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The Sage’s Answers, Part 21

Hello! We’re closing in on the end! We’re answering quite a few questions this week and, next week we’ll be posting the final The Sage’s Answers. For a while, at least! With these last questions answered, we’re hard at work on the errata. In fact, Cody’s asked to pass on the following:

  • We’re working on the errata and will do our utmost to have it available as soon as possible.
  • The PDF version of The Witcher TRPG will be updated to reflect the errata.
  • The physical versions of The Witcher TRPG currently being sold is the first printing and, thus, will not have the errata changes in them. The second printing will have the changes but we can’t do a second printing with the number of copies of the first printing we have in stock.

And with all that relayed, its time to get to our questions and answers!


Łukasz T. asks…

How does the damage in Cadfan’s Grasp work? Does it add +2d6 to the damage the weapon does? Or do 2d6 to the holder of the weapon?

Cody answers…

Hey, Łukasz! You choose which of the two effects you want to take place when you cast it. It’s all about what part of the weapon you heat. So, when you cast it you could either do 2d6 damage to the wielder or give the weapon +2d6 damage and 50% chance to ignite a target.


Łukasz T. asks…

What is the DC to attack an inanimate object?

Cody answers…

The DC for striking an inanimate object would be the same as striking a stunned person, so DC:10. Basically it’s just a roll to make sure you don’t fumble. If your player is attacking a large inanimate object I wouldn’t make them make a roll to hit, though.


Łukasz T. asks…

Healing hands allows someone to heal twice as fast. How do I calculate the time it takes to heal? Is it 2xREC+6?

Cody answers…

When you are healed normally you heal an amount equal to your Recovery per day of bed rest. If you are healed by Healing Hands you heal your Recovery plus 3 per day.


Łukasz T. asks…

With the Whirl skill, do you make a single attack roll per target or just one roll and each target has to beat it with a defense?

Cody answers…

When you are whirling you make a separate weapon attack against all opponents within reach.


Łukasz T. asks…

Is the cost for blunt, broadhead, and bodkin ammo per unit or per 10 units?

Cody answers…

The cost of buying special ammunition is for 1 unit of the ammunition. When you are crafting them the cost is for 10 units.


Łukasz T. asks…

Can you use Perception to smell/see/taste a poison before you drink it?

Cody answers…

You can attempt to make an Awareness check to notice poison in a drink. Your GM would set a DC they feel is appropriate for that situation.


Łukasz T. asks…

Do Talgar’s Tears have an effect on weapons which do not normally have the Ablatting weapon effect?

Cody answers…

We’ll have to make that more clear! Talgar’s Tears make any item it is placed on take double ablation damage. This applies to any weapon or attack to the item. The weapon you are using doesn’t have to be Ablating.


Łukasz T. asks…

The mounts on page 91 have an Athletics skill. What is it used for?

Cody answers…

On Page 170 we talk about mounted control loss. If you fail to control your mount they can buck or worse. Some of these effects require your mount to roll Athletics to stay standing.


Łukasz T. asks…

Does the Earthen Spike spell prevent movement? What penalties does it inflict if so?

Cody answers…

Earthen Spike doesn’t prevent movement. It’s assumed that the opponent is stabbed but not impaled.


Łukasz T. asks…

Can you perform a Dodge/Escape check each round you are imprisoned in Talfryn’s Prison? Is this considered an Action?

Cody answers…

You can perform a Dodge/Escape check each round when trapped in Talfryn’s Prison. This counts as your action for that round.


Łukasz T. asks…

Is the range of the Telekinesis spell the maximum distance away from something you can be in order to control it or the maximum distance you can move it once you control it? Can you throw a rock with it? How fast can you move something?

Cody answers…

The range of Telekinesis is the maximum range of your Telekinesis. You can’t control anything outside of that range. You are treated as though you are holding the item so you could throw something. Just like with fine Telekinesis you would use you Will & Spell Casting skill. We’ll make a note that the range of thrown weapons would be based on your Will stat not your Body stat.


Łukasz T. asks…

Several spells, including Illusion and Magic Flare, mention resistance checks. Does this refer to the Resist Magic skill?

Cody answers…

Yes, if a spell mentions resistance checks this means you can defend against the skill by rolling a Resist Magic Skill roll.


Łukasz T. asks…

How do you determine which body part is affected by Merigold’s Hailstorm?

Cody answers…

You randomly pick the location where the target is struck so you would roll the location like any other non-aimed attack.


Łukasz T. asks…

Is shaking off poison an Action? And can you make the Endurance check each round as an action until you succeed?

Cody answers…

Shaking off a poison is a Regular Action. So, you can make an Endurance check each round but it will count as your primary action for that round. If you perform it as your extra action, the -3 penalty will apply.


Łukasz T. asks…

Is breaking free from being frozen an Action or a Full Round Action?

Cody answers…

Like shaking off Poison, breaking free from the Frozen effect is a Regular Action.


Łukasz T. asks…

If you succeed at a Reposition Defense against the first Fast Strike attack, do they get their second attack since you’ve moved back and out of the way? Or do they only get the second attack if there’s another adjacent target?

Cody answers…

We actually touched on this one previously. If you reposition away from a person who is using a Fast Strike they only get the second strike if there is another adjacent target or if they have a reach weapon.


Łukasz T. asks…

Does the penalty for bows and crossbows underwater apply to thrown weapons as well?

Cody answers…

Penalties to ranged weapons underwater do apply to thrown weapons other than spears.


Łukasz T. asks…

On Page 169 it mentions a Swimming skill check to avoid being trapped beneath a capcized vessel. Should this be an Athletics skill check since there is no Swimming skill?

Cody answers…

Yes, this is a hang over from when we had more granular skills. You would use Athletics! Thanks for pointing that out!


Łukasz T. asks…

Why does the ghoul in the combat example use Dex instead of Reflex to dodge?

Cody answers…

This is a flaw in the writing. We’ll go change that!


Łukasz T. asks…

How long does the toxicity of a potion last? Does it vanish once the potion’s effects are over?

Cody answers…

Toxicity of a potion or decoction lasts as long as you are affected by the potion/decoction. So, on the round that the effects wear off you regain that toxicity.


That’s it for this go.

Keep your swords sharp!

3 thoughts on “The Sage’s Answers, Part 21 Leave a comment

  1. Cody, i have a doubt regarding the Magic healing Spell. How often can i use it to heal someone? Can i use it repeatedly until healed all the health Points or it can be used once a day? It only says that you can use several times to heal critical Wounds.

    • It is limited by Stamina, of course, but you can use it multiple times. Every time it is used, of course, you risk Fumbling.

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