Green Magic -- Old

Procedure for Casting Green Magic
These are the simplest form of spell as they only add dice for a Second Roll. They are never “cast”, rather they are prepared in advance and then triggered when the specified conditions arise.

Costs and Limitations
The number of different Green spells which you can carry at one time is equal to your dice in the lowest spell being carried. Green spells expire at dawn. After dawn the first preparation of Green spells takes 30 minutes but costs no fatigue. The first “topping off” or swapping of Green Spells costs 1 fatigue; the next 2 fatigue, etc.

Arcane Armor
When you would take 1 or more wounds, add a Second-Roll to your pool.

Arcane Cloak
When your Stealth fails, add a Second-Roll to your pool. Your character can sense when a use is expended, so if you don’t know whether your Stealth failed, ask the GM whether you should roll for Arcane Cloak.

Arcane Weapon
When you hit a corporeal foe, add a Second-Roll to your die pool. Does not allow attacks on incorporeals.

Spell Reflection
When you would be injured by a spell, add a Second-Roll to your pool. If you succeed the spell is reflected (like a riposte, but without reducing victories by 2).

Need to account for all these: Red: Sleep/Stun 3 - Fumble 2 - Divination 3 Spell break 4. - Dark Mist 3 - Turn Undead 2 Blue: Pierce Veil 2 - Contain Evil 4 - Talisman 3 - Herb Lore 2 Green: Spirit Armor 4 - Cloak 4 - HolyW 2 - MagicW 2