That is the intended usage, yes. It may or may not be broken. I forget if that was one of the broken things or not.
It's not.
modtools/interaction-trigger -onAttackStr "casts burn" -command [ wrapper -unitSource \\ATTACKER_ID -unitTarget \\DEFENDER_ID -script [ modtools/add-syndrome -unit !TARGET -syndrome BURN ] -reflect [ REFELECT_ALL REFLECT_ELEMENTAL REFLECT_FIRE ] -silence [ SILENCE_ALL SILENCE_ELEMENTAL SILENCE_FIRE ] -iclass [ FIRE_1 FIRE_2 FIRE_3 FIRE_4 MAGIC_IMMUNE MAGIC_RESIST ] -isyndrome [ FIRE_WARD RESIST_MAGIC IMMUNE_MAGIC ] ]
modtools/interaction-trigger -onAttackStr "casts burn" -command [ wrapper -unitSource \\ATTACKER_ID -unitTarget \\DEFENDER_ID -script [ unit/attribute-change -unit !TARGET -physical [ ENDURANCE TOUGHNESS ] -fixed [ !VALUE !VALUE ] -dur 1000 ] -value self:willpower:-10:100 -reflect [ REFELECT_ALL REFLECT_ELEMENTAL REFLECT_FIRE ] -silence [ SILENCE_ALL SILENCE_ELEMENTAL SILENCE_FIRE ] -iclass [ FIRE_1 FIRE_2 FIRE_3 FIRE_4 MAGIC_IMMUNE MAGIC_RESIST ] -isyndrome [ FIRE_WARD RESIST_MAGIC IMMUNE_MAGIC ] -aclass [ ICE_1 ICE_2 ICE_3 ICE_4 ] ]
modtools/interaction-trigger -onAttackStr "casts burn" -command [ wrapper -unitSource \\ATTACKER_ID -unitTarget \\DEFENDER_ID -script [ modtools/add-syndrome -unit !TARGET -syndrome ICE_WARD -eraseAll ] -reflect [ REFELECT_ALL REFLECT_ELEMENTAL REFLECT_FIRE ] -silence [ SILENCE_ALL SILENCE_ELEMENTAL SILENCE_FIRE ] -iclass [ FIRE_1 FIRE_2 FIRE_3 FIRE_4 MAGIC_IMMUNE MAGIC_RESIST ] -isyndrome [ FIRE_WARD RESIST_MAGIC IMMUNE_MAGIC ] -asyndrome [ ICE_WARD ] ]
modtools/interaction-trigger -onAttackStr "casts burn" -command [ wrapper -unitSource \\ATTACKER_ID -unitTarget \\DEFENDER_ID -script [ modtools/add-syndrome -unit !TARGET -syndrome SOAKED -eraseAll ] -reflect [ REFELECT_ALL REFLECT_ELEMENTAL REFLECT_FIRE ] -silence [ SILENCE_ALL SILENCE_ELEMENTAL SILENCE_FIRE ] -iclass [ FIRE_1 FIRE_2 FIRE_3 FIRE_4 MAGIC_IMMUNE MAGIC_RESIST ] -isyndrome [ FIRE_WARD RESIST_MAGIC IMMUNE_MAGIC ] -asyndrome [ SOAKED ] ]
Well here is an example of what I am thinking, the break down is;
Burn is a level 1 Fire spell, all fire creatures are immune to it, if not a fire creature the syndrome is applied
If the target is an ice creature, it will loose some amount of endurance and toughness, based on the casters willpower (100 at 2000, 400 at 5000)
If the target has an Ice Ward on it will remove the Ice Ward
If the target is soaked from a Water spell, it will remove the soaking
So basically all spells will have multiple effects based on strengths and weaknesses of schools versus each other. And each sphere of magic is associated with a different mental attribute, so that your spells are more powerful with a given attribute (Willpower for Elemental, Focus for Arcane, Creativity for Mental, Intuition for Divine, and Patience for Nature).