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Difference between revisions of "Macros/Pathfinder Examples"

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==Intent==
 
==Intent==
 
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To illustrate specific techniques for macros specifically designed for the [[Pathfinder]] RPG system and to demonstrate their use through examples.
To illustrate specific techniques for macros specifically designed for the Pathfinder RPG system and to demonstrate their use through examples.
+
 
As you read through this article you will find certain techniques simplified or unused in order to emphasize the topic method. The examples provided are not necessarily meant to be used as-is(Though everything posted is functional). Rather, they're offered as an example of a particular method to be combined with other techniques for you to craft your own comprehensive macros using all techniques you're comfortable with employing.
 
As you read through this article you will find certain techniques simplified or unused in order to emphasize the topic method. The examples provided are not necessarily meant to be used as-is(Though everything posted is functional). Rather, they're offered as an example of a particular method to be combined with other techniques for you to craft your own comprehensive macros using all techniques you're comfortable with employing.
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See also [[Pathfinder Macros]] and [[Pathfinder]]
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'''[[Macro Guide]]''' contains info on how Roll20 macros work and are created.
  
 
''This is a collaborative work with several contributors.  Styles and methods will vary''
 
''This is a collaborative work with several contributors.  Styles and methods will vary''
  
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__TOC__
 
==Tips and Techniques==
 
==Tips and Techniques==
 
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{{NavMacroDocs}}
 
===Spacing===
 
===Spacing===
  
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===Formatting===
 
===Formatting===
  
Markdown language (like Reddit) is available to let you bold, italic, bold-italic, create a hyperlink, or include an image(not recommended for most macros, really)
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[[Markdown]] language (like Reddit) is available to let you bold, italic, bold-italic, create a hyperlink, or include an image(not recommended for most macros, really)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
* italics *
 
* italics *
 
** bold **
 
** bold **
 
*** bold italics ***
 
*** bold italics ***
[link text](...html)
+
[link text](...url)
 
</pre>
 
</pre>
  
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These somewhat replace the Boolean Math queries below, but have other uses as well.  A drop-down Query will present you a selection dialogue with several options, filling in the predefined content of what you selected.
 
These somewhat replace the Boolean Math queries below, but have other uses as well.  A drop-down Query will present you a selection dialogue with several options, filling in the predefined content of what you selected.
  
'''''Format''''' ?{Prompt:|Label1, Result1 | Label2, Result2 | Label3, Result3} ...etc
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'''''Format''''' <code>?{Prompt:|Label1, Result1 | Label2, Result2 | Label3, Result3}</code> ...etc
  
'''''Example''''' [[1d8+3 + ?{Sneak Attack?:|Yes,3d6|No,0} ]]
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'''''Example''''' <code><nowiki>[[1d8+3 + ?{Sneak Attack?:|Yes,3d6|No,0} ]]</nowiki></code>
  
'''''Example2''''' hits for [[ ?{WeaponType:|Longsword, 1d8+3|ShortSword, 1d6+3| Dagger,1d4+1} ]] dmg
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'''''Example2''''' <code><nowiki>/em hits for [[ ?{WeaponType:|Longsword, 1d8+3|ShortSword, 1d6+3| Dagger,1d4+1} ]] dmg</nowiki></code>
  
 
This can also be used extensively to create entire dictionaries of actions,  list of all possible skill checks,  entire spell books, etc.  The one area drop-down queries run into problems(aside from their visual complexity) is when they contain other queries.  The Syntax of the nested queries throws off the overall Drop-down query, so HTML Entities have to be used to replace the pipe " '''|''' ", '''comma''', and " '''}''' " right curly brace characters anywhere WITHIN the overall drop-down query.
 
This can also be used extensively to create entire dictionaries of actions,  list of all possible skill checks,  entire spell books, etc.  The one area drop-down queries run into problems(aside from their visual complexity) is when they contain other queries.  The Syntax of the nested queries throws off the overall Drop-down query, so HTML Entities have to be used to replace the pipe " '''|''' ", '''comma''', and " '''}''' " right curly brace characters anywhere WITHIN the overall drop-down query.
  
A more detailed explanation of complex Drop-Down Roll Queries can be found here: [https://wiki.roll20.net/Macros#Advanced_Usage_for_Roll_Queries].  There are some examples of complex drop-down queries further in this article.
+
A more detailed explanation of complex Drop-Down Roll Queries can be found here: [https://wiki.roll20.net/Nesting].  There are some examples of complex drop-down queries further in this article.
  
  
 
===Boolean Math===
 
===Boolean Math===
  
Using the Identity property of 1 and the multiplicative property of 0, combined with Queries, you can make ON / OFF type switches in your macros. This is as close as you can get to conditional statements in the Macro system. Real If/Then/Else requires a '''Pro''' subscription and the API.
+
Using the Identity property of 1 and the multiplicative property of 0, combined with Queries, you can make ON / OFF type switches in your macros. This is as close as you can get to conditional statements in the Macro system. Real If/Then/Else requires a {{Pro}} subscription and the [[API]].
  
 
'''''Note:''''' Pathfinder almost always rounds down, so always use the "Floor" function to force it when finding the 1/2 of something.
 
'''''Note:''''' Pathfinder almost always rounds down, so always use the "Floor" function to force it when finding the 1/2 of something.
 
Example: (Two-Handed Weapon Damage)
 
Example: (Two-Handed Weapon Damage)
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
[[ 1d12 + 5[STR] + ( ?{Two-Handed Weapon?|0}[TwoHanded?] * floor( 5[STR] * .5) ) ]]
 
[[ 1d12 + 5[STR] + ( ?{Two-Handed Weapon?|0}[TwoHanded?] * floor( 5[STR] * .5) ) ]]
 
</pre>
 
</pre>
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'''''Extension:''''' Roll20 gives you 3 token bars, but many people only use one - health. You can use bar2 and bar3 to store boolean values. I use bar2 to represent Power Attack. My L7 Fighter's attack roll looks like this:
 
'''''Extension:''''' Roll20 gives you 3 token bars, but many people only use one - health. You can use bar2 and bar3 to store boolean values. I use bar2 to represent Power Attack. My L7 Fighter's attack roll looks like this:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
#Single-Attack
 
#Single-Attack
 
/w gm Power Attack: [[@{selected|bar2}]]
 
/w gm Power Attack: [[@{selected|bar2}]]
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<br />
 
<br />
 
To begin, set up a character, "Tier", with the following attribute:
 
To begin, set up a character, "Tier", with the following attribute:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
High: 0
 
High: 0
 
</pre>
 
</pre>
 
Now, in every macro, use boolean math to add in BOTH High and Low tier bonuses. For example:
 
Now, in every macro, use boolean math to add in BOTH High and Low tier bonuses. For example:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
#Roll-Saves
 
#Roll-Saves
 
/emas @{selected|token_name} attempts to avoid your attacks!
 
/emas @{selected|token_name} attempts to avoid your attacks!
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Mostly for Casters where damage of spells is often dependent on your level, you can use math and attributes to determine how many dice to roll. This is also an example of grouping rolls with { } and comparing them with KL1 (keep Lowest One)
 
Mostly for Casters where damage of spells is often dependent on your level, you can use math and attributes to determine how many dice to roll. This is also an example of grouping rolls with { } and comparing them with KL1 (keep Lowest One)
 
'''''Example:''''' CureLightWounds does 1d8 + CasterLevel, but only up to level 5 at max, giving us <code>[[ 1d8 + ( { 5 , @{Level} }kl1) ]]</code> This takes the raw number "5", compares it to your @{Level} attribute, and keeps the lower of the two. If you're level 2, you'll end up rolling 1d8+2. if you're level 12, you'll roll 1d8+5
 
'''''Example:''''' CureLightWounds does 1d8 + CasterLevel, but only up to level 5 at max, giving us <code>[[ 1d8 + ( { 5 , @{Level} }kl1) ]]</code> This takes the raw number "5", compares it to your @{Level} attribute, and keeps the lower of the two. If you're level 2, you'll end up rolling 1d8+2. if you're level 12, you'll roll 1d8+5
'''''Note:''''' Grouped rolls like KL1 and Calculated Dice Roll's currently don't play nice with each other. The only way to combine them is to use nested Inline Rolls [[ [[]] ]]. For example, Fireball (CasterLevel of d6' up to 10d6) would come out as <code>[[ [[ {10, @{CasterLevel} }kl1 ]]d6 ]]</code> (Please note that there must not be any spaced between the ]] and d6
+
'''''Note:''''' Grouped rolls like KL1 and Calculated Dice Roll's currently don't play nice with each other. The only way to combine them is to use nested Inline Rolls [[ [[]] ]]. For example, Fireball (CasterLevel of d6' up to 10d6) would come out as <code>[[ [[ {10, @{CasterLevel} }kl1 ]]d6 ]]</code> (Please note that there must not be any spaces between the ]] and d6
  
 
===Passive Rolls for GMs===
 
===Passive Rolls for GMs===
  
If you have your players keep Perception, Sense Motive, etc attributes defined in their character journals you can use @{Target|Attribute} or @{Selected|Attribute} to determine if the individual made their check without notifying the player that it happened. This assumes that the Tokens are bound to the Character Journal correctly.
+
If you have your players keep Perception, Sense Motive, etc attributes defined in their character journals you can use <code>@{target|Attribute}</code> or <code>@{selected|Attribute}</code> to determine if the individual made their check without notifying the player that it happened. This assumes that the [[Link Token|Tokens are bound]] to the [[Character]] Journal correctly.
 
<pre>
 
<pre>
/w GM @{Selected|Token_Name} Passive Perception [[ @{Selected|Perception} + 10]]
+
/w GM @{selected|Token_Name} Passive Perception [[ @{selected|Perception} + 10]]
 
</pre>
 
</pre>
 
Since it's the GM whispering to the GM, only they will see the roll.
 
Since it's the GM whispering to the GM, only they will see the roll.
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If your player-base is consistent, you can test all their passive checks at the same time and use it as a general macro for anything that might try to stealth, bluff, traps, etc. NOTE: Spacing gets a bit messy after 4 players without reworking it, as the Roll20 chat window only gives you 5 lines of text before posting your character name again.
 
If your player-base is consistent, you can test all their passive checks at the same time and use it as a general macro for anything that might try to stealth, bluff, traps, etc. NOTE: Spacing gets a bit messy after 4 players without reworking it, as the Roll20 chat window only gives you 5 lines of text before posting your character name again.
 
Example: (Secretly rolling generic monster's stealth check and comparing it to player's rolled perceptions)
 
Example: (Secretly rolling generic monster's stealth check and comparing it to player's rolled perceptions)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/w GM NPC Stealth[[ (1d20 + ?{Stealth bonus?|0} ) ]]
 
/w GM NPC Stealth[[ (1d20 + ?{Stealth bonus?|0} ) ]]
 
/w GM Player's Name:[[ 1d20 + @{PlayerName1|Perception} ]]
 
/w GM Player's Name:[[ 1d20 + @{PlayerName1|Perception} ]]
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Pathfinder Crits are your damage and most bonus' rolled multiple times, not the result multiplied. Since your original attack damage is already on the screen, only add one more damage roll for an x2 weapon, and two extra damage rolls for a 3x, etc.
 
Pathfinder Crits are your damage and most bonus' rolled multiple times, not the result multiplied. Since your original attack damage is already on the screen, only add one more damage roll for an x2 weapon, and two extra damage rolls for a 3x, etc.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me stabs with his Keen LongSpear(19-20x3)!
 
/me stabs with his Keen LongSpear(19-20x3)!
 
Attack:[[1d20cs>19 + 6[AttackBonus] ]] for [[1d6 + 4[STR] ]] Dmg
 
Attack:[[1d20cs>19 + 6[AttackBonus] ]] for [[1d6 + 4[STR] ]] Dmg
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Some use lots of attributes on my NPCs, and ask their players for a few as well. To keep from having to do the same work over and over, have a table titled "Template." On that template have three characters:
 
Some use lots of attributes on my NPCs, and ask their players for a few as well. To keep from having to do the same work over and over, have a table titled "Template." On that template have three characters:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
NPC
 
NPC
 
Player
 
Player
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</pre>
 
</pre>
 
NPC has the following EMPTY attributes: (information in <> is descriptive of what I will fill in for each NPC in that box)
 
NPC has the following EMPTY attributes: (information in <> is descriptive of what I will fill in for each NPC in that box)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
HP: <low tier hp> / <low tier hp max>
 
HP: <low tier hp> / <low tier hp max>
 
HP-H: <high tier hp> / <high tier hp max>
 
HP-H: <high tier hp> / <high tier hp max>
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</pre>
 
</pre>
 
Player has the following EMPTY attributes, as I will always ask for these:
 
Player has the following EMPTY attributes, as I will always ask for these:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
HP:
 
HP:
 
Init:
 
Init:
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</pre>
 
</pre>
 
Finally, the Tier character has ONE attribute:
 
Finally, the Tier character has ONE attribute:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
High: <Boolean value - 1 for high tier, 0 for low tier>
 
High: <Boolean value - 1 for high tier, 0 for low tier>
 
</pre>
 
</pre>
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at least one Rank trained in that skill (Like Knowledges).  Normally that provides an annoyance with macros, as we have to customize each one for each character's skills and abilities to make sure we only roll what that character knows. However, there's a trick you can use that will display a "0" instead of your roll, if your skill ranks are zero.
 
at least one Rank trained in that skill (Like Knowledges).  Normally that provides an annoyance with macros, as we have to customize each one for each character's skills and abilities to make sure we only roll what that character knows. However, there's a trick you can use that will display a "0" instead of your roll, if your skill ranks are zero.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
[[(1d20 + @{Knowledge-Arcana}) * ceil(@{Knowledge-Arcana-ranks}/100) ]]
 
[[(1d20 + @{Knowledge-Arcana}) * ceil(@{Knowledge-Arcana-ranks}/100) ]]
 
</pre>
 
</pre>
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You '''*MUST*''' have your token selected for this macro to work correctly.
 
You '''*MUST*''' have your token selected for this macro to work correctly.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me leaps into action! [[1d20 + 6.06 &{tracker}]]
 
/me leaps into action! [[1d20 + 6.06 &{tracker}]]
 
</pre>
 
</pre>
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'''''Note:''''' The benefit of using the full calculation (dex + misc. init bonus) instead of just a flat value, is that it will dynamically update as your dex increases through Cat's Grace or other temporary effects.
 
'''''Note:''''' The benefit of using the full calculation (dex + misc. init bonus) instead of just a flat value, is that it will dynamically update as your dex increases through Cat's Grace or other temporary effects.
 
'''''NOTE:''''': Due to wiki layout spacing, the macro is listed on multiple lines. It should be written as a single continuous line of text.
 
'''''NOTE:''''': Due to wiki layout spacing, the macro is listed on multiple lines. It should be written as a single continuous line of text.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
/me leaps into action! [[1d20 + @{DEX}[Dex] + @{InitBonus}[Traits] + ( @{DEX} + @{InitBonus} )*.01
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/me leaps into action! [[1d20 + @{DEX}[Dex] + @{InitBonus}[Traits] + ( @{DEX} + @{InitBonus} )*.01 &{tracker}[TieBreaker] ]]
&{tracker}[TieBreaker] ]]
+
 
</pre>
 
</pre>
  
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It's convenient to show all your defenses and make all saving throws in one click. Putting plain numbers inside [[ ]] is just for emphasis in the chat window.
 
It's convenient to show all your defenses and make all saving throws in one click. Putting plain numbers inside [[ ]] is just for emphasis in the chat window.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me defends himself from the assault!
 
/me defends himself from the assault!
 
CMD[[ 19 ]]
 
CMD[[ 19 ]]
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More complex example, using attributes and token bars, assuming HP and AC are tracked on token bars and it's currently selected). I use a token bar to track AC instead of an attribute because AC changes frequently in PF. The FlatFooted or Touch calculation may change with different class/feats/etc.
 
More complex example, using attributes and token bars, assuming HP and AC are tracked on token bars and it's currently selected). I use a token bar to track AC instead of an attribute because AC changes frequently in PF. The FlatFooted or Touch calculation may change with different class/feats/etc.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me defends himself from the assault!
 
/me defends himself from the assault!
 
CMD:[[10[BASE] + @{BAB}[BAB] + @{STR}[STR] + @{Dex}[DEX] ]]
 
CMD:[[10[BASE] + @{BAB}[BAB] + @{STR}[STR] + @{Dex}[DEX] ]]
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A generic dice roll that asks for how many dice, what sided dice, and what modifiers you are adding to the roll. Mind the spacing around the d?, it matters here.
 
A generic dice roll that asks for how many dice, what sided dice, and what modifiers you are adding to the roll. Mind the spacing around the d?, it matters here.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me ?{Your Character is...?|does something}
 
/me ?{Your Character is...?|does something}
 
[[ ?{Number of Dice|1}d?{Type of Die|6} + ?{Modifiers|0} ]]
 
[[ ?{Number of Dice|1}d?{Type of Die|6} + ?{Modifiers|0} ]]
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'''''NOTE:''''' Attack macros are the one place you definitely want to use a roll query for misc bonus'. It changes constantly in PF.
 
'''''NOTE:''''' Attack macros are the one place you definitely want to use a roll query for misc bonus'. It changes constantly in PF.
 
'''''NOTE2:''''': Due to wiki layout spacing, the first Attack and Confirm are on multiple lines. They should be written as a continuous line of text. The 1d20'''cs>'''19 makes the results highlight green on a 19-20 crit range.
 
'''''NOTE2:''''': Due to wiki layout spacing, the first Attack and Confirm are on multiple lines. They should be written as a continuous line of text. The 1d20'''cs>'''19 makes the results highlight green on a 19-20 crit range.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me grips his GreatSword firmly and swings Powerfully!
 
/me grips his GreatSword firmly and swings Powerfully!
 
Attack:[[1d20cs>19 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for [[2d6 + 6[STR*1.5] +  
 
Attack:[[1d20cs>19 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for [[2d6 + 6[STR*1.5] +  
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The 1d20'''cs'''19 makes the results highlight green on a 19-20 crit range.
 
The 1d20'''cs'''19 makes the results highlight green on a 19-20 crit range.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me grips his GreatSword firmly and swings powerfully!
 
/me grips his GreatSword firmly and swings powerfully!
 
[Crit:19-20/x2]
 
[Crit:19-20/x2]
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'''''NOTE2''''': Due to wiki layout spacing, this appears on multiple lines. The macro itself would be continuous line.
 
'''''NOTE2''''': Due to wiki layout spacing, this appears on multiple lines. The macro itself would be continuous line.
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me grips his GreatSword firmly and swings powerfully!
 
/me grips his GreatSword firmly and swings powerfully!
 
[Melee]
 
[Melee]
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'''''Actual Macro:''''' and yes, it can be difficult to read, but the output is clean!
 
'''''Actual Macro:''''' and yes, it can be difficult to read, but the output is clean!
 
'''''NOTE:''''': Due to wiki layout spacing, the first Hit1 is on multiple lines. It should be written as a continuous line of text.
 
'''''NOTE:''''': Due to wiki layout spacing, the first Hit1 is on multiple lines. It should be written as a continuous line of text.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me draws his bow and peppers his enemies with arrows!
 
/me draws his bow and peppers his enemies with arrows!
 
[Rapid/Multi]
 
[Rapid/Multi]
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H2:[[1d20cs>19 + 10 -2]](![[1d20 + 10 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
 
H2:[[1d20cs>19 + 10 -2]](![[1d20 + 10 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
 
H3:[[1d20cs>19 + 5 -2]](![[1d20 + 5 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
 
H3:[[1d20cs>19 + 5 -2]](![[1d20 + 5 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
 +
</pre>
 +
 +
===Many Attacks & Multiple Damage Rolls===
 +
 +
There are a number of abilities in Pathfinder, such as a brawlers flurry that quickly exceed what the default sheet can handle. The syntax for doing multiple attacks or multiple damage rolls per attack can also be a little tricky. The example macro below is for a brawler with 4 attacks as part of a flurry, with each attack also dealing 1d6 points of acid damage.
 +
 +
This macro assumes the character only adds strength both to attack and damage rolls. The macro requires the token for the desired character is selected and adds both bonuses and condition penalties set on the character sheet of the selected token. Hovering over rolled values will reveal a breakdown of the bonuses and penalties applied to the roll.
 +
 +
<pre style="overflow:auto;white-space:pre-wrap;">
 +
&{template:pc} {{type=attackdamage}} {{name=Brawlers Flurry}} {{attack=1}} {{showchar=[[1]]}} {{atkvs=(Melee vs AC)}} {{dmg1flag=1}} {{dmg2flag=1}} {{dmg2name=Acid}} {{charname=@{selected|token_name}}} {{roll=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{rolldmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{rolldmg2=[[1d6]]}} {{ rolldmg1type=Bludgeoning }} {{ rolldmg2type=Acid }} {{critconfirm=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{rolldmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll1=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll1dmg2=[[1d6]]}} {{ roll1dmg1type=Bludgeoning }} {{ roll1dmg2type=Acid }} {{critconfirm1=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll1dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll1dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll2=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll2dmg2=[[1d6]]}} {{ roll2dmg1type=Bludgeoning }} {{ roll2dmg2type=Acid }} {{critconfirm2=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll2dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll2dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll3=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll3dmg2=[[1d6]]}} {{ roll3dmg1type=Bludgeoning }} {{ roll3dmg2type=Acid }} {{critconfirm3=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll3dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll3dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }}
 
</pre>
 
</pre>
  
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In PF, when you reach negative HP you have to roll a DC 10 Con check with penalties for the number of negative HP you have. If your negative HP exceeds your total CON, well... it's time to roll another character. Written as an Ability, assumes HP are tracked in Bar3 on your token, and you have an attribute named CON that has your bonus in the left field and max Con in the right field.
 
In PF, when you reach negative HP you have to roll a DC 10 Con check with penalties for the number of negative HP you have. If your negative HP exceeds your total CON, well... it's time to roll another character. Written as an Ability, assumes HP are tracked in Bar3 on your token, and you have an attribute named CON that has your bonus in the left field and max Con in the right field.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me tries to convince himself the large hole in his chest is just a flesh wound...
 
/me tries to convince himself the large hole in his chest is just a flesh wound...
 
[Stabilize]
 
[Stabilize]
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Basic macro; Perception is the most used skillcheck in the game
 
Basic macro; Perception is the most used skillcheck in the game
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
/me look around and listens carefully...
+
/me looks around and listens carefully...
 
[Perception][[1d20 + 8 + ?{Favored Terrain/Other Bonus?|0} ]]
 
[Perception][[1d20 + 8 + ?{Favored Terrain/Other Bonus?|0} ]]
 
</pre>
 
</pre>
Line 334: Line 348:
 
===Knowledges===
 
===Knowledges===
  
The extra blank line keeps them lined up nicely, usually not an issue unless you're a knowledge whore like Wizards.
+
The extra blank line keeps them lined up nicely, usually not an issue unless you've got all the knowledge, like Wizards or Clerics with Knowledge domain.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me considers the topic thoughtfully...
 
/me considers the topic thoughtfully...
  
Line 348: Line 362:
  
 
Generally any skillcheck representing a movement action
 
Generally any skillcheck representing a movement action
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me rolls his shoulders and prepares for a feat of ATHLETICS!
 
/me rolls his shoulders and prepares for a feat of ATHLETICS!
 
Acrobatics:[[1d20 + 10]]
 
Acrobatics:[[1d20 + 10]]
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Various rogue-type actions
 
Various rogue-type actions
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me indulges in a bit of legerdemain and skulduggery...
 
/me indulges in a bit of legerdemain and skulduggery...
 
[SNEAKY]
 
[SNEAKY]
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Basic Conversation skills
 
Basic Conversation skills
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me tries to remember long-lost conversation skills...
 
/me tries to remember long-lost conversation skills...
 
Bluff/*Feint*: [[1d20 + 6]]
 
Bluff/*Feint*: [[1d20 + 6]]
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Using drop-down queries that will roll your Concentration Check and prompt for which situation you're rolling against and display the appropriate DC to beat.
 
