Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Any tricks for a custom Higher Level Cast?

1667749687

Edited 1667751361
Joel
Pro
We're using the OGL 5e sheet, one of the players has a spell from Elminster's Candlekeep Companion, called Firescythe. Obviously can't buy that book in the marketplace so we're entering the spell manually. The only problem is with the higher level cast. It's a 2nd level spell, does 3d6 Fire and 3d6 Slashing damage as its base, DEX save for half damage. When cast at 3rd level or above, it adds 1d6 to Fire, and then another cumulative 1d6 at 5th, 7th, and 9th levels. Meanwhile, it also adds 1d6 to Slashing at 4th, 6th, and 8th levels. In terms of just raw d6, that's simply 1d6 per spell slot when cast at 3rd level or above. The difference is that the increasing d6 at each level only applies to one damage type and not the other. Spell Slot Fire  Slashing Reason 3rd           1d6                Adds 1d6 to Fire for casting at 3rd level and another d6 every two levels onward 4th          1d6  +  1d6        Adds 1d6 to Slashing every two levels from 4th onward 5th           2d6  +  1d6        Adds 1d6 to Fire every two levels from 3th onward 6th           2d6  +  2d6         Adds 1d6 to Slashing every two levels from 4th onward 7th          3d6  +  2d6         Adds 1d6 to Fire every two levels from 3th onward 8th          3d6  +  3d6         Adds 1d6 to Slashing every two levels from 4th onward 9th          4d6  +  3d6         Adds 1d6 to Fire every two levels from 3th onward   So the simple thing for me to do is simply add 1d6 for a Higher Level Cast, and we'll just split the resulting damage bonus between Fire and Slashing. Call it "close enough". That's where we're starting. We could also mouse over the higher level cast damage and apply the left half of the die rolls to Fire and the right half to Slashing, if we really wanted to be specific in cases of vulnerability or resistance. So a higher level cast of 2+3+4 would mean 2+3 to Fire and 4 to Slashing. But can anyone think of a way to automate this to actually follow it as written? I feel like if I figured out a complicated macro to do all this math, I still wouldn't know how to add that macro to the spell template or the attack actions, and make it display the two different damage types with an upcast.     
1667757777

Edited 1667757874
You can bypass the higher level cast and include the extra damage in the main damage template using success counts to determine the number of D6's to roll.  Leave the Higher Level Cast section set to NONE.  Since we are bypassing the higher level cast, you will want to add a prompt for spell level to the spell name so that it will be displayed.  On the spells tab of the sheet edit the spell as follows: Name:  Firescythe - Level ?{Cast at what level?|Level 2,2|Level 3,3|Level 4,4|Level 5,5|Level 6,6|Level 7,7|Level 8,8|Level 9,9} Damage: [[{2,2,2,3,5,7,9}<?{Cast at what level?}]]d6 Damage2: [[{2,2,2,4,6,8}<?{Cast at what level?}]]d6 Damage is the fire damage and Damage2 is the slashing damage.
1667831743

Edited 1667840824
Joel
Pro
Ryan85202 said: You can bypass the higher level cast and include the extra damage in the main damage template using success counts to determine the number of D6's to roll.  Leave the Higher Level Cast section set to NONE.  Since we are bypassing the higher level cast, you will want to add a prompt for spell level to the spell name so that it will be displayed.  On the spells tab of the sheet edit the spell as follows: Name:  Firescythe - Level ?{Cast at what level?|Level 2,2|Level 3,3|Level 4,4|Level 5,5|Level 6,6|Level 7,7|Level 8,8|Level 9,9} Damage: [[{2,2,2,3,5,7,9}<?{Cast at what level?}]]d6 Damage2: [[{2,2,2,4,6,8}<?{Cast at what level?}]]d6 Damage is the fire damage and Damage2 is the slashing damage. That works brilliantly for the damage! Thank you. One little issue, it no longer decrements the number of spell slots when cast at a higher level. It still correctly reduces the level 2 spell slots when cast at level 2, but from level 3 and above it does nothing to the spell slots. I imagine that's because we've bypassed the actual "Higher Level Cast" function but is there a way to include that functionality? [Just spitballing, I tried ticking the Higher Level box and put 0d4, and I tried 1 NONE, but no joy.]
Sorry I didn't even consider spell slot tracking.  The easiest thing would be to enter 1d1+0 for the HIGHER LVL CAST DMG  and then set the dice type to anything other than NONE.  It will display 1 point of damage for the higher level cast which you can just ignore.  As a player I don't have access to the spelltracker script to test this but it should work.
1667857090

Edited 1667857758
Joel
Pro
Ryan85202 said: Sorry I didn't even consider spell slot tracking.  The easiest thing would be to enter 1d1+0 for the HIGHER LVL CAST DMG  and then set the dice type to anything other than NONE.  It will display 1 point of damage for the higher level cast which you can just ignore.  As a player I don't have access to the spelltracker script to test this but it should work. Unfortunately that does not seem to work. I tried every permutation of 1d1+0 and any dice type,  and 1d1 and any dice type followed by +0, and any other similar combination. They all either break spell slot counting completely or it only decrements the spell slot when it's the original 2nd level cast. Higher Level casts never work. Sorry to be the bearer of bad news, I really do appreciate what you came up with and not trying to look a gift horse in the mouth. Unless there's another idea, it seems we either need to remember to mouse over the results per my original solution, or remember that this is the only spell that doesn't decrement spell slots when upcast. Can't have it all, can we? 
Does the spell slot tracking work if you set the higher level cast damage to 1d6 like you had before?  If so then just ignore the damage for higher level cast and just use damage that is broken out by type instead.  If that doesn't work it may be that the addition of the Cast at what level? prompt is interfering with the spell slot counting.  Unfortunately I don't know the details of how the spell slot tracking script works.  Maybe someone whose is familiar that script can chime in?
1667860672

Edited 1667864241
Gauss
Forum Champion
Ok, I tried to do this as an attack, but it didn't like that so here is a version that works, but it may not look like you want it to.  1) Grab the "Flaming Sphere" spell, gut it and replace all the fields as you need them.  2) Set it to "Spellcard" 3) Put the description of your Firescythe in. 4) Put the description of the "At Higher Levels" in.  5) Additionally, in the Description put: Dexterity saving throw DC: @{spell_save_dc} Fire damage: [[3d6 +[[ceil((?{Cast at what level? 2|Level 2,2|Level 3,3|Level 4,4|Level 5,5|Level 6,6|Level 7,7|Level 8,8|Level 9,9}-2)/2)]]d6]] Slashing damage: [[3d6 +[[floor((?{Cast at what level? 2|Level 2,2|Level 3,3|Level 4,4|Level 5,5|Level 6,6|Level 7,7|Level 8,8|Level 9,9}-2)/2)]]d6]]  You can format it any way you desire of course.  In my testing it keeps track of spell slots, and it gives you the correct damage. Note: the query may look a bit weird, but do NOT change it, it is exactly the query the spell slot tracker is looking for.  Note2: The formula being used is based on your table above.  Base is 3d6 Fire and 3d6 Slashing Levels 3, 5, 7, 9 +1d6 fire each Levels 4, 6, 8 +1d6 slashing each As stated above, I tried to do it as an attack but it got wonky. Probably because I wasn't using the "Higher Lvl Cast DMG" section.