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System Overview

This is a PvE (Player-versus-Environment) system for events in which a Game Master (GM) presents enemies and challenges for players to face through coordinated rolls. All rolls use a single unified range of 1 to 999, so everyone consults the same tables regardless of session.

PlatformCommandRange
Final Fantasy XIV/dice0 to 999

Results of 0 on FFXIV's /dice are treated as 1 for table purposes. This system is played entirely in-game through FFXIV's dice command.

📄Full RulebookPrefer a single document? The complete system is available as a Google Drive file for offline use.Open in Drive →
Inspirations & Credits

This system was built on the shoulders of games that came before it. None of it would exist without them, and none of it intends to replace them. They are the foundation that made it possible to build something small and personal out of something much larger.

Dungeons and Dragons, Pathfinder, Changeling, Vampire and Tormenta 20 shaped the core logic of how a dice roll translates into narrative outcome for us, with their long traditions of threshold-based resolution, character building through choices, and tabletop storytelling as a collaborative act. The Conquest D20 System, used in World of Warcraft roleplay communities, provided direct structural inspiration for the Combat Roll and Environmental Roll framework adapted here, and its elegant simplicity is the clearest echo in this document.

All of them served as building blocks for something smaller and more specific: a system designed to live inside the roleplay posts of a Final Fantasy XIV community, keeping the math light and the story central.

Dungeons and DragonsPathfinderChangelingVampireTormenta 20Conquest D20 (WoW)Final Fantasy XIV
Created | Adapted | Revised

Special thanks to Momo and Nopertwo  (youtube / linktree)

Find Us
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Eorzean Battle System
Health
Starting HP

Every player begins with 10 HP. HP is tracked and displayed by each player at the end of every action post. See the Action Post Format section for how this works.

Incapacitation

A player is incapacitated the moment their HP reaches 0 and cannot take turns while incapacitated.

Important: Damage taken while incapacitated does not apply, so HP can't continue dropping into negative numbers (-1, -2, and so on).

An incapacitated player does not need to be brought all the way back to a specific threshold: the moment an ally restores at least +2 HP to them, they are revived and may act immediately, on that same turn, if they have not yet acted.

Important: Self-revival is still not possible while incapacitated. Only HP restored by an ally counts toward revival.

For the healing rules themselves, including how to split HP restored between multiple allies, see the Healer page.

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Eorzean Battle System
Healer
Healing

On any successful Combat Roll, a player may choose to restore HP to themselves or an ally instead of dealing damage. The amount restored follows the same table as damage dealt. Let the target player know so they can update their post tag. Check the Combat Roll section for more inf.

Healing uses: A roll of 500 to 649 restores +1 HP. A roll of 650 to 749 restores +2 HP. A roll of 750 to 849 restores +3 HP. A roll of 850 to 899 restores +4 HP. A Critical (900 or higher) restores +6 HP.
Split Healing

Any player who has chosen at least one Healer Combat Art (White Mage, Scholar, Astrologian, or Sage) or has chosen Verdant Sigil as Gear Class gains this ability automatically; it does not cost a Combat Art slot. On a successful Combat Roll used to heal, a Healer may split the total HP restored among two or more allies of their choice instead of giving it all to a single target, as long as every recipient gets at least 1 HP.

Announce the split in your post tag so every recipient can update their HP. This stacks freely with no-roll multi-target Combat Arts like Medica or Whispering Dawn.
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Combat Rolls

Each turn, players roll to act. A result of 500 or higher is a success: deal damage or restore HP. A result of 499 or lower is a failure: the player takes damage instead. Rolling 900 or higher is a Critical, dealing or restoring a flat +6 regardless of any other modifier.

