ally, field, ground, hostile, item, none or self.
effect Hardcoded spell behaviors, roughly speaking spell “type”. See the list below.
shape The shape of the spell’s area of effect. See the list below.

Depending on the spell effect, more or less fields will be required.

For example, a classic attack spell needs the damage_type, min_damage, max_damage, min_range, max_range, and max_level fields.

In contrast, an attack spell using effect_str to grant a self buff (without a damage component) needs the min_duration, max_duration, and max_level fields instead.

Spell effects

Each spell effect is defined in the effect field. For example, the Magus spell “Magic Missile” has the attack effect, meaning it deals damage to a specific target:

  {
    "id": "magic_missile",
    "effect": "attack",
    "min_damage": 1
  }

while the Druid spell “Nature’s Bow” has the spawn_item effect, designating the ID of the item to spawn:

  {
    "id": "druid_naturebow1",
    "effect": "spawn_item",
    "effect_str": "druid_recurve"
  }

Below is a table of currently implemented effects, along with special rules for how they work:

Effect Description
area_pull Pulls valid_targets in its aoe toward the target location. Currently, the pull distance is set to 1 (see directed_push).
area_push Pushes valid_targets in its aoe away from the target location. Currently, the push distance is set to 1 (see directed_push).
attack Causes damage to valid_targets in its aoe, and applies effect_str named effect to targets. To damage terrain use bash.
banishment Kills any MONSTER in the aoe up to damage hp. Any overflow hp is taken from the caster; if it’s more than the caster’s hp the spell fails.
bash Bashes the terrain at the target. Uses damage() as the strength of the bash.
charm_monster Charms a monster that has less hp than damage() for approximately duration().
dash Dashes forward up to range and hits targets in a cone at the target.
directed_push Pushes valid_targets in aoe away from the target location, with a distance of damage(). Negative values pull instead.
effect_on_condition Runs the effect_on_condition from effect_str on all valid targets. The EOC will be centered on the player, with the NPC as caster.
emit Causes an emit at the target.
explosion Causes an explosion centered on the target. Uses damage() for power and factor aoe()/10.
flashbang Causes a flashbang effect is centered on the target. Uses damage() for power and factor aoe()/10.
fungalize Fungalizes the target.
guilt Target gets the guilt morale as if it killed the caster.
map Maps out the overmap centered on the player, to a radius of aoe().
mod_moves Adds damage() moves to the targets. Negative values “freeze” for that amount of time.
morale Gives a morale effect to NPCs or the avatar within the aoe. Uses damage() for the value. decay_start is duration() / 10.
mutate Mutates the targets. If effect_str is defined, mutates toward that category instead of picking at random. If the MUTATE_TRAIT flag is used, allows effect_str to be a specific trait. Damage() / 100 is the percent chance the mutation will be successful (10000 represents 100.00%).
noise Causes damage() amount of noise at the target. Note: the noise can be described further with sound_type, sound_description, sound_ambient, sound_id and sound_variant.
pain_split Evens out all of your limbs’ damage.
pull_target Attempts to pull the target towards the caster in a straight line. If the path is blocked by impassable furniture or terrain, the effect fails.
recharge_vehicle Increases or decreases the battery charge of a vehicle or battery-connected power grid. Damage is equal to the charge (negative decreases).
recover_energy Recovers an energy source equal to damage of the spell. The energy source is defined in effect_str and may be one of BIONIC, FATIGUE, PAIN, MANA or STAMINA.
remove_effect Removes effect_str effects from all creatures in the aoe.
remove_field Removes a effect_str field in the aoe. Causes teleglow of varying intensity and potentially teleportation depending on field density, if the field removed is fd_fatigue.
revive Revives a monster like a zombie necromancer. The monster must have the REVIVES flag.
short_range_teleport Teleports the player randomly range spaces with aoe variation. See also the TARGET_TELEPORT and UNSAFE_TELEPORT flags.
slime_split The slime splits into two large or normal slimes, depending on mass. Note: hardcoded for mon_blob-type enemies, check the monster death_function + spell summon combination.
spawn_item Spawns an item that will disappear at the end of its duration. Default duration is 0.
summon Summons a MONSTER or monstergroup from effect_str that will disappear at the end of its duration. Default duration is 0. See also the SPAWN_WITH_DEATH_DROPS flag.
summon_vehicle Summons a vehicle from effect_str that will disappear at the end of its duration. Default duration is 0.
targeted_polymorph A targeted monster is permanently transformed into the MONSTER specified by effect_str, if it has less HP than the spell’s damage. If effect_str is left empty, the target will transform into a random monster with a similar difficulty rating. Alternatively, the POLYMORPH_GROUP flag can be used to pick a weighted ID from a monstergroup. The player and NPCs are immune to this spell effect.
ter_transform Transforms the terrain and furniture in its aoe. The chance of any one of the points in the aoe changing is 1 / (damage). The effect_str is the ID of a ter_furn_transform.
timed_event Adds a timed event to the player only. Valid timed events are: amigara, artifact_light, dim, help, robot_attack, roots_die, spawn_wyrms, temple_flood, temple_open, temple_spawn, wanted. NOTE: This was added only for artifact active effects. Support is limited, use at your own risk.
translocate Opens up a window that allows the caster to choose a translocation gate to teleport to.
upgrade Immediately upgrades a target MONSTER.
vomit Any creature within its aoe will instantly vomit, if it’s able to do so.

