View Full Version : AoE Effects
bwatford
June 9th, 2026, 08:27
https://www.kingdomofmorrain.com/AoE_Effects.png
AoE Effects
(formerly Aura Effects)
FREE on FG Forge
Download on FG Forge → (https://forge.fantasygrounds.com/shop/items/32/view)
Advanced Area-of-Effect and Aura Management for Fantasy Grounds Unity
Automatically apply and remove effects based on token proximity with powerful built-in visual overlays. Supports spheres, cubes, cylinders, cones, flexible 3D rectangles, concentration tracking, conditional logic, and custom visuals across nearly all d20 rulesets.
Bring area-of-effect spells, auras, and targeting zones to life on your virtual tabletop.
AoE Effects v1.1 enhances Fantasy Grounds by overlaying precise geometric area-of-effect shapes directly onto the battle map. These shapes are fully tied to the Fantasy Grounds Effects system, enabling GMs and players to visually represent spells, breath weapons, hazardous terrain, magical auras, and any other area-based ability with precision, clarity, and full automation.
Drop a token representing a spell (such as Entangle or Spirit Guardians) on the map and the extension automatically applies the correct conditions, damage, difficult terrain, bonuses, or penalties to everyone inside the area — and cleanly removes them when tokens leave.
→ Download / View the Complete AoE Effects v1.1 User Documentation (PDF) (https://www.kingdomofmorrain.com/AoE_Effects_v1.1_User_Documentation.pdf)
Updated June 2026 — The single source of truth for syntax, examples, and visuals
Why AoE Effects Exists
Many spells and abilities create ongoing areas that affect creatures turn after turn. Tracking these manually is slow and error-prone, especially with multiple overlapping effects. AoE Effects gives you a reliable, visual, and highly configurable system that handles it all automatically while dramatically improving immersion for your players.
What's New in v1.1
Major improvements to the Aura Visualization system with many new built-in animated visuals (webs, vines, fog, spirits, bonfires, and more)
Expanded advanced shape support including full parameter control for 3drect (walls, lines, projecting effects, true 3D cubes), cylinder (with height and ring options), and cone
Retirement of the older standalone “Auras Visualized” extension — all of its functionality (and much more) is now built directly into AoE Effects
New GM options for visualization toggle, default border colors, transparency levels, and global aura size adjustment
Significantly expanded and reorganized documentation with richer examples, tables, and in-game screenshots
Numerous stability improvements, better conditional logic handling, and refined token intersection behavior
Key Capabilities
Automatic effect application & removal based on proximity and configurable token overlap rules (Quarter, Center, Near Edge, or Edge)
Advanced 3D shapes: Sphere, Cube, Cylinder (vertical tubes with optional height and ring support), Cone, and highly flexible 3D Rectangle for walls, lines, and projecting effects
Powerful built-in visual rendering — players can actually see glowing auras, animated webs, thorny vines, fog clouds, spirits, and more directly on the map
Custom visual auras — easily import your own images (darkness, runes, fire, energy fields, etc.) and use them in any aura definition
Full concentration tracking using the simple (C) modifier
Conditional logic with IF and IFT statements so effects only apply under specific circumstances (e.g., only shapechangers, only while the source is not dying)
Broad ruleset support: Works with 3.5E, 4E, 5E, PFRPG, PFRPG2, SFRPG, and SFRPG2
Extensive GM controls: Global aura size adjustment, master visualization on/off toggle, default colors, and transparency settings
Quick Start Example
Entangle; (C); IF: !DYING; AURA: 20 all,!self,cube,entangle; Restrained; SPEED: difficult
This creates a 20-foot square Entangle effect (with animated vines visual) that applies the Restrained condition and difficult terrain to everyone except the caster. Concentration is tracked automatically.
Many more tested, production-ready examples (including recommended two-effect patterns for Web, Moonbeam, Spike Growth, Spirit Guardians, and more) are available in the full PDF documentation linked above.
How to Use & Advanced Syntax
The core syntax remains simple and powerful: define an area with the AURA: keyword, then specify what effect should be applied to tokens inside that area.
Full details on every descriptor (faction, behavior, point, single, sticky, etc.), advanced shape parameters for 3drect, cylinder, and cone, conditional logic (IF / IFT), concentration placement, and dozens of practical examples are now in the comprehensive PDF documentation linked at the top of this post.
The PDF is the single source of truth for syntax and usage.
GM Options & Campaign Settings
All global settings for AoE Effects are found under Options → AoE Effects.
Key options include:
Token intersection behavior (how much of a token must overlap an aura)
Global aura size adjustment (+/- to all auras in the campaign)
Master toggle for Aura Visualization
Default border color and transparency for aura visuals
Complete descriptions, recommended values, and examples for every setting are included in the official PDF documentation.
Licensing Information
Copyright (c) 2026
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
"Fantasy Grounds" is a trademark of SmiteWorks USA LLC and is Copyright 2004-2023 SmiteWorks USA LLC.
The CoreRPG ruleset, all other official SmiteWorks rulesets, and all files included therein are copyright 2004-2023, Smiteworks USA LLC.
Aura Visualization Graphics License
Graphics and visual assets used by Aura Visualization are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
https://creativecommons.org/licenses/by-nc-sa/4.0/
https://www.kingdomofmorrain.com/AoE_Effects2.png
Lo Zeno
June 9th, 2026, 09:37
I just downloaded the new version and it's giving an error when launching a campaign:
[6/9/2026 9:31:14 AM] [ERROR] Unable to locate extension file. [AoE Effects] [/strings/strings_aura.xml]
This happens on a new, blank campaign with no other extensions. Once the campaign loads, the extension effects don't actually work.
bwatford
June 9th, 2026, 10:03
I just downloaded the new version and it's giving an error when launching a campaign:
[6/9/2026 9:31:14 AM] [ERROR] Unable to locate extension file. [AoE Effects] [/strings/strings_aura.xml]
This happens on a new, blank campaign with no other extensions. Once the campaign loads, the extension effects don't actually work.
Delete the old one and update again and it should fix it. I uploaded a new build.... a trailing / was the cause.
Lo Zeno
June 9th, 2026, 10:11
Indeed, it's fixed and it works now, thanks.
