Spells vs Thaumaturgy
Spells in this setting work differently from the Savage Worlds system. Evocation (combat magic) works pretty much according to the normal rules. But one of the spells a mage character should know (ie, a power slot) is Thaumaturgy.
Thaumaturgic Magic – In the source material, we see Harry use thaumaturgy for any number of results, but most often for his tracking spell. He also used it to launch a massive evocation spell at the loup garou at a distance in book 2. In this game, I’m treating this as a single multipurpose spell.
Thaumaturgy is really a way of channeling magic in any way the mage needs to. With the proper components and enough time, a mage can duplicate the effects of nearly any spell that he is high enough rank to cast.
In the Dresdenverse, the spell trappings are very important. The caster needs to describe what effect he wants to create (or what spell he wants to emulate), then describe at least the primary component needed (ie, for a tracking spell, he needs something that belongs to the person he’s tracking). Providing more details and describing the casting (ie, roleplaying) will earn a +1 or +2 bonus on the spellcasting roll.
The power point cost is the same as the spell being emulated, +1 point for the magic circle which is required for the mage to focus the energies needed to fuel the spell. Casting time is equal to the power point cost in rounds (if a spell costs 3 points, it’ll take 3 rounds to cast) because casting a thaumaturgical spell takes more preparation than just firing off an evocation spell.
Each character should keep a list of spells in his normal repertoire, just to have them at hand, but he is free to cast anything as needed. Here is a very small list of example uses of the Thaumaturgy spell:
Circle of Protection – Works exactly as the Deflection power except that enchanted creatures may not attack the caster except with mundane ranged attacks (guns, arrows, etc).
Open a Way (to the Nevernever) – Opens a portal into the NN large enough for the caster to easily pass through. Requires a rank of Seasoned to use. Duration is 3 rnds +1 pp per round thereafter, may be closed at any time by the caster making another spellcasting check. Works the same way for return trips.
Detect Magic – This is the Detect/Conceal Arcana spell from the core book.
Tracking – Another use of the standard Detect spell.
Magic Items: here are a few common magic items that we’ll see.
Shield Bracelet – Works just like the Armor spell. Requires activation (ie, an action and a successful Magic Item skill roll).
Potions and Amulets – This ability must be bought as a New Power for Weird Science. This is the Weird Science version of the thaumaturgy spell. They are items that have a temporary effect that the mage can share with other people and they have to be made in advance. The duration of the effect is double that of the normal spell, unless the duration is instantaneous.
The mage can create as many temporary items as he has power points to spend. For instance an invisibility potion would cost 5 points, so a mage with 10 power points could make two doses of the potion, or one invisibility potion and something else. Once those are consumed, and the points have recharged, the mage can brew or enchant different items.