What is an Effect?

One of the most powerful features of the built in 5e ruleset is effects. It is also, judging by the number of forum posts, the area where most users find the learning curve steepest. In Fantasy Grounds an effect is anything which gives the character either a bonus or penalty of some kind to a dice roll they are about to make. In order for the effect to be properly executed the character must be on the Combat Tracker (CT) and either they or another actor must make a dice roll which involves the character. In other words effects are checked when a character attacks, does damage, makes a saving throw (including death saves) or makes an ability or skill check. Effects are also checked when that same character is attacked, or damaged or has a saving throw, ability check or skill check forced on them (such as from a spell).

Automatic Effects

Many effects are created automatically for you in the 5e ruleset by dragging and dropping from the source material such as the Player's Handbook. For example dragging spells into the actions tab will in almost every case create an effect. Where an effect is not created via this method the probability is very high that either the spell doesn't require an effect or Fantasy Grounds doesn't have a built in way to handle whatever the spell is trying to do. For example the spell 'Animal Messenger' doesn't require an effect since this spell and others like it are simply 'Theatre of the Mind' spells. As another example the spell 'Counterspell' won't create an effect either because Fantasy Grounds can't know what the difficulty class of the incoming spell might be. For more information see the 5E Character Sheet

In the case of NPCs effects appear on the Combat Tracker when the NPC is placed there either from the NPC list or from an encounter. This action causes Fantasy Grounds to attempt to parse the information contained in the NPC sheet and create the effects. Most of the standard NPCs from the Monster Manual will, when dragged to the Combat Tracker, create any necessary effects so that the DM can use them. Again, not everything will create an effect either because one isn't required or Fantasy Grounds doesn't have a way to create one. For more details see the 5E NPCs and Encounters and the section below on the wording used to create NPC effects.

Creating Effects - Player Characters

In the player Character sheet effects are created in the actions tab. An effect can be added to an existing power or if no power exists a new one can be created.

Cast Dialog

Damage Dialog

Heal Dialog

Effect Dialog

Case Study - ATK

So let’s take a look at just one of the possible modifiers that you can use to create effects the ATK modifier. As its name suggests this modifies a character’s attack roll. Normally an attack is made by rolling a d20 but a variety of situations and spells can add or subtract from the number rolled.

Let’s start with a simple example, where the character has a spell cast on him which gives him a +1 to hit. This effect is written ‘ATK: 1’ (without the quotes). In longhand this is telling Fantasy Grounds to add 1 to the d20 dice roll when a player rolls to attack. The value after the modifier ATK can be a number or a dice value and either can be positive or negative. So we could have all of the following ATK: -1d6, ATK: 4, ATK: -2, ATK: 1d4. The format as you can see is always the modifier (ATK) followed by a colon ‘:’ followed by the value ‘1d4’.

We can also specify a player’s attribute bonus as the value for the modifier. The format for this is ‘ATK: [XXX]’, where XXX represents STR, DEX, CON, INT, WIS or CHA. ‘ATK: [WIS]’ will add the players Wisdom modifier (whether positive or negative) to the attack roll. We can also use the negative form ‘ATK: [-WIS]’ to reduce the roll by a specific ability modifier. We can even modify the attribute by halving or doubling it; ‘ATK: [HWIS]’ will add half the wisdom modifier to the roll and ‘ATK: [2WIS] will add double the wisdom modifier. Note that square brackets '[]' are used around the ability modifier. In addition to ability modifiers the character's level [LVL] or proficiency [PRF] or class level [BARBARIAN] can be used as a modifier.

In the case of ATK: 1d4 this will add a 1d4 to any attack roll that the player makes. However we can restrict this to just certain attacks by including a descriptor to the effect. Let’s say that we can only get a bonus on melee attacks; in that case our effect is written ‘ATK: 1d4, melee’. The descriptor is added after the value and separated by a comma ‘,’. Now when used on a character only melee attacks will benefit from the additional dice. If we substitute ‘ranged’ for ‘melee’ then only ranged attacks will get the benefit.

