PDA

View Full Version : Spell Attack or Spell Save DC Effects?



isaiaheverin
August 2nd, 2019, 22:32
I've looked up multiple threads on this from 2-3+ years ago wherein people claimed these would be added in future versions. Does anyone know if there is any reasonable way to accomplish these effects yet? Or to affect MELEE or RANGED attacks that AREN'T spell attack.

I will say I understand there are not many things in 5e that change these stats specifically. I have some homebrew mechanics related to them on CONSUMABLE ITEMS (so I can't just adjust base stats in every sheet every time), and this is one of the only things I've run into that I can't manage using FG effects.

Zacchaeus
August 2nd, 2019, 22:37
Welcome to FG. Can you explain what it is you are trying to achieve? I can’t really understand what you want.

isaiaheverin
August 2nd, 2019, 22:45
Spell Attack bonus and Spell Save bonus are unique attributes in the 5th Edition rule set. Within Fantasy Grounds, it appears these cannot be modified using the SPELL EFFECTS system under the PLAYER ACTIONS tab.

Is there any ability to (or future intention to) allow spell effects to impact these stats? Right now the only way to do this is to modify the spell attack bonus and spell save bonus on every single spell category of an individual character's sheet.

Additionally, I want to modify the player's WEAPON ATTACKS without modifying their SPELL ATTACKS, which also does not appear to be possible currently even though they're very much separate things even in how FG sets up attacks.

Zacchaeus
August 2nd, 2019, 22:54
To modify a weapon attack create an effect of ATK:1d6, melee or ATK: 2, ranged or ATK: 1d4, melee, ranged for example. This will only affect melee or ranged weapon attacks. Spell attacks are not affected.

There are no effects which you can apply which would affect only some spells and not others (I think this is what you are looking to do). If you need this you would have to apply a bonus to each spell affected. If it isn’t a spell make sure that your power group isn’t a spell group and you can apply the bonus just to that group.

isaiaheverin
August 2nd, 2019, 23:26
To modify a weapon attack create an effect of ATK:1d6, melee or ATK: 2, ranged or ATK: 1d4, melee, ranged for example. This will only affect melee or ranged weapon attacks. Spell attacks are not affected.

Good to know, thanks! [edit] This doesn't seem to be true. Eldritch Blast set to "Spell/Ability Use: Ranged - Group Atk" is affected by "ATK: -5, ranged."


There are no effects which you can apply which would affect only some spells and not others (I think this is what you are looking to do). If you need this you would have to apply a bonus to each spell affected. If it isn’t a spell make sure that your power group isn’t a spell group and you can apply the bonus just to that group.

No, I am looking for the opposite, I want an effect I can apply to a character that will universally improve their Spell Attack Bonus or their Spell Save Bonus (or both) and nothing else. Because this effect is being granted temporarily from a consumable item, modifying the character action categories is not particularly viable.

Zacchaeus
August 3rd, 2019, 00:06
Ok, I think I'm getting what it is you are after.

Yes the ATK effect will affect any attack and you can modify it to just melee or ranged attacks but this will also apply to any ranged or melee spells attacks since those are treated as melee or ranged attacks. It wouldn't affect a spell that doesn't have an attack roll (is what I should have said above).

There isn't a way to modify a spell save other than via the Spell Group dialog. You could apply a negative SAVE effect to the target(s) of the spell before the spell is cast or add a modifier to the modifier box again before the save is made. But there isn't an effect which you can apply to the caster which would modify the casters save DC.

Zacchaeus
August 3rd, 2019, 00:11
Also, of course if the attack bonus to a weapon or spell is temporary you can set the effect to expire on next action or on next roll. The player would need to apply the effect just before the attack roll is mage.

LordEntrails
August 3rd, 2019, 01:59
5E RAW doesn't have a "spell" attack. All it has are 'attacks' that might also be 'ranged' or 'melee'. Hence why FG doesn't have anything for 'spell'. But as M. Z says, you can make an effect that just lasts for a single roll/action.

Berdrin
August 24th, 2020, 08:49
This is also relevant for the Artificer's "Enhanced Arcane Focus" infusion, which gives a +1 bonus to spell attack rolls. As Infusions are designed to be switched out, it's underwhelming not to be able to specify spell attacks (PHB p. 205) in an effect.

Zacchaeus
August 24th, 2020, 09:06
This is also relevant for the Artificer's "Enhanced Arcane Focus" infusion, which gives a +1 bonus to spell attack rolls. As Infusions are designed to be switched out, it's underwhelming not to be able to specify spell attacks (PHB p. 205) in an effect.

Welcome to FG Berdrin

This is an older thread and since it was posted things have changed. If you create a power group for your infusions you can click the magnifying glass on the title bar and fill in the boxes there to determine spell save DCs and attacks. Also there you can add in any bonus for such things. See video eight in this list on how to set up a power group. https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity&p=492112#post492112

Berdrin
August 24th, 2020, 09:52
Thanks Zacchaeus!

SlinkyTWF
April 10th, 2023, 18:58
FYI, This is going to be an issue if the current One D&D Beta rules regarding Exhaustion remain in effect when the updated system launches. In Beta, each level of exhaustion applies a -1 malus to everything the character does, including their Spell Save DC.

Currently, I can do everything except the Spell Save DC mod with this coding (one effect for each level of exhaustion or dynamically edit the numeric part of the effect).

"Exhausted; ATK: -x; CHECK: -x; SAVE: -x; [SELF]"

Zacchaeus
April 10th, 2023, 19:59
Whilst CHECK doesn't affect the spell save DC; using ability does. So INT: -2 will reduce the spell save DC by 1 for a Wizard and WIS: -2 will reduce it for a Cleric.

Having said that however OneD&D will require either a different ruleset or an extension to add in all the functionality.