Red Magic -- Old

Procedure for Casting Red Magic
Red spells can be cast in or out of combat and function much like missile attacks. They neither need to be spoken nor require physical components. Red spell effects can not by physically seen or heard. Not even the target is aware that he is affected by the spell.

Darkmist
Darkmist creates an area in which all perception is subtly obscured. The caster can choose to make the area of effect either unmoving or centered on the caster. The Darkmist effect is not itself noticeable. Darkmist victories against the 9 dice threshold are added to every stealth result and every missile defense result. Everyone in the area (friend or foe) gets the benefits. Darkmist can be extended by repeated castings. Lesser Darkmist can be kept active while the caster moves slowly (half speed, no maneuver).

Distraction
Distraction causes the target(s) to think that they hear a distracting sound and/or catch a glimpse of movement in a location chosen by the caster.

Fumble
Lesser Fumble cancels the target’s action if the caster acts before the target. The target gets no Defense Roll to avoid this effect. Greater fumble causes the target to fail at some action: to trip if running, to choke if drinking, etc. No damage results from such a fumble, but it can be used to distract or delay.

Spellbreaker
This spell attempts to cancel an ongoing magical effect. The spell is not well understood, but has sometimes produced dramatic results. The defense roll is a threshold subjectively chosen by the GM based on the power of the effect being dispelled.

(In theory the formula would be something based on the original casting of the effect, taking into account Fat spent, dice rolled, VSD, etc. -- but none of that information actually exists. As a rough guide, weak effects will use the 12 die threshold, medium effects the 15 or 18, strong the 21, very strong the 24, etc.)

Stun
Each victory inflicts 3 stun; the hit is undetectable; does not affect undead, summoned or animated creatures. This spell cannot inflict damage to the point that the target falls unconscious; but it can take him to 1 damage point away from unconsciousness.