The Spell System in Remixed Dungeon allows heroes to use magical abilities through various spells that can be learned and used depending on their class and affinities.
Overview
Spells are magical abilities that heroes can learn and cast
Different classes have access to different spell affinities
Spells consume mana and have various effects (offensive, defensive, utility)
Each spell has specific requirements, costs, and mechanics
Spell Affinities
Rogue Affinity: Includes throwing and stealth spells like Kunai Throw
Mage Affinity: Fire, frost and magical spells
Warrior Affinity: Combat-enhancing spells
Elf Affinity: Nature and enhancement spells
Necromancer Affinity: Undead and life-drain spells
Usage
Mana System: Spells require mana to cast (see Mana)
Spell Learning: Heroes learn spells through gameplay progression
Casting Time: Different spells have varying cast times
Targeting: Spells may have different targeting modes (self, enemy, area)
Spell Mechanics
Implementation: Spells are implemented in Lua scripts in scripts/spells/ directory
Core System: Built on a spell library system (see scripts/lib/spell.lua)
Customization: Modders can create new spells using the Lua system
Magic Affinity: Determines which classes can use specific spells