Enhance Your Witchcraft Practice with This Melodious Handy Tune

By admin

A handy witchcraft tune can be a useful tool for practitioners of the craft. These tunes, often in the form of chants or rhymes, are believed to have magical properties and can be used to cast spells, communicate with spirits, or focus one's intentions. The use of musical incantations in witchcraft is not a new concept. Throughout history, witches and sorcerers have employed various melodies and rhythms to amplify their magic and enhance their rituals. One of the main reasons why a handy witchcraft tune can be so effective is because music has a powerful impact on our emotions and consciousness. Different melodies and rhythms can induce different emotional responses, which in turn can affect our state of mind and increase our receptivity to magic.

Handy witchcraft tune

Different melodies and rhythms can induce different emotional responses, which in turn can affect our state of mind and increase our receptivity to magic. In addition to their emotional impact, handy witchcraft tunes often have a specific meaning or intention behind their lyrics. These lyrics can contain symbolic phrases, sacred names, or ancient words of power that resonate with the frequencies of the universe.

David's Dresdenverse WitchCraft Thread (1 Viewer)

From the "Love Dresden Dislike Fate what to do?" thread, here's my take on how you could tweak (or in some cases hammer) WitchCraft into something more similar to the world of the Dresden Files.

First, some disclaimers.

1 - SPOILERS, SPOILERS, SPOILERS. I have read all the books so far and tried to incorporate everything I know. If you haven't read all the books, you might encounter something you didn't know about. I'm not going to make any efforts whatsoever to protect you. This is the only warning.

2 - Rampant Inaccuracy. I may not have gotten everything right. I started reading the Dresden Files two or three years ago, and I don't remember everything perfectly.

3 - Hideously Ugly. I haven't really done any formatting, and only cursory editing. I wrote the file in Notepad, then imported it to Word for spellcheck, then back into Notepad to try to fix the horrors Word 2007 had wreaked on my line spacing, and then copied and pasted it into the board. I'll try to fix the mistakes, but no promises.

So, with that out of the way, let's begin.

Meditations on a more Dresdenesque WitchCraft

Evil Hat will be producing an official, licensed Dresden Files RPG with a current target date of Origins 2010, and we here at the Widgetworks certainly intend to pick up a copy. But until then, we've got to seek other avenues for our Dresden gaming fix. And since nothing defines The Astounding Mr. Goodner's Amazing Electric Widgets so well as crushing arrogance, we are going to assume you need a Dresden Files gaming fix as well.

So, of course, we turn to Eden Studios, since that's where we always turn.
WitchCraft (available free from Eden, but I'm not sure where since as of this writing they don't have a functional website) starts off as a reasonable fit. The WitchCraft/Armageddon world with its kitchen sink approach to the supernatural isn't too far from Jim Butcher's Dresdenverse with ITS kitchen sink approach to the supernatural. So here's a collection of musings on the subject of how to tweak WitchCraft to make it more Dresden-like.

If all you really want is the flavor and setting, then Bob is already your uncle. Just run WitchCraft, but replace the Wicce, the Rosicrucians, and maybe a few other Covenants with the White Council. Say that any given PC can take whichever Covenant bonus he or she likes, which just represents the flavor of his or her training. Or just make everybody a Solitaire since that's the best one anyway.

There are only three Divinely Inspired in the Dresdenverse at any one time, and you're not playing them. So that's easy. And instead of three or four otherworlds like the Threshold and the dream realm and so on, there's just the Nevernever with lots of neighborhoods.

Magic works a bit differently, but close enough for the same kinds of adventures. Some of the supernaturals are a bit different. But things are close enough to get by.

But some people (three of whom are named Tim, Chris, and Kate) aren't happy with that. They want blast rods and Neapolitan vampires, and Bob the frigging Skull.

So for them, we have.

Most of this emerged from a conversation we had one Sunday night where I started off by saying WitchCraft wasn't a great fit, then talked myself out of all my objections by thinking of easy solutions that hadn't occurred to me in weeks of mulling it over in my spare time.

(Lesson of the day, Creativity is frequently a group activity)

Rules of magic that apply to just about anybody

Thresholds: Every home, being defined as a place that someone lives on a regular basic, has a Threshold. Thresholds keep out hostile magics of various types. Wizards have to have invitation to cross a Threshold, or they are shorn of much of their power while inside.

