View Full Version : 5E - Aura Effects
eporrini
May 10th, 2025, 22:52
I am seeing an issue between this extension and 5e exhausted. I do not know where the issue would be manifested or fixed. I am playing legacy 5e (2014 rules) exhaustion rules. When a character reaches level 4 exhaustion specifically, it half's their HP. When a character is at level 4 ex and comes into contact with a PC that has an aura, their HP resets to the max of their 1/2 HP status.
To clarify, Character A has 90 HP and is at Ex level 4 and is capped at 45 hp. The are damaged, so their HP are 20. If they come into contact with an "aura" from another PC (not HP related at all) they are immediately reset to 45 HP every time.
MrDDT
May 22nd, 2025, 02:52
https://www.fantasygrounds.com/forums/showthread.php?73302-IF-NOT-Untrue-Effects&p=744410&viewfull=1#post744410
Picking up from this thread and posting this info here as that's someone else's ext and I didn't want to clutter it up.
So what I've been trying to do is make it so, as long as my Paladin isn't Incapacitated, his Aura of Protection is active. To do this, I've made the following code:
Aura of Protection; !IF: Incapacitated; AURA: 10 friend, auraofprotection; SAVE: [CHA]
However, the bonus to saves still applies while Incapacitated, as does the aura itself. I'm wondering how it should be done, if possible, as my syntax doesn't seem to react with it.
Question was how to code this using an the IF NOT checking.
So first I wanted to state that I can do the check for Incapacitated, however, I wanted to make sure that's what you want because the Aura of Protection from Paladin in 5E says they need to be "conscious", says nothing about they can't be incapacitated.
Anyways here is how I would do that.
€ Aura of Protection; 'note'; IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
metaldm007
May 23rd, 2025, 00:23
https://www.fantasygrounds.com/forums/showthread.php?73302-IF-NOT-Untrue-Effects&p=744410&viewfull=1#post744410
Picking up from this thread and posting this info here as that's someone else's ext and I didn't want to clutter it up.
Question was how to code this using an the IF NOT checking.
So first I wanted to state that I can do the check for Incapacitated, however, I wanted to make sure that's what you want because the Aura of Protection from Paladin in 5E says they need to be "conscious", says nothing about they can't be incapacitated.
Anyways here is how I would do that.
€ Aura of Protection; 'note'; IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
Wonderful! For clarification purposes, we're using the 2024 rules which state that the aura is inactive while incapacitated specifically. It seems that the pre-baked effects that in tabletop have the Incapacitated condition built into them aren't picked up as also counted as incapacitated, so here is my (admittedly very lengthy) syntax for the 2024 rules:
Aura of Protection; IF: !CUSTOM(incapacitated); IF: !CUSTOM(paralyzed); IF: !CUSTOM(petrified); IF: !CUSTOM(stunned); IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
Gilafron
May 24th, 2025, 01:36
Is there a way to make the aura have an instantaneous effect? I want to implement an effect that when the barbarian rages with a 'wary cry', all allies within 30' gain 1d6 temporary hit points. I would like to augment the standard rage to include this war cry effect. I'm open to other better ways to implement if aura isn't the best way.
MrDDT
May 24th, 2025, 20:47
Is there a way to make the aura have an instantaneous effect? I want to implement an effect that when the barbarian rages with a 'wary cry', all allies within 30' gain 1d6 temporary hit points. I would like to augment the standard rage to include this war cry effect. I'm open to other better ways to implement if aura isn't the best way.
You need to use another EXT other than just AURA EFFECTS ext, called Better Combat Effect Gold.
You use the effect coding "TREGENA"
Example would be "Protection Totem; AURA: 30 ally, white; AoE Protection Totem; DMGA: 0; IF: FACTION(!SELF); TREGENA: 1d6" set to expend on next action and remove any turn. Duration 1.
This will place an effect on the creature and instantly do a temp healing effect (also does a 0 damage roll to remove it)
If you do not remove an aura like this instantly using this type of set up, things will trigger it even after the instant effect. So you need to remove it right away, I would put the RAGE as another effect from the instant temp healing effect.
One issue is this does a "fake" damage roll, so anything that would be triggered off taking damage would be triggered by this if in the area.
FG is not really made to work like this so it would take a bit of work to get around the system.
The normal system would be place the rage effect, then target creatures in the 30ft area that would be affected and apply a temp heal.
Gilafron
May 25th, 2025, 18:04
Thanks Mr DDT! Worked great. I implemented as an additional action under Rage. It's now all automated. I was also able to add Instinctive Pounce via Walk this Way (Speed: 20 inc) in the same manner with remove any turn.
The fake damage roll is a good trick I'm sure I'll use in other effects. I confirmed it does not trigger concentration checks.
MrDDT
May 26th, 2025, 00:09
Thanks Mr DDT! Worked great. I implemented as an additional action under Rage. It's now all automated. I was also able to add Instinctive Pounce via Walk this Way (Speed: 20 inc) in the same manner with remove any turn.
The fake damage roll is a good trick I'm sure I'll use in other effects. I confirmed it does not trigger concentration checks.
That's mean, let's see what you did? =P
Lone Pathfinder
June 14th, 2025, 04:02
I've got a question for a coding issue thats been coming up. Using PF2e Ruleset, the kineticist has an aura gate junction which imposes weakness to fire on enemies within the aura. However, the aura also imposes the same weakness onto the kineticist which is not what is supposed to happen. How do I code it to have it that only enemies are affected by the weakness to fire?64581
MrDDT
June 14th, 2025, 04:09
I've got a question for a coding issue thats been coming up. Using PF2e Ruleset, the kineticist has an aura gate junction which imposes weakness to fire on enemies within the aura. However, the aura also imposes the same weakness onto the kineticist which is not what is supposed to happen. How do I code it to have it that only enemies are affected by the weakness to fire?64581
Before “WEAK” put “IF: FACTION(notself);”
Lone Pathfinder
June 17th, 2025, 00:45
Yes thank you, that did it.
Paladins Pride
August 20th, 2025, 02:42
I have been experimenting with using aura effects for movable zones like cloudkill or stinking cloud. I put the aura on a small dummy creature (I have a special creature created for this purpose that is immume to all damage). It'd be convenient however, if I could get the aura to show even if the creature itself is out of sight or hidden. I imagine the same is true for traditional auras as well. A spirit guardian is still visible around the corner even if you cannot see the creature. Has anyone used aura effects for a similar purpose, and if so, do you have any advice?
SilentRuin
August 20th, 2025, 04:21
I have been experimenting with using aura effects for movable zones like cloudkill or stinking cloud. I put the aura on a small dummy creature (I have a special creature created for this purpose that is immume to all damage). It'd be convenient however, if I could get the aura to show even if the creature itself is out of sight or hidden. I imagine the same is true for traditional auras as well. A spirit guardian is still visible around the corner even if you cannot see the creature. Has anyone used aura effects for a similar purpose, and if so, do you have any advice?
I use modules and extensions (5E only) which automatically place and remove all those auras. You can check out Grim Press discord if you want someone to explain all that. But if your looking for a free way to do it yourself, that is for sure a valid option - you just have to insure you do it all manually on writing the aura effects yourself and manually place them on an NPC which you manually make invisible in map and CT. Or write your own extension(s) to automagically create the NPC, attach the aura effects, and make it invisible on map/CT and remove it when effect is removed.
Paladins Pride
August 21st, 2025, 01:26
Programming and placing the auras isn't my issue -- though I am glad to know there might be a paid extension to assist me if I don't want to do it myself. What I'm really interested in is a way to make the aura visible when the actor on which the aura effect is placed is out of sight (when using a map that supports line of sight)
Camberme
September 27th, 2025, 08:06
I've tried searching and failed, Does this ext work, for ONE creature, to detect if it's within 5 ft of an ally, to trigger it's own pack tactics?
MrDDT
September 28th, 2025, 23:17
I've tried searching and failed, Does this ext work, for ONE creature, to detect if it's within 5 ft of an ally, to trigger it's own pack tactics?
So here is the thing AURAs has to make some assumptions on how you want to deal with AOE effects.
1) Creatures coming into an area are not affected until at least part of the affected area hits the center of the creatures token.
2) Default circle "aura" is based # + 1/2 token size. This means if the token size of the creature with the aura on them is 5ft, it would be +2.5. So a "5ft" aura, is going to be 7.5ft from the center of this creature.
The best way to get it to work better is likely to make your 5ft "aura" a 15ft radius cube, for a 5ft (medium) creature.
For info about pack tactics. I use an extra ext for this that does it automatically, however, you likely can code this with BCEG and AURA effects. However, if you already have BCEG, then Pack Tactics is automatically done =P
fesegato
November 7th, 2025, 03:31
Not sure if someone has already done this. But I remember searching the thread to find out how to work two identical auras (for exemplo two paladins with Aura of Protection) from overlapping and doubleing. I couldnt find it, but last week we came up with a work around that worked! So I thought I'd share it (sorry if this has been shared/discovered). It does require the Better Combat Effects extension (not sure if Gold is needed. I have both).
