public void MagicDamageTakesAPercentageOfHitPoints()
 {
     var playerCharacter = new PlayerCharacter();
     var currentHitPoints = playerCharacter.HitPoints;
     var percent = 10;
     var percentage = currentHitPoints * (percent / 100.0);
     playerCharacter.MagicDamage(percent).ShouldBe(currentHitPoints - percentage);
 }