The Forge page mentions this:
Disabling Aura Effect Chat Messages
You can suppress aura apply/removal notifications for specific factions or all factions by adjusting the “Silence Notifications for Aura Types” setting.
I can't find that setting in the Options window though, where is it available?
MrDDT
June 9th, 2026, 10:42
Thanks for all the work you put into this and keeping this running and adding in good stuff. Thanks!!!!!
cds29
June 9th, 2026, 13:45
I noticed there were AoE effects, one using the old Aura effects thumbnail and the newest one with the banner you have in your op. Are they both the same?
bwatford
June 9th, 2026, 16:36
I noticed there were AoE effects, one using the old Aura effects thumbnail and the newest one with the banner you have in your op. Are they both the same?
They are identical, it is a glitch that is causing both to show in the Forge, it has been reported to Moon Wizard.
bwatford
June 9th, 2026, 16:37
Indeed, it's fixed and it works now, thanks.
The Forge page mentions this:
I can't find that setting in the Options window though, where is it available?
That was left over coding from the old Aura Effects, looking into that issue.
SilentRuin
June 9th, 2026, 16:40
In case anyone wants some examples I use in my GAL extension - these show different AURA shape uses - look between "AURA:" and the following ";" skipping any colors which was for some other extension I don't even use (lot of BCEG effect syntax you can ignore).. FYI a lot of default arguments taken advantage of - and I'll be danged to hockey sticks if I ever use that misnamed misbegotten "cube" keyword that is really an orthogonal 2D flat square. Most of these are also designed to not be placed at 0 degrees but instead respect the tokens orientation.
TESTED GAL NPCs - Token moving into aura:
- at height inside, above, below, and within shape range
- when alive or dead
- if single that it only applies once per round
- if once that it only applies once
- Center/Quarter/Near Edge/Edge overlap of target tokens.
- any speed effects applied to movement by step counter
Entangle - worked:
Entangle; (C); IFT: !DYING; AURA: 20 all,!self,3drect, point; AoE Entangle; IF: !DYING; SPEED: difficult
(BCEG SRE - remove on source end turn)
Entangle; (with save); (C); IFT: !DYING; AURA: 20 all,!self, 3drect, point, once; AoE Entangle; IF: !DYING; SAVEA: [SDC] STR (M); SAVEADD: EntangleRestrained
EntangleRestrained; Restrained; 'Use Action to make STR check to escape
Fog cloud - worked (need to test OBSCURED: physical)
Fog Cloud; (C); LIGHT: 20/20 darkness; AURA: 20 all,!self, point; AoE Fog Cloud; OBSCURED: physical
Darkness - worked (need to test OBSCURED: magical darkness)
Darkness; (C); LIGHT: 15 /15 darkness; AURA: 15 all,!self,point; AoE Darkness; OBSCURED: magical darkness; [D: 1 hour]
Flaming Sphere - worked:
Flaming Sphere; (C); LIGHT: 20 torch; IFT: !DYING; AURA: 5 all,!self; AoE Flaming Sphere; IF: !DYING; SAVEE: [SDC] DEX (M)(H); SAVEDMG: 2d6 fire, spell
Moonbeam - worked (though lighting does not seem to apply unless something else is done to the CT entries effects like add/remove) (need to test height):
Moonbeam; (C); LIGHT: 5/0 91C9E7FF; IFT: !DYING; AURA: 5 all,!self, cylinder|0|40, point, single; AoE Moonbeam; IF: !DYING; SAVEA: [SDC] CON (M)(H); ; SAVES: [SDC] CON (M)(H); SAVEDMG: 2d10 radiant, spell; IF: TYPE(shapechanger); DISSAV
Spike Growth - worked
Spike Growth; (C); AURA: 20 all,!self, point; AoE Spike Growth; SPEED: difficult; 'Camouflaged spikes: WIS(Perception) DC (SDC) to notice take 2d4 piercing damage every 5ft
Web - worked
Web; (C); IFT: !DYING; AURA: 20 all,!self,3drect|20|0|5, point; AoE Web; IF: !DYING; SPEED: difficult; DISSKILL: perception
Web; (C); IFT: !DYING; AURA: 20 all,!self, single, 3drect|20|0|5, point; AoE Web; IF: !DYING; IF: !CUSTOM(WebRestrained); SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEADD: WebRestrained; 'Escape DC (SDC) STR
WebRestrained; Restrained
Call Lightning - worked - just asset placement for this one
Call Lightning; (C)
Hunger of Hadar - worked
Hunger of Hadar; (C); LIGHT: 20/20 darkness; IFT: !DYING; AURA: all, !self, 20 point; AoE Hunger of Hadar; IF: !DYING; OBSCURED: magical darkness; SPEED: difficult; DMGO: 2d6 cold, spell; SAVEE: [SDC] DEX (M); SAVEDMG: 2d6 acid, spell
Sleet Storm - worked
Sleet Storm; (C); LIGHT: 40/40 darkness; IFT: !DYING; AURA: 40 all,!self, cylinder|0|20, point; AoE Sleet Storm; IF: !DYING; OBSCURED: physical; SPEED: difficult
Sleet Storm; (C); IFT: !DYING; AURA: 40 all,!self, cylinder|0|20, point, single; AoE Sleet Storm; IF: !DYING; SAVEA: [SDC] DEX (M); SAVES: [SDC] DEX (M); SAVEADD: SleetStormDeluge
SleetStormDeluge; prone; 'If you fail save and concentrating on spell, lose concentration
Stinking Cloud - worked but darkness issues where tokens see when they should not.
