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.
RULESET : 5E
Fantasy Grounds Forum (Cut'n'Paste): https://www.fantasygrounds.com/forums/showthread.php?61703-extension-Advanced-Spell-Damage-Extension-casting-spells-at-higher-level
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,
- 'HTQ' for half/third/quarter
- 2-9 for multiply amount
- '^' - increment ability value by 1. ( Used with 'H' to make a value of 1-10 when ability is 1-20 )
- 'T^' - increment ability value by 2.
- 'Q^' - increment ability value by 3.
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
- [H^ROGUE6] -> converts number of rouge levels 1-20 into 1d6-10d6
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 v3.11
- Update for ruleset changes.
Update to v3.10
- Add a fix for Kit'N'Kaboodle.
Update to v3.9
- Add code patch to add compatibility with 'Better Combat Effects Gold' extension.
Update to v3.8
- Fix for fgu 4.3.3 ruleset update.
Update to v3.7
- Fix init order when combined with 'Temporal Fixation' and 'Advanced Effects' extensions.
Update to v3.6 -> This version now requires the Forge 'B9's Common Core' extension and due to this is now only compatible with FG Unity.
- Fix for group NPC init.
- Fix intergration for AdvancedEffects due to ruleset changes.
Update to v3.5
- Fix for changes in ruleset on NPC spell parsing.
Update to v3.4
- Update for NPC ruleset changes.
Update to v3.3
- Support for Capital Gains extensions.
Update to v3.2
- Fix for double spells on drop.
Update to v3.1
- Special effect code '^' now add 2 or 3 for 'T/Q' mode.
- Bug fixes for 'Scroll of'.
- Bug fixes for blank 'POWER' cast level processing.
- Bug fixes for parse issue fixes with '^' in some situations.
- Bug fixes for tracking of 'spell tick off' with double click on cast level box.
Updated to v3.0
- Added "Grim Press" support to copy "link" from spell description and replace it with the referenced text, when a spell is dropped onto the character sheet.
Update to v2.9
- Updated for rule set use of 'Q' and 'T' in effect code.
- change 'ILVL' it a general '^' increment by 1 code.
Update to v2.8
- Tidy up character sheet cast level box and edit boxes due to changes in rule set.
- added 'ILVL' effect line code.
Update to v2.7
- Update for FG rule set changes.
Update to v2.6
- Fix for NPC 'innate spells', that were generating at max level.
- added new 'Cast Level:' for NPC 'innate spells', to allow for higher level casting. ( See below. )
Updated to v2.5
- Added support for one click druid.
Updated to v2.4
- Added up-casting spells in 'action' group.
Updated to v2.3
- Added custom spell code for searing smite, witch bolt, pulse wave, dragon's breath, ice knife, mind sliver, motivational speech.
- Fixed a couple of issues with flame strike, and bigby's hand.
Updated to v2.2a
- Add extra protection when 'advanced effects' is not been used.
Updated to v2.2
- Added 'option menu' item to enable 'keep spell token' from 'Critically Awesome Essentials' extension
Updated to v2.1
- Fixed a missing 'on level' change call back
- Added support for 'AdvancedEffects' extension.
Update to v2.0
- Added support for spell casting level on npc sheet window
- Optimisation of spell generation on npc drop on combat tracker
Update to v1.9
- Added support for spell casting level for npc into the combat tracker.
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
Support for casting level on NPC. Adding a 'Cast Level: ' MUST be below the 'Level: ' in an NPC innate spell sections. This will allow the spell to be generated at a higher level. ( Note its also possible to adjust the 'Level: ' value on its own as the highest of each will be used. ( But changing the 'Level: ' will make it look like a spell mistake, as the reference manual source will now not match the NPC data. )
When the NPC is added to the combat tracker, 'Innate Spells' will now pick up the 'Cast Level: ' value in the NPC text block for the spell. ( or use the 'Level: ' value, which ever is highest )
Also NPC regular spells get a 'Cast Level' control box that when changed will update the spell description to reflect the selected level. And if you 'double click' on the 'Cast Level' box it will reduce the available spell at that level by one and reset to the cast level box back to '1'.