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GURPS 4th ed.

WITCHERS AND THEIR


WORLD

CHARACTERS
A GURPS PROJECT BY CASPER GRONEMANN
Disclaimer: This project is not in any way affiliated with Steve Jackson Games, CDProjekt or any of their subsidiaries.

It is strictly an unofficial, fan-made project. The 'GURPS' and 'The Witcher' trademarks are purely the intellectual

properties of their rightful owners. This project is non-profit, free of charge, free to use and free to distribute. It is also

free for change and adaptation. To receive the master document of this .pdf, send a requisition e-mail to

grunker@gmail.com, and please remember to credit the author of this document should you use this work for your own

projects. Thank you.


Contents
FOREWORD............................................................................................................................................5
INTRODUCTION......................................................................................................................................7
CHAPTER I.............................................................................................................................................8
The Basics.........................................................................................................................................9
CHAPTER II...........................................................................................................................................10
Advantages.......................................................................................................................................11
CHAPTER III..........................................................................................................................................13
Skills................................................................................................................................................14
Racial Talents..................................................................................................................................18
CHAPTER IV..........................................................................................................................................19
Magic..............................................................................................................................................20
Druidic Magic..................................................................................................................................22
CHAPTER V...........................................................................................................................................25
Signs................................................................................................................................................26
CHAPTER VI..........................................................................................................................................43
Alchemy..........................................................................................................................................44
Bombs!............................................................................................................................................47
Witcher Alchemy.............................................................................................................................53
CHAPTER VII.........................................................................................................................................72
Witcher's Arsenal............................................................................................................................73
CHAPTER VIII.......................................................................................................................................79
Races of the Continent..................................................................................................................80
“My first monster, Iola, was bald and had exceptionally rotten teeth. I came across him on the highway where, with

some fellow monsters, deserters, he'd stopped a peasant's cart and pulled out a little girl, maybe thirteen years old. His

companions held her father while the bald man tore off her dress, yelling it was time for her to meet a real man. I rode

up and said the time had come for him, too – I thought I was very witty. The bald monster released the girl and threw

himself at me with an axe. He was slow but tough. I hit him twice – not clean cuts, but spectacular, and only then did

he fall. His gang ran away when they saw what a witcher's sword could do to a man.... Am I boring you, Iola? I need

this, I really do need it. Where was I? My first noble deed. You see, they'd told me again and again in Kaer Morhen not

to get involved in such incidents, not to play at being knight errant or uphold the law. Not to show off, but to work for

money. And I joined this fight like an idiot, not fifty miles from the mountains. And do you know why? I wanted the

girl, sobbing with gratitude, to kiss her savior on the hands, and her father to thank me on his knees. In reality her

father fled with his attackers, and the girl, drenched in the bald man's blood, threw up, became hysterical and fainted in

fear when I approached her. Since then, I've only very rarely interfered in such matters.”

– Geralt to Iola, priestess of Melitele, in The Last Wish


FOREWORD
Many years ago, CDProjekt Red, a Polish publishing firm, released the first game in The Witcher
series. Before that, Andrzej Sapkowski had created the unique fantasy setting. Crafted on the
basis of fantasy tropes within a more medieval and realistic frame, The Witcher was a new take
on the low-magic fantasy setting. Unlike most of the low-magic settings created before and since,
such as George R. R. Martin's 'A Song of Ice and Fire', the World of the Witcher did not aspire to
complete, gritty realism with a few strokes of fantasy here and there. Rather, it was a blend of
obvious magic, monsters and exotic races and a world that had to abide by the rules of a
medieval reality despite all its obvious supernatural elements. The Witcher wasn't really low
fantasy and high realism, though it wasn't high fantasy, low realism either. Rather, it was sort of a
blend of elements with a very strong hint of fairy tale (as opposed to fantasy). In this world,
Sapkowski centered his stories on the character Geralt – a neutral observer of a world in decline,
a man who did not want to be involved in the troubles of a world slowly killing itself, but who
would constantly have to fight the urge to act and try to save what was left of it, or at the very
least some of the people in it. In Geralt, Sapkowski created not only a metaphor for his own
outlook on the world, but a metaphor for modern, democratic politics. Each individual human
looking at what he or she sometimes perceives as collective acts of stupidity and self-destruction,
and a refusal to take part in it. At the same time however, through Geralt, we bear witness to
how we are each more responsible for the state of affairs than we might be willing to admit, and
that distancing yourself from the collective is both difficult and may not always be the right
decision. The main point of Geralt's adventures, though, seems to be that Sapkowski does not
want to answer whether the morally correct decision would be for Geralt to abide by the rules of
neutrality that bind him, or whether he should embrace his wish to act and take responsibility for
the world, even though he perceives most of the people in it as self-destructive. Indeed, perhaps
the answer to Geralt's paradox of neutrality is case-dependent.

In the frame of this excellent setting and theme, I created a very poorly thought-out role-playing
campaign called Return of the Crows. Too little preparation on my side made the plot twist and
turn in all sorts of weird directions. However, the preparation I did with the rich setting and the
GURPS ruleset as well as my experienced players turned the campaign into a very enjoyable and
memorable one regardless, definitely more than the sum of its parts. Determined to return much
better prepared for round two, I started touching up rules, setting and plot, readying myself to
once again master a campaign in Sapkowski's wonderful fantasy world. The results are what you
see before you. Three compendiums; Characters (with general rules), Monstrum (with monsters)
and the upcoming Campaigns (with a campaign setting). All for use with the fourth edition of
GURPS, in my opinion the best role-playing system to grace this world.

I did not arrive at this point alone, however. Tons of praise and thanks should be given to the
communities of sjgames.com and The Witcher Wiki, which were two invaluable resources in
creating these supplements. Specific credit should be given to Bruno, Gnomasz, Langy and
vierasmarius from the forums of sjgames.com who were especially helpful in the creation of this
project. Thanks also to my original players Andreas, Carsten, Erik, Kenneth, Mikkel and Mikkel as
well, for being guinea-pigs and good sports!

If you're about to undertake the role of game master or player in the World of the Witcher, I
hope you'll find some amount of inspiration and help in this work!

– Casper Gronemann
Contact at grunker@gmail.com or on sjgames.com forums (username: Grunker)
INTRODUCTION
This supplement deals with every single rule a character would ever need to know in the World
of the Witchers... more to the point, it deals with all rules concerning witchers in the GURPS rules
system, and also contains a few other things, such as additions to the standard alchemy system in
GURPS: Magic, and a few notes on what being a spellcaster means in the Witcher Universe.
To use this supplement and understand everything in it, the only knowledge one needs is a basic
knowledge of GURPS: Characters. Having read Witchers and their World – Campaigns or being
familiar with the video games or books certainly helps, but is in no way required. This
compendium is the central guideline to play in the World of the Witchers.

Note that as a universal system, GURPS is pretty much able to handle the Witcher Universe and
play within it without any additions... sure, this compendium holds a few notes on the topic of
alchemy and sorcery, but the basic rules of GURPS and all its additional material for fantasy will
be enough for anyone running a campaign in this universe. Mostly, this compendium will be
useful for those playing witchers. Usually, only one or perhaps two players should take on the
role as witchers... the witcher's universe as a setting lends itself well to asynchronous campaigns
with players from different walks of life and perhaps even with characters built with different
point totals – that's how I'm running my campaigns – but anything is certainly possible.

With that, I thank you for picking up this project and I hope you can get some good use out of it!
CHAPTER I

The Basics
The Basics
“You witchers, after all, deprive yourselves of work, slowly but surely. The better and the more conscientiously you

work, the less work there is for you. After all, your goal is a world without monsters, a world which is peaceful and safe.

A world where witchers are unnecessary.”

– Dandelion to Geralt, in The Last Wish

Tech Level: The tech level of Witchers and their World is 3. The world of the witchers is a
medieval one – the best comparison is earth circa 1100-1300 A.D.

Starting character points: Starting points in The Witcher do not differentiate from the guidelines
given in basic set. 100-150 point characters are exceptional individuals ready to mingle in the
political conflicts on the continent. Witchers or mages range from between 125 to 300 points – a
150 point witcher recently finished the remainder of his training and is a full-fledged, albeit
rookie, witcher. A 300 point sorceress is a very powerful mage.

Starting wealth: Campaign starting wealth should be 1000$ as the Basic Set suggests for a TL3
world.

Supplements: Using this supplement requires that you have a copy of GURPS: Basic Set. Though
not necessary, copies of GURPS: Magic and GURPS: Dungeon Fantasy 1 are highly recommended
and referenced sparingly throughout this volume. If other supplements are used, they are both
noted in the text and whatever asset is drawn upon will be explained as well.

References: Some quotes are referenced from other sources. The Last Wish and Blood of Elves
are books by Andrzej Sapkowski – author of The Witcher Universe. Return of the Crows is the
first GURPS role-playing campaign set in the world of the witchers played by the author of this
supplement. Other references include the video games (The Witcher I and The Witcher II).

The Continent: This compendium often refers to 'the Continent', which in The Witcher terms
refers to the known world; the mass of land on which the known kingdoms relevant for this role-
playing game are located.
CHAPTER II

Advantages
Advantages
“Yes, Kaer Morhen. I underwent the usual mutation there, through the Trial of Grasses, and then hormones, herbs,

viral infections. And then through them all again. And again, to the bitter end. […] My hair's been white ever since.

Total loss of pigmentation. A side effect, as they say. A trifle.”

– Geralt to Iola, priestess of Melitele, in The Last Wish

Sign Aptitude - 5 points


This is an Unusual Background advantage needed to buy the special powers known as Signs (see
Chapter V – Signs) for characters who do not have the required levels in Magery. Signs in the
witcher can be described as “known, but secret”. Thus, knowledge of them constitutes a
significant advantage because few people will be able to protect themselves against them. The
potential power of Signs is much lower than that of true magic however, and, as such, Sign
Aptitude is cheaper than Sorcery. This advantage can be acquired through play (taught by other
sign users, usually only witchers). For more on signs, see Chapter V – Signs.

Sorcery - 10 points
This is an Unusual Background advantage required to buy levels in the 'Magery'-advantage. Magic
0n the Continent can be defined as “known, but secret” which as per GURPS: Basic Set requires
aspiring sorcerers and sorceresses to purchase a 10-point Unusual Background. Knowing magic
and casting spells is a significant advantage in a world where next to no one will have protection
from or knowledge of such things. For more on magic, see Chapter IV - Magic.

Witcher Secrets - 15 points


This is an Unusual Background advantage which denotes that the character has access to or has
learned some of the most well-kept secrets on the Continent – namely, the secrets behind
witcher alchemy, mutagens and the trials of the witchers. A character with this advantage has also
been exposed to mutations and has had his body and physiology altered through the trial of
grasses. The advantage provides the witcher with a large number of edges:
Firstly, this advantage confers +5 bonus to the HT-roll to resist the toxicity of potions made with
Witcher Alchemy. See Toxicity in Chapter VI – Alchemy for more detailed information.
Secondly, it provides the witcher with resistance to mutagens. The character has the ability to
ingest mutagens with a lessened fear of negative consequences. A character without this
advantage is at a heavier risk of becoming sick or mutated in a horrible fashion when ingesting
mutagens. When ingesting a mutagen (whether prepared properly or not), remember to inform
the GM that you have Witcher Secrets. Mutagens are special components that speed up cell-
mutation and through the Alchemy (Witcher) skill, a witcher can identify mutagens and their
properties, as well as prepare them properly for use. For more on mutagens, see 'Preparing
Mutagens' in Chapter VI – Alchemy.
Thirdly, this advantage adds a +4 bonus to any Monster Lore roll made to determine whether a
given monster is vulnerable to silver or meteorite weapons.
Fourthly, anyone with this advantage may conduct the witcher trials and may spent points to buy
the Alchemy (Witcher) skill.
Fifthly, Witcher Secrets also allow full use of the Monster Lore skill. This skill is restricted for
characters without this advantage (as described in Chapter III – Skills). For more on witcher
alchemy, see Chapter VI – Alchemy.
Sixthly, Witcher Secrets allows the purchase of certain supernatural advantages unlikely to be
available at character creation for other characters, like, for example, Enhanced Defenses. Chief
among these is Weapon Master [Swords] which most witchers possess. Such advantages should
rely on the fiction of the witcher universe and can only be bought if the GM permits it. See The
Witcher template in Chapter VIII – Templates for inspiration.
Seventhly (and finally), depending on your GM and your campaign rules, this advantage may also
buy you access to a cheaper version of the Signature Gear advantage in order to start out with
some required Witcher attire. See Witcher Starting Gear in Chapter VII – Equipment for additional
details.

“In order to become a witcher, you have to be born in the shadow of destiny, and very few are born like that. That's why

there are so few of us. We're growing old, dying, without anyone to pass our knowledge, our gifts, on to. We lack

successors. And this world is full of Evil which waits for the day none of us are left.”

– Geralt, in The Last Wish


CHAPTER III

Skills
Skills
“You mistake my trade for that of a hired killer. It's not the first time I've been called to a court where the problems

demand the quick solutions of a sword. But I've never killed people for money, regardless of whether it's for a good or

bad cause. And I never will.”

– Geralt to Queen Calanthe Fiona Riannon of Cintra, in The Last Wish

There are many skills that are especially relevant on the Continent. For example, alchemists
function as the Continent's scientists. In some cases they are even used when conducting
autopsies. Below you'll find two things; the first are some relevant notes on the Autohypnosis,
Alchemy and Herb Lore skills. The second is two new skills – Alchemy (Witcher) and Monster
Lore.

A Rules Note
Though Alchemy (Witcher) and Alchemy might seem like similar skills, they do not default to each
other. This is because these “clone skills” represent very different ways of conducting a trade. For
example, Alchemy (Witcher) represents a very specific way of producing a very specific set of
elixirs, while Alchemy is a more general science with more room for the invention of new elixirs
– but without the methods to produce witcher alchemy. Though they seem similar, they require
entirely different methodologies and knowledges. Thus, though similar, these skills should be
treated as completely different skills. They only overlap insofar as they sometimes allow their
users to identify the same things (for examples, the identification of the Celandine herb and its
uses is covered by both Herb Lore and Alchemy (Witcher). These few overlaps are not enough to
constitute a default though. Thus, characters who wish to do both Herb Lore alchemy and identify
alchemical ingredients in plants for use in witcher alchemy must take both Herb Lore and
Alchemy (Witcher). One way to look at it, is that while Alchemy and Herb Lore are extremely
broad and deep knowledges of an entire field, the witcher skill is purely practical and deal with a
select few secrets in their field which only the witchers know.

Relevant Skills From GURPS: Basic Set


Autohypnosis: Witchers use a special form of meditation – Autohypnosis – to focus their will
and ignore pain. Most witchers either learn this skill as a functional version of their Meditation
skill, or they use their Meditation to default to Autohypnosis. Very few witchers use it the other
way around since Meditation is crucial for their alchemy (see below). Autohypnosis is described
on p. 179 of GURPS: Basic Set.

Alchemy: This skill is used by alchemists to make special, powerful concoctions as described in
GURPS: Basic Set and GURPS: Magic. An alchemist can detect and analyze witcher alchemy as he
would detect analyze “regular” alchemy – however any rolls associated with this are made at -2.
An alchemist cannot obtain the knowledge to create witcher alchemy in this fashion. The Alchemy
(Witcher) skill can never be used to detect and analyze regular alchemy. Alchemy functions
mostly as described in GURPS: Magic, but for more specific information on alchemy on the
Continent, see Chapter VI – Alchemy.

Herb Lore: Herb Lore is used by druids, witches and similar herbalists to make cheap and
efficient alchemy without the deeper understanding that alchemists have. Witchers also use herbs
in a wide variety of elixirs in their special witcher alchemy, but they rarely if ever use the Herb
Lore skill for this (most witchers are not herbalists, they use herbs only for purposes of making
their “quick and dirty” elixirs). Therefore, witchers mainly use the new skill Alchemy (Witcher) for
their purposes. Otherwise, Herb Lore functions exactly as described on p. 211 of GURPS: Magic
with regards to making alchemical concoctions.

Meditation: Witchers require meditative rituals to “activate” the effects of some of their
alchemical elixirs. Whenever someone ingests a witcher elixir that requires meditation, he or she
must roll against Meditation and remain in the trance-like state for 5 minutes. Multiple elixirs
that all require “activation” in this manner can be meditated on in the same 5 minute sitting (as
such, a witcher could drink four potions that require meditation and activate them all in one 5-
minute trance). The details of using Meditation for this purpose is described under 'Using Witcher
Alchemy' in Chapter VI – Alchemy. Witchers also use meditation for more general purposes –
centering themselves, spiritual guidance and to consider how to approach specific contracts.

