Thread: 5E - Better Combat Effects Gold
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October 4th, 2025, 18:45 #751Templar
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Yet another Spirit Guardians question, this one for the D&D2024 version of the spell.
This is the coding I have, cribbed from this forum I think, and it mostly works, except.
$ Spirit Guardians; 'note'; (C); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; IF: FACTION(!self); IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant, spell; EXPIREADD: SGI; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)
custom effects list: SGI; IMMUNE: CUSTOM(SGI)
The problems I have:
When the caster begins his turn with enemies in radius and steps out of radius, those enemies get the immune SGI effect dropped on them, which they should not as they have not taken SG damage this turn (the caster is trying to step out and back in to trigger damage).
Spell's wording: 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....A creature makes this save only once per turn.
Is there updated coding for this spell? Searching this forum for "spirit guardians" only turned up two posts from 2022 so I must be searching wrong, because I know I've seen extensive discussion about it.
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October 4th, 2025, 22:06 #752
I'm slightly confused here. How does the caster "step out of the radius" when the spell is centered on them?
My understanding is the caster casts the spell, with the coding above. All non-allies should have to roll a save and take damage. Which then also applies the effect SGI because of SAVEADD and SAVEADDP (which means on a save or fail of the roll).
If the caster then moves (taking the aura with them) SGI would then be placed again however, the creatures are IMMUNE to SGI, and it won't go on them.
If a turn passes from the caster to someone else SGI should be removed (as it should be set to RTS "Remove Any Turn"). Causing those creatures to make a new save if they become inside the AURA again somehow IE they move into it or someone moves them into it, or someone moves the caster to be closer to those creatures etc.-MrDDT
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October 4th, 2025, 22:23 #753Templar
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[QUOTE=MrDDT;751830]I'm slightly confused here. How does the caster "step out of the radius" when the spell is centered on them?
Situation: caster with the aura begins their turn with enemies in range. (These enemies don't have the immunity on, as a turn change has happened and it was removed).
Caster wants to move away from the enemy, then step back into range to trigger the effect. But when they step away, FG puts the immune effect on the creature. This is the step I want to not happen. Currently I have to pause play when they step away, remove the just placed immunity, then say "continue".
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October 4th, 2025, 23:04 #754
[QUOTE=ColoradoGM;751831]
I get you know. There are 2 known limitations on this working perfectly. There is no effect coding fix for it this is the best we got.
2 Known Issues.
1) If the AOE (AKA caster) moves where an effected creature is in the aura, then back to affect that creature it will not trigger correctly due to SGI.
2) If a creature on any turn (other than one where it took damage already) moves from inside the affected area to outside it then back inside it.
I see no way to make this better without having another issue pop up. Example, you can make saves happen at the start of a creatures turn, but then they would not be affected at the end of their turn as the spell description. Best we can do without having a hard ext coding change.
My suggestion is either use the 2014 rules, or know these 2 issues and manually remove the SGI when AOE moves or the creature moves.-MrDDT
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October 4th, 2025, 23:46 #755Templar
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Thanks for checking this out! It works fine in most of my tables but this one player tries to squeeze all the juice he can out of the spell. We'll just continue to adapt.
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October 5th, 2025, 20:54 #756
Trying to automate Genie's Wrath. Whenever I add the effect, it rolls a die. It should only add damage equal to proficiency. Help, please?
Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).If you want it done
I can do it
If I can't do it
I will get it done
If I can't get it done
You don't need it done
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October 5th, 2025, 22:39 #757
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October 6th, 2025, 00:10 #758
Last edited by Chivalrous1; October 6th, 2025 at 00:12.
If you want it done
I can do it
If I can't do it
I will get it done
If I can't get it done
You don't need it done
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October 13th, 2025, 04:55 #759Immortal
Lesser Deity
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EFFINIT does not seem to be working in a 5E Campaign with only BECG. It doesn't work with regular initiative or re-rolling initiative each round.
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October 13th, 2025, 05:23 #760
I'm not sure you understand what this coding effect is set to do. I've tested this and it's working.
This is to set an EFFECT to an INIT. Not to set a creatures INIT to and effect or a set timer.
If you want to set a creature in the CT to a set INIT number you will need to use another ext, my suggestion would be to use INITATIVE NANNY.
Using the effect coding
- FIXINIT: n - Locks the bearer’s initiative to be n, where n is any number.
FG Forge - View Item-MrDDT
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