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The Witcher Pen & Paper RPG

Page 38

by Cody Pondsmith


  7-9: The magic that is already

  means that a priest who

  +1d10

  partial y through you ignites

  overdraws or fumbles always

  inside you. Not only does the

  uses the mixed elemental

  Vigor Threshold &

  spell fail but you suffer an ele-

  fumble result.

  Stamina

  Will

  mental fumble effect as noted

  (Magic)

  below.

  Casting spel s and invocations draws mag-

  >9: Your magic explodes with

  ic (referred to as chaos) from the elemental

  a catastrophic effect. Not only

  realms through your body to create a magi-

  do you suffer an elemental

  fumble effect, but any focusing

  cal effect. Every magical y capable character

  item you are carrying explodes

  has a Vigor Threshold which shows how

  as if it were a bomb (doing

  much magic you can channel through your

  1d10 damage) with a 2 meter

  body before you start to damage yourself.

  radius.

  You can cast any spell with a STA Cost be-

  low or equal to your Vigor Threshold with-

  out harming yourself.

  Elemental Fumble Effect

  Your power also depends on your STA de-

  Element

  Effect

  rived statistic. This is how much magic you

  can use before you become exhausted and

  Magic sparks out of your body.

  pass out. When you cast a spell or use magic,

  You not only take 1 point of

  damage for every point you

  you subtract the STA Cost from your STA. If

  Mixed

  fumbled by but also suffer one

  you have too little Stamina left you become

  of the effects below, chosen

  stunned and must make a Stun save to re-

  randomly by the GM.

  cover. While stunned, you recover Stamina

  The earth around you rocks.

  at a rate equal to your REC.

  Earth

  You take 1 point of damage for

  every point you fumbled by

  Overexertion and Fumbles

  and are also stunned.

  The air rushes around you.

  While casting magic you can overexert your-

  You take 1 point of damage for

  self to cast bigger spel s. You can attempt to

  Air

  every point you fumbled by

  cast a spell that has a larger STA Cost than

  and are thrown back 2 meters.

  your Vigor Threshold by sacrificing Health

  Your body bursts into flames.

  Points. For every 1 point of Vigor Cost be-

  Fire

  You take 1 point of damage for

  yond your Vigor Threshold, you must spend

  every point you fumbled by

  5 HP.

  and are also set on fire.

  If you fumble while casting a spel ,

  Frost crackles and hardens

  around your body. You take

  you risk damaging your body. As with any

  Water

  1 point of damage for every

  fumble, any time you roll a natural 1 on your

  point you fumbled by and are

  magical attack, you must roll another 1d10.

  also frozen.

  With that number, refer to the Magic Fum-

  ble Outcome table.

  167

  Magical Focuses

  Dimeritium Effects

  Mages use magical staves and amulets to

  Dimeritium

  lower the STA Cost of a spell by a specific

  Roll

  Effect

  Dimeritium is a strange min-

  amount based on the focus. Magical focuses

  eral that damps the use of

  can never bring a STA Cost below 1 point

  The dimeritium makes your

  magic. Nilfgaardian Mage

  and must be in the mage’s hand to work. A

  ≥18

  skin itch. You feel uncomfort-

  able but nothing more.

  Hunters use cuffs, chains, and

  mage can only utilize one focus at a time,

  Your skin feels itchy and you

  weapons made of a bluish

  even when carrying several. Weaving magic

  ≥16

  feel mildly queasy but you are

  aloy of dimeritium and iron.

  through focuses takes a great deal of atten-

  unimpaired.

  It is the best defense against

  tion and control.

  Your skin feels itchy, you feel

  mages, assuming you can put

  queasy, and your body spasms

  Dimeritium, Bane of Mages

  ≥14

  from time to time. Every 1d6

  the dimeritium on them. No

  one knows how it works and

  Dimeritium is a precious metal found

  turns, roll a DC:15 Endurance

  check or be staggered.

  it occurs rarely in the North,

  sparsely all over the world. Due to its com-

  mainly in Kovir and Povis ,

  position it has anti-magic properties, which

  Your skin burns and your

  ≥12

  stomach is roiling. You are

  (like everything else the gods

  makes it impossible for average magic users

  nauseated.

  may have put in the ground).

  to summon up magic while touching the

  Your skin feels like it’s on fire

  If you figure out why it works,

  substance. The very presence of dimeriti-

  and you can barely focus on

  be sure and let the University’s

  um can lessen a magic user’s Vigor Thresh-

  ≥10

  anything. You must roll Stun

  chemists know. It’s driving

  old by 1 for every unit of it within 5 meters.

  saves every round.

  them insane.

  When forced to touch dimeritium, a magic

  The dimeritium boils the mag-

  –Brandon of Oxenfurt

  user reduces their Vigor Threshold to 0 and

  ≤10

  ic in your system and you take

  1d6 damage per round that you

  must make an Endurance check (DC:16)

  are touching the dimeritium.

  and apply the results from the Dimeritium

  Effects table. This check must be made every

  half hour as long as contact continues.

