Expanded Magical Abilities (Dresden Files)
Magical Thug/Magical Artisan (1 Point Quality) Some people have "Blunt Force" magic whilst others are good at delicate work but can't quite master strong attacks or forceful actions with their magic. The former is called a "Magical Thug" whilst the latter is called a "Magical Artisan". Either way, the caster gains a +2 for their special form of Magic and a -2 for the forms they are not good at. The spells of a magical thug's specialty include powerful attack spells and defensive magics. Artisans are better at illusions, influencing, and mental magic. Both stink at altering their physical form. Murphyonic Field Hexing (1 point drawback) Some wizards have problems controlling their magic and when their emotions run high, wild magic flies around them and fries Technology. This effect has a range of 100ft and is resisted with a Willpower (Doubled) with a negative modifier equal to the magic level + any additional modifier based on the degree of emotional stress (-1 to -3 usually, -4 for when someone's love is in danger or otherwise causing related stress). It can be intentionally activated but tends to be extremely wide in its reach. Any adjacent technology will also be fried (as will any technology on or adjacent to the user). Soulfire (5-point quality) Soulfire is a power that can be bestowed on those chosen by the Archangels. It is essentially the ability to tap into the “fires of creation” and make things “more than themselves”. By accessing the Soulfire ability, a person or being can put a piece of their soul into a spell and increase its power. Using too much Soul will weaken the caster and they will eventually die if it is overused to a significant degree.
A person with Soulfire may add a +5 bonus to any spell for every point of willpower they possess every day. They may also choose to do so more than once per spell, but suffer 3 + (SL of the spell roll) damage from each additional use on the same spell. Normal use of Soulfire deals 5 damage to the user, which usually manifests in the form of numbness in the extremities. If they use up all of their soul in padding spells (IE: a person with Willpower 5 uses Soul Fire 5 times), they are immediately dropped to -30 Life points and must make a survival test.
White Council Wizard Member (7-point quality) When Willow and Tara asked if they were registered and how powerful they were by the Watchers Council, it was with these guys that they were being rated. Members of the White Council gain one level of Magic (as they restrict their membership to mages who have at least 3 levels or more of magic). They train their wizards to open up their third eye. They gain both the Sight as well as Insight. However, the strength with which they enact this third eye is truly amazing--and almost detrimental (indeed, humans who have taken the Third Eye drug had their third eyes forcibly opened and were driven insane by it). Both abilities must be forcibly activated (dual form) and activated together. Opening the Third Eye can create long-term psychological damage if the person has been through something horrendous in their life (forcing a fear test at 1.5 times the normal penalty (rounded up)), and things that are currently horrifying to the viewer (say, a dead body), are doubly so). Furthermore, when making eye contact with a person, you gain insight into them, and they also gain insight into you. It reveals them but also reveals yourself.
Finally, there's the membership itself--which sucks. White Council Member (Hierarchical Order) (-4 point drawback)
Members are expected to aid one another when they are in need
(-1)
Share Knowledge and Teaching (+1)
Members Abide by code of Honor (7 Laws of Magic) (-1)
Members must obey commands of leaders (-2)
Cannot leave the group without permission/Will kill you if you break the laws (-3)
Wealthy/Powerful (+2)
Occult Library (5) (Bureaucratic hiding (-2)) (3)
Bonus, Occultism +2 (2)
Test to get in (-1)
Adversary (Unseelie Accords (a "peace" treaty between many magical groups and forces in the world including the two fairy courts and the major courts of vampires among others and a few individuals "Free Holding Lords". It mostly focuses on how to settle disputes between them--namely, dueling codes. So, you can be challenged to duels to the death by any of the other signatories) (-4)
The 7 Laws of Magic:
Thou shall Not Slay a Human with Magic
Though Shall Not Transform Another
Never Invade the Thoughts of Another
Though Shall Not Enthrall Another
Though Shall Not Reach Beyond the Borders of Life
Though Shall Not Swim Against the Currents of Time
Though Shall Not Seek Beyond the Outer Gates (Read: Open Hellmouths)
Yeah, Willow's broken most of them: She's killed with magic. Invaded the thoughts of others. Resurrected the dead (though it's really a law against Necromancy/making zombies) and did some temporal travel (in a sense). You could also call the mind wiping she did basic Enthrallment.
The White Council doesn't like her, and she has gone to a different group of powerful mages for protection. She is technically under the Doom, but as she's not a member, so it's not included on her sheet. She had the protection of the witch Agatha Harkness (and her pupil Wanda Maximoff) during her time in England recovering from her near apocalypse.
Doom of Damocles (3 point drawback) When someone breaks a law of magic under mitigating circumstances, the White Council puts them on parole. This is the Doom of Damocles. A person with this drawback is under the near-constant watch of the White Council's enforcers/cops, the Wardens, to see if you break another law (or breaks the same one again). If they catch you, they take your head right then and there. Further, if people know about it, all influence rolls are done at a (variably) negative modifier based on the severity of the crime. Warden (8-point quality, Prerequisite: White Council member) Wardens are the cops of the White Council, as well as their front-line troops. They protect people from monsters and track down rouge wizards (and kill them) among other duties. A Warden receives a +1 to any 2 Physical Attributes (that cannot stack) as well as +1 to any two combat skills, and +1 to Occultism. They gain 2 levels of contact with other Wardens (and can gain many more) and have the force of law in their organization. However, they gain another level of Adversary beyond that of the White Council due to their role. Warden’s Sword (7 Point Quality)
Most Wardens receive a specially crafted sword upon their inception (though since Halloween of 2002, those swords have been in short supply). These swords are extremely sharp (+4 damage per SL) and are specially designed with silver to cut through enchantments. This activates with a strike and forces a dispel attempt against an incoming or ongoing spell. The Success Levels/Power Level of the spell defends against the Success Levels of the swing +4. It grants a +1 to getting medieval and may strike ghosts and other incorporeal beings freely.










