View Full Version : Effects library
bmos
July 14th, 2020, 17:39
nor does magic weapon make the damage magic so it still bounces off of DR incorporeal etc.
am I missing an installed module or something....It's not fully written. Should be:
Magic Weapon; ATK: 1 enhancement; DMG: 1 enhancement; DMGTYPE: magic
so that it bypasses DR/magic
not sure about the first question, although quite frequently effects are applied and people just don't noticed because it doesn't show up where they would expect.
wakhere
July 16th, 2020, 13:58
thats that fixed it. rest of my problems were syntax related....case/upper/ or space related
bmos
October 3rd, 2020, 00:49
Pathfinder Polymorph/Size Bonuses and Penalties (https://www.d20pfsrd.com/BASICS-ABILITY-SCORES/GLOSSARY/#Size) for Medium or Small PCs:
Medium -> Diminutive:
ATK: 4 size; AC: 4 size; CMB: -4 size; CMD: -4 size; SKILL: 12 size, stealth; SKILL: 6 size, fly
Medium -> Tiny:
ATK: 2 size; AC: 2 size; CMB: -2 size; CMD: -2 size; SKILL: 8 size, stealth; SKILL: 4 size, fly
Medium -> Small:
ATK: 1 size; AC: 1 size; CMB: -1 size; CMD: -1 size; SKILL: 4 size, stealth; SKILL: 2 size, fly
Medium -> Large:
ATK: -1 size; AC: -1 size; CMB: 1 size; CMD: 1 size; SKILL: -4 size, stealth; SKILL: -2 size, fly
Medium -> Huge:
ATK: -2 size; AC: -2 size; CMB: 2 size; CMD: 2 size; SKILL: -8 size, stealth; SKILL: -4 size, fly
Small -> Diminutive:
ATK: 3 size; AC: 3 size; CMB: -3 size; CMD: -3 size; SKILL: 8 size, stealth; SKILL: 4 size, fly
Small -> Tiny:
ATK: 1 size; AC: 1 size; CMB: -1 size; CMD: -1 size; SKILL: 4 size, stealth; SKILL: 2 size, fly
Small -> Medium:
ATK: -1 size; AC: -1 size; CMB: 1 size; CMD: 1 size; SKILL: -4 size, stealth; SKILL: -2 size, fly
Small -> Large:
ATK: -2 size; AC: -2 size; CMB: 2 size; CMD: 2 size; SKILL: -8 size, stealth; SKILL: -4 size, fly
Small -> Huge:
ATK: -3 size; AC: -3 size; CMB: 3 size; CMD: 3 size; SKILL: -12 size, stealth; SKILL: -6 size, fly
dllewell had a great idea for expanding this to cover less common sizes (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook&p=548059&viewfull=1#post548059):
to go from huge -> diminutive, combine the appropriate effect from the list above with one of these:
Polymorph(X1): Fine --> Small;STR:6 size; DEX:-6 size
Polymorph(X2): Diminutive --> Small;STR:6 size; DEX:-4 size
Polymorph(X3): Tiny --> Small;STR:4 size; DEX:-2 size
Polymorph(X4): Large --> Medium;STR:-4 size; DEX:2 size; CON:-2 size
Polymorph(X5): Huge --> Medium;STR:-8 size; DEX:4 size; CON:-4 size
Polymorph(X6): Gargantuan --> Medium;STR:-12 size; DEX:4 size; CON:-6 size
Polymorph(X7): Colossal --> Medium;STR:-16 size; DEX:4 size; CON:-8 size
all of these size effects are included in the PFRPG - Spellbook (https://www.fantasygrounds.com/forums/showthread.php?58962-PFRPG-Spellbook) module as well.
SgtPrylo
December 9th, 2020, 17:23
What is the syntax for adjusting concentration checks? 'CONC' is concealment. Thank you.
bmos
December 9th, 2020, 17:39
What is the syntax for adjusting concentration checks? 'CONC' is concealment. Thank you.Officially there isn't one.
Kelrugem's full extension adds one COC: n
EDIT: didn't notice which subforum this is in :D
Kelrugem
December 9th, 2020, 18:04
Officially there isn't one.