Spell shape

Another mandatory field is the spell shape. This dictates how the area of effect works:

Shape Description
blast A circular blast centered on the impact position. Aoe value is the radius.
cone Fires a cone with an arc equal to aoe in degrees.
line Fires a line with a width equal to the aoe.

Common fields

The following JSON fields are also used in spells and, while optional, greatly expand how spells can behave.

All fields that are numeric can also be a “variable object”( see NPCs.md for full details) instead of a number.

Field group Description Example
min_X, max_X, X_increment Minimun value, maximum value, and the value, that add each level. Note: your spell don’t take max_X on the max lvl, it will always add the correct amount of X_increment to your spell - in spell with min_damage: 0, max_damage: 100, damage_increment: 5 and max_level: 10, on level 10 the spell will deal only 50 damage, as [ 0 + (5*10) ]. Opposite is also true, in spell with min_damage: 0, max_damage: 25, damage_increment: 5 on level 10 will deal only 25 damage, as the highest value, described in max_X min_damage, min_range, min_aoe
min_damage, max_damage, damage_increment By default respond for the damage (or healing, if the damage is negative) of the spell, but, depending on effect, may respond for different things. For damage, that do not increase with level (like for a monster spell) you need to use both min_damage and max_damage of the same value ("min_damage": 15, "max_damage": 15), increment isn’t nesessary “min_damage”: 0,
“max_damage”: 100,
“damage_increment”: 5,
min_duration, max_duration, duration_increment Respond for the duration of the effect. Writed in moves, so 100 means 1 second, and 1 minute described as 6000. Usually works with some effects, and with effect_str “min_duration”: 100,
“max_duration”: 6000,
“duration_increment”: 100,
min_range, max_range, range_increment Respond for the distance caster can use the spell. Can be ignored, if the target is user (giving an buff/debuff, spawning an item). Note: the reality bubble diameter is ~60 “min_range”: 2,
“max_range”: 10,
“range_increment”: 0.5,
min_aoe, max_aoe, aoe_increment Respond for area of effect. “min_aoe”: 0,
“max_aoe”: 5,
“aoe_increment”: 0.1,
min_accuracy, max_accuracy, accuracy_increment Respond for accuracy of the spell. -20 accuracy will make it always miss, 20 will make it always hit. Doesn’t work currently “min_accuracy” -20,
“max_accuracy”: 20,
“accuracy_increment”: 1.5
min_dot, max_dot, dot_increment Respond for damage over time. Same as damage, may respond both for damage and for healing (except the healing would be too fast for default character) “min_dot”: 0,
“max_dot”: 2,
“dot_increment”: 0.1,
min_pierce, max_pierce, pierce_increment Respond for armor piersing of the spell “min_pierce”: 0,
“max_pierce”: 1,
“pierce_increment”: 0.1,
base_casting_time, final_casting_time, casting_time_increment Respond for amount of time user cast the spell. Same as duration, writed in moves, which allow to make spells, that can be casted for 0.5 or 0.25 seconds. Doesn’t work for monsters and for items, that cast spells “base_casting_time”: 1000,
“final_casting_time”: 100,
“casting_time_increment”: -50,
base_energy_cost, final_energy_cost, energy_increment Respond for amount of energy you spend for cast “base_energy_cost”: 30,
“final_energy_cost”: 100,
“energy_increment”: -6,
field_id, field_chance, min_field_intensity, max_field_intensity, field_intensity_increment, field_intensity_variance Respond for field spawn. field_id describe what field will be spawned; field_chance describe the chance of spawning the field, as “one in field_chance” (1 means the probability is 100%, 2 is 50%, 3 is 33% etc.); min_field_intensity, max_field_intensity and field_intensity_increment are respond for the field intensity and it grow depend on level (for example, for fd_electricity intensity 1 represent spark, when intensity 10 is electric cloud); field_intensity_variance allow the spell randomly increase and decrease the intensity of the spell as a percent (intencity 10 and variance 0.1 means it can grow or shring at 10%, from 9 to 11) “field_id”: “fd_blood”,
“field_chance”: 100,
“min_field_intensity”: 10,
“max_field_intensity”: 10,
“field_intensity_increment”: 1,
“field_intensity_variance”: 0.1
effect_str By default respond for effect, the spell can deal (see EFFECTS_JSON), but can vary depend on effect “effect_str”: “zapped”,
max_level How much you can train the spell. 0 by default “max_level”: 10,
difficulty How hard to cast the spell. Higher difficulty make spell easier to fail, but also train your spell skill to the difficulty level (spell with difficulty 10 can train user to spellcasting lvl 10) “difficulty”: 7,
affected_body_parts Respond on which body part effect_str will occur. Doesn’t respond what body part the spell will target if you damage the target, it always aim a torso no matter what “affected_body_parts”: [ “head” ]
extra_effects Cast id spell right after the end of the main. Can cast multiple different spells at once “extra_effects”: [
{
“id”: “fireball”,
“hit_self”: false,
“max_level”: 3
},
{ “id”: “storm_chain_1” }
]
learn_spells Allow user to learn this spells, when it will reach the amount of levels (“create_atomic_light”: 5 means user can learn create_atomic_light, when it will reach the 5 level of the spell) “learn_spells”: { “create_atomic_light”: 5, “megablast”: 10 }
teachable Whether it’s possible to teach this spell between characters. (Default = true) "teachable": true
message The message, that will be send in log, when you cast a spell. “You cast %s!” by default “message”: “You feel refreshed.”
sound_type, sound_description, sound_ambient, sound_id, sound_variant Respond for the sound that play when you use the spell. sound_type is one of background, weather, music, movement, speech, activity, destructive_activity, alarm, combat, alert, order; sound_description respond for the message in log, as “You hear %s” (“an explosion” by default); sound_ambient whether or not this is treated as an ambient sound “sound_type”: “combat”, "sound_description": "a whoosh", "sound_ambient": true, "sound_id": "misc", "sound_variant": "shockwave",
targeted_monster_ids You can target only monster_id “targeted_monster_ids”: [ “mon_hologram” ],
targeted_monster_species You can target only picked species (for list see data/json/species.json) “targeted_monster_species”: [ “ROBOT”, “CYBORG” ],
ignored_monster_species The opposite of targeted_monster_species: you can target everything except picked species (for list see data/json/species.json) “ignored_monster_species”: [ “ZOMBIE”, “NETHER” ],

