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Official [AD&D 2E Revised] Update thread

Peter B. said: gabriel b. said: is there a macro that would change a number on the character sheet?  for example, a macro that would change the number in the field  @{selected|repeating_spells-pri1_$X_spell-memorized} also, related to this.  I wrote this macro to provide a list of spells memorized, but I do not know how to make the macro ignore spells that have a value of 0 for the memorized field.  it appears that once you add a number, then later reduce that number to zero (0) it will henceforth list that spell when it should ignore it.  ideas? here is the code /w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name}'s Spells}} {{Level 1=[@{selected|repeating_spells-wiz1_$0_spell-name} (@{selected|repeating_spells-wiz1_$0_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$0_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$0_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$1_spell-name} (@{selected|repeating_spells-wiz1_$1_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$1_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$1_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$2_spell-name} (@{selected|repeating_spells-wiz1_$2_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$2_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$2_spell-memorized|max}; )}}&{noerror}{{color=blue}} this is the output I would like: this is the output I get Neither is impossible.  You cannot change a value on a character sheet with a macro alone. You need Mods (APIs) to do that or a built in button on the sheet.  You cannot ignore a default value. Once a value is set on a character sheet it will continue to be set. If would need a custom roll template built into the sheet to be able to ignore a certain value.  I was afraid of that.  thanks for the quick reply
I am working on a macro for turning undead. It's working fine, but I can't seem to get the subtitle or color of the header to change. When I add either into the macro it comes out as text in the chat box. Any help for how to place the commands would be appreciated! &{template:2Edefault}{{name=@{selected|token_name}} {{subtitle=@{selected|level}st Level @{selected|class}} Turns the Undead}}{{Attempt Roll = [[1D20]]}}{{Skeleton = [[10]]}}{{Zombie = [[13]]}}{{Ghoul = [[16]]}}{{Shadow = [[19]]}}{{Wight = [[20]]}}{{If Successful [[2D6]] UNDEAD ARE TURNED!}}{{***Turned Undead***: Are cast out by the power and might of MAGRYND!}}{{D ~ Undead are Destroyed!}}{{D* ~ An additional [[2d4]] undead are turned}} ~Maxwell
1711043487
Peter B.
Plus
Sheet Author
Maxwell said: I am working on a macro for turning undead. It's working fine, but I can't seem to get the subtitle or color of the header to change. When I add either into the macro it comes out as text in the chat box. Any help for how to place the commands would be appreciated! &{template:2Edefault}{{name=@{selected|token_name}} {{subtitle=@{selected|level}st Level @{selected|class}} Turns the Undead}}{{Attempt Roll = [[1D20]]}}{{Skeleton = [[10]]}}{{Zombie = [[13]]}}{{Ghoul = [[16]]}}{{Shadow = [[19]]}}{{Wight = [[20]]}}{{If Successful [[2D6]] UNDEAD ARE TURNED!}}{{***Turned Undead***: Are cast out by the power and might of MAGRYND!}}{{D ~ Undead are Destroyed!}}{{D* ~ An additional [[2d4]] undead are turned}} ~Maxwell You have unmatched closing brackets. Your  @{selected|class}} has 2 closing brackets but should only have one. Also your selection for the level is wrong. You need to define which of the 5 level fields you want to use. Here is a working version of your macro assuming a priest is doing the turning: &{template:2Edefault} {{name=@{selected|token_name} }} {{subtitle=@{selected|level-class3}st Level @{selected|class3} Turns the Undead}} {{Attempt Roll = [[1D20]]}} {{Skeleton = [[10]]}} {{Zombie = [[13]]}} {{Ghoul = [[16]]}} {{Shadow = [[19]]}} {{Wight = [[20]]}} {{If Successful [[2D6]] UNDEAD ARE TURNED!}} {{***Turned Undead***: Are cast out by the power and might of MAGRYND!}} {{D ~ Undead are Destroyed!}}{{D* ~ An additional [[2d4]] undead are turned}}
Peter, Thank you,  I'm still a novice with macros and appreciate the help. Is there a way to change the header from green to red? ~Max
1711088469
Peter B.
Plus
Sheet Author
Maxwell said: Peter, Thank you,  I'm still a novice with macros and appreciate the help. Is there a way to change the header from green to red? ~Max Yes just add  {{color=red}} To The macro
When I add that to the end of the macro the words Color  Red shows up in the dialogue box, but the header color isn't changed. Does it make a difference that the DM is using the simple version of the character sheet?
1711122420
Peter B.
Plus
Sheet Author
Maxwell said: When I add that to the end of the macro the words Color  Red shows up in the dialogue box, but the header color isn't changed. Does it make a difference that the DM is using the simple version of the character sheet? Yes! The simple (blue) and The revised (red) Are completely different sheets with different attributes.  The only similarity is that the roll templates were copied from The blue to The red sheet like 5 years ago. I have since upgraded the templates with more functionality. So if you Are using The blue sheet then this is The wrong thread to be asking questions in general. I don't know if the blue sheet is still being Developed or if it has a forum thread for questions. 
Well, at least I know now... the DM chose the simple sheet, so it is what it is. I apprecite you responding to my several questions!
You may change the color of the header of the default template on the AD2E simple (blue) sheet by adding some CSS. Below is a (dirty) example of a rolltemplate styling using CSS directly into a macro. &{template:2Edefault}{{name=[@{selected|token_name}](#" style="color: white;background: #a01616;display: block;margin: -8px -6px 0px;border-top-style: solid;border-right-style: solid;border-bottom-style: transparent;border-left-style: solid;border-color: black;border-width: 1px;border-radius: 8px;padding:8px 0px 0px;text-decoration: none)}}{{subtitle=[@{selected|class} level @{selected|level}, turns the Undead](#" style="color: white;background: #a01616;display: block;margin: -7px -5px -7px;border-top-style: transparent;border-right-style: solid;border-bottom-style: solid;border-left-style: solid;border-color: black;border-width: 0px;padding: 8px 0px 4px;text-decoration: none)}}{{[0](#" hidden)=}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[1]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD**, Skeleton ......... **10** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ........... **13** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **16** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **19** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[2]]]]](#" hidden)=**[3-](#" style="visibility:hidden)1 HD**, Skeleton .......... **7** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ........... **10** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **13** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **16** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **19** [**3- 4 HD**, ](#" style="visibility:hidden)Ghast .............. **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[3]]]]](#" hidden)=**[3-](#" style="visibility:hidden)1 HD**, Skeleton .......... **4** [**3-4 HD**, ](#" style="visibility:hidden)Zombie ............ **7** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **10** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **13** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **16** [**3- 4 HD**, ](#" style="visibility:hidden)Ghast .............. **19** **[3- ](#" style="visibility:hidden)6 HD**, Wraith ............. **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[4]]]]](#" hidden)=**[- ](#" style="visibility:hidden)1 HD**, Skeleton .......... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** [**3-4 HD**, ](#" style="visibility:hidden)Zombie ............ **4** **[3 ](#" style="visibility:hidden)2 HD**, Ghoul ............... **7** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **10** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **13** [**3- 4 HD**, ](#" style="visibility:hidden)Ghast .............. **16** **[3- ](#" style="visibility:hidden)6 HD**, Wraith ............. **19** **[3- ](#" style="visibility:hidden)7 HD**, Mummy ........... **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[5]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ......... [T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** [**3-4 HD**, ](#" style="visibility:hidden)Zombie ............ **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **4** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **7** **[3-4](#" style="visibility:hidden)5 HD**, Wight ............. **10** [**3-4 HDD**, ](#" style="visibility:hidden)Ghast ............. **13** **[3-4](#" style="visibility:hidden)6 HD**, Wraith ............ **16** **[3-4](#" style="visibility:hidden)7 HD**, Mummy .......... **19** **[3-4](#" style="visibility:hidden)8 HD**, Spectre ........... **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[6]]]]](#" hidden)=**[3-](#" style="visibility:hidden)1 HD**, Skeleton .......... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3 - HD**, ](#" style="visibility:hidden)Zombie ............ **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)2 HD**, Ghoul .............