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A The Witcher RPG hack for Burning Wheel Gold

Burning Witcher
This document is intended to include Witchers using Burning Wheel Gold in a game settled in the Universe of
Witcher novels wrtiten by Andrzej Sapkowski, based in the discussion of the burning wheel forum (Link:
https://forums.burningwheel.com/t/witcher-lifepath/13149) and also the content in The Witcher Tabletop
Roleplaying game from Talsorian Games and CD Projekt Red. This hack considered the Burning Wheel Gold
edition and Burning wheel Codex for Burning Wheel Gold.

Witcher Sub-Setting................................................................................................................................................ 4
Witcher Lifepath Traits: ..................................................................................................................................... 5

Witcher Schools................................................................................................................................................... 6
Witcher Gear ....................................................................................................................................................... 7

Witcher Signs....................................................................................................................................................... 8
Witcher Alchemy .............................................................................................................................................. 11
Elven Stock ............................................................................................................................................................ 13
Appearance ........................................................................................................................................................ 13
Culture ............................................................................................................................................................... 13
Language............................................................................................................................................................ 14

Technology ........................................................................................................................................................ 14

Society ................................................................................................................................................................ 14
Religion .............................................................................................................................................................. 15
Magic and elves ................................................................................................................................................ 15

Scoia'tael............................................................................................................................................................. 15
Hacking rules for Elves in Burning wheel .................................................................................................... 16

Lifepaths:........................................................................................................................................................ 16
Magic and Elves ............................................................................................................................................ 17

Half elves ....................................................................................................................................................... 18


Dwarves Stok ........................................................................................................................................................ 19

Hacking rules for Dwarves in Burning wheel .............................................................................................. 19

Race and social standing in the world of Witcher ........................................................................................... 20


Equal ................................................................................................................................................................... 20

Feared ................................................................................................................................................................. 20
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Tolerated ............................................................................................................................................................ 20

Hated .................................................................................................................................................................. 20

Powerful religions ................................................................................................................................................ 21

Melitele ........................................................................................................................................................... 22
The Eternal Fire ............................................................................................................................................. 22

Freya ............................................................................................................................................................... 23
The Great Sun ................................................................................................................................................ 24

Religion and burning Wheel Gold ................................................................................................................. 25

Druid Circles ..................................................................................................................................................... 26

Druid traits .................................................................................................................................................... 27


Appendix 1: Abbreviated Fight! Rules .............................................................................................................. 28

Actions ............................................................................................................................................................... 28
Rolls and difficulties......................................................................................................................................... 29
Appendix 2: Alchemy .......................................................................................................................................... 31
A few notes, before I begin... ........................................................................................................................... 31

Effect ................................................................................................................................................................... 32

Hinder ............................................................................................................................................................ 32
Advantage...................................................................................................................................................... 32
Trait................................................................................................................................................................. 32
Illusion............................................................................................................................................................ 33
Destroy ........................................................................................................................................................... 33

Heal................................................................................................................................................................. 33
Delivery .............................................................................................................................................................. 34

Duration and Breadth ...................................................................................................................................... 35

Enchantment of objects ................................................................................................................................ 35

Toxicity: .............................................................................................................................................................. 36

Ingredients ......................................................................................................................................................... 36
Modifiers ............................................................................................................................................................ 37

Time to Brew ................................................................................................................................................. 37


Negative Modifiers ....................................................................................................................................... 37

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Positive Modifiers ......................................................................................................................................... 38

Failure and Consequences ............................................................................................................................... 39

Alchemist lifepaths (City Dewller setting) ......................................................................................................... 40

Appendix 3: Additional effect for Art magic .................................................................................................... 41


Elemental unleash............................................................................................................................................. 41

Death curse ........................................................................................................................................................ 41


Appendix 4: Destiny and Fate ............................................................................................................................ 43

3
Witcher Sub-Setting

Lifepath Time Res Stat Leads

Witcher Initiate 3 4 - Outcast*

Skills: 4 pts. Monster-Wise, Sword, Herb-Wise, Mineral-Wise


Traits: 2 pts. Hunter’s Oath, Blood of the Moon, Arcane Gift.
Requires: Must be second lifepath and may only be taken once.
Witcher 7 7 +1P Outcast*

Skills: 8 pts: Tracking, Hunting, Foraging, Armor Training, Sign of Aard **, Witcher Alchemy
Traits: 2 pts: Mutant, Fearless
Requires: Witcher Initiate
Moon Stalker 7 10 +1P Outcast*

Skills: 4 pts: Orienteering, Stealthy, Forest-wise, Wilderness-Wise


Traits: 2 pts: Loner, Wolf’s Snout, Quickened Pulse, Sprinter
Requires: Witcher and the Blood of the Moon trait.
Master of Signs 10 10 +1M Outcast*

Skills: 10 pts. Symbology, Sign of Igni **, Sign of Yrden **, Sign of Quen **, Sign of Axii **.
Traits: 1 pt.
Requires: Witcher and the Arcane Gift Trait.
Master Distiller 12 15 +1M Outcast*

Skills: 5 pts. Witcher Alchemy, Poisons


Traits: 1 pt. Aloof
Requires: Witcher

*Only Men born lifepaths can lead into the Witcher Sub-Setting, and you may only lead out if you break your
hunter’s oath.
**These are special magical skills called Signs. They cost 2 points to open.

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Witcher Lifepath Traits:

Hunter’s Oath (Char) – A Witcher must swear an oath to hunt down and slay monsters. This oath takes
up one of the characters beliefs slots. It can be nuanced in whatever manner the player sees fit, with GM
approval. If this oath is broken and/or abandoned the Witcher gains a 2D infamous reputation with all
other Witchers.

Blood of the Moon (Char) – Immunity to hexes* and mind control magic

Arcane Gift (Char) – Immunity to disease and natural poison; also allows access to Signs and grants
limited immunity to Witcher Alchemical concoctions (see Witcher Alchemy)

Mutant (Die Trait) – You have clear signs of your witcher nature. Increase in +1 Ob the difficult to pass
unnoticed and gain 1D advantage in intimidation checks.

Wolf’s senses (Die trait) - Your trial of grass grant you yellow eyes that help you to see in the darkness
(negate a +1 Ob for dim light or Darkness) and gives you a better nose sense (+1D advantage die in
perception and orienting rolls that benefits from following a scent).

• Hexes: Magical effects casted for others that affect the witcher incrementing the Obstacle of his
actions

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Witcher Schools

When the witcher Lifepath is chosen, decide what witcher school trained you. Add the benefits below
to the lifepath:

The Wolf School: You trained at Kaer Morhen in the heights of the Blue Mountains and pass a trial
of grass very aggressive that change you more than a regular witcher.
+1 Trait: Wolf’s senses

The Gryphon School: You were trained at Kaer Y Seren along the coastal side of the Dragon
Mountains. Your training was heavily focused on fighting any number of opponents and using your
limited magical power to its greatest potential.
+1 Skill: Multiple Opponent combat Training, Sign of Quen**

The Cat School: You trained in the Dyn Marw Caravan, a traveling troop of witchers who sold their
skills to anyone who could pay, for any job.
+15 rps

The Viper School: You trained at Gorthwr Gwaed in the deep chasms of the Tir Tochair Mountains.
Unlike other witchers, you were trained on twin blades and an assassination-based approach to
killing monsters.
+1 Skill point: Two-Fisted fighting training, Assassination- wise

The Bear School: You trained in the snowy heights of the Amell Mountains at Haern Cadwch. You
conditioned your body to endure all manner of punishment and move quickly and efficiently in
heavy steel armor.
+1 Skill point: Armor training, Mountain-wise

Multiple Opponent combat Training (Agility) Ob: Special

When you engage or vie for position against various opponent in a fight, you gain + 1D of advantage. If
the opponents are 4 or more, you gain a +2D advantage.

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Witcher Gear
Silver sword (10 rps): A silver sword is
considered a superior quality weapons against
monsters but Run of the mill weapon against
humans and elderfolk people. However, they are
no so resistant because is made it from silver, a
softer material than iron. After a battle with a
silver sword, roll a die of fate: 1 – the sword is
broken and need to be repaired.

Steel sword (5 rps): A run of the Mill sword made


it of steel

Witcher Medallion (15 rps): A magical medallion


crafted for an alchemist or mage that some witcher have. The medallion has the power to warn the
witcher about magic and the presence of monster, vibrating an emitting heat or cold, depending of the
nature of the monster. While using the medallion, the witcher never can be ambushed for a monster or
a magic user. Additionally, the medallion counts as +1D advantage to perception an observation rolls
and can reveal some vague magical information to the witcher.

Witcher potions (See list below): Witcher count with a plethora of magical potions and oils very
useful in their combat against monsters. The cost of a potion or oil is their toxicity level x2 rps.

