100
“Vigor” e Dangers Of Magic and dangerously ambitious sorceresses. e
side e ect, of course, is that most sorceresses
Vigor is an intangible meas- While sources are the most dangerous of are self-serving and only interested in their
urement of how much cha- mages, all forms of magic carry a risk. e own gain.
os you can channel through fundamentals of casting spells, rituals, and
your body at any one time. the like require a mage to not only draw en- Young men in the North are sent to
Exceeding that amont has ergy from another realm, but to use their the school of Ban Ard, in Kaedwen, where
disastrous results. own body as a conduit for the spell. is they train in a less rigorous environment.
can be catastrophic for untrained mages, Students of Ban Ard are allowed to wander
Shameless and even veteran mages who are foolish—or the streets of the city, drink, whore, and par-
Nordlings desperate enough—to overexert themselves. take in most other pursuits of young men in
Kaedwen. However, this lack of discipline
Often times when Nilfgaard- A mage who has drawn too much and focus tends to result in sorcerers who
ian mages meet Northern magic through their body su ers excruciat- are far less e ective than the sorceresses of
mages, they are amazed and ing pain (and o en side e ects) as the magic Aretuza. For many years the two schools
shocked by the shameless bleeds out of them. Earth magic rocks the have held magical competitions, and unsur-
flaunting and self-serving na- earth around the mage and locks up their prisingly the sorceresses of Aretuza always
ture of their Northern coun- joints, temporarily immobilizing them. Air won.
terparts. magic explodes out of the mage, throwing
them from their feet. Fire magic ignites the In Nilfgaard, however, the story is
Brandon And The mage into a pyre of colored ame, and wa- very di erent. In the vast expanse that is
Fire Mage ter magic begins to freeze the mage, causing now Nilfgaard there used to be a few dif-
ice crystals to form on skin and clothing. ferent magical academies across the various
I have mentioned before that I Mixed-element magic blows out unpredict- countries. However, with Nilfgaard’s infa-
do not often keep the company ably, though one element always comes to mous mistrust of mages, all of these schools
ofmages,especiallymageswho the forefront. were torn down and consolidated into the
specialize in manipulating School of Gweision Haul, on the Alba near
fire. I believe that the average Training A Mage the capital.
mage has a poor appraisal of
his or her control over the ele- If you’ve been born with enough magic to Gweision Haul is the largest mag-
ments, which are powers great qualify as a “mage” you must train your ical academy on the continent, housing
enough to form the world. I skills, assuming you don’t want to wind up over 10,000 students at a time from all over
was once threatened by a fire a gibbering wreck or a magical time bomb. Nilfgaard, both human and elven. Terms at
mage named Criznon of Riv- Luckily, three institutions exist to tend to the Gweision Haul are mandatory and anyone
ia when I suggested the elven young and magical. In the Northern King- found to have magic is sent there as soon as
magic tome he had recovered doms, the Schools of Ban Ard and Aretuza they are discovered. Living conditions are
was a fraud. As I continued stand as the primary educators of young utilitarian and sparse, o en more like a pris-
to talk I could sense him pull- mages. on than a school, and the halls are patrolled
ing flames into himself, but I by Nilfgaardian mage hunters. Nilfgaardian
am not one to back down on Young women gi ed with the power mages are not only taught how to control
a matter of scholarship. I con- are sent to Aretuza on the island of anedd. their powers, they are also taught humility.
tinued to question his training,
abilities, and parentage as ere they are sequestered away and taught ey’re constantly reminded that they serve
people moved away from me. the intricacies of magic and casting spells the Emperor, and their magic is a tool for
Eventually while waiting for properly. Aretuza is tough, and many re- the Empire to use as it sees t.
me to take a breath so that he strictions are placed on the girls who attend
might shout some appropriate it. Sorceresses aren’t allowed to leave the
“Ah ha!” he exploded into a school until they complete their training,
screaming pillar of fire. When and every girl who enters Aretuza is magi-
you reach for the easiest form cally sterilized to keep her from giving birth
of power it’s easy to lose sight of to unstable magical children. eir isolation
your actual abilities. and rigorous training creates highly skilled
–Brandon of Oxenfurt
Mage Spells 101
Mages primarily use a style of magic Mixed Element
called spells. Spells are a complex bind-
ing of magic which takes energy from Some of the spells listed here
an elemental source and channel it into are impossible without the
a magical e ect which can range from invocation of at least two ele-
tremendously complex, such as storms ments. These spells are consid-
of re and tsunamis, to incredibly sim- ered mixed element, meaning
ple, such as lighting candles and creat- that they draw power from
ing mist. multiple elements.
Spells require great skill and con- Magic Ranges
centration to perform, and thus only a
small percentage of magic users can cast You’ll find that the ranges of
them. Magic users can rarely attain this most spells are very short com-
level of skill and concentration with- pared to the greater reach of
out training at one of the magic schools crossbows and other ranged
around the world. A skilled mage can cast weapons. This is because con-
spells very quickly and o en. taining the power required to
cast a spell at greater ranges is
ough casting high-level spells very difficult. Mages in combat
is risky, smaller spells become a daily tend to be similar to grena-
part of a mage’s life, from dressing in the diers: great power but shorter
morning to cooking meals. range.
Spells
Mixed Element Earth Air Fire Water
Afan’s Mirror Cenlly Graig Novice Spells Aenye Carys’ Hail
Control Water
Adenydd Curse of Sedna
Dormyn’s Fog
Blinding Dust Codi Bywyd Air Pocket Aine Verseos
Dispel Diagnostic Spell Bronwyn’s Gust Brand of Fire Downpour
Earthen Spike Cadfan’s Grasp Ice Slick
Glamour Korath’s Breath Freshen Air Magic Flare Puro Dwr
Magic Compass Luthien’s Quill Urien’s Shelter Raise Flames Rhewi
Mind Manipulation Magic Healing Static Storm Tanio Ilchar
Summon Sta Talfryn’s Prison Wave of Fire Anialwch
Telekinesis Merigold’s Hailstorm
Telepathy Zephyr Waves of the Naglfar
Journeyman Spells Part Water
Tryferi Gaeaf
Eilhart’s Technique Elgan’s eory Alzur’s under Demetia’s Crest Surge
Illusion
Rhwystr Graig Gwynt Troelli Flaming Vortex
Teleportation
Stammelford’sEarthquake Su ocate Seir Haul
Mental Command Polymorphism Master Spells Melgar’s Fire
Dervish
Standing Portal Transmutation Lightning Storm Mirror E ect
102
Novice Spells
Earth Spells Mixed Element Magic Compass Codi Bywyd
For the purposes of magic, Afan’s Mirror STA Cost: 3 STA Cost: 2
earth is used as a catch-all term E ect: Magic Compass allows E ect: Codi Bywyd can grow a
for both the mineral form of STA Cost: 3 you to instantly determine the di- small plant from seed to maturi-
earth and also natural and liv- E ect: Created by the talented Ae- rection to a place you have been ty in one turn. is allows you to
ing things such as plants and dirnian mage Afan of Gulet, Afan’s before. Alternately, the spell tells grow herbs and alchemical plants,
animals. mirror creates 1d10 illusory cop- which direction is north. but not larger plants such as trees.
ies of the caster. ese copies are Range: Self Range: 4m
Maintaining Spells intangible, but indistinguishable Duration: 1d6 Hours Duration: Immediate
from the caster and controlled by Defense: None Defense: None
Spells which are active require the caster’s mind. Controlling the
maintaining: every round the copies does not require an action Mind Manipulation Diagnostic Spell
mage must spend an amount but they cannot leave the spell’s
of STA equal to the value next range. STA Cost: 3 STA Cost: 3
to active. The mage must focus Range: 10m E ect: Mind Manipulation allows E ect: Diagnostic Spell allows you
on maintaining this spell and Duration: Active (2 STA) you to force one target to feel one to quickly assess a person’s health
cannot cast other spells while Defense: None of the following emotions for the and determine how many Health
they are maintaining an active duration of the spell: hatred, love, Points they have, what critical
spell. Blinding Dust depression, or euphoria. wounds they have, and if they are
Range: 5m sick or poisoned.
Telepathic Spying STA Cost: 3 Duration: 1d10 Rounds Range: 5m
E ect: Blinding Dust allows you to Defense: Resist Magic Duration: Immediate
You can use Telepathy to silent- shoot a magical dust into the eyes Defense: None
ly listen to a target’s thoughts. of a target that blinds them for the Summon Sta
This works the same as regu- duration of the spell. Earthen Spike
lar telepathy. If the target has Range: 4m STA Cost: 2
a witcher medallion this will Duration: 1d10 Rounds E ect: Summon Sta allows you STA Cost: 5
cause it to vibrate, and if the Defense: Dodge or Block dematerialize your sta and trans- E ect: Earthen Spike creates an
target is a mage and has Mag- port it to a place you have been angled stalagmite to stab up into
ic Training, they get a chance Dispel within the last day. You can cast the target. is spike does 5d6
each round to detect the tele- the spell again to summon the sta damage and remains until de-
pathic spying by rolling Magic STA Cost: Variable back to you. stroyed. It can be destroyed by do-
Training against your initial E ect: Dispel allows you to end a Range: N/A ing 20 points of damage to it.
Telepathy roll. spell/ritual/hex within the range Duration: Immediate Range: 6m
of this spell. is spell can cancel Defense: None Duration: Immediate
magic with a duration and can be Defense: Dodge or Block
used as a defensive action to block Telepathy
magic attacks with or without Korath’s Breath
physical components. To cancel STA Cost: 2
a magical e ect you must spend E ect: Telepathy allows you to STA Cost: 2
half as many Stamina points as the communicate telepathically with E ect: Korath’s Breath breaks
caster spent to cast the magic and one subject for the duration of the down a nearby stone or earth sur-
make a Spell Casting roll that beats spell. Telepathy crosses language face and sprays burning sand in
their casting roll. barriers. a 3m cone in front of you. Oppo-
Range: 10m Range: 10m nents in that area that fail their de-
Duration: Immediate Duration: Active (1 STA) fense are blinded for 1d6 rounds.
Defense: Spell Casting Defense: None Range: 3m Cone
Duration: Immediate
Glamour Earth Defense: Dodge or Block
STA Cost: 5 Cenlly Graig Luthien’s Quill
E ect: Glamour allows you to cast
an illusion around yourself that STA Cost: 3 STA Cost: 2
makes you look stunning. is E ect: Cenlly Graig hurls sharp E ect: Named for its inventor,
spell grants you +3 to Seduction, stones at your opponent. For every Luthien of Ebbing, Luthien’s Quill
Charisma, and Leadership. point you roll above your oppo- can etch writing or drawings into
Range: Self nent’s defense (maximum 10) you any solid surface. It cannot be used
Duration: 1d6 Hours deal 1d6 damage. Each roll counts on living creatures.
Defense: None as its own attack. Range: 1m
Range: 5m Duration: Immediate
Duration: Immediate Defense: None
Defense: Dodge or Block
103
Magic Healing Bronwyn’s Gust Zephyr Area of Effect
STA Cost: 5 STA Cost: 2 STA Cost: 5 When using area of effect
E ect: Magic Healing stimulates E ect: Bronwyn’s Gust is named E ect: Zephyr allows you to shoot spells such as Static Storm you
the natural healing of a target to a er the Skellige mage and raid- out a burst of wind that blasts an- should always keep in mind
heal them at a rate of 3 points of er, Bronwyn Deadeye. e spell yone within 2m of you back 6m. that these spells affect other
damage per round. is lasts for allows you to knock a target back player characters and friend-
the duration of the spell. Alterna- a number of meters equal to the is attack does only 1d6 damage, ly NPCs as well as enemies. It
tively, this spell can be used repeat- number of points you rolled over but if your opponent hits some- would be a shame to cast Static
edly to heal a critical wound. the opponent’s defense. is attack thing they su er ramming dam- Storm in a desperate situation
Range: 2m only does 1d6 damage, but if your age. and accidentally wound your
Duration: 1d10 Rounds opponent strikes something they Range: 2m Radius whole party.
Defense: None take ramming damage. Duration: Immediate
Range: 2m Defense: None Fine Telekinesis
Talfryn’s Prison Duration: Immediate
Defense: Dodge Fire When manipulating an ob-
STA Cost: 3 ject with Telekinesis, you are
E ect: Talfryn’s Prison is named Freshen Air Aenye basically just bending pow-
for Talfryn of Nazair, a treacher- erful wind around it. This al-
ous knight who was trapped for STA Cost: 2 STA Cost: 5 lows you to lift objects, push
three days in the garden of the E ect: Freshen Air allows you to E ect: Aenye allows you to throw objects, and to some extent
magician Drystan. e spell allows clear a 4m radius area (centered a ball of pure re at an opponent hold objects. Any skill-based
you to bind a target in roots. e around you) of any smoke, poison, within the range of the spell. is task you try to perform with
roots take 15 points of damage to or any other tainted air for the du- ball of re does 4d6 damage and Telekinesis, such as tripping a
break. Otherwise a Dodge/Escape ration of the spell. has a 75% chance of lighting the foe, maneuvering something
check must be made at a DC equal Range: 4m Radius target on re. through an obstacle course,
to your original Spell Casting roll Duration: Active (2 STA) Range: 12m or (god help you) swinging a
to escape. Defense: None Duration: Immediate sword, uses your Will and Spell
Range: 10m Defense: Dodge or Block Casting at a -3. Complex ac-
Duration: Until Destroyed Urien’s Shelter tions like picking locks, firing
Defense: Dodge Aine Verseos bows, and loading crossbows
STA Cost: 3 are incredibly difficult, taking
Air E ect: Urien’s Shelter, created by STA Cost: 1 a -5. If you choose to throw
the nautical air magician Urien of E ect: Aine Verseos creates an something with telekinesis use
Adenydd Cidaris, allows you to negate hos- area of bright light in a 4m radius your WILL stat instead of your
tile weather e ects in an 8m radius centred on you. BODY to calculate range.
STA Cost: 4 centered on you. is negates ex- Range: 4m Radius
E ect: Adenydd allows you to treme heat, extreme cold, rain, and Duration: Active (2 STA) Brands
lighten yourself slightly and create snow. Defense: None
a simple glide path when falling. Range: 8m Radius Only a surgeon can obliterate
Duration: 1d6 Hours Brand of Fire words burned into skin by a
is means for each 2m you fall Defense: None Brand of Fire. A doctor can re-
you travel 2m in a direction. If you STA Cost: 4 move a scar by rolling a DC:15
make it to the ground within the Static Storm E ect: Brand of Fire allows you Healing Hands check. A brand
duration of the spell you take no to brand a target with a simple is too large to remove, but after
damage. STA Cost: 5 symbol or word anywhere on their treatment it won’t spell any-
Range: Self E ect: Static Storm allows you to exposed body. is does 1d6 dam- thing out anymore.
Duration: Active (2 STA) infuse a 5m radius centred around age to the target and leaves a large,
Defense: None you with electricity. Anyone with- permanent scar.
in this area (excluding you) who is Range: 8m
Air Pocket wearing metal armor or carrying Duration: Immediate
metal weapons takes 2 points of Defense: None
STA Cost: 3 damage per round.
E ect: Air Pocket allows you to Range: 5m Radius Cadfan’s Grasp
create a pocket of fresh air under- Duration: 2d6 Rounds
water or in an area where there Defense: None STA Cost: 4
normally wouldn’t be fresh air. e E ect: Cadfan’s Grasp, named for
pocket has a 1m radius for the du- Telekinesis the magician and smith Cadfan of
ration of the spell. Ebbing, allows you to super-heat
Range: 12m STA Cost: 3 a metal item, making the holder
Duration: 2d10 Rounds E ect: Telekinesis allows you to drop the item or take 2d6 damage
Defense: None li and manipulate an object (up to the limb holding it. Alterna-
to 5 ENC per 1 point of Spell Cast- tively, the spell can heat weapons
ing) as though you were holding it. to give +2d6 damage and a 50%
Range: 5m chance to ignite a target.
Duration: Active (2 STA) Range: 8m
Defense: None Duration: 1d6 Rounds
Defense: None
104
Step Away From The Magic Flare Water Dormyn’s Fog
Mage STA Cost: 2 Carys’ Hail STA Cost: 3
E ect: Magic Flare creates a bright E ect: Created by Dormyn of
Once, while I was traveling with STA Cost: 3 Gemmera, Dormyn’s Fog creates
my dear mage friend, I saw ‘er ash above you. Everyone within E ect: Named for its creator an area with a 10m radius, centred
overdraw magic. Hoo boy... We an 8m radius must make a Resist Carys of Cintra, this spell hurls on you, of thick fog which puts an-
were facin’ off against a group Magic check or be blinded for 1d6 pellets of ice at high speeds at 1 yone in it at a -3 to Awareness and
of ghouls and they were bearin’ rounds. is are can be seen for opponent. For every 1 point you limits vision range to 4m.
down on us. My friend throws 10 kilometers. roll over your opponent’s Dodge/ Range: 10m Radius
up her hands and says some Range: 8m Radius Block (maximum 5), you deal 1d6 Duration: Active (2 STA)
fancy words, then all hell breaks Duration: Immediate damage and have a 25% chance to Defense: None
loose. This blue glow ripples Defense: Resist Magic freeze your opponent. Each roll
down her staff and through her counts as its own separate attack Downpour
arms. I hear this hissing noise Raise Flame when determining location and
all around and then ice starts dealing damage. STA Cost: 2
growin’ all over her arms, wor- STA Cost: 3 Range: 5m E ect: Downpour creates a 10m
kin’ its way up her arms like a E ect: Raise Flame allows you to Duration: Immediate radius area of rain that puts out
serpent. Had to crack the ice spread an existing re at a speed Defense: Dodge or Block any re it hits. is spell counter-
off of her with the back of my of 2m per round in any direction, acts re e ects.
axe just to get her movin’ right dull down a re to a weak blaze Control Water Range: 8m
again. Said it was like pourin’ (lowering the re damage by 1), or Duration: Active (2 STA)
acid through her veins and I intensify the re (raising the re STA Cost: 5 Defense: None
don’t doubt her one bit. damage by 1). E ect: Control Water allows you
Range: 10m to control the speed at which a Ice Slick
–Rodolf Kazmer Duration: Active (2 STA) body of water is moving and in
Defense: None what direction it’s moving for the STA Cost: 2
duration of the spell. is can be E ect: Ice Slick allows you to cre-
Tanio Ilchar used to slow swimming targets ate a 2m square area of ice. Anyone
by half, speed up ships by half, or who crosses that area must make
STA Cost: 3 slow or halt river currents. an Athletics check at a DC equal to
E ect: Tanio Ilchar creates a burst Range: 10m your Spell Casting check or trip on
of re in a 2m by 2m area. is has Duration: Active (2 STA) the ice.
a 100% chance of lighting a target Defense: DC set by the GM Range: 10m
in the area on re. Duration: 2d10 Rounds
Range: 8m Curse of Sedna Defense: Dodge
Duration: Immediate
Defense: Dodge STA Cost: 5 Puro Dwr
E ect: Named a er the tumultu-
Wave of Fire ous Sedna Abyss, which is con- STA Cost: 2
sidered a suicidal destination for E ect: Puro Dwr allows you to
STA Cost: 4 ships, Curse of Sedna creates a purify 1 cubic meter of water. is
E ect: Wave of Fire shoots a 3m powerful whirlpool in a 4 me- negates poison and disease, but
cone of re in one direction that ter area. Anyone within 5m must will not force living creatures out
does 2d6 damage to anyone who make a Swimming check equal of it. If cast on a small part of a
isn’t able to dodge or block, and to your Spell Casting check or be larger body of polluted water, the
has a 50% chance of igniting a dragged underwater. ey must water will begin to pollute again
target. make a check each round or re- a er the duration of the spell ends.
Range: 3m Cone main underwater, where they will Range: 4m
Duration: Immediate start su ocating. Duration: 1d10 Rounds
Defense: Dodge or Block Range: 12m Defense: None
Duration: Active (2 STA)
Defense: Dodge Rhewi
STA Cost: 2
E ect: Rhewi creates a thick layer
of ice around a target for the dura-
tion of the spell. e target is treat-
ed as frozen. If used on a non-liv-
ing target, the target cannot to be
manipulated or moved.
Range: 8m
Duration: 1d10 Rounds
Defense: Dodge
Journeyman Spells 105
Mixed Element Earth Blind Teleporting
Eilhart’s Technique Elgan’s eory You can teleport to a place you
don’t know as long as you have
STA Cost: 12 STA Cost: 10 an item from that location.
E ect: Named for its creator Philippa E ect: Elgan’s eory was discovered For instance you can teleport
Eilhart, this gruesome spell allows you by Elgan of Verden who travelled to to a stranger’s house if you
to dig into a target’s mind and tear out the heart of Mahakam and worked for have a piece of their cutlery or
information. If you succeed on your years studying earth magic. e spell something of the like. This is
Spell Casting roll you gain one piece of allows you to magnetize a metal object far more complicated howev-
information from the target. If the tar- within 8m. Anything metal within 2m er and requires a DC: 20 Spell
get fumbles their defense, their INT is is drawn and sticks to the magnet. It Casting check. If you succeed
reduced by 1 permanently. takes a DC:18 Physique check to pry an you teleport into the center of
Range: 3m object o . All metal that sticks to some- that location. If you fail you
Duration: Immediate one’s weapons or armor counts against teleport to a random location
Defense: Resist Magic their ENC. within 2d10 Miles.
Range: 8m
Illusion Duration: 2d10 Rounds
Defense: None
STA Cost: 8
E ect: Illusion allows you to create Rhwystr Graig
any visual illusion you want within
20m of yourself. Anyone who fails the STA Cost: 15
Resist Magic check sees the illusion E ect: Rhwystr Graig allows you to
and believes it. e illusion cannot be create a 2m by 3m rock wall with 30
touched, smelled, or heard, however. points of SP anywhere within 10m with
Range: 20m any facing. is wall remains until de-
Duration: Active (4 STA) stroyed.
Defense: Resist Magic Range: 20m
Duration: Until Destroyed
Teleportation Defense: None
STA Cost: 10 Stammelford’s Earthquake
E ect: Teleportation allows you to
teleport to a known location instanta- STA Cost: 12
neously. You cannot take anyone with E ect: Stammelford’s Earthquake al-
you and can only transport the items lows you to disrupt the ground in a
on your person or in your hands. At- 10m area and create a jagged, crum-
tempting to teleport with a person bling terrain which puts everyone in
simply teleports you and leaves them the area at a -2 to Re ex and a -3 to
behind. Teleporting require a DC: 15 SPD. Small structures on the shat-
Spell Casting roll. If you fail the roll, tered ground have a 10% chance of
you wind up in a random location 1d6 collapsing. Each round, a creature in
miles away. the spell’s area must make an Athletics
Range: N/A roll or sink into the crumbling ground,
Duration: Immediate which causes them to su ocate until
Defense: None they make a successful Athletics check
to climb out. A er the duration of the
spell ends, the ground stops churning
but it will remain shattered.
Range: 30m
Duration: 1d10 Rounds
Defense: Dodge
106
Accidental Spells Air Fire Water
Never actually seen someone Alzur’s under Demetia’s Crest Surge Anialwch
cast Merigold’s Hailstorm. Heh,
from what I heard Miss Meri- STA Cost: 15 STA Cost: 12 STA Cost: 8
gold wasn’t even plannin’ to cast E ect: Alzur’s under allows you E ect: Demetia’s Crest Surge al- E ect: Anialwch allows you to
it when she first did. Guess that’s to shoot a powerful lightning bolt lows you to create a shield of pure suck some of the liquid from a tar-
the way of magic sometimes. at a target which does 8d6 damage get’s body, damaging and exhaust-
Ya get into a situation where and has a 75% chance of setting re magic around you that blocks ing them. e spell does 4d6 dam-
ya need some fire-power but the target on re. Alzur’s under a number of water spells equal to 2 age which cannot be blocked by
ya ain’t got the time to think it can travel in a straight line through times your Spell Casting skill val- armor or shields. e extreme de-
out. Sometimes ya just reach for targets. For every target it passes ue. Projectiles that enter the shield hydration creates a fatigue which
the magic and can’t think about through the damage to the next are destroyed, and living creatures lowers the target’s current STA by
what it’s gonna do. Heh, gotta target decreases by 1d6. cannot enter the area of the shield. 4d6 as well.
admit though, from what I’ve Range: 25m Range: 10m Range: 10m
heard it sounds like she came up Duration: Immediate Duration: Active (4 STA) Duration: Immediate
with one hell of a spell. Defense: Dodge Defense: None Defense: Resist Magic
–Rodolf Kazmer Gwynt Troelli Flaming Vortex Merigold’s Hailstorm
STA Cost: 12 STA Cost: 15 STA Cost: 15
E ect: Gwynt Troelli creates a E ect: Flaming Vortex creates a E ect: Named for its creator Triss
barrier of wind around you that Merigold, ex-advisor of King
blocks ranged attacks and projec- aming tornado 2m wide. You can Foltest of Temeria, Merigold’s
tiles. Any projectile attack must direct the tornado to move a num- Hailstorm creates a hailstorm en-
beat your Spell Casting roll. If they ber of meters equal to your Spell compassing the area of the spell.
fail, the barrier knocks the projec- Casting skill value per turn. If it Everyone within the storm must
tile 8m away in a random direc- runs over or into a target, make make a Dodge/Escape check at
tion. a Spell Casting roll versus their a DC equal to your Spell Cast-
Range: 10m Radius Dodge/Escape roll. If they fail, ing check each round or take 2d6
Duration: Active (4 STA) they take 5d6 damage and have a damage to a body part.
Defense: None 50% chance of being set on re. Range: 30m Radius
Duration: Active (4 STA)
Su ocate e vortex will not travel beyond Defense: Dodge
the spell’s range.
STA Cost: 14 Range: 10m Radius Waves of the Naglfar
E ect: Su ocates a target for 1d10 Duration: Active (4 STA)
damage per turn. e su ocation Defense: Dodge STA Cost: 10
ends if the caster is struck with a E ect: Created by a mage who
weapon or stops focusing on the Seir Haul claimed to have witnessed the ride
spell. While su ocating, a target is of the Wild Hunt, this spell creates
treated as staggered. STA Cost: 10 a wave of ice magic that spreads
Range: 10m E ect: Seir Haul creates a num- out 3m from you in all directions.
Duration: Active (4 STA) ber of serpents from re magic Anyone who doesn’t dodge or
Defense: Resist Magic that swarm over a target. e tar- block the spell is frozen and takes
get is grappled and on re until 4d6 damage.
they make a Dodge/Escape check Range: 3m Radius
vs. your Spell Casting roll. Every Duration: Immediate
round that the target fails the Defense: Dodge or Block
Dodge/Escape check, the DC rises
by 1 point as the serpents tighten.
Range: 10m
Duration: 2d10
Defense: Dodge
107
Master Spells
Mixed Element Earth Air Trapped In Animal
Form
Mental Command Polymorphism Dervish
By attaching dimeritium to a
STA Cost: 25 STA Cost: 22 STA Cost: 22 mage who has polymorphed
E ect: Mental Command allows E ect: Polymorphism allows you E ect: Created by a mysterious into something else you can
you to plant an order in the mind to take the shape of a serpent, a O eri magician, Dervish allows trap the mage in that form,
of a target. is command must be cat, a bird, or a dog. While in this you to create a 2m tornado around unable to use magic or do any-
executed to the letter by the target. form, you have the physical statis- yourself. is tornado immediate- thing that said animal wouldn’t
If the command is something the tics of that animal (See Bestiary, ly redirects ranged attacks as per be able to do.
target would never do, they get a pg.310). Any items on your person Gwynt Troelli and acts a Zephyr
+5 to their Resist Magic check. transform with you. You must cast spell against anyone within 2m of Shaking Off
Range: 10m the spell again to change back to you. You cannot run while with- Commands
Duration: Until Task is Done your human form. in this tornado, or make attacks
Defense: Resist Magic Range: Self out of it. But if you move within Targets who wish to can at-
Duration: Until Re-Cast 2m of a target they are e ected by tempt another Resist Magic
Standing Portal Defense: None Zephyr. check every 1d6 rounds to
Range: 2m Radius throw off the mental com-
STA Cost: 22 Transmutation Duration: Active (6 STA) mand. If they succeed they are
E ect: Standing Portal creates a Defense: Dodge able to stop the compulsion.
1m by 2m oating portal up to 10m STA Cost: 25
from you. Stepping through this E ect: Transmutation allows you Lightning Storm
portal teleports you anywhere you to change the properties of a min-
can recall. e portal can transport eral or metal. You can change one STA Cost: 25
anything that ts through it. If you unit of metal into any other metal, E ect: Lightning Storm allows you
end the portal while something is or change an imperfect gem into to create a lightning storm. Light-
partially through, the portal slic- a perfect gem suitable for magic. ning strikes randomly around the
es the object (or creature) in two. Dimeritium or other metals in area. Anyone (except you) in the
contact with dimeritium cannot area has a 35% chance of being
e person is counted as being be created or changed by this spell. struck by lightning. If they miss
dismembered, as per the Critical Range: 2m this roll, they must make a Dodge/
Wound. You can create a portal to Duration: Permanent Escape check or take 8d6 damage
a location you don’t know as per Defense: None to the torso and have a 75% chance
Teleportation. to be ignited.
Range: N/A Range: 20m Radius
Duration: Active (6 STA) Duration: Active (6 STA)
Defense: None Defense: Dodge
108
Fire Water
Melgar’s Fire Part Water
STA Cost: 25 STA Cost: 25
E ect: is spell is well known for sowing chaos on the elds of the Pontar E ect: Part Water allows you to create an open area in a body of water, up
Valley. Melgar’s Fire allows you to rain balls of re from the sky over a huge to 10m by 100m by 10m. Fish, monsters, and other creatures in the water
area. Anyone (except you) in the area has a 75% chance of being struck by are swept back with the water. You can pass in and out of the wall as easily
a ball of re. If they miss this roll, they must defend at a DC equal to your as stepping in or out of a body of water without disturbing the walls. If used
Spell Casting check or take 4d6 damage to a random location and have a while in the water the the e ect pushes the caster aside as well. e area can
75% chance of being ignited. be summoned in any orientation, even vertical.
Range: 40m Radius Range: 10m Radius
Duration: 2d6 Rounds Duration: Active (6 STA)
Defense: Dodge or Block Defense: None
Mirror E ect Tryferi Gaeaf
STA Cost: 25 STA Cost: 22
E ect: Mirror E ect creates a blinding beam of light which does 10d6 dam- E ect: Tryferi Gaeaf allows you to shoot a number of 2m spikes of ice equal
age. is laser can be dodged and blocked (destroying whatever blocks it) to half your Spell Casting skill value at any number of targets within range.
but it cannot be displaced by wind and can only be parried by a re ective
surface, which still takes damage. e re ected laser goes o in a random ese spikes do 5d6 points of damage and, if they do damage through ar-
direction. is spell uses the rays of the sun and cannot be used where the mor, freeze the opponent and do 2 point of damage each round until they
sun’s rays can’t penetrate. By the light of the moon or on overcast days, it are broken o with a DC:20 Physique check or by doing 20 points of dam-
does half damage. age to them. Otherwise, these spikes last for the duration of the spell. Each
Range: 20m attack resolves separately.