Vampires can't cross a Threshold without invitation, and neither can a bunch of other supernatural threats. But some can, so don't get cocky.

This is the kind of thing I'd be inclined to handle simply. Every dwelling has a Threshold rating. The rating acts as a penalty to Essence for uninvited wizards or whatever, and as a barrier to supernatural invaders.

Players can't invest points in their Thresholds. You can only increase a Threshold rating by making the hearth stronger. Characters who live together increase the rating, and they can increase it more if they genuinely care for each other and spend time in camaraderie, like eating dinner together and stuff.

To keep it simple, it works like this:
* A single-occupant dwelling has a Threshold rating of 5

* Add one point per occupant after the first.

* If the occupants are a "family" you can add more than one per occupant based on an entirely arbitrary judgment of how much they care about each other.

* Wizards or other supernatural beings might get a bonus to their Thresholds. For anyone with Essence Channeling, your Essence Channeling score is a handy benchmark. Or just a flat bonus, let's call it 5. (Hey, that's what you spend on The Gift. Perfect)

* For every point of Essence an invader wants to spend, he has to spend points equal to the Threshold rating - although he'll "recover" all the extra as soon as he leaves the Threshold.

So Michael's house with six people (if I'm remembering correctly) who really love each other A LOT, might have a Threshold of 5+5 (for Michael) + 3 per family member for a total of 25. Uninvited wizards won't get very far in Michael's house. Even in Harry's house with its wimpy Threshold of 10 is at a huge advantage against an uninvited wizard in his apartment. And Mouse is good for a bonus even if Mister and Bob might not be.

The Dresdenverse makes a distinction that WitchCraft doesn't quite support between "Rituals" that anyone can use if they know how and "Thaumaturgy" that only Wizards can use.

In practice, players can probably ignore this distinction for the most part. The only mechanical differences between a Thaumaturgical spell and a Ritual are in where the power comes from, which we'll discuss shortly. The in-setting difference is that a Thaumaturgist can figure out how to do just about anything with a Thaumaturgical casting, while a Ritualist is limited to his repertoire of specific Rituals - and a lot of Rituals don't really work anymore because they've been watered down too far with publication.

Thaumaturgical spells seem to require sympathetic links to the target. Harry has gone to a lot of trouble to keep people from getting sympathetic links to himself. There aren't really any rules for this in WitchCraft, but you can likely get by without them.

For the most part, the existing Essence rules will work adequately, but Dresdenverse magicians do have one other source of power - they can evidentially draw Essence from mundane energy sources - particularly storms and the like.

This is pretty simple to work. Just assign a Time or Place of Power value to a given energy source. But even with an energy source to draw on, Wizards seem to kick in some of their own power, so they have to kick in some of their own energy to cast spells. And controlling a big energy source takes some doing.

I think I'll draw on the Endurance rules, poor, underappreciated things that they are. Channeling from an external source is Hard Work with a value based on how much Essence you're drawing down.

WitchCraft has the Threshold, the dream realm, and so on. Harry Dresden only recognizes one Otherworld - the Nevernever. But within the Nevernever, you find all kinds of supernatural neighborhoods.

So the first big change is that every magic that takes you out of the mundane world takes you into the Nevernever - usually into the part of the Nevernever near your physical location.

Second, Gateways are a lot more common than assumed in WitchCraft. Every major city probably has a score or more. They're just places where the barrier between worlds is thin.

Third, without the Threshold, Sanctuaries are no longer available, but it's perfectly possible for a Wizard to stake out a corner of the Nevernever as his own. If he's powerful enough to keep it.

Human practitioners of the occult arts. The Dresdenverse has:
* Wizards and "practitioners" - roughly analogous to people with Invocations.
Wizardry in the Dresdenverse is built on some different assumptions than in the WitchCraft game setting. For instance, there's no "Crowd Effect" but on the other hand, Wizards tend to be more reliant on foci.

* The Knights of the Cross - not really analogous to anything, although Inspired would do in a pinch. I would actually do Michael and his pals with a Spirit Pact tied to a particularly potent magical artifact that I'd likely construct with Primordial rules from Armageddon or Enchanting/Superscience rules from Buffy.

