View Full Version : World of Bethica Campaign Setting (Fantasy Grounds Unity 5E Ruleset)
wrandalljr4
September 12th, 2022, 17:04
Look no further if you are looking for a Campaign World to run your Fantasy game in. The World of Bethica has all you need.
The Legend
The gods, it seemed, were not infallible, and even as their failures rendered the world they governed a barren wasteland, they continued to argue and assign blame for its destruction on others. And with no agreement or compromise in sight, it seemed that the gods were destined to go their own way.
But Raziel made one last plea. They could learn from their mistakes. They could reach the full potential of godhood. They could rule in peace and harmony. And so they found a new world. Bethica.
The races of Bethica were young, easy to influence, and easy to control. Soon the fledgling races adopted new faiths and followed the god of their choice. But over the centuries that passed, Raziel saw the old patterns emerging. Each religion believed its path to be the only true one, and soon the same frictions and fractures could be seen emerging. War amongst the mortal races seemed imminent.
The gods pondered the problem for decades. Then, Amriel suggested the solution in a rare moment of clear-headedness and co-operation. Any war between the faiths would be strongly discouraged if not forbidden. The true path would present itself through philosophy and thought, not war and bloodshed. It was a vague compromise. One that is constantly tested. But it is the status quo of where we find Bethica today.
The Lore
Bethica is a planet far from our world, though it feels as though its people share the thoughts and technology of our medieval era. It is a land of many races beyond the dominant Volari and a place of strange vistas, breathtaking beauty, harsh wildernesses, and shining cities.
Although the Volari seems the de facto seat of authority, it is only through their numbers that they seem the dominant race. In reality, away from the "twelve, rose-red cities, as old as time", there are nine other empires, separate cultures and races all jostling for power and position.
Bethica is a unique world. It is a beguiling world. It is a dangerous world. It is a world of adventure and opportunity. It is your world. Welcome...
16 Maps | 4 Land Masses | 10 Territories | 20 Cities | 15 Towns | Varies Villages (Named and Unnamed) | 4 Islands | Oceans, Seas, & Lakes | 8 Lands & Mountains | 7 Forest & Woods | 5 Ruins & Towers 10 Native Races | 14 Deities | 16 Major Adventuring Companies | 7 Major Merchant Guilds | 5 Major Criminal Organizations | 9 Factions
To get your Copy: https://forge.fantasygrounds.com/shop/items/809/view
Bethica 5e Player's Handbook (https://forge.fantasygrounds.com/shop/items/885/view)
Our Discord Community: https://discord.gg/DWpDNyrPuU
World Map: https://universalbattles.com/maps/
Bethica Races: https://universalbattles.com/races/
Question/Support Here: https://discord.gg/UnMvHhF9PW
MrDDT
September 12th, 2022, 21:07
I have to say this world setting is awesome, so much detail and maps are great.
I've been using it for a while but now that it's on FORGE it's a lot easier to update. I'm part of the discord server and any questions Warren is very fast to answer. Highly suggest anyone that wants well done world with races and towns maps etc, check this out.
thorun09
September 13th, 2022, 18:22
I really enjoy the setting. The custom races really stand out with some of their uniqueness. I look forward to many adventures in this world.
Jimbo
September 13th, 2022, 19:47
I've been playing in this setting for some time now and it's really well put together. Yes, the custom races and their place in the world is nice to see. And the maps and people we meet are always interesting and fun.
wrandalljr4
October 18th, 2022, 04:42
Thank you for your Support MRDDT!
wrandalljr4
October 18th, 2022, 04:43
Thank you for your Support Jimbo!
wrandalljr4
October 18th, 2022, 04:44
Thank you for your Support thorun09!
SimpForTendies
January 1st, 2023, 13:52
Having joined wrandalljr4's Bethica server, where you can see his content play out, I can say that I recommend his content.
I have fun with the new races, homebrew classes, and setting. If you're ever having doubts, you can just join his server and play around with what he's offering to see if it's what you're looking for. You can also ask wrandalljr4 himself in the discord as he's very friendly and helpful. His discord link is in his post in case you missed it.
Thanks for having me and putting up with me, Warren!
wrandalljr4
January 1st, 2023, 18:57
Having joined wrandalljr4's Bethica server, where you can see his content play out, I can say that I recommend his content.
I have fun with the new races, homebrew classes, and setting. If you're ever having doubts, you can just join his server and play around with what he's offering to see if it's what you're looking for. You can also ask wrandalljr4 himself in the discord as he's very friendly and helpful. His discord link is in his post in case you missed it.
Thanks for having me and putting up with me, Warren!
Thanks for the nice review! :-)
Merell
February 5th, 2023, 12:25
Don't take this as a complaint but maybe a suggestion. In your discription you state what I have highlighted in bold below. I do see in Catagories you list Categories: Unlisted Product, 5E Compatible.
Description
Look no further if you are looking for a Campaign World to run your Fantasy game in. The World of Bethica has all you need. The World of Bethica is designed to use with any fantasy Role-Playing Game System.
Is there any way you could open this up so other systems such as 2E, OSE or other systems used in FG could access the module without having to use the extension that allows the use of all extensions? I love what you have added here and would hope it could be used with other systems.
Thanks for your time
wrandalljr4
February 5th, 2023, 20:35
Don't take this as a complaint but maybe a suggestion. In your description you state what I have highlighted in bold below. I do see in Catagories you list Categories: Unlisted Product, 5E Compatible.
Description
Look no further if you are looking for a Campaign World to run your Fantasy game in. The World of Bethica has all you need. The World of Bethica is designed to use with any fantasy Role-Playing Game System.
Is there any way you could open this up so other systems such as 2E, OSE or other systems used in FG could access the module without having to use the extension that allows the use of all extensions? I love what you have added here and would hope it could be used with other systems.
Thanks for your time
Hello
Thank you for liking the system. Maybe I did not design it properly, but I figured and FG rules set would be able to open and us it. I guess I never tested it. But I will look into it.
damned
February 5th, 2023, 20:52
In the definition.xml file you can specify additional rulesets
Put each one in its own line
<ruleset>PFRPG2</ruleset>
wrandalljr4
February 5th, 2023, 22:42
Hello
I think I fixed it. When I set it to any rules set before exporting, that has seem to work. I will upload the new mod. Let me know if this works for you?
Warren
Merell
February 8th, 2023, 17:12
Sorry to respond so late, been a busy week. I thank you for your prompt response and addition. I have tried 2 systems that were not working before and are now. Again thank you.
wrandalljr4
February 14th, 2023, 04:28
Hello
You are very welcome! :-)
wrandalljr4
May 1st, 2023, 05:59
Hello
Apologies if I missed your message earlier. I thought I had enabled access for all systems, but I'll double-check to ensure it's available to everyone.
wrandalljr4
May 1st, 2023, 06:00
Don't take this as a complaint but maybe a suggestion. In your discription you state what I have highlighted in bold below. I do see in Catagories you list Categories: Unlisted Product, 5E Compatible.
Description
Look no further if you are looking for a Campaign World to run your Fantasy game in. The World of Bethica has all you need. The World of Bethica is designed to use with any fantasy Role-Playing Game System.
Is there any way you could open this up so other systems such as 2E, OSE or other systems used in FG could access the module without having to use the extension that allows the use of all extensions? I love what you have added here and would hope it could be used with other systems.
Thanks for your time
Hello
Apologies if I missed your message earlier. I thought I had enabled access for all systems, but I'll double-check to ensure it's available to everyone.
MrDDT
December 23rd, 2023, 16:21
The graphics on these monsters you just put out are freaking awesome. I also love the special things they can do, very detailed.
