Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/iamk77/skill/formnpx skills add IamK77/Skill --skill formgit clone --depth 1 https://github.com/IamK77/SkillWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00219 | $0.03958 |
| Opus 5 | $0.00110 | $0.01979 |
| Sonnet 5 | $0.00044 | $0.00792 |
| Haiku 4.5 | $0.00022 | $0.00396 |
Grade A, and why
form scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
form
!checklist init ${CLAUDE_SKILL_DIR} --force
A form in the sculptor's sense is the three-dimensional presence of a thing — its weight, its surface, how the light falls on it. form is the depth-and-shape lens of the atelier suite: where color tokens say what hue lives here, form says how far above the surface it sits, what shape its corners make, and whether the surface has a texture or is empty. Its product is a written depth system: one light model with a tokenized elevation z-scale, a concentric radius family, and deliberately chosen gradients and texture — each committed as tokens before components consume them.
The governing fact: depth reads as physical when one light source drives four coordinated outputs; it reads as "CSS" when a lone fuzzy box-shadow is invented per component. The four outputs are the cast shadow (layered ambient + direct), the contact shadow (tight grounding layer), the top-edge highlight (inset light on the raised face), and the surface gradient (micro light-to-dark across the face). All four must share one light direction. Most UI depth work only touches the first — and the rest of the form system is the gap between "looks designed" and "looks premium." Radii follow the same logic: concentric nesting is not a visual preference, it is a geometric fact (the inner arc must subtract the padding to stay parallel); a nested card whose inner image has the same radius as the outer card does not look like the same system. And texture, like motion, earns its place only with a named job: depth, focus, or brand. Without a job, it is noise.
This is where the agent era bites:
- The agent invents a new
box-shadowper component. Each is defensible alone; the set has four different light directions, three different blur radii, and two different coloring approaches. No individual value is obviously wrong; the system is incoherent. The light model must be a decision, written down, gated. - The agent never does concentric radii. It assigns a
border-radiusby eye — or copies from a similar component — and the inner element gets the same radius as the outer container, so the corners visually pinch. This is the single most reliable fingerprint of unattended craft, and the one step that is almost never taken without a gate. - The agent adds gradients because it can, not because they have a job. A slight gradient on a hero card, a subtle shimmer on a button, an ambient background glow on a dashboard — each seems harmless; together they are visual entropy with no signal. The question "what is this gradient's job?" must be a gate, not an afterthought.
- The agent never dithers. It writes a smooth gradient over a large area and ships banding. Blue-noise dithering is invisible when done correctly — and the banding is often invisible too, until a calibrated display or a side-by-side comparison makes it obvious. The check must be explicit.
Read references/one-light-model-and-elevation.md first — the technical foundation. The four outputs, the layered shadow stack, the z-scale, shadow coloring, dark-mode flip, performance rules. Load at the start; re-check at STAGE 0's gate.
Speak the user's language. The depth system is theirs to decide. Read their fluency and gloss terms on first use: elevation model / z-scale, ambient shadow / contact shadow / top-edge highlight, surface gradient (the face itself, not a decorative layer), concentric radius / inner = outer − padding, squircle / continuous curvature / G2-continuous, grain dithering / banding, interpolation space / oklch / oklab (for gradients). A system the user can't read is a style imposed, not shared.
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- yesterday First seen · 132 lines · 219 tokens per session scan A 818dd6dc97b6
form is a skill published in the GitHub repository IamK77/Skill (2 stars, last pushed 1mo ago), licensed Apache-2.0. It adds 219 tokens to every session and 3,958 once invoked, about $0.0011 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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