Musings on adapting the show’s magic rules for witches and warlocks into an RPG. Definitely not Vancian.
- Hereditary spellcasters
- Open-ended spells
- Incantations
- Potions
- Clairvoyance & Telepathy
- Magical diseases
- Behavioral risks
- The Witches Council
- Witch laws & oaths
Counter-spelling…
- Spell Reversal: Spells could often be reversed or undone, typically by the witch or warlock who originally cast them. This reversal was usually achieved through specific gestures or incantations.
- Counter-Spells: A counter-spell could be used to negate the effects of an initial spell. This could be performed by either the original spellcaster or another magically adept being.
- Limitations of Magic: Not all spells were easily reversible or counterable. This was particularly true for spells cast by more powerful magical beings or those involving complex magic like wishcraft.
- Unintended Consequences: A recurring theme, the occurrence of unintended consequences when spells were broken or countered, underscoring the unpredictability of magic.
- Moral and Ethical Considerations: The moral aspects of using magic hinted that some spells might be better left uncast and that reliance on magic wasn’t always the ideal solution. (mostly for mortals)
- Influence of Magical Beings: The hierarchy in magical abilities, spells cast by particularly powerful beings were depicted as more challenging to counter or break.