Pebblesworn's Hand

 let pg = dv.current(); // set pg to be the current page, for brevity
 let Name = pg.Name;
 let Source = pg.Source;
 let SourcePage = pg.SourcePage;
 let Ritual = pg.Ritual;
 let Level = pg.Level;
 let School = pg.School;
 let AreaDetail = pg.AreaDetail;
 let TagsArea = pg.TagsArea;
 let TagsMisc = pg.TagsMisc;
 let RangeType = pg.RangeType;
 let Range = pg.Range;
 let ComponentsV = pg.ComponentsV;
 let ComponentsS = pg.ComponentsS;
 let ComponentsM = pg.ComponentsM;
 let ComponentsMDetail = pg.ComponentsMDetail;
 let ComponentsMCostCheck = pg.ComponentsMCostCheck;
 let ComponentsMCost = pg.ComponentsMCost;
 let ComponentsMConsume = pg.ComponentsMConsume;
 let CastingTime = pg.CastingTime;
 let DurationType = pg.DurationType;
 let Duration = pg.Duration;
 let Concentration = pg.Concentration;
 let SaveCheck = pg.SaveCheck;
 let AbilityCheck = pg.AbilityCheck;
 let AffectsCreatureTypeCheck = pg.AffectsCreatureTypeCheck;
 let AffectsCreatureType = pg.AffectsCreatureType;
 let SpellAttack  = pg.SpellAttack ;
 let ImpactCheck = pg.ImpactCheck;
 let ImpactTable = pg.ImpactTable;
 let DamageInflict = pg.DamageInflict;
 let ConditionInflict = pg.ConditionInflict;
 let DamageVulnerable = pg.DamageVulnerable;
 let DamageResist = pg.DamageResist;
 let DamageImmune = pg.DamageImmune;
 let ConditionImmune = pg.ConditionImmune;
 let scalingLevelDice = pg.scalingLevelDice;
 let HigherLevels = pg.HigherLevels;
 let Description = pg.Description;
 let DescriptionSub = pg.DescriptionSub;
 let DescriptionTable = pg.DescriptionTable;
 let Classes = pg.Classes;
 let Backgrounds = pg.Backgrounds;
 let Races = pg.Races;

 ////////////////////////////////
 ///////////  Filters 
 ///////////  (e.g., excluding showing UA material
 ///////////  N.B. does not seem to work for multiples... yet)] 
 ////////////////////////////////

 let filterSources = ["(UA)"];
 let ClassesFiltered = Classes.filter(x=>!x.includes(filterSources));
 
 ////////////////////////////////
 ///  Emoji Sets
 ////////////////////////////////

 let emojiSets = {
   //// Components                      ////    ////    ////    ////    ////
   ComponentsV: ['💬', ''],
   ComponentsS: ['🖐🏽', ''],
   ComponentsM: ['🍄', ''],
   ComponentsMConsume: [' **(Consumed)**', ''],
   ComponentsMCostCheck: [ComponentsMCost, ''],
   
   //// Concentration, Ritual, Save and Ability Check, Duration ////    ////
   Concentration: [' > [!danger] Concentration', ''],
   Ritual: [' > [!tldr] Ritual', ''],
   SaveCheck: ['> [!bug] ' + SaveCheck + '    Save\n>', ''],
   AbilityCheck: ['> [!bug] ' + AbilityCheck + '    Check\n>', ''],
   DurationType: {
     timed: ' :fas_clock: ',
     instant: 'Instant :fas_bolt_lightning: '
   },
   Duration: [Duration, ''],
   
   //// Higher Levels                   ////    ////    ////    ////    ////
   HigherLevels: ['> [!dnd-higher-levels] ' + "At Higher Levels (Slots)" + '\n' + HigherLevels, ''],
   scalingLevelDice: ['> [!dnd-higher-levels] ' + "At Higher Levels (Character)" + '\n' + scalingLevelDice, ''],
   
   //// Impacts - Damage, Condition, Creatures  ////    ////    ////    ////
   DamageInflict: ['> [!dnd-impact] Damage Inflicted\n' + DamageInflict, ''],
   DamageImmune: ['> [!dnd-impact-good] Damage Immunity\n' + DamageImmune, ''],
   DamageResist: ['> [!dnd-impact-good] Damage Resistance\n' + DamageResist, ''],
   DamageVulnerable: ['> [!attention] Damage Vulnerability\n' + DamageVulnerable, ''],
   ConditionInflict: ['> [!dnd-impact] Condition Inflicted\n' + ConditionInflict, ''],
   ConditionImmune: ['> [!dnd-impact-good] Condition Immunity\n' + ConditionImmune, ''],
   AffectsCreatureTypeCheck: ['> [!dnd-impact] Affects Creature Type\n' + AffectsCreatureType + "\n", ''],
   
   //// Classes, Races, Background      ////    ////    ////    ////    ////
   ClassesFiltered: ['> [!tldr] Classes\n' + Classes + "\n", ''],
   Races: ['> [!tldr] Races\n' + Races + "\n", ''],
   Backgrounds: ['> [!tldr] Backgrounds\n' + Backgrounds + "\n", ''],
 };
 