We can go even further and limit the benefit to only opportunity attacks. The format for this is ‘ATK: 1d4, opportunity’. Now FG needs to know when you are making an opportunity attack so when you make the attack hold down shift as you do so. If the player has the effect on him then he will get the bonus to the throw but otherwise nothing happens.

The following are all examples of effects which can be created using the ATK modifier

Combat Tracker

When an effect is applied to an actor in the combat tracker, some additional fields are available to the DM. See the 5E Combat Tracker for more details.

Effect Targeting

As described above in the dialog for Spell/Ability Effect there is a box for ‘Targeting’ which can be set either to ‘Targets’ or ‘Self’. It is important to understand that this isn’t asking you to tell Fantasy Grounds who the target of the effect is but rather where the effect should reside.

If we take a simple case of a character that has set up an effect to deal some extra damage, DMG: 1d6. It is the character who is the beneficiary of this additional damage (not the creature who is going to take it) and so when creating the effect the character needs to set the ‘Targeting’ box in the dialog to read ‘Self’. When the player clicks the action button to apply the effect it will correctly be set on the character even if he has a number of enemies targeted on the Combat Tracker (or none at all).

On the other hand suppose we have some spell or ability which means that an enemy gets disadvantage on attack rolls DISATK:. Clearly there’s no use this effect sitting on the character; it must be placed on an enemy and so when setting the targeting we make sure that it reads ‘Targets’.

So when setting the ‘Targeting’ to ‘Targets’ or ‘Self’ we need to think about what the effect is setting out to achieve, who should benefit or who should take the penalty. Once you have sorted that out you should be able to work out on which creature that effect should be sitting.

There is another layer of depth however to the effect system built into Fantasy Grounds – effect targeting. This concept is probably best illustrated with another example and we’ll use the wizard cantrip True Strike. This spell tells us that on your next turn you gain advantage on your first attack against the target of the spell. Let’s say our spellcaster is up against 6 Goblins and he is going to cast the spell on Goblin 3.

Based on the above we need to figure out who is going to benefit from this spell and clearly it is the caster and so the ‘Targeting’ of the effect needs to be set to ‘Self’. So we set up an effect ADVATK: and set the targeting to ‘Self’. We click on the action button and it places the effect on the Wizard. However there’s a problem because we have just given our Wizard advantage on every attack roll he makes against any Goblin, not just Goblin 3.

What we need to do then is target this effect only at Goblin 3 and we do this by holding down SHIFT and dragging the effect onto Goblin 3. You will see that when you do so the effect appears on the Wizard (because we set the targeting to Self) not on Goblin 3. Now our Wizard will only get advantage on an attack against Goblin 3.

A similar kind of situation arises with the Hex spell which allows the caster to get an additional 1d6 necrotic damage against whomever the spell is cast upon. We create the effect DMG: 1d6 necrotic; and set the targeting to ‘Self’. When cast shift-drag the effect onto the target. Now, only against that target will the caster get the additional damage.

It needs to be noted that not every modifier can be used in this way. Modifiers which can be make use of effect targeting have a ‘T’ in the ‘Notes’ column in the tables below. For convenience these are ATK, AC, DMG, Invisible, RESIST, VULN, IMMUNE, COVER, SCOVER, ADVATK, DISATK, GRANTADVATK, GRANTDISATK.

A Word on Syntax

As has been seen from the notes above there is a syntax which must be followed so that effects will work successfully.

Spells and Constitution Saving Throws

In many cases when a Spellcaster casts a spell they must maintain concentration on that spell for the duration. If, whilst concentrating on a spell, the spellcaster takes damage they must make a Constitution saving throw with a DC of 10 or half the damage whichever is greater. On a failure concentration on the spell is lost. Fantasy Grounds can handle this automatically provided that the effect is affixed with ;(C). If the caster who is concentrating on the spell takes damage Fantasy Grounds will make the appropriate saving throw and on a failure remove any effects from any actors who are being influenced by the spell.