For additional information on the Alchemy, Herb Lore and Meditation skills, see Chapter VI –
Alchemy.
New Skills

Alchemy (Witcher)
IQ/Very Hard
Defaults: None.
Alchemy (Witcher) is identical to the Alchemy and Herb Lore skills – except that it only allows the
character to create very specific alchemical concoctions known as witcher alchemy (see Chapter
VI – Alchemy) and identify the ingredients required to make such. In all regards, follow the rules
of the Alchemy skill, when using Alchemy (Witcher), unless something else is noted in the Chapter
VI of this compendium. Note that Alchemy (Witcher) has no default – the skill must be learned,
either from witchers (highly unlikely), or by stealing their secrets (almost more unlikely). In
effect, you need the Witcher Secrets advantage (see Chapter II - Advantages) to learn this skill.
Alchemy (Witcher) also allows for the identification and correct use of mutagens to mutate the
body in a beneficial fashion. For more on this, see Preparing Mutagens in Chapter VI – Alchemy.
Alchemy (Witcher) can also be used to identify plants and the alchemical ingredients they contain
for purposes of making alchemical concoctions. It can be used to identify the general properties
of plants as well as their uses in witcher alchemy – but it cannot be used to make normal
alchemy or alchemical charms such as regular Herb Lore. To correctly identify plants and the
ingredients they contain, a witcher needs only a successful roll against Alchemy (Witcher),
modified by the Herb's Extraction Modifier (see Witchers and their World – Monstrum, though
this is recommended for GM's eyes only). A critical success has no further effect. A failure means
the character has no knowledge of the plant. A critical failure means the character identifies the
plant as the wrong kind! See Witchers and their World – Monstrum for more information on
which ingredients can be found in which plants (again, this information should not be available
to players).
Monster Lore
IQ/Hard
Defaults: Naturalist-6, Occultism-3.
This skill covers the deep knowledge of monsters on the Continent. This covers all monsters –
from necrophages to monster plants, from wyverns to wraiths. It is used for many purposes; from
identifying the weaknesses and strengths of monsters to extracting body-parts like brains, or
substances like blood, from monsters (used in witcher alchemy). It is also used by witchers to
extract mutagens from monsters.
It can also be used for specific purposes; knowing how a particular kind of ghost is usually put to
rest, for example. The GM is the judge of how much knowledge a character gains of a monster
based on the margin of success of the character's roll. A character gains no knowledge if he fails
the roll – and on a critical failure, the GM is free to provide the character with completely false
information! A critical success should yield almost all info on a monster, and could even reveal
specific things about the very monster the character rolls on. For example, when putting a ghost
to rest, a normal success on a Monster Lore roll might reveal to the character that banshees are
usually put to rest by ending the life or existence of that which makes them rage. A critical
success however, might bring to light details pertaining to what the problem of the specific
banshee in question seems to be angry about based on how it behaves.
To extract parts, substances or mutagens from monsters, the character only needs a successful
result on a Monster Lore roll, modified by the monster's Extraction Modifier (the GM will know
this by viewing Witchers and their World - Monstrum). A critical success has no further effect. A
failure means the character ruins both body-parts, substances and mutagens. A critical success
has no further effect. On a critical failure, treat the character as having drunk a witcher elixir
with high toxicity (without it having any additional effects). For more on toxicity, see Chapter VI –
Alchemy. See Witchers and their World - Monstrum for information on monsters on the Continent
and which alchemical ingredients are contained within the body-parts that can be extracted from
them.
Note: This skill is available to any character, but the alchemical ingredients listed in the Witcher
Alchemy chapter can only be extracted, and knowledge about them can only be acquired, using
this skill, by characters with the Witcher Secrets advantage. As such, any character with this skill
can use it to identify monsters, as well as their weaknesses and strength etc., but to extract
alchemical ingredients or mutagens for use in witcher alchemy, purchasing the Witcher Secrets
advantage is required.
Racial Talents
“Drinking alone is like shitting in company.”

– Zoltan Chivay in The Witcher II: Assassin of Kings (video game)

These are groups of talents that signify skills which certain of the Continent's races master with
varying ease. These talents are primarily penned down here as some of the templates in Chapter
VIII makes use of them.

Dwarf Talent - 5 points/level


This talent includes the skills Accounting, Artist, Jeweler, Masonry, Merchant and Smith.

Elf Talent - 5 points/level


This talent includes the skills Animal Handling, Camouflage, Carpentry, Climbing, Naturalist and
Survival.

“Don't ever do that again, Geralt. Don't speak to those in power like that. Few of them would forget your words, and

you know kings – they have all sorts of things at their disposal: daggers, poisons, dungeons, red-hot pokers. There are

hundreds, thousands, of ways kings can avenge their wounded pride. And you wouldn't believe how easy it is, Geralt,

to wound some rulers' pride. Rarely will any of them take words such as 'no,' 'I won't' and 'never' calmly.”

– Queen Calanthe Fiona Rinnan of Cintra to Geralt, The Last Wish


CHAPTER IV

Magic
Magic
He repeated the incantation, substituting the vowel “e” with an intake of breath, according to the safety rule.

- The Last Wish

Magic plays a large and central role in the witcher universe. Magic is the art of bending the
power of Chaos to one's will. Practitioners of the art must master a vast and complicated corpus
of knowledge and, it seems, women have a special predisposition for it. Sorcerers seek out
talented children and teach them. The power bound in spell formulae may be used for healing,
teleportation, destruction, creating illusions, and altering form. The witchers' Signs are very
simple spells, mostly kinetic or mind-influencing. To use them, one needs concentrated will and a
hand gesture. Casting Signs is not time-consuming, so witchers use them when fighting monsters.
Most magic, however, is much more complex than the simple signs witchers use, and this chapter
is devoted to outlining how magic works on the Continent.

As a ground rule, magic works exactly like described in GURPS: Magic. However, the rules below
specify changes in how magic works or outline which of the variant rules in GURPS: Magic is used
on the Continent.

Accessing Magic
Magical talent is not something a person is born with. Theoretically, anyone can be trained in it.
However, the process of becoming a sorcerer or sorceress is extremely complicated and it is a
huge and time-consuming ordeal to learn simply the basics. Most mages have been trained almost
from birth. To exemplify this, characters who wish to deal in magic must buy the Sorcery
advantage (see Chapter II - Advantages). Even though anyone can be trained in magic, very few
people are. Besides sorcerers and sorceresses, a few number of creatures, as well as the
mysterious druids, deal in magic. There are also people who are innately more magically adept
than others. This is exemplified by taking different amounts of levels in the Magery advantage.
Effectively, Magery level 0 can be purchased during play after very extensive amounts of training.
Magery level 1+ can only be purchased when the character is created or if some special event or
supernatural phenomena infuses a character with magical ability.
Mana Level
There isn't anything called 'mana' on the Continent. Mages draw their power from a force called
'the Chaos'. In game terms, however, the Continent has a normal mana level (Chaos level),
although locations exist with both low mana (low Chaos) and no mana (no Chaos). Chaos is a
remnant from the Conjunction of the Spheres – a cataclysmic event that brought monsters (and
humans) to the Continent. The expulsion of force in this event makes up a good deal of the Chaos
mages draw on. A mage can buy extra fatigue usable only for casting spells or using Signs (energy)
at the regular cost (-10%).
Note: In the world of the witchers, large fields of growing hemp, as well as the pollen from
growing hop, block magic. Treat fields of growing hemp or hop as “no Chaos” zones for anyone
with Magery 4 or below. For those with Magery 5 or above, treat them instead as “low Chaos”
zones.

Priests and Other Spellcasters


Priests in the universe of the witcher sometimes know a few select spells or exorcisms, but
usually no more. Lots of magical creatures however, such as dryads, nymphs, succubi and such,
know much magic, however. The nature of their casting is tied to their type, so a succubi might
use Magery, while a forest creature such as a sylvan or a dryad might use Power Investiture like a
druid (see the next section of this chapter). Most priestly incantations are based on Magery.

Final Note on Magic


Casting spells causes the ovaries of most female sorceresses to become atrophied, thus making
them infertile.

Despite the respect enjoyed by magicians, a sorceresses' family did not benefit from her in the least because by the time

the girl had completed her education, nothing tied her to her family anymore – only brotherhood counted, to the

exclusion of all else. So only daughters with no chance of finding a husband become sorceresses.

Unlike priestesses and druidesses, who only unwillingly took ugly or crippled girls, sorcerers took anyone who showed

evidence of a predisposition. If the child passed the first years of training, magic entered into the equation –

straightening and evening out legs, repairing bones which had badly knitted, patching harelips, removing scars,

birthmarks and pox scars. The young sorceress would become attractive because the prestige of her profession demanded

it. The result was pseudo-pretty women with the angry and cold eyes of ugly girls. Girls who couldn't forget their

ugliness had been covered by the mask of magic only for the prestige of the profession.

– The Last Wish


Druidic Magic
Geralt, raising his head, met Mousesack's penetrating black gaze. The druid of Skellige, without taking his eyes from

the witcher, was crumbling bread in his hands and dropping it as if lost in thought. Geralt looked down. There on the

oak table, crumbs, grains of buckwheat and fragments of lobster shell were moving like ants. They were forming runes

which joined up – for a moment – into a word.

– The Last Wish

Druids are sorcerers who live in woodlands and among the seafaring folk on the islands of
Skellige. Not all, not even most, druids cast spells, but a few do, especially those from Skellige.
Their power is drawn from the force of Chaos like that of normal mages, but their magic is less
academic and more based on folklore techniques to draw on the Chaos present in nature.
Perhaps that which differentiates them most from sorcerers is that druids rely on ancient rituals
without much academic sense which seems to invest power in the them. They still study for hours
on end, are famous for their knowledge of herbs and are usually brilliant naturalists, but their
magic is both more restricted in potential and easier to use, and except for the revered druids of
Skellige, they live secluded and far from society.

Druid Spells
Druids who cast spells use the Clerical Magic rules from GURPS: Magic (p. 199) except they, too,
draw from the power of Chaos. Therefore they do not use sanctity, but rather draw on the same
power as mages (Chaos, or, in GURPS game terms, “mana”). They are, however, still subject to the
normal rules of Clerical Magic, and as such buy Power Investiture instead of Magery (but must
still purchase the Sorcery advantage from this compendium to be able to cast spells). They also
use an “abbreviated list of spells”, and may buy any spell on the list from this chapter at any
time, rather than having to acquire the prerequisite spells first, provided they have the required
level of Power Investiture and the required number of spells (see below).

Druid Harmony
Although druids do not “receive” their spells through divine entities, Power Investiture signifies
the fact that druids, unlike mages, have to live their lives in a certain way and according to
certain principles to keep being able to draw on the powers of Chaos. Exactly how varies from
druid to druid and is up to the GM and the player. For example, the druids of Skellige have to
honor the rules of Destiny (such as The Law of Suprise1), must respect nature, must provide
council to (and serve without question) the ruling class of Skellige and so on, whereas the druids
in the woodlands around Temeria and Redania must protect the woods from civilian
encroachment, must guard forest creatures such as animals, and must provide service to
intelligent forest creatures such as dryads. All druids must also take part in certain daily rituals
and such. GMs are free to adjust a character's level of Power Investiture down if he fails to live
according to these principles, and may likewise allow a character to buy new levels of Power
Investiture as the character gets more in touch with the principles.

Spending Points on Druid Spells


To spend points on a spell on the list below, a druid must meet two prerequisites: Firstly, she
must have the required level of Power Investiture. Secondly, it is required that the druid has
spent points on an amount of spells on the previous level of Power Investiture equal to 1 + the
amount of spells she wants to buy at a higher Power Investiture level.
For example, if a druid wants to spend points on a PI 4 spell, and already has two PI 4 spells, she
must first have spent points on four PI 3 spells (and therefore also on five PI 2 spells and six PI 1
spells).
Another example: The druid Mousesack has 3 PI 1 spells and two PI 2 spells. Thus, he is allowed
to spend points on a single PI 3 spell. If he wishes to spend points on another PI 3 spell, he must
first purchase another PI 1 spell, then another PI 2 spell, and then he will be allowed to spend
points on another PI 3 spell.
Once a druid has spent points on all spells on a given PI level, there is no longer any restriction
on the amount of spells a druid can spend points on from the next level (beyond his own level of
Power Investiture). Thus, a druid that has spent points on all PI 1 spells may spend points on as
many PI 2 spells as he or she would like.
There is never a limit on the amount of PI 1 spells a druid may spend points on.
Also note: Disregarding the councilor-like druids of Skellige, druids frequently live in druidic
circles, where Ceremonial Magic (see GURPS: Magic, p. 12) is quite common.

1
First detailed in The Last Wish in the short story “A Question of Price”
Druid Spells
The following is a modified, abbreviated spell list for druids.

Power Investiture 1: Alter Voice, Analyze Power Investiture 2: Air Jet, Air Vision, Animal
Magic, Aura, Awaken, Beast-Rouser, Beast- Control, Apportation, Beast Summoning,
Soother, Boil Water, Bright Vision, Clean, Berserker, Breathe Water, Create Earth, Create
Cleansing, Climbing, Create Air, Create Food, Create Plant, Dark Vision, Darkness, Destroy
Water, Current, Detect Poison, Disorient, Air, Dream Sending, False Tracks, Far Hearing,
Extinguish Fire, Find Direction, Hail, Hawk Fireproof, Fog, Forest Warning, History, Lightning,
Vision, Heal Plant, Heat, Hide Path, Identify Lure, Major Healing, Mystic Mist, Pathfinder, Plant
Plant, Itch, Light, Lighten Burden, Master, Control, Plant Growth, Plant Speech, Plant Vision,
Minor Healing, Nauseate, Odor, Peaceful Predict Weather, Purify Earth, Rejuvenate Plant,
Sleep, Preserve Food, Purify Air, Purify Repel Animal, Resist Fire, Resist Lightning, Resist
Food, Purify Water, Season, Seek Air, Seek Water, Restore Memory, Rear Vision, Rooted Feet,
Earth, Seek Fire, Seek Food, Seek Pass, Seek Sense Danger, Sense Life, Shape Air, Shape Plant,
Plant, Seek Water, Stench, Waves Wall of Air

Power Investiture 3: Alertness, Astral Power Investiture 4: Air Vortex, Ancient History,
Block, Beast Link, Beast Seeker, Beast Animate Plant, Beast Possession, Bless, Blossom,
Speech, Bless Plants, Body of Air, Clouds, Choke, Continual Sunlight, Cool, Cure Disease,
Cold, Coolness, Create Spring, Dehydrate, Dispel Magic, Earth to Air, Echoes of the Past,
Dispel Possession, Divination, Dream Enthrall, Explosive Lightning, Freedom, Freeze,
Projection, Lightning Stare, Icy Breath, Mud Healing Slumber, Iron Arm, Phase, Plant Form,
Jet, Neutralize Poison, Retch, Rider Within, Protect Animals, Rain, Restoration, Regeneration,
Stone to Earth, Truthsayer, Walk on Air, Relieve Madness, Remember Path, Spider Silk,
Walk Through Plants, Windstorm Storm, Sunbolt, Whirlpool

Power Investiture 5: Affect Spirits, Age, Power Investiture 6: Agonize, Alter Terrain,
Arboreal Immurement, Body of Water, Atmosphere Dome, Banish, Body of Wind, Body of
Corpulence, Concussion, Curse, Disintegrate, Wood, Geyser, Instant Regeneration, Mass Sleep,
Earthquake, Entrap Spirit, Essential Air, Move Terrain, Paralyze Limb, Permanent Beast
Essential Earth, Essential Water, Essential Possession, Permanent Shapeshifting,
Wood, Great Healing, Instant Neutralize Shapeshifting, Shapeshift Others, Total Paralysis,
Poison, Magic Resistance, Plant Form Other, Walk Through Earth, Weather Dome
Spark Storm
CHAPTER V

Signs
Signs
“The so-called Sign of Aard, Ciri, is a very simple spell belonging to the family of psychokinetic magic which is based

on thrusting energy in the required direction. The force of the thrust depends on how the will of the person throwing it

is focused and on the expelled force. It can be considerable. The witchers adapted the spell, making use of the fact that it

does not require knowledge of a magical formula — concentration and the hand gesture are enough. That's why they

call it a Sign. Where they got the name from, I don't know, maybe from the Elder Speech — the word "ard", as you

know, means "mountain", "upper" or "the highest". If that is truly the case then the name is very misleading because

it's hard to find an easier psychokinetic spell.”

- The sorceress Yennefer to Ciri, child of Destiny, in Blood of Elves

Signs are magical powers that witchers uses – simple magical gestures that provide uncomplicated
effects. Most mages are able to use spells much more powerful than any sign. Sorceresses call
signs “the magic of children” and mages scoff at the simplistic spells, but both are nevertheless
able to use them should they wish to train them.

Signs are divided into five levels. To purchase a level 2 sign, you must first have purchased the
level 1 sign. Similarly, to purchase the level 3 version of a sign, you must first have purchased the
level 2 sign, and so on. Therefore, the cost of the level 1 sign is the basic cost of the sign. From
there, the costs displayed are the point costs to upgrade the sign to the next level. Once you have
purchased a higher level of a sign you may always use a lower level version of the sign instead,
should you wish to (to conserve FP, for example). All signs require an Attack maneuver unless
otherwise noted. Note that some signs break RAW2 GURPS rules in minor ways. This is explained
in more depths in the 'Basic Sign Rules' section.

Availability
Signs are available to anyone with Magery level 0+ or with the Sign Aptitude advantage. The latter
is usually only available to witchers, however anyone with Sign Aptitude or Magery level 0+ may
spend points on signs. Extremely few mages use signs, as more powerful effects can usually be
gained from further developing their spells. A rare few mages do; signs are so simple that they
rarely require any skill to manifest, so for untrained mages (or simply bad ones), signs could
2
“Rules As Written”
potentially be useful. They also have no prerequisites, so a mage focused on the Air school of
magic who wants to conjure some fire might train a bit in the Igni sign.
There are a few reasons someone neither a witcher or a mage might have learned how to use
signs. After all, the ability to use signs doesn't require any sort of in depth magical ability – just
superficial training. A character neither witcher nor mage or sorceress that can use signs must
buy the Sign Aptitude advantage. The GM should be careful allowing just anyone to do this
however – it is extremely rare for anyone not a witcher to use signs!

Basic Sign Rules


Signs are magical powers: All signs are magical effects that require the witcher to make specific
gestures associated with the signs (this “sign-language” is the reason behind the names of these
powers). Save for some levels of the Axii sign, they do not require any words, however. As
magical powers they interact with Magic Resistance, and similar effects that affect magic,
normally.
Signs cost fatigue points: All signs require the witcher to expend FP to use them. Their
associated FP-cost is listed under each level of each sign. You can also spend energy (magic-
specific FP), instead of FP, to use a sign.
A sign-user can switch between different levels of a sign interchangeably: The freedom to
switch between different versions of the same power is usually covered by the Variable
enhancement, but in Witchers and their World, characters purchase different levels of the same
power as defined in the introduction to the signs chapter. The cost of this freedom to switch
between different versions of the same power is considered included in the Sign Aptitude
advantage that all characters wishing to use signs must purchase. This may seem cheap, but it is
balanced by the fact that the different levels of the signs are not extremely varied generally, and
they can not be modeled by the players; the signs and the levels available are the ones given in
this chapter.
The Aard and Igni signs are a combination of Jet and Cone: The signs Aard and Igni combine
the Jet and Cone enhancements (even though this is not normally allowed in RAW). They do this
to create a Cone-effect that starts at the user's fingertips. Excepting Igni level 1 and 2 (which are
not Jet/Cone), Aard and Igni have no ½D statistics and no Acc. They use the to hit rules of a Cone
and have limited range and width (their range is listed under each level of Aard and Igni
respectfully).
The Axii sign exceeds the normal limitation limit: The Axii sign allows more limitations than
the normal cap of a total cost of -80% for a power. It does this by allowing two limitations for the
Mind Control power, Emotion Control and Suggestion respectively, to “become a part of” the base
power, thus creating two new base powers – Mind Control (Emotion Control) and Mind Control
(Suggestion). Since the effects of Aaxi are fairly in line with the final cost, this increased cap
doesn't harm the balance.
The damage reduction from the Heliotrop and Quen signs are layered above any other DR:
The signs Heliotrop and Quen both grants DR in one form or another. This DR is layered on top of
any other kinds of DR the sign user may have. If Heliotrop and Quen are active at the same time,
Heliotrop is layered on top of Quen.

