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If the NPC can cast spells then you can automate the population of the actual spells into the NPC sheet. Additionally with the correct wording Fantasy Grounds will work out the attacks and spell save DCs where those are present in the spell. The trait for Spellcasting and Innate Spellcasting are given below.

Spellcasting

The [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability]. The [NPC] has the following spells prepared.

Cantrips (at will): <spell name>,<spell name>1st name>

1st level (4 slots): <spell name>, <spell name>2nd name>

2nd level (2 slots): <spell name>, <spell name>

Info

Note: It is important that the wording is exactly as above including the punctuation. All spell names should be in lower case separated by a comma.

Innate Spellcasting

The <NPC>[NPC]'s spellcasting ability is <ability>. It can innately cast the following spells, requiring no material components:

At will: <spell name>, <spell name>xname>

x/Day each: <spell name>, <spell name>xname>

x/Day each: <spell name>, <spell name>

  • Overriding automatic calculations If you want to override the automatic calculation of spell save DC's and attacks insert the following into the first line of the trait.

SpellcastingThe [NPC] is a nth-level spellcaster. Its spellcasting ability is [ability] (+x to hit with spell attacks, Spell save DC x). The [NPC] has the following spells prepared.

Innate SpellcastingThe <NPC>'s spellcasting ability is <ability> (Spell save DC x).

The 5e ruleset also supports spellcasting as an action rather than as a trait. Use the following wording in an action to correctly populate the spells for the NPC

...

x/day each:<spell name>, <spell name>

Info

Note: all punctuation is required, and the spells must be laid out exactly as shown. The spell save DC is NOT calculated so the spell save DC is required.

Other Traits

  • Magic resistance Include a trait called 'Magic Resistance'. The NPC will then automatically rolled saves vs spells with advantage

  • Magic Weapons Include a trait called 'Magic Weapons'. All damage done by the creature will automatically add the magic tag to the damage dealt

  • Recharge Where a trait rolls a dice after it is used to see if it can be used again include in the trait heading <Heading> (Recharge x). A six sided dice will automatically be rolled at the start of the creatures turn and if the result equals or exceeds 'x' then the trait will be available again.

  • Gnome Cunning When this trait is present the actor will have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.