  Highly Skilled Mages

  Highly skilled mages like Yennefer of Ven-

  gerburg or the infamous Vilgefortz of Ro-

  geveen are capable of feats that most average

  mages couldn’t even dream of. Magic spel s

  normal y rely on incantations and hand

  gestures. However, high Spell Casting skill

  allows magic users to omit certain compo-

  nents when casting, as shown below.

  Skill

  Requirements

  1-6

  All magic requires spoken words and

  hand gesture.

  7-8

  Spel s/invocations only require hand

  gestures.

  Spel s/invocations only require minor

  9-10

  gestures, which can be made with any

  part of the body.

  168

  Magic Targeting

  Rituals

  Spel s and invocations affect different numb- Rituals require more focus and precision
r />   sers of targets depending upon their range.

  than the average spell or incantation. Cast-

  • Direct: Direct spel s affect one or more targets ing a ritual requires specific components for specifical y, but do not affect you or the area the ritual, and significant time. Much like nearby. These spel s act much like standard crafting, you must spend the amount of time

  ranged attacks.

  listed for the ritual first. Next, roll a Ritual

  • Area of Effect: Area of effect spel s fill a certain Crafting check against the DC of the ritual.

  area and affect anyone inside it. These spel s act If you succeed, the ritual is successful. If you much like direct spel s, except that anyone in fail, the ritual has no effect, and the ritual the area must make a defensive roll against your components are used up. If you fumble a

  Spell Casting rol .

  ritual, you take 1 point of damage for each

  • Self-Affecting: Self-affecting spel s only affect point of Vigor spent.

  the caster of the spel . To cast a self-affecting spell

  you only have to roll above the casting DC of the Being Interrupted

  spell.

  If you are interrupted by something before

  you can finish the ritual, you must make a

  Ritual Crafting roll to keep focus and con-

  tinue. The DC to continue the ritual is 15 if

  you were shaken, bumped, yelled at, or had

  something tossed at you. If you are attacked

  and physical y harmed, the DC to continue

  the ritual is 18. If you are physical y removed

  from the ritual area, you can continue if you

  get back to the area in 1 round and make a

  DC:16 Ritual Crafting check.

  Group Rituals

  Other people can help you perform a ritual.

  These people don’t have to be magical y po-

  tent, but they must be able-bodied enough

  to help draw chalk circles, place ritual items,

  or recite text. Every person you have help-

  ing you (maximum 4) lowers the DC of the

  ritual by 1.

  Hexes

  Hexes function a bit differently from both

  spel s/invocations and rituals. To weave

  a hex you must draw not only a certain

  amount of magic, but also personal hatred

  for the targeted person or place. Failing to

  cast a hex does nothing. There’s no backfire

  unless you fumble. If you do fumble, you

  have a 50% chance of inflicting the hex on

  yourself.

  169

  Transportation & Cavalry

  Control Rolls

  Control Modifier

  Bareback Penalty

  When riding bareback

  When riding animals or driving vehicles

  (without a saddle of any

  you have to concern yourself with keeping

  Mount/Vehicle

  Control Mod.

  form) you are at a -2 to al

  control. Whenever you attempt a maneu-

  Control checks.

  ver, you must make a Control check to keep

  Horse

  +2

  your transportation under control:

  War horse

  -2

  Mule

  -0

  REF stat+Ride skill

  +Control Mod.+1d10

  Ox

  -2

  Sailboat

  -1

  Redanian Cavalry

  This Control check must beat a DC appro-

  Sailing ship

  -1

  The Redanian cavalry are

  priate to whatever maneuver you are trying

  Cutter

  -0

  our finest army units. They

  to accomplish.

  Cart

  -0

  are trained rigorously. But this

  • Simple (15): Swerve a vehicle or jump a low ob-

  Carriage

  -1

  is not the only reason cavalry,

  stacle on a horse.

  any cavalry of semi-com-

  • Difficult (20): Control a skidding vehicle or

  petent riders, is dangerous.

  make an abrupt stop.

  Vehicle Control Loss

  What is the most dangerous

  • Very Difficult (25): Jump a vehicle or leap a high

  weapon in an army? The

  obstacle on a horse.

