You'll have to post the effect you are using
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You'll have to post the effect you are using
Does someone have an idea for a Blade Barrier line? Can I use a wall token and put something like this on it? Blade Barrier; AURA: 5 cube; DMGO: 6d10 slashing
If you use Better Combat Effects. Make multiple Proxy tokens and line them up to create a wall.
Code:Blade Barrier; (C); AURA: 5 all,cube,single,red; ($) Blade Barrier; IF: FACTION (!none); SAVEA: [SDC] DEX (H)(M); SAVES: [SDC] DEX (H)(M); SAVEDMG: 6d10 slashing,magic
Thank you!
What is the wording of the spell/feature extactly?
Is this 5E Blade Barrier?
Quote:
Spell - Blade Barrier
Level: 6 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Source: Cleric
I don't know a solution for a wall, you can put a ton of tokens down each with the same effect on them 5', cube, with single and setting the NPC token holder down as a none faction. (It wouldn't affect correctly for someone using height over 5' which the spell works up to 20')
Code:Blade Barrier; (C); AURA: 5 all, cube, single; ($) Blade Barrier AoE; IF: FACTION(!none); SAVEA: [SDC] DEX (M)(H); SAVES: [SDC] DEX (M)(H); SAVEDMG: 6d10 slashing, magic
Yes, 5e Version. Thank you.
Hi again, i was testing again different exts and now i see what ext has conflict with aura effect. It was the Kelrugem´s extension with the flat footed effect on initiative. When i disable the ext, works.
https://www.fantasygrounds.com/forum...m-s-extensions
Hello, firstly, thank you very much for this very awesome extension.
I'm coding up some effects for spells and have noticed that several 5e spells are worded to take effect when entering an area for the first time on a turn or ENDING a turn in the area. It's kind of the opposite end of the "single" function.
Can AURAs do this? Did I miss something in the documentation?
So far, I've just been doing an AURA that does the END of turn portion, but the entering the area of effect requires a manual (non-aura) based effect because I have been unable to find a way that makes AURA take effect when entering the area of effect, but NOT when STARTING a turn in the area.
Thank you for your time.
Some example spells and my current solutions for reference:
Grease: "...When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone."
Insect Plague: "...When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there."
Create Bonfire: "...Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there."
Still use single. Just change the SAVES to SAVEE
Thank you for your quick response. If I do a SAVEA and a SAVEE with "single", it will trigger when entering the area (desired), when ending turn in area (desired), but also when starting turn in area (undesired).
If I do just a SAVEE with "single", it will trigger when ending the turn in the area (desired), but not when entering the area (undesired).
If I do a SAVEA & SAVEE without "single", it will trigger when entering the area (desired), when ending turn in area (desired), not when starting turn in area (desired), if you leave area and come back (undesired), when a token is already in area when applying spell (not 1st choice, but acceptable (it makes a separate dmg roll for each token))
Again, this is definitely livable, was just hoping there was a method I wasn't aware of since it is a fairly common mechanic in 5e
It is triggering on start because of SAVEA. The sticky aura effect is added on the start of turn. If you don't want that get rid of the SAVEA.
Yes, thank you, that's a good idea. But when I get rid of the SAVEA, it no longer triggers when entering the area of effect. It feels a little "wack-a-mole". Fix the one, lose the other. Unless I'm just totally spacing something.
Change single to once
Maybe this will help. Let's use Insect Plague as an example:
Desired beahavior: Trigger Spell Save upon entry, and when ending turn inside of area, but not if leave and come back in same turn
My first interation was this: Insect Plague; (C); AURA: 20 all,point,single; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers on entry, when starting turn inside area, when ending turn inside area, not when leave and come back
Second interation (removed single): Insect Plague; (C); AURA: 20 all,point; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers on entry, when ending turn inside area, not when starting turn inside area, triggers when leaving and coming back
Third interation (removed SAVEA): Insect Plague; (C); AURA: 20 all,point,single; Insect Plague; IF: FACTION(!none); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: Triggers when ending turn inside area ONLY
So, I settled on using third interation in combination with a manual spell save & manual dmg for entries to area and first placing effect
Once appears to be a step in the right direction:
Fourth Iteration: Insect Plague; (C); AURA: 20 all,point,once; Insect Plague; IF: FACTION(!none); SAVEA: [SDC] CON (M)(H); SAVEE: [SDC] CON (M)(H); SAVEDMG: 4d10 piercing, magic
Behavior, as such: triggers on application anyone in the area of effect, tiggers when ending turn inside area, does not trigger when starting turn inside area, does not trigger when leaving and coming back
The only draw-back to the above setup is that it rolls damage separately for all the characters inside the area when first applied. That's definitely better than what I had come up with. Thank you very much!
