{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}}
{{name}}
{{name}}
{{subtitle}}
{{#allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} {{/allprops() desc desc1 desc2 align align1 align2 name title subtitle color}} {{#desc}} {{/desc}} {{#desc1}} {{/desc1}} {{#desc2}} {{/desc2}}
{{key}} {{value}}
{{desc}}
{{desc1}}
{{desc2}}
{{#subtitle}} {{/subtitle}}
{{title}}
{{subtitle}}
{{#rollWasCrit() ac_hit}} insert_check-result.html_(success,CRITICAL HIT!,crit) {{/rollWasCrit() ac_hit}} {{#rollWasFumble() ac_hit}} insert_check-result.html_(failure,FUMBLE!,fumble) {{/rollWasFumble() ac_hit}}
{{weapon_used}}
S/M {{ac_hit}} L
{{#^rollWasCrit() ac_hit}} {{dmg_s}} {{/^rollWasCrit() ac_hit}} {{#rollWasCrit() ac_hit}} {{#crit_s}}{{crit_s}}{{/crit_s}} {{^crit_s}}{{dmg_s}}{{/crit_s}} {{/rollWasCrit() ac_hit}} {{#^rollWasCrit() ac_hit}} {{dmg_l}} {{/^rollWasCrit() ac_hit}} {{#rollWasCrit() ac_hit}} {{#crit_l}}{{crit_l}}{{/crit_l}} {{^crit_l}}{{dmg_l}}{{/crit_l}} {{/rollWasCrit() ac_hit}}
AC Hit
{{#subtitle}} {{/subtitle}} {{^subtitle}} {{#splevel}} {{#school}} {{/school}} {{/splevel}} {{#sphere}} {{/sphere}} {{/subtitle}}
{{title}}
{{subtitle}}
{{splevel}} * {{school}}
Priest Sphere: {{sphere}}
{{#subtlety}} {{#knockdown}} {{/knockdown}} {{/subtlety}} {{#subtlety}} {{^knockdown}} {{/knockdown}} {{/subtlety}} {{^subtlety}} {{#knockdown}} {{/knockdown}} {{/subtlety}} {{#sensory}} {{#crit}} {{/crit}} {{/sensory}} {{#sensory}} {{^crit}} {{/crit}} {{/sensory}} {{^sensory}} {{#crit}} {{/crit}} {{/sensory}} {{#damage}} {{/damage}} {{#healing}} {{/healing}} {{#reference}} {{/reference}} {{#materials}} {{/materials}} {{#rollGreater() checktarget 0}} {{#rollTotal() checkroll checktarget}} insert_check-result.html_(failure,Failed!,fail) {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} insert_check-result.html_(failure,Failed!,fail) {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} insert_check-result.html_(success,Success!,success) {{/rollGreater() checkroll checktarget}} {{/rollGreater() checktarget 0}} {{#effects}} insert_rolltemplate-effects.html {{/effects}} insert_rolltemplate-buttons.html
Range
{{range}}
Components
{{components}}
Duration
{{duration}}
{{#scroll}} Reading Time {{/scroll}} {{^scroll}} Casting Time {{/scroll}}
{{time}}
Area of Effect
{{aoe}}
Saving Throw
{{save}}
Casting Subtlety
{{subtlety}}
Knockdown
{{knockdown}}
Casting Subtlety
{{subtlety}}
Knockdown
{{knockdown}}
Sensory Signature
{{sensory}}
Critical Strikes
{{crit}}
Sensory Signature
{{sensory}}
Critical Strikes
{{crit}}
Damage: {{damage}} {{#rollGreater() d2t 0}}{{d2}}{{/rollGreater() d2t 0}} {{#rollGreater() d3t 0}}{{d3}}{{/rollGreater() d3t 0}} {{#rollGreater() d4t 0}}{{d4}}{{/rollGreater() d4t 0}} {{#rollGreater() d5t 0}}{{d5}}{{/rollGreater() d5t 0}} {{#rollGreater() d6t 0}}{{d6}}{{/rollGreater() d6t 0}} {{#rollGreater() d7t 0}}{{d7}}{{/rollGreater() d7t 0}} {{#rollGreater() d8t 0}}{{d8}}{{/rollGreater() d8t 0}} {{#rollGreater() d9t 0}}{{d9}}{{/rollGreater() d9t 0}} {{#rollGreater() d10t 0}}{{d10}}{{/rollGreater() d10t 0}} {{#rollGreater() d11t 0}}{{d11}}{{/rollGreater() d11t 0}} {{#rollGreater() d12t 0}}{{d12}}{{/rollGreater() d12t 0}} {{damagetype}}
Healing: {{healing}}
Reference: {{reference}}
Spell Materials: {{materials}}
Roll Failure Target
{{checkroll}} > {{checktarget}}
{{#subtitle}} {{/subtitle}}
{{title}}
{{subtitle}}
{{#reference}} {{/reference}} {{#effects}} {{/effects}}
Reading Time
{{time}}
Duration
{{duration}}
Reference: {{reference}}
Effects: {{effects}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
Save vs. {{savevs}}
{{subtitle}}
for {{character}}
