PDA

View Full Version : Spell FX (5E)



jkeller
June 20th, 2026, 16:41
Forge:https://forge.fantasygrounds.com/shop/items/3405/view

This 5E extension shows spell effects on the map. It lets players click a button (next to the spell or power on their Character Sheet Actions tab) to add a graphic to the map. The intent is to add immersion, help everyone visualize the effect, and provide a reminder for lingering effects.

Note that this is the initial version, and testing is ongoing. It will write debugging information into the console. If you notice a bug, please report it (and sending the relevant data from the console can really help).

https://i.ibb.co/MxDpWDHM/Spell-FX-Spray-of-Cards.jpg

It also adds similar effects for some NPC traits, actions, and spells (on the Combat Tracker), so the "foes" can have graphics too.

https://i.ibb.co/r29qMszq/Spell-FX-CT-NPC-buttons.jpg

This version includes graphics for 5E PHB spells up to 5th level (mostly), and some of the NPC traits/actions (up to CR 5). Other sources and higher levels will be added as I have time.

There's an option (Homebrew -> SpellFX) that you can use to disable the extension, or set it so that the buttons are only available for the DM.

The graphics have no effect on functionality - they're for visualization only. The caster (or DM) can toggle them on or off by clicking on the icon (and the icon changes to indicate the effect has been added).

https://i.ibb.co/chYwwdzZ/Spell-FX-Icons-Off.png
https://i.ibb.co/1YshpfWC/Spell-FX-Icons-On.png

Each graphic is added to a separate map layer. I have noticed an occasional issue where tokens become unselectable (if a layer is manually deleted); toggling the map lock fixes it.

The graphics are not automatically removed if/when the spell expires (yet). However, if a caster fails a concentration save, any effects for concentration spells added by that caster should be automatically cleared.

Some effects are mostly to help the caster select a region (for spells like Burning Hands). These spells are usually attached to the caster token, so they will move if the caster moves.

https://i.ibb.co/DHF7RPfT/Spell-FX-Distance-2.jpg

Some spells (like Fireball) are anchored to a location, but an anchor token is added to that location (usually the center of the spell graphic). The graphics are attached to that token, so that it can be moved to adjust the location.

https://i.ibb.co/ds9hxYxr/Spell-FX-Fireball-anchor.jpg

Note that for some spells (especially cones), distance representation can get a bit weird depending on what your "Map - Diagonal Distance" option is set to. The extension tries to honor that setting, so a 15' cone aimed diagonally may appear to be 20' (that's with the default setting for that option).

https://i.ibb.co/ZQHh2JL/Spell-FX-Distance.jpg

Other effects are meant to help remind players and the DM about any ongoing magic (for spells with lingering effects like Entangle).

https://i.ibb.co/ns0WmMnz/Spell-FX-Entangle.jpg

Some spells (like Mage Armor or Spirit Guardians) will be "attached" to the caster token, and will move with the token when it moves. Some spells (like Warding Bond) may be attached to more than one token, and will move if any of those tokens is moved.

https://i.ibb.co/xScv68Z7/Spell-FX-Shield.jpg

Some spells (like Bless or Faerie Fire) may add effects on multiple targets.

https://i.ibb.co/Q3Tc7xxS/Spell-FX-Multiple-Targets-Faerie-Fire.jpg

Some spells (like Healing Spirit) will default to a selected target, but are actually cast on a location, and will not move when the caster token moves (only when the anchor token moves).

It does support wall spells, but only single-segment (two movable end points) so far.

https://i.ibb.co/svNwyD9j/Spell-FX-Wall-of-Fire.jpg

The caster can use the mouse-wheel (over the SpellFX icon on the CS or their own character icon on the map) to adjust some graphics. Depending on the spell, using the mouse-wheel will cycle through selected targets, or rotate the aim, or change the distance. Holding the Shift/Alt/Ctrl keys may modify this behavior (read the tooltip for details).

The initial position or orientation will usually default to a PC or NPC the caster has targeted (depending on the spell).

Spells are drawn under tokens, but over the map, and some spells (like Darkness) may obscure part of the map (though they are usually translucent).

