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GEONE
August 9th, 2022, 14:37
Forge Page:
https://forge.fantasygrounds.com/shop/items/740/view

Description:
This D&D 5E extension allows you to easily roll a Wild Magic check when using a spell by clicking or dragging the "spell cast" button next to a spell on the actions tab of your character sheet.
It will only work for spells of 1st level or higher (customizable) and only when you have the Wild Magic Surge feature on your character sheet.

https://i.imgur.com/tYrSbUp.png

It will roll a d20 and if the result is a 1 then it will automatically roll on the Wild Magic Surge table (PHB required).

https://i.imgur.com/WJ7ufoy.gif

The functionality is totally customizable from in-game. By changing certain parts of the Wild Magic Surge feature's description on the abilities tab of your character sheet you can change what table it rolls on, what level spell triggers a check, what number or threshold needs to be rolled on the check, and what die or dice are rolled for the check.

https://i.imgur.com/fDVuAUU.gif

Here is what can be customized in the feature's text (presented in usage statement syntax):

Once per turn, the DM can have you roll [a | an] <ROLL> immediately after you cast <a | an> [sorcerer | SCHOOL] <cantrip | spell of #[st|nd|rd|th] level> [or higher | or lower]. If you roll <a | an> # [or higher | or lower], roll on the <TABLE NAME> table to create a magical effect.
or, for a saving throw rather than a roll:

Once per turn, at the DM's discretion, you must make a DC # <ABILITY> saving throw immediately after you cast <a | an> [sorcerer | SCHOOL] <cantrip | spell of #[st|nd|rd|th] level> [or higher | or lower]. On a failure, roll on the <TABLE NAME> table to create a magical effect.
and for more complicated DC calculations:

Once per turn, at the DM's discretion, you must make <a | an> <ABILITY> saving throw immediately after you cast <a | an> [sorcerer | SCHOOL] <cantrip | spell of #[st|nd|rd|th] level> [or higher | or lower]. The DC [for this [save | saving throw]] equals # [+|-] [[twice | half] the spell's level | your <ABILITY> modifier]. On a failure, roll on the <TABLE NAME> table to create a magical effect.


"[ ]" are optional terms, "< >" are required terms, choices are separated by a pipe " | ".
"#" in this case represents any number.
"SCHOOL" can be up to 8 comma-separated schools of magic (i.e. "transmutation, illusion, or necromancy" or just "evocation").
"ROLL" can be up to 3 different dice or values added or subtracted from each other (i.e. "2d6+2-1d4").
"ABILITY" must be the full name of an ability score (i.e. "Dexterity").
"TABLE NAME" is the name of the table you wish to roll on upon successfully triggering a surge. The table name is case-sensitive and must be loaded by the client that is casting the spell. (i.e. "Scroll Mishap")

Here are some example customizations of the feature that are correctly parsed.
They can be prefaced however you'd like ("Once per turn, at the DM's discretion, you...", "Whenever you...", etc) and the order of the sentences don't matter:

... roll a d20 immediately after you cast an evocation spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

... When you cast a cantrip, roll 7d8. If you roll a 50 or higher, roll on the Drunk Effect table to create a magical effect.

... roll a d6 after casting a spell of 9th level. If you roll a 3 or lower, roll on the Wizard Spells table to create a magical effect.

... roll 1d4+1d8+6 after casting an illusion or necromancy spell of 3rd level or lower. If you roll an 8, roll on the Teleport Mishap table to create a magical effect.

... must make a DC 15 Constitution saving throw after casting a spell of 1st level or higher. On a failure, roll on the Teleport Mishap table to create a magical effect.

... must make a Dexterity saving throw after casting a spell of 2nd level or higher. The DC equals 10 + half the spell's level. On a failure, roll on the Teleport Mishap table to create a magical effect.

You can have multiple Wild Magic Surge features on your character sheet with different descriptions (like spell levels, save DCs, spell schools, tables) and each one will be evaluated whenever a spell matching its description is cast.

As of version 1.4.0 you can also specify the spell's level as the roll trigger or save DC:

... If you roll the spell's level, roll on the Wild Magic Surge table to create a magical effect.

... If you roll the spell's level or lower, roll on the Wild Magic Surge table to create a magical effect.

... If you roll higher than the spell's level, roll on the Wild Magic Surge table to create a magical effect.

... The DC equals the spell's level.

... The DC equals twice the spell's level.

... The DC equals half the spell's level.

Here is a short video showcasing the feature:
https://i.imgur.com/DF6lCEl.mp4

Limitations:
This currently does not work for limited-use (checkbox) spells. It would be trivial to add this functionality, but it would require creating a copy of the entire power_counter.lua script just to add a single line of code to it, which would mean this extension would likely conflict with any future update to the 5E ruleset that changes the power_counter.lua script.

Compatibility:
This extension does not overwrite any base functionality, which means it should be future-proof and compatible with any other extension (unless something modifies the icon_usepower template <script> tag).

Changelog:
- Updated to v1.4.4
- Updated to work with the 2024 ruleset update.
- Updated to v1.4.3
- Added support for chronurgy, graviturgy, and dunamancy schools. Fixed missing cast icon.
- Updated to v1.4.2
- Added support for Controlled Chaos feature.
- Updated to v1.4.1
- Fixed prof bonus not being applied to saves.
- Updated to v1.4.0
- Can now specify the spell's level as the wild magic surge roll's trigger.
- Updated to v1.3.4
- Feature name now only needs to start with the phrase "wild magic surge" and can have other text after it.
- Updated to v1.3.3
- Fixed issue causing first level spells to be considered cantrips. Added compatibility with Combat Automation extension.
- Updated to v1.3.2
- Added support for multiple Wild Magic Surge features on the same character.
- Updated to v1.3.1
- Fixed issue with ability modifier not being applied to Wild Magic Surge saving throw.
- Updated to v1.3
- Added ability to specify schools of magic to trigger Wild Magic Surge checks.
- Updated to v1.2.1
- Added support for 5E ruleset update 2023-02.
- Updated to v1.2
- Added support for saving throws in place of Wild Magic Surge checks.

LordEntrails
August 9th, 2022, 15:06
Well done! You might wish to consider getting setup with a Forge account so that if/when you have updates users will get them along with all the other updates. If you need more info: https://www.fantasygrounds.com/forums/showthread.php?69807-Fantasy-Grounds-Forge-Overview

GEONE
August 9th, 2022, 15:29
Well done! You might wish to consider getting setup with a Forge account so that if/when you have updates users will get them along with all the other updates.

