<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=46299.msg2492508#msg2492508">Quote from: Chelemar on 28-11-2009, 08:31:57</a></div></div><blockquote class="bbc_standard_quote">I want to use magic missile.  (Where she can shoot the missile out of her finter tip.)<br/>...<br/>I dont know what numbers to put where in the dice roller either.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Okay, first, the description of the spell can be found here: Magic Missile (http://www.d20pfsrd.com/magic/all-spells---final/magic-missile)<br/><br/>Magic missiles always hit, and they don't allow any saving throws (to avoid the damage). If a spell did have a saving throw, then we would care about you CHA modifier. But this one doesn't so we don't!<br/><br/>Now, at this point, if you have real-life dice, you can just roll them, and tell me what you get. If you don't have dice, you can use Dicebot (http://elliquiy.com/forums/dicebot.php) on El, and just tell me what the result is. Under Dice, you put a '<strong>1</strong>' because you're rolling<strong>one</strong>four-sided die (<strong>1</strong>d4). Under sides, you put a '<strong>4</strong>' because your rolling one<strong>four-sided</strong>die (1d<strong>4</strong>). The spell actually does 1d4<strong>+1</strong>damage, so under Add, you put a '<strong>1</strong>.'<br/><br/>So, Chel casts her spell, and does 1d4+1 (or 2-5) damage.<br/><br/><hr/><br/>You should also make an initiative check, to see what order she goes in each round. To do that, roll 1d20, and add whatever your Initiative modifier is from your character sheet. See if you can figure out how to put in those numbers. ^^