Duration: 2d6 Rounds Range: 20m
Defense: Dodge or Block Duration: 1d10 Rounds
Defense: Dodge or Block
Priest Invocations 109
Priests and druids are unusual magic Mages Learning
users. While mages are still unsure as to Invocations
where the magic of a priest comes from,
it is widely believed that their power is Mages are incapable of learn-
divine and granted to them by their deity. ing invocations enveloped
For priests this may be to spread the word by priest and druids. They
of their god, while druids believe their utilize and control magic
power has been given to them to preserve in such a different way that
the inherent balance of the world and of it is impossible for them to
nature. wrap their heads around the
fervent, faith-based magic
Technically priests wield the pow- of their holy counterparts.
er required to cast spells. However, they do Arch Priest invocations are so
not train to the level of precision required. rooted in the fervent belief of
Instead, priests and druids perform invoca- the Priesthood that they are
tions and create sigils: simpler “spell-like” usually only taught by very
charms which are cast with a less orderly high-ranking priests belong-
and more fervent series of incantations and ing to the specific religion.
gesticulations. High level priest sometimes
manifest these invocations
Invocations can summon a vast through deep and solemn
amount of power, and many priests are ad- prayer and contemplation.
amant that they are divine, and thus more
holy and pure than the heretical mage spells.
Druid Preacher Arch Priest
Invocations Invocations Invocations
Novice Invocations Novice Invocations Deity Invocation
Boiling Blood Blessing of Good Fortune CorramAgh Blessing of Death
Cursed Illness Blessing of Love Tera
Friend to Wild Kind Holy Light e Eternal Eternal Judgement
Nature’s Gi Fire Freya’s Bravery
Nature’s Sight Waters of Clearance Freya Healing Rest
Sigil of the Hidden Web of Lies
Melitele Luck of the Father
Journeyman Invocations Vaults of Knowledge Kreve White Flame
e Great
Blessing of Healing Journeyman Invocations Sun
Primal Reservoir
Cleansing Fire
reads of Life Holy Forti cation
Master Invocations Light of Truth
Shape Nature Master Invocations
Song of the Sky
Divine Portal
Divine Wisdom
110
Novice Druid Invocations
Boiling Blood Friend to Wild Kind Nature’s Sight
STA Cost: 3 STA Cost: 1 STA Cost: 2
E ect: Boiling Blood causes an E ect: Friend to Wild Kind grants E ect: Nature’s Sight allows you
animal or non-sentient monster the caster a +3 to Wilderness Sur- to see creatures that are not natu-
within range to become enraged vival for handling animals. Alter- ral to this realm. is allows you
at a target. e creature will try to nately it can calm one animal if to see monsters within 50m, even
attack the chosen target until the the Spell Casting roll exceeds the through obstacles. Monsters seen
duration ends. animal’s WILLx3. in this view appears as glowing
Range: 8m Range: Self or 5m versions of themselves.
Duration: 1d10 Rounds Duration: 1d6 Hours Range: Self
Defense: Creature’s WILLx3 Defense: Creature’s WILLx3 Duration: Active (1 STA)
Defense: None
Cursed Illness Nature’s Gift
Sigil of the Hidden
STA Cost: Variable STA Cost: Variable
E ect: Cursed Illness causes one E ect: Nature’s Gi grows a small STA Cost: 2
target to fall ill. e illness man- cluster of edible plants in soil of E ect: Drawing the Sigil of the
ifests di erently based on how any kind. ese plants are enough Hidden covers a 3m area in
many Stamina points are spent. to sustain a number of people branches, foliage, and other natu-
2 points causes the target to dou- equal to the number of STA points ral elements to provide complete
ble over coughing and staggers spent for 1 day. visual cover. is grants you a +5
them. 4 points causes the target Range: 2m to Stealth, but immobilizes those
to become violently ill, stunning Duration: Immediate inside and must be cast again to
them. 6 points causes the target to Defense: None uncover yourself. You can cut
become ill with a ravaging disease away the brush by doing 10 points
which is treated as a poison. e of damage to it.
invocation ends when the target Range: Self
makes an Endurance roll at a DC Duration: Until Dispelled
equal to the casting roll. Defense: None
Range: 8m
Duration: Endurance Roll Ends
Defense: Resist Magic
Journeyman Druid Invocations
Blessing of Healing Primal Reservoir reads of Life
STA Cost: 5 STA Cost: 6 STA Cost: 4
E ect: Blessing of Healing jump- E ect: Primal Reservoir allows E ect: reads of Life allows you
starts a target’s healing, allowing you to tap into the primal power to see the life energy binding every
them to heal at 3 points per round. of a target and awaken it. It grants target within the radius of the
them a +2 to Melee Damage, but a spell, which tells you their cur-
is blessing can be used multiple -2 to INT for the duration of the rent Health Points and any critical
times to heal a critical wound. spell. wounds they have su ered.
Range: 2m Range: 5m Range: 10m
Duration: Active (3 STA) Duration: 2d6 Rounds Duration: Active (2 STA)
Defense: None Defense: Resist Magic Defense: None
Master Druid Invocations 111
Shape Nature Song of the Sky Skelligers In A
Storm
STA Cost: 12 STA Cost: 10
E ect: Shape Nature allows you to create a golem E ect: e Song of the Sky changes the weather in the Skelliger druids like to change
from a small nearby tree. e golem serves you for area directly around you. You can change the weather up the weather durin’ big con-
the duration of the spell and will turn back into a to: clear sky (no modi ers), cloudy (little sunlight), flicts. Granted, ain’t gonna
tree when the duration ends. If killed, the golem only rainstorm (puts out res), wind storm (-2 to DEX for happen much since druids
yields 2d10 units of timber. In all other ways, the tree ranged attacks), or lightning storm (35% chance of don’t like to get involved in
acts as a normal golem. being struck by lightning, equivalent to the Lightning combat. Heh, Skelligers do
Range: 10m Storm spell). better in a sea storm than any
Duration: 1d10 Rounds Range: 50m continental and they take ad-
Defense: None Duration: Active (5 STA) vantage of it.
Defense: None
–Rodolf Kazmer
Novice Preacher Invocations Preachers
Blessing of Fortune Holy Light Waters of Clearance Oh boy... Priests are a real
strange case in the North right
STA Cost: 1 STA Cost: 1 STA Cost: 1 now. I mean, they use magic
E ect: e Blessing of Fortune E ect: Holy Light lights up an area E ect: Waters of Clearance sobers of course but their magic’s ‘Di-
gives the target LUCK points equal as though the caster was carrying the target immediately. is in- vine’ and whatnot. Heh, seems
to half the value you rolled over a torch. e light gives o no heat cantation counteracts alcohol and like that’s enough to keep ‘em
DC:12 (max 5). and cannot be used to ignite other alchemical solutions that cause in- from gettin’ burned at the
Range: 10m objects like a torch can. toxication. stake. But Radovid still keeps
Duration: Until Expended Range: Self Range: 5m ‘em on a leash. Keeps ‘em in
Defense: None Duration: 3d10 Rounds Duration: Immediate the churches most of the time
Defense: None Defense: Resist Magic from what I hear. Some folk
Blessing of Love say it’s ‘cause, divine or not,
Vaults of Knowledge Web of Lies magic’s a dangerous thing. My
STA Cost: 2 guess is, Radovid ain’t gonna
E ect: e Blessing of Love gives STA Cost: 3 STA Cost: 3 throw the baby out with the
the caster a +3 to Charisma and E ect: Vaults of Knowledge al- E ect: Web of Lies allows you to bath water. Heh, a renegade
Seduction for the duration of the lows you to reach back into your scramble the information in a tar- mage is dangerous, but a loyal,
invocation. mind and access any knowledge or get’s head, making them question pious priest who can heal your
Range: 5m memory that you’ve ever known as every piece of information and injured and give ya a benefit
Duration: 1d10 Rounds if you were just experiencing it. memory. is stuns the target. on the battlefield too?
Defense: None Range: Self Once per round, on their turn, the
Duration: Immediate target can roll 1d10. If they roll un- –Rodolf Kazmer
Defense: None der their INT the e ect ends.
Range: 8m
Duration: INT roll ends
Defense: Resist Magic
112
Journeyman Preacher Invocations
Cleansing Fire Holy Forti cation Light of Truth
STA Cost: 6 STA Cost: 5 STA Cost: 4
E ect: Cleansing Fire ignites one E ect: Holy Forti cation bolsters E ect: e Light of Truth allows
target, doing 3d6 damage and set- a target’s willpower and allows the you to create a bright white light
ting them on re. target to make a new check against that forces one target to speak
Range: 10m the e ects of any spell that is cur- truthfully. Every round the target
Duration: Until Put Out rently a ecting them. must make another check. If they
Defense: Resist Magic Range: 10m fail, they must answer any ques-
Duration: Immediate tion truthfully.
Defense: None Range: 5m
Duration: Active (2 STA)
Defense: Resist Magic
Master Preacher Invocations
Divine Portal Divine Wisdom
STA Cost: 12 STA Cost: 10
E ect: Divine Portal creates a standing portal for a E ect: Divine Wisdom searches with a powerful au-
brief instant. e portal lasts for just one round and gury for the answer to a question. is answer cannot
allows you to transport yourself or others anywhere predict the future. e GM sets your DC based on the
you can recall. is portal otherwise functions like the secrecy of the information.
mage spell, Standing Portal. Range: 50m
Range: N/A Duration: Active (5 STA)
Duration: 1 Round Defense: None
Defense: None
113
Arch Priest Invocation
Blessing of Death Healing Rest Arch Priests
STA Cost: 16 STA Cost: 16 Arch Priest invocations are
E ect: Summoning the power of the Lion-Headed E ect: With the power granted to you by Melitele, the considered tremendous feats.
Spider, you cut the ties of life holding a target to this mother goddess, you can place a number of people They are so uncommon
world. e target must roll Resist Magic or be thrust equal to the value of your Spell Casting skill into a among the priesthood that
into Death state as if by taking normal damage. How- deep coma in which their bodies heal themselves. more fanatical followers con-
ever if they are treated with a successful First Aid or sider them miracles.
Healing Hands roll at a DC of 16, they immediately ey cannot act for the entirety of the rest and are un-
recover their previous number of Health Points. aware of their surroundings even if touched, moved, Kreve Vs the Eternal
Range: 10m or attacked. At the end of the rest, targets revive at full Flame
Duration: Immediate health. If they had any critical wounds that had been
Defense: Resist Magic treated, these wounds have been healed. is does not Don’t get me wrong. Ain’t a
remove permanent penalties from Deadly Critical fan of either the Church of
Eternal Judgement Wounds. Kreve or the Eternal Flame.
Range: 5m Bein’ a dwarf, think both of
STA Cost: 16 Duration: 1 Day ‘em would be happy to put my
E ect: Using the power granted to you by the Eternal Defense: None head on a spike soon as look at
Fire, you cause a target to burst into a bright white me. But the North’s seein’ one
Luck of the Father hell of a war for the faithful
re, tinged with red. e re does double the nor- between ‘em right now. Ra-
mal re damage and cannot be extinguished except STA Cost: 16 dovid’s stormin’ into Kaedw-
by magic, or by completely submerging underwater E ect: With power granted to you by Kreve, the en, to ‘secure the north’ and
for 3 rounds. Anything that touches this magical re All-Father, you gather divine providence to you. For Kaedwen’s sure as hell pushin’
ignites with normal re and can be put out in one full the duration of the spell you can spend a number of back. Both sides are pretty
round. LUCK points equal to your Spell Casting skill value damn religious and you’ll see
Range: 10m times 3. You can augment any rolls you make, but can banners of the Eternal Flame
Duration: Until Put Out also impose penalties or grant bonuses to the roll of and Kreve trampled into the
Defense: Resist Magic anyone within 10m. mud if ya wind up in Kaedw-
Range: Self//10m en. Problem is, Kreve mighta
Freya’s Bravery Duration: 1 Hour been popular a while ago but
Defense: None his time’s fadin’, and the Kaed-
STA Cost: 16 weni may be strong but they’re
E ect: Calling upon the power of the goddess Freya, White Flame also short-sighted and out-
you summon her spirit into your body, creating a manned. Think we may be
glow around yourself which emanates 20m in all di- STA Cost: 16 seein’ the death of the church
rections. Every person within that area is emboldened E ect: Summoning the power of the Great Sun, you of Kreve.
by Modron Freya’s love and guidance. ey become create a bright aura of White Fire which lights the sur-
immune to fear and gain 25 Health Points for the du- rounding area to the level of bright light. is aura of –Rodolf Kazmer
ration of the spell. If they leave the area of the invoca-
tion, its e ects last for 1d6 rounds. ese rounds re- re doesn’t burn anyone who touches it but does thaw
new if the person re-enters the area of the invocation anyone in the spell’s area, and dispels water-based
and leaves again. is invocation a ects those who spells in the area. Water-based spells can only be cast
don’t believe in Freya, but the power can be withheld in the area of the spell if the caster’s Spell Casting
from anyone the caster chooses. check beats that of the Priest of the Great Sun. On top
Range: 20m Radius of this, any monster in the area that is vulnerable to
Duration: 20 Rounds sunlight takes double the normal penalties.
Defense: None Range: 10m Radius
Duration: 1 Hour
Defense: Resist Magic
114 Witcher Signs
Using Axii For A witcher uses a form of magic known as
Persuasion signs. Signs are small magical tricks that are
the dagger to the long sword of spells. ese
Axii can also be used instead signs require a very small amount of magic
of Persuasion. You roll Spell and of focus.
Casting instead of Persua-
sion, and the opponent rolls Most other magic users look down on
Resist Magic instead of Re- the use of signs since they are the lowest form of
sist Coercion. However Axii magical evocation, but they serve witchers well.
summons a glow of white en- Witchers don’t have the magical attunement to
ergy around your hand and learn any magic beyond signs and do not learn
the target’s head, so it is easily the required focus or precision to practice the
spotted by anyone watching. higher levels of spells, even if they did have the
power.
However, signs have hidden depths. Not
only are there other, more complex signs, there
are alternate forms of all of the basic signs taught
to new witchers in the academies of Witcher
training.
Basic Signs to impact your Health Points or Igni (Fire)
Stamina just like any other attack.
Yrden (Mixed) STA Cost: Variable
Quen can be used to de- E ect: Igni throws out a wave of
STA Cost: Variable fend against any spell which can be sparks and re which does 1d6
E ect: Yrden creates a large magic Blocked but is ine ective against damage per STA point spent and
circle on the ground around you. damage caused by spells which has a 50% chance of lighting an-
Anything that steps into that circle cannot be Blocked or against ything it hits on re. Igni always
takes a negative to SPD and REF damage caused by already being deals damage to the torso unless
(equal to the number of STA you poisoned, having a disease, or suf- used at point blank range. When
spent) until they exit the circle. focation due to a lack of oxygen in used at point blank range Igni can
Any incorporeal creatures that en- the surrounding area. be aimed at body locations.
ter the circle become corporeal. Range: 2m Cone
Range: 3m Radius You cannot cast Quen Duration: Immediate
Duration: 5 rounds again until your current Quen Defense: Dodge or Block
Defense: None shield has been exhausted or the
duration ends. Axii (Water)
Quen (Earth) Range: Self
Duration: 10 rounds or until exhausted STA Cost: Variable
STA Cost: Variable Defense: None E ect: Axii stuns an opponent un-
E ect: Quen creates a shield with til they can make Stun save at -1.