Thanks, I'll put it on the forge when I'm a Crafter!

GEONE
August 11th, 2022, 17:34
Hey mods, I'm new to this whole extension-sharing thing. Can I get this thread moved to Armory > Extensions please?
and also delete the duplicate thread I made over there.

Can you also move my other extension over there too. I wasn't aware the Armory was the correct place to share finished extensions.
https://www.fantasygrounds.com/forums/showthread.php?74711-5E-Extension-Chat-Effects-amp-NPC-Variables

Thank you

Trenloe
August 11th, 2022, 17:40
Hey mods, I'm new to this whole extension-sharing thing. Can I get this thread moved to Armory > Extensions please?
and also delete the duplicate thread I made over there.

Can you also move my other extension over there too. I wasn't aware the Armory was the correct place to share finished extensions.
https://www.fantasygrounds.com/forums/showthread.php?74711-5E-Extension-Chat-Effects-amp-NPC-Variables

Thank you
Done. Thanks for sharing your extensions with the community!

GEONE
August 11th, 2022, 17:50
Thanks so much!

plap3014
August 11th, 2022, 22:19
Hi,

it is possible to have a DC check also like : Save Con DC10 + level of spell?

regards

GEONE
August 12th, 2022, 02:03
Hi,

it is possible to have a DC check also like : Save Con DC10 + level of spell?

regards

I just updated it so you can do that now.
Something along the lines of this should do the trick:

Once per turn, at the DM's discretion, you must make a Constitution saving throw immediately after you cast a spell of 1st level or higher. The DC equals 10 + the spell's level. On a failure, roll on the Wild Magic Surge table to create a magical effect.

It can be further customized. The ability score can be changed to whatever you like. And it also supports "half the spell's level", "twice the spell's level", "your <Ability> modifier", and optionally subtracting them instead of adding them too.

If you want a static DC, it can do that too:

... after casting a spell of 1st level or higher, you must make a DC 15 Constitution saving throw. On a failure, roll on the Wild Magic Surge table to create a magical effect.

plap3014
August 12th, 2022, 02:05
Perfect!

thanks!

jrowsey1
August 12th, 2022, 16:17
Cool extension. I was just messing around with it and the Wild Magic Surge table doesn't trigger if using "Manual" dice rolls.

GEONE
August 12th, 2022, 16:58
I was just messing around with it and the Wild Magic Surge table doesn't trigger if using "Manual" dice rolls.

What other extensions are you using, if any?

It seems to work fine from my testing. It automatically puts the table roll into the manual dice queue

https://i.imgur.com/kYzOYO9.gif

jrowsey1
August 12th, 2022, 17:42
What other extensions are you using, if any?

It seems to work fine from my testing. It automatically puts the table roll into the manual dice queue

https://i.imgur.com/kYzOYO9.gif


I'm using A LOT of extensions, so it appears to be conflict. I'll try to hunt down the conflict this weekend and report back. Thanks!

jrowsey1
August 13th, 2022, 01:31
Upon further review, we can chalk this report up to user error. Seems to work just fine with manual rolls. Apologies for the false alarm.

WinterSoldier7
August 17th, 2022, 10:35
I like this.

One of my biggest peeves is that when a PC rolls a crit fail, I have my own tables for the effects and have to manually open them up to roll on those tables. Do you know whether it would be possible to link custom tables up to crit fails (and crit hits even)? Maybe something like that already exists and I've missed it??

GEONE
August 17th, 2022, 19:08
I like this.

One of my biggest peeves is that when a PC rolls a crit fail, I have my own tables for the effects and have to manually open them up to roll on those tables. Do you know whether it would be possible to link custom tables up to crit fails (and crit hits even)? Maybe something like that already exists and I've missed it??

I believe you can either edit the existing tables, or create your own. If you are creating your own, the tables have to be exactly named "Critical Hit" and "Fumble" respectively. But as long as the "Fumble and Critical Hit Tables" module is not loaded and the "Attack: Fumble/Crit" setting is enabled, then it should automatically roll on whatever table is titled "Critical Hit" and "Fumble".

WinterSoldier7
August 17th, 2022, 21:15
Think I've screwed myself over there then, as I have mutliple tables depending on the type of damage :(

nephranka
August 17th, 2022, 21:30
I was experimenting with ext and I see that the cast button (far left side of the spell) is the trigger. I was wondering if you are aware of the Arcane Ward ext? I use it but it adds a new casting button. The main thing the casting button it makes does is track spell slots. It would be cool if they could work together so you don't have to click the cast button to resolve the wild magic roll. Not sure if that is possible or even if you would want to, just a thought.

GEONE
August 18th, 2022, 01:26
I was experimenting with ext and I see that the cast button (far left side of the spell) is the trigger. I was wondering if you are aware of the Arcane Ward ext? I use it but it adds a new casting button. The main thing the casting button it makes does is track spell slots. It would be cool if they could work together so you don't have to click the cast button to resolve the wild magic roll. Not sure if that is possible or even if you would want to, just a thought.

That is something that the Arcane Ward developers would have to handle on their end. Their extension has the higher load order and adds a new cast button instead of modifying the existing one, meaning I can't change any behaviour without it being overwritten or reference any of their additions.

They already have integrations with some other extensions like Constitutional Amendments and Spell Action Info, so it wouldn't hurt to ask, although I doubt they will since those are much larger and more extensive extensions than this one.

Currently, the two extensions are 100% compatible with each other, but not integrated with one another. You just need to click both cast buttons; one for the cast and spell slot usage, and the other for the wild magic check.

nephranka
August 18th, 2022, 10:40
That is something that the Arcane Ward developers would have to handle on their end. Their extension has the higher load order and adds a new cast button instead of modifying the existing one, meaning I can't change any behaviour without it being overwritten or reference any of their additions.

They already have integrations with some other extensions like Constitutional Amendments and Spell Action Info, so it wouldn't hurt to ask, although I doubt they will since those are much larger and more extensive extensions than this one.

Currently, the two extensions are 100% compatible with each other, but not integrated with one another. You just need to click both cast buttons; one for the cast and spell slot usage, and the other for the wild magic check.

Thanks for the feedback.

spoonhead
September 15th, 2022, 11:43
My player wants to roll on the Wild magic table for all spells and cantrips. But I can't get this to work:

Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer cantrip or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

It was working OK with the default wording, so it's not a conflict.

