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!
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!