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Adding damage and saving throws to spells in an exploitable format

See original GitHub issue

Issue Description


With the help of the Let’s Role’s community, we would like to know if you’d be interested in adding some more specific data to spells, in particular damages, saving throws, and saving throws effects. Right now that data is available only in the description, which makes it difficult to parse.

For example we could add :

    "index": "acid-arrow",
    "name": "Acid Arrow",
    "desc": [
      "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn."
    "higher_level": [
      "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd."
    "range": "90 feet",
    "components": ["V", "S", "M"],
    "material": "Powdered rhubarb leaf and an adder's stomach.",
    "ritual": false,
    "duration": "Instantaneous",
    "concentration": false,
    "casting_time": "1 action",
    "level": 2,
    "damage": [
        "damage_type": {
          "name": "Acid",
          "url": "/api/damage-types/acid"
        "damage_dice": "4d4",
        "damage_bonus": 0,
        "higher_level_damage_dice": {
          "3": "5d4",
          "4": "6d4",
          "5": "7d4",

Is that something you’d be interested in? We will crowdsource the data extraction to the Let’s Role community in any case, we were just wondering if a pull request with this kind of data would be relevant to you.

Issue Analytics

  • State:closed
  • Created 3 years ago
  • Comments:17 (6 by maintainers)

github_iconTop GitHub Comments

ogregoirecommented, Jul 3, 2020

@bagelbits Yes, indeed, it does. It’s been a while I wanted to do it. Especially after writing a parser for the dice notation, and seeing how easy it is to write such parser.

ogregoirecommented, Jul 2, 2020

@LetsRoleRPG No, that doesn’t make sense.

Cure Wounds doesn’t inflict damage. Cure Wounds doesn’t inflict negative damage. Cure Wounds heals. It should not be the same. The rules for damage and the rules for healing are different. Think about resistance, immunity or stuff like that.

Also, you answer rather fast: I edited my previous answer and only when I submitted my answer I saw you replied. Can you re-read my previous answer now that it reflects all I wanted to say? Thanks 😉

Read more comments on GitHub >

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