John D. said: I'm not familiar with that sheet, but I would approach the problem like this... It's a "by Roll20" sheet, and we don't have access to it's sourcecode, so your suggestions aren't applicable. Besides it think they where talking purely of a macro/API solution to this, not editing char sheet sourcecode. Scaling DMG based on level macro What I'm really trying to manage is to make the damage work around the
spell level, something like: (Base Spell Damage) + (If current_level is X
times bigger than the base_level, add Y dice). For example, one of my
players use Force Fang, I want to make the base damage 1d4+1 plus 1d4+1
each 2 levels above 1. But I don't know how to do that. If I understood you correctly, the dmg is 1d4+1 on lvl.1 , increased to 2d4+2 on lvl 3 , and 3d4+3 on lvl 5 , right? Think I figured it out. This is the dmg calculation for any level: [[1d4+1 + [[floor(0.5*(@{level}-1) )]]d4 + [[floor(0.5*(@{level}-1) )]] ]] While this part represents the bonus damage beyond 1st level: [[floor(0.5*(@{level}-1) )]]d4 + [[floor(0.5*(@{level}-1) )]] I added the second macro in the Other -section of an attack's damage, and it seems to work. As this is a magic attack, you want to add it in the additional damage section where you can specify the damage type as well: [[floor(0.5*(@{level}-1) )]]d4 + [[floor(0.5*(@{level}-1) )]] force But I looked at the description of Force Fang , and it says the bonus 1d4+1 comes if the spell is heightened, and not that it scales with the character's level. If you want a toggle for casting it normal vs heightened, the damage bonus damage part could look like: ?{Heightened?|No, 0|Yes(1), 1|Yes(2), 2}d4 + ?{Heightened?|No, 0|Yes(1), 1|Yes(2), 2} It would ask once if the spell is heightened, and then add the relevant bonus damage.