So, instead of naming both Aura's the same. We named them Aura of Protection One and Aura of Protection Two. Now, we played around with IFs conditionals. At first we places a few ifs to turn off the auras if the player is incapacitated. Then, the aura with the highest bonus (in our case one has 5 and the other 3, but works the same with identical ones), in the highest (or just one of them), you place a negative IF, deductiing the lowest aura's bonus if the aura is applied together. That way, the game sums, but subtracts, working perfectly.
Here is the code we did:
IF: !custom(unconscious); IF: !custom(incapacitated); IF: !custom(paralyzed); IF: !custom(petrified); IF: !custom(stunned); AURA: 10 friend; Aura of Protection Two; SAVE: 3;
IF: !custom(unconscious); IF: !custom(incapacitated); IF: !custom(paralyzed); IF: !custom(petrified); IF: !custom(stunned); AURA: 10 friend; Aura of Protection One; SAVE: 5; IF: custom(Aura of Protection Two); SAVE: -3
Hope it helps
Hjorimir
December 7th, 2025, 00:35
Is there a way to turn off the visibility of the circle on the map? I'm also using Auras Visualized (along with spell token auras that looks nice) and I'd rather just see those auras if possible.
Hjorimir
December 7th, 2025, 01:16
Just a syntax error, I got it working.
MrDDT
December 7th, 2025, 03:13
Just a syntax error, I got it working.
Let me know if you have any more issues
Hjorimir
December 7th, 2025, 03:27
Actually, I am getting a weird issue. I'm trying to get an aura going for a shadow monk where he casts darkness on himself (but he can see through it as per the ability's description in the 2024 PHB). Here's what I got so far:
TEST; AURA: 10 DarknessSelf, all; The Darkness; IF: FACTION (enemy); Blinded
(The DarknessSelf is just the name of the Aura I'm using for Visualized Auras, which displays fine).
The weirdness is that the Blinded condition doesn't effect his rolls (good, that makes sense), however, on the map he is blind (no LOS to other tokens). So, it isn't effecting the rolls, but it is effecting what can be seen when you have focus on the token. I hope that makes sense.
fesegato
December 7th, 2025, 04:00
Actually, I am getting a weird issue. I'm trying to get an aura going for a shadow monk where he casts darkness on himself (but he can see through it as per the ability's description in the 2024 PHB). Here's what I got so far:
TEST; AURA: 10 DarknessSelf, all; The Darkness; IF: FACTION (enemy); Blinded
(The DarknessSelf is just the name of the Aura I'm using for Visualized Auras, which displays fine).
The weirdness is that the Blinded condition doesn't effect his rolls (good, that makes sense), however, on the map he is blind (no LOS to other tokens). So, it isn't effecting the rolls, but it is effecting what can be seen when you have focus on the token. I hope that makes sense.
The way you wrote it, it wouldnt apply blindness to his allies either, which the ability does. Just drop the IF and target the aura to !self. Should work
Hjorimir
December 7th, 2025, 05:08
TEST; AURA: 10 DarknessSelf, all; The Darkness; FACTION (!self); Blinded
This has the same issue. The character with the effect is still blind on screen (map black, other tokens cannot be seen), but the rolls themselves are not affected by the Blindness part of the effect. It's really weird.
fesegato
December 7th, 2025, 05:59
TEST; AURA: 10 DarknessSelf, all; The Darkness; FACTION (!self); Blinded
This has the same issue. The character with the effect is still blind on screen (map black, other tokens cannot be seen), but the rolls themselves are not affected by the Blindness part of the effect. It's really weird.
Probably the Visualize Aura image is getting in the way. The engine is applying correctly the effect, seems the image is the one mixing sight (I dont have Visualize Aura so I cant really test it).
But try without it, like with this syntax for Hunger of Hadar: LIGHT: 10/10 darkness; AURA: 10 point,black; AoE Darkness; IF: FACTION(notself); OBSCURED: magical darkness; IF: FACTION(notself); Blinded
I found on other posts that keeping Visualize Aura but changing it to a ring (transparent center) or reducing alpha could work too, but I cant test it.
Hjorimir
December 7th, 2025, 07:23
Clean 5e campaign, only running Aura Effects.
TEST; AURA: 10 all; Darkness; FACTION (!self); Blinded
The PCs with the AURA effect is still blinded. Please see attached screenshots.
Hjorimir
December 7th, 2025, 07:39
I took the base effect example from the Forge link:
Aura of Protection; AURA: 10 ally; Aura of Protection AoE; SAVE: 5
I switched around to be enemy and -5 as follows:
Aura of Protection; AURA: 10 enemy; Aura of Protection AoE; SAVE: -5
When I roll a saving throw for the character with this Aura effect, they also have the -5 penalty. Please see screenshot.
fesegato
December 7th, 2025, 07:51
I took the base effect example from the Forge link:
Aura of Protection; AURA: 10 ally; Aura of Protection AoE; SAVE: 5
I switched around to be enemy and -5 as follows:
Aura of Protection; AURA: 10 enemy; Aura of Protection AoE; SAVE: -5
When I roll a saving throw for the character with this Aura effect, they also have the -5 penalty. Please see screenshot.
AURA: 10 enemy controls who gets a copy of the aura effect, but any mechanics that appear on the same effect line also apply to the owner unless you gate them out.
Try: Aura of Protection; AURA: 10 enemy; Aura of Protection AoE; IF: FACTION(notself); SAVE: -5
(Sorry I cant test this myself to show you and maybe work out quirks, Im not on my pc at the moment)
If the above works as intended, than your original blinded should work too, sub SAVE for the effect (theoretically)
Hjorimir
December 7th, 2025, 07:53
Back in my normal campaign session, this works (almost) perfectly:
TEST; AURA: 15 DarknessSelf, !friend,point; The Darkness; Blinded
The other PCs in the party are not blinded and scan see normally on the map; enemy NPCs who enter the aura are Blinded and that works as expected; However, the PC with the Aura Effect is still blinded themselves and has all of those penalties.
fesegato
December 7th, 2025, 08:15
Back in my normal campaign session, this works (almost) perfectly:
TEST; AURA: 15 DarknessSelf, !friend,point; The Darkness; Blinded
The other PCs in the party are not blinded and scan see normally on the map; enemy NPCs who enter the aura are Blinded and that works as expected; However, the PC with the Aura Effect is still blinded themselves and has all of those penalties.
Place the IF filter (and change !friend to all if you want the darkness to affect friends too, since the ability only makes the monk see in darkness)
TEST; AURA: 15 DarknessSelf, !friend,point; The Darkness; IF: FACTION(notself); Blinded
Or
TEST; AURA: 15 DarknessSelf, all,point; The Darkness; IF: FACTION(notself); Blinded
Hjorimir
December 7th, 2025, 08:15
TEST; AURA: 15 enemy,point; The Darkness; IF: FACTION(!self); Blinded
Seems to work as far as effects are concerned (the PC with the Aura Effect isn't blinded when it comes to attack rolls). However, the token is blinded on the map (black/greyed out, other tokens not visible).
The others work just fine; allies are not affected; enemies are. I'm just stuck on the token of the character with the Aura not being able to see.
Hjorimir
December 7th, 2025, 08:18
TEST; AURA: 15 DarknessSelf, all,point; The Darkness; IF: FACTION(notself); Blinded
This works mechanically, but still cannot see the map. Please see attached.
Hjorimir
December 7th, 2025, 08:24
I'm back on the clean server (only running the Aura Effects extension). Please see the screenshot of the effect and what is happening.
The character isn't taking Disadvantage on the attack (and is properly gaining Advantage) but still cannot see the map when focus is on token.
fesegato
December 7th, 2025, 08:32
I'm back on the clean server (only running the Aura Effects extension). Please see the screenshot of the effect and what is happening.
The character isn't taking Disadvantage on the attack (and is properly gaining Advantage) but still cannot see the map when focus is on token.
Im pretty sure the visualize aura extension is messing up the map vision overlay. Ill install that extension and try out to get back to you.
Hjorimir
December 7th, 2025, 08:40
I REALLY appreciate you trying to help me. Please note on that last ("clean") example, I wasn't running the Auras Visualized extension (so it's not in play here).
MrDDT
December 7th, 2025, 19:38
I REALLY appreciate you trying to help me. Please note on that last ("clean") example, I wasn't running the Auras Visualized extension (so it's not in play here).
This seems like a bug, we will have to dive into it. It looks like something has changed in FG 5.0 to cause this bug.
Lightning effects in FG always have some issues so we have to work to get around them, we also only have limited access to this type of coding.
In this case the "Blinded" condition has a special interaction with vision and is causing the issue.
So it's correctly not giving the blinded condition which is why ADV and DIS is working correctly, but it's giving the Blinded vision as it's detecting this before our coding in AURAs. We might not be able to fix this without Smiteworks changing something, giving us access to it more, or helping us.
MrDDT
December 7th, 2025, 20:11
I'm going to more testing on this.
Hjorimir
December 7th, 2025, 23:01
I appreciate you looking into this for me!
MrDDT
December 8th, 2025, 04:54
I appreciate you looking into this for me!
Currently nothing we can do about the blinded effect as they are not able to follow IF statements for vision.