Using drop-down queries that will roll your Concentration Check and prompt for which situation you're rolling against and display the appropriate DC to beat.
 +
(NOTE: the @{concentration} variable may differ from sheet to sheet)
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration}]] }} {{ ?{Concentration type?
 
&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration}]] }} {{ ?{Concentration type?
 
|Casting Defensively, DC [[ 15 + (2 * ?&#38;#123;Spell Level?&#38;#125;)[SL] ]]=Casting Defensively
 
|Casting Defensively, DC [[ 15 + (2 * ?&#38;#123;Spell Level?&#38;#125;)[SL] ]]=Casting Defensively
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|Wind with hail and debris, DC [[ 10 + ?&#38;#123;Spell Level?&#38;#125;[SL] ]]=Wind with hail and debris
 
|Wind with hail and debris, DC [[ 10 + ?&#38;#123;Spell Level?&#38;#125;[SL] ]]=Wind with hail and debris
 
|Weather caused by spell, (*see spell*)=Weather caused by spell} }}
 
|Weather caused by spell, (*see spell*)=Weather caused by spell} }}
 +
</pre>
 +
 +
===Spells Known===
 +
 +
For sorcerers and other spontaneous casters with a limited number of spells known, a macro that lets everyone know what you have can be very handy. Below is an example macro that lists cantrips and level 1 spells known for a sorcerer (assuming 4 cantrips and 3 level 1 spells).
 +
 +
<pre style="overflow:auto;white-space:pre-wrap;">
 +
&{template:default} {{ ``@{Selected|character_name}`` Spells=Sorcerer }} {{ Cantrips=@{selected|repeating_spell-0_$0_spellname}, @{selected|repeating_spell-0_$1_spellname}, @{selected|repeating_spell-0_$2_spellname}, @{selected|repeating_spell-0_$3_spellname} }} {{ Level 1 Known=@{selected|repeating_spell-1_$0_spellname}, @{selected|repeating_spell-1_$1_spellname}, @{selected|repeating_spell-1_$2_spellname}, @{selected|repeating_spell-1_$4_spellname} (B), @{selected|repeating_spell-1_$5_spellname}, @{selected|repeating_spell-1_$6_spellname}}} {{ Used [[@{selected|caster1_spells_prepared_level_1}]]=[[@{selected|caster1_spells_total_level_1}]] Total }}
 +
</pre>
 +
 +
The lookups for spell information all follow the format: repeating_spell-<b><i>LEVEL</i></b>_$<b><i>SLOT</i></b>_spellname (replace text in bold italics with desired numbers)
 +
 +
A level of 0 indicates the spell is a cantrip, level 1 is for first level spells, etc. Each spell of a given level in the character sheet is assigned a slot number in order from top to bottom, with the first slot of a given level having a slot number of 0, the second spell a slot number of 1, etc.
 +
 +
The macro uses the prepared level 1 spells (spells per day) to track how many spells have been cast on the current day and displays that value as the number of spells used, alongside the total level 1 spells per day. To display the same information for second level spells, simply use:
 +
 +
<pre style="overflow:auto;white-space:pre-wrap;">
 +
{{ Used [[@{selected|caster1_spells_prepared_level_2}]]=[[@{selected|caster1_spells_total_level_2}]] Total }}
 
</pre>
 
</pre>
  
Line 403: Line 436:
  
 
Complicated spells that also include rolls are excellent for a macro. Avoid transcribing entire spell descriptions though.
 
Complicated spells that also include rolls are excellent for a macro. Avoid transcribing entire spell descriptions though.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me raises his hands and links his thumbs before a cone of scintillating color erupts from his palms!
 
/me raises his hands and links his thumbs before a cone of scintillating color erupts from his palms!
 
[Color Spray]
 
[Color Spray]
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Simplest form without anything fancy.  Most appropriate for one-shots:
 
Simplest form without anything fancy.  Most appropriate for one-shots:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me cups his palm as though he were standing on a mound in a field and chants the verbal component "Uncto"!
 
/me cups his palm as though he were standing on a mound in a field and chants the verbal component "Uncto"!
 
[Grease]
 
[Grease]
Line 425: Line 458:
 
===Flaming Sphere===
 
===Flaming Sphere===
  
Example of fleshing out all the rolls so you don't have to touch the macro itself again, just attributes on your sheet)
+
Example of fleshing out all the rolls so you don't have to touch the macro itself again, just attributes on your sheet.  The @{gol|Level} and @{INT} variables, for example, are the caster level and INT for whatever sheet you're using)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me gestures as though he was molding a small sphere in his hands and utters, "Flamma Globus"!
 
/me gestures as though he was molding a small sphere in his hands and utters, "Flamma Globus"!
 
[Flaming Sphere]
 
[Flaming Sphere]
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Assuming augmented summoning. Macros are great for summons and repeat effects
 
Assuming augmented summoning. Macros are great for summons and repeat effects
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me scratches, hopping on one leg, strangely ape-like phrases escaping his lips as he chants...
 
/me scratches, hopping on one leg, strangely ape-like phrases escaping his lips as he chants...
 
[MadMonkeys]
 
[MadMonkeys]
Line 450: Line 483:
 
===Black Tentacles===
 
===Black Tentacles===
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me closes his eyes while chanting, channeling the horror of Japanese school girls throughout the ages..
 
/me closes his eyes while chanting, channeling the horror of Japanese school girls throughout the ages..
 
[BlackTentacles]
 
[BlackTentacles]
Line 463: Line 496:
 
===GlitterDust===
 
===GlitterDust===
  
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me raises his hands and tosses a handful of glittering dust into the air while canting, "Coruscantes Et Cinere"!
 
/me raises his hands and tosses a handful of glittering dust into the air while canting, "Coruscantes Et Cinere"!
 
[GlitterDust]
 
[GlitterDust]
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[[10]]ft. radius, targets blinded and invisible creatures revealed, stealth receive -40 penalty.
 
[[10]]ft. radius, targets blinded and invisible creatures revealed, stealth receive -40 penalty.
 
Blinded creatures may attempt to save at the end of their turns.
 
Blinded creatures may attempt to save at the end of their turns.
 +
</pre>
 +
 +
===Burning Arc===
 +
 +
This spell can easily exceed what the character sheet supports by default, with 3 or more separate damage rolls and a different DC for all secondary targets. Below is an example macro for a burning arc that can hit up to three targets (CL 6).
 +
 +
<pre style="overflow:auto;white-space:pre-wrap;">
 +
&{template:default} {{ Burning Arc=Insert an image or flavor text here }} {{ Range=[[ [[ floor((@{Selected|caster1_level}+2)/2)*5 ]] + 25 ]] ft. }} {{ Save=Reflex }} {{SR=[[ 1d20 + @{Selected|caster1_level}  ]]}}  {{ Primary=[[ [[@{Selected|caster1_level}]]d6 ]] Fire  **DC** [[@{Selected|caster1_dc_level_2}]] }} {{ Second=[[ [[floor(@{Selected|caster1_level}/2)]]d6 ]] Fire  **DC** [[@{Selected|caster1_dc_level_2} - 2]] }} {{ Third=[[ [[floor(@{Selected|caster1_level}/4)]]d6 ]] Fire  **DC** [[@{Selected|caster1_dc_level_2} - 2]] }} {{ Note=All targets must be within 15 ft. of each other }}
 
</pre>
 
</pre>
  
Line 475: Line 516:
  
 
When bombs and splash weapons miss, you roll for where it actually lands.
 
When bombs and splash weapons miss, you roll for where it actually lands.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
/me pulls the pin and counts to 5... NO! I mean 3!!
 
/me pulls the pin and counts to 5... NO! I mean 3!!
 
[Flask]
 
[Flask]
Line 492: Line 533:
  
 
Assumes NPCs all copied from a template (or manually created but why?) that contains Attributes:
 
Assumes NPCs all copied from a template (or manually created but why?) that contains Attributes:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
Attack1: <attack bonus - 0 for automatic hits with saves> / <damage roll>
 
Attack1: <attack bonus - 0 for automatic hits with saves> / <damage roll>
 
Attack1-Target: <AC, Touch, CMD, Reflex Negates, etc.> / <Minimum Threat OR Save DC>
 
Attack1-Target: <AC, Touch, CMD, Reflex Negates, etc.> / <Minimum Threat OR Save DC>
Line 499: Line 540:
 
</pre>
 
</pre>
 
As for the macro, I like to keep it in the Macros box, NOT in the abilities box. If something needs tweaking, I can go to ONE place and tweak it for ALL NPC's instead of to EACH character sheet.
 
As for the macro, I like to keep it in the Macros box, NOT in the abilities box. If something needs tweaking, I can go to ONE place and tweak it for ALL NPC's instead of to EACH character sheet.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
#Attack1:
 
#Attack1:
 
/emas @{selected|token_name} attacks @{target|token_name} with its @{selected|Attack1-Name}!
 
/emas @{selected|token_name} attacks @{target|token_name} with its @{selected|Attack1-Name}!
Line 509: Line 550:
  
 
Useful along with this:
 
Useful along with this:
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
#Show-Attacks:
 
#Show-Attacks:
 
/w gm Attacks for @{selected|token_name}
 
/w gm Attacks for @{selected|token_name}
Line 527: Line 568:
  
 
The basic format is:
 
The basic format is:
<pre>&{template:default} {{name=Header Bar Text}} {{LeftColumnContent=RightColumnContent}}</pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">&{template:default} {{name=Header Bar Text}} {{LeftColumnContent=RightColumnContent}}</pre>
  
 
'''Note:''' When using Roll Templates, you must keep everyone on one line of text. This includes any macros or procs that you might call from within the macro.
 
'''Note:''' When using Roll Templates, you must keep everyone on one line of text. This includes any macros or procs that you might call from within the macro.
Ex.<pre> &{template:default} {{name=Perception}} {{Perception:=[[1d20 + 2 ]]}} </pre>
+
Ex.<pre style="overflow:auto;white-space:pre-wrap;"> &{template:default} {{name=Perception}} {{Perception:=[[1d20 + 2 ]]}} </pre>
  
 
Every curly brace pair '''{{ }}''' you add, adds another Row to the template's output in chat.
 
Every curly brace pair '''{{ }}''' you add, adds another Row to the template's output in chat.
Line 536: Line 577:
  
 
'''A note about MarkDown language formatting:'''
 
'''A note about MarkDown language formatting:'''
Since there is built-in formatting in the Default Template, we have to make extensive use of the MarkDown language formatting marks.<pre>
+
Since there is built-in formatting in the Default Template, we have to make extensive use of the MarkDown language formatting marks.<pre style="overflow:auto;white-space:pre-wrap;">
 
* italics *
 
* italics *
 
** bold **
 
** bold **
Line 547: Line 588:
  
 
(Melee Weapon)
 
(Melee Weapon)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:default} {{name=Melee Attack}}  
 
&{template:default} {{name=Melee Attack}}  
 
{{Hit:=[[1d20cs>17 + 5[STR] + 10[BAB] +3[WeaponBonus] + ?{AttackMod|0} ]]}}  
 
{{Hit:=[[1d20cs>17 + 5[STR] + 10[BAB] +3[WeaponBonus] + ?{AttackMod|0} ]]}}  
Line 557: Line 598:
  
 
(Knowledges)
 
(Knowledges)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:default} {{name=Knowledges}}  
 
&{template:default} {{name=Knowledges}}  
 
{{Arcana[[ 1d20 + 20 ]]=**Appraise**[[1d20 + 10]]}}  
 
{{Arcana[[ 1d20 + 20 ]]=**Appraise**[[1d20 + 10]]}}  
Line 569: Line 610:
 
(Conversation) ''Note how I have two template calls here. Because the first one uses "=" to make columns, the language''
 
(Conversation) ''Note how I have two template calls here. Because the first one uses "=" to make columns, the language''
 
list would have been squished.
 
list would have been squished.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:default} {{name=Conversation}}  
 
&{template:default} {{name=Conversation}}  
 
{{Bluff[[ 1d20 + 10 ]]=**Diplo**[[ 1d20 + -1 ]]}}  
 
{{Bluff[[ 1d20 + 10 ]]=**Diplo**[[ 1d20 + -1 ]]}}  
Line 586: Line 627:
  
 
'''Game Notice:''' ''Just a simple note in chat to emphasize something about the Campaign like leveling, important quest notes, reminders of what needs to be done next session, etc''
 
'''Game Notice:''' ''Just a simple note in chat to emphasize something about the Campaign like leveling, important quest notes, reminders of what needs to be done next session, etc''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=✪ *Quest / Game Note* ✪}}  {{?{Game Notice:}}}
 
&{template:pf_attack} {{name=✪ *Quest / Game Note* ✪}}  {{?{Game Notice:}}}
 
</pre>
 
</pre>
  
 
'''Math is Hard:''' ''For those, like myself, who have some challenges with mental maths''
 
'''Math is Hard:''' ''For those, like myself, who have some challenges with mental maths''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=✪ Math is Hard ✪}} {{**Result:** [[ ?{Maths} ]]}}
 
&{template:pf_attack} {{name=✪ Math is Hard ✪}} {{**Result:** [[ ?{Maths} ]]}}
 
</pre>
 
</pre>
  
 
'''Initiative'''
 
'''Initiative'''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_generic} {{name=Perch Initiative: [[1d20 + @{MYINIT}[Initiative Bonus] +  
 
&{template:pf_generic} {{name=Perch Initiative: [[1d20 + @{MYINIT}[Initiative Bonus] +  
 
( (@{MYINIT}) *.01)[TieBreaker]  &{tracker} ]]}}  
 
( (@{MYINIT}) *.01)[TieBreaker]  &{tracker} ]]}}  
Line 602: Line 643:
  
 
'''Defense:''' lists HP, saves, resistances, etc.  The ♡ are just AltCode replacements. You can copy/paste.
 
'''Defense:''' lists HP, saves, resistances, etc.  The ♡ are just AltCode replacements. You can copy/paste.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Gellius Defense ♡@{Gellius|MyHP}/@{Gellius|MyHP|Max}♡  }}  
 
&{template:pf_attack} {{name=Gellius Defense ♡@{Gellius|MyHP}/@{Gellius|MyHP|Max}♡  }}  
 
{{AC[[@{MyAC} ]] Fl[[ @{MyFlatAC} ]] Tch[[ @{MyTouchAC} ]] CMD[[@{MyCMD} ]] }}  
 
{{AC[[@{MyAC} ]] Fl[[ @{MyFlatAC} ]] Tch[[ @{MyTouchAC} ]] CMD[[@{MyCMD} ]] }}  
Line 610: Line 651:
  
 
'''Saving Throws:''' asks in a drop-down which save to make, then prints only one.
 
'''Saving Throws:''' asks in a drop-down which save to make, then prints only one.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_defense} {{character_name=My Fighter}} {{name=Saving Throws}}
 
&{template:pf_defense} {{character_name=My Fighter}} {{name=Saving Throws}}
 
{{?{Saving Throw|Fortitude,Fortitude=[[d20+@{fort} ]]|Reflex,Reflex=[[d20+@{ref} ]]|Will,Will=[[d20+@{will} ]]}}}
 
{{?{Saving Throw|Fortitude,Fortitude=[[d20+@{fort} ]]|Reflex,Reflex=[[d20+@{ref} ]]|Will,Will=[[d20+@{will} ]]}}}
Line 616: Line 657:
  
 
'''Perception'''
 
'''Perception'''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=@{selected|Token_Name} Perception}}{{Perception:  [[1d20 + @{MyPerception}  ]] }}
 
&{template:pf_attack} {{name=@{selected|Token_Name} Perception}}{{Perception:  [[1d20 + @{MyPerception}  ]] }}
 
</pre>
 
</pre>
  
 
'''UMD:''' ''rolls your UMD check in the titlebar and uses the body of the template for the check table''
 
'''UMD:''' ''rolls your UMD check in the titlebar and uses the body of the template for the check table''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Gellius UMD Check: [[1d20 + @{MYUMD}]] }}  
 
&{template:pf_attack} {{name=Gellius UMD Check: [[1d20 + @{MYUMD}]] }}  
 
{{**25**=Activate Blindly}}{{**25 + Sp Lvl**=Decipher Scroll}}{{**20 + CL**=Use Scroll}}
 
{{**25**=Activate Blindly}}{{**25 + Sp Lvl**=Decipher Scroll}}{{**20 + CL**=Use Scroll}}
Line 628: Line 669:
  
 
'''Conversation:''' ''I'm a fan of AltCodes to add emphasis.  The  ◄ ► can just by copy/pasted or left out
 
'''Conversation:''' ''I'm a fan of AltCodes to add emphasis.  The  ◄ ► can just by copy/pasted or left out
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Gellius: Conversation}} {{Bluff[[ 1d20 + @{MyBluff}  ]]=
 
&{template:pf_attack} {{name=Gellius: Conversation}} {{Bluff[[ 1d20 + @{MyBluff}  ]]=
 
Diplo[[ 1d20 + @{MyDiplo}  ]]}} {{Sense[[ 1d20 + @{MySense}  ]]=Intim[[ 1d20 + @{MyIntim}  ]] }}
 
Diplo[[ 1d20 + @{MyDiplo}  ]]}} {{Sense[[ 1d20 + @{MySense}  ]]=Intim[[ 1d20 + @{MyIntim}  ]] }}
Line 635: Line 676:
  
 
'''Athletics'''
 
'''Athletics'''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Gellius: Athletics}} {{[[ 1d20 + @{MyJump}  ]] Jump=  
 
&{template:pf_attack} {{name=Gellius: Athletics}} {{[[ 1d20 + @{MyJump}  ]] Jump=  
 
Acrobatics [[1d20 + @{MyAcrobatics}  ]]}} {{[[ 1d20 +@{MySwim}  ]] Swim=Climb [[ 1d20 + @{MyClimb}  ]]}}
 
Acrobatics [[1d20 + @{MyAcrobatics}  ]]}} {{[[ 1d20 +@{MySwim}  ]] Swim=Climb [[ 1d20 + @{MyClimb}  ]]}}
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'''Knowledge:''' ''I've found that when using large lists of output and rolls, it lines up nicer if you keep the rolls to the "outside" of the "'''='''" sign, and keep the labels "inside".
 
'''Knowledge:''' ''I've found that when using large lists of output and rolls, it lines up nicer if you keep the rolls to the "outside" of the "'''='''" sign, and keep the labels "inside".
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack}{{name=Gellius: Knowledges}}
 
&{template:pf_attack}{{name=Gellius: Knowledges}}
 
{{[[1d20 + @{MyArcana}]] Arcana=Nature [[1d20 + @{MyNature} ]] }}  
 
{{[[1d20 + @{MyArcana}]] Arcana=Nature [[1d20 + @{MyNature} ]] }}  
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'''Cure Light Wounds:''' ''standard healing spell, limited to 1d8+5''
 
'''Cure Light Wounds:''' ''standard healing spell, limited to 1d8+5''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Cure Light Wounds}} {{ @{Target|Token_Name} regains [[1d8+ {5, @{MyLevel} }kh1 ]] HP }}
 
&{template:pf_attack} {{name=Cure Light Wounds}} {{ @{Target|Token_Name} regains [[1d8+ {5, @{MyLevel} }kh1 ]] HP }}
 
</pre>
 
</pre>
  
 
'''Cure Wand:''' ''Prompts for how many charges to use and displays accordingly''
 
'''Cure Wand:''' ''Prompts for how many charges to use and displays accordingly''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Wand:Cure Light Wounds}}{{Target=@{target|Token_Name}}}
 
&{template:pf_attack} {{name=Wand:Cure Light Wounds}}{{Target=@{target|Token_Name}}}
 
{{Charges:[[?{How many charges|1}]] =Heal [[?{How many charges|1}d8 + ?{How many charges|1}  ]] HP}}
 
{{Charges:[[?{How many charges|1}]] =Heal [[?{How many charges|1}d8 + ?{How many charges|1}  ]] HP}}
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'''MissChances:''' ''Averting Gaze, Concealment, and Mirror Images miss chances and hit/miss results''
 
'''MissChances:''' ''Averting Gaze, Concealment, and Mirror Images miss chances and hit/miss results''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Miss Chances [1=Hit,0=Miss]}}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}
 
&{template:pf_attack} {{name=Miss Chances [1=Hit,0=Miss]}}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}
 
{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}
 
{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}
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'''Splash Miss:''' ''Thrown splash weapons' random square roll on a miss''
 
'''Splash Miss:''' ''Thrown splash weapons' random square roll on a miss''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Splash Weapon Miss}} {{**Lands at [[1d8]] from** ***' XX '*** }}  
 
&{template:pf_attack} {{name=Splash Weapon Miss}} {{**Lands at [[1d8]] from** ***' XX '*** }}  
 
{{[[4]] ♦ [[5]] ♦ [[6]]}} {{ [[3]] ♦ **XX** ♦ [[7]] }} {{[[2]] ♦ [[1]] ♦ [[8]] }}
 
{{[[4]] ♦ [[5]] ♦ [[6]]}} {{ [[3]] ♦ **XX** ♦ [[7]] }} {{[[2]] ♦ [[1]] ♦ [[8]] }}
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'''Coup-de-Grace save:''' ''Fort Save to survive a coup de grace''
 
'''Coup-de-Grace save:''' ''Fort Save to survive a coup de grace''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Coup De Grace: Defense}}   
 
&{template:pf_attack} {{name=Coup De Grace: Defense}}   
 
{{ Fort Save: [[1d20+@{MyFort}]] =vs DC [[10 + ?{Damage Dealth?|0}  ]]  }}
 
{{ Fort Save: [[1d20+@{MyFort}]] =vs DC [[10 + ?{Damage Dealth?|0}  ]]  }}
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'''Stabilize:''' ''Stabilize check when below 0 HP''
 
'''Stabilize:''' ''Stabilize check when below 0 HP''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=@{selected|Token_Name} Stabilize:  
 
&{template:pf_attack} {{name=@{selected|Token_Name} Stabilize:  
 
*[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}}  
 
*[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}}  
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</pre>
 
</pre>
  
'''Confusion Spell check'''  ( To use PF Sheet STR mod, use "[[1d8+[[@{Str-Mod}]][STR] ]]" instead of [[1d8+1]] )
+
'''Confusion Spell check'''  ( To use PF Sheet STR mod, use <code><nowiki>[[1d8+[[@{Str-Mod}]][STR] ]]</nowiki></code> instead of <code><nowiki> [[1d8+1]]</nowiki></code> )
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Confusion Check: [[1d100cf0cs0]] }}
 
&{template:pf_attack} {{name=Confusion Check: [[1d100cf0cs0]] }}
 
{{**01-25**=Acts Normally}}{{**26-50**=Does Nothing but Babble incoherently}}
 
{{**01-25**=Acts Normally}}{{**26-50**=Does Nothing but Babble incoherently}}
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'''Sneak Attack:''' ''PF Unchained Rogue's Sneak Attack effects''
 
'''Sneak Attack:''' ''PF Unchained Rogue's Sneak Attack effects''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=Sneak Attack:  @{MYSNEAKATTACK}d6 }}
 
&{template:pf_attack} {{name=Sneak Attack:  @{MYSNEAKATTACK}d6 }}
 
{{*SneakAttack*=[[@{MYSNEAKATTACK}d6]]}} {{+ [[ @{MYSNEAKATTACK}d1cf1cs2]] Bleed=**- **2 AC & Attack**  }}
 
{{*SneakAttack*=[[@{MYSNEAKATTACK}d6]]}} {{+ [[ @{MYSNEAKATTACK}d1cf1cs2]] Bleed=**- **2 AC & Attack**  }}
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'''Concealment / Miss Chance Check'''(rolls our chances to hit/miss given concealment like blur, averting gaze, BlindFight, and Mirror Images)
 
'''Concealment / Miss Chance Check'''(rolls our chances to hit/miss given concealment like blur, averting gaze, BlindFight, and Mirror Images)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack}} {{name=Miss Chances}}{{subtitle= [ 1=Hit , 0=Miss ]}}{{Blur=20%[[1d100cs0cf0>21]] }}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]
 
