Those are most probably item id conflicts, rather than a recipe conflict like the rope. The quickest solution there is to modify the item ids in the witchery config file. The forge log file should tell you the exact numbers that are conflicting.
I will look to find a different item id range, but as you can most likely guess, there will always be a chance of such conflicts between mods.
Witchery version 0.5.0 is available. Don't forget to make a backup of your world before updating.
Important: I have changed the entity ID management following user feedback, and unfortunately this will result in Demons, Familiars, Mandrake Mobs and Enchanted Broom entities disappearing after the update. Therefore, before updating, make sure Demons and Familiars are done with and the Enchanted Broom is in your inventory. This unfortunately was the only way to permanently ensure no entity id conflicts with other mods.
Cheaper Enchanted Broom
Trapped Plants - They look like plants but when stepped on do magical effects
Leaping Lilies - Plants that give a large jump and small speed boost when walked over
Cheaper Rite of Transposition - Creating bound waystones is much cheaper and it is now possible to copy them
Rite of Fertility - Bonemeal effect over a wide area
Curses - Wide area Blight, Blindness or Hell on Earth (expensive to do) [please give feedback if this should stay in or not]
Solutions to mod id conflicts - Entity IDs should no longer conflict with anything (but see notes above), new default item ids should no longer conflict with mo' creatures, the web recipe has changed to not conflict with the Mo'creatures rope recipe.
For a complete list of changes see the Version History in the Original Post.
Have fun, and I hope that this will be the final update before leaving beta status (although who knows for sure ;))
I had so much fun bubbling, toiling and troubling in my 1.6.4 Witchery world and decided to toss the mod into the 1.6.2 folder and hope for the best... and it worked without a hitch!
How about that for some witchcraft?
Most of the changes were just renamed Java stuff, which gets 'removed' in the compilation process anyway, so from a technical point of view, there is no reason it should not have worked. The main thing is that I am testing using 1.6.4.
If you find any obvious conflicts between Witchery and any of the major mods, please drop me a note!
Might I ask how one achieves a Whiff of Magic? I've seen that you can distill something to get it, but to make a Distillery, you need an Attuned Stone, which requires a Whiff of Magic.
EDIT: Nvm, found it xD. So glad you have a Wiki! Could you perhaps spice up the books next update, make them more fancy and such?
I'll answer the question anyway, since it may help someone else:
You make Whiff of Magic by burning a Rowan Sapling in a Witches Oven that has Clay Jars added to it (there is a 1 in 3 chance for each sapling burnt). You get Rowan Saplings initially by using Mutandis on a plant to randomly change it into another plant, this may be one of the new plants from Witchery. After that, you get more saplings by planting trees and harvesting as normal.
-Bloodred Moss, This can be used in potions to make Fire potions which light the Drinker on fire or anyone in the Splash Radius.
-Purple Moss, This can be used in potions to make Poison Resistance potions.
-Alluring Skull, This makes all mobs other than Endermen within a 64 block radius be attracted to you while Active. While active this loses Durability (This has 30 minutes of use). While active the eyes in the skull glow.
-Homeward Bone, Teleports you to your spawn spot in exchange for losing this item. This has a 1% drop chance from Skeletons but its bumped up to 10% using Arthana.
-Repair Powder, Craft it with any Tool and it will repair 250 durability.
-Ghost Sword, Can attack through blocks with this Sword as well as it is semi-transparent. Attacking a Silverfish Egg Block will turn it into a Stone Block and make a Silverfish Die noise (it will lose Durability if it does this).
-Green Blossom, Breaking gives you the Item version of this. If eaten it will heal your hunger to maximum then give you the hunger effect with the exact amount of time required to lose all that you gained from eating this.
-Bloodred Mossy Nether Brick, Upon breaking this drops Nether Brick and Bloodred Moss.
-Purple Mossy Nether Brick, Upon breaking this drops Nether Brick and Purple Moss.
-Mushroom, Mushrooms now when eaten heal a little bit of hunger and if its red it also gives poison. Mushrooms also spread in darkness.
-Demon Heart, If eaten will give you Fire Resistance and Strength.
Some great ideas! I particularly like the Green Blossom and Red Moss ones, although I think the red moss will make an interesting house defense something like when it is touched the entity catches fire or some such. The wizards can keep their cliche fireballs
I also like the Alluring Skull idea, will need to think a bit about it. I do not want to get too much in the direction of magic item artifice with this mod, there is too much crossover then with other mods that do it waaaay better (you know who you are Thaumcraft).
The Demon Heart already does some crazy effects when eaten
Two new plants: Ember Moss (walking on it sets players and mobs on fire) and Water Artichoke (grown on water, fills your belly then empties it!). Poppet recipes for fire and water protection have changed to use these two new plants.
Spectral Familiar gives more feedback when hunting ores
Various other bug fixes and tweaks (See the Version History in the OP)