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I should have this skill by now, but all my spells are SNAFU in my Roll20 spell sheet. The damage never rolls up correctly! So I am asking if some understanding soul will help me.
I am a 7th level Sorcerer. I have the following spells:
Cantrips
1. Disrupt Dead
2. Ray of Frost
4. Acid Splash
5. produce Flame
6. shield
7. Tanglefoot
8. Telekinetic Projectile
Focus
1. Dragon Claws
2. Dragon Breath
Innate
1. Detect Magic
1st Lvl
1. Mage Armor
2. Magic Missile
3. Shocking Grasp
4. True Strike
2nd Lvl
1. Acid Arrow
2. Darkvision
3. Resist Energy
4. Telekinetic Maneuver
3rd Lvl
1. Fireball
2. Haste
3. Lighting Bolt
4. Vampiric Touch
4th Lvl
1. Phantastasmal Killer
2. Spell Immunity
3. Weapon Storm
I know there has to be a formula for at least some of these (Base_Damage+Chr+Level_Bump) but I don't seem to get it right when I try to put it into Roll20 Character Sheet.
Thanks to anyone that wants to help me!
GDC

Darksol the Painbringer |
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There is a table in the Sorcerer Class that tells you how much of each type you have, not factoring in feats or abilities which give you more.
You have one additional cantrip than what's normally listed, and this assumes you took the Cantrip Expansion feat, otherwise you have 3 extra.
I also don't know how you have Disrupt Undead as a cantrip when you appear to be a Draconic Bloodline Sorcerer, which is Arcane, and Arcane does not get access to Disrupt Undead.
Otherwise, your spell calculations per level are correct.

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de Cross
The main difference between pf2 and pf1 for spells, is that spells do not directly increase in damage when your character gains levels. Instead they are based on the level of the spell. This is called heightening, and each spell will have different heightened effects. [CR299 has more details]. Also note, that in PF2 you can learn spells at different spell levels and the level in book is the minimum spell level of that spell. ie lv3 fireball is different than lv 4 fireball, and lv2 fireball doesn't exist.
For example: Fireball must be cast at least as a level 3 spell,and starts at 6d6 damage. Regardless of your character level, it always does 6d6 when cast a a level 3 spell. If you learn it as level 4 spell the Heightened (+1) effect of fireball kicks in and it does an extra 2d6 (total 8d6), cast as a level five it gets heightened again for another 2d6 (total 10d6)
2 important notes: Cantrips do not take spell slots, but are always heightened to 1/2 (round up) your character level.
Take Ray of frost for example. It is a cantrip that does 1d4 + your spellcasting modifier. It also has the +1 heighten effect of (+1d4 damage)
so because it is a cantrip it is cast as a level 4 spell (7/2 round up). Damage becomes 1d4 + 4 (assuming char 18 or 19), + 3d4 (heightened 3 times at 1d4 each time (ie level 4 slot - level 1)
Also note as a sorcerer you have signature spells [CR193]. These spells can be heightened without being learned at the higher levels (though they still expend higher level spell slots). You can designate one spell of each spell level to have this advantage. This is the primary way spells deal extra damage in pf2.
Lot's of words here, but hopefully I was able to illustrate how spell damage changes in PF2.

Watery Soup |
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Are you asking a Pathfinder question (how much damage should your spells do) or a Roll20 question (how to get Roll20 macros to roll the damage Pathfinder says they should do)?
I think the above two answers cover the former quite well. If I have problems with getting Roll20 to do what I want, I usually roll manually, e.g., /r 4d4+4+1.
I am not experienced enough to do macros but if that's the barrier, you may want to rename your thread to attract a different audience.

Staffan Johansson |
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If you're looking for Roll20 syntax, this Reddit thread has some info. But if you're doing prepared spells, it's probably easiest to just edit the spell to match the heightened version (so if you prepare a 4th level fireball, open the spell and edit damage to 8d6 instead of 6d6).
Another thing to watch out for when drag/dropping spells in Roll20: make sure that the spell uses the proper proficiency. For example, when I was helping one of my players with their occult sorcerer and I was adding the Telekinetic Projectile spell, I had to manually change it to Occult instead of Arcane, because otherwise clicking on it would have used his arcane spell attack which is untrained (and might have defaulted to the wrong stat as well).