EDIT: Sorted

Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer cantrip | spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

GEONE
September 16th, 2022, 14:50
My player wants to roll on the Wild magic table for all spells and cantrips. But I can't get this to work:

Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer cantrip or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

It was working OK with the default wording, so it's not a conflict.

EDIT: Sorted

Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer cantrip | spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

Yeah it seems "cantrip or higher" doesn't get correctly parsed. "cantrip or spell of 1st level or higher" is the intended way of wording something like this, and it should work correctly.

Alternatively, "spell of 0th level or higher" or "spell of 9th level or lower" would both also work to roll for all spells and cantrips, since cantrips are treated as 0th level in FG.

plap3014
October 18th, 2022, 02:12
Good evening, after last week update, is look like i have a error when we use the extension, everything was working fine in our last session 2 weeks ago.

see picture:
54728

GEONE
October 18th, 2022, 03:31
Good evening, after last week update, is look like i have a error when we use the extension, everything was working fine in our last session 2 weeks ago.

see picture:
54728

I can't see why ActorManager would ever be nil. Just to be sure, you're playing on the 5E ruleset right?

If so, this must be some sort of extension conflict, since I've just tested on the latest version in a clean campaign and all seems to be working correctly.

plap3014
October 20th, 2022, 01:55
it is working fine. we just restart and working!

gregm
March 16th, 2023, 22:40
Hi there,

I have tried this in my existing campaign and received the following error -- no other extensions were being run.

After reading the forum thread, I created a new campaign, imported a character from that campaign and tried again and received the following result.

56724

56725

56726

I'm not concerned with if I paid for this or not; I was just **really** excited about using this extension in conjunction with an upcoming plot I'm running.

Also, would it possible (once it's generally working again) for it to be configured that when a certain spell school is cast the Wild Magic Surge table goes off? The plot my players are going through has or will affect each school of magic at some point. Being able to narrow this to say, divination, would be so helpful.

Thanks for developing this extension!

Greg

GEONE
March 17th, 2023, 22:19
I've updated the extension for 5E ruleset update 2023-02. It should now work as intended on that version.

GEONE
March 18th, 2023, 00:14
would it possible (once it's generally working again) for it to be configured that when a certain spell school is cast the Wild Magic Surge table goes off? The plot my players are going through has or will affect each school of magic at some point. Being able to narrow this to say, divination, would be so helpful.


Hi, Greg! I've added the ability to specify up to 8 different schools of magic that will trigger a Wild Magic Surge check, the new usage statement syntax is:


Once per turn, the DM can have you roll [a | an] <ROLL> immediately after you cast <a | an> [sorcerer | SCHOOL] <cantrip | spell of #[st|nd|rd|th] level> [or higher | or lower]. If you roll a # [or higher | or lower], roll on the <TABLE NAME> table to create a magical effect.
Where "SCHOOL" can be up to 8 comma-separated schools of magic (i.e. "transmutation, illusion, or necromancy" or "enchantment or abjuration" or just "evocation").

Here's an example of it:

Once per turn, the DM can have you roll a d20 immediately after you cast a divination spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

It is of course entirely optional, and you don't have to specify any school of magic if you don't want that to affect the Wild Magic Surge in any way.

gregm
March 22nd, 2023, 19:46
Hi Zealot!

This worked BEAUTIFULLY and is EXACTLY what I wanted/needed for my campaign's continuing arc.

However, the Druid's sheet can no longer prepare spells. See the screenshot below.

LEFT (Djaelinn) -- Druid
MIDDLE (Velca) -- Wizard
RIGHT (Saelneth) -- Cleric

56803

Not included in the screen shot are a test with a Warlock/Paladin and an Artificer. Both of those were able to prepare spells as well.

Also, a quick side note -- would it be possible to have custom naming for the ability that this occurs under? I'm assuming not. It's totally fine. I just wanted to ask, just in case!
If not custom is it possible for other text to exist in like, a parenthesis ? If not, again, I totally get it.

This extension is wonderful and I'm so glad you made it!!!!

Zacchaeus
March 22nd, 2023, 21:29
Make sure your Druid has a number in one of the spell power groups.

gregm
March 23rd, 2023, 02:20
That did it, thank you Zacchaeus!!

GEONE
March 23rd, 2023, 02:35
would it be possible to have custom naming for the ability that this occurs under? I'm assuming not. It's totally fine. I just wanted to ask, just in case!
If not custom is it possible for other text to exist in like, a parenthesis ? If not, again, I totally get it.

You can give your spells any name you want and the extension should work just fine. The extension only cares about the level of the spell

SylvanSnake
March 28th, 2023, 15:29
Hi, Greg! I've added the ability to specify up to 8 different schools of magic that will trigger a Wild Magic Surge check, the new usage statement syntax is:


Once per turn, the DM can have you roll [a | an] <Roll> immediately after you cast <a | an> [sorcerer | <School>] <cantrip | spell of #[st|nd|rd|th] level> [or higher | or lower]. If you roll a # [or higher | or lower], roll on the <Table Name> table to create a magical effect.
Where <School> can be up to 8 comma-separated schools of magic (i.e. "transmutation, illusion, or necromancy" or "enchantment or abjuration" or just "evocation").

Here's an example of it:

Once per turn, the DM can have you roll a d20 immediately after you cast a divination spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.

It is of course entirely optional, and you don't have to specify any school of magic if you don't want that to affect the Wild Magic Surge in any way.

Ok, another request related to this. Is it possible to have this extension trigger different surge tables for each magic school? So, you could have an Evocation surge when casting Evocation spells or Conjuration surge from Conjuration spells. Maybe you could add that? Would be great, thanks.

Also, noticed an error. The ability score modifier isn't being counted on the saving throw check. I set it to make Charisma save, DC10 + the spell level. It calculates the DC as it should but it's only counting the base die roll without the Charisma mod. Like for DC11, if the die roll is 10, it fails even with a +4 modifier.

mdrichey
March 29th, 2023, 01:10
Anyone know if this is compatible with Xelab's Combat Automation extension?

nephranka
March 29th, 2023, 01:32
Looks like there is a conflict with B9's spell domains ext.
[ERROR] Script execution error: [string "C: power_item_header:usepowerDomain"]:3: attempt to call field 'usePower' (a nil value)

GEONE
March 29th, 2023, 03:29
Looks like there is a conflict with B9's spell domains ext.
[ERROR] Script execution error: [string "C: power_item_header:usepowerDomain"]:3: attempt to call field 'usePower' (a nil value)

window.usePower is a deprecated function, the new function is PowerManagerCore.usePower. The Spell Domains extension will need to be updated for use in Fantasy Grounds 5E Ruleset (2023-02)

Alternatively, if you're using an older version of the 5E Ruleset, I've attached an up-to-date version of the extension that should work on versions prior to 2023-02

GEONE
March 29th, 2023, 03:35
Anyone know if this is compatible with Xelab's Combat Automation extension?

