Magic in the world of The Witcher, and therefore in our game, is as real and common as possible. The definition of magic includes post-conjunction creatures (monsters), the powers of mages and sorceresses, witches, places of power, potions of various uses, spells, magical and religious rituals, cursed or enchanted objects and people, and much, much more. Some of these your character may encounter. To emphatically indicate that a creature, object or situation is related to magic, we will introduce additional non-standard lighting, or an easy-to-find description (in the case of objects) that will communicate this.
Important: in order for magic to realistically work on the game we need cooperation from your side. Therefore, we expect that when you encounter a supernatural phenomenon, you will react appropriately to the awesomeness of the situation.
Every inhabitant of the world of The Witcher has in some way encountered manifestations of magic in the course of his life. However, this does not mean that everyone can wield it. On the contrary - the use of magic is the domain of a very small, specially trained group of characters. So, if you have an annotation in your character history that you have magic skills, you can use them in certain circumstances to create effects or substances with specific magical effects.
Important: characters without magic skills are incapable of doing magic, so whatever they do - they won't get a magical effect.
Using magic will require specific preparations, gathering the appropriate ingredients, performing a ritual or preparing spells according to the recipe you will receive. Some rituals you can prepare yourself, provided you follow the recipe and theatrically play out the whole process.
Magic won't happen without special effects! If you want to perform a larger spell, charm or ritual, contact the nearest NPC marked with a white feather or go to an Organizer in advance to get permission for it and support in preparation.
Always make sure your target knows that you are trying to enchant them. Otherwise, they will not react in the right way and plot-wise the spell will not work.
Example:
A sorceress intends to knock down several opponents. To do this, she makes a hand gesture toward them and chants the spell loudly. Persons who hears the invocation and see the sorceress should play the effect of the spell by falling to the ground. Persons who do not see or hear the spell are not affected by it.
The effect of the spell must be clearly described during the invocation so that it is known how to play it.
Example:
A witch casts a spell on a wounded soldier, saying "I heal the like with the like, I fight pain with pain." The soldier acts out the healing scene writhing and moaning in pain, after which his wound heals.
Playing a person subjected to spells is discretionary. This means that you decide for yourself to what extent your character has been subjected to magic.
You are encouraged to play the effects of magic according to the effort you put into casting the spell.
Example:
A and B compete in casting a mind control spell. A reluctantly points his finger at C and mutters "Obedience" under his breath. C does not respond - the spell is ineffective. At this time, B makes a visible and complicated sign with his hands, hurls a red powder under C's feet and loudly utters the command "Obedience - jump on one leg". C responds by jumping on one leg - the spell has worked.
During the game, magical beings and monsters will appear. Starting a fight without proper weapons and combat training can not end well. The best way to get rid of such a threat has always been to call in professionals, but currently they are scarce and their services cost money. Among player characters and NPCs there will be such people, but it will not be common knowledge who they are.
All characters and creatures of a magical nature will be clearly marked by a colored light hanging around their necks. Therefore, we ask very much - do not use similar ornaments without consulting with us.
When you are dealing with a creature created by magic, or using magic, refer to it with extreme caution. Such beings are not a common sight and should inspire terror, or at least respect. They are stronger than ordinary people and cannot be defeated alone. Sometimes you can make contact with them, but it is not easy and not every person will succeed.
Beings that have material bodies, such as drowners and ghouls, will be marked with a red light. They are physically stronger and more resilient than humans. Quite a few of them can be defeated with generally available weapons, but this will require at least a few people outnumbered and good preparation and planning of the attack.
Magical beings with physical bodies can also include witches under the influence of potions and mages and sorceresses while doing magic. This means that as long as the red light on the neck does not go out, the mage(s) or witcher gains special abilities. They are supernaturally faster, stronger and tougher, but have physical bodies that are still vulnerable to injury.
Example:
A witcher takes a potion and turns on a red light on his neck. This means he has just gained supernatural speed and strength. He will also endure more damage. When playing a fight with him take this into account.
Immaterial beings, such as ghosts or wraiths, will be marked with a blue light. They cannot be defeated with conventional weapons or restrained by physical bonds. Attacking a ghost with a stick or a steel sword will at most enrage it. You will be able to defeat them using dedicated magical weapons or appropriate rituals.
Example:
Walking through a graveyard, you encounter a creature wearing a glowing blue necklace. It is the ghost of a young woman. She is immaterial, can be threatening and is certainly here for some important reason. An attack without preparation will certainly end in defeat. You can try to talk to her to find out more, or run away and seek professional help.
In either case, it is very important to learn as much as you can about your opponents before going into battle. It should also be taken into account that violence is not always the best way out of a situation.
Important: once the fight happens, remember that under the disguise of monsters are real people. Don't use excessive physical force against them, don't beat them blindly, don't knock them over, don't twist their limbs. Use restraint and gentleness so as not to harm anyone.
You may come across magic objects in the game area. Their effects and the consequences of their use will be described on the cards attached to them.
So when fate confronts you with such an artifact, read the instructions attached to it and play its effect on you according to it.
The effect of a magical item lasts as long as you come into contact with it, unless the instructions attached to it say otherwise.
For artifacts that have a long-term negative effect, it is worth seeking the help of someone powerful enough to break it.