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Fantasy Grounds 'Advanced Spell Damage' extension

Fantasy Grounds 'Advanced Spell Damage' extension

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Fantasy Grounds 'Advanced Spell Damage' extension for use with 'Fantasy Grounds VTT'

This extension will parse 'player's handbook' spells and add the 'at higher level' cast extra dice into the 'damage' section of the spell.

Added onto each 'Spell (Cantrips/level)' header bar, is a 'cast level' box you can use to select the level to cast this group of spells.

You can see these extra lines in the 'Spell/Ability Damage' view. These extra dice will be marked with a 'lvl?', and when the 'damage' is 'cast/pressed/dragged' the dice upto the requested cast level will be included in the roll.

Below you can see the 'Fire Bolt' cast at level 6, rolling 2d10 damage instead of the normal 1d10. Also shown is 'Burning Hands' been cast at level 3, rolling 5d6 instead of the normal 3d6.

Please report any spells that are rolling the wrong dice amount. I've checked a lot of spells so the chances of missing some are high, and I do not own all modules.

Added extra effect line codes for,

  • [SLVL] - converts into 'spell cast level'.  ie 3rd level spell cast at 3rd level [SLVL] => 3, 4th level [SLVL] => 4
  • [ULVL] - converts into 'upped spell cast level'. ie 3rd level spell cast at 5th level [ULVL] => 2
  • [CLVL] - cantrip casting stage,  1-4 level [CLVL] => 1, 5-10 level [CLVL] => 2, 11-16 level [CLVL] =>3, 17+ level [CLVL] => 4
  • [DLVL] - cantrip up casting stage,  1-4 level [DLVL] => 0, 5-10 level [DLVL] => 1, 11-16 level [DLVL] =>2, 17+ level [DLVL] => 3
Effect line codes support prefix,
  • 'H' for half
  • 2-9 for multiply amount
Effect line codes support postfix,
  • 'n' for the dice type to generate
Effect line code samples,
  • [HSLVL4]  -> converts to 'half' spell cast level d4, eg 5th level spell, => 2d4
  • [ULVL8] -> convertes to 'upcast level' d8, eg 3rd level spell cast at 6th level => 3d8

Supported modules,  ( Others may also work if they follow the correct spell wording. )

  • 5E SRD Data
  • DD Basic Rules
  • PHB Deluxe
  • Volos Guide to Monsters
  • Xanathar's Guide to Everything
  • Sword Coast Adventurer's Guide
  • Elemental Evil Players Companion
  • Icewind Dale Rime of the Frostmaiden
  • Rise of the Drow Collectors Edition
  • 5E Effects Coding - Spells

Notes,

  • DICE can be a dice or a modifier but not both.  eg, 1d4  or 5
  • LEVEL is the level of spell slot this applies to/from.

Damage parse structure,

  • damage increases by DICE for each slot level above LEVEL[st,nd,rd,th]
  • damage increases by DICE for each slot above LEVEL[st,nd,rd,th]
  • damage dealt by the attack increases by DICE for each slot level above LEVEL[st,nd,rd,th].
  • damage for both effects of the spell increases by DICE for each slot level above LEVEL[st,nd,rd,th].
  • damage (both initial and later) increases by DICE for each slot level above LEVEL[st,nd,rd,th].
  • damage increases by DICE for every two slot levels above [the] LEVEL[st,nd,rd,th].
  • damage increases by DICE when you reach LEVEL[st,nd,rd,th] level (2d6), LEVEL[st,nd,rd,th] level (3d6).
Damage parse structure examples,
  • damage increases by 1d6 for each slot level above 1st
  • damage increases by 1d6 for each slot above 1st
  • damage dealt by the attack increases by 1d6 for each slot level above 1st.
  • damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
  • damage (both initial and later) increases by 1d4 for each slot level above 2nd.
  • damage increases by 1d8 for every two slot levels above [the] 2nd.
  • damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Heal parse structure,

  • healing increases by DICE for each slot level above LEVEL[st,nd,rd,th]
Damage parse structure examples,
  • healing increases by 10 for each slot level above 6th
Update to v1.8
  • Added support to patch effect lines for cast level
  • Checked and added effects cast level for spells
Update to v1.7
  • Better spell cast character update sync when spell cast level changes and character level changes
  • cantrips now reflect character level
  • additional spell parsing for custom spell modules
Update to v1.6
  • adds support for '5E SRD Data'
  • adds support for 'D&D Basic Rules Player'
  • adds support for 'D&D Xanathar's Guide to Everything'
  • adds support for 'D&D Sword Coast Adventurer's Guilde'
  • adds support for 'D&D Volo's Guide to Monsters'
Update to v1.5
  • Added code to patches up the non-parsed spells defined in the 5e rules set.
Update to v1.4
  • Added initial support of parse heal 'at higher level' information.

