OldBlue

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 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.

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

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.

Bonus Roll On any day in which you actively search, roll under your SD on a d10 to yield 1 additional dose.

Special Locations: When Bob actively searches in special herb-rich locations, any roll which fails to meet the 12 die Threshold, but does meet the 9 die threshold, yields 1 dose of the location's dominant herb.

Random Potion Rolls:

Sleep
Induces deep sleep. Range = 10’ × VSD with line of site, 5’ × VSD without. This spell allows Bob to target creatures whose location he approximately knows, but who are hidden from line of sight by doors, walls, terrain, etc. Bob can use Roll Until Ready to cast this spell.

Ward
Bob casts Ward by walking a tight circle around the area to be warded. When a creature approaches the circle, Bob rolls to perceive the intruder. Success provides VSD rounds of warning in which PCs can prepare. A single use ends the ward.

Target threshold varies with size and number of intruders. Anyone already in circle is not noticed. Small animals are not noticed. Spell ends when alert is triggered, if Bob leaves the circle, or at dawn.

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.

Using Azure Magic
Azure Magic consists of long rituals which must be cast from a spell book, which serves as a material component of the spell.

No books, but spell may requires drawing elaborate magic circle.

Acquiring Spells
Azure spells do not need to be learned; they can be read from the spell book by anyone with at least 5 dice in Magic. New spell books can be made by copying spells from existing spell books, but the process in lengthy.

Spell Components
In addition to the spellbook, an Azure spell may require material components and/or multiple participants.

Casting
Azure spells are cast by reading them from a spell book whose elaborate symbols much be touched in the proper order as the spell’s lengthy invocation is read aloud.

Azure spells can be cast only in the first half of the night, and not at all during the 3 nights of the new moon. A caster may only cast one Azure spell each night, or two on the three nights of the full moon. Two castings within 500' may interfere with each other.

Fire Scrying
This spell enables the caster to see a vision in the flames of a fire. The fire must be blazing and exceed campfire size or the spell is at -1 SD. The vision may be symbolic and/or obscure, and may or may not relate to a question posed by the caster. Anti-scrying magic will add a defense roll.

The result of Fire Scrying is heavily dependent on V + (2 × SD), but may also be influenced by magical help or hindrance from invisible forces.