Reading a Sign
Signs are divided into three sections. They start with their names and a short description of the
sign. Then follows “effect”, which describes the precise effects of each level of each sign in detail,
followed by the FP and CP-cost of that level. Remember that you have to pay the CP-cost of all
previous levels to buy a new level of a sign – but you can use all purchased levels of the sign
interchangeably. This is as far a common user needs to read. The last section of each sign is a
rules table that breaks down the mechanics behind the sign – what the base power is and what
the limitations and enhancements added to the power are.
Aard
They both hit her simultaneously. Geralt with the Sign of Aard and Mousesack with a terrible, three-stage curse

powerful enough to make the floor melt. The chair on which the princess was standing disintegrated into splinters.

– The Last Wish

Aard is a psychokinetic sign that unleashes crushing, invisible energy to knock over enemies,
push over debris or similar. Aard makes a thundering boom whenever it is used.

Effect
Level 1: The first level of Aard unleashes a Cone-shaped blast that starts at the witcher's
fingertips. The blast has a range and width of 2 yards. To activate the power, the witcher rolls
against his Will. Targets caught in the cone take 1d crushing damage, although this damage has no
wounding effect and does not result in injury. Instead, targets are knocked back twice as far as
with normal crushing attacks (see Knockback, p. 387 of GURPS: Basic Set). FP-cost: 1, CP-cost: 5.

Level 2: The level 2 version of Aard functions exactly as the level 1 version except it deals 2d
crushing damage and the blast has a range and width of 3 yards. FP-cost: 1, CP-cost: 4.

Level 3: The level 3 version of Aard functions exactly as the level 1 version except it deals 3d
crushing damage and the blast has a range and width of 5 yards. FP-cost: 2, CP-cost: 6.

Level 4: The level 4 version of Aard functions exactly as the level 1 version except that it deals 4d
crushing damage and the blast has a range and width of 5 yards. Level 4 Aard also stuns those
caught in the blast. Those caught in the blast who suffer any penetrating damage must succeed at
a HT-check (at -1 per 2 penetrating damage) or be stunned. Stunning wears off normally (stunned
creatures roll a HT-check at the end of each turn. If successful, they recover, if not, they continue
to be stunned). FP-cost: 2, CP-cost: 15.

Level 5: The level 5 version of Aard functions exactly as the level 4 version except it deals 5d
crushing damage and the blast has a range and width of 10 yards. FP-cost: 3, CP-cost: 14.
Aard Power Breakdown
Level Base Power Enhancements Limitations Cost
1 Innate Attack (Crushing) Double Knockback, Costs Fatigue (1FP), Magical, No 5
level 1 Cone, Jet Wounding, Nuisance Effect points
Cost: 5 points Cost: +90% (Obvious), Reduced Range (1/5),
Requires Gestures, Requires Roll
(Will)
Cost: -105%
2 Innate Attack (Crushing) Double Knockback, Costs Fatigue (1FP), Magical, No 4
level 2 Cone, Jet Wounding, Nuisance Effect points
Cost: 10 points Cost: +90% (Obvious), Reduced Range (1/3),
Requires Gestures, Requires Roll
(Will)
Cost: -100%
3 Innate Attack (Crushing) Double Knockback, Costs Fatigue (2FP), Magical, No 6
level 3 Cone, Jet Wounding, Nuisance Effect points
Cost: 15 points Cost: +100% (Obvious), Reduced Range (1/2),
Requires Gestures, Requires Roll
(Will)
Cost: -100%
4 Innate Attack (Crushing) Double Knockback, Costs Fatigue (2FP), Magical, No 15
level 4 Cone, Jet, Side-effect Wounding, Nuisance Effect points
Cost: 20 points (stunning) (Obvious), Reduced Range (1/2),
Cost: +150% Requires Gestures, Requires Roll
(Will)
Cost: -100%
5 Innate Attack (Crushing) Double Knockback, Costs Fatigue (3FP), Magical, No 14
level 5 Cone, Jet, Side-effect Wounding, Nuisance Effect points
Cost: 25 points (stunning) (Obvious), Requires Gestures,
Cost: +170% Requires Roll (Will)
Cost: -95%
Axii
“Sure, I've heard many claim that the famed witcher neutrality is a philosophical and moral challenge the monster-

slaying twats have to live with every day. Right. As if staying on the path of 'not caring about a ploughing thing' can

be that difficult when you can have your will be done at the wave of a hand and a few pretty words based on the sorcery

of a child.”

- Tom Brewer, in Return of the Crows

The Axii sign causes a mental wave to strike the target of this power. It creates a hex that
influences the target and makes the witcher control its emotions. Some witchers can even force
victims to follow suggested courses of action. At earlier levels, the sign simply changes the
emotional state of the targets, while the witcher at later levels is able to make comrades attack
each other or make guards allow the witcher to slip by unnoticed.

Effect
Modifiers: Range penalties to the subject (see p. 550 of GURPS: Basic
Set); -1 per victim already under the influence of the witcher's Axii;
+2 if the witcher concentrates for a full minute, or +4 if the witcher
concentrates for a full hour.
Level 1: The first level of Axii allows a witcher to manipulate the emotional state of a target. This
does not require an Attack maneuver – the witcher must instead Concentrate for 1 second. The
target must be a sentient, non-sapient being (meaning an animal or the like) and the witcher must
make eye-contact with it and communicate verbally with the creature (which must be able to hear
the witcher but not necessarily understand the words). The witcher rolls a Quick Contest with the
target – the witcher's Will vs. the target's Will. If the witcher wins, he may instil an emotion in his
target. Allowed emotions include anger, boredom, calm, depression, disgust, fear, greed, hate,
jealousy, joy, love, lust, patriotism, peace, sadness and unrest. This effect persists for as long as
the witcher takes uninterrupted Concentrate maneuvers. Once he stops, the power of the sign
lingers for one minute per point by which the witcher won the Quick Contest. If the witcher is
incapacitated (stunned, knocked out, etc.) roll another Quick Contest. If the victim wins, it breaks
free, and the witcher cannot attempt to use Axii on that subject again for 24 hours. The victim
will also feel a sense of mental coercion emanating from the witcher. On a critical failure, the
witcher also loses sway of anyone else under the influence of Axii. FP-cost: 1, CP-cost: 9.
Level 2: The level 2 version of Axii functions exactly as the level 1 version except that the target
of the power does not necessarily need to be an animal or other non-sapient being. The witcher
can use the power on anyone as long as the target isn't mindless. FP-cost: 2, CP-cost: 4.

Level 3: The level 3 version of Axii functions in most ways like the level 1 version, but this level
allows the witcher to force his victim to follow certain suggestions the witcher makes. The
witcher must speak this suggestion out loud so that his victim can hear him and he must maintain
eye-contact with the victim. The witcher rolls a Quick Contest with the target – the witcher's Will
vs. the target's Will. If the witcher wins, the victim must follow the course of action suggested by
the witcher. A suggestion should have no complex grammatical clauses – just a subject, verb,
object, and at most two modifiers. “Kill the king!” is acceptable; “Kill the king if he doesn’t accede
to our demands!” is not. A given subject gets +5 to resist if the witcher's suggestion goes against
her personal safety, and +3 if it goes against her beliefs, convictions, or knowledge. If the witcher
wins the Quick Contest, the victim tries to act on the suggestion to the best of her abilities - she
assumes that the idea was her own. Otherwise, the suggestion follows the rules of Axii levels 1
and 2; how long the power lingers when the witcher stops concentrating, when new Quick
Contests must be made, and that the victim gains immunity for 24 hours if she wins a Quick
Contest, as well as the witcher losing sway over other subjects on a critical failure. In addition,
circumstances which forces the subject to act against her principles (e.g., commit suicide or harm
a loved one), when this wasn't the case when the suggestion was originally made, also forces a
new Quick Contest (with aforementioned bonuses to the victim). Roll at the moment of truth –
the victim can be marched to the edge of a cliff, but doesn’t roll until she’s about to leap. FP-
cost: 2, CP-cost: 2.

Level 4: The level 4 version of Axii functions exactly as the level 3 version except that it does not
require the witcher to speak the words of the suggestion out loud – the witcher need only make
eye-contact and make the suggestion mentally. FP-cost: 2, CP-cost: 6.

Level 5: The level 5 version of Axii functions exactly as the level 4 version except that the Sign,
once used, remains independent of the witcher's concentration. If it works, the witcher is free to
do other things. He must still concentrate to initiate the suggestion, but the witcher can’t claim
the +2 or +4 for lengthy concentration. If the victim fails to resist, suggestion persists for one
minute per point by which she lost the Quick Contest; the witcher can’t maintain it indefinitely by
concentrating. These drawbacks are minor next to the benefits: first, only an attempt to force the
subject to act against her principles can break control; the witcher is “out of the loop” already,
so incapacitating him changes nothing. Second, since the witcher's attention isn’t divided, each
use of Axii is separate from all others; there’s no -1 per victim, and critical failure with one victim
doesn’t free the rest. FP-cost: 3, CP-cost: 20.

Axii Power Breakdown


Level Base Power Enhancements Limitations Cost
1 Mind Control (Emotion Based On Accessibility (only usable on 9
Control) (Different sentient beings), Costs Fatigue points
Cost: 25 points Attribute, Will) (1FP), Magical, Sense-based (eye-
Cost: +20% contact and hearing), Requires
Gestures
Cost: -85%
2 Mind Control (Emotion Based On Costs Fatigue (2FP), Sense-based 4
Control) (Different (eye-contact and hearing), Magical, points
Cost: 25 points Attribute, Will) Requires Gestures
Cost: +20% Cost: -70%
3 Mind Control (Suggestion) Based On Costs Fatigue (2FP), Sense-based 2
Cost: 30 points (Different (eye-contact and hearing), Magical, points
Attribute, Will) Requires Gestures
Cost: +20% Cost: -70%
4 Mind Control (Suggestion) Based On Costs Fatigue (2FP), Sense-based 6
Cost: 30 points (Different (eye-contact), Magical, Requires points
Attribute, Will) Gestures
Cost: +20% Cost: -50%
5 Mind Control (Suggestion) Based On Costs Fatigue (3FP), Sense-based 20
Cost: 30 points (Different (eye-contact), Magical, Requires points
Attribute, Will), Gestures
Independent Cost: -55%
Cost: +90%
Heliotrop
He immediately regretted his sarcasm. The woman raised her hand and a golden streak shot out from her fingers. Geralt

reacted instinctively, crossing both hands in the Sign of Heliotrop, and caught the spell just in front of his face, but the

discharge was so strong that it threw him back against the wall.

- Geralt and the sorceress Yennefer in The Last Wish

The Heliotrop Sign is a minor warding spell which protects a witcher from magical effects.
Heliotrop is not a magical effect that lingers, however. Rather, it is an instant reaction to protect
the witcher from harm. A witcher must be aware of an incoming spell or magical effect, in which
case he can cross his arms in the sign of Heliotrop and shield himself against the incoming attack.

Effect
Level 1: Heliotrop works like an Active Defense (i.e. block, dodge or parry). If the witcher wants
to protect himself from an incoming magical attack, he can react by crossing his arms in the sign
of Heliotrop. The witcher rolls DX/2 +3, +1 for Combat Reflexes. If successful, he gains DR2 and MR2
against the effect he reacted on. The DR only works against magical effects – e.g. a spell or a
sign. Heliotrop creates a shield that engulfs and protects the witcher's entire body – including his
eyes – and everything he is carrying or wearing (up to Extra-Heavy encumbrance). The shield
doesn't linger, however – it only protects the witcher against the attack he rolled the Active
Defense against. If the witcher tries to use Heliotrop more than once in a turn, a cumulative -4
per attempt after the first applies. The witcher rolls at -4 if stunned, and can’t roll at all in
situations where he wouldn’t get an Active Defense (attack from behind, unconscious, after taking
an All-Out Attack or similar maneuver etc.). FP-cost: 1, CP-cost: 8.

Level 2: The level 2 version of Heliotrop functions exactly as the level 1 version except that it
grants DR4 and MR4. FP-cost: 1, CP-cost: 7.

Level 3: The level 3 version of Heliotrop functions exactly as the level 1 version except that it
grants DR6 and MR6. FP-cost: 1, CP-cost: 7.

Level 4: The level 4 version of Heliotrop functions exactly as the level 1 version except that it
grants DR8 and MR8. FP-cost: 2, CP-cost: 5.
Level 5: The level 5 version of Heliotrop functions exactly as the level 1 version except that it
grants DR10 and MR10. FP-cost: 2, CP-cost: 6.

Heliotrop Power Breakdown


Note: Heliotrop is a combination of two powers – DR and MR. The Accessibility limitation of MR
ensures that the MR only applies whenever the DR is active (mechanically, the MR “kicks in” when
the DR is activated via a successful Active Defense roll). The cost of Heliotrop is the added cost of
DR and MR together after the individual cost of each has been calculated. The 'AND' in the table
below separates the characteristics of the two powers.
Level Base Power Enhancements Limitations Cost
1 Damage Resistance 2 Force Field AND Active Defense, Costs Fatigue (1FP), Limited 8
AND Magic Resistance 2 Force Field (only works against magic), Magical, points
Cost: 10 points AND 4 Cost: +20% AND Requires Gestures AND Accessibility (only
points +20% works when other power is active), Magical
Cost: -85% AND -30%
2 Damage Resistance 4 Force Field AND Active Defense, Costs Fatigue (1FP), Limited 7
AND Magic Resistance 4 Force Field (only works against magic), Magical, points
Cost: 20 points AND 8 Cost: +20% AND Requires Gestures AND Accessibility (only
points +20% works when other DR is active), Magical
Cost: -85% AND -30%
3 Damage Resistance 6 Force Field AND Active Defense, Costs Fatigue (1FP), Limited 7
AND Magic Resistance 6 Force Field (only works against magic), Magical, points
Cost: 30 points AND 12 Cost: +20% AND Requires Gestures AND Accessibility (only
points +20% works when DR is active), Magical
Cost: -85% AND -30%
4 Damage Resistance 8 Force Field AND Active Defense, Costs Fatigue (2FP), Limited 5
AND Magic Resistance 8 Force Field (only works against magic), Magical, points
Cost: 40 points AND 16 Cost: +20% AND Requires Gestures AND Accessibility (only
points +20% works when DR is active), Magical
Cost: -90% AND -30%
5 Damage Resistance 10 Force Field AND Active Defense, Costs Fatigue (2FP), Limited 6
AND Magic Resistance Force Field (only works against magic), Magical, points
10 Cost: +20% AND Requires Gestures AND Accessibility (only
Cost: 50 points AND 20 +20% works when DR is active), Magical
points Cost: -90% AND -30%
Igni
“Leave it to witchers to use the same tool for cooking a stew and cause their enemies to perish in fiery explosions. It's a

rare combination of subtlety and warrior-spirit. The result of, I expect, the simplicity implicit in the magic of the

Signs.”

- King Radovid V, in Return of the Crows

Igni is a simple pyrokinetic sign that causes instantaneous combustion. It is most often used to
start cooking fires or light torches, but in a pinch it is quite efficient at turning opponents of a
witcher into smoldering ashes as well. Witchers well-trained in Igni can launch a cone of fire that
burns with intense heat. Using Igni for anything except small ignitions produces noise and glaring
flames.

Effect
Level 1: The first level of Igni produces a spark that can be used for small ignitions – igniting a
torch, a cooking fire, or similar. To activate the power, the witcher must roll against his Will. This
level of Igni can also be used to conjure a bolt of fire to launch at the witcher's enemies
(requiring the same roll against Will to activate the power). This is a ranged attack with ½D 5, Max
50, Acc 3, RoF 1, Shots N/A, and Recoil 1. It deals 1d burn damage to a victim struck by the bolt of
fire. Igni affects insubstantial creatures such as wraiths normally. FP-cost: 1, CP-cost: 4.

Level 2: The level 2 version of Igni functions exactly as the level 1 version except the bolt of fire
it can produce deals 2d burn damage. FP-cost: 1, CP-cost: 4.

Level 3: The third level of Igni functions as the level 1 version except it unleashes a Cone-shaped
stream of fire that starts at the witcher's fingertips. The stream has a range and width of 2 yards.
Targets caught in the stream take 3d burn damage. FP-cost: 2, CP-cost: 12.

Level 4: The level 4 version of Igni functions exactly as as the level 3 version except that it deals
4d burn damage and the stream has a range and width of 3 yards. FP-cost: 2, CP-cost: 9.

Level 5: The level 5 version of Igni functions exactly as as the level 3 version except that it deals
5d burn damage and the stream has a range and width of 5 yards. FP-cost: 3, CP-cost: 13.
Igni Power Breakdown
Level Base Power Enhancements Limitations Cost
1 Innate Attack (Burn) Affects Insubstantial Costs Fatigue (1FP), Magical, Nuisance 4
level 1 Cost: +20% Effect (Obvious), Reduced Range (1/2), points
Cost: 5 points Requires Gestures, Requires Roll (Will)
Cost: -45%
2 Innate Attack (Burn) Affects Insubstantial Costs Fatigue (1FP), Magical, Nuisance 4
level 2 Cost: +20% Effect (Obvious), Reduced Range (1/2), points
Cost: 10 points Requires Gestures, Requires Roll
Cost: -45%
3 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (2FP), Magical, Nuisance 12
level 3 Cone, Jet Effect (Obvious), Reduced Range (1/5), points
Cost: 15 points Cost: +90% Requires Gestures, Requires Roll (Will)
Cost: -60%
4 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (2FP), Magical, Nuisance 9
level 4 Cone, Jet Effect (Obvious), Reduced Range (1/3), points
Cost: 20 points Cost: +100% Requires Gestures, Requires Roll (Will)
Cost: -55%
5 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (3FP), Magical, Nuisance 13
level 5 Cone, Jet Effect (Obvious), Reduced Range (1/2), points
Cost: 25 points Cost: +120% Requires Gestures, Requires Roll (Will)
Cost: -55%
Quen
Geralt, with the metallic taste of blood in his mouth, shouted a spell and threw his hand, fingers spread in the Sign of

Quen, out in front of him. The bat, hissing, turned abruptly, then chuckled and veered up into the air.

- The Last Wish

Quen conjures a protective field that stops damage. Quen manifests as a glowing mass barely
visible on the witcher's outline or tiny blue jolts of lightning jotting around him.