Spell Flags

Flags allow you to provide additional customizations for spell effects, behavior, and limitations. Spells may have any number of flags, for example:

  {
    "id": "bless",
    "//": "Encumbrance on the mouth (verbal) or arms (somatic) affect casting success, but not legs.",
    "flags": [ "VERBAL", "SOMATIC", "NO_LEGS" ]
  }
Flag Description
CONCENTRATE Focus affects spell fail %.
EXTRA_EFFECTS_FIRST The spell’s extra_effects will happen before the main spell effect.
FRIENDLY_POLY The target of a targeted_polymorph spell will become friendly to the caster if the spell resolves successfully.
HOSTILE_SUMMON Summon spell always spawns a hostile monster.
HOSTILE_50 Summoned monster spawns friendly 50% of the time.
IGNITE_FLAMMABLE If the spell area has anything flammable, a fire will be produced
IGNORE_WALLS Spell’s aoe goes through walls.
LIQUID Effects applied by spell will be resisted by waterproof armor if the spell targets a character’s body part. Does not currently affect damage.
LOUD Spell makes extra noise at target.
MUST_HAVE_CLASS_TO_LEARN The spell is autolearned when you have spell_class, and removed when you lost it.
MUTATE_TRAIT Overrides the mutate spell effect to use a specific trait_id instead of a category.
NO_EXPLOSION_SFX The spell will not generate a visual explosion effect.
NO_FAIL This spell cannot fail when cast.
NO_HANDS Hands do not affect spell energy cost.
NO_LEGS Legs do not affect casting time.
NO_PROJECTILE The “projectile” portion of the spell phases through walls, the epicenter of the spell effect is exactly where you target it, with no regards to obstacles.
NON_MAGICAL Ignores spell resistance when calculating damage mitigation.
PAIN_NORESIST Pain altering spells can’t be resisted (like with the deadened trait).
PERCENTAGE_DAMAGE The spell deals damage based on the target’s current hp. This means that the spell can’t directly kill the target.
PERMANENT Items or creatures spawned with this spell do not disappear and die as normal. Items can only be permanent at maximum spell level; creatures can be permanent at any spell level.
PERMANENT_ALL_LEVELS Items spawned with this spell do not disappear even if the spell is not max level.
POLYMORPH_GROUP A targeted_polymorph spell will transform the target into a random monster from the monstergroup in effect_str.
PSIONIC Spells with this flag are not blocked by the NO_SPELLCASTING character flag, instead being blocked by NO_PSIONICS.
RANDOM_AOE Picks random number between (min + increment) * level and max instead of normal behavior.
RANDOM_CRITTER Same as RANDOM_TARGET but ignores ground.
RANDOM_DAMAGE Picks random number between (min + increment) * level and max instead of normal behavior.
RANDOM_DURATION Picks random number between (min + increment) * level and max instead of normal behavior.
RANDOM_TARGET Forces the spell to choose a random valid target within range instead of the caster choosing the target. This also affects extra_effects.
RECHARM charm_monster spell stacks its duration onto existing charm effect.
SILENT Spell makes no noise at target.
SOMATIC Arm encumbrance affects fail % and casting time (slightly).
SPAWN_GROUP Spawn or summon from an item_group or monstergroup, instead of the specific IDs.
SPAWN_WITH_DEATH_DROPS Allows summoned monsters to retain their usual death drops, otherwise they drop nothing.
SWAP_POS A projectile spell swaps the positions of the caster and target.
TARGET_TELEPORT Teleport spell changes to maximum range target with aoe as variation around target.
UNSAFE_TELEPORT Teleport spell risks killing the caster or others.
VERBAL Spell makes noise at caster location, mouth encumbrance affects fail %.
WONDER This drastically alters the behavior of the parent spell: The spell itself doesn’t cast, but the damage and range information are used to cast the extra_effects. A n number of extra_effects will be chosen to be cast at random, where n is the current damage of the spell (stacks with the RANDOM_DAMAGE flag), the message of the casted spell will also be displayed. If this spell’s message is not wanted, make sure message is an empty string.