{{#rollTotal() saveroll savetarget}} {{#rollWasFumble() saveroll}} insert_check-result.html_(failure,CRITICAL FAILURE!,fumble) {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} insert_check-result.html_(success,Success!,success) {{/^rollWasFumble() saveroll}} {{/rollTotal() saveroll savetarget}} {{#rollGreater() saveroll savetarget}} {{#rollWasFumble() saveroll}} insert_check-result.html_(failure,CRITICAL FAILURE!,fumble) {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} insert_check-result.html_(success,Success!,success) {{/^rollWasFumble() saveroll}} {{/rollGreater() saveroll savetarget}} {{#rollLess() saveroll savetarget}} {{#rollWasFumble() saveroll}} insert_check-result.html_(failure,CRITICAL FAILURE!,fail) {{/rollWasFumble() saveroll}} {{#^rollWasFumble() saveroll}} insert_check-result.html_(failure,Failed!,fail) {{/^rollWasFumble() saveroll}} {{/rollLess() saveroll savetarget}}
Roll Target
{{saveroll}} {{savetarget}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
{{checkvs}}
{{subtitle}}
for {{character}}
{{#rollTotal() checkroll checktarget}} {{#rollWasCrit() checkroll}} {{#crit}} insert_check-result.html_(success,CRITICAL SUCCESS!,crit) {{/crit}} {{^crit}} insert_check-result.html_(success,Success!,success) {{/crit}} {{/rollWasCrit() checkroll}} {{#rollWasFumble() checkroll}} {{#fumble}} insert_check-result.html_(failure,CRITICAL FAILURE!,fumble) {{/fumble}} {{^fumble}} insert_check-result.html_(success,Success!,success) {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasCrit() checkroll}} {{#^rollWasFumble() checkroll}} insert_check-result.html_(success,Success!,success) {{/^rollWasFumble() checkroll}} {{/^rollWasCrit() checkroll}} {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} {{#rollWasCrit() checkroll}} {{#crit}} insert_check-result.html_(success,CRITICAL SUCCESS!,crit) {{/crit}} {{^crit}} insert_check-result.html_(success,Success!,success) {{/crit}} {{/rollWasCrit() checkroll}} {{#rollWasFumble() checkroll}} {{#fumble}} insert_check-result.html_(failure,CRITICAL FAILURE!,fumble) {{/fumble}} {{^fumble}} insert_check-result.html_(success,Success!,success) {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasCrit() checkroll}} {{#^rollWasFumble() checkroll}} insert_check-result.html_(success,Success!,success) {{/^rollWasFumble() checkroll}} {{/^rollWasCrit() checkroll}} {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} {{#rollWasFumble() checkroll}} {{#fumble}} insert_check-result.html_(failure,CRITICAL FAILURE!,fail) {{/fumble}} {{^fumble}} insert_check-result.html_(failure,Failed!,fail) {{/fumble}} {{/rollWasFumble() checkroll}} {{#^rollWasFumble() checkroll}} insert_check-result.html_(failure,Failed!,fail) {{/^rollWasFumble() checkroll}} {{/rollGreater() checkroll checktarget}}
Roll Target
{{checkroll}} {{checktarget}}
{{#title}} {{/title}} {{^title}} {{/title}} {{#subtitle}} {{/subtitle}} {{^subtitle}} {{#character}} {{/character}} {{/subtitle}}
{{title}}
{{checkvs}}
{{subtitle}}
for {{character}}
{{#rollTotal() checkroll checktarget}} insert_check-result.html_(failure,Failed!,fail) {{/rollTotal() checkroll checktarget}} {{#rollLess() checkroll checktarget}} insert_check-result.html_(failure,Failed!,fail) {{/rollLess() checkroll checktarget}} {{#rollGreater() checkroll checktarget}} insert_check-result.html_(success,Success!,success) {{/rollGreater() checkroll checktarget}}
Roll Target
{{checkroll}} > {{checktarget}}
Grenade-like miss for {{name}}