5 Health Points per point of Stam- Aard (Air) For every 2 points of additional
ina spent to protect you. If you STA you spend past 1, the Stun
fail (or choose not to or are una- STA Cost: Variable save becomes harder by 1 point.
ble to) to defend against an attack E ect: Aard shoots a wave of tele- Range: 8m
or e ect which causes damage, kinetic force, staggering creatures Duration: Until Shaken O
the damage is rst applied to the with a 10% chance of those a ect- Defense: Resist Magic
Quen shield. Lethal and non-lethal ed being knocked prone. e per-
damage reduce the Quen shield’s centage rises by 10% for each point
Health Points equally. If the shield of STA spent.
is reduced to 0 Health any remain- Range: 2m Cone
ing damage is applied to you as per Duration: Immediate
normal and must penetrate your Defense: Dodge
armor and damage resistances
Alternate Sign Forms 115
Magic Trap (Mixed) back 2m and takes 1d6 damage to Fire Stream (Fire) Variable STA
the torso. is includes objects, Cost
STA Cost: Variable furniture, and allies. Anything STA Cost: Variable
E ect: Yrden now creates a mag- rooted to the ground or heavier E ect: Igni now throws out a con- Due to the simple nature of
ical trap that takes one round to than 226kg is not pushed back but stant stream of re and sparks witcher’s signs, you can put as
prepare. is trap attacks using still takes damage. from your hand which does 1d6 much or as little power into
your Spell Casting & WILL and Range: Self damage per STA point spent, and them as you like (Maximum
does 3d6 damage. e trap will Duration: Active (Initial STA) has a 75% chance of lighting the 7 points) as long as it falls
make one attack against the closest Defense: None opponent on re. Fire Stream within your Vigor Threshold.
enemy each round. must be maintained every round The effects of a sign intensify
Range: 3m Radius Aard Sweep (Air) with a number of STA points equal as you put more STA into it.
Duration: 1 Round per STA point to 1/2 the number of STA points
Defense: Dodge or Block STA Cost: Variable spent to cast the sign. You can Learning Signs
E ect: Aard now shoots a burst of switch targets on your turn and
Active Shield (Earth) telekinetic force around you. For the stream can be aimed at body Witcher’s signs are incredibly
each STA point spent, everything locations. simple and require a small
STA Cost: Variable caught in the burst has a 10% Range: 3m amount of magic to actually
E ect: Quen now creates a glow- chance of being knocked to the Duration: Active (1/2 Initial STA) cast. They are very easy for
ing shield around you. e shield ground and staggered. e burst Defense: Dodge or Block any other magic user to learn
has 10 HP for every Stamina point travels out in all directions as a (equivalent to a novice spell
spent. Each round a er the rst, sphere. Flying creatures struck Puppet (Water) or incantation). Alternate
you must spend a number of STA with Aard Sweep are knocked out signs are slightly more com-
points equal to the initial STA of the air as well as being knocked STA Cost: Variable plicated (equivalent to jour-
cost to maintain the shield. Active down. E ect: Axii now controls an op- neyman spells).
Shield only covers you, but you Range: 4m Radius ponent’s mind, making them your
can t one other person into it if Duration: Immediate ally for a number of rounds equal
you are pressed together. While in Defense: Dodge to the number of STA points you
the active shield nothing tangible spent on the spell. Each round, the
can pass in or out without destroy- target can make a Resist Magic roll
ing the shield rst and you must against your Spell Casting roll to
move slowly to keep the shield up, try and free themselves.
meaning you cannot run. When Range: 8m
the shield is expended or dropped, Duration: Until Shaken O or STA
anything adjacent to you is pushed Defense: Resist Magic
116 Rituals
Forbidden Rituals are a very formulaic and easily learned
Rituals form of magic. A ritual consumes speci c (of-
ten expensive) components, and it takes time to
Even before the world was perform all of the steps of the ritual. However,
split between Radovid burnin’ rituals can produce results that even exceed the
mages and Emhyr imprisonin’ power of mage spells.
‘em there was illegal magic.
Dark arts and whatnot. Chief Many di erent rituals have been tran-
among ‘em was Necroman- scribed by mages from the southern tip of Nil-
cy and Goetia. Makes sense. fgaard to the farthest Northern keeps. However
Heh, necromancy’s all about many of these rituals are regional and rarely seen
ressurectin’ the dead and goe- past the bounds of their home country or city.
tia lets ya make deals with
devils. Gods, can’t imagine the ere are a few rituals which are universal and are
mess ya’d have to be in to think taught in magical academies across the continent.
that’s a good idea.
Many magic users are capable only of a
–Rodolf Kazmer single ritual, or perhaps two. ese lesser magic
users make up most of the magical population:
magical adepts who, perhaps, are hydromancers
who can see events of the past or present in pools
of water. ey are considered magical adepts but
not mages.
Rituals are also the realm of necromancy,
goetia, and other magic forbidden by the Coun-
cil of Mages. Performing them is punishable by
death in any country.
Cleansing Ritual Rituals Magical Message
Pyromancy Ritual of Magic
Spell Jar Novice Rituals Telecommunication
Consecrate Hydromancy Oneiromancy
Ritual of Life
Artifact Compression Spirit Seance Interactive Illusion
Journeyman Rituals
Magic Barrier
Master Rituals
Golem Cra ing
117
Novice Rituals Components
Cleansing Ritual Magical Message Ritual of Life With the exception of a tele-
communicator, the compo-
STA Cost: 3 STA Cost: 3 STA Cost: 5 nents specified by a ritual are
E ect: Cleansing Ritual cleans- E ect: Magical Message records a E ect: e Ritual of Life creates consumed at the end of the
es one target’s body of poisons or message of up to 5 minutes into a a magic circle which in uences ritual (whether it succeeds or
diseases. When activated, the cast- gemstone or piece of glass etched the healing capabilities of a tar- not).
er makes a Ritual Cra ing check with a magical sigil. You can set get within it. e circle grants re-
against a speci c DC to cleanse the up to 3 speci c triggers that ac- generation of 3 Health Points per Many rituals re-
target’s body. Alcohol and drugs tivate the message. Once played, turn. is regeneration lasts for 10 quire materials which aren’t
are reasonably easy, with a DC of the message goes dormant un- rounds, and only while the target considered Components
12. Poisons and oils are harder, til another trigger occurs. When remains in the circle. If the target and aren’t listed in the Com-
with a DC of 15. Major illnesses triggered, an illusion of the caster leaves the circle it disappears. ponents list in the Crafting
are very di cult to cleanse, with a appears and gives the message. Preparation Time: 5 Rounds Section. These items, such
DC of 18. Cleansing Ritual cannot When cra ed with a perfect gem- Di culty Check: 15 as spirits and chalk, are in the
cure plagues such as Catriona. stone, the message appears as clear Duration: One Use General Gear section of the
Preparation Time: 5 Rounds as if the ritual cra er were truly Components: Chalk (x2), Ashes Character chapter on pg.93.
Di culty Check: Variable there. (x2), Wax (x2), Mandrake Root
Duration: Immediate Preparation Time: 5 Rounds (x2) Ritual Books
Components: Chalk (x2), Spirits Di culty Check: 12
(x1), Mistletoe (x2), Crow’s Eye Duration: Permanent Ritual of Magic You used to be able to find
(x1), Balisse Leaves (x1) Components: Glass (x1), Fi h books of rituals in book stalls.
Essence (x1), Quicksilver Solution STA Cost: 3 At least in Redania they are
Hydromancy (x1) E ect: e Ritual of Magic creates nowconsideredtoohottohan-
Alternate Components: Perfect a magic circle which bolsters mag- dle, what with the anti-mag-
STA Cost: 5 Gemstone (x1) ical tolerance, granting a bonus to ic hysteria that seems to be
E ect: Hydromancy allows you Vigor reshold equal to half the gripping us. Most of the ritual
to stare into a small body of water Pyromancy caster’s Ritual Cra ing skill value. books in our great library are
and glimpse an event that hap- gone. All the ones about sex,
pened within the last two days STA Cost: 5 is bene t is bestowed on the persuasion, and wealth were
or that is currently happening. E ect: Pyromancy allows you to rst person with magical ability to lifted by the students long ago
Watching an event in the past uses stare into a burning re and wit- enter the circle and focus on it, and and everything else has been
the base DC. If you are trying to ness events that are currently hap- lasts for 5 hours. Alternatively, the taken by the priests and—I as-
glimpse an event that is currently pening. Pyromancy is more dan- caster can expend the circle to gain sume—burned. I don’t know
happening, increase the DC by 3 gerous than Hydromancy, making 1d6/2 units of Fi h Essence. that I believe in most generic
points. If you are viewing a current it harder to maintain and impos- Preparation Time: 5 Rounds rituals but the idea of any
event, a magician present at that sible to peer backwards. However, Di culty Check: 15 book being burned does hor-
event can sense the augury with a it is easier to view events that are Duration: One Use rify me. If you find a manual
Magic Training roll that beats your currently happening. Similarly to Components: Chalk (x2), Glass of rituals hang on to it. This in-
Ritual Cra ing roll. Hydromancy, a mage you view (x2), Sulfur (x2), Infused Dust sanity will pass and they may
Preparation Time: 5 Rounds can sense the augury with a Magic (x1) wind up being worth a great
Di culty Check: 15 (18) Training roll that beats your Ritual deal of money.
Duration: Active (2 STA) Cra ing roll.
Components: A Small Body of Preparation Time: 5 Rounds –Brandon of Oxenfurt
Water or a Bowl of Water, Fi h Di culty Check: 15
Essence (x2), White Myrtle Petals Duration: Active (4 STA)
(x2), Pearl (x2), Lunar Shards (x1), Components: A Small Fire, Fi h
Berbercane Fruit (x1) Essence (x2), Ashes (x2), Calcium
Equum (x5), Crow’s Eye (x2), Wax
(x2)
118 Spell Jar Spirit Seance Telecommunication
Spirit Possession STA Cost: 5 STA Cost: 5 STA Cost: 3
E ect: Spell Jar creates a magical E ect: Spirit Seance contacts the E ect: A Telecommunicator al-
Any specter summoned by vortex inside a sealed clay jar. is spirit of a dead person. e seance lows you to communicate with
a Spirit Seance can possess a magical vortex lasts for 1d6 days brings the soul back as a specter another person with a Telecom-
target by making a Spell Cast- and activates when the jar is bro- with the sentience of the origi- municator. e ritual is simple but
ing check greater than the ken. When broken, the magical nal person. e specter retains all requires both participants to have
target’s Resist Magic roll. The vortex opens and a random spell memories, including the memory a telecommunicator and perform
target gets a save against the from the list below occurs. Roll of their death, and can be spoken the ritual. However it allows you
original Spell Casting check 1d10/2: with at its burial site. e specter to communicate across tremen-
every 1d6 rounds. Until they 1. Talfryn’s Prison cannot be sent back to the realm of dous distances, allowing commu-
make this check the spect- 2. Zephyr the dead except at its own choice, nication between all parts of the
er completely controls their 3. Tanio Ilchar or by killling it. e Seance will known Continent.
body. The possessed person 4. Dormyn’s Fog summon the spirits of anyone of Preparation Time: 5 Rounds
gets a +5 to their Resist Mag- 5. Static Storm the same bloodline within 20m so Di culty Check: None
ic roll if the specter makes Preparation Time: 5 Rounds using this spell in family crypts is Duration: 1 Hour
them do something they Di culty Check: 15 not advised. Components: A Telecommunicator
would never do, and a +10 Duration: 1d6 Days Preparation Time: 5 Rounds
if the specter makes them do Components: River Clay (x5), Di culty Check: 12
something suicidal. Fi h Essence (x1), read (x2), Duration: Permanent
Chalk (x1), Wax (x1), Han Fiber Components: Some Blood of the
Oneiromancy (x2), Infused Dust (x1) Deceased or a Relative, Mandrake
Root (x1), Sewant Mushrooms
Oneiromancy seems to be (x2), Wolfsbane (x2), Sulfur (x2)
mostly a gift rather than a
study. It is so rare that even Journeyman Rituals
charlatan oneiromantics are
rare. They are supposed to be Consecrate Magic Barrier Oneiromancy
able to dream of past, present,
or future events, which I sup- STA Cost: 12 STA Cost: 10 STA Cost: 8
pose would be handy if we E ect: Consecrate creates a mag- E ect: Magic Barrier creates a E ect: Oneiromancy grants the
ever learned from past events. ic circle which temporarily repels circular barrier of pure force that caster a dream which unveils se-
The only legitimate oniero- monsters. is circle can be up to is 10m in diameter. is barrier crets and events of the past and
mancers I’ve heard of belong 10m in radius and forces any mon- takes 50 Health Points before it is present. A caster can perform the
to the Tilly family so perhaps it ster that tries to enter the area to destroyed. On your turn you can ritual alone, much like Hydroman-
is a question of genetics. roll a Resist Magic check at a DC spend an additional STA point on cy. It also requires a Ritual Casting
equal to the Ritual Cra ing check top of the active cost to regenerate check to witness events that have
–Brandon of Oxenfurt used to create the circle. Spell ef- Health Points in the shield at a rate occurred previously and a more
fects generated by monsters can- of 5 Health per STA point. di cult DC to witness events
not enter the circle, but non-magi- that are occurring at the moment.
cal projectiles thrown by monsters is shield is solid and Oneiromancy can be detected like
ignore it. impassible to any solid object. Hydromancy.
Once the shield has been erected,
A monster that makes nothing can enter. Air is replen- However the Oneiro-
a successful roll to enter the circle ished within the shield, so those mancer can also guide a number
can remain in it, but must make within can breathe. If a mage of people equal to their Ritual
another roll to exit the circle. If wishes, they can stop this replen- Cra ing skill value to share their
you are using the traditional rules ishment, leaving only 20 rounds enlightening dream. To do this,
for monster vulnerabilities, you of air. For every extra person in the oneiromancer must make a
must use silver for monsters vul- the shield the rounds of air are re- bond with the people they want
nerable to silver and meteorite for duced by 1. Ethereal creatures can to enlighten. is requires the
monsters vulnerable to meteorite. pass through this shield, and you participants to answer a series of
Preparation Time: 10 Rounds can teleport in or out. personal questions, as truthfully
Di culty Check: 18 Preparation Time: 10 Rounds as possible. e dream lasts for the
Duration: Until Dispelled Di culty Check: 18 duration of the ritual.
Components: Fi h Essence (x5), Duration: Active (2 STA) Preparation Time: 10 Rounds
Infused Dust (x2), Chalk (x4), Sil- Components: Fi h Essence (x5), Di culty Check: 15 (18)
ver or Meteorite (x5) Infused Dust (x2), Chalk (x4) Duration: 1d10 Rounds
Components: A Place to Sleep
Master Rituals 119
Artifact Compression Golem Crafting Interactive Illusion Golem Work Ethic
STA Cost: 16 STA Cost: 15 STA Cost: 12 You should never underes-
E ect: Artifact Compression con- E ect: Golem Cra ing creates a E ect: Interactive Illusion cre- timate a golem’s work ethic.
verts a target creature within 10m golem that serves the caster until it ates an illusion with sight, sound, They never tire, never rebel,
to 1/10th original scale and encas- dies. e process creates a simple smell, and tangible feelings. Noth- and never get bored. If you
es them in jade. While in the statu- golem that is bound to your will. ing about the illusion is real but it order your golem to kill a tar-
ette this target is unconscious. e It will do anything that you ask it all feels real to anyone who enters get, it will chase that target to
process of transformation is ex- to, but it cannot think and can’t its area. e illusion covers a 20m the ends of the earth, contin-
cruciatingly painful for the target perform nesse tasks that require radius and its caster actively con- uing to search even after the
and the target must make a DC:15 trols and shapes it. If they create a target has escaped. If you told
Endurance check or take 6d6 dam- ngers or grabbing small things. danger within the illusion to battle your golem to dig straight
age to their torso. A golem will execute the last order intruders, each intruder may make down, it would dig non-stop
it was given. If it fails, it will try a Magic Resistance or Endurance until it reached the planet’s
A target can be kept in a again endlessly until it succeeds or check at DC:12. If they succeed, core and melted. It wouldn’t
state of Artifact Compression for you order it to stop. If the order is they realize that nothing is actual- even stop as it started to melt.
an inde nite amount of time and ongoing (“fetch some water”) the ly happening to them and take no
their body is held in suspension so golem will continue to perform damage. If they fail they think that Dying As An
they don’t age. While in condensed that order until it dies or you order the damage is real, and must roll a Artifact
form, a target has 1/5th (rounded it to stop. Stun save. e damage cannot kill
up) their normal Health Points. If Preparation Time: 10 Rounds but it can stun. If a compressed target is be-
these points are expended the tar- Di culty Check: 20 Preparation Time: 10 Rounds headed or is knocked down
get dies. If a limb is broken o , ei- Duration: Permanent Di culty Check: 18 to zero health while they are
ther with a DC:14 Physique check Components: Chalk (x2), A Per- Duration: Until Dispelled compressed they die. You
or 5 points of damage, the target fect Gemstone (x1), Hardened Components: Perfect Gemstone cannot attempt to stabilize
is treated as if that limb was dis- Timber (x10), Stone (x10), Infused (x1), Fi h Essence (x5), Infused a compressed target. If the
membered. If the head is snapped Dust (x5), Fi h Essence (x2) Shard (x1), Glass, (x2), Ducal Wa- target is dismembered while
o , the target dies. Gluing pieces ter (x3) compressed they take all of
back onto a compressed gurine the appropriate effects and
doesn’t reattach the limb. A er a damage when they are un-
target is uncompressed they are compressed.
stunned until they make a success-
ful Stun save.
