View Full Version : NPC Spell Casters
toastsniffer187
November 10th, 2021, 00:14
When is this ruleset going to get coded Spells for NPC and spells slots and such?
Trenloe
November 10th, 2021, 03:41
The ruleset already has the functionality of adding spell casters, with spell slots. The Core Rules DLC spells have effect coding.
You'll need to expand your question with specifics of what you're looking for...
toastsniffer187
November 10th, 2021, 03:49
Well I noticed a lot of NPC have spells listed but not functional. But I just found out I have to manually drag and drop the spells over. Is the spells tab a core function? Im not at home or I could check. I have to coded spell effects extension. It just a matter of dragging them over as long as it is capable.
Trenloe
November 10th, 2021, 03:52
Is the spells tab a core function?
The "Spells" tab in an NPC is standard in the PFRPG2 ruleset, if that's what you're referring to?
spoonhead
November 10th, 2021, 13:05
They don’t get added to the CT like in 5e, if that’s what you are after. You have to use the spell tab, but the slots are working as far as I’m aware.
One thing I would like in a future update, is the ability to expand the spell effects etc, in combat mode, without having to unlock the NPC.
I do come across NPCs where the spell in the tab, is missing any coding, so I have to drag the spell over again to get the right DC, damage and such like. I think Volluk from Abomination Vault was the last one I cam across ahead of my session last week. Not sure if it’s a legacy thing as the module is released ahead of any automation update.
toastsniffer187
November 10th, 2021, 14:37
yes because all i have is main, inventory and other and parse
toastsniffer187
November 10th, 2021, 14:38
When I open and NPC with spells I do not see a spells tab.
Zacchaeus
November 10th, 2021, 14:46
It's here. If you aren't seeing this then maybe an extension is interfering or there's something amiss with your install. Can you post a screenshot of the same beastie as in mine.
toastsniffer187
November 10th, 2021, 14:50
I think the parcel extension or parser may blocks it. Figureing out which if so.
toastsniffer187
November 10th, 2021, 14:54
I was thinking why not make it where the GM can click spells and items from the actualy directory across all rulesets? I was wondering why that wasnt a thing just a side note.
toastsniffer187
November 10th, 2021, 14:56
It was the parcel extension which is a shame.....It adds a really cool immersive feel to the game.
Trenloe
November 10th, 2021, 15:25
It was the parcel extension which is a shame.....It adds a really cool immersive feel to the game.
Which extension is that? The only one I'm aware of is for 5E. You shouldn't be using extensions specifically designed for other rulesets, because things could (and usually do) break - this thread is a good example of that.
toastsniffer187
November 10th, 2021, 15:35
but then we would have like no extensions lol. PF is seriously neglected. correction....as of late not so much but you have had no choice due to competition. But still is lacking. And not a compaint just keep doing the good work and try to keep FGU competitive. I appreciate all the community.
Trenloe
November 10th, 2021, 15:46
but then we would have like no extensions lol.
There are plenty that are CoreRPg compatible and so should be OK with PFRPG2. Extensions that are designed for a specific ruleset should only be used in that ruleset. Extensions are cool and all, but you don't need to use a bunch to use FGU - you run the risk of breaking the base ruleset. Case in point - you used an extension designed for another ruleset which completely removed NPC spellcasting!!!
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.