Stinking Cloud; (C); LIGHT: 20/20 darkness; IFT: !DYING; AURA: 20 all,!self, point; AoE Stinking Cloud; IF: !DYING; OBSCURED: physcial; SAVES: [SDC] CON (M); SAVEADD: Retching and Reeling
Retching and Reeling; incapacitated
Evard's Black Tentacles - worked
Evard's Black Tentacles; (C); IFT: !DYING; AURA: 20 all,!self, 3drect, point; AoE Evard's Black Tentacles; IF: !DYING; SPEED: difficult
Evard's Black Tentacles; (C); IFT: !DYING; AURA: 20 all,!self, single, 3drect, point; AoE Evard's Black Tentacles; IF: !DYING; SAVEA: (SDC) DEX (M); SAVES: (SDC) DEX (M); SAVEDMG: 3d6, bludgeoning, spell; SAVEADD: EvardRestrained
EvardRestrained; Restrained
Ice Storm - worked
Ice Storm; IFT: !DYING; AURA: 20 all,!self,cylinder|0|40,point; AoE Ice Storm; IF: !DYING; SPEED: difficult
Wall of Fire * - worked
Wall of Fire Inner Circle; IFT: !DYING; AURA: 10 all,!self, cylinder|0|20, point; AoE Wall of Fire Inner Circle; IF: !DYING; SAVEA: (SDC) DEX (H)(M); SAVEE: (SDC) DEX (H)(M); SAVEDMG: 5d8 fire
Wall of Fire Inner Line; IFT: !DYING; AURA: 60 all,!self, 3drect|10|0|20, point; AoE Wall of Fire Inner Line; SAVEA: (SDC) DEX (H)(M); SAVEE: (SDC) DEX (H)(M); SAVEDMG: 5d8 fire
Wall of Fire Outer Circle; IFT: !DYING; AURA: 10 all,!self, cylinder|0|20|20, point; AoE Wall of Fire Outer Circle; IF: !DYING; SAVEA: (SDC) DEX (H)(M); SAVEE: (SDC) DEX (H)(M); SAVEDMG: 5d8 fire
Wall of Fire Outer Line; IFT: !DYING; AURA: 60 all,!self, 3drect|10|0|20, point; AoE Wall of Fire Outer Line; IF: !DYING; SAVEA: (SDC) DEX (H)(M); SAVEE: (SDC) DEX (H)(M); SAVEDMG: 5d8 fire
Cloudkill - worked
Cloudkill; (C); LIGHT: 20 /20 darkness; IFT: !DYING; AURA: 20 all,!self,point; AoE Cloudkill; IF: !DYING; OBSCURED: physical
Cloudkill; (C); IFT: !DYING; AURA: 20 all,!self, single, point; AoE Cloudkill; IF: !DYING; SAVEA: [SDC] CON (M)(H); SAVES: [SDC] CON (M)(H); SAVEDMG: 5d8 poison,spell
Insect Plague - worked
Insect Plague; (C); IFT: !DYING; AURA: 20 all,!self, point, once; AoE Insect Plague; IF: !DYING; SPEED: difficult; DISSKILL: perception; SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, spell
Wall of Light - worked
Wall of Light; LIGHT: 120 light; IFT: !DYING; AURA: 60 all,!self,3drect|5|0|10,single,point; AoE Wall of Light; SAVEA: (SDC) CON (H)(M); SAVEE: (SDC) CON (H)(M); SAVEDMG: 4d8 radiant, spell; SAVEADD: WallofLightBlinded
WallofLightBlinded; Blinded
Wall of Thorns * - worked
Wall of Thorns Circle; IFT: !DYING; AURA: 20 all,!self, cylinder|0|20, point; AoE Wall of Thorns Circle; IF: !DYING; SAVEA: (SDC) DEX (H)(M); SAVEDMG: 7d8 slashing, magic
Wall of Thorns Line; IFT: !DYING; AURA: 60 all,!self, 3drect|5|0|10, point; AoE Wall of Thorns Line; IF: !DYING; SAVEA: (SDC) DEX (H)(M); SAVEDMG: 7d8 slashing, magic
Incendiary Cloud - worked
Incendiary Cloud; (C); LIGHT: 20/20 darkness; IFT: !DYING; AURA: 20 all,!self, point; AoE Incendiary Cloud; IF: !DYING; OBSCURED: physical
Incendiary Cloud; (C); IFT: !DYING; AURA: 20 all,!self, point, once; AoE Incendiary Cloud; IF: !DYING; SAVEA: [SDC] DEX (M)(H); SAVEE: [SDC] DEX (M)(H); SAVEDMG: 10d8 fire, spell
These all need to use state RTS to make sure its instant one time operation as best you can - NEED TESTING
Burning Hands; AURA: 15 all, cone, single, !self; SAVEA: [SDC] DEX (H)(M)(RA); SAVEDMG: 3d6 fire
Cone of Cold; AURA: 60 all, cone, single, !self; SAVEA: [SDC] CON (H)(M)(RA); SAVEDMG: 8d8 cold
Aganazzar's Scorcher; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] DEX (H)(RA); SAVEDMG: 3d8 fire
Lightning Bolt; AURA: 100 all, 3drect|*5, single, !self; SAVEA: [SDC] DEX (H)(RA); SAVEDMG: 8d6 lightning
Thunderwave; AURA: 15 all, 3drect|*15|0|15, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d8 thunder
Breath Weapons (need to use state RTS to make sure its instant one time operation as best you can) - NEED TESTING
Black Dragonborn Breath Weapon; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 acid
Blue Dragonborn Breath Weapon; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 lightning
Brass Dragonborn Breath Weapon; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 fire
Bronze Dragonborn Breath Weapon; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 lightning
Copper Dragonborn Breath Weapon; AURA: 30 all, 3drect|*5, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 acid
Gold Dragonborn Breath Weapon; AURA: 15 all, cone, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 fire
Green Dragonborn Breath Weapon; AURA: 15 all, cone, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 poison
Red Dragonborn Breath Weapon; AURA: 15 all, cone, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 fire
Silver Dragonborn Breath Weapon; AURA: 15 all, cone, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 cold
White Dragonborn Breath Weapon; AURA: 15 all, cone, single, !self; SAVEA: [SDC] CON (H)(RA); SAVEDMG: 2d6 cold
Fear (need to use state RTS to make sure its instant one time operation as best you can) - NEED TESTING
Fear; AURA: 30 all, cone, single, !self; SAVEA: [SDC] WIS (RA); SAVEADD: Frightened
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67770&d=1781020542
bwatford
June 9th, 2026, 16:54
Thanks for that list @SilentRuin, that is very helpful.
We are already hard at work, on correcting the "cube" issue that is present in the extension that was left over from the old Aura Effects coding.