&{template:pf_attack}} {{name=Miss Chances}}{{subtitle= [ 1=Hit , 0=Miss ]}}{{Blur=20%[[1d100cs0cf0>21]] }}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]
 
50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}{{Mirror Image= [[ 1d(1+?{Qty of Mirror Images? ( 0 if None )|0})cs0cf0<1 ]]}}
 
50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}{{Mirror Image= [[ 1d(1+?{Qty of Mirror Images? ( 0 if None )|0})cs0cf0<1 ]]}}
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'''Roll First Attack from sheet'''(Calls the first defined Attack weapon from the sheet's "Attacks" tab)
 
'''Roll First Attack from sheet'''(Calls the first defined Attack weapon from the sheet's "Attacks" tab)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
%{selected|repeating_weapon_$0_attack-roll}
 
%{selected|repeating_weapon_$0_attack-roll}
 
</pre>
 
</pre>
  
 
'''Longbow:''' '' calls a slight modification of the second repeating weapon defined in the ATTACK tab''
 
'''Longbow:''' '' calls a slight modification of the second repeating weapon defined in the ATTACK tab''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack}  {{subtitle}} {{name=@{repeating_weapon_$2_name}}}  
 
&{template:pf_attack}  {{subtitle}} {{name=@{repeating_weapon_$2_name}}}  
 
{{attack=[[ 1d20cs>[[ @{repeating_weapon_$2_crit-target} ]] + [[ @{repeating_weapon_$2_total-attack} ]]  
 
{{attack=[[ 1d20cs>[[ @{repeating_weapon_$2_crit-target} ]] + [[ @{repeating_weapon_$2_total-attack} ]]  
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Copy/Paste as-is
 
Copy/Paste as-is
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&#38;{template:pf_attack} {{color=blue}} ?{Attack Type:
 
&#38;{template:pf_attack} {{color=blue}} ?{Attack Type:
 
| Vital Strike, {{name=VitalStrike EarthBreaker +1 &#38;#125;&#38;#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#38;#124;0&#38;#125;[MISC] ]] vs AC &#38;#125;&#38;#125; {{damage=[[4d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total} + ?{Misc.Damage&#38;#124;0&#38;#125;[MISC]  ]] &#38;#125;&#38;#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#38;#124;0&#38;#125;[MISC] ]] vs AC &#38;#125;&#38;#125; {{crit_damage= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#38;#124;0&#38;#125;[MISC]) ]] &#38;#125;&#38;#125;
 
| Vital Strike, {{name=VitalStrike EarthBreaker +1 &#38;#125;&#38;#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#38;#124;0&#38;#125;[MISC] ]] vs AC &#38;#125;&#38;#125; {{damage=[[4d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total} + ?{Misc.Damage&#38;#124;0&#38;#125;[MISC]  ]] &#38;#125;&#38;#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#38;#124;0&#38;#125;[MISC] ]] vs AC &#38;#125;&#38;#125; {{crit_damage= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#38;#124;0&#38;#125;[MISC]) ]] &#38;#125;&#38;#125;
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'''Init:''' Copy As/Is
 
'''Init:''' Copy As/Is
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_generic} {{name=Initiative: [[ (1d20 + [[ @{init} ]][init] + [[ abs(0.01 * @{init}) ]][tie-breaker]) &{tracker} ]]}}
 
&{template:pf_generic} {{name=Initiative: [[ (1d20 + [[ @{init} ]][init] + [[ abs(0.01 * @{init}) ]][tie-breaker]) &{tracker} ]]}}
 
</pre>
 
</pre>
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'''Defenses:''' ''(You have to update the character name "HawkEye" for max HP to work with your character in this example)''
 
'''Defenses:''' ''(You have to update the character name "HawkEye" for max HP to work with your character in this example)''
 
You need to enter this as one long line of text, not as-is.
 
You need to enter this as one long line of text, not as-is.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=♡♡ [[@{HP}[CurrentHP] ]] / [[@{Hawkeye|HP|Max}[MaxHP] ]] ♡♡}}  
 
&{template:pf_attack} {{name=♡♡ [[@{HP}[CurrentHP] ]] / [[@{Hawkeye|HP|Max}[MaxHP] ]] ♡♡}}  
 
{{**CMD:**[[@{CMD}]] • **FF-CMD:**[[@{FF-CMD}]] }} {{**AC:**[[ @{AC} ]] • **Flat:**[[ @{Flat-Footed} ]]  
 
{{**CMD:**[[@{CMD}]] • **FF-CMD:**[[@{FF-CMD}]] }} {{**AC:**[[ @{AC} ]] • **Flat:**[[ @{Flat-Footed} ]]  
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Copy/Paste As-Is without changes.
 
Copy/Paste As-Is without changes.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_generic}  {{color=darkblue}}{{name=@{selected|token_name} ?{Select The Defense Type
 
&{template:pf_generic}  {{color=darkblue}}{{name=@{selected|token_name} ?{Select The Defense Type
 
| Physical, Defense &#38;#9825;@{selected|bar1}&#38;#124;@{selected|bar1|max}&#38;#9825; &#38;#125;&#38;#125; {{AC[[ @{ac} ]] Flat[[ @{flat-footed} ]] Touch[[ @{Touch} ]] CMD[[@{CMD} ]]
 
| Physical, Defense &#38;#9825;@{selected|bar1}&#38;#124;@{selected|bar1|max}&#38;#9825; &#38;#125;&#38;#125; {{AC[[ @{ac} ]] Flat[[ @{flat-footed} ]] Touch[[ @{Touch} ]] CMD[[@{CMD} ]]
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Edit to be one long line of text, not as-is.
 
Edit to be one long line of text, not as-is.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack}  
 
&{template:pf_attack}  
 
{{name=@{selected|Token_Name} Stabilize: *[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}}  
 
{{name=@{selected|Token_Name} Stabilize: *[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}}  
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Copy/paste as-is
 
Copy/paste as-is
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_attack} {{name=?{Skill Grouping  
 
&{template:pf_attack} {{name=?{Skill Grouping  
 
| Athletics, @{selected|token_name} Athletics Check&#38;#125;&#38;#125; {{[[1d20 + @{ACROBATICS}  ]] Jump=Acro [[1d20 + @{ACROBATICS}  ]] &#38;#125;&#38;#125; {{[[1d20 + @{CLIMB} ]] Climb=Swim [[1d20 + @{SWIM} ]]&#38;#125;&#38;#125;  {{[[ 1d20 + @{RIDE} ]] Ride=Fly [[1d20 + @{FLY}]]   
 
| Athletics, @{selected|token_name} Athletics Check&#38;#125;&#38;#125; {{[[1d20 + @{ACROBATICS}  ]] Jump=Acro [[1d20 + @{ACROBATICS}  ]] &#38;#125;&#38;#125; {{[[1d20 + @{CLIMB} ]] Climb=Swim [[1d20 + @{SWIM} ]]&#38;#125;&#38;#125;  {{[[ 1d20 + @{RIDE} ]] Ride=Fly [[1d20 + @{FLY}]]   
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Copy/paste as-is
 
Copy/paste as-is
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration-0} ]] }} {{ ?{Concentration type?
 
&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration-0} ]] }} {{ ?{Concentration type?
 
|Casting Defensively, DC [[ 15 + (2 * ?&#38;#123;Spell Level?&#38;#125;)[SL] ]]=Casting Defensively
 
|Casting Defensively, DC [[ 15 + (2 * ?&#38;#123;Spell Level?&#38;#125;)[SL] ]]=Casting Defensively
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Copy/Paste As-Is (assumes your casterlevel-0 reflects the class used to cast the cure spells)
 
Copy/Paste As-Is (assumes your casterlevel-0 reflects the class used to cast the cure spells)
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&#38;{template:pf_attack} {{color=darkblue}} {{Target=**@{target|Token_Name}** }}  ?{Cure Type
 
&#38;{template:pf_attack} {{color=darkblue}} {{Target=**@{target|Token_Name}** }}  ?{Cure Type
 
| Wand/Potion: CLW, {{name=Wand:Cure Light Wounds&#38;#125;&#38;#125; {{Charges:[[?{How many charges&#38;#124;1&#38;#125; ]]  =**Heal [[(?{How many charges&#38;#124;1&#38;#125;*1)d8 + (?{How many charges&#38;#124;1&#38;#125;*1) ]] HP**  
 
| Wand/Potion: CLW, {{name=Wand:Cure Light Wounds&#38;#125;&#38;#125; {{Charges:[[?{How many charges&#38;#124;1&#38;#125; ]]  =**Heal [[(?{How many charges&#38;#124;1&#38;#125;*1)d8 + (?{How many charges&#38;#124;1&#38;#125;*1) ]] HP**  
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Copy/paste as-is
 
Copy/paste as-is
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
&#38;{template:pf_spell} {{color=darkblue}} {{name=?{Level 1 Spells
 
&#38;{template:pf_spell} {{color=darkblue}} {{name=?{Level 1 Spells
 
| Identify, [Identify](http://www.d20pfsrd.com/magic/all-spells/i/identify) / [SpellCraft](http://www.d20pfsrd.com/skills/spellcraft) &#38;#125;&#38;#125; {{=[[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦  [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]]  
 
| Identify, [Identify](http://www.d20pfsrd.com/magic/all-spells/i/identify) / [SpellCraft](http://www.d20pfsrd.com/skills/spellcraft) &#38;#125;&#38;#125; {{=[[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦  [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]]  
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'''SpellBook Addendum''' ''You can create a link in your character journal's Bio tab to call the Level1, Level2, etc abilities once you have them configured.  This lets you list your spells and "cast" them quickly from the BIO page of your character.  Please note that this does not work with pop-out handouts.
 
'''SpellBook Addendum''' ''You can create a link in your character journal's Bio tab to call the Level1, Level2, etc abilities once you have them configured.  This lets you list your spells and "cast" them quickly from the BIO page of your character.  Please note that this does not work with pop-out handouts.
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
On bio page, select some text and add a link.
 
On bio page, select some text and add a link.
 
Set the url to:  "~JournalName|AbilityName"
 
Set the url to:  "~JournalName|AbilityName"
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''Requires a few manual ATTRIBUTES to represent spell focus feats, and works off the Pathfinder Sheet's SPELL tab for caster level and SR checks.  If you are Charisma-Based, you can copy this unholy mess into notepad and just Search/Replace "INT-MOD"  for "CHA-MOD"''
 
''Requires a few manual ATTRIBUTES to represent spell focus feats, and works off the Pathfinder Sheet's SPELL tab for caster level and SR checks.  If you are Charisma-Based, you can copy this unholy mess into notepad and just Search/Replace "INT-MOD"  for "CHA-MOD"''
<pre>
+
<pre style="overflow:auto;white-space:pre-wrap;">
 
***NOTE***  DO NOT USE COMMAS OR PIPES ANYWHERE WITHOUT HTML REPLACEMENTS!!!!
 
***NOTE***  DO NOT USE COMMAS OR PIPES ANYWHERE WITHOUT HTML REPLACEMENTS!!!!
 
}}  = &#38;#125;&#38;#125;
 
}}  = &#38;#125;&#38;#125;
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***BREAKING DOWN THE TEMPLATE***
 
***BREAKING DOWN THE TEMPLATE***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 0 Spells (Establishes the template, color of the bars, and pop-up prompt label)
+
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 0 Spells   (Establishes the template, color of the bars, and pop-up prompt label)
| Spellname, SpellName (The first SpellName is how it appears on the pop-up query. The second is how it appears in the chatlog)
+
| Spellname, SpellName                             (The first SpellName is how it appears on the pop-up query. The second is how it appears in the chatlog)
{{name_link=URL &#38;#125;&#38;#125; (URL should be the actual d20pfsrd url for the spell)
+
{{name_link=URL &#38;#125;&#38;#125;                           (URL should be the actual d20pfsrd url for the spell)
{{subtitle=*10' Radius*&#38;#125;&#38;#125; (subtitle appears in italics below the spell name. Fits a lot on one line)
+
{{subtitle=*10' Radius*&#38;#125;&#38;#125;                     (subtitle appears in italics below the spell name. Fits a lot on one line)
{{duration=[[@{spellclass-0-level-total}]] Min(D)&#38;#125;&#38;#125; (Duration of the Spell. Usually involves a calculation based on @{spellclass-0-level-total}.  The (D) means it's dismissable as a standard action)
+
{{duration=[[@{spellclass-0-level-total}]] Min(D)&#38;#125;&#38;#125;                   (Duration of the Spell. Usually involves a calculation based on @{spellclass-0-level-total}.  The (D) means it's dismissable as a standard action)
{{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#38;#125;&#38;#125; (pulls from the spell tab on the sheet)
+
{{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#38;#125;&#38;#125; (pulls from the spell tab on the sheet)
{{saving_throw=Will(Neg) &#38;#125;&#38;#125; (Just the text description of what to save against.  Keep it short or it messes with spacing)
+
{{saving_throw=Will(Neg) &#38;#125;&#38;#125;                       (Just the text description of what to save against.  Keep it short or it messes with spacing)
 
{{dc=[[10[BASE] + ?{Heightened Spell Level &#38;#124; 2 &#38;#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#38;#125;&#38;#125;(Just the actual DC number, nothing else.  Update SF-CONJ and [SL] to the appropriate school of the spell. Accounts for Heighten MetaMagic)
 
{{dc=[[10[BASE] + ?{Heightened Spell Level &#38;#124; 2 &#38;#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#38;#125;&#38;#125;(Just the actual DC number, nothing else.  Update SF-CONJ and [SL] to the appropriate school of the spell. Accounts for Heighten MetaMagic)
{{Failed Save=``**Blinded**``&#38;#125;&#38;#125;     (Optional: Best used for simple straight-forward spells like Blindness/Deafness, Save or "This one word thing happens")
+
{{Failed Save=``**Blinded**``&#38;#125;&#38;#125;                       (Optional: Best used for simple straight-forward spells like Blindness/Deafness, Save or "This one word thing happens")
 
{{close=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-close}]] &#38;#125;&#38;#125;  (range definition for close range spells)
 
{{close=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-close}]] &#38;#125;&#38;#125;  (range definition for close range spells)
 
{{medium=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-medium}]] &#38;#125;&#38;#125;(range definition for medium range spells)
 
{{medium=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-medium}]] &#38;#125;&#38;#125;(range definition for medium range spells)
 
{{long=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-long}]] &#38;#125;&#38;#125;    (range definition for Long range spells)
 
{{long=range_pick &#38;#125;&#38;#125; {{range=[[@{spellclass-0-long}]] &#38;#125;&#38;#125;    (range definition for Long range spells)
 
{{description= (plain text block that can contain carriage returns) &#38;#125;&#38;#125;(plain textblock that span columns. Great for spells that bear some explaining.)
 
{{description= (plain text block that can contain carriage returns) &#38;#125;&#38;#125;(plain textblock that span columns. Great for spells that bear some explaining.)
|, (this is only needed if the spell level template only has a single entry)
+
|,                                         (this is only needed if the spell level template only has a single entry)
  
  
Line 1,437: Line 1,478:
 
</Pre>
 
</Pre>
  
[[Category:Games]]
+
[[Category:Pathfinder]]
 
[[Category:Macros]]
 
[[Category:Macros]]

Latest revision as of 22:31, 16 May 2022

[edit] Intent

To illustrate specific techniques for macros specifically designed for the Pathfinder RPG system and to demonstrate their use through examples. As you read through this article you will find certain techniques simplified or unused in order to emphasize the topic method. The examples provided are not necessarily meant to be used as-is(Though everything posted is functional). Rather, they're offered as an example of a particular method to be combined with other techniques for you to craft your own comprehensive macros using all techniques you're comfortable with employing.

See also Pathfinder Macros and Pathfinder

Macro Guide contains info on how Roll20 macros work and are created.

This is a collaborative work with several contributors. Styles and methods will vary

Contents

[edit] Tips and Techniques

[edit] Spacing

Spacing inside a roll rarely matters, as it does not generally affect the results of a roll. When making macros, spacing everything far apart will make it easier to see where you might have made an error, and to make it easier to adjust later on as needed.

When figuring out result spacing in the chat window, try to get things to fit on as few lines as possible. It makes for cleaner macros and speeds the game along if you can see and comprehend the results easily. Please also see the "Roll Templates" section towards the bottom of this article

[edit] Formatting

Markdown language (like Reddit) is available to let you bold, italic, bold-italic, create a hyperlink, or include an image(not recommended for most macros, really)

* italics *
** bold **
*** bold italics ***
[link text](...url)

[edit] Group your Macros

To save your own screen space and to avoid having dozens of macro buttons, combine similar rolls into one macro: Ex: Conversation skills (bluff,sense motive, diplomacy, etc) can all be rolled at once in a single macro, rather than a macro button for each one.

[edit] Drop-Down Queries

These somewhat replace the Boolean Math queries below, but have other uses as well. A drop-down Query will present you a selection dialogue with several options, filling in the predefined content of what you selected.

Format ?{Prompt:|Label1, Result1 | Label2, Result2 | Label3, Result3} ...etc

Example [[1d8+3 + ?{Sneak Attack?:|Yes,3d6|No,0} ]]

Example2 /em hits for [[ ?{WeaponType:|Longsword, 1d8+3|ShortSword, 1d6+3| Dagger,1d4+1} ]] dmg

This can also be used extensively to create entire dictionaries of actions, list of all possible skill checks, entire spell books, etc. The one area drop-down queries run into problems(aside from their visual complexity) is when they contain other queries. The Syntax of the nested queries throws off the overall Drop-down query, so HTML Entities have to be used to replace the pipe " | ", comma, and " } " right curly brace characters anywhere WITHIN the overall drop-down query.

A more detailed explanation of complex Drop-Down Roll Queries can be found here: [1]. There are some examples of complex drop-down queries further in this article.


[edit] Boolean Math

Using the Identity property of 1 and the multiplicative property of 0, combined with Queries, you can make ON / OFF type switches in your macros. This is as close as you can get to conditional statements in the Macro system. Real If/Then/Else requires a
Pro
info subscription and the API.

Note: Pathfinder almost always rounds down, so always use the "Floor" function to force it when finding the 1/2 of something. Example: (Two-Handed Weapon Damage)

[[ 1d12 + 5[STR] + ( ?{Two-Handed Weapon?|0}[TwoHanded?] * floor( 5[STR] * .5) ) ]]

Reason: Since regular weapon damage adds 1x your strength, and a Two-handed Weapon adds 1.5x your Strength you can add Query * HalfYourStrength. By using a 1 in your query result, you add the extra 1/2 str. If you reply 0, the added result is zero so effectively just your regular strength. Tidbit: Use * .5 instead of /2 in any programming or scripting system to avoid accidentally dividing by 0 or using the wrong Slash mark.

Extension: Roll20 gives you 3 token bars, but many people only use one - health. You can use bar2 and bar3 to store boolean values. I use bar2 to represent Power Attack. My L7 Fighter's attack roll looks like this:

#Single-Attack
/w gm Power Attack: [[@{selected|bar2}]]
/w gm Threatens at [[17 + 12 - 2*@{selected|bar2}]]

[[d20 + 12 - (2*@{selected|bar2})[Power Attack Penalty] ]] vs AC
[[2d6 + 6 + (6*@{selected|bar2})[Power Attack Bonus] ]] Normal Damage!
[[2d6]] Vital Strike Damage!

[edit] High and Low Tier

Using Boolean Math, you can create a switch that instantly changes *almost* all aspects of your table from low tier to high tier and back: (This assumes you use attributes to roll your attacks; see "Generic Attack Macro" in the "Macro Examples" section.) In this section I use (1-x) as "opposite of x", where x is a boolean value. 1-0=1, 1-1=0. (1-x) flips the boolean value.

To begin, set up a character, "Tier", with the following attribute:

High: 0

Now, in every macro, use boolean math to add in BOTH High and Low tier bonuses. For example:

#Roll-Saves
/emas @{selected|token_name} attempts to avoid your attacks!
/desc [[d20 + (@{selected|fort})*(1-@{tier|high})[Low Tier Bonus] + (@{selected|fort-h})*(@{tier|high})[High Tier Bonus] ]] Fortitude
/desc [[d20 + (@{selected|ref})*(1-@{tier|high})[Low Tier Bonus] + (@{selected|ref-h})*(@{tier|high})[High Tier Bonus] ]] Reflex
/desc [[d20 + (@{selected|will})*(1-@{tier|high})[Low Tier Bonus] + (@{selected|will-h})*(@{tier|high})[High Tier Bonus] ]] Will


This can be done anywhere the same effect occurs with different numbers in high and low tier. I use it in EVERY macro.

When I create the table, on the splash screen I create a token on the GM layer. I link the token to "Tier", and I link Bar1 to "High". When the table makes and we determine tier, I set the value of Bar1 to 1 for high, 0 for low. (It's defaulted to 0 anyway.) Then everything (except HP) is automatically calculated with the appropriate value for the tier. For HP, I leave every token's Bar1 unlinked until they reach that encounter. (Otherwise I'll forget to change it.) With each encounter, I link Bar1 of each NPC to either HP or HP-H, depending on high or low.

[edit] Calculated Dice Roll

Mostly for Casters where damage of spells is often dependent on your level, you can use math and attributes to determine how many dice to roll. This is also an example of grouping rolls with { } and comparing them with KL1 (keep Lowest One) Example: CureLightWounds does 1d8 + CasterLevel, but only up to level 5 at max, giving us [[ 1d8 + ( { 5 , @{Level} }kl1) ]] This takes the raw number "5", compares it to your @{Level} attribute, and keeps the lower of the two. If you're level 2, you'll end up rolling 1d8+2. if you're level 12, you'll roll 1d8+5 Note: Grouped rolls like KL1 and Calculated Dice Roll's currently don't play nice with each other. The only way to combine them is to use nested Inline Rolls [[ [[]] ]]. For example, Fireball (CasterLevel of d6' up to 10d6) would come out as [[ [[ {10, @{CasterLevel} }kl1 ]]d6 ]] (Please note that there must not be any spaces between the ]] and d6

[edit] Passive Rolls for GMs

If you have your players keep Perception, Sense Motive, etc attributes defined in their character journals you can use @{target|Attribute} or @{selected|Attribute} to determine if the individual made their check without notifying the player that it happened. This assumes that the Tokens are bound to the Character Journal correctly.

/w GM @{selected|Token_Name} Passive Perception [[ @{selected|Perception} + 10]]

Since it's the GM whispering to the GM, only they will see the roll.


[edit] Corollary to Passive GM Roll

If your player-base is consistent, you can test all their passive checks at the same time and use it as a general macro for anything that might try to stealth, bluff, traps, etc. NOTE: Spacing gets a bit messy after 4 players without reworking it, as the Roll20 chat window only gives you 5 lines of text before posting your character name again. Example: (Secretly rolling generic monster's stealth check and comparing it to player's rolled perceptions)

/w GM NPC Stealth[[ (1d20 + ?{Stealth bonus?|0} ) ]]
/w GM Player's Name:[[ 1d20 + @{PlayerName1|Perception} ]]
/w GM Player's Name:[[ 1d20 + @{PlayerName2|Perception} ]]
/w GM Player's Name:[[ 1d20 + @{PlayerName3|Perception} ]]
/w GM Player's Name:[[ 1d20 + @{PlayerName4|Perception} ]]


[edit] Calculating Crits

Recently added Dice Rolling options now let you specify your crit range within the initial roll. 1d20cs>19 will display the result with a green critical highlight on a 19 or 20. 1d20cs>15, on a 15-20, etc.

Pathfinder Crits are your damage and most bonus' rolled multiple times, not the result multiplied. Since your original attack damage is already on the screen, only add one more damage roll for an x2 weapon, and two extra damage rolls for a 3x, etc.

