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3.5e Spell Macros... Help!

1576472750

Edited 1576487455
I've been trying to figure out how to do spell macros, since one of my players is running a Druid and another is running a Warlock (the last is a Monk, thank fucking GOD ....), so I need to know how to do spell macros for.... well... spells. And I can't figure them out to save my life. Can I get some help here, please? I'm soooo lost. EDIT: And critical hits. I can't get the damage to calculate properly. I haven't even tried getting Burst damage, I'm just trying to get the damage to roll correctly (either rolling damage again, or multiplying by the crit multiplier, either one will work for me.)... I guess I need someone to just walk me through all the coding stuff, cause the tutorial over at&nbsp; <a href="https://wiki.roll20.net/Dungeons_and_Dragons_3.5#Attacks.2Fattack_sequences" rel="nofollow">https://wiki.roll20.net/Dungeons_and_Dragons_3.5#Attacks.2Fattack_sequences</a> &nbsp;makes no sense to me. I can't make heads or tails of it. Any and all help is appreciated, and I'm sorry for jumping on here and asking someone to hold my hand through this, I just want to be able to give my group the best experience, you know?
1576488901
Ziechael
Forum Champion
Sheet Author
API Scripter
As an experienced 3.5e DM on Roll20 I'd encourage you to start putting some of this onto your players, there might be a learning curve for them as well but it will massively reduce the load on you in the future. In the meantime, what I did was build a spreadsheet to parse the spell data into my chosen format (in my case it was the PowerCards API). The template format for the 3.5e sheet is as follows: &amp;{template:DnD35StdRoll} {{spellflag=true}} {{name= @{character_name} casts Doom on @{target|token_name} }} {{School:=Necromancy (Fear, Mind affecting)}} {{Level: =Cleric 1}} {{Comp'nts:=V, S, DF}} {{Casting Time:= 1 std action}} {{Range:= Medium ( [[ 100+10*@{casterlevel} ]] ft)}} {{Target:= 1 living creature}} {{Duration:= [[ @{casterlevel} ]] min.}} {{Saving Throw:= Will negates (DC= [[ @{spelldc1} ]] ) }} {{Spell Resist.:= Yes }} {{ Caster level check: = [[ 1d20+@{casterlevel2}+@{spellpen} ]] vs spell resistance.}} {{compcheck= Conc: [[ {1d20 + [[ @{concentration} ]] }&gt;?{Concentration DC=15+Spell Level or 10+Damage Received|16} ]] }} {{succeedcheck=Success! She casts her spell!}} {{failcheck=She fails :( }} {{notes=Target is filled with a feeling of horrible dread that causes it to become shaken (-2 on attack rolls, saves, skill checks, ability checks).}} You can use or drop as many of those sections as the spell requires. I dropped the entire concentration section from all of mine and set that up as a separate macro completely since it is incidental. The same can be said for Spell Resistance. Then, when you start putting spells together you can also miss out things like saves when they don't apply too... it all adds up to a more streamlined and easier to create template, most of which can be defined with simple excel formulae and data validation, depending on your comfort level with google sheets/excel you can combine a csv list of 3.5e spells with an importer template to create your spells quickly, on the fly.
OK. Thanks for the macro formula, but... and bear with me here: I'm an idiot. Explain to me what all of that gibberish means, please. I can see that " {{Spell Resist.:= Yes }} " means the spell is subject to SR. And I can decipher a couple things beyond that, but how do I set it up for, say, Cure Light Wounds (heal spell), and then one for Fireball (damage spell with an AoE), and one for Draconic Might (Buff spell that modifies ability scores)?
I need to know so I can teach my players, so they can keep track of their own spells. Luckily, I only have a Druid and a Warlock to deal with in one game, and the other is Low/No Magic, so only the Paladin and Ranger have SLAs, and only a couple of them, so I don't have to worry about much there either.
1576622276

