The link to the fixed version is a couple of posts above.
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Hi all,
I'm trying to come up with a way to use Aura Effects with the new Spirit Guardians spell from the 2024 PHB:
I'm using Better Combat Effects Gold. So, I got the first part in bold done this way, by taking the Spirit Guardian code in this thread and changing SAVES with SAVEA:Quote:
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.
the problem is that if an enemy enters the aura of Spirit Guardians multiple times during a turn, they trigger the save and damage each time; instead, as the second part in bold reads, it should be done only once per turn, so that after the first save they are essentially "immune" to it until the start of the next turn.Quote:
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; SPD: half; (C)
I'm not sure how I can achieve that, or if it is even possible, does anyone have any idea?
Edit: maybe it's not clear, but what I want to stop from happening is the saving throw, which, according to the rule, should be done only once per turn.
Re-read this:
So if they leave and re-enter, they shouldn't be subject to the saving throw again unless it's the next turn, that's what I'm trying to stop. SAVEA makes the saving throw repeat each time they re-enterQuote:
A creature makes this save only once per turn.
It's all good - it's not the best wording they could have chosen for that spell. To be completely honest, I don't know why they didn't add that at the beginning of the description, like "Once per turn, whenever the Emanation enters....". That's the format they used in previous editions
See "Special Aura Types" here: https://forge.fantasygrounds.com/shop/items/32/view
Does using "once" solve your problem?
For reference, this is what I use for 2014 and it's working perfectly:
"Spirit Guardians; (C); AURA: 15 enemy,single, spiritguardians 80FFFFFF; ($) Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; Speed Reduced"
Hey All, I have been messing around with using AURAs to do targeting for AoE spells (such as fireball.) So far I have been able to use a spell proxy, drop an effect on it, and use the SAVEA function and the spells are targeting and working like a charm. The only thing I am trying to work through is how to make the aura then vanish on use. I have tried the expend on use, expend on roll, and changing of states, but I'm not sure I am using the correct verbiage.
For an example, here is the code I have used for Arms of Hadar - this obviously gets dropped directly on the pc instead of a spell token, but the same could be used on a spell proxy for something like fireball.
AURA: 10 all; Arms of Hadar; IF: FACTION (!none); SAVEA: [SDC] STR (M); SAVEDMG: 2d6 necrotic
Fireball would just be:
AURA: 20 all; Fireball; IF: FACTION (!none); SAVEA: [SDC] DEX (M)(H); SAVEDMG: 8d6 fire
anyway, right now its easy and the character just has to remove the effect right after they cast it, but I am just wondering if there is a way to automate that.
Thanks!
There is no way to really code this for a proxy token.
You can do it for something that needs to make a check but using a proxy token that has no effects or rolls or checks happening, no way to turn it off without a turn change.
The way that FG has set this up to do, is if someone is casting a fireball (or any spell like that), you target all the creatures in the area and roll the save then damage.
If this was an ongoing effect like lets say a mine/trap, was in the area and you walked into that area it would blow up. You would want to leave the aura there, or if it was a 1 time use mine/trap, you would remove the trap after it blew up.
Thanks, I kind of figured that was the case, but I figured I'd ask. This is just removing the forced targeting of each creature, then it rolls the save and damage. Kind of fun to watch the wizard just drop a token then click one button. (now he just has to remove one effect, which is well worth it. Now, there is still the limitation that the aura goes through walls, so if someone is on the other side they are being automatically targeted, despite LOS. In those cases we will either target the same old way, or I'll refund the wounds.
Thanks again!
I created 2024s Assimar Auras:
Necrotic Shroud:
the problem is, how can i set it up to remove the Frightened at the end of the source turn?Quote:
Necrotic Shroud;LIGHT: 10/10 331133; AURA: 10, foe, once; IF: FACTION(enemy, !self); Necrotic Shroud AOE; SAVEA: [SDCWIS] CHA (M) (R); Frightened
I also created Inner Radiance ,for those who wants it:
Quote:
Inner Radiance;LIGHT: 10/10 FFFFFF; AURA: 10, all; IF: FACTION(!self); Inner Radiance AOE; SDMGOE: [PRF] radiant
There is a way to accomplish this through the use of custom NPCs. I do effects that I drop on NPCs in the combat tracker for spells such as Healing Spirit and Guardian of Faith.
I haven't attempted Arms of Hadar, but I am about to set one up for Evard's Black Tentacles since its a favorite spell of one of my players.
I also set up NPCs for spells like Spiritual Hammer. The players love that one.
The code you made for Necrotic Shroud I believe is wrong.
1) It's instant check and not an AURA effect, it's just like if a fireball went off you would target all the creatures (enemies in this case) in the area 10ft around you and do a save.
2) You also have it set as a SDCWIS which means Spell DC based on Wisdom as the modifier to check, however it's both a CHA SAVE and a CHA modifier. So, it would be 8+PRF+CHA.
This is not a good one to do an AURA on IMO.
However, to answer your question, you would create a custom effect named whatever you want that is not matching another custom effect nor a condition. So, something like "Necrotic Shrouded; Frightened" then set the duration there and the tag on it would be SRE = Remove End Source Turn.