Devistation
February 20th, 2026, 02:29
I got your Savage Attacker, Loaded the extention and it did not do any of the reroll features. Still just a single roll. I removed teh feat, added it again. Same issue. What am a doing wrong? No, that is not it. It is not letting me add a screen shot. But it is just rolling one dice as normal without the mod. Yes, the mod is loaded. I even tryed it on a new game with savage attacker teh onlly mod loaded and it did not work. 6666566666
Arimil508
February 23rd, 2026, 21:44
Hi I am interested in your token swap ext and i have a few question. does it only support 5e or does it also support Core rpg and other systems that add on to core.
Second does it search in that particular location or can you apply a file path for a particular image. I ask this because i organize a lot of my tokens in a unique way.
wrandalljr4
February 23rd, 2026, 22:22
Hi I am interested in your token swap ext and i have a few question. does it only support 5e or does it also support Core rpg and other systems that add on to core.
Second does it search in that particular location or can you apply a file path for a particular image. I ask this because i organize a lot of my tokens in a unique way.
Hi there, how are you.
For your first question, I built Token Image Swap for the Fantasy Grounds Unity 5E ruleset. I’m still new to building extensions, so I followed the standard 5E setup and labeled it for 5E. Because of that, I can’t honestly guarantee it will work in CoreRPG or other rulesets that build on CoreRPG unless you test it in your campaign and see how it behaves. It might work, but I don’t want to promise something I haven’t verified.
For your second question, it does not let you point to any custom file path. It looks in one specific place: a folder named ShapeSwap inside your Fantasy Grounds tokens folder. You put the token images in there and then you apply an effect like IMG: Wolf to swap to Wolf.png (or jpg/webp/jpeg). It’s also case sensitive, so the name in the effect has to match the filename exactly. I kept it simple on purpose because it was a small tool I built as a first step for a bigger project, and I wanted it to be easy for anyone to use without extra setup.
If you want, tell me how you organize your tokens (one example folder structure) and I can tell you the easiest way to adapt your setup to work with it, or what would need to change in the script to support multiple folders.
wrandalljr4
February 23rd, 2026, 22:29
Hi there, how are you.
For your first question, I built Token Image Swap for the Fantasy Grounds Unity 5E ruleset. I’m still new to building extensions, so I followed the standard 5E setup and labeled it for 5E. Because of that, I can’t honestly guarantee it will work in CoreRPG or other rulesets that build on CoreRPG unless you test it in your campaign and see how it behaves. It might work, but I don’t want to promise something I haven’t verified.
For your second question, it does not let you point to any custom file path. It looks in one specific place: a folder named ShapeSwap inside your Fantasy Grounds tokens folder. You put the token images in there and then you apply an effect like IMG: Wolf to swap to Wolf.png (or jpg/webp/jpeg). It’s also case sensitive, so the name in the effect has to match the filename exactly. I kept it simple on purpose because it was a small tool I built as a first step for a bigger project, and I wanted it to be easy for anyone to use without extra setup.
If you want, tell me how you organize your tokens (one example folder structure) and I can tell you the easiest way to adapt your setup to work with it, or what would need to change in the script to support multiple folders.
Hello, and lastly, my original plan was to either have it search Fantasy Grounds for token images automatically or include a built-in image folder inside the extension itself. I’m not that far along in the larger extension yet, because I’m focusing on getting the harder parts working first. But if I decide to add that option to the design, I can update the Token Image Swap extension later.
cds29
February 24th, 2026, 03:28
Hi, I'm trying out your Undead Fortitude extension. On a failed save, the zombie I'm testing with still remains conscious with 2 hp and doesn't drop.
My test campaign only has the NPC Random Treasure and Map parcels loaded.
wrandalljr4
February 24th, 2026, 07:35
Hi, I'm trying out your Undead Fortitude extension. On a failed save, the zombie I'm testing with still remains conscious with 2 hp and doesn't drop.
My test campaign only has the NPC Random Treasure and Map parcels loaded.
Hello
I took it offline. Somehow I mixed up the working copy. I am working to rebuild it. :-(
wrandalljr4
February 24th, 2026, 09:34
Hi, I'm trying out your Undead Fortitude extension. On a failed save, the zombie I'm testing with still remains conscious with 2 hp and doesn't drop.
My test campaign only has the NPC Random Treasure and Map parcels loaded.
Hello
Do me a favor, download Indicator and load it. Tell me is it works for you?
https://forge.fantasygrounds.com/shop/items/1603/view
Warren
wrandalljr4
February 24th, 2026, 21:06
Hi, I'm trying out your Undead Fortitude extension. On a failed save, the zombie I'm testing with still remains conscious with 2 hp and doesn't drop.
My test campaign only has the NPC Random Treasure and Map parcels loaded.
Hello
Looks like I resolved it. I will upload the no extension shortly.
Warren
wrandalljr4
February 24th, 2026, 21:22
Hi, I'm trying out your Undead Fortitude extension. On a failed save, the zombie I'm testing with still remains conscious with 2 hp and doesn't drop.
My test campaign only has the NPC Random Treasure and Map parcels loaded.
Hello
The fixed version has been uploaded.
Warren
cds29
February 25th, 2026, 04:08
I'm about to Test. I already have indicators. I don't load many extensions when I'm testing new ones so I can discern issues between the new extension and others. Tested and it is working as intended. Thank you for the quick update.
plap3014
February 26th, 2026, 01:56
Hi, is it possible to add WebM as well? It would be great to be able to use animated tokens with the extension Token Image Swap?
Thanks
Ballzack
February 28th, 2026, 01:40
Thinking about purchasing your castbutton automation. The only thing stopping me is upcast options. Is there any plans to deal with that? Like asking what level to cast a spell at and using up that spell slot?
cds29
February 28th, 2026, 03:03
How in depth is your cast button mod? I've used Spellcaster Helper for a bit now and some functions of the Mad Nomad mods are starting to break with the successive updates?
wrandalljr4
February 28th, 2026, 16:21
Thinking about purchasing your castbutton automation. The only thing stopping me is upcast options. Is there any plans to deal with that? Like asking what level to cast a spell at and using up that spell slot?
Hello — you’re right. I didn’t think about upcasting. I’m going to work on that today. Being a GM and not a player definitely has its drawbacks. Sorry about that.
Ballzack
February 28th, 2026, 17:19
Your my hero if you can do this. Take my money. :)
wrandalljr4
February 28th, 2026, 18:33
Your my hero if you can do this. Take my money. :)
Right now, if you code the upcast damage, it should show a pop-up to choose from.
I was wondering why it was working for my players. They have coded spells.
bwatford
February 28th, 2026, 20:26
How do we code it, right now if you have two sets of damage amounts it rolls both.
thedruidreyn
March 1st, 2026, 21:42
Hey Wrandalljr4,
Just picked up your Cast Button extension and I can see a ton of potential with this. As others have mentioned, having a clean way to upcast spells would be wonderful (ideally, without needing the DM or player to pre-code multiple damage actions for each spell). Additionally, have you given any thought to incorporating the Smite spells into this work, despite them not having a Cast button?
Here's my scenario:
One of my players always plays Paladin, but has a hard time remembering to click the damage effects prior to rolling his weapon dice. I'd like to make this easier for him by, somehow, causing a pop-up window to appear if he hits a target with a weapon attack where he can select a Smite damage action, then confirm to roll all his damage dice at once. Does this seem possible?
Thanks!
wrandalljr4
March 1st, 2026, 23:15
Hey Wrandalljr4,
Just picked up your Cast Button extension and I can see a ton of potential with this. As others have mentioned, having a clean way to upcast spells would be wonderful (ideally, without needing the DM or player to pre-code multiple damage actions for each spell). Additionally, have you given any thought to incorporating the Smite spells into this work, despite them not having a Cast button?