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **3-4 HD**, Shadow ........... **4** **[3-](#" style="visibility:hidden)5 HD**, Wight .............. **7** [**3- 4 HD**, ](#" style="visibility:hidden)Ghast ............. **10** **[3- ](#" style="visibility:hidden)6 HD**, Wraith ............ **13** **[3- ](#" style="visibility:hidden)7 HD**, Mummy .......... **16** **[3- ](#" style="visibility:hidden)8 HD**, Spectre ........... **19** **[3- ](#" style="visibility:hidden)9 HD**, Vampire .......... **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[7]]]]](#" hidden)=**[3-](#" style="visibility:hidden)1 HD**, Skeleton ............ **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3-4 HD**, ](#" style="visibility:hidden)Zombie ............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3 ](#" style="visibility:hidden)2 HD**, Ghoul ................ **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** [ ](#" style="visibility:hidden)**3-4 HD**, Shadow ............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3 ](#" style="visibility:hidden)5 HD**, Wight ................ **4** [**3-4 HD**,](#" style="visibility:hidden)Ghast ................ **7** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **10** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **13** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **16** **[3-](#" style="visibility:hidden)9 HD**, Vampire ........... **19** **[-](#" style="visibility:hidden)10 HD**, Ghost ............... **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[8]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ........... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3-4 HD**, ](#" style="visibility:hidden)Zombie ............ **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)2 HD**, Ghoul ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [ ](#" style="visibility:hidden)**3-4 HD**, Shadow ............ **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)5 HD**, Wight ............... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast ............... **4** **[3-](#" style="visibility:hidden)6 HD**, Wraith .............. **7** **[3- ](#" style="visibility:hidden)7 HD**, Mummy .......... **10** **[3- ](#" style="visibility:hidden)8 HD**, Spectre ........... **13** **[3- ](#" style="visibility:hidden)9 HD**, Vampire .......... **16** **[- ](#" style="visibility:hidden)10 HD**, Ghost .............. **19** **+11 HD**, Lich ................. **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[9]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ........... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3-](#" style="visibility:hidden)2 HD**, Ghoul ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [ ](#" style="visibility:hidden)**3-4 HD**, Shadow ............ **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)5 HD**, Wight ............... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast .............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **4** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **7** **[3- ](#" style="visibility:hidden)8 HD**, Spectre ........... **10** **[3- ](#" style="visibility:hidden)9 HD**, Vampire .......... **13** **[- ](#" style="visibility:hidden)10 HD**, Ghost .............. **16** **+11 HD**, Lich ................. **19** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **20**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[10]]]]](#" hidden)=**[3 - ](#" style="visibility:hidden)1 HD, Skeleton ......... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3 - 4 HD**, ](#" style="visibility:hidden)Zombie ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3 - ](#" style="visibility:hidden)2 HD**, Ghoul .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast .............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **4** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **7** **[3- ](#" style="visibility:hidden)9 HD**, Vampire .......... **10** **[- ](#" style="visibility:hidden)10 HD**, Ghost .............. **13** **+11 HD**, Lich ................. **16** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **19**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[11]]]]](#" hidden)=**[3 - ](#" style="visibility:hidden)1 HD, Skeleton ......... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3 - 4 HD**, ](#" style="visibility:hidden)Zombie ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3 - ](#" style="visibility:hidden)2 HD**, Ghoul .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3- ](#" style="visibility:hidden)5 HD**, Wight .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast .............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **4** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **7** **[3- ](#" style="visibility:hidden)9 HD**, Vampire .......... **10** **[- ](#" style="visibility:hidden)10 HD**, Ghost .............. **13** **+11 HD**, Lich ................. **16** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **19**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[12]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ......... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3-](#" style="visibility:hidden)5 HD**, Wight ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **4** **[3-](#" style="visibility:hidden)9 HD**, Vampire ........... **7** **[3-](#" style="visibility:hidden)10 HD**, Ghost .............. **10** **+11 HD**, Lich ................. **13** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **16**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[13]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ......... [D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3-](#" style="visibility:hidden)5 HD**, Wight ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** [**3-4 HD**, ](#" style="visibility:hidden)Ghast .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **4** **[3-](#" style="visibility:hidden)9 HD**, Vampire ........... **7** **[3-](#" style="visibility:hidden)10 HD**, Ghost .............. **10** **+11 HD**, Lich ................. **13** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **16**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[14]]]]](#" hidden)=**[3- ](#" style="visibility:hidden)1 HD, Skeleton ......... [D](#" style="text-decoration: dashed" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3- 4 HD**, ](#" style="visibility:hidden)Zombie ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3- ](#" style="visibility:hidden)2 HD**, Ghoul .............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [-](#" style="visibility:hidden)**3-4 HD**, Shadow ........... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** **[3- ](#" style="visibility:hidden)5 HD**, Wight ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)*** [**3-4 HD**, ](#" style="visibility:hidden)Ghast ............... **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)6 HD**, Wraith ............. **[D](#" style="text-decoration: none" class="showtip" title="**Dispel**%NEWLINE%%NEWLINE%The letter "D" (for "dispel", means the turning utterly destroys the undead.)** **[3-](#" style="visibility:hidden)7 HD**, Mummy ........... **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)8 HD**, Spectre ............ **[T](#" style="text-decoration: none" class="showtip" title="**Turned**%NEWLINE%%NEWLINE%The letter "T" (for "turned", means the attempt is automatically successful without a die roll.)** **[3-](#" style="visibility:hidden)9 HD**, Vampire ........... **4** **[-](#" style="visibility:hidden)10 HD**, Ghost ............... **7** **+11 HD**, Lich ................. **10** [**3-4 HD**, ](#" style="visibility:hidden)Special ............. **13**}}{{[2](#" hidden)=By the power and might of [@{selected|kit}](#" style="color:orange;font-weight:bold;text-decoration:none;cursor:text) **[[2d6[AFFECTED UNDEAD]]] Undead are cast out**}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[8]]*3]]](#" hidden)=*: an additional [[2d4[ADDITIONAL UNDEAD]]] creatures of this type are turned}}{{[[[{(@{selected|level}+(?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0})),0}kh1>[[9]]*4]]](#" hidden)=*Special creatures* include: unique and free-willed undead certain Greater & Lesser Powers Outer Planes [creatures](#" style="color:gray;border-bottom:dashed;border-width:1px" class="showtip" title="**ADnD 2E/2.5E:**%NEWLINE%only Outer Plane undead%NEWLINE%%NEWLINE%**Sage Advice #248 p. 22:**%NEWLINE%every Outer Plane creatures)}}{{[0](#" hidden)=[ability: ?{1/1 - Turn Undead, input any modifier to the level this ability is cast at (e.g. Paladins = -2)|+0} level(s)](#" style="color:gray;border-bottom:dashed;border-width:1px;text-decoration:none" class="showtip" title="**PHB p. 137 / DMG p. 96:**%NEWLINE%Paladins turn undead as priests who are 2 levels lower.%NEWLINE%%NEWLINE%**Dragon Magazine #236 p. 15:**%NEWLINE%Heralars are able to turn undead as if they were 2 levels higher.%NEWLINE%%NEWLINE%**Faith and Avatars p. 92:**%NEWLINE%Morninglords turn undead creatures at four levels higher than their listed level if the undead is affected by direct sunlight.) **Roll:** [[d20[ROLL]]]}} It should display such result with the simple sheet: Character level -6 level 7-8 level 9+ showing hint 1 (mouse over) showing hint 2 (mouse over) showing hint 3 (mouse over) On the simple sheet, in order to obtain the result above, the following attributes must be filled: - @{name} - @{class} - @{level} - @{kit} (for Deity name)* *If the attribute @{kit} is already used in your games, you may want to create @{deity} on your sheet. Don't forget to modify the macro in such case. Feel free to modify the macro to suits your needs.
