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Ziechael's big bag o' macros... and powercards! (3.5 D&D based)

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Ziechael
Forum Champion
Sheet Author
API Scripter
Hi all, in the spirit of sharing, and to give back to the community that has helped me learn how to right macros, shown me what i'm doing wrong with API's and generally been super awesome; I've decided to record and list every macro I use in my D&D 3.5 campaign + Diana P's awesome character sheet. Please note that the spells and special attacks (such as sneak attack etc) utilise the API based power cards and will require a GM with mentor level subscription to use. As I continue to develop the spell and attack sections I'll update this thread as needed. Please feel free to share any of your macros here too, there is nothing better than a whole bunch of examples to help teach newcomers. When posting though please mention the game system you use and whether you use custom character sheets or pre-made templates. Thanks, Ziechael Saving Throws #fortitude @{selected|character_name} performs a Fortitude check: [[1d20 + @{selected|fortitude} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #reflex @{selected|character_name} performs a Reflex check: [[1d20 + @{selected|reflex} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #will @{selected|character_name} performs a Will check: [[1d20 = @{selected|reflex} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. Attack and Damage (I replicate all these replacing appropriate instances of the number 1 with 2-6 for the other weapon slots) #attack1 @{selected|token_name} attacks @{target|token_name} with their @{selected|weapon1name} rolling [[1d20]] + [[d0+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] (check for crit for @{selected|weapon1critmult}x damage on [[@{target|armorclass}]] or better; confirm crit = [[1d20+@{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]]) against @{target|token_name}'s armor class of [[@{target|armorclass}]]. #damage1 @{selected|token_name} hits for [[1@{selected|weapon1damage} +@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization] +?{Other Damage Bonus?|0}[Other Damage Bonus]]] damage! #critdamage1 @{selected|token_name} strikes mightily for [[(@{selected|weapon1critmult})@{selected|weapon1damage}]] + [[d0+(@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization])* @{selected|weapon1critmult}]] + [[d0+?{Other Damage Bonus?|0}[Other Damage Bonus]]] damage! #sneakatt1 !power --emote|@{selected|token_name} strikes from the shadows! --name|Sneak Attack --text1|When an attack is made on an enemy unable to defend itself, such as from behind or when flanked, the rogue is able to target key areas resulting in extra damage. --attack|[[1d20 + @{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + (?{Flank (1=yes)|0}*2)[Flank] +?{Other Att Bonus?|0} ]] vs [[d0+(?{Flat Footed? (1=No)|0}*@{target|dex-mod} + @{target|flatac})]] --Critical Hit Check|[[1d20 + @{selected|BAB}[BAB] +@{selected|weapon1stat}[Ability] +@{selected|size}[size] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1focus}[Weapon1 Focus] + ?{Flank (1=yes)|0}*2[Flank] +?{Other Att Bonus?|0} ]] vs [[(d0+?{Flat Footed? (1=No)|0}*@{target|dex-mod}) + @{target|flatac}]] --damage|[[1@{selected|weapon1damage} + (d0 +@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization]) + (d0+?{Other Damage Bonus?|0}[Other Damage Bonus])]] + [[d1*ceil(@{selected|level}/2)@{selected|weapon1damage}]] --Damage if Critical|[[(@{selected|weapon1critmult}@{selected|weapon1damage}) + (d0+@{selected|weapon1damagestat}[Weapon1DamageStat] +@{selected|weapon1enh}[Weapon1 Enh] +@{selected|weapon1specialize}[Weapon1 Specialization]* @{selected|weapon1critmult}) + (d0+?{Other Damage Bonus?|0}[Other Damage Bonus])]] + [[d1*ceil(@{selected|level}/2)@{selected|weapon1damage}]] --Restrictions|Sneak attacks only work with a max range of 30' and on living enemies with a discernible anatomy. Ability Checks #str @{selected|character_name} performs a Strength check: [[1d20 + @{selected|str-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #dex @{selected|character_name} performs a Dexterity check: [[1d20 + @{selected|dex-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #int @{selected|character_name} performs a Intelligence check: [[1d20 + @{selected|int-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #con @{selected|character_name} performs a Constitution check: [[1d20 + @{selected|con-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #cha @{selected|character_name} performs a Charisma check: [[1d20 + @{selected|cha-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #wis @{selected|character_name} performs a Wisdom check: [[1d20 + @{selected|wis-mod} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. Skill Checks #appraise check @{selected|character_name} assesses the value of an item: [[1d20 + @{selected|appraise} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #balance check @{selected|character_name} checks their balance: [[1d20 + @{selected|balance} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #bluff check @{selected|character_name} tries it on: [[1d20 + @{selected|bluff} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #climb check @{selected|character_name} attempts to climb: [[1d20 + @{selected|climb} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #concentration check @{selected|character_name} concentrates hard: [[1d20 + @{selected|concentrate} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #craft1 check @{selected|character_name} attempts to make something: [[1d20 + @{selected|craft1} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #craft2 check @{selected|character_name} attempts to make something: [[1d20 + @{selected|craft2} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #craft3 check @{selected|character_name} attempts to make something: [[1d20 + @{selected|craft2} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #decipherscript check @{selected|character_name} attempts to find the meaning in some text: [[1d20 + @{selected|decipherscript} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #disabledevice check @{selected|character_name} attempts sabotage: [[1d20 + @{selected|disabledevice} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #diplomacy check @{selected|character_name} tries to be diplomatic: [[1d20 + @{selected|diplomacy} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #disguise check @{selected|character_name} tries to hide their identity: [[1d20 + @{selected|disguise} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #escapeartist check @{selected|character_name} attempts to escape: [[1d20 + @{selected|escapeartist} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #forgery check @{selected|character_name} tries to counterfeit something: [[1d20 + @{selected|forgery} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #gatherinformation check @{selected|character_name} attempts to gather information: [[1d20 + @{selected|gatherinformation} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #handleanimal check @{selected|character_name} works with an animal: [[1d20 + @{selected|handleanimal} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #heal check @{selected|character_name} provides first aid: [[1d20 + @{selected|heal} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #hide check @{selected|character_name} tries to hide: [[1d20 + @{selected|hide} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #intimidate check @{selected|character_name} tries to be imposing: [[1d20 + @{selected|intimidate} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #jump check @{selected|character_name} tries to jump: [[1d20 + @{selected|jump} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowarcana check @{selected|character_name} searches their knowledge of the arcane: [[1d20 + @{selected|knowarcana} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowengineer check @{selected|character_name} uses their knowledge of engineering: [[1d20 + @{selected|knowengineer} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowdungeon check @{selected|character_name} applies their knowledge of dungeoneering: [[1d20 + @{selected|knowdungeon} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowgeography check @{selected|character_name} uses their knowledge of the world: [[1d20 + @{selected|knowgeography} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowhistory check @{selected|character_name} searches their knowledge of the past: [[1d20 + @{selected|knowhistory} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowlocal check @{selected|character_name} uses their knowledge of the area: [[1d20 + @{selected|knowlocal} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knownature check @{selected|character_name} applies their knowledge of the natural order: [[1d20 + @{selected|knownature} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knownobility check @{selected|character_name} applies their knowledge of the upper classes: [[1d20 + @{selected|knownobility} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowreligion check @{selected|character_name} uses their knowledge of the pantheon: [[1d20 + @{selected|knowreligion} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #knowplanes check @{selected|character_name} applies their knowledge of the multiverse: [[1d20 + @{selected|knowplanes} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #listen check @{selected|character_name} listens carefully: [[1d20 + @{selected|listen} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #movesilently check @{selected|character_name} treads lightly: [[1d20 + @{selected|movesilently} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #openlock check @{selected|character_name} tries to pick a lock: [[1d20 + @{selected|openlock} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #perform1 check @{selected|character_name} puts on a performance: [[1d20 + @{selected|perform1} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #perform2 check @{selected|character_name} puts on a performance: [[1d20 + @{selected|perform2} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #perform3 check @{selected|character_name} puts on a performance: [[1d20 + @{selected|perform3} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #profession1 check @{selected|character_name} earns money by plying their trade: [[1d20 + @{selected|profession1} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #profession2 check @{selected|character_name} earns money by plying their trade: [[1d20 + @{selected|profession2} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #profession3 check @{selected|character_name} earns money by plying their trade: [[1d20 + @{selected|profession3} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #ride check @{selected|character_name} tries to ride something: [[1d20 + @{selected|ride} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #sensemotive check @{selected|character_name} looks for an ulterior motive: [[1d20 + @{selected|sensemotive} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #search check @{selected|character_name} searches their surroundings: [[1d20 + @{selected|search} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #sleightofhand check @{selected|character_name} attempts sleight of hand: [[1d20 + @{selected|sleightofhand} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #spellcraft check @{selected|character_name} tries to identify some magic: [[1d20 + @{selected|spellcraft} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #spot check @{selected|character_name} studies their surroundings: [[1d20 + @{selected|spot} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #survival check @{selected|character_name} uses their knowledge of the wilderness and weather: [[1d20 + @{selected|survival} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #swim check @{selected|character_name} tries to swim: [[1d20 + @{selected|swim} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #tumble check @{selected|character_name} attempts a dive, roll, somersault or flip: [[1d20 + @{selected|tumble} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #usemagicdevice check @{selected|character_name} tries to use unfamiliar magic: [[1d20 + @{selected|usemagicdevice} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. #userope check @{selected|character_name} uses a rope: [[1d20 + @{selected|userope} + ?{Other Bonus|0}]] v DC ?{DC Target:|0}. Spells Druid Level-0 #createwater !power --emote|@{selected|token_name} communes with nature. --name|Create Water --leftsub|Druid --rightsub|Conjuration Lvl 0 --Components|V, S -- Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Effect|The caster creates up to [[2*@{selected|casterlevel}]] gallons of wholesome, drinkable water in as small an area as will actually contain it, filling one or more small (or larger) receptacles, or in an area 3 times as large, creating a brief downpour. #cureminorwounds !power --emote|@{selected|token_name} communes with nature. --name|Cure Minor Wounds --leftsub|Druid --rightsub|Conjuration Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|Touch. --Duration|Instantaneous. --Effect|The caster channels positive energy to provide 1hp of healing to @{target|token_name}, or 1hp of damage to undead. --Save|A successful Will save for half damage. #guidance !power --emote|@{selected|token_name} communes with nature. --name|Guidance --leftsub|Druid --rightsub|Divination Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|Touch. --Duration|1 minute or until discharged. --Effect|@{target|token_name} is imbued with divine guidance and gets a +1 bonus to a single attack, saving throw or skill check. They must decide which prior to making the applicable roll. #purifyfoodanddrink !power --emote|@{selected|token_name} communes with nature. --name|Purify Food and Drink --leftsub|Druid --rightsub|Transmutation Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|10 feet. --Duration|Instantaneous. --Effect|This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. Unholy water and similar food and drink of significance is spoiled by purify food and drink. Level-1 #aspectofthewolf !power --emote|@{selected|token_name} communes with nature. --name|Aspect of the Wolf --leftsub|Dr/Ra --rightsub|Transmutation Lvl 1 --Components|V, S, M/DF --Casting Time|1 Standard Action. --Range|Personal. --Duration|[[d1*10*@{selected|casterlevel}]] minutes. --Target|You. --Effect|The caster assumes the form of a standard wolf but retains their mental faculties. Special and spell like abilities no longer function but class based special abilities (rage/sneak attack etc) can still be used. --Focus/Component|Divine Focus, (Arcane) A whisker from a wolf. #auraagainstflame !power --emote|@{selected|token_name} communes with nature. --name|Aura Against Flame --leftsub|Dr/(Cl) --rightsub|Abjuration Lvl 1/(2) --Components|V, S --Casting Time|1 Standard Action. --Range|Personal. --Duration|[[d1*@{selected|casterlevel}]] rounds. --Target|You --Effect|Absorbs 10 points of fire damage aimed at you before failing. Can also be used to extinguish normal fire or with a successful dispel check can put out magical fire or counter magical fire spells. #calmanimals !power --emote|@{selected|token_name} communes with nature. --name|Calm Animals --leftsub|Druid --rightsub|Enchantment Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|[[d1*1*@{selected|casterlevel}]] minutes. --Target/s|@{target|token_name}s within 30 feet of each other. --Effect|The caster soothes ordinary animals with a maximum of [[2d4+@{selected|casterlevel}]] hit dice. Dire or trained animals can negate the effects with a successful Will save of DC [[10+1+@{selected|wis-mod}]]. Calmed animals will still protect themselves when threatened. #charmanimal !power --emote|@{selected|token_name} communes with nature. --name|Charm Animal --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|[[d1*1*@{selected|casterlevel}]] hours. --Effect|The caster makes @{target|token_name} perceive them as a friend and ally. Unless you can speak the animals language it will not follow commands but can perform simple tasks as if it were a trained pet. The animal will protect its new friend but not to the point of suicide. #curelightwounds !power --emote|@{selected|token_name} communes with nature. --name|Cure Light Wounds --leftsub|Druid --rightsub|Conjuration Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Touch. --Duration|Instantaneous. --Effect|@{target|token_name} is healed for [[1d8+(@{selected|casterlevel},5)dh1]] hit points by divine energy. Undead are harmed for the same amount, or half the amount if a successful Will save of DC [[10+1+@{selected|wis-mod}]] is made. #detectanimalsorplants !power --emote|@{selected|token_name} communes with nature. --name|Detect Animals or Plants --leftsub|Druid --rightsub|Divination Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Long: [[d1*400+40*floor(@{selected|casterlevel}/2)]] feet. --Duration|Concentration , up to [[10*@{selected|casterlevel}]] minutes. --Area|Cone shaped emanation. --Effect|The caster senses for the presence of a plant or animal, they must focus on one particular species but can change this each round. The longer the caster concentrates the more information they can learn. #detectsnaresandpits !power --emote|@{selected|token_name} communes with nature. --name|Detect Snares and Pits --leftsub|Druid --rightsub|Divination Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|60 feet. --Duration|Concentration, up to [[10*@{selected|casterlevel}]] minutes. --Area|Cone shaped emanation. --Effect|The caster can sense simple traps as well as mechanical traps constructed of natural materials. Each round they can shift focus to 'survey' an area and the longer they concentrate the more information they can learn. #endureelements !power --emote|@{selected|token_name} communes with nature. --name|Endure Elements --leftsub|Druid --rightsub|Abjuration Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Touch --Duration|24 hours. --Effect|@{target|token_name} suffers no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (without having to make Fortitude saves). Their equipment is likewise protected. #enrageanimal !power --emote|@{selected|token_name} communes with nature. --name|Enrage Animal --leftsub|Dr/Ra --rightsub|Enchantment Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Medium: [[d1*100+(10*@{selected|casterlevel})]] feet. --Duration|[[@{selected|concentration}} + (d1*@{selected|casterlevel}]] rounds. --Target|One Animal. --Effect|Causes an animal to enter a rage state similar to that of a barbarian but without the fatigue afterwards. --Resistance?