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Effects
Beyond the token's own appearance, a Visage can switch on a Dynamic Ring and a Light Source, and (with the Sequencer or Token Magic FX modules) add visual effects, audio effects, TokenMagic filters and macros. Each of these is a layer in the Layers list of The Visage Editor.

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Adding an effect: Click the + button at the top of the Layers list and choose Visual effect, Audio effect, TokenMagic filter or Macro. The new effect is selected so you can set it up straight away.
Note: Visual effects are only offered when the Sequencer module is active, and TokenMagic filters only when the Token Magic FX module is active. Audio effects work without Sequencer when you give them a normal file path; only the Sequencer Database button needs it. You can also add a macro by dragging it from Foundry's sidebar onto the editor.
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Where effects appear: Visual effects are listed under Above Token or Below Token, depending on their Layer Priority setting. Audio effects have their own group, and TokenMagic filters and macros are listed under Not shown in preview, because they only run on a real token.
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Order: Drag effects to change their order within their group.
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Switching on and off: Click the eye on a layer to switch it on or off. This affects both the preview and the saved Visage.
- The Dynamic Ring and Light Source are always in the list and cannot be deleted. They start switched off; switch them on to use them.
- A switched-off layer keeps its settings and is saved with the Visage, but does not play or apply until you switch it on again. This lets you keep alternative effects ready without deleting them.
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Effect controls: When an effect is selected, the header of its settings has:
- Loop Effect (visual and audio effects only): on by default, so the effect plays continuously while the Visage is applied. Switch it off to play the effect once, when the Visage is applied.
- Switch on or off: the same as the eye in the Layers list.
- Delete layer: removes the effect after asking you to confirm.
Note: You can add as many visual effects, audio effects, filters and macros as you like, but a Visage has only one Dynamic Ring and one Light Source.
- Colours: The Ring Colour (the glowing band) and the Background Colour (the fill behind the token).
- Subject: The Subject Texture Override (only use this if the ring's subject needs to differ from the token image) and the Subject Scale (how large the subject appears within the ring).
- Ring Effects: Checkboxes for Pulse, Gradient, Background Wave and Invisibility.
The header has a copy button (fill the ring settings from a token) and a clear button (reset the ring and switch it off). Copying does not switch the ring on.
- Light: Dim Radius, Bright Radius, Colour, Colour Intensity, Luminosity (positive values create light, negative values create darkness), Emission Angle and Priority.
- Animation: The Animation Type, with its Speed and Intensity. Only animation types marked with an asterisk (*) are animated in the preview; all types work on the canvas.
The header has a copy button (fill the light settings from a token) and a clear button (reset the light and switch it off). Copying does not switch the light on.
Lighting and Vision for RMU: If the Lighting and Vision for RMU module is active, the Light section also shows:
- Base Illumination: The light's tier (from Pitch Black to Bright).
- RMU Modifiers: Checkboxes to flag the light as Magical, Utterlight/dark or Constant.
Visage follows the RMU lighting rules to prevent invalid combinations. For example, ticking Utter also ticks Magical, and ticking Constant clears Magical and Utter. Copying the light from a token also copies these RMU settings.
Note: When an RMU light is configured on a Visage, the Selector HUD and Gallery tooltips show its RMU Base Illumination tier (for example "RMU Light Source: Extremely Dark") instead of the standard dim and bright radii.
See System & Module Compatibility Notes for more information.
Source (both types):
- Label: A name for the effect, to help you identify it in the Layers list.
- File Path: The file to play. Use the file picker to choose a file, or the Sequencer Database button to browse the Sequencer library and copy a database key. You can use partial keys, and Visage will randomly pick any effect that matches.
- Start Delay (s): How long before (negative) or after (positive) the token's appearance change the effect starts, in seconds.
Placement (visual effects):
- Layer Priority: Whether the effect is drawn Above Token or Below Token.
- Scale (%): The size of the effect relative to the token.