Update to v1.3

  • Dynamic update of effect damage text and tool tip when spell cast level is changed.
  • Double click on spell cast level box to tick off that spell. ( no checks on validity/availablity of the spell level are made. )

Update to v1.2

  • moves spell cast level to a better location
  • stores the the cast level within the player character so now it keeps its value between sessions
  • better default start values
Known Issues, ( todo... )
  • Adjust 'cast level' value to reflect available spell slots available.
  • Layout might change with the development
Spell auto setup for higher levels
Casting spells at a higher level
Spell higher level damage/tooltip
 
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Reviews (1)
Discussions (3)
Customer avatar
Gary W September 14, 2020 7:01 pm UTC
PURCHASER
Hello, purchased the extension and don't seem to be able to get it working. Just noticed that it specifically says "players handbook." Does it not work if you are using any of the Rob2E spell codings?
Customer avatar
Gary W September 14, 2020 7:17 pm UTC
PURCHASER
Actually it seems like the only problem I have had is upcasting Earth Tremor
Customer avatar
Bratch N September 14, 2020 7:34 pm UTC
CREATOR
yep, Rob2E spell coding, works for a lot of the spells.. some will need hand patching. I'm checking 'SRD data', 'basic rules', 'volo', 'Xanathars', 'sword coast' at the moment. A full pass on Rob2E spells will take a while as its a lot of spells !!
Customer avatar
Bratch N September 14, 2020 8:02 pm UTC
CREATOR
The issue with 'Earth Tremor' is that the source spell damage is 'bludgeoning,magic' and this has to match for my system to add extra level lines. So the issue is the damage type in Rob2E encode 'bludgeoning'. You can check this by using the 're-parse spell action', while it will 'break' the Rob2E encoded data for that spell, you will see that the spell description returns a magic type and now has the required extra lines. I've seen a couple of issues with the Rob2E encoded data, but I've not checked all the spells.
Customer avatar
Rob T September 17, 2020 6:34 am UTC
Does this mean when people pull my spells, it will add the extra levels but leave the rest of the spell as is?
Customer avatar
Bratch N September 17, 2020 9:10 am UTC
CREATOR
Yep, it works around your setting when you drag on a spell. You have a couple of miss-match spells that dont merge due you the odd missing space or incorrect damage type as I only merge if the damage type exactly matches what the spell would parse as.. ( You can check by reparse your spell and see if the damage changes, like 'Earth Temor' which you have a 'magic' type missing on the damage.. ) And at the moment I dont merge in the 'spell_data' 5e rules set custom spells that dont parse... these have a look up table in the ruleset and so it goes via a different code path I have not patched yet.. ) I've been checking different spells from released books I have and these are listed above and should all work. I'm about to get back onto your spell set and figure out how to merge in the custom spells in the rule set code. If you want to 'try' a feature with your spells you can change the 'effect' line damage generation to generate dice with my extension. While its not linked to the spell cast level yet, it does...See more
Customer avatar
Maarten K September 12, 2020 2:56 pm UTC
PURCHASER
Hey nice extension! Was wondering if upon casting the spell, you could add that it will tick off your spell slots automatically? I understand that this is quite difficult to achieve, but might be something want to look at?
Thanks!
Customer avatar
Bratch N September 12, 2020 6:03 pm UTC
CREATOR
Hi, thanks for the question... you can 'double click' the spell cast level box to tick off that spell level. ( Spell slots have higher priority than pact magic slots.. for multi-class usage... ) But no checks are made for if you have slots available or if you had slots left... This is all I could think of as been possible, due to dynamic spell ticks at the top of the characters sheet and back evaluation into the listed cast level... and what to do if you have it selected at level 5 and you hand tick off all the level 5 slots before you cast or in the process of the steps to cast.. and spells have multiple 'parts' to them, so working out 'when' its actually 'been' cast is basically impossible due to order of operations and multiple stages... But I hope the 'double click' ability to tick off a spell gives you the sort of feel, when you have done your actions for that spell you can 'tick' it off... ( added in v1.3, now at v1.5 released yesterday, so maybe check the updated version and check out this ability. )
Customer avatar
Benjamin P September 08, 2020 6:28 am UTC
PURCHASER
I've been looking for something along these lines as some of my players find it difficult to level up spells using the right mouse button as they use targeting and clicking damage in their character sheets and not dragging dice to the chat window.

Is there anyway for the number to revert back to the original level after damage is rolled? Maybe an Off/On option for those that don't want it to revert? I have a feeling players will forget then roll everything onwards at a higher level not realising.

As a future enhancement if it's possible could you use the number in that box check off the spell slot for that level?

Excellent work though
Customer avatar
Bratch N September 08, 2020 10:32 am UTC
CREATOR
Thanks for the feedback, I'll look into something like that once I'm happy the main functionality works.

Note, you can 'double click' the number as I have debug chat output that prints the cast level... as I do plan to use this to 'mark' off a spell usage. But not sure on the interaction with the number and if the level you select has no spell slots available and stopping you set that value.. It need thought.

I'm just working on some tidy up and the 'tool tip' and 'damage line' display updating when you change the cast level, which will get me close to the minimum I think is needed for basic use.
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This title was added to our catalog on September 06, 2020.