This should do it, requires BCEG (as you said you had it)
Code:AURA: 30 all; Aura of Purity; IF: FACTION(!foe);IMMUNE: diseased; ADVCOND: blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned; RESIST: poison
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This should do it, requires BCEG (as you said you had it)
Code:AURA: 30 all; Aura of Purity; IF: FACTION(!foe);IMMUNE: diseased; ADVCOND: blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned; RESIST: poison
This one requires another EXT to allow you to resist "spell" damage.
Automatic Spell Resistance
Code:AURA: 10 friend; Aura of Warding; RESIST: spell
perfect! thank you,
geting Automatic Spell Resistance now... :)
I am trying to figure out: "You create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws."
I was thinking: "AURA: 30 friend; Intellect Fortress; RESIST: psychic; SAVEA: WIS, INT, CHA"
Perfect - I will look thank you! Ok... how about this one, the same thing?
"You create dozens of floating duplicates of your mindblade and send them whizzing about you in a ring. The ring of blades is 10 feet high and can have a radius of 15 ft. The ring moves with you, remaining centered on you.
Whenever a creature enters the ring’s space for the first time on a turn or starts its turn there, you may choose for it to be affected by the blades. If it is so affected, the creature must make a Dexterity saving throw. On a failed save, the creature takes 3d8 damage of the damage type your mindblade currently deals. On a successful save, the creature takes half as much damage."
"Ring of Blades; AURA: 15 foe; Ring of Blades; IF: FACTION(foe); SAVEA: DEX [SDC] (M)(H); SAVEDMG: 3d8 psychic"
Look up Spirit Gaurdians. Just change the type from wis to dex and DMG to psychic
That's Spirit Guardians.Code:Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
That's the code you want for Ring of Blades.Code:Ring of Blades; AURA: 15 foe; Ring of Blades; IF: FACTION(foe); SAVES: DEX [SDC] (M)(H); SAVEDMG: 3d8 psychic; (C)
Now you have to remember that this will NOT apply damage when they first enter the area, it will only do it once they start their turn there.
So when they first enter it, you need to apply that yourself.
The reason you don't want to use SAVEA for applying damage when they first enter, is because it will do it over and over if they move in and out of it on the same turn. It will also apply it over and over if the person with the aura moves around. Which both shouldn't happen.
So this is the best way to automate it without causing a lot of extra damage that you have to retcon it.
Perfect!! TYVM
Is there any way to have the aura target a specific actor? Looking to see if it would be possible to use aura effects to handle the Pathfinder Summoner ability shield ally.
Shield Ally (Ex)
At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
How would I code up Aura of Vitality?
Aura of Vitality
PHB p216
3rd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you.
You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
I'd keep it simple and just use the aura to be an indication of range then set up a power which you target and perform the heal.
Code:AURA: 30 friend; Aura of Vitality
I feel like I'm missing something... is there a way to check for foes within range that are NOT unconscious?
Something along the lines of: AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IF: !unconscious: SGRANTS: 1 Ferocity
I might also want to add NOT paralyzed, stunned, incapacitated, etc.
Sure does, you need this EXT
https://forge.fantasygrounds.com/shop/items/591/view
The coding you would want would be
Code:Ferocity; AURA: 5 foe; Grant Ferocity; IF: FACTION(foe); IFN: custom(Unconscious); SGRANTS: 1 Ferocity
Thanks so much!
It didn't work with "custom", but the following 2 seem to both be working... (it is a small cat that can "go large"):
AURA: 5 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
SIZE: 2; AURA: 10 foe; Grant Ferocity; IF: FACTION(notself); IFN: Unconscious; SGRANTS: 1 Ferocity
Glad it's working for you.
It should work both ways because IFN understands custom() and no need for it. I'm not sure why yours is not working with the custom. You might want to look into that. Likely some type of typo somewhere.
I would also name your AURA and not put SIZE in the front so you know where it's coming from or what is causing it. Just as a standardization.
Yeah, I was taking that into account thanks for that update. However, not what I was saying here. I was saying I would Name the AURA because of the way that FGU works for naming and (C) effects.
Example.
AURA: 30 friend; Aura of Vitality
= Unnamed
Aura of Vitality; AURA: 30 friend; Aura of Vitality
= Named
This allows for things where the AURA would be removed with the (C) effect, if you had placed an Aura on more than 1 person, using a (C) spell that would place an Aura on more than one person.
So in the example above, each person effected by the spell would be getting the effect "Aura Of Vitality (C); AURA: 30 friend; Aura of Vitality" if it was a conc spell. Which means that the caster would have to make conc checks to keep that spell going. So if they lose conc, all the people they casted the effect on, would have it removed.
I know these things are fringe however, standardized naming should be still used for other reasons, like people making exts and whatnot.
Thank you both for the info and insights. Truly appreciated!
Trying to figure out a way to possibly make this work. "A chill permeates the area and creatures caught within it are vulnerable to necrotic and psychic damage as the negative energy of the zone weakens the resolve of both their bodies and minds."
Ok, so I went through the whole thread and can't seem to find what I am looking for. It would be nice to have a generic primer of the functional segments, similar to what programming does like Microsoft's site then examples thereafter. It would help the building block portion of the excercise.
That said, I found the one with the Bodak doing ongoing damage but can't seem to find a way to limit that to creature type. All I ever see is Faction types. What I am trying to do is have an aura that does ongoing damage to a specific creature type with no save. Specifically the pillars in the Walk of Bravery section of Descent into Avernus. I did see that IF and IFT work before the Aura but see no examples of that syntax anywhere.
