Reference - Effects

The following sections details the conditions, modifiers and other components which can be used to create effects within the 2e ruleset. A number of examples are also provided to help users get started.

Combat Tracker

When an effect is applied to an actor in the combat tracker, some additional fields are available to the DM.

  • Active State: By default, an effect is set to always be active (i.e. On). The active state can be toggled to Skip or Off. If set to Skip, the next application of the effect will be skipped, and then the effect will be set to On again. If set to Off, the effect will no longer be applied to rolls, but will remain in the CT.

  • Duration: When the main duration field is set to Start/End Turn values, an additional field will be shown to track the initiative number when the duration should start/end.

  • Applied By: The active actor will be used as the source actor of an effect, and shown in the lower right of the effect entry. If no actor is active, then this field is hidden. To set the source actor of an effect, drag the name field of a CT actor onto the label field of a CT effect entry. The source is usually just informational, but may occasionally be used to support advanced effects (such as Marked). Click on the Applied By field to clear the source actor.

  • Targets: By default, effects are applied to relevant rolls for all targets. However, some effect components can be targeted (such as attack and damage modifiers). A targeting button is shown next to each effect entry, and can be dragged onto a CT entry or CT-linked token to specify that the effect is targeted to a specific actor or set of actors. Additional options to target all allies or enemies are available by right-clicking on the targeting button. The Targets field is hidden unless targets are defined. Click on the Targets field to clear the targets.

Effect Targeting

As described above in the dialog for Spell/Ability Effect there is a box for ‘Targeting’ which can be set either to ‘Targets’ or ‘Self’. It is important to understand that this isn’t asking you to tell Fantasy Grounds who the target of the effect is but rather where the effect should reside.

It needs to be noted that not every modifier can be used in this way.

Effect String Syntax

As has been seen from the notes above there is a syntax which must be followed so that effects will work successfully.

  • Modifiers need to be followed by a colon ':' if you intend to have anything after them such as a number, dice etc. If the colon is missed then Fantasy Grounds assumes that there is nothing to follow. Thus if the effect requires nothing after the modifier the colon can be missed out.

  • Some modifiers can accept descriptors. These must follow the dice or number separated by a comma. For example ATK: 1d6, melee

  • If the modifier is to be modified by a player stat then that should be enclosed in square brackets '[]'. For example STR: -[1d6] would apply a random 1-6 minus value to the strength of that n/pc.

  • Effects can be chained together but each must be separated by a semi colon ';'. For example AC: 1; ATK: 1; DMG: 1d6

  • You can add a description to an effect ending in a semi colon. For example Bless; SAVE: 1d4; ATK: 1d4. this is useful for reminding players what the effect is.

  • A special tag '!' can be used as a kind of logical NOT. For example the effect "RESIST: bludgeoning, piercing, !magic" creates an effect which allows whoever has the effect to resist damage from bludgeoning or piercing weapons provided they are not magical. If they are magical then all of the damage will get through. Other useful delimiters are !silver and !adamantine.

Effect Conditions

  • The following are built into the code and can be applied to a character or NPC either via an effect from the character sheet or Combat Tracker or by applying it from the effects button in the UI.

  • Not case-sensitive.

Condition

Modifiers Applied

Notes

Status

Blinded

ATK -4 (-2 with blind-fighting skill), SAVE -4, No Dexterity modifiers, AC -4

 

Charmed

 

 

Charged

+2 to hit, AC reduced by 1, Dexterity and Shield ignored in armor calculations.

 

Deafened

 

 

Encumbered

Moderate: ATK -1; Heavy ATK -2, AC -1; Severe: ATK -4, AC -3

 

Frightened

 

 

Incorporeal

 

 

Intoxicated

ATK -1

 

Invisible

ATK +2, AC improved by 4

 

Paralyzed

No dexterity modifiers, No shield.

 

Poisoned

 

 

Prone

ATK -2, No dexterity modifiers, No shield, AC worsened by 4 if melee attacks.

