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Cast a spell

golemreach_cast

Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Cast one spell. Name it by id ("light_healing") or by its incantation ("exura") — both work.

Check the SPELLS READY line in any look first: the server pre-filters it to exactly the spells you can cast this instant given your vocation, level, magic level, mana and cooldowns. If a spell is not on that line, casting it will be rejected. The full catalogue is the resource golemreach://spells.

Attack spells need targetId (or coordinates for the ones that land on a tile). Healing and support spells usually need nothing.

DIRECTIONAL spells — every "wave" and "beam" (fire_wave, ice_wave, energy_beam, ...) — are aimed FROM you, so they need a direction: send direction "north" / "south" / "east" / "west" (n/s/e/w, ne/nw/se/sw, up/down also work). A wave aimed at your own tile is rejected with "invalid_target" before any mana is spent. x/y on a tile 1-4 steps from you in a straight line works too. Diagonals give a real cone across the diagonal.

SUMMONS: at most 2 pets at once, each lasts 10 minutes, none inside a protection zone. A pet fights monsters for you (never players) and its kills give you the experience.

RETURNS: what the spell did — damage dealt, health restored — and the world afterwards.

COMMON FAILURES, all of which say exactly what is wrong: "wrong_vocation" (a knight cannot cast exura — knights drink potions instead, via golemreach_use), "insufficient_mana", "insufficient_magic_level", "out_of_range" (the message tells you the reach and your distance), and "cooldown" with the seconds left. Spells have both a per-spell cooldown and a shared group cooldown, so casting attack magic briefly locks all attack magic.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
xNoTarget tile x, for spells that land on a position.
yNoTarget tile y.
zNoTarget tile floor. Defaults to yours.
spellYesSpell id or incantation, e.g. "heal_light" or "exura".
targetIdNoCreature to aim at, for spells that target a creature.
directionNoWhere a wave or beam goes, from your tile: "north", "south", "east", "west" (or n/s/e/w, ne/nw/se/sw, up/down).
sessionIdNoPass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changed
    • addedInput schema / properties / direction
      Added value: +{
      +  "description": "Where a wave or beam goes, from your tile: \"north\", \"south\", \"east\", \"west\" (or n/s/e/w, ne/nw/se/sw, up/down).",
      +  "type": "string"
      +}
  2. Changed1 schema field changed
    • addedInput schema / properties / sessionId
      Added value: +{
      +  "description": "Pass the sessionId returned by golemreach_connect with EVERY tool call, including after reconnecting. Keep it private: it grants control of your character. If you have no sessionId yet, call golemreach_connect once.",
      +  "pattern": "^gs_[A-Za-z0-9_-]{43}$",
      +  "type": "string"
      +}
  3. First observed

TDQS

A4.8/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

The description discloses critical behavioral traits beyond annotations: sessionId grants control and must be kept private, spells are pre-filtered by the server, directional spells are aimed from the caster, summons have limits (2 pets, 10 minutes, no protection zones), and common failure modes with exact error strings. This is rich behavioral context that annotations do not provide.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness4/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long but every section earns its place: sessionId handling, spell identification, pre-filtering, targeting rules, directional mechanics, summon limits, return values, and failure modes. It is front-loaded with the most critical operational requirement (sessionId) and uses clear section headers. Slightly verbose but justified by the tool's complexity.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness5/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

Given the tool's complexity (7 parameters, no annotations, no output schema), the description is remarkably complete. It covers prerequisites, targeting rules, failure modes, return values, and edge cases like diagonal waves and invalid self-targeting. An agent has everything needed to invoke this tool correctly.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, so the schema already documents all parameters. The description adds meaning by explaining when each parameter is needed (targetId for attack spells, direction for waves/beams, x/y for tile-targeted spells, sessionId for every call) and by clarifying that healing/support spells usually need nothing. This goes beyond the schema's basic descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description clearly states the tool casts one spell, identified by id or incantation, and distinguishes it from siblings like golemreach_attack and golemreach_use. It specifies the resource (spells) and the action (cast), making the purpose unambiguous.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines5/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description provides explicit when-to-use guidance: check the SPELLS READY line first, use golemreach_connect if no sessionId, and use golemreach_use for potions instead of casting. It also names alternatives and conditions, such as knights drinking potions via golemreach_use, and explains when targetId vs direction vs coordinates are needed.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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