FoundryVTT module for using Spell Point in D&D5e.
Not using spellpoints for your games? well, you should, spellpoints are much better than slots!!
This module uses the variant rules found in the DMG to allow character to cast spells using a resource named "Spell Points". It also allow to create your custom Spell Points / Mana rules and advancement system.
https://github.com/misthero/dnd5e-spellpoints/blob/main/CHANGELOG.md
https://raw.githubusercontent.com/misthero/dnd5e-spellpoints/main/module.json
into the module installer inside foundry when it asks for the manifest.dnd5e-spellpoints
.You are ready to go, now spells cast by player's characters will use spell points instead of slots.
Notice: Slots won't disappear from character sheets, but they will always stay full as long as this module is enabled.
Configurable resource name (DnDV2 only).
Warlock can use spellpoints (disabled by default).
NPC can use spellpoints (disabled by default).
Configurable formulas. All numerical fields are powered by FoundryVTT's Roll class. This not only give you access to functions like round
and kh
but also data within the characters themselves such as @details.level
or @abilities.cha.mod
. See Data Paths as Variables for more information. The following fields are formulas:
1
.Optionally you can enable a variant rule to allow players to keep casting even when they run out of spellpoints using their own life with terrible consequences if you are using the Advanced Magic - Spell Point System 5e! available as "Pay what you Want" on DriveThruRPG.
By the DMG, a character will always have enough spell points to create the spell slots they would normally have. This can be calculated by starting with 0
and adding up the spell point cost of every slot they would normally have, multiplying it by 1
.
Base Formula
0
Spell Point Multiplier
1
See the Advanced Magic spell point system for why characters may not always have enough spell points to cast all of their normal spell slots.
Base Formula
ceil(
(
1 * @spells.spell1.max +
2 * @spells.spell2.max +
3 * @spells.spell3.max +
4 * @spells.spell4.max +
5 * @spells.spell5.max +
<!-- 6 * @spells.spell6.max + -->
7 * @spells.spell7.max +
8 * @spells.spell8.max +
9 * @spells.spell9.max
) / 2
)
+
@attributes.spelldc - 8 - @attributes.prof
Spell Point Multiplier
0
Foundry VTT V9: Create a macro with the following script:
console.log(actor.data.data)
Foundry VTT V10+: Create a macro with the following script:
console.log(actor.getRollData())
While selecting a token, execute the macro. Then, look at the console. This will tell you all the data that is available to you when writing a formula.
You can test out a formula by rolling it in chat while selecting a token. The following formula would determine the largest modifier which are typically used for spell casting, and it would roll it in chat.
/roll { @abilities.wis.mod, @abilities.int.mod, @abilities.cha.mod}kh
It is also possible to add a module or create your own module that edits or adds information to actor.system
. This new information will be available to the formulas with no concerns over compatibility.
None at the moment but please let me know if any.