Over on the Ars Forum Tugdual has suggested I should just double all the numbers so that the roll is a straight one, without the division, which would allow me to just say “Roll 1” What do you think?
Spontaneous spell menu:
These are small spells you create as needed. So that you don’t need to design each spell on the fly, like in a normal Ars Magica game, this menu shows you what your character is capable of. You can cast as many as your Fatigue levels allow. Remember magical creatures may have Magic resistance, and these weak spells are unlikely to pierce it.
To see if you can create a particular spontaneous spell, check the table below. Either the spell is automatically successful, is automatically successful but requires the loss of a Fatigue level, or requires the loss of a Fatigue level and a successful dice roll. You can boost the dice roll by destroying vis (+2 per point), with broad gestures (+1), booming voice (+1). You can reduce the energy available to you by casting silently (-5).
All of the effects below require the magus to touch the target, and affect one thing for as long as the magus concentrates, unless otherwise noted. Casting a spell that affects only the magus and his clothes adds +10 to the roll.
Changing people into animals or vice versa,
- Changing someone to gain a minor animal ability is automatically successful. You may make it last until sunset, or alter more than one person, or cast at voice range and still have an automatic success. If you want two or three items from this list, you must spend Fatigue, but need not roll.
- Making a person slightly resistant to damage by giving them the hide or scales of an animal (+1 Soak) requires you to spend Fatigue, but not roll. If the spell lasts until sunset, or alters more than one person, or casts at voice range Roll 10.
- Turning a person into a land animal: Roll 10. If it lasts until sunrise, is at vocal range, or affects more than one person. Roll 20.
Spells that change people or animals:
- Changing something made from an animal product into another thing of the same mass made of the same animal product is automatically successful. If one or two of the following list are used (the change lasts until sunset, or alters more than one item, or is effective at voice range), then Fatigue is required. If all three are required, Roll 10.
- Changing part of an animal requires Fatigue, but is successful. If the spell lasts until sunset, or at voice distance, the spell still requires Fatigue. If both Roll 10, just sight range is also Roll 10.
- Changing something made from an animal product into a different animal product, at voice distance or lasting until sunset, requires Fatigue. If both then Roll 10, Sight range is also Roll 10.
- Making a major, but not supernatural, change in an animal is requires Fatigue, Roll 10 for voice range, or sunset duration, Roll 15 for both.
- Changing an animal into another animal Roll 10.
- Making a person look like another, unspecified, person by changing apparent race, height, gender, or other features requires Fatigue. If it lasts until sunset or more than one person is altered or at voice distance, requires Fatigue. For two of these Roll 10. If the person is you, automatic success.
Spells that control animals or the body:
- Moving dead animal matter, weighing no more than the magus could carry one-handed, slowly is an automatic success. If the spell (choose two) lasts until sunset or moves more than one object or a single object heavy enough to require five men to carry, or at voice distance: Fatigue required. If three from the list Roll 6. If at Sight distance Fatigue required.
- Giving an animal a single command which will not endanger the animal requires Fatigue. If it lasts until sunset or affects more than one animal, or at voice distance, Roll 6.
- Warding a person or place the size of a small room, against animal attacks requires Fatigue. If the spell lasts until sunset, or until someone inside a protective ring crosses the ring, Roll 6.
- Causing a person to lose control of a body part at voice distance, or until sunset requires Fatigue. If both, Roll 6.
- Moving a person slowly in one direction, provided the surface holds the person’s weight, requires Fatigue. If the spell lasts until sunset, acts at voice distance, or alters more than one person, then Roll 6.
- Controlling the gross movements of a person, or moving them slowly in unnatural ways, Roll 6.
- Moving yourself at running speed in an unnatural way Roll 6.
Any spell that transforms things, targets bodies, or targets animals, in minor ways:
Negotiate with the other players. Examples including making liquids into minor poisons, changing small details in memories and changing how objects look. The bigger the effect, the shorter its duration and casting distance. Spells that affect only the caster are more powerful than those which target others.