I use 4E rules, but this is the effect I would like to emulate in an aura: Any marked enemy that starts its turn adjacent to the servant takes damage equal to your Wisdom modifier.
It is from the Obedient Servant power to an Artificer.
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Working good. I missed the EXPIREADD part. That fixes it. I did not use IgnoreSG and my effect was simply SGI (1 rd, RST)
Thanks!
What you listed has nothing to do with healing, but the coding you would do if you were using 5E (I don't know 4E could be the same).
But there are a lot of things missing from this. What type of damage? What is considered "marked"? What is the range of "adjacent"? Is that just 5ft? Is this considered magical damage?Quote:
$ Obedient Servant; AURA: 5 !ally, red; AoE Obedient Servant; IF: FACTION(!self); DMGO: [WIS], magic
I assumed it's at least magical damage, also assumed it was 5ft radius from the creature. If you wanted to only affect "marked" targets, you can add a custom effect on creatures named something "OS Marked" then add an if check before the damage, IF: CUSTOM(OS Marked);
Which would check to see if they have that before apply the damage.
Trying to figure out if there is a way to have NPCs be affected by more than 1 copy of the same Aura. If I have 3 creature A, i want all 3 to have 3 copies of the aura if they are in range. Preferable without having to edit all 3 copies of creature A, so that their version of the aura has a slightly different name.
They will most likely need to have 3 different effect names to be able to work at the same time. This would be similiar if you wanted multiple PC's effects to take effect at the same time. Automation can only go so far....until someone makes a new way to make them go further ;)
Nice job with the SGI effect. I would just contribute the following. I would move the check for IgnoreSG in front of the AURA to save on resources when there are many targets that have that effect. Also, I believe the if faction not self and expireadd are both redundant due to the not ally, and the saveadds, respectively.
I do have one other concern that I do not have a solution to. Although, I don't think the wording of the spell description is as clear as it could be on this. I don't think the intent of this spell was to immediately trigger a save to creatures that are present inside the emanation when it is created. But there is no way I'm aware of, to make it work like that in FG with current extensions, but still trigger a save when the emanation is moved on top of a creature. That would require a new tag for AURAs.Code:$ Spirit Guardians; (Evil); 'note'; (C); IFT: !CUSTOM(IgnoreSG); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; SPEED: half; SAVEDMG: 3d8 necrotic, spell; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)
Noted on the IFT, that makes sense.
About the spell.
Quote:
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
I bolded the part of the 2024 spell that states when the emanation enters the creature's space, they would also when the spell is first cast and the creature is in the area when the spell is triggered/cast.
Also, the caster could run around affecting everything in the area as it runs by.
Is it possible this extension currently isn't working on 2024 character sheets?
I can't use aura's on a friend's table but can on my own, but we haven't been able to find any difference other than the friend runs by 2024 rules
edit: we changed maps and everything works now
I am seeing an issue between this extension and 5e exhausted. I do not know where the issue would be manifested or fixed. I am playing legacy 5e (2014 rules) exhaustion rules. When a character reaches level 4 exhaustion specifically, it half's their HP. When a character is at level 4 ex and comes into contact with a PC that has an aura, their HP resets to the max of their 1/2 HP status.
To clarify, Character A has 90 HP and is at Ex level 4 and is capped at 45 hp. The are damaged, so their HP are 20. If they come into contact with an "aura" from another PC (not HP related at all) they are immediately reset to 45 HP every time.
https://www.fantasygrounds.com/forum...l=1#post744410
Picking up from this thread and posting this info here as that's someone else's ext and I didn't want to clutter it up.
Question was how to code this using an the IF NOT checking.
So first I wanted to state that I can do the check for Incapacitated, however, I wanted to make sure that's what you want because the Aura of Protection from Paladin in 5E says they need to be "conscious", says nothing about they can't be incapacitated.
Anyways here is how I would do that.
Code:€ Aura of Protection; 'note'; IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
Wonderful! For clarification purposes, we're using the 2024 rules which state that the aura is inactive while incapacitated specifically. It seems that the pre-baked effects that in tabletop have the Incapacitated condition built into them aren't picked up as also counted as incapacitated, so here is my (admittedly very lengthy) syntax for the 2024 rules:
Code:Aura of Protection; IF: !CUSTOM(incapacitated); IF: !CUSTOM(paralyzed); IF: !CUSTOM(petrified); IF: !CUSTOM(stunned); IF: !CUSTOM(unconscious); AURA: 10 ally,white; AoE Aura of Protection; SAVE: [CHA]
Is there a way to make the aura have an instantaneous effect? I want to implement an effect that when the barbarian rages with a 'wary cry', all allies within 30' gain 1d6 temporary hit points. I would like to augment the standard rage to include this war cry effect. I'm open to other better ways to implement if aura isn't the best way.
