Script structure
Every script has a primary domain (anchors shaping) and up to two secondary attachments (add effect slots + domain effects).
Adding Pillars as secondary converts the script to an infused item powered by charges rather than personal mana.
Elementalists (Water/Fire/Air) can also attach a second elemental domain to mix elements — shown with the flavor label in FGU output.
Effect slots
- Primary domain: 6 slots (two become anchors when secondaries attached)
- Each secondary adds 3 extension slots, bound to that domain's effects
- Click any slot, then click an effect from the picker. Set scope, filter, resolution, and dice in the panel below the picker.
Names and synergies
Certain glyph cores are known weaves with established names. Build a matching core (plus exactly the listed number of open glyphs) and the script takes its name and flavor automatically. The Synergies panel lists every named weave.
Scripts without a named core still auto-name from their domain and spine glyph. Typing a name always overrides both.
Level gates
- Tiers open with character level: Tier 1 at 1, Tier 2 at 3, Tier 3 at 7, Tier 4 at 11. Tier 5 is ritual work.
- Forms: aura and chain need level 5; sphere needs level 9.
- Reach: medium needs level 3; far needs level 7.
- Effect glyphs per script: 2 at level 1, 3 at level 3, 5 at level 7, 6 at level 11. Past six is ritual-only.
- Passives: one glyph, two at level 7, three at 11.
- Core and Tempranox scripts stay self or touch, point form. Pillar work is sustained, shaped as aura, sphere, or wall.
These gates load live from the video game's rules engine, so the tool and the game cannot drift.
FGU output
The output block is paste-ready for Fantasy Grounds Unity. A red left border means there are build blockers — check the output for details.
Infused items show charge/recharge info at the end of the description block. Configure max charges and recharge zone in the Item Power panel.