Most icons are simple on/off toggles, but some (like a Venom Troll's Venom Spray attack) have multiple phases (click once to select the region, click again to add an aura to affected targets, click again to change the aura to a condition icon, click again to remove the graphics).

https://i.ibb.co/35ZTDLTh/Spell-FX-Phases.webp

Some spells support multiple versions of the graphics. For example, "Dragon's Breath" - clicking the button will cycle through the different variations (acid, cold, fire, etc).

If you rename a spell on the Character Sheet, it probably won't be found. But any parenthesized text or simple suffixes like "3" or "IV" will be ignored, so a name like "Healing Spirit (concentration)" should work fine.

In some cases, the spell can be cast in different ways. You may want to copy a spell and change the copy's name (the tooltip will note this). For example: "Wall of Fire" can be renamed "Ring of Fire" to get the ring FX.

If you have your own graphics you want to use (for a supported power), just drag-and-drop your asset onto the SpellFX button. If you hold SHIFT while dropping, it will use your graphic for all PCs and NPCs. You can right-click on the button for Spell FX menu options to unassign any custom graphics if you change your mind.

Note that for cone spells (like Burning Hands), the extension expects the vertex to be in the center of the left edge, with the base of the cone extending to the right edge. For line spells (like Lightning Bolt), the line should be horizontal, and extend to the left and right edges of the image.

If I missed a power you think should have graphics (even third-party or homebrew), or you want alternate graphics because one of your players wants to re-flavor the spell, just let me know and I'll try to add it. Feedback is appreciated!

Zacchaeus
June 20th, 2026, 17:30
Jolly Good.

Tempered7
June 20th, 2026, 18:08
Jolly Good Indeed!
This is AWESOME!

Egheal
June 20th, 2026, 19:04
Magical! Thanks a lot.

Tempered7
June 20th, 2026, 19:28
Did a quick, isolated test. No errors so far, but there are some problems with few spells:

It's because of the rock Cone spells like Burning Hands and Color Spray aims down. Fog Cloud also aimed down.

I dont know Im doing something wrong but Glyph of Warding and Arcane Eye only shows an anchor icon on the char.

All others I checked [up to 5th level spells] was working. So far so good.

Will try to do a stress-test with other extensions later. EDIT: So far no errors.

Tempered7
June 20th, 2026, 19:29
Arcane eye and glyph of warding.

charros
June 23rd, 2026, 04:33
I am loving this extension as my whole party loves this concept. Can you check into this! 6796467965

jkeller
June 23rd, 2026, 14:09
Thanks for testing!

Some spells (like Fog) don't target a friend or foe; those are currently drawn centered on the caster, but with an anchor token you can move to change the target location. I find it a bit confusing too though - maybe I should offset the target by 1 grid square instead of default to right on the caster?

Sleep had the wrong size and range; should be fixed in the next update.

Some spells (like Burning Hands and Color Spray) will be aimed to the right if the caster has no targets of the opposing faction (foes for a PC caster). If there are targets, it will be aimed towards a random one of them. You can use the mouse-wheel (over the Spell FX icon or the caster) to rotate it. So I think that one is working as intended.

Arcane Eye is probably working, but it's so small you can't see it (you can move the anchor to check). If I use the offset approach, that would help here too I think.

67968

From your picture, it looks like Glyph of Warding might be drawn (behind your token), but at the wrong size. The code looks correct, but something seems to be messing it up. Not sure what yet.

Atreides Ghola
June 23rd, 2026, 14:11
My party and I dig this extension too, but as above, the use boxes for things like Blood Fury Tattoo, Monk's Focus uses, Channel Divinity are all truncated with the extension on.

It makes this extension unusable, because the tracking is more important.

jkeller
June 23rd, 2026, 14:11
I am loving this extension as my whole party loves this concept. Can you check into this! 6796467965

Glad you like it, thanks!

I'm not sure what your images are showing. Those look like item powers on the Actions tab? I'm not sure what the little boxes are - SpellFX shouldn't be adding or changing those.

Can you explain more?

Atreides Ghola
June 23rd, 2026, 14:12
My party and I dig this extension too, but as charros states above, the use boxes for things like Blood Fury Tattoo, Monk's Focus uses, Channel Divinity are all truncated with the extension on. For example, my party has a Bard with a Blood Fury tattoo, 10 uses. Without the extension, all 10 check boxes are shown. With the extension in use, you can only see the first two boxes.