Edited 1576624392
OK. My impatient ass went ahead and just subbed in values, and after fiddling with Concentration, then getting pissed off, deleting it and making it a custom Macro, I got it figured out! Not that hard...&nbsp; But, is there a way to get it to make Fireball target an area, and (and I know I'm pushing my luck on this one) show the impact area &nbsp;on the map?&nbsp; ALSO, still need the help on the "can I make the spell macro add/subtract ability scores?" question, and &nbsp;I need help with the Critical Macros for weapons. They ain't rolling the right damage. They roll 1d6, instead of, say, 1d8 for my Druid Player's Longbow (elf druid), and don't seem to properly multiply the damage either. Truth be told, if I could just simplify it to "critical hits double the rolled damage for the attack" I'd much rather use that, cause that's the house rule I use, but if I can't get that, then I'd at least like the "incorrectly rolling the critical damage bonus" thing fixed.
1576660076
Ziechael
Forum Champion
Sheet Author
API Scripter
Glad you got to grips with the template, most of it is relatively logical and plug and play :) With regards to the longbow setup and subsequent critical damage, you need to set the weapons critical multiplier and damage die accordingly: Doubling the damage would require use of the API (which requires that the creator of the game has a pro subscription) since the standard dice roller can't reuse values. You could &nbsp;replace the critical damage calculation with text telling you to double the damage for a manual but visual solution? Your other hopes and dreams are going to be dashed against the API rocks as well I'm afraid. As standard you can't change attributes using macros or create, position and affect graphics. WITH the API you'd be able to: 'summon' a fireball graphic (as long as it was one you had uploaded to your library) place it in the rough area (assuming a targetable token is in the area of effect) Perform mass dexterity saves for tokens in the area Decrease the hitpoints of the creatures in the area accordingly Advanced features like the API are also plug and play but confidence with the basic features of Roll20 and macro creation really help with utilising them to their full ability.
OK. I get all of that, and the API thing is frustrating... But I'll have to deal. Also, I realized my issue. The d8 you have the box around, I replaced it (it's a d6 by default) with the specific damage (say, the Monk's 2d10 at level 20), and that 2d10 there caused it to roll like... 20 d10s. It busted the macro. But, how do I do it for multiple damage dice. For, again, the Monk's unarmed strike (2d10), or the Warlock's Eldritch Blast which does 9d6 at level 20), or a Greatsword, which deals 2d6 damage? This works for the, say, 1d10 of a Bastard Sword, or the 1d8 of a Longbow, but for multi damage dice weapons, how do you go about that ?
Also, sorry for the late as fuck reply, I've been having net issues...
1577203414
Ziechael
Forum Champion
Sheet Author
API Scripter
Haha, no worries! The multiple dice thing is a pain in the backside, the way around it is to for the correct calculation of additional dice... 2d10 becomes [[ ( @{weapon1critmult}-1 )*2 ]]d 10 It's basically saying to take the crit multiplier (-1 since damage has already been rolled initially) and multiply the result by the number of dice normally rolled, resulting in 2d10 additional damage on a x2 crit or 4d10 on a x3 crit. 9d6 becomes [[ ( @{weapon1critmult}-1 )*9 ]]d 6
HA! It works! Thanks man. I'm a bit disappointed that I need the subscription to get the double damage, and the Fireball stuff. I guess I'll just have my Wizard player paint the Fire Wall effect. Also, final question, and I promise it's the final question, for a spell like Scorching Ray, or Magic Missile, since they can target multiple people with Touch Attack Rolls, is there a way I can make the Spell Macro target more than one enemy, and roll damage for each ray/missile/etc separately?
1577440675
Ziechael
Forum Champion
Sheet Author
API Scripter
All questions are welcome... with multiple target options you can use query tagging to determine any number of them as long as they have unique names: @{target |Target 1 |token_name} @{target |Target 2 |ac} @{target |Victim the third |hitpoints|max} Those tags will show in the 'select target' prompt and can be used by multiple calls for various attributes with a single target selection (like repeating a query value using the same query name) so in the above example if they were all Target 1 calls you'd get the name, ac and max HP for the target token with only a single click. You can combine that with multiple attack rolls to compare against AC or add token name based targets for a magic missiles damage. Magic missile has an automatic template added in the 3.5e sheet: {{checkroll=hitting for [[ 1d4+1 ]] | [[ 1d4+1 ]] | [[ 1d4+1 ]] | [[ 1d4+1 ]] | [[ 1d4+1 ]] force damage.}} Would instead become something like: {{checkroll=hitting for [[ 1d4+1 ]] on @{target|Target 1|token_name} [[ 1d4+1 ]] on @{target|Target 2|token_name} [[ 1d4+1 ]] on @{target|Target 3|token_name} [[ 1d4+1 ]] on @{target|Target 4|token_name} [[ 1d4+1 ]] on @{target|Target 5|token_name} force damage.}} Of course you might want to only target the 1 token or have a handful of missiles hit the same target at least. You'd still have to select 5 targets but could quickly and easily click multiple times on the same victim. Can't help you if the GM has set up tokens to have the same name though, if all available targets are called 'Goblin' the output isn't going to matter lol, again something that the API could likely help out with but the native system will always require some extra manual effort to rectify.