Attacking with spell, spell caster just casts at target. Target makes Save Roll against spell type.
Type of Save Roll is suggested in the spell stats, but if DN decides otherwise: Pick the Save
Roll by spell essence, with this guide below:
Dex Quick - dodging stuff you can physically avoid
Bursts, lines, cones, rays, volleys, falling rubble, slick floors.
Con Tough - withstanding harm to the body
Fire, cold, thunder, acid, necrotic burn, petrify, poison gas, disease.
Wis Mind - resisting influence on thoughts or senses
Charm, fear, sleep, hold, suggestion, possession, illusions.
Spells state the type and amount of damage, and whether a successful Save Roll reduces
damage to zero or to half.
DR applies if physical damage. Not Psychic, Poison, Disease, Curse or Suffocation damage,
or similar effects.

Natural 20 save, the spell can accidentally affect the caster. DN decides per spell at that moment. This is called Magic Backlash see DN Guide.
Natural 1 save, take 25% more damage, or suffer a worse condition, DN choice per spell.
Examples of Natural 20 save roll against spell:
Fireball reflects back at caster.
Charm spell makes caster infatuated with the target.
Lightning bolt arcs back through casters body.
Or maybe just "The caster's spell fizzles and caster takes 1d4 backlash."
For each level a Wizard or Cleric gains, add +1 to the target's Save Roll TN. For example, a 3rd level
Wizard's spells require targets to roll against a TN that is 3 higher than the base.
Ongoing effects:
If a spell persists, the target may attempt the listed save at the end of each of its turns to end the effect early.