Kyle said: Craven said: I've also realised that scorching ray has 3+ attack and damage rolls while still using up only one slot. Is there any ingenious ways the devs have got of doing that or is just a case of doing spell slot management myself for that one? I have them roll attack for each ray, then click the damage (only once as this removes the spell slot) and you see How many hit in a drop down (Select the # hit). Hover over the damage and you see damage for each ray. See below. ?{How Many Hit|1, 2d6|2, 2d6+2d6 [2Rays]|3, 2d6+2d6+2d6 [3 Rays]|4,2d6+2d6+2d6+2d6 [4Rays]|5, 2d6+2d6+2d6+2d6+2d6 [Rays]} This is great if you're doing Magic Missile style scorching ray where you can roll all the damages at once, but the DM for my game rules that the rays all act as separate attacks. So if the first ray kills a target with it's damage you can attack another creature with the left over rays without 'wasting' them but the AC of the second target may be different. TL;DR I need to know the damage output of the first ray before attacking with the second. Kyle G. said: Unfortunately chat cannot change the value of an attribute without the help of the API. So at the very least it would need to be added into the companion script, but I don't think that will happen simply because the purpose of the OGL character sheet over the Shaped character sheet is to be simple enough for any computer to use without issue. Well you need the companion script for spell slot tracking anyway, so I think that's a given for this problem haha. I obviously don't know how to character sheet so I'll take your word that it would overcomplicate the sheet, it would be nice if someone managed to find a way though. Also, I've recently noticed another thing where if the @{wtype} is set to whisper to someone spell slots are tracked on the sheet but the SPELL SLOT LEVEL X Y OF Z REMAINING isn't outputted to chat. Again I imagine this is a limitation of chat and not a bug in my game but I thought I would ask just in case. The spell You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd
level or higher, you create one additional ray for each slot level above
2nd. Doesn't say that you can hold the attack to pick other targets. You should be declaring the targets at the spell cast. but you can still use my method. If you casting 3 rays you roll 3 attacks then damage once using the Damage rolls you need. If you hit target one with 1st ray add damage if not dead did the second hit add damage, if not ignore that damage. If dead does the 3rd ray hit another target? apply damage if so. If not acceptable Roll attack and damage for first ray then manual roll for the second, third.... so on. /roll 1d20 /roll 2d6