Today I added variables and cursors (cursors are pointers to locations of various shapes that can be moved around). The spell effects can now use variables and target cursors. So for instance, you could make a moving rectangular cursor and have a spell target all the creatures in it. Some of the spell effects can also take random input.
I also added a nerve damage effect (draining and summoning are next up).
Triggers are in as well. The current triggers/conditionals compare variables to a set or random value, compare a random value to a set value (rolling a die), and check if a creature is close to a target or cursor. Triggers create targets that can be used until the trigger is called again.
To test some of these things, I made a spell that sends out a spell cursor in a random direction. If it detects a creature near to it, you exert energy to detonate the creature. When this happens the cursor changes direction. There is a fuel variable to make the cursor disappear eventually, and a recharge variable to stop it from detonating continuously once it acquires a target. There's also a delay effect that makes the spell take time to do these things (removal of the delay would result in the entire spell being executed during a single frame - this would make for a nasty instant spell, but it should work fine).
Of course, I haven't put in constraints yet (in progress), so the first target the cursor acquires is the caster, who subsequently blows up (according to my basic pattern it seems).
You can give cursors and targets appearances, but I haven't finished that yet. So for instance, you'll be able to make a targeted creature crackle with blue lightning, or make a cursor appear as a cluster of red dots. Later on, some of this will be shifted over to actual side effects (e.g. the cursor IS a bunch of red magical dots made out of some material in an energy or gaseous state that can interact with the environment), but for now it's all an illusion.
There are a few more things (along the lines of side effects, constraints, and skills) that I want to do. Then it'll be done. Some of the more extravagant spell effects you guys suggested won't be in there, but I'm doing what I can.
Lessee... I remember somebody wanted to make a spell that damages creatures but has a 5% cumulative chance to kill you for each creature hit. You could do that with a variable and trigger as it stands, as long as you are satisfied with detonation, melting or nerve damage. Or you could make it heat you a few degrees for each creature killed... he he he....
The spell editor is kinda ugly, overwhelming and confusing (as all of the editors)... I'll either have to convert it to script-style text files or graphicsy blocks that you glue together and drag around. But that's later...