- Rotation (°): A fixed rotation in degrees, or tick Randomize for a random rotation.
- Bind Rotation: Whether the effect rotates with the token. On by default.
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Offset X / Offset Y: Moves the effect, in token units (a value of
1moves it by the token's full width or height). Both accept any number typed into their box. - Bind to Sprite: Whether the effect follows the token's image or stays attached to the token's position on the grid. On by default.
Look (visual effects):
- Opacity: The transparency of the effect.
- Blend Mode: How the effect's colours mix with the token and background.
- Tint Colour: A colour tint for the effect (image or video).
Advanced Sequencer Settings (visual effects, collapsed by default and highlighted when any of them are set):
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Rendering & Playback: Mask to Token (clips the effect to the token's artwork) and Constrained by Walls (stops the effect showing through walls).
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Fade In Transitions: Duration (ms) and Animation Easing.
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Scale In Transitions: Duration (ms), Scale Multiplier and Animation Easing.
Note: A Scale Multiplier greater than one makes the effect start large and shrink to its normal size over the duration, using the chosen easing. A value less than one makes it start small and grow.
Playback (audio effects):
- Volume: The volume of the sound, relative to your own volume settings.
- Fade In / Fade Out (ms): How quickly the sound fades in or out, in milliseconds. Set it to 0 for no fading.
- Label: A name for the filter, to help you identify it in the Layers list.
- TMFX Preset: A list of every registered Token Magic FX preset (core presets, Community Gallery presets and any you have made yourself).
- Custom JSON Payload: For power users, a raw JSON array that defines your own filter. Note: If this field is filled in, it overrides the preset chosen above.
- Start Delay (s): How long before (negative) or after (positive) the token's appearance change the filter is applied, in seconds.
Strict JSON for custom payloads: If you copy filter parameters from a standard TokenMagic FX macro, be aware that Visage needs strict JSON. Standard JavaScript objects (which Foundry macros often use) cannot be read and are ignored.
Converting macro code to JSON: Paste the whole TokenMagic macro into the Custom JSON Payload box and click Format as JSON. Visage removes the macro wrapper, extracts the filter parameters, adds any missing quotes and converts hex colours to decimal for you.
Alternatively, you can convert the code yourself with your browser's developer console:
- Press F12 to open your browser tools and go to the Console tab.
- Type
JSON.stringify(- Paste your TokenMagic array.
- Type
)and press Enter.- The console shows a strict JSON string that you can paste into Visage.
Preview note: Token Magic FX filters need a real token on the canvas to render, so they cannot be shown on the preview stage (which is why they are listed under Not shown in preview). To see the filter, apply the Visage to a token on the scene.
- Label: A name for the macro, to help you identify it in the Layers list.
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Macro UUID: The Foundry UUID of the macro (for example
Macro.2rLaa0AlFD9KDdgl). Dragging a macro onto the editor fills this in for you. - Start Delay (s): How long before (negative) or after (positive) the token's appearance change the macro runs, in seconds.
Click Timeline at the top of the Layers list to open the Effect Timeline. Drag an effect's block along the timeline to change when it starts. If blocks overlap, the timeline stacks them so they are always visible. Changes made in the timeline update each effect's Start Delay.

- Home
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Getting Started
- Tutorial 1: Creating a Local Identity
- Tutorial 2: Creating a Global Overlay
- Tutorial 3: Lighting & Sequencer Audio
- Tutorial 4: Sequencer Visuals
- Tutorial 5: Using Wildcards
- Tutorial 6: Attribute Conditions
- Tutorial 7: Status / Active Effect Conditions
- Tutorial 8: Event Conditions
- Tutorial 9: Library Actions
- Tutorial 10: Automation Strategy
- Game Settings
- The Visage Selector HUD
- The Visage Library
- The Visage Editor
- System & Module Compatibility Notes
- Advanced Features
- Example Macros