The logic that we will be using for version 2 of this extension will address the issue and make cubes, well cubes (3 dimensional), and squares will be flat.
- default will stay sphere (3d)
- circle (flat, no height)
- cylinder (3d)
- square (flat, no height)
- cube (3d)
- wall (3d)
- Line (flat, no height)
But that is down the road a bit, trying to get beyond the version 1 release at the moment.
bwatford
June 9th, 2026, 17:24
Ok the fix for the Forge issue with AoE Effects has been handled.
According to MW we have to change the name of the file itself back to FG-Aura-Effect.ext to get the updater in Forge to work properly and update everyone correctly. This has already been done.
If you grabbed this extension already, just delete the "AoE Effects.ext" from your extensions folder and reupdate. The name will still appear as AoE Effects in the extensions list.
bwatford
June 9th, 2026, 17:26
Indeed, it's fixed and it works now, thanks.
The Forge page mentions this:
I can't find that setting in the Options window though, where is it available?
This has been removed from the Forge page as Aura's are silent by default now and a GM option was no longer needed.
SilentRuin
June 9th, 2026, 18:43
Thanks for that list @SilentRuin, that is very helpful.
We are already hard at work, on correcting the "cube" issue that is present in the extension that was left over from the old Aura Effects coding.
The logic that we will be using for version 2 of this extension will address the issue and make cubes, well cubes (3 dimensional), and squares will be flat.
- default will stay sphere (3d)
- circle (flat, no height)
- cylinder (3d)
- square (flat, no height)
- cube (3d)
- wall (3d)
- Line (flat, no height)
But that is down the road a bit, trying to get beyond the version 1 release at the moment.
Beware of changing legacy syntax - nobody wants to go in an update all their old syntax for the sake of "making sense". Just FYI. Causing that level of disruption would be like...
Well an FG update breaking the world ;)
MrDDT
June 9th, 2026, 19:10
Beware of changing legacy syntax - nobody wants to go in an update all their old syntax for the sake of "making sense". Just FYI. Causing that level of disruption would be like...
Well an FG update breaking the world ;)
I agree with your premise however, cube should have always been just that, the fact it wasn't is an issue. So more of a bug fix on this one.
All the other changes are adds and not going to affect anyone's old coding.
For the record for anyone wondering my settings on detection.
-.1 "Aura Size Adjustment"
Near Edge "Percent Token Overlap"
100% of grid "Token: Auto-scale to grid" (this is in Token options)
Default "Map: Diagonal distance" (this is in House rules"
Snap to Grid (this is on each image)
This gives me near perfect triggering as soon as any creature steps a toe inside the AOE areas.
bwatford
June 9th, 2026, 19:30
For the record for anyone wondering my settings on detection.
-.1 "Aura Size Adjustment"
Near Edge "Percent Token Overlap"
100% of grid "Token: Auto-scale to grid" (this is in Token options)
Default "Map: Diagonal distance" (this is in House rules"
Snap to Grid (this is on each image)
This gives me near perfect triggering as soon as any creature steps a toe inside the AOE areas.
Exactly what the new settings were made for, each GM can have their own desired triggering points for Aura's.
Here's mine, this gives me the closest to the 5e 2024 rule that a Aura/Emanation needs to cover @ half of a square for it to be affected by the aura. It is not exactly perfect, as larger creature (3x3, and 4x4) need to be in the Aura a bit further but close enough to match what users expect from the rules.
0 "Aura Size Adjustment"
Quarter "Percent Token Overlap"
80% of grid "Token: Auto-scale to grid" (this is in Token options)
1.5x "Map: Diagonal distance" (this is in House rules") This is, so weapons/spells compute correct distance at range. I still let my players treat every square as 5 feet when moving.
Snap to Grid (this is on each image)
SilentRuin
June 10th, 2026, 01:01
Exactly what the new settings were made for, each GM can have their own desired triggering points for Aura's.
Here's mine, this gives me the closest to the 5e 2024 rule that a Aura/Emanation needs to cover @ half of a square for it to be affected by the aura. It is not exactly perfect, as larger creature (3x3, and 4x4) need to be in the Aura a bit further but close enough to match what users expect from the rules.
0 "Aura Size Adjustment"
Quarter "Percent Token Overlap"
80% of grid "Token: Auto-scale to grid" (this is in Token options)
1.5x "Map: Diagonal distance" (this is in House rules") This is, so weapons/spells compute correct distance at range. I still let my players treat every square as 5 feet when moving.
Snap to Grid (this is on each image)
Bah! All right thinking people only use 2014 5E and only with
0 "Aura Size Adjustment"
Near Edge "Percent Token Overlap"
80% of grid "Token: Auto-scale to grid" (this is in Token options)
RAW "Map: Diagonal distance" (this is in House rules") TRUE DISTANCE RULES!
NO Snap to Grid (this is on each image) FREE MOVEMENT RULES!
Is the ONLY way!!!! ;)
SilentRuin
June 10th, 2026, 20:39
Updated some more things I define in my GAL campaigns - also described the current arguments in detail though bwatford should probably turn this into readable English once he delivers the latest 3drect <*prefix> paramB support. Anyway, that's enough for me my dragonborn players both now have their breath weapon automation...
https://www.fantasygrounds.com/forums/showthread.php?87522-AoE-Effects&p=765159&viewfull=1#post765159
Obviously this is just unseen area - you get no graphics with just AURA - just the AOE effect triggers.
************
AURA: <paramA> ..., <Shape keyword>, point...
point - keyword indicating shape will have paramA starting at center of source token, if not defined it defaults to paramA = <paramA> + token distance from center to edge (various things can effect this distance). Any mention of paramA below will assume this is already taken into account to keep things simple. The same is true for any other distance parameters that need to have their length adjusted in the same manner. Auras placed on object NPCs (all of GAL stuff) typically have point defined. Things placed on a PC/NPC like aura of courage, etc. usually start from the edge of that token instead of the center so do not have point defined (default behavior).
<Shape keyword>
None recognized
Defaults to Sphere shape with paramA radius.
Example: Below will trigger on all tokens 10 ft from center of source token this effect is on.