 

Restrained

No dexterity modifiers, No shield, AC worsened by 4

 

Stable

 

 

Stunned

No dexterity modifiers, No shield, AC worsened by 4

 

Turned

 

Applied to a creature that has been turned. Does nothing mechanically.

Unconscious

 

 

Nodex

No dexterity modifiers.

 

Effect Modifiers

Format: [tag]: [dice/number] [descriptors]

  • Case-sensitive

  • If colon missing, assume no dice, numerical modifier or descriptors.

  • Modifiers stack as long as their bonus type is blank or unique. If two modifiers have the same bonus type, only the larger value will be used.

  • Values between brackets [] will be mathematically processed when effect applied by an actor. For example “AC: [1d3+2]”, “ATK: [$LEVEL/3]”. $LEVEL = replaced with highest level of the character, $ARCANE or $DIVINE will be replaced with arcane or divine spell level. Class name can also be used such as $PALADIN, $BARD/etc and it will be replaced with the class that matches the name.

Modifier Macros

Macro

Result

Macro

Result

$LEVEL

The highest level of the effect source will be inserted.

$ARCANE

The arcane caster level of the effect source will be inserted.

$DIVINE

The divine caster level of the effect source will be inserted.

$[CLASSNAME]

Replace CLASSNAME with a class name such as PALADIN or BARD and the result will be the level of the named class from the effect source.

$MAXHP

The total hitpoints for the target of effect will be inserted.

$CURRENTHP

The current hitpoints for the target of effect will be inserted.

$WOUNDS

The current wounds value for the target of effect will be inserted.

Modifier

Value

Descriptors

Notes

Combat

INIT

(D)

 

Initiative rolls

ATK

(D)

[range]

(T); Attack rolls

AC

(N)

[range]

(T); Armor class

BAC

(N)

[range]

Base armor class

BRANGEAC

(N)

[range]

Base ranged armor class

RANGEAC

(N)

[range]

Ranged armor class modifier.

BMELEEAC

(N)

[range]

Base melee armor class

MELEEAC

(N)

[range]

Melee armor class modifier.

BMAC

(N)

[range]

Base Mental armor class

DMG

(D)

[range], [damage type]*, critical

(T); Damage roll; If critical keyword, only applies to critical damage rolls.

HEAL

(D)

  •  

Healing rolls

HEALX

(N)

[multiplier]

Healing multiplier. For example a 2 would double damage, 0.5 would reduce the damage by ½.

HP

(N)

[range]

Modify actors total HPs this amount.

SAVE

(D)

[range]

Saving throws

POISON

(D)

[range]

Poison saving throw

PARALYZATION

(D)

[range]

Paralyzation saving throw

DEATH

(D)

[range]

Death saving throw

ROD

(D)

[range]

Rod saving throw

STAFF

(D)

[range]

Staff saving throw

WAND

(D)

[range]

Wand saving throw

PETRIFICATION

(D)

[range]

Petrification saving throw

POLYMORPH

(D)

[range]

Polymorph saving throw

BREATH

(D)

[range]

Breath saving throw

SPELL

(D)

[range]

Spell saving throw

SKILL

(D)

[range],[skill]

Skill checks (skill name in lower case)

SURPRISE

(N)

[range]

Modify actor’s surprise chance.

TURN

(N)

[range]

Modify actor’s turn dice roll by this amount. If using the automated turn feature this would modify the roll made.

TURNLEVEL

(N)

[range]

Modify actor’s TURN level by this amount. When using the automated turn feature this would modify the level of turn ability.

ARCANE

(N)

[range]

Modify actor’s Arcane level by this amount for use in spell/powers.

DIVINE

(N)

[range]

Modify actor’s Divine level by this amount for use in spell/powers.

CLASSNAME

(N)

[range]

Modify actor’s “CLASSNAME” level by this amount for use in spell/powers. Example: “BARD:1” or “PALADIN:3”.