Here's my scenario:
One of my players always plays Paladin, but has a hard time remembering to click the damage effects prior to rolling his weapon dice. I'd like to make this easier for him by, somehow, causing a pop-up window to appear if he hits a target with a weapon attack where he can select a Smite damage action, then confirm to roll all his damage dice at once. Does this seem possible?
Thanks!
Hello, and thank you for using the product — we’re glad you like it. We do too, although it still needs a few tweaks.
Right now, I’m working through an issue where certain save-based AOE spells (like Fireball) are rolling damage separately for each target. That’s not how it should work. It should roll damage once, then apply that same damage result to all targets. The only thing that should differ per target is the save outcome—full damage on a failed save, and half damage (or whatever the spell specifies) on a successful save.
Because I’ve been focused on that AOE damage behavior, I haven’t had much time to continue the upcast feature work. In hindsight, I probably should have left the “damage per target” issue alone for the moment and stayed focused on finishing the upcast feature first. The Cast button and upcasting are the bigger priorities, and I can circle back to the AOE shared-damage fix afterward. I do have a few options for how to solve it, but it isn’t the easiest thing to implement cleanly.
I’m also not very comfortable modifying the character sheet itself, especially if it requires adding buttons or UI changes. That’s not my strongest area, so I’m avoiding that approach.
As for the Paladin “smite” idea, that should be fairly straightforward. We could use an effect tag or detect that the character has Smite available and then trigger a prompt—either in chat or a small popup—when they land a successful melee hit asking if they want to apply Smite. We already have a similar concept with reaction prompts (like Shield or Dodge), so this should be doable.
I’ll keep working through these items and will keep you posted.
XavierB
March 2nd, 2026, 00:36
Hello,
I recently picked up your Savage Attacker Extension.
It works great. Both I and my player were enjoying not having to remember/modify damage rolls by hand.
When the character got to the point of having two attacks per turn we noticed that it always rerolls the first hit (on anything less than a max roll).
Is there a way to "decline" the reroll so if you get "near max" and you want to save it for the next hit (that might end up being sub par) you can?
Thanks
wrandalljr4
March 2nd, 2026, 01:11
Hello,
I recently picked up your Savage Attacker Extension.
It works great. Both I and my player were enjoying not having to remember/modify damage rolls by hand.
When the character got to the point of having two attacks per turn we noticed that it always rerolls the first hit (on anything less than a max roll).
Is there a way to "decline" the reroll so if you get "near max" and you want to save it for the next hit (that might end up being sub par) you can?
Thanks
Hello
Yes, I am working on that. I'm in the middle of another extension. Once I am finished with that one, I will start working on Savage Attacker again to get the select button working.
XavierB
March 3rd, 2026, 16:03
Hello
Yes, I am working on that. I'm in the middle of another extension. Once I am finished with that one, I will start working on Savage Attacker again to get the select button working.
That's great. I look forward to it.
wrandalljr4
March 3rd, 2026, 18:03
That's great. I look forward to it.
See updates
https://forge.fantasygrounds.com/shop/items/2845/view
XavierB
March 4th, 2026, 02:50
See updates
https://forge.fantasygrounds.com/shop/items/2845/view
Tried it out and it's awesome.
Thank You.
wrandalljr4
March 6th, 2026, 00:34
Your my hero if you can do this. Take my money. :)
Hello
Upcast is working:
https://forge.fantasygrounds.com/shop/items/2861/view :-)
wrandalljr4
March 6th, 2026, 00:36
Hey Wrandalljr4,
Just picked up your Cast Button extension and I can see a ton of potential with this. As others have mentioned, having a clean way to upcast spells would be wonderful (ideally, without needing the DM or player to pre-code multiple damage actions for each spell). Additionally, have you given any thought to incorporating the Smite spells into this work, despite them not having a Cast button?
Here's my scenario:
One of my players always plays Paladin, but has a hard time remembering to click the damage effects prior to rolling his weapon dice. I'd like to make this easier for him by, somehow, causing a pop-up window to appear if he hits a target with a weapon attack where he can select a Smite damage action, then confirm to roll all his damage dice at once. Does this seem possible?
Thanks!
Hello
Smite Alert is part of this Extension: https://forge.fantasygrounds.com/shop/items/2845/view
thedruidreyn
March 6th, 2026, 05:21
Thanks for adding the upcast option (and the Paladin Smite feature to the other .ext). :D
I'm really liking how this does reduce clicks, I think my tables will appreciate this.
One thing that I'm seeing in testing the Cast Button is that now, spells like chromatic orb will roll all associated damage dice and no longer prompts the user to select a damage type. I noticed something similar for toll the dead - on a failed save, the system would roll both damage dice associated with the cantrip.
Is this a known issue/on your radar?
Thanks!
bwatford
March 6th, 2026, 06:13
Remove the d12 option on Toll the Dead, the extension knows what dice to roll based on wounds.
Some spells they will have to do manually (i.e. Chromatic Orb)
If you have an ability with check boxes and they check one off it rolls everything as well, no way to do those manually and check one off which is a big issue for some abilities.
Need to find a work around, I hope.
wrandalljr4
March 6th, 2026, 06:58
Thanks for adding the upcast option (and the Paladin Smite feature to the other .ext). :D
I'm really liking how this does reduce clicks, I think my tables will appreciate this.
One thing that I'm seeing in testing the Cast Button is that now, spells like chromatic orb will roll all associated damage dice and no longer prompts the user to select a damage type. I noticed something similar for toll the dead - on a failed save, the system would roll both damage dice associated with the cantrip.
Is this a known issue/on your radar?
Thanks!
Hello
Yes — at the moment I had to sacrifice support for spells like Prismatic Orb and Prismatic Spray, which use multiple damage types, in order to get upcasting working properly and to make the Use Power button function the way I wanted. The goal was to let people choose between casting normally or using the automated system through the Use Power button.
Right now, any spell that has multiple damage types, or spells that do different kinds of actions — like one button for heal and another for damage — cannot use the Use Power button. For those, you’ll need to use the Cast button instead.
As for Toll the Dead, I may be able to go back in later and tell it to ignore the extra dice. I actually stumbled into that behavior by accident the first time I built it. I didn’t specifically tell the code to handle it that way, but somehow it worked on its own and didn’t seem to care that both dice were present. For now, I would just remove the d12 from that setup.
So at the moment, for spells that have two different features — like heal and damage, or multiple damage types — the Cast button is the one you need to use. Trying to make all of that work with pop-ups and automation became a real pain, so I chose to sacrifice support for those more limited spell cases in order to get the bigger features working correctly.
I may come back and revisit it later, but I spent a lot of time on this already and I’m pretty burned out from working on that extension right now. I’ll look into it again down the road.
Dax Doomslayer
March 6th, 2026, 21:55
I'm trying to get the Paladin smite function to work. I'm using a 'clean' campaign with just this extension and the Savage Attacker extension and nothing seems to pop up when there is a hit (there are spell slots available for the Paladin). Is there something else that needs to be done other than having a paladin with the Divine Smite ability? I'm sure I'm probably just missing something. Thanks!!
wrandalljr4
March 7th, 2026, 13:42
I'm trying to get the Paladin smite function to work. I'm using a 'clean' campaign with just this extension and the Savage Attacker extension and nothing seems to pop up when there is a hit (there are spell slots available for the Paladin). Is there something else that needs to be done other than having a paladin with the Divine Smite ability? I'm sure I'm probably just missing something. Thanks!!
