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Powercasting Configuration and Overrides
TLDR
- the powercasting configuration workflow exists so supported actors can override default casting assumptions
- Force-school ideas are Light, Dark, and Universal
- Universal can use highest effective or fixed mode
- 1.3.9 also supports tech casting ability overrides in the same Configure Powercasting dialog
- In the 1.4.0 feature set, Force and Tech point discounts live on the Power Point dialogs (
flags.sw5e.forcePowerDiscount/flags.sw5e.techPowerDiscount)- Powers Known is a prepared count of qualifying owned powers; Free Learn does not count against it
- casting ability and points ability are related but not identical
- the most important advanced paths live under
flags.sw5e.powercastingOverrides.*- full path catalog: Attribute and Active Effect Keys
This page explains the powercasting configuration and override workflow in the SW5E Module.
If you are a GM, advanced player, homebrew author, or contributor and want to understand what the Configure Powercasting controls do, start here.
This page will help you understand:
- what the powercasting configuration workflow is for
- what the Edit-mode cog is meant to change
- how the Light, Dark, and Universal Force-school model works
- how tech casting overrides fit into the same dialog
- what “points ability” means in this workflow
- where to look for the related effect keys and flags
Some actors need more powercasting control than the default sheet assumptions provide.
The SW5E Module now supports a configuration workflow that lets the table control how certain powercasting abilities are chosen, especially for Force-school handling and, in 1.3.9, tech casting ability overrides.
This matters because a table may want:
- a different casting ability than the default
- a different points ability than the casting ability
- a clearer Universal Force behavior rule
- an explicit Tech casting ability instead of relying only on defaults
On supported actors, this workflow is exposed through the sheet’s Configure Powercasting path, typically through an edit-oriented control such as an Edit-mode cog on the Powers tab.
The exact UI placement can evolve, but the purpose stays the same:
- let the user review the actor’s current powercasting setup
- change supported override values intentionally
- avoid hiding important casting assumptions behind raw data only
This workflow is primarily about how the actor’s powercasting abilities are chosen, not about ordinary point spending during play.
In practical terms, it helps control things such as:
- which ability score a Force-school path should cast from
- which ability should matter for point calculations
- how Universal Force should choose between Light and Dark behavior
- which ability Tech casting should use when an override is needed
The Force side of the workflow centers on the Force-school structure:
- Light
- Dark
- Universal
The Light school can have its own casting-ability behavior and its own points-ability override.
The Dark school can also have its own casting-ability behavior and its own points-ability override.
Universal is the most important Force part to understand, because it can follow more than one mode.
Universal Force supports two main ideas:
- highest effective
- fixed
In this mode, Universal uses the better effective result between the Light and Dark paths.
This is useful when you want Universal to follow the actor’s stronger current Force-school result rather than being pinned to one fixed school ability.
In this mode, Universal uses a fixed chosen ability instead of dynamically following the stronger side.
This is useful when the table wants a stable, explicit Universal casting rule for that actor.
1.3.9 extends Configure Powercasting so Tech is no longer a Force-only conversation.
In practical terms:
- supported actors can set a tech casting ability override in the same dialog
- the dialog can show or hide Force and Tech options based on what the actor actually uses
- per-item casting-ability overrides can affect power save DC resolution when that item-level override is present
If your Tech user’s save DC or casting ability does not match the table’s expectation, check Configure Powercasting before assuming the power item itself is wrong.
This is one of the most important practical distinctions on the page.
Casting ability is the ability the actor uses for the school’s casting-facing math.
Points ability is the ability the actor uses for point-related handling where the override model supports it.
Why this matters:
- some tables want both to be the same
- some tables want them separated
- some homebrew builds need the flexibility to choose intentionally
The configuration workflow is not only about setting overrides. It also includes a way to reset the actor back toward the default model by clearing the override state.
