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  1. #881
    Zacchaeus's Avatar
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    Click on the magnifying glass icon at the end of the spells line and in the dialog that opens click the sword icon to change it to a book.
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    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  2. #882

  3. #883
    Hello All,
    I'm trying to input a high lvl NPC that uses ALL spells as 9th level and has unlimited use. Is there a way to say UNLIMITED on the on spell slots AND to use the spells as if they were a 9th level? I hope this is somewhat clear
    Thanks in advance
    Ultimate License Holder- Playin' D&D since '79, GMing since '81 and still rockin' the geriatric crowd.

  4. #884
    Zacchaeus's Avatar
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    If you switch to preparation mode you can edit the number of spell slots. You can edit each spell to be only 9th level, and to do damage etc at 9th level or use the click/drag/right click to add extra dice and drop to upcast lower level spells. Since FG doesn’t automatically tick off spell usage, if you don’t manually tick off used spell slots the spells are essentially unlimited uses.

    But if you are asking can this be automated, then I can’t think of a way to do it.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  5. #885
    Thanks Zacchaeus,
    Eloquent answer as always But, how does the level-up of spells work for NPC characters?
    I'm actually trying to turn this mess into a Spell block:

    Eye Rays. The gibbering orb shoots all of the following magical eye rays, choosing any number of targets it can see within 150 feet of it. However, it cannot aim more than five rays at any single target. The target must succeed a DC 26 Dexterity saving throw, or suffer the effects of one of the following spells:

    -1 - Blindness - The targeted creature suffers the effects of a blindness spell on a failed save.

    -2 - Cold of Cold - The targeted creature suffers the effects of a cone of cold spell cast with a 9th level spell slot on a failed save.

    -3 - Disintegration - The targeted creature suffers the effects of a disintegration spell cast with a 9th level spell slot on a failed save.

    -4 - Dispel Magic - The targeted creature suffers the effects of a dispel magic spell cast with a 9th level spell slot on a failed save.

    -5 - Dominate Monster - The targeted creature suffers the effects of a dominate monster spell cast with a 9th level spell slot on a failed save.

    -6 - Enervation - The targeted creature suffers the effects of a enervation spell cast with a 9th level spell slot on a failed save.

    -7 - Feeblemind - The targeted creature suffers the effects of a feeblemind spell on a failed save.

    -8 - Finger of Death - The targeted creature suffers the effects of a finger of death spell on a failed save.

    -9 - Flesh to Stone - The targeted creature suffers the effects of a flesh to stone spell on a failed save.

    -10 - Harm - The targeted creature suffers the effects of an harm spell on a failed save.

    -11 - Hold Monster - The targeted creature suffers the effects of a hold monster spell on a failed save.

    -12 - Horrid Wilting - The targeted creature suffers the effects of an Abi-Dalzim’s horrid wilting spell on a failed save.

    -13 - Inflict Wounds - The targeted creature suffers the effects of an inflict wounds spell cast with a 9th level spell slot on a failed save.

    -14 - Irresistible Dancing - The targeted creature suffers the effects of an Otto’s irresistible dancing spell on a failed save.

    -15 - Lightning Bolt - The targeted creature suffers the effects of a lightning bolt spell cast with a 9th level spell slot on a failed save.

    -16 - Mental Prison - The targeted creature suffers the effects of a mental prison spell on a failed save.

    -17 - Polymorph - The targeted creature suffers the effects of a polymorph spell on a failed save.

    -18 - Power Word Kill - The targeted creature suffers the effects of a power word kill spell on a failed save.

    -19 - Power Word Pain - The targeted creature suffers the effects of a power word pain spell on a failed save.

    -20 - Power Word Stun - The targeted creature suffers the effects of a power word stun spell on a failed save.

    -21 - Prismatic Spray - The targeted creature suffers the effects of a prismatic spray spell on a failed save.

    -22 - Psychic Scream - The targeted creature suffers the effects of a psychic scream spell on a failed save.

    -23 - Time Stop - The targeted creature suffers the effects of a time stop spell on a failed save.

    -24 - Weird - The targeted creature suffers the effects of a weird spell on a failed save.

    Thanks again.
    Ultimate License Holder- Playin' D&D since '79, GMing since '81 and still rockin' the geriatric crowd.

  6. #886
    Zacchaeus's Avatar
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    You would need to upgrade either the NPC or the actual spells to always do damage as if cast at ninth level. For example, the Cone of Cold spell does 8d8 damage and is a 5th level spell. If you upcast it you get an extra d8 for every slot above 5th so at 9th level you do 12d8 damage. You can make a copy of the spell and change the wording in the copy to 12d8 rather than 8d8 and remove the 'At Higher Levels' section. If the spell is on an NPC then you can make a copy of the NPC and change the wording in the spell on the NPC.

    However there could be issues with NPCs 'reading' the correct spell depending on how the spellcasting trait has been set up on the NPC. Previously all spells showed in the NPC sheet, but more recently they don't. In the latter case spells are read in when the NPC is placed on the CT; so you'll need to make sure that only your amended Cone of Cold spell, for example, is the only one available. You could do this by amending the name of the spell both in the spell and in the NPC spellcasting trait. Where the spell is already on the NPC you'll need to remove all of the existing spells and either drag in your new versions of all of the spells or change the spell name in the spellcasting trait so it reads in your spell.

    You can still just use the click/hold/drag/right click method to upcast spells from NPCs as well.
    Last edited by Zacchaeus; April 27th, 2023 at 09:19.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  7. #887
    Thanks again, Zacchaeus,
    I was over-thinking the problem as usual.
    Ultimate License Holder- Playin' D&D since '79, GMing since '81 and still rockin' the geriatric crowd.

  8. #888
    Hi, my wizards spell book is now listed by level but every spell is prepared and he cant 'unprepare' any of the spells? The circle that yiou would normally tick in preparation mode has gone. Any advice. Thanks hoping I have not missed something obvious

  9. #889
    LordEntrails's Avatar
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    Quote Originally Posted by Rikster View Post
    Hi, my wizards spell book is now listed by level but every spell is prepared and he cant 'unprepare' any of the spells? The circle that yiou would normally tick in preparation mode has gone. Any advice. Thanks hoping I have not missed something obvious
    The player needs to change to "Preparation" Mode. Bottom left corner of the character sheet.
    Screenshot 2023-05-01 121218.png

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  10. #890
    Thanks for that. Yes that normally works but the tick box (circle) is gone prep mode.png

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