Hello, there is no pop-up for Smite, just for the savage attacker.
What are you trying to do? A pop-up for a savage attack should appear on damage.
Dax Doomslayer
March 7th, 2026, 17:21
Hi - thanks for the reply. I had just purchased the Savage Attacker and the Cast Button extensions and am playing around with them. The Savage Attacker works fine and I'm just trying to figure out what this does for Smite (and swap initiative also) and how to use it. The documentation states:
"Paladin Smite Flow: This update adds automatic Paladin Smite tracking to the Combat Tracker. When a character with the Paladin’s Smite feature is added to the tracker, the extension automatically adds a Paladin smite effect and sets it to ON. On a melee hit, the extension sends a smite reminder in chat. When Divine Smite is applied through the normal effect workflow, Paladin smite automatically changes from ON to SKIP, then resets back to ON at the start of that character’s next turn."
I'm not seeing any tag nor chat reminder. I'm wondering if I'm doing anything incorrectly or how to get this to work. Thanks!
wrandalljr4
March 7th, 2026, 19:59
Hi - thanks for the reply. I had just purchased the Savage Attacker and the Cast Button extensions and am playing around with them. The Savage Attacker works fine and I'm just trying to figure out what this does for Smite (and swap initiative also) and how to use it. The documentation states:
"Paladin Smite Flow: This update adds automatic Paladin Smite tracking to the Combat Tracker. When a character with the Paladin’s Smite feature is added to the tracker, the extension automatically adds a Paladin smite effect and sets it to ON. On a melee hit, the extension sends a smite reminder in chat. When Divine Smite is applied through the normal effect workflow, Paladin smite automatically changes from ON to SKIP, then resets back to ON at the start of that character’s next turn."
I'm not seeing any tag nor chat reminder. I'm wondering if I'm doing anything incorrectly or how to get this to work. Thanks!
Hello
You are welcome :-)
This video will explain, sorry if it is not a good video. I just woke up. :-)
Video: https://www.youtube.com/watch?v=75bRC1BhpeI
SmackDaddy
March 10th, 2026, 19:12
I've bought most of the Bethica modules but saddened that the Players Module is for 2024 only... the players were looking forward to trying some of the races/subclasses out....(And I was so excited some of the new releases that I failed to catch some of them were 2024 only as well LOL stupid me -- I wrote it off mentally as a donation!) Keep up the great work tho!!!
wrandalljr4
March 10th, 2026, 20:55
I've bought most of the Bethica modules but saddened that the Players Module is for 2024 only... the players were looking forward to trying some of the races/subclasses out....(And I was so excited some of the new releases that I failed to catch some of them were 2024 only as well LOL stupid me -- I wrote it off mentally as a donation!) Keep up the great work tho!!!
Awe, sorry about that. I switched everything over when D&D 2024 came out. I really apologize for the inconvenience.
As for the races, I didn’t change them very much. The subraces are now called ancestries. I’m still working on adding more of them. The subclasses didn’t really change at all. The main adjustment was moving the ability score modifiers from the subraces to the backgrounds.
SmackDaddy
March 12th, 2026, 23:12
Awe, sorry about that. I switched everything over when D&D 2024 came out. I really apologize for the inconvenience.
As for the races, I didn’t change them very much. The subraces are now called ancestries. I’m still working on adding more of them. The subclasses didn’t really change at all. The main adjustment was moving the ability score modifiers from the subraces to the backgrounds.
When trying to use tho in 2014 (which there are still a LOT of people still using) -- it opens up, but as a new subrace, or new background or new ancestry -- which are all blank. *shrugs* ah well.....
I was looking hopeful to a bunch of your recent extensions but, in the future, will just know not to buy your extensions as they will be 2024 only.... good stuff for the 2024 folks tho!
wrandalljr4
March 13th, 2026, 18:08
When trying to use tho in 2014 (which there are still a LOT of people still using) -- it opens up, but as a new subrace, or new background or new ancestry -- which are all blank. *shrugs* ah well.....
I was looking hopeful to a bunch of your recent extensions but, in the future, will just know not to buy your extensions as they will be 2024 only.... good stuff for the 2024 folks tho!
Hello
I still may have the legacy version. I can see about putting them in as 2014. Give me some time.
Ballzack
March 14th, 2026, 15:17
Just purchased this extension. I'm not getting any upcasting options and it doesn't recognize that warlocks cast spells at their highest spell slot available.
wrandalljr4
March 14th, 2026, 17:25
Just purchased this extension. I'm not getting any upcasting options and it doesn't recognize that warlocks cast spells at their highest spell slot available.
Hello,
I’ll admit that it did not take Warlocks into account. There are a few improvements I’d like to make, and I will add that to my list. For now, Warlocks will need to manually enter their casting level in the upcast box.
Dax Doomslayer
March 14th, 2026, 19:16
Not sure if this affects you but it looks like there's going to be a pretty big ruleset update coming out soon: https://www.fantasygrounds.com/forums/showthread.php?86951.
Ballzack
March 14th, 2026, 19:24
I didn't notice the upcasting box before my last post. My bad. There is an interaction with Eldritch blast that is a little funky. Upon reaching level 5 the cantrip gets two beams yet the extension just rolls the damage twice and adds the charisma mod once. Each beam gets a separate attack roll and damage roll. This spell needs to be done manually also. Keep up the good work.
bwatford
March 14th, 2026, 21:35
To be fair, the Spell extension has a lot of quirks that make it not viable as is, at least for our tables due to the following issues:
- Powers that have checkboxes for uses get triggered when marking a box, and some of those have so many options that it is not feasible to use the automation, but you can't opt out of those and track uses due to the checkboxes triggering it.
- It has been difficult for players to remember which of their spells can work and which can't which let to a lot of "undo" work for me, so not worth the headache.
- A lot of small quirks, like warlock, eldritch blast, etc. I understand the reasoning for tying the automation to the use power button, but I don't think it is a viable option for all players.
Perhaps the new effect changes that are coming will help with recoding this module, I understand the author has put a ton of work into it to get it to where it is, but honestly the old way it was working where you had to label the effects that got used made it much more customizable for the special situations other than the all or nothing approach.
Just my two coppers... but keep up the great work, I use all your other extensions.
wrandalljr4
March 14th, 2026, 23:00
I didn't notice the upcasting box before my last post. My bad. There is an interaction with Eldritch blast that is a little funky. Upon reaching level 5 the cantrip gets two beams yet the extension just rolls the damage twice and adds the charisma mod once. Each beam gets a separate attack roll and damage roll. This spell needs to be done manually also. Keep up the good work.
Hello
Thank you, I thought Eldritch Blast was excluded, I guess not. Sorry about that. I added this to the forge as a bug to be fixed.
There is currently a bug affecting Eldritch Blast where the automated Cantrip damage feature rolls extra dice when it should not. We are aware of the issue and will be working on a fix.
Temporary Workaround:
While the spell is on your Actions tab, remove “Evocation” from the School field. This will prevent the system from triggering the extra dice.
Why this works:
We added support for custom features that are not actual spell effects. However, because cantrips are level 0, the system treats them like standard spells and checks the School field for data. If no data is present in that field, the system treats the action as something other than a cantrip and does not apply the extra damage dice.
Warren
daargrim
March 24th, 2026, 00:22
Hi Warren --
Not sure if this is the right place to ask this....where did your Token Swap extension go? Could have sworn there was one in the Forge I was going to try out...and now I can't find it?
metaldm007
March 24th, 2026, 03:53
Very excited to see what can be done with your Universal Reroll (https://forge.fantasygrounds.com/shop/items/2886/view) extension. Any chance you'll implement a way for rerolls to automatically apply to failed rolls without a minimum threshold, IE Fighter's Indomitable or the Boon of Combat Prowess' Peerless Aim?
wrandalljr4
March 25th, 2026, 05:02
Hi Warren --
Not sure if this is the right place to ask this....where did your Token Swap extension go? Could have sworn there was one in the Forge I was going to try out...and now I can't find it?