Potion Effect Cost


Black Blood The witcher blood become poisonous, dealing damage per round if is 8 rps
ingested until a Forte roll Ob 4 obstacle is passed by the attacker. The effect
endures for an exchange. Toxicity: 4.
Blizzard +2 to reflexes for 2 exchanges. Toxicity: 3. 6 rps
Cat Reduce two penalties in darkness or dime light, for 2 exchanges. 6 rps
Toxicity: 3
Full Moon +3 Dice to Health rolls for recovery from wounds for 2 exchanges/rolls. 8 rps
Toxicity: 4
Golden +3 Dice to Health rolls for r from resisting very powerful and magical poisons 8 rps
Oriole per 2 exchanges/rolls. Toxicity: 4
Killer Whale Negate +3 Ob of action underwater helping you to resist your breath and 8 rps
giving you some amphibious characteristics, per 2 exchanges. Toxicity: 4
Maribor +2 D Advantage to rushed and adrenaline actions, during 3 exchanges. 10 rps
Forest Toxicity: 5.
Petri’s Filter +2 D to see ghost and spiritual creatures per 3 exchanges. Toxicity:5 10 rps

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Thunderbolt Increase your power in 3D for purpose of calculating damage, for two 8 rps
Exchanges. Toxicity: 4
White Honey Antidote to witcher potion toxicity and poisons. Toxicity: 0 (special) 15 rps
Monster oil An oil that can be apply to a weapon to increase the damage to certain 12 rps
monster type. Toxicity: 6

Witcher Signs
Signs are special skills only available to witchers and mages. They are
considered natural magic, so they always cost 2 points to open and
all dices rolled are considered open ended. Sign description includes
the obstacles and action necessary to meet to cast successful the sign.
All signs have a Area of Effect equal to paces. The duration of a sign
effect usually is instant unless the description states otherwise.

Sign of Aard Ob: See description


Aard create a telekinetic strike that push
and enemy or an object away from the Witcher. The roll can be independent
or versus. In case of Versus subtract 2 from the success before counting net
success. If you want to affect multiple target, subtract an additional success
from each opponent or object included. Can be used in object or opponent
about the double size or weight of a man. It is possible to affect heavier or
bigger object or Opponent subtracting 1 or more success at GM discretion.
If you win a versus test by one or meet your obstacle in a standard test, you
stagger your opponent: He’s at +1 Ob for his next test, whatever it may be. If you win the versus test by
two or exceed your obstacle in a standard test, you stagger your opponent and take advantage over him
in combat. If you win the versus test by three or exceed your obstacle by two, you knock your opponent
down. He is off and suffers the appropriate penalties until he rights himself.
Objective: One opponent (Ob 2), Additional Opponent (+1 Ob), bigger or heavier opponent (+1 Ob or
more).
Actions: 2 Actions.
Area of Effect: Paces.

Sign of Igni Ob: See description

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Igni Sign create sparks of fire that flares out from the Witcher fingertips and
scorch his enemies. Damaging effect: Power = ½ Will + Net Success, VA 2, Die
of Fate to determinate IMS, Weapon Length: As Spear; Range: as Pistol, affect
one enemy at time. Igni can also create a Fire Breath that lashes out from the
Witcher’s gaping maw and bathes enemies in flames. Damaging effect: Power
= Will + Net Success, VA 2, Die of Fate to determinate IMS, Weapon Length:
As Sword; Range: as Pistol. Affect all enemies in line of sight.
Obstacle: Sparks of Fire (Ob 2); Fire Breath (Ob 4).
Action: Sparks of Fire (1 actions); Fire Breath (3 Actions).
Area of Effect: Sparks of Fire (Paces)m Fire Breath (Presence).
Fork: Symbology

Sign of Yrden Ob: See description


Yrden creates a large magic circle on the ground around you. Anything that
steps into that circle can feel a debilitating effect of the sign magic and even
suffer damage in some cases. Incorporeal beings materialize when they enter
the circle. Net success over the obstacles apply as debilitating effect to speed,
forte and power in -1D per net success. If the Witcher creates a damage dealer
Yrden circle, the power of the circle is equal to Witcher’s Will + net success of
Yrden for porpoise of damage, VA: 2, Die of fate to determinate IMS. All the
character aside from the Witcher that remains in the circle receive damage
once por round at the end of the round.

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Obstacles: Create a circle to materialize incorporeal beings (Ob 2), create a debilitating circle (Ob 3),
Create a damage dealer circle (Ob 4).
Actions: 4 actions
Area of Effect: Paces.
Fork: Symbology

Sign of Quen Ob: See description


Quen creates a shield against physical and magical source of damage. Each
success over the obstacle create a 1D shield that can be used to reduce the
strength of an incoming attack. The skill can be used to substitute a normal
skill when trying to block an attack, using each shield die to reduce 1 success
of and incoming attack. The skill can also create a permanent shield that
reduce the effect of incoming attack until be extinguished. The Shield
remains active until the end of the scene or until each die is used to reduce
and attack. If an attack is reduced to Zero or below success, the attack
fails.
Obstacles: Create a shield to repeal an attack (Ob 2), Create an Active Shield (Ob 3).
Actions: Create a shield to repeal an attack (1 action), Create an Active Shield (4 Actions).
Area of Effect: Paces.
Fork: Symbology

Sign of Axii Ob: See description

Axiis Stunt opponent with its power. A more subtle use of this sign let the
Witcher use an effect of puppet, controlling the mind of an enemy,
making them your ally for a while. The use of the signs produces a glare
in the hand and eyes of the Witcher, so its use is obvious for everyone
paying attention. An opponent stunned, receive a + 2 Ob to their next
action. An opponent enchanted with a puppet effect Is considered an ally
of the Witcher for the next exchange. With two additional success is
possible to extend the effect for and additional exchange. The max effect
duration is two rounds.
Obstacles: Stunt and opponent (Vs. Forte or ½ Forte Ob), Enchant and opponent (vs. Will or ½ Will GM
Discretion).
Actions: 4 actions
Area of Effect: Paces.
Fork: Symbology

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Witcher Alchemy

Witcher Alchemy is a skill similar an Alchemy and enchanting but limited to identify the ingredients
necessary to and produce the Witcher concoctions using the enchanting rules (Codex, page 291). It can
be learned not just by witcher, but by other men, elves and dwarves. True Alchemist and enchanters see
this “limited” version of their art repulsive.

Witcher Alchemy Ob: See description


Witcher Alchemy can be used to identified and obtain the antecedents necessary to produce potions with
magical effect. When the rules state the requirement of enchanting skill, substitute It with Witcher
Alchemy. However, Witcher Alchemy has a limited range of uses compare with the more powerful
enchanting practices. Potions created with Witcher Alchemy only can produce the effect of advantage or
negate penalties. The effect of a potion only affects to whom
drink it, A Witcher can drink a number of potions equal to his
½ Forte in the same scene without suffering harming effects. If
this limit is not surpassed, the count of potion ingested is
reset at the end of the scene. Additional potions can be used
but after drinking them, the Witcher need to pass a Forte roll
with an Ob equal to the toxicity potency of the potions. If the
roll fails, the Witcher is considered poisoned. If a non – Witcher
ingest one or more Witcher potions he must pass a forte roll with
an obstacle equal to the Toxicity potion or he is considered poisoned.
The Toxicity Potency of a witcher potion is equal to the obstacle to create the potion +1. When someone
is poisoned with Witcher potions his Forte is reduce by one. When someone is poisoned with a witcher
potion his Forte is reduce by one. After that, the person will must roll Forte at the toxicity potency of the
potion ingested +1 every hour during a period equal to the toxicity potency x2 of the arcane substance
(Or toxicity potency in hours for witchers). If he fails, his forte is reduced in one point. When the forte is
reduced to zero, the person loses his consciousness. After that, he must receive treatment before several
hours equals to half the toxicity potency of the potions in his body or he die. The poisoned state can be
removed with an antidote (Witcher Alchemy or Alchemy obstacle equal to the toxicity potency of the
potion +1 to make it) or after the effect of the toxicity disappear by itself (as described above).

Obstacles/Advantages: Making Witcher potions. +1 Ob per advantage dice (1-3 D), +1 Ob per Penalty
negated. +1 Ob for extending the effect of the potion for one scene, Damage dealing potions Ob 3 (Run
of the mill dagger damage, Base damage equal to Witcher Alchemist exponent) or Ob 4 to improve
damage of a weapon against a specific type of creature (+2 to base power, +1 to die of fate to determinate
IMS, +1 VA, requires some sample of a creature of the same specie). Ob 1-2 potions requires character
traits, Ob 3-4 potions requires call-on traits and Ob 5+ potions require dice traits. Base duration: 1
exchanged, +1 Ob per additional exchange.
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Fork: Alchemy, Taxidermy, Herbalism, Apotchecary.
Tools: Witcher traveling lab.
Time or preparation: Ob 1-2 potions requires 15 minutes; Ob 3-4 potions requires 1 hour and Ob 5+
potions require 2 hours.

There are no additional benefits if a Witcher potion is administered for a Medical trained character.