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Edited 1711148564
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Erik H. said: You may change the color of the header of the default template on the AD2E simple (blue) sheet by adding some CSS. Below is a (dirty) example of a rolltemplate styling using CSS directly into a macro. Very nice Erik! Lol I just added a turn undead macro to the 1e revised sheet(wip) last night.  I might have to "borrow" your tool tips. ;-)
1711174183
Peter B.
Plus
Sheet Author
Wow Erik H! After 3 years I still learn something new! I had No idea you could write your own Mouse over text! This brings so many new possibilities! Thank you for sharing your knowledge! 
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Edited 1711193360
Erik, Wow, Thank you - very impressive! Way above my meager and novice attempts! ~Max
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Edited 1711194857
I run a 1e AD&D game - are there any resources for a list of templates for that character sheet? Also, for the 2e Simple Sheet - is there scripting to allow a macro to target a weapon in a list? For the 1e sheet @{selected|repeating_weapon_$0 selects the first weapon listed, and changing the "1" to another number selects the next weapon on the list.
I take no credits for any tricks used in my macro, I found them all in Keith 's thread "Roll20 Tips and Tricks (Innovative Solutions to Common Problems)" available here on these forum. Tricks used in my macro: - overwriting fields template in macros (by Oosh ) - html styles in chat (by Oosh ) - tooltips for links,  roll buttons, etc... (by RainbowEncoder ) - inserting a newline in chat (by Kyle E. ) Note : despite many attempts, I couldn't find a way to color the text inside the tooltip. But whole tooltip can become a clickable link to open a handout, a character sheet or even trigger another macro. We just have to replace the # character with a link. Example: [@{selected|kit}](#" style="...) becomes: [@{selected|kit}](http_link_here" style="...) --- I may be wrong but it appears there is no option to select a particular row in a repeating section while using a macro for the AD2E simple sheet. --- As for the AD1E sheet, I can't find any info on the wiki about how to use the roll template. By reading the sheet code on github, we can see several examples of the 2 available templates: &{template:general} {{color=@{color_option}}} {{name=@{character_name}}} {{subtag=Saving Throw}} {{Spells=[[?{Mod?|0}+1d20cs>@{savespells}cf<@{savespells}]]}} {{Mod Applied=?{Mod?|0}}} &{template:attacks} {{color=@{color_option}}} {{name=@{character_name}}} {{subtag=THACO}} {{ToHitAC-10to0=@{THAC0-10}|@{THAC0-9}|@{THAC0-8}|@{THAC0-7}|@{THAC0-6}|@{THAC0-5}|@{THAC0-4}|@{THAC0-3}|@{THAC0-2}|@{THAC0-1}|**@{THAC00}**}} {{ToHitAC1to10=**@{THAC00}**|@{THAC01}|@{THAC02}|@{THAC03}|@{THAC04}|@{THAC05}|@{THAC06}|@{THAC07}|@{THAC08}|@{THAC09}|@{THAC010} }}
Thanks Erik - I am learning as I go, so your insights are appreciated!
1711232891
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Maxwell said: I run a 1e AD&D game - are there any resources for a list of templates for that character sheet? Also, for the 2e Simple Sheet - is there scripting to allow a macro to target a weapon in a list? For the 1e sheet @{selected|repeating_weapon_$0 selects the first weapon listed, and changing the "1" to another number selects the next weapon on the list. The 1e revised sheet will be "nearly" backward compatible with the current 1e sheet.  The current sheet has a very basic roll template which is really just for chat layout.  It does take the custom color from the sheet settings but really doesn't include any logic.  I am planning on including a sheet guide for the revised update that will provide details about the new roll templates being used. Cheers p.s. Apologies to Peter and the 2e community for being off-topic. ;-)
1711361735
Peter B.
Plus
Sheet Author
Erik H. said: I take no credits for any tricks used in my macro, I found them all in Keith 's thread "Roll20 Tips and Tricks (Innovative Solutions to Common Problems)" available here on these forum. Tricks used in my macro: - overwriting fields template in macros (by Oosh ) - html styles in chat (by Oosh ) - tooltips for links,  roll buttons, etc... (by RainbowEncoder ) - inserting a newline in chat (by Kyle E. ) I really need to read through that post again. All my work updating data for the sheet has really gotten me out of the loop on interesting ways to build the sheet.
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Edited 1712630866
I don't know if I am being stupid but... When a player rolls a concealed door check (human, so it should a 1 on a d6, otherwise fail), the die roll says "6 </= 6 success!". So that means a roll that should be 1 in 6 is 6 in 6. When I use the "elf/half-elf passing within 10 feet" function it does a 1 in 3, which should also be a 1 in 6. Am I missing something? The 1 in 3 should only be for elves/half-elves who are actively searching for a concealed door, not just passing by and the human roll should be 1 in 6 when searching, not 6 in 6? And just because I am me... Is there any way to automatically sort the spells at least alphbetically? This is AWESOME btw!   
1712661960
Peter B.
Plus
Sheet Author
Ischkiara said: I don't know if I am being stupid but... When a player rolls a concealed door check (human, so it should a 1 on a d6, otherwise fail), the die roll says "6 &lt;/= 6 success!". So that means a roll that should be 1 in 6 is 6 in 6. When I use the "elf/half-elf passing within 10 feet" function it does a 1 in 3, which should also be a 1 in 6. Am I missing something? The 1 in 3 should only be for elves/half-elves who are actively searching for a concealed door, not just passing by and the human roll should be 1 in 6 when searching, not 6 in 6? And just because I am me... Is there any way to automatically sort the spells at least alphbetically? This is AWESOME btw!&nbsp; &nbsp; Hello Ischkiara You can read about the feature in the change log post here:&nbsp; <a href="https://app.roll20.net/forum/permalink/11778082/" rel="nofollow">https://app.roll20.net/forum/permalink/11778082/</a> Your confusion is mainly down to the cryptic way 2E information is presented and is inconsistent between the books In short there are two different kinds of hidden doors defined in AD&amp;D 2E: Concealed: &nbsp;These are regular doors hidden behind a curtain or under a rug Secret: &nbsp;Built to be secret, such as rotating bookcase or a sliding wall As for finding these doors there are also two different ways of noticing them: Active search: &nbsp;This is when a player says "I search for a concealed/secret door" Passive search: This is when a player just walks by an area that has a hidden door. As for rules, only elves and half elves have rules for finding these door in the PHB : Elf / Half-elf Find hidden door matrix Concealed Secret Active 3 in 6 chance 2 in 6 chance Passive 1 in 6 chance Not mentioned The other races are not mentioned and left to Sage Advice to clear up. Sage Advice #152 p. 14 (December 1989), Question: 18 Can nonelven characters find secret or concealed doors?  Yes. Generally, the chance for them to do so is one in six, only if the character is actively searching a 10' section of a surface. Sage Advice #273 p. 114 (July 2000), Question: 4 How does a character who is not an elf find a secret door?  A human or other non-elf finds a secret door on a roll of "1" on 1d6. It requisite 10 minutes per 20-foot wall section. Now the DMG &nbsp;also have rules on the topic. On page 176 the following is written: Any search for concealed doors will reveal them, and once found they can be opened normally. Notice no race is mentioned making this a 6 in 6 chance for any race to find a concealed door! Now for the implementation on the sheet Active search concealed doors: I decided to use the DMG description, that says "any search reveal the door". You can add a die roll to determine if a character decided to look behind a curtain or under a rug, or you can roleplay it out, but mechanically I think the DMG is correct. It is pretty hard to not see a regular door behind a curtain if you are looking. Passive search concealed doors (elf): &nbsp;You are correct, the PHB says elves have a 1 in 6 to passively find a concealed door and a 3 in 6 to actively find a concealed door. Since the DMG's guaranteed, 6 in 6 chance, of actively finding a concealed door for any race is way better than an elves 3 in 6 chance, I opted to move the elves 3 in 6 from active search to passive, so that it wasn't lost. This is a departure from the PHB and it could be argued that the passive should stay at 1 in 6 chance. If you prefer the 1 in 6 chance for a passive search, then you can either add a -2 modifier when rolling the button, or I can update the sheet to have a field where you can defined what the value should be. I am happy to add a field, as the current implementation is essentially a house rule to sort out the confusion of the books.