I'm going to do when I get to the computer and able to get onto fantasy grounds and see if I can make an aura that would do what you want to do without having the IF statement.
MrDDT
December 8th, 2025, 07:12
@Hjorimir (https://www.fantasygrounds.com/forums/member.php?4252-Hjorimir)
So this looks like it's for 5E.
Do you have Better Combat Effects Gold ext?
Hjorimir
December 8th, 2025, 18:32
Yes, I have BCEGold. I went ahead and made an effect to do what I want the Blindness to do, so I'm good now. It's a weird bug for sure! Again, I appreciate your support. Great extension!
MrDDT
December 8th, 2025, 19:45
Yes, I have BCEGold. I went ahead and made an effect to do what I want the Blindness to do, so I'm good now. It's a weird bug for sure! Again, I appreciate your support. Great extension!
If you have BCEG you should just use the Darkness lighting effect, which allows FG to correctly see through the "light" AKA darkness correctly. Then giving them the OBSUCRED: magical darkness
Use this as an AOE, and BCEG will correctly track the bonuses. FG will correctly give no vision to creatures in the darkness, will correctly show the darkness on the map to people outside the darkness. It's like MAGIC!
Hjorimir
December 29th, 2025, 19:31
I see that the 5E - Aura Effects thread it closed, but I hope it's okay that I start another one to ask some questions.
The situation:
1) I'm using Auras and Auras Visualized
2) I have an aura that throws up a little foot icon inside a red circle with a line on a token when I apply a custom condition: Difficult Terrain; AURA: 1 DifficultTerrain
3) I have Entangle coded as: Entangle; AURA: 20 Entabgle,cube; Entangle AoE (Difficult Terrain); AURA: 1 DifficultTerrain
4) This works perfectly when a token enters the Entangle's aura. They pick up the little crossed out foot aura/condition icon as they step into the area.
5) Unfortunately, when they exit the Entangle's Aura the console throws the following error:
[ERROR] Handler error: [string "FG-Aura-Effect:...s/manager_aura_tracker.lua"]:116: bad argument #1 to 'pairs' (table expected, got nil)
Now, even though the error is thrown, when the token leaves the Entangle Aura, the foot icon is correctly removed.
Is there a way I can suppress or avoid this thrown error?
I've attached a snapshot of showing how it works.
Trenloe
December 29th, 2025, 20:11
I see that the 5E - Aura Effects thread it closed...
Not sure why it was closed. I've re-opened it and moved this post here.
If any moderator closed this thread, please let us know the reason - it's best to post information in the thread when closing so everyone is in the know. Thanks.
kentmccullough
January 7th, 2026, 18:59
I see that the 5E - Aura Effects thread it closed, but I hope it's okay that I start another one to ask some questions.
The situation:
1) I'm using Auras and Auras Visualized
2) I have an aura that throws up a little foot icon inside a red circle with a line on a token when I apply a custom condition: Difficult Terrain; AURA: 1 DifficultTerrain
3) I have Entangle coded as: Entangle; AURA: 20 Entabgle,cube; Entangle AoE (Difficult Terrain); AURA: 1 DifficultTerrain
4) This works perfectly when a token enters the Entangle's aura. They pick up the little crossed out foot aura/condition icon as they step into the area.
5) Unfortunately, when they exit the Entangle's Aura the console throws the following error:
[ERROR] Handler error: [string "FG-Aura-Effect:...s/manager_aura_tracker.lua"]:116: bad argument #1 to 'pairs' (table expected, got nil)
Now, even though the error is thrown, when the token leaves the Entangle Aura, the foot icon is correctly removed.
Is there a way I can suppress or avoid this thrown error?
I've attached a snapshot of showing how it works.
I've created a PR against the aura extension here (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/pull/46). Hopefully @bmos can get this properly tested/merged in to resolve your issue.
Dax Doomslayer
January 7th, 2026, 22:59
Hi Folks,
I'm trying to set up an Aura emanating from a witch's cauldron. Essentially it is like Spirit Guardians but only a 5' radius and only does 1d8 necrotic. I've created an 'npc' for the cauldron to get the CT entry. I've tried to create a custom effect of:
Granny Greenapple's Cauldron; AURA: 15 !ally,circle,single,blue; ($) Cauldron AoE; IF: FACTION(notself); SAVES: 14 WIS (M)(H); SAVEDMG: 1d8 necrotic
Unfortunately, it's rolling damage on the cauldron itself. I'm missing something here and I'm assuming it's something really stupid. Any help is greatly appreciated. Thanks.
charmov
January 7th, 2026, 23:06
Think you need !self at the start or faction !self. It should be like spirit guardians except the range, so check it's coding.
Chivalrous1
January 8th, 2026, 12:02
I see that the 5E - Aura Effects thread it closed, but I hope it's okay that I start another one to ask some questions.
The situation:
1) I'm using Auras and Auras Visualized
2) I have an aura that throws up a little foot icon inside a red circle with a line on a token when I apply a custom condition: Difficult Terrain; AURA: 1 DifficultTerrain
3) I have Entangle coded as: Entangle; AURA: 20 Entabgle,cube; Entangle AoE (Difficult Terrain); AURA: 1 DifficultTerrain
4) This works perfectly when a token enters the Entangle's aura. They pick up the little crossed out foot aura/condition icon as they step into the area.
5) Unfortunately, when they exit the Entangle's Aura the console throws the following error:
[ERROR] Handler error: [string "FG-Aura-Effect:...s/manager_aura_tracker.lua"]:116: bad argument #1 to 'pairs' (table expected, got nil)
Now, even though the error is thrown, when the token leaves the Entangle Aura, the foot icon is correctly removed.
Is there a way I can suppress or avoid this thrown error?
I've attached a snapshot of showing how it works.
I see a spelling error. Not sure if relevant:
Entangle; AURA: 20 Entabgle,cube
bmos
January 11th, 2026, 00:44
Thanks to KentMcCullough for submitting a fix on Github. Pushed it today.
SilentRuin
January 11th, 2026, 17:37
I've been struggling with trying to speed up GAL by ignoring a lot of AURA processing during movement (added effects etc.). But the drag of a token always "catches" at the edge of an aura as it updates the CT with the effect data. I thought it was me and I was trying to resolve it but I'm now pretty sure its just pure AURA. Most people won't see this "catch" in the drag movement of the token as it crosses the boundary I think - but it happens even with only aura loaded (just not very noticeable).
However, in my live campaign I have a paladin player (char 8 if you can believe it) with 3 active auras all at the same boundary (devotion, protection, courage) so when a token is dragged over that boundary I see the catch in the drag of the token (freezes over boundary while token and mouse keep moving). As long as I keep moving past the freeze point after it unfreezes (while it updates the CT entry effect text) - it catches back up to where it should be. Unless I don't move after it unfreezes in which case it rubber bands back to boundary when I release the drag (drag ends). Its just way more noticeable from client than host with all the other stuff going on and can cause rubber banding issues.
I've tried to work around this odd drag behavior in my code where the token seems to disconnect from the tokens getPosition data (lag?), because it can also have the host token appear in correct spot where a client stopped moving but any code retrieving that getPosition will get a previous point. Super weird and I do something very insane to compensate for it (just during all this research over what is going on with aura and drags as its not the only thing that can have weird stuff going on with drag).
I just wondered if anyone else has seen this and/or if there is some known cause or fix.
Hjorimir
January 22nd, 2026, 04:15
Is anybody else experiencing crashes with Auras after the 5.1 patch? I can reliably crash my server when I use this aura as soon as it touches an ally on the battlemap.
Aura of Protection & Warding; AURA: 8 AuraOfProtection,ally,point; Aura of Protection & Warding AoE; SAVE: 3; RESIST: necrotic,psychic,radiant
Update: This is repeatable on a 5e session with no other mods than Aura Effects loaded.
SilentRuin
January 22nd, 2026, 16:38
Don't make me update this to include height hacks and wall of fire line with width and circle with embedded circle area BMOS. I will not be happy.
SUPPORT THESE! DO IT. DO IT NOW! :)
(I really hate wall of fire as a DM. And height, spent 5 minutes in live game trying to figure out why aura was not effecting tokens - damn 2D JUNK! ;) )
GKEnialb
January 24th, 2026, 16:58
Is anybody else experiencing crashes with Auras after the 5.1 patch? I can reliably crash my server when I use this aura as soon as it touches an ally on the battlemap.
Aura of Protection & Warding; AURA: 8 AuraOfProtection,ally,point; Aura of Protection & Warding AoE; SAVE: 3; RESIST: necrotic,psychic,radiant
Update: This is repeatable on a 5e session with no other mods than Aura Effects loaded.
Working fine for me with (legacy) 5e. My definition is a bit different, though: "Aura of Protection; AURA: 10 ally; Aura of Protection AoE; SAVE: 5". Tested with moving an ally into the range and moving the paladin up to an ally.
Hjorimir
January 25th, 2026, 19:42
Yeah, it's no longer automatically crashing after the recent FGU update. Thanks for looking into it!
SilentRuin
January 25th, 2026, 23:43
PostEdit: Never heard back from anyone running this extension so anyone who wants my changes they are included in this post, you're on your own to make your own aura extension with them. I have my own copy so I'm good and it will work with any of my dropbox mods I use. Up to you to change those back to old format for few I've updated if you don't make your own aura to support it. Good luck and EXTENSIONS = RISK (mods too!).
Alright, I could not wait as I need this by Monday for my wall of fire stuff as I tire of being burned by my players and the amount of work it takes to run that crap spell in a live game.
I have mangled Aura (pulled the current version from github to do it) in order to support what I wanted. Pretty much replaced (commented out) your current sphere/cube code with new shape code (sphere/3d rectangle/cylinder(also supports Right Circular Hollow Cylinder)). It still supports the original syntax of AURA behaviors in the same way it worked before with two additional behaviors and their parameters. This involved changing manager_effect_aura.lua, manager_token_aura.lua, and README.md.
As my timescale of need differs greatly from extension/ruleset/FG devs - I needed it by Monday - so I have my own version of Aura for now. GAL has implemented new support in naming assets ("tilt" keyword) and support of intial orientation of NPC which assets and Aura will respect. Cube is still a height of 0 as it always has been though if you define one as 3drect instead of cube you can make it an actual cube. All things are fixed to the xy plane projecting up down just as in game (sphere and cylinder obviously don't bother with orientation).
The new behavior readme has the following under behaviors.
| **3drect** | Changes the aura shape to any oriented 3D rectangle in the xy plane. The normal AURA range is the length (x axis), it also supports 4 other optional parameters - width (y axis - defaulted to length if not defined) - min z from source token center - max z from source token center (both z must be present or both defaulted to 0) - orientation in degrees (default is the source token orientation if not defined). | `Example of current cube definition; AURA: 10 ally,3drect|10|0|10|0, green; <usual aura stuff>` | `Example of wall of fire line with 10 ft to one side oriented by source token definition; AURA: 60 ally, 3drect|10|0|10, white; <usual aura stuff>` |
| **cylinder** | Changes the aura shape to any 3D cylinder in the xy plane. The normal AURA range is the radius, it also supports 3 other optional parameters - min z from source token center - max z from source token center (both z must be present or both defaulted to 0) - additional radius (for defining points bounded by two cylinders inner and outer). | `Example of wall of fire circle with 10 ft defined inward definition; AURA: 20 ally, cylinder|0|20, white; <usual aura stuff>` | `Example of wall of fire circle with 10 ft defined outward definition; AURA: 20 ally, cylinder|0|20|30, white; <usual aura stuff>` |
As I'm doing this for me and have no inclination to update aura myself or inherit it by "last touched owns it", I'm posting files here with video to see if someone who does own or control it (unclear who these days) can deliver it as part of aura.
If not I'll probably put it into GAL with everything else - aura will just run this way when that GAL is loaded. I'd prefer not to do this - but either way I'm going to forget about it now that I have all the wall of fire stuff working so I never ever have to deal with it again - all automated as I am truly lazy in game.
Hopefully the Aura powers that be will implement it and superficially test it with whatever tests they have for it. And if SmiteWorks implements their own aura they better fully support all mathematical tools to do what the rulesets need done!
https://www.youtube.com/watch?v=0hBc8FxNwL8
RobboNJ69
February 1st, 2026, 20:00
Hello,
(Regarding Pathfinder 1e)
Can anyone confirm if the Aura Effect/Aura Visualized extensions are compatible with BCE and Kelrugem's "StrainInjury plus extended automation and overlays'?
The Auras are working overall, but there are a lot of variations in the results depending on if BCE and/or Kel's extension is loaded.
I only started using the Aura Effects recently, so I don't know if there was an issue with the recent January update or if they have known issues.
I'm working on a detailed matrix of what isn't working or acting weird, but figured I'd ask to see if it is already well known. Some of the many quirks that I'm seeing:
1. 'IF FACTION' - is not working when BCE is loaded at all. Nothing after that in the effect appears to be recognized.
2. BCE effects work just fine, just not as part of an AURA
3. With Kel's 'Strain+': "Test; IF: FACTION(foe); DMGO: 3d8 fire" works, but :"Test; IF: FACTION(enemy); DMGO: 3d8 fire" Does not. It applies the 'Aura' but not the damage.
4. With Kel's 'Strain+': "SAVE: -4" works against spells cast by the source of the aura but not when you make a manual save off of the combat tracker or NPC sheet.
5. All the different factions work with one extension loaded time for an afternoon coffee, but not the others. 'notself' works sometimes.
I'm testing with no other extensions running. Just combinations of those four extensions, which, from everything I read, are supposed to be compatible. This thread has a lot of good information, but it's hard to tell what applies only to 5E versus PF 1e.
Thanks in advance for any input.
Rob
Desmodaeus
February 4th, 2026, 19:07
Does anyone know how to make an aura deal damage instantly upon entering it? I cannot figure this out. I can only manage to get it to deal ongoing damage with DMGO.
RobboNJ69
February 4th, 2026, 20:36
Hello Desmodaeus,
I'm using Pathfinder 1e, but I believe this is universal:
AURA: 15 cloud; DMGA: 2d8 fire
The 'DMGA' action is part of the better combat effects extension. You'll need that to make it work.
RobboNJ69
February 4th, 2026, 20:38
AURA: 15 cloud; DMGA: 2d8 fire
I should have been more clear...
"AURA: 15 cloud;" is making use of a custom aura called 'cloud'.
Without a custom aura you can use this:
AURA: 15 enemy,red; DMGA: 2d8 fire
Rob
metaldm007
February 26th, 2026, 01:47
PostEdit: Never heard back from anyone running this extension so anyone who wants my changes they are included in this post, you're on your own to make your own aura extension with them. I have my own copy so I'm good and it will work with any of my dropbox mods I use. Up to you to change those back to old format for few I've updated if you don't make your own aura to support it. Good luck and EXTENSIONS = RISK (mods too!).
https://www.youtube.com/watch?v=0hBc8FxNwL8
Off-topic, and I already put it on the video itself, but what extension/setting are you using that allows you to compress all the active effects into a single effect on the Combat Tracker? I find by level 5/6 I have a *lot* of effects in the tracker.
SilentRuin
February 26th, 2026, 17:30
Combat groups (you have to look into other videos and .txt file update logs in forum page for that extension) option that I set in toolbar for off and on.
66694
Chivalrous1
February 27th, 2026, 16:49
Off-topic, and I already put it on the video itself, but what extension/setting are you using that allows you to compress all the active effects into a single effect on the Combat Tracker? I find by level 5/6 I have a *lot* of effects in the tracker.
How did you get the animated auras? I have looked but haven't seen how...
SilentRuin
February 27th, 2026, 16:55
How did you get the animated auras? I have looked but haven't seen how...
I made them. You'd have to lookup a zillion videos and txt walls with Generic Actions (Generic Actions Layer) - to complex/simple to get into nor is this the proper venue. Ask in Grim Press discord they are helpful - as I am usually not ;)
Chivalrous1
February 27th, 2026, 17:18
I made them. You'd have to lookup a zillion videos and txt walls with Generic Actions (Generic Actions Layer) - to complex/simple to get into nor is this the proper venue. Ask in Grim Press discord they are helpful - as I am usually not ;)
I thank you for the kind answer :)
daargrim
March 27th, 2026, 23:15
Hello -
I have an effect on a PC that is placing an Aura. The Aura effect is being placed on others in the CT appropriately. However, when I toggle the PC's original effect from "ON" to "OFF", the aura effect on the others in the CT does not go away as I had hoped/expected. I have to move/nudge at least 1 token on the map to clear the Aura effect from all targets in the CT.
Is this expected?
I had hoped the PC could toggle the source effect on and off his character depending on if the effect applied or not, without an extra step.
JonStormbringer
March 30th, 2026, 23:44
Apologies if this is a dumb question, but with the changes they are making on effects, will that include auras?
MrDDT
March 31st, 2026, 01:37
Apologies if this is a dumb question, but with the changes they are making on effects, will that include auras?
The AURA ext itself likely wont change much, as it looks like the coding language we use for AURAs is going to be put right into CORE FG. However, you still will need this EXT to get the AURA effects but the things like FACTION checking is going to be added. We also need to wait and see exactly what is coming.
Some of the ext lua coding will need to be updated, which I think they have some working on it now.
Many of the current AURA coding people use really uses 3rd party coding terms like from BCEG. Which is going to be changing greatly so many of us will need to learn how to use the new coding terminology.
elblade121
April 14th, 2026, 22:01
I am trying to get the barbarian Rage of the Wilds (Wolf) and Power of the Wilds (Lion) to work as AURAs but they don't seem to work. I have tried the following:
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK
and they worked originally, but recently stopped. However, both of theses did not exclude the barbarian who does not get those benefits. I tried:
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK; (!self)
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK; (!self)
as well as
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK; IF: FACTION(!self)
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK; IF: FACTION(!self)
and these did not work either. Any assistance is greatly appreciated
MrDDT
April 14th, 2026, 23:24
I am trying to get the barbarian Rage of the Wilds (Wolf) and Power of the Wilds (Lion) to work as AURAs but they don't seem to work. I have tried the following:
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK
and they worked originally, but recently stopped. However, both of theses did not exclude the barbarian who does not get those benefits. I tried:
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK; (!self)
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK; (!self)
as well as
AURA: 5 enemy; Rage of the Wilds(Wolf); GRANTADVATK; IF: FACTION(!self)
AURA: 5 enemy; Power of the Wilds (Lion); GRANTDISATK; IF: FACTION(!self)
and these did not work either. Any assistance is greatly appreciated
Power of the wilds should affect enemies that are not attacking you.
Rage of the Wilds (Wolf); AURA: 15 !ally, cube; AoE Rage of the Wilds (Wolf); IF: FACTION(notself); GRANTADVATK
Power of the Wilds (Lion); AURA: 15 !ally, cube; AoE Power of the Wilds (Lion); IF: FACTION(notself); IF:!CUSTOM(CASTERNAME); DISATK
Make sure to change "CASTERNAME" to the name of the barbarian.
Few things to note. I used 15' cube because 5' aura would make it where some people in 5' would not be correctly in the radius if they are of a larger size. This makes sure it works better. As the effect is any enemies within 5' and not a 5' circle or radius.
Note, you always want to name your effects. Here you can see. Also for AURAs you always want to name the effect being placed on something with AOE or some other wording to denote this is not the same name as the effect that is placed on the caster so you can find it and see it better.
Name of effect; then effect coding
For AURAS
Name of effect; AURA; Nameofeffect from AURA being placed on creatures.
For Rage of the Wilds (Wolf), I see no way to stop the Barb getting this effect on them with automation. the "IF: FACTION(notself)" stop them from granting adv to creatures attacking the Barb, but it will not stop the Barb from getting ADV on attacks on creatures affected by this.
There is no way that I can think of stopping that by making it an IF statement on there. So you would need to turn this effect on when the Barb is attacking something affected by this aura.
elblade121
April 15th, 2026, 22:22
Thanks MrDDT
timberbeast
April 25th, 2026, 22:10
I'm trying to recreate the Pain Wave aura of an Ak'chazar (MMIII). Essentially, anyone standing within 20 ft. suffers the effect of an Inflict Moderate Wounds spell, half damage on a successful Will save.
My effect on the creature is: Pain Wave; AURA: 20 all; Pain Wave AoE; SAVES: 24 will (H); SAVEDMG: 1d8+5 negative (these are effects from BCE)
It works fine - creatures are taking damage (1/2 on a save), except the aura 'creator' is also taking damage, so I added the FACTION check: Pain Wave; AURA: 20 all; Pain Wave AoE; IF:FACTION(!self);SAVES: 24 will (H); SAVEDMG: 1d8+5 negative
This only partially works. The creature creating the aura is no longer making a save or taking any damage, which is good. Anyone the aura is applied to does make the save - also good. But the last effect, the one that applies the damage, is not getting applied. It's like adding the FACTION check is only allowing the next effect in the series to be applied (if the FACTION check returns true), but nothing after.
Not sure if this is an issue with extension compatibility or not - it seems to work fine without the FACTION check (both BCE effects are run), but not with the check.
Any ideas?
Edit: I should mention this is using the 3.5E ruleset
Romanus
May 10th, 2026, 21:45
Trying to do a custom effect but it will not apply to the target/source of the Aura.
AURA: 15 ally; SAVE: 1-1d4; ATK: 1-1d4
In place of ally, I have used 'friend', 'all', and nothing at all, and none of them gave the source of the aura the effect. Any and all help appreciated.
MrDDT
May 10th, 2026, 22:21
This is a change the author and Moonwizard made. You now need to add a second affect if you want the bearer to have the effect also.
Moon Wizard
May 11th, 2026, 00:27
I'll look at seeing if I can get auto-apply to work. As far as I could tell, it didn't apply when I helped migrate the original code.
Also, I'm going to look at adding a "self" descriptor for AURA to auto-apply aura to self as well as any other targets.
Regards,
JPG
Chivalrous1
May 11th, 2026, 10:50
Trying to do a custom effect but it will not apply to the target/source of the Aura.
AURA: 15 ally; SAVE: 1-1d4; ATK: 1-1d4
In place of ally, I have used 'friend', 'all', and nothing at all, and none of them gave the source of the aura the effect. Any and all help appreciated.
Try with !ally
Moon Wizard
May 12th, 2026, 23:34
Just pushed new version of Aura Effects.
Effects will now consider the actor originating the aura again; so if you want all allies, but not the originator, use "AURA: ally,!self"
Effects will now apply automatically when added to a token, instead of requiring "jiggle" to apply the actual aura.
Regards,
JPG
SilentRuin
May 13th, 2026, 00:24
Just pushed new version of Aura Effects.
Effects will now consider the actor originating the aura again; so if you want all allies, but not the originator, use "AURA: ally,!self"
Effects will now apply automatically when added to a token, instead of requiring "jiggle" to apply the actual aura.
Regards,
JPG
SAVEA and DMGA (immediate die rolls) are not being applied still. Aura effects are correct on what is placed on things that are with aura - just not being applied in case of immediate effects.
nephranka
May 13th, 2026, 00:30
Just pushed new version of Aura Effects.
Effects will now consider the actor originating the aura again; so if you want all allies, but not the originator, use "AURA: ally,!self"
Effects will now apply automatically when added to a token, instead of requiring "jiggle" to apply the actual aura.
Regards,
JPG
Thank you!
Moon Wizard
May 13th, 2026, 00:41
That's not technically Auras, but an interaction with BCEG that will have to be tracked down separately. My focus was on getting Auras to apply on effect add.
Regards,
JPG
SmackDaddy
May 13th, 2026, 04:50
Couple of questions... Is there a doc or place/repository most standard auro effects coding can be found? Is there an updated video on how to implement auras and their effects? Never got around to learning this but I think it's time for me to do so now. Thank you in advance for your time
MrDDT
May 13th, 2026, 05:24
Couple of questions... Is there a doc or place/repository most standard auro effects coding can be found? Is there an updated video on how to implement auras and their effects? Never got around to learning this but I think it's time for me to do so now. Thank you in advance for your time
This is the best info you got.
Also there is a video there a little.
FG Forge - View Item (https://forge.fantasygrounds.com/shop/items/32/view)
Moon Wizard
May 13th, 2026, 20:05
Just pushed a new version of Auras that should handle application of initial auras for "single" aura types.
Regards,
JPG
SilentRuin
May 13th, 2026, 20:41
Just pushed a new version of Auras that should handle application of initial auras for "single" aura types.
Regards,
JPG
SAVEA and DMGA are the only two things I know of that should execute immediately on a drop within range of something - however this seems to roll all the SAVES type of things also. I sent you a DM in discord with details.
MrDDT
May 13th, 2026, 21:30
SAVEA and DMGA are the only two things I know of that should execute immediately on a drop within range of something - however this seems to roll all the SAVES type of things also. I sent you a DM in discord with details.
Since you are talking about BCEG.
DMGA
REGENA
SAVEA
TREGENA
Are all processed in the same way DMGA and SAVEA do.
SilentRuin
May 13th, 2026, 21:58
Was wrong on the SAVES being processed. It was the SAVEA being processed twice - the 2nd should not be happening for the actual Moonbeam NPC which has an Object named effect. Works when manually dropping the NPC onto the map in range of something with aura. Fails with GAL. Only diff is programmatically creating NPC on top of dire wolf instead of manually dropping it on him from CT.
The IF: !CUSTOM(Object) should have stopped that from processing SAVEA on moonbeam NPC - it for sure did when I dropped it manually.
Is the same code not processing this stuff? (as in drag from CT and drop vs creating the NPC literally in that spot through code?)
I guess I can test by putting the new !self in there.
That would at least prove its not processing the IF on the SAVEA for some reason.
Yep - that is it. Adding the !self prevents it from rolling the SAVEA for the moonbeam NPC. Which implies any IF logic after the AURA but before the SAVEA is being ignored. When the NPC with that moonbeam effect I gave you in DM discord is programmatically created instead of drag dropped from CT.
SmackDaddy
May 15th, 2026, 21:01
This is the best info you got.
Also there is a video there a little.
FG Forge - View Item (https://forge.fantasygrounds.com/shop/items/32/view)
Unfortunately, that video doesn't exist any longer: "This video isn't available anymore"
SilentRuin
May 17th, 2026, 18:11
Another aura effect bug in the new rewritten world of effects. When a CT entry's aura effect is deleted - and it was applying to itself - all other affected CT entries will be removed for their effects but not the local CT entry where it had it applied to itself.
Moon Wizard
May 18th, 2026, 20:44
Responded to you in Discord. Not seeing this with just Auras loaded; sent you a video.
Regards,
JPG
jimlad42
May 22nd, 2026, 02:20
Hello there.
I think something is wrong with your recent change to how self-auras work, or I'm missing something obvious here...
In a test 5e campaign with only the Auras extension added, if I add: "AURA: 10; Paladin Effect; SAVE: 10;" to a character, it adds the Paladin Effect to the source of the aura as well. Which, seem to be intended. And when the DM rolls, as expected they get a +10 bonus to the saving throw.
However, when a player makes the roll, it's applying the effect twice for a +20 bonus to the save.
Or, if I add !self to the aura, then the DM rolls, they don't get any bonus as expected. But when the player rolls, they still get a +10 bonus.
Basically, it looks like the effect of the aura is properly blocked for the DM, but not the player.
Moon Wizard
May 22nd, 2026, 05:48
I'll take a look. Do you have any other extensions running?
Regards,
JPG
jimlad42
May 22nd, 2026, 12:52
Nope, this was tested with just the Auras extension.
Top roll was the GM rolling, bottom roll was the player rolling.
67553
Moon Wizard
May 23rd, 2026, 23:18
@jimlad42,
I just pushed an update that fixed this issue in my local multiplayer testing. Can you please run a new Check for Updates, and try again?
Regards,
JPG
jimlad42
May 24th, 2026, 00:36
Yep, looks like that fixed it. Thank you!
Mythic3434
May 27th, 2026, 18:28
Hi there! I seem to be having issues with my SF2e Aura. I have been using them for a while and just last night the Aura we had set up for our Envoy won't work. I've tried using other wording for Get'Em in case the ' was causing an issue, but it's not working still.
The aura is working. When an ally is in it, they all get the proper effect, but on the combat tracker, the additional atk and dmg bonus are not showing up. I'm 90% certain the syntax is correct.
Moon Wizard
May 27th, 2026, 19:22
It looks like the Aura extension is working like it is supposed to. (i.e. applying the all the tags after AURA to the other allies)
I can't see from your picture whether the target of the attack (Unidentified 7) has the "Get'Em" effect on them; which would be required to trigger the bonuses.
Also, I tried this on PF2 ruleset using "IFT: CUSTOM(Get'Em); ATK: 1 status" effect on an attacker and "Get'Em" effect on a defender; and it was working.
Make sure no other extensions are enabled as well.
Regards,
JPG
Mythic3434
May 28th, 2026, 20:45
Yes, the creature has Get'Em. I removed all extensions and retried. Re-typed in all of the syntax as well. It is not working on PeopleSkills, but because Get'Em adds the ATK 1 Status to Scritch as a secondary line, it works for him. Not sure if this is a SF2e issue. I'll test it on my Pathfinder as well and see.
Moon Wizard
May 28th, 2026, 23:01
If you can make a copy of campaign, and start removing pieces; you may find where the issue is. (i.e. remove all but ally granting aura, creature attacking and creature defending from the combat tracker; remove all other effects other than the Get'Em aura and Get'Em custom; etc.)
Regards,
JPG
MrDDT
June 3rd, 2026, 04:52
Moon Wizard, so SR said he submitted an update to AURAs. Which I'm testing his version and it's just not right.
Major issue is that it's not detecting the edge of a creature enter the affected areas.
Now in 5E default, you have soon as a creature enters the area, lets take a cube, it should be affected.
I understand that maybe there is limits on which this can be and not start exactly when 1% of the creature is in the area. But at least it should be when the creature is at least 1/2 of a grid square in it. It shouldn't need to fully be in that grid square to be affected.
Next issue is that with the removal of the options for AURAs (not sure when this was removed but we used to have 2 options for AURAs), we no longer can set how we like AURA (AOEs) to be detected on a diagonal.
I would say most people play 5E with the default setting of 1x. However, I would also say most people do not use 1x for circles, spheres. They use 1.5 or maybe even RAW. So in a since most people do not have fireballs doing damage in cubes. They have them doing damage in a 20 radius sphere, even though the 1x default would say that can't be, it would need to be a 40ft cube.
So I think this option should be put back in if you can.
I'm not sure where else to post this, or how to go about it to bring up the topic. As this ext is not controlled by anyone well right now. I'm not sure where to bring it up.
Moon Wizard
June 3rd, 2026, 05:53
I have no idea either; because I don't have any knowledge of the "measurement" code that SR provided. It's very dense; so not something I feel comfortable messing with.
If I were to handle this, I would pare this back to a simpler set of options, which is probably not what you want.
So, I suggest working with SR to have him adjust his code to make that all work how you want.
Regards,
JPG
bwatford
June 3rd, 2026, 07:37
After testing SR's version, he gave me of what he was planning to deliver, it is very close to the rules but not exact, it does still effect a few targets on corners that it should not.
If you want the Aura's to work with the exact templates laid out in the 2024 5e DMG then Aura's simply needs to use the method of 1.5x for diagonals and it works perfectly according to the templates.
I think SR is now using the targeting arrow logic to determine if something is within range, that is why we get different results based on what the GM has set for diagonal distance.
While the current delivery may be the best compromise at the moment, a long term solution would be to give the GM a toggle option to set how they want diagonals counted within Aura's if possible but this may be coding that SR doesn't feel like he needs to do to make his game work the way he wants it to.
nephranka
June 3rd, 2026, 10:36
After testing SR's version, he gave me of what he was planning to deliver, it is very close to the rules but not exact, it does still effect a few targets on corners that it should not.
If you want the Aura's to work with the exact templates laid out in the 2024 5e DMG then Aura's simply needs to use the method of 1.5x for diagonals and it works perfectly according to the templates.
I think SR is now using the targeting arrow logic to determine if something is within range, that is why we get different results based on what the GM has set for diagonal distance.
While the current delivery may be the best compromise at the moment, a long term solution would be to give the GM a toggle option to set how they want diagonals counted within Aura's if possible but this may be coding that SR doesn't feel like he needs to do to make his game work the way he wants it to.
I think the templates were in 2014. In 2024 DMG the only discussion of AoE is:
Areas of Effect
p44
An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected.
The PHB has each shape in the glossary but mainly is telling you the point of origin and how to draw it.
Sphere [Area of Effect]
PHB'24
p374
Core Rule
A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.
A Sphere's point of origin is included in the Sphere's area of effect.
I agree it would align if the diagonal distance is 1.5x.
Moon Wizard
June 3rd, 2026, 16:56
@bwatford, (and/or those asking for a separate aura diagonals option)
I'm curious, Why should diagonals within auras be counted different than diagonals for movement/targeting? Shouldn't they be treated the same for consistency?
(i.e. If I run 20' away from a creature with a 20' aura (based on the rules for movement, then I should always be outside the aura (assuming I wasn't standing on top of the creature with the aura).)
EDIT: I "think" the reason that SR chose targeting arrow distance is because I told him that the targeting arrow measures the center of the closest grid squares of two different tokens to determine targeting distance, which should technically measure whether a creature should be affected by an aura (base on the distance settings defined in the campaign/ruleset).
EDIT 2: Note that the targeting distance solution only works if you tell API to measure distance between tokens, not measure distance between two points (i.e. token center points).
Thanks,
JPG
Moon Wizard
June 3rd, 2026, 17:06
Also, just so there are no surprises.
Until there is consensus between all of you (including SR) about how the Auras should work; I'm not planning to integrate any further changes to Auras except what is in Live. Basically, I don't want to be the judge for this whole debate; but I also don't want to let a single person drive this without owning the extension 100%.
As I alluded to above, if/when we do something official with Auras, it will be something that works in 95+% of scenarios using official, consistent rules with little to no options.
Regards,
JPG
nephranka
June 3rd, 2026, 17:48
Not directly about diagonals but an issue around how Auras work. Adding for context:
In the case of S1 and S2, in the current AURAs ext, these do not trigger the effect but it could be argued they should based on 5.5e rules.
In S3, the aura triggers in the current version of the AURAs ext.
Moon Wizard
June 3rd, 2026, 18:56
@nephranka,
I'm sure I tested that scenario originally; but might have gotten lost in integrating SR code or I never checked Large+ creatures.
At any rate, I've rewritten the sphere aura handling logic to be vastly simpler; and provided the code to SR as well.
The latest is in the FG Forge now.
Regards,
JPG
nephranka
June 3rd, 2026, 19:25
@nephranka,
I'm sure I tested that scenario originally; but might have gotten lost in integrating SR code or I never checked Large+ creatures.
At any rate, I've rewritten the sphere aura handling logic to be vastly simpler; and provided the code to SR as well.
The latest is in the FG Forge now.
Regards,
JPG
The new version is better but it requires like in the S1 to be a full grid covered to trigger. I believe it should have fired at the halfway mark (S2).
Moon Wizard
June 3rd, 2026, 19:56
That is correct; and how the rules work.
The "distance" measure between two tokens is used to determine if a creature is "within" an aura (i.e. they are X distance away, so within X distance aura.).
The desire to have some sort of "touching" option is not part of the official rules.
Is that what the whole discussion with SR has been about? Wanting a "touching aura" option?
Regards,
JPG
nephranka
June 3rd, 2026, 20:06
That is correct; and how the rules work.
The "distance" measure between two tokens is used to determine if a creature is "within" an aura (i.e. they are X distance away, so within X distance aura.).
The desire to have some sort of "touching" option is not part of the official rules.
Is that what the whole discussion with SR has been about? Wanting a "touching aura" option?
Regards,
JPG
I get that. S2 is a half grid covered and not touching case. I assume if half a grid is covered then it should trigger and it does not. Unless I misunderstand the touching case.
Areas of Effect
DMG
p44
An area of effect must be translated onto squares or hexes to determine which potential targets are in the area. If the area has a point of origin, choose an intersection of squares or hexes to be the point of origin, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected.
SilentRuin
June 3rd, 2026, 22:01
That is correct; and how the rules work.
The "distance" measure between two tokens is used to determine if a creature is "within" an aura (i.e. they are X distance away, so within X distance aura.).
The desire to have some sort of "touching" option is not part of the official rules.
Is that what the whole discussion with SR has been about? Wanting a "touching aura" option?
Regards,
JPG
I'm pretty frustrated with the conflicting "what is wanted" that seems to change on the fly from my perspective. I've spent WAY to much time on this so I'm going to just go on finishing up my "touching" AURA targeting as I've already completed it on the AdvantagesPA.ext for pointer shape selections. Both AURA and PA were doing center point target interceptions and I won't get into the "blocky" world argument where diagonals determine what is really in or out of things like circles. I was on one side of the argument then convinced to implement the "touching" targets then everyone seemed to switch sides again. I'm confused and frustrated. So...
Unless you guys want my version to add options into or not I'm going my own way with my own version. Here is what "touching" intercepts look like - the left huge critter intercepts to an aura are on the left with red blocks showing why they triggered - and the right side is a pointer shape example (the worst and hardest one) with the red block showing why it was triggered. Anyway going to just see if I can't debug out some of the things that have bugged me with aura filtering of when to process something for years and see if I can resolve it without any lag hits. [This image campaign was done with grid lock on and 1x diagonal like crazy people do - I play grid lock off and raw like the sane ;) I want my distances to make sense not blocky weird distances. ]
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67690&d=1780520424
Moon Wizard
June 3rd, 2026, 22:13
@nephranka,
Are you using "Raw" distance option? I noticed the "15.1'" distance in your picture.
I think rounding will be an issue in raw; so may need to add a small error range to the range check in Auras if set measure distance set to Raw.
Regards,
JPG
MrDDT
June 3rd, 2026, 23:45
My understanding is that the current FG targeting figures are based on this.
Center of source's edge grid space to center of targets edge grid space.
So if there are 3 grids between edges of creatures spaces. It should list as 20ft away. If there is 10 grid squares between creatures, it should be 55ft away from each other.
This always adds a 2.5ft buffer (assuming grids are 5ft) between the 2.
Using RAW it's the same concept only rounding is different for final output, and diagonal calcs.
If you use 1.5x this would just change diagonal calcs of the "center of a grid space" and distance "between"
So final output is always
1/2 a gridspace based on setting of diagonal calc to the center of that space from target. We will call that (SourceDist)
1/2 a gridspace based on setting of diagonal calc to the center of that space from the source. We will call that (TargetDist)
Distanced between edges of creatures based on settings of diagonal calcs from source to target. We will call that (Between)
Output is : SourceDist + TargetDist + Between = Distance.
The problem with AURA is that SourceDist, should be the exact edge of the source creature not SourceDist, when using POINT, it should be centered on the center of the space. Or you could say 1/2 SourceSpace.
Using the FG normal distance calc should not be used for AOEs or AURAs. Because it's adding in the extra SourceDist, plus it's not triggering on the edge of TargetSpace.
This would also be a problem for anyone wanting to use a normal looking distance for circles/spheres even when using a 1x (default 5E) grid distances as we all know going at a diagonal will then make Fireballs into CubeBalls.
So having an option for people (which in my opinion is the way most people play) is to use a more visual AURA/AOE calc for circles/spheres where its based on the 1.5x or RAW (RAW likely best) to trigger if something is in the area or not.
If you need more pictures or something to explain this I can, but I think I've explained it well.
Questions are
1) How can we make this happen without lagging the system.
2) What are the options
3) What is really going to be played in what options.
Personally, I think there should be a distance option outside of the "house rules" distance option just for AOEs/Auras. This allows people to play with Cubeballs or Fireballs. Even when using 1x (default) for house rules.
I also think this will give people options for how it's triggered closer to what they expect, like SR's version where he wants RAW, no Snap, when a creature looks like its in the area, it's affected.
Moon Wizard
June 4th, 2026, 00:14
According to rulebooks (which @bwatford and I just went over); it requires half the grid space to be affected (which we take as center point of a grid sqaure included in AoE).
So, a creature must be half a grid inside to be affected; not touching.
However, also in discussion with @bwatford, we determined that the Internet is split on how circular AoE should be measured; so considering an option for how circular auras should be handled (Shaped vs. Squared).
Given that I've been given two competing fixes and nobody agreeing or wanting to own or work with the others; I'm pretty close to just saying "good enough" or shutting it down...
I don't have the time budget to cater to all the different desires; and this is not my primary focus. It's actually taking away from getting other features done...
Regards,
JPG
nephranka
June 4th, 2026, 00:19
@nephranka,
Are you using "Raw" distance option? I noticed the "15.1'" distance in your picture.
I think rounding will be an issue in raw; so may need to add a small error range to the range check in Auras if set measure distance set to Raw.
Regards,
JPG
You were correct. With diagonal distance set to 1.5x it is working as expected in that case but here is example of it not working.
nephranka
June 4th, 2026, 00:25
According to rulebooks (which @bwatford and I just went over); it requires half the grid space to be affected (which we take as center point of a grid sqaure included in AoE).
So, a creature must be half a grid inside to be affected; not touching.
However, also in discussion with @bwatford, we determined that the Internet is split on how circular AoE should be measured; so considering an option for how circular auras should be handled (Shaped vs. Squared).
Given that I've been given two competing fixes and nobody agreeing or wanting to own or work with the others; I'm pretty close to just saying "good enough" or shutting it down...
I don't have the time budget to cater to all the different desires; and this is not my primary focus. It's actually taking away from getting other features done...
Regards,
JPG
The 5.5e phb is very clear on a sphere:
Sphere [Area of Effect]
PHB'24
p374
Core Rule
A Sphere is an area of effect that extends in straight lines from a point of origin outward in all directions. The effect that creates a Sphere specifies the distance it extends as the radius of the Sphere.
A Sphere's point of origin is included in the Sphere's area of effect.
and the example above is the Aura not respecting 1/2 grids.
MrDDT
June 4th, 2026, 00:48
You are confusing 2 terms here.
1/2 a grid space for an area to be affected.
Then applying that to "must be 1/2 a grid space of the creature"
Those are not the same things.
1/2 a grid space means the FULL grid space is affected if its 1/2.
A creature is affected if ANY part of it is in an affected space. These are the rules in 5E. I can get the exact wording but it says this.
Moon Wizard
June 4th, 2026, 00:55
@nephranka,
In your picture, the creature with the aura on it is not centered in a grid square; which is why that is happening.
@MrDDT,
I'm not confusing the terms; just working within the bounds of the system specified in the rules. All measurements for distance whether raw or gridded indent half square to determine whether affected.
If you want "touching", you can increase the aura by 2.5; which I'll think about making an option.
However, I think you'll get tokens affected that you don't really want when a diagonal corner is affected on touch and you're using a rounded base token...
Regards,
JPG
MrDDT
June 4th, 2026, 01:01
@nephranka,
In your picture, the creature with the aura on it is not centered in a grid square; which is why that is happening.
@MrDDT,
I'm not confusing the terms; just working within the bounds of the system specified in the rules. All measurements for distance whether raw or gridded indent half square to determine whether affected.
If you want "touching", you can increase the aura by 2.5; which I'll think about making an option.
However, I think you'll get tokens affected that you don't really want when a diagonal corner is affected on touch and you're using a rounded base token...
Regards,
JPG
2.5 is not correct when using RAW. Might not even be correct for 1.5x but I'm not sure.
Your statement said is wrong, so that's why I'm saying it sounds like you are confusing it.
1/2 of a creatures grid space does NOT have to be in an AOE for it to be affected by that AOE. Any part in there should be affected. Now you and others may choose to do it like that but that's how the rules are.
1/2 of a grid space affected by a circle/sphere AOE means the WHOLE grid space is affected.
What Nephranka is saying goes in line with what you were saying before that 1/2 of a creatures grid space is inside that AOE, thus it should be affected. Using your own terms. Now you are saying FG doesn't affect grid spaces, but it does affect based on creatures grid spaces. As you just stated.
He is saying it's not working like you are saying. If the rule you are saying on how FG is working for AURAs is that 1/2 of the creatures grid space needs to be here the AOE to be affected, the picture is showing its not.
Does the center of an AOE have to be a grid point for this to work correctly?
I understand you are saying you don't have time to work on this as it has a lot of issues and things to work out. So don't work on it now. Let people hammer it out first, then come back when its worked out. I'm not sure how to handle it as I stated in the post before that you said SR and others need to talk it out. Which we are doing.
bwatford
June 4th, 2026, 05:17
https://www.kingdomofmorrain.com/AoEEffects.jpg
Taking over Aura Effects development + upcoming changes
Hi everyone,
I wanted to jump in and introduce myself — I’ve taken over development of the Aura Effects extension. Which will be renamed to AoE Effects.
I’ve been working on a substantial rewrite of the way the extension works, with a big focus on improving how aura distances are calculated. The new system is being built to work more closely in line with the existing D&D 5e "Area of Effect" templates which require at least half a square to be covered by the Aura for the target to be affected by it, so auras should feel more consistent with how the ruleset already handles circles, cones, lines, and squares.
The first thing on the agenda is to get those spheres working correctly. The default way it will be designed is based on snapping everything to the grid as that is the way 90% of users play the game. I will have GM options baked in to adjust those settings however I can as I understand some GM's play without a grid at all, and other want more aggressive targeting when the tokens touch the Aura in any way.
With that said, I’m planning to add a couple of new GM-facing options, for those who don't wish to play with various house rules:
- A GM setting to force all auras to be square instead of circular (for those who prefer that sort of grid-based play). This option eliminates sphere's altogether and forces everything into a cube.
- A sensitivity (or tolerance) option for people who want auras to trigger closer to “just touching the Aura” rather than the stricter 5e interpretation of only having squares that are covered by the Aura at least 50% trigger the aura.
- A setting for raw distance/gridless play that will ignore grid squares altogether and apply an aura when the actual boundary of a token touches the actual boundary of an aura.
I’m also spending time optimizing performance and efficiency wherever possible, as I know this is an extension that gets called very frequently during play.
The first rewrite is nearly complete, and I’m currently aiming to have a new version ready for release next Monday.
I’m looking forward to getting this out to everyone and hearing your feedback once the first set of changes are live. If there are any specific pain points or features you’ve been hoping for with auras, feel free to mention them (I've started a list) — I’ll be keeping an eye on the thread.
Thanks!
BWatford
MrDDT
June 4th, 2026, 05:25
BWatford
Thank you so much for taking this on and working so hard on it. Looking forward to the changes and updates.
SilentRuin
June 4th, 2026, 05:33
Well if it can work and is tested for all my GAL shapes with no lag I'll be happy to use it. That means sphere, 3drect with orientation (wall of fire inner and outer lines), 3d cylinder with inner cylinder transitions (wall of fire inner and outer circles). Also you should be fixing the onTokenEndDrag I added into mine so that no grid works better for all. Anyway, I have tested all these shapes with no lag - in fact tested all my GAL NPC auras - so I'm good either way. If you want to see my "edge touching" version I keep updates in my drop box. Pretty much like I did for the last year when all my shape code remained undelivered. As I said though I'll happily use yours if it runs as fast or faster and works with all my shapes.
https://www.dropbox.com/scl/fi/j8svng1uke4ofydkf3yos/FG-Aura-Effect.ext?rlkey=vecphfcen1obc20vcfbppyu75&st=ypwyv14x&dl=0
MW was talking to me earlier today and I now agree with him that canon 5E ruleset (centerpoint as it used to be for intercepts) should be the default. So I've made AdvantagesPA and my Aura support that common new Game option"Percent of token overlap for inclusion in area" added to Game Options settings defaulted to 50%. This is so that the default is back to what it used to be center point of token which is 5E ruleset rules. It supports 50%,25%,10%,0% where 0% is the edge of the token and 50% is the center of the token as it used to be. Only 50% or 0% make a real difference to normal sized tokens but Huge tokens for sure can see the other percentages for pointer shape selection.
As I can set this to more edge case or as my players decide. For sure they complained about 50% before so it won't be that for us. Last you'll here in here on this subject from me - just felt I should update this post as I put my version in here. And because regardless what happens in long term I'm going to insure AURA and AdvantagesPA respect the same setting.
bwatford
June 8th, 2026, 23:02
https://www.kingdomofmorrain.com/AoE_Effects.jpg
AoE Effects v1.0 – Major Update Incoming!
We’re putting the final polish on the v1.0 release of AoE Effects and it’s shaping up to be a big one!
This update brings several long-requested features, including:
- Full Cone shape support – Create directional cone auras with full control over angle and orientation.
- New GM Options – Take full control over how auras trigger with the new Token Trigger Behavior setting (Center / Quarter / Near Edge / Edge) and a global Aura Sensitivity Adjustment that lets you fine-tune how aura's trigger in your campaign.
- Cleaner, more reliable calculations across all shapes (Sphere, Cylinder, 3D Rectangle/Cube, and now Cone).
As part of this major release, we’re also officially changing the name from Aura Effects to AoE Effects to better reflect the full range of area-of-effect tools it now offers.
We’re aiming to wrap up final testing tonight and release it tomorrow morning (Tuesday). A brand new thread for it will be posted when it drops.
I’ll update this thread as soon as it’s live!
nephranka
June 9th, 2026, 00:25
https://www.kingdomofmorrain.com/AoE_Effects.jpg
AoE Effects v1.0 – Major Update Incoming!
We’re putting the final polish on the v1.0 release of AoE Effects and it’s shaping up to be a big one!
This update brings several long-requested features, including:
- Full Cone shape support – Create directional cone auras with full control over angle and orientation.
- New GM Options – Take full control over how auras trigger with the new Token Trigger Behavior setting (Center / Quarter / Near Edge / Edge) and a global Aura Sensitivity Adjustment that lets you fine-tune how aura's trigger in your campaign.
- Cleaner, more reliable calculations across all shapes (Sphere, Cylinder, 3D Rectangle/Cube, and now Cone).
As part of this major release, we’re also officially changing the name from Aura Effects to AoE Effects to better reflect the full range of area-of-effect tools it now offers.
We’re aiming to wrap up final testing tonight and release it tomorrow morning (Tuesday). A brand new thread for it will be posted when it drops.
I’ll update this thread as soon as it’s live!
Does this mean the coding effect will be changing as well (e.g. AURA -> AoE Effect) or just the name of the ext?
SilentRuin
June 9th, 2026, 00:52
https://www.kingdomofmorrain.com/aoe_effects.jpg
aoe effects v1.0 – major update incoming!
we’re putting the final polish on the v1.0 release of aoe effects and it’s shaping up to be a big one!
This update brings several long-requested features, including:
- full cone shape support – create directional cone auras with full control over angle and orientation.
- new gm options – take full control over how auras trigger with the new token trigger behavior setting (center / quarter / near edge / edge) and a global aura sensitivity adjustment that lets you fine-tune how aura's trigger in your campaign.
- cleaner, more reliable calculations across all shapes (sphere, cylinder, 3d rectangle/cube, and now cone).
As part of this major release, we’re also officially changing the name from aura effects to aoe effects to better reflect the full range of area-of-effect tools it now offers.
We’re aiming to wrap up final testing tonight and release it tomorrow morning (tuesday). A brand new thread for it will be posted when it drops.
I’ll update this thread as soon as it’s live!
Huzzah! ;)
MrDDT
June 9th, 2026, 02:28
Does this mean the coding effect will be changing as well (e.g. AURA -> AoE Effect) or just the name of the ext?
No change to how you word the effect for coding.
Name; AURA: range, targeting, type; Name of effect placed on things around it; Effect of things placed around it.
Example.
Dark Death; AURA: 20 all, !self, cube; AoE Dark Death; SAVES: 15 CON; SAVEDMG: 3d6 necrotic
bwatford
June 9th, 2026, 08:29
https://www.kingdomofmorrain.com/AoE_Effects.jpg
Please see the FORGE (https://forge.fantasygrounds.com/shop/items/32/view) for the latest version.
AoE Effects – Now Available!
After a major overhaul and extensive testing, we’re proud to release AoE Effects v1.0 — the next evolution of the popular Aura Effects extension.
AoE Effects expands far beyond simple auras. It is now a powerful and flexible Area of Effect management tool for Fantasy Grounds, giving GMs precise control over how effects are applied based on token proximity and shape.
Download AoE Effects on the Forge (https://forge.fantasygrounds.com/shop/items/32/view)
Key Features
Multiple Shape Support — Spheres, Cylinders, 3D Rectangles (including Cubes), and now full Cone support with adjustable angles and orientation.
Smart Token Detection — Choose exactly how auras trigger with the new Token Overlap Behavior setting (Center, Quarter, Near Edge, or Edge).
Global Aura Adjustment — Fine-tune every aura in your campaign at once using the new Aura Size Adjustment option (in feet).
Advanced 3D Calculations — Accurate height-aware detection for cylinders, cubes, and cones.
Performance Focused — Efficient token tracking and movement filtering to keep games running smoothly.
What’s New in v1.0
Official name change from “Aura Effects” to AoE Effects to better reflect its expanded capabilities.
Full support for Cone shaped effects.
New GM options for controlling aura triggering behavior and global size adjustments.
Improved accuracy and internal tweaks (especially for Edge-based cubes).
Cleaner architecture and better long-term maintainability.
This extension is compatible with 5E, PFRPG, PFRPG2, SFRPG, 3.5E, and 4E.
We’d like to thank everyone who contributed to the original Aura Effects extension, as well as the community members who helped test and shape this major update.
Feedback, bug reports, and feature suggestions are all welcome in the new thread for AoE Effects that you can find below.
NEW AoE EFFECTS FORUM THREAD (https://www.fantasygrounds.com/forums/showthread.php?87522-AoE-Effects&p=765142#post765142)
Get AoE Effects on the Forge → (https://forge.fantasygrounds.com/shop/items/32/view)
If you need support, please visit us and post in the new thread!
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