* Ectomancers - Close enough to Necromancers to get the job done. (Of course "Necromancer" has a meaning in the Dresden universe, just to keep things confusing.)

* Denerians - People ridden by the spirit of a Fallen Angel. A fully powered Denerian is significantly more powerful than a PC, but can be simulated okay with a mix of Spirit Pact powers and stuff cribbed from Angel. A lot of them are also Wizards.

* Mind Over Matter - Harry learns some techniques that aren't quite magical, but are more than human. Some Qualities from various sources do the job of simulating these nicely. Resistances from Buffy/Angel can manage a good bit. True Grit from Fist Full o' Zombies is another one worth looking at.

* The Archive. Fortunately, there's only the one, because she has a doozy of an ability. If you REALLY want a PC as the Archive, I suggest making Ivy a Gifted PC who spent all her points on a Quality called "The Archive" that means she knows everything that's ever been written down. She can do all the rituals ever, and pretty much could run around ruining the heck out of your game.

* Faeire Enchanted - The Knights of the Courts get power from their Faerie patrons, which is pretty much a Spirit Pact.

* Shapeshifters - Like Billy and the Alphas. Technically, they're practitioners who know one Invocation that they can use in only one way. But you could probably get by with building a shapeshifter package out of Angel and using either the Gifted, Lesser Gifted, or Shapeshifter template to build the character. Shapeshifting costs a little Essence, but Shifters get it back pretty fast.

There are some supernaturals from WitchCraft that haven't been represented in the Dresden Files yet, but that don't seem too far out.

* Tao-Chi seems reasonable.

* The Sight doesn't present much of a problem. I think Harry has mentioned the existence of psychics somewhere. And some Wizards might actually have Sight powers in addition to their Invocations.

* Spirit Pacts - Spirits besides the Faerie Queens and the Denerians can probably empower mortals. As I mentioned earlier, a Spirit Pact is a not-unreasonable way to simulate a Knight of the Cross. The rules are handy in general for making up supernatural beings who don't quite fit ordinary rules. I'll probably mention this again.

That's enough for one info-dump. Tune in next time (in about 2 hours) for part 2: Willworking.

Ahrimanius

SLA Cloak Divison
Validated User

This should scratch my itch for the Dresden RPG before it comes out.

Web Warlock

Ghost of Albion
Validated User

I plan to buy and then convert Dresden over to WitchCraft or Ghosts of Albion the second I can.

Most likely Ghosts, but I need to know more about how the Dresden RPG is going to do magic before I make that firm.

Last edited: Jan 28, 2010

HumAnnoyd

Validated User
Validated User

Very cool stuff. I look forward to more.

I plan to buy and then convert Dresden over to WitchCraft or Ghosts of Albion the second I can.

Most likely Ghosts, but I need to know more about how the Dresden RPG is going to do magic before I make that firm.


I look forward to seeing what you come up with WW.

David Goodner

Observer
Validated User 20 Year Hero!

And now I'm back with the next bit, and I'll post as much of the rest as I have time for this afternoon.

But first, another disclaimer:

4 - ABSOLUTELY NOT TESTED IN ANY WAY. Not playtested, not pad tested, not even thought through very hard. The math is in no way guaranteed. But it should be more or less okay.

And now back to the fun stuff.

How magicians do their stuff is the most important part of this conversion. Everybody else is kind of abstract since Harry doesn't know it. But he goes on at length about the theory and practice of magic.

So let's start at the top.
*Essence and Essence Channeling work okay to describe Dresdenverse Magic. But Essence recovery probably needs to be slowed down.

Harry talks about his magical reserves, and about how casting a lot of spells takes a lot of energy. In fact, early on he only seems to be good for five or six shots before he's seriously drained. And it takes him a hours, rather than minutes, to recover his energy. In fact, a full night's rest is not always enough to bring him back to full power.
So Essence Channeling needs some tweaking. First of all, there should be a cap on Channeling based on your total Essence. It probably doesn't need to be a hard and fast rule, but try to keep the two in line with each other.

Second, you recover Essence Channeling per Hour. I haven't tested that yet. It might need to be x2 Essence Channeling per hour or something like that. But the big trick is that it's per hour of REST. Sleeping is resting. Running is not resting. Staying up all night in the lab and working on potions is not resting. Having wild sex with your reporter girlfriend kind of might count as resting.