Damage Types

The following are the available damage types, for those spells that have a damaging component:

Damage type Description
acid  
bash  
biological Internal damage such as poison.
cold  
cut  
electric  
heat  
pure This damage type goes through armor altogether. Set by default.
stab  

Spell level

Spells can change effects as they level up. “Effect” in this context can be:

  • accuracy
  • aoe (area of effect)
  • damage
  • dot (damage over time)
  • duration
  • pierce, and
  • range

The effect growth is indicated with the min_effect, max_effect and effect_increment fields:

  • min_effect is what the spell will do at level 0
  • max_effect is where it stops growing, the level cap.
  • effect_increment is how much it changes per level.

Additionally, there are also included:

  • energy cost (as base_energy_cost, final_energy_cost, energy_increment), and
  • field intensity (min_field_intensity, max_field_intensity, field_intensity_increment plus field_intensity_variance).

For example:

...
    "min_range": 1,
    "max_range": 25,
    "range_increment": 5,
...

Min and max values must always have the same sign, but it can be negative e.g. in the case of spells that use a negative ‘recover’ effect to cause pain or stamina damage. For example:

  {
    "id": "stamina_damage",
    "type": "SPELL",
    "name": "Tired",
    "description": "decreases stamina",
    "valid_targets": [ "hostile" ],
    "min_damage": -2000,
    "max_damage": -10000,
    "damage_increment": -3000,
    "max_level": 10,
    "effect": "recover_energy",
    "effect_str": "STAMINA"
  }

Learning Spells

There multiple ways to learn spells: learning a spell from an item (through a use_action), from spells that have the learn_spells field, and from traits/mutations. An example is shown below:

  {
    "id": "DEBUG_spellbook",
    "type": "GENERIC",
    "name": "A Technomancer's Guide to Debugging C:DDA",
    "description": "static std::string description( spell sp ) const;",
    "weight": 1,
    "volume": "1 ml",
    "symbol": "?",
    "color": "magenta",
    "use_action": {
    "type": "learn_spell",
    "//": "list of spells you can learn from the item",
    "spells": [ "debug_hp", "debug_stamina", "example_template", "debug_bionic", "pain_split", "fireball" ]
    }
  }

You can study this spellbook for a rate of ~1 experience per turn depending on intelligence, spellcraft, and focus.

Below is an example of learn_spells usage:

  {
    "id": "phase_door",
    "type": "SPELL",
    "name": "Phase Door",
    "description": "Teleports you in a random direction a short distance.",
    "effect": "short_range_teleport",
    "shape": "blast",
    "valid_targets": [ "none" ],
    "max_level": 10,
    "difficulty": 2,
    "spell_class": "MAGUS",
    "learn_spells": { "dimension_door": 10 }
  }

Traits/mutations have the spells_learned field, see the JSON_INFO documentation for details.

Extra spell effects

Another two interesting fields are extra_effects and effect_str:

  • extra_effects allows to cast one or more spells simultaneously, thus enabling “chain” style casting.

  • effect_str works as a pointer, it links the main spell to a certain JSON object. Behavior can vary depending on the spell’s effect, e.g. it may define which effect_type will be applied the target, the ID of the spawn_item, monster or vehicle to spawn, etc. Do note that some effect types are hardcoded, like beartrap, crushed, dazed, downed, stunned, etc. (non-exhaustive list!).

Adding spells to professions and NPCs

You can add spells to professions or NPC class definitions like this:

  {
    "id": "test_profession",
    "type": "profession",
    "name": "Test Professioner",
    "description": "Tests professions",
    "spells": [ { "id": "summon_zombie", "level": 0 }, { "id": "magic_missile", "level": 10 } ],
    ...
  }

Note: This makes it possible to learn spells that conflict with a class. It also does not give the prompt to gain the class. Be judicious upon adding this to a profession!

Examples

The following are some spell examples, from simple to advanced:

Summon spell

  {
    "type": "SPELL",
    "id": "test_summon",                                     // id of the spell, used internally. not translated
    "name": "Summon",                                        // name of the spell that shows in game
    "description": "Summons the creature specified in 'effect_str'",
    "flags": [ "SILENT", "HOSTILE_SUMMON" ],  // see "Spell Flags" in this document
    "valid_targets": [ "ground" ],                           // if a valid target is not included, you cannot cast the spell on that target.
    "min_damage": 1,                                         // minimum number of creatures summoned (or "starting" number of creatures summoned)
    "max_damage": 1,                                         // maximum number of creatures summoned the spell can achieve
    "min_aoe": 3,                                            // area of effect of the spell, in this case the area the summons can appear in
    "max_aoe": 3,
    "effect": "summon",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "effect_str": "mon_test_monster",                        // varies, see table of implemented effects in this document
    "min_duration": 6250,                                    // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 6250
  }

Self explanatory: when cast, test_summon will silently summon 1 hostile mon_test_monster on a random 3x3 location centered around the caster, with a duration of 62.5 seconds, after which it will disappear.

