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June 22nd, 2020, 05:43 #1
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A couple of spellcasting questions
Gradually learning how to use the PF2 ruleset in FGU. New to both. Answer me, these questions three (no sparrows):
- I've specialized in evocations for a wizard. This should give an extra spell slot at each level for just an evocation spell. The Preparation limits for 1st level Wizard seem fixed at 5 / 2 for Cantrips and 1st Lvl respectively. Is there a way to add one to the slots per level for a specialized Wizard?
- When I cast a spell from the attacks tab, I can't figure how to "mark" that I've cast it / used one of the prepared slots. Is there a way to do that currently?
- I found the sticky thread with a link to videos for PF2 play. I'll start going through those. Is there a wiki or PDF document that goes through the PF2 ruleset implementation in FGC/FGU? Or just vids?
Thanks! No need to name your favorite color!
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June 22nd, 2020, 09:33 #2
Item spell2.png
This new learning amazes me, Sir Bedevere. Explain again how sheep's bladders may be employed to prevent earthquakes."When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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June 22nd, 2020, 16:28 #3
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Thanks! I cannot figure out how to get that "Bonus Evocation Slots" grid - I don't have that. Also, my Wizard is just listed as "Wizard" not "Wizard (Evoker)".
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June 22nd, 2020, 16:37 #4
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Ah, I was able to add a "spell class" to that tab manually, call it "Bonus Evocation Spells", and then I figured out that those little boxes of slot per level can be typed into (that's very much not clear in the UI ;-). So that would work. But if there's a more automated way to do it, I missed that. The fact in your screenshot you have "Wizard (Evoker)" as class makes me wonder if I missed something. Based on your image - the spells falling off as you cast I've got down. One thing that had confused me there is I'd cast a Cantrip, and since I'm new to PF2 as well, I temporarily had blanked on the fact that Cantrips are infinite cast - so the UI has no need to "mark" them as cast in any way.
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June 22nd, 2020, 21:57 #5
I do not think there is an automated way of doing the number of spell slots
No, you didnt miss anything. I typed wizard (evoker) in
Nope, once cantrips are memorized you dont expends them
You can also use this method to create the effects for the various magic items. See here
https://https://www.fantasygrounds.c...-Spell-AttacksLast edited by Willot; June 22nd, 2020 at 22:43.
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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June 22nd, 2020, 22:42 #6
Ah, Heres how thats done
Add Block.pngAdd Block.pngLast edited by Willot; June 23rd, 2020 at 05:29.
"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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June 23rd, 2020, 01:10 #7
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Huh, looks like attachment linkie doesn't work for some reason! This thread was very helpful though - I'm reasonably well sorted out now!
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June 23rd, 2020, 05:30 #8
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June 23rd, 2020, 05:55 #9
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Ah, ya - I'd not found those buttons, but did find another way to add a block. I think I've got most of the play mechanics for encounters down - need to learn how to use the map editor next! Thanks for help!
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June 23rd, 2020, 07:24 #10"When questing once in noble wood of gray medieval pine, I came upon a tomb, rain-slicked, rubbed cool, ethereal, its inscription long vanished, yet still within its melancholy fissures."
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