You need to use another EXT other than just AURA EFFECTS ext, called Better Combat Effect Gold.
You use the effect coding "TREGENA"
Example would be "Protection Totem; AURA: 30 ally, white; AoE Protection Totem; DMGA: 0; IF: FACTION(!SELF); TREGENA: 1d6" set to expend on next action and remove any turn. Duration 1.
This will place an effect on the creature and instantly do a temp healing effect (also does a 0 damage roll to remove it)
If you do not remove an aura like this instantly using this type of set up, things will trigger it even after the instant effect. So you need to remove it right away, I would put the RAGE as another effect from the instant temp healing effect.
One issue is this does a "fake" damage roll, so anything that would be triggered off taking damage would be triggered by this if in the area.
FG is not really made to work like this so it would take a bit of work to get around the system.
The normal system would be place the rage effect, then target creatures in the 30ft area that would be affected and apply a temp heal.
Thanks Mr DDT! Worked great. I implemented as an additional action under Rage. It's now all automated. I was also able to add Instinctive Pounce via Walk this Way (Speed: 20 inc) in the same manner with remove any turn.
The fake damage roll is a good trick I'm sure I'll use in other effects. I confirmed it does not trigger concentration checks.
I've got a question for a coding issue thats been coming up. Using PF2e Ruleset, the kineticist has an aura gate junction which imposes weakness to fire on enemies within the aura. However, the aura also imposes the same weakness onto the kineticist which is not what is supposed to happen. How do I code it to have it that only enemies are affected by the weakness to fire?Attachment 64581
Yes thank you, that did it.
I have been experimenting with using aura effects for movable zones like cloudkill or stinking cloud. I put the aura on a small dummy creature (I have a special creature created for this purpose that is immume to all damage). It'd be convenient however, if I could get the aura to show even if the creature itself is out of sight or hidden. I imagine the same is true for traditional auras as well. A spirit guardian is still visible around the corner even if you cannot see the creature. Has anyone used aura effects for a similar purpose, and if so, do you have any advice?
I use modules and extensions (5E only) which automatically place and remove all those auras. You can check out Grim Press discord if you want someone to explain all that. But if your looking for a free way to do it yourself, that is for sure a valid option - you just have to insure you do it all manually on writing the aura effects yourself and manually place them on an NPC which you manually make invisible in map and CT. Or write your own extension(s) to automagically create the NPC, attach the aura effects, and make it invisible on map/CT and remove it when effect is removed.
Programming and placing the auras isn't my issue -- though I am glad to know there might be a paid extension to assist me if I don't want to do it myself. What I'm really interested in is a way to make the aura visible when the actor on which the aura effect is placed is out of sight (when using a map that supports line of sight)
I've tried searching and failed, Does this ext work, for ONE creature, to detect if it's within 5 ft of an ally, to trigger it's own pack tactics?
So here is the thing AURAs has to make some assumptions on how you want to deal with AOE effects.
1) Creatures coming into an area are not affected until at least part of the affected area hits the center of the creatures token.
2) Default circle "aura" is based # + 1/2 token size. This means if the token size of the creature with the aura on them is 5ft, it would be +2.5. So a "5ft" aura, is going to be 7.5ft from the center of this creature.
The best way to get it to work better is likely to make your 5ft "aura" a 15ft radius cube, for a 5ft (medium) creature.
For info about pack tactics. I use an extra ext for this that does it automatically, however, you likely can code this with BCEG and AURA effects. However, if you already have BCEG, then Pack Tactics is automatically done =P
Not sure if someone has already done this. But I remember searching the thread to find out how to work two identical auras (for exemplo two paladins with Aura of Protection) from overlapping and doubleing. I couldnt find it, but last week we came up with a work around that worked! So I thought I'd share it (sorry if this has been shared/discovered). It does require the Better Combat Effects extension (not sure if Gold is needed. I have both).
So, instead of naming both Aura's the same. We named them Aura of Protection One and Aura of Protection Two. Now, we played around with IFs conditionals. At first we places a few ifs to turn off the auras if the player is incapacitated. Then, the aura with the highest bonus (in our case one has 5 and the other 3, but works the same with identical ones), in the highest (or just one of them), you place a negative IF, deductiing the lowest aura's bonus if the aura is applied together. That way, the game sums, but subtracts, working perfectly.