Effect
Level 1: The witcher uses a Concentrate maneuver to initiate a shield that protects him from
harm. The witcher must roll against his Will to activate Quen. If successful, he gains DR2. Each
point of DR stops one point of basic damage, but is destroyed in the process. Quen lasts for 10
seconds or until all the DR is destroyed. Quen engulfs and protects the witcher's entire body –
including his eyes – and everything he is carrying or wearing (up to Extra-Heavy encumbrance).
FP-cost: 1, CP-cost: 6.

Level 2: The level 2 version of Quen functions exactly as the level 1 version except that it
provides DR4 and lasts up to 30 seconds or until all the DR has been removed by damage. FP-
cost: 1, CP-cost: 7.

Level 3: The level 3 version of Quen functions exactly as the level 1 version except that it provides
DR6 and lasts up to 30 seconds or until all the DR has been removed by damage. FP-cost: 1, CP-
cost: 5.

Level 4: The level 4 version of Quen reflects damage back at the attacker. For every 2 points of
damage the DR stops, 1 point of damage is reflected back at the attacker. The remaining damage
affects the witcher normally. The attacker doesn’t get an active defense against the first attack
the witcher reflects back at her, but gets her usual defenses against subsequent reflected attacks.
This damage reflection only works against direct hits, it cannot reflect damage from explosions,
fragments, poison gas, or anything else that affects an entire area. Otherwise the level 4 version
of Quen functions exactly as the level 1 version except that it provides DR8 and lasts up to 1
minute or until all the DR has been removed by damage. FP-cost: 2, CP-cost: 26.
Level 5: The level 5 version of Quen functions exactly as the level 4 version except that it
provides DR10. FP-cost: 3, CP-cost: 9.

Quen Power Breakdown


Note: Quen utilizes a brand new damage resistance specific limitation from this compendium
called 'Conjured'. See below this power breakdown for the effects of this limitation.
Also note: Reflection (see GURPS: Basic Set, p. 47) is a +100% enhancement to DR that reflects any
damage the DR stops back at the attacker. Quen uses a modified version of Reflection that only
reflects back 1 point of damage for each 2 points of damage the DR stops. This is called Reflection
(50%) and costs +50%.
Level Base Power Enhancements Limitations Cost
1 Damage Resistance 2 Force Field Ablative (resets), Conjured (1FP, 10 6
Cost: 10 points Cost: +20% seconds), Magical, Nuisance Effect points
(Obvious), Requires Gestures,
Requires Roll (Will)
Cost: -60%
2 Damage Resistance 4 Force Field Ablative (resets), Conjured (1FP, 30 7
Cost: 20 points Cost: +20% seconds), Magical, Nuisance Effect points
(Obvious), Requires Gestures,
Requires Roll (Will)
Cost: -55%
3 Damage Resistance 6 Force Field Ablative (resets), Conjured (2FP, 30 5
Cost: 30 points Cost: +20% seconds), Magical, Nuisance Effect points
(Obvious), Requires Gestures,
Requires Roll (Will)
Cost: -60%
4 Damage Resistance 8 Force Field, Ablative (resets), Conjured (2FP, 1 26
Cost: 40 points Reflection (50%) minute), Magical, Nuisance Effect points
Cost: +70% (Obvious), Requires Gestures,
Requires Roll (Will)
Cost: -60%
5 Damage Resistance 10 Force Field, Ablative (resets), Conjured (3FP, 1 9
Cost: 50 points Reflection (50%) minute), Magical, Nuisance Effect points
Cost: +70% (Obvious), Requires Gestures,
Requires Roll (Will)
Cost: -65%
New Damage Resistance Specific Limitation: Conjured
-5% per FP cost plus Variable
Your damage resistance is a conjured 'shield' or similar effect that must be cast, spawned or
similarly conjured and which costs FP to produce. It also makes the DR last a specific amount of
time. Conjuring requires a Concentrate maneuver, after which the DR ”activates.” The cost of this
limitation is equal to -5% per point of fatigue it costs to activate the power, plus an amount based
on the duration of the power, as described below:

Duration Cost
10 seconds or less -20%
30 seconds or less -15%
1 minute or less -10%
10 minutes or less -5%
More than 10 minutes 0%

For example, this limitation on a DR-shield costing 2FP to activate with a duration of 1 minute is
worth -20%.
Conjured can be combined with Ablative DR. If your Damage Resistance ”remembers” how much
DR you lost on last activation, Ablative is still worth -80%. If your pool of Ablative DR ”resets”
whenever you reactive your DR, Ablative effectively becomes a minor effect, and is thus worth
only -5%. Conjured cannot be combined with Costs Fatigue. It is often combined with Force Field.
Yrden
“Hunting animals, monsters, or men, the witcher's tools are often the same.”

- Crow, in Return of the Crows

Yrden is a sign primarily used for hunting. The witcher using Yrden draws a magical symbol on a
surface. When triggered by contact, this symbol activates and bursts the victim with a surge of
electrical energy.

Effect
Level 1: The first level of Yrden allows the user to place a magical trap on the ground
immediately below him. The Witcher spends a Concentrate maneuver and rolls against his Will. If
successful, the Witcher spawns a well-hidden trap in form of a runic symbol on the ground
beneath him. The witcher does not set off his own trap. The trap remains on the ground for a
maximum of 24 hours or until something sets it off – anything entering the hex (and touching the
ground) in which the trap was placed sets it off. When the trap is set off, the witcher makes a DX
roll to hit the target. If hit, the target takes 1d burn damage as he or she is seared with electrical
current. If multiple victims enter the hex simultaneously, only one is affected by the trap
(determined randomly). Noticing the trap if actively looking for it requires a contest – the
seeker's Per vs. the Will roll the Witcher rolled when activating the trap. There is a chance
victims might notice it when close to it without looking. Use the same contest, but the victim's Per
roll is at -7 (and remember that a victim might have no idea what the symbol is). FP-cost: 1, CP-
cost: 6.

Level 2: The second level of Yrden functions exactly as the level 1 version except that it deals 2d
burn damage. FP-cost: 1, CP-cost: 5.

Level 3: The third level of Yrden functions exactly as the level 2 version except that it also stuns
its target. Anyone suffering penetrating damage from level 3 Yrden must succeed at a HT-check (at
-1 per 2 penetrating damage) or be stunned. Stunning wears off normally (stunned creatures roll a
HT-check at the end of each turn. If successful, they recover, if not, they continue to be stunned).
FP-cost: 2, CP-cost: 5.
Level 4: The fourth level of Yrden functions exactly as the level 3 version except that it deals 3d
burn damage. FP-cost: 2, CP-cost: 8.

Level 5: The fifth level of Yrden functions exactly as the level 4 version except that it can hit a
single target twice or hit two targets once each (if they enter the hex simultaneously – if more
enter the hex simultaneously, determine two targets randomly). Resolve level 5 Yrden as you
would level 4 Yrden, except the trap makes two attacks. FP-cost: 3, CP-cost: 5.

Yrden Power Breakdown


Level Base Power Enhancements Limitations Cost
1 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (1FP), Magical, Melee 6
level 1 Delay, Triggered Attack (C), Requires Gestures, Requires points
Cost: 5 points (Touch) Roll (Will)
Cost: +70% Cost: -60%
2 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (1FP), Magical, Melee 5
level 2 Delay, Triggered Attack (C), Requires Gestures, Requires points
Cost: 10 points (Touch) Roll (Will)
Cost: +70% Cost: -60%
3 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (2FP), Magical, Melee 5
level 2 Delay, Triggered Attack (C), Requires Gestures, Requires points
Cost: 10 points (Touch), Side-effect Roll (Will)
(stunning) Cost: -65%
Cost: +120%
4 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (2FP), Magical, Melee 8
level 3 Delay, Triggered Attack (C), Requires Gestures, Requires points
Cost: 15 points (Touch), Side-effect Roll (Will)
(stunning) Cost: -65%
Cost: +120%
5 Innate Attack (Burn) Affects Insubstantial, Costs Fatigue (3FP), Magical, Melee 5
level 3 Delay, Triggered Attack (C), Requires Gestures, Requires points
Cost: 15 points (Touch), Rapid Fire Roll (Will)
(2), Side-effect Cost: -70%
(stunning)
Cost: +160%
CHAPTER VI

Alchemy
Alchemy
"To understand alchemy, you must understand two great truths. First truth: "As above, so below." Second truth:

"Everything is one." These truths teach that alchemical substances are everywhere around you — in field herbs, in

human and animal bowels, even in rocks. This is because alchemy is life, and life is alchemy. Once you understand

alchemical processes, you will understand the processes of life and the world of nature will become an open book.

Yet alchemy is also knowledge. Does the potion require a flower or a leaf? Where is vermilion found — in the kidney or

the eye? These questions are answered by books. Therefore, read both the old masters and new works. Practice your

herbalist skills and mixing oils and powders. However, first and foremost experiment — because the greatest

discoveries in alchemy have come about through experimentation.”

- Master Jeremiah in 'The Basics of Alchemy' in The Witcher (video game)

Alchemy is a form of natural science combining elements of chemistry, metallurgy, physics,


medicine, astrology, semiotics, mysticism, spiritualism, and art all as parts of one greater force. It
can best described as the magic of science or the science of magic. The Continent has two kinds
of “regular” (that is, non-witcher) alchemy – the first one is the “pure” science represented by the
Alchemy skill. Alchemists use all manner of ingredients to achieve all manner of goals –
scientific, practical, and more. These alchemists also mix unstable components to craft bombs, a
new type of elixir! The second type of regular alchemy is the folk lore know-how of how to make
alchemical elixirs without the understanding of why or how they function. This is represented by
the Herb Lore skill. Witches of the land often act as village healers when they are not rightfully
or wrongly (the latter is most common) accused for being the source of that village's maladies.
The Herb Lore skill represents the core skill for village healers, witches, and is also used by
druids and other nature specialists.

Then there is witcher alchemy. This form of alchemy is purely practical. Witcher alchemy is based
on very old, very well-kept secrets only known by the witchers. Witcher alchemy is used to make
“quick and dirty” potions and oils with direct application (usually useful in fighting monsters).
Witcher alchemy is highly toxic, even to the witchers themselves, and each school of witchers
have different secrets. The witcher alchemy covered here is from the Wolf school of the witchers
in Kaer Morhen.
This chapter covers the rules of “regular” alchemy on the Continent, describes the new elixir –
the explosive bombs - and further down the formulae and rules of witcher alchemy.

How Alchemy Works


Overall, “regular” alchemy on the Continent works precisely as laid out in GURPS: Magic (Chapter
28 – Alchemy). However, in contrast to what is described in GURPS: Magic, few sorcerers and
sorceresses are alchemists, if not none. Alchemy is a scientific trade left to professionals of that
trade only, or to those who possess the know-how to make elixirs but have little to no knowledge
about the mechanics behind alchemy. The first kind are alchemists and use the Alchemy skill, the
second are druids, witches and the like, who make use of the Herb Lore skill.

Alchemical Formulae and Secrets


If an alchemist has raised his skill with a given elixir to equal his Alchemy skill (as described
GURPS: Magic), he needs no book or other instructions to brew it. Otherwise, he must use a
reference book, called a formulary, or work under a teacher who has mastered the elixir. The
difficulty of acquiring recipes/formulae depends on the circumstances; most basic formulae are
easily obtainable and are traded freely between alchemists for a few Orens (or whatever
currency used in the given kingdom), but some secrets are guarded with great care and can be
very pricy and/or difficult to obtain.

Cost and Availability


Alchemy on the Continent uses the exact rules detailed under Cost and Availability in GURPS:
Magic. Elixirs use the cost listed for worlds where magic is common (the “first” cost), and the
price for recipes are as listed. The cost to actually make an elixir is as given in GURPS: Magic.
That is, the recipe's regular cost plus whatever special components which need to be obtained.
Alchemists can make alchemical charms as per p. 220 in GURPS: Magic.

Non-Existing Elixirs
Some elixirs cannot be made on the Continent or are so rare no-one knows of them. The elixirs
that cannot be made simply do not exist (to the best of the collective knowledge of alchemists in
the world). For example, there are no recorded instances of alchemists actually reviving someone
from the dead, as per the Resurrection elixir. The fact that these formulae supposedly do not
exist does not mean that some rare, ancient scroll in a crypt somewhere doesn't contain it, or
that it can't be invented. However, this is at the GM's discretion.
Herbalists
The Herb Lore skill, on the Continent, functions as per described on p. 211 in GURPS: Magic.
However, herbalists rarely dominate the market for elixirs as GURPS: Magic notes, as the
knowledge of Herb Lore is usually restricted to places away from civilized society – in forests or
woodlands where the druids live, or in small villages and towns where there are no alchemists
but perhaps a witch or village elder with the knowledge of herbal alchemy. Herbalism is used
only if a proper alchemical alternative is lacking – witches and druids and their herbal remedies
are met with distrust, which allows alchemists to sell their wares at their higher prices. Villages
often appreciate their village midwife or witch's skills during periods of illness or the like,
however.

New Elixir: Fisstech


Alternative names: None.

Fisstech is a drug notable for its alchemical fabrication and relatively cheap cost. It is similar in
appearance and effect to amphetamine or cocaine. It is almost always made in its powder form
which is typically rubbed on the gums (or, for a more potent effect, the inside of the foreskin of
male genitalia or within the female genitalia), though it can also be snorted. As with opiates and
other narcotics, it can also be used in medicine as an anaesthetic. Fisstech is a popular narcotic
among affluent youth and members of the underworld. Powerful crime organizations jealously
guard the secrets of its production. Although the laws of the kingdom forbid the drug's sale,
fisstech is a source of huge profits for the bosses of the criminal underworld. One dose of fisstech
is enough to get a person high 3-4 times. Fisstech is an addictive drug that works as a stimulant
(see p. 440 of GURPS: Basic Set) if snorted or rubbed on the gums. If rubbed inside the foreskin of
male genitalia, or inside female genitalia, it works as a hallucinogen instead.

Duration: 1d+4 hours.


Form: Powder or pastille.
Cost: $25/$40
Recipe: $10, one day; defaults to Alchemy-1.
Bombs!
“Bombs are truly one of alchemy's most wondrous inventions. Think of, for instance, the 'Dragon's Dream'. The

Zerrikanians worship dragons, so it is no surprise this mixture of their invention, which releases a cloud of flammable

gas, is named after the fearsome beasts. Whosoever detonates a Dragon's Dream is said to conjure the spirit of the

creature itself."

“Only if by “the spirit of the dragon” you refer to a very substantial explosion, Dandelion.”

– Dandelion and Geralt in The Witcher II: Assassin of Kings (video game)

Bombs are a new form of elixir (like ointment, potion, pastille or powder). Elixirs that can be
made as bombs can only be made as bombs, and no other elixirs can be made as bombs. Bombs
are not made with gunpowder – no such thing has of yet been discovered on the Continent.
Instead, they are created by jamming together volatile, magical components that are dangerously
unstable. When lit and thrown, they explode in blasts of fire or in more wondrous (and lethal)
ways. Bombs can only be made with the Alchemy skill – not Herb Lore nor Alchemy (Witcher).
Witchers do not use bombs.3

Bombs have no duration unless otherwise noted in the text. Once lit, they explode once the fuse
has burned down. Except as noted here, bombs are governed by the same rules that govern
normal elixirs – how to make them, analyze them, and so on. A critical success on the final
technique roll when making bombs has an effect however; any bomb made with a critical success
on the final technique roll has its Malf. increased by 1.
Just as with other elixirs, alchemists can make multiple batches of the same bomb.

Magic Resistance and Bombs


Bombs are magical like any other form of elixir. Therefore, magic resistance and other defenses
against magic apply against the effects or damage of bombs unless otherwise noted under each
specific bomb's entry.

3
Geralt's use of them in the video games isn't exactly canon, but little is written about alchemy in Sapkowski's works.
Failed Alchemy Rolls and Bombs
Bombs are generally fast to produce compared to other elixirs – they do not require weeks of
sustained boiling, extracting and mixing of ingredients. Making them can be more dangerous,
however, and they are expensive. If the alchemist fails the final technique roll and thus wastes
the ingredients, he rolls again, this time without any modifiers. Nothing further happens, unless
he rolls a critical failure. On a critical failure, treat the results of the final technique roll as a
critical failure! On a critical failure while making a bomb, the bomb explodes – the alchemist gets
no second roll to avert disaster! Roll 3d to see what happens:

Roll Result
3-5 The bomb's effect and damage (except impact damage) affect all within 100 yards!
6-9 The bomb's effect and damage (except impact damage) affect all within 10 yards.
10-12 Explosion destroys lab; alchemist has time to flee.
13-15 Explosion destroys lab; alchemist takes 3d damage.
16-18 Explosion destroys lab; alchemist takes 6d damage!

Using Bombs
Using a bomb is much like using a grenade – a Ready maneuver is needed to get the bomb from a
belt or pack. Another Ready maneuver is needed to light the fuse. A bomb's fuse is covered in a
liquid flammable, and is easily lit by a single spark which the alchemist can produce with small
piece of flint and steel that can be readied with the same action he uses to ready the bomb. If the
bomb is meant to be used in a grenade-like fashion (which most bombs are), the bomb will
usually explode very soon after the fuse is lit. Whoever lit it must throw it in their next turn after
which it will explode on impact – or it will blow up in the user's hands! Fuses can be as long as
the alchemist desires however, adding as many seconds or even minutes to a fuse's burn time as
the alchemist wants. However, for each multiple of 30 seconds of a bomb's fuse-time, the bomb's
Malf. decreases by 1. When a bomb explodes, its effect is whatever is listed under each individual
bomb. If it deals explosion damage (signified by an 'ex' after the damage type (e.g. Damage: 3d cr
ex)) it uses the rules for explosion (p. 414 of GURPS: Basic Set).

Malfunction and Instability


Despite their obvious advantages, bombs are not used in any military or organized capacity on
the continent. The answers as to why are pretty obvious: Firstly, as alchemy, bombs are very
expensive. Secondly, they are extremely dangerous to produce, and the money spent in making
them goes to waste all the same if the alchemist blows himself up. Even more important however,
are the third and fourth reasons: namely that bombs will sometimes malfunction when used, and
that they are unstable and dangerous to handle – especially in large quantities.
All bombs have a Malf. (p. 407 of GURPS: Basic Set) of 14. An alchemist can raise the Malf. of any
bomb he creates by 1 by paying an additional cost of $50 when he creates the bomb, but an
alchemist may only do this once for each bomb. Of course, as explained earlier, a critical success
on the alchemy roll when making a bomb will also increase its Malf. by 1. Thus, the natural
maximum Malf. of an alchemist's bombs is 16.

