Originally Posted by
estrolof
Thanks for taking a look, SilentRuin; I really appreciate the sanity check.
Spirit Guardians GOODNESS; IFT: FACTION(!foe); AURA: 15 all; Spirit Guardians; IF: FACTION(notself); SAVEA: 14 DEX (H) ; SAVES: 14 DEX (H); SAVEDMG: 3d8 necrotic
You're right, those work. It does accomplish part of the goal:
(A) Force a save on a target entering the aura (but not on the caster) - a victory
(B) Apply the At Start of Turn saving throw on anyone who begins their turn in the aura (but not on the caster) - a second victory
I'm still puzzling out the "How to block the ON ENTER AURA save" for individuals who enter the aura more than once in the same round - which, as I read it, they're only subject to 'on enter' once per round (making a max of 2 forced saves: 1 for first entry into aura, and 1 for starting turn in aura). The caster shouldn't be able to do a series of 5-foot steps to force the save over and over in the same round vs the same target. While chasing an enemy who leaves the aura in subsequent turns would force a new On Enter save. Thus...
Follow-up question: Do AURA effects (and FROMAURA for that matter) look for and/or see IF:CUSTOM() or IFT:CUSTOM() tags?
If they don't, then that explains everything, I think. What I tried so far, is adding IFT: CUSTOM (!OnEnterApplied); to the effect string before the AURA: N faction; tag, but this doesn't appear to test for the custom tag. Instead, it breaks it. Then, I tried adding it after IF:FACTION(notself); too. In this case, it applies the FROMAURA as expected; however, neither the SAVEA or SAVES trigger. I've tried both IFT:CUSTOM and IF:CUSTOM, doesn't seem to matter.
How to apply the custom tag (OnEnterApplied) for that test would be the last step. That could be manually applied by the GM or Player. Or using SAVEADD: and SAVEADDP: - though, these vanish once they leave the aura, as they're applied by the FROMAURA...so, that's not really a solution either.