Zacchaeus
September 29th, 2015, 19:14
So, someone in this (https://www.fantasygrounds.com/forums/showthread.php?26231-Let-s-Create-A-character) post suggested that a list of spells that didn’t parse when dragged into the actions tab would be useful – so here are all of the Cleric spells that either don’t parse at all or don’t parse completely. I’ve also given the effect that is missing. I am assuming here that the reader knows how to create an effect and how to edit one and how to use them.
NOTE: Test version 3.1.3 negates much of this
I have to say that I don’t think there is value in a complete list like this since by the time your character gets to level 4 or 5 you should be getting pretty familiar with how effects work and how to create them – you’ll have been playing for weeks.
At any rate here’s the list; if you spot errors or there is something that isn’t clear do please post.
Bane: Bane; ATK: -1d4; SAVE: -1d4
Bless: Bless; ATK: 1d4; SAVE: 1d4
Guiding Bolt: Parses the damage but not the next part, add another effect: GRANTADVATK: and set the duration to 1 and ‘Expend?’ to ‘Once per modifier’. To use drag onto the target.
Protection from Good and Evil: IFT: type(aberration); GRANTDISATK: You’ll need separate effects for celestial, elemental, fey, fiends and undead
Sanctuary: No way to create an effect to force a save before an attack roll so all we can do is create a ‘dummy’ effect as a reminder that the character has the spell on him.
Shield of Faith: AC:2
Aid: Can’t be done properly but could set up a heal of 5 temporary hp.
Blindness/Deafness: Add a cast with CON saving throw and 2 effects one for deafness and one for blindness.
Enhance Ability: Bear’s endurance - add another effect ADVSAV: constitution, for the others add effects on separate lines ADVSAV: dexterity, ADVSAV: wisdom etc
Protection from poison: RESIST: poison; ADVSAV: poison
Warding Bond: AC: 1; SAVE: 1 Resist: all. There’s no way to automate the caster taking damage so that would have to be done manually.
Beacon of Hope: ADVSAV: wisdom; ADVDEATH – no way to automate gaining max hp
Bestow Curse:Bestow Curse: This depends on the curse. For the first option create a new effect DISSAV: ability; DISCHK: ability where ability is the ability you want (i.e. strength, dexterity etc). You can create all six of these if you want, all on separate lines.
For the second option create an effect DISATK: Set the targeting to SELF and shift drag the effect onto the target NPC. This will give the NPC disadvantage only against you.
Feign Death: Edit the existing effect to read blinded; incapacitated; RESIST: all, !psychic
Glyph of Warding: For explosive runes you can add a damage effect for each damage type eg 5d8 acid , 5d8 fire etc. Can’t automate the spell glyph
Magic Circle: Add a cast to deal with the saving throw. The disadvantage on the attack can’t really be automated since it could apply to any number of creatures and not others.
Protection from energy: You’ll need several effects each resisting a particular type of damage eg RESIST: acid
Death Ward: No automation but could have a dummy effect just to show that the spell has been cast on the recipient.
Guardian of Faith: The line which parses doing 60 damage can be deleted.
Contagion: There’s a whole host of effects you could create for this but the questions are (a) is this spell of any real use and (b) even if it was would you use it? Certainly not a combat spell really.
Dispel Evil and Good. Remove the charmed effect, this is incorrect. Add in several effects one for each of the creature types e.g. IFT: TYPE(celestial); GRANTDISATK etc
Geas: there is corrupted text in this spell which prevents it parsing correctly. The damage should be 5d10 rather than 1d10. Also can add in an effect for charmed – although not strictly needed since we can get that from the built in modifiers.
Hallow: You can set up a cast to force the Charisma saving throw and also set up a whole list of possible resistances (eg RESIST: bludgeoning) and/or vulnerabilities (eg VULN: slashing). So much of this spell is situational that it’s probably better to create the effects on the fly rather than clutter the Action tab with countless possibilities.
Insect plague: Again there is corrupted text preventing the spell from parsing correctly; the damage should be 4d10 rather than 1d10.
Blade Barrier: And another that doesn’t parse correctly, damage should be 6d10.
Forbiddance: Create two damage effects one for each damage type. It isn’t worth going the whole hog and creating effects to determine the creature type; you’d end up with over 10 effects.
Heroes’ Feast: ADVSAV: wisdom; IMMUNE: poison No way to deal with the hp part but you could set up temp heal.
