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-5_-CREATE_spellname|Conjure Elemental --repeating_spell-5_-CREATE_spelllevel|5 --repeating_spell-5_-CREATE_spellschool|conjuration --repeating_spell-5_-CREATE_spellcastingtime|1 Action --repeating_spell-5_-CREATE_spellrange|60 feet --repeating_spell-5_-CREATE_spellcomp_v|{{v=1}} --repeating_spell-5_-CREATE_spellcomp_s|{{s=1}} --repeating_spell-5_-CREATE_spellcomp_m|0 --repeating_spell-5_-CREATE_spellcomp_materials| --repeating_spell-5_-CREATE_spellritual|0 --repeating_spell-5_-CREATE_spellconcentration|{{concentration=1}} --repeating_spell-5_-CREATE_spellduration|10 minutes --repeating_spell-5_-CREATE_spelldescription|You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit. --repeating_spell-5_-CREATE_spellathigherlevels|The damage increases by 1d8 for each spell slot level above 5. --repeating_spell-5_-CREATE_spelloutput|SPELLCARD
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
At Higher Levels.
The damage increases by 1d8 for each spell slot level above 5.
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