When a bomb malfunctions, there is a chance it might go off anyway – the bomb didn't actually
malfunction, its explosion was just delayed! Whenever a bomb malfunctions, the GM secretly rolls
3d. On a result of 7 or more, the bomb malfunctioned and is no longer in danger of exploding. On
a result of 6 or less, the bomb will explode in 3d rounds!
Not only do bombs carry a chance of malfunction – they are also very unstable. If a bomb takes
damage, there is a chance it might go off prematurely. A bomb has DR2. If it takes any injury, roll
3d. On 6 or less, it explodes. Otherwise, it is broken and simply rendered useless. If the damage
dealt was burn damage caused by fire or heat, it explodes on 9 or less – fire makes detonation
more likely. Of course, a single bomb exploding in a bag or belt can quickly cause a chain
reaction with other bombs close to it! For these reasons, bombs are considered dangerous and
unreliable. They are rarely used by anyone but experts, specialists or people of questionable
intelligence. As a result, there is not much of a market in selling bombs.

Bombs
Below is a list of all bombs that can be made on the Continent. Bombs have the following entries:

Name (The name of the bomb)


Any effects in addition to the damage a bomb deals, are described here.

Damage: The damage the bomb deals and its type is listed here. Toxic damage dealt by bombs
penetrate DR unless otherwise noted.
Cost: As with other forms of elixirs, this lists the market price of a bomb. Bombs are usually very
expensive.
Recipe: This lists the cost and time required to make a bomb. Bombs are usually costly but fast to
produce. All bombs default to Alchemy-1.

Note: DR without the Force Field enhancement does not apply against tox damage dealt by
bombs, unless the DR would protect specifically against the bomb in question (such as DR that
works against poison clouds for the Devil's Puffball bomb).
Below follows the list of bombs:
Crinfrid Ashbomb Dancing Star
The Crinfrid Ashbomb is unique among Dancing Star is the typical go-to bomb for all
bombs in that it has an extremely small alchemist's desires of fiery mayhem! It explodes
explosion – it only affects a single victim in a cascade of fire and flaming liquid, burning
on a direct hit. If it hits, it deals the listed all within the area of the explosion. The liquid
damage and covers the target in a black, ignites and vaporizes instantly. This bomb
ash-like matter. At the start of each turn resembles most closely a regular grenade-like
while covered in the ash-like matter, the bomb except that it deals burn damage.
victim must make a HT-roll. If successful,
the victim averts the effects for that turn. If Damage: 3d burn ex
unsuccessful, she takes 1 toxic damage, and Cost: $230/$300.
takes a -1 cumulative penalty to further HT Recipe: $165; two days.
rolls against this effect. The ash is removed
if the subject (or an assistant) takes three
Ready maneuvers in total to remove the
worst of the ash. Otherwise it loses its
effect in 10 turns.

Damage: 1d cr (then HT-roll or 1 tox each


round)
Cost: $110/$140.
Recipe: $75; one day.
Devil's Puffball Dragon's Dream
Devil's Puffball releases a cloud of poisonous Dragon's Dream releases a cloud of highly
gas when it explodes. On impact, it simply flammable gas when it explodes. On impact, it
deals 2 points of crushing damage. Devil's simply deals 2 points of crushing damage.
Puffball fills one hex, as well as all hexes in Dragon's Dream fills one hex, as well as all hexes
contact with that hex, with poisonous gas around that hex, with the flammable gas when it
when it first explodes. After this, it continues first explodes. After this, it continues to spread.
to spread. Each second, it spreads to all hexes Each second, it spreads to all hexes connected to
connected to a hex to which the gas has a hex to which the gas has already spread. It
already spread. It spreads two times in this spreads two times in this manner, and then
manner, and then remains there. The gas lasts remains there. The gas lasts 1 minute in doors
1 minute in doors and less in windy and less in windy conditions. If so much as a
conditions. Anyone starting his or her turn single spark is produced within the gas (such as
within the cloud who breathes the gas must from the explosion of another bomb), the entire
make a HT-roll (at a cumulative -1 for each cloud inflames in a fiery burst, dealing the listed
round spent within the gaseous cloud) or take damage.
the listed damage. Magic Resistance or defenses against magic
provides no protection against the flaming cloud,
Damage: 2 cr (impact), 1d tox (poison cloud) since only the liqiud – not the explosion – is
Cost: $310/$410. magical.
Recipe: $210; three days.
Damage: 2 cr (impact), 2d burn (flaming cloud)
Cost: $310/$410.
Recipe: $210; three days.
Flare Grapeshot
When this bomb explodes, it fills the area Also known as the Beehive Bomb, the Grapeshot
with small, magical golden sparkles that burn bomb is filled with pellets that fire in all
brightly and light up an area of 25 yards directions when the bomb explodes. These
radius, vertically as well as horizontally. The pellets deal fragmentation damage to everyone
light burns as strongly as bright torchlight. within the area.
After one hour, the light dims somewhat, and
after three hours the light fades. Damage: 2d cr ex [1d]
Cost: $310/$410.
Damage: 2 cr (impact) Recipe: $210; three days.
Cost: $110/$140.
Recipe: $75; one day.
King and Queen Red Haze
When this bomb explodes, it unleashes an The effects of this nasty bomb are quite
invisible magical neurotoxin that instills fear dreadful, and Red Haze is the go-to bomb for an
in the subjects. Anyone within five yards of alchemist that wants to create complete chaos.
the hex in which King and Queen explodes (as Red Haze covers all hexes within five yards of
well as anyone in that hex) must roll a Fright the impact hex with a red mist that disappears
check. after the first round. Anyone in the mist must
roll against their Will-2. Failure means the
Damage: 2 cr (impact) subject is affected by an effect induced by
Cost: $310/$410. hallucinations; treat the subject as affected by a
Recipe: $210; three days. Berserker spell, a Panic spell (the “caster” is the
hex in which the bomb exploded), a Disorient
spell or a Daze spell, determined randomly. The
subjects may roll against Will-2 at the end of
each turn to end the effect. It ends by itself after
one minute.

Damage: 2 cr (impact)
Cost: $450/$575.
Recipe: $310; four days.
Samum Stenchbulb
Samum unleashes a flash of light. From the Stenchbulb releases a cloud of stinking gas when
hex in which Samum exploded crackles small it explodes. On impact, it simply deals 2 points of
jolts of lightning that immobilize those who crushing damage. Stenchbulb fills one hex, as
fail to resist the effects of Samum. Anyone well as all hexes around that hex, with the
within 5 yards of where Samum explodes (as stench when it first explodes. After this, it
well as anyone in that hex) must immediately continues to spread. Each second, it spreads to
roll against their HT-1. If successful, they all hexes connected to a hex to which the gas has
suffer no ill effects. If unsuccessful, they are already spread. It spreads two times in this
stunned. The stun ends normally (meaning a manner, and then remains there. The gas lasts 1
successful roll against HT at the end of the minute in doors and less in windy conditions.
subjects turn). Anyone who starts their turn within the gas
must roll against HT, taking a -1 cumulative
Damage: 1d cr ex penalty to the roll for each round they have
Cost: $310/$410. been within the cloud. On the first failure,
Recipe: $210; three days. subjects are nauseated, taking a -2 penalty to DX
and IQ. On a second failure, subject start
Zerrikanian Sun vomiting and are considered retching (as
described on p. 429 in GURPS: Basic Set). If
nauseated or retching subjects get out of the
Zerrikanian Sun produces an extremely bright stinking cloud, they receive a HT roll at the end
flash of light that blinds anyone within five of each turn to end the effect. Retching subjects
yards of the hex where the bomb exploded (as that end the effect in this manner are considered
well as anyone in that hex), assuming their nauseated as previously described and must get
eyes are open, if they fail a HT roll at -4. a good nights sleep (eight hours of undisturbed
Blinded victims get a HT roll at -4 at the end sleep for a regular human, see p. 426-427 of
of the first turn to end the effect, then -3 at GURPS: Basic Set) to end the nausea.
the end of second turn and so on (this
ultimately results in bonuses to this roll after Damage: 2 cr (impact)
enough turns have passed). Cost: $310/$410.
Recipe: $210; three days.
Damage: 1d cr ex
Cost: $310/$410.
Recipe: $210; three days.
Witcher Alchemy
Geralt whispered an incantation and drank, one after the other, the contents of two vials, placing his left hand on the

sword after each sip. Then, wrapping himself tightly in his black coat, he sat down on the floor. There were no chairs in

the chamber, or in the rest of the palace. He sat motionless, his eyes closed. His breathing, at first even, suddenly

quickened, became rasping and tense. And then stopped completely. The mixture which helped the witcher gain full

control of his body was chiefly made up of veratrum, stramonium, hawthorn and spurge. The other ingredients had no

name in any human language. For anyone who was not, like Geralt, inured to it from childhood, it would have been

lethal poison.

- The Last Wish

Witcher alchemy is a special form of alchemy. It is governed by the Alchemy (Witcher) skill and is
used to make a completely different set of elixirs than “regular” alchemy. Witcher alchemy mainly
uses ingredients found in body-parts of slain monsters, or in various herbs. Witcher alchemy is a
very basic form of alchemy, much as is the case with the difference between signs and real magic.
However, the witchers have perfected this art for centuries, and they guard their alchemical
secrets with their life. Witcher alchemy has some significant advantages and disadvantages
compared to regular alchemy. On the plus side, witcher alchemy is extremely fast to produce
compared to regular alchemy. On the negative side, potions made with witcher alchemy are
highly toxic, even to the witchers themselves, and rarely affect anything not combat-related.
Witchers develop a partial resistance to the toxicity of witcher alchemy due to the trial of
grasses, but this resistance is by no means immunity, and one of the traits of the trade, so to
speak, is that witchers gradually succumb to the toxic effects of the elixirs they ingest. Witcher
alchemy is governed by the rules following in this chapter.

Using Witcher Alchemy


Witcher alchemy comes in two forms of elixirs: potion and ointment. Potions are drunk while oils
are applied to weapons. Many potions have low duration and simply require ingestion, but those
with long duration (and all ointments) require a period of meditation after being ingested/applied
to a weapon, to be functional. Initiating meditation requires a successful roll against Meditation
(see GURPS: Basic Set, p. 207). Whenever someone ingests a witcher elixir that requires
meditation, he or she must roll against Meditation and remain in the trance-like state for 5
minutes. Multiple elixirs that all require “activation” in this manner can be meditated on in the
same 5 minute sitting (as such, a witcher could drink four potions that require meditation and
activate them all in one 5-minute trance).
An elixir that requires meditation to “activate”, but is used without any following meditation,
does not apply any effects of the elixir but still applies toxicity. Treat the elixir as having no
effect except for its toxicity.
Note that a potion made with Alchemy (Witcher) doesn't take effect – and its duration doesn't
start – until the meditative ritual is done. Toxicity, however, occurs instantly.

Making Witcher Alchemy


A witcher can make any elixir from the list in this chapter with access to adequate formulae and
other texts of witcher alchemy. Over time, a witcher may become sufficiently practiced with
certain elixirs that reference books are no longer necessary (as with regular alchemy). In game
terms, every elixir is a Hard technique – all default to Alchemy (Witcher) -1, -2, -3 or -4, depending
on their level of toxicity (see Elixirs). Alchemy (Witcher) techniques may never exceed base skill.
To create an elixir, a witcher must use the specific ingredients listed under the elixir and 8 hours
of meditation and brewing. Unlike regular alchemy, these ingredients are not illustrated as a
recipe cost but are very specific for each elixir (these ingredients can be purchased in the world
however, in the form of herbs for sale in different shops (see Witcher and their World –
Monstrum for herbal prices). For example, to mix a potion of Maribor Forest, the witcher needs
one measure of aether, one measure of quebrith, and two measures of rebis. Whenever a witcher
fells a monster or picks an herb (or purchases one), the monster's parts or the herb will contain
different ingredients. The specifics are listed in Witchers and their World – Monstrum, which
should remain inaccessible to players. As such, a witcher gains this knowledge by
experimentation or by roll against his Monster Lore or Alchemy (Witcher) skills, depending on the
situation.

In addition to their ingredient requirements, an elixir also requires a base consisting of either ½
liter of strong alcohol for potions (meaning a minimum alcoholic strength of 40% or more) or ½ a
pound of grease for ointments. Much of the alcohol or grease used in the making of a potion or
ointment goes to waste in the making of an elixir, and the rest comprise the base of what you
actually drink or apply when ingesting a potion or applying the oil. Vodka is an example of a
good potion base, olive oil for an ointment. If the witcher uses pure alcohol (98%-100%) when
making a potion, anyone ingesting the potion gets a +1 bonus to any HT rolls required to resist the
effects of toxicity in that potion. However, if the witcher uses low quality alcohol (GM's
discretion, e.g. cheap vodka), anyone ingesting the potion suffers from a -1 penalty to such rolls.
The alcohol is neutralized when making a potion, so subjects do not actually get drunk when
ingesting witcher elixirs unless otherwise noted.

Beyond ingredients and a base, meditation is also part of the magical process that creates the
elixir, and the witcher regains fatigue as if resting when he makes witcher alchemy. This
meditation is simple and part of the process, and the witcher does not have to roll against
Meditation to initiate it. Making witcher alchemy might be restful and meditative, but it is not
sleeping. A witcher who has used 8 hours of the day to make witcher alchemy needs fours hours
less sleep than usual (8 hours of sleep is the norm for a regular human, see p. 426-427 of GURPS:
Basic Set).

Required Attention
Witcher alchemy requires the constant attention of the witcher during the 8 hours it takes to
make it. If disturbed in any way that breaks the witcher's concentration on the task at hand, he
must use an additional amount of time to brew the elixir equal to the twice the amount of time
he was interrupted, and he gets a cumulative -1 penalty to the final Alchemy (Witcher) roll that
must be made at the end of the time needed to brew the elixir. Thus, a witcher interrupted for 10
minutes while making witcher alchemy must expend an extra 20 minutes on the elixir and takes a
-1 penalty to the final Alchemy (Witcher) roll. A witcher interrupted twice, once for 10 minutes
and once for 20 minutes, must expend an extra hour on the elixir and takes a -2 penalty to the
final Alchemy (Witcher) roll. If interrupted continuously for thirty minutes or more, the attempt
to make the elixir automatically fails and any ingredients are wasted. Witchers cannot co-operate
in making elixirs like alchemists can, but a witcher can pay attention to more elixirs at a single
time, an advantage they have over regular alchemists. A witcher can make as many different
elixirs he wants in a single meditation, but takes a -2 penalty to the final Alchemy (Witcher) roll
per additional type of elixir he makes at one time. A witcher can also manufacture multiple
batches of each specific elixir he is creating, using a sufficient amount of ingredients for each
single dose. In this case, the final roll is at -1 for every extra dose of elixir. Thus, if a witcher
chose to make three batches of the Wolf potion and two batches of Insectoid Oil at the same
time, the final roll would be at -5; -2 for creating both Wolf and Wolverine simultaneously, -2 for
creating two additional batches of Wolf, and -1 for creating an additional batch of Insectoid Oil.
Rolling for Results
At the end of the required time, the witcher rolls against the technique for the elixir in
development (or its default). If the witcher is making multiple, different elixirs, he rolls against
the lowest of the techniques. If, for example, the witcher was making two different elixirs and
had a level of 15 in one and 12 in the other, he would roll against a technique of 12 (taking any
penalties for making multiple different elixirs and multiple batches of the same elixir). There are
no critical successes in witcher alchemy; either the process works or it doesn’t. A failure ruins all
ingredients and produces no elixirs. On a critical failure, the ingredients are ruined, no elixirs are
produced and the witcher must make a second technique roll (at the same level and taking the
same penalties as the previous roll). If that second roll is successful, disaster has been averted; if
he fails that second roll, disaster strikes. The witcher must roll 3d to see what happens:

Roll Result
3-5 The witcher is immediately affected as if he had drunk a potion with high toxicity
6-9 The witcher is immediately affected as if he had drunk a potion with very high toxicity
10-12Toxic fumes poison everyone within 25 yards as if they had drunk a potion with high
toxicity
13-15 Toxic fumes poison everyone within 50 yards as if they had drunk a potion with very high
toxicity
16-18 Toxic fumes severely mutates the witcher, who develops a negative mutation of some
kind (GM's discretion – usually a disadvantage worth -10 points or less).

A Witcher's “Laboratory”
The witchers' simple form of alchemy does not require complex tools or apparatus – all it
requires is some form of intense, sustained heat and a few flasks, a cooking-pot, a few primitive
mixing tools as well as a mortar and pestle. Usually, the witchers make their alchemy by a
campfire or by an inn's fireplace or stove, if they can somehow manage to gain access to one for
their purposes.

Witcher Formulae
If a witcher has raised his skill with a given elixir to equal his Alchemy (Witcher) skill, he needs
no book or other instructions to brew it. Otherwise, he must use a text with the recipe on it for
reference. All witchers thus carry a formulary with the recipes they have acquired. Any attempt to
brew an unmastered elixir with neither formulary nor supervision is at -6 – and the witcher must
have some basic knowledge of the elixir to even attempt this. Witchers most often trade formulae
quite openly with each other – at least within their respective schools. Mostly the way it works is
that depending on the individual witcher's respectability and standing within the school, he can
gain access to some of the knowledge of that school. A trainee at the school of the Wolf in Kaer
Morhen might have access to one or two formulae for training purposes. A seasoned witcher
returning to Kaer Morhen after a few years on the path might be allowed to peruse many of the
alchemical secrets present at the fortress. This is all up to the GM's discretion, but any witcher
starting out should have access to at least half a dozen (usually more) or so formulae in his
formulary.

