The Witcher Pen & Paper RPG

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The Witcher Pen & Paper RPG Page 28

by Cody Pondsmith


  The effects of a sign intensify

  Defense: Dodge, Block, or Magi- of the air as well as being knocked Duration: Until Shaken Off or STA as you put more STA into it.

  cal Shield

  down.

  Defense: Resist Magic or Magical

  Range: 4m Radius

  Shield

  Active Shield (Earth)

  Duration: Immediate

  STA Cost: Variable

  Defense: Dodge or Magical Shield

  Effect: Quen now creates a glow-

  Learning Signs

  ing shield around you. The shield Fire Stream (Fire)

  has 10 HP for every Stamina point STA Cost: Variable

  Witcher’s signs are incredibly

  spent. Every round you must Effect: Igni now throws out a con-

  simple and require a smal

  spend 1/2 the initial STA cost stant stream of fire and sparks

  to the keep the shield up. Active from your hand which does 1d6

  amount of magic to actualy

  Shield only covers you, but you damage per STA point spent, and

  cast. They are very easy for

  can fit one other person into it if has a 75% chance of lighting the

  any other magic user to learn

  you are pressed together. When it opponent on fire. Fire Stream

  is expended or dropped, anything must be maintained every round

  (equivalent to a novice spel

  in melee range of you is pushed with a number of STA points equal

  or incantation). Alternate

  back 2m and takes 1d6 damage to 1/2 the number of STA points

  signs are slightly more com-

  to the torso. This includes objects, spent to cast the sign. You can

  furniture, and allies. Anything switch targets on your turn.

  plicated (equivalent to jour-

  rooted to the ground or heavier Range: 3m

  neyman spel s).

  than 226kg is not pushed back but Duration: Active (1/2 Initial STA)

  still takes damage.

  Defense: Dodge, Block, or

  Range: Self

  Magical Shield

  Duration: Active (1/2 Initial STA)

  Defense: Magical Shield

  116

  Rituals

  Rituals are a very formulaic and easily learned

  form of magic. A ritual consumes specific (of-

  ten expensive) components, and it takes time to

  perform all of the steps of the ritual. However,

  rituals can produce results that even exceed the

  power of mage spells.

  Many different rituals have been tran-

  scribed by mages from the southern tip of Nil-

  fgaard to the farthest Northern keeps. However

  many of these rituals are regional and rarely seen

  past the bounds of their home country or city.

  There are a few rituals which are universal and are

  taught in magical academies across the continent.

  Many magic users are capable only of a

  single ritual, or perhaps two. These lesser magic

  users make up most of the magical population:

  magical adepts who, perhaps, are hydromancers

  who can see events of the past or present in pools

  of water. They are considered magical adepts but

  not mages.

  Rituals are also the realm of necromancy,

  goetia, and other magic forbidden by the Coun-

  cil of Mages. Performing them is punishable by

  death in any country.

  Forbidden

  Rituals

  Rituals

  Even before the world was

  split between Radovid burnin’

  Novice Rituals

  mages and Emyr imprisonin’

  Cleansing Ritual

  Hydromancy

  Magical Message

  ‘em there was ilegal magic.

  Pyromancy

  Ritual of Life

  Ritual of Magic

  Dark arts and whatnot. Chief

  Spel Jar

  Spirit Seance

  Telecommunication

  among ‘em was Necroman-

  cy and Goetia. Makes sense.

  Heh, necromancy’s all about

  Journeyman Rituals

  res urectin’ the dead and goe-

  Consecrate

  Magic Barrier

  Oneiromancy

  tia lets ya make deals with

  devils. Gods, can’t imagine the

  mess ya’d have to be in to think

  Master Rituals

  that’s a good idea.