{{#rollTotal() direction 1}} scatter diagram {{/rollTotal() direction 1}} {{#rollTotal() direction 2}} scatter diagram {{/rollTotal() direction 2}} {{#rollTotal() direction 3}} scatter diagram {{/rollTotal() direction 3}} {{#rollTotal() direction 4}} scatter diagram {{/rollTotal() direction 4}} {{#rollTotal() direction 5}} scatter diagram {{/rollTotal() direction 5}} {{#rollTotal() direction 6}} scatter diagram {{/rollTotal() direction 6}} {{#rollTotal() direction 7}} scatter diagram {{/rollTotal() direction 7}} {{#rollBetween() direction 8 10}} scatter diagram {{/rollBetween() direction 8 10}} {{#^rollBetween() direction 1 10}} scatter diagram {{/^rollBetween() direction 1 10}}
{{#rollTotal() computed::hit 1}} {{/rollTotal() computed::hit 1}} {{#rollTotal() computed::hit 0}} {{/rollTotal() computed::hit 0}} {{#splashdmg}} {{#rollTotal() computed::hit 1}} {{/rollTotal() computed::hit 1}} {{#rollTotal() computed::hit 0}} {{#rollTotal() computed::splash 1}} {{/rollTotal() computed::splash 1}} {{#rollTotal() computed::splash 0}} {{/rollTotal() computed::splash 0}} {{/rollTotal() computed::hit 0}} {{/splashdmg}} {{#bounce}} {{/bounce}}
Direction: {{direction}}
Distance ({{distancename}}): {{distance}} Feet
Direct Hit:
({{aoe}} Feet Diameter)
Hit!
{{hitdmg}}
Miss!
{{hitdmg}}
Splash Hit:
({{aoesplash}} Feet Diameter)
Info
{{splashdmg}}
Hit!
{{splashdmg}}
Miss!
{{splashdmg}}

The boulder bounces and rolls for {{bounce}} feet, {{#^rollBetween() direction 2 7}}following the original line of attack.{{/^rollBetween() direction 2 7}} {{#rollBetween() direction 2 7}}moving roughly 45 to 60 degrees off the original line of attack.{{/rollBetween() direction 2 7}}

In an open area:
For each character the boulder moves though, reroll to-hit with a -2 penalty for each 10 feet, or fraction thereof, the boulder has bounced since it hit.

In an area where movement is restricted—a formation of pikemen or a large party in a 10-foot wide corridor:
The boulder strikes all targets in its path.

{{name}} vs {{target}}
({{size}}{{#type}}, {{type}}{{/type}}) ({{targetsize}})
{{#damage}} {{/damage}} {{#hits}} {{/hits}} {{#allprops() name size type target targetsize character attack multiplier damage hits grazed struck injured broken crushed severed minorbleeding majorbleeding severebleeding bleedingnote color}} {{/allprops() name size type target targetsize character attack multiplier damage hits grazed struck injured broken crushed severed minorbleeding majorbleeding severebleeding bleedingnote color}}
{{character}} critically hits with a {{attack}}
Dealing {{multiplier}}: {{damage}} damage
{{hits}}
{{key}}

{{value}}

{{#grazed}}
Grazed, Singed, Chilled, Bruised
Magical healing: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 4+
Natural healing:
  • As if 1d6 damage
{{/grazed}} {{#struck}}
Struck, Blistered
Magical healing: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 5+
Natural healing:
  • As if 2d6 damage
{{/struck}} {{#injured}}
Injured, Burned, Frostbitten
Magical healing: (fix and hp gained)
  • Cure serious wounds
  • Any magical healing capable of 10+
Natural healing:
  • As if 10d6 damage
{{/injured}} {{#broken}}
Broken
Magical healing:(fix only, no hp gained)
  • Cure serious wounds
Natural healing:
  • As if 20d6 damage
Max hp reduction:
  • Arms 25%
  • Ribs, legs 50%
  • Other 75%
{{/broken}} {{#crushed}}
Crushed, Shattered, Frozen, Destroyed
Magical healing: (fix only, no hp gained)
  • Cure critical wounds
  • Any magical healing capable of 20+
Natural healing:
  • Never
Max hp reduction:
  • Shoulders, hips, limbs 50%
  • Other 75%
Note: Bones (if any) are considered Broken
{{/crushed}} {{#frozen}}
Note: A frozen result kills the affected tissue; without access to powerful healing magic, the victim must have a frozen limb removed within 1d3 days to prevent lethal infection or gangrene.