Divine Word: You could set up effects for the various conditions but all of them are available from the built in list.
Symbol: Another spell with just too many possibilities to really sit down and create all the effects for it. I’d suggest doing them on the fly.
Holy Aura: ADVSAV:all; GRANTDISATK:
NOTE: Test version 3.1.3 negates much of this
I have to say that I don’t think there is value in a complete list like this since by the time your character gets to level 4 or 5 you should be getting pretty familiar with how effects work and how to create them – you’ll have been playing for weeks.
At any rate here’s the list; if you spot errors or there is something that isn’t clear do please post.
Bane: Bane; ATK: -1d4; SAVE: -1d4
Bless: Bless; ATK: 1d4; SAVE: 1d4
Guiding Bolt: Parses the damage but not the next part, add another effect: GRANTADVATK: and set the duration to 1 and ‘Expend?’ to ‘Once per modifier’. To use drag onto the target.
Protection from Good and Evil: IFT: type(aberration); GRANTDISATK: You’ll need separate effects for celestial, elemental, fey, fiends and undead
Sanctuary: No way to create an effect to force a save before an attack roll so all we can do is create a ‘dummy’ effect as a reminder that the character has the spell on him.
Shield of Faith: AC:2
Aid: Can’t be done properly but could set up a heal of 5 temporary hp.
Blindness/Deafness: Add a cast with CON saving throw and 2 effects one for deafness and one for blindness.
Enhance Ability: Bear’s endurance - add another effect ADVSAV: constitution, for the others add effects on separate lines ADVSAV: dexterity, ADVSAV: wisdom etc
Protection from poison: RESIST: poison; ADVSAV: poison
Warding Bond: AC: 1; SAVE: 1 Resist: all. There’s no way to automate the caster taking damage so that would have to be done manually.
Beacon of Hope: ADVSAV: wisdom; ADVDEATH – no way to automate gaining max hp
Bestow Curse:Bestow Curse: This depends on the curse. For the first option create a new effect DISSAV: ability; DISCHK: ability where ability is the ability you want (i.e. strength, dexterity etc). You can create all six of these if you want, all on separate lines.
For the second option create an effect DISATK: Set the targeting to SELF and shift drag the effect onto the target NPC. This will give the NPC disadvantage only against you.
Feign Death: Edit the existing effect to read blinded; incapacitated; RESIST: all, !psychic
Glyph of Warding: For explosive runes you can add a damage effect for each damage type eg 5d8 acid , 5d8 fire etc. Can’t automate the spell glyph
Magic Circle: Add a cast to deal with the saving throw. The disadvantage on the attack can’t really be automated since it could apply to any number of creatures and not others.
Protection from energy: You’ll need several effects each resisting a particular type of damage eg RESIST: acid
Death Ward: No automation but could have a dummy effect just to show that the spell has been cast on the recipient.
Guardian of Faith: The line which parses doing 60 damage can be deleted.
Contagion: There’s a whole host of effects you could create for this but the questions are (a) is this spell of any real use and (b) even if it was would you use it? Certainly not a combat spell really.
Dispel Evil and Good. Remove the charmed effect, this is incorrect. Add in several effects one for each of the creature types e.g. IFT: TYPE(celestial); GRANTDISATK etc
Geas: there is corrupted text in this spell which prevents it parsing correctly. The damage should be 5d10 rather than 1d10. Also can add in an effect for charmed – although not strictly needed since we can get that from the built in modifiers.
Hallow: You can set up a cast to force the Charisma saving throw and also set up a whole list of possible resistances (eg RESIST: bludgeoning) and/or vulnerabilities (eg VULN: slashing). So much of this spell is situational that it’s probably better to create the effects on the fly rather than clutter the Action tab with countless possibilities.
Insect plague: Again there is corrupted text preventing the spell from parsing correctly; the damage should be 4d10 rather than 1d10.
Blade Barrier: And another that doesn’t parse correctly, damage should be 6d10.
Forbiddance: Create two damage effects one for each damage type. It isn’t worth going the whole hog and creating effects to determine the creature type; you’d end up with over 10 effects.
Heroes’ Feast: ADVSAV: wisdom; IMMUNE: poison No way to deal with the hp part but you could set up temp heal.
Divine Word: You could set up effects for the various conditions but all of them are available from the built in list.
Symbol: Another spell with just too many possibilities to really sit down and create all the effects for it. I’d suggest doing them on the fly.
Holy Aura: ADVSAV:all; GRANTDISATK: