View Full Version : 5E - Aura Effects Coding
plap3014
August 6th, 2021, 16:57
Hi,
please share your coding for 5E - Aura Effects
I will copy and past in #2
Regards
plap3014
August 6th, 2021, 17:15
From the following Thread : https://www.fantasygrounds.com/forums/showthread.php?68990-Predetermined-5e-Aura-effects-programming
Ruleset: 5e
Game Mechanic: Chanting Spell; Level 2 Conjuration (Book of Lost Spells)
Code:
AURA: 30 friend; Chanting; ATK: 1d4; SAVE: 1d4; (C)
AURA: 30 foe; Chanting; IF: Faction(foe); ATK: -1d4; SAVE: -1d4; (C)
Ruleset: 5e
Game Mechanic: Spell Pass without trace
Code:
AURA: 30 friend; Pass without Trace; SKILL: 10 stealth; (C)
Ruleset: 5e
Game Mechanic: Class features Paladin Aura of Devotion
Code:
AURA: 10 friend; Aura of Devotion; IMMUNE: charmed
AURA: 30 friend; Aura of Devotion; IMMUNE: charmed
Ruleset: 5e
Game Mechanic: Holy Avenger
Code:
AURA: 10 friend; Holy Avenger; Magic Resistance
M0kkan
August 6th, 2021, 19:12
Good thread, you beat me to it by a couple of hours. I'd suggest adding a basic format for people to follow, so that codes can be easily searched for. Something like this:
=========
Ruleset: 5e, PF, etc
Game Mechanic: in-game term for the mechanical effect you are implementing (if applicable)
Code:
AURA: 10 friend; Awesomeness; ADVATK
Notes: Add any explanation of how your code works, what variables to manipulate, or know issues, bugs, incompatibilities
===========
Easy one to start with:
Ruleset: 5e
Game Mechanic: Paladin's Aura of Protection
Code:
AURA: 10 friend; Aura of Prot; SAVE: [CHA]
Notes: You can change [CHA] to any number if you want to manually control the bonus
===========
This one's a little more complex. Adding damage to nearby enemies on a successful attack.
Ruleset: 5e
Game Mechanic: Custom Magic Item: Shocking Flail
Code:
AURA: 5 foe; Flail Lightning *This is active at all times on the PC, I used advanced effects to drive it through equipping the item.
SDMGADDS: Flail Damage *This effect should be on the PC, but 'off' until the character rolls for damage. They can turn the effect 'on' before the damage roll. It's not the cleanest implementation, but it's working for now. I used advanced effects to drive it through equipping the item.
Flail Damage; AURA: 5 foe; IF: FACTION(notself); IFT: CUSTOM(Flail Lightning); SAVEA: DEX 99; SAVEDMG: 1d4 lightning; TURNRE *This should be a custom effect in your campaign. It should not be on a PC until driven by the above effects.
Notes: Requires 'Better Combat Effects.' Also 'Advanced Effects,' if you want to tie the functionality to a specific item being equipped.
This was designed to make a custom magic item function. Shocking Flail: Deals 1d4 lightning damage to all enemies within 5 ft of the wielder on a successful attack, in addition to the normal flail melee damage.
===========
jrowsey1
August 6th, 2021, 20:53
This thread was started a while back in the 5e sub-forum. Could be good to cross reference or consolidate the coding listed there to this thread.
https://www.fantasygrounds.com/forums/showthread.php?68990-Predetermined-5e-Aura-effects-programming
M0kkan
August 6th, 2021, 22:11
Ruleset: 5e
Game Mechanic: Spiritual Guardian
Code:
Spirit Guardian; AURA: 15 foe; Spirit Guardian; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
MrDDT
August 6th, 2021, 22:17
Requires: Better Combat Effects
Ruleset: 5E
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; (C)
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 necrotic; (C)
Twilight Sanctuary; AURA: 30 !enemy; Twilight Sanctuary; TREGENE: 1d6 [CLERIC]
Aura of Purity; AURA: 30 !enemy; Aura of Purity; IMMUNE: diseased; ADVCOND: blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned; RESIST: poison
AURA: 30 !enemy; Crusader's Mantle; DMG: 1d4 radiant, melee, ranged; (C)
This one requires another EXT to allow you to resist "spell" damage.
Automatic Spell Resistance (https://www.dmsguild.com/product/313320/Fantasy-Grounds-Automatic-Spell-Resistance)
AURA: 10 ally; Aura of Warding; RESIST: spell
rhagelstrom
August 7th, 2021, 00:16
Requires Better Combat Effects
Ruleset: 5E
Game Mechanic: Spell Healing Spirit
Code:
AURA: 1 friend; Healing Spirit; IF: FACTION(friend); REGENA: 1d6; REGEN: 1d6
Ruleset: 5E
Game Mechanic: Barbarian: Path of the Storm Herald
Code:
AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire
Ruleset: 5E
Game Mechanic: Weapon Sunsword
Code:
AURA: 15 all; Sunlight
Sunlight Hypersensitivity; IF CUSTOM(Sunlight); DMGO:20 radiant; DISATK; DISCHK
bmos
August 7th, 2021, 19:47
Good thread, you beat me to it by a couple of hours. I'd suggest adding a basic format for people to follow, so that codes can be easily searched for.Very good point. Especially mentioning which additional extensions are required to use as written.
Leprekorn
August 9th, 2021, 15:53
Anyone help me with coding for Crusaders Mantle
MrDDT
August 9th, 2021, 18:05
Anyone help me with coding for Crusaders Mantle
No way to code this for only weapon attacks.
But the best you can do is this.
One below is better.
M0kkan
August 9th, 2021, 18:13
You can add a check for factions to account for the 'each non-hostile' clause in the spell. It should affect neutral parties, as well:
System: 5e
Game Mechanic: Crusader's Mantle
AURA: 30 all; Crusader's Mantle; IF: FACTION(!foe); DMG: 1d4 radiant, melee, ranged; (C)
Notes: No other extensions required.
MrDDT
August 9th, 2021, 18:16
You can add a check for factions to account for the 'each non-hostile' clause in the spell. It should affect neutral parties, as well:
Code:
AURA: 30 all; Crusader's Mantle; IF: FACTION(!foe); DMG: 1d4 radiant, melee, ranged; (C)
True story. This is better.
Leprekorn
August 9th, 2021, 19:56
Cheers both
Weissrolf
August 18th, 2021, 23:59
My "Inspire Courage" laden bard player will *love* this extension!
Ruleset: PF2
Game Mechanic: Inspire Courage
Code:
AURA: 60 friend; Inspire Courage; ATK: 1 status; DMG: 1 status; DMGS: 1 status; SAVE: 1 fear, status
For "Lingering Composition" I combined this with the PF2 ruleset "result state" and "Apply all effects" button, using a modified saving throw to simulate the Performance check. Now the bard player only has to click the dice symbol of the spell action and then the "Apply all effects" button to automatically affects all friends within 60 ft. for a duration (in rounds) according to his performance check. Two quick button clicks, no extra targeting, all the glory. Thanks alot for making our gaming sessions easier!
Sharedrpg242
August 21st, 2021, 02:35
RE: Spirit Guardians.
I have copy pasted the above codes, tried modifying parts but the most recent (V4.1.4 Ult) FGU and no other extensions running. The FROMAURA applies and comes off properly, but it is not triggering the Save or Damage.
Anyone else having any issues?
johnecc
August 21st, 2021, 02:51
I had the same issue last night, but wasn't sure if it was just me as it was my 1st time using Aura's
MrDDT
August 21st, 2021, 06:08
RE: Spirit Guardians.
I have copy pasted the above codes, tried modifying parts but the most recent (V4.1.4 Ult) FGU and no other extensions running. The FROMAURA applies and comes off properly, but it is not triggering the Save or Damage.
Anyone else having any issues?
I had the same issue last night, but wasn't sure if it was just me as it was my 1st time using Aura's
Are you guys using BCE along with Aura
https://forge.fantasygrounds.com/shop/items/76/view
https://forge.fantasygrounds.com/shop/items/32/view
Farnaby
August 21st, 2021, 08:57
Ruleset: PF2
Game Mechanic: Xulgath Stench
Code: TrogStench; AURA: 30 foe; Stench; IF: FACTION(!friend); IF: CUSTOM(Trog Stench); SAVE: -2 fortitude
Also change the Xulgath automation to add Trog Stench to the sickened effect.
Code: "sickened 1"|Effect: Trog Stench; Sickened: 1; DC: 16[FAILURE][CRITFAILURE]
johnecc
August 21st, 2021, 09:07
MrDDT, I know that we were not using it in the game I was in.
nephranka
August 21st, 2021, 12:03
RE: Spirit Guardians.
I have copy pasted the above codes, tried modifying parts but the most recent (V4.1.4 Ult) FGU and no other extensions running. The FROMAURA applies and comes off properly, but it is not triggering the Save or Damage.
Anyone else having any issues?
If you have the option to enforce concentration checks on, then it sees each aura application as a concentration spell due to the (C) on the end. You would need to remove the (C) in the aura code and add a separate effect to track the concentration.
bmos
August 21st, 2021, 16:17
If you have the option to enforce concentration checks on, then it sees each aura application as a concentration spell due to the (C) on the end. You would need to remove the (C) in the aura code and add a separate effect to track the concentration.Should I set FROMAURA effects to not include "(C)"? Is that always right at the end?
MrDDT
August 21st, 2021, 17:50
If you have the option to enforce concentration checks on, then it sees each aura application as a concentration spell due to the (C) on the end. You would need to remove the (C) in the aura code and add a separate effect to track the concentration.
Should I set FROMAURA effects to not include "(C)"? Is that always right at the end?
@bmos, no you need the (C) on each FROMAURA to remove it from them when the conc fails. As long as the FROMAURA is being applied from a target. The (C) effect is being tracked as who needs to do the conc check.
The Spirit Guardians is working perfectly, you can use that as an example. Anyone with the FROMAURA effect applied by the AURA, has the effect "FROMAURA; Spirit Guardians; IF; FACTION (foe); SAVES: WIS 15 (M)(H); SAVEDMG: 3d8 radiant; (C)"
They do not need to make a conc check if they have that effect on them. However, if the person who applied it fails their conc check, then the FROMAURA is removed (as it should).
(NOTE: WIS 15 was used because that's what my caster had it as for the DC)
bmos
August 21st, 2021, 17:55
@bmos, no you need the (C) on each FROMAURA to remove it from them when the conc fails. As long as the FROMAURA is being applied from a target. The (C) effect is being tracked as who needs to do the conc check.But if the person benefiting from FROMAURA casts a spell, doesn't incorrectly remove FROMAURA (just on them)? If so, maybe I could just change the function that does that to ignore FROMAURA effects...
MrDDT
August 21st, 2021, 18:07
But if the person benefiting from FROMAURA casts a spell, doesn't incorrectly remove FROMAURA (just on them)? If so, maybe I could just change the function that does that to ignore FROMAURA effects...
The enforce conc checks would do this to any spell cast on another player that is also a conc spell caster. ALL spell casters that apply effects that are on a conc effect need that (C) on every effect they apply else you lose the effect checking.
Example.
I cast on you and your 3 friends bane. I don't need the (C) effect on me. I only need it on you and your 3 friends. If I get hit, because I've got effects out there that are related to me with a (C) on them. I would do a conc check.
So the enforce conc checks isn't even going to do anything. Because if it's checking myself for a (C) then that would only mean it's an effect from someone else, or an effect that is effecting me.
Not all CONC spells apply an effect to the caster itself. So I see no way of your current coding of checking for a (C) on the caster to see if they should be enforced into a limit to work. The way you would need to do it is if the "Applied by" of the (C) effect, is also the one you are doing the "enforced check"
Also you would need to make sure every spell that is cast that is a conc effect applies that (C) effect to the caster to insure they are being correctly enforced.
Given that Bane example. I wouldn't normally put the "Bane; (C)" effect on me. Some people do to do better tracking of who is concentrating on a spell. But it's not required for proper conc checks.
So in order for this to work correctly, you would need to turn that setting to on, that setting would need to be recoded to only check (C) effects that are applied by the current target of the effect, and they would need to make sure to put on a noted effect with (C) in it each time, even if no other effects would be applied to them.
MrDDT
August 21st, 2021, 18:08
Oh forgot to talk about the second part.
If you were to remove the (C) from the FROMAURA, it would break all the conc effect tooling of removing the effect if they failed conc.
bmos
August 21st, 2021, 18:32
If you were to remove the (C) from the FROMAURA, it would break all the conc effect tooling of removing the effect if they failed conc.Only because that is how the Aura Effects code works right now. I'm asking if I should change the code (as I'm one of the principal maintainers of that extension right now) so it only had the (C) or AURA but not FROMAURA but is still able to remove the FROMAURA effects when concentration on AURA is broken.
nephranka
August 21st, 2021, 19:04
So to clarify:
MrDDT is correct that the system uses (C) to manage concentration checks. The default behavior is working correctly.
What I am pointing out is that if you use BCE option setting "Restrict Concentration" then it will see each of the aura applications with a (C) as a "cast" and expire them until only one is left. I have a screen shoot of the aftermath of an example. Note: if I turn this option off it works as expected. The reason this is an option is that FG does not track multiple casts of concentration spells it only handles checks and the removal of spells on failure.
Many would not use this option or even BCE for that matter, so changing auras will break the expected behavior for many. For those of us that do use this option we have to remove the (C) in the aura line, add a separate effect to track it and manually remove the applications from the aura when concentration is broken.
Based on the description of the other poster's problem I am thinking this is why it happen to them.
MrDDT
August 21st, 2021, 19:09
Only because that is how the Aura Effects code works right now. I'm asking if I should change the code (as I'm one of the principal maintainers of that extension right now) so it only had the (C) or AURA but not FROMAURA but is still able to remove the FROMAURA effects when concentration on AURA is broken.
You could if you want, but this issue is caused by all effects that would do it not just this. I think it's better if you keep the standard (which is putting a (C) on effects).
The BCE tool is the one with the issue not able to pull the "is not the caster concentrating". I don't think you should change the basic habit of how (C) is working for ALL spell effects from a (C) spell.
bmos
August 21st, 2021, 20:05
What I am pointing out is that if you use BCE option setting "Restrict Concentration" then it will see each of the aura applications with a (C) as a "cast" and expire them until only one is left. I have a screen shoot of the aftermath of an example. Note: if I turn this option off it works as expected. The reason this is an option is that FG does not track multiple casts of concentration spells it only handles checks and the removal of spells on failure.
The BCE tool is the one with the issue not able to pull the "is not the caster concentrating". I don't think you should change the basic habit of how (C) is working for ALL spell effects from a (C) spell.
Ah, now i understand. :)
Thank you both for explaining.
Sharedrpg242
August 22nd, 2021, 03:30
Are you guys using BCE along with Aura
https://forge.fantasygrounds.com/shop/items/76/view
https://forge.fantasygrounds.com/shop/items/32/view
No other extensions were running. Nothing in Aura Effects says it is dependent on BCE
MrDDT
August 22nd, 2021, 03:34
No other extensions were running. Nothing in Aura Effects says it is dependent on BCE
No worries.
So for that code to work, you need BCE. You can also code it (slightly differently) with ONGOING effects from Kent Mccullough.
Sorry for not making that clear in the post. Im going to go back and edit it so others will know.
Sharedrpg242
August 22nd, 2021, 03:42
kk Figured it out.
Get BCE. Concentration option OFF, remove the (C) from the caster's string.
Create a second 'Spirit guardians; (C)" effect that the caster wears and if it expires, then so to remove the accompanying aura effect from the caster.
Groovy. TY people who understand all the coding more than I thought i did...
MrDDT
August 22nd, 2021, 04:32
kk Figured it out.
Get BCE. Concentration option OFF, remove the (C) from the caster's string.
Create a second 'Spirit guardians; (C)" effect that the caster wears and if it expires, then so to remove the accompanying aura effect from the caster.
Groovy. TY people who understand all the coding more than I thought i did...
There is no need to do this if you are using the aura. The Aura is put on the caster, which also has the (C) effect on effects it applies. it (not the FROMAURA effects) will have a duration for that tracking.
So only 1 effect need to be placed, its the Spirit Guardians Effect Aura I posted up a few.
Sharedrpg242
August 22nd, 2021, 04:45
There is no need to do this if you are using the aura. The Aura is put on the caster, which also has the (C) effect on effects it applies. it (not the FROMAURA effects) will have a duration for that tracking.
So only 1 effect need to be placed, its the Spirit Guardians Effect Aura I posted up a few.
I had to do exactly as I said. Unless you mean the (C) does not matter as it already knows it is concentration. Otherwise, including (C) at the end of the most current Aura Effects with the current version of FGU results in the enemy not rolling even if it has the effect applied from the aura.
MrDDT
August 22nd, 2021, 06:11
I had to do exactly as I said. Unless you mean the (C) does not matter as it already knows it is concentration. Otherwise, including (C) at the end of the most current Aura Effects with the current version of FGU results in the enemy not rolling even if it has the effect applied from the aura.
So you said you had to "create a second effect....."
I was just saying you don't need to make that second effect, if you use the coding I posted up. That coding applies all the coding for (C) for the caster, and removes everything correctly if they fail their conc.
FyreM
October 19th, 2021, 10:17
is there a way (even with combining AURA's with other extentions) to get this
(place this on a Troglodyte)
AURA: 5 foe; Trog Stench; IF: FACTION(foe); SAVES: CON 12; POISONED
How do you set the Duration of POISONED to be "till start of next turn"? even if the player walks out of the Aura?
Leprekorn
October 19th, 2021, 10:51
It's not really an aura effect as it effects all creatures other than troglodytes and its only at start of turn.
FyreM
October 20th, 2021, 01:11
any suggestion woudl be appraciated if there was some other way to do this.
M0kkan
October 20th, 2021, 19:19
I think Better Combat Effects has the functionality to trigger effects at the start of turns. I'm not sure about adding the immunity with a successful save, though. I think I would just run this manually; the effort to program this won't be worth it, unless you've got a whole troglodyte based campaign.
MeAndUnique
October 20th, 2021, 20:55
Technically there are plenty of things that grant immunity to the effect after a save beyond just the troglodyte. Though that seems reasonable to have as a distinct extension rather than piling on the the aura one.
ShadowedHand
November 15th, 2021, 03:14
While the AURA function appears to work fine, the save and damage portion does not appear to take effect? Is the engine suppose to be rolling the save and damage, or is this just a place holder for info?
What might I be doing wrong?
So, forcing a damage roll at the beginning of a turn is done with DMGO:
I cant find anything about forcing a save at the beginning of a turn
rhagelstrom
November 15th, 2021, 15:01
I cant find anything about forcing a save at the beginning of a turn
You are going to need another extension to auto roll saves. Either better combat effects or ongoing saves should do it for you
ShadowedHand
November 16th, 2021, 02:42
Perfect!
I grabbed Better Combat Effects and now its working :)
Thanks much!
Plaindog
November 22nd, 2021, 19:37
Hello there. First I have to say GOOD WORK. Then I have to say "I am an idiot". I cannot for the life of me figure out how this thing works. I got the extension from the forge.
Is there a step by step guide for idiots like on how to use this extension?
thank you :confused:
Leprekorn
November 22nd, 2021, 20:17
What effect are you trying to code?
wframe
December 4th, 2021, 23:32
I'm trying to figure out how to set up the Aura of Annihilation from a Bodak. This is what I have (using Spirit Guardians for inspiration). I can see the effect on the PCs, but the damage isn't applying on their turn. In fact, I'm not sure what the code would even be to "do damage on turn".
AURA: 30 foe; Aura of Annihilation; IF: FACTION(!foe); DMG 5 necrotic
rhagelstrom
December 4th, 2021, 23:39
I'm trying to figure out how to set up the Aura of Annihilation from a Bodak. This is what I have (using Spirit Guardians for inspiration). I can see the effect on the PCs, but the damage isn't applying on their turn. In fact, I'm not sure what the code would even be to "do damage on turn".
AURA: 30 foe; Aura of Annihilation; IF: FACTION(!foe); DMG 5 necrotic
You need an extension like Better Combat Effects to do ongoing damage.
AURA: 30 foe; Aura of Annihilation; IF: FACTION(notself); DMGOE: 5 necrotic
wframe
December 4th, 2021, 23:40
You need an extension like Better Combat Effects to do ongoing damage.
AURA: 30 foe; Aura of Annihilation; IF: FACTION(notself); DMGOE: 5 necrotic
Thanks! I have Better Combat Effects. I'll try that formula.
Update: That worked perfectly. Thanks again!
Drogo210
December 9th, 2021, 18:35
Do you can you code Totemic Attunement: Bear when the bearer has the Rage effect.... I have tried but the issue is that when you apply FROMAURA the IF condition will look at the user and the bearer.
This was my attempt:
AURA: 5 friend; Totemic Attunement: Bear; IF: FACTION(notself); IF: CUSTOM(Rage); GRANTDISATK: melee
hazeyindahead
December 13th, 2021, 03:43
Is there a way to add a visual to these auras such as shown in this thread? :(
https://www.fantasygrounds.com/forums/showthread.php?58443-When-can-I-trigger-a-addUnderlay-after-a-token-is-added
Thanks!
MrDDT
December 13th, 2021, 05:10
Is there a way to add a visual to these auras such as shown in this thread? :(
https://www.fantasygrounds.com/forums/showthread.php?58443-When-can-I-trigger-a-addUnderlay-after-a-token-is-added
Thanks!
You can however, it only works with darker lighting. So unless you in a cave or out in the dark it wont work.
hazeyindahead
December 13th, 2021, 20:04
Do you mean to just use token lighting? Thats not really a solution if you intend to use lighting for anything else.
MrDDT
December 13th, 2021, 20:16
Do you mean to just use token lighting? Thats not really a solution if you intend to use lighting for anything else.
True.
Yeah, I would love to see that token overlay. I miss the use of layers in FGC.
sergiodd80
December 25th, 2021, 11:28
I'm trying to use the aura effect for the flaming sphere spell, it should apply it to enemies and make them make a saving throw.
which extension should i use?
tried to use this code on a npc token: AURA:5 foe; Flaming sphere; IF:FACTION (foe); SAVEO: DEX DC 14 (M)(H): SAVEDMG: 2d6 fire (C)
but enemy affected did not save and roll damage....
what's wrong? extension? coding?
MrDDT
December 25th, 2021, 19:31
I'm trying to use the aura effect for the flaming sphere spell, it should apply it to enemies and make them make a saving throw.
which extension should i use?
tried to use this code on a npc token: AURA:5 foe; Flaming sphere; IF:FACTION (foe); SAVEO: DEX DC 14 (M)(H): SAVEDMG: 2d6 fire (C)
but enemy affected did not save and roll damage....
what's wrong? extension? coding?
SAVEO requires an extension made by Kent
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
If you want to use BCE, you can change the SAVEO to SAVES, all the rest is the same coding.
(BCE = Better Effects Coding ext)
rhagelstrom
December 25th, 2021, 22:13
SAVEO requires an extension made by Kent
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
If you want to use BCE, you can change the SAVEO to SAVES, all the rest is the same coding.
(BCE = Better Effects Coding ext)
BCE it would be SAVES: DEX 14;
No need for the DC
Zandel
January 21st, 2022, 15:02
Here is what I came up with for overlapping Paladin Auras, one Paladin is named Sabastian with a 20 Charisma and one is named Kurn with a 16 Charisma. It works, you just have to remember to update it if their bonus changes.
51095
Cybs
January 24th, 2022, 21:32
I have 2 Paladins in my group, both with Aura of Protection. If a player is in the aura of both Paladins, is it possible for FG to pick the better one and apply it or would the Aura apply both at the same time? I am currently using Kent's Aura mod and not this updated one. I am assuming Kent is no longer supporting his Aura mod?
hazeyindahead
January 25th, 2022, 00:07
I have 2 Paladins in my group, both with Aura of Protection. If a player is in the aura of both Paladins, is it possible for FG to pick the better one and apply it or would the Aura apply both at the same time? I am currently using Kent's Aura mod and not this updated one. I am assuming Kent is no longer supporting his Aura mod?
Hi the post above yours addresses how to handle overlapping paladin auras.
Hope that helps!
Tatas
February 4th, 2022, 21:05
Zandel, would you be able to describe what the second effect line of your dual paladin solution does. Do both Paladins add those same lines to their aura cast?
MrDDT
February 4th, 2022, 22:32
Zandel, would you be able to describe what the second effect line of your dual paladin solution does. Do both Paladins add those same lines to their aura cast?
Its pretty sloppy solution but what it does is detects another (known) paladins aura that is also providing it and will reduce the save down by that amount of the other pally's aura.
So without that line, both pally's auras will give +8 to saves, (one is +5, the other is +3), however, if someone has both auras on them with this extra coding, it will make it +5, +3, and -3 to saves. Thus still giving the benefit of the higher aura.
This is a really custom fix for it and you need to know ahead of time the bonus the lower pally's aura causes, and the name of the other pally's aura as a special coded name.
alvaconklin
February 4th, 2022, 23:56
Coding for Martial Advantage for Hobgoblins
Requires Better Combat Effects, Turn Based Effects and Aura Effects
Both effects must be on each hobgoblin:
TURNDS; TURNAE; AURA: 5 foe; IF: FACTION(foe); Martial Advantage;
IFT: CUSTOM(Martial Advantage); DMG: 2d6; ONTURN
Have not figured out how to not get martial advantage from attacks of opportunity but this covers most cases.
Tatas
February 5th, 2022, 23:45
Thanks MrDDT, for your help on forums, Discord, and on this. The math definitely makes sense now as do the effects. Once I played around with them a little it all came together. I was missing the fact that you needed the second effect to be placed on all friendly characters on the CT. Once that happened all things worked as expected. I've got Aura of Devotion, Aura of Protection (2 Paladins), Aura of Warding, and Pass without Trace all working now.
hazeyindahead
February 28th, 2022, 03:32
Hello,
I tried Twilight Sanctuary; AURA: 30 friend; Twilight Sanctuary; TREGENE: 1d6+1 and it didnt apply any temp HP.
I also tried Twilight Sanctuary; AURA: 30 friend; Twilight Sanctuary; TEMPO: 1d6+2 and it didnt apply any temp HP when entering the aura... Any help?
EDIT: It turns out the first one works just fine, you just need to pass turns for it to take effect
FKZechs
March 24th, 2022, 18:58
Paladin - Aura of Conquest (requires BCE)
AURA: 10 foe; Aura of Conquest; IFT: Frightened; Movement:0; DMGOE: 3 psychic (half your level rounded down)
Aasimar (Scourge) - Radiant Consumption (requires BCE)
AURA: 10 all; Radiant Consumption; DMGOE: 3 radiant (half your level rounded up)
Hope these help :D
MrDDT
March 24th, 2022, 19:32
Paladin - Aura of Conquest (requires BCE)
AURA: 10 foe; Aura of Conquest; IFT: Frightened; Movement:0; DMGOE: 3 psychic (half your level rounded down)
Aasimar (Scourge) - Radiant Consumption (requires BCE)
AURA: 10 all; Radiant Consumption; DMGOE: 3 radiant (half your level rounded up)
Hope these help :D
Thanks for the post but let me update it maybe with a bit better coding.
AURA: 10 foe; Aura of Conquest; IF: Frightened; Movement = 0; DMGO: [HLVL] psychic
AURA: 10 all; Radiant Consumption; SDMGOE: 3 radiant (half your level rounded up)
FKZechs
March 24th, 2022, 19:58
Thanks very much MrDDT, definitely appreciate the help. Can I ask why we would use IF instead of IFT? My understanding is that using IF would make it look at whether the character was frightened not the enemy. When I tested it with IFT it worked perfectly.
bmos
March 24th, 2022, 20:23
Thanks very much MrDDT, definitely appreciate the help. Can I ask why we would use IF instead of IFT? My understanding is that using IF would make it look at whether the character was frightened not the enemy. When I tested it with IFT it worked perfectly.That is because the section "Aura of Conquest; IF: Frightened; Movement:0; DMGO: [HLVL] psychic" goes onto the recipients of the aura :)
You should probably write it as:
AURA: 10 foe; IF: FACTION(notself); Aura of Conquest; IF: Frightened; Movement:0; DMGO: [HLVL] psychic
so that the person with the aura doesn't get those penalties if they are frightened.
MrDDT
March 24th, 2022, 20:23
Thanks very much MrDDT, definitely appreciate the help. Can I ask why we would use IF instead of IFT? My understanding is that using IF would make it look at whether the character was frightened not the enemy. When I tested it with IFT it worked perfectly.
IF is looking for things on self, IFT is used for when it's looking for something on a target. In this case the Aura effect is on the creature already, it needs to look at itself to make sure it has whatever is on the IF statement.
I'm not exactly sure why IFT works, however, it really shouldn't.
Give you an example. If you did extra damage when you were targeting something, that would be IFT, if you did extra damage while you were raging, it would be IF.
This Aura is putting an effect on other creatures, it doesn't need to check to see if other creatures have the effect to put the aura effect on it, it needs to check if the creature that has the effect on it, will fit the IF statement.
I hope that clears it up. It is a little confusing and even weirder when it's working also with IFT, but it should be an IF. Better to have it right in case something gets fixed later, then it's already correct.
MrDDT
March 24th, 2022, 20:24
That is because the section "Aura of Conquest; IF: Frightened; Movement:0; DMGO: [HLVL] psychic" goes onto the recipients of the aura :)
You should probably write it as:
AURA: 10 foe; IF: FACTION(notself); Aura of Conquest; IF: Frightened; Movement:0; DMGO: [HLVL] psychic
so that the person with the aura doesn't get those penalties if they are frightened.
Thanks Bmos, I was going to say this also but I messed up my testing and put the IF faction part after the Aura of Conquest and it didn't work, so I was like maybe it has too many ifs lol.
Edit: Yeah Bmos I just tested this and it doesn't work correctly, it will still cause damage to the Aura giver, if they are frightened.
So really doesn't need it. The issue will only come up if the aura giver is frightened for some reason.
FKZechs
March 24th, 2022, 20:37
Thanks for all the input guys, definitely appreciate it! The Auras extension is really awesome, just discovered it today, looking forward to playing with it more.
macduffie465
April 11th, 2022, 03:31
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 necrotic; (C)
This works perfectly for a foe starting their turn within the Aura. How would you go about triggering the Save/Damage Roll when a foe enters the area (aura) for the first time on a turn? I was thinking something along the lines of this would do the trick, but no dice.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
It rolls the save, but doesn't roll the damage upon entering the aura and it breaks the 'start their turn in the aura' logic.
MrDDT
April 11th, 2022, 03:57
This works perfectly for a foe starting their turn within the Aura. How would you go about triggering the Save/Damage Roll when a foe enters the area (aura) for the first time on a turn? I was thinking something along the lines of this would do the trick, but no dice.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
It rolls the save, but doesn't roll the damage upon entering the aura and it breaks the 'start their turn in the aura' logic.
Well there are some issues here.
1) First you need to detect if they've already entered the area once this turn or not. Thus you need to apply an effect that would put that on them and drop off after their turn. So it would need an IF check.
So this would need to always apply an effect to anyone fitting the aura function to get this effect until the end of their turn.
2) You also need to trigger this as soon as they get into the area, which is the SAVEA effect. However, currently SAVEA and other ONGOING effects in the same effect is likely going to cause some issues.
What I would do is set up an detection IF trigger couple that with your SAVEA, have a second effect aura that does the other ongoing save.
I'm not going to type it all out here, but that should get you started. Let us know how it goes.
Klandare
April 22nd, 2022, 20:36
Well there are some issues here.
1) First you need to detect if they've already entered the area once this turn or not. Thus you need to apply an effect that would put that on them and drop off after their turn. So it would need an IF check.
So this would need to always apply an effect to anyone fitting the aura function to get this effect until the end of their turn.
2) You also need to trigger this as soon as they get into the area, which is the SAVEA effect. However, currently SAVEA and other ONGOING effects in the same effect is likely going to cause some issues.
What I would do is set up an detection IF trigger couple that with your SAVEA, have a second effect aura that does the other ongoing save.
I'm not going to type it all out here, but that should get you started. Let us know how it goes.
I tried to use just this line
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant
for one entering the area and instead of it rolling the die and damage; it adds it like 10+ times onto the enemy rolling the save and damage for each of them (and then if you move them away it also rolls more. It almost seems like it is registering each piece of movement as a check and triggers the effect again.
Anyone been able to get the entering piece to work? I would figure that it should be something where you would run the Ongoing part as 1 entry and the entering as a separate entry and that one only kick off once.
bmos
April 22nd, 2022, 20:52
I tried to use just this line
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant
for one entering the area and instead of it rolling the die and damage; it adds it like 10+ times onto the enemy rolling the save and damage for each of them (and then if you move them away it also rolls more. It almost seems like it is registering each piece of movement as a check and triggers the effect again.
Anyone been able to get the entering piece to work? I would figure that it should be something where you would run the Ongoing part as 1 entry and the entering as a separate entry and that one only kick off once.
You can do this with Better Combat Effects:
https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=648040&viewfull=1#post648040
Klandare
April 22nd, 2022, 23:13
You can do this with Better Combat Effects:
https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=648040&viewfull=1#post648040
If you mean the line here:
Thank you! I also JUST found that i can combine it with the "Better Combat Effects". So my Spirit Guardians now look like this "Spirit Guardians; AURA: 15 foe; TEST; IF: FACTION(foe); SAVES: WIS [SDC](H)(C); SAVEDMG: 3d8 radiant" not very elegant, but it works!
That coding takes care of the ongoing save if they are inside the aura at the start of the turn. I am trying to work out the coding for when someone first enters the aura range (that is the SAVEA) but that one does not seem to work properly with the SAVEDMG to know only roll the damage after the save and take that into account and not add it like 10 times.
smokebadger
April 26th, 2022, 18:50
Does anyone have a code for AUra of purity with the advantage to saves, I have BCE Gold
FyreM
June 14th, 2022, 06:52
ok, i will ask...
WHAT is the effet you have for "Aura of Warding" ?
i presume it starts with
AURA: 10 friend; Aura of Warding; ....... but then what?
i am just not good at looking at all the options and understanding what makes "Resist spells".
MrDDT
June 14th, 2022, 06:56
Does anyone have a code for AUra of purity with the advantage to saves, I have BCE Gold
Can you tell us what it does?
ok, i will ask...
WHAT is the effet you have for "Aura of Warding" ?
i presume it starts with
AURA: 10 friend; Aura of Warding; ....... but then what?
i am just not good at looking at all the options and understanding what makes "Resist spells".
Can you tell us what it does?
mattekure
June 14th, 2022, 12:59
Can you tell us what it does?
Can you tell us what it does?
Aura of Purity
PHB p216
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Oath of the Ancients: Aura of Warding
PHB p86
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
MrDDT
June 14th, 2022, 21:50
Does anyone have a code for AUra of purity with the advantage to saves, I have BCE Gold
Aura of Purity
PHB p216
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
This should do it, requires BCEG (as you said you had it)
AURA: 30 all; Aura of Purity; IF: FACTION(!foe);IMMUNE: diseased; ADVCOND: blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned; RESIST: poison
MrDDT
June 14th, 2022, 22:24
ok, i will ask...
WHAT is the effet you have for "Aura of Warding" ?
i presume it starts with
AURA: 10 friend; Aura of Warding; ....... but then what?
i am just not good at looking at all the options and understanding what makes "Resist spells".
Aura of Purity
Oath of the Ancients: Aura of Warding
PHB p86
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
This one requires another EXT to allow you to resist "spell" damage.
Automatic Spell Resistance (https://www.dmsguild.com/product/313320/Fantasy-Grounds-Automatic-Spell-Resistance)
AURA: 10 friend; Aura of Warding; RESIST: spell
FyreM
June 15th, 2022, 01:03
perfect! thank you,
geting Automatic Spell Resistance now... :)
arcanjl
July 23rd, 2022, 16:43
I am trying to figure out: "You create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws."
I was thinking: "AURA: 30 friend; Intellect Fortress; RESIST: psychic; SAVEA: WIS, INT, CHA"
MeAndUnique
July 23rd, 2022, 17:47
I am trying to figure out: "You create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws."
I was thinking: "AURA: 30 friend; Intellect Fortress; RESIST: psychic; SAVEA: WIS, INT, CHA"
This doesn't need to be an aura, the 30ft range only applies when activated, after which the targets are fixed; check out Close Encounters on the Forge. Also, ADVSAV is the code for advantage on saving throws.
arcanjl
July 23rd, 2022, 20:57
Perfect - I will look thank you! Ok... how about this one, the same thing?
"You create dozens of floating duplicates of your mindblade and send them whizzing about you in a ring. The ring of blades is 10 feet high and can have a radius of 15 ft. The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first time on a turn or starts its turn there, you may choose for it to be affected by the blades. If it is so affected, the creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of the damage type your mindblade currently deals. On a successful save, the creature takes half as much damage."
"Ring of Blades; AURA: 15 foe; Ring of Blades; IF: FACTION(foe); SAVEA: DEX [SDC] (M)(H); SAVEDMG: 3d8 psychic"
MrDDT
July 23rd, 2022, 21:18
Perfect - I will look thank you! Ok... how about this one, the same thing?
"You create dozens of floating duplicates of your mindblade and send them whizzing about you in a ring. The ring of blades is 10 feet high and can have a radius of 15 ft. The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first time on a turn or starts its turn there, you may choose for it to be affected by the blades. If it is so affected, the creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of the damage type your mindblade currently deals. On a successful save, the creature takes half as much damage."
"Ring of Blades; AURA: 15 foe; Ring of Blades; IF: FACTION(foe); SAVEA: DEX [SDC] (M)(H); SAVEDMG: 3d8 psychic"
Look up Spirit Gaurdians. Just change the type from wis to dex and DMG to psychic
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
That's Spirit Guardians.
Ring of Blades; AURA: 15 foe; Ring of Blades; IF: FACTION(foe); SAVES: DEX [SDC] (M)(H); SAVEDMG: 3d8 psychic; (C)
That's the code you want for Ring of Blades.
Now you have to remember that this will NOT apply damage when they first enter the area, it will only do it once they start their turn there.
So when they first enter it, you need to apply that yourself.
The reason you don't want to use SAVEA for applying damage when they first enter, is because it will do it over and over if they move in and out of it on the same turn. It will also apply it over and over if the person with the aura moves around. Which both shouldn't happen.
So this is the best way to automate it without causing a lot of extra damage that you have to retcon it.
arcanjl
July 23rd, 2022, 22:53
Perfect!! TYVM
BakaMatt
July 25th, 2022, 04:46
Is there any way to have the aura target a specific actor? Looking to see if it would be possible to use aura effects to handle the Pathfinder Summoner ability shield ally.
Shield Ally (Ex)
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
MrDDT
July 25th, 2022, 08:39
Is there any way to have the aura target a specific actor? Looking to see if it would be possible to use aura effects to handle the Pathfinder Summoner ability shield ally.
Shield Ally (Ex)
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Put an effect on the Summoner that says something like "Summoner"
Then in the AURA use IFT: custom(Summoner);AC:2
or whatever else you need on it.
ZelieDad
August 11th, 2022, 19:09
How would I code up Aura of Vitality?
Aura of Vitality
PHB p216
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you.
You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
rhagelstrom
August 11th, 2022, 21:23
I'd keep it simple and just use the aura to be an indication of range then set up a power which you target and perform the heal.
AURA: 30 friend; Aura of Vitality
rocketvaultgames
August 15th, 2022, 04:37
I feel like I'm missing something... is there a way to check for foes within range that are NOT unconscious?
Something along the lines of: AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IF: !unconscious: SGRANTS: 1 Ferocity
I might also want to add NOT paralyzed, stunned, incapacitated, etc.
MrDDT
August 15th, 2022, 05:30
I feel like I'm missing something... is there a way to check for foes within range that are NOT unconscious?
Something along the lines of: AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IF: !unconscious: SGRANTS: 1 Ferocity
I might also want to add NOT paralyzed, stunned, incapacitated, etc.
Sure does, you need this EXT
https://forge.fantasygrounds.com/shop/items/591/view
The coding you would want would be
Ferocity; AURA: 5 foe; Grant Ferocity; IF: FACTION(foe); IFN: custom(Unconscious); SGRANTS: 1 Ferocity
rocketvaultgames
August 15th, 2022, 18:40
Thanks so much!
It didn't work with "custom", but the following 2 seem to both be working... (it is a small cat that can "go large"):
AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
SIZE: 2; AURA: 10 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
MrDDT
August 15th, 2022, 20:08
Thanks so much!
It didn't work with "custom", but the following 2 seem to both be working... (it is a small cat that can "go large"):
AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
SIZE: 2; AURA: 10 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
Glad it's working for you.
It should work both ways because IFN understands custom() and no need for it. I'm not sure why yours is not working with the custom. You might want to look into that. Likely some type of typo somewhere.
I would also name your AURA and not put SIZE in the front so you know where it's coming from or what is causing it. Just as a standardization.
bmos
August 16th, 2022, 03:02
I would also name your AURA and not put SIZE in the front so you know where it's coming from or what is causing it. Just as a standardization.Until recently, it would work with some other effects before it and not with others. It works properly now, so you should be able to do things like "SIZE: 2; AURA: 10 foe; Grant Ferocity" if you want.
MrDDT
August 16th, 2022, 03:55
Until recently, it would work with some other effects before it and not with others. It works properly now, so you should be able to do things like "SIZE: 2; AURA: 10 foe; Grant Ferocity" if you want.
Yeah, I was taking that into account thanks for that update. However, not what I was saying here. I was saying I would Name the AURA because of the way that FGU works for naming and (C) effects.
Example.
AURA: 30 friend; Aura of Vitality
= Unnamed
Aura of Vitality; AURA: 30 friend; Aura of Vitality
= Named
This allows for things where the AURA would be removed with the (C) effect, if you had placed an Aura on more than 1 person, using a (C) spell that would place an Aura on more than one person.
So in the example above, each person effected by the spell would be getting the effect "Aura Of Vitality (C); AURA: 30 friend; Aura of Vitality" if it was a conc spell. Which means that the caster would have to make conc checks to keep that spell going. So if they lose conc, all the people they casted the effect on, would have it removed.
I know these things are fringe however, standardized naming should be still used for other reasons, like people making exts and whatnot.
rocketvaultgames
August 16th, 2022, 04:08
Thank you both for the info and insights. Truly appreciated!
bmos
August 16th, 2022, 14:37
Yeah, I was taking that into account thanks for that update. However, not what I was saying here. I was saying I would Name the AURA because of the way that FGU works for naming and (C) effects.
Example.
AURA: 30 friend; Aura of Vitality
= Unnamed
Aura of Vitality; AURA: 30 friend; Aura of Vitality
= Named
This allows for things where the AURA would be removed with the (C) effect, if you had placed an Aura on more than 1 person, using a (C) spell that would place an Aura on more than one person.
So in the example above, each person effected by the spell would be getting the effect "Aura Of Vitality (C); AURA: 30 friend; Aura of Vitality" if it was a conc spell. Which means that the caster would have to make conc checks to keep that spell going. So if they lose conc, all the people they casted the effect on, would have it removed.
I know these things are fringe however, standardized naming should be still used for other reasons, like people making exts and whatnot.
Oh, very good point!
DMLars
November 21st, 2022, 16:19
Trying to figure out a way to possibly make this work. "A chill permeates the area and creatures caught within it are vulnerable to necrotic and psychic damage as the negative energy of the zone weakens the resolve of both their bodies and minds."
MrDDT
November 21st, 2022, 16:21
Trying to figure out a way to possibly make this work. "A chill permeates the area and creatures caught within it are vulnerable to necrotic and psychic damage as the negative energy of the zone weakens the resolve of both their bodies and minds."
So lets just assume a few things.
Frozone; AURA: 15 all; Frozone; VULN: necrotic, psychic
DMLars
November 21st, 2022, 16:24
So lets just assume a few things.
Frozone; AURA: 15 all; Frozone; VULN: necrotic, psychic
I was really overthinking this. Again, thanks for the assistance.
Slagmoth
January 24th, 2023, 00:35
Ok, so I went through the whole thread and can't seem to find what I am looking for. It would be nice to have a generic primer of the functional segments, similar to what programming does like Microsoft's site then examples thereafter. It would help the building block portion of the excercise.
That said, I found the one with the Bodak doing ongoing damage but can't seem to find a way to limit that to creature type. All I ever see is Faction types. What I am trying to do is have an aura that does ongoing damage to a specific creature type with no save. Specifically the pillars in the Walk of Bravery section of Descent into Avernus. I did see that IF and IFT work before the Aura but see no examples of that syntax anywhere.
Closest I have come is:
AURA: 5; If TYPE(undead); DMGO: 1d10 radiant;
But that affects all creatures not just undead.
This doesn't seem to work either:
IFT: TYPE(undead); AURA: 5; DMGO: 1d10 radiant;
MrDDT
January 24th, 2023, 01:59
Ok, so I went through the whole thread and can't seem to find what I am looking for. It would be nice to have a generic primer of the functional segments, similar to what programming does like Microsoft's site then examples thereafter. It would help the building block portion of the excercise.
That said, I found the one with the Bodak doing ongoing damage but can't seem to find a way to limit that to creature type. All I ever see is Faction types. What I am trying to do is have an aura that does ongoing damage to a specific creature type with no save. Specifically the pillars in the Walk of Bravery section of Descent into Avernus. I did see that IF and IFT work before the Aura but see no examples of that syntax anywhere.
Closest I have come is:
AURA: 5; If TYPE(undead); DMGO: 1d10 radiant;
But that affects all creatures not just undead.
This doesn't seem to work either:
IFT: TYPE(undead); AURA: 5; DMGO: 1d10 radiant;
I'm not sure what a Bodak or Walk of Bravery does, however, from the looks at it, it doesn't matter what faction type, it just matters what creature type.
So what you want is
Name of Aura; AURA: 5 all; Name of Aura; IF: TYPE(undead); DMGO: 1d10 radiant
Slagmoth
January 25th, 2023, 01:27
SAVEO requires an extension made by Kent
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
If you want to use BCE, you can change the SAVEO to SAVES, all the rest is the same coding.
(BCE = Better Effects Coding ext)
Faction should be "all" on that as it is all creatures not just enemies but were you able to code this so that the save and subsequent damage was at the end of the creature's turn that ends near the sphere?
Slagmoth
January 25th, 2023, 01:30
I'm not sure what a Bodak or Walk of Bravery does, however, from the looks at it, it doesn't matter what faction type, it just matters what creature type.
So what you want is
Name of Aura; AURA: 5 all; Name of Aura; IF: TYPE(undead); DMGO: 1d10 radiant
Thanks, that works. Now I am looking for making Flaming Sphere... since is an exception to all the other rules that damage is applied when entering the aura and instead it applies when the target ends its turn in the aura it seems a tad annoying.
This doesn't seem to work:
AURA: 5; Flaming Sphere; SAVEO: dexterity DC 14 (M)(H); SDMGOE: 2d6 fire,magic; (C)
Nor does
AURA: 5; Flaming Sphere; SAVEE: dexterity DC 14 (M)(H); SDMGO: 2d6 fire,magic; (C)
MrDDT
January 25th, 2023, 04:29
Faction should be "all" on that as it is all creatures not just enemies but were you able to code this so that the save and subsequent damage was at the end of the creature's turn that ends near the sphere?
Thanks, that works. Now I am looking for making Flaming Sphere... since is an exception to all the other rules that damage is applied when entering the aura and instead it applies when the target ends its turn in the aura it seems a tad annoying.
This doesn't seem to work:
AURA: 5; Flaming Sphere; SAVEO: dexterity DC 14 (M)(H); SDMGOE: 2d6 fire,magic; (C)
Nor does
AURA: 5; Flaming Sphere; SAVEE: dexterity DC 14 (M)(H); SDMGO: 2d6 fire,magic; (C)
So SAVEO (Save Effects from Kent) requires another ext SAVEE requires BCE (OR BCEG on the FORGE)
Can you explain what you want it to do? Because I'm confused by what you are asking but I can throw out some I think you might like.
So according to 5E I see it has an effect when a creature ends their turn in the area next to it, it will take damage.
So that sounds like a 5' Aura and needs to take 2d6 fire damage after a save (DEX) at the end of their turn or take 1/2 damage.
Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: (SDC) DEX (H); SAVEDMG: 2d6 fire
This requires BCEG ext
55972
Slagmoth
January 25th, 2023, 18:41
So SAVEO (Save Effects from Kent) requires another ext SAVEE requires BCE (OR BCEG on the FORGE)
Can you explain what you want it to do? Because I'm confused by what you are asking but I can throw out some I think you might like.
So according to 5E I see it has an effect when a creature ends their turn in the area next to it, it will take damage.
So that sounds like a 5' Aura and needs to take 2d6 fire damage after a save (DEX) at the end of their turn or take 1/2 damage.
Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: (SDC) DEX (H); SAVEDMG: 2d6 fire
This requires BCEG ext
55972
I have both extensions if I am not mistaken...
So unlike all the other spells with an ongoing area effect which is to say that normally you incur the effect of said area when you start your turn inside or enter it during your turn, Flaming Sphere only hits you when the caster declares he rams a mob with it or if the mob ENDs its turn in the area effect (i.e. within 5ft of the sphere). So I am trying to set it up so that any creature that ENDs its turn in that aura will have to save or take the damage.
Does that make more sense?
I guess I only have BCE.
MrDDT
January 25th, 2023, 19:05
I have both extensions if I am not mistaken...
So unlike all the other spells with an ongoing area effect which is to say that normally you incur the effect of said area when you start your turn inside or enter it during your turn, Flaming Sphere only hits you when the caster declares he rams a mob with it or if the mob ENDs its turn in the area effect (i.e. within 5ft of the sphere). So I am trying to set it up so that any creature that ENDs its turn in that aura will have to save or take the damage.
Does that make more sense?
I guess I only have BCE.
The above coding should work, I'm not sure if it works with BCE and AURA Effects exts, or if you need BCEG or not. You can check and let me know.
What the above coding does is force a save of anyone within 5ft of the effected creature/icon with the aura at the END of their turn. Now if you push something into them, you would need to roll another save for that AURA effects doesnt really work for that part, you should roll that as you would normally roll spell saves on casting, which this is doing as a bonus action.
Sandfox
January 26th, 2023, 18:19
Trying to automate Spike Growth. I tried:
AURA: 20 all; Spike Growth; DMGA: 2d4 piercing; DMGRT
It doesn't work. It does the initial damage when walking into the AoE, but then it leaves the effect "FROMAURA; Spike Growth; DMGRT;" on the token; it won't add another damage effect after additional movement in the AoE. I tried using STACK, but that didn't change anything.
Any ideas? I have a Dao Genie Sorlock who casts Spike Growth every combat and I really want to automate this if I can.
Slagmoth
January 27th, 2023, 00:01
The above coding should work, I'm not sure if it works with BCE and AURA Effects exts, or if you need BCEG or not. You can check and let me know.
What the above coding does is force a save of anyone within 5ft of the effected creature/icon with the aura at the END of their turn. Now if you push something into them, you would need to roll another save for that AURA effects doesnt really work for that part, you should roll that as you would normally roll spell saves on casting, which this is doing as a bonus action.
Yeah, I can't seem to get that to work even though the BCE has the SAVEE syntax in it and BCEG doesn't. I would rather not have to buy another extension. I try to keep extensions to a minimum just because of the constant conflicts that arise.
Not sure why this doesn't work with BCE though, is it maybe doing the save at the end of the aura owner's turn?
MrDDT
January 27th, 2023, 05:23
Yeah, I can't seem to get that to work even though the BCE has the SAVEE syntax in it and BCEG doesn't. I would rather not have to buy another extension. I try to keep extensions to a minimum just because of the constant conflicts that arise.
Not sure why this doesn't work with BCE though, is it maybe doing the save at the end of the aura owner's turn?
If you using BCE, you can't use SDC, you need to put the spell save DC there, so say it's a 15, it would be
Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: 15 DEX (H); SAVEDMG: 2d6 fire
MrDDT
January 27th, 2023, 05:32
Trying to automate Spike Growth. I tried:
AURA: 20 all; Spike Growth; DMGA: 2d4 piercing; DMGRT
It doesn't work. It does the initial damage when walking into the AoE, but then it leaves the effect "FROMAURA; Spike Growth; DMGRT;" on the token; it won't add another damage effect after additional movement in the AoE. I tried using STACK, but that didn't change anything.
Any ideas? I have a Dao Genie Sorlock who casts Spike Growth every combat and I really want to automate this if I can.
So first off let me say using DMGA with AURA is a bad idea, but here you go.
Spike Growth; AURA: 20 all; Spike Growth; IF: FACTION(notself); DMGA: 2d4 piercing; DMGRT: all
Auras doesn't count full spaces so it will update each time the token is recalculated and it might even trigger on other things that its applied too
Also the notself is a must here as if not it will remove it from itself.
Slagmoth
January 27th, 2023, 14:39
If you using BCE, you can't use SDC, you need to put the spell save DC there, so say it's a 15, it would be
Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: 15 DEX (H); SAVEDMG: 2d6 fire
Thanks a bunch, that works... I assume the SDC basically does the save calculation for you in which case for those that don't have BCEG you can just do it this way too.
Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: 8 [PRF] [WIS] DEX (H); SAVEDMG: 2d6 fire, magic
When you drag that to a token the DC will be calculated automatically.
Slagmoth
January 27th, 2023, 17:58
It is also worth mentioning that in the case of things like Spike Growth or auras that are visible to the PC that trigger when entering them it is rather punishing to the player to have the done automatically especially if they didn't remember or the aura is not clearly marked for their PC to avoid. So allowing the player to rethink their movement is much easier than having to adjust damage later.
Ending and starting on the other hand their declaration of action is pretty much set.
Terenor
February 2nd, 2023, 13:00
Hi Folks,
i try to implement a Damaging Aura for some Kruthiks (D&D 4e). Enemies (usually the players) get 2 damage when they end their turn next to the Kruthik (1 square).
I tried: AURA 1 foe; Gnashing Horde; DMGOE: 2
This only resulted in the Kruthik getting damage. I swapped foe to ally but got the same result. The token is set to the red faction, an adjacent test token is set to green.
I get the impression i am missing an obvious but important point.
Help would be appreciated.
Thanks
MrDDT
February 2nd, 2023, 14:26
Hi Folks,
i try to implement a Damaging Aura for some Kruthiks (D&D 4e). Enemies (usually the players) get 2 damage when they end their turn next to the Kruthik (1 square).
I tried: AURA 1 foe; Gnashing Horde; DMGOE: 2
This only resulted in the Kruthik getting damage. I swapped foe to ally but got the same result. The token is set to the red faction, an adjacent test token is set to green.
I get the impression i am missing an obvious but important point.
Help would be appreciated.
Thanks
I don't know anything about 4e
However, if you want it to stop hitting the Kruthik you can put an if statement in there for it.
Gnashing Horde; AURA 1 foe; Gnashing Horde; IF: FACTION(notself); DMGOE: 2
Terenor
February 2nd, 2023, 15:38
Thank you for the quick reply. Sadly that doesn't work either. I made a new effect in the effect window. Copiy pasted your line. Dragged the effect onto the Kruthik in the combat tracker. Still hurts the kruthik and not the test player.
Do i have to applie the auras in a different way for the npcs/monsters?
MrDDT
February 2nd, 2023, 15:56
Thank you for the quick reply. Sadly that doesn't work either. I made a new effect in the effect window. Copiy pasted your line. Dragged the effect onto the Kruthik in the combat tracker. Still hurts the kruthik and not the test player.
Do i have to applie the auras in a different way for the npcs/monsters?
Well if this is a red faction creature, you don't want foe for aura.
you want it to be
Gnashing Horde; AURA 1 !ally; Gnashing Horde; IF: FACTION(notself); DMGOE: 2
Again I dont know 4E and in 5E, 1 foot aura doesn't work, but this looks like it should be doing in 4e is a 1 square range. So not sure.
Even that first coding if it is applying it to the creature you dropped it on seems like there is an issue.
Terenor
February 2nd, 2023, 16:20
Thanks again for your help. Tried the second line you posted, still only damages the kruthik itself. The map is set to squares.
For testing i even switched the faction on both tokens (kruthik to green, test char to red). Tested it for the test charakter, Still the same result.
Probably doesn't work in 4e :(
bmos
February 2nd, 2023, 17:25
I don't know anything about 4e
However, if you want it to stop hitting the Kruthik you can put an if statement in there for it.
Gnashing Horde; AURA 1 foe; Gnashing Horde; IF: FACTION(notself); DMGOE: 2note "foe" should probably be "enemy"
Terenor
February 2nd, 2023, 17:44
After resetting the faction/color now it affect both (with either "enemy" or "foe"
MrDDT
February 2nd, 2023, 18:01
note "foe" should probably be "enemy"
Depends on who it should work vs right?
ENEMY = creatures opposing faction (friend vs foe only)
-Example of ENEMY as if aura effect is placed on each of these types named to the left and who would get the "FROMAURA" is the second part of the list.
In this case;
PCs (friendly/green) would be the only enemies "ENEMY" to NPC monsters (foe/red);
NPC monsters (foe/red) would be the only enemies "ENEMY" to PCs (friendly/green);
NPCs non monsters (neutral/yellow/faction) would have NONE matching;
Unknown Creatures/Things (non-faction/blue) would have NONE matching;
Which means if it's applying it a creature that is of the "foe/red" faction, it will do damage to friendly/green faction only
If you want it to work on yellow and blue factions along with green faction you would do !ally if applying it to a foe/red faction
So really just depends.
After resetting the faction/color now it affect both (with either "enemy" or "foe"
I'm not understanding this, is it working?
Terenor
February 2nd, 2023, 18:11
Not working, but progress in the right direction because it is the first time it inflicted damage on the player.
The Aura should inflict damage to the enemies of the npc/monster (which it does right now) but not to itself or its allys (thats not working, it damages itself).
BrandoMarlin
February 21st, 2023, 04:23
I've tried all the earlier suggestions for coding Crusader's Mantle. The current code being attempted is the following:
AURA: 30 all; Crusader's Mantle; IF: FACTION(!foe); DMG: 1d4 radiant, melee, ranged; (C)
The effect will apply to a character but as soon as the token moves we get the following error:
[ERROR] Handler error: [string "FG-Aura-Effect:..ts/manager_effect_aura.lua"]:64 getPath: Invalid parameter 1
Any suggestions?
MrDDT
February 21st, 2023, 05:37
I've tried all the earlier suggestions for coding Crusader's Mantle. The current code being attempted is the following:
AURA: 30 all; Crusader's Mantle; IF: FACTION(!foe); DMG: 1d4 radiant, melee, ranged; (C)
The effect will apply to a character but as soon as the token moves we get the following error:
[ERROR] Handler error: [string "FG-Aura-Effect:..ts/manager_effect_aura.lua"]:64 getPath: Invalid parameter 1
Any suggestions?
I think you want this
Crusader's Mantle; (C); AURA: 30 !foe; Crusader's Mantle; DMG: 1d4 radiant, melee, ranged
bmos
February 21st, 2023, 11:50
I think you want this
Crusader's Mantle; (C); AURA: 30 !foe; Crusader's Mantle; DMG: 1d4 radiant, melee, rangedWhile this is a much better way to write the effect, I'll include a script error fix in the next update.
Chivalrous1
March 7th, 2023, 21:08
I saw it earlier in the thread, however, I did not see a solution. For Spirit Guardians when placing the aura effect the following code works perfectly for a creature starting their turn in the aura. However with the caster (or creature) moving around causing a creature to enter the aura it will not do the automatic save / dmg rolls. Has anyone figured out how to do that? I am in no way shape or form a coder, and barely understand how the coding works. I am also using BCE. If someone has figured it out, please let me know.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
rhagelstrom
March 8th, 2023, 03:10
I saw it earlier in the thread, however, I did not see a solution. For Spirit Guardians when placing the aura effect the following code works perfectly for a creature starting their turn in the aura. However with the caster (or creature) moving around causing a creature to enter the aura it will not do the automatic save / dmg rolls. Has anyone figured out how to do that? I am in no way shape or form a coder, and barely understand how the coding works. I am also using BCE. If someone has figured it out, please let me know.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
I have a better coding but I need to fix a couple of issues I found before I post it. Stay tuned.
rhagelstrom
March 8th, 2023, 03:40
This isn't perfect but it's a lot closer and the same sort of concept can be used for other spells of similar wording. In the latest update of BCE I added DUR for you PF1 people. I think it might be really useful for something like this
AURA: 15 enemy; Spirit Add; IF: FACTION(notself); DUR: 1; TURNRS; IF: CUSTOM(Spirit Guardians); SAVEA: [SDC] WIS (H); SAVEDMG: 3d8 radiant; DUSE
AURA: 15 enemy; Spirit Guardians; IF: FACTION(notself); IF: CUSTOM(Spirt Add); SAVES: [SDC] WIS (H); SAVEDMG: 3d8 radiant; (C)
FluffyLombax
April 12th, 2023, 06:03
Put an effect on the Summoner that says something like "Summoner"
Then in the AURA use IFT: custom(Summoner);AC:2
or whatever else you need on it.
Could we get a specific example of this fully coded out? I've tried so many different ways but none of them have worked.
I've been trying to get a Shield Guardians Shield feature, which gives the single bonded character a +2 AC boost. As well as an aura to halve all damage the bonded character takes with RESIST: all
Zacchaeus
April 12th, 2023, 09:47
Could we get a specific example of this fully coded out? I've tried so many different ways but none of them have worked.
I've been trying to get a Shield Guardians Shield feature, which gives the single bonded character a +2 AC boost. As well as an aura to halve all damage the bonded character takes with RESIST: all
You need two effects the first being a single word - such as Summoner set to Self and applied to the PC who has the Shield Guardian. The send effect will be AURA 60 friend;IF: CUSTOM(Summoner);AC2; RESIST: all and this will need to be applied to the Shield Guardian (See image attached). If you also use the Constitutional Amendments extension you can also use the SHAREDMG effect from that extension to automatically share the damage. See screen shot. Constitutional amendments can be found here https://forge.fantasygrounds.com/shop/items/42/view
amanwing
July 15th, 2023, 22:39
please delete
Vague
August 12th, 2023, 01:19
=========
Ruleset: 5e
Game Mechanic: Weapon of Life Stealing
Code:
DMG: 3d6 necrotic, critical, stealtemp; IFT: TYPE(construct, undead); DMG: 0, necrotic, critical
Notes: Replace Weapon with the weapon type. IE Scimitar of Life Stealing
===========
Bonkon
September 23rd, 2023, 18:53
This isn't perfect but it's a lot closer and the same sort of concept can be used for other spells of similar wording. In the latest update of BCE I added DUR for you PF1 people. I think it might be really useful for something like this
AURA: 15 enemy; Spirit Add; IF: FACTION(notself); DUR: 1; TURNRS; IF: CUSTOM(Spirit Guardians); SAVEA: [SDC] WIS (H); SAVEDMG: 3d8 radiant; DUSE
AURA: 15 enemy; Spirit Guardians; IF: FACTION(notself); IF: CUSTOM(Spirt Add); SAVES: [SDC] WIS (H); SAVEDMG: 3d8 radiant; (C)
Good Day Rhagelstrom :)
Sorry to be so late to the party, but just stumbled across this :o
So for this to fully work we need to place three separate effects? The two added here and the original?
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
The first two to do the initial entry then the third to do the ongoing saves? :)
MrDDT
September 23rd, 2023, 19:58
Good Day Rhagelstrom :)
Sorry to be so late to the party, but just stumbled across this :o
So for this to fully work we need to place three separate effects? The two added here and the original?
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
The first two to do the initial entry then the third to do the ongoing saves? :)
Before deep diving into this, I would give AURAs a bit of time, I think they have something coming that could be directly affecting in a good way =P
Dax Doomslayer
September 23rd, 2023, 20:58
Before deep diving into this, I would give AURAs a bit of time, I think they have something coming that could be directly affecting in a good way =P
Ooooo...that's a tease for sure MrDDT!
wulfax
September 25th, 2023, 22:48
I've been trying to get the web spell coded as an aura but can't figure it out. I've created a token on the map called 'Web Origin' that the caster places the effect on. However no matter what I do, when a creature enters the aura there is no save rolled and the restrained effect is not placed.
Any help would be greatly appreciated. I do have the BCEG extension.
Thank you.
MrDDT
September 25th, 2023, 22:49
I've been trying to get the web spell coded as an aura but can't figure it out. I've created a token on the map called 'Web Origin' that the caster places the effect on. However no matter what I do, when a creature enters the aura there is no save rolled and the restrained effect is not placed.
Any help would be greatly appreciated. I do have the BCEG extension.
Thank you.
1) Is the token in the CT?
2) Can you show us what you using as the aura effect coding?
Screenshots also help.
:)
MrDDT
September 25th, 2023, 22:59
So I was looking over the web spell and I'm not sure you really want to set this up as an aura, unless you just want the first part of save or restrained. Because it's an action to break free and it's a DC STR check not a save. Also it's a CUBE not a circle.
So if you looking just for the first part, you like want something like this.
Web (C); AURA: 10 all; Web; SAVEA: DEX [SDC] (M); SAVEADD: Restrained
This also will cause everyone to keep rolling saves each time they move in the AURA.
wulfax
September 26th, 2023, 04:47
Excellent, thank you! That is what I am looking for. It takes an action to break out of the web so I don't want that part automated anyway. I also use COP - Auras so I can put in AURASHAPE : square. Will try is out when I get home later. Oh, and Yes, the 'Web Origin' token is in the CT.
Thanks again!
wulfax
September 26th, 2023, 05:26
Unfortunately that did not work. When the Wizard targets the 'Web Origin' token, it forces the token to roll for the Restrained effect. On a fail it places the Restrained condition on the token. When I move a party member into the aura the only condition placed on him is: FROMAURA;Web; SAVEADD: Restrained and no saving throw is rolled. I also tried the cast with the party member starting in the aura and a save wasn't rolled. I am including some pictures. I appreciate your help with this.
Oh, Ruffus is the caster and Nightbreeze is the one wandering in and out of the effect.
MrDDT
September 26th, 2023, 09:39
Unfortunately that did not work. When the Wizard targets the 'Web Origin' token, it forces the token to roll for the Restrained effect. On a fail it places the Restrained condition on the token. When I move a party member into the aura the only condition placed on him is: FROMAURA;Web; SAVEADD: Restrained and no saving throw is rolled. I also tried the cast with the party member starting in the aura and a save wasn't rolled. I am including some pictures. I appreciate your help with this.
Oh, Ruffus is the caster and Nightbreeze is the one wandering in and out of the effect.
Web (C); AURA: 10 all; Web; IF:FACTION(notself); SAVEA: DEX [SDC] (M); SAVEADD: Restrained
Is the correct coding, I thought I put that, it's in my coding I tested in FGU, so not sure why I didn't get it in there post, sorry about that.
wulfax
September 26th, 2023, 22:32
That worked! Thank you very much. I appreciate your help!
rhagelstrom
October 4th, 2023, 02:54
Below are list of effects that should function properly with Aura v3. and Better Combat Effects or Better Combat Effects Gold. This is not an exhaustive list but they are all soft of the same so they can be used as examples to expand this list
Spirit Guardians; (C); AURA: 15 !ally,single; Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
The following, you are going to want to cast the effect onto a Friend Zone proxy token which is set to faction None
Cloud of Daggers; (C); AURA: 5 all,single,cube; Cloud of Daggers; IF: FACTION(!none); DMGA: 4d4 slashing; DMGO: 4d4 slashing
Cloudkill; (C); AURA: 20 all,single; Cloudkill; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVES: [SDC] CON (M)(H); SAVEDMG: 5d8 poison
Create Bonfire; (C); AURA: 5 all,single,cube; Create Bonfire; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVEE: [SDC] DEX (M); SAVEDMG: 1d8 fire
Dust Devil; (C); AURA: 5 all; Dust Devil; IF: FACTION(!none); SAVEE: STR [SDC] (M)(H); SAVEDMG: 1d8 bludgeoning
Evard's Black Tentacles; (C); AURA: 20 all,single,cube; Evard's Black Tentacles; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEDMG: 3d6 bludgeoning; SAVEADD: restrained
Flaming Sphere; (C); AURA: 5 all, single; Flaming Sphere; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVEE: [SDC] DEX (M)(H); SAVEDMG: 2d6 fire
Grease; AURA: 10 all, cube, single; Grease; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(R); SAVEE: [SDC] DEX (M)(R); SAVEADD: Prone
Hunger of Hadar; (C); AURA: 20 all; Hunger of Hadar; IF: FACTION(!none); DMGO: 2d6 cold; SAVEE: [SDC] DEX (M)(H); SAVEDMG: 2d6 acid
Incendiary Cloud; (C); AURA: 20 all, single; Incendiary Cloud; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVEE: [SDC] DEX (M)(H); SAVEDMG: 10d8 fire
Insect Plague; (C); AURA: 20 all, single; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing
Maddening Darkness; (C); AURA: 60 all; Maddening Darkness; IF: FACTION(!none); SAVES: [SDC] WIS (M)(H); SAVEDMG: 8d8 psychic
Maelstrom; (C); AURA: 30 all; Maelstrom; IF: FACTION(!none); SAVES: [SDC] STR (M)(H); SAVEDMG: 6d6 bludgeoning
Moonbeam; (C); AURA: 5 all, single; Moonbeam; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); ; SAVES: [SDC] CON (M)(H); SAVEDMG: 2d10 radiant; IF: TYPE(shapechanger); DISSAV
Sickening Radiance; (C); AURA: 30 all,single; Sickening Radiance; IF: FACTION(!none); SAVEA: [SDC] CON (M); SAVES: [SDC] CON (M); SAVEDMG: 4d10 radiant; SAVEADD: exhaustion -- Note: Use Exhausted extension
Sleet Storm; (C); AURA: 40 all,single; Sleet Storm; SAVEA: IF: FACTION(!none); [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEADD: prone
Stinking Cloud; (C); AURA: 20 all; Stinking Cloud; IF: FACTION(!none); SAVES: [SDC] CON (M)(R); SAVEADD: Incapacitated – note incapacitated also removes reactions
Storm Sphere(C); AURA: 20 all, single; Storm Sphere; IF: FACTION(!none); SAVEA: [SDC] STR (M)(H); SAVEE: [SDC] STR (M)(H); SAVEDMG: 2d6 bludgeoning
Web; AURA: 20 all, single, cube; Web; IF: FACTION(!none); SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M)(R); SAVEADD: Restrained
Bonkon
October 4th, 2023, 19:37
Good Day Rhagelstrom :)
Thanks for this update!
I have not had the chance to test anything but the Spirit Guardians and it seems to still not activate (or apply the aura effect) upon entry into the aura. It does activate on the start of the enemies turn correctly though. This is in a clean campaign with only Auras and Better Combat Effects Gold activated. :)
rhagelstrom
October 4th, 2023, 19:46
Good Day Rhagelstrom :)
Thanks for this update!
I have not had the chance to test anything but the Spirit Guardians and it seems to still not activate (or apply the aura effect) upon entry into the aura. It does activate on the start of the enemies turn correctly though. This is in a clean campaign with only Auras and Better Combat Effects Gold activated. :)
Can you post a screenshot that includes the CT? Do you have Arua v3.0 ?
Documentation on "single" aura type:
single - There are a number of spells and effects, particularly in the 5E ruleset, which necessitate a slightly different aura behavior. These have the text or something similar "When the creature enters the area for the first time on a turn or starts its turn there". The aura will be applied to the target only when the target starts its turn in the aura or enters (moves into) the area for the first time on a turn. It will not be reapplied if the target leaves the area and returns on the same turn. It also will not be applied if the actor is in the area when cast or if the aura area moves onto the actor.
There is also "once" that can be combined with single... so for example !ally,single,once which will make it fire more often, however its not how the 5e rule works RAW.
once - The aura will only apply once per turn to an actor that starts or enters the area or if the area moves onto the actor. Leaving and re-entering the area on the same turn will not reapply the aura
Bonkon
October 5th, 2023, 09:32
Good Day Rhagelstrom :)
Hmmm, Ok I went to take a screenshot and decided to remove all the NPC's I had in the CT and added one that did not have so many actions. When I added a new NPC it worked correctly. So I guess I just needed to remove and re-add the NPC's.
Thanks for all this!! :)
Farktopia
November 26th, 2023, 07:57
I love this extension - but it conflicts with Feature: TEMPO and ROLLON by Kelrugem. I like the TEMPO feature for TEMP HITPOINTS. Any Chance we can get these two extensions working together? =)
-Fark
rocketvaultgames
November 26th, 2023, 17:03
I'm fairly certain that Better Combat Effects Gold can handle the TEMPO adjustments and doesn't conflict with AURA EFFECTS. I'm not sure if there is anything else that can do the ROLLON.
Example for Heroism in D&D 5e with BCEG:
IMMUNE: frightened; TREGENS: [WIS] (C) {Where WIS is the relevant spellcasting stat}
rhagelstrom
November 26th, 2023, 17:56
I love this extension - but it conflicts with Feature: TEMPO and ROLLON by Kelrugem. I like the TEMPO feature for TEMP HITPOINTS. Any Chance we can get these two extensions working together? =)
-Fark
Conflicts how? More information would be useful.
Laerun
January 18th, 2024, 16:17
Upcoming event:
Learn more about the basics and the capabilities of the aura effects, like setup and use cases with host: @Rhagelstrom.
https://forge.fantasygrounds.com/shop/items/32/view
https://discord.gg/ZueP82a9?event=1197573136158298253
Farnaby
January 22nd, 2024, 13:13
Is the event already over?
The discord invite show as invalid.
rhagelstrom
January 22nd, 2024, 22:54
Is the event already over?
The discord invite show as invalid.
For whatever reason it appears that link has expired. New Link: https://discord.gg/fantasy-grounds-academy-336996544308051979?event=1197573136158298253
Video of last time I ran this: https://www.youtube.com/watch?v=ConKMaPAOCM
This will be complimentary to the last time I did this event. Some stuff same and some stuff new so if you were at the last one you still might learn something.
Laerun
January 24th, 2024, 01:48
For whatever reason it appears that link has expired. New Link: https://discord.gg/fantasy-grounds-academy-336996544308051979?event=1197573136158298253
Video of last time I ran this: https://www.youtube.com/watch?v=ConKMaPAOCM
This will be complimentary to the last time I did this event. Some stuff same and some stuff new so if you were at the last one you still might learn something.
https://discord.com/invite/WxkqKsBk?event=1197573136158298253
fogcutter
February 7th, 2024, 05:19
is there a way (even with combining AURA's with other extentions) to get this
(place this on a Troglodyte)
AURA: 5 foe; Trog Stench; IF: FACTION(foe); SAVES: CON 12; POISONED
How do you set the Duration of POISONED to be "till start of next turn"? even if the player walks out of the Aura?
I saw this a while ago for a Trog Stench - I tried to modify for my means but I'm not getting the results I want. I have this mob:
Stench. Any creature that starts its turn within 10 feet of the mob must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the mob's stench for 24 hours.
anyone coded Stench before?
rhagelstrom
February 7th, 2024, 19:42
You'll need Better Combat Effects Gold for this to work
Trog Stench; AURA: 10 all; ($) Trog Stench; IF: FACTION(!self); SAVES: 14 CON; SAVEADD: Trog Poison; SAVEADDP: Trog Immune Stench
These go in your custom effects list:
Trog Poison; poisoned
Trog Immune Stench; IMMUNE: CUSTOM(($) Trog Stench)
fogcutter
February 7th, 2024, 21:45
Thanks for the code. Using BCE Gold. Haven't got it to work yet - it's putting the effect on the character but no dice rolls for saves. Might be a syntax error on my part but I'm still checking.
I'm assuming I need to add the Poisoned and IMMUNE effects manually from the custom list?
Snakebitten
February 17th, 2024, 18:52
Hello, i have an problem when using this ext, when Appling something to a foe, it keeps applied the same effect every time the token moves and stacks the effect anyone who knows why?
rhagelstrom
February 17th, 2024, 19:46
You'll have to post the effect you are using
Zardoz4
February 18th, 2024, 19:17
Does someone have an idea for a Blade Barrier line? Can I use a wall token and put something like this on it? Blade Barrier; AURA: 5 cube; DMGO: 6d10 slashing
rhagelstrom
February 18th, 2024, 19:36
If you use Better Combat Effects. Make multiple Proxy tokens and line them up to create a wall.
Blade Barrier; (C); AURA: 5 all,cube,single,red; ($) Blade Barrier; IF: FACTION (!none); SAVEA: [SDC] DEX (H)(M); SAVES: [SDC] DEX (H)(M); SAVEDMG: 6d10 slashing,magic
Zardoz4
February 18th, 2024, 19:41
Thank you!
MrDDT
February 18th, 2024, 19:41
Does someone have an idea for a Blade Barrier line? Can I use a wall token and put something like this on it? Blade Barrier; AURA: 5 cube; DMGO: 6d10 slashing
What is the wording of the spell/feature extactly?
Is this 5E Blade Barrier?
Spell - Blade Barrier
Level: 6 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Source: Cleric
I don't know a solution for a wall, you can put a ton of tokens down each with the same effect on them 5', cube, with single and setting the NPC token holder down as a none faction. (It wouldn't affect correctly for someone using height over 5' which the spell works up to 20')
Blade Barrier; (C); AURA: 5 all, cube, single; ($) Blade Barrier AoE; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVES: [SDC] DEX (M)(H); SAVEDMG: 6d10 slashing, magic
Zardoz4
February 18th, 2024, 19:43
Yes, 5e Version. Thank you.
ShadowedHand
February 26th, 2024, 05:38
Hello, i have an problem when using this ext, when Appling something to a foe, it keeps applied the same effect every time the token moves and stacks the effect anyone who knows why?
Give us the code you are using.
A screen shot of the effect in the actions tab would also be helpful.
TurinDM
February 28th, 2024, 15:16
Hi again, i was testing again different exts and now i see what ext has conflict with aura effect. It was the Kelrugem´s extension with the flat footed effect on initiative. When i disable the ext, works.
https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions
Farratto
April 26th, 2024, 20:24
Hello, firstly, thank you very much for this very awesome extension.
I'm coding up some effects for spells and have noticed that several 5e spells are worded to take effect when entering an area for the first time on a turn or ENDING a turn in the area. It's kind of the opposite end of the "single" function.
Can AURAs do this? Did I miss something in the documentation?
So far, I've just been doing an AURA that does the END of turn portion, but the entering the area of effect requires a manual (non-aura) based effect because I have been unable to find a way that makes AURA take effect when entering the area of effect, but NOT when STARTING a turn in the area.
Thank you for your time.
Some example spells and my current solutions for reference:
Grease: "...When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone."
Insect Plague: "...When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there."
Create Bonfire: "...Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there."
MrDDT
April 26th, 2024, 20:26
Still use single. Just change the SAVES to SAVEE
Farratto
April 26th, 2024, 21:03
Still use single. Just change the SAVES to SAVEE
Thank you for your quick response. If I do a SAVEA and a SAVEE with "single", it will trigger when entering the area (desired), when ending turn in area (desired), but also when starting turn in area (undesired).
If I do just a SAVEE with "single", it will trigger when ending the turn in the area (desired), but not when entering the area (undesired).
If I do a SAVEA & SAVEE without "single", it will trigger when entering the area (desired), when ending turn in area (desired), not when starting turn in area (desired), if you leave area and come back (undesired), when a token is already in area when applying spell (not 1st choice, but acceptable (it makes a separate dmg roll for each token))
Again, this is definitely livable, was just hoping there was a method I wasn't aware of since it is a fairly common mechanic in 5e
rhagelstrom
April 26th, 2024, 21:54
It is triggering on start because of SAVEA. The sticky aura effect is added on the start of turn. If you don't want that get rid of the SAVEA.
Farratto
April 26th, 2024, 22:21
Yes, thank you, that's a good idea. But when I get rid of the SAVEA, it no longer triggers when entering the area of effect. It feels a little "wack-a-mole". Fix the one, lose the other. Unless I'm just totally spacing something.
MrDDT
April 26th, 2024, 22:33
Change single to once
Farratto
April 26th, 2024, 22:34
Maybe this will help. Let's use Insect Plague as an example:
Desired beahavior: Trigger Spell Save upon entry, and when ending turn inside of area, but not if leave and come back in same turn
My first interation was this: Insect Plague; (C); AURA: 20 all,point,single; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers on entry, when starting turn inside area, when ending turn inside area, not when leave and come back
Second interation (removed single): Insect Plague; (C); AURA: 20 all,point; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers on entry, when ending turn inside area, not when starting turn inside area, triggers when leaving and coming back
Third interation (removed SAVEA): Insect Plague; (C); AURA: 20 all,point,single; Insect Plague; IF: FACTION(!none); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers when ending turn inside area ONLY
So, I settled on using third interation in combination with a manual spell save & manual dmg for entries to area and first placing effect
Farratto
April 26th, 2024, 22:43
Once appears to be a step in the right direction:
Fourth Iteration: Insect Plague; (C); AURA: 20 all,point,once; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: triggers on application anyone in the area of effect, tiggers when ending turn inside area, does not trigger when starting turn inside area, does not trigger when leaving and coming back
The only draw-back to the above setup is that it rolls damage separately for all the characters inside the area when first applied. That's definitely better than what I had come up with. Thank you very much!
MrDDT
April 26th, 2024, 22:48
Once appears to be a step in the right direction:
Fourth Iteration: Insect Plague; (C); AURA: 20 all,point,once; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: triggers on application anyone in the area of effect, tiggers when ending turn inside area, does not trigger when starting turn inside area, does not trigger when leaving and coming back
The only draw-back to the above setup is that it rolls damage separately for all the characters inside the area when first applied. That's definitely better than what I had come up with. Thank you very much!
As it should roll damage separately for everyone affected by it
MrDDT
April 26th, 2024, 22:50
I think what you mean is it’s rolling damage as soon as the effect is put onto people instead of waiting until they End their turn there
Farratto
April 26th, 2024, 22:50
As it should roll damage separately for everyone affected by it
Oh, you're right. I misread the spell description. Apparently it's working perfectly! Even better :-)
Farratto
April 26th, 2024, 22:51
I think what you mean is it’s rolling damage as soon as the effect is put onto people instead of waiting until they End their turn there
That is what I meant, but that is the correct functionality of the spell
evilpope
April 28th, 2024, 17:40
I have recently been testing out aura's and ongoing save with spirit guardians and noticed this
Not sure if anyone else has noticed this or not with Spirit Guardians. But when my player has cast the spell. It does the roll on the foe's turn but applies no damage. As soon as the player logs off and I do it, it works as intended. And it does not seem to use the enemies Save but the players instead
The coding i am using.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); Spirit Guardians (C); SAVEO: WIS DC 12 (M) (H); SAVEDMG: 3d8 radiant
60695
evilpope
April 28th, 2024, 18:05
The version of ongoing save is from dmsguild and it is version 2.3. I dont know if that is the problem but it appears that aura is probably not the issue.
MrDDT
April 28th, 2024, 19:09
I have recently been testing out aura's and ongoing save with spirit guardians and noticed this
Not sure if anyone else has noticed this or not with Spirit Guardians. But when my player has cast the spell. It does the roll on the foe's turn but applies no damage. As soon as the player logs off and I do it, it works as intended. And it does not seem to use the enemies Save but the players instead
The coding i am using.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); Spirit Guardians (C); SAVEO: WIS DC 12 (M) (H); SAVEDMG: 3d8 radiant
60695
If you having issues for ONGOING saves from the DMsG, have you tried using BCEG or BCE?
BCEG works all ongoing saves and it's much better for all the options and power it has.
If you using BCEG, you can use this coding.
Spirit Guardians; (C); AURA: 15 !ally, single; Spirit Guardians AoE; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
evilpope
April 28th, 2024, 20:37
ok thanks for the reply I would prefer if I didn't have to pay for another extension. I will keep that in mind though. Wish the person who made the extension would respond to my question on discord.
rhagelstrom
April 28th, 2024, 20:42
ok thanks for the reply I would prefer if I didn't have to pay for another extension. I will keep that in mind though. Wish the person who made the extension would respond to my question on discord.
BCE is free and from your screenshot you are already running it. Just don't use Ongoing Saves extension and use the coding that @MrDDT posted.
MrDDT
April 28th, 2024, 21:28
ok thanks for the reply I would prefer if I didn't have to pay for another extension. I will keep that in mind though. Wish the person who made the extension would respond to my question on discord.
As posted above, he has pointed out, I can see you are already running BCE or BCEG because you have the effects picture before showed it.
So just adding that coding it should work for you right out of the box.
metaldm007
August 15th, 2024, 00:09
Question; any idea on how to handle the blindness of the Hunger of Hadar spell? No matter my syntax, the effect only applies the blinded condition to itself. Is there anyway to make it so that anyone who is in the aura is blinded? Thank you.
MrDDT
August 15th, 2024, 01:02
Question; any idea on how to handle the blindness of the Hunger of Hadar spell? No matter my syntax, the effect only applies the blinded condition to itself. Is there anyway to make it so that anyone who is in the aura is blinded? Thank you.
If you have BCEG ext also you can use this.
# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
This would be applied onto a proxy NPC token.
If you want to remove an effect for the aura bearer you want to use IF: FACTION(notself)
# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: FACTION(notself); IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
A simple AURA for blinded people in the area would be.
NameofSpell; AURA: 10, point; AoE NameofSpell; IF: FACTION(notself); Blinded
metaldm007
August 15th, 2024, 08:11
Seems to have done the trick, but I had to split the effect into two auras to get the full effect (Hunger of Hadar is such a weird spell lol).
Another query; one of my players has the Summon Undead spell, and naturally I've come up with an effect for the Festering Aura
Code:
Festering Aura; AURA: 5 all,single,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: poisoned
Question I have now is; is there anyway to make the poisoned effect last until the start of the targets next turn, or have any duration applied to it for that matter? So far, it only results in the aura itself having a duration.
MrDDT
August 15th, 2024, 08:18
Seems to have done the trick, but I had to split the effect into two auras to get the full effect (Hunger of Hadar is such a weird spell lol).
Another query; one of my players has the Summon Undead spell, and naturally I've come up with an effect for the Festering Aura
Code:
Festering Aura; AURA: 5 all,single,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: poisoned
Question I have now is; is there anyway to make the poisoned effect last until the start of the targets next turn, or have any duration applied to it for that matter? So far, it only results in the aura itself having a duration.
Best thing to do when asking a coding question is also post the full exact wording.
First, single and once are meant to be used one or the other. So depending on your use case you would use one or the other.
To get the poisoned to last to the start of someone's or whatever's turn, you make a full custom effect.
SAVEADD: BlahCustom
BlahCustom; Poisoned
Then set the duration in the custom effect list.
Always name your custom effects different than basic "Poisoned" because that is used in other things by default and you don't want it detecting your custom settings for things that are not meant for it.
This requires BCEG.
metaldm007
August 15th, 2024, 09:41
Thank you again! Fiddling around with the custom effects worked out quite well.
Here's what I came up with:
(CODE) Festering Aura; AURA: 15 cube,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: Festering (/CODE)
And the custom effect:
(CODE) Festering; poisoned - one turn, Remove Start Turn (/CODE)
One final thing (not related to FG proper); how do you list the code in the scrolling tab.
MrDDT
August 15th, 2024, 19:07
Thank you again! Fiddling around with the custom effects worked out quite well.
Here's what I came up with:
Festering Aura; AURA: 15 cube,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: Festering
And the custom effect:
Festering; poisoned - one turn, Remove Start Turn
One final thing (not related to FG proper); how do you list the code in the scrolling tab.
You put the
CODE Thisisthecodetext /CODE
where the words CODE and /CODE will have brackets around them.
metaldm007
August 15th, 2024, 19:14
Alright, let's give this a shot
Festering Aura; AURA: 15 cube,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: Festering
And the custom effect:
Festering; poisoned - one turn, Remove Start Turn
Zengar
August 23rd, 2024, 19:27
Hi everyone! Im trying to setup the aura effect for the Aura of Warding: AURA: 10 friend; Aura of Warding; RESIST: spell
I do have the automatic spell resistance ext (maybe its outdated) but its not working. It not resisting spell damage.
rhagelstrom
August 23rd, 2024, 20:18
Hi everyone! Im trying to setup the aura effect for the Aura of Warding: AURA: 10 friend; Aura of Warding; RESIST: spell
I do have the automatic spell resistance ext (maybe its outdated) but its not working. It not resisting spell damage.
I'd check if the resist works on its own
RESIST: spell
If not and you have BCEG then use the following instead. BCEG will conflict (as in don't use both at the same time) with automatic spell resistance since ASR adds spell as a damage type and BCEG it is an attack type
IF: ATK(spell); RESIST: all
Zengar
August 24th, 2024, 01:07
I'd check if the resist works on its own
RESIST: spell
If not and you have BCEG then use the following instead. BCEG will conflict (as in don't use both at the same time) with automatic spell resistance since ASR adds spell as a damage type and BCEG it is an attack type
IF: ATK(spell); RESIST: all
RESIST: spell isnt working
I have better combat effects and advanced effects extention, but I dont know what BCEG is. Could another extension have conflicts with auto spell res?
rhagelstrom
August 24th, 2024, 01:23
Maybe. Whatever is doing the damage you are going to want to make sure it is also doing spell damage. So it should have ,spell in addition to whatever other damage type it is doing
Zengar
September 11th, 2024, 15:28
Maybe. Whatever is doing the damage you are going to want to make sure it is also doing spell damage. So it should have ,spell in addition to whatever other damage type it is doing
I wasnt able to do anything regarding this until now. So automatic spell resistance does work, as well as the aura of warding. The problem is that for this to work, the damage effect needs to have spell as damage type, but for my NPCs and spells, nothing has spell as damage type by default.
Is there any way arround this? Please dont tell me that every time the party faces a spell caster, I need to manually add spell dmg type to everything they do...
MrDDT
September 11th, 2024, 18:07
I wasnt able to do anything regarding this until now. So automatic spell resistance does work, as well as the aura of warding. The problem is that for this to work, the damage effect needs to have spell as damage type, but for my NPCs and spells, nothing has spell as damage type by default.
Is there any way arround this? Please dont tell me that every time the party faces a spell caster, I need to manually add spell dmg type to everything they do...
You would need to get an extension that does this for all the spells, there is no way to know unless someone tells which damages are spell damage vs non spell damage.
For this I use Equipped Effects ext with modules that have effect coding in it from Grim Press, called 5e Automatic Effects.
Tatershal
September 26th, 2024, 20:43
Is this extension no longer working? I have the forge version, but it doesn't work, does anyone have another version that works?
Zardoz4
September 26th, 2024, 20:52
Is this extension no longer working? I have the forge version, but it doesn't work, does anyone have another version that works?
The link to the fixed version is a couple of posts above.
Tatershal
September 26th, 2024, 22:04
The link to the fixed version is a couple of posts above.
serious? I can't find
Lo Zeno
December 23rd, 2024, 11:09
Hi all,
I'm trying to come up with a way to use Aura Effects with the new Spirit Guardians spell from the 2024 PHB:
whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
I'm using Better Combat Effects Gold. So, I got the first part in bold done this way, by taking the Spirit Guardian code in this thread and changing SAVES with SAVEA:
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; SPD: half; (C)
the problem is that if an enemy enters the aura of Spirit Guardians multiple times during a turn, they trigger the save and damage each time; instead, as the second part in bold reads, it should be done only once per turn, so that after the first save they are essentially "immune" to it until the start of the next turn.
I'm not sure how I can achieve that, or if it is even possible, does anyone have any idea?
Edit: maybe it's not clear, but what I want to stop from happening is the saving throw, which, according to the rule, should be done only once per turn.
Chivalrous1
December 23rd, 2024, 12:03
Hi all,
I'm trying to come up with a way to use Aura Effects with the new Spirit Guardians spell from the 2024 PHB:
I'm using Better Combat Effects Gold. So, I got the first part in bold done this way, by taking the Spirit Guardian code in this thread and changing SAVES with SAVEA:
the problem is that if an enemy enters the aura of Spirit Guardians multiple times during a turn, they trigger the save and damage each time; instead, as the second part in bold reads, it should be done only once per turn, so that after the first save they are essentially "immune" to it until the start of the next turn.
I'm not sure how I can achieve that, or if it is even possible, does anyone have any idea?
Going by what is written, it would be whenever, meaning if the creature leaves the aura and re-enters it, they would be subject to the damage.
Lo Zeno
December 23rd, 2024, 12:06
Going by what is written, it would be whenever, meaning if the creature leaves the aura and re-enters it, they would be subject to the damage.
Re-read this:
A creature makes this save only once per turn.
So if they leave and re-enter, they shouldn't be subject to the saving throw again unless it's the next turn, that's what I'm trying to stop. SAVEA makes the saving throw repeat each time they re-enter
Chivalrous1
December 23rd, 2024, 12:10
Re-read this:
So if they leave and re-enter, they shouldn't be subject to the saving throw again unless it's the next turn, that's what I'm trying to stop. SAVEA makes the saving throw repeat each time they re-enter
Whoops. Would help if I read the entire thing. Apologies.
Lo Zeno
December 23rd, 2024, 13:53
Whoops. Would help if I read the entire thing. Apologies.
It's all good - it's not the best wording they could have chosen for that spell. To be completely honest, I don't know why they didn't add that at the beginning of the description, like "Once per turn, whenever the Emanation enters....". That's the format they used in previous editions
rocketvaultgames
December 23rd, 2024, 15:26
It's all good - it's not the best wording they could have chosen for that spell. To be completely honest, I don't know why they didn't add that at the beginning of the description, like "Once per turn, whenever the Emanation enters....". That's the format they used in previous editions
See "Special Aura Types" here: https://forge.fantasygrounds.com/shop/items/32/view
Does using "once" solve your problem?
For reference, this is what I use for 2014 and it's working perfectly:
"Spirit Guardians; (C); AURA: 15 enemy,single, spiritguardians 80FFFFFF; ($) Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; Speed Reduced"
Lo Zeno
December 23rd, 2024, 15:40
Does using "once" solve your problem?
How the hell did I miss that?
I'll take the same lesson as @Chivalrous1 and learn to read the entire description myself.
Baja21
March 12th, 2025, 21:12
Hey All, I have been messing around with using AURAs to do targeting for AoE spells (such as fireball.) So far I have been able to use a spell proxy, drop an effect on it, and use the SAVEA function and the spells are targeting and working like a charm. The only thing I am trying to work through is how to make the aura then vanish on use. I have tried the expend on use, expend on roll, and changing of states, but I'm not sure I am using the correct verbiage.
For an example, here is the code I have used for Arms of Hadar - this obviously gets dropped directly on the pc instead of a spell token, but the same could be used on a spell proxy for something like fireball.
AURA: 10 all; Arms of Hadar; IF: FACTION (!none); SAVEA: [SDC] STR (M); SAVEDMG: 2d6 necrotic
Fireball would just be:
AURA: 20 all; Fireball; IF: FACTION (!none); SAVEA: [SDC] DEX (M)(H); SAVEDMG: 8d6 fire
anyway, right now its easy and the character just has to remove the effect right after they cast it, but I am just wondering if there is a way to automate that.
Thanks!
MrDDT
March 12th, 2025, 21:37
Hey All, I have been messing around with using AURAs to do targeting for AoE spells (such as fireball.) So far I have been able to use a spell proxy, drop an effect on it, and use the SAVEA function and the spells are targeting and working like a charm. The only thing I am trying to work through is how to make the aura then vanish on use. I have tried the expend on use, expend on roll, and changing of states, but I'm not sure I am using the correct verbiage.
For an example, here is the code I have used for Arms of Hadar - this obviously gets dropped directly on the pc instead of a spell token, but the same could be used on a spell proxy for something like fireball.
AURA: 10 all; Arms of Hadar; IF: FACTION (!none); SAVEA: [SDC] STR (M); SAVEDMG: 2d6 necrotic
Fireball would just be:
AURA: 20 all; Fireball; IF: FACTION (!none); SAVEA: [SDC] DEX (M)(H); SAVEDMG: 8d6 fire
anyway, right now its easy and the character just has to remove the effect right after they cast it, but I am just wondering if there is a way to automate that.
Thanks!
There is no way to really code this for a proxy token.
You can do it for something that needs to make a check but using a proxy token that has no effects or rolls or checks happening, no way to turn it off without a turn change.
The way that FG has set this up to do, is if someone is casting a fireball (or any spell like that), you target all the creatures in the area and roll the save then damage.
If this was an ongoing effect like lets say a mine/trap, was in the area and you walked into that area it would blow up. You would want to leave the aura there, or if it was a 1 time use mine/trap, you would remove the trap after it blew up.
Baja21
March 12th, 2025, 22:19
There is no way to really code this for a proxy token.
You can do it for something that needs to make a check but using a proxy token that has no effects or rolls or checks happening, no way to turn it off without a turn change.
The way that FG has set this up to do, is if someone is casting a fireball (or any spell like that), you target all the creatures in the area and roll the save then damage.
If this was an ongoing effect like lets say a mine/trap, was in the area and you walked into that area it would blow up. You would want to leave the aura there, or if it was a 1 time use mine/trap, you would remove the trap after it blew up.
Thanks, I kind of figured that was the case, but I figured I'd ask. This is just removing the forced targeting of each creature, then it rolls the save and damage. Kind of fun to watch the wizard just drop a token then click one button. (now he just has to remove one effect, which is well worth it. Now, there is still the limitation that the aura goes through walls, so if someone is on the other side they are being automatically targeted, despite LOS. In those cases we will either target the same old way, or I'll refund the wounds.
Thanks again!
MrDDT
March 12th, 2025, 23:06
Thanks, I kind of figured that was the case, but I figured I'd ask. This is just removing the forced targeting of each creature, then it rolls the save and damage. Kind of fun to watch the wizard just drop a token then click one button. (now he just has to remove one effect, which is well worth it. Now, there is still the limitation that the aura goes through walls, so if someone is on the other side they are being automatically targeted, despite LOS. In those cases we will either target the same old way, or I'll refund the wounds.
Thanks again!
Have you tried using generic actions utilizing the extra extension in it called generic action layers?
It will do sort of what you looking for in a totally different way.
Henrique Oliveira Machado
May 29th, 2025, 03:12
I created 2024s Assimar Auras:
Necrotic Shroud:
Necrotic Shroud;LIGHT: 10/10 331133; AURA: 10, foe, once; IF: FACTION(enemy, !self); Necrotic Shroud AOE; SAVEA: [SDCWIS] CHA (M) (R); Frightened
the problem is, how can i set it up to remove the Frightened at the end of the source turn?
I also created Inner Radiance ,for those who wants it:
Inner Radiance;LIGHT: 10/10 FFFFFF; AURA: 10, all; IF: FACTION(!self); Inner Radiance AOE; SDMGOE: [PRF] radiant
ShadowedHand
May 29th, 2025, 06:11
Thanks, I kind of figured that was the case, but I figured I'd ask. This is just removing the forced targeting of each creature, then it rolls the save and damage. Kind of fun to watch the wizard just drop a token then click one button. (now he just has to remove one effect, which is well worth it. Now, there is still the limitation that the aura goes through walls, so if someone is on the other side they are being automatically targeted, despite LOS. In those cases we will either target the same old way, or I'll refund the wounds.
Thanks again!
There is a way to accomplish this through the use of custom NPCs. I do effects that I drop on NPCs in the combat tracker for spells such as Healing Spirit and Guardian of Faith.
I haven't attempted Arms of Hadar, but I am about to set one up for Evard's Black Tentacles since its a favorite spell of one of my players.
I also set up NPCs for spells like Spiritual Hammer. The players love that one.
MrDDT
May 29th, 2025, 09:03
I created 2024s Assimar Auras:
Necrotic Shroud:
the problem is, how can i set it up to remove the Frightened at the end of the source turn?
The code you made for Necrotic Shroud I believe is wrong.
1) It's instant check and not an AURA effect, it's just like if a fireball went off you would target all the creatures (enemies in this case) in the area 10ft around you and do a save.
2) You also have it set as a SDCWIS which means Spell DC based on Wisdom as the modifier to check, however it's both a CHA SAVE and a CHA modifier. So, it would be 8+PRF+CHA.
This is not a good one to do an AURA on IMO.
However, to answer your question, you would create a custom effect named whatever you want that is not matching another custom effect nor a condition. So, something like "Necrotic Shrouded; Frightened" then set the duration there and the tag on it would be SRE = Remove End Source Turn.
charmov
September 8th, 2025, 19:14
Wondering if I could get some help automating the Bulezau's Rotting Presence feature. The entry is from Mord's Tome of Foes and does the following:
Rotting Presence. When any creature that isn't a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage.
There is an effect for it in the 5e automatic effects module but it's not an aura. Thanks!
Edit: I figured it out. Here it is for anyone.
ROTTING PRESENCE; IFT: !TYPE(demon); AURA: 30; SAVES: 13 CON; SAVEDMG: 1d6 necrotic
Azbandar
October 4th, 2025, 17:01
Any ideas on why this isn't rolling any saves? I've been staring at it for 45 minutes and I can't figure out why nothing is rolling...like at all. If I remove the faction check, the SAVEA doesn't appear in the effects panel of the CT.
Zone of Truth; AURA: 15 all; Zone of Truth; IF: FACTION(!self); SAVEA: [SDC] CHR (D); SAVES: [SDC] CHR (D); SAVEADD: Truth
GKEnialb
October 4th, 2025, 18:23
Any ideas on why this isn't rolling any saves? I've been staring at it for 45 minutes and I can't figure out why nothing is rolling...like at all. If I remove the faction check, the SAVEA doesn't appear in the effects panel of the CT.
Zone of Truth; AURA: 15 all; Zone of Truth; IF: FACTION(!self); SAVEA: [SDC] CHR (D); SAVES: [SDC] CHR (D); SAVEADD: Truth
A charisma save is CHA, not CHR. And I think you also need BCE/BCEG for SAVEA.
MrDDT
October 4th, 2025, 22:39
Any ideas on why this isn't rolling any saves? I've been staring at it for 45 minutes and I can't figure out why nothing is rolling...like at all. If I remove the faction check, the SAVEA doesn't appear in the effects panel of the CT.
Zone of Truth; AURA: 15 all; Zone of Truth; IF: FACTION(!self); SAVEA: [SDC] CHR (D); SAVES: [SDC] CHR (D); SAVEADD: Truth
Few things I wanted to point out.
1) Getting it to work.
Your coding should work if you change CHR to CHA and you need Better Combat Effect Gold ext.
2) This does not go on the caster or creature, it goes on an AREA effected, so you need to use an proxy token, we call these "Objects" NPCs. If you need help setting this up let me know.
3) This is how I think you want it to work.
Use from the Caster's Action Tab to an OBJECT NPC to denote an AREA effected.
Zone of Truth; AURA: 15 all, once; AoE Zone of Truth; IF: !CUSTOM(Object); IF: !CUSTOM(Truth); SAVEA: [SDC] CHA (M); SAVEADD: Truth; SAVES: [SDC] CHA (M)
Custom Effect List Item
Truth
Azbandar
October 5th, 2025, 00:24
Few things I wanted to point out.
1) Getting it to work.
Your coding should work if you change CHR to CHA and you need Better Combat Effect Gold ext.
2) This does not go on the caster or creature, it goes on an AREA effected, so you need to use an proxy token, we call these "Objects" NPCs. If you need help setting this up let me know.
3) This is how I think you want it to work.
Use from the Caster's Action Tab to an OBJECT NPC to denote an AREA effected.
Zone of Truth; AURA: 15 all, once; AoE Zone of Truth; IF: !CUSTOM(Object); IF: !CUSTOM(Truth); SAVEA: [SDC] CHA (M); SAVEADD: Truth; SAVES: [SDC] CHA (M)
Custom Effect List Item
Truth
FFS, I was looking at all the ; : , [ I didn't even catch my CHR...
I also forgot about the Object thing, I had made specific tokens that worked, but I called them PC's to make it easier on my brain.
Thank you!
Tatershal
October 27th, 2025, 21:12
Does this extension still work?
MrDDT
October 28th, 2025, 00:49
Yes.
ShadowedHand
October 28th, 2025, 02:57
Does this extension still work?
The Paladin in our group uses it every week. Indispensable, especially for a forgetful player. ;)
Lo Zeno
October 28th, 2025, 09:52
Does this extension still work?
Yes.
And it does so beautifully, I should say.
Hussar
March 3rd, 2026, 05:02
Sorry, need help.
I cannot figure out why my syntax will not force the saving throw. I am using the Dretch's Fetid Aura for 2024 D&D:
Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.
I am using the following aura: Fetid Aura; AURA: 10 all; SAVES: 12 CON; SAVEADD: Poisoned
It applies the poisoned effect, no worries, but, I cannot get it to force the saving throw. What am I doing wrong?
bwatford
March 3rd, 2026, 07:21
Just tested your coding and it works, it only makes the save when it starts its turn in the aura, not when it first enters. so cycle through the combat tracking after inside the aura and it does the save.
Hussar
March 3rd, 2026, 07:31
Weird, I tested it and it still won't force the saving throw. What extensions do I need for this? I've got the Aura one, obviously, but, is there another extension I should be running?
bwatford
March 3rd, 2026, 22:03
Yes, for SAVEADD you need Better Combat Effects or Better Combat Effects Gold
Hussar
March 4th, 2026, 01:06
Yes, for SAVEADD you need Better Combat Effects or Better Combat Effects Gold
That worked. Thank you sir.
Azbandar
March 5th, 2026, 17:35
Working on a custom set of NPC's with effects, in this case a dragon, but automating one if it's lair effects.
Mind-Warped Ground; AURA: 60 !foe,once,deeplair; IF: FACTION(!self); Mind-Warped Ground; DMGO: 1d6 psychic
I have tried this with notself, !self, but it still rolls for the dragon, what am I doing wrong?
If I use !foe (or friend) in place of the !self above, it works, I have other things with auras that are neutral/no faction having the same issue - traps, that sort of stuff. Did something change that I completely missed with "self" tags?
I should note, I have also tried IF: FACTION(!self); before and after the name.
nephranka
March 5th, 2026, 21:08
I am not sure what "deeplair" is as an option. Maybe remove it?
nephranka
March 5th, 2026, 21:15
Also, maybe explore ally and !ally
Azbandar
March 6th, 2026, 01:53
I am not sure what "deeplair" is as an option. Maybe remove it?
That's for my visual auras, even without that, no change in habit.
Azbandar
March 6th, 2026, 01:59
Also, maybe explore ally and !ally
Ok, so ally worked, which made me try self vs !self, which also worked....Auras on monsters feels so backwards!
nephranka
March 7th, 2026, 00:49
Glad you got it working.
Rebecca
May 20th, 2026, 09:41
Aight, first, to hopefully make this reply a little easier to find
two paladins, double aura, stacking aura
okay, meat and potatoes;
I can't really take credit for this since i basically just am copying what MrDDT gave me, but he's told me to post it here since it is a common enough issue, so i shall.
Issue; two paladins with aura of protection stack their auras, when they should not, solution; paladin aura with the highest bonus needs to detect and counter the weaker one.
For this example we'll have paladins "Bob" and "Joe" Bob has the higher charisma score of 20 (+5), so Bob's aura has the highest bonus and thus needs the extra coding, Joe has 18 charisma (+4) so just needs his aura to have a unique effect name.
The simple version;
Bob's effect would be
Bob; AURA: 10 friend; BobAura; SAVE: 5; IF:CUSTOM(JoeAura); SAVE: -4
Joe's effect would be
Joe; AURA: 10 friend; JoeAura; SAVE: 4
Joe's aura just applies the +4 to saves, Bob's Aura applies his +5, and if Joe's aura is there, applies a -4 to saves to essentially negate Joe's.
Additionally, i'll be adding the coding i currently use, which just disables the aura if your paladin ends up with a mild case of stabbed
Bob
Bob; AURA: 10 friend,!dying; AURA: 10 friend; BobAura; SAVE: 5; IF:CUSTOM(JoeAura); SAVE: -4
Joe
Joe; AURA: 10 friend,!dying; AURA: 10 friend; JoeAura; SAVE: 4
You will need the "Better combat effects gold" to get this to work, but it's worth it, BCEG is, together with Aura effects, almost mandatory in my mind, i can't imagine running a game without it anymore.
Lastly, you can change the names of the effects around to match the names of the two paladins you have in your game, just don't make the effects too convoluted, abbreviate, you'll be grateful for all the typos you can't put into your effects because you shortened "Charles Richten's Aura of Protection" to "CRAP"
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