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[PR] Chaplain spells - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: [PR] Chaplain spells (/showthread.php?tid=24822) |
[PR] Chaplain spells - github_bot - 01-10-2026 PULL REQUEST DETAILS About the PR A proof of concept for chaplain spells, which can be purchased with faith and usable solely within the bounds of the chapel. These spells are designed to be RP focused, enabling decoration, spectacle and atmosphere, rather than provide any meaningful combat or practical utility. Spells are purchased from a spellbook object, the nature of which is yet to be finalised. Included a small number of spells as examples: - Light and snuff candles: a pair of spells which can light or put out all candles currently in the chapel - Chapel announcement: make a station announcement from the chapel - Decoration spells: spells for placing objects or similar decorations, which might not work as regular ingame items. These spells are limited use, and must be repurchased to get more. - Tree: creates a tree, for druids and such - Eternal Fire: a permanent, room temperature yellow fire with a very low burn-status duration and no atmos processing Lore-wise, these probably wouldn't be actual magic spells. The reason the spells can't be cast outside the chapel isn't because of holy ground, it's that the chaplain has control of the space in the same way a stage magician does; the 'faith' cost denotes how much the crew is willing to buy what the chaplain is selling; and the atheist trait would allow people to glimpse through the smoke-and-mirrors. Trick candles, a hidden mic connected to the station's speaker system, holograms and cardboard boxes painted green. Spellbook: <img width="705" height="594" alt="Screenshot 2026-01-10 120513" src="https://github.com/user-attachments/assets/c7d278c1-55c3-4fc0-a9b4-84ebb8b7a383" /> Candles: https://github.com/user-attachments/assets/360416cd-0596-42ec-9838-69c2c0781ed8 Announcement: https://github.com/user-attachments/assets/d090411f-c3e6-4b50-bf39-bba5829aa109 Tree: https://github.com/user-attachments/assets/277b1849-b296-40ca-ac22-61f6b5286572 Fire: https://github.com/user-attachments/assets/927c3935-f59e-454b-96cf-51f3dfe8e588 - [ ] decide on spellbook object (convert bible into spellbook?) - [ ] make decorations destructable (desummonable) - [ ] rework the spellbook tgui for non-wizard spells - [ ] sfx - [ ] find appropriate icons - [ ] balance spell costs - [ ] atheist interactions - [ ] come up with and add additional spells - [ ] atomise Why's this needed? The chaplain doesn't have great motivation from a game-mechanics standpoint. Faith is a cool mechanic, but the problem is that both its accumulation and its rewards are practically invisible, so it's lacklustre at encouraging the chaplain or making them feel rewarded for playing into their job. These spells will hopefully make the chaplain more powerful for their in-character role on the station; performing rituals such as funerals and weddings, and proselytising to the crew. While also helping the faith mechanic to encourage and reward them for getting folks to visit the chapel. Testing Spawn 'chaplain_uplink', which works as a wizard spellbook. The 'training_chaplain' trait is required to be able to access the spells, easiest way is to respawn self as a chaplain. A chapel area is also required, there isn't one in the dev testing zone. Or comment out lines 6-13 in [code/datums/abilities/chaplain.dm](https://github.com/goonstation/goonstation/compare/master...Egregorious:Chaplain-spells?expand=1#diff-591d8209ecf8e614930908071ff1cfc8fa5f49c062db09789bf72ad1ffb3d6b9) PULL REQUEST DETAILS RE: [PR] Chaplain spells - CalliopeSoups - 01-10-2026 This is really good, imo. Chaplain can always use a little more something and making it explicitly to add to their RP potential is perfect. I'd love to see this go through and would likely PR spells to it after. Edit: I suppose not since devs don't want chaplains to be wizards, but I do think the basic idea of giving chaplains toys that only affect decor and RP is good! RE: [PR] Chaplain spells - Kotlol - 01-10-2026 I love chaplain, I think the chapel should be fine with magics work and more customsation and easier to customize the Chapel with fun interactions.. YES PLEASE! Though don't make any offensive spells too powerful even if unlocked since chaplains can be antags. RE: [PR] Chaplain spells - Torchwick - 01-10-2026 I think this is cool and harmless, especially if it’s basically just extra flavour and goodies for decoration / events held within the chapel. Very fun ideas and great for RP, where I know many chaplains decorate their spaces for the round. RE: [PR] Chaplain spells - nova2053 - 01-10-2026 Not really a fan of giving chaplains more blatantly magical abilities honestly, I feel like this would make it harder to justify characters being atheists. RE: [PR] Chaplain spells - Largeamountsofscreaming - 01-10-2026 (01-10-2026, 10:49 AM)nova2053 Wrote: Not really a fan of giving chaplains more blatantly magical abilities honestly, I feel like this would make it harder to justify characters being atheists. Wizards The Bible The Void Demons Ghosts Wraiths I don't really think atheism is meant to have much grounds on SS13 other than a few mechanical changes and the idea of not giving chaplain content because you can't RP an atheist as well feels nothing short of insane. Especially considering there's functions in play to explain what the atheist would see Otherwise, I think these changes are nice and would really enjoy seeing them in game. I would like if they'd have a more base level of customizability (i.e. the eternal flame having a customizable color, being able to choose candle colors [though I understand that would be harder to pull off]) RE: [PR] Chaplain spells - Lord_earthfire - 01-10-2026 I feel the chaplain should more a talk much do nothing type of role. Fitting it with magic abilities seems a drastic change away from "that person -really- needs to convince people that their god exists". RE: [PR] Chaplain spells - Egregorious - 01-10-2026 From what I can tell, the biggest issue voiced so far is the magical-ness of the abilities. I'd like to figure out if it's a question of how blatantly non-magical the abilities should be, or if ability-based gameplay is just the wrong direction to take the chaplain. If it's the former then it seems largely a matter of presentation, which is maybe workable, if it's the latter then there's no point in pursuing this any further. RE: [PR] Chaplain spells - Cal - 01-10-2026 (01-10-2026, 10:49 AM)nova2053 Wrote: Not really a fan of giving chaplains more blatantly magical abilities honestly, I feel like this would make it harder to justify characters being atheists. You could claim its magic instead of holy power, like a wizard that got rejected from the federation RE: [PR] Chaplain spells - Drakios - 01-10-2026 really like that idea, can lead to fun an cool RP with scam artist Chaps or just chaps that really believe hard enough, great idea! RE: [PR] Chaplain spells - Agent reburG - 01-11-2026 Seems totally legit, -Non-combat oriented -Can't be cast outside the chapel -If more are added, gives the Chaplain something to actually RP with and not just do the Vampire Hunter gig (Game Mechanic-Wise) . |