Roll (1 to 999)Result
1 to 50-4 HP
51 to 150-3 HP
151 to 300-2 HP
301 to 499-1 HP
500 to 649+1 DMG or +1 HP
650 to 749+2 DMG or +2 HP
750 to 849+3 DMG or +3 HP
850 to 899+4 DMG or +4 HP
900 to 999Critical +6
On a Critical, the player may deal 6 damage to an enemy or restore 6 HP to an ally. Mark it as CRIT +6 in the post tag. Remember that Passive, Healing, and Bonus Combat Arts may now be used alongside a Combat Roll on the same turn; see Combat Arts for details.
Environmental Rolls

When the party faces an external threat such as an explosion to dodge, toxic terrain, an area-of-effect attack, or a collapsing structure, the GM calls for an Environmental Roll. There is no damage to deal on Environmental Rolls. The only outcomes are taking damage or coming out safe.

How Environmental Rolls Work

1. The GM announces the threat and sets a safety threshold. The default is 499, meaning 500 or higher is safe. The GM may raise this for more severe threats.

2. Every affected player rolls independently. Above the threshold: Safe. At or below: damage from the table below.

3. Combat Arts and Battle Marks cannot be used during Environmental Rolls unless an Art explicitly states otherwise.

4. Tag the result as ENV -X for damage taken, or ENV Safe for a clean pass.

Roll (1 to 999)Result
1 to 50-3 HP
51 to 200-2 HP
201 to 499-1 HP
500+Safe
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Gear Classes

Each player chooses one Gear Class at the start of an event. It represents the nature of their equipment and cannot be changed during the event.

Iron Veil
Defensive
Reduce all damage taken from failed Combat Rolls by 1. May reduce to 0. Applied at the end of your turn.
Verdant Sigil
Supportive
When you use your Combat Roll result to restore HP, increase the total restored by 1. Applied at the end of your turn.
Crimson Edge
Offensive
When you use your Combat Roll result to deal damage, increase the total damage by 1. Applied at the end of your turn.
Battle Marks Passive

Each player chooses one Battle Mark at the start of an event. Battle Marks are always active and require no action to trigger. They do not count against your Combat Art limit.

Tenacity
When you reach 0 HP or below, you are not immediately incapacitated. You may act on your next turn as normal, attempting to heal or dps with a roll. If your HP remains at 0 or below at the end of that turn, you fall incapacitated.
Resilience
Reduce all damage taken from failed Combat Rolls by 1. This may not reduce damage to 0.
Resolve
After two consecutive failed Combat Rolls, your next Combat Roll is automatically treated as a success dealing 1 damage, regardless of the actual result.
Lifeline
Whenever any ally restores your HP by any means, receive +1 additional HP on top of the amount restored.
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Eorzean Battle System
Attributes

In addition to Gear Class and Battle Mark, each player also chooses TWO ATTRIBUTES at the start of an event. Attributes represent your character's natural aptitudes and cannot be changed during the event.

STR
Power, muscle force, lifting capacity, and melee punch.
AGI
Whole-body movement, running speed, and dodging.
WIS
Common sense, intuition, perception, and willpower.
INT
Memory, logic, learning capability, and magical knowledge and perception.
DEX
Hand-eye coordination, fine motor skills, aim, and nimble fingers.
Whenever the GM calls for a roll tied to one of your Attributes, whether a Magic Perception, a Perception Roll, or any other check the GM ties to that Attribute, you receive a flat +300 bonus to that roll.
Difficulty Tiers

Every test the GM calls for, whether it is a Knowledge Roll, a Perception Roll, an Attribute-based check, or any other threshold check outside standard Combat and Environmental Rolls, normally has three tiers of difficulty for the GM to choose from depending on the situation:

TierThresholdUse For
Easy300 or higherSomething most characters could plausibly manage.
Medium500 or higherA genuine test of the character's training or awareness.
Hard700 or higherSomething only a specialist, or a very fortunate roll, should achieve.
These thresholds are a starting point, not a hard rule. The GM sets the actual number for each test based on the fiction, and may adjust a tier up or down for an especially favorable or unfavorable circumstance.
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Eorzean Battle System ✦ Active Abilities
Combat Arts
Combat Arts

Each player chooses 2 Combat Arts at the start of an event. Each Art may be used up to 3 times per battle. Arts cannot be changed during the event.

Arts are organized by FFXIV job for flavor, but any player may choose any two regardless of their character's class. Choose whatever fits your build.