Xelab's Combat Automation extension also seems to override the icon_usepower template's script (the star button next to a spell, which you need to click to initiate a wild magic surge check), so this would not be compatible with it.

I'd try to make compatibility patch, but the extension costs $10 and I would rather not bite that bullet just to find out if a compatibility patch is feasible or not.

nephranka
March 29th, 2023, 10:49
window.usePower is a deprecated function, the new function is PowerManagerCore.usePower. The Spell Domains extension will need to be updated for use in Fantasy Grounds 5E Ruleset (2023-02)

Alternatively, if you're using an older version of the 5E Ruleset, I've attached an up-to-date version of the extension that should work on versions prior to 2023-02

Thanks. I am using the current ruleset. I will pass this along to B9.

mdrichey
March 31st, 2023, 15:30
Xelab's Combat Automation extension also seems to override the icon_usepower template's script (the star button next to a spell
It certainly does!


I'd try to make compatibility patch, but the extension costs $10
I'll gift it to you, if you PM me the email address you use on DM's Guild. It's a great extension and it would be fantastic if automated wild magic surge could be integrated.

GEONE
March 31st, 2023, 17:02
Also, noticed an error. The ability score modifier isn't being counted on the saving throw check. I set it to make Charisma save, DC10 + the spell level. It calculates the DC as it should but it's only counting the base die roll without the Charisma mod. Like for DC11, if the die roll is 10, it fails even with a +4 modifier.

Thanks for reporting this, I've fixed the issue!


Ok, another request related to this. Is it possible to have this extension trigger different surge tables for each magic school? So, you could have an Evocation surge when casting Evocation spells or Conjuration surge from Conjuration spells. Maybe you could add that? Would be great, thanks.

This is a super cool idea, but it unfortunately would be beyond the scope of this extension. It would require much more text parsing and formatting than I would like to fit into this relatively simple extension.


Edit: I've added support for multiple Wild Magic Surge features on the same character sheet. You should now be able to emulate the requested feature by having multiple Wild Magic Surge features on your character sheet, one for each school of magic you wish to trigger a surge for. Each feature can have a different table that will be rolled on when a spell of that school is cast (and the Wild Magic Surge check fails).

i.e. a character could have all three of these features on their character sheet:

Wild Magic Surge

... roll a d20 immediately after you cast an evocation spell of 1st level or higher. If you roll a 1, roll on the Evocation Surge table to create a magical effect.

Wild Magic Surge

... roll a d20 immediately after you cast a conjuration spell of 1st level or higher. If you roll a 1, roll on the Conjuration Surge table to create a magical effect.

Wild Magic Surge

... roll a d20 immediately after you cast an abjuration spell of 1st level or higher. If you roll a 1, roll on the Abjuration Surge table to create a magical effect.

So long as you have 3 tables named "Evocation Surge", "Conjuration Surge", and "Abjuration Surge".

GEONE
April 2nd, 2023, 06:28
Thanks to mdrichey's generosity, this extension should now be compatible with Xelab's Combat Automation extension. When using that extension, Automatic Wild Magic Surge will take into account upcasted spell levels and unused spell slots.

SylvanSnake
April 2nd, 2023, 15:51
OK, so for the 8 schools of magic, I should add 8 entries called Wild Magic Surge? And do they all need to be in the same section on the abilities tab?

GEONE
April 2nd, 2023, 16:13
OK, so for the 8 schools of magic, I should add 8 entries called Wild Magic Surge? And do they all need to be in the same section on the abilities tab?

Yes, that's correct. If you want all 8 schools of magic to trigger different tables, then you need 8 separate features called "Wild Magic Surge" and they all need to be under the "Features" section of your abilities tab.



Edit: As of version 1.3.4 the feature name can have any text after the "Wild Magic Surge". So you can have multiple features named "Wild Magic Surge (Evocation)", "Wild Magic Surge (Illusion)", "Wild Magic Surge 2: Electric Boogaloo" etc.

SylvanSnake
April 2nd, 2023, 19:11
My initial testing seems to work perfectly. I'll let you know if I find any other issues. I like my wild mage, but it's a pain searching for surge tables every time I cast a spell. This is my new favorite extension! Thanks a lot for making this.

SylvanSnake
May 22nd, 2023, 16:03
Hello again. One more request. I noticed this extension doesn't add a character's Proficiency bonus to the saving throw. Is it possible to get that feature added? If you can do it, thanks.

GEONE
May 22nd, 2023, 17:44
Hello again. One more request. I noticed this extension doesn't add a character's Proficiency bonus to the saving throw. Is it possible to get that feature added? If you can do it, thanks.

Hello! That must be a bug. I'll look into it when I'm home next week.

mdrichey
June 4th, 2023, 03:45
Hello,

In my testing, it is rolling to check for the wild magic surge, but it is not rolling on the table when the result is 1. I do have the Combat Automation extension.

57567

57568

GEONE
June 4th, 2023, 11:40
Hello,

In my testing, it is rolling to check for the wild magic surge, but it is not rolling on the table when the result is 1. I do have the Combat Automation extension.

57567

57568

Huh that is very strange. It says the check was a success when it should be a failure on a 1. I can't seem to reproduce this issue, I copied the wording of your feature exactly (or so I thought) and it seems to be working just fine. I also enabled the Combat Automation extension.

Is there any other details you could give me to reproduce this? What version of the extension and the 5e ruleset are you running?

Can you copy and paste the exact wording here so I can check if there's some sneaky extra space or unicode character somewhere in there that is messing up the parsing.

https://i.imgur.com/EuJlh11.png



Edit: I figured out the issue. It doesn't understand "to create a random magical effect." The correct wording should be "to create a magical effect."

Regardless, I updated the extension to also understand "to create a random magical effect." in case anyone else makes this mistake.