{{/frozen}} {{#severed}}
Severed, Dissolved, Incinerated
Magical healing:
  • Regeneration spell
Natural healing:
  • Never
Max hp reduction:
  • Partial limb 25%
  • Complete limb 50%
Note: Cannot independently move or attack for 2d10 weeks. At the DM's discretion, if "only" a hand or foot, limited actions can be performed after 1d6 rounds of being stunned, by passing a System Shock roll. Creatures with more than four libs (insects or octopus-like) are slightly more resistant to this sort of trauma and may fight after one or two rounds of being stunned.
If compensated with a wooden leg or hook, the hit point loss may be reduced by one step
{{/severed}} {{#minorbleeding}}
Minor Bleeding
Damage: 1d2 per full turn
Stop bleeding: (fix and hp gained)
  • Any magical healing
  • Save vs Death after every bleeding damage to naturally stop
  • Bandages from any character (including the injured), 1d6 combat rounds or 1 one-minute round
{{/minorbleeding}} {{#majorbleeding}}
Major Bleeding
Damage: 1d2 per combat round
Stop bleeding: (fix and hp gained)
  • Cure light wounds
  • Any magical healing capable of 5+
  • Successful Healing proficiency check
  • Successful Intelligence check reduces bleeding to minor
{{/majorbleeding}} {{#severebleeding}}
Severe Bleeding
Damage: 10-60% (1d6*10%) max hp per combat round
Stop bleeding:
  • Cure critical wounds stops the bleeding
  • Cure serious wounds or any magical healing capable of 10+ reduces bleeding to minor
  • Cure light wound or any magical healing capable of 5+ reduces bleeding to major
  • Torso, Abdomen, Head: Successful Healing proficiency check -4 reduces bleeding to major
  • Limb: Successful Healing proficiency check reduces bleeding to major
  • Limb: Successful Intelligence check -4 reduces bleeding to major
{{/severebleeding}} {{#bleedingnote}}
Bleeding from several wounds is cumulative
All bleeding "stops" and becomes 1 hp per round once character hits 0 or less hp
{{/bleedingnote}}
{{#subtitle}} {{/subtitle}} {{^subtitle}} {{#discipline}} {{#tier}} {{/tier}} {{/discipline}} {{/subtitle}}
{{title}}
{{subtitle}}
{{discipline}} * {{tier}}
{{#powerscoretext}} {{/powerscoretext}} {{#initial}} {{#maintenance}} {{/maintenance}} {{/initial}} {{#range}} {{#aoe}} {{/aoe}} {{/range}} {{#prep}} {{#prereq}} {{/prereq}} {{/prep}} {{#damage}} {{/damage}} {{#healing}} {{/healing}} {{#reference}} {{/reference}} {{#rollGreater() powerscoreenhanced powerscore}} {{#rollBetween() powerroll computed::powerscore computed::powerscoreenhanced}} insert_check-result.html_(success,Power Score!,powerscoreeffect) {{/rollBetween() powerroll computed::powerscore computed::powerscoreenhanced}} {{#rollGreater() powerroll computed::powerscoreenhanced}} {{#rollLess() powerscoreenhanced 20}} {{#^rollTotal() powerroll 20}} {{#^rollTotal() powerroll 1}} insert_check-result.html_(failure,Failed!,fail) {{/^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 20}} {{/rollLess() powerscoreenhanced 20}} {{#rollGreater() powerscoreenhanced 19}} insert_check-result.html_(failure,Failed!,fail) {{/rollGreater() powerscoreenhanced 19}} {{/rollGreater() powerroll computed::powerscoreenhanced}} {{#rollLess() powerscoreenhanced 