So, for example, if an effect is created for the Bless spell then it should be ATK: 1;SAVE: 1;(C)

Note: As noted in the table below 'concentration' can replace the ability modifier for advantage and disadvantage to saving throws or to the save effect itself.


The following sections details the conditions, modifiers and other components which can be used to create effects within the 5e ruleset. A number of examples are also provide to help users get started.



Modifiers Applied








DISATK, DISCHK: strength, DISCHK: dexterity, DISCHK: constitution, DISSAV: strength, DISSAV: dexterity, DISSAV: constitution












Automatically fails STR and DEX saves








When dying, actor makes death rolls unless it has Stable effect. (option)



Automatically fails STR and DEX saves


Applied to a creature that has been turned. Does nothing mechanically.



Automatically fails STR and DEX saves

(T) = Effects can be targeted to only apply to conditions against certain opponents









Initiative rolls



[range], opportunity

(T); Attack rolls



[range], opportunity

(T); Armor class




(T); Critical range (minimum of all effect values and 20)



[range], [damage type]*, critical

(T); Damage roll; If critical keyword, only applies to critical damage rolls.




Healing rolls



[ability] or [concentration]

Saving throws



[ability], [skill]

Skill checks





Ability checks




Strength modifier




Dexterity modifier




Constitution modifier




Intelligence modifier




Wisdom modifier




Charisma modifier




[damage type]

(T); Adds damage type to all damage rolls.



[damage type]*

Damage (Ongoing)




Regeneration. Use and/or clause to specify damage types which can overcome regeneration.



[damage type], all, [condition]

(T); Immune to damage type; Assumes all if no [damage type] descriptor. If condition specified this will prevent the condition from being applied to the actor



[damage type], all

(T); Resistance to damage type; Assumes all if no [damage type] descriptor.



[damage type], all

(T); Vulnerability to damage type; Assumes all if no [damage type] descriptor.





(T); Cover; (ATK: -2)




(T); Cover (Superior); (ATK: -5)

Advantage and Disadvantage



Advantage on initiative rolls



Disadvantage on initiative rolls

ADVATK: [range], opportunity


(T), Advantage on attack rolls

DISATK: [range], opportunity


(T), Disadvantage on attack rolls

GRANTADVATK: [range], opportunity


(T), Grant advantage on attack rolls made against actor

GRANTDISATK: [range], opportunity


(T), Grant disadvantage on attack rolls made against actor

ADVSAV: [ability] or [concentration]


Advantage on all saving throws (or a specific saving throw, if specified) (must be lower case)

DISSAV: [ability] or [concentration]


Disadvantage on all saving throws (or a specific saving throw, if specified) (must be lower case)

ADVCHK: [ability]


Advantage on all ability checks (or a specific ability, if specified) (must be lower case)

DISCHK: [ability]


Disadvantage on all ability checks (or a specific ability, if specified) (must be lower case)

ADVSKILL: [skill]


Advantage on all skill checks (or a specific skill, if specified) (must be lower case)

DISSKILL: [skill]


Disadvantage on all skill checks (or a specific skill, if specified) (must be lower case)



Advantage on death rolls



Disadvantage on death rolls




On value of 1-2, applies DISCHK. On value of 3+, applies DISCHK, DISATK and DISSAV.



This modifier is attached to a spell effect. It triggers a concentration roll if the source actor for the effect takes damage.

Magic Resistance


When present on an actor this effect will automatically roll saving throws against magic with advantage

(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

[range] = melee, ranged
[damage type] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, adamantine, bludgeoning, cold-forged iron, magic, piercing, silver, slashing
[stat] = strength, constitution, dexterity, intelligence, wisdom, charisma
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
[condition] = Any condition as noted above except exhaustion. Note [condition] must be all lower case
* = Multiple entries of this descriptor type allowed.

Special Components

A Note on IF and IFT

What both these functions do is test a condition and if it is found to be true then the next part of the statement will be carried out, otherwise it will be ignored.

Let’s take the example IF: invisible; DISSAV strength. What this is saying is that if the character on which this effect is placed is invisible then they will have disadvantage on strength saving throws otherwise nothing happens.