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Elven Stock

We were ordered to round them up, but how do you catch an elf? It's like trying to catch the win
- Lance Corporal Zyvik, pg. 186 in Blood of Elves (U.S. edition)

Elves are one of the humanoid races that inhabit the Continent. Forming a major part of the Elder Races
(along with dwarves and gnomes), those known as Aen Seidhe came to the Continent on their white
ships much earlier than humans, but later than the other Elder Races. They live much longer than
humans and are usually very attractive.

Elves are capable of interbreeding with humans (thus producing half-elves and quadroons) and dryads.
Though elves are incredibly long lived, only young elves are fertile, thus elven populations tend to
reproduce at a slower rate than humans.[1]

Like other nonhumans, elves are often persecuted by Nordlings. Because of that, many elves were
members of the Scoia'tael guerrillas allied with Nilfgaard during the empire's second invasion of the
Northern Kingdoms. In return, Emperor Emhyr var Emreis
gave the elves a state of the ir own in Dol Blathanna and
made Enid an Gleanna its queen.

Elves believe that they were created, unlike humans, who


evolved. For this reason, some elves consider humans to be
little more than hairless apes. Aside from Aen Seidhe, there
exists another group of elves called Aen Elle that inhabits
another world.

Appearance

Characteristic features of elves include pointed ears and


small, identical teeth without cuspids (canine teeth). Elves
tend to be very tall and lean, and due to their longevity often
appear youthful. Elves are often considered attractive by
humans. Like humans, Elves choose to wear a variety of
different clothing styles, although Scoia'tael are known to favor furs and hides, particularly those of
squirrels and other forest dwelling creatures.

Culture
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The elven culture places an emphasis on naturalism and living
in harmony with the land, rather than bending it to one's will.
Urban elves tend to be very scholarly or artistic but can take up
a variety of professions just like humans. Rural elves that do
not live amongst humans live a somewhat simpler lifestyle,
hunting, gathering, and living off the land as needed. In battle,
elven warriors favor bows and metal swords, as well as light
armor made out of furs and hides. They tend to be skilled at
sword fighting from horseback.

Language

Most elves speak Elder Speech, the traditional language of the


Aen Seidhe. Almost all elves have at least a rudimentary
familiarity with Common Speech, but many, particularly city
dwelling elves speak the common tongue just as well as any other human.

Technology

It appears many elven clans in the North have a tradition of hunting and gathering, as elves of Dol
Blathanna are unfamiliar with agriculture and concepts such as crop rotation. Though many now are
destroyed, elves were once capable of making great cities and palaces out of stone, but they did not make
castles or fortresses. However, by the time of the Witcher series many of these settlements have long
been destroyed or occupied and altered by humans. Elven bows are renowned for their light weight and
ease of use, and experienced hunters often favor them over human bows. A style of Elven bow known
as a zhefar is shorter in arc length and formed from a composite of wood and animal sinew. The human
hunter Milva claimed that though lighter than human yew bows, zhefars will launch an arrow at a higher
velocity and with a reduced spread of accuracy.

Society
Elves created magnificent towns and palaces before the arrival of humans to the continent, and many
modern human cities including Novigrad, Oxenfurt, Vizima, Tretogor, Maribor, Cidaris, and the city of
Cintra are built on the ground of destroyed elven cities. Many elves and half elves have managed to
integrate into human society but are still faced with prejudice on a day-to-day basis. Others have chosen
to live in the wilds in secluded clans, living off the land and avoiding all contact with humans if possible.

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Nowadays the race is suffering an almost inescapable decay and extinction. They elves are fertile only
when they are very young, so their population growing rate is very low. Some time ago the young elves
rebelled against their elder and try to fight back the human spreading. They lose the battle and their
lives. Today, there are very few young elves (under 200 years) capable of reproduction and their numbers
are decreasing more rapidly every day.

Religion
Elves once, before humans arrived on the Continent, worshipped a diety similiar to Melitele, in that they
worshipped a goddess of harvest and fertility.

Magic and elves


Elves are an ancient race and they have a unique connection with magic. Every elf is capable of some
sort of magic in a natural form. These spell-like abilities are known as spell-songs. With these songs they
can gently bend the reality and the world in a subtle but a powerful way, Also, Elves master sorcery long
time before human race arrived to the continent. Their connections with magic helped them to develop
and perfection the art of taming and controlling the chaos force in a way that few humans could even
dreamed.

However, these two forms of magic are not compatible between them. While spell-songs are balanced
and gentle, sorcery is dangerous and brutal. For this, an elf cannot used both magic form at the same
time.

Scoia'tael

Scoia'tael are non-human guerillas also known as the


Squirrels, due to the squirrel tails they wear on themselves.

Racism and deep-seated discrimination against non-


humans inflamed a great hatred of humans amongst non-
humans in the Northern Kingdoms. Most of the Squirrels
were elves, however it isn't uncommon to find halflings and
dwarves among them. Scoia'tael were divided into
commandos (considered to be a gnomish term) comprised
of several fighters.

Bigger, more highly promoted commandos were rare and


strictly established during battles or for special tasks (e.g.

15
during the Thanedd coup). The most well-known Scoia'tael special tasks group was the Vrihedd Brigade,
commanded by Isengrim Faoiltiarna. They were identified by their silver lightning bolt symbol.

Scoia'tael were allied with Nilfgaard and used by Emperor Emhyr var Emreis for diversion, as well as
support for the Nilfgaardian army. In exchange for their support, Emperor Emhyr var Emreis gave the
elves Dol Blathanna as their own, independent state, and made Enid an Gleanna its queen. After the
Peace of Cintra, they were condemned as outlaws even by their elven queen.

Although there are some cases where they fought as vanguard (like during the sack of Vengerberg or
during the Battle of Brenna, Scoia'tael usually remain hidden in the woods, where they wait in the
vegetation for a convoy or a cavalry squadron to ambush.

When it comes to buying equipment and weapons, since they're rejected by the society and by most of
the merchants and weaponsmiths, Scoia'tael usually deal with Havekar, local smugglers who can
provide them with supplies and arms at high prices.

Hacking rules for Elves in Burning wheel

Elves in the world of The Witcher are different from the elves portrayed in Burning Wheel Gold.
Although they are immortal and connected to magic, their people are dying, a lot are suffering starvation
and deprivation and many are forced to live with humans, forgetting their traditions and ways. Also,
Elves practice sorcery before humans, so some adjustments are necessary to give access to sorcery and
enchantment to Elven characters.

To create and use elven character with burning wheel gold it is necessary to follow the next guidelines
and rules.

Lifepaths:

Nowadays, there are very few elves raised without contact with humans and in the old ways. Very few
communities accomplished to rise elven children like in the past. Many elves were forced to adapt and
adopted the men ways to survive, forgetting their heritage and wisdom. Other lives in the shadows as
outcast and rebels. Just a handful lives as in the past ages, keeping the elvish flame alive.

When a player decides to create and elf, he need to decide jointly with the GM what type of character he
want to create and can be include in the story:

16
❖ Full-fledged elf: These elves try to live as the old ways dictated and, in a majority, want to stay
aside of human business or even aspire to a world where al race can coexist in pace. Can be
create entirely with elven lifepaths or mixing Elven and Wizard lifepaths (Codex, page 398).
❖ Human adapted elf: These elves abandon most their traditions and try to live integrated or near
the human society. They start with elven lifepaths but must leap to human lifepaths in their third
lifepath, including wizard lifepaths.
❖ Outcast elf: These elves are resentful against humans, specially northlings and they live to
liberate their people or destroy humanity. They are seeing for their peers as dangerous people
and tend to be ostracized for the rest. They must have at least two Men Lifepaths from Outcast
Subsetting, Professional soldier or Wizard Setting. An outcast elf can acquire reputation in the
Scoia’tael sect. This reputation counts as infamous in places where Scoia'tael are hated or feared.

Most elves are born as wilderness elves. Citadel or Etharcs elves are very rare. To create a Citadel or
Etharc elf, the player needs to determinate with the GM and the rest of the group if it is appropriated for
the story.

To leap to humans lifepaths consider the next restrictions:


❖ Wildernerss setting: Can leap to Peasant, Village and appropriated Wizard lifepaths.
❖ Etharcs and Citadel setting: Can leap to Peasant, Village, City Dweller, Religious, Professional
Soldier, seafaring, servitude and Captive, Outcast and appropriated Wizard lifepaths.

When leaping to a human lifepaths multiply the time x3 and add 10 years to determinate the age of the
elf. In case of Wizard lifepaths multiply the time x4 and add 10 years for the same purpose.

Elf cannot access to human traits like gifted or faithful, instead the player must pick a trait for the general
list coherent with the lifepath in case of necessity.

Magic and Elves


Elves relate to magic in a very profound way. They are capable of a natural form of magic called spell-
songs. However, in the past, elves also developed a more powerful and brutal use of magic, Sorcery.
They taught to the first men how to bend the reality using the chaos energy. Many elves see sorcery as a
dangerous thing and think that was part of the elven downfall.

To take Wizard lifepaths, Elves don’t need the gifted trait. The First-born trait give them access to magic
and chaos. Additionally, Elves get +1D advantages when resisting Tax with their Forte Stat.

