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Speculi
February 13th, 2026, 23:36
Spells with a duration of 1 or more hours or days will create an effect with 0 duration.
If they are set to rounds or minutes (even if it would be the same amount like 60 minutes) they work and get the expected duration in the combat tracker.

We play with the Legacy rules and realized this happening with "Hunter's Mark".

I tested it again by creating a new campaign, with no extensions. Unloaded everything but the Legacy PHB.
Just because it was our original test: I then created a new character (Ranger) leveled them to 3 and tested the Hunter's Mark effect. But it seems to happen with other long duration effects as well.

Is this intended? I know such a long duration seems rather useless mostly, but then again the candle or torch effects add the expected 600 rounds for their duration...

Moon Wizard
February 14th, 2026, 00:29
That's correct; it's intended.

Since effects are added to the combat tracker as # rounds; a design choice was made that those effects that are recorded in hours/days would be set to zero in the combat tracker and let the GM track/decide when they expire, and avoid effects showing thousands of rounds and not fitting in UI.

Regards,
JPG

charmov
February 14th, 2026, 05:52
Adjusting duration by subtracting from the modifier box sets the duration to 0 instead of the correct sum. I tested this after reading that hours and days automatically go to 0.

Zacchaeus
February 14th, 2026, 12:09
For Hunter's Mark I convert the 1 hour into rounds and the player can move it to a new target using the targeting reticle (before the DM removes the dead target) and have the remaining rounds be correctly shown. If re-applied then the duration gets re-set, but dragging to a new target doesn't reset the counter.

Speculi
February 14th, 2026, 22:45
That's correct; it's intended.


Adjusting duration by subtracting from the modifier box sets the duration to 0 instead of the correct sum. I tested this after reading that hours and days automatically go to 0.

Is that also intended? Most fields can do math in form of addition or subtraction when we drag a value from the modifier box to the field. For the effect duration on the CT, it just overwrites the value. But duration can't be negative, so it turns to 0 instead.

Moon Wizard
February 14th, 2026, 22:50
@charmov / @Speculi,

I don't understand what is trying to be accomplished here. Can you walk me through what you are attempting to do, and the steps you are following to do it?

Regards,
JPG

Speculi
February 16th, 2026, 09:34
My usecase would be: I'm using an effect with a long duration (a torch, invisibility, Hunter's Mark, Hex, Mage Armor...) and now I want to adjust it because I say 10 minutes are up (I.e. for every bigger move in a dungeon or something like that).
I would like to be able to put the number into the modifier box, drag it to the effect and adjust the remaining duration.
Currently I have to do the math in my head, while most number fields allow to do the math by dragging a positive/negative value for addition/subtraction.

Zacchaeus
February 16th, 2026, 11:42
My usecase would be: I'm using an effect with a long duration (a torch, invisibility, Hunter's Mark, Hex, Mage Armor...) and now I want to adjust it because I say 10 minutes are up (I.e. for every bigger move in a dungeon or something like that).
I would like to be able to put the number into the modifier box, drag it to the effect and adjust the remaining duration.
Currently I have to do the math in my head, while most number fields allow to do the math by dragging a positive/negative value for addition/subtraction.

To do this make sure that whatever effect you want to decrement is being shown in rounds rather than hours. When you want to advance time right click over the arrow next to the number in the rounds box and select the number of rounds you want to advance. This will properly decrement the duration of all relevant effects. It may be that Moon Wizard could look at adding more options to this menu or increase the existing ones; having increments of 50 rounds (5 minutes) and 100 rounds (10 minutes) would certainly be very useful for this kind of thing.

charmov
February 16th, 2026, 12:34
@moonwizard @zacchaeus
Like @speculi, I would like the modifier box to perform arithmetic as expected. It does this for most other fields on the table but not the duration field in the CT. Both of us were expecting it to work ... Also, there are many effects in the 5e ruleset (and other rulesets too I'm guessing) that have durations expressed in increments longer than rounds. Having to set everything's duration in rounds, figure out how many rounds have passed then subtract them manually or right clicking the arrow near the rounds box isn't really easy or fun.

Zacchaeus
February 16th, 2026, 16:12
You might want to have a look at this extension https://forge.fantasygrounds.com/shop/items/574/view which will help you adjust time and thus the duration of longer effects.

Speculi
February 16th, 2026, 16:36
You might want to have a look at this extension https://forge.fantasygrounds.com/shop/items/574/view which will help you adjust time and thus the duration of longer effects.

Thank you. It's not a regular enough issue for me to warrant using an extension for this.

I would prefer a consistent UX in the base system. I think the addition/subtraction through the modifier box is commonly usable in most situations. So trying this seemed logical and caught me off guard when it didn't work.
Similar having fields to set up spells with hour/day duration and them just turning to 0 (infinite) without feedback is not intuitive.

That's just my opinion. I would hope it could be adjusted by base FG, but I won't get any third party extension to change it either. Not a big enough issue for me.

Moon Wizard
February 16th, 2026, 18:27
It is a consistent UX in the base system. By default, dragged numbers override number field values, period. That's how it works in every field; unless specifically overridden. I'm not sure how you consider that non-consistent. The only fields I see which support that are Experience and Currency, which are outliers rather than the standard.

Regards,
JPG

Speculi
February 16th, 2026, 21:07
I was mostly using it for currency and wounds. So I was used to the outliers apparently.
I mistakenly thought their behavior is the standard.