Green Magic -- Old

Using Green Magic
These are the simplest form of spell as they only add dice, usually for a Second Roll of Magic + Narrow-Skill (SD).

Acquiring Spells
Bob must learn a Green spell from a teacher (or in some cases from a book). During or after that learning period Bob must practice the spell for 30 Blocks of Chore Time. When his practice is complete Bob rolls Spirit + Spirit + Magic against the 15 dice threshold. If he succeeds, Bob obtains the spell. If Bob fails, he may make additional attempts (30 blocks each) which need only exceed the 12 dice threshold to succeed. After succeeding, Bob must spend 5 ep to bring the spell (narrow skill) to 1 die.

Preparation and Renewals
Bob can prepare and "carry" a number of different Green spells equal to the SL of the lowest spell being carried. Each spell start with a number of uses equal to its SL. He can grant some of his uses to other characters, but they still count as carried by Bob.

Initial preparation gives Bob SL uses of each spell carried. 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.

Casting
They are not “cast”, rather they are prepared in advance and then triggered when the specified conditions arise. Accordingly, Green Spells have no Casting Time, Duration Target or Defense roll and are not Boostable.

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).

''GM note to self: Need to account for these: Red: Divination 3 Blue: Pierce Veil - Contain Evil - Talisman (can boost) - Herb Lore''