❖ Sorcery: Due their different approaches and natures, Sorcery and Spell-song cannot be used at
the same time for the same elf. The concentration necessary to cast a sorcery spell and the
necessity or verbal elements in the casting, disable the possibility to use Spell songs in
17
conjunction. Additionally, the use of the chaos force that sorcery requires is incompatible with
the gentler approach of Spell songs.

❖ Enchanting: In the other hand, Enchanting can be used in conjunction of Spell songs, resulting in
powerful synergies only possible for an elf.

❖ Witcher signs: If an Elf mage learns witcher signs, they can be used in conjunction with spell
songs, because signs require a very few amounts of Will and doesn’t require a verbal element in
the casting

Half elves
Elves and humans are capable of mating and produce a child, a half – elf. Normally, such creatures are
rejected from both groups, elves and humans, and have a difficult Life. A half-elf is a child of a human
and an elf or of two half-elves. Half-elves inherit characteristics of both their parent races but are treated
with distrust and often contempt by both elves and humans. A human with a quarter of elven blood is
called a quadroon. Many half-elves hide their heritage and try to keep a low profile about their origins
for this reason.

To create a Half-elf character a player must decided how the character was raised, If the half- elf was
raised among their elven peers, the player must create the character as a normal elf. Staying near their
elven relatives, the elven ancestry of a half- elf settles making almost indistinguisible of other elves.
However, the half- elves keep some amount of their mixed heritage. The character gains the Half -Elf
trait (Char) and another Character trait the represent a human characteristic like the ambition, hastiness
or hedonistic behaviors typically seen in humans.

In the other side, if the half - elf was raised among humans, the player must create the character must be
created using human lifepaths entirely. The character is almost indistinguisible from humans. However,
he retains his elven ancestry. The character gains the Half-Elf trait (Char) and another elven common
trait. Character trait are free, but dice trait must be buy paying their prince in trait points. Despite the
above, half-elves raised among human’s don´t retain their longevity. If the player pick-up a trait like
essence of the earth, ignore the ageless attribute and keep the rest. Additionally, a player can pick-up the
first-born trait, giving to his character access to learn spell-songs and potentially wield sorcery spells. To
learn spell songs a half- elf character must find a master willing to teach him first. A character cannot
gain a spell-song during character creation. In case of sorcery, a half- elf character raised among humans
can gain sorcery. In the case of having the First-born trait and the need to add the gifted trait, the player
must ignore this requirement and buy the next trait available in the respective lifepath.

18
Dwarves Stok

"Dwarves," Milva said under her breath. "But they aren't Scoia'tael. They don't have plaited beards."
There were six of them, dressed in short, hooded capes, shimmering with countless shades of grey and brown, the
kind which were usually worn by dwarves in foul weather. Capes like that, as Geralt knew, had the quality of
being totally waterproof, which was achieved by the impregnation of wood tar over many years, not to mention
dust from the highway and the remains of greasy food. These practical garments passed from fathers to oldest
sons, as a result they were used exclusively by mature dwarves. And a dwarf attains maturity when his beard
reaches his waist, which usually occurs at the age of fifty-five.
pg. 75 Baptism of Fire (UK edition)

Dwarves are one of the humanoid races.


Together with gnomes and elves they are
called the Elder Races, and along with
gnomes they were one of the oldest sentient
races on the Continent. An adult dwarf
grows as tall as a human male's chest. They
are sturdier 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 are also jolly
and cheerful.

The motherland of dwarves is Mahakam. Like other nonhumans, 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. These dwarves distinguished themselves from
their brethren by wearing their beards in plaits.

Hacking rules for Dwarves in Burning wheel

To create dwarven characters, use the normal rules in burning wheel gold for that purpose. Some
dwarves that live among humans can leap to human setting multiplying the time x2 and add 10 years to
determinate the age of the dwarf. Dwarves cannot leap to Wizard lifepaths with the gifted trait or
religious lifepaths with the faithful trait

19
Race and social standing in the world of Witcher
Humans are the dominant species on the Continent. After a series of wars in which the elves and dwarves
sided against the humans of the north, the non-human population (elderfolk, if you’re polite) of the
Northern Kingdoms has become a downtrodden group of second-class citizens. Today, race means quite
a bit in day to day life. Each race has its own social standing, which indicates how people deal with your
character and explains how their reaction reflects in statistics.

Equal Tolerated
Characters with a social standing of equal are Characters who are tolerated are present in
seen as peers. They take no penalties to society but not really respected or considered
social interactions but gain no bonuses either. equal. They take a +1 Ob penalty in their first
People will generally judge them on their social interaction with someone else. From that
appearance and actions rather than their race. point, people wil judge them on their
appearance and actions rather than their race.
Feared
Characters who are feared are considered Hated
frightening to the average person. You only gain Characters who are hated are actively despised
the feared social standing through mutation into by most people. They aren’t necessarily outcast
a witcher or horrible scarring. You can gain the but are often the targets of racial aggression and
standing in specific places based on your hate crimes. They take an infamous reputation
actions, but that is decided by the Game Master. in that place of 2D.
A character who is feared gains an infamous
reputation in that place of 1D.

20
Territory Humans Elves Dwarves Witchers Mages
The north Equal Hated Tolerated Heated & Tolerated
Feared
Nilfgaard Equal Equal Equal Heated & Tolerated
Feared
Skellige Equal Equal Equal Tolerated Tolerated
Dol Hated Equal Equal Tolerated Equal
Blathanna
Mahakam Tolerated Equal Equal Tolerated Tolerated

Powerful religions

The earliest religions in the primitive North worshiped guardian spirits, each often known only in a
small local area. To the early settlers, the forests were forbidding, but the rivers were dependable
lifelines and a source of water, so it makes perfect sense that the cult of Veyopatis should crop up on
the upper Pontar. He was a fierce god associated with rivers, but colonists prayed to him to protect
them in the forests: to clear away monsters, savage animals, and ghosts. Worshippers put posts in the
ground with Veyopatis’s face on them to ward off dangers. The cult of Veyopatis lasted as long as
he was needed. Today, when the forests and animals are known, the posts have lost their meaning and
he only receives sacrifices now from a few priestesses and witches living deep in the forest. Some
people believe that the Cult of Veyopatis evolved into structured modern Druidism.

Soon humans moved beyond appeasing nature and developed specialized gods, and the darker and
lighter sides of the human mind emerged. The early goddess of destruction Lilit is still worshipped in
the far east under the name Niya. The sorcerer and prophet Etibald claimed to have studied the myths
of the Dauk, Wozgor, and werebbubb. Those myths claim that Lilit’s return would be heralded by a
Black Sun and fifty women with gold crowns who would fill the valleys with blood.

The brighter side of divinity attempts to enlighten the minds and morals of everyday people. A good
example of this is the Cult of Kreve. Previously worshipped throughout Redania, Kaedwen, and points
north, it is now losing ground to the Cult of the Eternal Flame, which offers its follower the freedom to
hate and to blame others for their own failings. At the opposite pole from Melitele, Kreve encourages
his followers to create moral crusades, accept the Divine Right of kings, and make sizeable donations.
Many followers of Kreve are very devoted. You may have heard of Saint Gregory, who used half of his
ample funds to buy food from Nazair to save Novigrad from starvation.

21
Let’s look at the four religions that are advancing at this time.

Melitele
Many local goddess cults (always associated with fertility and the harvest and
childbirth) fused into the worship of the All Mother, Melitele, who still has
many followers in the North today. Much like later organized religions,
Melitele does have formal temples with frescoes and stained glass, but
unlike them her teachings are about tolerance, practical knowledge, and
being of service to people in need. Frequently her shrines are very simple,
with offerings of fruit and flowers, and three statues: Melitele as the maid,
the mother, and the crone. The Goddess experiences all the ages of women and
understands the problems of each, but her concerns go well beyond women.
There is no complex structure and no requests for donations.

Melitele’s worship is centered in Temeria at the main temple in Ellander. The head priestess is
Nenneke. Anyone in need—for food, for peace, for strength to withstand the horrors of war—can come
to her. Her temple is well known for offering education in reading, writing, math, ethics, history, and
healing. Melitele, like any good mother, is extremely understanding, although Nenneke is not above
nudging situations in her community. Healers who train at the temple go wherever they are needed,
including the battlefield at Brenna. Melitele is a goddess of the harvest and of abundance as well.
Farmers and other people who live off the land come to her temple. Her goodwill is very important to
people whose livelihood depends on the seemingly unpredictable factors of weather, drought, insects,
and warriors (who rarely consider that their chosen battlefield might be someone’s life-blood).

The Eternal Fire

The church of the Eternal Flame started in Novigrad. The flame symbolizes Light
emerging from the Darkness, knowledge, and faith guiding the faithful. At this
time they were tolerant of other religions. The church’s original militant arm was
the Order of the White Rose. As the church grew in size in Temeria and Aedirn,
the targets of the militant arm became more widespread.

