Thread: 5E - Aura Effects Coding
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September 26th, 2024, 20:52 #201Warrior-Priest
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September 26th, 2024, 22:04 #202Zealot
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December 23rd, 2024, 11:09 #203
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: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.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.Last edited by Lo Zeno; December 23rd, 2024 at 12:08.
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December 23rd, 2024, 12:03 #204
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December 23rd, 2024, 12:06 #205
Last edited by Lo Zeno; December 23rd, 2024 at 12:09.
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December 23rd, 2024, 12:10 #206
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December 23rd, 2024, 13:53 #207
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
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December 23rd, 2024, 15:26 #208
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"
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December 23rd, 2024, 15:40 #209
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March 12th, 2025, 21:12 #210Devotee
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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!
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