The difference between the two components is that IF looks at the source (i.e. the creature on which the effect is sitting) whilst IFT looks at the target of the creature on which the effect is sitting.

Not only can IF and IFT test conditions (such as poisoned, grappled, invisible, etc.) but they can also test for conditional operators. There are five of these ALIGN, SIZE, TYPE, Wounded and Bloodied. As their name suggests, the first three operators test for the alignment, size and type of a creature. Wounded tests to see if the character has any wounds and Bloodied will return true if the target has wounds greater or equal to half of their maximum hit points.

Taken together the testing components and the conditions which they can test for mean that extremely powerful effects can be set up and these are particularly apposite to magic item creation and use. See examples below.

Special Tag


IF: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.

IFT: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.


If spell targeting creature with this effect allows half damage on a save, then this creature will be marked for no damage on successful save and half damage on failed save.


If spell targeting creature with this effect allows half damage on a save and the save type is Dexterity, then this creature will be marked for no damage on successful save and half damage on failed save.


If not (paralyzed/stunned/incapacitated/unconscious/grappled/restrained), then apply "ADVSAV: dexterity; GRANTDISATK"

Conditional Operators



ALIGN ([alignment])

If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.

SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][size])

If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
Medium size is assumed for creatures where not specified.

TYPE ([creature type]*)

If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.


If the conditional effect target has any wounds, then this operator returns true.


If the conditional effect target has wounds greater than or equal to half its hit points, then this operator returns true.


Allows for testing of user created conditions, such as in the 'Hex' or 'Hunter's Mark' spells. The condition to be tested for is added in brackets after the CUSTOM keyword. Thus the syntax would be IF: CUSTOM(condition) or IFT: CUSTOM(condition). If the 'condition' is present on the target then the function will return true.

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, undead, aarakocra, bullywug, demon, devil, dragonborn, dwarf, elf, gith, gnoll, gnome, goblinoid, grimlock, halfling, human, kenku, kuo-toa, kobold, lizardfolk, living construct, merfolk, orc, quaggoth, sahuagin, shapechanger, thri-kreen, titan, troglodyte, yuan-ti, yugoloth
* = Multiple entries of this descriptor type allowed.

PC Specific Notes

When applying effects from the Actions tab of the PC sheet, special tags can be inserted to provide numerical bonuses based on the PC's current attributes.

PC tag



PC Strength bonus


PC Dexterity bonus


PC Constitution bonus


PC Intelligence bonus


PC Wisdom bonus


PC Charisma bonus


PCs total level


The level of a given class


PC proficiency bonus

H[other tag]

Half of the other tag bonus

X[other tag]

Multiply other tag by X where X is 2-9

-[other tag]

Negative the other tag bonus (including half and double)


General Examples

PC Tag Examples

IF and IFT Examples

Effect Code


IF: poisoned; DISSAV: wisdom

This will test to see if the character has the ‘poisoned’ effect on him and if so he’ll roll WIS checks at disadvantage. Any of the conditions recognised by Fantasy Grounds can be tested in this way.

IFT: intoxicated; ADVATK

If the target of the attack is intoxicated then give the attacker advantage on the roll.

IF: ALIGN (good); DMG: 1d8 radiant

If the character is good then deal an extra 1d8 radiant damage on any damage roll. Note this will return true for any good alignment (Chaotic Good, Neutral Good, and Lawful Good). You can test for any morality (Good, Evil and Neutral) or any order (Chaotic, Lawful or Neutral) or any combination you want (Chaotic Good, Lawful Evil, etc.). The parameter can also be abbreviated to CG, LE, NG etc. Note however that True Neutral is not supported.

IFT: TYPE (giant); DMG: 1d8

If the target of the damage roll is Giant then do an additional 1d8 damage. There is a complete list of what creature types the TYPE conditional operator will accept and you can find a list of acceptable types below. If you want to test for multiple types then you can separate the types by a comma e.g. IFT: TYPE (dragon, aberration, celestial) will return true if any of these types are the target.

