Blue Magic

Procedure for Casting Blue Magic
Blue Spells cannot be used in combat, take more than 5 minutes to cast (sometimes much more), and can require extensive verbal, somatic and material components. In most other respects, Blue spells follow the same rules as Red Spells.

Contain 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 evil. Bob used it to retard the growth of the dark aura in the Temple of Halea in Talis. Range = 10’. Cost = 1 fatigue.

Herb Lore
Full day of traveling through planes or forests yields allows one roll against the 15 dice threshold, full day of gathering allows two rolls against the 9 dice threshold. Every victory yields one dose of a random potion. Some potions must also roll for successful use. In special herb-rich locations, add a Second-Roll for the location’s dominant herb. Range = 10’.

Pierce the Veil
This spell allows you to detect supernatural creatures in your line of sight up to 50’ away. You can continue Pierce the Veil for 1 minute per spell die. While Pierce the Veil is active, you perceive the auras of items, people, places, and even monsters or haunts. Pierce the Veil does not penetrate illusions, glamours, or similar magical abilities. You must rest for three times as long as you kept Pierce the Veil active before you can use it again.When you activate pierce the veil, you brighten you own aura, radiating like a beacon to supernatural entities.

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.