Typical attack

  {
    "id": "test_attack",                                     // id of the spell, used internally. not translated
    "type": "SPELL",
    "name": "Ranged Strike",                                 // name of the spell that shows in game
    "description": "Deals damage to the target with 100% accuracy. Will always apply the status effect specified in 'effect_str'.",
    "valid_targets": [ "ground", "hostile" ],                // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "attack",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "effect_str": "stunned",                                 // varies, see table of implemented effects in this document
    "min_damage": 10,                                        // minimum damage (or "starting" damage)
    "max_damage": 20,                                        // maximum damage the spell can achieve
    "damage_increment": 1.0,                                 // How much damage increases per spell level increase
    "min_range": 4,                                          // range of the spell
    "max_range": 4,
    "base_casting_time": 500,                                // this is the casting time (in moves)
    "min_duration": 200,                                     // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 300,
    "duration_increment": 10,                                // How much longer the spell lasts per spell level
    "damage_type": "stab"                                    // type of damage
  }

Explanation: classic damage spell with designated effect. After a 5 second cast, a lvl 1 test_attack will deal 11 stab damage up to 4 tiles away, and stun the hostile target for 2.1 seconds.

Note: valid_targets has both ground and hostile so it can be targeted in an area with no line of sight.

Consecutive spell casting

  {
    "id": "test_combo",                                      // id of the spell, used internally. not translated
    "type": "SPELL",
    "name": "Combo Strikes",                                 // name of the spell that shows in game
    "description": "Upon casting this spell, will also activate the spells specified on the 'extra_effects' in descending order.",
    "flags": [ "SILENT", "RANDOM_DAMAGE", "RANDOM_AOE" ],    // see "Spell Flags" in this document
    "valid_targets": [ "hostile", "ground" ],                // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "attack",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "effect_str": "downed",                                  // varies, see table of implemented effects in this document
    "extra_effects": [ { "id": "test_atk1" }, { "id": "test_atk2" } ],               // this allows you to cast multiple spells with only one spell
    "min_damage": 7,                                         // minimum damage (or "starting" damage)
    "max_damage": 14,                                        // maximum  damage the spell can achieve
    "damage_increment": 0.7                                  // damage increase per spell level
    "min_aoe": 2,                                            // area of effect
    "max_aoe": 4,
    "aoe_increment": 0.2,                                    // how much wider the area of effect gets per spell level
    "min_range": 10,                                         // range of the spell
    "max_range": 10,
    "base_casting_time": 750,                                // this is the casting time (in moves)
    "min_duration": 325,                                     // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 325,
    "damage_type": "stab"                                    // type of damage
  }

Explanation: If you put two or more spells in extra_effects, it will consecutively cast the spells: first extra_effects, second extra_effects, third extra_effects, etc. If you wish to pick one at random, use the WONDER flag (see below). Additionally, the extra spells will be cast at a level up to the level of the parent spell being cast, unless additional data is added to each test_atk#.

Random spell casting

  {
    "id": "test_starter_spell",                              // id of the spell, used internally. not translated
    "type": "SPELL",
    "name": "Starter",                                       // name of the spell that shows in game
    "description": "Upon casting this spell, randomly selects one spell specified in 'extra_effects' to cast. The spell damage shows how many times it will randomly select from the list",
    "flags": [ "SILENT", "WONDER", "RANDOM_DAMAGE" ],        // see "Spell Flags" in this document
    "valid_targets": [ "hostile" ],                          // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "attack",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "extra_effects": [                                       // this allows you to cast multiple spells with only one spell
      { "id": "test_atk1" },                                 // id of the spell, used internally. not translated
      { "id": "test_atk2" },                                 // id of the spell, used internally. not translated
      { "id": "test_atk3" },                                 // id of the spell, used internally. not translated
      { "id": "test_atk4" },                                 // id of the spell, used internally. not translated
      { "id": "test_atk5" },                                 // id of the spell, used internally. not translated
      { "id": "test_atk6" }                                  // id of the spell, used internally. not translated
    ],
    "min_damage": 3,                                         // minimum damage (or "starting" damage)
    "max_damage": 5,                                         // maximum damage the spell can achieve
    "damage_increment": 0.2                                  // damage increase per spell level
    "min_range": 10,                                         // range of the spell
    "max_range": 10
  }

Explanation: The WONDER flag does wonders by turning the spell into a dice: When cast, the main spell will pick the subspells in extra_effects. The amount of “rolls” is specified via min_damage and max_damage plus the RANDOM_DAMAGE flag. In this example, casting test_starter_spell will cause any one of each test_atk# subspells to be selected, this repeats 3 to 5 times.

Note: There must be a minimum of one spell in extra_effects for the WONDER flag to work properly.

Repeatedly cast the same spell

  {
    "type": "SPELL",
    "id": "test_attack_repeat",                              // id of the spell, used internally. not translated
    "name": "a spell",                                       // name of the spell that shows in game
    "description": "Upon casting this spell it will repeat the spell specified in `extra_effects` - the amount of repetitions is the interval `min_damage`-`max_damage` ",
    "extra_effects": [ { "id": "test_attack" } ],            // this allows you to cast multiple spells with only one spell
    "flags": [ "SILENT", "WONDER", "RANDOM_DAMAGE" ],        // see "Spell Flags" in this document
    "valid_targets": [ "hostile" ],                          // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "attack",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "effect_str": "target_message",                          // varies, see table of implemented effects in this document
    "min_damage": 5,                                         // minimum (starting damage)
    "max_damage": 7,                                         // maximum damage the spell can achieve
    "damage_increment": 0.2                                  // damage increase per spell level
    "min_range": 10,                                         // range of the spell
    "max_range": 10,
    "min_duration": 1,                                       // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 1
  }

Explanation: Notice a different approach for the WONDER and RANDOM_DAMAGE combo: min_damage set to 5 and max_damage set to 7 will cause the main spell to “roll” extra_effects 5 - 7 times, but this time there’s a single test_attack. Because WONDER has a 100% chance of picking a spell, test_attack, will be repeated 5 to 7 times.