IFT: SIZE(>= medium); ADVATK

If the target’s size is greater or equal to medium then get advantage on the attack roll. You can test for greater or equal (>=), less than or equal (<=), greater than (>), less than (<) or equal (=). The size can be abbreviated e.g. S = small, M = medium, etc.).

DMG: 1d6 radiant: IFT: TYPE (dragon); DMG: 2d6, radiant

Deal an extra 1d6 radiant damage to any target, and only if the target is a dragon do an additional 2d6 radiant damage (i.e. for a total of 3d6 additional damage). As with other modifiers the IFT statement can be chained. Make sure however that it is the last statement in line since if the testing condition is false it will ignore everything after it.

Specific PC Ability/Trait Examples

Power [Source]

Effect Code



Totem Spirit Rage (Bear) [Class - Barbarian]

Totem Spirit Rage;ADVSAV: strength;ADVCHK: strength;DMG: 2 melee;RESIST: all, !psychic

Targeting=Self; Duration=1 Min

Rage [Class - Barbarian]

Rage;ADVCHK:strength;ADVSAV:strength;DMG:2, melee;RESIST:bludgeoning,slashing,piercing;[SELF]

Targeting=Self; Duration=1 Min

Change “DMG:2” section to 3,4 etc as your rage damage goes up

Feral Instinct [Class - Barbarian]

Feral Instinct;ADVINIT

Avatar of Battle [Class - Cleric (War Domain)]

Avatar of Battle;RESIST:bludgeoning,piercing,slashing,!magic

Nature’s Ward [Class - Druid (Circle of the Land)]

Nature’s Ward;IMMUNE:poison

Survivor [Class - Fighter (Champion)]

Survivor;IF:Bloodied;REGEN:5 [CON]


Must be set up as a power PC actions tab to work with [CON]. Effect must be reapplied in CON bonus changes.

Improved Divine Smite [Class - Paladin]

Improved Divine Smite;DMG:1d8 radiant,melee

Vow of Enmity [Class - Paladin]

Vow of Enmity; ADVATK


Hold shift down while dragging this effect to your target to focus the effect. (Or can implement similar to Hunter's Mark below.)

Fiendish Resilience [Class - Warlock (The Fiend Patron)]

Fiendish Resilience;RESIST:<type>,!silver,!magic

Replace <type> with damage type of choice (slashing, piercing, bludgeoning)

Thought Shield [Class - Warlock (Great Old One Patron)]

Thought Shield;RESIST:psychic

Lifedrinker [Class - Warlock (Invocation)]

Lifedrinker;DMG:[CHA], melee

Must be set up as a power PC actions tab to work with [CHA]. Effect must be reapplied if CHA bonus changes.

Inured to Undeath [Class - Wizard (Necromancy)]

Inured to Undeath;RESIST:necrotic

Dwarven Resilience [Race - Dwarf]

Dwarven Resilience;RESIST:poison

Hellish Resistance [Race - Tiefling]

Hellish Resistance;RESIST:fire

Stout Resilience [Race - Halfling (Stout)]

Stout Resilience;RESIST:poison

Heavy Armor Master [Feat]

RESIST: 3 slashing,bludgeoning,piercing,!magic

Bane [Spell]


Duration=1 Min

Blade Ward [Spell]

Blade Ward; RESIST: bludgeoning, piercing, slashing

Targeting=Self; Duration=1 Rnd

Bless [Spell]


Duration=1 Min

Guidance [Spell]


Expend=Next Roll; Duration=1 Min

Hunter’s Mark [Spell] (Self)

IFT: CUSTOM(Hunter Mark); DMG: 1d6; (C)

Targeting=Self, Duration=1 Hr

If multiple hunters, change custom "Hunter Mark" to a unique string.

Hunter’s Mark [Spell] (Target)

Hunter Mark; (C)

Duration=1 Hr

See above.