If you have it from before, you should still have it. But I had to unlist it, because it would conflict with another extension.
wrandalljr4
March 25th, 2026, 05:04
Very excited to see what can be done with your Universal Reroll (https://forge.fantasygrounds.com/shop/items/2886/view) extension. Any chance you'll implement a way for rerolls to automatically apply to failed rolls without a minimum threshold, IE Fighter's Indomitable or the Boon of Combat Prowess' Peerless Aim?
Hmmm, I will have to see. That could be tricky. You mean like a failed attack or both attack or save?
wrandalljr4
March 25th, 2026, 05:13
Very excited to see what can be done with your Universal Reroll (https://forge.fantasygrounds.com/shop/items/2886/view) extension. Any chance you'll implement a way for rerolls to automatically apply to failed rolls without a minimum threshold, IE Fighter's Indomitable or the Boon of Combat Prowess' Peerless Aim?
I looked it up:
Indomitable triggers after you fail a saving throw. You reroll that save, add a bonus equal to your Fighter level, and must use the new roll. At Fighter 9 you get 1 use per Long Rest, at 13 you get 2, and at 17 you get 3.
Peerless Aim is not a reroll. When you miss with an attack roll, you can hit instead. There is no new d20 roll. You just convert the miss into a hit. After you use it, you can’t use it again until the start of your next turn.
This would go into the Savage Attacker extension, since it is built for pop-up logic. Give me a few days or so. I will add it there.
Warren
thedruidreyn
March 28th, 2026, 15:43
If you have it from before, you should still have it. But I had to unlist it, because it would conflict with another extension.
Hey there!
Which extension did it conflict with? I use several extensions and haven't seen any conflicting behavior out of Token Image Swap, but it would be good to know which extensions to watch out for.
Also - have you seen this thread yet?
https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)
I haven't yet tested Token Image Swap in the TEST channel with this update. Given that this extension is effects-based, worth taking a look.
Thanks!
wrandalljr4
March 28th, 2026, 16:37
Hey there!
Which extension did it conflict with? I use several extensions and haven't seen any conflicting behavior out of Token Image Swap, but it would be good to know which extensions to watch out for.
Also - have you seen this thread yet?
https://www.fantasygrounds.com/forums/showthread.php?86951-Preparation-for-next-set-of-ruleset-changes-(2026-04)
I haven't yet tested Token Image Swap in the TEST channel with this update. Given that this extension is effects-based, worth taking a look.
Thanks!
Hello
Thanks for the update. I just fixed a few broken extensions I have access to. Guess there will be more.
This extension uses part of Token Swap's Lua code. I am sure there will be conflict. https://forge.fantasygrounds.com/shop/items/2870/view
metaldm007
May 7th, 2026, 23:45
Found an issue with the Life Drain extension after the latest overhaul; whenever a character has an effect that increases an ability score (ie WIS: 2), the value on their character sheet is changed to represent that bonus, but the effect is still active, effectively doubling the bonus.
For example, my cleric has a Wisdom of 18 which is increased by 2 with an item (aka WIS: 2). This changes the value on the character sheet to be 20, but they effectively have a score of 22 for their spell attack rolls and save DCs.
wrandalljr4
May 8th, 2026, 05:15
Found an issue with the Life Drain extension after the latest overhaul; whenever a character has an effect that increases an ability score (ie WIS: 2), the value on their character sheet is changed to represent that bonus, but the effect is still active, effectively doubling the bonus.
For example, my cleric has a Wisdom of 18 which is increased by 2 with an item (aka WIS: 2). This changes the value on the character sheet to be 20, but they effectively have a score of 22 for their spell attack rolls and save DCs.
Hello
Thank you for letting me know. I changed it to WOBSTR, etc.
Warren
graphil
May 9th, 2026, 08:09
FYI the link to the shops extension on World of Bethica Adventure's Guide forge page is point to DMG. This is moved to forge.
metaldm007
May 9th, 2026, 08:10
Hello
Thank you for letting me know. I changed it to WOBSTR, etc.
Warren
Another issue I've run into is that, at least for the NPC sheets, the maxhp/steal/hsteal/stealtemp/etc. tags don't seem to get processed. Something to do with the new update? Even with no other extensions loaded it doesn't function.
67360
graphil
May 9th, 2026, 08:12
Question for anyone who has Mad Nomads spell caster helper and WOB spell casting automation. How do the 2 compare, are they essentially the same functionality?
wrandalljr4
May 9th, 2026, 09:31
Another issue I've run into is that, at least for the NPC sheets, the maxhp/steal/hsteal/stealtemp/etc. tags don't seem to get processed. Something to do with the new update? Even with no other extensions loaded it doesn't function.
67360
Hello
I will check the highlight, but that is legacy code. If the attack or save is tagged with Life Drain, it will automatically reduce max HP. If you want to steal. Add the effect DRAIN: Life (F) = Full steal/heal or DRAIN: Life (H) = Half Steal/heal.
Video: https://www.youtube.com/watch?v=rCMAC_RrPHU
wrandalljr4
May 9th, 2026, 09:39
FYI the link to the shops extension on World of Bethica Adventure's Guide forge page is point to DMG. This is moved to forge.
Thanks, actually, I am doing a major update to the manual. Once all this extension fixes it done, I hope to focus more on it.
Site Link: https://worldofbethica.com/explore-bethica
metaldm007
May 9th, 2026, 20:24
Hello
I will check the highlight, but that is legacy code. If the attack or save is tagged with Life Drain, it will automatically reduce max HP. If you want to steal. Add the effect DRAIN: Life (F) = Full steal/heal or DRAIN: Life (H) = Half Steal/heal.
Video: https://www.youtube.com/watch?v=rCMAC_RrPHU
My problem is that I want to simulate a life steal effect outside of the wraith/wight/vampire Life Drain/Bite. I have a custom creature, a hill troll, which has a bite attack that gives it temporary hit points;
Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing,stealtemp damage.
With this extension, I cannot simulate this. I also cannot simulate the Vampiric Touch spell's life drain, and the Sword of Life Stealing code I made to simulate the 5.5e mechanics (with the Theogeek's Nat20 Extension);
Life Stealing; IFT: !TYPE(construct, undead); DMG: 15 necrotic,stealtemp,nat20
Would it be possible to reincorporate the legacy code on top of the new Drain effect based coding?
wrandalljr4
May 9th, 2026, 21:38
My problem is that I want to simulate a life steal effect outside of the wraith/wight/vampire Life Drain/Bite. I have a custom creature, a hill troll, which has a bite attack that gives it temporary hit points;
Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing,stealtemp damage.
With this extension, I cannot simulate this. I also cannot simulate the Vampiric Touch spell's life drain, and the Sword of Life Stealing code I made to simulate the 5.5e mechanics (with the Theogeek's Nat20 Extension);
Life Stealing; IFT: !TYPE(construct, undead); DMG: 15 necrotic,stealtemp,nat20
Would it be possible to reincorporate the legacy code on top of the new Drain effect based coding?
Hello
I am working on it. Fighting so coding changes. Give a bit of time.
Warren
metaldm007
May 9th, 2026, 22:01
Hello
I am working on it. Fighting so coding changes. Give a bit of time.
Warren
Thank you. Sorry if I may have been demanding.
wrandalljr4
May 9th, 2026, 23:35
Thank you. Sorry if I may have been demanding.