Characters who can't rest recover much less Essence per hour. The benchmark I'm looking for is that Harry seems to be able to run through his entire Essence Pool or maybe just a bit more in a normal day.

There also needs to be a rule for the Death Curse. A Wizard can lay his Death Curse once he's otherwise out of juice. He can spend Essence equal to his entire total Essence Pool on a single casting in one turn, and he can do anything he knows how to do (at the GM's discretion) with that energy. Then he dies. This can include permanent Enchantments that would normally call for sacrifice of permanent Essence. But in this case, that fee is waived, because well really.

Don't screw with a powerful Wizard. Harry probably hauls around about 50 Essence early in the series, and he gets tougher as he goes. Morgan has around 200. Someone could really ruin the hell out of your day with a 200-point casting. Or go off like a nuke.

(One thing I've always hoped would come up is that a lot of the Red Court upper echelons are currently crippled by various Death Curses from the Wardens they've killed.)

* There's no Crowd Effect. Harry never mentions being worried about using magic in public because it won't work. He mentions being worried about using magic in public because he doesn't want to generate that kind of publicity.

* There's no Threefold Rule. Harry also never mentions worrying about psychic backlash from his spells. He doesn't attack people with magic much because if he kills someone, the Wardens will kill him for it.

* In WitchCraft, a mage is assumed to be able to gesture and incant freely. If he can't, he takes a -2 penalty. In the Dresdenverse, it's even harder. This is important since I'm already taking most of the breaks off of Wizards here.

Dresdenverse Wizards need a Focus for almost every spell. The focus helps ablate the penalties for spellcasting. A focus seems to be good for only one or two Invocations. For instance, Harry's Blast Rod works for Elemental Fire. His Staff works for Elemental Air. His Shield Bracelet works for Shield. Little Chicago acts like a big honkin focus that works for divinatory spells cast on Chicago. (more on that later, though)

But Harry doesn't need any focus beyond the words for "Flickum Bickus," which is just a tiny Elemental Fire invocation.

So we're going to kick the penalty up a notch. Without a focus, a Wizard casts at -5. Without being able to speak the words of his spell or use some other mechanism for shielding his mind, he's at an additional -2.

Failing a roll can sometimes mean the spell just fizzles, but just as likely, it means that it explodes doing 1d6 energy damage for each point of Essence to everything in the vicinity.

(Wizards could turn themselves into bombs this way, but it's not a very efficient use of limited manpower)

Really minor effects don't require a focus at the GM's discretion.
* I'm not sure group magic works. Harry has never been part of a group casting that we've seen, but it seems okay to leave it in.

* Circles work differently. Harry doesn't make Circles to get a boost of Essence. He does it to shield himself from outside influences. A circle is a spiritual barrier.
Circles are wicked-effective if you can get one up. They seem to just absolutely keep out all but the most powerful spiritual influences. Even major demons can't cross a circle made under the most adverse conditions.

So, a Circle absolutely keeps out spirits and keeps any kind of spell or magical effect from crossing the boundary. It keeps out Nevernever entities as well, since they're really spirits even if they're currently wearing ectoplasmic bodies. But it doesn't keep out physical entities or effects.

So if some spellslinger unclear on the concept sent a fire elemental after Harry and Harry took shelter in his Circle down in the basement, the fire elemental would not be able to set Harry on fire or freeze him. But it would be able to set the house on fire, and Harry - inside the circle - wouldn't be able to stop it.

(Except he'd totally whip out his Blast Rod and kill the thing with its own element just because he could)

* Running Water - Magic doesn't go over running water, including sprinklers. Running water makes it nigh-impossible to Channel. The Essence bleeds away as fast as you summon it. It sucks to fight in the rain.

This restriction might only apply to some classes of supernatural being, and only to spells that work outside the Wizard's body. I'll have to think about it a bit.

* Talents - Harry talks about Wizards having different areas of talent. Like he's good at blowing stuff up, but not good at delicate spells. I COULD come up with a complicated series of Qualities and Drawbacks to control what Invocations a wizard can learn most easily, but I won't. Instead, if you want your Wizard to be good at something, buy more of that. If you want him to be bad at something, buy less of that. Or don't buy it at all. Then he can only do it with Thaumaturgical rituals that take hours to cast.