  Roll

  Result

  sword? The halberd? The tre-

  buchet? Give me a horse any

  1-2

  Skid or Slew: No other results.

  day. Your horse can kill your

  Control Modifiers

  Major Skid: Slide 1d10x2 meters side-

  opponents simply by stepping

  Each mode of transportation has its own

  ways in the direction of travel. If you

  on them and running into

  control modifier. Add the value from the

  3-4

  hit an object, use the Charging rules to

  them, even in plate mail. One

  see what damage is done to your vehi-

  control modifier table to your Control rol s.

  cle and the object.

  can use a horse and a weap-

  Rolled the Vehicle:

  on. Mounted on a horse you

  Your vehicle skids

  are elevated and a moving

  Control Loss

  1d10x3 meters sideways in the direc-

  tion of travel and rol s. In a land vehi-

  target. Horses can make a

  If you fail a Control check, you risk losing

  cle, you, the vehicle, and the animals

  hasty retreat. Well-trained

  control completely and having horrible

  5-6

  pulling it take 5d6 damage. In a wa-

  riders can hang from one side

  ter vehicle, you have capsized and are

  things happen to you and your mount/ve-

  trapped underwater until you make a

  of their saddle using their en-

  hicle. If you are driving a vehicle, use the

  DC:12 Swimming check to swim out

  tire horse as cover. The rum-

  Vehicle Control Loss table. If you are on a

  and up.

  bling and shaking of a line of

  mount, something happens to both you and

  well-trained cavalry has been

  the mount. Roll twice on the Mounted Con-

  known to seriously dishearten

  trol Loss table, once for the riders and once

  infantry. A well-barded horse

  for the mount, to see what happens.

  is nearly unstoppable.

  –Brandon of Oxenfurt

  170

  Mounted Control Loss

  Getting Out From

  Under A Horse

  Roll

  Personal Results

  Mount Results

  If your mount fal s on top of

  Tack Dropped: The reins slip out of your hands. Refusal: Your mount simply doesn’t to do what you, you have two options:

  1-3

  You are now at a -1 to Control checks until you you want it to do. You must make another Con-grab them again, which requires a turn.

  trol check next round.

  let it come to and get off you

  naturaly or try to get out

  Spooked: Your mount startles and rears. You

  from under it. If someone

  Bucked: Your mount bucks. Make a DC:15 must make an Athletics check (DC:16) to stay

  4

  Athletics check. You must succeed to stay in on its back and an Animal Handling check

  can make a Physique check

  the saddle.

&n
bsp; (DC:18) to calm it down before you can keep

  with a DC of 25, they can lift

  riding.

  the horse off of you.

  Bucked: Your mount bucks. Make a DC:18 Stumble: Your mount stumbles and must make 5

  Athletics check. You must succeed to stay in

  a DC:14 Athletics check to stay standing.

  the saddle. If you fall you are considered prone.

  Bucked: Your mount bucks. Make a DC:20 Stumble: Your mount stumbles and must make 6

  Athletics check. You must succeed to stay in

  a DC:18 Athletics check to stay standing.

  the saddle. If you fall you are considered prone.

  Trip: Your mount trips and must make a DC:15

  Bucked: Your mount bucks. Make a DC:25 Athletics check or fall and take 1d10 points of 7

  Athletics check. You must succeed to stay in damage to one randomly rolled leg. Roll 1d10.

  the saddle. If you fall you are considered prone. 1-3: Front Left, 4-6: Front Right, 7-8: Back Left, 9-10: Back Right.

  Thrown: You have been thrown from your

  mount. Roll 1d6/2 to see how many meters you

  fly. If you land without hitting anything, roll lo- Trip: Your mount trips and must make a DC:20

  cation and take 1d6 damage to that location. If Athletics check or fall and take 2d10 points of 8

  you hit something along the way, roll location damage to one randomly rolled leg. Roll 1d10.

  and then take a number of d6 damage equal to 1-3: Front Left, 4-6: Front Right, 7-8: Back Left, the number of meters you would have flown.

  9-10: Back Right.

  If you hit a living thing, it takes this damage

  as wel .

  Thrown: You have been thrown from your Fall: Your mount fal s over. If you are on it or mount. Roll 1d6 to see how many meters you within a meter of it, make a DC:18 Athletics

  fly. If you land without hitting anything, roll lo- check to avoid being landed on. If you fail, your cation and take 1d6 damage to that location. If mount fal s on you. Roll a random location to 9

  you hit something along the way, roll location see what part of you fal s under the horse, then and then take a number of d6 damage equal to take 2d10 damage to that location. Your horse

  the number of meters you would have flown. takes this as torso damage. After this you are

  If you hit a living thing, it takes this damage trapped under your mount. You can attempt a as wel .

  Control check the next turn to get it off of you.

  Thrown: You have been thrown from your Faint: Your mount faints from the sheer stress mount. Roll 1d10 to see how many meters you of the situation. If you are on it or within a me-fly. If you land without hitting anything, roll lo- ter of it, make a DC:18 Athletics check to avoid cation and take 1d6 damage to that location. If being landed on. If you fail, your mount fal s on 10

  you hit something along the way, roll location you. Roll a random location to see what part of and then take a number of d6 damage equal to you fal s under the horse and take 2d10 damage the number of meters you would have flown. to that location. Your horse takes this as torso If you hit a living thing, it takes this damage damage. After this you are trapped under your as wel .

 

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