Arts that grant roll bonuses: add the listed number directly to the rolled result before consulting the table. Example: a roll of 420 with a +150 bonus becomes 570, landing in the +1 band.
Using Arts Alongside a Combat Roll

Normally, only one Combat Art may be activated per turn. Passive, Healing, and Bonus-granting Combat Arts are the exception: they may now be used in addition to your Combat Roll on the same turn, not instead of it. This means a player can, for example, use their Combat Roll to attack and also use a healing Art on an ally in the same post. Arts that replace your roll entirely (see below) still count as your one action for the turn.

Roll-Replacement Arts

Some Combat Arts are marked Roll-Replacement. These Arts take the place of your Combat Roll entirely, both for the turn they are used and for your following turn, so they represent a two-turn commitment. When activating a Roll-Replacement Art, the player must declare their objective, damage or healing, and their target(s), before anything is resolved. The Art then resolves with a fixed, guaranteed result rather than a rolled one, on both turns it covers.

Most Combat Arts are not Roll-Replacement. As a general design principle, Combat Arts in this revision favor immediate damage or healing you can use right now, rather than bonuses banked for a later turn. Arts that grant a bonus to a roll happening in the same turn they were declared, a declare-then-roll sequence, are not considered delayed and remain unchanged.

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Combat Arts ✦ Role Guide
Tanks
Tanks
Paladin
Hallowed Ground
Declare when you or an ally would take damage from a failed Combat Roll. Negate all damage from that failure. If used on an ally, you take 1 damage that cannot be reduced or negated.
Cover
When an ally fails a Combat Roll, declare Cover before damage is applied. Transfer up to 2 of that damage to yourself.
Warrior
Upheaval
On a successful Combat Roll used to deal damage, deal 1 extra damage. Then you choose an ally that is taking damage this round and reduce the damage taken by 1. And you don't take any damage.
Inner Release
When you or an ally would take damage from a failed Combat Roll, declare Inner Release before that damage is applied. Immediately deal 2 fixed damage to one enemy. If you are the damaged player, reduce the triggering damage by 1.
Dark Knight
Abyssal Drain
Lose 2 HP to deal 4 fixed damage to one enemy, regardless of your roll. Usable even on failed rolls. The HP cost cannot be negated.
Blackest Night
Declare on any player's turn, including your own, before their roll is resolved. If that player fails their Combat Roll, negate all damage they would take this turn. If the shield fully prevents the damage, immediately deal 2 fixed damage to one enemy as the shield shatters.
Gunbreaker
Burst Strike
Deal 2 fixed damage to one enemy and 1 fixed damage to a second enemy. If only one enemy is present, deal all 3 damage to that enemy.
Superbolide
After you or an ally fails a Combat Roll, declare Superbolide. The rolling player rerolls and must use the new result. After the reroll resolves, you take 2 damage that cannot be reduced or negated.
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Combat Arts ✦ Role Guide
Healers
Healers
White Mage
Benediction
Restore 6 HP to one ally. No Combat Roll required.
Medica
Restore 2 HP to all allies simultaneously. No Combat Roll required.
Scholar
Deployment Tactics
Restore 3 HP to up to two allies simultaneously. No Combat Roll required.
Whispering Dawn
Restore 2 HP to up to three allies simultaneously. No Combat Roll required.
Astrologian
Earthly Star
Restore 10 HP total, split among 2 to 4 allies of your choice (minimum 2 targets). No Combat Roll required.
Combust
Deal 6 fixed damage to one enemy. No Combat Roll required.
Sage
Pneuma
Restore 2 HP to one ally and deal 2 fixed damage to one enemy simultaneously. No Combat Roll required.
Haima
Choose one ally. The next time that ally would take damage from a failed Combat Roll, reduce that damage by 2. Announce when activated. Lasts until triggered.
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Combat Arts ✦ Role Guide
Melee DPS
Melee DPS
Monk
Four-Point Fury
