View Full Version : Shadow of the Weird Wizard extension
crleonhard
November 24th, 2025, 20:52
Shadow of the Weird Wizard extension (for Shadow of the Demon Lord)
Description
This is an extension to support the Shadow of the Weird Wizard rpg published by Schwalb Entertainment. It extends and requires ownership of the existing Shadow the Demon Lord ruleset, which may be obtained here (https://www.fantasygrounds.com/store/product.php?id=IPFGSDLSECORE).
This extension can be downloaded for free from the FG Forge here (https://forge.fantasygrounds.com/shop/items/2721/view).
Legal Disclaimer
This ruleset emulates Shadow of the Weird Wizard's game mechanics but does not include any content data or other copyright-protected material. It is not authorized, licensed, endorsed, or sanctioned by Schwalb Entertainment.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=65862
Important Note
No data module is provided with this extension. Any copyrighted game content such as ancestries, paths, spells, talents, and items must be entered manually within FG.
spoofer
November 25th, 2025, 13:15
Wow! That is amazing!
crleonhard
December 3rd, 2025, 16:21
Just added a house rule option to support all 3 ammunition tracking variants.
mchargharg
December 9th, 2025, 23:03
Setting up a test campaign to try it out and got this error when attempting to create a character. I haven't yet input any data from Weird Wizard for ancestries, etc. Not sure if it is looking for content and can't find it or what. I only activated the SOTDL core rulebook module just in case.
[12/9/2025 2:56:23 PM] [ERROR] Script execution error: [string "..of the Weird Wizard:..ftheWeirdWizard.lua"]:331: attempt to index local 'sRecord' (a nil value)
Thanks,
mchargharg
December 10th, 2025, 00:30
Just a request and no worries if you don't want to. I asked the main SOTDL creators to do this, but they never responded.
I noticed you added a lot of fun stuff to the weapons templates for the items. Would it be possible to add a "bonus" or "modifier" box where you could add +1, -3, etc. just for attacks with that weapon? I know you can adjust boons/banes easily enough, but I homebrew a lot of weapons and adding small bonuses like modifiers to hit would be great so that you don't have to manually insert a modifier on every attack. Thanks in advance.
crleonhard
December 10th, 2025, 01:30
I just uploaded a new build that should prevent that error. Thanks for reporting it!
crleonhard
December 10th, 2025, 01:42
Just a request and no worries if you don't want to. I asked the main SOTDL creators to do this, but they never responded.
I noticed you added a lot of fun stuff to the weapons templates for the items. Would it be possible to add a "bonus" or "modifier" box where you could add +1, -3, etc. just for attacks with that weapon? I know you can adjust boons/banes easily enough, but I homebrew a lot of weapons and adding small bonuses like modifiers to hit would be great so that you don't have to manually insert a modifier on every attack. Thanks in advance.
Can you give me an example of anywhere in the system that such a bonus would apply? My understanding of the SOTDL/SOTWW design philosophy was to explicitly avoid such modifiers in favor of boons/banes. If I did it, I guess I'd do it as an option houserule that could be turned on/off in options, but it would be a pretty low priority item for me given the amount of work it would entail.
Note that most of those new features on the weapon template (with the exception of "brutal" rerolls on damage) are just checkboxes with no automation behind them; they're there so you know the weapon has those tags, but you need to handle their effects manually during play.
mchargharg
December 10th, 2025, 18:55
I get that SOTDL wanted to use boons/banes for the core mechanic, but they essentially just become swingier modifiers in the end. Our presumption is that they were intended to replace "proficiency" bonuses, but since they can't stack (you only get the highest), there is no way to represent a skilled attacker (1+ boons to attack) with a magic weapon/relic (1+ boons to attack) and have it stack in the way that a D&D warrior could have, say, a proficiency bonus PLUS a magic weapon modifier.
The thought is that when you roll an attack, it factors in the d20 roll, the boon/bane result, and attribute modifier for a final number. You can also use the universal "modifier" button on the tabletop to modify it further, so the system must check for a modifier. The idea was can you automatically have a specific modifier every time on a weapon so you don't have to manually enter in a +/- number? If the weapon item template had a "modifier" box, maybe that could be referenced every time the attack roll is made?
I am not a programmer, so if this is a lot of work, no worries. Just thought I'd ask. I've been trying to figure out if I can just create modifier hotkeys to add least speed it up. This is just for homebrew so that I can hand out incrementally better gear or whatnot without jumping straight to a relic-class weapon or something.