  Artifact Compression

  Golem Crafting

  Interactive Illusion

  –Rodolf Kazmer

  117

  Novice Rituals

  Components

  Cleansing Ritual

  Magical Message

  Ritual of Life

  STA Cost: 3

  STA Cost: 3

  STA Cost: 5

  Many rituals require mate-

  Effect: Cleansing Ritual cleans- Effect: Magical Message records a Effect: The Ritual of Life creates rials which aren’t considered

  es one target’s body of poisons or message of up to 5 minutes into a a magic circle which influences Components and aren’t

  diseases. When activated, the cast- gemstone or piece of glass etched the healing capabilities of a tar-er makes a Ritual Crafting check with a magical sigil. You can set get within it. The circle grants re-listed in the Components

  against a specific DC to cleanse the up to 3 specific triggers that ac- generation of 3 Health Points per list in the Crafting Section.

  target’s body. Alcohol and drugs tivate the message. Once played, turn. This regeneration lasts for 10

  These items, such as spirits

  are reasonably easy, with a DC of the message goes dormant un- rounds, and only while the target and chalk, are in the General

  12. Poisons and oils are harder, til another trigger occurs. When remains in the circle. If the target Gear section of the Character

  with a DC of 15. Major illnesses triggered, an il usion of the caster leaves the circle it disappears.

  are very difficult to cleanse, with a appears and gives the message. Preparation Time: 5 Rounds chapter on pg.93.

  DC of 18. Cleansing Ritual cannot When crafted with a perfect gem- Difficulty Check: 15

  cure plagues such as Catriona.

  stone, the message appears as clear Duration: One Use

  Preparation Time: 5 Rounds

  as if the ritual crafter were truly Components: Chalk (x2), Ashes

  Difficulty Check: Variable

  there.

  (x2), Wax (x2), Mandrake Root

  Ritual Books

  Duration: Immediate

  Preparation Time: 5 Rounds

  (x2)

  Components: Chalk (x2), Spirits Difficulty Check: 12

  You used to be able to find

  (x1), Mistletoe (x2), Crow’s Eye Duration: Permanent

  Ritual of Magic

  books of rituals in book stals.

  (x1), Balisse Leaves (x1)

  Components: Glass (x1), Fifth STA Cost: 3

  At least in Redania they are

  Essence (x1), Quicksilver Solution Effect: The Ritual of Magic creates

  Hydromancy

  now considered too hot to han-

  (x1)

  a magic circle which bolsters mag-

  STA Cost: 5

  Alternate Components: Perfect ical tolerance, granting a bonus to

  dle, what with the anti-mag-

  Effect: Hydromancy allows you Gemstone (x1)

  Vigor Threshold equal to half the

  ic hysteria that seems to be

  to stare into a small body of water

  caster’s Ritual Crafting skill value.

  gripping us. M
ost of the ritual

  and glimpse an event that hap- Pyromancy

  This benefit is bestowed on the

  books in our great library are

  pened within the last two days STA Cost: 5

  first person with magical ability to

  gone. All the ones about sex,

  or that is currently happening. Effect: Pyromancy allows you to enter the circle and focus on it, and Watching an event in the past uses stare into a burning fire and wit- lasts for 5 hours. Alternatively, the persuasion, and wealth were

  the base DC. If you are trying to ness events that are currently hap- caster can expend the circle to gain lifted by the students long ago

  glimpse an event that is currently pening. Pyromancy is more dan- 1d6/2 units of Fifth Essence.

  and everything else has been

  happening, increase the DC by 3 gerous than Hydromancy, making Preparation Time: 5 Rounds taken by the priests and—I as-points. If you are viewing a current it harder to maintain and impos- Difficulty Check: 15

  sume—burned. I don’t know

  event, a magician present at that sible to peer backwards. However, Duration: One Use event can sense the augury with a it is easier to view events that are Components: Chalk (x2), Glass that I believe in most generic

  Magic Training roll that beats your currently happening. Similarly to (x2), Sulfur (x2), Infused Dust rituals but the idea of any

  Ritual Crafting rol .