Abilities

CHECK

(D)

[ability]

Ability and skill checks

STR

(N)

[bonus]

PC Strength modifier

DEX

(N)

[bonus]

PC Dexterity modifier

CON

(N)

[bonus]

PC Constitution modifier

INT

(N)

[bonus]

PC Intelligence modifier

WIS

(N)

[bonus]

PC Wisdom modifier

CHA

(N)

[bonus]

PC Charisma modifier

BSTR

(N)

[bonus]

Base Strength score

BDEX

(N)

[bonus]

Base Dexterity score

BCON

(N)

[bonus]

Base Constitution score

BINT

(N)

[bonus]

Base Intelligence score

BWIS

(N)

[bonus]

Base Wisdom score

BCHA

(N)

[bonus]

Base Charisma score

PSTR

(N)

[bonus]

Strength percentile modifier

PDEX

(N)

[bonus]

Dexterity percentile modifier

PCON

(N)

[bonus]

Constitution percentile modifier

PINT

(N)

[bonus]

Intelligence percentile modifier

PWIS

(N)

[bonus]

Wisdom percentile modifier

PCHA

(N)

[bonus]

Charisma percentile modifier

BPSTR

(N)

[bonus]

Base percentile Strength

BPDEX

(N)

[bonus]

Base percentile Dexterity

BPCON

(N)

[bonus]

Base percentile Constitution

BPINT

(N)

[bonus]

Base percentile Intelligence

BPWIS

(N)

[bonus]

Base percentile Wisdom

BPCHA

(N)

[bonus]

Base percentile Charisma

Damage

DMGTYPE

(-)

[damage type]

Adds damage type to all damage rolls.

DMGO

(D)

[damage type]*

Damage (Ongoing)

DMGX

(N)

[multiplier]

Damage multiplier. For example a 2 would double damage, 0.5 would reduce the damage by ½.

REGEN

(D)

[special]

Regeneration. Use and/or clause to specify damage types which can overcome regeneration.

IMMUNE

(-)

[damage type], all, [condition]

(T); Immune to damage type; Assumes all if no [damage type] descriptor. If condition specified this will prevent the condition from being applied to the actor

RESIST

(N)

[damage type], all

(T); Resistance to damage type; Assumes all if no [damage type] descriptor.

VULN

(N)

[damage type], all

(T); Vulnerability to damage type; Assumes all if no [damage type] descriptor.

DT

(N)

(-)

Damage Threshold. Immunity to all damage from a single attack if the damage is less than the number specified; otherwise all damage is applied.

DA

(N)

[damage type],all, none

Damage Absorb. Absorb (N) damage of a specific type. When the absorb amount reaches 0 the entire effect entry is removed. Using “none” type will track absorbed but will not absorb damage. Example usage for none is for the “Armor” spell.

DDR

(N)

[damage type]

Damage Dice Reduction. Reduces the damage from type by listed amount. IF multiple values exist for the same damage type the “best” (highest) value will always be used. Example usage “DDR: 2 fire,cold” would reduce all cold and fire damage done per dice (minimum of 1). “DDR: -2 fire” would increase the damage taken from fire +2 per dice.

Situational

COVER25

(-)

[range]*

(T); Cover; (ATK: -2, SAVE:2)

COVER50

(-)

[range]*

(T); Cover; (ATK: -4, SAVE:4)

COVER75

(-)

[range]*

(T); Cover; (ATK: -7, SAVE:7)

COVER90

(-)

[range]*

(T); Cover; (ATK: -10, SAVE:10)

CONCEAL25

(-)

[range]*

(T); Conceal; (ATK: -1, SAVE:1)

CONCEAL50

(-)

[range]*

(T); Conceal; (ATK: -2, SAVE:2)

CONCEAL75

(-)

[range]*

(T); Conceal; (ATK: -3, SAVE:3)

CONCEAL90

(-)

[range]*

(T); Conceal; (ATK: -4, SAVE:4)

Misc

MR

(N)

 

Magic Resistance. When present on an actor this effect will automatically roll a magic resistance check on saving throws.