A spell that casts a note on the target and an effect on the caster

  {
    "id": "test_attack_note",                                // id of the spell, used internally. not translated
    "type": "SPELL",
    "name": "a note",                                        // name of the spell that shows in game
    "description": "This spell applies a harmless status effect to notify the player about the spell that the user has cast.",
    "flags": [ "SILENT" ],                                   // see "Spell Flags" in this document
    "valid_targets": [ "hostile" ],                          // if a valid target is not included, you cannot cast the spell on that target.
    "effect": "attack",                                      // effects are coded in C++. A list is provided in this document of possible effects that have been coded.
    "extra_effects": [ { "id": "sacrifice_spell", "hit_self": true }, { "id": "test_attack" } ],     // this allows you to cast multiple spells with only one spell
    "effect_str": "eff_test_note",                           // varies, see table of implemented effects in this document
    "min_aoe": 6,                                            // area of effect, or range of variance
    "max_aoe": 6,
    "min_duration": 1,                                       // duration of spell effect in moves (if the spell has a special effect)
    "max_duration": 1
  }

Explanation: Here we have one main spell with two subspells: one on the caster and the other on the target. To do this, you must specify the ID of whatever spells you’re using with the extra_effects field. In this case, sacrifice_spell is stated with "hit_self": true and will “hit” the caster, while the second spell will be cast as normal on the hostile target. This is only necessary if we need an effect that is cast on a target and a secondary effect cast on the caster.

Monster spells

See Monster special attacks - Spells.

Enchantments

Enchantments are another layer of enhancements, similar to effect_type and mutation. Unlike these which are carried by the avatar and similar entities, enchantments are bound to “containers” such as items, mutations, bionics and effects. This allows some flexibility in customizing effects and interactions according to the current state of the container, the spell being activated if any, what exactly is being granted, and more.

Identifier Description
id Unique ID. Must be one continuous word, use underscores if necessary.
has How an enchantment determines if it is in the right location in order to qualify for being active. WIELD when wielded in your hand, WORN when worn as armor, HELD when in your inventory.
condition Determines the environment where the enchantment is active. ALWAYS is active always and forevermore, ACTIVE whenever the item, mutation, bionic, or whatever the enchantment is attached to is active, INACTIVE whenever the item, mutation, bionic, or whatever the enchantment is attached to is inactive. DIALOG_CONDITION - ACTIVE whenever the dialog condition in condition is true.
hit_you_effect A spell that activates when you melee_attack a creature. The spell is centered on the location of the creature unless "hit_self": true, then it is centered on your location. Follows the template for defining fake_spell.
hit_me_effect A spell that activates when you are hit by a creature. The spell is centered on your location. Follows the template for defining fake_spell
intermittent_activation Spells that activate centered on you depending on the duration. The spells follow the fake_spell template.
values Numbers that can be modified (see list). add is added to the base value, multiply is also added and treated as percentage: 2.5 is +250% and -1 is -100%. add is always applied before multiply. Either add or multiply can be a variable_object/arithmetic expression (see below for syntax and application, and NPCs for the in depth explanation).
emitter Grants the emit_id.
modified_bodyparts Modifies the body plan (standard is human). gain adds body_part_id, lose removes body_part_id. Note: changes done this way stay even after the item/effect/mutation carrying the enchantment is removed.
mutations Grants the mutation/trait ID. Note: enchantments effects added this way won’t stack, due how mutations work.
ench_effects Grants the effect_id. Requires the intensity for the effect.

There are two possible syntaxes. The first is by defining an enchantment object and then referencing the ID, the second is by directly defining the effects as an inline enchantment of something (in this case, an item):

  {
    "type": "enchantment",
    "id": "ENCH_INVISIBILITY",
    "condition": "ALWAYS",
    "has": "WIELD",
    "hit_you_effect": [ { "id": "AEA_FIREBALL", "hit_self": true, "once_in": 12 } ],
    "hit_me_effect": [ { "id": "AEA_HEAL" } ],
    "values": [ { "value": "STRENGTH", "multiply": 1.1, "add": -5 } ],
    "emitter": "emit_AEP_SMOKE",
    "modified_bodyparts": [ { "gain": "test_corvid_beak" }, { "lose": "torso" } ],
    "mutations": [ "GILLS", "MEMBRANE", "AMPHIBIAN", "WAYFARER", "WILDSHAPE:FISH" ],
    "ench_effects": [ { "effect": "invisibility", "intensity": 1 } ],
    "intermittent_activation": {
      "effects": [
        {
          "frequency": "1 hour",
          "spell_effects": [
            { "id": "AEA_ADRENALINE" }
          ]
        }
      ]
    }
  }

Note: all fields except for type and id are optional.