Here is the code we did:
IF: !custom(unconscious); IF: !custom(incapacitated); IF: !custom(paralyzed); IF: !custom(petrified); IF: !custom(stunned); AURA: 10 friend; Aura of Protection Two; SAVE: 3;
IF: !custom(unconscious); IF: !custom(incapacitated); IF: !custom(paralyzed); IF: !custom(petrified); IF: !custom(stunned); AURA: 10 friend; Aura of Protection One; SAVE: 5; IF: custom(Aura of Protection Two); SAVE: -3
Hope it helps
Is there a way to turn off the visibility of the circle on the map? I'm also using Auras Visualized (along with spell token auras that looks nice) and I'd rather just see those auras if possible.
Just a syntax error, I got it working.
Actually, I am getting a weird issue. I'm trying to get an aura going for a shadow monk where he casts darkness on himself (but he can see through it as per the ability's description in the 2024 PHB). Here's what I got so far:
TEST; AURA: 10 DarknessSelf, all; The Darkness; IF: FACTION (enemy); Blinded
(The DarknessSelf is just the name of the Aura I'm using for Visualized Auras, which displays fine).
The weirdness is that the Blinded condition doesn't effect his rolls (good, that makes sense), however, on the map he is blind (no LOS to other tokens). So, it isn't effecting the rolls, but it is effecting what can be seen when you have focus on the token. I hope that makes sense.
TEST; AURA: 10 DarknessSelf, all; The Darkness; FACTION (!self); Blinded
This has the same issue. The character with the effect is still blind on screen (map black, other tokens cannot be seen), but the rolls themselves are not affected by the Blindness part of the effect. It's really weird.
Probably the Visualize Aura image is getting in the way. The engine is applying correctly the effect, seems the image is the one mixing sight (I dont have Visualize Aura so I cant really test it).
But try without it, like with this syntax for Hunger of Hadar: LIGHT: 10/10 darkness; AURA: 10 point,black; AoE Darkness; IF: FACTION(notself); OBSCURED: magical darkness; IF: FACTION(notself); Blinded
I found on other posts that keeping Visualize Aura but changing it to a ring (transparent center) or reducing alpha could work too, but I cant test it.
Clean 5e campaign, only running Aura Effects.
TEST; AURA: 10 all; Darkness; FACTION (!self); Blinded
The PCs with the AURA effect is still blinded. Please see attached screenshots.
I took the base effect example from the Forge link:
Aura of Protection; AURA: 10 ally; Aura of Protection AoE; SAVE: 5
I switched around to be enemy and -5 as follows:
Aura of Protection; AURA: 10 enemy; Aura of Protection AoE; SAVE: -5
When I roll a saving throw for the character with this Aura effect, they also have the -5 penalty. Please see screenshot.
AURA: 10 enemy controls who gets a copy of the aura effect, but any mechanics that appear on the same effect line also apply to the owner unless you gate them out.
Try: Aura of Protection; AURA: 10 enemy; Aura of Protection AoE; IF: FACTION(notself); SAVE: -5
(Sorry I cant test this myself to show you and maybe work out quirks, Im not on my pc at the moment)
If the above works as intended, than your original blinded should work too, sub SAVE for the effect (theoretically)
Back in my normal campaign session, this works (almost) perfectly:
TEST; AURA: 15 DarknessSelf, !friend,point; The Darkness; Blinded
The other PCs in the party are not blinded and scan see normally on the map; enemy NPCs who enter the aura are Blinded and that works as expected; However, the PC with the Aura Effect is still blinded themselves and has all of those penalties.
Place the IF filter (and change !friend to all if you want the darkness to affect friends too, since the ability only makes the monk see in darkness)
TEST; AURA: 15 DarknessSelf, !friend,point; The Darkness; IF: FACTION(notself); Blinded
Or
TEST; AURA: 15 DarknessSelf, all,point; The Darkness; IF: FACTION(notself); Blinded
TEST; AURA: 15 enemy,point; The Darkness; IF: FACTION(!self); Blinded
Seems to work as far as effects are concerned (the PC with the Aura Effect isn't blinded when it comes to attack rolls). However, the token is blinded on the map (black/greyed out, other tokens not visible).
The others work just fine; allies are not affected; enemies are. I'm just stuck on the token of the character with the Aura not being able to see.
TEST; AURA: 15 DarknessSelf, all,point; The Darkness; IF: FACTION(notself); Blinded
This works mechanically, but still cannot see the map. Please see attached.