Preparing Mutagens
Mutagens are not witcher alchemy as such. Rather, they are special monster parts that can be
ingested directly (a risky move), or with preparation (a safer strategy). Mutagens cause
permanent mutations in those that ingest them. A witcher cannot use a formulae to prepare
mutagens, as little precise has been written about the many different mutagens that exist. As
mutagens cause mutations, the result is often different in many subjects, and as such it is
notoriously difficult to chronicle. The only thing a witcher can do, if he intends to ingest a
mutagen, is use his knowledge of alchemy to prepare them as best he can.
To prepare a mutagen for ingestion, a witcher rolls against their Alchemy (Witcher) skill. This roll
is made in secret by the GM, and the witcher is not informed of success or failure – only of what
he or she knows about preparing the mutagen. All mutagens have an Alchemy (Witcher) modifier
(from 0 to -5, known by the GM). This is called the Mutagenic Modifier. On a failed roll, the
witcher is informed that he has little knowledge of the mutagen, its effects or how to prepare it.
On a critical failure, the GM provides the witcher with false information, and the witcher is
convinced he knows how to prepare the mutagen. After a failed roll, the witcher may attempt
another roll for the same mutagen only after spending at least a single character point to raise
his skill level in Alchemy (Witcher). On a successful roll, the witcher is informed of which
alchemical ingredients he needs to properly prepare the mutagen. Ingestion of a well-prepared
mutagen does not guarantee a strictly positive mutation will occur when ingesting the mutagen –
this depends on the mutagen in question and whether the one who ingests it has the Witcher
Secrets advantage – but it strongly heightens the odds of positive mutation, and weakens the
strength of negative mutation if applicable. On a critical success, the GM also informs the witcher
of a few hints as to what effects ingesting the mutagen will have (both for characters with and
without the Witcher Secrets advantage). The details of each mutagen is provided for the GM in
GURPS: Witchers and their World – Monstrum.
The process of preparing a mutagen works exactly as making “regular” witcher alchemy elixirs (as
described above). A witcher can prepare mutagens as part of the process of making other elixirs
– taking the appropriate penalties – or he can prepare the mutagen alone during one “sitting” of
making witcher alchemy. Effectively, treat a mutagen, during the process of preparing it, as you
would any elixir. In other words, follow the process given in this chapter for making elixirs with
witcher alchemy. The witcher's “technique level” is his Alchemy (Witcher) skill with a penalty
equal to the mutagen's Mutagenic Modifier. After this comes any other penalties for making
additional batches, multiple elixirs and so on.

Whenever the witcher encounters a monster, he is allowed a Monster Lore roll, with a penalty
equal to the mutagen's Mutagenic Modifier, to ascertain whether this type of monster contains a
mutagen, what form it has (the beast's heart or its liver, for example) and to get vague hints from
the GM as to the nature of the properties of this mutagen. The margin of success determines the
level of information the witcher gains from these vague hints, and a critical failure will provide
the wrong info! For instructions on how to extract the mutagen from the monster, see Chapter III
– Skills. Note that all mutagens, regardless of whether they are properly prepared for ingestion
or not, count as having Very High toxicity (see the Toxicity section of this chapter).

Also note that any given character can only benefit from each unique mutagen a single time.
For more information on mutagens, see Witchers and their World – Monstrum (though the
information on mutagens described therein should be for the GM's eyes only).

Detection and Analysis


As described in Chapter III – Skills, an alchemist may detect and analyze witcher alchemy as
normal with a -2 penalty to any rolls. A witcher using Alchemy (Witcher) cannot identify regular
alchemy, but may detect and analyze witcher alchemy. A witcher gets a roll against his Alchemy
(Witcher) skill, based on Per, to recognize an elixir as an alchemical preparation when he sees it,
or smells a potion or oil containing it. Acute Senses assist this roll as appropriate.

Similarly, a mage gets an automatic roll of (Per + Magery) to recognize a witcher elixir or oil as
magical when she first sees it. Being magical in nature, elixirs can be detected by any spell that
detects magic. However, spells to analyze magic do not work on elixirs. Only a witcher can
analyze them. A witcher must roll against Alchemy (Witcher) to analyze an elixir. Analysis takes 1
hour; a critical failure causes effects as per the table listed under “Rolling for Results” above. The
time required can be reduced to 10 seconds if the witcher tastes the elixir – but if he does, any
failed roll means the toxicity affects him as normal without any other effects of the potion taking
effect. If the elixir tasted was an ointment and the roll was failed, treat the toxicity as medium. A
critical failure while tasting an elixir does not require a roll on the critical failure table. If the
elixir analyzed appears in the witcher’s formulae texts, any success pinpoints the nature of the
elixir; if it is an unfamiliar elixir, a normal success merely gives a vague indication of the elixir’s
purpose, while a critical success reveals the precise effects of the elixir, though not its name.

Forms of Witcher Elixirs


Witcher elixirs can only be made in three forms; potion, ointment and mutagen.
Potion: Liquid form, taken by drinking. One dose of potion affects one man-sized creature -
either instantly, or after a period of meditation. Potions lose their power in one month
regardless of other circumstances, except if rubedo is dominant (see the table of secondary
ingredients). If left open or mixed with other things, potions lose their power in a day.
Ointment: An oil. Ointments lose their power in one month regardless of other circumstances,
except if rubedo is dominant (see the table of secondary ingredients). If left open or mixed with
other things, ointments lose their power in a day. Water neutralizes them entirely. Ointments are
applied to weapons.
Mutagen: Mutagens are not elixirs as such, and they are not listed below. Rather, they are special
monster parts that can be ingested directly (a risky move), or with preparation (a safer strategy).
Mutagens cause permanent mutations in those that ingest them. All mutagens have Very High
toxicity.
For preparing mutagens, see above. For details on how mutagens work, see Witchers and their
World – Monstrum (though most of that information should be for the GM's eyes only).

Cost and Availability


Witchers do not usually sell their craft, and unless imparted with dominant rubedo (see below),
witcher alchemy tends to lose its potency quickly in any case. Thus, witcher alchemy is usually
not available for sale, and certainly the secrets behind it are not shared with outsiders under any
circumstances.
Witcher alchemy has no recipe cost, since all witcher elixirs require set, specific ingredients.
Herbs containing these ingredients are for sale at many a village healer or city alchemist's shop
though. For more info on this, ask the GM (the info on market prices for herbs is in Witchers and
their World – Monstrum).
Inventing New Elixirs
Most witchers lack the skills to research and develop new alchemical concoctions, and cannot
invent new elixirs. However, unique formulae exist in the world based on very specific
ingredients from rare monsters, which can be used to create wondrous witcher alchemy with
effects not listed here. GMs should feel free to be creative.

Toxicity
Witcher alchemy deviates from regular alchemy in one, very lethal, way: all potions are highly
toxic. Ingesting monster-parts isn't exactly healthy, and even the herbal ingredients witchers use
are poisonous when mixed in witcher alchemy. Each potion entry in this chapter is identical to a
normal alchemical substance – except they all have a section named “Toxicity.” This section
indicates the level of toxicity in a given potion.

When ingesting a potion made with the Alchemy (Witcher) skill, roll against HT. If you have the
Witcher Secrets advantage, add a +5 bonus to this roll. If you have any toxicity noted on your
character from previous potions (see below), add a -1 penalty to this HT-roll for each point of
toxicity you have noted.

Thus, a Witcher who drinks a potion without having noted any prior toxicity would have to make
a roll against HT+5. An average person would roll against HT. A witcher who had previously
ingested a potion of High toxicity (and therefore noted 3 points of toxicity) would have to make a
roll against HT+2, while an average person would make a roll against HT-3.

On a successful roll, note an amount of toxicity points on your character sheet as shown on the
table below. You are free of further complications. On a critical success, reduce the amount of
Toxicity points received from that potion by 1 (to a minimum of 0). Every point of Toxicity results
in a -1 on subsequent HT-rolls to avoid negative effects from toxicity (as noted above).

On a failed roll, you note the toxicity points, and you take toxic damage. On a critical failure,
increase the amount of toxicity points received by 1 (to a maximum of 5). A potion deals 1 point of
toxic damage to the subject's HP and FP per level of toxicity on a failed HT-roll, as noted on the
table below.
Toxicity level of potion Toxicity points added Toxic damage
Low 1 1HP and 1FP
Medium 2 2HP and 2FP
High 3 3HP and 3FP
Very High 4 4HP and 4FP

Note: Mixing a potion with certain ingredients (see “Secondary Ingredients” further below) can
produce potions with a toxicity level of “None.” These require no rolls, add no toxicity, deal no
damage and cause no side-effects.

Resistance or immunity to poison does not aid you against the toxicity of witcher alchemy!

Witcher alchemy is halfway chemistry and halfway magical. The toxic materials corrupt the body,
poison the veins and corrode the organs of living beings. Resistance to the substance is found
only in witchers, since they have gone through the Trial of Grasses. Others may only rely on the
strength of their own health.

The toxicity of potions carry certain side-effects – symptoms that subjects are exposed to on
failed HT-rolls. Whenever a person takes toxic damage from the ingestion of witcher alchemy,
that person must immediately make a roll against HT, applying the +5 bonus from Witcher Secrets,
as well as any penalties from toxicity points noted before ingesting the potion that causes this
roll. If this roll is successful, the subject avoids any further complications. If it fails, the subject
experiences a symptom related to the amount of toxicity points he has, as shown on the table
below. There are no additional effects on a critical success. On a critical failure, treat the subject
as having one more point of toxicity for the purposes of figuring out which symptom the subject
suffers from, thus perhaps applying a worse side-effect!

Toxicity points Side-effect


1-4 Nausea
5-8 Headache
9-10 Retching
11-13 Paralysis
14-15 Unconscious
16+ Death!

If a subject already suffers from the symptom, he now suffers from the next worst symptom too!
If, for example, a subject with 5 toxicity points is already suffering from headache and fails
another HT roll to avert a side-effect, he now suffers from retching as well! The symptoms
incurred by toxicity have the following effects on the subject:
Nausea: -1 penalty to DX and IQ.
Headache: -2 penalty to DX, IQ and self-control rolls.
Retching: As described on p. 429 of GURPS: Basic Set.
Paralysis: As described on p. 429 of GURPS: Basic Set.
Unconscious: As described on p. 429 of GURPS: Basic Set.
Death!: Death! (GURPS: Basic Set, p. 296)
A person can suffer from multiple side-effects simultaneously (should he, for example, ingest two
potions and fail two of the HT rolls to resist symptoms), though the effects of nausea and retching
do not stack (treat retching as substituting nausea for all intends and purposes if someone suffers
from both). The effects of a headache do stack with both nausea and retching, however!

Ingesting Witcher Alchemy, Step by Step


To illustrate the process of drinking a potion made with Alchemy (Witcher) simply, see the steps
below (refer to the text above for notes on critical success or failure):
1) Ingest the potion. Roll against HT, adding a +5 bonus from Witcher Secrets (if applicable)
and subtracting 1 for every toxicity point you have. Then add an amount of toxicity points
to your sheet equal to the toxicity level of the potion. Upon a successful roll, you avoid
further effects. You're done! Upon a failed roll, proceed to step 2.
2) On a failed roll, you take 1 point of HP and FP tox damage for each level of toxicity in the
potion. Then, roll against HT, adding a +5 bonus from Witcher Secrets, and subtracting 1
for every toxicity point you had before you drank the potion that caused this roll. Upon a
successful roll, you're done! Upon a failed roll, proceed to step 3.
3) You suffer from a side-effect! Find out on the table above which one. If you already suffer
from that side-effect, you now suffer from the next one that you don't already suffer from
instead. You're done!

Recovery from Toxicity


Toxicity points last as long as the potions that caused them – once the potion is out of the
system, so is the toxin. When a potion ends, simply remove an amount of toxicity points from
your sheet equal to the amount you got from that potion. Treat potions with a duration of
'Instant' as though their duration was 1d+6 minutes for this purpose. HP and FP damage caused by
toxicity recover as normal for injury and fatigue. Recovering from side-effects of toxicity depends
on the specific symptom:
Recovery from nausea and headache: Occurs as soon as all toxicity points have disappeared.
Recovery from retching: Occurs when all toxicity points have disappeared, after which the
subject feels the effects of nausea (-1 to DX and IQ) until he gets a good nights sleep (eight hours
of undisturbed sleep for a regular human, see p. 426-427 of GURPS: Basic Set).
Recovery from paralysis and unconsciousness: Occurs when all toxicity points have
disappeared and a good night's rest has been had, after which a roll against HT+2 must be made.
Dot not add the +5 bonus from Witcher Secrets. If successful, the subject recovers without further
problems. On a failure, the subject recovers from paralysis or unconsciousness but feels the
effects of a headache (-2 to DX, IQ, and self-control rolls) until he gets another good night of rest.
Recovery from death!: You cannot recover from death!

Permanent Side-Effects of Toxicity


Anytime you recover from suffering a side-effect of toxicity, the toxin might have affected you so
adversely that you suffer permanent side-effects. Whenever you recover from any side-effect, roll
against HT+2, at -1 if you were retching or at -2 if paralyzed or unsconscious (if both, the penalties
do not stack). Add the +5 bonus from Witcher Secrets. If this roll fails, the GM may assign you an
appropriate physical or mental disability caused by the toxic harm done to your body and mind.
In game terms, the GM may assign an appropriate physical or mental disadvantage of a value of
up to -5 points. If you already have a leveled disadvantage, these -5 points may be used to
increase the level of that disadvantage (for example, if you already have Slow Healing 1 (-5
points), the GM may increase this to Slow Healing 2 (-10 points). It is nearly, if not entirely,
impossible to recover from these permanent side-effects. The few witchers that do not die
fighting usually die from the long-term adverse effects of toxicity.

Basic Ingredients
Witchers use special ingredients. Someone using the Alchemy (Witcher) skill uses only these
ingredients, and so instead of a recipe cost, witcher elixirs require a specific combination of
these alchemical substances. They can be acquired/extracted from monsters (via the Monster Lore
skill) or herbs (via the Alchemy (Witcher) skill). These herbs can also be bought in shops.
The witcher doesn't actually mix these ingredients directly to make an elixir. Rather, she or he
mixes herbs or body-parts from monsters together – herbs or body-parts that contain these
ingredients. So a witcher might mix the brain of an undead creature that contains one measure of
Aether and one measure of Quebrith with a specific herb which contains a measure of Vermillion,
to create the Bindweed potion. See Witchers and their World – Monstrum for details on which
monster parts and herbs contain which ingredients (though this information should not be
divulged to the player unless they find out about it during the game). A witcher must mix body-
parts and herbs that contain the precise ingredients noted under each individual elixir to create
one.
As for the ingredients, there are basic ingredients and secondary ingredients. Basic ingredients
are the ingredients that are needed to make elixirs, while secondary ingredients add additional
effects to elixirs if they are dominant (see Secondary Ingredients further below). The symbols
below are the symbols the witchers use in their formulae texts to indicate each ingredient. The
basic ingredients are as follows:

Aether Caelum
Aether, also called “breath of the gods”, is Caelum, also called stardust, is a mineral thought
thought of by the superstitious as literally of by alchemists as being leftovers from falling
divine. The witchers know it as a mineral which stars. It is a rough, rubber-like material. Caelum
seems to be air given form – when burned, is often used by witches and druids in
aether vanishes in a cloud of toxic vapor. hallucinogenic potions.
Fulgur Hydragenum
Fulgur is a mineral created when lightning bolts Hydragenum is a silvery and metal-like
hit the ground and hardens up certain other component. It is a special kind of hard water
minerals. It ends up in many monsters and which can exist at very high temperatures before
plants when they inhabit places rich with the becoming fluid.
stuff.
Quebrith Rebis
Quebrith, more commonly known as sulfur, is a Rebis is energy given form. It animates the
bright yellow element. It gives off a significant inanimate, accelerates bodily processes and is
stench when burned and is highly toxic. It is used for a large variety of witcher alchemical
known by alchemists as “devil's smoke.” mixtures.
Sol Vermilion
Sol is theorized as being solid sunlight. It is rare, Vermilion is a color pigment found in the skin of
and takes form only in a few plants that are monsters and in the color of plants. It is a
exposed to direct sunlight over sustained common ingredient used in a wide variety of
periods of time while certain planets affect it. elixirs.
Vitriol
Vitriol, better known as sulfuric acid, is a very
strong caustic mineral acid. It illustrates
perfectly why witcher alchemy is so toxic.

Note: This is a list of the most common ingredients. Witchers may find unique ingredients from
unique or especially terrifying monsters, which they will be able to use for unique alchemy.
Also note: Once again, note that the witcher doesn't actually mix these ingredients directly to
make a potion. Rather, a witcher might, for example, mix the brain of an undead creature that
contains one measure of Aether and one measure of Quebrith with a specific herb which contains
a measure of Vermillion, to create the Bindweed potion.

Secondary Ingredients
Some ingredients have a secondary ingredient tied to them. For example, a measure of quebrith
may contain, within it, a measure of albedo (a secondary ingredient). Secondary ingredients are
“meta-ingredients” - they don't really exist on their own, but are traits of the ingredients above.
If a witcher makes a potion containing only basic ingredients with the same secondary ingredient,
that potion is “dominated” by that secondary ingredient and has additional effects as described
on the table below. For example, a potion of Maribor Forest needs one measure of aether, one
measure of quebrith, and two measures of rebis. If the aether, quebrith and rebis all contain
albedo, the additional effects of dominant albedo are added to the potion. The secondary
ingredients and their effects if dominant are detailed below:
Secondary ingredient Dominant effect
Albedo Dominant albedo lessens the toxicity of a potion by one level. Minimum
toxicity level is None (if albedo is dominant in a potion normally of Low
toxicity). Albedo has no effect in ointments.
Annis If an ointment is made with dominant annis, its duration is doubled.
Annis has no effect in potions.
Nigredo When nigredo is dominant in an elixir, a small bit of the ingredients used
in the making of that elixir are conserved. Choose one monster part or
herb used in the making of the elixir. That monster part or herb is not
expended when making the elixir (though any nigredo contained in it is).
Rubedo An elixir made with dominant Rubedo lasts an entire year before losing
its potency (as opposed to one month).
Note: GURPS: Witchers and their World – Monstrum has notes for the GM to follow that describe
when ingredients contain secondary ingredients or not.
Elixirs
The following is a list of elixirs, their properties, and which basic ingredients they need to be
crafted (in addition to the alcohol/grease base). As already mentioned, elixirs are Hard
techniques. Potions default to Alchemy (Witcher) -1 for potions with Low toxicity, -2 for potions
with Medium toxicity, -3 for potions with High toxicity and -4 for potions with Very High toxicity
(dominant albedo has no effect on a potion's default). Ointments default to Alchemy (Witcher) -1.
Note: potions have an additional note under their description called Meditation. This describes
whether the potion needs a successful Meditation roll followed by a 5-minute period of trance
after ingestion a to “activate” (see 'Using Witcher Alchemy' in this chapter). Note that a potion
made with Alchemy (Witcher) doesn't take effect – and its duration doesn't start – until the
meditative ritual is done. See 'Using Witcher Alchemy' above.