/me stabs with his Keen LongSpear(19-20x3)!
Attack:[[1d20cs>19 + 6[AttackBonus] ]] for [[1d6 + 4[STR] ]] Dmg
C.Confirm:[[1d20 + 6[AttackBonus] ]]
Addt'l Crit Damage:[[ ( 1d6 + 4[STR] ) + ( 1d6 + 4[STR] ) ]]

[edit] Template NPCs and Players

Some use lots of attributes on my NPCs, and ask their players for a few as well. To keep from having to do the same work over and over, have a table titled "Template." On that template have three characters:

NPC
Player
Tier

NPC has the following EMPTY attributes: (information in <> is descriptive of what I will fill in for each NPC in that box)

HP: <low tier hp> / <low tier hp max>
HP-H: <high tier hp> / <high tier hp max>
Fort: <fort save bonus>
Fort-H: <fort save high tier>
Ref: <Reflex save bonus>
Ref-H: <Reflex save high tier>
Will: <Will save bonus>
Will-H: <Will save high tier>
Attack1-Name: <Name of Attack1>
Attack1: <Attack1 Bonus Low Tier> / <Damage roll low tier>
Attack1-H: <Attack1 Bonus High Tier> / Damage roll high tier>
Attack1-Target: <AC, Touch, CMD, Automatic - Reflex for Half, etc.> / <die result that threatens OR DC of spell save>
Attack2-Name: <Name of Attack2>
Attack2: <Attack2 Bonus Low Tier> / <Damage roll low tier>
Attack2-H: <Attack2 Bonus High Tier> / Damage roll high tier>
Attack2-Target: <AC, Touch, CMD, Automatic - Reflex for Half, etc.> / <die result that threatens OR DC of spell save>
Attack3-Name: <Name of Attack3>
Attack3: <Attack3 Bonus Low Tier> / <Damage roll low tier>
Attack3-H: <Attack3 Bonus High Tier> / Damage roll high tier>
Attack3-Target: <AC, Touch, CMD, Automatic - Reflex for Half, etc.> / <die result that threatens OR DC of spell save>

Player has the following EMPTY attributes, as I will always ask for these:

HP:
Init:
Perception:

Finally, the Tier character has ONE attribute:

High: <Boolean value - 1 for high tier, 0 for low tier>

The template table also includes my generic Attack1, Attack2, and Attack3 macros (in the macro examples section), a "Show-Attacks" macro (also in the macro examples section), and a "Roll-Saves" macro (macro examples section under "High/Low Tier")

When I'm prepping a new table, I don't start from a blank. I start by copying "Template." Then I count the NPCs and duplicate NPC that many times. Then I just fill in the information from the stat blocks. If a particular NPC has more than 3 actions, or I think it will need to do something nobody else will (concentration checks, for example) I'll create individual abilities for that NPC at that time. But other than that, my combat prep is basically done.

[edit] Rolling 0 for Untrained Skills

As we all know, some Pathfinder skill-checks can't be performed unless you have at least one Rank trained in that skill (Like Knowledges). Normally that provides an annoyance with macros, as we have to customize each one for each character's skills and abilities to make sure we only roll what that character knows. However, there's a trick you can use that will display a "0" instead of your roll, if your skill ranks are zero.

[[(1d20 + @{Knowledge-Arcana}) * ceil(@{Knowledge-Arcana-ranks}/100) ]]

This snipit uses the Pathfinder Character sheet, but can be used with any attribute that has the number of ranks listed separately from your actual total bonus.

In essence: 1d20+TotalBonus * NumberOfRanks/100, rounded up

If the Ranks = zero, your result will always be a zero. Due to the way rounding works in Roll20, any other value in Ranks will result in a "1".

[edit] Macro Examples

[edit] Initiative

In this example, the post-decimal-point values are the total init bonus, used for breaking ties with enemies rolling the same, higher bonus wins).

The &{tracker} part automatically adds the roll to the turn order.

You *MUST* have your token selected for this macro to work correctly.

/me leaps into action! [[1d20 + 6.06 &{tracker}]]

[edit] Initiative (As an Ability)

As an ABILITY on your character journal using Attributes instead. This can just be an attribute for the total initiative bonus and not bother with the math, but calculations can be useful) Note: The benefit of using the full calculation (dex + misc. init bonus) instead of just a flat value, is that it will dynamically update as your dex increases through Cat's Grace or other temporary effects. NOTE:: Due to wiki layout spacing, the macro is listed on multiple lines. It should be written as a single continuous line of text.

/me leaps into action! [[1d20 + @{DEX}[Dex] + @{InitBonus}[Traits] + ( @{DEX} + @{InitBonus} )*.01 &{tracker}[TieBreaker] ]]

[edit] Defense

It's convenient to show all your defenses and make all saving throws in one click. Putting plain numbers inside [[ ]] is just for emphasis in the chat window.

/me defends himself from the assault!
CMD[[ 19 ]]
AC[[ 18 ]]|Flat[[ 18 ]]|Touch[[ 13 ]]
Fort[[ 1d20 + 3 ]]|Ref[[ 1d20 + 7 ]]|Will[[ 1d20 + 1 ]]
Concentration:[[ 1d20 + 11 ]]

[edit] Defense (attributes and token bars)

More complex example, using attributes and token bars, assuming HP and AC are tracked on token bars and it's currently selected). I use a token bar to track AC instead of an attribute because AC changes frequently in PF. The FlatFooted or Touch calculation may change with different class/feats/etc.

/me defends himself from the assault!
CMD:[[10[BASE] + @{BAB}[BAB] + @{STR}[STR] + @{Dex}[DEX] ]]
HP:[[ @{Selected|BAR3} ]] / [[ @{Selected|Bar3|MAX} ]]
AC[[ @{Selected|Bar1} ]]♦Flat[[ @{selected|Bar1} ]]Touch♦[[ 10 + @{DEX} ]]
Fort[[1d20 + @{Fort} ]]♦Ref[[1d20+@{Ref} ]]♦Will[[ 1d20+@{Will} ]]
Concentration:[[1d20 + 11]]
Evasion ♦ Uncanny Dodge

[edit] Generic Roll

A generic dice roll that asks for how many dice, what sided dice, and what modifiers you are adding to the roll. Mind the spacing around the d?, it matters here.

/me ?{Your Character is...?|does something}
[[ ?{Number of Dice|1}d?{Type of Die|6} + ?{Modifiers|0} ]]

[edit] Weapon 1

Mathematically speaking, power-attack should almost ALWAYS be used, so we don't often keep separate macros without it. Check out the section above on Boolean Math if you want to make an on/off flag for it. NOTE: Attack macros are the one place you definitely want to use a roll query for misc bonus'. It changes constantly in PF. NOTE2:: Due to wiki layout spacing, the first Attack and Confirm are on multiple lines. They should be written as a continuous line of text. The 1d20cs>19 makes the results highlight green on a 19-20 crit range.

/me grips his GreatSword firmly and swings Powerfully!
Attack:[[1d20cs>19 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for [[2d6 + 6[STR*1.5] + 
3[PowerAttack] + ?{Damage Bonus?|0}[Damage Bonus] ]] Dmg
Confirm:[[1d20 + 5[AttackBonus] -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for addt'l [[2d6 + 6[STR*1.5] + 
3[PowerAttack] + ?{Damage Bonus?|0}[Damage Bonus] ]]

[edit] MultiAttack

As you get high enough to make 3 or more attacks, you would likely rework this example to query main or second attacks, re-arrange the fluff text for better spacing).

The 1d20cs19 makes the results highlight green on a 19-20 crit range.

/me grips his GreatSword firmly and swings powerfully!
[Crit:19-20/x2]
H1:[[1d20cs>19 + 5 -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for [[2d6 + 6[STR*1.5] + 3[PowerAttack] + ?{Damage Bonus?|0}[Misc. Bonus] ]] Dmg
C1:[[1d20 + 5 -1[PowerAttack] + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for addt'l [[2d6 + 6[STR*1.5] + [PowerAttack] + ?{Damage Bonus?|0}[Misc. Bonus] ]] Dmg
H2:[[1d20cs>19 + 5 -1[PowerAttack] -5 + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for [[2d6 + 6[STR*1.5] + 3[PowerAttack] + ?{Damage Bonus?|0}[Misc. Bonus] ]] Dmg
C2:[[1d20 + 5 -1[PowerAttack] -5 + ?{Misc Bonus/Penalty?|0}[Misc. Bonus] ]] for addt'l [[2d6 + 6[STR*1.5] + 3[PowerAttack] + ?{Damage Bonus?|0}[Misc. Bonus] ]] Dmg

[edit] MultiAttack (Using attributes and Queries)

This should cover each attack and determines what the bonus' and penalties should be )

NOTE: Complex, but this covers weapon enchantments, misc bonus' such as Bless, and the -5/-10 penalties for your multiple attacks at higher levels.

NOTE2: Due to wiki layout spacing, this appears on multiple lines. The macro itself would be continuous line.

/me grips his GreatSword firmly and swings powerfully!
[Melee]
Attack:[[1d20 + @{BAB}[BAB] + @{STR}[STR] + @{EnchantmentBonus} -3[PowerAttack] + ?{Misc Attack Bonus|0}[Misc Bonus]
 - ( (?{Main:0, Second:1, or Third:2 attack?|0})*5 )[BAB Penalties] ]] for [[2d6 + (floor(@{STR}*1.5))[1.5 STR] 
+ 9[PowerAttack] + ?{Misc Damage Bonus?|0} ]] Dmg

Rapid + MultiShot: This is a massive time/sanity saver for those who combine multishot and rapidshot. Also Monk Flurries. Note: Due to spacing, this is extremely bare-bones output and should be explained to the GM. It's VERY condensed to accommodate spacing. These should be fleshed out to use attributes, attack bonus queries, and other better techniques, but would detract from the example here. Sample Output: The !xx! are the crit confirm, and damage rolls.

Mark G. (GM): [Rapid/Multi]
MS:20(!17!)=20+!21!
RS:16(!13!)=10+!12!
H2:23(!17!)=4+!14!
H3:5(!9!)=10+!18! 

Read left-to-right "Multishot attack MS rolled a 20, rolled a 17 to confirm any possible crits. Normal attack did 20 damage, if crit add an additional 21

Actual Macro: and yes, it can be difficult to read, but the output is clean! NOTE:: Due to wiki layout spacing, the first Hit1 is on multiple lines. It should be written as a continuous line of text.

/me draws his bow and peppers his enemies with arrows!
[Rapid/Multi]
MS:[[1d20cs>19 + 15 -2]](![[1d20 + 15 -2]]!)=[[{ 1d8 + 3 , 1d8 + 3 }]]+![[{ 1d8 + 3 , 1d8 + 3, 1d8 + 3 ,1d8 + 3 }]]!
RS:[[1d20cs>19 + 15 -2]](![[1d20 + 15 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
H2:[[1d20cs>19 + 10 -2]](![[1d20 + 10 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!
H3:[[1d20cs>19 + 5 -2]](![[1d20 + 5 -2]]!)=[[ 1d8 + 3 ]]+![[{ 1d8 + 3 , 1d8 + 3 }]]!

[edit] Many Attacks & Multiple Damage Rolls

There are a number of abilities in Pathfinder, such as a brawlers flurry that quickly exceed what the default sheet can handle. The syntax for doing multiple attacks or multiple damage rolls per attack can also be a little tricky. The example macro below is for a brawler with 4 attacks as part of a flurry, with each attack also dealing 1d6 points of acid damage.

This macro assumes the character only adds strength both to attack and damage rolls. The macro requires the token for the desired character is selected and adds both bonuses and condition penalties set on the character sheet of the selected token. Hovering over rolled values will reveal a breakdown of the bonuses and penalties applied to the roll.

&{template:pc} {{type=attackdamage}} {{name=Brawlers Flurry}} {{attack=1}} {{showchar=[[1]]}} {{atkvs=(Melee vs AC)}} {{dmg1flag=1}} {{dmg2flag=1}} {{dmg2name=Acid}} {{charname=@{selected|token_name}}} {{roll=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{rolldmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{rolldmg2=[[1d6]]}} {{ rolldmg1type=Bludgeoning }} {{ rolldmg2type=Acid }} {{critconfirm=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{rolldmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll1=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll1dmg2=[[1d6]]}} {{ roll1dmg1type=Bludgeoning }} {{ roll1dmg2type=Acid }} {{critconfirm1=[[@{selected|bab}[BAB] -2[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll1dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll1dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll2=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll2dmg2=[[1d6]]}} {{ roll2dmg1type=Bludgeoning }} {{ roll2dmg2type=Acid }} {{critconfirm2=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll2dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll2dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }} {{roll3=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll3dmg2=[[1d6]]}} {{ roll3dmg1type=Bludgeoning }} {{ roll3dmg2type=Acid }} {{critconfirm3=[[@{selected|bab}[BAB] -5[TWF] + @{selected|attack_bonus}[BUFF] + @{selected|strength_mod}[MOD] + @{selected|strength_condition}[CONDITION] + 1d20 ]]}} {{roll3dmg1=[[ 1d8 + @{selected|strength_mod}[MOD] + @{selected|damage_bonus}[BUFF] + @{selected|strength_condition}[CONDITION] ]] }} {{roll3dmg1crit=[[ 2d8 + (@{selected|strength_mod}*2)[MOD] + (@{selected|damage_bonus}*2)[BUFF] + (@{selected|strength_condition}*2)[CONDITION] ]] }}

[edit] Stabilization Check

In PF, when you reach negative HP you have to roll a DC 10 Con check with penalties for the number of negative HP you have. If your negative HP exceeds your total CON, well... it's time to roll another character. Written as an Ability, assumes HP are tracked in Bar3 on your token, and you have an attribute named CON that has your bonus in the left field and max Con in the right field.

/me tries to convince himself the large hole in his chest is just a flesh wound...
[Stabilize]
DC 10 Con Check:[[ 1d20 + @{Con}[Con Mod] + @{Selected|Bar3}[Neg HP] ]]
On Fail: Take [[1]] Dmg.
If Neg HP([[ @{Selected|Bar3} * -1 ]]) = Con([[@{Selected|Con|Max} ]]) ... !! DEATH !!

[edit] Perception

Basic macro; Perception is the most used skillcheck in the game

/me looks around and listens carefully...
[Perception][[1d20 + 8 + ?{Favored Terrain/Other Bonus?|0} ]]

[edit] Knowledges

The extra blank line keeps them lined up nicely, usually not an issue unless you've got all the knowledge, like Wizards or Clerics with Knowledge domain.

/me considers the topic thoughtfully...

Linguistic[[ 1d20 + 7 ]] | Appraise[[1d20+10]]
Arcana[[ 1d20 + 15 ]] | Nature[[1d20 + 10]]
Planes[[1d20 + 11]] | Religion[[ 1d20 + 11 ]]
Dungeon[[ 1d20 + 9 ]] | Nobility[[1d20 + 7]]
Engineer[[ 1d20 + 7 ]] | History[[1d20 + 7 +2]]

[edit] Athletics

Generally any skillcheck representing a movement action

/me rolls his shoulders and prepares for a feat of ATHLETICS!
Acrobatics:[[1d20 + 10]]
Jump:[[1d20+3]] Climb:[[1d20+8]]
Swim:[[1d20+7]] Ride:[[1d20+3]]
Fly: [[1d20 -1]]

[edit] Sneaky

Various rogue-type actions

/me indulges in a bit of legerdemain and skulduggery...
[SNEAKY]
Disable Device: [[ 1d20 + 12 ]]
Sleight of Hand:[[ 1d20 + 7]]
Disguise: [[1d20 + 4]]
Stealth:[[ 1d20 + 12 ]]

[edit] Conversation

Basic Conversation skills

/me tries to remember long-lost conversation skills...
Bluff/*Feint*: [[1d20 + 6]]
Diplomacy:[[1d20 -3 ]]
Intimidate:[[1d20 + 4]]
Sense Motive:[[1d20 + 7]]

[edit] Concentration

Using drop-down queries that will roll your Concentration Check and prompt for which situation you're rolling against and display the appropriate DC to beat. (NOTE: the @{concentration} variable may differ from sheet to sheet)

&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration}]] }} {{ ?{Concentration type?
|Casting Defensively, DC [[ 15 + (2 * ?&#123;Spell Level?&#125;)[SL] ]]=Casting Defensively
|Injured while casting, DC [[ 10 + ?&#123;Damage Taken?&#125;[DMG] + ?&#123;Spell Level?
&#125;[SL] ]]=Injured while casting
|Continuous damage, DC [[ 10 + floor(0.5 * ?&#123;damage dealt?&#125;)[DMG] + ?&#123;Spell Level?&#125;[SL] ]]=Continuous damage
|Affected by a non-damaging spell, DC [[ ?&#123;DC of the affecting spell?&#125;[DC] + ?&#123;Spell Level?&#125;[SL] ]]=Affected by a non-damaging spell
|Grappled or pinned, DC [[ 10 + ?&#123;grappler's CMB?&#125;[CMB] + ?&#123;Spell Level?&#125;[SL] ]]=Grappled or pinned
|Entangled while casting, DC [[ 15 + ?&#123;Spell Level?&#125;[SL] ]]=Entangled while casting
|Vigorous motion, DC [[ 10 + ?&#123;Spell Level?&#125;[SL] ]]=Vigorous motion
|Violent motion, DC [[ 15 + ?&#123;Spell Level?&#125;[SL] ]]=Violent motion
|Extremely violent motion, DC [[ 20 + ?&#123;Spell Level?&#125;[SL] ]]=Extremely violent motion
|Wind with rain or sleet, DC [[ 5 + ?&#123;Spell Level?&#125;[SL] ]]=Wind with rain or sleet
|Wind with hail and debris, DC [[ 10 + ?&#123;Spell Level?&#125;[SL] ]]=Wind with hail and debris
|Weather caused by spell, (*see spell*)=Weather caused by spell} }}

[edit] Spells Known

For sorcerers and other spontaneous casters with a limited number of spells known, a macro that lets everyone know what you have can be very handy. Below is an example macro that lists cantrips and level 1 spells known for a sorcerer (assuming 4 cantrips and 3 level 1 spells).

&{template:default} {{ ``@{Selected|character_name}`` Spells=Sorcerer }} {{ Cantrips=@{selected|repeating_spell-0_$0_spellname}, @{selected|repeating_spell-0_$1_spellname}, @{selected|repeating_spell-0_$2_spellname}, @{selected|repeating_spell-0_$3_spellname} }} {{ Level 1 Known=@{selected|repeating_spell-1_$0_spellname}, @{selected|repeating_spell-1_$1_spellname}, @{selected|repeating_spell-1_$2_spellname}, @{selected|repeating_spell-1_$4_spellname} (B), @{selected|repeating_spell-1_$5_spellname}, @{selected|repeating_spell-1_$6_spellname}}} {{ Used [[@{selected|caster1_spells_prepared_level_1}]]=[[@{selected|caster1_spells_total_level_1}]] Total }}

The lookups for spell information all follow the format: repeating_spell-LEVEL_$SLOT_spellname (replace text in bold italics with desired numbers)

A level of 0 indicates the spell is a cantrip, level 1 is for first level spells, etc. Each spell of a given level in the character sheet is assigned a slot number in order from top to bottom, with the first slot of a given level having a slot number of 0, the second spell a slot number of 1, etc.

The macro uses the prepared level 1 spells (spells per day) to track how many spells have been cast on the current day and displays that value as the number of spells used, alongside the total level 1 spells per day. To display the same information for second level spells, simply use:

{{ Used [[@{selected|caster1_spells_prepared_level_2}]]=[[@{selected|caster1_spells_total_level_2}]] Total }}

[edit] Color spray

Complicated spells that also include rolls are excellent for a macro. Avoid transcribing entire spell descriptions though.

/me raises his hands and links his thumbs before a cone of scintillating color erupts from his palms!
[Color Spray]
DC[[14]] Will Neg | SR:[[1d20 + 7]]
2 HD: Unconscious, blinded, stunned [[2d4]] rounds then blinded and stunned
[[1d4]] rounds, then stunned [[1]] round.
3 or 4 HD:Blinded,stunned [[1d4]] rounds, then stunned [[1]] round
5 or more HD: stunned for [[1]] round.

[edit] Grease

Simplest form without anything fancy. Most appropriate for one-shots:

/me cups his palm as though he were standing on a mound in a field and chants the verbal component "Uncto"!
[Grease]
DC[[14]] Ref Neg | SR:No
[[10]]ft. radius or single object for [[2]] minutes

[edit] Flaming Sphere

Example of fleshing out all the rolls so you don't have to touch the macro itself again, just attributes on your sheet. The @{gol|Level} and @{INT} variables, for example, are the caster level and INT for whatever sheet you're using)

/me gestures as though he was molding a small sphere in his hands and utters, "Flamma Globus"!
[Flaming Sphere]
DC[[ 10[Base] + 2[SpellLevel] + @{Int}[INT] ]] Ref Neg | SR:[[ 1d20 + @{Level}[Level] ]]
Dur:[[ @{Level}[Level] ]] Rd. Rng:[[100 + { @{Gol|Level} * 10 } ]]ft.
Burning Sphere uses caster's move to shift 30ft each round, co-occupying a 5-ft.
area. Any creature in this area suffers [[3d6]] fire damage.

[edit] Mad Monkeys

Assuming augmented summoning. Macros are great for summons and repeat effects

/me scratches, hopping on one leg, strangely ape-like phrases escaping his lips as he chants...
[MadMonkeys]
Rng[[40]]ft|Dur[[7]]rd
Spd[[30]]|Climb[[20]]|Area[[10]]ft
HP[[22+8]]|AC[[15]]
Melee[[2d6]] + DC[[16]] Fort: Nauseated and Deafened [[1]]rd.
Free Act:Disarm/Steal[[ 1d20 + 7[Level] + 5[CHR] ]] vs. CMD

[edit] Black Tentacles

/me closes his eyes while chanting, channeling the horror of Japanese school girls throughout the ages..
[BlackTentacles]
Rng[[170]]ft|Dur[[7]]rd(D)
Area[[20]]ft Radius|SR:No
On caster turn or enter area:
Grapple[[1d20+7[Level]+4[STR]+1[Size] ]] & [[1d6+4[STR] ]] dmg/rd
CMD to escape[[10[BaseCMD]+7[Level]+4[STR]+1[Size] +5[Bonus]]]
Tentacles Cannot be Damaged, only dispelled

[edit] GlitterDust

/me raises his hands and tosses a handful of glittering dust into the air while canting, "Coruscantes Et Cinere"!
[GlitterDust]
DC:[[10[BASE] + 2[SL] + @{Gol|GolInt}[Int] +1[SF] ]]Will Neg | SR:No
Dur:[[ @{Level} ]] rds | Rng[[100 + (10*@{Level} ) ]]ft
[[10]]ft. radius, targets blinded and invisible creatures revealed, stealth receive -40 penalty.
Blinded creatures may attempt to save at the end of their turns.

[edit] Burning Arc

This spell can easily exceed what the character sheet supports by default, with 3 or more separate damage rolls and a different DC for all secondary targets. Below is an example macro for a burning arc that can hit up to three targets (CL 6).

&{template:default} {{ Burning Arc=Insert an image or flavor text here }} {{ Range=[[ [[ floor((@{Selected|caster1_level}+2)/2)*5 ]] + 25 ]] ft. }} {{ Save=Reflex }} {{SR=[[ 1d20 + @{Selected|caster1_level}  ]]}}  {{ Primary=[[ [[@{Selected|caster1_level}]]d6 ]] Fire   **DC** [[@{Selected|caster1_dc_level_2}]] }} {{ Second=[[ [[floor(@{Selected|caster1_level}/2)]]d6 ]] Fire   **DC** [[@{Selected|caster1_dc_level_2} - 2]] }} {{ Third=[[ [[floor(@{Selected|caster1_level}/4)]]d6 ]] Fire   **DC** [[@{Selected|caster1_dc_level_2} - 2]] }} {{ Note=All targets must be within 15 ft. of each other }}

[edit] Alchemical Flask

When bombs and splash weapons miss, you roll for where it actually lands.