...; AURA: 10 all, point; ...
cylinder|<paramB>|<paramC>|<paramD>|
paramA = radius of cylinder
<paramB> = z min - if z min or zmax are not defined defaults to 0
<paramC> = z max - if z min or zmax are not defined defaults to 0
<paramD> = 2nd cylinder radius to form two bounding cylinders where triggers occur between them (note if this 2nd radius is defined the software will determine which radius is the outer radius and which is the inner radius based on length)
Example: Below will trigger on all tokens within 10 ft from center of source token this effect is on and between the zmin of 0 and zmax of 10
...; AURA: 10 all, cylinder|0|10, point; ...
Example: Below will trigger on all tokens between 10 and 20 ft from center of source token this effect is on and between zmin of 0 and zmax of 10
...; AURA: 10 all, cylinder|0|10|20, point; ...
3drect|<* prefix><paramB>|<paramC>|<paramD>|<paramE>
paramA = length of rectangle (extending out along xy plane orientation)
paramB = width of rectangle defaulted to paramA if not defined. The rectangle is placed with center point the same as the center point of the source token. Unless the <* prefix> is in front of the numeric paramB - then it will move the center point of the rectangle so that the base is against the center or edge of token as the point option dictated.
paramC = z min - if z min or zmax are not defined defaults to 0
paramD = z max - if z min or zmax are not defined defaults to 0
paramE = orientation in degrees of the rectangle. If not defined will be the orientation of the source token at run time.
Example: Below will trigger on all tokens within the bounds of a 10 ft square centered on the source token center point and oriented to the source tokens orientation on the xy plane of the map
...; AURA: 10 all, 3drect, point; ...
Example: Below will trigger on all tokens within the bounds of a 10 ft square centered on the source token center point and oriented along the x axis in a positive direction
...; AURA: 10 all, 3drect|10|0|0|0, point; ...
Example: Below will trigger on all tokens within a 10 ft cube centered on the source token center point and oriented to the source tokens orientation on the xy plane of the map
...; AURA: 10 all, 3drect|10|0|10, point; ...
Example: Below will trigger on all tokens within a 10 ft orthogonal cube centered on the source token center point and oriented along the x axis in a positive direction
...; AURA: 10 all, 3drect|10|0|10|0, point; ...
Example: Below will trigger on all tokens within 60x5ft rectangle centered on the source token center point between zmin of 0 and zmax of 10 and and oriented to the source tokens orientation on the xy plane of the map
...; AURA: 60 all, 3drect|5|0|10, point; ...
Example: Below will trigger on all tokens within 30x5ft rectangle projected out from the source token center point so that the base of rectangle is touching the center point of the source token between zmin of 0 and zmax of 10 and and oriented to the source tokens orientation on the xy plane of the map
...; AURA: 30 all, 3drect|*5|0|10, point; ...
cone
paramA = height of cone (extending out along xy plane orientation)
paramB = orientation in degrees of the cone. If not defined will be the orientation of the source token at run time. (can't see this ever being set)
paramC = half angle of cone defaulted to 26.5 which matches FG pointer shape cone (can't see this ever being set)
Example: Below will trigger on all tokens within 15ft cone starting at edge of the token and oriented to the source tokens orientation on the xy plane of the map with a 26.5 degree half angle matching that of the pointer shape cone used in FG.
...; AURA: 15 all, cone; ...
************
With GAL I use for my active campaign and my two dragonborn players tested breath weapons
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67783&d=1781120581
bwatford
June 10th, 2026, 21:19
I will include the changes for SilentRuin in the small update dropping next week v1.1.
Which will also merge the "Aura's Visualized" extension into the core code of AoE Effects and have some built in examples of how area of effect graphics can be easily added to Aura areas in your game with a drag and drop interface. There will be a video example of the option when it becomes available for all next week but I think everybody is going to find it is really cool to have built in animated spirt guardian aura's on the table, and the ability to customize your own auras however you like.
Moon Wizard
June 10th, 2026, 22:31
Ping me when the integration with Auras Visualized is Live, and I can retire the Auras Visualized forge item.
Regards,
JPG
Tronic
June 11th, 2026, 01:39
I can't seem to exclude enemy characters from the Aura effects I am creating. Every character on the map seems to get the aura regardless of faction (Friend, Hostile, Neutral).
Here is an example of what I was trying:
AC Boost; AURA: 10 ally; AC Boost; AC: 6
I am using the PFRPG ruleset. Any ideas? I already tried deleting the extension from my PC, and then re-updating.
bwatford
June 11th, 2026, 02:22
I can't seem to exclude enemy characters from the Aura effects I am creating. Every character on the map seems to get the aura regardless of faction (Friend, Hostile, Neutral).
Here is an example of what I was trying:
AC Boost; AURA: 10 ally; AC Boost; AC: 6
I am using the PFRPG ruleset. Any ideas? I already tried deleting the extension from my PC, and then re-updating.
Try using friend instead of ally.
AC Boost; AURA: 10 friend; AC Boost; AC: 6
Make sure the enemies are set to foe/hostile and not friendly.
- ally = PC's and all others matching their faction.
- friend = PCs and friendly NPCs
- foe = hostile NPCs
- neutral = neutral NPCs (if supported by your Aura Effects version)
- self = only the caster
- notself = everyone except the caster
- all = literally everyone
Tronic
June 11th, 2026, 03:30
Yeah, I tried that too. Didn't matter what i used...it still affected everyone. I made sure to change the enemies to Hostile as well. If it works for everyone else I must be missing something.
Trenloe
June 11th, 2026, 03:49
@bwatford - great work on this. Could you add SFRPG2 to the supported rulesets please? It used 99.9% of the PFRPG2 code, so should be compatible. Thanks!
MrDDT
June 11th, 2026, 05:06
Yeah, I tried that too. Didn't matter what i used...it still affected everyone. I made sure to change the enemies to Hostile as well. If it works for everyone else I must be missing something.
I just tested it in PFRG and it's working. Can you contact us on discord and post pictures there, or you can post pictures here of the CT? Make sure to include the effect you are using in detail.
Best to copy and paste the exact effect.
Are you running any other exts?