GEONE
June 4th, 2023, 12:04
Hello again. One more request. I noticed this extension doesn't add a character's Proficiency bonus to the saving throw. Is it possible to get that feature added? If you can do it, thanks.

Sorry for the late response. I've fixed the issue in the newest version.

mdrichey
June 4th, 2023, 17:22
Edit: I figured out the issue. It doesn't understand "to create a random magical effect." The correct wording should be "to create a magical effect."

Regardless, I updated the extension to also understand "to create a random magical effect." in case anyone else makes this mistake.

Thanks! That character is several years old. It appears that at one point, the word "random" was present in the feature. I certainly didn't type it in there. Thanks again!

SylvanSnake
June 5th, 2023, 09:46
Thanks for the update. I'll check it out.

Halahad
September 28th, 2023, 22:02
Great ext, thanks you!

"Limitations:
This currently does not work for limited-use (checkbox) spells. It would be trivial to add this functionality, but it would require creating a copy of the entire power_counter.lua script just to add a single line of code to it, which would mean this extension would likely conflict with any future update to the 5E ruleset that changes the power_counter.lua script."

So if my barbarian has a rage with checkboxes, he won't be able to use this extension?

GEONE
September 29th, 2023, 00:08
Great ext, thanks you!
So if my barbarian has a rage with checkboxes, he won't be able to use this extension?

Rage isn't a spell, and barbarians usually don't have the wild magic feature anyway.

That sentence you quoted meant to say that wild magic surges won't be automatically rolled for spells that have checkboxes, sorry if that wasn't very clear. The extension itself won't interfere with regular gameplay for any character that doesn't have the Wild Magic Surge feature. Even if your character does have the Wild Magic Surge feature, they can still use checkbox spells normally; the wild magic surge just won't automatically roll like it would if it wasn't a limited-use/checkbox spell.

Halahad
September 29th, 2023, 00:56
Rage isn't a spell, and barbarians usually don't have the wild magic feature anyway.

That sentence you quoted meant to say that wild magic surges won't be automatically rolled for spells that have checkboxes, sorry if that wasn't very clear. The extension itself won't interfere with regular gameplay for any character that doesn't have the Wild Magic Surge feature. Even if your character does have the Wild Magic Surge feature, they can still use checkbox spells normally; the wild magic surge just won't automatically roll like it would if it wasn't a limited-use/checkbox spell.

Got it, sorry, I was inattentive. Is it possible to add support for the Barbarian with the path of wild magic specialization? Barbarian has the "Wild Surge" feature, which is not very different in functionality from the "Wild Magic Surge" that Sorcerer has. I assume that the problem that you will need to do this for one specific action on the character sheet - Rage.

GEONE
September 29th, 2023, 08:18
Is it possible to add support for the Barbarian with the path of wild magic specialization? Barbarian has the "Wild Surge" feature, which is not very different in functionality from the "Wild Magic Surge" that Sorcerer has. I assume that the problem that you will need to do this for one specific action on the character sheet - Rage.

I'm sorry, that's not in the scope of this extension. The point of this extension is to automate Sorcerer spells to roll their surge when they cast a spell, because sorcerers are casting spells nearly every turn; Barbarians usually only enter a rage once in an encounter, so it isn't in as dire a need of automation as spells are.

But if you still want, you can replicate this functionality already by making the Rage action have a spell level (you can do this by unlocking the rage action's record and putting any number in the 'level' number box), and then give yourself the Wild Magic Surge feature on your character sheet (or just create a new feature called "Wild Magic Surge" and copy-and-paste the text from the wild magic surge feature). Then whenever you enter a rage, it will roll a wild magic surge automatically. You would just have to make sure you don't have any spells on your Barbarian since those spells would also trigger a wild magic roll.

If you are using checkboxes, you would instead need to make a separate rage action that is not limited-use, and then click the star next to it whenever you enter a rage. But I'm not sure if this is any more convenient than just manually rolling on a table when you rage.

EDIT: Make sure to change "roll on the Wild Magic Surge table" in the feature's text to "roll on the Wild Magic table" so it uses the Barbarian's Wild Magic table instead of the Sorcerer's

MrDDT
December 11th, 2023, 15:42
That is something that the Arcane Ward developers would have to handle on their end. Their extension has the higher load order and adds a new cast button instead of modifying the existing one, meaning I can't change any behaviour without it being overwritten or reference any of their additions.

They already have integrations with some other extensions like Constitutional Amendments and Spell Action Info, so it wouldn't hurt to ask, although I doubt they will since those are much larger and more extensive extensions than this one.

Currently, the two extensions are 100% compatible with each other, but not integrated with one another. You just need to click both cast buttons; one for the cast and spell slot usage, and the other for the wild magic check.

I asked the author of Arcane Ward to check this out and he said he fixed it! Tested it and seems to be working great.
https://www.fantasygrounds.com/forums/showthread.php?73913-5E-Arcane-Ward&p=703406&viewfull=1#post703406

mdrichey
January 16th, 2024, 05:33
Is there any way this can be set up to roll on the wild magic surge table twice if the Controlled Chaos feature is present?

Controlled Chaos is the 14th-level Wild Magic sorcerer feature. Its description reads: "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number."

Roach
April 18th, 2024, 11:54
Can you copy and paste the exact wording here so I can check if there's some sneaky extra space or unicode character somewhere in there that is messing up the parsing.

https://i.imgur.com/EuJlh11.png



Edit: I figured out the issue. It doesn't understand "to create a random magical effect." The correct wording should be "to create a magical effect."

Regardless, I updated the extension to also understand "to create a random magical effect." in case anyone else makes this mistake.


As a player wants to play a Wild Magic Sorcerer in a new campaign, I have added the Auto Wild Magic Extension, but when I test it in a sample wild sorcerer, no d20 is rolled, and because the non-result of the non-roll cannot be a natural-1, no Wild Surges occur at all. it seems that Mad Nomad's new Spellcaster Helper interferes with the extension, preventing the Wild Magic Check. Do you have a solution for this? Contacting MadNomad at the same time...

MrDDT
April 18th, 2024, 17:58
As a player wants to play a Wild Magic Sorcerer in a new campaign, I have added the Auto Wild Magic Extension, but when I test it in a sample wild sorcerer, no d20 is rolled, and because the non-result of the non-roll cannot be a natural-1, no Wild Surges occur at all. it seems that Mad Nomad's new Spellcaster Helper interferes with the extension, preventing the Wild Magic Check. Do you have a solution for this? Contacting MadNomad at the same time...