On a successful Combat Roll, deal 1 extra damage to up to two separate enemies in addition to your main result.
Riddle of Fire
On a successful Combat Roll, your Gear Class effect deals +1 extra this turn, stacking on top of its normal bonus.
Dragoon
Life Surge
On a roll of 850 or higher, deal +2 extra damage in addition to your roll result.
Spineshatter Dive
On a failed Combat Roll, still deal 1 fixed damage to one enemy. Your own damage from failing is not negated.
Ninja
Trick Attack
On a failed Combat Roll, still deal 2 fixed damage to one enemy. Your own damage from failing is not negated.
Ten Chi Jin
On a successful Combat Roll, add +100 to your rolled result before consulting the damage table. (A roll of 680 becomes 780, for example.)
Samurai
Meikyo Shisui
Declare before rolling. On success (500 or higher): deal +3 extra damage. On failure: take +2 extra damage. Cannot be cancelled once declared.
Tsubame-gaeshi
Immediately after you use any other Combat Art, deal 1 fixed damage to any enemy as a free bonus. Declare after the Art resolves.
Reaper
Enshroud
When you fail a Combat Roll, negate all damage taken this turn and immediately deal 1 fixed damage to one enemy.
Gluttony
When the GM confirms an enemy has been defeated on your turn or due to your action, restore 2 HP to yourself.
Viper
Reawaken
On a successful Combat Roll, apply your roll's damage to one enemy and deal 1 additional fixed damage to a second separate enemy.
Uncoiled Fury
On a failed Combat Roll, still deal 1 fixed damage to one enemy. Your own damage from failing is not negated.
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Combat Arts ✦ Role Guide
Physical Ranged DPS
Physical Ranged DPS
Bard
Mage's Ballad
Restore 2 HP total, split between up to two allies of your choice. No Combat Roll required.
Troubadour
All allies reduce the damage of their Environmental Roll failure by 1. May reduce the damage taken up to 1, never down to 0. Announce when activated at the start of the turn to apply the damage reduction to the group. And the next heal from a Skill or Combat Roll will restore +2 HP to the targets.
Machinist
Wildfire
Deal 3 fixed damage to one enemy of your choice, regardless of your roll result.
Reassemble
Roll-Replacement Art. Declare your objective, damage or healing, and your target, before rolling. This turn is treated as a guaranteed success of +3 toward that objective. Next turn, apply the Art again without rolling for a fixed +2 toward the same objective.
Dancer
Technical Finish
Deal 2 fixed damage to one enemy of your choice. No Combat Roll required.
Curing Waltz
Restore 1 HP to one ally and 1 HP to yourself simultaneously. No Combat Roll required.
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Combat Arts ✦ Role Guide
Magical Ranged DPS
Magical Ranged DPS
Black Mage
Despair
On a roll of 750 or higher, deal +2 extra damage in addition to your roll result.
Ley Lines
Declare before rolling. Add +150 to your next Combat Roll result.
Summoner
Crimson Cyclone
Deal 2 fixed damage to two separate enemies simultaneously.
Searing Light
Deal 2 fixed damage to one enemy and 1 fixed damage to a second enemy simultaneously. No Combat Roll required.
Red Mage
Resolution
On a failed Combat Roll, deal 2 fixed damage to one enemy. Your own damage from failing is not negated.
Embolden
Deal 2 fixed damage to one enemy and restore 1 HP to one ally simultaneously. No Combat Roll required.
Pictomancer
Comet in Black
On a Critical (900 or higher), deal +2 extra damage on top of the Critical's +6 for a total of +8.
Starry Muse
Restore 2 HP to one ally and deal 2 fixed damage to one enemy simultaneously. No Combat Roll required.
Blue Mage
Bad Breath
Choose one enemy. That enemy deals -1 less damage on its next action. The GM applies and tracks this effect.
Mighty Guard
Reduce all damage you take from your next failed Combat Roll by 2. Announce when activated; effect lasts until your next Combat Roll.
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Action Post Format

The format below is a suggestion. Players are not required to follow it exactly. What matters is that every action post indicates, somewhere at the end, the player's current HP after the action and the result of their roll, so the GM and the party can follow the state of combat clearly.

