godthedj said: xTimmyx said: I have another suggestion pertaining to the spells that have Damage in the description. Some spells have the Damage output like "Fireball" and will be applied to the attacks and spellcasting section and will automatically roll the damage dice. however some spells like "Blade Barrier" for example. will be set as a spellcard and you'll have to roll extra dice from a separate, wherever.... WOULD IT, (hang with me here) be a good idea to just have it as Core for those spells that have the damage on the spells be added to the spells section automatically as an "attack" option? this way you dont have to go back and keep changing things and adding the damage into the damage field all the time if the spell is actually entered as a Spellcard. Just a thought. Hey Timmy, - I think I know what you're getting at here. I'm not sure how closely this aligns with your problems, but one thing I do with spells that cause damage, but not specifically 'attacks' in the traditional sense (The equivalent of making magical caltrops for the floor)... I end up making two spells... First would be called something like ' Caltrops - Generate ' the other is called ' Caltrops - Damage ' The first is a spell card, which gives all the details of the spell, and the second is specifically listed as an 'attack'. I use automated the automated 'spell slot tracking' API, so to avoid a spell slot being spent every time I click the damage roll, I can either: 1)Mark the spell as a 'Ritual' 2)Mark the spell as an 'innate ability'. Both options result in no spell slot being used up. Alternatively, you can always add inline rolls into the spellcard. Just pop double brackets around the damage dice number.... e.g 'The spinning blades cause [[3d6]] slashing damage'. It will then auto-roll for you each time you click the spell. This may be super obvious to you, and perhaps even a little patronising (especially given that you have more hours logged on roll20 than I do), but neither of these things I knew about when I started with roll20 myself, so may help someone out there.... The double brackets is great idea for spells like Hex as well. I'm not sure what the RAW/RAI are for those: do you roll only once when the spell is cast to determine the damage caused forevermore when someone is damaged by it? Example: Hex is cast on an enemy, then each time they are hit they take the additional 1d6 damage (or whatever), is that value rolled each occurrence or only once (when cast)? My interpretation is on each instance the damage is incurred but I'd be interested to hear other opinions. If it's every time, then your idea of duplicating spells makes a lot of sense, and is something I've also done for players (I just created a generic damage entry not tied to a spell for players to use for Hunter's Mark and the like).