Hello
You are not demanding :-)
I was not aware that it was not working. Try the new build. I have a few more things to test still.
Warren
metaldm007
May 10th, 2026, 00:21
Hello
You are not demanding :-)
I was not aware that it was not working. Try the new build. I have a few more things to test still.
Warren
Updated the extension, seems to work fine now. Thank you very much!
wrandalljr4
May 10th, 2026, 00:38
Updated the extension, seems to work fine now. Thank you very much!
Hello
You are most welcome :-)
metaldm007
May 11th, 2026, 09:47
Another question regarding one of your extensions if you don't mind; it would appear that the Mantle of Transcendence (https://forge.fantasygrounds.com/shop/items/2870/view) image swap function isn't working. I tested it in a campaign without any other extensions.
67391
wrandalljr4
May 11th, 2026, 17:31
Another question regarding one of your extensions if you don't mind; it would appear that the Mantle of Transcendence (https://forge.fantasygrounds.com/shop/items/2870/view) image swap function isn't working. I tested it in a campaign without any other extensions.
67391
Hello
Did you add that image to your token folder?
And can you send me that image?
Contact me here, it would be faster: https://discord.gg/rGev9D38
wrandalljr4
May 11th, 2026, 17:47
Another question regarding one of your extensions if you don't mind; it would appear that the Mantle of Transcendence (https://forge.fantasygrounds.com/shop/items/2870/view) image swap function isn't working. I tested it in a campaign without any other extensions.
67391
Path: C:\Users\<johndoe>\AppData\Roaming\SmiteWorks\Fantasy Grounds\tokens\tokenswap
metaldm007
May 11th, 2026, 21:46
Posting it in this thread for posterity; it seems to have been fixed with an update seperate from this extension, though not sure if it was Fantasy Grounds itself or another extension. Thank you again.
wrandalljr4
May 12th, 2026, 01:19
Posting it in this thread for posterity; it seems to have been fixed with an update seperate from this extension, though not sure if it was Fantasy Grounds itself or another extension. Thank you again.
You are welcome :-)
SmackDaddy
May 12th, 2026, 03:58
The only major issue I am trying to work out -- is how to have this extension (Spell Casting Automation - 5e ruleset) enabled *AND* how to have the targeting options in the Combat Tracker. As a DM, I often need to help some of my players with targeting so it's very handy to do from the combat tracker. But when I have this extension enabled, I lose those options in the combat tracker. In the attached screenshot, please forgive my crude recreation of the targeting things missing when I have this enabled:
67453
Any help would be appreciated.
wrandalljr4
May 12th, 2026, 04:20
The only major issue I am trying to work out -- is how to have this extension (Spell Casting Automation - 5e ruleset) enabled *AND* how to have the targeting options in the Combat Tracker. As a DM, I often need to help some of my players with targeting so it's very handy to do from the combat tracker. But when I have this extension enabled, I lose those options in the combat tracker. In the attached screenshot, please forgive my crude recreation of the targeting things missing when I have this enabled:
67453
Any help would be appreciated.
Hello
Do you mean the FGU 5E Helper extension? Spellcasting extension should not have anything to do with the ct.
Warren
wrandalljr4
May 12th, 2026, 04:54
The only major issue I am trying to work out -- is how to have this extension (Spell Casting Automation - 5e ruleset) enabled *AND* how to have the targeting options in the Combat Tracker. As a DM, I often need to help some of my players with targeting so it's very handy to do from the combat tracker. But when I have this extension enabled, I lose those options in the combat tracker. In the attached screenshot, please forgive my crude recreation of the targeting things missing when I have this enabled:
67453
Any help would be appreciated.
You mean this?
67456
SmackDaddy
May 12th, 2026, 13:36
Hello
Do you mean the FGU 5E Helper extension? Spellcasting extension should not have anything to do with the ct.
Warren
Nope, the FGU 5E Helper works fine, it's when I add the Spellcaster Automation extension that I lose my targeting icons in the CT....I am sure it's conflicting with something else then but I guess I will do without it as it was one of those "nice-to-have" things for my players. (most of which are spellcasters)
SmackDaddy
May 12th, 2026, 14:23
You mean this?
67456
Knows you can see in that screenshot the pop out effects is there and when I disable remove spellcasting automation those reticules come back with pop out effects still enabled
wrandalljr4
May 12th, 2026, 15:54
Nope, the FGU 5E Helper works fine, it's when I add the Spellcaster Automation extension that I lose my targeting icons in the CT....I am sure it's conflicting with something else then but I guess I will do without it as it was one of those "nice-to-have" things for my players. (most of which are spellcasters)
Hello,
This is a lot, but these are all the extensions I currently run, and I still have access to targeting. If you are using an extension that I am not using, you may want to try turning that one off first to see if targeting comes back.
ArcaneWard, FG-Aura-Effect, BetterCombatEffectsGold, Bye Bye Faction Underlays, Carrier, CharSheetDiceTower, Chat Aesthetics Configurator, ClearDead, FG-ClockAdjuster-main, CloseWindows, corerpg-combat-highlighter, Effects Alpha Ordering, DeathIndicatorEx, EnhancedCharsheet, EquippedEffects, Fireside DDT, GenericActions, GenericActionsLayer, GoBigOrGoGnome, Indicators, InitiativeNanny, FG-CoreRPG-Inventory-Identified, JackOfAllThings, MapParcel, 5eModifiers, Feature M's Shops 5E Coinage fix v1.01, Pets, PlayerAgency, PointsOfInterest, RequestedRolls, ResistanceIsFutile, Shops, Theogeek-Nat20, Turbo, 470730ZWhisperFGU, Theme_2024_Dark, Fireside DDT - Bigger, 5E - Expanded NPCs, 5E Next Level XP Automation, 5EScribe, 5e Undo, 5eUntargetOnDeath, B9_CommonCore, Fantasy_Grounds_Spell_Domain_extension, B9_SpellTokens, Item DM Private Notes, MNM Buy and Sell Items, MNM Coin Manager, MNM Coin Manager Upgrade, MNM Core, MNM Module UI, MNM Rest Manager, random-spellbooks-0_2, WOB_BlessedHealer.2.0.0, WOB_DamageInterceptor_Test1, WOB_Enhanced Effect_2025, WOB_Inventory_Actions.3.0.0, JackOfAllThings_no_merge_warnings, WOB_Life Drain_2025.1.0.0, WOB_MantleOfTranscendence_2025.1.0.0, WOB_NowYouSeeMeNowYouDont_2025.1.0.0, WOB_Player Awards.2.0.0, WOB_Reaction_2025.1.0.0, WOB_RelentlessEndurance_2025.1.0.0, WOB_savage_attacker_2025.4.0.1, WOB_UndeadFortitude, WOB_Universal_Reroll_2025, WOB_MirrorImage_2025.1.0.0, WOB_FGU_Helper_2025.4.0.0, WOB_Private_Message_Window_2025.1.13, WOB_SpellCasting_Automation_2025.4.3, and WOB_Weapon_Mastery_2025.1.1.0.
Warren
SmackDaddy
May 12th, 2026, 18:58
So, here is my list, in alphabetical order. I put yours in alphabetical order as well, then I had ChatGPT tell me what *I* had that you didn't and visa versa.
67462 (yours)
67463 (mine)
67464
And since I use ChatGPT to help me prep, I call it "The Void" and is my co-DM, and after the comparisons (and not knowing which list was mine), this was their final comment after comparison LOL (sorry, thought it was funny and had to include it)
# My blunt DM verdict
### LIST 2 feels like:
“Let’s improve gameplay, immersion, QoL, and let the players do weird tavern ****.”