|Yes #entangle !power --emote|@{selected|token_name} communes with nature. --name|Entangle --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Long: [[d1*400+40*floor(@{selected|casterlevel}/2)]] feet. --Duration|[[d1*1*@{selected|casterlevel}]] minutes. --Area|Plants in a 40 foot radius spread. --Effect|All creatures within the affected area and seized and held by the surrounding vegetation. Snared creatures who break free with a successful DC 20 STR check and any who passed a Reflex check of DC [[10 + 1 + @{selected|wis-mod}]] are not caught and can move at half speed while in the area. Each round the plants will attempt to entangle all targets in the area again. --Focus|Divine Focus. #faeriefire !power --emote|@{selected|token_name} communes with nature. --name|Faerie Fire --leftsub|Druid --rightsub|Evocation Lvl 1 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Long: [[d1*400+40*floor(@{selected|casterlevel}/2)]] feet. --Duration|[[d1*1*@{selected|casterlevel}]] minutes. --Area|Creatures and objects within a 5 foot radius burst. --Effect|A pale blue, green or violet glow surrounds the @{target|token_name} providing a small amount of light which prevents the use of shadows, blur, displacement or invisibility effects. --Focus|Divine Focus. #goodberry !power --emote|@{selected|token_name} communes with nature. --name|Good Berry --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Touch --Duration|[[d1*1*@{selected|casterlevel}]] days. --Target|2d4 fresh berries. --Effect|[[2d4]] freshly picked berries are imbued with divine magic. Each one will provide a medium creature with a full meal's worth of nourishment as well as 1 hit point of healing (to a maximum of 8 per 24 hours). --Focus|Divine Focus. #hidefromanimals !power --emote|@{selected|token_name} communes with nature. --name|Hide From Animals --leftsub|Druid --rightsub|Abjuration Lvl 1 --Components|S, DF --Casting Time|1 Standard Action. --Range|Touch. --Duration|[[d1*10*@{selected|casterlevel}]] minutes. --Target|[[d1*@{selected|casterlevel}]] creatures touched. --Effect|Animals are unable to sense or see warded creatures. The spell ends for all recipients if a warded creature touches or attacks an animal. --Focus|Divine Focus. #jump !power --emote|@{selected|token_name} communes with nature. --name|Jump --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, M --Casting Time|1 Standard Action. --Range|Touch. --Duration|[[d1*@{selected|casterlevel}]] minutes. --Target|Creature Touched. --Effect|Target gets a +10 bonus on jump checks (+20 at lvl 5 or a maximum of +30 at lvl 9). --Material Component|A grasshopper's hind leg, broken when the spell is cast. #lesservigor !power --emote|@{selected|token_name} communes with nature. --name|Lesser Vigor --leftsub|Dr/Cl --rightsub|Conjuration Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|Touch. --Duration|[[{d1*15, d1*@{selected|casterlevel}+10}dh1]] rounds. --Target|Living creature touched. --Effect|The target gains fast healing 1, restoring 1 hit point per round. They also become stable if dying and the effects do not stack, the highest level vigor will be the only spell in effect. #longstrider !power --emote|@{selected|token_name} communes with nature. --name|Longstrider --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, M --Casting Time|1 Standard Action. --Range|Personal. --Duration|[[d1*@{selected|casterlevel}]] hours. --Target|You --Effect|Base land speed increased by 10 feet for normal movement. --Component|A pinch of dirt. #magicfang !power --emote|@{selected|token_name} communes with nature. --name|Magic Fang --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Touch. --Duration|[[d1*@{selected|casterlevel}]] minutes. --Target|Living creature touched. --Effect|Gives +1 to natural weapon attack/damage. Can be made permanent with a permanency spell. --Focus|Divine Focus. #produceflame !power --emote|@{selected|token_name} communes with nature. --name|Produce Flame --leftsub|Druid --rightsub|Evocation Lvl 1 --Components|V, S --Casting Time|1 Standard Action. --Range|0 feet. --Duration|[[d1*@{selected|casterlevel}]] minutes. --Area|Palm of your hand. --Effect|A flame as bright as a torch appears in your palm. It can be used as a melee weapon similar to an unarmed attack but dealing [[1d6+({d1*5, d1*@{selected|casterlevel}}dh1)]] damage. Alternatively you can hurl the flames up to 120 feet as a touch range attack with no range penalty. Each attack reduces the overall duration by 1 minute. --Save?|None. --Resistance?|Yes. #virtue !power --emote|@{selected|token_name} communes with nature. --name|Virtue --leftsub|Druid --rightsub|Transmutation Lvl 1 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Touch. --Duration|1 minute. --Effect|@{target|token_name} gains 1 temporary hit point. --Focus|Divine Focus. #winterchill !power --emote|@{selected|token_name} communes with nature. --name|Winter Chill --leftsub|Druid --rightsub|Transmutation --Components|V, S --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Target|One creature. --Effect|Target takes [[1d6]] points of cold damage and becomes fatigued unless immune or a successful save is made. --Save?