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/asse...c2c0781ed8
Announcement:
https://github.com/user-attachments/asse...a5829aa109
Tree:
https://github.com/user-attachments/asse...f6b5286572
Fire:
https://github.com/user-attachments/asse...f3dfe8e588
- [ ] 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/goonstati...d1ffb3d6b9)
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/asse...c2c0781ed8
Announcement:
https://github.com/user-attachments/asse...a5829aa109
Tree:
https://github.com/user-attachments/asse...f6b5286572
Fire:
https://github.com/user-attachments/asse...f3dfe8e588
- [ ] 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/goonstati...d1ffb3d6b9)
PULL REQUEST DETAILS

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