Likely need to report this to MNM, because it seems like that new helper is by passing the call for the caster roll/check

Roach
April 18th, 2024, 18:58
Likely need to report this to MNM, because it seems like that new helper is by passing the call for the caster roll/check

People on Mad Nomad's Discord have the same suspicion - which is unfortunate. Auto Wild Magic is very QoL during play, and the Helper is QoL for Levelling-up and checking how many spelLs a character may have, also makes overcastingand levelling cantrips easier, so that t'd be best in order to level up, to

stop the table
disable AWM and enable SCH
restart the table
level-up
stop the table
re-enable AWM/re-disable SCH
restart the table


Unfortunately my PC is so slow that I get reminded of glacial Formula-One-Racing...

mdrichey
April 21st, 2024, 17:36
Is there any way this can be set up to roll on the wild magic surge table twice if the Controlled Chaos feature is present?

Controlled Chaos is the 14th-level Wild Magic sorcerer feature. Its description reads: "At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number."

Bumping, in case it was missed. If it is not possible, no big deal.

GEONE
April 21st, 2024, 18:38
Bumping, in case it was missed. If it is not possible, no big deal.

It indeed was missed. I added this functionality in the latest update, it now rolls twice on the table if the Controlled Chaos feature is present.

MrDDT
April 21st, 2024, 18:48
It indeed was missed. I added this functionality in the latest update, it now rolls twice on the table if the Controlled Chaos feature is present.

Awesome thanks.

Ridgeback
April 29th, 2024, 15:27
While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.

2) Have an effect that could be added to a PC or NPC sheet.
Example: [EFF: SURGE: <dice> #,<schools list>; ATLEVEL | UNDERLEVEL | OVERLEVEL: #; ABILITY: <ability>; TABLE: <tablename>]

The combination of these 2 functions would substantially improve the extension and allow DMs to play around with Wild Magic on all NPCs, not just sorcerer NPCs.

GEONE
April 29th, 2024, 23:57
While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.

2) Have an effect that could be added to a PC or NPC sheet.
Example: [EFF: SURGE: <dice> #,<schools list>; ATLEVEL | UNDERLEVEL | OVERLEVEL: #; ABILITY: <ability>; TABLE: <tablename>]

The combination of these 2 functions would substantially improve the extension and allow DMs to play around with Wild Magic on all NPCs, not just sorcerer NPCs.

These were both considerations when I fist made the extension, but I wasn't able to add them for a few reasons.

1) Not all spells on player sheets have a cast or damage button in FG (some spells don't have any FG effects at all), so this would make it impossible for those spells to cause a WMS check. But all spells do have the star button next to them, so that's why the star button is what triggers the WMS check.

2) As far as I'm aware, FG doesn't distinguish between NPC spells and NPC abilities, there would be no way to detect when an NPC casts a spell and no way to check what level or school that spell was. And since not all spells have attacks/saves or do damage, some NPC spells wouldn't trigger a WMS this way.

MrDDT
April 30th, 2024, 01:32
While I like the idea of the extension, I think it would be a godsend if you added two more pieces of functionality.

1) Have the check occur whenever a "Cast" button is pressed. By having to press 2 buttons on each cast, there is a requirement for the Player to remember to perform the check each time. Better to automate the process so that players and DMs don't have to remember anything, it just happens.


I use Arcane Ward extension with this and there is a button that does both cast posted to chat and ticks off the spell slot. Which triggers this feature if they are a wild mage.

I find that habit on players is very normal.
Works kinda like the cast to the left but does a bit more making it more likely to do it.
I see no way of automating this more because of the things noted above.

mdrichey
September 28th, 2024, 23:29
I have noticed that since the latest FG updates, this extension is causing the "Use Power" buttons to be invisible. These are the buttons to the left of the spell or ability names on the Actions tab of the character sheet. They used to be stars but now they are pointing fingers.

I have verified that it is definitely this extension that is causing the issue. I have uploaded screenshots showing what it looks like with no extensions loaded, and what it looks like with only this extension loaded.

I also wanted to let you know that Xelab's Combat Automation extension was just updated to work with the latest FG updates. I mention this because you previously did work to make sure that this extension was compatible with Combat Automation.

GEONE
September 29th, 2024, 04:18
I have noticed that since the latest FG updates, this extension is causing the "Use Power" buttons to be invisible. These are the buttons to the left of the spell or ability names on the Actions tab of the character sheet. They used to be stars but now they are pointing fingers.

Are they invisible or are they completely gone? Like can you still click on them and still have stuff happen?

mdrichey
September 29th, 2024, 05:02
Are they invisible or are they completely gone? Like can you still click on them and still have stuff happen?

They are invisible. You can still click on them and have stuff happen.

GEONE
September 29th, 2024, 06:03
They are invisible. You can still click on them and have stuff happen.

That's quite odd. I guess they must have changed what graphic is on the character sheet rather than redefining the existing graphic. Do you get any errors or warnings in the console if you type /console in chat before opening up a character sheet?

Edit: Looks like the power_use icon was indeed removed from the new update and the new icon is called roll_cast. I've updated the forge, let me know if it works now.

mdrichey
September 29th, 2024, 16:56
Forge is still serving v1.4.2 as of right now. I tried deleting the extension to force the update, and it still downloaded 1.4.2. I will try again a little bit later.

mdrichey
October 2nd, 2024, 02:55
As of today, Forge is still serving v1.4.2, and the icon is still invisible.

GEONE
October 2nd, 2024, 06:07
As of today, Forge is still serving v1.4.2, and the icon is still invisible.

Oops, I forgot to set the latest build to the live build. Really trips me up that the forge doesn't do that automatically.

Try it now.

mdrichey
October 3rd, 2024, 02:03
Oops, I forgot to set the latest build to the live build. Really trips me up that the forge doesn't do that automatically.

Try it now.

Looks good now, thanks.

z3phy3r
October 25th, 2024, 00:01
Hi,

I just got this extention and wanted to try it out. I seemed to have encountered an error that I do not know how to fix. Am I doing something wrong?

62441

GEONE
October 25th, 2024, 12:43
Hi,

I just got this extention and wanted to try it out. I seemed to have encountered an error that I do not know how to fix. Am I doing something wrong?