/me pulls the pin and counts to 5... NO! I mean 3!!
[Flask]
Hit:[[1d20+5]] for [[1d6+3]]dmg.
Adj. take [[1]] dmg
If Miss, it lands at [[1d8]]
[[4]] | [[5]] | [[6]]
[[3]] | X | [[7]]
[[2]] | [[1]] | [[8]]

[edit] Generic NPC Attack Macros

Generic attack macros that work for ALL of your NPCs


Assumes NPCs all copied from a template (or manually created but why?) that contains Attributes:

Attack1: <attack bonus - 0 for automatic hits with saves> / <damage roll>
Attack1-Target: <AC, Touch, CMD, Reflex Negates, etc.> / <Minimum Threat OR Save DC>
Attack1-Name: <Name of Attack>
(Attack2, Attack3 similarly)

As for the macro, I like to keep it in the Macros box, NOT in the abilities box. If something needs tweaking, I can go to ONE place and tweak it for ALL NPC's instead of to EACH character sheet.

#Attack1:
/emas @{selected|token_name} attacks @{target|token_name} with its @{selected|Attack1-Name}!
/w gm [[@{selected|Attack1-Target|Max} + @{selected|Attack1}]] to threaten/save
/desc [[d20 + @{selected|Attack1}]] vs @{selected|Attack1-Target}]]
/desc [[@selected|Attack1|Max}]] damage!

Works for spells and attacks. If a spell requires a touch attack AND a save, modify Attack1-Target|Max to be the difference between the DC and the attack bonus, so that when added they will accurately display the DC.

Useful along with this:

#Show-Attacks:
/w gm Attacks for @{selected|token_name}
/w gm Attack1: @{selected|Attack1-name}
/w gm Attack2: @{selected|Attack2-name}
/w gm Attack3: @{selected|Attack3-name}

[edit] Default Roll Templates

With the advent of Roll Templates, formatting options for Macros have a lot more options than before. The more complex (and let's be honest, "Clean", looking Templates are specific to the Character Sheet you're using. However, there is also a "Default" Template that can be used with any game, regardless of Character Sheet.

NOTE: In many cases, the Default Template results in much cleaner macros. However the more tightly spaced macros tend to suffer due to alignment and spacing limitations inherent to the Default Template format. ANY Macro created as a Roll Template will need some fiddling to get the spacing to look nice.

General Usage: To use the Default Template, start off with regular Macro or Ability creation.

The basic format is:

&{template:default} {{name=Header Bar Text}} {{LeftColumnContent=RightColumnContent}}

Note: When using Roll Templates, you must keep everyone on one line of text. This includes any macros or procs that you might call from within the macro.

Ex.
 &{template:default} {{name=Perception}} {{Perception:=[[1d20 + 2 ]]}} 

Every curly brace pair {{ }} you add, adds another Row to the template's output in chat. The = symbol is was defines LeftColumn|RightColumn. If you leave it out entirely, each {{ }} pair will use the entire row. If even one = is used within your macro, columns will be created.

A note about MarkDown language formatting:

Since there is built-in formatting in the Default Template, we have to make extensive use of the MarkDown language formatting marks.
* italics *
** bold **
*** bold italics ***

Roll Template Examples:

Note: These examples are displayed with line breaks for readability. They must be entered as one contiguous line of text to function correctly

(Melee Weapon)

&{template:default} {{name=Melee Attack}} 
{{Hit:=[[1d20cs>17 + 5[STR] + 10[BAB] +3[WeaponBonus] + ?{AttackMod|0} ]]}} 
{{Dmg:=[[1d8 + 5[STR] + 3[WeaponBonus] + ?{DamageMod|0} ]]}} 
{{Confirm:=[[1d20 +4[CritFocus] + 5[STR] + 10[BAB] +3[WeaponBonus] + ?{AttackMod|0} ]]}} 
{{CritDmg:=[[1d8 + 5[STR] + 3[WeaponBonus] + ?{DamageMod|0} ]]}} 
{{Note:=**Crits** cause **[Nauseated](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated)**}} 

(Knowledges)

&{template:default} {{name=Knowledges}} 
{{Arcana[[ 1d20 + 20 ]]=**Appraise**[[1d20 + 10]]}} 
{{Linguistic[[ 1d20 + 7 +5]]=**Nature**[[1d20 + 15 +1[Book]]]}} 
{{Planes[[1d20 + 18 ]]=**Religion**[[ 1d20 + 11 ]] }} 
{{Dungeon[[ 1d20 + 7 ]]=**Nobility**[[1d20 + 7 ]]}} 
{{Engineer[[ 1d20 + 7 ]]=**History**[[1d20 + 18 +2[Book] ]]}} 
{{Geography[[ 1d20 + 11 ]]=**Local**[[1d20 + 11 ]]}}

(Conversation) Note how I have two template calls here. Because the first one uses "=" to make columns, the language list would have been squished.

&{template:default} {{name=Conversation}} 
{{Bluff[[ 1d20 + 10 ]]=**Diplo**[[ 1d20 + -1 ]]}} 
{{Sense Motive[[ 1d20 + 2 ]]=**Intim**[[ 1d20 + -1 ]] }}
&{template:default} {{name=Languages}} 
{{*Common, Elven, Read-Lips }}

[edit] Pathfinder Community Sheet Template

When using the "PATHFINDER COMMUNITY" character sheet in a campaign, you gain access to the Roll Templates associated with it. This opens up more formatting options and tricks to throw in your bag of holding. The PATHFINDER Community sheet itself has vastly improved in recent months, so it's entirely usable on its own, but some folks like to have more control over their rolls. This section will provide some examples of PF sheet macros, but won't go into detail on the sheet's mechanics as they change frequently. Please see the actual sheet itself for the syntax and Roll Template Info(Gear icon, Roll Template Info drop-down)

Unless otherwise noted; these examples do NOT use the sheet's values. There will be another section below this that offers example macros that use the sheet directly.

As always, these should be entered as a single continuous line of text. They are broken up for display purposes in this wiki.

Game Notice: Just a simple note in chat to emphasize something about the Campaign like leveling, important quest notes, reminders of what needs to be done next session, etc

&{template:pf_attack} {{name=✪ *Quest / Game Note* ✪}}  {{?{Game Notice:}}}

Math is Hard: For those, like myself, who have some challenges with mental maths

&{template:pf_attack} {{name=✪ Math is Hard ✪}} {{**Result:** [[ ?{Maths} ]]}}

Initiative

&{template:pf_generic} {{name=Perch Initiative: [[1d20 + @{MYINIT}[Initiative Bonus] + 
( (@{MYINIT}) *.01)[TieBreaker]  &{tracker} ]]}} 

Defense: lists HP, saves, resistances, etc. The ♡ are just AltCode replacements. You can copy/paste.

&{template:pf_attack} {{name=Gellius Defense ♡@{Gellius|MyHP}/@{Gellius|MyHP|Max}♡  }} 
{{AC[[@{MyAC} ]] Fl[[ @{MyFlatAC} ]] Tch[[ @{MyTouchAC} ]] CMD[[@{MyCMD} ]] }} 
{{Fort[[1d20 + @{MyFort} ]] Reflex[[1d20 + @{MyRef} ]] Will[[1d20 + @{MyWill} ]] }} 
{{*Resist Electricity* **-**[[5]] }} {{*Insight vs Spells* **+**[[2 + floor(@{MyLevel} /5)  ]] }}

Saving Throws: asks in a drop-down which save to make, then prints only one.

&{template:pf_defense} {{character_name=My Fighter}} {{name=Saving Throws}}
{{?{Saving Throw|Fortitude,Fortitude=[[d20+@{fort} ]]|Reflex,Reflex=[[d20+@{ref} ]]|Will,Will=[[d20+@{will} ]]}}}

Perception

&{template:pf_attack} {{name=@{selected|Token_Name} Perception}}{{Perception:  [[1d20 + @{MyPerception}  ]] }}

UMD: rolls your UMD check in the titlebar and uses the body of the template for the check table

&{template:pf_attack} {{name=Gellius UMD Check: [[1d20 + @{MYUMD}]] }} 
{{**25**=Activate Blindly}}{{**25 + Sp Lvl**=Decipher Scroll}}{{**20 + CL**=Use Scroll}}
{{**20**=Use wand / Emulate class}}{{**25** =Emulate Race}}{{**30**=Emulate Align}}

Conversation: I'm a fan of AltCodes to add emphasis. The ◄ ► can just by copy/pasted or left out

&{template:pf_attack} {{name=Gellius: Conversation}} {{Bluff[[ 1d20 + @{MyBluff}  ]]=
Diplo[[ 1d20 + @{MyDiplo}  ]]}} {{Sense[[ 1d20 + @{MySense}  ]]=Intim[[ 1d20 + @{MyIntim}  ]] }}
{{*◄Auran► ◄Draconic► ◄ Dwarven►*=*◄Elven► ◄Halfling► ◄Infernal► ◄ReadLips►* }}

Athletics

&{template:pf_attack} {{name=Gellius: Athletics}} {{[[ 1d20 + @{MyJump}  ]] Jump= 
Acrobatics [[1d20 + @{MyAcrobatics}  ]]}} {{[[ 1d20 +@{MySwim}  ]] Swim=Climb [[ 1d20 + @{MyClimb}  ]]}}
{{[[1d20 + @{MyFly}]] Fly=Ride [[ 1d20 + @{MyRide}  ]]}}

Knowledge: I've found that when using large lists of output and rolls, it lines up nicer if you keep the rolls to the "outside" of the "=" sign, and keep the labels "inside".

&{template:pf_attack}{{name=Gellius: Knowledges}}
{{[[1d20 + @{MyArcana}]] Arcana=Nature [[1d20 + @{MyNature} ]] }} 
{{[[1d20 + @{MyPlanes}]] Planes=Religion [[1d20 + @{MyReligion}]]}} 
{{[[1d20 + @{MyDungoneering}]] Dungeon=Geography [[1d20 + @{MyGeography}]]}} 
{{[[1d20 + @{MyAppraise} ]] Appraise=Engineer [[1d20 + @{MyEngineering}]]}} 
{{[[1d20 + @{MyHistory} ]] History=Linguistics [[1d20 + @{MyLinguistics} ]]}} 
{{[[1d20 + @{MyNobility}  ]] Nobility=Local [[1d20 + @{MyLocal} ]]}}  
{{[[1d20 + @{MyHeal}  ]] Heal=Survival [[1d20 + @{MySurvival} ]]}}

Cure Light Wounds: standard healing spell, limited to 1d8+5

&{template:pf_attack} {{name=Cure Light Wounds}} {{ @{Target|Token_Name} regains [[1d8+ {5, @{MyLevel} }kh1 ]] HP }}

Cure Wand: Prompts for how many charges to use and displays accordingly

&{template:pf_attack} {{name=Wand:Cure Light Wounds}}{{Target=@{target|Token_Name}}}
{{Charges:[[?{How many charges|1}]] =Heal [[?{How many charges|1}d8 + ?{How many charges|1}  ]] HP}}

MissChances: Averting Gaze, Concealment, and Mirror Images miss chances and hit/miss results

&{template:pf_attack} {{name=Miss Chances [1=Hit,0=Miss]}}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}
{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}
{{Mirror Image= [[ 1d(1+?{Qty of Mirror Images? ( 0 if None )|0})cs0cf0<1 ]]}}

Splash Miss: Thrown splash weapons' random square roll on a miss

&{template:pf_attack} {{name=Splash Weapon Miss}} {{**Lands at [[1d8]] from** ***' XX '*** }} 
{{[[4]] ♦ [[5]] ♦ [[6]]}} {{ [[3]] ♦ **XX** ♦ [[7]] }} {{[[2]] ♦ [[1]] ♦ [[8]] }}

Coup-de-Grace save: Fort Save to survive a coup de grace

&{template:pf_attack} {{name=Coup De Grace: Defense}}  
{{ Fort Save: [[1d20+@{MyFort}]] =vs DC [[10 + ?{Damage Dealth?|0}   ]]  }}

Stabilize: Stabilize check when below 0 HP

&{template:pf_attack} {{name=@{selected|Token_Name} Stabilize: 
*[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}} 
{{Con Check:=[[ 1d20 + @{Maudril|MyCon} + @{Selected|Bar1} ]] vs DC:10 }} 
{{On Fail:= Take [[1]] Dmg}}{{If Neg HP [[ 0+@{Selected|Bar1} ]] ≥ 
[[ @{Maudril|MyCon|Max} ]]=**† PERMA † 💀DEATH💀**}}

Confusion Spell check ( To use PF Sheet STR mod, use [[1d8+[[@{Str-Mod}]][STR] ]] instead of [[1d8+1]] )

&{template:pf_attack} {{name=Confusion Check: [[1d100cf0cs0]] }}
{{**01-25**=Acts Normally}}{{**26-50**=Does Nothing but Babble incoherently}}
{{**51-75**=[[ 1d8 + 1[STR] ]] to self}} {{**76-100**=Attack Nearest Creature}}

Sneak Attack: PF Unchained Rogue's Sneak Attack effects

&{template:pf_attack} {{name=Sneak Attack:  @{MYSNEAKATTACK}d6 }}
{{*SneakAttack*=[[@{MYSNEAKATTACK}d6]]}} {{+ [[ @{MYSNEAKATTACK}d1cf1cs2]] Bleed=**- **2 AC & Attack**  }}
{{vs. Rogue=**- **6 AC & Attack** }}

Concealment / Miss Chance Check(rolls our chances to hit/miss given concealment like blur, averting gaze, BlindFight, and Mirror Images)

&{template:pf_attack}} {{name=Miss Chances}}{{subtitle= [ 1=Hit , 0=Miss ]}}{{Blur=20%[[1d100cs0cf0>21]] }}{{Avert Gaze=50%[[1d100cs0cf0>50]] }}{{BlindFight=20%[[{1d100cs0cf0,1d100cs0cf0}kh1>21]]
50%[[{1d100cs0cf0,1d100cs0cf0}kh1>51]]}}{{Mirror Image= [[ 1d(1+?{Qty of Mirror Images? ( 0 if None )|0})cs0cf0<1 ]]}}

[edit] Pathfinder Sheet Templates Using Sheet Values

Between the sheet's improvements, the recent updates that allow nested inline rolls, and general improvements overall, it's now a lot more viable to reference the sheet directly. There are always one-off abilities, spells, or other unique Macros needed that the sheets don't natively account for, though. These examples should serve to illustrate how to reference some of these values in a clean way.

Generally (but not always) you can hover your mouse over the greyed out fields in the PF sheet to see what variable name they can be referenced by. Calculated fields can sometimes be a nasty mess to hover over in the output. If that's the case, enclose the variable called in its own [[ ]]. These nested brackets will make it just show the final result of the roll in the output, instead.

Roll First Attack from sheet(Calls the first defined Attack weapon from the sheet's "Attacks" tab)

%{selected|repeating_weapon_$0_attack-roll}

Longbow: calls a slight modification of the second repeating weapon defined in the ATTACK tab

&{template:pf_attack}  {{subtitle}} {{name=@{repeating_weapon_$2_name}}} 
{{attack=[[ 1d20cs>[[ @{repeating_weapon_$2_crit-target} ]] + [[ @{repeating_weapon_$2_total-attack} ]] 
+ ?{Misc. Attack Bonus|0} ]] vs AC}} 
{{crit_confirm=[[ 1d20 + [[ @{repeating_weapon_$2_total-attack} ]] + ?{Misc. Attack Bonus|0} ]] vs AC}} 
{{damage=[[ @{repeating_weapon_$2_damage-dice-num}d@{repeating_weapon_$2_damage-die} + 
[[ @{repeating_weapon_$2_total-damage} ]] ]]}}  
{{crit_damage= [[ [[ (@{repeating_weapon_$2_damage-dice-num} * (@{repeating_weapon_$2_crit-multiplier} 
- 1)) ]]d@{repeating_weapon_$2_damage-die} + [[ (@{repeating_weapon_$2_total-damage} * 
(@{repeating_weapon_$2_crit-multiplier} - 1)) ]] ]]}} 
{{type=@{repeating_weapon_$2_type}}} {{description=@{repeating_weapon_$2_notes}}} 

EarthBreaker Attacks A very specific Drop-down query for a two-handed weapon that lets you select a single Attack of Opportunity, Full Round, Vital Strike, and versions of the same under the Enlarge Person spell. (damage dice of the weapon has to be updated for your particular weapon type, and assumes weapon focus, Power attack, a +1 weapon, and a 4x Crit. Auto-Ajusts attack/dmg bonus from the BUFFS section of the Pathfinder Character Sheet)

Copy/Paste as-is

&{template:pf_attack} {{color=blue}} ?{Attack Type:
| Vital Strike, {{name=VitalStrike EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[4d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total} + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
| Vital Strike(Enlg), {{name=VitalStrike(Enlg) EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[6d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total} + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[6d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
| Full-Round, {{name=FullRound EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[2d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  +3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;{{attack2=[[1d20 + @{attk-melee}-5 + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage2=[[2d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm2=[[1d20 + @{attk-melee}-5 + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage2= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
| Full-Round(Enlg), {{name=FullRound(Enlg) EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[3d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[6d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;{{attack2=[[1d20 + @{attk-melee}-5 + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage2=[[2d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm2=[[1d20 + @{attk-melee}-5 + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage2= [[6d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] +1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
| Attack of Opportunity, {{name=AoO EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[2d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  +3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[4d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
| Attack of Opportunity(Enlg), {{name=AoO(Enlg) EarthBreaker +1 &#125;&#125; {{attack=[[1d20 + @{attk-melee} + 3[F.FOCUS] + 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{damage=[[3d6 + [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]  ]] &#125;&#125; {{crit_confirm=[[1d20 + @{attk-melee}  + 3[F.FOCUS]+ 1[ENCHANT] + ?{Misc.Attack&#124;0&#125;[MISC] ]] vs AC &#125;&#125; {{crit_damage= [[6d6 + 2*( [[floor(1.5*@{STR-MOD})]][STR] + 1[ENCHANT] + @{buff_DMG-total}[BUFFS] + ?{Misc.Damage&#124;0&#125;[MISC]) ]] &#125;&#125;
}

Init: Copy As/Is

&{template:pf_generic} {{name=Initiative: [[ (1d20 + [[ @{init} ]][init] + [[ abs(0.01 * @{init}) ]][tie-breaker]) &{tracker} ]]}}

Defenses: (You have to update the character name "HawkEye" for max HP to work with your character in this example) You need to enter this as one long line of text, not as-is.

&{template:pf_attack} {{name=♡♡ [[@{HP}[CurrentHP] ]] / [[@{Hawkeye|HP|Max}[MaxHP] ]] ♡♡}} 
{{**CMD:**[[@{CMD}]] • **FF-CMD:**[[@{FF-CMD}]] }} {{**AC:**[[ @{AC} ]] • **Flat:**[[ @{Flat-Footed} ]] 
• **Tch:**[[ @{Touch} ]] }}{{ **Fort:**[[1d20 + @{Fort} ]] • **Ref:**[[ 1d20+@{Ref} ]] • 
**Will:**[[ 1d20+@{Will} ]] }}

Defenses: (Drop-Down Version) (Gives a drop-down option for physical defense, saving throws, Ability Checks, Confusion spell check, Coup De Gras saves, and Stabilize checks)

Copy/Paste As-Is without changes.

&{template:pf_generic}  {{color=darkblue}}{{name=@{selected|token_name} ?{Select The Defense Type
| Physical, Defense &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{AC[[ @{ac} ]] Flat[[ @{flat-footed} ]] Touch[[ @{Touch} ]] CMD[[@{CMD} ]]
| Saving Throw, Saves &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{Fort[[1d20 + @{Fort} ]]  Reflex[[1d20 + @{Ref} ]]  Will[[1d20 + @{Will} ]] &#125;&#125;{{**vs Enchantments +[[2]] **&#125;&#125;  {{**Immune Sleep**
| Attribute Save, Attributes &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{STR[[ 1d20+@{str-mod} ]] DEX[[ 1d20+@{dex-mod} ]]  CON[[ 1d20+@{con-mod} ]] &#125;&#125; {{INT[[ 1d20+@{int-mod} ]] WIS[[ 1d20+@{wis-mod} ]] CHA[[ 1d20+@{cha-mod} ]]
| Confusion Check, Confusion &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{[[1d100cf0cs0]] &#125;&#125;{{**01-25**=Acts Normally&#125;&#125;{{**26-50**=Does Nothing but Babble incoherently&#125;&#125;{{**51-75**=[[1d8+@{str-mod}]] to self&#125;&#125; {{**76-100**=Attack Nearest Creature
| Coup De Gras, Coup Save &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{Fort Save: [[1d20+@{Fort}]] =vs DC [[10 + ?&#123;Damage Dealt?&#124;0&#125; ]] 
| Stabilize, Stabilize &#9825;@{selected|bar1}&#124;@{selected|bar1|max}&#9825; &#125;&#125; {{Con Check:=[[ 1d20 + @{CON-Mod}[Con Mod] + @{Selected|Bar1} ]] ***DC:10*** &#125;&#125; &#123;&#123;On Fail:=*[[1]] Dmg* &#125;&#125; &#123;&#123;If Neg  HP [[ 0+@{Selected|Bar1} ]]  =**≥** [[ @{Con} ]]&#125;&#125; &#123;&#123;***♰ PERMA ♰***=***💀 DEATH 💀 *** 
} }}

Stabilize: Very straight forward Stailization check referencing your sheet's Con-Mod, total Con, and token's BAR1 for current HP.

Edit to be one long line of text, not as-is.

&{template:pf_attack} 
{{name=@{selected|Token_Name} Stabilize: *[Link](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying)*}} 
{{Con Check:=[[ 1d20 + @{Con-mod}[Con Mod] + @{Selected|Bar1}[NegHP] ]] vs DC:10 }} 
{{On Fail:= Take [[1]] Dmg}}
{{If Neg HP [[ @{Selected|Bar1}[NegHP] ]] ≥ [[ @{Con}[Con Score] ]]=**† PERMA † 💀DEATH💀**}}


Skill Checks(Alternate)Provides a drop-down for ALL skill checks, and reports a "0" for any untrained skills that require training, like Knowledges. Comprehensive.