 (D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
(T) = Effects can be targeted to only apply to modifiers against certain opponents

[range] = melee, ranged
[damage type] = acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder, adamantine, bludgeoning, cold-forged iron, magic, piercing, silver, slashing
[stat] = strength, constitution, dexterity, intelligence, wisdom, charisma
[ability] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill] = any skill name
[condition] = Any condition as noted above except exhaustion. Note [condition] must be all lower case

*= Multiple entries of this descriptor type allowed.

Special Components

  • Unique format for each tag

  • Case-sensitive

Conditional Effects (IF/IFT)

What both these functions do is test a condition and if it is found to be true then the next part of the statement will be carried out, otherwise it will be ignored.

The difference between the two components is that IF looks at the source (i.e. the creature on which the effect is sitting) whilst IFT looks at the target of the creature on which the effect is sitting.

Not only can IF and IFT test conditions (such as paralyzed, blinded, invisible, etc.) but they can also test for conditional operators. There are five of these ALIGN, ARMOR, SIZE, TYPE. As their name suggests, the first three operators test for the alignment, armor, size and type of a creature.

Taken together the testing components and the conditions which they can test for mean that extremely powerful effects can be set up and these are particularly apposite to magic item creation and use. Some #Examples below.

Special Tag

Notes

IF: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the source actor has the specified condition.

IFT: [condition OR conditional operator]

Ignores the remainder of the effect components within the effect label, unless the opposing actor has the specified condition.

Avoidance

If spell targeting creature with this effect allows half damage on a save, then this creature will be marked for no damage on successful save and half damage on failed save.

Conditional Operators

  • Not case-sensitive

Operator

Notes

ALIGN ([alignment])

If the creature indicated by the conditional effect has the given alignment, then this operator returns true.
Neutral is assumed for creatures where not specified.
True neutral checking is not supported due to necessary assumptions to make this feature work for majority of cases automatically.

ARMOR ([armor type])

If the actor indicated by the conditional effect has the matching type of armor equipped then this operator returns true.

CLASS ([class name]

If the actor indicated by the conditional effect has the matching class then this operator returns true.

SIZE ([size])
SIZE ([>= OR <= OR > OR < OR =][size])

If the conditional effect target is of the correct size or larger/smaller based on the size greater/less than operation, then this operator returns true.
Medium size is assumed for creatures where not specified.

TYPE ([creature type]*)

If the creature indicated by the conditional effect has the given creature type, then this operator returns true.
The humanoid creature type is assumed for creatures where not specified, and for PCs.

CUSTOM ()

Allows for testing of user created conditions, such as in the 'Hex' or 'Hunter's Mark' spells. The condition to be tested for is added in brackets after the CUSTOM keyword. Thus the syntax would be IF: CUSTOM(condition) or IFT: CUSTOM(condition). If the 'condition' is present on the target then the function will return true.

[alignment] = LG, LN, LE, NG, NE, CG, CN, CE, lawful, lawful good, lawful neutral, lawful evil, neutral good, neutral evil, chaotic, chaotic good, chaotic neutral, chaotic evil, good, evil
[size] = T, S, M, L, H, G, tiny, small, medium, large, huge, gargantuan
[creature type] = aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, etc…

* = Multiple entries of this descriptor type allowed.

Examples

General Examples

  • ATK: 2

  • SAVE: 1

  • DMGO: 2d6

  • DMG: 1d6 cold

  • RESIST: fire; RESIST: cold

  • RESIST: 3 slashing, bludgeoning, piercing, !magic

  • CHECK: 10 dexterity

Conditional Examples

Effect Code

Notes

IF: ALIGN (good); DMG: 1d8 radiant

If the character is good then deal an extra 1d8 radiant damage on any damage roll. Note this will return true for any good alignment (Chaotic Good, Neutral Good, and Lawful Good). You can test for any morality (Good, Evil and Neutral) or any order (Chaotic, Lawful or Neutral) or any combination you want (Chaotic Good, Lawful Evil, etc.). The parameter can also be abbreviated to CG, LE, NG etc. Note however that True Neutral is not supported.

