Forwarded from alias “fast_cast_spontaneous_spell” to page “fast_casting”.

Fast Casting

Magi can Fast-Cast spells in response to an attack or other emergency. For example, a magus could fast-cast a spell to parry aside an enemy's sword, to to block a hostile spell, or to save himself from falling off a bridge.

Ars Magica Fifth Edition, page 83

Whenever a magus comes under attack or is suddenly endangered, he can try to defend himself by fast-casting. Success is not guaranteed: first, the magus needs to react in time, and then needs to cast an appropriate spell of high enough Spell Level level.

What Spells can be Fast-Cast

In ArM5, the only spells a magus can fast-cast are spontaneous spells or spells he has mastered and chosen the "Fast Casting" Spell Mastery Ability. Ordinary Formulaic spells cannot be fast-cast because they take too long.

Fast Casting and Initiative

You do not need to roll Initiative to fast-cast a spell. You can fast-cast at any time, usually in response to something bad happening like getting attacked or having a spell cast at you. You can do this even at the start of battle before your first turn has come up yet. If you fast-cast, that's basically a free action and it does not stop you taking another action, even casting another spell, that combat round.

Fast-Casting Speed Roll

Although you can attempt a fast-cast spell at any time, you aren't always fast enough to actually defend against the attack. That's what the fast-casting speed roll is for (ArM5, page 83): to determine if you fast-cast the spell in time for it to do any good. As noted on p. 83, if you fail the speed roll, you can choose to abort the spell, which is probably a good idea because there is no point in risking fatigue loss or a botch if it's too late for your spell to protect you.

Defending Against Attacks

Fast-Casting is always done with a firm voice and bold gestures. The caster gets the normal bonuses for these Words and Gestures (ArM5, page 83). There is an additional penalty to the Casting Total and extra botch dice due to fast-casting (ArM5, page 83).

Physical Attacks

Against physical attacks, the Fast-Cast spell must meet the normal level needed to stop that attack, according to the Spell Guidelines. For example, to deflect a single blow from a wooden weapon using a fast-cast Rego Herbam spell, the magus would need to duplicate the effects of Repel the Wooden Shafts (ArM5, page 138), at the same Spell Level.

Defending Against Spells

Against spells, a magus can attempt a Fast-Cast spell to counter, deflect, or neutralize an incoming spell. There are many ways one could counter a hostile spell, limited only by the player's imagination (and the Storyguide's judgment). As a simple example, a magus might try to counter a Pilum of Fire with a Creo Aquam spell to create a jet of water that quenches the flames, or a Rego Ignem spell that turns the Pilum of Fire aside.

A Fast-Cast defensive spell of one-half the level of the incoming spell is usually sufficient to defend against it, according to ArM5, page 83. The Storyguide should use his or her best judgment as to whether a given Fast-Cast defensive spell will be effective, and whether its level needs to be slightly above or below this rule of thumb.

References

  • Fast Casting, ArM5 page 83

See Also