Between guitaring, lyricing, music theory and watching gaming grow apart from the D&D IP-owners, I continue to work on Auldgory.
Here is some more on Auldgoryan Witchcraft.
Witchcraft, as a Sympathetic system, requires implements and incantations. Implements which are tied to the symbolic relationship with the subject and object of the spell. In one system: Air is represented by a Blade used to stir the air, and as a symbol of rulership (and lightning) -- this blade is the Witch's trusty Athame; Water is represented by a Chalice; Fire is represented by a Staff or Wand; Earth by a metal or stone Talisman. In this system, Invocations to the four elements in the cardinal directions (different by tradition and coven) while ritually presenting each of the Implements focuses the power of the caster(s) into the desired outcome, and this enacted Symbolism is not merely lip service, but rather the Witch acting at their rung on the ladder, co-operating with the cosmic synergy: 'the power is rising'.
 Alchemy: A ritual Alchemical casting is used to produce Potions (including Inks), or, to imbue a Magic Item with powers like the spell.
 Thaumaturgy: A ritual Thaumaturgical casting is used to perform fantastical and spectacular displays of power, where the volume of display diminishes the power, so that a large number of people in a given area would witness a light display full of terrible sounds, but using the same amount of power, a single target could be reduced to smouldering remains with no indication of outside influence. Casting against targets, as discussed above, invokes the sympathetic reaction on a basic roll of 9- on 3d6, but the light and sound display not being cast against targets would not be subject to the rule.
 Theurgy: A Theurgical rite is essentially prayer to the Cosmos to enact the invocation as stated, or as the Cosmos best needs perform the Work to maintain its Weave. If the rite is hostile, the Rule of 9 is in effect, and the Witch who fails thus will know that the backlash is due, sooner or later. Again, the F# is the Effect upon the Witch or Ally; if the rite was to directly smite a target, the Witch will be struck by the same effect, whereas if the rite was intended to cause woe against an ally of the target for purposes of spite, then the most closely-resembling peer in the life of the Witch will instead suffer the effect to F# degree.
Should the Witch have the prescribed implements, know the appropriate invocations, and have the time to perform the ritual casting, the player controlling the figure may then roll their dice at Favour and add-in the appropriate Ability Score and other circumstantial modifiers. If the resultant total equals or exceeds the GM-assigned Target Number, the spell has been successfully cast.
Failure usually only results in lost time and any expended resources. However, the 9- die total rule is enforced if the casting is directed _against_ a target ('Against' means to harm). On this miscast result, any said resources are consumed, the casting time spent, and the result is instead visited upon the Witch and/or their Coven or other significants to a degree based upon Failure Margin from 10. Thus, if on the 3d6, the controlling player rolled a 07, the Margin of Failure is F03. Simply, each 03 or fraction thereof, inflicts one Effect-step upon the Witch or allies.