Hi cevune! Sort of. It might be achievable with something like the Customizable Roll Listener script, which automatically runs macros when it detects certain text strings in specific roll templates. That would be universal, and happen every time it is detected, which might get tedious in a large battle, YMMV. BTW, you can make the macro a little less step intensive. If you think that the attacker will always have their token selected at time of attack, you can put in @{selected|token_id} instead of @{target|Caster|token_id}, but this is a matter of preference. Identifying the caster might make more sense in your case. My examples below use @selected, because it was faster for testing. You can make it an option at run time, by including a button in the attack. This is a several step process: 1) Put the attack in edit mode In the description put a command button that will generate the FX command. Normally, you would think you could put in the command like this: [blast](/fx beam-smoke @{selected|token_id} @{target|Foe|token_id} ) That won't work, because the references will try to resolve in the middle of the attack roll. Instead, you need to defer it. You can place the fx command in a macro or use an ability in a Macro Character Sheet . We'll use a macro here for simplicity, but the Macro Character Sheet. has some advantages in portability. 2) So, create a macro called "Blast" in the collections tab. Make sure to scroll down and add "All Players" to the permissions. This will make it universal. 3) In the description field of the attack, add this text instead of the non-working text in example 1: [blast](`#blast) Note the back tick before the macro call. This ensures the macro will be called and resolved properly. By placing the command this way, we ensure the targeting syntax will wait until the attack is resolved and the button is pushed in order to run. Now whenever you roll that attack, a button will appear in the description field that will give the user the choice of running the fx command. Here are the parts laid out: Note that the work here is done up front, creating the macros. In the future, all you will need to do is add "[blast](`#blast)" to the description field of any attack you want to have this ability. I would finally advise looking into the Macro Character Sheet link. This will give you portability if you want to move the macros into another game without re-creating them all. Since they all use generic fx commands, and all you are using from the character sheet is the list of Abilities, this should work even if your game uses a different sheet, like Pathfinder.