Aimed Fx (with angle: -1) tends to be off when fired at distant targets, using /fx NAME @{selected|token_id} @{target|token_id} For example, the built in Beam effect: { "maxParticles": 3000, "size": 15, "sizeRandom": 0, "lifeSpan": 15, "lifeSpanRandom": 0, "emissionRate": 50, "speed": 30, "speedRandom": 7, "angle": -1, "angleRandom": 1, "duration": 25 } When fired at a target token at a diagonal angle, it is noticeably off. Setting a bigger lifeSpan value makes it even more noticeable. Now, the Arrow/Shot effect from Wiki: { "angle": -1, "angleRandom": 0, "duration": 50, "emissionRate": 1, "endColour": [20, 0, 0, 0], "endColourRandom": [10, 0, 0, 0], "gravity": {"x":0.001, "y":0.001}, "lifeSpan": 300, "lifeSpanRandom": 100, "maxParticles": 1, "size": 10, "sizeRandom": 1, "speed": 20, "speedRandom": 1.5, "startColour": [10, 0, 0, 1], "startColourRandom": [5, 0, 0, 0.25] } Exibits a similar error when fired at diagonal targets. Firing directly to the right (Angle 0 in Roill20)? It goes diagonally to up-righ corner instead. Both the selected token and Target token are grid aligned, so the exacly 0 angle must be breaking something. Here is another custom Bolt Fx: { "angle": -1, "angleRandom": 0, "duration": 15, "emissionRate": 60000, "endColour": [125, 125, 125, 0], "endColourRandom": [0, 0, 0, 0], "lifeSpan": 201, "lifeSpanRandom": 0, "maxParticles": 3000, "size": 1, "sizeRandom": 0, "speed": 15, "speedRandom": 22, "startColour": [90, 175, 175, 0.35], "startColourRandom": [0, 0, 0, 0.25] } Behaves the same as Arrow/Shot. Edit: Setting angleRandom to 1 fixes the 'firing wrong at angle 0' bug. Diagonal shoots being slighty off still remains, but its a minor anoyance all considered.