Hi Barry, started off suggesting a couple of tweaks to make that happen and then it got complicated when it didn't need to be. So, here's my Toll the Dead Cantrip - if you like anything just CnPaste. I follow the same format for all my scripts just so when I edit I can do it in autopilot The bit at the start around saves ensures that if the target has an enhanced save (for example, assassin has +3 Dex Mod, but a +6 Dex save), then we use the enhanced figure we use an "i" button to select our target (my pref - I don't like those R20 query boxes popping up before a script runs - you could instead ask for targetToken at the start) We set the save multiplier using &Effect at the start - that way we can reference it throughout a script and only have to change it once at the start, for Toll the Dead it is a 0, but change to 0.5 for half damage cantrips I check resistances using Kurt's 5ELIB, feel free to bin this if you do it manually !script{{ +++5Elib;snlib;ActionMenuAddons;dnd5elib;LibSiG+++ --#titlecardBackgroundImage|url('<a href="https://files.d20.io/images/428791142/KEwGr8c5jlEfTO5tZcq2YA/med.png" rel="nofollow">https://files.d20.io/images/428791142/KEwGr8c5jlEfTO5tZcq2YA/med.png</a>'); background-size: 25% 100%; background-repeat: no-repeat; --#titleCardBackground|#011009 --#titleFontColor|#fad105 --#subtitleFontColor|#fad105 --#sourceToken|@{selected|token_id} --#emoteBackground|#223030 --#emoteFontColor|#ad2430 --/|Here we question what variables should be --&EnergyType|Necrotic --? [*S:level] -ge 1|&DiceNumber;1 --? [*S:level] -ge 5|&DiceNumber;2 --? [*S:level] -ge 11|&DiceNumber;3 --? [*S:level] -ge 17|&DiceNumber;4 --=MaxTargets|1 --&SaveType|wis --c[&SaveType]|str:&Save2;strength|dex:&Save2;dexterity|con:&Save2;constitution|int:&Save2;intelligence|wis:&Save2;wisdom|cha:&Save2;charisma --&Effect|0 --/|Now set up the card and run the script --#title|Toll the Dead --#leftsub|Cantrip --#rightsub|DC:[*S:spell_save_dc] [&Save2] save --#emoteText|[*S:t-name] Tolls the Dead! --#whisper|self,gm --i Click target;Target|t;NewTarget;Cantrip Target --#targetToken|[&NewTarget] -->DetermineOutcome| --:X| --:DetermineOutcome| --+|[t border=3 width=100%][th][td style="width:100px"][c]Target[/c][/td][td style="width:50px"][c]Save[/c][/td][td style="width:50px"][c]P/F?[/c][/td][td style="width:50px"][c]DAM[/c][/td][/th] --?[*T:t-bar1_value] -ge [*T:t-bar1_max]|&Dice;d8|&Dice;d12 --=SpellDamage|[&DiceNumber][&Dice] --/|#targetToken|[*[&loop]:t-id] -->PlayEffects|[*S:t-id];[*T:t-id];burn-magic;burst-death;beam-magic --?[*T:npc] -eq 1 -and [*T:npc_[&SaveType]_save_flag] -gt 0|&Save;npc_[&SaveType]_save|&Save;[&Save2]_save_bonus --=TargetSave|1d20 + [*T:[&Save]] --?[$TargetSave] -ge [*S:spell_save_dc] | [ --&DidSave|P --&FontColor|009900 --=MidDamage|[$SpellDamage] * [&Effect] {FLOOR} {MIN:0} --]|[ --&DidSave|F --&FontColor|990000 --=MidDamage|[$SpellDamage] --]| --&ResistType| -->Lib5E_CheckDamageModifiers|ResistType;[&EnergyType] --=FinalDamage|[$MidDamage][&ResistType] --+|[t border=3 width=100%][tr][td style="width:100px"][c][*T:character_name][/c][/td][td style="width:50px"][c][$TargetSave][/c][/td][td style="width:50px"][#[&FontColor]][b][c][&DidSave][/c][/b][/#][/td][td style="width:50px"][c][$FinalDamage][/c][/td][/tr] --+|Dice size [&Dice] [$SpellDamage] -->LibSN_APPLY_DAMAGE_OR_HEALING|[*T:t-id];1;-[$FinalDamage];0 -->PlayEffects;[*S:t-id];[*T:t-id];burn-magic;burst-magic;beam-magic --%| --+|[/t] --X| --:PlayEffects|Parameters are : sourcetoken; targettoken; source effect; target effect; line effect; sound effect --a|gravebell --vtoken|[%2%] [%4%] --<| }} For cantrips with multiple targets I swap out the "i" button for a loop - happy to share that if needed -made a couple of tweaks to above since there were remnants of that left in, so tidied up