Preface: I already answered the user in Discord, but here is the answer for anyone else with this issue. The user's group is using the "Don't Roll damage automatically" option. The way the D&D 5e by Roll20 character sheet checks for level is to put the level check query in the damage section of the roll. As a result the ammo tracking script has no way of knowing what level you are casting the spell at until the damage section fires. The way around this is to switch the spell to spellcard (note, that will generate a bug, more later). Then, make a new attack not linked to the spell for the player to use. In the case of Witch Bolt the damage for that attack is: (1+?{Cast at what level?|Level 1,0|Level 2,1|Level 3,2|Level 4,3|Level 5,4|Level 6,5|Level 7,6|Level 8,7|Level 9,8})d12 (Note: this is a slight modification of what it originally had, but it works. The reason I didn't fold the +1 into the Query is in case the query interacts elsewhere I try not to modify the query itself.) Additionally, you will lose the spellcard link in the attack unless you do the following: 1) Activate the Witch Bolt spell and click the Show Spell Description button. 2) Click the chat box (where you type) and hit the up arrow on your keyboard. This will copy the command. The command should look like this: %{ -O-gNl7cobDiRCoz0UT8|repeating_attack_-O-qT7u-ezmSYhMiKQ00 _spelldesc_link} 3) In the Ammo line of the new Witch Bolt attack add (assumes ammo tracking is enabled in the sheet's settings): {{spelldesc_link=[Show Spell Description](~ INSERT BOLDED PART ABOVE HERE _spelldesc_link)}} It will look like this: {{spelldesc_link=[Show Spell Description](~ -O-gNl7cobDiRCoz0UT8|repeating_attack_-O-qT7u-ezmSYhMiKQ00 _spelldesc_link)}} This setup can be used for any 'repeating attack' spell as well, so that it does not deduct spell slots every time you roll the attack (or damage). Now about the bug: D&D 5e by Roll20 has a bug where when you switch a spell to spellcard it will recreate the attack anytime you edit the spell or 'red dot' the spell. To prevent that bug I will recreate the spell by adding a new spell then copy/pasting all the elements of the spell over. Up to you if you want to do that.