Potions
Bindweed Black Blood
Alternative names: Swamp potion. Alternative names: Vampyrebane.
The subject gains DR10 against corrosion damage Anyone swallowing the subject's blood takes 1d+2
and acids of any kind. This DR is always layered toxic damage and 3FP damage for each ¼
beneath any other form of DR. swallowed. This penetrates any resistance or DR
to toxic damage any monster might have.
Duration: 1d+6 hours.
Toxicity: Medium. Duration: 1d+6 hours.
Meditation: Yes. Toxicity: High.
Ingredients: Aether, Quebrith, Vermilion. Meditation: Yes.
Ingredients: Aether, Rebis, Vitriol (x3).
Blizzard Brock
Alternative names: Whirlwind. Alternative names: Fumbler's Gift.
The subject's reflexes become lightning fast and The subjects hands are steadied and his
he is able to weave in and out of combat, coordination is improved. For any melee attack,
dodging and parrying with superior skill. the subject's skill level counts as two higher than
Blizzard primarily effects the subject's reactivity. it is when determining at which rolls he scores a
Blizzard is also known as whirlwind for its critical failure. If the subject's skill is 20 or
pecular speed-boosting effect. The subject gains higher when determined in this manner, the
+3 to any active defense he attempts during the subject cannot roll a critical failure while under
duration of Blizzard. the effects of Brock.

Duration: 1d+6 minutes. Duration: 1d hours.


Toxicity: Medium. Toxicity: High.
Meditation: No. Meditation: Yes.
Ingredients: Rebis (x2), Vitriol (x2). Ingredients: Aether, Caelum, Quebrith, Vitriol.
Cat De Vries' Extract
Alternative names: None. Alternative names: Tissaia.
The subject's eyes narrow and he/she is able to Useful for contracts dealing with ghosts and
see in the dark. The witchers uses this elixir for wraiths, De Vries' Extract enhances the eye-sight
obvious reasons, chief among them, to take on of the subject. The subject gains the ability to
contracts during night time. The subject gains see invisible and otherwise supernaturally
the Dark Vision advantage for the duration. concealed creatures.

Duration: 1d+6 hours. Duration: 1d+6 hours.


Toxicity: Low. Toxicity: Medium.
Meditation: Yes. Meditation: Yes.
Ingredients: Quebrith (x2), Rebis. Ingredients: Aether, Hydragenum, Quebrith (x2),
Rebis.
Full Moon Gadwall
Alternative names: Swallow's Embrace. Alternative names: Swallow's Soar.
Full Moon bolsters a subject with supernatural The subject regenerates 2HP each second if he is
resiliency and protects the subject from harm. not at full HP. Each time the subject regenerates
Under the effects of Full Moon, the subject gains in this fashion, he loses 1FP. Gadwall and
5 points of ablative DR that protect against any Lapwing cancel each other out; if ingested
and all kinds of damage. Even against injury that simultaneously the duration of each potion
specifically state no effects protect against it immediately ends.
(treat the DR as if cosmic).
Duration: 1d+6 minutes.
Duration: 1d hours. Toxicity: High.
Toxicity: High. Meditation: No.
Meditation: Yes. Ingredients: Aether, Caelum, Rebis, Sol,
Ingredients: Hydragenum (x2), Quebrith, Vermilion.
Vermilion (x2).
Golden Oriole Kiss
Alternative names: Spiderbane. Alternative names: Lick.
Golden Oriole inures its subject to the Protected by this substance, the subject's
prolonged effects of toxins and poisons. wounds cease to spill blood. The subject cannot
Witchers use it before taking on contracts bleed and any bleeding the subject suffers from
against poisonous creatures of the night. It is stops. Wounds do not close however and Kiss
particularly useful against wyverns who can does not heal injury. If the subject has open
have very strong poisons. The subject gains wounds, these will continue to bleed when Kiss'
immunity to poison and toxic damage, except duration runs out.
the toxic effects of witcher alchemy (the subject
still notes toxicity points, still makes HT rolls, Duration: 1d+6 hours.
and still takes damage and suffers side-effects if Toxicity: Medium.
he fails such). Meditation: Yes.
Ingredients: Vermilion, Vitriol (x2).
Duration: 1d+6 hours.
Toxicity: Medium.
Meditation: Yes.
Ingredients: Aether (x2), Vitriol (x2).
Lapwing Maribor Forest
Alternative names: Owl's Soar. Alternative names: Owl's Embrace.
The subject regains 2FP each second if he is not While under the effects of Maribor Forest, the
at full FP. Each time the subject regains FP in subject's gains a “pool” of 5 extra FP. As long as
this fashion, he loses 1HP. Gadwall and Lapwing this potion endures, the subject may spend this
cancel each other out; if ingested simultaneously FP instead of his normal FP whenever he is
the duration of each potion immediately ends. required to spend FP.

Duration: 1d+6 minutes. Duration: 1d+6 minutes.


Toxicity: High. Toxicity: High.
Meditation: No. Meditation: No.
Ingredients: Aether, Caelum, Fulgur, Rebis. Ingredients: Caelum, Rebis, Sol, Vermilion.
Petri's Philtre Rook
Alternative names: None. Alternative names: Blade.
Petri's Philtre amplifies signs. Only signs used Rook supernaturally gains magical surges of
during the duration of Petri's Philtre are adrenal force throughout the subject's
affected. Aard, Igni and Yrden deal 1d extra physiology. With this influx of strength, the
damage. Quen provides an extra point of DR and subject's ability to release short bursts of energy
if it reflects damage back at the attacker, it in his or her muscles intensifies. In game terms,
reflects 1 point of damage for each 1 damage the this manifests as a bonus of 3 levels of Striking
DR stops. Heliotrop provides 1 extra DR and MR. ST for the subject.
Any Will rolls related to Aaxi gain a +1 bonus.
Duration: 1d hours.
Duration: 1d hours. Toxicity: High.
Toxicity: Very High. Meditation: Yes.
Meditation: Yes. Ingredients: Caelum, Rebis, Sol, Vermilion.
Ingredients: Caelum, Quebrith (x2), Rebis (x2).
Shrike Swallow
Alternative names: Pain. Alternative names: None.
The subject's strikes seem guided by a Swallow amplifies the subject's metabolism
supernatural entity, as he slashes nerves and which starts working at a faster pace. This grants
cuts weak spots. This guidance manifests as the subject a fast form of hit point regeneration.
additional pain in the target's victims. Cutting Swallow is a last resort combat potion for
damage dealt by the subject that results in injury witchers, who prefer not being hurt at all to
causes twice the amount of Shock (so 1 point of having to heal in the middle of combat.
injury dealt by the subject causes a -2 to the Sometimes, however, the fast-paced life of a
victim's IQ, DX and skills based on both on her witcher forces these kinds of remedies as a last
next turn, to a maximum of -8). resort. The subject heals 1 hit of injury each
turn.
Duration: 1d hours.
Toxicity: Very High. Duration: 1d+6 minutes
Meditation: Yes. Toxicity: Medium.
Ingredients: Hydragenum, Quebrith, Rebis, Meditation: No.
Vermillion (x2). Ingredients: Aether, Rebis (x2), Vitriol.
Tawny Owl Thunderbolt
Alternative names: None. Alternative names: None.
The subject is revitalized and regains 1FP each The subject gains 10 levels of Striking ST, but
turn. cannot use any active defenses.

Duration: 1d+6 minutes. Duration: 1d+6 minutes.


Toxicity: Medium. Toxicity: High.
Meditation: No. Meditation: No.
Ingredients: Fulgur, Quebrith, Vermilion, Vitriol. Ingredients: Hydragenum (x2), Rebis, Vitriol (x2).
Tiara Virga
Alternative names: Bear's Hide. Alternative names: Wolf's Hide.
Tiara toughens the skin of the subject. The The subject gains DR (Tough Skin) 3. Whenever
subject gains DR (Tough Skin) 3. This DR is this DR stops damage, the subject loses 1FP. This
always layered beneath other forms of DR DR is always layered beneath other forms of DR
except the DR granted by Bindweed. except the DR granted by Bindweed and Tiara.

Duration: 1d+6 minutes. Duration: 1d+6 minutes.


Toxicity: High. Toxicity: Low.
Meditation: No. Meditation: No.
Ingredients: Aether, Hydragenum, Quebrith. Ingredients: Caelum, Quebrith, Vitriol.
White Gull White Honey
Alternative names: Witcher's Poison. Alternative names: Dispeller.
White Gull usually isn't drunk. Instead, it can be Any effects of alchemical potions (regular
used as a potion base instead of alcohol. If alchemy or witcher alchemy) affecting the
done, treat White Gull as pure alcohol (98-100%) subject immediately end, all toxicity points are
for the purposes of using it as a potion base. If removed from the subject and any non-
drunk, White Gull functions as a slight permanent side-effects the subject suffers from,
hallucinogenic beverage that provides a caused by toxicity, also end.
pleasurable high without being overwhelming.
Duration: Instant.
Duration: See description (1d+6 hours if drunk). Toxicity: None (defaults to Alchemy (Witcher) -1).
Toxicity: Low (if drunk). Meditation: No.
Meditation: No. Ingredients: Aether, Rebis, Vitriol.
Ingredients: Rebis, Vitriol (x2).
White Raffard's Willow
Decoction Alternative names: Oak.
Alternative names: Vitality Potion. Subject gains immunity to stun.
Heals 1d hits of injury. Duration: 1d hours.
Toxicity: Very High.
Duration: Instant. Meditation: Yes.
Toxicity: High. Ingredients: Aether (x2), Quebrith.
Meditation: No.
Ingredients: Hydragenum (x2), Rebis, Vitriol.
Wive's Tears Wolf
Alternative names: None. Alternative names: Tooth.
Any effects caused by alcohol or drug For any melee attack, the subject's skill level
intoxication in the subject immediately end – counts as two higher than it is when determining
the subject effectively becomes instantaneously at which rolls he scores a critical hit. If the
sober. subject's skill level is 20 or more after ingesting
Wolf, the subject scores a critical hit on 7 or less
Duration: Instant. while under the effects of Wolf.
Toxicity: Low.
Meditation: No. Duration: 1d+6 minutes.
Ingredients: Aether, Quebrith, Rebis. Toxicity: Medium.
Meditation: No.
Ingredients: Hydragenum (x2), Vermilion, Vitriol.
Wolverine
Alternative names: Claw.
Whenever the subject's total injury is equal to or
exceeds half his total HP, he gains 6 extra levels
of Striking ST.

Duration: 1d hours.
Toxicity: Medium.
Meditation: Yes.
Ingredients: Aether (x2), Hydragenum, Quebrith,
Vermilion.

Ointments
Note: All oils require meditation to activate. See Using Witcher Alchemy above for details.

Argentia Brown Oil


Alternative names: Silver's Ascension. Alternative names: Bleeder's Venom.
Argentia is a silvery liquid, almost as firm and Brown Oil corrodes the skin of victims struck by
metal-like as quicksilver. Smeared on a weapon, the weapon coated in it. A creature that sustains
the weapon glows in moonlight. Argentia is used injury from a weapon that deals cutting,
to amplify the effects of a witcher's silver's impaling or piercing damage coated in Brown Oil
blade against magical monsters which are takes one point of corrosion damage on its next
especially vulnerable to this metal. Argentia is turn and each turn thereafter. A creature can
also known as Silver's Ascension. Any silver take no more than 1 damage each turn from
weapon coated in Argentia has its Armor Divisor Brown Oil. The subject is entitled to a roll
raised by 1 (e.g. from (2) to (3)) against the against HT-1 at the end of each turn to end the
supernatural DR of monsters. effect.

Duration: 1d+6 hours. Duration: 1d+6 hours.


Ingredients: Hydragenum (x2), Quebrith (x2), Ingredients: Aether, Quebrith, Rebis, Vermilion
Rebis. (x2).
Crinfrid Oil Falka's Blood
Alternative names: Torturer. Alternative names: Sharp.
A creature that sustains injury from a weapon A weapon coated in Falka's Blood deals 1 extra
that deals cutting, impaling or piercing damage hit of injury if it penetrates DR.
coated in Crinfrid Oil takes a -1 penalty to DX
and IQ. Victims may roll against HT-2 at the end Duration: 1d+6 hours.
of each of their turns to end this effect. Crinfrid Ingredients: Caelum, Quebrith, Vermilion, Vitriol.
stacks, so a victim that is struck multiple times
by Crinfrid Oil takes a cumulative -1 to DX and
IQ, to a maximum of -8. Succeeding at the roll
against HT-2 ends the entire effect (until the
victim takes more injury from a weapon coated
in Crinfrid Oil).

Duration: 1d+6 hours.


Ingredients: Aether, Hydragenum, Vermilion (x2),
Vitriol.
Hanged Man's Venom Insectoid Oil
Alternative names: Bane. Alternative names: None.
Considered highly controversial among witchers, A weapon coated in this oil deals 2 extra hits of
a weapon coated in this oil deals 2 extra hits of injury, if it penetrates DR, to insectoids.
injury, if it penetrates DR, to humans, elves and
dwarves. Duration: 1d+6 hours.
Ingredients: Aether, Quebrith, Rebis, Vermilion.
Duration: 1d+6 hours.
Ingredients: Aether, Hydragenum, Rebis,
Vermilion, Vitriol.
Necrophage Oil Ornithosaur Oil
Alternative names: None. Alternative names: None.
A weapon coated in this oil deals 2 extra hits of A weapon coated in this oil deals 2 extra hits of
injury, if it penetrates DR, to necrophages. injury, if it penetrates DR, to ornithosaurs.

Duration: 1d+6 hours. Duration: 1d+6 hours.


Ingredients: Aether, Vitriol (x2). Ingredients: Hydragenum, Quebrith, Rebis,
Vitriol.
Specter Oil Vampire Oil
Alternative names: None. Alternative names: None.
A weapon coated in this oil deals 2 extra hits of A weapon coated in this oil deals 2 extra hits of
injury, if it penetrates DR, to specters. injury, if it penetrates DR, to vampires.

Duration: 1d+6 hours. Duration: 1d+6 hours.


Ingredients: Aether, Rebis, Vitriol. Ingredients: Hydragenum, Quebrith (x2),
Vermilion, Vitriol.
CHAPTER VII

EQUIPMENT
Witcher's Arsenal
“I believe in the sword. As you can see, I carry two. Every witcher does. It is said, spitefully: “the silver one is for

monsters and the iron for humans.” But that is wrong. As there are monsters which can be struck down only with a

silver blade, so there are those for whom iron is lethal. And lola, not just any iron, it must come from a meteorite. What

is a meteorite, you ask? It's a falling star. You must have seen them - short, luminous streaks in the night. You've

probably made a wish on one. Perhaps it was one more reason for you to believe in the gods. For me, a meteorite is

nothing more than a bit of metal, primed by the sun and its fall, metal to make swords.”

– Geralt to Iola, priestess of Melitele, in The Last Wish

From myth, and most particularly from The Witcher video game, one might have gotten the idea
that witchers carry two swords; one of silver, for monsters, and one of iron, for humans.
Witchers, however, do not make a habit out of killing humans. They are in the business of
monster slaying, and their arsenal reflects that. Both swords are, indeed, as the above quote
illustrates, for monsters. This part of this supplement is devoted to the many items and special
bag of tricks that witchers utilize in their fight against monsters. It contains a short description of
the standard swords in a witchers inventory – the steel greatsword and the silver broadsword.
Any newly trained witchers own these two swords as well as one magic item; the amulet of their
school. This chapter contains a description of the Wolf amulet. Note that witcher steel and silver
swords may be found of other types, higher quality, and may even be magical. This chapter only
gives description for a few sample witcher armaments. Most importantly, perhaps, this chapter
includes a method for how witchers of Struggling wealth may begin play with the expensive
repertoire of their trade.

Weapons
A witcher usually carries two weapons with him: one steel greatsword made from meteorite – a
special metal found in falling stars – and one broadsword with a thick layer of silver coating. As
a general rule (though sadly, not one that is always true), many monsters vulnerable to silver are
smaller and faster, while ones vulnerable to meteorite are big and strong. Thus, witchers usually
craft broadswords of silver, capable of swift strikes, and large greatswords of steel, to cleave
strong monsters. Other combinations are possible, however, though witchers always carry swords
and seldom other weapons, since the ages-old training in Kaer Morhen has made them expert
sword-wielders. Monsters have high supernatural damage resistance, and only weapons with a
steel core, coated with a thick layer of silver, or ones forged from solid meteorite, can hope to
break through it. A normal, non-magical and standard quality sword forged from silver-coated
steel or solid meteorite has an Armor Divisor of (2) vs. the supernatural damage resistance of a
monster vulnerable to a given substance. For GM's, a detailed explanation of monsters and their
vulnerabilities is available in Witchers and their World: Monstrum, while a witcher may roll
against his Monster Lore skill to determine the vulnerability of a given monster. As noted in the
Witcher Secrets advantage, that advantage provides a +4 bonus to this roll. The following details
cover the average witcher swords:

Steel greatsword: Greatsword from p. 274 of GURPS: Basic Set, forged from Meteorite (see
Meteoric, p. 27 of Dungeon Fantasy 1 – Adventurers). Might also be a Bastard Sword for witchers
who prefer flexibility over the more usual witcher fighting style of wait-and-strike. Price: $16000
for Greatsword, $13000 for Bastard Sword.

Silver broadsword: A regular broadsword from p. 271 of GURPS: Basic Set, forged from steel but
coated in a thick layer of silver (see p. 27 of Dungeon Fantasy 1 – Adventurers). There are
variations of silver swords, the most normal one being in the form and shape of a scimitar, but a
broadsword is much preferred among witchers due to versatility. Silver swords are perhaps a
witcher's most unique weapon, and such swords are enamored into the folklore of the Continent.
They exist in many shapes and sizes and a few specific ones have been crafted and enchanted as
rewards for witcher throughout the ages. Price: $1500 for Broadsword, $1500 for Scimitar (Cavalry
Saber).

Note: A sword made of solid silver has an Armor Divisor against monsters vulnerable to silver of
(4) instead of the normal (2) provided by a silver-coated sword (see p. 275 of GURPS: Basic Set for
price and additional info). Contrary to the rules given on p. 27 of Dungeon Fantasy 1 –
Adventurers, witcher swords made from solid silver may be of Fine or Very Fine quality. Reduce
the chance of breakage by 1 for a Fine solid silver sword and 2 for a Very Fine solid silver sword
(meaning that a Fine silver sword has +1 odds of breakage and a Very Fine silver sword has +0).

Weapons crafted from special silver or unique meteorite may have even higher armor divisors
against monsters vulnerable to that material.
Magical Gear
Witchers use a wide variety of magical gear to assist them in their in their ventures. These are
just a couple of examples of such, for handy reference. Note that only the medallion is a “bare
necessity” for a witcher just starting out.