### LIST 1 feels like:
“I want automation, combat control, and enough WOB scripts to frighten God.”
Honestly? LIST 1 looks like a DM who drinks black coffee and mutters “the extension will handle it.”
LIST 2 looks like a DM who says “yes, there is a turtle race minigame.”
Both are beautiful.
---
If you’d like, I can also do:
## “Which list is objectively better for your campaign?”
or
## “Which extensions from both lists should be merged into the Ultimate Void Loadout™”
…and that one would be spicy.
Warren in looking between the two -- anything jump out at you? Thank you for your time.
MrDDT
May 13th, 2026, 00:46
After working with Smackdaddy, we found out it was another ext causing the issue.
I've reported the issue to that ext author.
SmackDaddy
May 13th, 2026, 02:46
Thank you so much MrDDT!!!!!
jimlad42
May 14th, 2026, 20:17
Hello there.
I'm trying the 5e Helper extension out, and it looks like there's an issue with the inspiration auto-reroll mechanic.
In the tutorial campaign with no other extensions loaded, while the character sheet is claimed by a player, (myself on another window)
When I roll an attack, and then use an inspiration, both the DM and the player re-roll the attack, making two separate rolls for one inspiration use.
wrandalljr4
May 14th, 2026, 21:26
Hello there.
I'm trying the 5e Helper extension out, and it looks like there's an issue with the inspiration auto-reroll mechanic.
In the tutorial campaign with no other extensions loaded, while the character sheet is claimed by a player, (myself on another window)
When I roll an attack, and then use an inspiration, both the DM and the player re-roll the attack, making two separate rolls for one inspiration use.
Hello
See my video test.
Video -> https://www.youtube.com/watch?v=Fw2_JoPUSyI
It is working as it should from my tables.
Warren
jimlad42
May 14th, 2026, 23:11
Hmm... Looking at how Debug mode mentions Host Owner and User names, I suspect it wouldn't be an issue during an actual game, as the host and the player will have different names... Or maybe IPs... But I don't know that that's the issue. It looks like you're using two devices, which might be it?
The exact process I was using was to open two instances of FG at once on the same desktop, have one host the campaign over LAN, and the other join through Localhost. After that, any character claimed by the second instance will roll twice if either the DM or the player use an inspiration.
(Another oddity with this, the last rolls are actually saved separately. If the DM makes a Strength Check, and the player makes a Dex Save, the inspiration will roll both of those. I assume that's intended, but still might be a clue.)
67471
And, just in case the debug data could help, here's what it prints out.67472
Exactly the same if the DM or the Player clicks the inspiration button.
It seems like it's just a niche edge case from your video, though. I'll be able to double check that everything works as intended in an actual game on Saturday, and I'll let you know if it actually causes trouble.
Thanks for looking into it, though!
wrandalljr4
May 15th, 2026, 05:08
Hmm... Looking at how Debug mode mentions Host Owner and User names, I suspect it wouldn't be an issue during an actual game, as the host and the player will have different names... Or maybe IPs... But I don't know that that's the issue. It looks like you're using two devices, which might be it?
The exact process I was using was to open two instances of FG at once on the same desktop, have one host the campaign over LAN, and the other join through Localhost. After that, any character claimed by the second instance will roll twice if either the DM or the player use an inspiration.
(Another oddity with this, the last rolls are actually saved separately. If the DM makes a Strength Check, and the player makes a Dex Save, the inspiration will roll both of those. I assume that's intended, but still might be a clue.)
67471
And, just in case the debug data could help, here's what it prints out.67472
Exactly the same if the DM or the Player clicks the inspiration button.
It seems like it's just a niche edge case from your video, though. I'll be able to double check that everything works as intended in an actual game on Saturday, and I'll let you know if it actually causes trouble.
Thanks for looking into it, though!
Hello
Thanks for the information. I will check into it. If it becomes an issue or you find other issue please let me know.
Warren
Atreides Ghola
May 17th, 2026, 14:15
Hello! Having some difficulty with WOB: Spellcasting Automation extension. The forum link from The Forge sends me here.
I really love this extension - but last week and this week when I was testing, there seems to be a problem.
Whenever damage dice are rolled for a cantrip, the extension doubles the number of dice that are supposed to be rolled, i.e. Vicious Mockery from our Bard should be 2d6, but it rolls 4d6. This happens for all cantrips across all characters.
Leveled spell damage works fine.
I have a lot of extensions going, but this problem resolves when WOB: Spellcasting extension is disabled.
Thanks
jimlad42
May 18th, 2026, 03:36
The inspiration issue I was seeing didn't show up in an actual game, so most likely just a really weird edge case with how I was using it.
Very nice work, my players loved the extension, and really appreciate the warnings.
graphil
May 25th, 2026, 11:29
Is it possible to get 5.5e shillelagh working with spell casting helper? It goes up a dice damage from d8 to d10 for example at lvl5.
BobM
May 26th, 2026, 05:24
Am I missing something? I just added the 5E Helper extension, love it, but I've had to disable the CT Effects Pop-Out.
1) It appears that in order to see any effects, I need to click on the show-effects button. That's expected.
2) With PC-A's effects show, he passes turn to PC-B, and I need to click the button to see her effects. To be able to see everyone's effects I eventually have all of the effects buttons clicked on.
3) Round ends, and PC-A is up again. But I don't see his effects, I see PC-Z's effects. I need to click A's button again to see his effects. And his effects stay up and I don't see PC-B's effects until I click her button.
To be clear, I let all the effects windows pile up on top of each other. I normally use "piles" of windows to conserve desktop vision space. I might end up with one pile for PCs and one pile for NPCs, but I don't want to have more than that.
What I need for this to be useful to me is to have the (if open) effects popup for the character whose turn it becomes automatically move to the front. I then don't have to click the effects button each time someone passes turn.
If it's PC-A's turn, and I want to see PC-C's effects, I have no problem clicking on the button then. It's just on the natural progression of turns that I want to be able to see which effects are coming into play.
Does something along those lines already exist and I've missed it? Or is this a new request?
Possible PoV insight: I am a relatively new GM, and I play low-level 5E games, so 1) I don't have the skill to remember each character's effects from turn to turn, and 2) they generally have few enough effects that I don't mind them showing in the CT itself. Clean would be better, but not at the expense of having to click on them each and every time.
Thanks in advance.
MrDDT
May 26th, 2026, 05:45
Am I missing something? I just added the 5E Helper extension, love it, but I've had to disable the CT Effects Pop-Out.
1) It appears that in order to see any effects, I need to click on the show-effects button. That's expected.
2) With PC-A's effects show, he passes turn to PC-B, and I need to click the button to see her effects. To be able to see everyone's effects I eventually have all of the effects buttons clicked on.
3) Round ends, and PC-A is up again. But I don't see his effects, I see PC-Z's effects. I need to click A's button again to see his effects. And his effects stay up and I don't see PC-B's effects until I click her button.
To be clear, I let all the effects windows pile up on top of each other. I normally use "piles" of windows to conserve desktop vision space. I might end up with one pile for PCs and one pile for NPCs, but I don't want to have more than that.
What I need for this to be useful to me is to have the (if open) effects popup for the character whose turn it becomes automatically move to the front. I then don't have to click the effects button each time someone passes turn.
If it's PC-A's turn, and I want to see PC-C's effects, I have no problem clicking on the button then. It's just on the natural progression of turns that I want to be able to see which effects are coming into play.
Does something along those lines already exist and I've missed it? Or is this a new request?