Preparation Time: 10 Rounds
Di culty Check: 18
Duration: Until Reversed
Components: Perfect Gemstone
(x1), Fi h Essence (x5), Infused
Dust (x2), River Clay (x4)
120
Hexes
Curses are one of the most vicious and in-
scrutable forms of magic in the Witcher
world. Luckily for most people, curses are
very di cult to cast. Most people do not
decide to cast a curse. Curses are magical
phenomena that come about when tension
is high, blood is owing, and hatred is per-
meating everything. Hexes on the other
hand are much simpler and much more
easily tamed.
Many mages and priests are capa-
ble of casting hexes just like they cast spells
or invocations. Channeling magic through
their body, the magic user can in ict small,
less-dangerous curses on their targets with
the knowledge that the hex will take hold as
long as it’s cast appropriately and against a
weak-willed enough target.
Unlike curses, hexes are formulaic.
ey are cast a certain way and can be li ed
with a certain ritual. ese rituals are o en
strange and esoteric, leading to many folk-
tales and ba ing many mages.
Unlike regular magic (spells, invoca-
tions, and rituals) hexes and curses appear to
draw on magic from somewhere other than
the elemental planes. Some magicians and
scholars have postulated that while standard
magic draws energy from elementals, curses
and hexes draw power from the devils that
live in the vast void beyond the mortal plane.
Of course, this make hexes and curs-
es much more dangerous than their tamer
cousins. Rolling a fumble while casting a hex
has a percentage chance to a x itself to the
caster rather than their target. Many mages
have su ered for weeks with the e ects of a
hex that they failed to cast on an enemy.
e Hex of Shadows e night of the ceremony the subject must arrange 121
the candles in a circle around them, linked by bones,
STA Cost: 4 and place the glowing ore under their head. If the How To Lift a Hex
E ect: e Hex of Shadows creates whispers in the subject is able to sleep through the night they will be
shadows, and silhouettes around corners. e sub- freed of the hex. Lifting hexes is much easier
ject must make random Awareness checks with an than lifting curses. Due to
unspeci ed DC, always almost catching a glimpse e Pesta’s Kiss their formulaic design each
of something or someone. e awareness checks are hexes has an equally formu-
never a real threat, just visions. STA Cost: 12 laic dismissal method. Dis-
Danger: Low E ect: e Pesta’s Kiss breaks down the subject’s abil- covering that method, how-
Requirement To Li : e subject must bring a bowl ity to ght illness and resist nausea. Anytime the sub- ever, is difficult. Low danger
of clear water, a branch from a white myrtle bush, and ject comes in contact with a diseased person they have hexes require an Education
a bottle of ink to a clearing under a crescent moon. a 75% chance of catching the illness. Any time they roll at DC:16 or a Witcher
When the moon is at its highest the subject must pour smell something even slightly nauseating they must Training roll at a DC:14. Me-
the ink into the water, dip the branch in the mixture, succeed at a DC:16 Endurance check or be nauseated. dium danger hexes have an
and shake droplets in a circle around themselves while Danger: High Education DC of 20 and a
holding their breath. Requirement To Li : e subject must gather 3 units Witcher Training DC of 18.
of river clay, 1 unit of coal, 3 units of resin, and 1 unit High danger hexes have an
e Eternal Itch of infused dust. First the subject must cra a totem Education DC of 26 and a
from the clay mixed with infused dust and coated Witcher Training DC of 22.
STA Cost: 4 in resin, with the coal forming its eyes. is takes a
E ect: e Eternal Itch causes en amed, itchy pus- DC:14 Fine Arts roll. en the subject must repeat a “Hexed” Library
tules to grow on the subjects genitals. e itch does series of magic words, infusing the totem with pow-
no damage but is a constant annoyance, causing a -1 er. Immediately a er, the totem must be smashed and Hexes, while usually minor,
to all tasks. As well as this -1 the target takes a -5 to the coal eyes must be powdered and consumed by the can be extremely useful. I’ve
Seduction once ‘in the bedroom.’ subject. told my students that any
Danger: Low person other than myself who
Requirement To Li : e subject must gather a unit e Hex of the Beast leaves my personal library
of scleroderm, fool’s parsely, and bryonia. e subject with one of my books with-
must light a camp re and bundle up the herbs. With STA Cost: 12 out permission will soon find
everything prepared the subject must light the herbs E ect: e Hex of the Beast makes the target anathe- their eyesight failing and their
and crumble the burning ashes onto the a icted area ma to animals and beasts. Any time the target comes sexual organs perpetually
while reciting a series of magic words. within 10m of an animal that animal will react poorly engorged—and a putrid pur-
to the subject, giving them a -3 to Wilderness Surviv- plish green. In order to reverse
e Devil’s Luck al for handling animals. Each time they come within the hex the individual must
10m of an animal there is a 50% chance the animal copy out the book in ques-
STA Cost: 8 will attack. tion entirely. It’s all rubbish of
E ect: e Devil’s Luck plagues the subject with bouts Danger: High course, since I can’t use magic
of bad fortune. In situations of high stress such as Requirement To Li : e subject must gather a small of even the blandest sort.
combat or when performing any task with a deadline live animal of some sort, 2 units of mistletoe, 1 unit
or a DC higher than 15, the subject rolls a fumble on of phosphorus, 2 units of crow’s eye, 3 units of man- –Brandon of Oxenfurt
a natural 1 or 2. drake root. Under a full moon the subject must cut
Danger: Medium the throat of the animal and consume its blood. en
Requirement To Li : e subject must hammer a the animal’s body must be wrapped in bundles of mis-
silver nail into their door frame and hang 2 units of tletoe, crow’s eye, and mandrake root and placed in
wolvesbane, tied with a lock of virgin’s hair, from it. an open re. As the scales or fur of the animal start to
Finally the subject must stand under the silver nail, burn away, the phosphorus must be thrown into the
set re to the bundle of wolvesbane and virgin hair,
and breath deeply. re. When the re has burned out the subject must re-
move the bones of the animal and wear them on their
e Nightmare person for a full day.
STA Cost: 8
E ect: e Nightmare forces the subject to relive the
same horrifying nightmare. Every night the subject
must make a Resist Coercion check at a DC equal to
the Hex Weaving roll the caster made to hex them. If
they succeed they manage to get a full, though rest-
less, night’s sleep. If they fail, they barely sleep and do
not recover STA or HP during the night. If they fail 3
nights in a row they halve their Stamina and take a -2
to all actions until they can get a full night’s rest.
Danger: Medium
Requirement To Li : e subject must gather 5 can-
dles, 5 units of beast bones, and 1 unit of glowing ore.
122 Places of Power
Places of power are potent magical ruins le Bene t: Your Vigor reshold for earth
Using Places of behind by ancient elven mages, construct- magic goes up by 5 and your Spell Casting is
Power ed at conjunction points. When a magical- considered 2 points higher for earth magic.
ly-potent person spends a full three turns Duration: 1 hour
Overdrawing from a Place of focusing on the place of power, they gain a
Power is tremendously dan- temporary bonus based on the element that Air
gerous. A Place of Power can place is tied to, and 10 I.P. to be used only
be utilized infinitely but the on learning new magic or raising magical Found in areas where tornadoes are com-
risk goes up exponentially skills. Alternately, an invoker can forego the mon, and at the tops of high mountains.
each time. The second time bonus and extract 5 units of Fi h Essence. Bene t: Your Vigor reshold for air magic
you draw from a Place of Keep in mind that places of power are very goes up by 5 and your Spell Casting is con-
Power you must make a DC: rare and only found where their associated sidered 2 points higher for air magic.
20 Endurance save or imme- element is strongest. Duration: 1 hour
diately take 5d6 damage and
suffer the effects of the mag- Earth Fire
ic type (See Overexertion).
Every successful roll raises Found along fault lines or in the depths of Found at the tops of volcanic mountains and
the DC by 4. A month must natural sinkholes and caverns. in the heart of the desert, where the heat is
pass before a Place of Power most intense.
can be used again without Bene t: Your Vigor reshold for re mag-
consequence. ic goes up by 5 and your Spell Casting is
considered 2 points higher for re magic.
Duration: 1 hour
Water
Found where two bodies of water or rivers
meet and in sea caves.
Bene t: Your Vigor reshold for water
magic goes up by 5 and your Spell Casting is
considered 2 points higher for water magic.
Duration: 1 hour
123
Learning Magic
Learning new spells works similarly to the 2. Acquire the I.P. required to learn it. Each Learning Magic
I.P. system used to gain new skills and im- magic technique requires improvement
prove known skills. You learn spells through points based on its level, as listed below. Due to the nature of magic in
knowledge and experience. ere are three 3. Spend an appropriate amount of time the Witcher world, only those
steps to learn a new spell: learning the spell. You must make an appro- born with magic are capable
1. Find someone or something to teach you priate number of successful learning rolls of learning to perform it. If
the spell/hex/ritual you want to learn. is for the magic in that time. You must use the you did not start with a Vig-
can be another mage or priest, or a tome of appropriate casting skill for your learning or value above 0 you cannot
some sort. rolls. If you fail one of these rolls, you must learn magic. Each profession
try again the next day. For each failure, the also learns magic differently.
time required to learn the spell increases by
a day. Mages can learn spells, ritu-
als, hexes, and signs.
Magic Level I.P. Time To Learn Learning DC Learning
Priests can learn invocations,
Novice/Low Required Checks rituals, hexes, and signs.
Journeyman/Medium
10 4 Days 14 2 Witchers are only capable of
Master/High 4 learning signs.
Arch Priest 6
20 1 Week 18 8
30 3 Weeks 22
40 5 Weeks 24
124
125
Craftsmen &
Alchemists
“I’ve devoted my life to alchemy, son. Literally. Spent countless days
and nights with nothing but alembics, choking on fumes, scorching my
skin with acids. If you think I’ll simply betray to you what I learned
through years of sacri ce and toil... then you are mistaken. Deeply.”
–Gremist, Witcher 3: Wild Hunt
Cra smen are hard-working and o en there are jewellers and coopers and shoe-
hard-worked professionals. All around makers who work at their trade to bright-
the world people need things xed or need en the world or just to help the people
someone to build something for them. Es- around them. Some even just because they
pecially now that the world at large is at love their work.
war, the factions of this great war need
cra smen more than ever. In the North, Why Should I Craft?
woodworkers shore up defenses in rural
towns and smiths make cheap weapons Cra smen can be invaluble to a party’s suc-
for their friends and families. Bowyers cess in the Witcher TRPG. Gear is expensive
make more bows for the Scoia’tael that and repairing it saves time and money. It’s
raid the forests and human trade routes. better to have someone who can make the
In the mountains of Mahakam the forges sword you need for a third the normal cost
work non-stop, pumping out weaponry and use that money for even more gear. And
and armor that put others to shame. In if that person can also x the same sword
the guts of the Nilfgaardian war machine, when it breaks, you’ve got a real treasure on
armorers patch cracks in knights’ armor your hands. Cra ing also lets you make the
and carpenters repair siege machines and most of any recipes your party nds. ere
defenses that will be needed again soon are new technologies to discover and old
as they burn their way across the North. technologies lost to the ages to be recovered.
Cra smen are so important in this time A skilled cra sman can give a party amazing
of sword and axe that they are o en forced bene ts like alchemical bombs and traps,
into military service or kidnapped by poisonous blade oils, and runes to enchant
Scoia’tael commandos. But of course for their weapons. ey say a weapon is only as
every military use of a cra er there is a ci- good as the person wielding it. Well that’s
vilian use. For every armorer in the eld true—but it helps to have a quality weapon.
126 Crafting System
Diagrams e process of cra ing weapons, armor, enhancements, and traps breaks down into
three simple steps:
Diagrams are sheaves of pa- 1. Determine if you have the right diagram.
per that show you detailed 2. Determine if you have the components.
instructions on how to cre- 3. Make a Cra ing roll.
ate a certain item. They will
always include the list of re-
quired ingredients.
Determine If You Have e Recovery (Optional Step) 127
Diagram
You have one chance, directly a er you fail Memorizing
For every tool you can make or buy, there’s a your Cra ing roll, to salvage materials from Recipes
diagram that explains how to make it: what the project. You can make another Cra ing
ingredients, how to re ne them, and how to check at a DC equal to the diagram’s di cul- You can memorize as many
assemble the parts. You must either have the ty. If you succeed, you salvage half of each recipes (diagrams or formu-
diagram memorized or have the physical di- material you used in the project (rounding lae) as you have points in
agram in front of you. Having the physical up). your INT stat. Memorizing
diagram in front of you grants a +2 to your a recipe means that you can
Cra ing check to make the item, since you For example, I want to make that iron long craft it without having physi-
have explicit instructions. sword. So I get my components together and cal copy on hand.
get out my cra ing tools. I have the diagram
Determine If You Have e with me, so it will be 2 points easier to cra
Ingredients this sword. An iron long sword takes 5 hours
to cra and has a drop-dead easy di culty of
Every diagram indicates the ingredients re- 10. Because I have my diagram, the DC drops
quired to create the item. Unlike in Alche- to 8. I spend the 5 hours working and at the
my, you cannot substitute similar compo- end of that time I roll to see how the nished
nents for those in the diagram. For example, product comes out. I roll 1d10 and add my
making an iron long sword requires: Cra ing skill and my CRA stat.
• Timber (x1) I’ll more than likely succeed, but let’s say I
• Iron (x2) somehow fumbled and roll lower than 8: I
• Leather (x2) failed. I probably forgot to harden the blade
You must have all of these ingredients in full before putting it all together, a real rook-
to begin cra ing the iron long sword. ie mistake. Either way it doesn’t work and I
have to start over. I make my recovery roll
Make Your Crafting Roll and get a 15. I could have used that roll earli-
er! But hey, at least I got some material back
Cra ing requires speci c tools. It works like and I won’t have to hunt down as much for
this: my next attempt at the sword.
• Cra ing Tools allow you to cra Armor,
Armor Enhancements, Weapons, Traps,
Glyphs, and Runes.
• Forges are required for any recipe with
metal components. You can buy a tinker’s
forge to work on the road.
Once you have the appropriate cra ing
tools you can begin cra ing the item. Each
diagram lists how long it takes to cra and a
di culty for cra ing the item. When cra -
ing, tell the GM that you take the required
time. At the end of the required time, make
a Cra ing roll with a DC equal to the dia-
gram’s di culty. If you succeed, you have
made the item. If you fail, you did some pro-
cess wrong and the product is unusable.
