Abilities And Effects
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Abilities And Effects • Approve Actions • Attacks • Character Sheet • Controls And Shortcuts • Core Dice • Creating Maps • Creature Creation • Creature Visibility • Decision Window • Dice Results • Draw Tools • Facing • Game Log • Game Tools • Handouts • Initiative Tool • Library • Map Markers • Marketplace • Marketplace Purchasing Gold • Merging Tokens • Movement • Multiple Maps • Options Menu • Quick Start Guide • Roster • Rule Sets • Saves And Skills • Spell Casting • SRD Options
Abilities And Effects
To find the spells and effects your character currently has active, open the Mini window by double-clicking on the creature you own then going to the "Effects" Tab.
Activate Ability or Effect
To activate an Ability, goto the Abilities Tab in the Creature Mini Window and select the ability you wish to use. If an item can not be selected it means you are out — already used your daily use of the ability, or out of charges for a consumable item. For this example, let's pick "Fight: Defensively".
Ability or Effect Target
After selecting the ability, make sure the "Effect" is accurate, if not click anywhere in the white box with the written effect to update the effect. Once the effect is set correctly, click on the white box where "click to target" is displayed. This will give you a selection tool to individually select the affected creatures - alternatively, you may use a template to select a group at this point.
This is the window that will appear once you click on the white box with "click to target". Pick the creature you wish to be affected by the effect using the selection tool or a template.
Submit Ability or Effect
After you are happy with the selection, press the green "OK" button.
This is now what is going to be submitted to the Judge/GM for approval, once it looks accurate press "OK" to submit it to the Judge/GM for approval.
Create Ability or Effects
Effects are a method of tracking ongoing and instantaneous numerical modifiers on creatures. Effects can represent status effects, positive or negative modifiers, and even damage or heal over time conditions. Judges/DMs can create an effect on one or more units any time. In addition, any time a player casts a spell, they get the option to apply an effect.
This window lists any effects that are currently on creatures.
• You can dispel any effect as a whole by clicking on the X next to the effect entry. This removes the effect from ALL creatures.
• You can remove effects from one or more creatures individually by clicking on the X to the right of the creature listing under each effect.
• Effect durations are also listed to the right. They automatically count down as time is advanced or combat progresses. Effects that expire are automatically dispelled.
• Any numerical modifiers and descriptions are also shown.
Create: Creates an effect.
Cancel All: Cancels all effects on all creatures on all maps.
Creating the Effect
When you choose to create an effect, you will first be given a window to name your special effect, set numerical components, and select targets. It's entirely possible to create an effect that has no numerical components - just a name and maybe a duration.
• Fill in the desired name (like Prayer)
• If you need to add more targets, click on the Target line. You will be given a new screen that displays current targets and your cursor will become a targeting reticule. As you click on creatures, they are added to the list. Remove creatures from the list by clicking the X next to their name.
• When you are satisfied with the name & targets, click the Effect line.
Editing an Effect
The Edit Effect window gives you several choices, including Saving/loading, setting modifiers, duration, and saves.
• You can save an existing effect that you've created by clicking the Save button, then typing in a name into the field provided. This closes the Edit Effect window, so make sure you have set the properties of your effect before you save it.
• Likewise, you can load effects that you previously saved by clicking the pull-down arrow next to the buttons, then clicking Load.
• To delete a previously saved effect, select the effect, then press the DELETE key on your keyboard.
• Attack: set specific modifiers, which can be either unnamed or have specific names for stacking consideration.
• Ability: Apply modifiers to any ability score. d20pro correctly makes all necessary adjustments to AC, hp, etc.
• AC: any kind of AC modifier, even Custom ACs can be affected.
• Hit Point: This tab lets you set hp modifiers. This can range from instantaneous damage or healing to temporary hit points.
• Set diced or fixed amount of hit point adjustments by clicking on the buttons.
• Choose the type of hit point adjustments you want by selecting them from the pull-down lists (fire, cold, etc).
• Healing is considered a TYPE and chosen from the pull-down list (see screen-shot).
• Temporary hit points do NOT stack (as per 3.5 rules) and d20pro automatically counts only the highest effect total. d20pro also correctly deducts hp from the temporary ones first.
• Fast healing occurs at the beginning of the creature's turn.
• To apply Damage over Time, type a negative number in the Fast Healing / DOT box.
• Description: This is a publicly visible description of the effect, viewable by any owner of an effected unit. Players that don't own the unit will not see this.
• Notes: These are general notes that you may wish to make about the effect. They don't appear on the unit or tool-tips - just here.
Duration & Saves
You can set durations in rounds, minutes, hours, days, etc. and d20pro will track the durations of the effect, automatically dismissing it from all creatures whenever the effect expires.
Saves: Saving throw values can also be typed here. Some notes:
• If a save DC is set, all creatures targeted by the effect will automatically roll their saves when you apply it.
• Creatures that make their saves will have a green asterisk by their icon. Creatures that fail their saves will have a red asterisk.
• You can manually change whether a creature succeeds or fails their save by clicking on the Target line after saves have been rolled (when you see asterisks). Then move the creatures to the succeed or fail columns via the arrow buttons.
• When you are happy with the saves and effect, any effect or damage (if applicable) is applied to the creatures.
Create Magic Missile
Name = Create a name that you can quickly identify the effect.
Amount = The number of times available this ability can be used, and at what frequency.
Effect = Click on this space to bring up the Edit Effect Window.
To hit = Increase or Decrease the value and select the bonus type to give a bonus to attack.
Damage = Increase or Decrease the value and select the bonus type to give a bonus to damage.
Grapple = Increase or Decrease the value and select the bonus type to give a bonus to grapple.
Duration = Select the Duration value and select either instant, round(s), minutes(s), hour(s), day(s), infinite. The duration value will not be selectable if "instant" is chosen.
Save = If the effect has a save, select the Save check-mark box then enter the DC of the effect. Then choose if the save is Fort, Ref, or Will, and choose if a successful save for half or negates the effect completely.
If the Effect has an affect on Str, Dex, Con, Int, Wis, or Cha, this is the place to increase or decrease the value and enter the bonus type.
If the Effect has an affect that increases or decreases any defenses, this is the place to increase or decrease the value for the effect. The Judge/GM can either enter in the value with a number key on the keyboard, use the small up and down arrows, or click in the box and use the mouse wheel to increase or decrease the value.
If the Effect has an affect that increases or decreases any saves, this is the place to increase or decrease the value for the effect. The Judge/GM can either enter in the value with a number key on the keyboard, use the small up and down arrows, or click in the box and use the mouse wheel to increase or decrease the value.
Hit Point Tab
If the Effect has an affect on Hit Points.
Temporary hit points = Gives affected creature temporary hit points.
Fast Healing/DOT = Gives affected creature Fast Healing (positive numbers) or Damage Over Time (negative numbers).
Add Diced = Will add a line of dice where the type of damage or healing. Pick the number of dice, the amount of dice and the bonus.
Add Fixed = Will add a fixed number of hit point damage or healing for this effect.
The description will be displayed in the Active Effects Window, and the creature's Mini Window under their Effects Tab. If the duration is set to instant, even if there is a description of the effect it will not be present in either window when used on a creature.
The notes entered in the Notes Tab will not be displayed anywhere except when you view the effect prior to applying it to a creature.