Blue Magic

Acquiring Spells
Bob must learn a Blue 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.

Spell Components
Blue Spells can require extensive verbal, somatic and material components.

Casting
Blue Spells cannot be used in combat, take at least 1 turn to cast (sometimes much more), and In most other respects, Blue spells follow the same rules as Red Spells.

Contain Evil
The effect of this spell is to create and maintain wards around some creature, object or location from which evil can spread. The spell will not affect an evil creature, but works on evil inhabiting a non-evil creature. The spell itself does not last past the casting time, but its effect continues, withering away either slowly (for a weak evil) or more quickly (for a stronger evil). Bob must be within 10' of the evil to cast it.

Bob rolls at the end of every turn after the second, The evil resists with a 21 dice Threshold at the end of the third turn, but the threshold is 3 less for each subsequent turn, declining to 12 dice on the sixth turn. The relative effect on the evil is V × SD in the third turn, but V is reduced by 1 for each subsequent turn (but not below 1). What this relative effect number means depends on the strength of the evil.

This spell was originally learned from the guardian priestess of the monolith. With roughly half an hour of chants and gestures, she would maintain and reinforce wards containing the evil within the monolith. The historical Bob Maynard used it to retard the growth of the dark aura in the Temple of Halea in Talis.

Herb Lore
Bob actually casts this spell only once, while he is learning it. After that he has the ability to identify and use healing herbs from any world. He rolls this spell's dice to see how many herbs he finds and how effectively he prepares them.

Finding Herbs: The chart below shows the Thresholds for various combinations of activity and time spent. These numbers presume a fertile wilderness, increase Thresholds for other environments. Every victory yields one dose of a random potion.

Using Potions: Some potions must also roll for successful use. See details in potions.

Random Potion Rolls: In special herb-rich locations, roll 1d12 and give 11 and 12 to the location’s dominant herb. Reduce the Thresholds for that herb by 3.

Stun (Blue version)
Induces deep sleep using the Roll Until Ready mechanic. Range = 50’, line of site not always required.

Ward
You walk a tight circle around the area to be warded. When anyone approaches the circle, you roll to perceive the intruder. Target threshold varies with size and number of intruders. A success will wake you and give you 1 round/dice-in-spell + plus 1 round/victory to prepare. Anyone already in circle is not noticed. Small animals are not noticed. Spell ends when you are alerted, if you leave the circle, or at dawn.