1713951728
Peter B.
Plus
Sheet Author
I have previously been asked if it was possible to donate money to me, so now I have made a Ko-Fi account to handle it:&nbsp; <a href="https://ko-fi.com/dbfblackbull" rel="nofollow">https://ko-fi.com/dbfblackbull</a> I want to be clear. I do not expect anything from anyone. I do the work because I find it interesting and because I always wanted to do it. I do not intend to make any perks, goals, benefits, or goals for those who donate, as I simply do not want to maintain that kind of stuff. This is purely for those who want to give some money because they want to do it.
Hey there, first of all huge thank you for all this work, I can enjoy my game in roll20 too now! I just managed to finish my reading and test drive of the sheet and stumbled upon a couple situations that I am missing something and its not working as expected.&nbsp; On the Spells tab, under Priest Caster Level whenever I try to fill it i get @{undefined} and the Spell slot level does not change ( I presumed that It should update based on the level of the caster or should I manually add that Level slot?)&nbsp; Is there a way to define the caster level? On the Info tab underneath EXP, for the life of me i cannot figure out what is the proper way of adding exp. Do I add them to the Gained exp, see what is the Prime req exp total and move it to the Current exp having to clear the gained afterwords (it seems weird to me) because it adds them again to the total if not deleted.&nbsp;
1715686438
Peter B.
Plus
Sheet Author
Nick M. said: Hey there, first of all huge thank you for all this work, I can enjoy my game in roll20 too now! I just managed to finish my reading and test drive of the sheet and stumbled upon a couple situations that I am missing something and its not working as expected.&nbsp; Thank you. I am glad you like the work I put in. I am still doing more so look forward to that! :) On the Spells tab, under Priest Caster Level whenever I try to fill it i get @{undefined} and the Spell slot level does not change ( I presumed that It should update based on the level of the caster or should I manually add that Level slot?)&nbsp; Is there a way to define the caster level? Yeah that might a bit confusing. I need a better design to highlight what is automated and what is manual on the sheet. The&nbsp; Priest Caster Level &nbsp;is only used for spell level scaling. You are suppose to select one of the suggested options, to link it to the level of your character. If you placed your priest's level as intended on the Details &nbsp;tab, then&nbsp; Priest Caster Level &nbsp;should have the values "@{level-class3}" to reference that. If you later get an item or spell effect that increase your casting level, such as the Combine spell or the N ecklace of prayer&nbsp; beads &nbsp;that increase your casting level by, for instance 4, then the value in&nbsp; Priest Caster Level &nbsp;should be "@{level-class3}+4" Spell slots are not tied to caster level. When your class levels up you are suppose to update the Level &nbsp;field with how many spell slots you gain for the current spell level and class level, i.e. the number listed in the table for your class.&nbsp; The bonus slots from Wisdom is automatically updated based on your Wisdom, if you have 13 or above and say yes to being a priest when the pop up asks you. On the Info tab underneath EXP, for the life of me i cannot figure out what is the proper way of adding exp. Do I add them to the Gained exp, see what is the Prime req exp total and move it to the Current exp having to clear the gained afterwords (it seems weird to me) because it adds them again to the total if not deleted.&nbsp; You are doing it exactly right. You input your current EXP, then when you gain more you put it into the Gained EXP. At the bottom you see the two new total: Current + Gained Current + Gained + Bonus If you have a bonus you copy that, if you dont copy the first value and put it in Current. Now finally delete the Gained field to be ready for the next EXP award. This section is on my improve list to make it more intuitive. Having two different totals is a product of the sheets time, and simply needs to be completely removed. If you have any more questions feel free to ask me. I am always glad to help getting the sheet up and running for new players!
Thank you so much for the quick response! It makes sense now! That part with the spells was the only one that tricked me that something was expected to happen but it was not :P the rest were pretty straight forward when I took the time to experiment. The exp indeed need a better way most importantly because it would be really easy to mess up when you do the transferring form one to another or if you added something wrong and trying to change it, while forgetting the values i think. But for us it will be easy since I will record keep exp on discord and then transfer them to the sheet after to be safe.&nbsp; I already introduced the sheet to 4 of my 5 brand new 2e players and those two were our only questions so far! So it works great for new players.&nbsp; Can't wait to bring the last one in and get this new campaign going.&nbsp;
1715762749
Peter B.
Plus
Sheet Author
Nick M. said: Thank you so much for the quick response! It makes sense now! That part with the spells was the only one that tricked me that something was expected to happen but it was not :P the rest were pretty straight forward when I took the time to experiment. The exp indeed need a better way most importantly because it would be really easy to mess up when you do the transferring form one to another or if you added something wrong and trying to change it, while forgetting the values i think. But for us it will be easy since I will record keep exp on discord and then transfer them to the sheet after to be safe.&nbsp; I already introduced the sheet to 4 of my 5 brand new 2e players and those two were our only questions so far! So it works great for new players.&nbsp; Can't wait to bring the last one in and get this new campaign going.&nbsp; I am happy to hear that a bit of experimentation and testing taught you all you needed. That is my goal. I look forward to hear how your players find the sheet, whats good/bad, clear/confusing, easy/cumbersome, etc. Once your campaign gets going please provide some feedback on how everything feels :)
Hello, I love your sheet for the game my friend is running. I am playing a wild magic wizard. Is there a way to tie that into affecting my spells, based on the table in the Tome of Magic? Also, is there any way to enable signature spells from the players option spells and magic?
1716709793
Peter B.
Plus
Sheet Author
Danny L. said: Hello, I love your sheet for the game my friend is running. I am playing a wild magic wizard. Is there a way to tie that into affecting my spells, based on the table in the Tome of Magic? Also, is there any way to enable signature spells from the players option spells and magic? Hello Danny.&nbsp; There is no in-built way to add wild magic, but I assume you could add the random level scaling fairly easy by using a rollable table and adding that to your Wizard Casting Level. As for The random spells fire off by a wild surge, as of right now you will have to handle them manually. With the current setup of the sheet, it is not really feasible to include it, due to technical limitations.&nbsp; I don't recall the rules or descriptions for signature spells. How I remember them they Are just personal versions of a spell. In order to support that you can always add your own spell without using The autofill. I need to reread the rules about signature spells to give a more precise answer.&nbsp;
Hi, Love this character sheet, but I would ask if it is possible, could it be set so when rolling off the sheet does so as that character from whose sheet you hit the roll button.&nbsp; Right now if I have to change "As" Gm or other character name every time before I hit the button or just have it look like me the GM instead of the monster or npc or character I am rolling for from the character sheet Hope that makes sense/you get my meaning. Thanks&nbsp;
1724270678
Peter B.
