Tracking Issue: Spell system improvements
Condensing older issues into one place. Not all will be implemented, just trying to cut down on issues to a manageable number.
- [ ] Stave spellcasting #413
- [ ] Critical Rolls on spells, for spells with different critical scaling like Phantasmal Killer #547
- [ ] Create drag and drop interchangeable spell preparation lists #110
- [x] Allow spell lists to be sorted alphabetically #485
- [ ] Some spells have 3D or other odd areas #1386
- [ ] Create spellcasting entries with features / feats
- [ ] Grant spell items from other items #2008
- [x] Allow for spells with multiple spell types #1905
- [x] Allow for alternate target DCs (Shadow Signet) #3453
- [x] Add heightened info to chat message data #2122 (May be already done)
- [x] Fix healing spells getting damage bonuses #2071
- [ ] Allow spellcasting entries to be collapsed #2202
- [ ] Allow individual spell levels to be collapsed #2304
- [x] Spell variants are orphaned when cast from a consumable #3382
- [x] Enable DamageDice to add dice to a spell's damage (Magical Trickster) #2802
- [x] Add a SpellVariant rule element (see comments)
- [x] Enable Note rule elements to work with spells, for features like Sorcerer bloodlines.
- [ ] Allow for recurring saves #10642
may i suggest to have spells that are of different origin i.e from an archetype or different magic orgiin i.e occultism, or magic items like wands and staffs etc etc. to be tabbed as a miniture tab within the spells tab so that they are divided into subsection tabs. rather than one long list?
you can already do that by making multiple spell lists, and for archetypes and different magic origins you frankly should
you can already do that by making multiple spell lists, and for archetypes and different magic origins you frankly should
what i meant was to have it tabbed as so
or something close to that.
so you can click from different sources.
a better mock up.
On potential way to handle organization by tab is by allowing custom tabs. It's not feasible to add a tab for each source as that becomes a bigger mess fairly quickly due to the number of sources.

However we do a spell sheet redesign it will be fairly contentious I think. There's a lot of data to track there and people are going to be opinionated about how to tackle it. It's possible that we build out the spell sheet with multiple UIs in mind so modules can more easily be made / maintained to provide the UI people want.
For handling amped spells or Spell Trickster we want a way to inject a variant spell, including the ability to cast regular spells with focus points. Something like
{
"key": "SpellVariant",
"override": {
"damageDice": "d12",
"range": "touch",
"heightening": {
"damage": {
"fire": "d12",
"interval": 1
}
}
},
"label": "Amped Melee",
"focus": true
}
We can almost do this now, if we use a DamageDice override on produce flame to d10 predicated on target:distance:5 it would automate the melee range improvement on adjacent enemies, but the condition is melee which means we'd needs to account for reach improvements, even ones as silly as tentacular limbs which could grant a temporary range for the spell of 60+ feet. So to handle that a variant is likely the best otherwise people are dragging new effects to themselves all the time.
i do think damage type would be useful as a quick reference regardless of what happens.
- [ ] Shield of the Spirit (#16007)