All users of magic including witchers, hedge mages, and all non-humans,
became enemies of the Order, which blamed them for everything from wars to
the weather. Jacques de Aldersberg became the first Grand Master. When a

22
white rose in his hand burst into flames, the renamed Order of the Flaming Rose became even more
militant than before, leading some to suggest that his fanaticism had impaired his sanity.

After his death, Grand Master Siegfried of Denesle tempered the Order somewhat and changed the
flaming rose banner to a rose banner with gold ribbon. Still, persecution continued. In Radovid, the
Flaming Rose has their perfect monarch. He granted the Order land near Roggeven in Redania and
encourages their mage hunts. The Eternal Fire is now the official religion of Redania. It is expanding
rapidly, pushing out Kreve in the Northern countries. Recently, for unknown reasons, the Order of the
Flaming Rose has disbanded, with some of the order remaining as police forces in Novigrad and
guardians of the now greatly enlarged Grand Picket Temple. Others have become official Witch
Hunters and some have been sent to the Temerian-Nilfgaard front, which is an opportunity for great
works by the knights, but also a virtual death sentence.

Freya
Freya is the Great Mother, or Modron, of Skellige: the patroness of domesticity, fertility,
love, childbirth, and the harvest. The people in Skellige live close to nature and still
organize themselves by clans, and Freya is part of their day-to-day lives. Her favorite
sacred grove is called Hindar, on the island of Hindarsfjall. Nearby is the temple to
Freya where the High Priestess Sigrdrifa, a plain, straightforward woman, calls upon
and interprets the will of the Mother. Many have heard of the temple on Hindarsfjall, if
only in tales of Brinsingamen, the great diamond that is embedded in the statue of
Freya that is part of the altar. People from all of the islands come to Hindar to collect
blessed mistletoe, which they hang everywhere as protection, and to perform rituals
in the Great Modron’s name.

Freya is also the patroness of prophetesses, seers, and telepaths. She herself can take the
form of
the cat, who hears and sees the invisible, and the falcon, who sees from above. She is worshipped as the
maid, the mother, and the crone, as she understands the hearts of all. Her worship has recently
expanded onto the mainland in small pockets in Cintra, and Nazair, where the people crave protection
and understanding and are willing to reach out to others.

There are many similarities between Melitele and Freya, but suggestions that they are one and the
same are not appreciated.

Apart from Freyam the islanders worship the mythical hero Hemdall,[9] his mistress Heulyn, and their
children, founders of the most powerful clans and the first alleged rulers of the archipelago:
Grymmdjarr, Modolf, Broddr, Otkell, Sove, and Tyr.

23
There are also two forgotten deities: Svalblod and Melusine. Svalblod was worshiped by a cult cast out
of Skellige, for even in a land of violence-orientated culture, these worshipers practiced rituals so
drastic that they repulsed the minds of many. When it got too far, jarls brought an end to it and by 1272
only the henge in Fornhala remained standing.

Melusine was a siren but was so strong, large, and different from the others that some Islanders
worshiped her as a semi-divine being. She hibernated in a cave at the southern cliffs of Spikeroog,
leaving at times to hunt. The locals feared her enough to worship her and even built a massive shrine
in her cave, remembering her as the mad and dangerous Lady Melusine of the Depths

The Great Sun

There is only one official religion in Nilfgaard and the


provinces. Other religions are often tolerated, but the Religion
of the Great Sun ties the Emperor to nature and thus to the
people. It is a very, very old religion. Long ago the
people believed the Emperor was the Sun incarnate.
Backward villages still believe that he is an intermediary
between the people and the forces of nature and make
sacrifice (not humans) to the Sun at the solstices and
equinoxes. During the Winter Solstice, families come together
at home and recite the Winter Prayer, asking the Sun to
return and make their lives and harvests abundant.

They attend a service where their holiday foods, based on the winter crops, can be blessed. In some
places, babies born since the last winter are blessed by the priests as well. In the beautiful Church of the
Great Sun in Nilfgaard’s capital the Emperor may even give the sermon and take part in the blessings.
In the cities of Nilfgaard close to the center of the Empire, the tax collectors of the Nilfgaardian
Treasury Department go house to house distributing oranges and large sun-shaped sweet cakes to
symbolize the blessings of the Emperor and the Sun, and the promise of plenty in the coming year. It is
the one day of the year when people are happy to see the tax man. In many places throughout the
Empire, The Church of the Great Sun is that “sweet” that balances the sometimes “bitter” of the
Imperial Will. Missionaries have been sent to the North as well, to preach the virtues of family,
working on the land, loyalty to the Emperor, and the responsibility of nobles to care for their land and
the people on it.

24
Religion and burning Wheel Gold
All the organized religions can be modelled in burning wheel using the man lifepaths, especially the
religious setting. The power of priest and priestess of these religions is under the Faith power sphere
without any change. It is important to remember that one the Belief of a Faithful character need to be
related to his faith and acts as an anchor of his capabilities to channel the power f the divinity

Druids are a little bit different thought they are considered priest, they have their own lifepaths in the
outcast setting.

It is also possible to encounter itinerant and outcast priestess that can be created using the outcast
setting lifepaths, different lifepaths in peasant and Village setting or even the Death Cult setting
lifepaths (Codex, page 406).

25
Druid Circles
Druids are scholars of the forest, and their understanding of
nature's workings is deep. They take in wild animals and help
them heal of wounds and sickness, they also take in most
anything injured or orphaned.

The druids don’t send out missionaries. In fact, they have a


closed society. They live in groups in the forest called circles.
They have no particular deities, but worship nature itself and its
order and harmony. They worship under the stars in sacred
groves or stone circles. They write petitions or supplications to
local authorities where humans upset the balance of nature and
because they are respected for their knowledge and healing,
they are generally listened to. Most of the druids of the North
are now at Kaer Myrkid, the Touissant circle protected by the
Duchess Anna Henrietta herself. There is also a druid circle in
Skellige.

The leader of a circle is called “hierophant” if male, and “flaminika” if female. The hierophant of the
Skellige circle is Ermion, sometimes called Mousesack. He is an unusual druid in that he, historically,
has advised the leaders of both Skellige and Cintra. Some druid groups may use violence if humans
invade their areas with destructive motives. When you go into a forest, be sure to know if there is a
local circle and how they are disposed toward outsiders.

These lifepaths can be added to the human Outcast setting to allow the creation of druids.

Lifepath Time Res Stat Leads


Druidic Initiate 7 yrs 10 +1 M/P Peasant, Village

Skills: 5 pts: Nature-wise, Ritual, Foraging, Orienteering, Druid-wise


Traits: 2 pts: Low Speech, Down to Earth, Weather Sense
Druid1 8 yrs 15 +1 M/P Peasant, Village

Skills: 5 pts: Herbalism, Beast-wise, Plant-wise, Tracking, Poisons


Traits: 2 pts: Friend of the Beasts, Devout, Faithful

Druid notes:
1: Requires Druidic Initiate

26
Druid traits
Friends of the beast (Dt, 3 points) - You may locate a type of beast native to the local area using your
Circles skill. Beasts thus located are initially indifferent towards you, allowing you time to use
Soothing Platitudes or another social skill before their instincts to attack or flee kick in. You must treat
your new contact as least as well as you would a human friend (e.g. exchanging pleasantries, taking
them to lunch) in order to have a chance of locating them again. Your understanding with your beast
friend is not through words but instinct and animal language.

27
Appendix 1: Abbreviated Fight! Rules
The fight! Rules in burning wheel are specially well suited to simulate a detailed medieval combat,
specially between two opponents. However, sometimes the numbers of participants in a combat
Demand a faster set of rules burning wheel have rules for simple martial combat and bloody versus
test to address this, but sometimes these set of rules are too simplified.

To solve this, I present a set rules inspires in the conflict rules in mouse guard, adapted to burning
wheel rules. They simplify and groups the Detailed Fight! Rules in Burning Wheel Gold using the four
actions in Mouse Guard conflict rules.

Actions
When scripting actions use these four actions instead of the action detailed in Burning Wheel Gold in
the detailed Fight! Rules (BWG, page 424). The actions are: Attack, Defense, Feint and Maneuver.

Attack: With this action a character attacks another character trying to inflict damage. The action is
tested with the appropriated weapon skill. When an attack is successful with a margin of success of 1
or greater, it inflicts wounds using the weapons rules (BWG, page 463). When a character receives an
attack and hesitate, he loses the advantage and he must recover it using a maneuver or during position
at the beginning of the next exchange.

Defense: Defense protects against an attacker by dodging the incoming attack. The action is tested with
Speed. This action reduces the success obtained by an attacker. If the margin of success of the attack is
reduce to zero, the attack doesn’t have any effect. If the defender gets some margin of success against
the attacker with a defense, the defender gets a +1D advantage when vying for position in the next
exchange. When a character makes a defense action and face multiple attacks, the player needs only to
roll once and use the roll result to determinate the margin of success against each attacker.