Kelrugem's full extension adds one COC: n
When it is about 3.5e though: The SKILL effect can be used, too :)
SgtPrylo
December 9th, 2020, 19:06
When it is about 3.5e though: The SKILL effect can be used, too :)
Thanks...I think. You guys speak in programmese, which we mere mortals do not comprehend. :) I'm trying to add an effect for the Inquisitor Judgement Piercing that adds a +1 to concentration checks and caster level. I already found 'CLC'. Can I just add 'COC'? So far I have: Judgement Piercing; CLC:1 sacred;
Kelrugem
December 9th, 2020, 21:12
Thanks...I think. You guys speak in programmese, which we mere mortals do not comprehend. :) I'm trying to add an effect for the Inquisitor Judgement Piercing that adds a +1 to concentration checks and caster level. I already found 'CLC'. Can I just add 'COC'? So far I have: Judgement Piercing; CLC:1 sacred;
Without extensions: You do not have an effect for CL, so, beware that :) Make an informational effect and then increase the CL manually in the spell class :) (that applies to CLC then, too)
When it is about 3.5e: Then use SKILL: 1 sacred, concentration for the part with the concentration (sacred added as type there if it has that type, otherwise erase it) :)
The COC effect mentioned by bmos is an effect from my overlay package extension for PF1 :) (there is also a CL effect)
SgtPrylo
December 9th, 2020, 21:19
I did add your overlay extension. We'll see how it goes.
Kelrugem
December 9th, 2020, 21:23
I did add your overlay extension. We'll see how it goes.
Ah, cool :)
Then the effect is probably something like CL: 1 sacred; SKILL: 1 sacred, concentration or CL: 1 sacred; COC: 1 sacred for 3.5e or PF1, respectively :)
Zarestia
April 2nd, 2021, 18:35
My effect library (will update if I/my player's create somehting new)
Kelrugem's effects are needed for some effects. I've tested all effects but there still might be errors, so please report any errors :)
Inspire Courage: Inspire Courage; ATK: 1 morale; DMG: 1 morale; IFTAG: charm, fear; SAVE: 1 morale
Elven Immunities: Elven Immunites; IFTAG: spell, spelllike, sleep; SIMMUNE; IFTAG: enchantment; SAVE: 2 racial
Student of Nature: Student of Nature; IF: TYPE(plant); SAVE: 2, fortitude
Defensive Training: Defensive Training; IF: TYPE(giant); AC: 4 dodge
Hardy: Hardy; IFTAG: poison; SAVE: 2 racial
Magic Resistance: Magic Resistance; IFTAG: spell, spelllike; SAVE: 2 racial
SgtPrylo
April 3rd, 2021, 11:44
Is there a list of all the possible tags in FGU? This is where I hit a roadblock now. I can build the effect, but knowing what to tag it is where I hit a wall.
Zarestia
April 3rd, 2021, 16:01
Is there a list of all the possible tags in FGU? This is where I hit a roadblock now. I can build the effect, but knowing what to tag it is where I hit a wall.
Most core things are here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects
For more advanced stuff see the first two extensions from Kelrugem: https://www.fantasygrounds.com/forums/showthread.php?50895-Kelrugem-s-extensions
With the latter you can set (custom) tags for every cast action a PC or NPC performs. If you have a question for a specific tag/effect just ask :)
SgtPrylo
April 4th, 2021, 13:25
Thanks! That is helpful to a point. The large red banner says these are not currently compatible, so I 'll just read.
I read these wikis and pdf cheat sheets and I can follow them about 75%. What would be exceptionally useful (and hopefully not just for me), would a 'cheat sheet' with examples. Some things are pretty easy: Divine Favor; ATK:1; DMG: 1. Others not so much, especially when you have to code an IFTYPE or some other conditional modifier.
What I was really asking is for a list of the tags: deflection, magic, fire, resistance, etc. If it was in there somewhere, I missed it. If it matches the tags in the rules, I'm going to feel awfully silly.
Zarestia
April 4th, 2021, 18:38
Thanks! That is helpful to a point. The large red banner says these are not currently compatible, so I 'll just read.