Plus
Sheet Author
Brian L. said: Hi, Love this character sheet, but I would ask if it is possible, could it be set so when rolling off the sheet does so as that character from whose sheet you hit the roll button.&nbsp; Right now if I have to change "As" Gm or other character name every time before I hit the button or just have it look like me the GM instead of the monster or npc or character I am rolling for from the character sheet Hope that makes sense/you get my meaning. Thanks&nbsp; I would love that as well! Sadly it is not possible as far as I know due to technical reasons between the Character sheet and the VTT. Hopefully this feature could be made in the future when the new BEACON framework gets released, but it will take a long time as the entire sheet needs to be rewritten to use the new API.
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Edited 1726162369
Peter B.
Plus
Sheet Author
AD&amp;D More Grenades-like misses, magical items, and Scaling scroll failure! 4.21.0! Github PR: Pull Request Hello everyone.&nbsp; I took a break from spell work to do something a bit more fun. Enjoy! New features More Grenade-like misses Spell Grenade-like miss I recent had a game where our wizard used Melf’s Minute Meteor. That spell requires an attack roll and every miss is treated like a Grenade-like missile. Our Wizard needed to throw 11 meteors, 5 per round, and his terrible THAC0 forced me to fill out the Grenade-like miss a lot of times, needing me to fill the 5 popups so many times motivated me to make it easier! So I decided to add some spells to options when clicking the button, which are auto filled. Even better is that many spells always operate as thrown at short distance, which eliminates the popup for distance, making the spells even faster! Here are some images of the new pre-filled rolls: Boulder Grenade-like misses Since I was already doing grenade-like logic I decided to add boulders as well. These function a bit differently that other grenade-like missiles because they bounce and roll instead of scatter. Sometimes they roll in a straight line, and sometimes they bounce either left or right and roll in away from the line they were thrown. Straight roll Left or right roll The size of the boulder, 2 feet, is not hard defined in any book. After a lot of discussion with other players in which it was concluded that the boulders thrown by giants were probably between 1-2 feet in diameter, I opted for the larger size of 2-foot diameter. If you prefer your boulders smaller or larger, you can handle that on a case by case basis. The damage of boulders also vary from who throws it so there is a popup for you to input the damage roll for the boulder: Damage input Damage roll Monster Grenade-like misses Since most boulder throwing creatures are monster, I opted to add the grenade-like miss button to the monster sheet as well On the monster sheet the rolls of course follow the visibility setting defined on the Sheet Settings &nbsp;tab&nbsp;allowing the DM to roll the miss secretly so the players are not sure of what exactly they were hit by. Public Only to GM The damage rolls are formatted a bit different to be consistent with the other rolls on the monster sheet. Miscellaneous Magical Items section You guys have been asking for a dedicated place to put miscellaneous magical items and now it is here. Since magical items often have charges, the “Qty” input has been changed for “Charges”. I also added a small section with notes on initiative and disruption information. Rods, Staves, and Wands section Just as with miscellaneous magical items, you guys have also been asking for a dedicated section for rods, staves, and wands, so here you go! Since rods, staves, and wands often have charges, a section for this has been added. You can also record the maximum number of charges, so you can see how far up you can recharge it. Same as above, this also have a small section for initiative and disruption information The Rods, Staves, and Wands section is placed below the miscellaneous magical items, as it is primarily only casters who can use these. Reordered scroll information To increase readability and prepare for the automatic scaling, the information has been reordered a bit. Before After Automatic scaling scroll failure I have been asked to make Scroll Spell Failure scale automatically with level, and now I have added it. Is the solution elegant? No. Is it pretty? No. Does it work? Yes!&nbsp; Is it a bit clunky to use? Yes... Scroll spell failure rules Scroll spell failure system selection After picking a failure system the sheet will try its best to update your scrolls with new logic. If you are missing a level in one of the relevant class fields, then an error will be shows: Caster Roge Multi-class As long as the spell level and class is present in the {{splevel=}} field then the failure chance of the scroll should be found. However, if you use a different format for your spells, and the spell in question is not part of the spell database, then it is likely the failure chance of a scroll cannot be found. Any such scrolls will be reported in an info box: The system automatically checks the correct caster class based on if the scroll added is a wizard or priest scroll. As for rogues, the sheet has no way of knowing if you play a Thief or a Bard, so you will need to pick the correct class. As seen above. there are multiple different ways to handle scroll failure. Casters has two primary ways. Thieves and Bards each have their own failure percentage, and finally there are two ways of handling Dual/Multi-classes. This gives 8 different combinations for how to handle dual/multi-classes, all of which has been added as seen above. Single-class Multi-class Use best Multi-class select class The popup when selecting a class to use sadly could not show you what your percentage chance is for each class. This is a technical limitation at the moment, that I might find a way round if needed at a later time. Rogue To ensure rogues do not cheat and use their ability to read scrolls too soon, the formula for rogue failure checks if the rogue is above 10th level. If the rogue is below 10th level, the failure will be 100%. This is not totally book accurate as thieves below 10th level simply cannot use scrolls at all, which means they cannot fail, but it was the best solution to handle all the edge cases. It also removes the need for Multi-class rogue/spellcasters to start out by picking the “Single class caster” option, and then later picking the “Multi-class” caster. Dual-classes Note for Dual-classes. The character sheet does not know if you active class is above all your other classes, so you will be treated as a multi-class / a dual-class where the active class is higher level than all the other classes. This means that while your active class is below the other classes you will have to pick the correct system for your single class. Concealed / Secret doors notes cleanup I cleanup the hidden doors notes a bit to increase readability Before After That is all folks! I hope you enjoy this update. As always if you have any questions, feel free to reach out to me!
1725306608
Jacob R.
Pro
Translator
This sheet is seriously insane. They work you have done is pretty amazing. I don't (currently) play AD&amp;D but now I wish I did :D :D
1725381589
Peter B.
Plus
Sheet Author
Jacob R. said: This sheet is seriously insane. They work you have done is pretty amazing. I don't (currently) play AD&amp;D but now I wish I did :D :D Thank you for your praises. It is never too late to start playing 2E. Grab a book and get going! I hope you start and find it fun!
1725886238
Peter B.
Plus
Sheet Author
Important update for Jumpgate TL;DR: If you make a new game right now, do not &nbsp;select Jumpgate! Create a "normal" game. I have recently just tried to make my first game with Jumpgate . There seems to be big issues with autofilling fields, such as weapons, proficiencies, spells and the likes. I have made some quick tests between a normal game and a Jumpgate game, and the normal game character sheets tend to perform much better! I have not found the source of the bug when using Jumpgate, but the early research indicate that the error lies with Roll20. I will make a bug report for Roll20 for the hopes that they get Jumpgate fixed.
1725939377
vÍnce
Pro
Sheet Author
Not sure if it's at all related Peter, but there appears to be a weird bug in Jumpgate where sheet events fail to trigger on the odd numbered attribute (ie the first and every other). <a href="https://app.roll20.net/forum/permalink/12013456/" rel="nofollow">https://app.roll20.net/forum/permalink/12013456/</a>
1725942775
Peter B.
