[ARA-29] Phase 1 - Package 19: Created Objects And Structures Early-Game - #1145
[ARA-29] Phase 1 - Package 19: Created Objects And Structures Early-Game#1145Gambitnl wants to merge 2 commits into
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- Classify early game spell mechanics in `created_object_or_structure.md` as `already_represented_after_proof` or `defer_broader_system`. - Refine `.json` data for `create-food-and-water`, `galders-tower`, and `wall-of-water` to use utilityType: "creation". - Follows the Package 19 constraints to avoid expanding scope into broad object lifecycles, destructible structural HP, or AI summon adjudication. Co-authored-by: Gambitnl <147505131+Gambitnl@users.noreply.github.com>
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This pull request updates the status of several spell mechanics in the discovery documentation to either already_represented_after_proof or defer_broader_system, and changes the utilityType from "other" to "creation" in the JSON files for create-food-and-water, galders-tower, and wall-of-water. The reviewer noted that the corresponding markdown documentation still lists Utility Type: other for these three spells and suggested updating them to Utility Type: creation to maintain consistency.
| | `web::created_object_or_structure` | `actionable_open` | | If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Light Ignites Objects: not_applicable \| Description: You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain , and the area within them is Lightly Obscured . If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire. | Runtime JSON contains related hints: object. | | ||
| | `create-food-and-water::created_object_or_structure` | `actionable_open` | | You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration . / The food is bland but nourishing and looks like a food of your choice, and the water is clean. / The food spoils after 24 hours if uneaten. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | | ||
| | `web::created_object_or_structure` | `defer_broader_system` | Requires destructible structural logic for anchoring the 20-foot cube and 5-foot cube burning physics that modify the terrain shape. | If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Light Ignites Objects: not_applicable \| Description: You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain , and the area within them is Lightly Obscured . If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire. | Runtime JSON contains related hints: object. | | ||
| | `create-food-and-water::created_object_or_structure` | `already_represented_after_proof` | Food and water creation can be effectively represented using UtilityType: creation and its description without needing individual nutritional item logic. | You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration . / The food is bland but nourishing and looks like a food of your choice, and the water is clean. / The food spoils after 24 hours if uneaten. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | |
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The utilityType for create-food-and-water has been updated to "creation" in its JSON file in this pull request. The structured state column in this row should be updated to reflect Utility Type: creation instead of Utility Type: other to maintain consistency.
| | `create-food-and-water::created_object_or_structure` | `already_represented_after_proof` | Food and water creation can be effectively represented using UtilityType: creation and its description without needing individual nutritional item logic. | You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration . / The food is bland but nourishing and looks like a food of your choice, and the water is clean. / The food spoils after 24 hours if uneaten. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | | |
| | `create-food-and-water::created_object_or_structure` | `already_represented_after_proof` | Food and water creation can be effectively represented using UtilityType: creation and its description without needing individual nutritional item logic. | You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration . / The food is bland but nourishing and looks like a food of your choice, and the water is clean. / The food spoils after 24 hours if uneaten. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: creation \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | |
| | `plant-growth::created_object_or_structure` | `actionable_open` | | The plants yield twice the normal amount of food when harvested. | No food-yield or harvest fields. | Runtime JSON stores food yield only in prose. | | ||
| | `tidal-wave::created_object_or_structure` | `actionable_open` | | You conjure up a wave of water that crashes down on an area within range. / The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object. | | ||
| | `tidal-wave::created_object_or_structure` | `actionable_open` | | You conjure up a wave of water that crashes down on an area within range. | Area Shape: line; Area Size: 30; no width/height fields. | Runtime area is Line size 30 height 0; width and height are missing. | | ||
| | `galders-tower::created_object_or_structure` | `already_represented_after_proof` | While a building is summoned, its properties as a shelter can be handled adequately with utility descriptions without creating a destructible tile-based object engine. | You conjure a two-story tower made of stone, wood, or other similar materials. / The tower can be round or square in shape. / Each level of the tower is 10 feet tall and has an area of up to 100 square feet. / The tower has sturdy doors and windows that can be barred from the inside. / You choose the furnishings and decorations of the tower, which are simple but comfortable. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | |
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The utilityType for galders-tower has been updated to "creation" in its JSON file in this pull request. The structured state column in this row should be updated to reflect Utility Type: creation instead of Utility Type: other to maintain consistency.