Suggested Tag Structure
( HP 10/10  |  ROLL 654  |  DMG +3 )

HP shows current and maximum after this action. ROLL shows the number rolled. The outcome field uses: DMG (damage dealt to an enemy), HEAL (HP restored, note the target name), LOSS (HP taken by the player), ENV (Environmental Roll result), CRIT (critical hit), and SAFE (clean Environmental Roll). Any wording that communicates the same information clearly is welcome.

She moved without hesitation, the blade finding its mark between the creature's shoulder plates. No ceremony in it. Just the clean efficiency of someone who had done this far too many times.
The counter came faster than expected. She turned, but not fast enough. The impact caught her across the ribs and sent her stumbling back two steps, teeth gritted.
Two fingers pressed to the wound. He pushed aether into it, not gently. The light sealed the edges shut. It would bruise. It would hold.
The opening was there for half a second. She took it. Both hands on the grip, full extension. The kind of strike that ends conversations.
She read the pressure shift in the air a half-second before the eruption and was already clear of the blast radius when the ground split open beneath her.
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Knowledge Rolls

When a character attempts something that relies on specialized expertise (deciphering a script, identifying a toxin, recalling lore about a creature, recognizing a faction's insignia), the GM may call for a Knowledge Roll.

Procedure

1. The GM announces the task and sets a target number based on difficulty (see Difficulty Tiers).

2. Players announce their bonuses based on their Attributes.

3. All eligible players roll. Those who meet or exceed the target succeed. The GM communicates results privately.

Knowledge Rolls are pure threshold checks. No HP is lost on failure unless the GM establishes a consequence. Tag with KNOW in your post.
Perception Rolls

When something hidden might be noticed (enemies in ambush, a concealed passage, a forged document, an out-of-place detail), the GM may call for a Perception Roll.

Procedure

1. The GM announces the task and sets a target number based on difficulty (see Difficulty Tiers).

2. Players announce their bonuses based on their Attributes.

3. All players roll simultaneously. Those who roll above the threshold notice the hidden element. The GM communicates privately, starting with the highest roll.

4. If no one succeeds, the GM may offer a vague narrative hint or allow another attempt under different circumstances.

Perception Rolls carry no HP penalty for failure unless the situation demands it. Tag with PERC in your post.
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Character Sheet Examples

Share your sheet with the GM and party before an event. HP starts at 10 for everyone and updates live through each action post during the event.

Vael Ashmore
Tank Build
HP10 / 10
Gear ClassIron Veil
Battle MarkResilience
AttributesSTR, WIS
Combat Arts
Hallowed Ground (Paladin)
3 / 3 uses
Upheaval (Warrior)
3 / 3 uses
Seirei Moonveil
Healer Build
HP10 / 10
Gear ClassVerdant Sigil
Battle MarkLifeline
AttributesWIS, INT
Combat Arts
Benediction (White Mage)
3 / 3 uses
Earthly Star (Astrologian)
3 / 3 uses
Kira Dawnreave
DPS Build
HP10 / 10
Gear ClassCrimson Edge
Battle MarkTenacity
AttributesDEX, AGI
Combat Arts
Wildfire (Machinist)
3 / 3 uses
Despair (Black Mage)
3 / 3 uses
Lireth Ashfall
Hybrid Build
HP10 / 10
Gear ClassVerdant Sigil
Battle MarkResolve
AttributesINT, DEX
Combat Arts
Mage's Ballad (Bard)
3 / 3 uses
Resolution (Red Mage)
3 / 3 uses

Use the table below as a template when building your own sheet. Fill it out and share it in the event channel or with the GM before the session starts.

