Hi All, This is my new and improved version of my Spellbook Mod for ScriptCards. This is a complete rewrite of my previous Spellbook Mod and needs it's own post. Find the Code HERE! Easy copy and paste link Feature List Displays vital spell related character statistics at the top; Spellcasting Ability, Spell Save DC, Spellcasting Bonus, and the Maximum Number of Prepared Spells. As of 3.4, Spellcasting Ability is now a button, when clicked it will show all six stats with the character's Class and multi-classes listed beside the appropriate stat. Selecting one of these Stats will make it your Spellcasting Ability. In the same line it displays a unique icon for each subclass in the game. Displays all available spells at each level. You can use the arrow button in the cantrip header to toggle whether all spells or just prepared spells are displayed. This is helpful for those with large spell lists. They can show all spells, prepare what they need and toggle only prepared spells to show. In each spell level header is displayed the number of spell slots available out of a four possible maximum. Here you can also use the plus or minus keys to add or remove available spell slots. If you have multiclassed into Warlock from another caster class, fear not, I have thought of that, sort of. The Sorlock example above has three levels of Sorcerer and two levels of Warlock. The character sheet adds the appropriate number of spell slots to the appropriate spell level. That will sometimes push the number of spell slots past four. If that is the case, this Mod will display the extra spell slots on their own Warlock spell header. Under each spell level is the spell school icon followed by the spell name, what type of action it is(optional), whether it's concentration, a ritual, and also displays the innate field from the spell's settings on the character sheet (Useful for Always Prepared spells). Mouse over the spell name and you'll find a very useful tooltip version of all the spell information, no need to click the description which always shows to the chat. Across from each spell name will be displayed their attack roll button, if applicable, the prepare/unprepare blue button, and the spell details button, which displays the Roll20 native spell descriptions. If you want to use your own Spell Macros, just name the macro the same name as the spell, if it has spaces in the name just replace the spaces with hyphens and the spell book will detect them and run your macro instead. For example, you would name the macro for Cure Wounds as Cure-Wounds. The most important, but least flashy feature is that this Mod is 8X faster than the previous version, cutting loads times 87.5%. My Cleric character's spell book, with ~80 spells, loads in under a second. Now the most flashy and most difficult part of this Mod, the Themes! There are currently sixteen themes to choose from, with every aspect of those also customizable. I'll explain more about this in the second post of this thread. What doesn't this Mod Do? This Mod does not deduct spell slots automatically when a spell is rolled. The reason for this is because spell macros are compatible with this Mod, ie. name the macro the name of the spell and this Mod will run your spell macro instead. A lot of spell Mods/Macros already deduct spell slots, and so introducing spell slot deduction might complicate things for people. In the future I might make it optional in the settings. In the meantime, there is always the plus and minus buttons to add or remove spell slots. NOTE: If you use custom spells or edit your spells, please make sure that if the spell has an attack roll that the "Output" dropdown in the spell editor is set to "Attack". The Spell Book Mod will display the roll button only if this is the case. Installation Instructions 1. Ensure that you've installed the ScriptCards API script in your game. 2. Create a character named ScriptCards_TemplateMule (exactly as shown, case sensitive and with an underscore). 3. Add the Mod as a Macro or to the caster's character sheet as an ability and set to "Show as Token Action". I recommend adding it to specific character sheets that are casters rather than adding it as a Macro in the game. If you add it as a game Macro it'll show up for everyone, even non-casters. 4. Run the Mod or have your player run the Mod the first time and it'll write the information to the ScriptCards_TemplateMule character. 5. Run the Mod again any subsequent time and it will just run the Mod. Check out my profile for my other ScriptCard Mods. Note: I couldn't update the code in this post, there must have been a change to the size of posts allowed on the forum or the new script is bigger than I thought. Please find the script using the "Easy copy and paste" link near the top of the post.