  {
    "copy-from": "mring_silver",
    "type": "TOOL_ARMOR",
    "id": "mring_wizardry_lesser",
    "price_postapoc": "2000 USD",
    "name": { "str": "lesser ring of wizardry", "str_pl": "lesser rings of wizardry" },
    "description": "A thin silver band ring, engraved with two sealed scrolls.  Increases mana capacity somewhat.",
    "relic_data": { "passive_effects": [ { "has": "WORN", "condition": "ALWAYS", "values": [ { "value": "MAX_MANA", "add": 400 } ] } ] }
  }

The relic_data field

As seen in the last example, enchantments are added to the item as passive_effects inside the relic_data field. Items with this data are turned into a relic or artifact, being displayed as magenta inside the inventory view.

Also supported is charge_info, which allows automatic charge regeneration. This in turn enables active magical items that cast spells on use:

...
    "use_action": { "type": "cast_spell", "spell_id": "conj_throwing_blade3", "no_fail": true, "level": 1, "need_worn": true },
    "extend": { "flags": [ "NO_UNLOAD", "NO_RELOAD" ] },
    "charges_per_use": 1,
    "relic_data": { "charge_info": { "recharge_type": "periodic", "time": "1 h", "regenerate_ammo": true } },
    "pocket_data": [ { "pocket_type": "MAGAZINE", "holster": true, "ammo_restriction": { "crystallized_mana": 5 } } ]
...

The item consumes 1 charge per spell cast. It can’t be recharged or unloaded, relying on ammo regeneration over time for use.

Another example is a GUN type item (e.g. a firearm). As this is a weapon that consumes ammo per use, use_action can be omitted:

...
    "clip_size": 5,
    "flags": [ "NO_UNLOAD", "NO_RELOAD" ],
    "relic_data": {
      "charge_info": { "regenerate_ammo": true, "recharge_type": "periodic", "time": "20 s" },
      "passive_effects": [ { "id": "ENCH_INVISIBILITY" } ]
    },
    "pocket_data": [ { "pocket_type": "MAGAZINE", "rigid": true, "ammo_restriction": { "ammo_magic_bullet": 5 } } ],
...

This weapon consumes “magic bullet” ammo every time it’s fired. Note how charge_info and passive_effects can be used together.

The field charge_info supports the following:

Identifier Description
regenerate_ammo true.
recharge_type Can be one of: lunar, periodic, solar_cloudy, solar_sunny, or none.
time Time required per charge.
recharge_condition (optional) Similar to has from enchantments: can be one of held, worn, wield. If omitted, the item recharges regardless, even if dropped.

Variables

From now, EOC variables can be used inside enchantments, including predefined (see NPCs.md for examples), custom variables or math equasions. Here are some examples:

  {
    "type": "enchantment",
    "id": "MON_NEARBY_STR",
    "has": "WIELD",
    "condition": "ALWAYS",
    "values": [ { "value": "STRENGTH", "add": { "math": [ "u_val('dexterity') + 1" ] } } ]
  }

This enchantment adds the dexterity value to strength plus one: a character with str 8 and dex 10 will result with str 19 and dex 10.

  {
    "type": "enchantment",
    "id": "MON_NEARBY_LUMINATION",
    "has": "WIELD",
    "condition": "ALWAYS",
    "values": [
      {
        "value": "LUMINATION",
        "add": { "math": [ "u_monsters_nearby('radius': 25) * 20" ] }
      }
    ]
  }

This enchantment checks the amount of monsters near the character (in a 25 tile range), then multiplies that number by 20, and adds the value as lumination: more monsters nearby = more light produced.

  {
    "type": "enchantment",
    "id": "MOON_STR",
    "has": "WORN",
    "condition": "ALWAYS",
    "values": [ { "value": "STRENGTH", "add": { "math": [ "IS_UNDER_THE_MOON * 4" ] } } ]
  }

Here’s an enchantment that relies on a custom variable check, the full power of EOCs in your hand.

First, the custom variable IS_UNDER_THE_MOON is set behind the scenes, it checks if the character is under the moon’s rays (by a combination of { "not": "is_day" } and "u_is_outside"): if true value is 1, otherwise is 0. Then, the custom variable is used inside an arithmetic operation that multiplies the truth value by 4: character is granted [ 1 * 4 ] = 4 additional strength if outside and during the night, or [ 0 * 4 ] = 0 additional strength otherwise.

ID values

The following is a list of possible enchantment values:

Character status value Description
ARMOR_ACID Negative values give armor against the damage, positive values make you accept more damage of this type
ARMOR_BASH  
ARMOR_BIO  
ARMOR_BULLET  
ARMOR_COLD  
ARMOR_CUT  
ARMOR_ELEC  
ARMOR_HEAT  
ARMOR_STAB  
ATTACK_NOISE Affects the amount of noise you make while melee attacking.
ATTACK_SPEED Affects attack speed of item even if it’s not the one you’re wielding.
AVOID_FRIENDRY_FIRE Flat chance for your character to avoid friendry fire if there is a friend in the line of fire. From 0.0 (no chance) to 1.0 (never frindly fire).
BIONIC_POWER  
BONUS_BLOCK Affects the number of blocks you can perform.
BONUS_DODGE Affects the number of dodges you can perform.
CARRY_WEIGHT Affect the summary weight player can carry. "add": 1000 adds 1 kg of weight to carry.
COMBAT_CATCHUP Affects the rate at which you relearn combat skills (multiplier)
CLIMATE_CONTROL_HEAT Moves body temperature up towards comfortable by number of warmth units up to value.
CLIMATE_CONTROL_CHILL Moves body temperature down towards comfortable by number of warmth units up to value.
DEXTERITY Affects the dexterity stat.
INTELLIGENCE Affects the intelligence stat.
PERCEPTION Affects the perception stat.
STRENGTH Affects the strength stat.
SPEED  
EFFECTIVE_HEALTH_MOD If this is anything other than zero (which it defaults to) you will use it instead of your actual health mod.
EXTRA_ACID EXTRA_TYPE increases received damage of the selected type.
EXTRA_BASH  
EXTRA_BIO  
EXTRA_BULLET  
EXTRA_COLD  
EXTRA_CUT  
EXTRA_ELEC  
EXTRA_HEAT  
EXTRA_STAB  
EXTRA_ELEC_PAIN Multiplier on electric damage received, the result is applied as extra pain.
EVASION Flat chance for your character to dodge incoming attacks regardless of other modifiers. From 0.0 (no evasion chance) to 1.0 (100% evasion chance).
FALL_DAMAGE Affects the amount of fall damage you take.
FATIGUE  
FOOTSTEP_NOISE  
FORCEFIELD Chance your character reduces incoming damage to 0. From 0.0 (no chance), to 1.0 (100% chance to avoid attacks).
HUNGER  
KNOCKBACK_RESIST The amount knockback effects you, 0 is the regular amount, -100 would be double effect, 100 would be no effect
KNOCKDOWN_RESIST The amount knockdown effects you, currently only having 100 or greater knockdown_resist makes you immune to knockdown
LEARNING_FOCUS Amount of bonus focus you have for learning purposes.
LUMINATION Character produces light.
MAX_HP  
MAX_MANA  
MAX_STAMINA  
MELEE_DAMAGE  
RANGED_DAMAGE Adds damage to ranged attacks
METABOLISM  
MOD_HEALTH If this is anything other than zero (which it defaults to) you will to mod your health to a max/min of MOD_HEALTH_CAP every half hour.
MOD_HEALTH_CAP If this is anything other than zero (which it defaults to) you will cap your MOD_HEALTH gain/loss at this every half hour.
MOVE_COST  
OVERKILL_DAMAGE multiplies or contributes to the damage to an enemy corpse after death. The lower the number, the more damage caused
PAIN When gaining pain the amount gained will be modified by this much. You will still always gain at least 1 pain.
PAIN_REMOVE When pain naturally decreases every five minutes the chance of pain removal will be modified by this much. You will still always have at least a chance to reduce pain.
SHOUT_NOISE  
SIGHT_RANGE_ELECTRIC How many tiles away is_electric() creatures are visible from.
SIGHT_RANGE_NETHER How many tiles away is_nether() creatures are visible from.
SIGHT_RANGE_MINDS How many tiles away humans or creatures with the HAS_MIND flag are visible from.
MOTION_VISION_RANGE Reveals all monsters as a red ? within the specified radius.
SLEEPY The higher this the easier you fall asleep.
SKILL_RUST_RESIST Chance / 100 to resist skill rust.
SOCIAL_INTIMIDATE Affects your ability to intimidate.
SOCIAL_LIE Affects your ability to lie.
SOCIAL_PERSUADE Affects your ability to persuade.
RANGE Modifies your characters range with firearms
READING_EXP Changes the minimum you learn from each reading increment.
RECOIL_MODIFIER Affects recoil when shooting a gun. Positive value increase the dispersion, negative decrease one.
REGEN_HP Affects the rate you recover hp.
REGEN_MANA  
REGEN_STAMINA  
THIRST  
WEAPON_DISPERSION Positive value increase the dispersion, negative decrease one.
Melee-only enchantment values Description
ITEM_DAMAGE_ACID  
ITEM_DAMAGE_BASH  
ITEM_DAMAGE_BIO  
ITEM_DAMAGE_BULLET  
ITEM_DAMAGE_COLD  
ITEM_DAMAGE_CUT  
ITEM_DAMAGE_ELEC  
ITEM_DAMAGE_HEAT  
ITEM_DAMAGE_PURE  
ITEM_DAMAGE_STAB  
Enchanted item value Description
ITEM_ARMOR_ACID  
ITEM_ARMOR_BASH  
ITEM_ARMOR_BIO  
ITEM_ARMOR_BULLET  
ITEM_ARMOR_COLD  
ITEM_ARMOR_CUT  
ITEM_ARMOR_ELEC  
ITEM_ARMOR_HEAT  
ITEM_ARMOR_STAB  
ITEM_ATTACK_SPEED  

Enchantment value examples

  { "value": "ARMOR_ELEC", "add": -20 }       // subtracts 20 points of incoming electrical damage
  { "value": "ATTACK_SPEED", "add": -60 }     // subtracts 60 attack moves, making the attacker faster
  { "value": "ARMOR_COLD", "multiply": -0.4 } // subtracts 40% of incoming cold damage
  { "value": "ARMOR_HEAT", "multiply": 0.4 }  // increases damage taken from fire by 40%
  { "value": "ARMOR_CUT", "add": 2 }          // increases incoming cut damage by 2
  { "value": "ARMOR_BIO", "multiply": -1.4 }  // subtracts 100 percent of incoming biological damage, heals for the remaining 40%
  { "value": "ARMOR_ACID", "multiply": 1.4 }  // increases incoming acid damage by 140%