Maneuver: Maneuver can represent two type of actions. It can be used to block an incoming attack
with an appropriated weapon capable of blocking or can be used to change the conditions in a fight
and change its impetus. A Maneuver is tested using an appropriated weapon skill when is used to
block an attack with a weapon or with an appropriated Stat, when is used to change do something to
impede and opponent or improve a complementary action, normally Power or Agility. The player
must describe his action and the GM determinate if the action must be rolled using a skill or a Stat.
Depending of the action, the player needs to get some margin of success to accomplish his intent. Even
if he gets some margin of success but not enough for the action that he describes, the Maneuver is
considered failed. If the player gets a margin of success greater than necessary, he can use this
additional success to pick up additional effects, at the GM discretion and only if it is coherent with the
action described above.
28
o 1 success: Impede an opponent with +1 Ob to the next action of an attacker, stand up if
you are knocked down, recover your weapon if you have been disarmed, unlock your
weapon if has been locked, break free of a grapple, or change your weapon and lose
advantage if you had it.
o 2 success: Aid yourself or partner with +1D of advantage to a next action or recover
advantage if you have lost it.
o 3 success: Disarm an opponent and gain advantage over him, knock down an
opponent and gain advantage over him, Lock the weapon of an opponent and get a +1D
for your next action or Grapple an opponent and gain advantage over him.

If a character is Knocked down or grappled, his weapon is locked, he only can try a Maneuver in his
next action to try to break free. If he scripted another action, he can try to forfeit a future action to
change his next action. If he cannot execute a maneuver, he remains subjugated to his opponent.
If a character is Locking the weapon of an opponent, he cannot attack using the same weapon, but if it
is possible, he can draw another weapon a try an attack. If the character uses an action that requires to
remove the lockdown of the weapon, the opponent is free.
If a character is Grappling an opponent and he uses an action that requires to remove the grapple, the
opponent is free. The character that is grappling an opponent can attack him using his weapon without
losing the grapple.

Feint: A Feint represents a sneak attack. It's dangerous to try, but if it works, it's very effective. Feint is
a special attack. If played against Defense, the Defender may not test. The Feinter makes an
Independent test (Ob.1) that counts as an attack. If played against an Attack, the Feinting player may
not attack or defend. If played against another Feint, make a versus test (Skill vs. Skill). If played
against Maneuver, make an independent test (Ob. Skill/½Stat). The Feint always counts as an attack.
Consider the margin of success to resolve it an apply a wound using the weapon rules (BWG, page
463).

Rolls and difficulties


To resolve the actions described below, in the same way as Burning Wheel Gold Fight! Rules, it is
necessary to consider the interaction between the action of each opponents. The actions can be
Independents (I) or Versus (V) test. And independent test is rolled against a fixed Ob, usually the skill
exponent or ½ stat exponent of the opponent. The versus test is tested against the success obtained for
the opponent in his action. Follow the standard and versus test rules in BWG page 440. Consider the
next table to determinate the interactions between every action.

29
Attack Defense Feint Maneuver
Attack I: Ob. 1 V: Skill vs. Spd I: Ob. 1 V: Skill vs. Skill/Stat
Defense V: Spd vs. Skill - - V: Spd vs. Skill/Stat
Feint - I: Ob. 1 V: Skill vs. Skill I: Ob. Skill/½Stat
Maneuver V: Skill/Stat vs. Skill V: Skill/Stat vs. Spd I: Ob. Skill I: Ob. Skill/½Stat

30
Appendix 2: Alchemy

Alchemy can, ostensibly, be used to generate “mixtures of arcane substances to accomplish a specific
effect”. This is vague enough to be of little use; thus; these rules set out to set obstacles, failure
consequences, and effects for certain common mixtures of alchemical substances by “porting over”
relevant rules for Art Magic. Like all uses of alchemy, these uses require a skill toolkit or workshop.

A few notes, before I begin...

The term “Target”: This text frequently uses the term “target”-
The target need not be specified at the time the mixture is
created, but the term is used to refer to whoever eventually
imbibes/contacts/is caught in the blast radius of the mixture.

The Limitations of Alchemy: Through the “effect” descriptions


below, a number of limits are imposed on alchemy- essentially,
these all have the same main thrust- alchemy can only affect the
mind, body and soul of those directly subject to its products. It
can work powerful changes in these individuals, but it cannot
affect things like how much money the target has or what they
do and do not know.

If you’re already familiar with Art Magic: If you already know


the Art Magic rules well, and start to get bored reading about
effects, skip ahead to Modifiers- that’s where the interesting new bits come into play.

Alchemy Ob: Se description below

The Alchemy is a science that permit to mix and transform components and magical ingredients in
arcane substance to produce several effects. An alchemist not necessarily is a mage but frequently a
mage domain this art. The alchemy doesn’t require the gifted trait because the magic used to create the
arcane substances is in the components of the potion, not in how make it. Alchemy products must be
administered with precaution, due their toxicity to living beings and requires the alchemist always
have an laboratory to create their his concoctions. Is possible to use alchemy with a traveling laboratory
but this impose a +2 Ob penalties to all alchemy rolls.
Fork: Taxidermy, Herbalism, Apotchecary, Witcher Alchemy
Tools: Alchemist laboratory, Travelling Alchemist laboratory

31
Effect
There are six main effects that alchemical substances can have: Hinder, Advantage, Trait, illusion,
Destroy and Heal. In general, producing a substance that have these effects have the same obstacle as
the equivalent effect in Art Magic (Destroy = Destroy With Sorcerous Fire!, though in the case of
alchemy, the effect need not be due to fire, though that is possible.)

Hinder
Substances created using this effect may hinder one or more of the target’s abilities, Alchemy only can
affect abilities related to the body and mind of the subject. A poison that hinders an enemy’s Power or
Steel is feasible. Hindering Demonology (or another academic skill) is somewhat plausible but would
likely involve an increased obstacle penalty. Hindering Resources through alchemy is right out.

Hinder Effect Casting Obstacle


+1 Ob Ob 2
+2 Ob Ob 3
+3 Ob Ob 5

Advantage
Substances created using this effect may grant advantage to one or more of the target’s abilities.
However, not all abilities may be so affected- only those related to the body and mind of the target.
Boosting Forte or Sword is normal. Boosting Surgery and similar heavily knowledge-dependent skills
is not impossible but would likely involve an increased obstacle. Boosting skills like wises, that are
completely dependent on acquired knowledge, or Resources, is impossible through alchemy.
Additionally, alchemy cannot be used to grant bonus dice to Alchemy, Enchanting, Summoning, Death
Art, or any other spellcasting skill.

Advantage Effect Casting Obstacle


+1D Ob 2
+2D Ob 3
+3D Ob 4

Trait
Granting traits through alchemy. Traits related to the body and mind of the subject, as well as magical
traits, such as Aura of Fear, can be granted by alchemy. Traits related to lineage, personal history, or
opinions and affiliations cannot be so granted. Ob 1 plus the trait point cost for a beneficial effect. Ob 2
plus trait cost for a curse or detrimental effect. Unpriced Lifepath traits in the individual character
strock chapters are Ob4. Common traits form the eight existing character stocks are Ob 5. Call-ons may
not be so granted. Neither can you grant Gifterd, Faithful, Loathsome and Twisted, Essence of the
Earth or any similar defining common trait.

32
Illusion
The alchemist can create arcane substance with the power to produce illusions and hallucinations in
the target. The illusion will have a potency depending of the antecedent used: Character trait (1), Call-
on Trait (2), Die trait (Trait cost/2 round down). The ob to elaborate the substance is equal to its
potency. The potency can be increase with additional +1 ob per level of potency, with a maximum of +3
to potency. Be sure to add obstacle penalties to the alchemy test for breath and duration.

Destroy
Poisons, acids, and other dangerous substances all fall under this usage of alchemy. To determine
damage. The base objective is B4. Must be combined with the One test duration if being used to harm a
character. Damage as follows: B2 base power, VA: 2, Die of Fate as a Bow. Success may be used to
increase damage (+1 Power per extra success), increase the VA (Two success for +1 VA) or modifiy the
die of Fate (One success for +1 DoF). Weapon Length: Longest, Range; as hunting bow). By combining
Destroy with a duration other than One Test, long-lasting hazards can be created. The alchemist may
specify the nature of the deadly substance (poison, acid, suffocant, incendiary, or the like) within
reason.

Using especial ingredients, an alchemist can create more damaging potions. This requires dice trait and
the increment in base power of the potions is equal to the dice trait value/2 round down.

Heal
Create healing potions is a difficult art. Mending a damaged body is very complex process. Mainly,
alchemist create arcane substance to help someone to restore his health and speed up the healing
process. However, it’s possible, with the right ingredients, to create arcane substance capable of a very
fast healing or even to regrow severed limbs. Restore the life after death is something that is beyond
the alchemy art.

The primary effect of a healing is the same as the advantage effect, conferring dice to Health rolls.
Additionally, an alchemist can help someone to heal faster, reducing the healing time of a wound in
10% per +1 Ob.