Plus
Sheet Author
vÍnce said: Not sure if it's at all related Peter, but there appears to be a weird bug in Jumpgate where sheet events fail to trigger on the odd numbered attribute (ie the first and every other). <a href="https://app.roll20.net/forum/permalink/12013456/" rel="nofollow">https://app.roll20.net/forum/permalink/12013456/</a> This is exactly what I was experiencing, but I could not validate it with logs, because the I cannot make a Jumpgate Sandbox game. I will check out your link. Thank you for chiming in!&nbsp;
1725943497
vÍnce
Pro
Sheet Author
It's seems like a very strange bug.&nbsp; It could be causing problems for lots of sheets that rely on events to cascade calcs.
this is a weird request I know; but I want to switch non weapon profficiencies to % roll. I'm a pro user but not skilled at CSS or any of that, but I do learn quickly lf anyone can tell me how I might go about that.&nbsp;&nbsp; Thanks in advance!
1727080895
Peter B.
Plus
Sheet Author
Scott M. said: this is a weird request I know; but I want to switch non weapon profficiencies to % roll. I'm a pro user but not skilled at CSS or any of that, but I do learn quickly lf anyone can tell me how I might go about that.&nbsp;&nbsp; Thanks in advance! Hey Scroll M. You need to do a couple of things to get this working: Download the source code from github:&nbsp; <a href="https://github.com/Roll20/roll20-character-sheets/tree/master/ADnD_2E_Revised" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/tree/master/ADnD_2E_Revised</a> Open the file called "2ESheet.html" Edit line 4312 Create a custom game and upload the "2ESheet.html" as the code for the custom game Line 4312 Before &lt;td&gt;&lt;button type="roll" name="roll_Prof" title="%{repeating_profs_$X_Prof}" value="&amp;{template:2Echeck} {{checkvs=@{profname} Check}} {{character=@{character_name}}} {{success=You made your check by [[ abs( ([[1d20cs1cf20]])-([[(@{profstatnum})+(@{profmod} [Modifier])+(@{misc-mod})]]) ) ]]}} {{fail=You missed your check by $[[2]]}} {{crit=You made your check by $[[2]]}} {{fumble=You failed despite your best efforts}} {{checkroll=$[[0]]}} {{checktarget=$[[1]]}} {{color=dark-blue}}"&gt;&lt;/button&gt;&lt;/td&gt; Line 4312 After &lt;td&gt;&lt;button type="roll" name="roll_Prof" title="%{repeating_profs_$X_Prof}" value="&amp;{template:2Echeck} {{checkvs=@{profname} Check}} {{character=@{character_name}}} {{success=You made your check by [[ abs( ([[1d100cs1cf100]])-([[(@{profstatnum})+(@{profmod} [Modifier])+(@{misc-mod})]]) ) ]]}} {{fail=You missed your check by $[[2]]}} {{crit=You made your check by $[[2]]}} {{fumble=You failed despite your best efforts}} {{checkroll=$[[0]]}} {{checktarget=$[[1]]}} {{color=dark-blue}}"&gt;&lt;/button&gt;&lt;/td&gt; Now the roll will be 1d100 instead of 1d20 The above change only&nbsp; changes the dice. It does not change the value it is checking against, so it is up to you to change the input in the ability score and modifier fields so that the value makes sense in your game. Furthermore the underlying roll templates are also unchanged so a critical failure will only happen on a nat 1, and a critical success will only happen on a nat 100. If you need more advanced corrections for your games, then it is up to you to figure that out, as every change has cascading effects that will influence other things, which quickly makes it elaborate to explain all of the interactions in the sheet.
thanks! This looks fairly easy, and it's the only change I need to make.&nbsp;
So do I have to use Windows on this? It looks that way. I can borrow another computer in the house if that's the case.&nbsp;
1727799163
Peter B.
Plus
Sheet Author
Scott M. said: So do I have to use Windows on this? It looks that way. I can borrow another computer in the house if that's the case.&nbsp; Windows as in Microsoft Windows, the operating system? No, you can use Mac or Linux. This is just text and is web based. You have to host a game using a custom sheet and upload the code to Roll20. You can find guides on how to do that elsewhere.
1729418817

Edited 1729418901
Peter B.
Plus
Sheet Author
Monster size input field and roll tempalte standards! 4.21.1! Github PR: Pull Request Hello everyone.&nbsp; Updated some small things that bugged me Monster size input field Now hold more than just the size category of the monster Before After Standardized 'title' and 'subtitle' for roll templates Many roll templates used custom properties to handle the title and subtitle, some of the fields are 'checkvs', 'savevs' 'splevel' 'name. All of these have now been standardized to 'title' and 'subtitle'. These new fields no not contain any extra working, so you can format them exactly how you like. The old fields have been deprecated, but can still be used as long as both 'title' and 'subtitle' are empty. At some later point these old fields will be removed. Before After That is all folks! Just some small things I wanted done, and needed for my next game. Enjoy.
1733305588
Peter B.
Plus
Sheet Author
Bumping to keep the thread alive over the holidays
1733343294
Gold
Forum Champion
Ok, happy holidays, and thanks again for all the hard work on 2E for Roll20 community!&nbsp;
Just passing by to say thank you to all of you for keeping this project alive! I'll be starting a game soon and this sheet is super good!
1736188874
Peter B.
Plus
Sheet Author
Seba G. said: Just passing by to say thank you to all of you for keeping this project alive! I'll be starting a game soon and this sheet is super good! Thanks a lot! I appreciate the kind words!
1737505019
Gold
Forum Champion
It's great to be playing here in the year 2E25&nbsp; Such a powerful character sheet and game system, AD&amp;D 2nd Edition
Hello! Love the work done on this! I s there any support for Skills &amp; Powers, Combat &amp; Tactics, or Spells &amp; Magic?
roguecaliber said: Hello! Love the work done on this! I s there any support for Skills &amp; Powers, Combat &amp; Tactics, or Spells &amp; Magic? Your welcome to check out the RPGMaster Mods that I have created to support Peter's sheet and playing AD&amp;D 2e on the Roll20 platform.&nbsp; See my Wiki pages here.
1737710534
Peter B.
Plus
Sheet Author
roguecaliber said: Hello! Love the work done on this! I s there any support for Skills &amp; Powers, Combat &amp; Tactics, or Spells &amp; Magic? There is some support for the Players option, spread out over the sheet. It is not as well supported as the core rules, but I think you will find plenty of what you need: If you look under Sheet Settings you will find check boxes to get Weapons, Spells, Proficiencies, Special Talents, Disadvantages, Traits from these books. The Spell Points system instead of Spell slots (Spells and Magic gives about 5 different variations of Spell Point systems, so the implemented one might not be exactly the one you like, but it should get you pretty close.) Updated spell schools and priest spheres as described in Spells &amp; Magic Under the Character Sheet -&gt; Weapons &nbsp;tab you can find Player's Option &nbsp;which includes knockdown and the critical hit system from C&amp;T Under the Character Sheet - Rogue &nbsp;tab you can find the S.P / D.S &nbsp;tab, which include extra rogue skills from Skills &amp; Powers. The rogue armor and Dexterity scaling from Skills and Powers has also been added to the sheet. Under the Character Sheet -&gt; Psionics &nbsp;tab you can find Psionic S&amp;P &nbsp;for the Spells and Powers version of Psionic rules. This section is not automated in any way and is not developed / automated to any extend like the Psionic Core rules are. Under Character Sheet -&gt; Info -&gt; Tracker &nbsp;there is a section for Character points when creating your character. I hope this is enough to get your started on your 2E games using Player's Option!