Wondering if I could get some help automating the Bulezau's Rotting Presence feature. The entry is from Mord's Tome of Foes and does the following:
Rotting Presence. When any creature that isn't a demon starts its turn within 30 feet of the bulezau, that creature must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage.
There is an effect for it in the 5e automatic effects module but it's not an aura. Thanks!
Edit: I figured it out. Here it is for anyone.
Code:ROTTING PRESENCE; IFT: !TYPE(demon); AURA: 30; SAVES: 13 CON; SAVEDMG: 1d6 necrotic
Any ideas on why this isn't rolling any saves? I've been staring at it for 45 minutes and I can't figure out why nothing is rolling...like at all. If I remove the faction check, the SAVEA doesn't appear in the effects panel of the CT.
Code:Zone of Truth; AURA: 15 all; Zone of Truth; IF: FACTION(!self); SAVEA: [SDC] CHR (D); SAVES: [SDC] CHR (D); SAVEADD: Truth
Few things I wanted to point out.
1) Getting it to work.
Your coding should work if you change CHR to CHA and you need Better Combat Effect Gold ext.
2) This does not go on the caster or creature, it goes on an AREA effected, so you need to use an proxy token, we call these "Objects" NPCs. If you need help setting this up let me know.
3) This is how I think you want it to work.
Use from the Caster's Action Tab to an OBJECT NPC to denote an AREA effected.
Code:Zone of Truth; AURA: 15 all, once; AoE Zone of Truth; IF: !CUSTOM(Object); IF: !CUSTOM(Truth); SAVEA: [SDC] CHA (M); SAVEADD: Truth; SAVES: [SDC] CHA (M)
Custom Effect List Item
Code:Truth
Does this extension still work?
Yes.
Sorry, need help.
I cannot figure out why my syntax will not force the saving throw. I am using the Dretch's Fetid Aura for 2024 D&D:
I am using the following aura: Fetid Aura; AURA: 10 all; SAVES: 12 CON; SAVEADD: PoisonedQuote:
Constitution Saving Throw: DC 12, any creature that starts its turn in a 10-foot Emanation originating from the swarm. Failure: The target has the Poisoned condition until the start of its next turn. While Poisoned, the target can take either an action or a Bonus Action on its turn, not both, and it can't take Reactions.
It applies the poisoned effect, no worries, but, I cannot get it to force the saving throw. What am I doing wrong?
Just tested your coding and it works, it only makes the save when it starts its turn in the aura, not when it first enters. so cycle through the combat tracking after inside the aura and it does the save.
Weird, I tested it and it still won't force the saving throw. What extensions do I need for this? I've got the Aura one, obviously, but, is there another extension I should be running?
Yes, for SAVEADD you need Better Combat Effects or Better Combat Effects Gold
Working on a custom set of NPC's with effects, in this case a dragon, but automating one if it's lair effects.
I have tried this with notself, !self, but it still rolls for the dragon, what am I doing wrong?Code:Mind-Warped Ground; AURA: 60 !foe,once,deeplair; IF: FACTION(!self); Mind-Warped Ground; DMGO: 1d6 psychic
If I use !foe (or friend) in place of the !self above, it works, I have other things with auras that are neutral/no faction having the same issue - traps, that sort of stuff. Did something change that I completely missed with "self" tags?
I should note, I have also tried IF: FACTION(!self); before and after the name.
I am not sure what "deeplair" is as an option. Maybe remove it?
Also, maybe explore ally and !ally
Glad you got it working.
Aight, first, to hopefully make this reply a little easier to find
two paladins, double aura, stacking aura
okay, meat and potatoes;
I can't really take credit for this since i basically just am copying what MrDDT gave me, but he's told me to post it here since it is a common enough issue, so i shall.
Issue; two paladins with aura of protection stack their auras, when they should not, solution; paladin aura with the highest bonus needs to detect and counter the weaker one.
For this example we'll have paladins "Bob" and "Joe" Bob has the higher charisma score of 20 (+5), so Bob's aura has the highest bonus and thus needs the extra coding, Joe has 18 charisma (+4) so just needs his aura to have a unique effect name.
The simple version;
Bob's effect would be
Joe's effect would beQuote:
Bob; AURA: 10 friend; BobAura; SAVE: 5; IF:CUSTOM(JoeAura); SAVE: -4
Joe's aura just applies the +4 to saves, Bob's Aura applies his +5, and if Joe's aura is there, applies a -4 to saves to essentially negate Joe's.Quote:
Joe; AURA: 10 friend; JoeAura; SAVE: 4
Additionally, i'll be adding the coding i currently use, which just disables the aura if your paladin ends up with a mild case of stabbed
Bob
JoeQuote:
Bob; AURA: 10 friend,!dying; AURA: 10 friend; BobAura; SAVE: 5; IF:CUSTOM(JoeAura); SAVE: -4
Quote:
Joe; AURA: 10 friend,!dying; AURA: 10 friend; JoeAura; SAVE: 4
You will need the "Better combat effects gold" to get this to work, but it's worth it, BCEG is, together with Aura effects, almost mandatory in my mind, i can't imagine running a game without it anymore.
Lastly, you can change the names of the effects around to match the names of the two paladins you have in your game, just don't make the effects too convoluted, abbreviate, you'll be grateful for all the typos you can't put into your effects because you shortened "Charles Richten's Aura of Protection" to "CRAP"