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So, it would be very cool if the system supports Spell Points!
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Forgive my ignorance, I'm brand new to the world of Foundry and macros/code in general,
Is there a way to reference spell points through a macro or roll? I want to have a potion that, when consumed…
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The vanilla Charges system allows for manual editing, but doesn't work with weapons if you want to maintain the Attack feature. The current "Magic Items" module allows the use of the Attack feature in…
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Currently it's possible to configure specific rewards. It's needed to be extended with:
- [x] random skill/spell/creature from list/level/school
- [ ] random skill/spell/creature except from list/le…
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### Preliminary checks
- [X] I've checked that there aren't [**other open issues**](https://github.com/ihhub/fheroes2/issues?q=is%3Aissue) on the same topic.
- [X] I've checked that this issue is rep…
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1. Could you make it so that linked Eidolons also gain the same Spell Attack Modifiers and DC training as their Master in addition to skill matching? For example, if the Master has Expert in Spell Cas…
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I'm assuming it's not supposed to do this, so I figured I'd let you know. The default "Spell Points" item is set to "recharge" on a short rest, rather than a long rest. So, whenever my players short r…
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It's possible to configure different spell points consumption and spell points progress for different types of spellcasters?
Like, a fullcaster would use one "profile", a thirdcaster another "profi…
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As the title suggests, it would be nice to be able to define a custom spell point progression for the module.
For Future On-Lookers: See [Advanced Magic - Spell Points System 5e](https://github.com/m…
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**Describe your proposal**
Player can decide if during quick combat or autocombat AI can:
1. Cast all of the spells
2. Cast spells requiring only 0 spell points.
3. Resolve battle without spells