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June 12th, 2026, 21:13 #51
Congratulations again on the extension. This latest update is impressive.
I'm still testing and trying to adapt my modules to use your new tags.
Here's a small note:
Regarding cantrips for NPCs (2014 version), there is no automatic upcasting.
Example with the mage (2014):
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
==> The mage is a 9th-level spellcaster --> Fire Bolt should roll 2d10
Do you think it would be possible to search for spell level cast for NPCs and use that value if it is defined for HCULVL or the upcast of cantrips?
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June 12th, 2026, 23:19 #52
That is actually a fantastic idea! Handling the "Object" creature type to prevent self-targeting and accidental AoE clutter makes perfect sense, especially for placeholder tokens. I will absolutely look into integrating this logic or adding an option for it in a future build. Thank you for the detailed suggestion!
Thank you so much! I'm really proud of this update and glad to hear you are liking the new features and the showcase video. I appreciate the support!
Glad you got it sorted out! Just out of curiosity, did the name actually look different to you in the FGU launcher? It shouldn't have changed between the old version and the new one, but I'm happy to hear it was just a quick loading issue and that everything is working perfectly for you and your players now. Thank you for leaving the post up to help others!
Thank you for the compliments, Vaall!
And thank you for the excellent report. Since the NPC support feature is brand new, there are bound to be a few edge cases like this that pop up. The parser isn't currently checking the NPC's descriptive text line to grab their overall spellcaster level for cantrip scaling. I will definitely look into the code to see how I can account for this and pull that caster level properly for NPC cantrips. Thanks for catching it!
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June 12th, 2026, 23:39 #53Grand Templar
- Join Date
- Dec 2015
- Posts
- 271
Name is too large in the extension screen so I am not sure. The only other extensions that do this are the WOB (World of Bethica) extensions....each new version shows at the bottom of my screen (because "W" is the last letter in the extension list) -- I just didn't think yours would have changed, but I am glad it wasn't a conflict, because my entire party have been shown what this can do (5 of 6 party members are spellcasters), and are super excited for Sunday's game day!
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June 14th, 2026, 01:10 #54
Used this for today's session and it worked beautifully - great job! Preparing for a different group for tomorrow, I found an issue with Searing Smite. It has damage that does increase with upcasting and damage that doesn't increase with upcasting, but there's nothing in the config, so I can't do any mods to make it work correctly. And even though it says it's going to increase damage with upcasting, it doesn't.
Searing Smite.jpg
Looks like that's true of all paladin spells.Last edited by GKEnialb; June 14th, 2026 at 01:13.
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June 14th, 2026, 08:49 #55
That's awesome to hear! I really hope your group has a blast with it. With 5 out of 6 players running spellcasters, your table is the ultimate proving ground for this kind of automation! Please let me know how Sunday's game day goes, how your players enjoy the extension, and if there are any specific areas where you feel it can be improved.
Thank you so much! I'm thrilled to hear it worked beautifully for your session today.
Regarding Searing Smite and certain other Paladin spells, you've hit on an edge case that the default automatic parser can't perfectly automate on its own.
However, you can manually adapt these spells right now using the new custom effect features introduced in the latest update! You can code the upcast damage modifier directly into the effect line like this:
Here is how that works under the hood with the new system:Code:DMG: 1[+1/HSULVL]d6 fire
- When cast at its base level (1st level), HSULVL (Henix Spell Upcast Level) evaluates to 0 because it is cast at its base slot, so it adds 0 to the 1 before the tag and remains 1d6 fire.
- If you upcast the spell to a higher slot, HSULVL will equal the number of levels it was upcast by (1, 2, etc.), which dynamically updates the dice count—adding 1 die for every upcast level, resulting in 2d6, 3d6, and so on.
I hope this helps clear up your doubts and gets it working perfectly for your group tomorrow! Let me know if you run into any issues.Last edited by Henix; June 14th, 2026 at 20:52.
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June 14th, 2026, 18:44 #56
Hey, first of all, great job!
I had a lot of fun testing your extension all weekend from every possible angle.
I can confidently say that ASD has become completely unnecessary given the quality of what you've built here.
Here are a few notes and suggestions:
Effect duration on caster (persistent AoE)
Would it be possible to automatically add a duration to the effect applied to the caster of a persistent AoE spell ("Spell Name (x° Level)")?
Ideally, this duration could be pulled from the "Duration" field in the spell description.
Another point: even when I manually set a duration (e.g. 1200 for 2 hours), a short rest removes the effect entirely.
I observe the same behavior when advancing time (https://forge.fantasygrounds.com/shop/items/2931/view).
Concentration tag (C)
I noticed that the "(C)" tag is automatically added to this effect, even when the spell does not require concentration.
This isn’t a major issue (and maybe no non-concentration persistent AoE spells even exist), but it might be better to only add it when the spell actually requires concentration.
Template effect on summoned NPCs
Regarding the template effect: applying it directly to the summoned NPC is a great idea, and it works very well
However, this effect does not go through the standard FGU pipeline, so other common tags are not interpreted.
That’s not really a problem since your system already covers most use cases — I’m just stress-testing edge cases
Aura visualization on temporary NPCs
This might not be possible due to the temporary nature of the summoned NPCs, but aura visualization doesn’t seem to work.
Whether using default or custom colors, even with an effect like:
the aura keeps the original actor color instead of the defined one.Code:AURA: 20 !self, all, green; X
New AoE type (rectangle)
All existing AoE types (cone, cube, line, sphere, emanation) are working perfectly
Do you think it would be possible to add a rectangle type?
The idea would be something similar to line, but with the origin point centered instead of placed at one end.
This would allow behavior closer to the 3DRect shapes from AoE Effects (and thus have an exact visualization of the walls of fire, for example)
AoE Automator window trigger
Small detail (maybe already documented and I missed it):
For the AoE Automator window to appear, the "School" field must be filled in.
Otherwise, nothing happens when clicking Use Power.
Once defined, it works perfectly for all spells and even powers with limited uses.
The automatic popup on click feels really great
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June 14th, 2026, 22:16 #57
Aura visualization will be baked into the AoE Effects extension on the next version 1.1 released on this coming Tuesday.
https://www.youtube.com/watch?v=eViy...sdWQKcl4AaABAg
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Yesterday, 03:09 #58
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Yesterday, 07:01 #59
Yes, I was a bit hasty in my description; I meant "Auras Visualized."
https://forge.fantasygrounds.com/shop/items/620/view
I'll update this point when you release version 1.1 of AoE Effect
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Today, 09:29 #60
Speaking of AoE Effects and auras visualizations... I don't know how feasible it is, and it's not something of a "must have", but it would be kind of a killer feature if you could do it: if 5E AoE Spells Auto Targeting could be compatible with AoE Effect in a way that would allow to add the aura visualization effects to the spell targeting template for permanent spells, that would be HUGE. AoE Effects includes visualizations for more than just auras (see Web, Grease, Silence...) and allows to define custom visualizations (including animations) so allowing this extension to apply those same visualizations (assuming AoE Effects is active at the same time) would make the targeting templates much more immersing during play.
Please consider voting for these features:
Feature idea: add a toolbar/dockbar for FGU windows to minimise into (Discussion and examples here)
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