In previous editions there were charts. In 5th it's described narratively. Meh, I'd think you'd have had your fill of charts from RM.
("I cast Chart Law True, and try to find the medium magma blast critical table!...")
And you're right- it takes a bit to internalize the system. It's not hard, just a bit spread out (but nothing compared to RM!!!)
Several points that may or may not have become evident re Spells:
- The spells listed are only suggestions- With rare exceptions, the final choice of Range/Duration/Target is completely up to the mage in question. There is nothing "special" about the spells listed- they are not the "usual" ones, nor the ones an apprentice "has" to choose from, etc (tho' that's often easier for beginners).
So, if we take the very first spell listed as an example, Soothe the Pains of the Beast, CrAn 20 (p 117), we see that effect is listed as Base 15, +1 Touch. If the mage wanted to heal any animal she could shout at, add a mangitude, and get "Call to Soothe tPot Beast", CrAn 25. Then, if a mage wanted to bump that to Group and heal up to 10 animals at a time (or, perhaps better, more than one Light wound at a time!), add +2 to that Level, move the Target to +2 Group, and you have "Call to Soothe tPot Beast[i]s[/i]", CrAn 35. If that mage wanted to drop it from a Healing spell to a lower level Recovery spell (see CrAn Guidelines), he could lower the Base value, and add a Duration* - and so on. Likewise to heal something more serious than a single Light Wound. Completely up to you (within the limits of the Base effect).
(* Example: CrAn 20, A Hard Day's Ride - Adds +9 to Recovery rolls for an animal for the day, up to +1 size.
(Base 4, +1 Touch, +2 Sun, +1 Size)
- Similarly, adding a requisite, especially a "free" one (see page 114-115, and look for spell examples that list "free requisites") can improve the flexibility of spells greatly. For instance, adding Animal to a Corpus spell can make the same spell usable on men or beasts, and etc with many such examples.
- Intellego: Often requires that the "target" is one of the 5 senses, see bottom of p. 113-114 for that info. Taste +0 thru Touch/Smell/Hearing to Vision +4 magnitudes.
With that, look at the first InAn spell on page 118, Shiver of the Lyncanthrope, InAn 10. That's defined as R: Personal, Duration: Concentration, Target: Touch. That means that you have to Touch a thing to use your magical senses on it. "Touch a lycanthrope?! No way, Jose!" OK, so bump it to Smell for +1, or Vision for +2 more than Touch. Or, if you want, drop it to "Smell of the Lycanthrope" (Level 5) or even "Kiss of the Lycanthrope" and make it a Level 4 Spell (Level 10 -2 magnitudes).
For me, there are a LOT of spells that become hugely more useful with just a +1 magnitude bump, including a lot of "Eye" range and "Momentary" durations.
You may well have already grokked all that, but it's never bad to spell it out for others who have just cracked the book.
Welcome to Ars!