* Wizard's Sight - Wizard's Sight is essentially the Insight invocation. It needs to be tweaked a little to also handle a Soulgaze.

* Wizards' longevity and healing powers are pretty easy. First, you already get increased lifespan from high Essence, so that's easy. Second, the ability to heal from any injury is already a power that RPG characters possess. It's called "the injury/recovery system is abstract because it's no fun to have your character sidelined forever because of a crippling injury."

* The Technology Hex - The ability to bolox offending technology at a whim is really powerful, but the inability to use a cell phone, have a credit card, or watch TV is a pretty big pain in the hindquarters. So I'm inclined to call the Hex a wash for a PC. If you're using Drama Points or Cinematic Good Luck from Armageddon (which is my preference) then I'd run it so that most of the time, the Hex is just a mild inconvenience, not worth any points. When the GM uses the Hex to really screw the PC, he should get a Drama Point or a use-it-or-lose-it Luck point. If the PC wants to Hex something, he should spend a Drama Point for a Plot Twist, or the equivalent. It probably costs a point or two of Essence, too, but generally you'll recover that fairly quickly.

* Hellfire - Fairly simple to simulate - it increases the damage spells do, so I'd simulate it as a pool of Essence and extra Channeling that a wizard can add to his damaging spells, or to other spells to make them do more damage.
For non-Wizards, Hellfire probably just does raw damage or adds to the damage of other powers. 1d6 per point of Essence works.

Hellfire is something you can get from a Spirit Pact. It's probably worth 3 points per point.

* Soulfire - This one is tricky for a couple reasons. First, Unisystem doesn't simulate burning off your soul very well. Spending permanent Essence seems like a nice method, but that means you have an ability that costs you XP every time you use it. And it doesn't fit the source material since Harry didn't seem less powerful when he'd used Soulfire. His magical power is something separate from his soul.

Second, the effect of Soulfire is variable. But that one's not so hard. Unisystem already has fairly broad spells, so it's not a big deal to let them do weird things.

So Soulfire will work like points of Good Luck that can only be spent to make a spell do something a little out of its usual range. You could spend points to offset penalties for a weird special effect, or a little like Drama Points to ask the GM for a favor. ("I want to erect a flame shield." "Well sure, you've got Elemental Fire and Shielding. Give me two of your Soulfire points and you can cast them both as a single action.")

The neat thing is that, like Good Luck, you can spend it retroactively, so you could throw up a Shield, then have it catch on fire.

I hate to do this, but the next thing you have to do is keep track of the Soulfire points you've spent and when that total is higher than your CON or WILL (whichever I choose), you're in trouble. And they burn off at the rate of 1 a day, with possible bonuses for doing things that make you happy - so spend a day on something non-stressful and enjoyable, and you get to recover a d4 more Soul.

Soulfire is something you get from a Spirit Pact, and is probably worth 1 point per point.
I think that covers the overall differences. Several Invocations need to be tweaked, which is what we'll discuss next.

Almost all the existing Invocations work pretty much as written and come close enough to what happens in the Dresden Files to get by. I'll try to run through all the ones I think need changing.

* Blessing - Harry has never used this, or seen it used as far as I'm aware, but it could be a facet of magic he's just not familiar with.

* Cleansing - Harry talks about Cleansing, which he does with rituals, so he probably hasn't bought the Invocation. Or maybe it’s just not possible without a ritual. Your call.

* Communion - Jim Butcher doesn't seem to have the same hostility to the modern world that C.J. Carella did when writing WitchCraft. Communion shouldn't be quite as vicious. Only major supernatural trouble should cause backlash. Communion kind of violates the rule that evocation magic has to be line-of-sight, so this might be a very advanced technique, rather than a lesser Invocation.

* Consecration - Harry never does anything like this, but it seems workable. You could do pretty well for yourself by tapping a place of Power over and over again and carrying around a bunch of extra Essence in return for a smaller personal pool. And you use Consecration as part of enchanting objects, iirc.