128 Crafting Components
“Units” Crafting Materials
In this game, we use Units as Name Rarity Location Quantity Forage Weight Cost
a measurement of compo- DC
nents. (It’s a lot more specific Ashes E Fires & burned items 1d10 Units .1 1
than ounces, liters, or grams) 10 .1 1
They tell you how many Coal C Fires, mountains or underground 1d10 Units 14 .1 1
“doses” of a component you 12
get from a given source/ Cotton C Fields & plantations 1d10 Units .1 22
batch. The cost of buying a N/A
component shows you how Double Woven P Bought or cra ed N/A .5 5
much it costs to buy one unit Linen N/A .1 16
of the component. N/A .1 9
Glass P Bought N/A N/A .1 3
Foraging N/A .1 2
Hardened Timber P Bought or cra ed N/A 10 .1 50
You can make a Wilderness N/A .1 3
Survival check at a DC based Linen C Bought or cra ed N/A N/A 13
on the Forage DC of a com- .1 2
ponent to try and find it in Oil C Bought or cra ed N/A 8
the wilderness. You must be 12
in the location where that Resin C Forests 1d6 Units
component occurs. If you
succeed you find a number Silk P Bought N/A
of units of that component
based on its quantity. The read C Bought or cra ed N/A
time required to forage for
a component is decided by Timber E Forests 2d6 Units
the GM based on the com-
ponent’s rarity and the envi- Wax C Forests & elds 1d6 Units
ronment you are foraging in.
Hides & Animal Parts
Name Rarity Location Quantity Forage Weight Cost
DC
Beast Bones C Found on monsters & beasts Variable 48
Cow Hide C Bought N/A N/A 5 10
Draconid Leather R N/A N/A 5 58
Draconid Scales R Bought or cra ed N/A 5 30
Feathers E Found on wyverns 1d6 Units N/A .1 4
Hardened Leather P 1d6 Units N/A 3 48
Leather C Found on birds N/A 2 28
Lyrian Leather P Bought or cra ed N/A N/A 2 60
Wolf Hide C Bought or cra ed N/A N/A 3 14
Bought or cra ed N/A N/A
Found on wolves 3 Units
129
Alchemical Treatments Meteoric Steel
Name Rarity Location Quantity Forage Weight Cost Silver swords are effective
DC against monsters but other-
Darkening Oil P Forests 1d6 Units .1 24 wise appear useless. I have no
Drake Oil P Rivers & coasts 1d6 Units 16 .1 45 idea why. That would make
C Forests & elds 1d10 Units 16 .1 8 a wonderful project for one
Ester Grease C Caves & mountains 1d10 Units 14 .1 2 of my more enthusiastic stu-
Etching Acid Places of Power, mages & 14 dents. Many heroic blades
R Variable .1 82 that have been used to rid
Fi h Essence ends N/A the world of human monsters
C Caves 1d10 Units .1 10 are made of meteoritic iron.
Ogre Wax P Mountains & caves 1d6 Units 14 .1 32 Apparently a small star falls
Sharpening Grit C Fields & forests 1d10 Units 16 .1 3 from the heavens through the
Tanning Herbs 14 elemental planes and lands
on our planet. Its burned-up
Ingots & Minerals husk contains a great deal of
iron ore that has been mag-
Name Rarity Location Quantity Forage Weight Cost icktized by all of the elements
DC and can be forged into mag-
Dark Iron R Mountains & underground 1d6 Units 1.5 52 ic-imbued weapons.
Dark Steel R Bought or cra ed N/A 18 1 82
Dimeritium R Bought or cra ed N/A N/A 1 240 –Brandon of Oxenfurt
Gemstone R N/A .1 100
Glowing Ore R Mountains & underground 1d6/2 Units 24 1 80 Perfect Gemstones
R Mountains & underground 1d6/2 Units 20 1 85
Gold P Mountains & underground 1d6/2 Units 18 1.5 30 A Gemstone can only be-
Iron Mountains & underground 1d6 Units 16 come a Perfect Gemstones
Mahakaman R 1 300 by way of the Transmuta-
Dimeritium Bought or cra ed N/A N/A tion spell or by succeeding
Mahakaman Steel P 1 114 at a DC: 30 Crafting check,
Meteorite R Bought or cra ed N/A N/A 1 98 while using Fine Art Tools
River Clay P Anywhere above ground 1d6/2 Units 24 1.5 5 for jewlery. They can be
Silver R 1d6 Units 14 1 72 purchased at a cost of 1000
Steel P Rivers or shores 1d6/2 Units 16 1 48 crowns and have a Rarity of
Stone E Mountains & underground N/A 24 Rare.
Tretogor Steel P N/A 8 1 64
Zerrikanian Bought or cra ed 2d6 Units N/A
Powder P Everywhere .1 30
N/A 18
Bought or cra ed
1d6/2 Units
Mountains or underground
130 Crafting Diagrams
Investment Cost Ingredient Diagrams
If you’re in a town and have Novice Diagrams
extra money you can speed
up crafting a bit by paying Name Cra ing Time Components Investment Cost
the listed Investment cost. DC
If your GM allows, spending Double Woven Linen (x1), read (x2) 15 30
the extra crowns gives you Linen
the materials immediately. Leather (x1), Wax (x2) 32 64
Hardened Leather Timber (x1), Resin (x4) 11 21
Hardened Timber 14 1/2 Hour Cow Hide (x1), Tanning Herb (x3) 19 38
6 12
Leather 14 1/2 Hour read (x2) 2 4
Linen 12 1/2 Hour Cotton (x2)
12 1 Hour
read 10 15 Minutes
10 15 Minutes
Journeyman Diagrams
Name Cra ing Time Components Investment Cost
DC
Dark Steel 1 Hour Dark Iron (x1), Coal (x3) 55 110
Lyrian Leather 17 Leather (x1), Ogre Wax (x1), Coal 40 80
35 70
Steel 17 1 Hour (x2) 43 86
Tretogor Steel Iron (x1), Coal (x5)
15 1 Hour Iron (x1), Coal (x5), Feathers (x2)
16 1 Hour
Master Diagrams
Name Cra ing Time Components Investment Cost
DC
Dimeritium 1 Hour Glowing Ore (x2) 160 320
Draconid Leather 20 1 Hour Draconid Scales (x1), Tanning Herb 39 78
18 201
Mahakaman 1 Hour (x3) 76 402
Dimeritium 24 Glowing Ore (x2), River Clay (x3),
Mahkaman Steel 1 Hour 152
22 Ashes (x2), Beast Bones (x3)
Iron (x1), Coal (x5), Ashes (x2),
River Clay (x3), Beast Bones (x3)
Weapon Diagrams 131
Novice Diagrams Ester Grease
Name Cra ing Time Components Investment Cost Lotta weapons and armor
DC use ester grease. Soaks into the
Ammunition, 1 Hour Timber (x1), Iron (x1), Feathers 37 74 leather and makes it smooth
Blunt (x5) 12 2 Hour (x1) 37 14 and supple. ‘Specially good for
7 Hours 201 404 leather armor and whatnot
Ammunition, 10 2 Hours Timber (x1), Iron (x1), Feathers 72 125 but lotsa folks use it for the
Standard (x30) 2 Hours (x1) 33 74 handles of swords too. Heh,
13 7 Hours 210 426 it’s a small thing but when
Arming Sword Timber (x2), read (x1), Hard- you’re runnin’ up and down
3 Hours ened Leather (x2), Steel (x2) 148 306 a battlefield, cuttin’ down all
Brass Knuckles 10 manner of enemies a smooth,
Dagger 8 7 Hours Steel (x1), Hardened Timber (x1), 240 486 supple handle on your sword’s
5 Hours Resin (x3), Wax (x1) 119 240 a godsend.
Gleddyf 14 1 Hour Timber (x1), Iron (x1) 62 125
8 Hours 210 434 –Rodolf Kazmer
Timber (x1), Hardened Leather
Hand Axe 10 6 Hours (x1), Leather (x1), Iron (x1), Steel 276 562
1 Hour
Hunter’s Falchion 14 1 Hour (x2), Oil (x1), Resin (x1)
Iron Long Sword 10 Hardened Timber (x1), Steel (x1),
12 Hardened Leather (x1), Leather
Orions (x3) 15
Short Bow (x1), Resin (x4)
Hardened Timber (x1), Hardened
Spear 12
10 Leather (x2), Steel (x2), Ester
rowing Axes 8 Grease (x4)
(x3)
Timber (x1), Iron (x2), Leather
rowing Knives (x2)
(x3)
Steel (x1), Oil (x2), River Clay (x1),
Ashes (x3)
Hardened Timber (x5), read
(x4), Wax (x2), Resin (x2), Ester
Grease (x3), Iron (x1), Leather (x2)
Hardened Timber (x5), Steel (x2),
Resin (x2), Leather (x3), read
(x4)
Timber (x1), Steel (x1) 51 116
Steel (x1) 48 74
132 Journeyman Diagrams
Dark Steel Name Cra ing Time Components Investment Cost
DC
Lotta people ask me what Ammunition, 1 Hour Hardened Timber (x1), Steel (x1), 110 224
dark steel is. Kinda a hard Bodkin (x10) 16 1 Hour Feathers (x1), Sharpening Grit (x1), 69 125
question to answer... Mean, Ammunition, 15 9 Hours 389 786
at the end of the day it’s a type Broadhead (x10) 17 9 Hours Ogre Wax (x1) 343 682
of steel. Heh, aint’ too helpful 9 Hours Timber (x1), Iron (x1), Feathers 481 974
though. Dwarves created Battle Axe 17 8 Hours 214 426
dark steel a few decades back (x1), Sharpening Grit (x1)
after they found dark iron Crossbow 17 9 Hours Hardened Timber (x4), Steel (x3), 412 824
in the Mahakams. To my
understandin’ it’s a rougher, Esboda 15 8 Hours Leather (x3), Ester Grease (x4), 438 854
tougher form of iron. Ain’t 8 Hours Ogre Wax (x4), River Clay (x5) 252 712
as tough as meteorite but it’s Hand Crossbow 18 8 Hours Hardened Timber (x4), read 384 786
strong and hard and it holds 8 Hours (x5), Wax (x1), Resin (x2), Steel 349 690
an edge better. It’s a nice dark Hooked Sta 16 4 Hours (x3), Hardened Leather (x1), Ester 250 534
grey color too. Ya can buff it 9 Hours Grease (x2), Ogre Wax (x2), Iron 250 502
up to a shine but I like the nat- Krigsverd 16 4 Hours 184 412
ural color myself. 16 (x1)
Long Bow 16 Hardened Timber (x2), Steel (x3),
–Rodolf Kazmer Mace 18 Dark Steel (x2), Hardened Leather
18
Pole Axe 16 (x2), Drake Oil (x1)
Poniard Hardened Timber (x2), read
(x4), Wax (x2), Resin (x2), Steel
Sta (x1), Hardened Leather (x1), Ester
Stiletto Grease (x2), Ogre Wax (x2), Iron
(x1)
Timber (x6), Steel (x1), Fi h Es-
sence (x2), Ester Grease (x2), Wax
(x3), Steel (x2), Etching Acid (x2),
Hardened Leather (x1), read
(x4)
Hardened Timber (x2), Dark Steel
(x3), Hardened Leather (x2), Resin
(x4), Beast Bones (x7), Steel (x3),
Ashes (x2)
Hardened Timber (x6), read
(x8), Wax (x4), Resin (x2), Ester
Grease (x3), Steel (x1), Hardened
Leather (x1)
Hardened Timber (x2), Steel (x3),
Iron (x2), Hardened Leather (x2),
Ogre Wax (x5), Resin (x1)
Hardened Timber (x5), Dark Steel
(x2), Leather (x2), Sharpening Grit
(x1), Ester Grease (x1), Linen (x1)
Hardened Timber (x1), Dark
Steel (x1), Hardened Leather (x1),
Sharpening Grit (x2), Etching Acid
(x4), Beast Bones (x4)
Timber (x6), Steel (x1), Fi h
Essence (x2), Ester Grease (x2),
Wax (x2)
Timber (x1), Resin (x1), Dark Steel
(x1), Wax (x2), Darkening Oil (x1),
Sharpening Grit (x2), Coal (x5)
Master Diagrams 133
Name Cra ing Time Components Investment Cost Nilfgaardian Steel
DC
Berserker’s Axe 13 Hours Mahakaman Steel (x4), Hardened 722 1440 That area that was Nilfgaard
Crystal Sta 25 13 Hours Timber (x5), Hardened Leather 623 1296 fifty years ago is natural-
25 13 Hours (x1), Steel (x2), Resin (x1), Sharp- 772 1440 ly poor in minerals, which
Highland Mauler 10 Hours ening Grit (x1), Ester Grease (x1) 506 1012 seem to be found at the foot
Iron Sta 25 5 Hours Timber (x6), Steel (x2), Fi h Es- 342 660 of mountains. In the North
Jambiya 11 Hours sence (x4), Ester Grease (x3), Wax 525 1012 most of our forgeables appear
Kord 20 12 Hours (x2), Gemstone (x1), Etching Acid 844 1686 to come from Kovir and Pov-
20 11 Hours 646 1296 iss or Mahakam. In the south,
Monster Hunter’s 22 13 Hours (x4), Drake Oil (x1) 760 1462 Nilfgaard has had to expand
Crossbow 12 Hours Dark Iron (x5), Dark Steel (x1), 660 1282 into Gemmera, Mag Turga,
24 11 Hours Hardened Timber (x10), Hardened 626 1296 and Maecht in order to equip
Red Halberd Leather (x1), Etching Acid (x6), the Nilfgaardian war ma-
Torrwr 22 Beast Bones (x10), Ester Grease chine. They have also been
25 fortunate enough to absorb
Vicovarian Blade 24 (x4), Meteorite (x1) the superior weapon manu-
War Bow 22 Dark Iron (x4), Fi h Essence (x2), facturing skills of their vassals.
Dark Steel (x1), Leather (x1), Etch-
ing Acid (x4), Hardened Timber –Brandon of Oxenfurt
(x1)
Hardened Timber (x1), Draconid
Leather (x1), Dark Steel (x1), Steel
(x2), Sharpening Grit (x2), Resin
(x1), Darkening Oil (x1)
Hardened Timber (x1), Dark Steel
(x3), Dark Iron (x1), Hardened
Leather (x2), Resin (x4), Beast
Bones (x7), Silk (x1), Coal (x1)
Hardened Timber (x6), read
(x6), Wax (x3), Resin (x4), Dark
Steel (x4), Hardened Leather (x3),
Ester Grease (x2), Ogre Wax (x4),
Dark Iron (x3), Beast Bones (x4)
Hardened Timber (x6), Dark Steel
(x3), Tretogor Steel (x2), Hardened
Leather (x2), Sharpening Grit (x2),
Ester Grease (x2)
Hardened Timber (x3), Dark Steel
(x5), Steel (x2), Hardened Leather
(x3), Resin (x5), Ashes (x4), Beast
Bones (x2), Sharpening Grit (x1)
Hardened Timber (x3), Dark Steel
(x4), Dark Iron (x2), Hardened
Leather (x3), Resin (x4), Ashes
(x4), Beast Bones (x3)
Hardened Timber (x6), read
(x8), Wax (x4), Resin (x4), Ester
Grease (x3), Dark Steel (x4), Hard-
ened Leather (x1), Drake Oil (x2)
134
Armor Diagrams
Novice Diagrams
Name Cra ing Time Components Investment Cost
DC
Aedirnian 6 Hours Linen (x6), read (x6), Leather 131 362
Gambeson 12 7 Hours (x2), Oil (x1) 57 112
Cavalry Trousers 8 Hours 187 374
13 Linen (x5), read (x4)
4 Hours Double Woven Linen (x5), read 129 262
Double Woven 15 8 Hours (x6), Tanning Herbs (x4), Linen 165 336
Gambeson 5 Hours 75 150
3 Hours (x4), Cotton (x11) 37 74
Double Woven 13 7 Hours Double Woven Linen (x2), Leather 94 186
Hood 4 Hours 152 300
15 4 Hours (x2), read (x7), Wax (x4)
Double Woven 10 Double Woven Linen (x6), read
Trousers 4 Hours
Gambeson (x6), Cotton (x6), Linen (x1)
3 Hours Linen (x6), read (x7)
Leather Shield 12
Leather (x1), Timber (x2), Tanning
Padded Trousers 14 Herbs (x1)
Spectacle Helm 15
Linen (x5), read (x4), Cotton
(x9), Leather (x1)
Steel (x3), Beast Bones (x1)
Steel Buckler 15 Steel (x1), Hardened Timber (x1), 112 224
Hardened Leather (x1)
Temerian Shield 16 Hardened Timber (x4), Iron (x1), 172 342
Verden Archer’s 10 Hardened Leather (x1), Ogre Wax 70 150
Hood (x3)
Linen (x2), Leather (x1), read
(x6), Wax (x3)
Journeyman Diagrams
Name Cra ing Time Components Investment Cost
DC
Armored Hood Leather (x1), Hardened Leather 260 524
17 5 Hours (x3), Double Woven Linen (x3),
Armored Trousers 187 374
Brigandine 16 8 Hours read (x4), Ogre Wax (x1) 228 450
Chain Coif 16 8 Hours Hardened Leather (x2), Steel (x1), 192 374
16 4 Hours 300 600
Kaedweni Shield 19 5 Hours Leather (x1), read (x5)
Lyrian Leather Leather (x3), Hardened Leather 392 786
18 9 Hours 392 786
Jacket 18 9 Hours (x3)
Lyrian Leather Steel (x4)
Hardened Timber (x5), Dark Steel
Trousers (x1), Beast Bones (x7), Leather
(x1), Ogre Wax (x5), Wax (x2)
Lyrian Leather (x4), read (x4),
Leather (x2), Linen (x4), Steel (x1)
Lyrian Leather (x4), read (x4),
Leather (x2), Linen (x4), Steel (x1)
Redanian Hardened Leather (x1), Leather 135
Greaves (x1), Tretogor Steel (x3), read
17 9 Hours (x5), Tanning Herbs (x3), Cotton 295 600 Pavise Insignias
(x3) 600 The pavise is a tall shield
somewhat bowed left to right.