67793
SilentRuin
June 11th, 2026, 05:10
Removed all colors from my previous example - were holdovers from old data and they will for sure not work with anything but default undefined shape keyword (default sphere) or cube. Neither of which I much use. So my examples for GAL were all cleaned up in previous post in preparation for the next version of bwatford's AOE effect with visualization support.
bwatford
June 11th, 2026, 05:57
@bwatford - great work on this. Could you add SFRPG2 to the supported rulesets please? It used 99.9% of the PFRPG2 code, so should be compatible. Thanks!
Added it to the Forge page, and will include it in the documentation on next update.
Tronic
June 11th, 2026, 12:25
I just tested it in PFRG and it's working. Can you contact us on discord and post pictures there, or you can post pictures here of the CT? Make sure to include the effect you are using in detail.
Best to copy and paste the exact effect.
Are you running any other exts?
67793
I just ran through my enabled extensions, and it appears I left one enabled called "Extended automation and overlays". It's a currently unlisted and broken extension too. I just disabled it and reloaded the game. The aura effect is working perfectly now. Thank for the suggestion, and sorry to waste anyone's time.
Appreciate the awesome work on this extension! It's going to save a lot of game time management. :-)
Thanks again!
bwatford
June 11th, 2026, 21:39
Demonstration of AoE Effects v1.1 (Releasing Next Tuesday)
https://youtu.be/eViydHtsQb0
Trenloe
June 11th, 2026, 21:56
Added it to the Forge page, and will include it in the documentation on next update.
Thank you!
Vaall
June 12th, 2026, 16:27
Hey, I really appreciate the evolution of the extension; it greatly simplifies the final rendering for similar uses.
Do you think it would be possible to have a visual rendering for the new shapes like 3drect, cylinder, and cone by any chance?
SilentRuin
June 12th, 2026, 16:45
Hey, I really appreciate the evolution of the extension; it greatly simplifies the final rendering for similar uses.
Do you think it would be possible to have a visual rendering for the new shapes like 3drect, cylinder, and cone by any chance?
I’m pretty sure this first release is only the simple stuff it did before - as I won’t be using it to visualize it not sure what bwatford/mrddt plant to do. I have my own stuff to handle that so not really concerned about it - as long as the aura triggers work for the more complex things I do I’m good.
bwatford
June 12th, 2026, 16:47
Thank you for the suggestion.
The forthcoming Aura Visualizer built into AoE Effects uses image overlays to render borders and effects. This approach works well for standard 2D shapes, but it is not practical for 3Drect, cylinder, or cone shapes. Because these shapes can be any size, height, or orientation, we would need an effectively infinite number of image assets to cover all possibilities.
Cylinders currently receive a circular border rendered on the floor plane of the cylinder. Full 3D visual rendering for these shapes is not supported through the Aura Visualizer at this time.
A working solution already exists for users who want more advanced 3D visualization. SilentRuin’s **Generic Actions Layers** extension can render these complex shapes using map layers. Several of his videos demonstrate this approach in action.
We will ask SilentRuin if he would be willing to share a quick setup guide for using Generic Actions Layers together with AoE Effects. In the meantime, if you’re interested in trying this method, let us know and SilentRuin can point you toward the relevant videos and basic configuration steps.
SilentRuin
June 12th, 2026, 17:37
Yeah nothing quick about GAL if you design your own stuff.They are free to read the tomes of forum posts in Generic Actions (in my signature) about GAL - but really, I've posted so many videos and so much text, its going to be up to them to figure it out if they want to go that route. I've done all I've done because I needed it in my games. This includes all my extensions and all the new shape support in the aura extensions. I'm happy that you are going forward with support of the new AOE Effects extension as clean start in the new auras, but I don't plan to become an oracle or advisor on how it should be used outside of the posts I've already put in here, put in GA, or post about my games. Especially as anything I do seems to go out of date the week after I've done it. All my extension "documents" (if one could even call them that) is in page one of their threads in the .txt file - a real time log of the changes I make to things in a version update kind of format. Or as in here, a post on Aura's I use in GAL and the description of the shape usage in auras (minus that thrice accursed 2D orthogonal square named "cube" - I refuse to continence its existence!).
Most questions on that stuff are answered by people - other than me - in the Grim Press discord for fantasy grounds. Just FYI for those unfamiliar with my relationship with "users" ;)
Vaall
June 12th, 2026, 18:36
Yes, I understand perfectly what GAL is capable of and how well it works.
What I meant wasn't necessarily having a 3D visualization of objects, but rather a simple visualization of borders for the new aura types.
Because with the current 3Drect aura visualization, cones and cylinders display a circle.
If we could have :
for 3Drect: a visualization of the 2D rectangle where the aura is applied;
for Cones: a visualization of a cone;
for Cylinders: a double circle.
MrDDT
June 12th, 2026, 18:55
Yes, I understand perfectly what GAL is capable of and how well it works.
What I meant wasn't necessarily having a 3D visualization of objects, but rather a simple visualization of borders for the new aura types.
Because with the current 3Drect aura visualization, cones and cylinders display a circle.
If we could have :
for 3Drect: a visualization of the 2D rectangle where the aura is applied;
for Cones: a visualization of a cone;
for Cylinders: a double circle.
I believe it is possible; however, we want to focus on getting everything working right and see if there are any bugs. Letting it settle. Having the 3drect options shown in 2D is something that we are looking at.
SilentRuin
June 12th, 2026, 21:55
Yes, I understand perfectly what GAL is capable of and how well it works.
What I meant wasn't necessarily having a 3D visualization of objects, but rather a simple visualization of borders for the new aura types.
Because with the current 3Drect aura visualization, cones and cylinders display a circle.
If we could have :
for 3Drect: a visualization of the 2D rectangle where the aura is applied;
for Cones: a visualization of a cone;
for Cylinders: a double circle.
You don't have the latest going out next Tuesday. That has more "math stuff" added/fixed and insures the drawn stuff does not apply to 3drect or cone.
It also has some options I asked for but I'm sure bwatford will let you know when it gets delivered what all is there.
frozzzt
June 15th, 2026, 04:31
I love this extension! Great thanks for spending time in this feature.