* Curse (Lesser or Greater) - Black Magic, but it's demonstrated in the series. The trio of porn witches use a Ritual that lets them curse folks. A Wizard's Death Curse is generally a Curse.

* Elemental Mastery - You can do some new things with Elemental Mastery
Fire can suck the heat out of something, as well as putting heat into it.
Earth can affect gravity.

* Farsight - Harry uses "Search Person" all the time. With Little Chicago, one of the things he can do is to Farsee all over the city. So this one's in. But it always requires a sympathetic link to the target. That means to find a person, you need a personal item or bit of hair or something. To scry all over the city, you need a sympathetic link to the whole city (like a scale model in pewter in your basement). Without some kind of sympathetic link, you can't scry at all, and the worse your sympathetic link is, the higher a penalty the GM can charge you.

* Gateway - Gateway is a lot easier in the Dresdenverse. Probably lower the Essence cost. Low enough that a good Wizard can probably do it with little penalty. The cost to Activate a Gateway is only 5 Essence at an existing gateway, and 25 Essence at any reasonable place. 50 will let you punch through wherever you want, even if it's crowded with psychic junk or whatever.

Traveling through a Gateway is just a matter of knowing the way.

* Healing (Greater or Lesser) - From what I can tell, there's not a lot of healing magic in the Dresdenverse. Lesser Healing seems limited to being able to help someone overcome wound penalties and throw off Endurance penalties, and it's pretty temporary. But logically, Dresdenverse Wizards should be able to take health from one source and move it to another. They probably don't do this much since it would be Black magic.

* Illusion (Greater or Lesser) - Seems to work pretty much as written.

* Insight - Insight is one part of a Wizard's Sight. PC Wizards are encouraged to have at least one level, and to buy it up gradually as they increase their powers.

* Shielding - I'm not sure Essence Shields exist in the Dresdenverse. You can shield your mind with mental discipline and some kinds of magic. You can shield your body against energy or physical harm. The big problem is that Shields in WitchCraft are designed to be big things that you take all day to cast and keep on forever. Harry's Shield is something he throws up in a hurry. To have one that reliably deflects bullets, he'd need a Channeling score of about 20

So Shields are a lot cheaper now. Every point of Essence you throw up on a shield gives you 1d10 of protection and a buffer of 10x the amount of protection you rolled. However, before you go getting cocky here, you have to allocate points to either Physical or Energy protection.

And while they're cheap to throw up, they're very expensive to maintain. A Shield lasts for one turn. If you want to maintain it, you have to spend the Essence again. On the bright side, you can try to get a better roll that way. Spend one turn focusing on your shield and you can roll the dice again, keeping the new result only if it's higher than the old result.
Dresdenverse shields don't just cover your body like a forcefield. They're generally hemispheres or arcs. And they're not invisible.

I'm tempted to make Shielding an invocation you can't ever cast on your own, only invest in an item, but I'm not SURE that's the case, so I'll leave it for now. Just accept that Harry's Shielding bracelet behaves more like a magic item than just a focus, so it might be one.

* Soul Fire – Nothing in the Dresdenverse seems to work like Soul Fire. However, it’s handy as a means of creating Warden Swords (as we’ll discuss later on) so it might be an Invocation you can only use to create items.

* Soul Projection - I don't think Harry has ever astral travelled, but there's no reason to assume he couldn't.

* Spirit Mastery (General) - Spirits seem more amenable to use in the Dresdenverse than presented in WitchCraft. They also seem pretty different in flavor. Bob is supposedly an Air spirit, but also a spirit of intellect and magic. So while the classic Elementals might exist, so do more comprehensible spirits.

Summoning a Spirit doesn't, as far as we know, give you use of its powers the way that a WitchCraft magician could summon a Fire Elemental and just hold it so he could have the Elemental Fire invocation.

* Symbols of Protection - These seem fine.

* Warding - These seem fine. Harry describes his wards as being able to hurt people who try to cross them, so I'm going to say you can tie damaging effects to your Wards.
Supernatural Beings

* Wizards' longevity and healing powers are pretty easy. First, you already get increased lifespan from high Essence, so that's easy. Second, the ability to heal from any injury is already a power that RPG characters possess. It's called "the injury/recovery system is abstract because it's no fun to have your character sidelined forever because of a crippling injury."
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