Copy/paste as-is

&{template:pf_attack} {{name=?{Skill Grouping 
| Athletics, @{selected|token_name} Athletics Check&#125;&#125; {{[[1d20 + @{ACROBATICS}  ]] Jump=Acro [[1d20 + @{ACROBATICS}  ]] &#125;&#125; {{[[1d20 + @{CLIMB} ]] Climb=Swim [[1d20 + @{SWIM} ]]&#125;&#125;  {{[[ 1d20 + @{RIDE} ]] Ride=Fly [[1d20 + @{FLY}]]  
| Conversation/Interaction, @{selected|token_name} Conversations&#125;&#125; {{[[1d20cs0cf0 + @{INTIMIDATE} ]] Intim=Diplo [[1d20cs0cf0 + @{DIPLOMACY} ]]&#125;&#125; {{[[1d20cs0cf0 + @{SENSE-MOTIVE} ]] Sense=Bluff [[1d20cs0cf0 + @{BLUFF} ]]&#125;&#125; {{ [[ (1d20cs0cf0+@{handle-animal}) * ceil(@{handle-animal-ranks}/100)]] Handle Animal =  Performance[[1d20cs0cf0 + @{perform}]]
| Knowledge, @{selected|token_name} Knowledges&#125;&#125; {{[[(1d20 + @{Knowledge-Arcana}) * ceil(@{Knowledge-Arcana-ranks}/100) ]]Arcana=Nature[[(1d20 + @{Knowledge-Nature}) * ceil(@{Knowledge-Nature-ranks}/100) ]] &#125;&#125;  {{[[(1d20 + @{Knowledge-Planes}) * ceil(@{Knowledge-Planes-ranks}/100) ]]Planes=Religion[[(1d20 + @{Knowledge-Religion}) * ceil(@{Knowledge-Religion-ranks}/100) ]]&#125;&#125; {{[[(1d20 + @{Knowledge-dungeoneering}) * ceil(@{Knowledge-dungeoneering-ranks}/100) ]]Dungeon=Geography[[(1d20 + @{Knowledge-Geography}) * ceil(@{Knowledge-Geography-ranks}/100) ]]&#125;&#125;  {{[[1d20 + @{Appraise}]]Appraise=Engineer[[(1d20 + @{Knowledge-Engineering}) * ceil(@{Knowledge-engineering-ranks}/100) ]]&#125;&#125;  {{[[(1d20 + @{Knowledge-History}) * ceil(@{Knowledge-History-ranks}/100) ]]History=Linguistics[[(1d20 + @{Linguistics}) * ceil(@{Linguistics-ranks}/100) ]]&#125;&#125;  {{[[(1d20 + @{Knowledge-Local}) * ceil(@{Knowledge-local-ranks}/100) ]]Local=Nobility[[(1d20 + @{Knowledge-Nobility}) * ceil(@{Knowledge-Nobility-ranks}/100) ]]&#125;&#125; {{[[1d20cs0cf0+@{Heal}]] Heal = Craft[[1d20cf0cs0+@{craft}]]
| Senses, @{selected|token_name} Senses&#125;&#125;  {{ [[1d20cs0cf0 + @{PERCEPTION}  ]]Perception  = Survival[[1d20cs0cf0+@{Survival}]] &#125;&#125; {{ [[ (1d20cs0cf0+@{spellcraft}) * ceil(@{spellcraft-ranks}/100) ]]SpellCraft = 
| Skullduggery, @{selected|token_name} Skullduggery&#125;&#125; {{[[1d20cs0cf0 + @{Stealth} ]] Stealth= Disguise [[1d20cs0cf0 + @{Disguise} ]]&#125;&#125;  {{ [[1d20cs0cf0 + @{Escape-Artist}]] Escape = Disable [[(1d20cs0cf0 + @{disable-device}) * ceil(@{disable-device-ranks}/100)  ]]&#125;&#125; {{[[ (1d20cs0cf0 + @{sleight-of-hand}) * ceil(@{sleight-of-hand-ranks}/100) ]]Sleight=
| UMD, @{selected|token_name} UMD Check: [[ (1d20 + @{Use-Magic-Device}) * ceil(@{Use-Magic-Device-Ranks}/100)  ]] &#125;&#125; {{25 =Activate Blindly&#125;&#125;{{25 + Sp Lvl=Decipher Scroll&#125;&#125;{{20 + caster level=Use Scroll&#125;&#125;{{20=Use wand / Emulate class&#125;&#125;{{25=Emulate Race&#125;&#125;{{30=Emulate Align 
 } }}

Concentration Another drop-down beastie that will roll your Concentration Check(based on Spells tab of the Pathfinder Sheet) and prompt for which situation you're rolling against, level of the spell you're casting, and display the appropriate DC to beat

Copy/paste as-is

&{template:pf_generic} {{name=Concentration: [[1d20cs>1cf<20 + @{Concentration-0} ]] }} {{ ?{Concentration type?
|Casting Defensively, DC [[ 15 + (2 * ?&#123;Spell Level?&#125;)[SL] ]]=Casting Defensively
|Injured while casting, DC [[ 10 + ?&#123;Damage Taken?&#125;[DMG] + ?&#123;Spell Level?&#125;[SL] ]]=Injured while casting
|Continuous damage, DC [[ 10 + floor(0.5 * ?&#123;damage dealt?&#125;)[DMG] + ?&#123;Spell Level?&#125;[SL] ]]=Continuous damage
|Affected by a non-damaging spell, DC [[ ?&#123;DC of the affecting spell?&#125;[DC] + ?&#123;Spell Level?&#125;[SL] ]]=Affected by a non-damaging spell
|Grappled or pinned, DC [[ 10 + ?&#123;grappler's CMB?&#125;[CMB] + ?&#123;Spell Level?&#125;[SL] ]]=Grappled or pinned
|Entangled while casting, DC [[ 15 + ?&#123;Spell Level?&#125;[SL] ]]=Entangled while casting
|Vigorous motion, DC [[ 10 + ?&#123;Spell Level?&#125;[SL] ]]=Vigorous motion
|Violent motion, DC [[ 15 + ?&#123;Spell Level?&#125;[SL] ]]=Violent motion
|Extremely violent motion, DC [[ 20 + ?&#123;Spell Level?&#125;[SL] ]]=Extremely violent motion
|Wind with rain or sleet, DC [[ 5 + ?&#123;Spell Level?&#125;[SL] ]]=Wind with rain or sleet
|Wind with hail and debris, DC [[ 10 + ?&#123;Spell Level?&#125;[SL] ]]=Wind with hail and debris
|Weather caused by spell, (*see spell*)=Weather caused by spell} }}


All Cure Wands/Spells A drop-down query to use cure wands/potions, how many charges you're using, and displays it cleanly. Also includes drop-down options for the spell versions using the character's Caster Level from the Spells Tab of their Pathfinder Sheet.

Copy/Paste As-Is (assumes your casterlevel-0 reflects the class used to cast the cure spells)

&{template:pf_attack} {{color=darkblue}} {{Target=**@{target|Token_Name}** }}  ?{Cure Type
| Wand/Potion: CLW, {{name=Wand:Cure Light Wounds&#125;&#125; {{Charges:[[?{How many charges&#124;1&#125; ]]  =**Heal [[(?{How many charges&#124;1&#125;*1)d8 + (?{How many charges&#124;1&#125;*1) ]] HP** 
| Wand/Potion: CMW, {{name=Wand:Cure Moderate Wounds&#125;&#125; {{Charges:[[?{How many charges&#124;1&#125; ]] =**Heal [[(?{How many charges&#124;1&#125;*2)d8 + (?{How many charges&#124;1&#125;*3) ]] HP** 
| Wand/Potion: CSW, {{name=Wand:Cure Serious Wounds&#125;&#125; {{Charges:[[?{How many charges&#124;1&#125; ]] =**Heal [[(?{How many charges&#124;1&#125;*3)d8 + (?{How many charges&#124;1&#125;*5) ]] HP**
| Wand/Potion: CCW, {{name=Wand:Cure Critical Wounds&#125;&#125; {{Charges:[[?{How many charges&#124;1&#125; ]] =**Heal [[(?{How many charges&#124;1&#125;*4)d8 + (?{How many charges&#124;1&#125;*7) ]] HP** 
| -----------------------
| Lesser Restoration, {{name=Wand:Lesser Restoration&#125;&#125; {{Ability Damage =**Heal [[1d4]] Points** 
| -----------------------
| Spell: CLW, {{name=Spell:Cure Light Wounds&#125;&#125; {{Spell DC:[[@{spellclass-0-level-1-savedc}]]  =**Heal [[1d8+ {5&#44; @{spellclass-0-level} &#125;kl1 ]] HP** 
| Spell: CMW, {{name=Spell:Cure Moderate Wounds&#125;&#125; {{Spell DC:[[@{spellclass-0-level-2-savedc}]]  =**Heal [[2d8+ {10&#44; @{spellclass-0-level} &#125;kl1 ]] HP** 
| Spell: CSW, {{name=Spell:Cure Serious Wounds&#125;&#125; {{Spell DC:[[@{spellclass-0-level-3-savedc}]]  =**Heal [[3d8+ {15&#44; @{spellclass-0-level} &#125;kl1 ]] HP** 
| Spell: CCW, {{name=Spell:Cure Critical Wounds&#125;&#125; {{Spell DC:[[@{spellclass-0-level-4-savedc}]]  =**Heal [[4d8+ {20&#44; @{spellclass-0-level} &#125;kl1 ]] HP** } }}


SpellBook A Drop-Down query to select known Level 1 Spells. Includes all the relevant spellcaster fields from the Pathfinder Sheet, but manually lays out the format for a more condensed chat display (instead of the full text)

Copy/paste as-is

&{template:pf_spell} {{color=darkblue}} {{name=?{Level 1 Spells
| Identify, [Identify](http://www.d20pfsrd.com/magic/all-spells/i/identify) / [SpellCraft](http://www.d20pfsrd.com/skills/spellcraft) &#125;&#125; {{=[[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦  [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] ♦ [[1d20 + @{Spellcraft}+10 ]] 
| Grease, Grease &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/g/grease&#125;&#125; {{subtitle=*10' Square*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{duration=*[[@{level}]] Minutes(D)* &#125;&#125; {{saving_throw=Reflex &#125;&#125; {{dc=*[[10[BASE] + 1[SL] + [[ @{INT-MOD} ]][INT] + 2[SF] +1[TRAIT] ]]* &#125;&#125;   {{Failed Save=``**Prone**``&#125;&#125; {{vs Item (*PerRound*)=``**Dropped**``&#125;&#125;    {{description=Acrobatics DC10 to Move 1/2 Speed. On Fail lose move and Save vs Prone    
| Liberating Command, Liberating Command &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/l/liberating-command&#125;&#125; {{subtitle=*One Creature*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{description=Target makes an Escape Artist Check + [[ [[ {(@{level}*2)&#44;20 &#125;kl1]] ]] 
| Magic Missile, Magic Missile &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/magic-missile&#125;&#125; {{subtitle=*Up to 5 Targets • 15ft Apart*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{sr=*[[1d20+@{spellclass-0-level-total}]]* &#125;&#125; {{MetaMagic=***Toppling***&#125;&#125; {{Bolts Cast=``[[ { 1 + floor(  (@{Level}-1) /2) &#44; 5 &#125;kl1 ]]``  &#125;&#125;   {{Bolt [[1]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{level} + @{Int-Mod} +2[Gloves]]] &#125;&#125;  {{Bolt [[2]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{level} + @{Int-Mod} +2[Gloves] ]] &#125;&#125; {{Bolt [[3]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{level} + @{Int-Mod} +2[Gloves]]] &#125;&#125; {{Bolt [[4]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{level} + @{Int-Mod} +2[Gloves]]] &#125;&#125; {{Bolt [[5]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{level} + @{Int-Mod} +2[Gloves] ]]
| Silent Image, Silent Image &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/silent-image&#125;&#125; {{subtitle=*[[ 4+ @{level} ]]x 10' Cubes*&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125;{{duration=*Concentration* &#125;&#125; {{saving_throw=Will &#125;&#125; {{dc=*[[10[BASE] + 1[SL] + [[ @{INT-MOD}]][INT] + 0[SF] +0[TRAIT] ]]* &#125;&#125;  {{description=Visual illusion of an object creature or force. Can only move the image within its own effect.
| SnowBall, SnowBall&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/snowball&#125;&#125; {{subtitle=*One ball of ice and snow*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{saving_throw=Fort(*partial*) &#125;&#125; {{dc=*[[10[BASE] + 1[SL] + [[ @{INT-MOD}]][INT] + 2[SF] +0[TRAIT] ]]* &#125;&#125;  {{description=*Fort vs.* ***[Staggered](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered)***
***R.Touch: [[1d20 + @{attk-ranged}  ]] for [[5d6]] dmg***
| Windy Escape , Windy Escape &#125;&#125; {{name_link=hhttp://www.d20pfsrd.com/magic/all-spells/w/windy-escape&#125;&#125; {{subtitle=*Immediate Action*&#125;&#125; {{description=Briefly gain DR 10/Magic and immunity to Poison • Sneak Attack • Critical Hits 
} }}


SpellBook Addendum You can create a link in your character journal's Bio tab to call the Level1, Level2, etc abilities once you have them configured. This lets you list your spells and "cast" them quickly from the BIO page of your character. Please note that this does not work with pop-out handouts.

On bio page, select some text and add a link.
Set the url to:   "~JournalName|AbilityName"
Example:  ~Gellius|Level3
If you ever edit the link later, it will try to put a / in front. Make sure you remove it.

[edit] Massive Set of Spellbook Token Abilities for Each Spelllevel

This is a collection of a truly massive collection of "SpellBook" token abilities for each spell level. I've added on to this over months as a character has learned spells from level 1 to level 8.

Requires a few manual ATTRIBUTES to represent spell focus feats, and works off the Pathfinder Sheet's SPELL tab for caster level and SR checks. If you are Charisma-Based, you can copy this unholy mess into notepad and just Search/Replace "INT-MOD" for "CHA-MOD"

***NOTE***   DO NOT USE COMMAS OR PIPES ANYWHERE WITHOUT HTML REPLACEMENTS!!!!
}}  = &#125;&#125;
|   = &#124;
,   = &#44;


Make Attributes for the followup and update them for any SpellFocus /trait/ etc bonus' to spell school DC's
SF-ABJUR
SF-CONJ
SF-DIVIN
SF-ENCH
SF-EVOC
SF-ILLUS
SF-NECRO
SF-TRANS


***GENERAL TEMPLATE***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 2 Spells
| SpellName, SpellName &#125;&#125; {{name_link=URL &#125;&#125; {{subtitle=*10' Radius*&#125;&#125; {{close=range_pick &#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Will(Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 2 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125;  {{Failed Save=``**Blinded**``&#125;&#125;    {{description=-40 to Stealth Checks. Invisibility Negated 
|, 
} }}


***BREAKING DOWN THE TEMPLATE***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 0 Spells   (Establishes the template, color of the bars, and pop-up prompt label)
| Spellname, SpellName                              (The first SpellName is how it appears on the pop-up query. The second is how it appears in the chatlog)
{{name_link=URL &#125;&#125;                            (URL should be the actual d20pfsrd url for the spell)
{{subtitle=*10' Radius*&#125;&#125;                     (subtitle appears in italics below the spell name. Fits a lot on one line)
{{duration=[[@{spellclass-0-level-total}]] Min(D)&#125;&#125;                   (Duration of the Spell. Usually involves a calculation based on @{spellclass-0-level-total}.  The (D) means it's dismissable as a standard action)
{{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; (pulls from the spell tab on the sheet)
{{saving_throw=Will(Neg) &#125;&#125;                       (Just the text description of what to save against.  Keep it short or it messes with spacing)
{{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 2 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125;(Just the actual DC number, nothing else.  Update SF-CONJ and [SL] to the appropriate school of the spell. Accounts for Heighten MetaMagic)
{{Failed Save=``**Blinded**``&#125;&#125;                       (Optional: Best used for simple straight-forward spells like Blindness/Deafness, Save or "This one word thing happens")
{{close=range_pick &#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125;  (range definition for close range spells)
{{medium=range_pick &#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;(range definition for medium range spells)
{{long=range_pick &#125;&#125; {{range=[[@{spellclass-0-long}]] &#125;&#125;    (range definition for Long range spells)
{{description= (plain text block that can contain carriage returns) &#125;&#125;(plain textblock that span columns. Great for spells that bear some explaining.)
|,                                          (this is only needed if the spell level template only has a single entry)


{{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=[[2d6]] Acid &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=[[2d6]] Acid &#125;&#125;{{attack2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage2=[[2d6]] Cold &#125;&#125;{{crit_confirm2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{crit_damage2=[[2d6]] Cold &#125;&#125;{{attack3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{damage3=[[2d6]] Shock &#125;&#125;{{crit_confirm3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage3=[[2d6]] Shock &#125;&#125; {{attack4=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{damage4=[[2d6]] Fire&#125;&#125;{{crit_confirm4=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage4=[[2d6]] Fire





********************************************
**    COMPLETED SPELL TOKEN ABILITIES     **
**  (Copy/Paste exactly a Token Ability)  **
**      (Assume INT is casting stat)      **
** (MUST add the SF-XXX attributes first! **
********************************************


***LEVEL0***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 0 Spells
| Detect Magic, Detect Magic&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/detect-magic/&#125;&#125; {{subtitle=*60' Cone*&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Min(D)&#125;&#125; {{description=• 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 Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura DC 15 + spell level or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item you can attempt to identify its properties (see Spellcraft).

**Arcana**: [[1d20+@{Knowledge-Arcana}]] • [[1d20+@{Knowledge-Arcana}]] • [[1d20+@{Knowledge-Arcana}]] • [[1d20+@{Knowledge-Arcana}]] • [[1d20+@{Knowledge-Arcana}]]
**SpellCraft**: [[1d20+@{spellcraft}]] • [[1d20+@{spellcraft}]] • [[1d20+@{spellcraft}]] • [[1d20+@{spellcraft}]] • [[1d20+@{spellcraft}]]
|, 
} }}


***LEVEL1***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 1 Spells
| Blood Money , Blood Money &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/blood-money/&#125;&#125; {{subtitle=*Swift Action*&#125;&#125; {{description=Fulfills up to 1 GP worth of Material Components by taking [[1d6]] damage. 

An additional [[1]] point of Strength Damage can be taken for an additional 500gp worth of components. 

(*[[1]] Str for every 2x StoneSkins*)
| Enlarge Person, Enlarge Person &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person/ &#125;&#125; {{subtitle=*One Humanoid Creature*&#125;&#125; {{close=range_pick &#125;&#125; {{casting_time=1 Round &#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Min(D) &#125;&#125; {{saving_throw=Fort(Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-TRANS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125; {{description=**• Size +1**
**• Double Height ♦ Weight x 8**
**• Space = 10 ♦ Nat.Reach = 10'**
**• +2 Strength(Size)**
**• -2 Dexterity(Size)**
**• -1 Attack and AC due to size**

**DAMAGE DICE CHANGES**
1d2 ► 1d3 ► 1d4 ► 1d6
1d6 ► 1d8 ► 2d6 ► 3d6
3d6 ► 4d6 ► 6d6 ► 8d6
8d6 ► 12d6 ► 16d6
| Feather Fall, Feather Fall&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/feather-fall/&#125;&#125; {{subtitle=*@{spellclass-0-level-total} Creatures ♦ Immediate Action*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{description=Targets no more than 20 ft. Apart.

Instantly changes the rate at which the targets fall to a mere 60 feet per round
| Grease, Grease &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/g/grease&#125;&#125; {{subtitle=*10' Square*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{duration=*[[@{spellclass-0-level-total}]] Minutes(D)* &#125;&#125; {{saving_throw=Reflex &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]]* &#125;&#125;   {{Failed Save=``**Prone**``&#125;&#125; {{vs Item (*PerRound*)=``**Dropped**``&#125;&#125;    {{description=Acrobatics DC10 to Move 1/2 Speed. On Fail lose move and Save vs Prone    
| Identify, Identify &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/i/identify/&#125;&#125; {{subtitle=*60' Cone*&#125;&#125; {{duration=*[[@{spellclass-0-level-total}*3]] Rounds ([[ (@{spellclass-0-level-total}*3/10) ]]min)* &#125;&#125; {{SpellCraft=[[1d20+@{spellcraft}+10]] • [[1d20+@{spellcraft}+10]] • [[1d20+@{spellcraft}+10]] • [[1d20+@{spellcraft}+10]] • [[1d20+@{spellcraft}+10]]
| Keen Senses, Keen Senses&#125;&#125; {{name_link=hhttp://www.d20pfsrd.com/magic/all-spells/k/keen-senses/&#125;&#125; {{duration=@{spellclass-0-level-total} MInutes&#125;&#125; {{subtitle=*1 Creature Touched*&#125;&#125; {{description=The subject gains a +2 competence bonus on Perception checks and gains low-light vision.

Subjects that have low-light vision double the distance they can see under the effects of this spell.
| Keep Watch, Keep Watch&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/k/keep-watch/&#125;&#125; {{duration=8 Hours or Less  &#125;&#125;{{subtitle=*[[ floor(@{spellclass-0-level-total}/2) ]] Creatures Touched*&#125;&#125; {{description=This spell enables the subjects to stand watch or keep vigil throughout the night without any ill effects.

The subjects suffer no fatigue and gain all the usual benefits of a full night’s rest.
| Liberating Command, Liberating Command &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/l/liberating-command&#125;&#125; {{subtitle=*One Creature ♦ Immediate Action*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{description=Target makes an Escape Artist Check + [[ [[ {(@{spellclass-0-level-total}*2)&#44;20 &#125;kl1]] ]] as n Immediate Action
| Magic Missile, Magic Missile &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/magic-missile&#125;&#125; {{subtitle=*Up to 5 Targets • 15ft Apart*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125; {{Bolts Cast=``[[ { 1 + floor(  (@{spellclass-0-level-total}-1) /2) &#44; 5 &#125;kl1 ]]``  &#125;&#125;   {{Bolt [[1]]=[[1d4+1]] Dmg &#125;&#125;  {{Bolt [[2]]=[[1d4+1]] Dmg &#125;&#125; {{Bolt [[3]]=[[1d4+1]] Dmg &#125;&#125; {{Bolt [[4]]=[[1d4+1]] Dmg &#125;&#125; {{Bolt [[5]]=[[1d4+1]] Dmg
| Magic Missile(Toppling), Magic Missile(Toppling) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/magic-missile&#125;&#125; {{subtitle=*Up to 5 Targets • 15ft Apart*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125; {{Bolts Cast=``[[ { 1 + floor(  (@{spellclass-0-level-total}-1) /2) &#44; 5 &#125;kl1 ]]``  &#125;&#125;   {{Bolt [[1]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{spellclass-0-level-total} + @{Int-Mod} ]] &#125;&#125;  {{Bolt [[2]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{spellclass-0-level-total} + @{Int-Mod} ]] &#125;&#125; {{Bolt [[3]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{spellclass-0-level-total} + @{Int-Mod} ]] &#125;&#125; {{Bolt [[4]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{spellclass-0-level-total} + @{Int-Mod} ]] &#125;&#125; {{Bolt [[5]]=[[1d4+1]] Dmg + **CMB** [[1d20 + @{spellclass-0-level-total} + @{Int-Mod} ]]
| Ray of Enfeeblement, Ray of Enfeeblement&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/ray-of-enfeeblement/&#125;&#125; {{subtitle=*Effect:Ray*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{saving_throw=Fort(*Half*) &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD}]][INT] + @{SF-NECRO}[SF] ]]* &#125;&#125; {{duration=@{spellclass-0-level-total} Rounds&#125;&#125; {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=Strength Dmg [[1d6+[[ {5 &#44; floor(@{spellclass-0-level}/2) &#125;kl1  ]]]]  &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=Strength Dmg [[1d6 + {5 &#44; floor(@{spellclass-0-level}/2) &#125;kl1  ]]  
| Shield , Shield &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/shield/&#125;&#125; {{subtitle=*Self Only*&#125;&#125; {{description=+4 Shield Bonus to AC for @{spellclass-0-level-total} MIn
| Silent Image, Silent Image &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/silent-image&#125;&#125; {{subtitle=*[[ 4+ @{spellclass-0-level-total} ]]x 10' Cubes*&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125;{{duration=*Concentration* &#125;&#125; {{saving_throw=Will &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD}]][INT] + @{SF-ILLUS}[SF] ]]* &#125;&#125;  {{description=Visual illusion of an object creature or force. Can only move the image within its own effect.
| SnowBall, SnowBall&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/snowball&#125;&#125; {{subtitle=*One ball of ice and snow*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{saving_throw=Fort(*partial*) &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD}]][INT] + @{SF-CONJ}[SF] ]]* &#125;&#125; {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=Cold [[ [[5 &#44; @{spellclass-0-level} &#125;kl1]]d6 ]]  &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=Cold [[ [[5 &#44; @{spellclass-0-level} &#125;kl1]]d6 ]] &#125;&#125; {{description=*Fort vs.* ***[Staggered](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered)***
| SnowBall(Intensified), SnowBall(Intensified)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/snowball&#125;&#125; {{subtitle=*One ball of ice and snow*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;{{saving_throw=Fort(*partial*) &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 1 &#125;[SL] + [[ @{INT-MOD}]][INT] + @{SF-CONJ}[SF] ]]* &#125;&#125; {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=Cold [[ [[10 &#44; @{spellclass-0-level} &#125;kl1]]d6 ]]  &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=Cold [[ [[10 &#44; @{spellclass-0-level} &#125;kl1]]d6 ]] &#125;&#125; {{description=*Fort vs.* ***[Staggered](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Staggered)***
| SummonMonster I , Summon Monster I&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/summon-monster/&#125;&#125; {{subtitle=*Full Round to Cast*&#125;&#125; {{description=Dire Rat • Dog • Dolphin • Eagle • Fire Beetle • Poisonous Frog • Pony/Horse • Viper for @{spellclass-0-level-total} rounds
[Stat Blocks For Summon Monster I](http://www.d20pfsrd.com/magic/all-spells/s/summon-monster/summon-monster-1-statblocks/)
| Vanish, Vanish &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/v/vanish/&#125;&#125; {{duration=[[ [[ {(@{spellclass-0-level-total})&#44;5 &#125;kl1]] ]] rounds &#125;&#125;  {{subtitle=*Creature Touched*&#125;&#125; {{description=Target Becomes Invisible
| Windy Escape , Windy Escape &#125;&#125; {{name_link=hhttp://www.d20pfsrd.com/magic/all-spells/w/windy-escape&#125;&#125; {{subtitle=*Immediate Action*&#125;&#125; {{description=Briefly gain DR 10/Magic and immunity to Poison • Sneak Attack • Critical Hits 
} }}


***LEVEL2***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 2 Spells
| AcidArrow, AcidArrow &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow &#125;&#125; {{subtitle=*One Arrow of Acid*&#125;&#125; {{long=range_pick &#125;&#125; {{range=[[@{spellclass-0-long}]] &#125;&#125; {{duration=[[1+floor(@{spellclass-0-level-total}/3)]] Rounds &#125;&#125;  {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=[[2d4]] Ongoing Acid &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=[[2d6]] Ongoing Acid
| Admonishing Ray, Admonishing Ray&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/a/admonishing-ray&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{subtitle=[[3]]x Rays&#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]] &#125;&#125; {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=NonLethal Force [[4d6]]  &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=NonLethal Force [[4d6]] &#125;&#125;{{attack2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage2=NonLethal Force [[4d6]] &#125;&#125;{{crit_confirm2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{crit_damage2=NonLethal Force [[4d6]]  &#125;&#125;{{attack3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{damage3=NonLethal Force [[4d6]]  &#125;&#125;{{crit_confirm3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage3=NonLethal Force [[4d6]]  &#125;&#125; {{description= • If Toppling: [[1d20 + @{spellclass-0-level-total} + @{Int-Mod}]] vs CMD
| Book Ward, Book Ward &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/book-ward/ &#125;&#125; {{subtitle=One Touched Obj up to [[@{spellclass-0-level-total}*10]] lbs. &#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Days &#125;&#125; {{saving_throw=Will (Negates) &#125;&#125; {{dc=[[10[BASE] +  ?{Heightened Spell Level &#124; 2 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ABJUR}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125;  {{description=Absorbs up to [[ [[ {(@{spellclass-0-level-total}*12)&#44;120 &#125;kl1]] ]] Acid or Fire damage.