I have a question: Old version triggered the pop-up messages in the screen when AoE/Aura area affects near npcs or pcs. Now it dont. I doing something wrong or doesnt trigger the pop-ups msgs anymore?
bwatford
June 15th, 2026, 06:29
I love this extension! Great thanks for spending time in this feature.
I have a question: Old version triggered the pop-up messages in the screen when AoE/Aura area affects near npcs or pcs. Now it dont. I doind something wrong or doestn trigger the pop-ups msgs anymore?
Thank you for the kind words! I'm glad you're enjoying the extension.
To answer your question: The notification system was updated some time ago. Previously, Aura Effects included an option to enable or disable chat notifications, which would trigger those popup messages. That setting was removed in favor of "silent notifications" before I took over maintenance of the extension, primarily to reduce notification spam—especially in situations where characters frequently move in and out of auras like a paladin’s aura.
Starting with the new version releasing next Tuesday, GMs will have the option to visualize all auras directly on the map. This will make it much easier to see at a glance which creatures are inside or outside any active aura effects.
frozzzt
June 15th, 2026, 12:09
Thank you for the kind words! I'm glad you're enjoying the extension.
To answer your question: The notification system was updated some time ago. Previously, Aura Effects included an option to enable or disable chat notifications, which would trigger those popup messages. That setting was removed in favor of "silent notifications" before I took over maintenance of the extension, primarily to reduce notification spam—especially in situations where characters frequently move in and out of auras like a paladin’s aura.
Starting with the new version releasing next Tuesday, GMs will have the option to visualize all auras directly on the map. This will make it much easier to see at a glance which creatures are inside or outside any active aura effects.
That's sound amazing! Thx for the clarification.
SilentRuin
June 15th, 2026, 17:13
Starting with the new version releasing next Tuesday, GMs will have the option to visualize all auras directly on the map. This will make it much easier to see at a glance which creatures are inside or outside any active aura effects.
Except oriented or projected auras (3drect and cone) :) Unless, you've decided to implement those somehow of course.
bwatford
June 15th, 2026, 21:52
https://www.kingdomofmorrain.com/AoE_Effects.png
AoE Effects v1.1 is Here!
FREE on FG Forge — Released June 2026
Download v1.1 Now → (https://forge.fantasygrounds.com/shop/items/32/view)
We're excited to announce AoE Effects v1.1!
This major update brings powerful new visuals, expanded shape options, and a much smoother experience for handling area-of-effect spells and auras in Fantasy Grounds. Best of all, the popular “Auras Visualized” features are now fully integrated and improved inside AoE Effects itself!
What's New & Improved in v1.1
Brand new animated visuals — webs, thorny vines, fog, spirits, bonfires, and more now look fantastic on the map!
Major upgrades to advanced shapes with full control over 3drect, cylinder (with height & rings), and cone
New GM options for visualization toggles, border colors, transparency, and global aura sizing
Better performance, smarter conditional logic, and refined token overlap rules
Completely refreshed and expanded User Documentation with tons of new examples and screenshots
Key Features Players Will Love
Automatic effect application & removal based on token proximity
Stunning built-in visuals that players can actually see on the battle map
Full support for spheres, cubes, cylinders, cones, and flexible 3D rectangles
Easy concentration tracking with the simple (C) modifier
Powerful conditional logic using IF and IFT
Works great with 3.5E, 4E, 5E, PFRPG, PFRPG2, SFRPG, and SFRPG2
Quick Example
Entangle; (C); IF: !DYING; AURA: 20 all,!self,cube,entangle; Restrained; SPEED: difficult
Important Update
The old standalone “Auras Visualized” extension has been retired. Everything it did (and more) is now built into AoE Effects v1.1. Please remove the old extension to avoid conflicts.
Documentation & Community
The full guide with all the new syntax, visuals, and examples is here:
→ Download the AoE Effects v1.1 User Documentation (PDF) (https://www.kingdomofmorrain.com/AoE_Effects_v1.1_User_Documentation.pdf)
https://www.kingdomofmorrain.com/AoE_Effects2.png
Jiminimonka
June 16th, 2026, 13:58
Looks good. Thanks
frozzzt
June 16th, 2026, 14:27
I cant' wait to use in the game, looks amazing!
nephranka
June 17th, 2026, 16:43
Would there be a way to export the Aura settings from the options section?
Trenloe
June 17th, 2026, 16:54
Would there be a way to export the Aura settings from the options section?
There are two buttons in the Auras window bar at the top left that do this. Although, in a quick test of an export/import, it doesn't appear remember any linked assets. EDIT: It does bring the assets in as part of an import, they just aren't displayed in the Auras window until a restart - see post #47 below.
bwatford
June 17th, 2026, 16:58
There are two buttons in the Auras window bar at the top left that do this. Although, in a quick test of an export/import, it doesn't appear remember any linked assets.
As linked assets are drag and drop from the campaigns asset window, I do not believe these will export, much like exporting a character doesn't retain its image.
Trenloe
June 17th, 2026, 17:15
As linked assets are drag and drop from the campaigns asset window, I do not believe these will export, much like exporting a character doesn't retain its image.
The asset paths are exported into the JSON file:
{
"1": {
"assetPath": "tokens/Nighthag Games/Orb-Black.png@The Sun Chamber Map Pack",
"scale": 100,
"name": "DarkPNG",
"auraColor": "FF0C0067"
},
"2": {
"assetPath": "tokens/Nighthag Games/Orb-Yellow.png@The Sun Chamber Map Pack",
"scale": 150,
"name": "LightPNG",
"auraColor": "FF9FAE00"
}
}
And they appear in the FG database XML after an import:
<auras>
<id-00003>
<assetPath type="string">tokens/Nighthag Games/Orb-Black.png@The Sun Chamber Map Pack</assetPath>
<auraColor type="string">FF0C0067</auraColor>
<name type="string">DarkPNG</name>
<scale type="number">100</scale>
</id-00003>
<id-00004>
<assetPath type="string">tokens/Nighthag Games/Orb-Yellow.png@The Sun Chamber Map Pack</assetPath>
<auraColor type="string">FF9FAE00</auraColor>
<name type="string">LightPNG</name>
<scale type="number">150</scale>
</id-00004>
</auras>
Doing further testing, the aura asset will work if used in an effect after an import, even if the asset image isn't being shown. A restart of FG shows the asset graphic in the Auras window - so the issue is just displaying the graphic immediately after an import; I wonder if the controls could be refreshed after an import?
nephranka
June 17th, 2026, 17:26
There are two buttons in the Auras window bar at the top left that do this. Although, in a quick test of an export/import, it doesn't appear remember any linked assets.