I read these wikis and pdf cheat sheets and I can follow them about 75%. What would be exceptionally useful (and hopefully not just for me), would a 'cheat sheet' with examples. Some things are pretty easy: Divine Favor; ATK:1; DMG: 1. Others not so much, especially when you have to code an IFTYPE or some other conditional modifier.
What I was really asking is for a list of the tags: deflection, magic, fire, resistance, etc. If it was in there somewhere, I missed it. If it matches the tags in the rules, I'm going to feel awfully silly.
This is in the wiki:
[bonus] = alchemical, armor, circumstance, competence, deflection, dodge, enhancement, insight, luck, morale, natural, profane, racial, resistance, sacred, shield, size
[range] = melee, ranged
[damage type] = acid, cold, electricity, fire, sonic, force, negative, positive, adamantine, bludgeoning, cold iron, epic, magic, piercing, silver, slashing, chaotic, evil, good, lawful, nonlethal, spell
[ability name] = strength, constitution, dexterity, intelligence, wisdom, charisma
[skill name] = any skill name
[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] = F, D, T, S, M, L, H, G, C, fine, diminutive, tiny, small, medium, large, huge, gargantuan, colossal
[creature type] = aberration, animal, construct, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, undead, vermin, air, angel, aquatic, archon, augmented, chaotic, cold, demon, devil, earth, evil, extraplanar, fire, good, incorporeal, lawful, living construct, native, psionic, shapechanger, swarm, water, dwarf, elf, gnoll, gnome, goblinoid, halfling, human, orc, reptilian
* = Multiple entries of this descriptor type allowed.
Need anyhting else or more?
I have an extra campaign just for tesing out various stuff, escpecially the more interesting/difficult stuff...
SgtPrylo
April 9th, 2021, 00:05
Thanks a ton, going back to the wiki to see how I missed this.
Next issue: Healing Surge for a kineticist. Half the total of their blast ability. I have everything setup to calculate the blast total(which equals the heal total), but how to half that number?
Zarestia
April 9th, 2021, 00:14
I don't think you can do arithmetical calculations; aren't healing surges 4e? Could you provide a screenshot of what you got in FG? That might help me and others.
SgtPrylo
April 9th, 2021, 14:36
Healing Surge is specific to the Kinetic Healer archetype for the Kineticist. I added "Healing Surge" as a spell on the Action Tab. I added a Heal to the spell. FGU calculates the healed hp.(which is 1d6 / odd CL +Con bonus +half level), so he has 2d6+6 right now at 4th level.
I've tried a couple of different things:
1: add 0.5 multiplier where FGU calculates the hp healed. Didn't work.
2: add an effect that uses some form of HEAL or H[HEAL]. Also did not work.
I'm at work so I can't send a screen shot right now.
JMPerlin
April 9th, 2021, 15:04
Is there a way to add an effect that requires a dice roll as opposed to a hard number?
Kelrugem
April 9th, 2021, 16:26
Healing Surge is specific to the Kinetic Healer archetype for the Kineticist. I added "Healing Surge" as a spell on the Action Tab. I added a Heal to the spell. FGU calculates the healed hp.(which is 1d6 / odd CL +Con bonus +half level), so he has 2d6+6 right now at 4th level.
I've tried a couple of different things:
1: add 0.5 multiplier where FGU calculates the hp healed. Didn't work.
2: add an effect that uses some form of HEAL or H[HEAL]. Also did not work.
I'm at work so I can't send a screen shot right now.
The static mod in the Heal "formula" allows a 0.5 as multiplier, then choose CL, but then you need to manually insert the CON number; the formulas do sadly not allow more than one variable as for the second summand there.
Or is it about halving the total? You could roll without target, then right-click on the roll in the chat, select "1/2" and then drag&drop the number onto the target :) (map or CT or wound field even)
Is there a way to add an effect that requires a dice roll as opposed to a hard number?
Not sure if I understand you correctly, but certain effects allow adding a dice which is rolled every time the effect gets activated :) If you just want that it rolls only once when the effect is applied, then this is not supported without extensions :)
JMPerlin
April 28th, 2021, 15:35
Hi Everyone, I am still new to the way FGU handles these effects and am not sure what I am looking at, In the effects file the entry for Invisibility is "Invisible; ATK: 2; CA; TCONC" Can someone explain what the "CA; TCONC" is for this entry? PS thank you to everyone who put this together.