62441

I'm a little confused as to why this could be happening. PowerManager.parsePower should always return a table, at worst case scenario it returns an empty table, it should never return nil unless something is overriding that function with a new function that can return nil. Are you using any other extensions with this one?

z3phy3r
October 25th, 2024, 12:49
I'm a little confused as to why this could be happening. PowerManager.parsePower should always return a table, at worst case scenario it returns an empty table, it should never return nil unless something is overriding that function with a new function that can return nil. Are you using any other extensions with this one?

Hiya,

Thanks for getting back to me so quick.

As far as I know the only other extentions would be themes and fonts that I have on.

I thought it was the d200 wild magic table from rob2e (might have miss spelled this author) that was the issue but after deactivating this module the problem still persists.

GEONE
October 25th, 2024, 13:20
Hiya,

Thanks for getting back to me so quick.

As far as I know the only other extentions would be themes and fonts that I have on.

I thought it was the d200 wild magic table from rob2e (might have miss spelled this author) that was the issue but after deactivating this module the problem still persists.

I hadn't realized the newest ruleset update changed PowerManager.parsePower to take in a table data object and return nil if that data object doesn't exist. I've updated the extension and it should work properly again.

z3phy3r
October 25th, 2024, 13:25
Sweet! Thank you very much!

galaxybomb
February 22nd, 2025, 01:00
For some reason when testing this feature, the roll only applies to Cantrips even when specifiying spell level. Unsure what the issue is. 63568

GEONE
February 22nd, 2025, 07:05
For some reason when testing this feature, the roll only applies to Cantrips even when specifiying spell level. Unsure what the issue is. 63568

It probably has to do with the changed wording of the 2024 version. The extension is expecting a specific series of words as shown in the usage statement syntax on the main post, and the wording in the 2024 version of wild magic surge is different from what it's expecting. Try using the 2014 wording of wild magic surge.

galaxybomb
February 22nd, 2025, 14:23
I did change the wording to use the syntax on the main post as seen in the image but it still seems to be having issues. It's weird because I don't know why it would work on Cantrips at all given the wording used.

Edit: Fixed - turns out the character sheet had two "Wild Magic Surge" abilities and it was reading from the one i was not changing. silly me.

Arenoth
February 23rd, 2025, 17:44
Hello, I have modified the Wild Magic Surge ability as in the extension description and it works fine. The only problem is that when a character makes the Intelligence saving throw (I have set the DC to 15), even if he fails rolling lower than 15, the outcome in the chat is "SUCCESS" and nothing happens (no roll on the tables). Do you know what could be the problem? Thank you.

GEONE
February 23rd, 2025, 19:16
Hello, I have modified the Wild Magic Surge ability as in the extension description and it works fine. The only problem is that when a character makes the Intelligence saving throw (I have set the DC to 15), even if he fails rolling lower than 15, the outcome in the chat is "SUCCESS" and nothing happens (no roll on the tables). Do you know what could be the problem? Thank you.

Can you post the wording you're using please?

Arenoth
February 24th, 2025, 06:37
Can you post the wording you're using please?

Here is the wording:

"Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.

Once per turn, at the DM discretion, you must make an Intelligence saving throw after casting a sorcerer spell of 1st level or higher. The DC equals 15. On a failure, roll on the Wild Magic Surge Table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

*Table: Wild Magic Surge Table"

63583

As you can see from the attached image, even if the Intelligence saving throw roll is 11 and the DC is 15, it says SUCCESS when it should be FAILURE. Below you can see I forced the same character to make a DEX saving throw with disvantage and it rolled 12 vs DC 16 and it was correctly set to FAILURE. I don't know why for the Wild Surge saving throw it always says SUCCESS even if the DC was not met.

GEONE
February 24th, 2025, 12:53
Here is the wording:

"Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.

Once per turn, at the DM discretion, you must make an Intelligence saving throw after casting a sorcerer spell of 1st level or higher. The DC equals 15. On a failure, roll on the Wild Magic Surge Table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

*Table: Wild Magic Surge Table"

63583

As you can see from the attached image, even if the Intelligence saving throw roll is 11 and the DC is 15, it says SUCCESS when it should be FAILURE. Below you can see I forced the same character to make a DEX saving throw with disvantage and it rolled 12 vs DC 16 and it was correctly set to FAILURE. I don't know why for the Wild Surge saving throw it always says SUCCESS even if the DC was not met.

I think the issue might be the "The DC equals 15" part, since that's the wording used for more complex DC calculations, not static DCs (i.e. the DC equals 2 + half the spells level)

Try:

Once per turn, at the DM's discretion, you must make a DC 15 Intelligence saving throw immediately after you cast a sorcerer spell of 1st level or higher. On a failure, roll on the Wild Magic Surge table to create a magical effect.

Arenoth
February 24th, 2025, 18:49
I think the issue might be the "The DC equals 15" part, since that's the wording used for more complex DC calculations, not static DCs (i.e. the DC equals 2 + half the spells level)

Try:

Once per turn, at the DM's discretion, you must make a DC 15 Intelligence saving throw immediately after you cast a sorcerer spell of 1st level or higher. On a failure, roll on the Wild Magic Surge Table table to create a magical effect.

Apparently this wording fixed the problem. Now it recognize a roll of 14 or below as a FAILURE. The only problem is that it rolls a d10 + a d100 instead of a d100. If I manually roll on the table (the default Wild Magic Surge table) it rolls a d100. Where do the d10 comes from? Thank you for your help. I really appreciated.

GEONE
February 25th, 2025, 07:37
Does it also roll the d10 when you use the ruleset's built-in slash command for rolling on tables? Try typing "/rollon Wild Magic Surge" into chat. The extension basically just calls the same function that command calls, so they should be doing the same thing. If so, then that might either be an issue with the table or it's a bug in the ruleset.

Side note, is the table called "Wild Magic Surge Table" or just "Wild Magic Surge"? If it's the second, make sure you haven't written "roll on the Wild Magic Surge Table table" in the feature like I accidentally did in my previous message.

Arenoth
February 25th, 2025, 18:31
Does it also roll the d10 when you use the ruleset's built-in slash command for rolling on tables? Try typing "/rollon Wild Magic Surge" into chat. The extension basically just calls the same function that command calls, so they should be doing the same thing. If so, then that might either be an issue with the table or it's a bug in the ruleset.

Side note, is the table called "Wild Magic Surge Table" or just "Wild Magic Surge"? If it's the second, make sure you haven't written "roll on the Wild Magic Surge Table table" in the feature like I accidentally did in my previous message.

