Persistent Region effects
Built from the spells themselves. Configured by the GM. Connected to the area your player places.
Use a spell's own activities to trigger events when creatures enter, exit, or move through its Region, or start and end their turns inside it. A natural fit for ongoing areas such as Spirit Guardians and Hunger of Hadar.
- Make it your own. Configure custom or prebuilt spells with matching activities and the events your table needs. The module automatically attaches that configuration to the Region created by the player's cast.
- Let effects follow the area. Add conditions or existing spell Active Effects to apply to creatures inside the Region and remove the Region's effects when they leave.
- One turn, one shared spell card. Enable Share Activity Card Per Turn alongside Once Per Turn. Cast Spirit Guardians, then move through four or five different NPCs: newly affected creatures join the same card for saves and damage, while each creature triggers at most once that combat turn. When the cast and trigger use the same activity, they can share the initial cast card.
- Add targets after the damage roll. New creatures are also added to linked damage cards, reusing the damage already rolled. The target list grows as you move, even if creatures later leave the area. Each creature still resolves its own save, and you apply damage to the appropriate new targets. A new combat turn starts a fresh card.
- Count the movement for you. For spells such as Spike Growth, Movement Damage tracks distance in configured increments and builds a pending damage total. Roll from the card when ready, with GM + and − controls for adjustments.