Oliasofbunhillow
December 23rd, 2025, 16:16
Did the initiative selector get removed from the character sheet? If so was it reimplemented elsewhere?
crleonhard
December 23rd, 2025, 19:10
I removed the old fast/slow selector bc that mechanic’s not used in Weird Wizard, but could restore it if folks are using that to flag when ppl use the seize initiative reaction.
I feel like maybe a toggle to show who’s already acted and who hasn’t might be more generally useful though? Thoughts?
Oliasofbunhillow
December 23rd, 2025, 20:54
Exactly, we use it as a seize the initiative indicator and I didn't see a way to indicate that in the combat tracker, so that's why I wondering.
I guess it would depend on what the toggle did. If the toggle grays out their tab, or moves them to the top or bottom of the tracker then that would be quick and easy for my players and I to parse. If it's just an indicator like a status in the tab then it might take me a bit more time to find my place or who to prompt in the tracker. I miss those constantly.
dmbrown
December 23rd, 2025, 22:40
@crleonhard, I think on Discord there was talk if someone wanted to take over the SotDL, that it could be an option, also I saw it mentioned the Rob Schawlow was interested in some one creating a Weird Wizard ruleset on FG. Rob also mentioned on his discord about FG being free to play and the big sale going on. If you’re interested, maybe you could reach out to Rob,Smite Works and the old developers of SotDL.
mchargharg
December 29th, 2025, 02:12
Maybe I'm missing it, but is there a way to reduce health (not deal damage)? A lot of abilities in the game reduce the target's health (i.e., max HP) including the rules for characters getting incapacitated and dying. Is this entered manually? I didn't even see a way to do it to monsters other than making each monster a unique NPC and manually unlocking the entry to lower health. Same for PCs. I didn't see a way to make it as an effect either. Just wondering as it is a big mechanic in the game.
crleonhard
December 29th, 2025, 02:37
@crleonhard, I think on Discord there was talk if someone wanted to take over the SotDL, that it could be an option, also I saw it mentioned the Rob Schawlow was interested in some one creating a Weird Wizard ruleset on FG. Rob also mentioned on his discord about FG being free to play and the big sale going on. If you’re interested, maybe you could reach out to Rob,Smite Works and the old developers of SotDL.
Thanks, I may do that!
crleonhard
December 29th, 2025, 03:06
Maybe I'm missing it, but is there a way to reduce health (not deal damage)? A lot of abilities in the game reduce the target's health (i.e., max HP) including the rules for characters getting incapacitated and dying. Is this entered manually? I didn't even see a way to do it to monsters other than making each monster a unique NPC and manually unlocking the entry to lower health. Same for PCs. I didn't see a way to make it as an effect either. Just wondering as it is a big mechanic in the game.
I’ve been applying Health reductions to PCs manually using the modifier field (the same way the SOTDL ruleset does for other attributes), and the Health changes associated with resting and taking damage while incapacitated are automated. I may not have ever tested the use case of applying Health reductions to monsters, though — I haven’t had a chance to start a SOTWW campaign yet, so my testing has been limited. I’ll need to take another look and make sure Health changes can easily be applied through the CT, particularly to monsters. Ideally, it would be nice to implement a parallel infrastructure for scripting Health reductions similar to the one that exists for damage, but that would be a major undertaking so IDK when I might get around to it.
I appreciate everyone who’s taken the time to play around with this extension and help me identify gaps in the covered features!
spoofer
December 29th, 2025, 05:50
Thanks, I may do that!
You certainly have my blessing. The other two developers were Alan and Damian. I can try to get in touch with them on Discord, if that would help.
crleonhard
December 31st, 2025, 17:23
You certainly have my blessing. The other two developers were Alan and Damian. I can try to get in touch with them on Discord, if that would help.
Couldn't hurt, thanks!
crleonhard
December 31st, 2025, 17:44
OK, I've just pushed out an update which includes the following:
Reinstated the initiative buttons on the charsheet and CT entries to support the "take the initiative" reaction.
CT sorting changes to conform with SOTWW initiative order. Monsters/NPCs with "friend" faction in the CT sort as PCs.
Added editable health_mod to CT so host can apply health reductions directly through CT (for both PCs and monsters).
Added health_mod to effects so health-boosting spells etc can be easily toggled on/off separately from health reductions from attacks (which should be applied in the health_mod field so they can be healed through resting).
There appear to be some bugs in the attack scripting inherited from the SOTDL ruleset but I didn't want to hold up the above changes while I wrestle with those issues, and if I end up helping out with maintenance for the SOTDL ruleset I'd rather just fix them there anyway.
crleonhard
January 19th, 2026, 18:23
deleted
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.