While protected the item is also waterproof.
| Endure Elements(Communal), Endure Elements(Communal)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/endure-elements/ &#125;&#125; {{subtitle=Creatures Touched&#125;&#125; {{duration=24 hours split between targets &#125;&#125; {{description=Target can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage. Nor does it protect against other environmental hazards such as smoke. lack of air. and so forth.
| Explosive Runes, Explosive Runes &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/explosive-runes &#125;&#125;  {{subtitle=1 Obj. less than 10 lbs.&#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]] &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] +@{SF-EVOC}[SF] + @{Int-mod}[INT]  ]] Ref (See Text)&#125;&#125; {{description=
• 5ft of item: [[6d6]] No Save
• 10ft of item: [[6d6]] Ref for Half
| GlitterDust, Glitterdust &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/g/glitterdust&#125;&#125; {{subtitle=*10' Radius*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{duration=*[[@{spellclass-0-level-total}]] Rounds* &#125;&#125; {{saving_throw=Will &#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 2 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]]* &#125;&#125;  {{Failed Save=``**Blinded**``&#125;&#125;    {{description=-40 to Stealth Checks. Invisibility Negated 
| Gust of Wind,Gust of Wind &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/g/gust-of-wind/&#125;&#125; {{subtitle=60' Line &#125;&#125; {{duration=1 round&#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] ]] &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 2 &#125;[SL] + @{Int-mod}[INT] +@{SF-EVOC}[SF] ]] **Fort (Negates)**&#125;&#125; {{description=Severe blast of 50Mph air originating from caster.  
• Flying Creatures take -4 Penalty to Fly
• Tiny or Smaller DC25 Fly Check or be blow back [[2d6+10]]' and take [[2d6]] damage.
• Small or Smaller DC20 Fly Check to move against wind
• Tiny or Smaller on the ground is knocked Prone. Rolled [[1d4+10]]' taking [[1d4]] damage per 10 feet.
• Small knocked Prone
• Medium unable to move against wind without DC15 Strength Check
• Large or Larger unaffected
All creatures regardless of size take -4 Penalty on ranged attacks and Perception in the area of effect
| Knock , Knock &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/k/knock/ &#125;&#125; {{subtitle=@{spellclass-0-level-total} Doors Boxes or Chests&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{description=[[1d20+@{spellclass-0-level-total}+10]] vs DC of the lock
This spell opens secret doors as well as locked or trick-opening boxes or chests. 

If used to open an arcane locked door the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes.
| Locate Object, Locate Object&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/l/locate-object/ &#125;&#125; {{subtitle=10' Radius &#125;&#125; {{subtitle=(Range) Circle around Caster &#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125; {{description=You sense the direction of a well-known or clearly visualized object. You can search for general items in which case you locate the nearest of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image. If the image is not close enough to the actual object the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object and nondetection fool it.
| Mount(Communal), Mount(Communal) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/mount/ &#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}*2]] Hours(Split 2-hour incr) &#125;&#125; {{subtitle=Up to Six Light Horses/Ponies &#125;&#125; {{description=You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
| Mirror Image, Mirror Image&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/mirror-image&#125;&#125; {{description= [[1d4 + floor(@{spellclass-0-level-total}/3)]] Images (Max 8) for [[@{spellclass-0-level-total}]] min
| Pilfering Hand, Pilfering Hand &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/p/pilfering-hand &#125;&#125; {{subtitle=*One Target*&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{saving_throw=CMD &#125;&#125; {{dc=*[[d20[BASE] + @{spellclass-0-level-total}[CL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]]* &#125;&#125; {{sr=*(object)[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]]* &#125;&#125;  {{Failed Save=``**Disarm/Steal and catch item midair**``
| Prot vs Evil(Communal), Prot Vs Evil(Communal)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/ &#125;&#125; {{subtitle=Creatures Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Min Split Between Targets &#125;&#125; {{description=• +2 Deflection to AC
• +2 Resistance on Saves
• New +2(Morale) Save vs Mental Control to supress effect
• Immune to Evil Summoned Creature Natural Attacks. Immunity ends if target attacks such a creature.
| Resist Energy , Resist Energy &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/resist-energy/ &#125;&#125; {{subtitle=Creature Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Min&#125;&#125; {{description=Resist  Energy Damage
**Level 1-6:** 10 Resistance
**Level 7-10:** 20 Resistance
**Level 11-20:** 30 Resistance
| Rope Trick, Rope Trick &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/rope-trick &#125;&#125; {{subtitle=*One touched rope 5-30ft*&#125;&#125;  {{duration=*[[@{spellclass-0-level-total}]] hours(D)* &#125;&#125;  {{description=Rope supporting 16.000 lbs. leads to dimensional pocket.

Spells cannot be cast across the extra-dimensional interface nor can area effects cross it. 
} }}


***LEVEL3***
&{template:pf_spell} {{color=@{rolltemplate_color}}}   {{name=?{Level 3 Spells
| Aqueous Orb, Aqueous Orb &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/a/aqueous-orb&#125;&#125; {{subtitle=*10' Sphere*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{saving_throw=Reflex(neg)&#125;&#125; {{dc=*[[10[BASE] + ?{Heightened Spell Level &#124; 3 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]]*&#125;&#125;  {{1st Save=[[2d6]] Non-Lethal&#125;&#125 {{description=(*If 1st save failed*)
Make a ** 2nd Save** vs.Engulf.
Up to [[4]] medium creatures Engulfed. 

Take ``[[2d6]]`` Non-Lethal at **start of their turn.** Have ***[Cover](http://www.d20pfsrd.com/gamemastering/combat#TOC-Cover)*** and ***[Entangled](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Entangled)***.

New Reflex to escape to random square ([[1d12]]) 

Move 30' as Move Action
| Battering Blast, Battering Blast &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/battering-blast/ &#125;&#125; {{subtitle=[[floor(@{spellclass-0-level-total}/5)]]x Spiked Force Balls&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;  {{saving_throw=Ref(Partial)&#125;&#125;  {{Failed Save=``PRONE``&#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 3 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125;  {{description=
Force Damage vs Touch AC
• ***[[1d20 + @{attk-ranged}]] ► [[5d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
• ***[[1d20 + @{attk-ranged}]] ► [[5d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
• ***[[1d20 + @{attk-ranged}]] ► [[5d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
(*+10 CMB for each additional Blast on a single target beyond the first*)

If [BULLRUSHED](http://www.d20pfsrd.com/gamemastering/combat/#TOC-Bull-Rush) Target Saves vs Reflex or falls PRONE
| Battering Blast(Intensified), Battering Blast(Intensified) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/battering-blast/ &#125;&#125; {{subtitle=[[floor(@{spellclass-0-level-total}/5)]]Spiked Force Balls&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125;  {{saving_throw=Ref(Partial)&#125;&#125;  {{Failed Save=``PRONE``&#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 3 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125;  {{description=Force Damage vs Touch AC
• ***[[1d20 + @{attk-ranged}]] ► [[ [[floor(@{spellclass-0-level-total}/2) ]]d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
• ***[[1d20 + @{attk-ranged}]] ► [[ [[floor(@{spellclass-0-level-total}/2) ]]d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
• ***[[1d20 + @{attk-ranged}]] ► [[ [[floor(@{spellclass-0-level-total}/2) ]]d6]] dmg + BullRush: [[1d20+@{int-mod}+@{spellclass-0-level-total}]]***
(*+10 CMB for each additional Blast on a single target beyond the first*)

If [BULLRUSHED](http://www.d20pfsrd.com/gamemastering/combat/#TOC-Bull-Rush) Target Saves vs Reflex or falls PRONE
| DayLight, DayLight &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/daylight/&#125;&#125; {{subtitle=Target Object Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Minutes(D) &#125;&#125;{{description=• 60' Bright Light
• Not Actual Daylight
• Negates Magical Darkness
• Counters Spells of Equal Level
| Dispel Magic, Dispel Magic&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125; {{subtitle=*Spell&#44; Target&#44; or Item*&#125;&#125;  {{description=
***Rolls Adjusted for 11+CL. Just compare CL not CL+11*** &#125;&#125;{{ Targeted [[1d20 + @{spellclass-0-level-total} -11]]=**vs Spell's CL**&#125;&#125; {{ Success=**Spell Ends**&#125;&#125; {{ Failure=**Target Next Spell**&#125;&#125; {{ Suppress [[1d20 + [[@{spellclass-0-level-total}]] -11 ]]=**vs Item's CL** &#125;&#125; {{ Suppress Duration=[[1d4]] *rds*  &#125;&#125; {{COUNTER [[1d20+@{spellclass-0-level-total}+4]]=**vs Spell's CL**
| Explosive Runes, Explosive Runes &#125;&#125;  {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/explosive-runes &#125;&#125;  {{subtitle=1 Obj. less than 10 lbs.&#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]] &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT]  ]] Ref (See Text)&#125;&#125; {{description=
• 5ft of item: [[6d6]] No Save
• 10ft of item: [[6d6]] Ref for Half
• Toppling: [[1d20 + @{spellclass-0-level-total} + @{Int-Mod}]] vs CMD
| Fireball, Fireball&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/fireball&#125;&#125;  {{subtitle=[[20]] ft Radius&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]] &#125;&#125;   {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT] ]] *Reflex (Half)*&#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]]] ]] &#125;&#125;{{description=[[10d6]] **Fire Dmg**
• *Sets fire to combustibles*
• *Damages unattended obj.*
| Fireball(Intensified), Fireball(Intensified)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/fireball&#125;&#125;  {{subtitle=[[20]] ft Radius&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]] &#125;&#125;   {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT] ]] *Reflex (Half)*&#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]]] ]] &#125;&#125;{{description=[[15d6]] **Fire Dmg**
• *Sets fire to combustibles*
• *Damages unattended obj.*
| Fly , Fly &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/fly/ &#125;&#125; {{subtitle=Creature Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=• 60' Fly Speed
• Can Charge but not Run
• Fly Skill + [[floor(@{spellclass-0-level-total}/2)]]
Upon expiring target floats down 60 feet per round for [[1d6]] rounds
| Haste , Haste &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/h/haste/ &#125;&#125; {{subtitle=*@{spellclass-0-level-total}x within 30' of each&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds&#125;&#125;{{description=• Extra Attack During FullRound
• +1 Attack Rolls
• +1 Dodge Bonus AC
• +1 Reflex Saves
• Movement +30'
| Heroism, Heroism &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/h/heroism/ &#125;&#125; {{subtitle=Creature Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Minutes&#125;&#125;{{description=+[[2]] Morale Bonus:
Attack Rolls • Saves • Skill Checks
| Ice Spears, Ice Spears&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/i/ice-spears&#125;&#125;  {{subtitle=[[floor(@{spellclass-0-level-total}/4)]] 5foot x 10foot Ice Spears&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125;   {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{Int-mod}[INT] + @{SF-CONJ}[SF]]] *Reflex (Half)*&#125;&#125; {{description=
**Spear1:** [[2d6]] *Cold** Dmg* + Trip [[d20 + @{spellclass-0-level-total}[Level] + @{int-mod}[Int]]]
**Spear1:** [[2d6]] *Piercing** Dmg*
**Spear2:** [[2d6]] *Cold** Dmg*  + Trip [[d20 + @{spellclass-0-level-total}[Level] + @{int-mod}[Int] ]]
**Spear2:** [[2d6]] *Piercing** Dmg*
**Spear3:** [[2d6]] *Cold** Dmg*  + Trip [[d20 + @{spellclass-0-level-total}[Level] + @{int-mod}[Int] ]]
**Spear3:** [[2d6]] *Piercing** Dmg*
(**+10** Trip Bonus for each additional spear hitting same target)
| Invisibility Sphere, Invisibility Sphere &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/i/invisibility-sphere/ &#125;&#125; {{subtitle=10' Radius around Caster&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=**INVISIBILITY**
• Creatures See Each Other
• Leaving Area or Attacking removes effect for the creature only
| Resist Energy(Communal) , Resist Energy(Communal) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/resist-energy/ &#125;&#125; {{subtitle=Creatures Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Min (Total)&#125;&#125; {{description=Resist  Energy Damage
**Level 1-6:** 10 Resistance
**Level 7-10:** 20 Resistance 
**Level 11-20:** 30 Resistance

**Duration Breakdown:**
• 2 Targets: [[[[ round(@{spellclass-0-level-total}/2)*10 ]]*100/100]] Minutes Per Target
• 3 Targets: [[[[ round(@{spellclass-0-level-total}/3)*10 ]]*100/100]] Minutes Per Target
• 4 Targets: [[[[ round(@{spellclass-0-level-total}/4)*10 ]]*100/100]] Minutes Per Target
• 5 Targets: [[[[ round(@{spellclass-0-level-total}/5)*10 ]]*100/100]] Minutes Per Target
• 6 Targets: [[[[ round(@{spellclass-0-level-total}/6)*10 ]]*100/100]] Minutes Per Target
| Spiked Pit, Spiked Pit &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/spiked-pit &#125;&#125;  {{subtitle=[[{floor((10*@{spellclass-0-level-total})/2)&#44;50&#125;kl1 ]] deep 10foot x 10foot Pit &#125;&#125; {{duration=[[@{spellclass-0-level-total}+1]] rounds  &#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;   {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{Int-mod}[INT] + @{SF-CONJ}[SF]]] *Reflex (Negate)*&#125;&#125; {{description=**Fall Damage:**[[[[{floor((@{spellclass-0-level-total})/2)&#44;5&#125;kl1 ]]d6]]
**Spike Damage:** [[ 2d6 ]]
**ClimbDC20  Damage:** [[ 1d6 ]] per round
| Stinking Cloud, Stinking Cloud&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud&#125;&#125;  {{subtitle=[[20]] ft Radius Cloud&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;   {{DC=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{SF-CONJ}[SF] + @{Int-mod}[INT] ]] *Fort (neg)*&#125;&#125; {{description=Save vs. ***[Nauseated](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Nauseated)***
• *Lasts [[1d4+1]] Rounds after leaving the cloud*
| Twilight Knife , Twilight Knife &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/t/twilight-knife/ &#125;&#125; {{subtitle=Floating Knife of Force&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds&#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=**Attack: [[1d20cs>19 + @{int-mod} ]] ► [[1d4]] (+ [[ [[floor(@{spellclass-0-level-total}/4)]]d6  ]] Sneak Attack)**
• Attacks Same Single Target as Caster each round.
• Dispelled if strike fails SR Check
• Always Positions to Flank Caster
| WaterBreathing, WaterBreathing &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/w/water-breathing/ &#125;&#125; {{subtitle=Multiple Creatures&#125;&#125; {{duration=[[@{spellclass-0-level-total}*2]] Hours Split in 2hr Incr&#125;&#125;{{description=The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air.
| Web, Web&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/w/web/&#125;&#125;  {{subtitle=[[20]] ft Radius&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;  {{saving_throw=Ref(Neg) &#125;&#125; {{dc=[[10 + ?{Heightened Spell Level &#124; 3 &#125;[SL] + @{SF-CONJ}[SF] + @{Int-mod}[INT] ]] &#125;&#125; {{description=• Reflex vs **[Grappled](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Grappled)**
• Move Action: CMB/Escape vs DC
• Difficult Terrain
• 5' Provides Cover(+4ac)
• 20' Provides Total Cover
• Fire burns away dealing [[2d4]]
} }}


***LEVEL4***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 4 Spells
| Ball Lightning, Ball Lightning &#125;&#125;  {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/ball-lightning &#125;&#125;  {{subtitle=[[3]]x 5-ft.-diameter spheres&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;  {{duration=[[@{spellclass-0-level-total}]] rounds&#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]] &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 4 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT]  ]] Ref (Negate)&#125;&#125; {{description=• Shere 1: [[3d6]] Shocking
• Shere 2: [[3d6]] Shocking
• Shere 3: [[3d6]] Shocking
*Share Space to Damage.*
*-4 DC if wearing metal armor* 
*Speed 20ft As Move Action* 
| Black Tentacles, Black Tentacles&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles&#125;&#125; {{subtitle=*20' Radius*&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;{{duration=*[[@{spellclass-0-level-total}]] Rounds(D)* &#125;&#125;  {{description=*CMB vs. All Targets*
**CMB**:[[1d20+4[STR]+1[Size]+@{spellclass-0-level-total}[CL] ]] vs. CMD or ***[Grappled](http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled)***
If Successful deals [[1d6+4]] Dmg
**MAINTAIN CMB**:[[1d20+4[STR]+1[Size]+@{spellclass-0-level-total}[CL]+5]] and [[1d6+4]] Dmg
**ESCAPE CMD**: [[10+4[STR]+1[Size]+@{spellclass-0-level-total}[CL] ]]
| Confusion, Confusion &#125;&#125;  {{name_link=URL &#125;&#125; {{subtitle=15' Radius Burst &#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 4 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ENCH}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125;  {{Failed Save=[CONFUSED](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Confused) &#125;&#125; {{description=• Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. 

• If a confused creature is attacked it attacks the creature that last attacked it until that creature is dead or out of sight.

**CONFUSION ROLL**: [[1d100]]
01-25 : Act Normally
26-50 : Babble Incoherantly
51-75 : Deal [[1d8]]+STR to Self
76-100: Attack Nearest Creature
| Dimension Door , Dimension Door &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/dimension-door/ &#125;&#125; {{subtitle=Self + [[floor(@{spellclass-0-level-total}/3)]] Medium Creatures&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125; {{description=You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired – whether by simply visualizing the area or by stating direction. You can’t take any other actions until your next turn.
| Dragon's Breath , Dragon's Breath &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/dragon-s-breath/ &#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] ]] &#125;&#125; {{saving_throw=Reflex (Half) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 4 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]] &#125;&#125; {{description=**60 Line [[12d6]] Acid** ▌ **30 Cone [[12d6]] Acid**
 **60 Line [[12d6]] Elec** ▌ **30 Cone [[12d6]] Cold**
**60 Line [[12d6]] Fire** ▐  **30 Cone [[12d6]] Fire**
| False Life(Greater) , False Life(Greater) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/false-life/ &#125;&#125; {{subtitle=Self Only&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Hours&#125;&#125;{{description=Gain [[ 2d10 + @{spellclass-0-level-total}]] Temp HP
| Flaming Sphere(Greater), Flaming Sphere(Greater) &#125;&#125;  {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere &#125;&#125;  {{subtitle=[[5]]-ft.-diameter sphere&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;  {{duration=[[@{spellclass-0-level-total}]] rounds&#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]] &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 4 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT]  ]] Ref (Negate)&#125;&#125; {{description=***Fire Dmg: ***[[6d6]] + [[1d6]]Set on Fire
**Extinguish** DC [[10 + ?{Heightened Spell Level &#124; 4 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT]  ]] vs [[1d6]] Fire/round
*Speed 30ft As Move Action* 
| Invisibility(Greater) , Invisibility(Greater)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/i/invisibility/ &#125;&#125; {{subtitle=Touched Creature or Object no greater than [[@{spellclass-0-level-total}*100]] lbs.&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=Doesn’t end if target attacks
• Stationary +40 Stealth Check
• Moving +20 Stealth Check
• Can Act vs Unattended Obj
| MoonStruck, MoonStruck &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/moonstruck/ &#125;&#125; {{subtitle=One Humanoid Creature &#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 4 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ENCH}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=**If Failed Save [DAZED](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Dazed) for 1 round**

**Drops all items and gains a Bite and two Claw attacks**

Effected by both [RAGE](http://www.d20pfsrd.com/magic/all-spells/r/rage/) spell and [CONFUSION](http://www.d20pfsrd.com/magic/all-spells/c/confusion/)
| Remove Curse, Remove Curse &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/remove-curse/ &#125;&#125; {{subtitle=Creature or Object Touched&#125;&#125; {{description=[[1d20+@{spellclass-0-level-total}]] vs Curse DC
Objects are only Suppressed
| Resilient Sphere,Resilient Sphere &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/resilient-sphere/&#125;&#125;{{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{subtitle=[[@{spellclass-0-level-total}]] ft diameter &#125;&#125; {{duration=[[@{spellclass-0-level-total} ]] minutes (D)&#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total}]] ]] &#125;&#125; {{saving_throw=Reflex(Neg) &#125;&#125;{{dc=[[10 + ?{Heightened Spell Level &#124; 4 &#125;[SL] + @{Int-mod}[INT] + @{SF-EVOC}[SF] ]]**&#125;&#125; {{description=Immovable Spherical [Wall Of Force](http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force/) that can be negated by Dispel Magic.
| Wandering Star Motes, Wandering Star Motes &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/w/wandering-star-motes/ &#125;&#125; {{subtitle=One Living Creature &#125;&#125;  {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE] +  ?{Heightened Spell Level &#124; 4 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ILLUS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125;  {{Failed Save=[DAZED](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Dazed) &#125;&#125; {{description=• Negates Concealment: No Save
• Will Save vs Dazed Each Round
• Upon Save jumps to next enemy in 30'
• Creatures can only be effected once
| Ward Shield,Ward Shield &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/w/ward-shield/&#125;&#125; {{subtitle=Shield Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total} ]] minutes&#125;&#125; {{description=• SR[[10+@{spellclass-0-level-total}]] vs Direct Spells
• +5 Reflex Bonus vs AOE
• SR Does not apply to AoE
} }}


***LEVEL5***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 5 Spells
| Acidic Spray, Acidic Spray&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/a/acidic-spray&#125;&#125;  {{subtitle=[[60]] ft Line&#125;&#125;   {{saving_throw=Ref (Half) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 5 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF]]] &#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] ]] &#125;&#125;{{description=• [[[[{15 &#44; @{spellclass-0-level} &#125;kl1]]d6]] **Acid Dmg**
•  **[[[[{7 &#44; floor(@{spellclass-0-level}/2) &#125;kl1]]d6]] Ongoing for 1 Round**
• *Successful Save Negates Ongoing*
• *A second Reflex Save at the start of the target's turn can also negate the ongoing damage*
| Break Enchantment, Break Enchantment&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/break-enchantment/ &#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{subtitle=*[[@{spellclass-0-level-total}]] creatures within 30' of each other*&#125;&#125;  {{description=***Rolls Adjusted for 11+CL. Just compare CL not CL+11*** 

