Red Magic -- Old

Attention Players : Your comments are welcome. Please think about the durations, effects, number of uses, etc. of the spells below. I picked numbers which I think are good, but most of them have not been tested.

Acquiring Spells
Bob must learn a Red 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.

Invisible Effects
Red spell effects can not by physically seen or heard. Not even the target is aware that he is affected by the spell.

Casting
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.

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.

Divination
Details still in work.

Defense is rolled secretly by the GM so that Bob doesn't know if the answer he gets is true.

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.

Pierce the Veil
This spell allows Bob to detect supernatural creatures in his line of sight. While Pierce the Veil is active, Bob perceives the auras of items, people, places, monsters, and even incorporeals. Pierce the Veil does not penetrate illusions, glamours, or similar magical abilities. When Bob activates pierce the veil, he brightens his own aura, radiating like a beacon to supernatural entities.

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. New Limitation: cannot be cast in consecutive rounds.