Green Magic

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the spells below. I picked numbers which I think are good, but most of them have not been tested.

Green Mechanics
Green spells are not cast; rather, they are prepared in advance and triggered when a specified condition occurs. The Green spell then adds a Second Roll of Magic + Narrow Skill (SD) to the user's attack or defense roll. Accordingly, Green Spells have no Casting Time, Duration, Target or Defense roll and are not Boostable.

Bob can prepare and "carry" a number of different Green spells equal to the SD of the lowest spell being carried. Each spell start with a number of uses equal to its SD. Bob can grant some of his uses to other characters, but they still count as carried by Bob. Bob can renew the uses of a spell, but each renewal has an increasing cost and decreasing effect (see charts below). Any unused Green spells expire at dawn.

Arcane Cloak
Bob can sense when a use is expended, so if Bob doesn’t know whether his Stealth failed, he should ask the GM whether he should roll for Arcane Cloak.

Arcane Weapon
This spell does not enable attacks on incorporeals.

Spell Reflection
If you succeed the spell is reflected (like a riposte, but reducing victories by 1 instead of 2).