Create an arcane substance to regenerate a severed limb is a difficult task but not impossible. Use the
modifiers below to know how difficult is the create the effect with alchemy:

Effect Modifier
Hand/feet 2 Ob
Arm/Leg 3 Ob
Skin 2 Ob per palm of skin, +1 Ob per additional palm
Eye or internal organ 5 Ob
33
The potion always will recover a person to his preexistent state. An arcane substance cannot alter the
shape or look of a person.

Administer a healing potion doesn’t count as a treatment. This must be combined with the skill of a
medical instructed person to be effective. The use of an alchemical remedy count as a tool for a medical
skill and its effect is combined with the effect of the medical skill roll result.

Creating antidotes: To create an antidote for poisonous or venomous effect the alchemist can create an
antidote with alchemy. If the negative effect comes from an arcane substance produce for alchemy or a
magical effect the obstacle to create the antidote is the obstacle of the original alchemical product or
spell + 1. If the negative effects come from another source the obstacle can range from 3 to 5 to GM
discretion. If a person poisoned ingest an antidote, ignore the toxicity rules. To identify what is the
source of the poisonous or venomous effect, a character must pass a medical skill roll with a difficult
equal to 3. This information is necessary to know what antidote to create.

An antidote for a poisoned or venomous effect can also be created with Herbalism or Apothecary with
a +1 Ob penalty over the difficulties of creating the same substance with alchemy.

Delivery

Unlike the spells, the result of Alchemy is a physical product. The liquid, powder, or crystal produced
must then somehow get into the target’s system. How the alchemist intends his creation to be taken in
affects the obstacle to create it.

❖ Ingested (-1 Ob): To take effect, the target must eat, drink, or otherwise ingest the substance
produced. Note that alchemical concoctions are by default both colorful and odiferous- but see
Modifiers, below. Ingested substances cannot affect more than one creature, regardless of
Breadth. Once ingested, such a substance requires 5 actions to take effect.

❖ Contact (+0 Ob): The substance works upon contact with the skin of the target. In general,
normal clothing or armor will protect a target from a thrown vial full of such a substance- a
weapon smeared with such a substance, however, will deliver it on a Mark or Superb hit.
Contact-based substances cannot affect more than one creature, regardless of Breadth.

❖ Inhaled/Gaseous (+1 Ob): When exposed to air, the substance rapidly evaporates, catches fire,
or the like, and it takes effect on anyone who stands in the resulting cloud. The size of the cloud
is determined by the Breadth of the effect. Substances with this delivery have two durations- a
duration for the cloud itself, and a duration for the effect caused by it.

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If the arcane substance is administered by a competent doctor or similar trained person in healing, the
doctor can roll for apothecary with an obstacle equal to the toxicity potency of the arcane substance
(See below for Toxicity entry). Each success reduced in 1 the toxicity level of the potion with a
minimum of 1. This roll can be made it also with Anatomy, Herbalism or Khirurgy with a +1 Ob
penalty.

Duration and Breadth


Breath describes how much the spell affect. Does it affect one targe or a whole town? Choose breadth of
the arcane substance form the list below:

Breath of Target Obstacle Modifier


Single target (One Ability) -
Group, Handful, Two Abilities +1 Ob
Crowd, Copse, Cluster, Three Abilities +2 Ob
Village, Pond, Four Abilities +4 Ob
Town, Countryside, Castle, Five Abilities +6 Ob
City, Forest, Six Abilities +8 Ob
Mountain, Plain, All Abilities + 9 Ob
Sky, Ocean +10 Ob

There are six possible duration for the effect of an alchemical product: One test, conflict, session,
adventure, campaign, permanent.

Duration Obstacle Modifier


One test -
Conflict +1 Ob
Session +2 Ob
Adventure +3 Ob
Campaign +4 Ob
Permanent +6 Ob

Enchantment of objects
With Alchemy is possible to imbue objects with magical properties. If the “enchantment is not
permanent it is just necessary to apply the arcane substance over the object to confer it magical
properties for a while. This can be used for a maximal duration of a session. More permanent

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enchantment requires to add the arcane substance during the creation of the enchanted object. For
example, if an alchemist wants to enchant a sword for a campaign duration, he needs to add the arcane
substance when the sword is forged for the blacksmith.

Toxicity:
The alchemical products have an inherent toxicity. This is relevant
for living being that use an arcane substance produce by
alchemical procedures. The Toxicity potency of an Alchemical
potion is equal to the final Ob of the alchemy test to produce it +1.
If someone is affected by the effect of the arcane substance, the
person will need to roll for Forte with an Ob equal to the arcane
substance’s toxicity. If the roll fail, the person is considered
poisoned. When someone is poisoned with an arcane substance
his Forte is reduce by one. After that, the person will must roll
Forte at the toxicity potency of the arcane substance +1 every hour
during a period equal to the toxicity potency of the arcane substance. If he fails, his forte is reduced in
one point. When the forte is reduced to zero, the person loses his consciousness. He must receive
treatment after a number of hours equals to half the toxicity potency of the arcane substance or he die.

A poisoned person must be treated with an antidote that can be created using Alchemy, Apothecary or
Herbalism.

Ingredients

The ingredients of an alchemical formula are obtained from the world around. Minerals hidden in the
deep of the earth, herbs in the forest and even part of a monster can be used for an alchemist to
produce incredible effects. In burning wheel terms, everything is reduce to traits. The alchemist
extracts a trait from a source and then decompose it in the elemental ingredients necessary to create his
arcane substances. The trait used must be of the same nature of the effect that want to be accomplished.
If someone want to create a healing elixir a trait from a medicinal plant will be needed, if someone
want to create a explosive potion, then a trait extracted from a fire breathing monster can be the right
choice. The GM is the final arbiter about the nature of the trait necessary. Additionally, the trait must
be of the right potency for the effect that the alchemist wants to produce. Consult the list above:

Trait type Alchemy Ob


Character trait 1-2 Ob
Call -on trait 3-4 Ob
Die trait 5 or above Ob

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Character and Call-on traits produce the necessary ingredients for 1 alchemy use. Dice traits produce a
quantity of ingredients equal to the trait’s value divided by two rounded down equivalent uses.

Modifiers

Certain modifiers can be applied to alchemical production to either make the production easier (add
more dice to the alchemist’s roll) or apply modifying effects to the produced substance at the cost of an
increased obstacle. These are catalogued below.

Time to Brew
In general, alchemical concoctions take half an hour per point of obstacle to create.

Negative Modifiers
This modifier adds advantage dice to the alchemy roll:

Volatile (+2D): Throwing caution to the winds, the alchemist throws in anything he thinks would be
helpful, without regard to the stability of the finished mixture. If the alchemist succeeds, the resulting
product is potentially explosive- any sharp jostle or knock causes it to violently explode- essentially,
the mixture functions as though it’s intent was to Destroy, with the same total obstacle as the original
concoction. If it was already meant to destroy, it simply goes off as normal. The GM determines how to
distribute the total Obstacle between damage, breadth, and duration. Furthermore, any Alchemy
failure when producing a Volatile substance causes a Disaster (See Failure and Consequences, below.)

Degenerative (+1D/+2D): By default, alchemical substances have a shelf life of about a year, after which
they become useless (or, if Volatile, explode.) Reducing this shelf life to one week adds +1D to the
Alchemy roll- reducing it to one day adds +2D.

Horrible Taste (+1D): Although it’s not actually toxic, you might prefer it was. Immediately after
imbibing this substance, the drinker must pass a Steel test or gag and retch (equivalent to Stand and
Drool) for his Hesitation. This modifier may only be applied to beneficial substances intended for
consumption.

Addictive (+1D): The alchemist disregards strict best practices with large concentrations of habit-
forming ingredients. Repeated usage of these substances will lead to the user gaining the Addicted
trait. Unscrupulous alchemists, of course, may find this convenient to their ends.

Big Product (+1/2D): Normally, alchemical concoctions are no more than a few ounces. With a larger
dosage, more significant effects can be achieved. Making the final creation half a liter (about the size of
a typical water bottle/waterskin) adds +1D. Making the final creation around 3 liters (a large jug) adds
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+2D. In addition to the obvious weight-related drawbacks, drinking a half-liter potion requires 3
actions- drinking a 3 liter potion requires 10. (Normal potions require 1 action to drink if they are
already in hand.) Although this can be combined with Horrible Taste, doing so is strongly
recommended against for the alchemist who wishes to see repeat customers or maintain friendships-
and the drinker must test Steel after each action spent ingesting the potion.

Multiple Doses (+1D): Typically, a potion is taken, and it’s effect lasts for the duration. With the
Multiple Doses modifier, the effect is spread out among several potions- a dose of a “booster”
concoction (produced at the time of creation) must be taken each morning after the first potion is taken,
or the effect is lost. This modifier may only be applied to substances with Session duration or greater. If
this is combined with Big Product, all doses are the size dictated by that modifier- this becomes
inconvenient fast.