Possible PoV insight: I am a relatively new GM, and I play low-level 5E games, so 1) I don't have the skill to remember each character's effects from turn to turn, and 2) they generally have few enough effects that I don't mind them showing in the CT itself. Clean would be better, but not at the expense of having to click on them each and every time.
Thanks in advance.
I requested this feature personally from Warren because often times I rarely look at effects and I wanted a cleaner CT. Mostly also during games where there is sometimes 20+ effects per creature.
So what this allows me to do is have no effects listed in the CT and if I want to see someone's effects, I click the pop out button and then once I'm done I close it.
I do think your system would be useful to have a cleaner CT while still able to see active users (creatures turn) effects only.
It sounds like you need to see effects much more often than I do, so you might want to disable this feature and allow the effects to be displayed in the CT.
wrandalljr4
May 26th, 2026, 16:31
Hello! Having some difficulty with WOB: Spellcasting Automation extension. The forum link from The Forge sends me here.
I really love this extension - but last week and this week when I was testing, there seems to be a problem.
Whenever damage dice are rolled for a cantrip, the extension doubles the number of dice that are supposed to be rolled, i.e. Vicious Mockery from our Bard should be 2d6, but it rolls 4d6. This happens for all cantrips across all characters.
Leveled spell damage works fine.
I have a lot of extensions going, but this problem resolves when WOB: Spellcasting extension is disabled.
Thanks
Hello
Hey! That behavior is expected with the extension.
The extension automatically scales cantrip dice based on the character’s level. So for a cantrip like Vicious Mockery, you should leave the action at the base damage (ex: 1d6) and do not manually increase it on the Actions tab.
If you change it to 2d6 when you hit Tier 2, the extension still applies the Tier scaling again, so it becomes 4d6 (and then 6d6, 8d6, etc.).
Fix: set the cantrip back to its base dice only, and let the extension handle the scaling.
:-)
SmackDaddy
May 29th, 2026, 00:54
I am not sure what's going wrong (FGU helper or Spell Automation?), but I am using a Player Character, setting up a cone to encompass two enemies
67640
and when I right click to Target all, I get the following in chat and no targeting takes place.
67641
Same thing happens for any icon I choose (AOE Circle/Sphere, Square/Cube, etc.)
Moon Wizard
June 4th, 2026, 01:30
The WOB: Undead Fortitude forge item has been retired.
Similar behavior has been included in the core 5E ruleset.
Regards,
JPG
cds29
June 15th, 2026, 01:07
Hello,
With the WOB: Spellcaster extension, I noticed that it overwrites the add power buttons on the character sheet. Has this bug been reported before?
wrandalljr4
June 17th, 2026, 00:57
I am not sure what's going wrong (FGU helper or Spell Automation?), but I am using a Player Character, setting up a cone to encompass two enemies
67640
and when I right click to Target all, I get the following in chat and no targeting takes place.
67641
Same thing happens for any icon I choose (AOE Circle/Sphere, Square/Cube, etc.)
Hello
I have not seen this effect yet. I will check.
Warren
wrandalljr4
June 17th, 2026, 00:58
Hello,
With the WOB: Spellcaster extension, I noticed that it overwrites the add power buttons on the character sheet. Has this bug been reported before?
Hello
Yes, it does take control of the use power button for the automation, so you only click the use power and everything follows automatically.
Warren
cds29
June 17th, 2026, 03:27
Hello
Yes, it does take control of the use power button for the automation, so you only click the use power and everything follows automatically.
Warren
Oh, no. It removes the Add Power button at the bottom right of the actions to create new power groups. That's what I was referring to. You still have the option to add a weapon to the action tab but not a power like the spells.
wrandalljr4
June 17th, 2026, 08:38
Oh, no. It removes the Add Power button at the bottom right of the actions to create new power groups. That's what I was referring to. You still have the option to add a weapon to the action tab but not a power like the spells.
Hello
Sorry if I am not understanding. On the right side are the gears. And if you right click them, you can create more powers.
Warren
wrandalljr4
June 17th, 2026, 08:45
Oh, no. It removes the Add Power button at the bottom right of the actions to create new power groups. That's what I was referring to. You still have the option to add a weapon to the action tab but not a power like the spells.
Hello
Ok ok I see now. Hmmm I never use it. I guess it is a bug.
Thanks,
Warren
frozzzt
June 18th, 2026, 17:18
Hi,
A question about WOB: Damage Interceptor
I'm using the version "Absorb-pool style defense", like DP0: 10. When all 10 points are expended, there is any or option to automaticaly remove the effect from the character?
because i'm using a aura visual effect for force field, when the pool of points is over, the effect persists because the effect is not deleted from effect or end.
I'm already using a time limit for effect, but mostly, the effect ends before the time.
wrandalljr4
June 18th, 2026, 18:06
Hi,
A question about WOB: Damage Interceptor
I'm using the version "Absorb-pool style defense", like DP0: 10. When all 10 points are expended, there is any or option to automaticaly remove the effect from the character?
because i'm using a aura visual effect for force field, when the pool of points is over, the effect persists because the effect is not deleted from effect or end.
I'm already using a time limit for effect, but mostly, the effect ends before the time.
Hello
I see what you mean. There are a few tags out there, I will have to see what can bee added. Usually this was for armor, but it can be extended to magic barriers. Maybe I could add DPR: 10 so it removed once it hit 0. I will look into it.
Warren
Moon Wizard
June 18th, 2026, 18:19
Note, DMGWARD effect tag does this (absorbs all damage or specific damage), and then gets removed at zero.
Regards,
JPG
wrandalljr4
June 18th, 2026, 19:00
Hi,
A question about WOB: Damage Interceptor
I'm using the version "Absorb-pool style defense", like DP0: 10. When all 10 points are expended, there is any or option to automaticaly remove the effect from the character?
because i'm using a aura visual effect for force field, when the pool of points is over, the effect persists because the effect is not deleted from effect or end.
I'm already using a time limit for effect, but mostly, the effect ends before the time.
Hello
Try it with DPR0: 10 now the R in DP means remove when it hits zero. This will work with DPR1:, DPR2:, etc. If you do not want it removed, then just DP:, DP0:, DP1:, DP2: etc
Be sure to update.
Warren
MrDDT
June 18th, 2026, 19:03
Hi,
A question about WOB: Damage Interceptor
I'm using the version "Absorb-pool style defense", like DP0: 10. When all 10 points are expended, there is any or option to automaticaly remove the effect from the character?
because i'm using a aura visual effect for force field, when the pool of points is over, the effect persists because the effect is not deleted from effect or end.
I'm already using a time limit for effect, but mostly, the effect ends before the time.
This is already built into FG. Its called DMGWARD, which stand for Arcane Ward. You can use this, DMGWARD: 100
This will give 100 HP pool and once it's used up its gone.
frozzzt
June 18th, 2026, 20:54
I didn't knew! I will try, thx!
Reading the manual I didn't understant the DMGWARD.
frozzzt
June 18th, 2026, 20:57
Hello
Try it with DPR0: 10 now the R in DP means remove when it hits zero. This will work with DPR1:, DPR2:, etc. If you do not want it removed, then just DP:, DP0:, DP1:, DP2: etc
Be sure to update.
Warren
DMGWARD work! I guess I have to test all tags to see al working. thank you, my force field for Star Wars is bonkers now.
Maethus
June 25th, 2026, 10:14
An issue I'm having with WOB: Universal Reroll
I'm trying to use "REROLLINIT:9" for the new Ravenloft's Survivor Feat for rerolling initiative of a 9 or lower, but Fantasy Grounds doesn't seem to be recognizing it. I've double checked and rerun updates and checked with no other Extentions running.
Is there something going on with the extention, or have I missed something?
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