Closest I have come is:
AURA: 5; If TYPE(undead); DMGO: 1d10 radiant;
But that affects all creatures not just undead.
This doesn't seem to work either:
IFT: TYPE(undead); AURA: 5; DMGO: 1d10 radiant;
Thanks, that works. Now I am looking for making Flaming Sphere... since is an exception to all the other rules that damage is applied when entering the aura and instead it applies when the target ends its turn in the aura it seems a tad annoying.
This doesn't seem to work:
AURA: 5; Flaming Sphere; SAVEO: dexterity DC 14 (M)(H); SDMGOE: 2d6 fire,magic; (C)
Nor does
AURA: 5; Flaming Sphere; SAVEE: dexterity DC 14 (M)(H); SDMGO: 2d6 fire,magic; (C)
So SAVEO (Save Effects from Kent) requires another ext SAVEE requires BCE (OR BCEG on the FORGE)
Can you explain what you want it to do? Because I'm confused by what you are asking but I can throw out some I think you might like.
So according to 5E I see it has an effect when a creature ends their turn in the area next to it, it will take damage.
So that sounds like a 5' Aura and needs to take 2d6 fire damage after a save (DEX) at the end of their turn or take 1/2 damage.
This requires BCEG extCode:Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: (SDC) DEX (H); SAVEDMG: 2d6 fire
Attachment 55972
I have both extensions if I am not mistaken...
So unlike all the other spells with an ongoing area effect which is to say that normally you incur the effect of said area when you start your turn inside or enter it during your turn, Flaming Sphere only hits you when the caster declares he rams a mob with it or if the mob ENDs its turn in the area effect (i.e. within 5ft of the sphere). So I am trying to set it up so that any creature that ENDs its turn in that aura will have to save or take the damage.
Does that make more sense?
I guess I only have BCE.
The above coding should work, I'm not sure if it works with BCE and AURA Effects exts, or if you need BCEG or not. You can check and let me know.
What the above coding does is force a save of anyone within 5ft of the effected creature/icon with the aura at the END of their turn. Now if you push something into them, you would need to roll another save for that AURA effects doesnt really work for that part, you should roll that as you would normally roll spell saves on casting, which this is doing as a bonus action.
Trying to automate Spike Growth. I tried:
AURA: 20 all; Spike Growth; DMGA: 2d4 piercing; DMGRT
It doesn't work. It does the initial damage when walking into the AoE, but then it leaves the effect "FROMAURA; Spike Growth; DMGRT;" on the token; it won't add another damage effect after additional movement in the AoE. I tried using STACK, but that didn't change anything.
Any ideas? I have a Dao Genie Sorlock who casts Spike Growth every combat and I really want to automate this if I can.
Yeah, I can't seem to get that to work even though the BCE has the SAVEE syntax in it and BCEG doesn't. I would rather not have to buy another extension. I try to keep extensions to a minimum just because of the constant conflicts that arise.
Not sure why this doesn't work with BCE though, is it maybe doing the save at the end of the aura owner's turn?
So first off let me say using DMGA with AURA is a bad idea, but here you go.
Auras doesn't count full spaces so it will update each time the token is recalculated and it might even trigger on other things that its applied tooCode:Spike Growth; AURA: 20 all; Spike Growth; IF: FACTION(notself); DMGA: 2d4 piercing; DMGRT: all
Also the notself is a must here as if not it will remove it from itself.
Thanks a bunch, that works... I assume the SDC basically does the save calculation for you in which case for those that don't have BCEG you can just do it this way too.
When you drag that to a token the DC will be calculated automatically.Code:Flaming Sphere; (C); AURA: 5 all; Flaming Sphere; SAVEE: 8 [PRF] [WIS] DEX (H); SAVEDMG: 2d6 fire, magic
It is also worth mentioning that in the case of things like Spike Growth or auras that are visible to the PC that trigger when entering them it is rather punishing to the player to have the done automatically especially if they didn't remember or the aura is not clearly marked for their PC to avoid. So allowing the player to rethink their movement is much easier than having to adjust damage later.
Ending and starting on the other hand their declaration of action is pretty much set.
Hi Folks,
i try to implement a Damaging Aura for some Kruthiks (D&D 4e). Enemies (usually the players) get 2 damage when they end their turn next to the Kruthik (1 square).
I tried: AURA 1 foe; Gnashing Horde; DMGOE: 2
This only resulted in the Kruthik getting damage. I swapped foe to ally but got the same result. The token is set to the red faction, an adjacent test token is set to green.
I get the impression i am missing an obvious but important point.
Help would be appreciated.
Thanks
Thank you for the quick reply. Sadly that doesn't work either. I made a new effect in the effect window. Copiy pasted your line. Dragged the effect onto the Kruthik in the combat tracker. Still hurts the kruthik and not the test player.
Do i have to applie the auras in a different way for the npcs/monsters?
Well if this is a red faction creature, you don't want foe for aura.
you want it to be
Again I dont know 4E and in 5E, 1 foot aura doesn't work, but this looks like it should be doing in 4e is a 1 square range. So not sure.Code:Gnashing Horde; AURA 1 !ally; Gnashing Horde; IF: FACTION(notself); DMGOE: 2
Even that first coding if it is applying it to the creature you dropped it on seems like there is an issue.