Resistance [Spell]


Expend=Next Roll; Duration=1 Min

Specific Magic Item Examples

Power [Source]

Effect Code


Adamantine Armor

IMMUNE: critical

Armor of Invulnerability

RESIST: bludgeoning,piercing,slashing,!magic
Armor of Invulnerability (Power);IMMUNE: bludgeoning,piercing,slashing,!magic

Armor of Resistance (Varies)

RESIST: fire

Armor of Vulnerability (Varies)

RESIST: bludgeoning; VULN: piercing,slashing

Belt of Dwarvenkind

RESIST: poison

Boots of the Winterlands

RESIST: cold

Bracers of Archery

DMG: 2 ranged

Brooch of Shielding

RESIST: force

Cloak of Arachnida

RESIST: poison

Cloak of Displacement


Cloak of Elvenkind

ADVSKILL: stealth

Cloak of Invisibility


Defender (Varies)

AC: 2; ATK: -2; DMG: -2

Dragon Scale Mail (Varies)

RESIST: fire

Dragon Slayer

IFT: TYPE(dragon); DMG: 3d6

Dwarven Thrower

DMG: 1d8 ranged; IFT: TYPE(giant); DMG: 1d8 ranged

Efreeti Chain

IMMUNE: fire

Eyes of Minute Seeing

ADVSKILL: investigation

Eyes of the Eagle

ADVSKILL: perception

Flame Tongue

DMG: 2d6 fire

Frost Brand

DMG: 1d6 cold; RESIST: fire

Giant Slayer

IFT: TYPE(giant); DMG: 2d6

Gloves of Swimming and Climbing

SKILL: 5 athletics

Gloves of Thievery

SKILL: 5 sleight of hand

Holy Avenger

IFT: type(fiend, undead); DMG: 2d10 radiant;

Mace of Disruption

IFT: type(fiend, undead); DMG: 2d10 radiant;

Mace of Smiting

DMG: 2d6 bludgeoning,critical; IFT: type(construct); DMG: 2d6 bludgeoning,critical

Technically only apply if you rolled a 20


IFT: custom(Sworn Enemy); DMG: 3d6 piercing

First effect while wielding Oathbow, Second effect while not wielding Oathbow and sworn enemy chosen

Oil of Sharpness

DMGTYPE: magic; ATK: 3; DMG: 3

Periapt of Proof Against Poison

IMMUNE: poisoned; IMMUNE: poison

Ring of Elemental Command (Varies)

IMMUNE: fire

Ring of Invisibility


Ring of Resistance (Varies)

RESIST: fire

Ring of Warmth

RESIST: cold

Sentinel Shield


Sun Blade

IFT: TYPE(undead); DMG: 1d8 radiant

Sword of Sharpness

DMG: 4d6 slashing, critical

Technically only apply if you rolled a 20

Sword of Wounding

DMGO: 1d4 necrotic

Vicious Weapon

DMG: 2d6 critical

Technically only apply if you rolled a 20

Automating Effects on NPCs

FG latches on to certain key words and phrases in traits and actions and creates effect from those words which then appear on the Combat Tracker. For users wishing to create their own NPCs the following contains guidance on how to create these effects.

Weapon Attacks

NOTE: More than one type of damage can be specified separated by a comma

Saving Throws


The parser will recognise all of the standard conditions listed in the PHB at appendix A except for exhaustion.


Immunities and Resistances

These are handled by filling in the appropriate boxes in the NPC sheet. Each damage type should be entered in lower case and if more than one separated by a comma. If the resistance or immunity can be overcome by certain weapon types or by magical weapons then there is wording which can be used to create the proper effect on the CT.

Note: Acceptable types are magic/adamantine/silvered/cold-forged



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.

SpellcastingThe [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 level (4 slots): <spell name>, <spell name>2nd level (2 slots): <spell name>, <spell name>

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 SpellcastingThe <NPC>'s spellcasting ability is <ability>. It can innately cast the following spells, requiring no material components:At will: <spell name>, <spell name>x/Day each: <spell name>, <spell name>x/Day each: <spell name>, <spell name>

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). It can innately cast the following spells, requiring no material components:

Other Traits