All right, MzHyde starting us off with the first roll of the game!  Amelia's casting off Magic Missile, classic, so we need her to roll+int, which is I think 2d6+2 for Amelia.  On a 10+, awesome, follow up with the damage roll (that's 2d4 for Magic Missile!), on a 7-9, still roll the damage but less us know what downside comes with it (putting yourself into an exposed position, taking -1 ongoing to spellcasting, or lose the spell until you have another opportunity to spend time with your spellbook.<br/><br/>On a 6 or lower, bad stuff happens!  This is true of mostly any situation where dice get rolled.