Thanks!
bwatford
June 17th, 2026, 17:27
I will look into refreshing those paths after an import is done.
cds29
June 17th, 2026, 23:20
I'm trying to get wall of fire to use my chosen aura token but am failing to get it to work. I'm using this for the wall of fire:
Wall of Fire Inner Line; AURA: 60 all,!self,3drect|10|0|20, point; AoE Wall of Fire Inner Line; SAVEA: (SDC) DEX (H)(M); SAVEE: (SDC) DEX (H)(M); SAVEDMG: 5d8 fire
The aura damage rolls normally, but there's no visual indication for this so looking for help with this.67870
bwatford
June 17th, 2026, 23:39
A couple of observations:
The aura coding above is working and placing the AURA correctly. If you are trying to use a custom visualization option or to show a border, the visualizer only works with 2D shapes, sphere and cube, it does not work with 3drect, or cone.
What you can do is add an additional AURA effect to trigger the border for the wall or a custom wall of fire graphic.
AURA: 60, point, red
(You can replace "red" with whatever color you want to with a custom image name that you have created in the Aura's window.)
cds29
June 18th, 2026, 00:04
Okay thanks. I've used aura effects and aura visualizer for over a year and this is a great mod you've made here. I'm curious how I would orientate that second aura or is stuck in a single position
bwatford
June 18th, 2026, 02:17
Okay thanks. I've used aura effects and aura visualizer for over a year and this is a great mod you've made here. I'm curious how I would orientate that second aura or is stuck in a single position
Orientation is not yet supported by the visualizer, you can either use a circle (sphere), or a square (cube) that runs along the Aura radius or face.
We are looking to support 3drect in a future update, just trying to work out all the math in how to do so at this time without having to have hundreds of different shaped images as 3drect has limitless combinations.
bwatford
June 18th, 2026, 04:29
Would there be a way to export the Aura settings from the options section?
@Trenloe
Just pushed v 1.1.3 to address this issue, now the Aura's window will refresh after importing to make sure the icons show correctly for the imported auras without a restart.
Please update and everything should be working correctly.
Trenloe
June 18th, 2026, 13:40
@Trenloe
Just pushed v 1.1.3 to address this issue, now the Aura's window will refresh after importing to make sure the icons show correctly for the imported auras without a restart.
Please update and everything should be working correctly.
Thanks! That looks great. Out of curiosity, which API function/s did you use to refresh the tokencontrol controls?
bwatford
June 18th, 2026, 14:26
Thanks! That looks great. Out of curiosity, which API function/s did you use to refresh the tokencontrol controls?
We didn’t directly refresh tokencontrol controls.
The aura visuals are drawn as bitmap widgets directly on the token using addBitmapWidget / deleteWidget.
Main functions used:
clearAura(ctNode) — removes existing aura widgets
applyAura(ctNode) — clears + redraws auras on the token
applyBitmapToToken() — creates the 2D/3D widgets via token.addBitmapWidget()
updateAllAuras() — full map refresh using CombatManager.callForEachCombatant()
These are triggered by DB handlers on the auras table, effect changes, GM options, and token movement in manager_token_aura.lua.
We don’t modify or refresh the tokencontrol window at all.
Regarding the Import/Export refresh:
The simple wnd.update() / wnd.refresh() calls didn’t work because the preview icons are created inside the list rows. We had to force the window to fully rebuild by closing and reopening any open Auras list windows after import.
Trenloe
June 18th, 2026, 14:32
Thanks for the info. Very nice work.
tahl_liadon
June 20th, 2026, 03:54
This has been removed from the Forge page as Aura's are silent by default now and a GM option was no longer needed.
this doesn't seem to be true for me (see image)... whenever dinosaur moves in and out of the purple aura, feedback abounds in chat window.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67907
bwatford
June 20th, 2026, 05:21
this doesn't seem to be true for me (see image)... whenever dinosaur moves in and out of the purple aura, feedback abounds in chat window.
Thanks for the report and the screenshot!
Those repeated messages ("Effect ['Aura of Courage*'] -> [ALREADY EXISTS] [on Ka'Ruun]") are not coming from the AoE Effects extension itself. They’re standard Fantasy Grounds Combat Tracker warnings that appear when something tries to apply an effect that’s already active on the target.
This usually happens when the aura effect isn’t being removed cleanly when a token leaves the aura’s range (or the movement detection is triggering multiple apply attempts).
To help me reproduce and fix this:
1. Combat Tracker screenshot — Could you show the effects list on the token that’s receiving the spam (Ka’Ruun or whichever character is affected)? I want to see whether “Aura of Courage*” (or similar) is still stuck on them after they leave the aura.
2. Exact aura setup — Please copy/paste the effect string or describe how the aura is defined on the dinosaur (or aura source). Are you using the built-in FG aura feature with AoE Effects, or a custom effect string?
3. Any other extensions loaded that touch effects, auras, or the Combat Tracker?
In the meantime, try manually removing the “Aura of Courage” effect from the affected token in the CT. Does the spam stop until they re-enter the aura?
Drop those details and I’ll see what the issue is.
bwatford
June 20th, 2026, 05:25
Version 1.1.4 is now live on the Forge.
This update fixes a bug where the "clear" color was not reliably producing a fully transparent/invisible border.
Changes in this version:
- Custom auras now take priority over named color keywords.
Custom campaign auras and HARDCODED_AURAS will now always win in the event of a name collision (for example, if you have a custom aura literally named "clear" or "red"). Their defined auraColor — including alpha/transparency — is respected exactly.
- Special-cased "clear" handling.
When the named color "clear" is used and is not overridden by a custom aura, it will now correctly make the aura borders fully invisible.
AURA: 10 all,point,clear; AURA STUFF
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.