This is useful when:
- a test build is no longer needed
- a homebrew experiment should be rolled back
- the actor was configured incorrectly and you want to start clean
If you are a homebrew author or contributor, these are the most important flag paths to know.
flags.sw5e.powercastingOverrides.force.lgt.abilityflags.sw5e.powercastingOverrides.force.lgt.pointsAbilityflags.sw5e.powercastingOverrides.force.drk.abilityflags.sw5e.powercastingOverrides.force.drk.pointsAbility
flags.sw5e.powercastingOverrides.force.uni.modeflags.sw5e.powercastingOverrides.force.uni.abilityflags.sw5e.powercastingOverrides.force.uni.pointsAbility
Tech casting overrides live under the same flags.sw5e.powercastingOverrides family as the Force-school overrides. If you are wiring Active Effects or homebrew automation, check Active Effect Keys for the current exact tech paths supported by your module version.
You may also see school ability data in fields such as:
system.powercasting.force.schools.lgt.attrsystem.powercasting.force.schools.drk.attrsystem.powercasting.force.schools.uni.attr
For a broader reference of effect paths and related bonus keys, use Attribute and Active Effect Keys.
On the current development version and for the upcoming 1.4.0 release, actors can set separate non-negative whole-number Force and Tech point discounts on the Force / Tech Points configuration dialogs.
- Flags:
flags.sw5e.forcePowerDiscountandflags.sw5e.techPowerDiscount - Missing flags behave as discount 0
- These are not Special Traits
characterFlags - Recognized Force and Tech powers apply
finalCost = max(0, rawCost − discount)for usage-dialog preview, Consumption text/warnings, affordability, and actual spend - Item and Activity source costs are not mutated
Configure discounts from the Power Point dialogs. See Attribute and Active Effect Keys for classification.
Powers Known
- The visible numerator is a prepared count of qualifying owned power Items for that cast type
- Free Learn powers are possessed but do not count against Powers Known
-
system.powercasting.{force|tech}.known.maxis a persisted nullable override (characters also derive class maxima) -
system.powercasting.{force|tech}.known.valueis prepared/derived and is not an Active Effect target - Unspecified NPC Known max presents as
N / —
NPC Force/Tech point pools
- When an NPC has an authored pool max greater than 0, current is initialized to that max and persisted
- Prepare does not silently refill spent points back to max
Details and key classification: Attribute and Active Effect Keys.
“Why would I use this instead of just changing an item or description?” Because this workflow changes actor-side powercasting assumptions, not only flavor text.
“What is the difference between casting ability and points ability?” Casting ability affects the school’s casting-facing math. Points ability affects the point-related side where supported.
“Why does Universal behave differently on two actors?” Because one actor may be using highest effective while another is using fixed.
“Where is Tech in this dialog?” In 1.3.9, Tech casting ability overrides are part of Configure Powercasting when the actor supports tech casting.
“Where do I set a Force or Tech point discount?” Use the Force / Tech Points configuration dialogs (1.4.0 feature set), not Special Traits.
“Do I need to use this on every actor?” No. Many actors can stay on their normal defaults. This workflow matters most when you actually need an override.
If an actor’s powercasting behavior does not match what you expected, check:
- whether the actor is actually using a supported powercasting workflow
- whether an override was previously set and forgotten
- whether Universal is using
highest effectiveorfixed - whether a Force/Tech discount is set on the Power Point dialog
- whether the issue is a casting-ability question, a points-ability question, a Tech override question, or a bonus-effect question
- whether a stale
known.maxvalue of0was left behind on an older actor; 1.3.9 migration cleans that case when there is no active powercasting progression
If you are working with effect paths or bonuses, continue to Attribute and Active Effect Keys.
Use the next page based on what you need:
- Sheets & Features for the broader actor-sheet context
- Attribute and Active Effect Keys for exact paths and related bonuses
- Homebrew and Content Authoring if you are building content around this workflow
- Troubleshooting if the actor still does not behave the way you expected
SW5e Module Wiki Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides · Attribute and Active Effect Keys
Need help? Troubleshooting · FAQ · Compatibility & Limitations
SW5e Module Wiki
Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
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