I'll need Andrew K. to clarify if he only needs the MagicItem Skill checkboxes to be checked to match the target character, or if the MagicItem needs its Ability scores to be adjusted to match the target character as well. In D&D 5th Edition there are 6 Ability Scores, and 18 Skill Checks, and each Skill Check has a default Ability Score that it is tied to. (You can use alternate Ability Scores for Skill Checks, but that isn't relevant for what is being done here.) Ability Scores : Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma Skill Checks : Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival Skill Checks by default Ability Scores : Strength: Athletics Dexterity: Acrobatics, Sleight of Hand, Stealth Constitution: (none) Intelligence: Arcana, History, Investigation, Nature, Religion Wisdom: Animal Handling, Insight, Medicine, Perception, Survival Charisma: Deception, Intimidation, Performance, Persuasion Proficiency Bonus is level based, and the attribute is always simply named 'pb'. On the 'D&D 5E by Roll20' sheet, each Skill Check has a checkbox for whether the character is proficient in that skill or not, with a related attribute that is named 'SKILL_prof', such as 'athletics_prof', 'acrobatics_prof', 'sleight_of_hand_prof', etc. (Sleight of Hand and Animal Handling have spaces in the name, which are replaced with underscore characters in the attributes names.) A value of '0' is not proficient, and the checkbox shows as unchecked. A value of ' (@{pb}*@{SKILL_type})' is proficient, and the checkbox shows as checked. The naming convention is maintained throughout for each of the 18 Skills. Instead of using a query, I'm pretty sure the goal is to have a single Mod command that will replace all of the MagicItem's Skill Check proficiencies with the target character's Skill Check proficiencies. I wasn't sure if there was way to write a command that would check each Skill Check proficiency on TargetCharacter, and toggle the corresponding Skill Checks on MagicItem to match. I'm not sure if MetaScripts would be able to search through all of the TargetCharacter's attributes and find all of them that end in '_prof' and then copy the value of those onto MagicItem. I'm guessing it is possible, but since the attributes don't change, then Andrew K. can use this command: But it could be done with a single static command like this, where each Skill is listed inside it's own {& if} ... {& else} {& end} construction: !setattr --silent --charid @{MagicItem|character_id} --replace {& if "@{target|Wielder|acrobatics_prof}" = "0"} --acrobatics_prof|0 {& else} --acrobatics_prof|(\\at{pb}*\\at{acrobatics_type}) {& end}{& if "@{target|Wielder|animal_handling_prof}" = "0"} --animal_handling_prof|0 {& else} --animal_handling_prof|(\\at{pb}*\\at{animal_handling_type}) {& end}{& if "@{target|Wielder|arcana_prof}" = "0"} --arcana_prof|0 {& else} --arcana_prof|(\\at{pb}*\\at{arcana_type}) {& end}{& if "@{target|Wielder|athletics_prof}" = "0"} --athletics_prof|0 {& else} --athletics_prof|(\\at{pb}*\\at{athletics_type}) {& end}{& if "@{target|Wielder|deception_prof}" = "0"} --deception_prof|0 {& else} --deception_prof|(\\at{pb}*\\at{deception_type}) {& end}{& if "@{target|Wielder|history_prof}" = "0"} --history_prof|0 {& else} --history_prof|(\\at{pb}*\\at{history_type}) {& end}{& if "@{target|Wielder|insight_prof}" = "0"} --insight_prof|0 {& else} --insight_prof|(\\at{pb}*\\at{insight_type}) {& end}{& if "@{target|Wielder|intimidation_prof}" = "0"} --intimidation_prof|0 {& else} --intimidation_prof|(\\at{pb}*\\at{intimidation_type}) {& end}{& if "@{target|Wielder|investigation_prof}" = "0"} --investigation_prof|0 {& else} --investigation_prof|(\\at{pb}*\\at{investigation_type}) {& end}{& if "@{target|Wielder|medicine_prof}" = "0"} --medicine_prof|0 {& else} --medicine_prof|(\\at{pb}*\\at{medicine_type}) {& end}{& if "@{target|Wielder|nature_prof}" = "0"} --nature_prof|0 {& else} --nature_prof|(\\at{pb}*\\at{nature_type}) {& end}{& if "@{target|Wielder|perception_prof}" = "0"} --perception_prof|0 {& else} --perception_prof|(\\at{pb}*\\at{perception_type}) {& end}{& if "@{target|Wielder|performance_prof}" = "0"} --performance_prof|0 {& else} --performance_prof|(\\at{pb}*\\at{performance_type}) {& end}{& if "@{target|Wielder|persuasion_prof}" = "0"} --persuasion_prof|0 {& else} --persuasion_prof|(\\at{pb}*\\at{persuasion_type}) {& end}{& if "@{target|Wielder|religion_prof}" = "0"} --religion_prof|0 {& else} --religion_prof|(\\at{pb}*\\at{religion_type}) {& end}{& if "@{target|Wielder|sleight_of_hand_prof}" = "0"} --sleight_of_hand_prof|0 {& else} --sleight_of_hand_prof|(\\at{pb}*\\at{sleight_of_hand_type}) {& end}{& if "@{target|Wielder|stealth_prof}" = "0"} --stealth_prof|0 {& else} --stealth_prof|(\\at{pb}*\\at{stealth_type}) {& end}{& if "@{target|Wielder|survival_prof}" = "0"} --survival_prof|0 {& else} --survival_prof|(\\at{pb}*\\at{survival_type}) {& end} This command only makes the MagicItem Skill Check checkboxes match the TargetCharacter's Skill Check checkboxes, but doesn't adjust the related Ability Score or Proficiency Bonus values, which can fairly easily be added as well. Adding Ability Scores and Proficiency Bonus to have MagicItem match the TargetCharacter is much simpler and would just require adding this at the end: --strength_base|@{target|Wielder|strength_base} --dexterity_base|@{target|Wielder|dexterity_base} --constitution_base|@{target|Wielder|constitution_base} --intelligence_base|@{target|Wielder|intelligence_base} --wisdom_base|@{target|Wielder|wisdom_base} --charisma_base|@{target|Wielder|charisma_base} --pb|@{target|Wielder|pb} Then if the MagicItem needs to have a 'reset' set of values, that could be done with a fairly simple ChatSetAttr command as well (setting everything to '0'): !setattr --silent --charid @{MagicItem|character_id} --replace --acrobatics_prof|0 --animal_handling_prof|0 --arcana_prof|0 --athletics_prof|0 --deception_prof|0 --history_prof|0 --insight_prof|0 --intimidation_prof|0 --investigation_prof|0 --medicine_prof|0 --nature_prof|0 --perception_prof|0 --performance_prof|0 --persuasion_prof|0 --religion_prof|0 --sleight_of_hand_prof|0 --stealth_prof|0 --survival_prof|0 --strength_base|0 --dexterity_base|0 --constitution_base|0 --intelligence_base|0 --wisdom_base|0 --charisma_base|0 --pb|0 With all that said, it was a fun exercise to figure out how to use some MetaScripts a bit more. But in the end, it might be easiest to simply create seperate MagicItem character sheets for each TargetCharacter and not have to worry about swapping anything between sheets! ;D