Red Magic -- Old

Procedure for Casting Red Magic
Red spells can be cast in or out of combat and function much like missile attacks. Your Red spell’s Action-Roll must both beat a Threshold (local magic resistance if no other is indicated) and also beat a defense rolled secretly by the GM. The GM may add or subtract from the target’s Defense-Roll based on the Principles of Magic above.

Darkmist
Darkmist creates an area of up to 10’ plus 5’ per victory in diameter in which all perception is subtly obscured. The Darkmist effect is not itself noticeable. Darkmist victories against the 10 dice threshold are added to every stealth result and every missile defense result. Everyone in the area (friend or foe) gets the benefits. Outside of combat, Darkmist can be kept active while moving slowly (half speed) to serve as a group Stealth roll.

[bigger area? match take-away area?]

Distraction
Distraction causes the target to think that they hear a distracting sound and/or catch a glimpse of movement. May affect additional nearby targets using the Take Away Die mechanic.

Fumble
Fumble cancels the target’s action if the caster acts before the target. The target gets no Defense-Roll to avoid this effect. With at least 1 Boost a target in a vulnerable position can also be made to drop something, trip, fall, etc. The target does get a Defense-Roll against this effect.

Spellbreaker
This spell attempts to cancel an ongoing magical effect. The spell is not well understood, but has sometimes produced dramatic results.

Stun
Each victory inflicts 3 stun; the hit is undetectable; Does not affect undead, summoned or animated creatures.