Advanced Materials (Special): An alchemist can achieve greater success with access to rarer, more
potent raw materials. In game terms, the alchemist may make a linked Resources test with an obstacle
equal to ½ the concoction obstacle to acquire potent materials that add +1D to the Alchemy roll
(potentially plus an extra die as normal for extra successes on a linked test.)

Gifted: If the alchemist has the gifted trait, he gains +1D advantage.

Positive Modifiers

These modifiers add to the obstacle to create a potion, but in turn offer advantageous effects:

Unobtrusive: (+2 Ob) The substance produced is colorless,


tasteless, and odorless, including it’s fumes if it uses the
Inhaled delivery. (By default, alchemical creations are colorful
and odiferous.) It appears to be water under normal
examination, however, an Ob 4 Perception test will reveal that
it is something else (but not what it is). If this modifier is
applied, extra successes may be used to increase the obstacle of
this Perception test.

Eternal: (+1 Ob) The opposite of Degenerative. A creation


modified with Eternal has an unlimited shelf life.

Shaped: (+1 Ob) This modifier can only be applied to creations


using Inhaled delivery- rather than expanding in a rough

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sphere from the point of evaporation, the cloud takes a specific shape chosen at the time of creation.

Reduced toxicity: (+ 1 Ob per toxicity potency reduction) Reduce the toxicity potency of an arcane
substance in one point per +1 Ob. This modifier doesn’t not count to calculate the final toxicity level of
an arcane substance.

Failure and Consequences

If an alchemist fails a roll when working, first roll a Die of Fate. If it comes up 1, the result is
automatically a Disaster or. If not, determine how many successes the roll failed by, and consult the
table below for suggested consequences- unless, of course, the GM has something in mind.

Margin of Failure Sample Failures


1 Road Tar, Side Effects, Delayed Nausea, Different Effect
2 Road Tar, Nausea, Magical Slurry
3+ Disaster

Consequences

❖ Road Tar: The alchemist produces black, useless sludge. A time-consuming and annoying
failure, but not life-threatening, and it can easily be blamed on the apprentice.

❖ Side Effects: This result is identical to the effects of the Side Effects modifier, except that the
alchemist doesn’t know his creation will have side effects- as far as he is aware, everything went
according to plan.

❖ Different Effect: Well, it almost worked. The potion has an effect similar to, but not the same
as, it’s original intent- a potion made to boost Power might boost Forte or Health instead, or
some similar change.

❖ Delayed Nausea: Everything seemed to work fine when you drink your potion, but that
afternoon, you started sweating bullets, the room started spinning, and you ended up spending
an hour vomiting. The concoction works as normal, but at an appropriately inconvenient time a
few hours later, the recipient becomes terribly ill and suffers a +3 Ob penalty to all actions for an
hour or two. Alternatively, the nausea may affect the potion’s creator after the brewing process
is complete- maybe next time they’ll remember to keep their head back from the fumes.

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❖ Nausea: Just like Delayed Nausea but strikes immediately when the creation takes effect. The
effect of the potion does occur, but that’s unlikely to be very helpful.

❖ Magical Slurry: It looks normal, but the substances within could do just about anything. The
potion only has a side effect (as with the Side Effects modifier)- it’s original purpose does not
take effect.

❖ Disaster: This is the really bad stuff. The GM chooses one of the following options (or rolls a die
if he’s unsure.)
❖ Explosion: Whoops. The classic bane of alchemists everywhere, the mixture simply
explodes in it’s creator’s face during the end of the brewing process. It functions as a
creation intended to Destroy with the same total obstacle as the attempted creation- the GM
decides how to distribute the successes between damage, breadth, and duration.
❖ Opposite Effect: The potion does the opposite of it’s intended purpose- advantage potions
hinder or are poisonous, poisons instead grant advantage to their victims. The alchemist, of
course, is unaware of this.
❖ Rare But Serious Side Effect: The potion not only doesn’t work, but whoever used it finds
they crave human flesh, or can’t stand the sight of other people for one more minute, or
suffers other, equally serious problems- berserk anger, suicidal despair, temporary paralysis
or blindness, bizarre cravings, and the like.
❖ Gremlin: IT’S ALIVE! SUCCESS- wait, that experiment wasn’t scheduled for a week. Uh
oh…. The mixture comes alive as a small, imp-like creature, bent on mischief and
destruction.

Alchemist lifepaths (City Dewller setting)

Lifepath Time Res Stat Leads


Alchemist 6 yrs 8 +1 M Villager, Peasant,
apprentice Outcast, Serv.
Skills: 6 pts: Write, Read, Research, Symbology, Haggling, Herb-wise, Mineral-wise
Traits: 1 pts: Patient
Alchemist1 8 yrs 32 +1 M, P Villager, Outcast,
Noble Court
Skills: 6 pts: Alchemy, Poisons, Monster-wise, Artisan-wise, Blacksmith-wise
Traits: 1 pts: -

1: requires Alchemist apprentice, Doctor, Physician, Sorcerer, Scholar,

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Appendix 3: Additional effect for Art magic
Add this additional effect to Art Magic to shape sorcery in a more similar way presented in the Witcher
series.

Elemental unleash
Natural effect spells summon the power of the nature at the sorcerer will. However, is a taxing an
difficult and sometimes, dangerous art. In the first place the sorcerer needs an elemental source of
power. This can be a natural phenomenon like a conflagration, a storm or a magical element that
contain the power of one of the four element like a magical place or a living magical beast like a dragon
or griffin. The sorcerer uses the power contained in this source to redirect, transform and shape the
power of the nature and produce a powerful spell. The base obstacle of a natural effect always is 6 with
a breadth of a town. The breadth of the spell can be increased with additional +1 Ob like stated in Art
Magic (BWC, page 284).

However, using this type of elemental magic is very dangerous and normally is forbidden, at least in
formal sorcerous circles. When a sorcerer uses an elemental unleash the fate gambles with his luck. If
the sorcerer cast the spell successfully, the player must roll a die of fate and use the list below to
determinate the exact effect of the spell:

Margin of Failure Sample Failures


1-2 The elemental force gets out of control, destroying everything
3-4 The sorcerer extinguishes the elemental source and the spell does nothing
5 The caster controls the elemental force but cause some unexpected casualty
6 The caster totally controls the elemental unleash.

The player can increase the result of the dice of fate using net success, with a maximum of two success.
If the spell destroys everything, everything in a town radius is devastated, including the party.
Everyone receives a wound of exponent 12 the shade of the sorcerer’s sorcery skill. If the spell causes
unexpected casualty, around ¼ of the people in the side of the sorcerer get hurts, including one
member of the party. Assign a number to every party member including the sorcerer and then roll a
die. If the die result shows an unassigned number, roll the die again.

If the spell casting fails, destroy everything, as explained above.

Death curse
When a mage dies, he can summon the last drop of his power and will and cast a terrible curse on
somebody. The caster must roll for sorcery, without any penalty, advantage or FoRK or Help dice at
Ob 3 to know if he can cast the curse before dies. If he succeeds, average the exponent in Will and

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Sorcery to calculate the Death curse exponent. The shade of the death curse exponent is grey only if
Will and sorcery are gray, if not, the shade is black and add two the result. Consider every point in the
death curse exponent as success. The player can use them to create a spell effect with the art magic
rules. The player can also spend Artha to add additional success to this pool: 1 Fate = 1 Success, 1
Persona = 2 success, 1 Deed = 3 Success. Everyone affected by the curse can try to resist it with sorcery
or other equivalent magical skill or simply with will. If sorcery or a magical skill is used, the obstacle of
the roll is 5. iF will is used, the obstacle to resist is 7. If the resistance roll succeeds, the character is not
affected by the curse, otherwise, the character is affected.

A similar effect can be added to Faith effects. The Devotee need to pass a faith test Ob 4 to know if he is
capable to cast a Death curse. After that only use the exponent and shade of Fait to calculate the Death
Curse exponent and use the rules exposed above.

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Appendix 4: Destiny and Fate
A person’s Destiny is their best self and highest potential or the “Star-self”. A person’s Fate is their
worst and most corrupt self or the “shadow-self.” It is the rejection of one’s divine nature in favor of
the often-cruel impulses caused by dwelling in the world and the terrible draw of corruption and evil.

In Burning Wheel, this is represented as a special belief. Every character must have one of these beliefs
occupied with his destiny/fate. This special belief represents the potential for good or evil that every
character has in their within. The Destiny and fate need to be related, representing two sides of the
same coin. For example, the Destiny of a character can be “become the gratest king of Aerdin” while
the fate could be “Become the greatest and worst tyrant of Aerdin”. It is advisable to relate the
Destiny/fate belief to the other beliefs.

A fate point can be earned when a character chooses to walk the path of his fate instead of the destiny.
A persona point can be gained when a destiny manifest in the story and this creates an interesting turn
in it. Finally, a Deed point can be gained when your risk everything following your destiny or when
you accomplish something almost impossible following your (evil) fate.

The destiny is a very important element in the Witcher saga, so is advisable to the GM to includes this
optional rule.

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