The cleric in my campaign uses the following code in the heal amount area. It prompts for the lvl the spell is cast at and then adds the appropriate bonuses/heal amounts. (you will need to change the heal amount for the specific spell used) Cure light wounds spell example: ?{SlotLevel?|1st, 1d8+3+@{wisdom_mod} 1st lvl|2nd, 2d8+4+@{wisdom_mod} 2nd lvl|3rd, 3d8+5+@{wisdom_mod} 3rd lvl|4th, 4d8+6+@{wisdom_mod} 4th lvl|5th, 5d8+7+@{wisdom_mod} 5th lvl|6th, 6d8+8+@{wisdom_mod} 6th lvl|7th, 7d8+9+@{wisdom_mod} 7th lvl|8th, 8d8+10+@{wisdom_mod} 8th lvl|9th, 9d8+11+@{wisdom_mod} 9th lvl} Edit: Just looked at the SRD5 spell sheet which is different then the one I use in this campaign. Looks like you could just add the base value in the initial healing category (Healing 1d8+3) and then in the higher lvl cast area, list the addition effect, which would only be (1d8 + 1) for the cure light wounds example. You could then add in the description why there is the added bonus. Another edit: Just tested this on the SRD sheet and for some reason it did not want to add the Wis bonus( I forgot to select the spellcasting ability, so either method will work). So, I inserted the code from above and removed the higher lvl cast portion from the SRD higher level cast input and it worked without needing to change the Wis mod variable, plus, it displays it as a single value rather than the initial value and then the higher lvl cast as a separate entry.