Click the words under 'type' to cycle through the (self explanatory) options, ranged, melee or none.
#FANTASY GROUNDS II WIKI SERIES#
This can be almost anything from applying a simple condition such as poisoned to a whole series of statements which might apply to the target. Add Effect: This adds an effect to the target.Add Damage: As it's name suggests this allows for the creation of a damaging effect to apply to the target.
Add Cast: this allows for an attack roll to be made against the target or forces the target to make a saving throw - or both.This will bring up a submenu which allows you to create the following:
Now right click on the new line created above to bring up the radial menu and select 'Add Action'.You can click on this to bring up the power group dialog and here you set the ability which this power group will use for any attacks, saving throws and bonuses for all of the actions that you set within this power group. Note that the Power Group now has a magnifying glass at the right hand side.You can also type into the right hand box to give the power group a name. This will be the name of the action that you are going to create. Type a name into the new line where it says >.You can also right click on an existing power and select 'Create Item' Click on the 'Edit List' button at the bottom right hand side of the Actions Tab and then click on the 'star' icon to create a new power group.An effect can be added to an existing power or if no power exists a new one can be created. In the player Character sheet effects are created in the actions tab. For more details see the 5E NPC Sheet and the section below on the wording used to create NPC effects. Again, not everything will create an effect either because one isn't required or Fantasy Grounds doesn't have a way to create one.
#FANTASY GROUNDS II WIKI MANUAL#
Most of the standard NPCs from the Monster Manual will, when dragged to the Combat Tracker, create any necessary effects so that the DM can use them. This action causes Fantasy Grounds to attempt to parse the information contained in the NPC sheet and create the effects. In the case of NPCs effects appear on the Combat Tracker when the NPC is placed there either from the NPC list or from an encounter. For more information see the 5E Character Sheet As another example the spell 'Counterspell' won't create an effect either because Fantasy Grounds can't know what the difficulty class of the incoming spell might be. For example the spell 'Animal Messenger' doesn't require an effect since this spell and others like it are simply 'Theatre of the Mind' spells. Where an effect is not created via this method the probability is very high that either the spell doesn't require an effect or Fantasy Grounds doesn't have a built in way to handle whatever the spell is trying to do. For example dragging spells into the actions tab will in almost every case create an effect. Many effects are created automatically for you in the 5e ruleset by dragging and dropping from the source material such as the Player's Handbook. Effects are also checked when that same character is attacked, or damaged or has a saving throw, ability check or skill check forced on them (such as from a spell). In other words effects are checked when a character attacks, does damage, makes a saving throw (including death saves) or makes an ability or skill check. In order for the effect to be properly executed the character must be on the Combat Tracker (CT) and either they or another actor must make a dice roll which involves the character. In Fantasy Grounds an effect is anything which gives the character either a bonus or penalty of some kind to a dice roll they are about to make. It is also, judging by the number of forum posts, the area where most users find the learning curve steepest. One of the most powerful features of the built in 5e ruleset is effects.
#FANTASY GROUNDS II WIKI PC#