I’ve collapsed each spell just to make the screenshot easier, but all the actions are still part of it. You do this by dragging your spell’s link back into the Spells category. Before I moved on to this step, I was 100% sure that my actions worked exactly like I intended them to. I had bigger plans in mind, so I chose to save my work into my campaign. Saving the custom power/spellĪs I mentioned previously, you could stop right here and have the effects you need for your custom item. If they don’t work, check your syntax, refer to the wiki, ask questions on the forums and try again.
Put them both on map and work through all of your effects to check on their functionality. Create yourself a test character and put into into the combat tracker with a test NPC. In our case, 2d6 fire damage.Īs you work through the creation of all of these actions, you’ll want to test them to make sure they do what your expect. Modifying the damage action, we can set the amount and type of damage. We simply have to match the item’s magical properties to the values of our action details. For this item, it was a known fixed value and type as well as taking half damage on a success. When creating a spell, the DC will be based on the spellcaster’s ability. Once again, you can use the magnifying glass to bring of the details of both actions and customize them as appropriate for item. These are added by same radial entry that we used earlier. To create this ability, we will need to create both a cast action and a damage action. Next, this magic lantern has an ability called scorch which makes an attack against the target.
Here you can see where we leave all of the spell sections blank – level, school, range, etc. It has to be added to the action tab in order to see which effects have been granted. One thing that is important to note with the coding effects as part of a power/spell is that they do not show up when looking at the object itself. I’ll also talk about the interaction with extensions a little bit later as well and you’ll want your powers to be saved so that they can take advantage of that permanence. While this is a perfectly fine approach for a quick item, if you want any kind of reusability (for other characters or games) you’re going to make to want it more permanent. Abilities are stored as part of the character. While you could simply build out your power effects directly on your ability tab and leave it there, there’s a couple of limitations with that approach. Since the final product will be stored in the spells section (as a spell), I sometimes use the two terms interchangeably. Both spells and powers have the ability to use actions and it doesn’t really matter which you start with. To handle the effects that we want this item to have, we’re going to create a power which will be used as a “holding” container for all of our special abilities. The timing of the new lighting effects being added in Fantasy Grounds Unity couldn’t have been more perfect! You can even change the type of damage or other standard properties.Īs you can see, there are a fair number of things this item can do, many related to light. Some things are possible, like the bonus +1 damage on a weapon, or a +2 AC on a piece of armor. Natively, Fantasy Grounds doesn’t handle all of the infinite possibilities that can be dreamt up to put on magic items.
I’m going to go through how I created that item and give you some insight into making custom magic items in Fantasy Grounds. I’m glad we were able to make that happen. While originally designing his concept, she had come across a homebrew magic item, and she hoped we could eventually work it in to the game. However, his faith kept the light alive – both literally and figuratively. She is playing an Aarakocra cleric of light named Xander, who lost his ability to fly while a Drow slave. Most recently for me, I had the chance to work on a custom item for my daughter as part of our Sunday family and friends campaign. As a DM, at some point, in one of your campaigns, you’re going to want to make a custom magic item.