|Fortitude Negates. --Resistance?|Yes. Multiclass Spells Lvl 0 #daze !power --emote|@{selected|token_name} casts a cantrip. --name|Daze --leftsub|Ba/So --rightsub|Enchantment Lvl 0 --Components|V, S, M --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|1 round. --Target|One humanoid creature of 4HD or less. --Effect|Clouds the mind of the target. --Component|A pinch of wool or similar. --Save?|Will negates. --Resistance?|Yes. #detectmagic !power --emote|@{selected|token_name} casts a cantrip. --name|Detect Magic --leftsub|Dr, Ba, So --rightsub|Divination Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|60 feet. --Duration|Concentration, up to [[d1*@{selected|casterlevel}]] minutes. --Effect|The caster detects magical auras. The amount of information revealed depends on how long you study a particular area or subject: 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. #detectpoison !power --emote|@{selected|token_name} casts a cantrip. --name|Detect Poison --leftsub|Dr, So --rightsub|Divination Lvl 0 --Components|V, S --Casting Time|! Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Effect|The caster can determine whether a creature, object, or area has been poisoned or is poisonous. A DC Wisdom or Craft (Alchemy) check will tell you the exact type of poison. #flare !power --emote|@{selected|token_name} casts a cantrip. --name|Flare --leftsub|Dr, Ba, So --rightsub|Evocation Lvl 0 --Components|V --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Effect|One creature facing the flare must make a DC [[10 + 0 + @{selected|wis-mod}]] Fortitude save or be dazzled (-1 to attack rolls, search/spot checks) for 1 minute. #knowdirection !power --emote|@{selected|token_name} casts a cantrip. --name|Know Direction --leftsub|Dr, Ba --rightsub|Divination Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|Personal --Duration|Instantaneous. --Effect|You instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction. #light !power --emote|@{selected|token_name} casts a cantrip. --name|Light --leftsub|Dr, Ba, So --rightsub|Evocation Lvl 0 --Components|V, DF --Casting Time|1 Standard Action. --Range|Touch. --Duration|[[d1*10*@{selected|casterlevel}]] minutes. --Effect|The caster causes ?{Object|a small rock} to glow like a torch providing a 40-foot radius of light. The light will not penetrate magical darkness but the spell can counter such gloom of an equal or lower level. --Focus/Component|Divine Focus, (Arcane) A Firefly or phosphorescent moss. #magehand !power --emote|@{selected|token_name} casts a cantrip. --name|Mage Hand --leftsub|Ba/So --rightsub|Transmutation Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Concentration. --Target|One non-magical, unattended object up to 5 lb. --Effect|Using a pointed finger you can lift and move an object and can propel it up to 15 feet in any direction. #mending !power --emote|@{selected|token_name} casts a cantrip. --name|Mending --leftsub|Dr, Ba, So --rightsub|Transmutation Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|10 feet. --Duration|Instantaneous. --Effect|The caster repairs small breaks or tears in an object. It can mend magic items but will not restore lost effects/abilities. #message !power --emote|@{selected|token_name} casts a cantrip. --name|Message --leftsub|Ba/So --rightsub|Transmutation Lvl 0 --Components|V, S, F --Casting Time|1 Standard Action. --Range|Medium: [[d1*100+(10*@{selected|casterlevel})]] feet. --Duration|[[10*@{selected|casterlevel}]] minutes. --Target|[[d1*@{selected|casterlevel}]] creatures. --Effect|You can whisper a message to a creature pointed at and receive a reply in turn. The spell will circumvent barriers as long as the overall range isn't exceeded. --Focus|A short piece of copper wire. #openclose !power --emote|@{selected|token_name} casts a cantrip. --name|Open/Close --leftsub|Ba/So --rightsub|Transmutation Lvl 0 --Components|V, S, F --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Target|Object weighing up to 30 lb. --Effect|The caster can open or close any object that allows such action up to the weight limit. Any resistance (lock, barred door etc) will cause the spell to fail. --Focus|A brass key. #prestidigitation !power --emote|@{selected|token_name} casts a cantrip. --name|Prestidigitation --leftsub|Ba/So --rightsub|Universal Lvl 0 --Components|V, S --Casting Time|1 Standard Action. --Range|10 feet. --Duration|1 hour. --Target|See effect text. --Effect|Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavour 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. #readmagic !power --emote|@{selected|token_name} casts a cantrip. --name|Read Magic --leftsub|Dr, Ba, So --rightsub|Divination Lvl 0 --Components|V, S, F --Casting Time|1 Standard Action. --Range|Personal. --Duration|[[d1*10*@{selected|casterlevel}]] minutes. --Effect|The caster gains the ability to read magical script which won't invoke the magic, such as with a scroll. Once read the caster will be able to read that particular writing at any time without the need to recast the spell. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13, a greater glyph of warding with a DC 16, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell. --Focus|A clear crystal or mineral prism. #resistance !power --emote|@{selected|token_name} casts a cantrip. --name|Resistance --leftsub|Druid --rightsub|Abjuration Lvl 0 --Components|V, S, DF --Casting Time|1 Standard Action. --Range|Touch. --Duration|1 minute. --Effect|The caster imbues @{target|token_name} with magical energy that protects them from harm, providing +1 to saving throws. Resistance can be made permanent with a permanency spell. --Focus/Component|Divine Focus, (Arcane) A miniature clock. #stick !power --emote|@{selected|token_name} casts a cantrip. --name|Stick --leftsub|Ba/So --rightsub|Transmutation Lvl 0 --Components|V, S, M --Casting Time|1 Standard Action. --Range|Touch. --Duration|Instantaneous. --Target|Non-magical, unattended object weighing up to 5 lb. --Effect|Affixes one object to another. The bond can be broken by a small amount of force (wind stronger than 10mph, mage hand spell etc) --Component|A bit of dried glue. Lvl 1 #snakesswiftness !power --emote|@{selected|token_name} casts a spell. --name|Snake's Swiftness --leftsub|Dr/(So) --rightsub|Transmutation Lvl 1/(2) --Components|V, S, M/DF --Casting Time|1 Standard Action. --Range|Close: [[d1*25+5*floor(@{selected|casterlevel}/2)]] feet. --Duration|Instantaneous. --Target|One allied creature. --Effect|Regardless of place in the initiative sequence the target can make a standard melee or ranged attack, the spell fails if the target has already made an attack this round and does not allow for multiple attacks per round. --Focus/Component|Divine Focus, (Arcane) A few scales from a snake. #speakwithanimals !power --emote|@{selected|token_name} casts a spell. --name|Speak with Animals --leftsub|Dr/(Ba)/Ra --rightsub|Divination Lvl 1/(3) --Components|V, S --Casting Time|1 Standard Action. --Range|Personal. --Duration|[[d1*@{selected|casterlevel}]] minutes. --Target|You. --Effect|Allows you to talk with animals. It won't change their behaviour or guarantee meaningful conversations however.
1419272341
vÍnce
Pro
Sheet Author
Now that's a post! Thanks for sharing. I think you should put these on the wiki under Useful Macros
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Edited 1419325796
Ziechael
Forum Champion
Sheet Author
API Scripter
I didn't think a pleb like me could add to the wiki lol! Thanks though, I just hoped it would help people new to macros learn some of the fiddly bits that aren't covered in the help sections (or are covered but hard to put in context...).
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Edited 1419327289
Ziechael
Forum Champion
Sheet Author
API Scripter
Hopefully this doesn't apply to everyone or isn't permanent but i'm having display issues and all formatting has gone so apologies if everyone just sees a solid block of text! Not my fault, i hope ;) edit: Phew, it was only temporary and probably just me!
1419352397
vÍnce
Pro
Sheet Author
Ziechael said: I didn't think a pleb like me could add to the wiki lol! Thanks though, I just hoped it would help people new to macros learn some of the fiddly bits that aren't covered in the help sections (or are covered but hard to put in context...). The majority of the wiki is created/maintained by plebs like us. :~)
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Edited 1419352663
Pat S.
Forum Champion
Sheet Author
Ziechael, Vince is correct about some of the wiki. There are specific core pages that have restricted editing privileges but the useful macro page not one of them. It is purely supported by the community. If you do not know how to edit the wiki then just post a request for some help. There are members here that are very skilled in the use /editing of the wiki.
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Edited 1419355242
Case in Point: Macros - Pathfinder Examples I had written this up at some point for Pathfinder. You can find it under the main Wiki page on the right-side under System-Specific Guides. I didn't want to create a new article link at that level so I edited the Pathfinder Guide to insert a link to my article. I expect the 3.5 players would greatly appreciate a similar article linked from the 3.5 specific guide .
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Edited 1419423741
Ziechael
Forum Champion
Sheet Author
API Scripter
Great, thanks guys. I'll take a look at helping expand the 3.5 macro section with my list :) oh, and MERRY CHRISTMAS one and all!