  Hydromancy, a mage you view (x1)

  book being burned does hor-

  Preparation Time: 5 Rounds

  can sense the augury with a Magic

  rify me. If you find a manual

  Difficulty Check: 15 (18)

  Training roll that beats your Ritual

  of rituals hang on to it. This in-

  Duration: Active (2 Vigor)

  Crafting rol .

  Components: A Small Body of Preparation Time: 5 Rounds

  sanity will pass and they may

  Water or a Bowl of Water, Fifth Difficulty Check: 15

  wind up being worth a great

  Essence (x2), White Myrtle Petals Duration: Active (4 Vigor)

  deal of money.

  (x2), Pearl (x2), Lunar Shards (x1), Components: A Small Fire, Fifth

  –Brandon of Oxenfurt

  Berbercane Fruit (x1)

  Essence (x2), Ashes (x2), Calcium

  Equum (x5), Crow’s Eye (x2), Wax

  (x2)

  118

  Spell Jar

  Spirit Seance

  Telecommunication

  STA Cost: 5

  STA Cost: 5

  STA Cost: 3

  Spirit Possession

  Effect: Spell Jar creates a magical Effect: Spirit Seance contacts the Effect: A Telecommunicator al-vortex inside a sealed clay jar. This spirit of a dead person. The seance lows you to communicate with Any specter summoned by

  magical vortex lasts for 1d6 days brings the soul back as a specter another person with a Telecom-a Spirit Seance can possess a

  and activates when the jar is bro- with the sentience of the origi- municator. The ritual is simple but target by making a Spell Cast-ken. When broken, the magical nal person. The specter retains all requires both participants to have vortex opens and a random spell memories, including the memory a telecommunicator and perform ing check greater than the

  from the list below occurs. Roll of their death, and can be spoken the ritual. However it allows you target’s Resist Magic rol. The

  1d10/2:

  with at its burial site. The specter to communicate across tremen-

  target gets a save against the

  1. Talfryn’s Prison

  cannot be sent back to the realm of dous distances, allowing commu-

  original Spell Casting check

  2. Zephyr

  the dead except at its own choice, nication between all parts of the

  every 1d6 rounds. Until they

  3. Tanio Ilchar

  or by kil ling it. The Seance will known Continent.

  4. Dormyn’s Fog

  summon the spirits of anyone of Preparation Time: 5 Rounds

  make this check the spect-

  5. Static Storm

  the same bloodline within 20m so Difficulty Check: None

  er completely controls their

  Preparation Time: 5 Rounds

  using this spell in family crypts is Duration: 1 Hour

  body. The possessed person

  Difficulty Check: 15

  not advised.

  Components: A Telecommunicator

  gets a +5 to their Resist Mag-

  Duration: 1d6 Days

  Preparation Time: 5 Rounds

  ic roll if the specter makes

  Components: River Clay (x5), Difficulty Check: 12

  Fifth Essence (x1), Thread (x2), Duration: Permanent

  them do something they

  Chalk (x1), Wax (x1), Han Fiber Components: Some Blood of the

  would never do, and a +10

  (x2), Infused Dust (x1)

  Deceased or a Relative, Mandrake

  if the specter makes them do

  Root (x1), Sewant Mushrooms

  something suicidal.

  (x2), Wolfsbane (x2), Sulfur (x2)

  Journeyman Rituals

  Oneiromancy

  Consecrate

  Magic Barrier

  Oneiromancy

  Oneiromancy seems to be

  STA Cost: 12

  STA Cost: 10

  STA Cost: 8

  Effect: Consecrate creates a mag- Effect: Magic Barrier creates a Effect: Oneiromancy grants the mostly a gift rather than a

  ic circle which temporarily repels circular barrier of pure force that caster a dream which unveils se-study. It is so rare that even

  monsters. This circle can be up to is 10m in diameter. This barrier crets and events of the past and charlatan oneiromantics are