| | `galders-tower::created_object_or_structure` | `already_represented_after_proof` | While a building is summoned, its properties as a shelter can be handled adequately with utility descriptions without creating a destructible tile-based object engine. | You conjure a two-story tower made of stone, wood, or other similar materials. / The tower can be round or square in shape. / Each level of the tower is 10 feet tall and has an area of up to 100 square feet. / The tower has sturdy doors and windows that can be barred from the inside. / You choose the furnishings and decorations of the tower, which are simple but comfortable. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | | |
| | `galders-tower::created_object_or_structure` | `already_represented_after_proof` | While a building is summoned, its properties as a shelter can be handled adequately with utility descriptions without creating a destructible tile-based object engine. | You conjure a two-story tower made of stone, wood, or other similar materials. / The tower can be round or square in shape. / Each level of the tower is 10 feet tall and has an area of up to 100 square feet. / The tower has sturdy doors and windows that can be barred from the inside. / You choose the furnishings and decorations of the tower, which are simple but comfortable. | Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: creation \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object, UTILITY. | |
| | `tidal-wave::created_object_or_structure` | `already_represented_after_proof` | See previous row. Geometry fields are missing but wave fluid mechanics are appropriately mapped as a Line shape. | You conjure up a wave of water that crashes down on an area within range. | Area Shape: line; Area Size: 30; no width/height fields. | Runtime area is Line size 30 height 0; width and height are missing. | | ||
| | `wall-of-sand::created_object_or_structure` | `closed` | The detector matched wall creation and dimensions; structured markdown and JSON already carry the 30-foot length, 10-foot height, and 10-foot thickness as spatial form data. | You conjure up a wall of swirling sand on the ground at a point you can see within range. / You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. / A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. | Area Shape: Wall \| Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Light Ignites Objects: not_applicable | Runtime JSON contains related hints: object. | | ||
| | `wall-of-water::created_object_or_structure` | `actionable_open` | | You create a wall of water on the ground at a point you can see within range. / You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. / The wall vanishes when the spell ends. / The wall's space is difficult terrain. / Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. | Area Shape: Wall \| Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other | Runtime JSON contains related hints: object, UTILITY. | | ||
| | `wall-of-water::created_object_or_structure` | `already_represented_after_proof` | The wall of water uses standard wall dimensions, difficult terrain, and utility descriptions to handle cold-damage freezing rules without creating a full structural HP tile system right now. | You create a wall of water on the ground at a point you can see within range. / You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. / The wall vanishes when the spell ends. / The wall's space is difficult terrain. / Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. | Area Shape: Wall \| Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other | Runtime JSON contains related hints: object, UTILITY. | |
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The utilityType for wall-of-water has been updated to "creation" in its JSON file in this pull request. The structured state column in this row should be updated to reflect Utility Type: creation instead of Utility Type: other to maintain consistency.
| | `wall-of-water::created_object_or_structure` | `already_represented_after_proof` | The wall of water uses standard wall dimensions, difficult terrain, and utility descriptions to handle cold-damage freezing rules without creating a full structural HP tile system right now. | You create a wall of water on the ground at a point you can see within range. / You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. / The wall vanishes when the spell ends. / The wall's space is difficult terrain. / Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. | Area Shape: Wall \| Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: other | Runtime JSON contains related hints: object, UTILITY. | | |
| | `wall-of-water::created_object_or_structure` | `already_represented_after_proof` | The wall of water uses standard wall dimensions, difficult terrain, and utility descriptions to handle cold-damage freezing rules without creating a full structural HP tile system right now. | You create a wall of water on the ground at a point you can see within range. / You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. / The wall vanishes when the spell ends. / The wall's space is difficult terrain. / Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. | Area Shape: Wall \| Target Object Worn Or Carried: not_applicable \| Target Object Magical Status: not_applicable \| Target Object Fixed To Surface: not_applicable \| Target Object Max Size: not_applicable \| Target Object Max Weight Pounds: not_applicable \| Target Object Max Weight Scaling: not_applicable \| Utility Type: creation | Runtime JSON contains related hints: object, UTILITY. | |
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@jules Please repair Package 19 narrowly. PR #1145 is open but dirty against Do not broaden into object lifecycle, destructible wall HP, inventory lifecycle, summon/control, AI arbitration, Symphony runtime, or level 4-9 work. After repair, run the Package 19 verification commands and report whether any remaining failing GitHub checks are package-related or ambient. |
Acknowledged. I have updated |
Co-authored-by: Gambitnl <147505131+Gambitnl@users.noreply.github.com>
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Closing per request (stale since 2026-06-02). |
This change handles the next spell bucket
created_object_or_structurefor Phase 1. It explicitly assesses each early-game spell that creates items, structures, objects, or food.Many of these spells (like
knock,wall-of-water,create-food-and-water,shape-water,elementalism,galders-tower,tidal-wave) are marked asalready_represented_after_proofbecause their core spatial forms, terrain impact, and utility effects adequately support them without constructing a complete structure or physics simulator. The data for three of these was slightly modified to appropriately use theutilityType: "creation"field.Spells requiring complex lifecycles—extradimensional spaces (
rope-trick), free-form item inventories (goodberry), inventory weapon overlays (flame-blade), moving structural hazards (flaming-sphere), AI-driven physics execution (unseen-servant), pure subjective physics (phantasmal-force), destructible environment generation (web), and persistent ammo tracking (melfs-minute-meteors)—were properly deferred asdefer_broader_system. No massive structural HP or physics engines were introduced.Verified successfully via
npm run validate:spellsand local Atlas Bucket assertions.PR created automatically by Jules for task 7002417225206048513 started by @Gambitnl