So, I recently started playing WoD, and got to thinking. The settings are very similar (not exactly, but pretty damn close.) With a few rules tweaks (No Paradox, etc.), I can see playing a Dresden game with the rulesets as very feasible. Y'know, until the actual rules come out.
Thoughts? Anyone tried it yet? I can't see it as being too 'out there.'
For what it's worth the oWoD had at least two editions of "WoD: Sorceror" that would work very well for covering what the official Dresden RPG refers to as "Focused Practitioners". NWoD has "Second Sight" that emphasizes... well, what most would call psychics but also includes a few "hedge magic" powers. Both sets are designed to work with characters who operate only a step or two beyond the limits of perfectly ordinary human abilities.
IMHO, Harry's level of power (full membership in the White or High Council, able to step into the Nevernever pretty much whenever he's reasonably rested, etc.) sets him a step above the hedge wizards/psychics from the above-mentioned books, but not quite at the level of Awakened willworkers. On the one hand, he's able to pull off some very impressive tricks with what he knows, mixing and matching various effects according to his own needs and within his particular limits. This makes him a bit more powerful than hedge wizards as described in these books, who would have to do considerable research and practice to create these kinds of focused effects.
On the other hand, he states specifically that the full-bore wadding-up-the-laws-of-physics-like-wet-newspaper sort of magic that the Awakened can use is outside his ken. Consider his favorite spell: a blast of fire. The books state repeatedly that he is capable of conjuring fire by sucking the heat from the environment and channelling that into his attacks. The closest approximation of that effect in Mage: the Awakening is probably "Transform Forces", a 4-dot Forces effect (p. 173, for anyone with the book). A character with 4 dots in this particular Arcanum is equally capable of seeing in total darkness (Nightsight, Forces 1), maintain a comfortable temperature under any circumstances (Control Heat, Forces 2), and control light (Light Mastery, Forces 3), along with a host of other abilities. As you can probably see, Harry would probably have been extremely grateful to be able to use these abilities at various points in the books...
Part of the problem with White Wolf's Mages (both old and new WoD) is that their power is limited only by their knowledge of a particular Sphere/Arcanum, rather than a complex system of "schools" (D&D, GURPS, and probably a few others). It's very difficult for beginning players to use their powers to best effect, and it's difficult for game-masters to keep experienced players from completely derailing the game with tricky spellwork.
Ultimately, my advice would be to play around with both levels to see which ones you find suit Harry and his cohorts the best. For example, Mort the ectomancer could have several dots in Ephemera (oWoD: Sorcerer, p.98) or a series of appropriate powers from nWoD: Second Sight (Mediumist, p. 42; Ghost Ally, p. 65; See Spirits, p. 117 as three examples),
or he could have access to the Spirit Sphere
only, and limited to rotes and rituals; no fast-casting allowed.
With regards to Semiautomagic: please keep this forum informed about how the project is going! It sounds like a tall challenge, but I'm sure you'll come up with some fascinating ways to meet it.