**[[1d20 + [[ {(@{spellclass-0-level-total}*2)&#44;15 &#125;kl1]] -11]] vs Spell's CL

**REMOVES:**
*Enchantments • Transmutations • Curses • Instantaneous Effects*

*If the spell cannot be dispelled by Dispel Magic or Stone to Flesh this spell only works if the target spell is 5th level or lower*
| Echolocation, Echolocation &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/echolocation/ &#125;&#125; {{subtitle=Self Only&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Minutes &#125;&#125;{{description=**BlindSight 40'**
| Hungry Pit, Hungry Pit &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/h/hungry-pit/ &#125;&#125; {{subtitle=[[10]]x[[10]]x[[ [[ {(@{spellclass-0-level-total}*10)&#44;100 &#125;kl1]] ]] Deep &#125;&#125;  {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Reflex (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 5 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125;  {{description=• **Climb DC [[35]]**
• **Falling Damage: [[ [[ [[ {(@{spellclass-0-level-total}*10)&#44;100 &#125;kl1]]/10  ]]d6 ]]**

• **Each Round Save(1/2) vs [[4d6]] Bludgeoning**
| Locate Gate, Locate Gate &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/l/locate-gate/ &#125;&#125; {{subtitle=[[ 400 + @{spellclass-0-level-total}*40 ]]' Circle Around Caster&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=**Sense Direction of nearest:**
- Teleportation Circle
- Gate Spell
- Other Effect Connecting Two Locations

• Blocked by spells like nondetection if the effect originates from a specific object or creature
• Locate gate isn’t blocked by lead water or other physical environmental conditions but it is blocked by any intervening area that is dimensionally warded 
| PeaceBond(Greater), PeaceBond(Greater) &#125;&#125;  {{name_link=http://www.d20pfsrd.com/magic/all-spells/p/peacebond &#125;&#125;  {{subtitle=[[@{spellclass-0-level-total}]] weapons within 30' &#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125;  {{duration=[[@{spellclass-0-level-total}]] minutes&#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total}]]]](object) &#125;&#125; {{DC=[[10 + ?{Heightened Spell Level &#124; 5 &#125;[SL] + @{SF-ABJUR}[SF] + @{Int-mod}[INT]  ]] Will (Negate)&#125;&#125; {{description=
• Strength Check as Standard to draw sheathed weapon
• If held Strength Check or be sheathed
• If no sheath weapon is dropped. Strength check as standard to pickup
| Overland Flight , Overland Flight &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/o/overland-flight/ &#125;&#125; {{subtitle=Self Only&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Hours &#125;&#125;{{description=- **Gain Fly Speed 40'**
- +[[ floor(@{spellclass-0-level-total}/2) ]] to Fly Skill
- Can Cover 64 Miles in 8 Hours (8Mph)
| Permanency, Permanency &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/p/permanency/ &#125;&#125; {{subtitle=See The Spell Details
| StoneSkin(Communal), StoneSkin(Communal)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/stoneskin/ &#125;&#125; {{subtitle=Touch • 250gp Per Person&#125;&#125; {{description=**Gain DR 10/Adamantine**
Absorbs 10 Weapon Damage
Absorbs total of [[ [[ {(@{spellclass-0-level-total}*10)&#44;150 &#125;kl1]] ]] Points

**Duration Breakdown:**
•1 Target : [[[[ round(@{spellclass-0-level-total}/1)*10 ]]*100/100]] Minutes Per Target
• 2 Targets: [[[[ round(@{spellclass-0-level-total}/2)*10 ]]*100/100]] Minutes Per Target
• 3 Targets: [[[[ round(@{spellclass-0-level-total}/3)*10 ]]*100/100]] Minutes Per Target
• 4 Targets: [[[[ round(@{spellclass-0-level-total}/4)*10 ]]*100/100]] Minutes Per Target
• 5 Targets: [[[[ round(@{spellclass-0-level-total}/5)*10 ]]*100/100]] Minutes Per Target
• 6 Targets: [[[[ round(@{spellclass-0-level-total}/6)*10 ]]*100/100]] Minutes Per Target
| Telekinesis, Telekinesis &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/t/telekinesis &#125;&#125; {{subtitle=*Force/Maneuver/Thrust*&#125;&#125; {{long=range_pick &#125;&#125; {{range=[[@{spellclass-0-long}]] &#125;&#125;  {{saving_throw=Will(Neg) (Object) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 5 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-TRANS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125;  {{description=**SUSTAINED FORCE**
• Move [[25 * @{spellclass-0-level-total}[CL]]] lbs 20'/sec
• Creature posessing object Will Save or SR
• Duration:Concentration/[[@{level}]] Rounds
• Can do whatever you can do with a single hand
• Delicate Activities: [[1d20+@{int-mod} vs DC 15]]

**COMBAT MANEUVER(1/round)**
• Duration:Concentration/[[@{level}]] Rounds
• BullRush-Disarm-Grapple-Trip
• CMB: [[1d20 + @{spellclass-0-level-total}[CL] + @{INT-MOD}[INT]]] vs CMD
• SR Applies

**VIOLENT THRUST**
• Hurl up to [[ {(@{spellclass-0-level-total})&#44;15 &#125;kl1]] Obj within range and 10' of each other toward any target within [[@{spellclass-0-level-total}*10]]' of all the objects
• Maximum Combined Weight: [[ {(@{spellclass-0-level-total}*25)&#44;375 &#125;kl1]]  
• Weapons/Ammo deal damage as normal
• Objects: 1 dmg / 25 lbs
• Dense Objects: 1d6 / 25 lbs
• Creatures Save vs Will for [[1d6]] dmg
| Teleport, Teleport &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/t/teleport/ &#125;&#125; {{subtitle=*You and [[floor(@{spellclass-0-level-total}/3)]] Willing Creatures*&#125;&#125; {{Distance Traveled=[[100*@{spellclass-0-level-total}]] Miles &#125;&#125; {{description=Accuracy: [[1d100]]
[Chart](http://i.imgur.com/43giiv3.jpg)
**On Target**: Accurate
**Off Target**:[[d100]]% distance traveled
**Area:**Closest Similar Area In Range
**Mishap**:[[1d10]] Dmg + Re-Roll [[d20+80]]
| Wall of Light, Wall Of Light &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/w/wall-of-light/&#125;&#125; {{subtitle=[[10]]High x [[@{spellclass-0-level-total}*5]] Long Wall&#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes(D) &#125;&#125; {{saving_throw=Fort(Neg For 1 Round) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 5 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]] &#125;&#125;  {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] ]] &#125;&#125; {{description=• Blocks Line of Sight
• Bright Light 60'
• Adjacent Save vs. [Blinded](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Blinded)
• Passing through Auto-[Blinded](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Blinded) and -4 on Fort Save for that round
• Close Eyes or Fort Negates 1 round
• Move Away Blinded [[1d4]] Rounds
• Shadow Creatures [[1d4]] Neg Levels each round they are Adjacent
} }}


***LEVEL6***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 6 Spells
| Chains of Light , Chains of Light &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/c/chains-of-light/ &#125;&#125; {{subtitle=One Creature&#125;&#125; {{saving_throw=Reflex (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds&#125;&#125;{{description=Creature is [PARALYZED](http://www.d20pfsrd.com/gamemastering/conditions/#TOC-Paralyzed)

Prevents All  Extradimensional Travel
| Cold Ice Strike, Cold Ice Strike &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/c/cold-ice-strike &#125;&#125;  {{subtitle=[[30]] ft Line • Swift Action &#125;&#125;  {{DC=[[10 + ?{Heightened Spell Level &#124;6 &#125;[SL] + @{SF-EVOC}[SF] + @{Int-mod}[INT] ]] *Reflex (Half)* &#125;&#125; {{sr=[[1d20 + [[@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] ]] &#125;&#125; {{description=[[[[{15 &#44; @{spellclass-0-level} &#125;kl1]]d6]] **Cold Dmg**
| Contagious Flame, Contagious Flame &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/c/contagious-flame/ &#125;&#125; {{subtitle=[[3+floor((@{spellclass-0-level-total}-11)/4)]]x  Rays &#125;&#125;  {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[3]] Rounds &#125;&#125;  {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=***R.Touch 1: [[1d20 + @{attk-ranged}]] for [[4d6]] dmg***
***R.Touch 2: [[1d20 + @{attk-ranged}]] for [[4d6]] dmg***
***R.Touch 3: [[1d20 + @{attk-ranged}]] for [[4d6]] dmg***
***R.Touch 4: [[1d20 + @{attk-ranged}]] for [[4d6]] dmg***
***R.Touch 5: [[1d20 + @{attk-ranged}]] for [[4d6]] dmg***

Each Round on your turn a new ray of fire launches to a new target from each creature who took damage in the previous round
| Disintegrate, Disintegrate &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/disintegrate/ &#125;&#125; {{subtitle=Ray &#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125;  {{saving_throw=Fort (Partial) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-TRANS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125;  {{description=R.Touch [[1d20 + @{attk-ranged}]] ► [[[[@{spellclass-0-level-total}*2]]d6]] Damage

([[5d6]] Damage on Succesful Fort Save)

Disintegrates 10' Cubed of Non-Living Matter
| Dispel Magic(Greater), Dispel Magic(Greater)&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125; {{subtitle=*[[floor(@{spellclass-0-level-total}/4)]]x  Spell&#44; Target&#44; or Item*&#125;&#125;  {{description=*This spell functions like dispel magic except that it can end more than one spell on a target and it can be used to target multiple creatures. Greater Dispel Magic has a chance to dispel any effect that remove curse can remove*

***CL Checks Adjusted for 11+ SL Comparison***&#125;&#125; {{ Targeted [[1d20 + @{spellclass-0-level-total} -11]]=**vs Spell's CL**&#125;&#125; {{ Success=**Spell Ends**&#125;&#125; {{ Failure=**Target Next Spell**&#125;&#125; {{ Suppress [[1d20 + [[@{spellclass-0-level-total}]] -11 ]]=**vs Item's CL** &#125;&#125; {{ Suppress Duration=[[1d4]] *rds* &#125;&#125;{{ Area(20') [[1d20 + @{spellclass-0-level-total} -11]]=**vs Spell's CL**&#125;&#125; {{  Success=**Spell Ends**&#125;&#125; {{  Failure=**Target Next Spell** &#125;&#125; {{COUNTER [[1d20+@{spellclass-0-level-total}+4]]=**vs Spell's CL**
| Elemental Assessor, Elemental Assessor &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/elemental-assessor/ &#125;&#125; {{subtitle=*One Elemental Ray*&#125;&#125; {{close=range_pick &#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{duration=[[1d4+1]] Rounds &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125; {{attack=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage=[[2d6]] Acid &#125;&#125;{{crit_confirm=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage=[[2d6]] Acid &#125;&#125;{{attack2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{damage2=[[2d6]] Cold &#125;&#125;{{crit_confirm2=[[1d20 + @{attk-ranged}]] vs Touch &#125;&#125;{{crit_damage2=[[2d6]] Cold &#125;&#125;{{attack3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{damage3=[[2d6]] Shock &#125;&#125;{{crit_confirm3=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage3=[[2d6]] Shock &#125;&#125; {{attack4=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{damage4=[[2d6]] Fire&#125;&#125;{{crit_confirm4=[[1d20 + @{attk-ranged}]] vs Touch&#125;&#125;{{crit_damage4=[[2d6]] Fire &#125;&#125; {{description=The type of damage that does the most points of damage persists; dealing [[4d6]] per round for the duration of the spell. 
| Enemy Hammer, Enemy Hammer &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/e/enemy-hammer/ &#125;&#125; {{subtitle=One Unfortunate Creature &#125;&#125;  {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125; {{saving_throw=Fort (Partial)&#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-TRANS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=
**Standard Action: Hurl the Target 30'**

[[1d20 + @{spellclass-0-level-total} + @{int-mod}]] vs AC ► Both Creatures Damaged

New Save For Every Throw to Act Normally 

+[[4]] to Save if Target Takes no action other than to resist you &#125;&#125;{{↓DAMAGECHART↓=&#125;&#125; {{ [[1d4]]  Fine = Diminutive: [[1d6]] &#125;&#125; {{ [[1d8]] Tiny = Small [[1d10]] &#125;&#125; {{ [[2d6]] Medium = Large [[2d8]] &#125;&#125; {{ [[2d10]] Huge = Gargantuan: [[3d6]]&#125;&#125;{{[[3d8]] Colossal =
| Globe of Invulnerability , Globe of Invulnerability  &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/g/globe-of-invulnerability/ &#125;&#125; {{subtitle=Immobile 10' Globe Around Caster&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125;{{description=Negates Any New Inbound 4th Level Spells or Lower

Does Not Block Outbound Spells

Negated With Dispel Magic
| Flesh to Stone, Flesh to Stone &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/flesh-to-stone &#125;&#125; {{subtitle=*One Creature*&#125;&#125; {{medium=range_pick &#125;&#125; {{range=[[@{spellclass-0-medium}]] &#125;&#125; {{saving_throw=Fort(Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total}[CL] + @{spellclass-0-SP-mod}[SP MOD]]] &#125;&#125;  {{Failed Save=``**Turned to Stone**``&#125;&#125;    {{description=*Creature + Gear turns into mindless inert status. Damage done to statue is sustained if restored. Only creatures made of flesh are affected.*
| Greater Heroism, Greater Heroism &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/h/heroism/ &#125;&#125; {{subtitle=Creature Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=**+4 Morale Bonus to Attack**
**+4 Morale Bonus to Saves**
**+4 Morale Bonus to Skills**
**Immunity to Fear Effects**
**[[@{spellclass-0-level-total}]] Temporary HP**
| Stone To Flesh , Stone To Flesh &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh/ &#125;&#125; {{subtitle=Creature or Stone Pillar 1-3' Diameter 10' long&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{saving_throw=Fort (Obj) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-TRANS}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=Restore Petrified Creature if they make successful DC 15 Fort Save to survive the process.

Can also convert a cylinder from 1' to 3' in diameter and up to 10' long.
| Veil, Veil&#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/v/veil/ &#125;&#125; {{subtitle=Targets Within 30' of Each Other&#125;&#125; {{long=range_pick&#125;&#125; {{range=[[@{spellclass-0-long}]]&#125;&#125; {{duration=Concentration + [[@{spellclass-0-level-total}]] Hours&#125;&#125; {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE]  + ?{Heightened Spell Level &#124; 6 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ILLUS}[SF] ]] &#125;&#125; {{description=• Change Appearance To *ANYTHING*

• Targets Looks Smell and Feel Real

• [[1d20+@{disguise}+10]] Disguise Check to resemble specific creature

• Interact with Illusion: Save vs Will
| True Seeing, True Seeing &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/t/true-seeing/ &#125;&#125; {{subtitle=Creature Touched&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Minutes &#125;&#125;{{description=**See All Things as they actually are within 120'**

Does not penetrate solid objects or negate mundane hiding
} }}


***LEVEL7***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 7 Spells
| Banishment, Banishment &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/banishment/ &#125;&#125; {{subtitle=[[floor(@{spellclass-0-level-total}*2)]] HD worth of Creatures&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 7 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-ABJUR}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=Force extraplanar creatures out of your home plane.

Present one object or substance that target hates fears or opposes to receive +1 Spell Penetration and +2 DC

Certain rare items work twice as well as bonus'

**If Banished [[20]]% chance to send to unintended plane**
Chance to send Ice Golem to Hell: [[1d100]] 
| Black Tentacles(Greater), Black Tentacles(Greater) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/b/black-tentacles/ &#125;&#125; {{subtitle=120' Radius Spread &#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125;  {{description=**Effects Structures and Evil Aligned Only**

GRAPPLE CMB:[[1d20+@{spellclass-0-level-total}+13]] vs CMD + [[4d6+13]] DMG
*+5 to Maintain*

ESCAPE CMD:[[10+@{spellclass-0-level-total}+13]]
| Force Cage, Force Cage &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/f/forcecage/ &#125;&#125; {{subtitle=*20' Cube ♦ 10' Cube*&#125;&#125; {{close=range_pick &#125;&#125; {{range=[[@{spellclass-0-close}]] &#125;&#125; {{duration=[[@{level}]] Rounds &#125;&#125; {{saving_throw=Ref(Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 7 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125;   {{description=**BARRED CAGE**
• 20' Cube of 1/2" thick bars
• Grants Cover(+4) to the occupant 
• Spells and Breath pass through

**WINDOWLESS CELL**
• 10' Cube with six solid walls

**BOTH VARIATIONS**
• Teleportation and astral travel can escape
• Ethereal Travel blocked
• Cannot be dispelled except Mage's Disjunction
• Disintegrate automatically destroys it
• Hardness 30 • [[@{spellclass-0-level-total}*20]] HP
| Hungry Darkness, Hungry Darkness &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/h/hungry-darkness/ &#125;&#125; {{subtitle=60' Radius &#125;&#125;  {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125;  {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=Light in the area is lowered by two steps:
Bright ► Normal ► Dim ► Darkness
Darkvision does not help

**Any Creature Starting Its Turn Takes:**
[[3d6]] Force damage and [[2]] Con Damage

Upon Leaving Cloud take [[1d6]] Bleed Damage until Healed Magically or enters area of Bright Light

SR Check to Prevent Damage but not the darkness
| Ice Body, Ice Body &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/i/ice-body/ &#125;&#125; {{subtitle=*Personal*&#125;&#125;  {{duration=[[@{level}]] Minutes &#125;&#125; {{description=**Transmute into Living Ice**

• Gain *COLD* SubType
• DR 5/Magic
• Ice Burrow at Base Speed

**IMMUNITIES GAINED**
• Ability Score Damage
• Blindness / Deafness
• Critical Hits
• Disease
• Drowning
• Electricity
• Poison
• Stunning
• All Spells that affect physiology or respiration

(*Can not drink potions or play wind instruments*)
| Magnificent Mansion, Magnificent Mansion &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion/ &#125;&#125; {{subtitle=Mansion up to @{spellclass-0-level-total} 10' Cubes&#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}*2]] Hours &#125;&#125;{{description=Creates extra-dimensional dwelling with invisible entrance only you and designated can enter.  Stocked with nine-course Banquet for [[@{spellclass-0-level-total}*12]] people. Visible and uniformed Unseen Servents wait upon all who enter.
| PlaneShift, PlaneShift &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/p/plane-shift/ &#125;&#125; {{subtitle=Touch or up to 8 Willing &#125;&#125;  {{saving_throw=Will (Neg) &#125;&#125; {{dc=[[10[BASE] + ?{Heightened Spell Level &#124; 7 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-CONJ}[SF] ]] &#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=**Touch Attack:** [[1d20+ @{attk-melee} ]]

You move yourself or some other creature to another plane of existence or alternate dimension. From the Material Plane, you can reach any other plane, though you appear [[5d100]] miles from your intended destination. The creatures need to find other means if they are to travel back.
| Reverse Gravity, Reverse Gravity &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/r/reverse-gravity/ &#125;&#125; {{subtitle=[[@{spellclass-0-level-total}]]x10' Cubes ([[@{spellclass-0-level-total}*10]]' Max Vertical)&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds&#125;&#125;{{description=Unatached Objects and Creatures Fall Upwards

If a solid object is encountered treat as falling damage
*Example Max Height Fall: [[@{spellclass-0-level-total}d6 ]]*

Creatures who have something to hold on to can attempt a DC[[10[BASE] + ?{Heightened Spell Level &#124; 7 &#125;[SL] + [[ @{INT-MOD} ]][INT] + TRANS[SF] ]] Reflex Save to secure itself

Flying/Levitating Creatures are Unaffected
| Spell Turning, Spell Turning &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/spell-turning/ &#125;&#125; {{subtitle=Self Only + 100gp Mirror&#125;&#125; {{duration=[[@{spellclass-0-level-total}*10]] Minutes &#125;&#125;{{description=Spells and SLA directly targetting you are turned back upon the original caster.  AoE and Melee Touch spells are not effected.

**Up to 1d4+6 (GM Roll Secretly) Levels worth of Spells are Reflected**

When you are targeted by a spell of higher level than the amount of spell turning you have left that spell is partially turned. 
• (Inbound Spell Level)-(Spell Turning Left) / (Inbound Spell Level)
For damaging spells you and the caster each take a fraction of the damage. For non-damaging spells each of you has a proportional chance to be the one who is affected. If you and a spellcasting attacker are both warded by spell turning effects in operation a resonating field is created. Roll randomly to determine the result.
} }}


***LEVEL8***
&{template:pf_spell} {{color=@{rolltemplate_color}}}  {{name=?{Level 8 Spells
| Clenched Fist, Clenched Fist &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/c/clenched-fist/ &#125;&#125; {{subtitle=10' Hand of Force &#125;&#125;  {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Rounds &#125;&#125;  {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=The Hand of Force can:
• **Move 60' and Attack**
• **Punch:[[1d20+@{spellclass-0-level-total}+@{int-mod}+11-1]] for [[1d8+11]] DMG**
 **    + STUN (DC[[10[BASE] + ?{Heightened Spell Level &#124; 8 &#125;[SL] + [[ @{INT-MOD} ]][INT] + @{SF-EVOC}[SF] ]] vs Fort)**
*Move Action to designate New Target*
• **BullRush: [[1d20+@{spellclass-0-level-total}+11+1]] vs CMD**
• **Provide Moving Cover (+4)**
| Dimensional Lock, Dimensional Lock &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/d/dimensional-lock/ &#125;&#125; {{subtitle=20' Radius&#125;&#125; {{medium=range_pick&#125;&#125; {{range=[[@{spellclass-0-medium}]]&#125;&#125; {{duration=[[@{spellclass-0-level-total}]] Days&#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=You create a shimmering emerald barrier that completely blocks extradimensional travel. 

Forms of movement barred include astral projection blink dimension door ethereal jaunt etherealness gate maze plane shift shadow walk teleport and similar spell-like abilities. Once dimensional lock is in place extradimensional travel into or out of the area is not possible.

A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast nor does it block extradimensional perception or attack forms. Also the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.  
| Maze, Maze &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/maze/ &#125;&#125; {{subtitle=One Creature &#125;&#125; {{close=range_pick&#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{duration=Up to 10 minutes&#125;&#125; {{sr=[[1d20+@{spellclass-0-level-total} + @{spellclass-0-SP-mod}]] &#125;&#125; {{description=**Full-Round DC20 INT Check to Escape**

PlaneShift allows exit and Minotaurs are Immune
| MindBlank, MindBlank &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/mind-blank/ &#125;&#125; {{subtitle=One Creature&#125;&#125; {{close=range_pick&#125;&#125; {{duration=24 Hours &#125;&#125; {{range=[[@{spellclass-0-close}]]&#125;&#125; {{description=**+8 resistance bonus vs all mind-affecting spells and effects**

The subject is protected from all devices and spells that gather information about the target through divination magic.

Foils limited wish miracle and wish spells when they are used in such a way as to gain information about the target.
| Moment of Prescience, Moment of Prescience &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience/ &#125;&#125; {{subtitle=Self Only &#125;&#125;  {{duration=[[@{spellclass-0-level-total}]] Hours &#125;&#125; {{description=**At Any Time Add +[[@{spellclass-0-level-total}]] to your:**
- Single Attack Roll
- Combat Maneuver Check
- Opposed Ability or Skill Check
- Saving Throw

Only one Use per casting.
| Spell Absorption(Greater), Spell Absorption(Greater) &#125;&#125; {{name_link=http://www.d20pfsrd.com/magic/all-spells/s/spell-absorption/ &#125;&#125; {{subtitle=Self Only &#125;&#125;  {{duration=[[@{spellclass-0-level-total}]] Rounds&#125;&#125; {{description=**While active Succesfully CounterSpelling a 6th level spell or lower restores Spell Slots**

Regain use of a single spell Equal or Lower level of the Countered Spell
} }}