Thread: Warlock Pact Magic
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May 3rd, 2022, 17:41 #1
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- Nov 2020
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Warlock Pact Magic
I have tried to create a new warlock in Unity 3 separate ways - .xml file import, character wizard, and manual creation. In a previous campaign, the warlock spells were all grouped together on the actions tab. When I am creating this new character they appear as leveled spells when I put them on the sheet (via wizard or manually). It also doesn't calculate the upcasting from pact magic, so, for example, a level 2 armor of agathys only calculates at level 1 even though the pact slots are level 2. I have all of the campaign books (PHB, Tasha, XGE, DMG, and 5e SRD) loaded into the campaign. Everything else seems to be working as intended on my other player's sheets.
I know that I can manually change the numbers myself for each spell added, but that's a hassle I'd rather avoid if possible.
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May 3rd, 2022, 18:40 #2
Spells don't get recalculated (FGU doesn't know what level you want to cast them at) so you'll need to change the values yourself if they are upcast. Another way to do it is to grab the damage and drag a little; right click to add more dice and then drop that on the target.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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May 3rd, 2022, 18:47 #3
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- Nov 2020
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- 2
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May 9th, 2022, 08:18 #4
You can also try this extension:
https://www.dmsguild.com/product/327...mage-extension
which I find INCREDIBLY convenient exactly for this scenario.Please vote these quality-of-life features for Fantasy Grounds Unity:
Human readable titles in FGU Updater - 'Staging' state of die rolls (modify results after dice are rolled, but before FGU evaluates the result, for things like Bardic Inspiration) - Multi Screen Support - Let players control friendly NPC tokens - Customizable duration of fog of war
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