Redanian 17 9 Hours read (x5), Leather (x2), Steel 295 486 In Nilfgaard many of the ser-
Halberdier’s (x2), Tretogor Steel (x2) 600 vices, other than the cavalry
712 of course, carry pavise, usual-
Armor ly decorated with a variant of
the Great Sun. These distinc-
Skellige Raider 18 5 Hours Hardened Timber (x5), Dark Steel tions can be important if you
Shield (x1), Beast Bones (x5), Leather 240 are in Velen or occupied Ae-
(x1), Ogre Wax (x1) dirn. There’s a great difference
between insulting a infantry-
Steel Kite Shield 17 5 Hours Steel (x4), Dark Steel (x1), Leather (x1) 302 man in a tavern and insulting
one of the Emperor’s Impera
Temerian Armet 18 5 Hours Steel (x4), Leather (x2), Hardened 352 Brigade. Hopefully you will
Leather (x2), Ester Grease (x1) never run across Impera in-
fantry wearing the silver sal-
Master Diagrams amander. If you do it means
that the Emperor himself is
Name Cra ing Time Components Investment Cost near and you had best curl up
DC under a table and wait to die.
Great Helm 5 Hours Steel (x5), Hardened Leather (x3), 431 862
19 11 Hours read (x6), Ogre Wax (x2), Linen 569 1124 –Brandon of Oxenfurt
11 Hours (x1) 561 1124
Hindars all Heavy 22 12 Hours read (x6), Beast Bones (x5), 631 1274
Armor 22 6 Hours 537 1200
Hardened Leather (x1), Drake Oil
Hindars all Heavy 6 Hours (x3), Dark Steel (x4) 450 900
Chausses
12 Hours read (x8), Beast Bones (x5), 637 1274
Nilfgaardian 24 5 Hours Hardened Leather (x2), Leather 378 750
Greaves 10 Hours (x1), Drake Oil (x1), Dark Steel (x4) 468 798
10 Hours Dark Steel (x5), Hardened Leather 468 937
Nilfgaardian Helm 24 6 Hours (x1), Leather (x1), Darkening Oil 527 1050
(x1), Drake Oil (x2), Linen (x1),
Nilfgaardian 22
Pavise Ashes (x10), Oil (x4)
Dark Steel (x5), Hardened Leather
Nilfgaardian Plate 24 (x1), Darkening Oil (x1), Drake Oil
Armor
(x1), Ashes (x10) Oil (x5)
Pavise 19 Hardened Timber (x10), Hard-
ened Leather (x3), Ogre Wax (x1),
Plate Greaves 19 Dark Steel (x1), Ester Grease (x2),
Darkening Oil (x1), Ashes (x10),
Plate Armor 19
Etching Acid (x2)
Skellige Helm 22 Dark Steel (x5), Hardened Leather
(x1), Leather (x1), Darkening Oil
(x1), Drake Oil (x2), Linen (x3),
Ashes (x10)
Hardened Timber (x10), Hardened
Leather (x3), Ogre Wax (x1), Steel
(x1), Ester Grease (x2)
Steel (x5), Hardened Leather (x3),
read (x7), Etching Acid (x4),
Drake Oil (x1), Ogre Wax (x1)
Steel (x5), Hardened Leather (x3),
read (x7), Etching Acid (x4),
Drake Oil (x1), Ogre Wax (x1)
Dark Steel (x4), Hardened Leather
(x2), Beast Bones (x5), read (x6),
Drake Oil (x1)
136 Elderfolk Crafting Diagrams
Huntin’ In The Weapon Diagrams
Hills
Master Diagrams
Folk say the Skelligers have
this tradition. When a man Name Cra ing Time Components Investment Cost
gets too old to fight and he DC
starts seein’ his twilight years Dwarven Axe 12 Hours Mahakaman Steel (x3), Hardened 555 1110
comin’ to claim him, he heads Dwarven Cleaver 24 10 Hours Timber (x4), Hardened Leather 374 750
off into the forest to hunt a Dwarven Heavy 19 12 Hours (x2) Etching Acid (x4), Sharpening 632 1274
bear with a dagger. Heh, lets 24 10 Hours Grit (x1), River Clay (x2), Coal (x3) 692 1386
him end his life on his own Crossbow 19 10 Hours Mahakaman Steel (x2), Hardened 446 892
terms and look like a badass Elven Glaive 19 11 Hours Timber (x1), Leather (x1), Sharp- 432 862
doin’ it. Now I ain’t anywhere Elven Messer 11 Hours ening Grit (x1), Drake Oil (x1), 682 1364
near my twilight years but I’ve Elven Travel Bow 22 10 Hours 364 726
almost had the pleasure. Gnomish Sta River Clay (x5) 675
Hal ing Rondel 22 11 Hours Hardened Timber (x5), Ma- 650 1350
Two years ago, Mahakaman 19 hakaman Steel (x3), Hardened 558
was out in the foothills of the 10 Hours Leather (x2), read (x4), Ogre 1312
Mahakams, travelin’ back Martell 22 12 Hours 1117
toward Lyria. It’s cold as a Meteorite Sword Wax (x5), Dark Iron (x1)
witch’s tit and I’m gettin’ awful Vrihedd Cavalry 20 Hardened Timber (x6), Dark
sick of jerky and dried fruit. 24 Steel (x4), Steel (x1), Leather (x4),
Time for a hunt. Stalkin’ the Sword Feathers (x3), Sharpening Grit (x2),
foothills with my crossbow,
lookin’ for a deer or somethin’ Ester Grease (x4)
of the like when suddenly I Hardened Timber (x2), Leather
hear somethin’ rushin’ me. (x3), Dark Steel (x3), Silk (x1),
Throw myself to the side just Sharpening Grit (x1), Etching Acid
in time and find myself face to
face with a big, mean-lookin’ (x1)
boar. Full grown and a meter Hardened Timber (x4), read
at the shoulders easy. Get off a (x4), Wax (x4), Fi h Essence (x1),
shot with my crossbow but it Leather (x1), Feathers (x3), Beast
doesn’t bring the thing down Bones (x2), Dark Steel (x2), Ester
and it’s on me in a minute, Grease (x5), Etching Acid (x3)
tusk tearin’ into my leg. Cross- Hardened Timber (x6), Fi h
bow’s spent and the boar’s on Essence (x5), Darkening Oil (x3),
me so I pull out my cleaver. Dark Steel (x1), Double Woven
Fine, Mahakaman-made,
and just sharpened. Heh, had Linen (x1)
one hell of a tussle with that Dark Steel (x2), Hardened Timber
boar. But nothin’ beats Ma-
hakaman steel. (x1), Hardened Leather (x1),
Sharpening Grit (x3), Darkening
–Rodolf Kazmer
Oil (x1), Ester Grease (x2)
Mahakaman Steel (x3), Hardened
Timber (x3), Hardened Leather
(x2), Wolf Hide (x1), Sharpening
Grit (x1), Ester Grease (x3), Drake
Oil (x2), River Clay (x4), Linen
(x1)
Hardened Timber (x2), Leather
(x2), Meteorite (x5), Sharpening
Grit (x1), Etching Acid (x4), Ester
Grease (x4)
Hardened Timber (x2), Silk (x1),
Dark Steel (x4), Sharpening Grit
(x3), Ester Grease (x4), River Clay
(x4)
137
Grand Master Diagrams
Name Cra ing Time Components Investment Cost
DC
Dwarven Pole 13 Hours Hardened Timber (x6), Ma- 624 1248
Hammer 25 13 Hours hakaman Steel (x3), Hardened 735 1470
25 13 Hours Leather (x3), Sharpening Grit (x1), 830 1660
Elven Walking 13 Hours 688 1376
Sta 25 13 Hours Ogre Wax (x1) 818 1628
13 Hours Hardened Timber (x6), Gold (x1), 317 634
Elven Ze ar 25 13 Hours Ester Grease (x6), Wolf Hide (x2), 676 1352
Gnomish Black 13 Hours 888 1776
25 Dark Steel (x1), Silk (x1), Fi h
Axe Essence (x3), Gemstone (x1)
Gnomish Gwyhyr 25 Hardened Timber (x8), read (x8),
Gnomish Hand 25 Ogre Wax (x8), Fi h Essence (x2),
Leather (x2), Feathers (x4), Beast
Crossbow 26 Bones (x4), Dark Steel (x3), Ester
Meteorite Chain Grease (x9), Etching Acid (x6)
Hardened Timber (x4), Hardened
Mace Leather (x2), Dimeritium (x1),
Tir Tochair Blade Dark Steel (x3), Sharpening Grit
(x1), Ogre Wax (x1)
Hardened Timber (x2), Hardened
Leather (x1), Dimeritium (x2),
Dark Steel (x1), Sharpening Grit
(x4), Ester Grease (x3), Darkening
Oil (x1)
Hardened Timber (x2), read
(x4), Wax (x2), Resin (x2), Dark
Steel (x2), Darkening Oil (x2),
Drake Oil (x1), Ester Grease (x1)
Meteorite (x5), Hardened Timber
(x1), Hardened Leather (x1), Ester
Grease (x1), Dark Steel (x1), Sharp-
ening Grit (x1)
Hardened Timber (x2), Hardened
Leather (x1), Mahakaman Dimerit-
ium (x2), Dark Steel (x1), Sharp-
ening Grit (x1), Ester Grease (x4),
Draconid Leather (x1), Ashes (x4)
Ammunition Diagrams
Master Diagrams
Name Cra ing Time Components Investment Cost
DC
Dwarven Impact 1/2 Hour Mahakaman Steel (x1), Hardened 184 100
(x5) 20 Timber (x1), Feathers (x1), Ogre 185
1/2 Hour 100
Elven Burrower 20 Wax (x2), Iron (x1)
(x5) Dark Steel (x1), Hardened Timber
(x1), Feathers (x2), Sharpening Grit
(x2), Ogre Wax (x1), Resin (x1),
read (x1)
138 Armor Diagrams
Elven Armor Master Diagrams
The armor of the elves is puz- Name Cra ing Time Components Investment Cost
zling. They appear to wear DC
only padded and leather ar- 9 Hours
mor with perhaps a few small Dwarven Cloak 18 Hardened Leather (x12), Resin 1050 2100
metal insets. The only elves 5 Hours (x10), Leather (x6), read (x10), 528 1050
I’ve seen in metal armor, like Elven Shield 20 6 Hours Ogre Wax (x10), Drake Oil (x2), 335 674
light chainmail, were hard- 9 Hours Ester Grease (x7), Cow Hide (x1) 281 562
ened Scoia’tael types who Gnomish Buckler 22 Hardened Timber (x5), Hardened 1738 3486
have turned their backs on Hal ing Protective 18 20 Hours Leather (x5), Dark Steel (x2), Ester
many elven traditions. I know Grease (x2), Etching Oil (x4), Ogre
that elves are somewhat ob- Doublet
sessed with aesthetics but I as- Wax (x2)
sume this lack of heavy armor Scoia’tael Armor 20 Dark Steel (x3), Leather (x1), Ester
is due to some sort of nature
fixation or their armor is so Grease (x1), Etching Acid (x4),
permeated with magic that Drake Oil (x1)
metal armor is unnecessary.
Silk (x4), Double Woven Linen
–Brandon of Oxenfurt (x2), read (x10), Cotton (x7)
Dark Steel (x12), Wolf Hide (x3),
Ester Grease (x10), Etching Acid
(x12), Ashes (x11), Double Woven
Linen (x8), Darkening Oil (x4),
Hardened Timber (x13), Drake Oil
(x2), read (x9)
Grand Master Diagrams
Name Cra ing Time Components Investment Cost
DC
Gnomish Chain 24 Hours Dark Steel (x8), Leather (x2), Dark- 736 1462
24 25 Hours ening Oil (x1) 2131 4274
788 1574
Gnomish Dragoon 25 7 Hours Dark Steel (x12), Mahakaman Di- 2645 5286
Armor meritium (x2), Ester Grease (x10),
28 Hours Etching Acid (x14), Double Woven
Mahakaman 26
Pavise Linen (x5), Darkening Oil (x4),
Drake Oil (x2), Meteorite (x1),
Mahakaman Plate 28
Armor read (x15)
Hardened Timber (x10), Hardened
Leather (x5), Ogre Wax (x11), Ma-
hakaman Steel (x2), Ester Grease
(x2), Etching Acid (x3), Leather
(x1)
Mahakaman Steel (x12), Ma-
hakaman Dimeritium (x2), Ester
Grease (x8), Etching Acid (x12),
Hardened Leather (x5), Darkening
Oil (x2), Drake Oil (x1), Meteorite
(x2), Ogre Wax (x3), read (x10)
Armor Enhancement Diagrams 139
Novice Diagrams Mahakaman Steel
Name Cra ing Time Components Investment Cost The best steel in the world’s
DC made in the Mahakaman
Fiber 3 Hours Double Woven Linen (x1), read 28 60 mountains. Ya can argue til
Studded Leather 14 3 Hours (x2) ya turn blue in the ploughin’
face but it’s always gonna be
14 Leather (x1), Iron (x1), read (x1) 61 120 true. We dwarves are prob-
ably the best smelters in the
Journeyman Diagrams world and the craft’s just been
refined in the Mahakams.
Name Cra ing Time Components Investment Cost Why d’ya think the clans up
DC in the mountains get so lit-
Chain Mail 5 Hours Steel (x2) 96 187 tle hassle from humans? If
17 4 Hours Hardened Leather (x1), Leather 97 195 Mahakam turns its back on
ya, ya can forget about Ma-
Hardened Leather 16 (x1), read (x5), Wax (x3) 109 217 hakaman steel.