1738348979

Edited 1738349718
Peter B.
Plus
Sheet Author
AD&amp;D standardized Special conditions, Spell updates and Goodbye! 4.23.0! Github PR: Pull Request Hello everyone.&nbsp; It is finally time for the big update I have been working on for since Jul 15, 2023. This will probably be my last update for the sheet, more in the end of the post. New features Special Conditions DM buttons Looking over the rules multiple times showed inconsistencies with special condition descriptions such as Blindness or Deafness. I have been going over every instance of these in the PHB and DMG as well as Sage Advice to consolidate all the contradicting information in a single place. As you will see on the screenshots to come, every button has sources so you can verify where the information was found. Blindness and Deafness Blindness is described like this in various spells Source Attack modifier AC modifier Saves modifier Surprise Initiative modifier Wizard Light -4 4 worse -4 Wizard Blindness -4 Enemy gets +4 attack modifier Wizard Continual light -4 4 worse -4 Wizard&nbsp; Glitterdust -4 4 worse -4 Priest Light -4 4 worse -4 Priest Cause Blindness -4 4 worse 2 worse DMG Darkness -4 4 worse (to a limit of 10) -4 -4 The Wizard Blindness spell says the enemy gets +4 to attack instead of the defender getting 4 worse amor class. You might think there is no difference here, either way the attack gets a 4 point better chance at hitting, but there is a caveat. The DMG p. 160&nbsp; states that Armor Class cannot be worse than 10. This is important to avoid a Blind and Deaf wizard ending up with AC 20 and becoming a pincushion. Deafness is similarly described different in various spells Source Surprise modifier Spell failure Initiative modifier Wizard Deafness -1 20% Wizard Shout -1 20% Priest Cause Deafness -1 20% 1 worse DMG Silence &nbsp;/ Sage Advice 256 p. 28 -2 These effects has been been generalized to the following text: I chose to leave out the priest specific adjustment to initiative for Cause Blindness and Cause Deafness as these were not included in any other description of the blindness and deafness effects. It is up to the individual DM to decide if they want to include the initiative penalty generally, only for these specific priest spells (touch spells are harder to land after all), or not at all. (For reference, the 2E retro clone, For Gold and Glory, has added the initiative penalty to all instances of blindness and deafness) Invisibility and detection Invisibility is one of those effects that is described a little in the PHB, the DMG, the Invisibility spell, and the Improve Invisibility spell. The rules for detecting invisibility was also slightly changed from 1E to 2E. Due to all this confusion there is also many Sage Advice questions on the topic of Invisibility. I have tried my best to combine everything into two descriptions. One for being invisible and one for detecting invisibility. Continuing damage I went down the rabbit hole of how continuing damage from spells like, Melf’s Acid Arrow interact with spell casting. The rules are different depending on if you use the combat rules from the Player’s Handbook or Player’s Option: Combat &amp; Tactics: Magical Aging The effects of magical aging had a bit on it. Mainly a bunch of rules lawyers trying to game the system with logic. Charm and Breaking Charm Similar to Invisibility, Charm has a bunch of rules spread out over different books, spells, and Sage Advice. What exactly happens, what you can do, and what happens after the charm is lifted / broken are vague at best. I have tried my best to consolidate the various descriptions in a single place to help DMs make rules accurate judgements. Even with all this, there are still unknowns, like how Charm and Protection from Evil interact. I have tried to dive into it myself on reddit here: <a href="https://www.reddit.com/r/adnd/comments/1edlg0o/vampire_mental_charm_vs_protection_from_evil/" rel="nofollow">https://www.reddit.com/r/adnd/comments/1edlg0o/vampire_mental_charm_vs_protection_from_evil/</a> , but with all other Charm-related rulings, it is up to the DM to make the final call. Touch attacks Touch attacks also have a few caveats and different rules depending on if you use the Player’s Handbook or Player’s Option: Spells &amp; Magic. Both rule sets have been summarised. Spell updates Back in May of 2023 I made this post stating that I wanted to update all spells with errata <a href="https://app.roll20.net/forum/permalink/11459088/" rel="nofollow">https://app.roll20.net/forum/permalink/11459088/</a> I have been going through the Player’s Handbook Wizard spells, level 1 - 3. It might not sound like much, but each spell takes about an hour to completely check, on the low end. Spells like Invisibility, Dispel Magic, or Charm have been taking multiple weeks to get through.&nbsp; Spell buttons To add the necessary information to spells that have any of the Special Conditions outlined with the DM buttons above, without completely rewriting spells to be 2x or 3x longer, I have added buttons to spells that use any of the conditions, so you can easily click and see the rules related to the Special conditions that a spells creates. Dispel magic Dispel Magic has gotten a completely new version as it became too different from the description in any book. I present to you Dispel Magic Extended! (I rewrote Dispel magic 3 times before ending up on this version!) Dispel Magic (from Player's Handbook) Dispel Magic Extended The extended version has gotten its own button specifically for rolling Dispel Magic checks. Some people prefer to roll a separate check for each effect and potion that is being checked, and this button helps speed up that process significantly.&nbsp; The initial roll ask if the result should be posted to all or only the GM. All subsequent rolls are posted to the chat in the same way. Public To GM Psionic notes The Psionics Handbook has notes for individual spells and how they interact with Psionic abilities. If The Complete Psionics Handbook is active on the sheet, then these notes will be visible on the spells (wizard level 1-3). Spell Errata checkbox On the Sheet Settings page you can check a box to add the errata to a spell’s reference section. If anyone out there wants to double check my work, I have made my sources easy to find. Spell without &nbsp;errata Spell with &nbsp;errata General spell errata I have also been going through the spells, and keeping track of what changes I made to each spell. The list is almost comprehensive of all changes. A few minor stylings or commas has been added without noting it in the list. I highly recommend that you remove and re-add any spell on the list! 1st level spells Armor - Duration changed from Special to actual value. Audible Glamer - Spell description now matches the book more exactly Chill touch - Added level scaling for undead fear effect. Added clarification saying you can attack with it multiple times, but only once per round.&nbsp; Color spray - Explanation of for the area of effect added. Added effects of blindness. Detect Magic (both) - Made it clear that it can detect the magical aura of an invisible creature but no the exact location. Clarified that it cannot detect through a Wall of force. Capped level scaling at 100%. Made it clear that cursed items reveal what they imitate to be. Added notes for interaction with psionics Enlarge - Added level scaling for how large a target can be. Added level scaling for damage multiplier. Added level scaling for reduce. Added sage advice about abilities not changing area of effect due to size changes. Erase - Change duration from Permanent to Instantaneous. Success chance can no longer go above 90%. Feather Fall - Updated effect with clarification from DMO: High-level campaigns about missiles and falls. Find Familiar - Added description that imps, quasits, and pseudodragons can become familiars Hold Portal - Added level scaling Identify - Added description clarifying that contact other plane or commune is used to reveal exact bonuses or cursed items. Added description that the wizard might need to wear / wield the item as intended. Light - Added additional information about the effects of being blind. Removed Reversible note Magic Missile - Added 10 foot cube restriction. Added psionics note. Mending - Added notes about more stuff that can be mended from the wizards handbook. Mount - Added missing levels for saddles. Added sage advice for mount fraud detection Protection from Evil (Wizard) - Added geometry spell school. Clarified that it does not hedge out undead creatures. Clarified that the entire spell ends on attacking hedged out creatures. Added psionics notes Protection from Evil (priest) - Clarified that it does not hedge out undead creatures. Clarified that the entire spell ends on attacking hedged out creatures. Added psionics notes Shield - Added notes about bonuses being cumulative with magical items and Dexterity. Shocking grasp - Does not work as a defibrillator Spook - Fixed level scaling on odd levels. Unseen servant - Added notes about permanent versions of the spells Ventriloquism - Fixed level scaling for range to not always show 10 yards. Changed saving throw to from negate to special. Wall of Fog - Corrected level scaling to be linear instead of exponential following the example for stone shape from Sage Advice #264 p. 26 2nd level spells Blindness - Corrected the penalties to align with the DMG. Now gives 4 worse AC instead of +4 to enemy attack rolls. Continual light (wizard) - is no longer listed as being revisable. Added information about the effects of blindness Continual light (priest) - Added information about the effects of blindness Darkness 15’ radius - Added notes for the effects of blindness Deafness - Standardized the effect of being deaf. Detect Invisibility - Area of effects level scaling changed from 10 yards per level to 10 feet per level. Added notes that it also work against psionic invisibility and the likes. Detect Evil (wizard) - Added note that the spell can be reversed Detect Evil (priest) - Level scaling no longer goes above 100%. ESP - Added notes about the thought and how accurate the location is. Also gave notes for DM’s to determine modifiers Fog Cloud - Added level scaling Fools’ gold - Added level scaling for the saving throw modifier Glitterdust - Added more information on being blind. Deafness - Added more information about being deaf Invisibility - Added more information about being blind. Added a lot of Sage Advice clarification Knock - Corrected level scaling from feet to square feet. Undetectable alignment - Added duration Leomund’s trap - Added missing material components Levitate - Added notes on height, underwater, and zero gravity use. Locate object (priest) - Duration changed from 8 hours to 1 round per level Obscure object (both) - Added duration of 8 hours Melf’s acid arrow - Added description that the acid can be washed of and how to handle spell interrupt from the continuing damage Mirror image - Added notes that area of effect spells do not dispel mirror image. Added note that images can fly with the caster. Misdirection - Added suggestion that it also work on some nonweapon proficiencies Pyrotechnics (wizard) - Added level scaling. Added reference to the effects of blindness. Improved formatting highlighting the two version of the spell, similar to the priest spell. Added note that it does not work under water from the priest version. Pyrotechnics (priest) - Added missing area of effect from the wizard version for the target fire source. Added reference to the effects of blindness. Fixed broken level scaling and rolls.&nbsp; Rope Trick - Fixed spelling error, spell is now called “Rope Trick” instead of “Rope Tricks”.&nbsp; Added notes for weight, air, underwater, and using it to cross barriers. Shatter - Added Song as spell school. Added more level scaling Spectral Hand - Added option for delivering healing spells with the hand. Stinking cloud - Added notes about the cloud not being flammable. Added details for a permanent stinking cloud. Strength - Added notes for dual-class characters Summon swarm - Corrected level scaling to be 1 damage per 3 levels instead of 1 damage per level Web - Changed area of effect to Special. 8,000 cubic feet is mathematically wrong. Added alternative use to break a fall and avoid falling damage. Whispering wind - Cast time changed from 2 to 1 (Matched 1st-11th print of PHB (blue) and WSC. Revised PHB (black) says cast time 2) Wizard lock - Added level scaling 3rd level spells Clairvoyance - Added description that the sensor cannot be moved Clairaudience - Added description that the sensor cannot be moved Dispel Magic (priest) - Aligned the dispel table to match the wizard version. Changed duration from Special to Instantaneous. Dispel Magic (extended) - Added a complete rewrite of the dispel magic spell that includes all errata and other changes for both wizards and priests. Explosive Runes - Added note that the character must be able to read to trigger the runes. Feign Death (Wizard) - Added level scaling. Added notes from the priest version Feign Death (Priest) - Added level scaling. Added notes from the wizard version Flame Arrow - Added the need for a to-hit roll for the second version of the spell. Fly - Added notes about flying while paralysis or caught in rope of entanglement, haste and flying under water Gust of Wind - Limited level scaling to 100% Haste - Added missing page number to PHB. Added clarification that aging happens as soon as the spell is cast. Added notes for fly and magical items. Added notes for psionics Hold Person (Wizard / Priest) - No more randomness! The 1d4 have been removed. The caster chooses how many targets the spell affects. Explained that you cannot freeze someone mid air with the spell Hold Undead - Updated that undead of less than 3 hit dice instead of mindlessness is automatically affected. Changed range to 60 yards from 60 feet. Infravision - Closed parenthesis. Added note that invisible creates cannot be seen with infravision Invisibility 10’ radius - Added buttons for invisibility information Item - Added notes that a shrunken fire is not burning while in cloth form Lightning bolt - Added scaling for how much wood or stone a bolt can break through. Updated the example to reflect that the bolt always reaches a total length of 80 feet, and does not fold over itself. Melf’s Minute Meteor - Added grenade button to the template. Nondetection - Clarified that it does not protect against warding spells. Added notes for psionics Phatom steed - Better format for steed statistics. Added cap to calculated movement speed. Added italics Protection from Evil 10’ Radius (Wizard) - Added psionic notes Protection from Evil 10’ Radius (Priest) - Added psionic notes. Better description for the reverse spell and materials used. Sepia snake sigil - Added duration calculation. Spectral Force - Corrected range to 60 + 10 yards/level matching Phantasmal Force and improve Phantasmal Force. Corrected area of effect to 40-foot cube + a 10-foot cube per level. Suggestion - Added italics Tongues (Wizard / Priest) - Added the reversed spell name. Vampiric touch - added reference to touch attack Water breathing (Wizard / Priest) - clarified that the spell does not allow spell casting underwater. Wraithform - Added italics That is all folks and goodbye! I stated in the start of this post, this will probably be my last update to the sheet. I have been working on this sheet since January 28 2020, over 4 years and I am feeling burned out. The work has gotten more cumbersome and less programmatically interesting. The spells project I started was simply too big. I should have learned from the first time, when I adde the spells from the Player’s Handbook, that trying to tackle the entire Player’s Handbook in one go, is simply too much. Updating the spells has become a never ending task as I keep moving the goal post further away, requires a higher level of perfection from myself. I have earned a much greater respect for the work done by the authors behind For Gold and Glory and Old-School Essentials. I have been playing a lot more World of Warcraft lately which is giving me a lot of intersting problems to code. I have also started DMing which is taking so much more of my time than being a player ever did. I now spend my time doing prep instead of looking up rules or trying to improve the player experience of using the sheet. I hate to leave the spells in this half state, where only the low level wizard spells have been updated with errata, but I have to be honest with myself. I am spending my free time on the sheet, so the work has to be fun. Having the work be a chore that I dread getting to, and instead try to avoid is just not healthy. The sheet itself has become a thorn in my eye with all the design decisions that was made before me, that I want to change with a burning passion, but cannot without breaking your games that you all play. What I really want to do is to create a new 2E sheet from scratch, using all that I have learned with the entirely new infrastructure that Roll20 has been rolling out. This would allow me to design it exactly how I want it, and create all the automations that I so deeply desire. But before I can start such a large scale project I have to stop this one to even have hope of ever getting the time for it. We will see if the day comes where a new 2E sheet is made. I hope it will! Finally I want to say that I am thankful for the time I have spent working on this sheet. I have learned so much about Roll20’s systems, HTML, CSS, and Javascript. Most of all I am so grateful for all of you wonderful people in the 2E community that have all been so supporting of my work. I hope you enjoy this final update and will play 2E long into the sunset, killing Illithids, Beholders, and Red dragons, saving the world and creating a better tomorrow. Goodbye!