Animated Chain, Silver: This is a narrow, small, silver chain of approximately one yard in length.
When thrown at any target (DX-3 or Throwing to hit) it magically grows to fit the target and
attempts to wrap around it and capture it. This effect works much like the Spider Silk spell. As a
missile, the strand has Acc 3. On a hit, the victim is grappled and immobilized as per the Binding
advantage with the Unbreakable enhancement (see p. 40 in GURPS: Basic Set). The silver chain
has an effective ST of 16. It has no DR, since it is unbreakable. Additionally, any monster that is
vulnerabe to silver, bound by the chain, is the victim of the effects of a Pain spell each round it
remains bound and grappled by the chain. This effects starts on the round after a victim is first
bound and continues each round until the monster frees itself. Price: $6500.

Inclusion: A sapphire with a pocket of air trapped inside it, hanging at the end of silver chain.
Such a necklace protects the wearer against magical transmutation. Anyone wearing an inclusion
is immune to any effect that would transform parts of his or her body, or the entirety of it, into
something else. This protects against spells such as Transform Other, as well against the
transformation that occurs as part of the curse of lycanthropy. Geralt recommended this item for
king Foltest of Temeria to protect his daughter against transforming into a Striga. Price: $350.

Witcher Medallion (Wolf): The amulet of the Wolf school is the quintessential witcher item and
the symbol that most people in the Northern Kingdoms recognize a witcher by, beyond
otherworldly eyes. Whenever a witcher amulet is within thirty yards of a monster or magic, it
shakes and trembles slightly. “Monster” in this sense is a general term that applies to anything
“unnatural” and generally with malicious intend (a dryad won't make a witcher medallion vibrate,
while a wyvern will). “Magic” means active, static magical phenomena or spells actively being
cast. Minor magic items or the presence of a sorceress will not make the medallion vibrate, while
being in the area of a curse or standing next to a sorceress casting spells, will. A person who
wears the amulet and is actively mindful of whether his amulet is trembling in this manner (for
example, a player asking his GM “is my medallion vibrating?”) needs no rolls to determine if
magic or monsters are amiss or not – he or she automatically notices the trembling. However, if
the person is not actively checking his or her amulet, a Per roll with a +5 bonus is required to
notice that the amulet is shaking (adding any bonus from an Acute Sense of Touch). Functionally,
the GM rolls a secret Per +5 roll and upon a success, informs the player that his medallion is
vibrating. Anyone not wearing the amulet but who is able to see it is granted a Per roll at -3 to
notice the amulet trembling, providing the amulet is visible (adding any bonus from an Acute
Sense of Vision). To function, the amulet needs to be treated to a special alchemical ritual every
month. If an amulet goes more than a month without such ritualistic treatment, it ceases to
function until it is treated. “Doing maintenance” on an amulet in this manner requires half an
hour and a measure of the alchemical ingredient Aether, followed by a successful roll against the
Alchemy (Witcher) skill. A failure (or critical failure) has no effect beyond wasting the ingredient,
while a success or critical success fulfills the requirements for upkeep and allows the medallion
to function for another month. Note: the amulet does not inform a witcher of whether monsters
or magic are afoot – it simply trembles when within 30 yards of any of them. Price: $500 (though
such an amulet is only available for witchers, so getting access to one is nigh impossible unless
one has killed a witcher).

Witcher Starting Gear


Witchers use a wide variety of magical gear to assist them in their in their ventures, but there is a
set of items that characterize any witcher and which is given to him from the outset of his
journey through the Continent. This set of items consists of one silver sword, one meteorite
sword and a witcher's medallion. While the swords may come in many shapes and sizes for the
individual witcher, the most common “starting package” is the examples listed in this chapter:
one steel broadsword with silver coating, one meteoric greatsword, and the witcher's medallion.
All in all, this gear costs $18,000: $1500 for the silver sword, $16,000 for the meteorite sword, and
$500 for the medallion.
This posts a serious problems for witchers just starting out: since most witchers are of
Struggling wealth, they will only have $500 to start out with, way too little to afford their
expensive gear. Yet it makes sense that witchers have these items, as they are supplied to them
directly from Kaer Morhen. By GURPS RAW (Rules As Written), this “problem” can be solved by
spending points on the Signature Gear advantage to acquire the gear. This has its own problems,
however: buying the necessary starting gear costs 36 points (!). This is obviously problematic:
buying the Filthy Rich advantage would cost little more and leave a witcher with quite a bit of
extra money!
In this supplement, we suggest an alternative:
Sean Punch, Line Producer of GURPS (known as Kromm on the GURPS forums), has suggested an
alternative method for producing gear for points. This alternate method is available online:
http://forums.sjgames.com/showthread.php?p=750563#post750563

The basics of the alternate method are as follows:

1. Buy your wealth level normally and note its starting money. Example: Sig Sigson is a TL3
warrior with Struggling wealth. This costs him -10 points (a disadvantage) and gives him
just $500 in cash.
2. Select a higher wealth level and note its point cost and starting money. Example: Sig
wants cool gear commensurate with that of a knight, who would be a Status 2 individual
with a wealth level of Wealthy. Wealthy costs 20 points and gives $5,000 in cash.
3. Find the point-cost difference between these wealth levels, divide that difference by 5,
and pay that many points for Signature Gear. Example: The difference in cost is 20 - (-10) =
30 points, so Sig pays 30/5 = 6 points for Signature Gear.
4. Find the starting-money difference between the wealth levels, note that with your
Signature Gear advantage, and take up to that many $ in plot-protected gear. Example: The
difference in cash is $5,000 - $500 = $4,500, so Sig notes Signature Gear ($4,500) [6] and is
glad his GM didn't charge him 9 points for this.

If this alternate method is used to get a witcher his items, the method results in the following:

1. The witcher's wealth level is Struggling (-1o points) and gives him $500 in cash.
2. To afford gear for $18,000, the witcher would need to be at least Very Wealthy instead
(30 points), allowing him $20,000 total.
3. The point-cost difference between Struggling (-10 points) and Very Wealth (30 points) is
40 points. That number divided by 5, is 8. Thus, the price of this advantage is 8 points.
4. Lastly, the starting-money difference between the wealth levels Very Wealthy and
Struggling is ($20,000 - $500) = $19,500. As such, the 8 points spent allows the witcher to
buy extra gear worth $19,500. Beyond this, the witcher will still have his regular starting
wealth of $500 to spend as he sees fit.

Using this method (which this supplement suggests!), a witcher may purchase his steel sword,
silver sword and the medallion, as well as additional gear for $1,500 (the amount left over from
the advantage after spending $18,000 on the swords and the medallion).
Kromm's alternate method may seem cheap, but remember that the method trades points directly
for gear. There are no additional benefits like there would be for buying levels of the Wealth
disadvantage, except Signature Gear's inherent “plot protection” of items. Furthermore, this
supplement suggests that any witcher acquires this gear through part of a template (perhaps the
Witcher template provided in the following chapter), which forces the character to spend the
money on exact items (that is: the two swords, the medallion, and remaining gear for $1,500
which has to be relevant for the witcher's profession). Finally, witchers have already bought the
expensive 'Witcher Secrets' Unusual Background, which certainly justifies some way of accessing
their starting gear in a reasonable manner.
GM's who are wholly dissatisfied with this solution (though this supplement heartily recommends
it) are encouraged to take a look at “PK's House Rules” for trading points for money and
signature gear. This method is located here: http://www.mygurps.com/get.php?
f=h_money&p=ih&v=1
GM's who feel the point cost is right, but that the “plot protection” offered by Signature Gear is
too much, could use Kromm's alternate method but take away the “plot protection.” Perhaps
allow witchers to spend points to “insure” their items via “plot protection” as suggested by PK's
method. “Insuring” the “package of gear” bought with Kromm's alternate method would cost 4
points using PK's rules for Signature Gear (since $20,000 is 20 times average starting wealth), and
a GM could rule that only the two swords and the medallion become insured by this.
GM's who refuse to use house-rules in this manner may require their witchers to spend 36 points
on signature gear, or find a solution in which Very Wealthy witchers make sense in their world.

Note: for reasons of clarity, here is what the Basic Set has to say about the “plot protection”
offered by Signature Gear (see Basic Set, p. 85):

“If you misplace Signature Gear or sell it unwillingly, or an NPC steals or confiscates
it, the GM must give you an opportunity to recover it in the course of the adventure.
If it is truly lost forever through no fault of your own, the GM will give you back your
points (or replace the item with another of equal value). However, should you sell or
give away your Signature Gear of your own free will, it is gone, along with the points
spent on it!”

Progress is like a herd of pigs. The herd brings many benefits, but one should not wonder at all the shit it produces.”

– Zoltan Chivay in The Witcher (video game)


CHAPTER VIII

TEMPLATES
Races of the Continent
“King or beggar – what's the difference? It's one dh'oine less.”

– Iorveth to Letho in The Witcher II: Assassin of Kings (video game)

The Continent is populated by a diverse set of races, from the dwarves to ancient aen seidhe. The
witchers, too, are their own kind of race, more mutant than human after undergoing the trial of
grasses and all the other things Kaer Morhen will subject children too, if they have been born
under the shadow of destiny. This chapter contains templates unique to the world of the
witchers, applicable for use for player characters and npcs. Note: each template gets a Social
Stigma. This is because this supplement assumes that play takes place regularly throughout human
settlements. If your campaign takes place only within the confines of Dol Blathanna, then elves
obviously aren't stigmatized. Simply remove Social Stigma from these templates as necessary.

Dwarf - 20 points
Dwarves are one of the humanoid races. Together with the gnomes and elves they are called the
Old Races. Dwarves and gnomes were among the first sentient races on the Continent. An adult
dwarf grows as tall as a human male's chest. They are more sturdy than humans, which makes
them tougher and stronger. They usually grow long beards. Dwarves are often excellent soldiers,
artisans and businessmen. While they tend to be uncouth, they're also jolly and cheerful. The
motherland of dwarves is Mahakam. Like other non-humans, dwarves are often persecuted by
Nordlings. Because of that, some dwarves were members of the Scoia'tael guerrilla allied with
Nilfgaard during the empire's invasion of the Northern Kingdoms. Dwarves may be shorter than
humans, but they are tougher and more muscular. Male dwarves wear long beards. They are
usually gruff but can be merry, and are renowned for their stubbornness. Considered excellent
craftsmen and warriors, many have earned grudging acceptance in human society. Still, it is not
uncommon for young dwarves to join the Scoia'tael rebels to fight for more rights for non-
humans and an end to persecution. Dwarves were once a dominant race, along with the elves,
but now their sole enclave is Mahakam, a mountain-city rich in metal and mineral deposits. Of all
the elder races, the dwarves have assimilated best and many now live in human cities. They run
businesses and are often wealthy, although they meet with disdain and distrust. During the war
with Nifgaard, dwarves made a name for themselves as mercenaries, although many of them also
fought in Scoia'tael commando units against the Northern Kingdoms.

The Dwarf Template


TEMPLATE STATISTICS POINT COST
HT+1 10 points
ST+1 10 points
Lifting ST+2 6 points
SM-1 0 points
Alcohol Tolerance 1 point
Dwarf Talent 14 5 points
Drunken Fighting5 1 point
Extended Lifespan 1 2 points
Social Stigma: Minority Group -10 points
Stubbornness -5 points

Elf (Aen Seidhe) - 35 points


Elves are a sentient race, part of the races known as the Old Ones. They live much longer than
humans and are usually very attractive. Their characteristic features include pointy ears and
small, identical teeth. They possess no canine teeth. Like other non-humans, elves are often
persecuted by Nordlings (humans from the Northern Kingdoms).
When the elves first came to the Continent, they created a magnificent civilization. The greatest
human cities, like Vizima and Oxenfurt, were built upon elven ruins. Elves are long-lived, yet the
reproductive period of their lives ends quite early and, moreover, they reproduce much more
slowly than humans. Today only two enclaves of the race remain: the Blue Mountains, where
elves suffer privation and are dying out; and Dol Blathanna, the Valley of the Flowers, which is
ruled by the sorceress Enid an Gleanna. The Valley of the Flowers is a dependency of Nilfgaard.
Elves are often viewed as arrogant and proud, and over many centuries have claimed to have
developed a high and sophisticated culture. Few remain today, however, and these are in
constant conflict with human civilization. That is why so many younger elves, eager to fight for
their rights, join Scoia'tael commando units.

4
See Racial Talents in Chapter III – Skills.
5
The penalties to DX when tipsy (-1) or drunk (-2) is reversed to a bonus (+1 or +2 respectively) for dwarves as applies
to fighting (bare-handed, of course). See GURPS: Power-Ups 2 – Perks.
Elves don't discuss their faith in the presence of humans, because they think the barbarians
would be unable to grasp its philosophical and mystical subtleties. Most humans, on the other
hand, don't care about elven beliefs. It is a fact that some elves believe in Dana Méadbh, the
mother goddess, who seems to be an embodiment of the Goddess Melitele.
Elves are no intolerant to alcohol as some claim, but their more frail physiologies react more
profoundly to the aftereffects of it.

The Elf Template


TEMPLATE STATISTICS POINT COST
DX+2 20 points
Per+1 5 points
Elf Talent 16 5 points
Acute Hearing 1 2 points
Acute Visions 1 2 points
Call of the Wild7 1 point
Extended Lifespan 3 6 points
Telescopic Vision 1 5 points
Horrible Hangovers -1 point
Social Stigma: Minority Group -10 points

Half-Elf - -3 points
Half-Elves are the offspring of an elf and a human. They are often held in equal contempt in both
societies, though some half-elves find shelter among elven societies or in the Socia'tael. Half-
elves enjoy a longer life-span and the perception of their elven parents.

Half-Elf Template
TEMPLATE STATISTICS POINT COST
Per+1 5 points
Extended Lifespan 1 2 points
Social Stigma: Minority Group -10 points

6
See Racial Talents in Chapter III – Skills.
7
Elves share a supernatural symbionce with beasts. An elf may ignore up to -5 in penalties on skills such as Animal
Handling when dealing with frightened, man-eating and wild animals. See GURPS: Power-Ups 2 – Perks.
Quadroon - -1 points
Quadroons are humans with ¼ elven blood. They are not subjected to the stigma directed toward
other non-humans, since only a very small minority of the pickiest nordlings consider Quadroons
non-human. A few physical signs give away their heritage.

Quadroon Template
TEMPLATE STATISTICS POINT COST
Scorned by a few extremists -1 point

Witcher - 170 points


Witchers are monster-hunters; often shunned, as their presence seems identical with the
presence of monsters. They undergo harsh trials at their stronghold, Kaer Morhen, and are
induced with mutagens to form strong immunities. They are seen as freaks by their surroundings.

The Witcher Template


TEMPLATE STASTITICS POINT COST
DX+2 40 points
HT+1 10 points
ST+2 20 points
Infertility 0 points
Acute Hearing 2 4 points
Acute Vision 2 4 points
Combat Reflexes 15 points
Enhanced Defenses [Dodge] 15 points
Enhanced Defenses [Parry] 10 points
Night Vision 2 2 points
Rapid Healing 5 points
Resistant: Disease [Immunity] 10 points
Sign Aptitude 5 points
Weapon Master [Swords] 35 points
Witcher Secrets 15 points
Social Stigma: Freak -10 points
Wealth: Struggling -10 points
Any self-respecting witcher will also know a couple of Signs at a basic level and spend a couple of
points on Alchemy (Witcher) and Monster Lore. As such, 150 point witcher will barely be able to
scratch together a character – and, thus, as Chapter I – Basics stated, 150 points makes an
untried, recently educated witcher. Perhaps one who hasn't yet accepted a contract, but just left
Kaer Morhen. Of course, weapon skills and some skill with mediation is also a must for most
witchers. The template, however, represents the “bare bones” - what any witcher regardless of
training, should have. By virtue of the Weapon Master advantage, witchers have access to special
skills, such as Parry Missile Weapons.

A witcher will also need his signature gear. See Chapter VII – Equipment for details on how a
Struggling witcher can begin play with an arsenal of typical witcher tools.

For an additional “mini-template” of the most basic witcher skills, gear and signs, the following
solution is an example. It provides the Witcher with a silver broadsword, a meteorite greatsword
and the witcher amulet, as well as some basic skills and signs:

The Witcher Template Add-On (30 - 38 points)


STASTITICS POINT COST
Gear (see Chapter VII - Equipment) 8 points
Level 1 in two Signs 9-17 points*
4 points in Alchemy (Witcher) 4 points
2 points in Broadsword 2 points
2 points in Meditation 2 points
2 points in Monster Lore 2 points
2 points in Two-Handed Sword 2 points
1 point in Autohypnosis 1 point
*the signs diverge in cost. The cheapest combination of level 1 signs would be level 1 Aard and
Igni, for 9 points. The most expensive would be level 1 Axii and Heliotrop, for 17 points.

As such, following the guidelines of this supplement, the absolutely most basic, “vanilla” witcher
would cost 200 points. A 150-point witcher even has a tiny selection of points left over after
buying disadvantages and quirks!
NOTE: Reading the books or playing the game, you may have heard of “The Witcher's Code” and
wonder why there is no Code of Honor implicit in the template above. The reason for this is that,
technically, there is no “Witcher Code.” The Witcher's Code was a code of ethics Geralt conjured
up in order to have an excuse to avoid doing things he didn't like (like slay intelligent monsters)
and to avoid talking about the specifics of his job. If a player wants to a Witcher's Code to his
character it would count toward his maximum number of disadvantages, unless the GM accepts to
make it part of the template. It certainly seems to have obvious benefits in roleplaying terms. A
Witcher's Code like the one Geralt adhered to could be something like:

Code of Practice (Witcher's): Never discuss the specifics of witcher work, never reveal witcher
secrets, stand by fellow witchers and assist Kaer Morhen, always complete witcher contracts to
the best of your ability, don't kill intelligent creatures unless given no choice, attempt to
maintain a neutral stance in all affairs outside the realm of witcher work, never accept jobs to
kill humans. -5 points.

“Hochebuz,” said Calanthe, looking at Geralt, “my first battle. Although I fear rousing the indignation and contempt

of such a proud witcher, I confess that we were fighting for money. Our enemy was burning villages which paid us

levies, and we, greedy for our tributes, challenged them on the field. A trivial reason, a trivial battle, a trivial three

thousand corpses pecked to pieces by the crows. And look – instead of being ashamed I'm proud as a peacock that songs

are sung about me. Even when sung to such awful music.”

– Queen Calanthe Fiona Rinnan of Cintra to Geralt, to the tune of bagpipes played by Draig Bon-Dhu, skald of

Skellige, in The Last Wish

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