Character Name
HP10 / 10
Gear ClassIron Veil / Verdant Sigil / Crimson Edge
Battle MarkTenacity / Resilience / Resolve / Lifeline
AttributesSTR / AGI / WIS / INT / DEX (choose two)
Combat Art 1                   (Job)   3 / 3 uses
Combat Art 2                   (Job)   3 / 3 uses
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Eorzean Battle System
Changelog
2.0 to 2.1
  • Paladin: Hallowed Ground: Now declarable on behalf of an ally, not just yourself, when a failed Combat Roll would deal damage. Lost the "deal 1 fixed damage to one enemy" clause entirely. New cost: if used to protect an ally, you take 1 damage that cannot be reduced or negated. | Cover: Damage absorption increased: you can now transfer up to 2 damage to yourself, up from a flat 1.
  • Warrior: Upheaval: Bonus damage reduced from +2 to +1. New secondary effect: you now choose an ally taking damage this round and reduce their damage by 1. New passive clause: you take no damage this round when this triggers. | Inner Release: Now declarable on behalf of an ally, not just yourself, when a failed Combat Roll would deal damage. No longer negates all damage taken. When triggered on yourself, it now only reduces the triggering damage by 1. The 2 fixed damage to an enemy is unchanged.
  • Gunbreaker: Burst Strike: No longer conditional on rolling 750 or higher. Reworked from a roll-scaling bonus into a fixed guaranteed effect: 2 damage to one enemy and 1 damage to a second enemy, or all 3 damage to a single enemy if only one is present. | Superbolide: Fully reworked. No longer a damage-reduction safety net for near-death hits. New function: declarable after you or an ally fails a Combat Roll, forcing that player to reroll and use the new result. New cost: you take 2 damage that cannot be reduced or negated after the reroll resolves.
1.0 to 2.0
  • It was made clear that HP never drops below 0. Damage taken while incapacitated does not apply, so HP holds at 0 instead of dropping into negative numbers.
  • Incapacitation triggers the moment HP reaches 0. Revival still requires at least +2 HP from an ally, and a revived player may act immediately on that same turn if they haven't acted yet.
  • Split Healing is now automatic for any player with a Healer Combat Art (White Mage, Scholar, Astrologian, Sage) or Verdant Sigil as Gear Class: HP restored on a successful healing Combat Roll can be divided among two or more allies, each getting at least 1 HP, at no cost to a Combat Art slot.
  • Combat Arts are now split into two types: Bonus Arts (usable alongside a Combat Roll on the same turn, at no action cost) and Roll-Replacement Arts (substitute the Combat Roll for the current turn and the next, resolving with a fixed guaranteed result, and require a declared objective before anything resolves).
  • Most "bonus applied to a future turn" effects have been converted into immediate damage or healing. Ley Lines is the one exception, keeping its future-roll bonus.
  • New Attributes system: STR, AGI, WIS, INT, DEX. Choose two at character creation. A roll tied to a chosen Attribute gets a flat +300 bonus.
  • New standard Difficulty Tiers for any GM-called test outside Combat and Environmental Rolls: Easy (300+), Medium (500+), Hard (700+).
  • Knowledge Rolls and Perception Rolls simplified: players announce their Attribute bonus directly instead of requesting a private background bonus from the GM.
  • Discord rolling removed. The system now runs entirely on FFXIV's /dice command (0 to 999, treated as 1 to 999).
  • Dark Knight: Flood of Shadow removed. Blackest Night added, a reactive shield Art usable on any player's turn that negates failed-roll damage and deals 2 fixed damage back if it fully blocks.
  • Astrologian: Divination and Celestial Opposition removed. Earthly Star (10 HP split across 2 to 4 allies) and Combust (6 fixed damage) added.
  • White Mage and Scholar heal Arts increased in output: Benediction now restores 6 HP to one ally, Medica restores 2 HP to all allies, Deployment Tactics restores 3 HP to two allies, Whispering Dawn restores 2 HP to three allies.
  • Reaper's Enshroud now also deals 1 fixed damage immediately, on top of negating damage taken.
  • Bard's Mage's Ballad converted from a future roll bonus into an immediate 2 HP heal split between two allies. Troubadour expanded to also boost the next heal by +2 HP.
  • Machinist's Reassemble redesigned into a Roll-Replacement Art: declare your objective, get a guaranteed +3 this turn and +2 next turn toward that same objective.
  • Dancer's Technical Finish simplified to a flat 2 fixed damage, no roll required.
  • Summoner's Searing Light, Red Mage's Embolden, and Pictomancer's Starry Muse converted from future-roll bonuses into immediate combined damage/heal effects, no roll required.