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Fantasy Grounds 5E Spell Effects Coding

Fantasy Grounds 5E Spell Effects Coding

MOD (Virtual Tabletop)

Electrum sellerFantasy Grounds 5E Spell Effects Coding (Now includes Xanathar's Guide to Everything)

This a module for the Fantasy Grounds VTT software.

This is included in the Coding Package, please consider acquiring the package before this single item...

Fantasy Grounds 5E Coding Package

Do you play or DM Fantasy Grounds D&D 5E?

This package delivers all of the coding effects for spells and cantrips for the PC sheet Actions tab in drag and drop format! DMs viewing the combat tracker will always know the status on any spell, where the effects are applied, and who the caster was if it is concentration. No more stopping your game to code spells. Drag, drop, KEEP PLAYING!

Included sources are Player's Handbook, Elemental Evil Companion, Sword Coast Adventurers Guide, and Xanathar's Guide to Everything. Fantasy Grounds coding for over 460+ spells done right.


Dragging the Shillelagh cantrip to the Actions tab on the PC sheet builds no effect.

This package will build effects as follows:

Cast: Melee attack + modifier

Dmg: 1d8 bludgeoning

Effect: Shillelagh; [SELF] (for 1 min)

With EACH spell that has or needs effects, titles are applied and concentration notes and times are provided.

Also for easier use for both players and DMs -

In the spell titles, there will usually be symbols.

This is the key for those symbols:

(60) - Range - this will be a range in feet 30, 60, 90, etc.

(S) - Self - sometimes listed with a corresponding range

(T) Touch

(C) Concentration

(B) Bonus Action

(R) Reaction

(RIT) Ritual

($) Component cost

This will be a great time saver for players and ESPECIALLY DMs!

I welcome suggestions and feedback. Please let me know. And feel free to adjust accordingly.



Any errors found, please let me know, I will publish corrections immediately!

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Reviews (14)
Discussions (6)
Customer avatar
Francis C January 20, 2018 3:22 pm UTC
Hi Rob,
I love your modules! FYI - for the Thorn Whip spell, you don't have the spell description text. I just thought I'd mention it as it popped up last night. Thanks.
Customer avatar
Rob T January 20, 2018 4:00 pm UTC
ThanX! Fixed and uploaded.
Customer avatar
Jonathan B December 09, 2017 11:59 am UTC
Is the latest update with Xanathar's missing the XML update? I picked up the updated MOD file but there is no download for the XML?
Customer avatar
Jonathan B December 09, 2017 12:20 pm UTC
I'm a dufus. I realize now the xml is no longer needed. FG was still loading the old module and not the new.
Customer avatar
Rob T December 09, 2017 6:40 pm UTC
Good times! Ha ha.
Customer avatar
John S June 02, 2017 6:53 pm UTC
What is the difference between these codes and the ones that come with spells already?
Customer avatar
Rob T June 02, 2017 8:00 pm UTC
Most don't come with codes. Fantasy Grounds parses coding, but is not always complete, or doesn't parse anything. This offers complete coding as well as aids to quickly manage play. For example, being able to see at a glance that spells are either a bonus action, reaction, what the range is, etc. without having to look it up. Most people find these (as well as the race traits, and class features) VERY, VERY useful.
Customer avatar
May 05, 2017 11:42 pm UTC
Hi Rob, Are you planning on proofreading these spell effects? I've not gone through them all, but already I've found that Detect Magic isn't listed as a ritual. Also, is there supposed to be any distinction between spells that require a costly material component and spells that consume material components?
Customer avatar
Rob T May 05, 2017 11:49 pm UTC
PLEASE!!! By all means, if you find errors, my email is in the credits. Just let me know and I'll publish corrections right away. ThanX! The $ was just supposed to signify a cost (any monetary cost), the rest is left up to the DM. For example in my games, I don't bother with components for the most part. I'm going to start making players fork over the dough though for the monied items.
Customer avatar
Marc S April 12, 2017 4:19 pm UTC
Will there be updates? Lost Spellbook, UA etc?
And...much more importatend will there be a file for Racial treats, feats etc?
Customer avatar
Rob T April 12, 2017 5:54 pm UTC
Marc, there may be additional items that will include those, but it is a lot of work and I don't feel the Lost Book of Spells has a high enough demand. Between the PHB, EE, and SCAG there are 409 spells. The Lost Book of Spells alone has 708 spells. So it would be a massive undertaking and in my opinion, the price would have to be too high. So I don't see it happening (yet). If many, MANY people ask me about it, perhaps I'll undertake that as well.

For the UA spells, at this point, there are 36 of those, and they are not official, so for now, they are not included.

Regarding Racial Traits, Feats, etc. please click on my name as author. I have both such items already.
Customer avatar
Marc S April 12, 2017 7:52 pm UTC
ok seems right. I was just curious.
I didn´t know. I will look your other items up.
Customer avatar
Jake A April 09, 2017 4:17 pm UTC
I bought it. I downloaded it. Now what do I do?
Customer avatar
Rob T April 09, 2017 4:55 pm UTC
Hey Jake. There are step by step instructions in the module. Just open it up, click on Story and follow the instructions. Enjoy!
Customer avatar
Jake A April 09, 2017 5:19 pm UTC
I wish it was that easy. There were two files to download. When I double click on the mod file, I get a soundless image of your portrait for 10 seconds. When I double click on the xlm, Wordpad opens up and I see all the coding gobbley gook. Neither file displays step by step instructions.
Customer avatar
Rob T April 09, 2017 5:26 pm UTC
Sorry, Jake, this all assumes you're familiar with how Fantasy Grounds .MOD and .XML files work. You should place the .mod file in the "modules" folder in your Fantasy Grounds programming path. This will allow you to open it in your Library from within Fantasy Grounds. Once you've done that, then follow what I said in the last message.
Customer avatar
Jake A April 09, 2017 5:37 pm UTC
Yeah. I'm a newbie. I've loaded up the module into the library and am good to go...for now. ;)
Customer avatar
Rob T April 09, 2017 5:57 pm UTC
"...for now." Hilarious. Lemme know if you have any more problems.
Customer avatar
Jake A April 09, 2017 7:24 pm UTC
I appreciate you working with me. Sooooo, I got it working, but...when I quit the game, the coding disappears. The spell is still there with the (range #) but the fancy drag and drop stuff is gone. Do I have to add the spells from the appropriate spell character sheet everytime I start a game again?
Customer avatar
Rob T April 09, 2017 8:03 pm UTC
The answer is no. You should be dragging the spell from the appropriately leveled PC sheet (after opening it from the character selection) onto the Actions Tab of the new PC instead of from the spell book. As the instructions say "You can drag the link from one PC sheet to another and the coding will be there." any links you drag to a new PC should remain even after quitting the game.
Customer avatar
Jake A April 09, 2017 8:14 pm UTC
Hmm. I drag from the spell character sheet action tab to the player character sheet action tab. The cool coding stuff is there. I log out and return to the player character sheet and the cool coding stuff is gone. I tried disabling all extension, but no change.
Customer avatar
Rob T April 09, 2017 8:43 pm UTC
Wow! You did say you were a noob! LMAO! Maybe click on the magnifying glass next to the link to open up and see the effects?
Customer avatar
Jake A April 09, 2017 8:47 pm UTC
Ha! There it is! Also helps to match Display setting to Actions.
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File Last Updated:
June 21, 2018
This title was added to our catalog on April 08, 2017.