Yeah, you’re absolutely right. I started playing around with this last night after posting, and I found that the format worked better if I put “make a ranged spell attack roll against the target” or “the target must make a [whatever] saving throw” on the Effect: line and use Save: or Hit: for what happens on a failed or successful save or on a successful hit. So, for example:
Burning Hands__________1st level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
Components: V, S
Casting Time: 1 Action
Range: Self (15 ft. cone)
Target: Each creature in the cone.
Effect: Each target must make a Dexterity saving throw. Flammable objects in the cone that aren’t being worn or carried ignite.
Save: A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Close. Switch clauses between Save and Effect, and trim them down, and you've got it. So, your examples would now look like:
Burning Hands__________
1st level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
Components: V, S
Casting Time: 1 Action
Range: Self (15 ft. cone)
Target: Each creature in the cone.
Effect: A creature takes 3d6 fire damage. Flammable objects in the cone that aren’t being worn or carried ignite.
Save: Each target must make a Dexterity saving throw. Damage halved for that target if save succeeds.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the
effect damage increases by 1d6 for each slot level above 1st.
Note that I added the word 'effect' into the 'At Higher Levels' line, to avoid confusion as to whether the extra d6 is applied before or after the save. (yes, there's people who would interpret this both ways otherwise!)
Chill Touch______________
Necromancy Cantrip
You create a ghostly, skeletal hand to assail a creature with the chill of the grave.
Components: V, S
Casting Time: 1 Action
Range: 120 feet
Target: One creature within range
Effect: Make a ranged spell attack roll against the target. If it hits, the target takes 1d8 necrotic damage and cannot regain hit points until the start of your next turn. An undead target you hit with this spell has disadvantage on attack rolls against you until the end of your next turn.
Save: none.
At Higher Levels: This spell’s damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
For consistency, every line should appear in the same order in every block - here there was no 'Save' line, so I added it. Otherwise, my first question as both DM and player would be 'is there a save for this or not?'. I also combined your 'Effect' and 'Hit' lines as they are part of the same thing: what does the spell want to do; and tweaked the wording a bit here and elsewhere.
And yeah, doing this for every single spell would be (and, I speak from experience, is) bloody tedious!