  10m in radius and forces any mon- takes 50 Health Points before it is present. A caster can perform the rare. They are supposed to be

  ster that tries to enter the area to destroyed. On your turn you can ritual alone, much like Hydroman-able to dream of past, present,

  roll a Resist Magic check at a DC spend an additional STA point on cy. It also requires a Ritual Casting equal to the Ritual Crafting check top of the active cost to regenerate check to witness events that have or future events, which I sup-used to create the circle. Spell ef- Health Points in the shield at a rate occurred previously and a more pose would be handy if we

  fects generated by monsters can- of 5 Health per STA point.

  difficult DC to witness events

  ever learned from past events.

  not enter the circle, but non-magi-

  This shield is solid and that are occurring at the moment.

  The only legitimate oniero-

  cal projectiles thrown by monsters impassible to any solid object. Oneiromancy can be detected like mancers I’ve heard of belong

  ignore it.

  Once the shield has been erected, Hydromancy.

  A monster that makes nothing can enter. Air is replen-

  However the Oneiro-

  to the Tily family so perhaps it

  a successful roll to enter the circle ished within the shield, so those mancer can also guide a number is a question of genetics.

  can remain in it, but must make within can breathe. If a mage of people equal to their Ritual

  –Brandon of Oxenfurt

  another roll to exit the circle. If wishes, they can stop this replen- Crafting skill value to share their you are using the traditional rules ishment, leaving only 20 rounds enlightening dream. To do this, for monster vulnerabilities, you of air. For every extra person in the oneiromancer must make a must use silver for monsters vul- the shield the rounds of air are re- bond with the people they want nerable to silver and meteorite for duced by 1. Ethereal creatures can to enlighten. This requires the monsters vulnerable t
o meteorite.

  pass through this shield, and you participants to answer a series of

  Preparation Time: 10 Rounds

  can teleport in or out.

  personal questions, as truthful y

  Difficulty Check: 18

  Preparation Time: 10 Rounds

  as possible. The dream lasts for the

  Duration: Until Dispelled

  Difficulty Check: 18

  duration of the ritual.

  Components: Fifth Essence (x5), Duration: Active (2 STA)

  Preparation Time: 10 Rounds

  Infused Dust (x2), Chalk (x4), Sil- Components: Fifth Essence (x5), Difficulty Check: 15 (18) ver or Meteorite (x5)

  Infused Dust (x2), Chalk (x4)

  Duration: 1d10 Rounds

  Components: A Place to Sleep

  119

  Master Rituals

  Artifact Compression

  Golem Crafting

  Interactive Illusion

  Golem Work Ethic

  STA Cost: 16

  STA Cost: 15

  STA Cost: 12

  You should never underes-

  Effect: Artifact Compression con- Effect: Golem Crafting creates a Effect: Interactive Illusion cre-timate a golem’s work ethic.

  verts a target creature within 10m golem that serves the caster until it ates an il usion with sight, sound, to 1/10th original scale and encas- dies. The process creates a simple smel , and tangible feelings. Noth-They never tire, never rebel,

  es them in jade. While in the statu- golem that is bound to your wil . ing about the il usion is real but it and never get bored. If you

  ette this target is unconscious. The It will do anything that you ask it all feels real to anyone who enters order your golem to kill a tar-process of transformation is ex- to, but it cannot think and can’t its area. The il usion covers a 20m get, it will chase that target to

  cruciatingly painful for the target perform finesse tasks that require radius and its caster actively con-the ends of the earth, contin-

  and the target must make a DC:15 fingers or grabbing small things. trols and shapes it. If they create a Endurance check or take 6d6 dam- A golem will execute the last order danger within the il usion to battle uing to search even after the

  age to their torso.

  it was given. If it fails, it will try intruders, each intruder may make

  target has escaped. If you told

  A target can be kept in a again endlessly until it succeeds or a Magic Resistance or Endurance your golem to dig straight

  state of Artifact Compression for you order it to stop. If the order is check at DC:12. If they succeed, down, it would dig non-stop

 

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