 /////// Components  ////////////////////////////////////////////
 
 let emojiV = ComponentsV ? emojiSets['ComponentsV'][0] : emojiSets['ComponentsV'][1];
 let emojiS = ComponentsS ? emojiSets['ComponentsS'][0] : emojiSets['ComponentsS'][1];
 let emojiM = ComponentsM ? emojiSets['ComponentsM'][0] : emojiSets['ComponentsM'][1];
 let emojiMcon = ComponentsMConsume ? emojiSets['ComponentsMConsume'][0] : emojiSets['ComponentsMConsume'][1];
 let emojiMcost = ComponentsMCostCheck ? emojiSets['ComponentsMCostCheck'][0] : emojiSets['ComponentsMCostCheck'][1];

   
 /////// Concentration, Ritual, Saves, Ability Checks, Duration ///////////
 let emojiC = Concentration ? emojiSets['Concentration'][0] : emojiSets['Concentration'][1];
 let emojiR = Ritual ? emojiSets['Ritual'][0] : emojiSets['Ritual'][1];
 let emojiSC = SaveCheck ? emojiSets['SaveCheck'][0] : emojiSets['SaveCheck'][1];
 let emojiAC = AbilityCheck ? emojiSets['AbilityCheck'][0] : emojiSets['AbilityCheck'][1];
 
 let emojiDuT = emojiSets['DurationType'][DurationType];
 let emojiDu = Duration ? emojiSets['Duration'][0] : emojiSets['Duration'][1];


 /////// Higher Levels /////////////////////////////
 let emojiHLS = HigherLevels ? emojiSets['HigherLevels'][0] : emojiSets['HigherLevels'][1];
 let emojiHLC = scalingLevelDice ? emojiSets['scalingLevelDice'][0] : emojiSets['scalingLevelDice'][1];

 /////// Impacts -  Damage, Conditions, Creatures /////////
 let emojiDT = DamageInflict ? emojiSets['DamageInflict'][0] : emojiSets['DamageInflict'][1];
 let emojiDI = DamageImmune ? emojiSets['DamageImmune'][0] : emojiSets['DamageImmune'][1];
 let emojiDR = DamageResist ? emojiSets['DamageResist'][0] : emojiSets['DamageResist'][1];
 let emojiDV = DamageVulnerable ? emojiSets['DamageVulnerable'][0] : emojiSets['DamageVulnerable'][1];
 let emojiCT = ConditionInflict ? emojiSets['ConditionInflict'][0] : emojiSets['ConditionInflict'][1];
 let emojiCI = ConditionImmune ? emojiSets['ConditionImmune'][0] : emojiSets['ConditionImmune'][1];
 let emojiCreature = AffectsCreatureTypeCheck ? emojiSets['AffectsCreatureTypeCheck'][0] : emojiSets['AffectsCreatureTypeCheck'][1];

 /////// Classes, Races, Backgrounds /////////
 let emojiClassesFiltered = ClassesFiltered ? emojiSets['ClassesFiltered'][0] : emojiSets['ClassesFiltered'][1];
 let emojiRaces = Races ? emojiSets['Races'][0] : emojiSets['Races'][1];
 let emojiBackgrounds = Backgrounds ? emojiSets['Backgrounds'][0] : emojiSets['Backgrounds'][1];
 


 ////////////////////////////////
 ///  Content
 ////////////////////////////////

 /////// Name, School, Level, Source /////////
 dv.header(1, pg.Name);

 dv.table(
   [],
   [
       ["*" + (pg.School + ', Level ' + pg.Level) + "*", (pg.Source + ', ' + pg.SourcePage)],
   ]
   );
 
 /////// Concentration, Ritual, Main Table, Duration ////////////////////
      
 dv.paragraph(emojiC)
 dv.paragraph(emojiR)
 
 dv.table(
   [],
   [
       ["Casting Time:", CastingTime],
       ["Range:", Range],
       ["Area:", AreaDetail + " " + TagsArea], 
       ["Components", emojiV + ' ' + emojiS + ' ' + emojiM],
       ["", ComponentsMDetail + "<br>" + emojiMcost + emojiMcon],
   ]
 );
 dv.paragraph("")
 dv.span("Duration:  ")
 dv.el("b", emojiDu) 
 dv.el("b", emojiDuT)

 /////// Description ////////////////////

 dv.paragraph("> [!tldr] Description" + "\n>" + Description + ">" + DescriptionSub + ">" + DescriptionTable
 );

 /////// CARDS - Saves, Ability Checks, Damage, Conditions, Creature ////////////

 dv.paragraph("\n> [!tldr] Details" + "\n>" + emojiSC + "\n>" + emojiAC + "\n>" + emojiDT + "\n>" + emojiDI + "\n>" + emojiDR + "\n>" + emojiDV + "\n>" + emojiCT + "\n>" + emojiCI + "\n>" + emojiCreature + "\n"); 
 
 dv.paragraph(emojiHLS + "\n>" + emojiHLC)


 /////// Clases, Races, Backgrounds ////////////////////

 dv.paragraph("\n> [!tldr]- Classes/Races/Background" + "\n>" + emojiClassesFiltered + ">\n> " + emojiRaces + ">\n>" + emojiBackgrounds
 );