It makes this extension unusable, because the tracking is more important.

jkeller
June 23rd, 2026, 14:13
My party and I dig this extension too, but as above, the use boxes for things like Blood Fury Tattoo, Monk's Focus uses, Channel Divinity are all truncated with the extension on.

It makes this extension unusable, because the tracking is more important.

Ah, I see - so some powers have boxes in the same UI space where SpellFX is drawing its icon? I'll see if I can figure out a fix for that, thanks.

charros
June 23rd, 2026, 14:19
Glad you like it, thanks!

I'm not sure what your images are showing. Those look like item powers on the Actions tab? I'm not sure what the little boxes are - SpellFX shouldn't be adding or changing those.

Can you explain more?

Yes, those boxes are the charges on abilities and items that you have in your action tab. If you look at both images you see without your extension that the charges are all shown. You see like 8 charges for multiple items. However with your extension the charges hide behind the text. When I go to preparation mode on my action tab that I can’t change anything because it is all behind the text of the spell, ability, or item. Can you look into this please.

jkeller
June 23rd, 2026, 14:32
Can you look into this please.

Absolutely! Investigating now.

Did you manually add those item powers, or is there an option or extension to do it? I'm trying to duplicate the problem.

Atreides Ghola
June 23rd, 2026, 14:43
An additional find - The extension seems to be laying the Action/duration info over the buttons for triggering attacks, saves, and effects - they're actually editable as well. If you take a look at this screenshot, you'll see what I am referencing, I marked a few of them.

67969

charros
June 23rd, 2026, 14:57
Absolutely! Investigating now.

Did you manually add those item powers, or is there an option or extension to do it? I'm trying to duplicate the problem.

Most of the abilities are automatically added onto your character sheet. Items you need to create it. When you are on preparation mode on the action tab you see a green plus sign on the header of the section you have. I have circles where it should be on the action tab here: 67970

That gear should be a plus sign when you are on preparation mode. Then you will see that it goes behind the text to make any changes.

jkeller
June 23rd, 2026, 14:59
An additional find - The extension seems to be laying the Action/duration info over the buttons for triggering attacks, saves, and effects - they're actually editable as well. If you take a look at this screenshot, you'll see what I am referencing, I marked a few of them.

67969

Interesting - my UI doesn't have those labels. I'm guessing it's related to another extension - do you have any others that might be adding those?

Atreides Ghola
June 23rd, 2026, 15:06
Absolutely! Investigating now.

Did you manually add those item powers, or is there an option or extension to do it? I'm trying to duplicate the problem.

Whether they appear or not depends on the Power or item added - for things that are character class components, like focus points, channel divinity, or other items that have specifically defined uses, FG adds them automatically.

For things like magic item uses (unless already coded in FG) - they are typically added by extensions such as Equipped Effects or Jack of all Trades, etc.

Atreides Ghola
June 23rd, 2026, 15:12
Interesting - my UI doesn't have those labels. I'm guessing it's related to another extension - do you have any others that might be adding those?

I do - it looks like it might be 5e Table Tools. My apologies!

jkeller
June 23rd, 2026, 15:19
I do - it looks like it might be 5e Table Tools. My apologies!

No worries - the overlap might be caused by an interaction between the extensions, especially if they are both trying to use the same UI. So if it only happens when you run both extensions, please let me know and I'll see if I can adjust something.

Atreides Ghola
June 23rd, 2026, 15:23
No worries - the overlap might be caused by an interaction between the extensions, especially if they are both trying to use the same UI. So if it only happens when you run both extensions, please let me know and I'll see if I can adjust something.

It still happens with Spell FX not loaded, and resolves if 5e Table Tools is not.

jkeller
June 23rd, 2026, 15:24
Ok, I uploaded a new version that should help with some of these issues (once you update).

The icons should now appear on the right edge of the spell/power name:

67973

I changed the default for anchored spells to be one grid to the right of the caster; I think that will help with some spells. Arcane Eye is still very small, but at least you'll see it now.

67974

Glyph of Warding is still not quite working right.