There is no real way within the sheet to do what you want but you can deal with the issue another way via the below procedure: 1) Open your Character, go to Spells, and edit the spell 2) Change 8d6 to: {1d6cs>2, 1d6cs>2, 1d6cs>2, 1d6cs>2, 1d6cs>2, 1d6cs>2, 1d6cs>2, 1d6cs>2, 2+0d0, 2+0d0, 2+0d0, 2+0d0, 2+0d0, 2+0d0, 2+0d0, 2+0d0}kh8 3) In the Damage2 line put: [[{?{Cast at what level?|Level 3,0|Level 4,1|Level 5,2|Level 6,3|Level 7,4|Level 8,5|Level 9,6},0}>1]]*{1d6cs>2,2+0d0}kh1+[[{?{Cast at what level?},0}>2]]*{1d6cs>2,2+0d0}kh1+[[{?{Cast at what level?},0}>3]]*{1d6cs>2,2+0d0}kh1+[[{?{Cast at what level?},0}>4]]*{1d6cs>2,2+0d0}kh1+[[{?{Cast at what level?},0}>5]]*{1d6cs>2,2+0d0}kh1+[[{?{Cast at what level?},0}>6]]*{1d6cs>2,2+0d0}kh1 4) In the Damage2 "Type" section put: Upcast level [[?{Cast at what level?|Level 3,0|Level 4,1|Level 5,2|Level 6,3|Level 7,4|Level 8,5|Level 9,6}+3]] 5) In the "HIGHER LVL CAST DMG" section: change the number of dice to 0 Someone else might have a better method, but this will get you up and running. What this does: {1d6,2+0d0}kh1 is the basic concept here. If you roll a 1 it will keep the 2. If you roll a 2 or higher it will keep the higher value. For upcasting it leverages the upcasting query as a switch to multiply each extra {1d6,2+0d0}kh1 by 0 or 1. In this fashion you will always have the correct damage for your Elemental Adept damage. Note1: I added cs>2 to each of the d6's. They won't do anything other than make it more obvious when you roll a 1 vs roll a 2+. It will make it easier for you to verify that it is working correctly. (Any red die is a 2, any green die is what is on the roll.) Note2: if you use 3d dice it is going to roll weird stuff. Cannot be helped via this method.