I was able to fix the problem. I had to copy the original Wild Magic Surge table and modify it because it seems that the one in the Player Handbook rolls always a d10 + a d100. I just set the dice to a d100 in the copied table and now it works. Thank you very much for your help.

I just have one last question: what would be the correct wording to have the DC = 10 + twice the spell's level?

I tried following the guide in the first page of the extension "must make an Intelligence saving throw after casting a spell of 1st level or higher. The DC equals 10 + twice the spell's level." but it gave me the first problem I reported: even if the character fail the check it says SUCCESS and doesn't roll on the table.

Thanks!!

GEONE
February 25th, 2025, 20:12
I just have one last question: what would be the correct wording to have the DC = 10 + twice the spell's level?

I tried following the guide in the first page of the extension "must make an Intelligence saving throw after casting a spell of 1st level or higher. The DC equals 10 + twice the spell's level." but it gave me the first problem I reported: even if the character fail the check it says SUCCESS and doesn't roll on the table.

Thanks!!

That should be the correct wording. I will have to look into it when I'm able to, but I won't be home for a couple weeks.

GEONE
February 26th, 2025, 17:30
Update: I can't seem to replicate the issue. I tried both

"Once per turn, at the DM's discretion, you must make an Intelligence saving throw after casting a spell of 1st level or higher. The DC equals 10 + twice the spell's level. On a failure, roll on the Wild Magic Surge Table table to create a magical effect."

and

"Once per turn, at the DM's discretion, you must make an Intelligence saving throw immediately after you cast a sorcerer spell of 1st level or higher. The DC equals 10 + twice the spell's level. On a failure, roll on the Wild Magic Surge Table table to create a magical effect."

Both worked correctly, causing a failure on a roll lower than the DC and a success on a roll higher than the DC.

Arenoth
February 26th, 2025, 18:57
Update: I can't seem to replicate the issue. I tried both

"Once per turn, at the DM's discretion, you must make an Intelligence saving throw after casting a spell of 1st level or higher. The DC equals 10 + twice the spell's level. On a failure, roll on the Wild Magic Surge Table table to create a magical effect."

and

"Once per turn, at the DM's discretion, you must make an Intelligence saving throw immediately after you cast a sorcerer spell of 1st level or higher. The DC equals 10 + twice the spell's level. On a failure, roll on the Wild Magic Surge Table table to create a magical effect."

Both worked correctly, causing a failure on a roll lower than the DC and a success on a roll higher than the DC.

I was able to fix the problem removing the feature from the character sheet and re-adding from the Sorcerer subclass. The wording were correct. Maybe it was bugged for some reason.
Anyway thank you very much for investigating and helping me sorting this out. I appreciated.
Have a good night :)

Moon Wizard
February 26th, 2025, 23:17
When class features are added to a character sheet, they are copied fully from the source class record, and can be customized per character.

If you change the wording in the base class for a feature, it will not propagate to the character, since features can be customized per character. By re-adding, you grabbed the latest version from the class, which made a new copy.

Regards,
JPG

Peanakka
October 31st, 2025, 23:54
I cant get this to work at all. I had it working a year or 2 ago so unsure if somethings changed. I'm using the 5e Legacy as well. I'm trying to get the table to roll every time a spell is cast. (I'm actually trying to work out some way for this table to be rolled automatically if PCs/NPCs are under an effect but that's an issue for another time). Here is what I have and it 'should' work but nothing is happening. I added this in the Feats and Features as well but still doesn't work.

Wild Magic Surge
Once per turn, the DM can have you roll a 1d100 immediately after you cast a spell of cantrips or higher. If you roll a 1 or higher, roll on the Wild Magic Surge 100 table to create a magical effect. If that effect is a spell, it is too wild to be affected by your metamagic, and if it normally requires concentration, it doesn't; the spell lasts for its full duration.
Table: Wild Magic Surge 100

GEONE
November 1st, 2025, 00:40
I cant get this to work at all. I had it working a year or 2 ago so unsure if somethings changed. I'm using the 5e Legacy as well. I'm trying to get the table to roll every time a spell is cast. (I'm actually trying to work out some way for this table to be rolled automatically if PCs/NPCs are under an effect but that's an issue for another time). Here is what I have and it 'should' work but nothing is happening. I added this in the Feats and Features as well but still doesn't work.

Wild Magic Surge
Once per turn, the DM can have you roll a 1d100 immediately after you cast a spell of cantrips or higher. If you roll a 1 or higher, roll on the Wild Magic Surge 100 table to create a magical effect. If that effect is a spell, it is too wild to be affected by your metamagic, and if it normally requires concentration, it doesn't; the spell lasts for its full duration.
Table: Wild Magic Surge 100

Try "Once per turn, the DM can have you roll a d100 immediately after you cast a cantrip or higher. If you roll a 1 or higher, roll on the Wild Magic Surge 100 table to create a magical effect."

If that doesn't work, try "Once per turn, the DM can have you roll a d100 immediately after you cast a spell of 0th level or higher. If you roll a 1 or higher, roll on the Wild Magic Surge 100 table to create a magical effect."

If that still doesn't work, check to see if the default Wild magic Surge text works: "Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect."

If the default feature text does work, then perhaps the table name is invalid or isn't being found correctly, try removing the numbers from the table name and name the table something like "Wild Magic Surge One Hundred".

Let me know if any of these work.

Peanakka
November 1st, 2025, 15:32
Thank you very much for this help. All of those are working. Unsure why my working doesn't work but that doesn't matter now. Thank you for your help again.

GEONE
November 2nd, 2025, 00:28
Thank you very much for this help. All of those are working. Unsure why my working doesn't work but that doesn't matter now. Thank you for your help again.

I'm glad it's working for you! The issues I suspected was the wording on "roll a 1d100" instead of "roll a d100" or "roll 1d100", and also "spell of cantrips or higher" instead of "a cantrip or higher" or "spell of 0th level or higher"

LadyLaeriel
February 13th, 2026, 14:40
I'm completely new to extensions so I'm probably doing something wrong, but I can't get this to work. I got it from the Forge, searched for updates from inside Fantasy Grounds and made sure the extension appeared in the Extension folder. Bu nothing extra happens when I cast a spell with the sorcerer I've set up (new character created today). What am I missing? I'm using the legacy 5e ruleset.

Edit: Never mind, I figured it out. I had missed that you had to check the extension in the list before you load the campaign. Now it works! :D