Foundry tools · Module 01

Region and Spell
Automation.

More spellcraft. Less micromanagement.

Persistent Region effects, better targeting, concentration cleanup, and improved saving throws. Bring your spells and features together in Foundry VTT.

Module v0.5.7Foundry v14D&D5e 6.0.5+
Spell Region · Illustrated exampleToken enters
The token is outside the Region.Move it inside to illustrate an entry trigger.

Concept illustration. This does not run Foundry or roll damage.

Less repetition at the table

From the area
to the saving throw.

Three ways to keep the action moving: ongoing spell areas, the targets and concentration behind each cast, and saves that are easier to resolve.

I.Make the area matter

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.
Enter · Exit · Move within · Turn start · Turn end
II.Keep the cast connected

Regions, targeting
& concentration

Choose who is affected, correct the card, and clear the area when its job is done.

  • Auto-target according to the spell card. When you place the area, automatic targeting follows the spell card's target setting—such as enemies, allies, or everyone—to select eligible creatures inside it. Enemy and ally selection is relative to the caster. If the card does not specify enemies or allies, the module uses a matching configured Region trigger's targeting mode when available; otherwise it selects everyone eligible in the area. A confirmation step lets you add or remove targets before confirming the activity card's target list and proceeding to saves and damage.
  • Fix targets from the chat card. Use Retarget to replace the card's recorded targets with your current selection. Correct an accidental inclusion, add someone missed, or clear the list without recasting.
  • Let concentration handle cleanup. Regions linked to the originating spell are removed automatically when concentration ends. A marker on the token's right-click HUD gives the GM or actor owner a quick way to end concentration.
  • Clear instantaneous areas. Instantaneous spell and feature Regions, such as Fireball, are removed when the caster's combat turn ends. Saves and damage cards remain available.
Place → Confirm targets → Resolve → Clean up
III.A smoother save

Improved saving throws

Remembered advantage a moment too late? The original roll still counts.

Automatically prompt the affected creature's connected owner for saving throws when casting spells or features that use a Save activity. NPCs and creatures without a connected player owner fall back to the active GM.

  • Adjust after the roll. Hover over a completed saving throw to choose ADV / NORMAL / DISADV. Switch modes without starting the save over.
  • Keep the original dice. The original d20 and bonus dice are retained. An extra d20 is rolled only if needed, then cached for later mode changes, preserving the original roll and its order.
  • Keep the result connected. The save total and success or failure update on the linked cards. Damage already applied is not undone.
“Forgot that save should have had advantage?”Choose ADV. Keep your original roll.
How to use

From spell item
to living Region.

Start with the spell card you already use—from the SRD, the Foundry D&D Player's Handbook, or a D&D Beyond import. The module uses the originating spell item to connect its configured activities and effects to the Region placed when you cast.

Start with Foundry's Player's Handbook. The module includes prebuilt spell configurations you can use, modify, or delete. Choose Add Starting Spell List in the Region Spell Manager, review the recipes against your spell items, then enable the ones you want.

Once configured, just cast the spell. Keep an active GM connected. Start- and end-turn triggers require active combat with an initiative order; they do not run outside combat.

  1. Start with your spell card

    Use an existing spell item from a character sheet or compendium. Its casting activity must create a D&D5e Region, and the follow-up activities and effects you want to use must be available on the item.

  2. Drag in your spell

    Open the Region Spell Manager, choose Add New Spell Region, and drag a spell item from a character sheet or compendium into the drop window.

  3. Follow the configuration

    The configuration window guides you through activity triggers, Region Effects, and conditions. Choose when each activity runs, which creatures it affects, and any Once Per Turn or shared-card options. Match activity names to your spell item. Starter recipes are added disabled for review and do not include spell items or effect data.

  4. Enable it, then cast

    Enable the reviewed configuration and cast the spell normally. Its configuration connects to the placed Region automatically. Test entry, movement, and effect handling; use active combat and initiative to test start- and end-turn triggers. Cast again after changing a configuration.

Ideas for your table

Make the area matter.

Examples from the module's starter recipes. Review the timing against the spell version and activities in your world.

Separate moments

Hunger of Hadar

Connect a cold-damage activity to turn start and an acid save/damage activity to turn end. Two triggers keep the two moments separate.

Turn start → damage   ·   Turn end → save
Movement that adds up

Spike Growth

Use Movement Damage with a Damage activity and a 5-foot increment on a feet-based scene. Movement accumulates pending damage for you to roll and apply.

Movement → pending increments → roll damage
A starting spell list to get you going. Use the included configurations as a first step, then customize triggers, targeting, effects, and conditions to suit your table. The module is built to work with your spells as you configure them; it does not change your spell items or impose preset spell behavior. Adapt a starter configuration or build your own.
Good to know

A few details before you cast.

What versions is this built for?

The local module manifest declares v0.5.7, Foundry VTT v14, and the D&D5e system with a minimum of 6.0.5 and verified version 6.0.6. Later versions need testing. No additional module dependencies are declared.

Does it resolve everything automatically?

Activity workflows can still need saving throws, damage rolls, and other interaction. Movement Damage creates a pending damage card; damage application remains manual. Vision, obscuration, and individual spell exemptions need their own setup.

What does Once Per Turn mean?

One use per target during the current combat turn, including another creature's turn. It is not once per round. Multiple events on the same trigger share the allowance.

Why did changing a trigger not update my area?

Existing Regions keep the behaviors attached when they were created. Cast the spell again after changing events or Region Effects. Check exact spell and activity names, the enabled configuration, and your targeting settings.

Can I use any Region drawn on the scene?

The activity workflow needs D&D5e origin metadata linking the Region to the spell item. An arbitrary manually drawn Region is insufficient. Keep an active GM connected when spells create Regions and during movement damage tracking.

Keep exploring

The spellbook, behind the scenes.

Source, detailed setup notes, starter recipes, and a place to report issues.

Links come from the local module documentation; public availability has not yet been verified. Installation through Foundry requires a published GitHub release containing the manifest and module ZIP.