Steel (x2), read (x3), Etching
Steel 18 5 Hours –Rodolf Kazmer
Acid (x2)
Master Diagrams
Name Cra ing Time Components Investment Cost
DC
Elven 6 Hours Dark Steel (x1), Hardened Leather 149 300
Dwarven 24 6 Hours (x1), read (x5), Feathers (x1) 144 292
24 Mahakaman Steel (x1), Wolf Hide
(x1), read (x5), Coal (x1)
140
Fixing & Salvaging
Smithin’ Magic Disassembling Weapons Obtain the Materials
& Armor
Ever seen a smith take a When re-cra ing a weapon or armor you
handful of broken arrows, When you disassemble a weapon or piece of need to add some of the original materials
some leather and a split hel- armor you break it down into the compo- to ll in for broken pieces. To x a weapon
met and make a sword? nents that made it. However, some of these or armor gather 1 unit of each material list-
Magical, it really is. components are damaged by the process: ed in the original diagram.
you gain half of each type of component
–Rodolf Kazmer back, minimum 1 each. Tools
Fixing Broken Weapons & Repairing a weapon or armor requires all
Armor the same tools needed to make it initially.
When a weapon or armor is broken (i.e. it Roll
loses all of its SP to attacks and whatnot)
the weapon or armor ceases to function. When xing a weapon or armor you must
Any weapon or armor can be xed with a make a Cra ing roll at a DC equal to the
Cra ing roll. e process of xing a weap- cra ing DC of the item minus 5. For every
on or armor is simple and similar to cra ing rune/glyph/enhancement placed on the
a weapon or armor of the same type. You item, the DC goes up by 2. If you succeed
must: at this check then the item is xed. If you
fail this roll, the item remains broken and
Salvage the extra materials you added for repairs are
used up. As with regular cra ing you can at-
You can’t x a weapon or armor if you don’t tempt a recovery check at the same DC as
have it in hand. You don’t necessarily need the cra ing DC you just rolled.
all of the pieces but you need to have the
base weapon or armor.
Alchemy System 141
e process of cra ing alchemical solutions in the Witcher world consists of three es- Huntin’ Guts
sential steps:
Sometimes this world’s a mi-
1. Determine if you have the formula required. raculous ploughin’ place. Heh,
the thought that a dwarf like
2. Determine if you have the components. me can make hundreds of
crowns sellin’ a few sloppy
3. Make an Alchemy roll. bags of guts from a bunch of
God-forsaken monsters truly
is amazin’.
–Rodolf Kazmer
142
Alchemical Determine If You Have e Make Your Alchemy Roll
Substances Formula
Once you have your ingredients, it’s time to
Alchemy depends on nine special Every alchemical solution in the Witcher create your solution. Your formula indicates
alchemical substances. You can ex- TRPG has a formula that acts as a recipe, the time required and also the di culty.
tract the same alchemical substanc- listing all ingredients and how to process First, tell your GM that you’re spending the
es from many raw materials. Alche- them for the desired e ect. Having a writ- required time. en make your Alchemy
mists will pick, dig up, or hack off all ten formula’s explicit instructions in front of skill roll at a DC equal to the Di culty of
kinds of things to get them. your grants you a +2 to the Alchemy skill the formula. If you succeed, you’ve created
roll to make the item. one dose of the formula. If you fail, you re-
Vitriol
Determine If You Have e ned too little or combined too soon and
Rebis Ingredients the result is useless.
Aether Formulas always indicate the type and num- Recovery ( e Optional Step)
ber of alchemical substances required for
the product they create. Alchemy isn’t par- You have one chance, immediately a er you
ticular about the raw material you get the fail the Alchemy check, to recover some in-
substance from, just that you use enough of gredients from the failed creation. You can
each and in the proper proportions. Final- make an Alchemy roll versus the formula’s
ly, you need an alchemy set, a required tool DC. If you succeed, you recover one of the
without which alchemy is impossible. alchemical substances that you used in pure
form.
Quebrith
Hydragenum
Vermilion
Sol
Caelum
Fulgur
Substances 143
Vitriol Newt Eyeballs
Name Rarity Location Quantity Forage Weight Cost Apparently some alchemical
things must be rendered into
Balisse Fruit C Fields 1d10 Units 12 .1 8 dust to be effective. My under-
Barley C Fields 1d10 Units 12 .1 9 standing is that you acquire
Mountains & the thing in question, dry it
Calcium Equum C underground 1d10 Units 12 .1 12 thoroughly in a kiln, then
Fields & forests crush it up and sieve it so that
Crow’s Eye P Found on ghouls 1d6 Units 15 .1 17 only dust remains. One of my
Ghoul Claw R Found on nekkers N/A N/A 1 60 students contracted a horrible
Nekker Teeth P Caves N/A N/A .1 30 pneumonia after inhaling a
Sewant Mushrooms P Found on rock 15 .1 17 great deal of powdered green
trolls 1d6 Units snake. Apparently one is sup-
Troll Hide R Fields N/A 4.5 147 posed to use a mask of some
N/A sort. Even with this danger
White Myrtle Petals C 12 .1 8 it is preferable to make your
1d10 Units own dust rather than buy it. I
don’t know what dust of newt
Rebis eyeballs looks like and I don’t
think there is a test except to
Name Rarity Location Quantity Forage Weight Cost buy the dust, mix it up with
other terribly expensive sub-
Celandine C Fields & Forests 1d10 Units 12 .1 8 stances, and see if it works. If
Drowner Brain P Found on drowners N/A N/A 1 80 it doesn’t you’re not going to
P 15 .1 17 get much by going back to the
Han Fiber Fields 1d6 Units merchant and saying “Those
R Found on N/A .1 90 were never newt eyeballs!”
Hag Teeth grave hags N/A even if the villain hasn’t scarp-
R Mountains or 18 .1 91 ered with your cash.
Lunar Shards Underground 1d6/2 Units
P Found on nekker N/A .5 30 –Brandon of Oxenfurt
Nekker Heart R Breweries N/A 18 .5 88
Wine Stone 1d6/2 Units
Aether
Name Rarity Location Quantity Forage Weight Cost
Allspice Root P Fields 1d6 Units 15 .1 18
Berbercane Fruit C Mountains&swamps 1d10 Units 12 .1 9
Essence of Wraith R Found on wraiths N/A .1 95
P N/A 15 .1 17
Ginatia Petals P Fields 1d6 Units 15 .1 19
Hellebore Petals R Forests 1d6 Units 20 .1 100
Ocean floor & shore 1d6/3 Units
Pearl R Mountains or 18 .1 77
Quicksilver underground 1d6/2 Units
E Forests & caves 10 .1 5
Solution 2d6 Units
Scleroderm
144 Quebrith
Shopping Name Rarity Location Quantity Forage Weight Cost
Shops for alchemical com- Balisse Leaves C Fields 1d10 Units 12 .1 8
ponents are also starting to Mountains &
spring up. For the poorer Ducal Water C underground 1d10 Units 12 .1 20
folk who always want their
miracles cheap, there are the Fool’s Parsley E Fields 2d6 Units 10 .1 2
places with rat’s tails, dried Ghoul Marrow R Found on ghouls
cockroaches, and cat vomit. Honeysuckle C N/A N/A .5 80
For the fashionable wealthy Fields
among whom this is a fad Optima Mater R Mountains & 1d10 Units 12 .1 21
there are slick salesmen giv- underground
ing “Alchemy Parties” in the Sulfur C Mountains & 1d6/2 Units 18 .1 100
homes of the elite, demon- underground
strating a few simple formulas 1d10 Units 12 .1 14
and selling expensive compo-
nents. If you wish to purchase Hydragenum
an alchemy book or pay for
an alchemy service, be sure to Name Rarity Location Quantity Forage Weight Cost
choose an establishment that
has been around long enough Cortinarius P Forests 1d6 Units 15 .1 18
to have a thick coating of dust Essence of Water R Found on drowners N/A N/A .1 46
on the shelves and disregard
the urchin hanging around Infused Dust R & sirens N/A N/A .1 146
outside ready to spring when Found on wraiths,
you exit. “That alchemy stuff Mistletoe P noon wraiths, grif- 1d6 Units 15 .1 8
is pretty pricey, ain’t it, sir? Nekker Claw P N/A N/A .5 40
I know a man that can fix R ns, & golems N/A N/A 1 87
you up for cheap.” Those who Troll Liver R Fields & forests N/A N/A .1 60
don’t know what grave hag Werewolf Saliva Found on nekkers
dust is supposed to look like Found on rock trolls
are easy targets for charlatans. Found on werewolves
–Brandon of Oxenfurt Vermilion
Name Rarity Location Quantity Forage Weight Cost
Chitin R Found on arachasae N/A N/A 5 106
Endrega Saliva P & endrega 1d6 Units 15 .1 38
R N/A 1 150
Griffin Egg R Found on endrega N/A N/A .1 148
Gri n Feathers R Found on gri ns or N/A 18 .1 65
Mandrake Root P 1d6/2 Units 15 .5 20
in gri n nests 1d6 Units
Phosphorus P Found on gri ns 15 .1 9
Fields & forests 1d6 Units
Wolfsbane
Mountains &
underground
Fields, forests &
mountains
Sol 145
Name Rarity Location Quantity Forage Weight Cost A Fiend’s Eye
Fiend’s Eye R Found on ends N/A N/A .5 149 So I want ya to picture this.
Found on noon Really get your imagination
Light Essence P N/A N/A .1 43 crankin’.You’retravelin’witha
wraiths witcher. Ya’ve been all around
Siren Vocal Chords R Found on sirens N/A N/A .1 65 the North and now you’re
Vampire Saliva R Found on katakans N/A N/A .5 155 headin’ back to town from
Verbena P 1d6 Units 15 .1 18 gods know where. Ya just
Wolf’s Aloe Leaves P Fields 1d6 Units 15 .1 39 helped this witcher kill some
Wyvern Eyes R e Blue Mountains N/A N/A .1 75 big ugly bastard he called a
Found on wyverns fiend and he was nice enough
to let ya keep the big ol’ third
Caelum eye. Ya happen to know, if ya
get the thing back to town and
Name Rarity Location Quantity Forage Weight Cost find an alchemist ya can get
149 crowns easy, upwards of
Arachas Venom R Found on N/A N/A .5 76 200 if ya find the right person.
arachasae 1d10 Units 12 .1 8 But ya got a problem. How
Bryonia C Mountains & N/A .5 86 do ya transport an eyeball
N/A the size of a God-damned
Drowner Tongue R cities 20 1 106 human head? It ain’t an easy
Found on 1d6/2 Units question, lemme tell ya that.
Fiend Dung R drowners N/A .5 80
Found in end N/A 12 .1 8 –Rodolf Kazmer
territory or in 1d10 Units N/A .1 150
Grave Hag Tongue R N/A .1 38
Green Mold C ends N/A
R Found on N/A
Vampire Teeth grave hags
P
Venom Extract Caves
Found on katakans
Found on ghouls,
grave hags, endrega,
arachasae, wyverns
Fulgur
Name Rarity Location Quantity Forage Weight Cost
Arachas Eyes R Found on arachasae N/A N/A .5 95
Found on dogs &
Dog Tallow C N/A N/A .1 10
wolves
Dwarven Immortelle R Underground 1d6/2 Units 18 .1 75
Found in endrega
Endrega Embryo R 1d6 N/A 1.5 55
nests
Golem Heart R Found on golems N/A N/A 1 167
Grave Hag Ear R Found on grave hags N/A N/A .1 134
Specter Dust P Found on wraiths 1d6 Units N/A N/A 30
R Found on wyverns N/A N/A 2 150
Wyvern Egg
146 Formulae
Traditional Novice Formulae
Alchemy
Name Alchemy Time Components Cost
The whole lead to gold quest DC
of the alchemists began dur- Adda’s Tomb 27
ing the reign of King Abdank, Base Powder 13 5 Rounds 27
the mentally limited Temeri- Clotting Powder 30
an king. Luckily for Temeria Hallucinogen 12 5 Rounds 47
the kingdom was really being Invisible Ink 22
ruled by Abdank’s court sor- Numbing Herbs 12 5 Rounds 18
cerer Raffard the White, who Poisoner’s Friend 24
kept Abdank busy feeding his Smelling Salts 12 5 Rounds 37
interest in alchemy. All sorts of Sterilizing Fluid 33
alchemists from far and wide Succubus’ Breath 11 5 Rounds 30
were promised immense Wives’ Tears Potion 28
wealth and fame, brought to 12 5 Rounds
Temeria, ordered to turn lead Cost
into gold, and then executed 14 10 Minutes
when they failed. Eventually 84
the word got around and no 14 10 Minutes 52
more alchemists came to Te- 67
meria but the idea of turning 12 5 Rounds 54
lead into gold stuck with the 67
alchemical community, who 14 10 Minutes
are usually skint after paying
for dragon scales and dried 14 10 Minutes
fiend testicles. There are new
rumors of success every year Journeyman Formulae
but no proof. Why they are so
obsessed with this when they Name Alchemy Time Components
knowthatmageslearnedhow DC
to turnleadinto gold longago Acid Solution
is entirely beyond me. Alchemical Adhesive 16 15 Minutes
–Brandon of Oxenfurt Black Venom
Chloroform
Quick Fire 15 10 Minutes
15 10 Minutes
16 15 Minutes
16 15 Minutes
147
Master Formulae
Name Alchemy Time Components The Green Devil
DC
Bredan’s Fury Cost Seen a lotta atrocities through
Fisstech
22 1/2 Hour 142 all three wars. Hell, we’re roll-
Pantagran’s Elixir in’ out weapons for this war
Perfume Potion
Talgar’s Tears 18 1/2 Hour 120 that I think nobody woulda
Zerrikanian Fire
17 15 Minutes thought possible in the first
100 Northern War. Zerrikanian
18 1/2 Hour 114 fire’s among ‘em. Never seen
somethin’ worse. In small dos-
20 1/2 Hour 118 es it ain’t so bad, but I’ve seen
those green flames swallow
17 15 Minutes
97 towns whole.
–Rodolf Kazmer
148
Combat in 149
e Witcher
Don’t Be
“ e witcher’s right hand rose, as fast as lightning, above his Discouraged
right shoulder while his le jerked the belt across his chest, making
the sword hilt jump into his palm. e blade, leaping from the scab- You may be frustrated get-
bard with a hiss, traced a short, luminous semi-circle and froze, the ting to this point if you’re not
point aiming at the charging beast. At the sight of the sword, the mon- playing a witcher. Don’t be.
ster stopped short, spraying gravel in all directions. e witcher didn’t Witchers are bonafide killing
even inch.” machines but they are far
from the only deadly peo-
-Andrzej Sapkowski, e Last Wish ple out there. We see many
others including the dwarf,
Yarpen Zigrin and lordly
knight, Eyck of Denesle who
have taken on and not only
survived but come out vic-
torious against some of the
most dangerous monsters
out there. That’s without
even taking into account the
sociopathic mercenary Leo
Bonhart, who is rumored to
have killed three witchers in
single combat.
Combat in the Witcher is deadly, bloody, erwise ruin your day. e fact of the mat-
and punishing. When blades start swing- ter is, you need focus to ght and it’s hard
ing and arrows start ying it’s best for you to focus on more than one person at once.
to keep an eye out and plan your moves
carefully. You can go running into battle, ere are ways to help in that situation: put
hacking and slashing hither and thither all your opponents in front of you, wield a
but that likely won’t help you too much in shield, keep your opponents at a distance.
a real solid ght against anything tougher All of these approaches help but none of
than a mugger in the local tavern. Always them eliminate the core problem. Keep this
keep in mind that damage can be pun- in mind when you face bandits and lesser
ishing and death is never too far away. A monsters like nekkers. One of these enemies
tactical warrior will always make it farther is easy to kill. But how will you fare against
than a savage madman. four—when, every time you swing at one,
three more attack you from behind?
Don’t Fight Groups Use Your Advantages
Even the most skilled warrior in the world You should also always exploit every advan-
is in trouble if they have to ght more than tage and vary up your ghting where possi-
one opponent at a time. While you engage ble. Are you in a swamp with a boggy pond
one person, more enemies attack you from nearby? row your enemy into it and attack
behind, dog-pile you to the ground, or oth- while they try to swim out. Can you back