I think what you mean is it’s rolling damage as soon as the effect is put onto people instead of waiting until they End their turn there
I have recently been testing out aura's and ongoing save with spirit guardians and noticed this
Not sure if anyone else has noticed this or not with Spirit Guardians. But when my player has cast the spell. It does the roll on the foe's turn but applies no damage. As soon as the player logs off and I do it, it works as intended. And it does not seem to use the enemies Save but the players instead
The coding i am using.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); Spirit Guardians (C); SAVEO: WIS DC 12 (M) (H); SAVEDMG: 3d8 radiant
Attachment 60695
The version of ongoing save is from dmsguild and it is version 2.3. I dont know if that is the problem but it appears that aura is probably not the issue.
If you having issues for ONGOING saves from the DMsG, have you tried using BCEG or BCE?
BCEG works all ongoing saves and it's much better for all the options and power it has.
If you using BCEG, you can use this coding.
Code:Spirit Guardians; (C); AURA: 15 !ally, single; Spirit Guardians AoE; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
ok thanks for the reply I would prefer if I didn't have to pay for another extension. I will keep that in mind though. Wish the person who made the extension would respond to my question on discord.
Question; any idea on how to handle the blindness of the Hunger of Hadar spell? No matter my syntax, the effect only applies the blinded condition to itself. Is there anyway to make it so that anyone who is in the aura is blinded? Thank you.
If you have BCEG ext also you can use this.
This would be applied onto a proxy NPC token.Code:# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
If you want to remove an effect for the aura bearer you want to use IF: FACTION(notself)
Code:# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: FACTION(notself); IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
A simple AURA for blinded people in the area would be.
Code:NameofSpell; AURA: 10, point; AoE NameofSpell; IF: FACTION(notself); Blinded
Seems to have done the trick, but I had to split the effect into two auras to get the full effect (Hunger of Hadar is such a weird spell lol).
Another query; one of my players has the Summon Undead spell, and naturally I've come up with an effect for the Festering Aura
Code:
Festering Aura; AURA: 5 all,single,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: poisoned
Question I have now is; is there anyway to make the poisoned effect last until the start of the targets next turn, or have any duration applied to it for that matter? So far, it only results in the aura itself having a duration.
Best thing to do when asking a coding question is also post the full exact wording.
First, single and once are meant to be used one or the other. So depending on your use case you would use one or the other.
To get the poisoned to last to the start of someone's or whatever's turn, you make a full custom effect.
SAVEADD: BlahCustom
BlahCustom; Poisoned
Then set the duration in the custom effect list.
Always name your custom effects different than basic "Poisoned" because that is used in other things by default and you don't want it detecting your custom settings for things that are not meant for it.
This requires BCEG.
Thank you again! Fiddling around with the custom effects worked out quite well.
Here's what I came up with:
(CODE) Festering Aura; AURA: 15 cube,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: Festering (/CODE)
And the custom effect:
(CODE) Festering; poisoned - one turn, Remove Start Turn (/CODE)
One final thing (not related to FG proper); how do you list the code in the scrolling tab.
Alright, let's give this a shot
And the custom effect:Code:Festering Aura; AURA: 15 cube,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: Festering
Code:Festering; poisoned - one turn, Remove Start Turn
Hi everyone! Im trying to setup the aura effect for the Aura of Warding: AURA: 10 friend; Aura of Warding; RESIST: spell
I do have the automatic spell resistance ext (maybe its outdated) but its not working. It not resisting spell damage.
I'd check if the resist works on its own
RESIST: spell
If not and you have BCEG then use the following instead. BCEG will conflict (as in don't use both at the same time) with automatic spell resistance since ASR adds spell as a damage type and BCEG it is an attack type
IF: ATK(spell); RESIST: all
Maybe. Whatever is doing the damage you are going to want to make sure it is also doing spell damage. So it should have ,spell in addition to whatever other damage type it is doing
I wasnt able to do anything regarding this until now. So automatic spell resistance does work, as well as the aura of warding. The problem is that for this to work, the damage effect needs to have spell as damage type, but for my NPCs and spells, nothing has spell as damage type by default.
Is there any way arround this? Please dont tell me that every time the party faces a spell caster, I need to manually add spell dmg type to everything they do...
You would need to get an extension that does this for all the spells, there is no way to know unless someone tells which damages are spell damage vs non spell damage.
For this I use Equipped Effects ext with modules that have effect coding in it from Grim Press, called 5e Automatic Effects.
Is this extension no longer working? I have the forge version, but it doesn't work, does anyone have another version that works?