IFT: TYPE (giant); DMG: 1d8

If the target of the damage roll is Giant then do an additional 1d8 damage. There is a complete list of what creature types the TYPE conditional operator will accept and you can find a list of acceptable types below. If you want to test for multiple types then you can separate the types by a comma e.g. IFT: TYPE (dragon, aberration, celestial) will return true if any of these types are the target.

IFT: SIZE(>= medium); AC: 2

If the target’s size is greater or equal to medium then get advantage on the attack roll. You can test for greater or equal (>=), less than or equal (<=), greater than (>), less than (<) or equal (=). The size can be abbreviated e.g. S = small, M = medium, etc.).

DMG: 1d6 radiant: IFT: TYPE (dragon); DMG: 2d6, radiant

Deal an extra 1d6 radiant damage to any target, and only if the target is a dragon do an additional 2d6 radiant damage (i.e. for a total of 3d6 additional damage). As with other modifiers the IFT statement can be chained. Make sure however that it is the last statement in line since if the testing condition is false it will ignore everything after it.

IFT: ARMOR(plate,platemail,plate mail); ATK: 2

If the target is wearing armor matching these names the actor will get +2 ATK.

Specific Ability/Trait Examples

Power [Source]

Effect Code

Duration/Target/Expend

Notes

Race - Dwarf

IFT: TYPE(giant,troll,ogre,titan);AC: 4

 

 

Race - Dwarf

IFT: TYPE(orc,goblin);ATK: 1

 

 

Race – Gnome

IFT: TYPE(kobold,goblin);ATK: 1

 

 

Class – Paladin

Paladin Aura(SELF); IFT: ALIGN(good);AC: 1;

 

 

Specific Magic Item Examples

Power [Source]

Effect Code

Notes

Ring of Fire Resistance

RESIST: fire;DDR: 2 fire

Resist fire damage (take 1/2 of it) and reduce the damage per die by 2.

Cloak of Displacement

DISPLACEMENT

First attack will generate message of a miss.

Cloak of Protection +1

AC:1;SAVE:1;

 

Dragon Slayer

IFT: TYPE(dragon); DMG: 2d12

 

Flame Tongue

DMG: 2d6 fire

 

Giant Slayer

IFT: TYPE(giant); DMG: 2d6

 

Gloves of Dexterity

DEX: 1;SKILL: 10 pick pockets;SKILL: 10 open locks

 

Aura Effects

Aura’s are an effect that has a specific range and faction and color. The range is dependent on map scale. If you map uses 10 feet per grid and you would like to have the range of 10 foot, you would set the range on the aura to 10. The faction types can be all (anyone), foe (enemies of the target), friendly (same faction as target) and neutral (source is neutral). The color of the underlay. There are two ways to select a color. One is to enter one of the select pre-configured colors by using the listed options below. The other form is HTML color code in the format of 'rrggbb'. A good site to use to select HTML color codes can be found here.

Operator

Range

Faction

Color

Notes

AURA

(N)

[faction]

[color code]

An aura effect will be used when the target is with N range of the source.

Pre-configured color codes.

  • red

  • pink

  • orange

  • yellow

  • violet

  • purple

  • green

  • cyan

  • brown

  • white

  • grey

Aura Examples

Effect Code

Notes

AURA:10 foe orange;IF:ALIGN(evil);ATK:-2

Any “foe” within 10 of the target will have this effect applied during checks and if evil will have a -2 applied to attack rolls.

AURA: 5 friend 00BFFF;AC: 2

This would grant friendly targets near the source a AC bonus of 2.

AURA: 10 foe A70D6;DMGO: 3

When a target starts it’s initiative and is a foe it will take 3 damage if within 10 feet of source.