Kelrugem
April 28th, 2021, 15:39
Hi Everyone, I am still new to the way FGU handles these effects and am not sure what I am looking at, In the effects file the entry for Invisibility is "Invisible; ATK: 2; CA; TCONC" Can someone explain what the "CA; TCONC" is for this entry? PS thank you to everyone who put this together.
CA means combat advantage :) So, the carrier of this effect treats their targets as flatfooted :)
TCONC stands for total concealment; so, if they get attacked, then they benefit from total concealment :)
More information here: https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643237/PFRPG+and+3.5E+Effects
JMPerlin
April 28th, 2021, 15:44
Thanks
Ilsensine
June 1st, 2021, 22:00
Hello,
can anybody help me with this?
I want to implement the Ice Strike blessing for the Warpriest as a spell effect, it adds 1d4 cold damage on a weapon for 1 minute. But somehow I don't get it working. And additional difficulty: The warpriest wears 2 Kukris, so is there a possibility to choose, on which weapon the additional cold damage through the Ice Strike is added. For example by creating two special effects, each for each weapon?
Kelrugem
June 2nd, 2021, 12:44
Hello,
can anybody help me with this?
I want to implement the Ice Strike blessing for the Warpriest as a spell effect, it adds 1d4 cold damage on a weapon for 1 minute. But somehow I don't get it working. And additional difficulty: The warpriest wears 2 Kukris, so is there a possibility to choose, on which weapon the additional cold damage through the Ice Strike is added. For example by creating two special effects, each for each weapon?
Answered in your separate thread :)
Scribeofthedamned
June 14th, 2021, 06:33
Say, is there a way to make an effect to add a bonus or minus to concentration checks for things like combat casting, the Inquisitor's piercing judgment? I can't seem to find something that will allow me to do this.
Kelrugem
June 14th, 2021, 08:59
Say, is there a way to make an effect to add a bonus or minus to concentration checks for things like combat casting, the Inquisitor's piercing judgment? I can't seem to find something that will allow me to do this.
For 3.5e: Either use the SKILL effect or adjust the skill in the sheet :)
For PF1: There is no effect without extensions but you can expand the info blip of a spellclass (the top one where the spells/days are shown), then there is a box for adjusting the CC :)
DJDust
January 30th, 2025, 19:08
Sorry to necro this thread, but with as often as it is cited as the best list of effects, I've gotta mention an addendum to the list. Magic Weapon/fang/etc need to have the added modifier of DMGTYPE; magic; (currently having to help a DM with understanding why we weren't doing any damage to an incorporeal creature, turns out the creature saw we weren't using "magic" weapons, and ignored the rolls wholesale. Not an issue when calculating the numbers manually, but starts to be problematic with ghost touch and more involved).
Kelrugem's Extended Automation and Overlays (https://forge.fantasygrounds.com/shop/items/1/view) adds the nicety of being able to throw in DMGTYPE: magic, ghost touch; instead for various things such as an Amulet of Mighty Fists that would apply ghost touch to attacks rather than just treating them as magical, but that's more of a boon to those looking for help in that regard, and not really needed for this list.
DJDust
January 30th, 2025, 19:09
Sorry to necro this thread, but with as often as it is cited as the best list of effects, I've gotta mention an addendum to the list. Magic Weapon/fang/etc need to have the added modifier of DMGTYPE; magic; (currently having to help a DM with understanding why we weren't doing any damage to an incorporeal creature, turns out the creature saw we weren't using "magic" weapons, and ignored the rolls wholesale. Not an issue when calculating the numbers manually, but starts to be problematic with ghost touch and more involved).
Kelrugem's Extended Automation and Overlays (https://forge.fantasygrounds.com/shop/items/1/view) adds the nicety of being able to throw in DMGTYPE: magic, ghost touch; instead for various things such as an Amulet of Mighty Fists that would apply ghost touch to attacks rather than just treating them as magical, but that's more of a boon to those looking for help in that regard, and not really needed for this list.
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