For the 2014 D&D 5E by Roll20 PC sheet. The game creator needs Pro and ChatSetAttr. Select a token linked to the destination character and paste each command into chat one at a time, in order.
Adds a spell with its details. Simple structured attack or save damage and per-slot damage scaling create a linked Roll20 roll; other spells stay descriptive cards. Set preparation and spellcasting ability on the character as needed. Check the resulting roll, especially conditional effects. Re-running adds another spell.
!setattr --sel --repeating_spell-7_-CREATE_spellname|Conjure Celestial --repeating_spell-7_-CREATE_spelllevel|7 --repeating_spell-7_-CREATE_spellschool|conjuration --repeating_spell-7_-CREATE_spellcastingtime|1 Action --repeating_spell-7_-CREATE_spellrange|90 feet --repeating_spell-7_-CREATE_spellcomp_v|{{v=1}} --repeating_spell-7_-CREATE_spellcomp_s|{{s=1}} --repeating_spell-7_-CREATE_spellcomp_m|0 --repeating_spell-7_-CREATE_spellcomp_materials| --repeating_spell-7_-CREATE_spellritual|0 --repeating_spell-7_-CREATE_spellconcentration|{{concentration=1}} --repeating_spell-7_-CREATE_spellduration|10 minutes --repeating_spell-7_-CREATE_spelldescription|You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn. --repeating_spell-7_-CREATE_spellathigherlevels|The healing and damage increase by 1d12 for each spell slot level above 7. --repeating_spell-7_-CREATE_spelloutput|SPELLCARD
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, choose which of these lights shines on it: Until the spell ends, Bright Light fills the Cylinder, and when you move on your turn, you can also move the Cylinder up to 30 feet. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
At Higher Levels.
The healing and damage increase by 1d12 for each spell slot level above 7.
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