20}} {{#rollTotal() powerroll 20}} insert_check-result.html_(failure,20 Negative effect!,20effect) {{/rollTotal() powerroll 20}} {{/rollLess() powerscoreenhanced 20}} {{#rollTotal() powerroll 1}} {{#rollLess() powerscoreenhanced 1}} insert_check-result.html_(success,Success!,success) {{/rollLess() powerscoreenhanced 1}} {{/rollTotal() powerroll 1}} {{#rollLess() powerroll computed::powerscore}} insert_check-result.html_(success,Success!,success) {{/rollLess() powerroll computed::powerscore}} {{/rollGreater() powerscoreenhanced powerscore}} {{#^rollGreater() powerscoreenhanced powerscore}} {{#rollTotal() powerroll computed::powerscore}} insert_check-result.html_(success,Power Score!,powerscoreeffect) {{/rollTotal() powerroll computed::powerscore}} {{#rollGreater() powerroll computed::powerscore}} {{#rollLess() powerscore 20}} {{#^rollTotal() powerroll 20}} {{#^rollTotal() powerroll 1}} insert_check-result.html_(failure,Failed!,fail) {{/^rollTotal() powerroll 1}} {{/^rollTotal() powerroll 20}} {{/rollLess() powerscore 20}} {{#rollGreater() powerscore 19}} insert_check-result.html_(failure,Failed!,fail) {{/rollGreater() powerscore 19}} {{/rollGreater() powerroll computed::powerscore}} {{#rollTotal() powerroll 20}} {{#rollLess() powerscore 20}} insert_check-result.html_(failure,20 Negative effect!,20effect) {{/rollLess() powerscore 20}} {{/rollTotal() powerroll 20}} {{#rollTotal() powerroll 1}} {{#^rollTotal() powerscore 1}} insert_check-result.html_(success,Minimum Success!,1effect) {{/^rollTotal() powerscore 1}} {{/rollTotal() powerroll 1}} {{#rollLess() powerroll computed::powerscore}} {{#^rollTotal() powerroll 1}} insert_check-result.html_(success,Success!,success) {{/^rollTotal() powerroll 1}} {{/rollLess() powerroll computed::powerscore}} {{/^rollGreater() powerscoreenhanced powerscore}} {{#effects}} insert_rolltemplate-effects.html {{/effects}}
Power Score: {{powerscoretext}}
Initial Cost
{{initial}}
Maintenance Cost
{{maintenance}}
Range
{{range}}
Area of Effect
{{aoe}}
Preparation Time
{{prep}}
Prerequisites
{{prereq}}
Damage: {{damage}} {{#rollGreater() d2t 0}}{{d2}}{{/rollGreater() d2t 0}} {{#rollGreater() d3t 0}}{{d3}}{{/rollGreater() d3t 0}} {{#rollGreater() d4t 0}}{{d4}}{{/rollGreater() d4t 0}} {{#rollGreater() d5t 0}}{{d5}}{{/rollGreater() d5t 0}} {{#rollGreater() d6t 0}}{{d6}}{{/rollGreater() d6t 0}} {{#rollGreater() d7t 0}}{{d7}}{{/rollGreater() d7t 0}} {{#rollGreater() d8t 0}}{{d8}}{{/rollGreater() d8t 0}} {{#rollGreater() d9t 0}}{{d9}}{{/rollGreater() d9t 0}} {{#rollGreater() d10t 0}}{{d10}}{{/rollGreater() d10t 0}} {{#rollGreater() d11t 0}}{{d11}}{{/rollGreater() d11t 0}} {{#rollGreater() d12t 0}}{{d12}}{{/rollGreater() d12t 0}} {{damagetype}}
Healing: {{healing}}
Reference: {{reference}}
Roll Power Score
{{powerroll}} {{computed::powerscore}}{{#^rollTotal() powerscore computed::powerscore}}*{{/^rollTotal() powerscore computed::powerscore}} {{#rollGreater() powerscoreenhanced powerscore}} - {{computed::powerscoreenhanced}}{{#^rollTotal() powerscoreenhanced computed::powerscoreenhanced}}*{{/^rollTotal() powerscoreenhanced computed::powerscoreenhanced}} {{/rollGreater() powerscoreenhanced powerscore}}