add-a-spell

Guides adding hero spells, enemy abilities, and named effects to a TypeScript game codebase.

Updated Sep 20, 2026
One-click install
npx skills add https://github.com/AmirOssanloo/helix-game --skill add-a-spell-amirossanloo
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: add-a-spell
Source: https://github.com/AmirOssanloo/helix-game/tree/main/.claude/skills/add-a-spell
Command: npx skills add https://github.com/AmirOssanloo/helix-game --skill add-a-spell-amirossanloo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Adding a new spell or ability to the Helix game codebase touches content definitions, domain effects, registries, and tests across several directories, and missing a step breaks the fixed-step simulation. This Skill walks an automated worker through the runbook for adding a spell, enemy ability, or named effect with the correct standards applied. ## Core Features & Use Cases - Spell and ability scaffolding: Creates definitions under src/content/spells/ or src/content/abilities/ following the content authoring standard. - Named effect guidance: Adds tick-safe effects under src/domain/abilities/effects/ with no allocation, no clock, and numbers from the cast definition or tuning table. - Test coverage rules: Requires one simulation test per effect at orb levels 1 and 7 plus the refusal cases the runbook lists. - Use Case: You want to add a new enemy ability. The Skill directs you to mirror the shortest existing file in src/content/abilities/, list it in the enemy's abilities, and walk the definition of done before reporting. ## Quick Start Add a new hero spell called Ember Lance that deals fire damage and scales with orb level.

Frequently Asked Questions about add-a-spell

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a new spell to a Phaser TypeScript game?▼

Add a spell definition under src/content/spells/ following the content authoring standard, reusing existing effect primitives by string key where possible. Then add one simulation test per effect at orb levels 1 and 7 and walk the definition of done before reporting.

How do I add an enemy ability in the Helix codebase?▼

An enemy ability has the same shape as a hero spell but without a recipe. Place its definition under src/content/abilities/ and list it in the enemy's abilities field, matching the shape of the shortest existing file in that folder.

When should I create a named effect instead of reusing primitives?▼

Only create a named effect under src/domain/abilities/effects/ when the existing primitives do not cover the spell's behavior. Content names effects by string key and imports domain types only, so prefer composition first.

What constraints apply to effects running inside the simulation tick?▼

A named effect running inside the tick must perform no allocation and no clock access. Every number must come from the cast's definition or the tuning table to keep the fixed-step simulation replayable to the tick.

Can the arena check in step 8 be run by an automated agent?▼

No, the arena check needs a browser and a person to verify the spell visually. An automated worker should report it as not run rather than skipping or simulating it.