Alchemy is Applied Chemistry, Not Magic
In game terms: brewing is an Alchemy check and building gear is a Crafting check. Both are CRA skills, and both need a formula (for alchemy) or a diagram (for crafting) plus the right components. Roll d10 + CRA + skill and beat the DC the formula or diagram sets.
The Three Pillars of Alchemical Success
Professional alchemists succeed through mastery of these fundamental principles:
- Ingredient Knowledge: Understanding what each component contributes and how they interact
- Process Mastery: Executing techniques with precision and consistency
- Quality Control: Testing and refining to achieve reliable, safe results
The Alchemist's Workshop - Setting Up for Success
Essential Equipment and Layout
A proper alchemical workshop is as important as the recipes themselves. Poor equipment leads to inconsistent results and dangerous failures.
Workshop Equipment Investment Guide
Optional house rule, not from the core rulebook. The numbers are this guide's suggestion for tables that want workshops to matter; check your rulebook's price lists before using them.
| Equipment Level | Cost | Quality Bonus | Failure Risk | Suitable For |
|---|---|---|---|---|
| Makeshift (Improvised) | 25 crowns | -2 to all rolls | High | Emergency field work only |
| Basic (Apprentice) | 200 crowns | +0 to rolls | Moderate | Simple potions and oils |
| Professional | 800 crowns | +2 to all rolls | Low | Advanced formulations |
| Master's Setup | 3000 crowns | +4 to all rolls | Very Low | Experimental research |
Miss Havisham sank a small fortune into a master-level alchemical laboratory hidden in her mansion's basement. Her setup includes:
- Climate Control: Precisely regulated temperature and humidity
- Rare Equipment: Glass apparatus from Oxenfurt University, dwarven precision tools
- Exotic Ingredients: Rare components acquired through decades of patient collecting
- Safety Measures: Ventilation system, fire suppression, antidote stockpile
- Documentation: Meticulous records of every experiment and result
Ingredient Categories and Sources
Understanding Alchemical Components
Every ingredient brings specific properties to an alchemical formula. Master alchemists understand not just what ingredients do, but why they work and how they interact.
Herbalism
Common Sources: Forests, meadows, gardens
Properties: Healing, enhancement, stability
Examples: Swallow herb (healing), White myrtle (purification)
Most stable and predictable ingredientsMinerals
Common Sources: Mines, caves, meteorites
Properties: Binding, amplification, preservation
Examples: Saltpeter (explosive), Silver dust (purification)
Provide structure and potency to formulasMonster Parts
Common Sources: Hunting contracts, monster corpses
Properties: Unique effects, high potency, instability
Examples: Ghoul blood (toxicity resistance), Wyvern scales (armor enhancement)
Most powerful but dangerous ingredientsThe nine alchemical substances: in The Witcher TRPG, every ingredient carries one of nine substances: Vitriol, Rebis, Aether, Quebrith, Hydragenum, Vermilion, Sol, Caelum and Fulgur. A formula asks for substances, not specific plants, so any herb or monster part that carries the right substance will do. That's why a clever alchemist can brew with whatever grows near the road.
Ingredient Quality and Rarity
The core rules don't grade ingredients by quality. If your table wants that flavour, here's an optional house rule: the same ingredient can vary in quality, affecting both the potency and safety of the final product.
Ingredient Market Economics
A Common Healing Herb, Priced by Quality (house rule, relative to the rulebook's list price):
- Poor Quality: a fraction of list price (dried, old, partly spoiled)
- Common Quality: list price (fresh, properly stored)
- Enhanced Quality: a few times list price (peak harvest time, expert preparation)
- Superior Quality: around ten times list price (rare variants, perfect conditions)
- Legendary Quality: whatever the seller dares to ask (extremely rare)
Note: monster parts usually cost far more than herbs, because someone had to kill the monster first.
Oliver needs to brew healing potions for an upcoming monster hunt, but his budget is tight:
- Cheap Option: Buy poor-quality ingredients for a handful of crowns - potions will be weak and might cause side effects
- Standard Option: Buy common ingredients at the going rate - reliable but unexceptional results
- Investment Option: Buy enhanced ingredients for three times as much - superior potions that could save his life
Potion Categories and Applications
Enhancement Potions - Pushing Human Limits
These potions temporarily boost physical or mental capabilities beyond normal human limits, but at significant toxicity cost. The potions below are the classics from the books and games; the rulebook gives each one exact effects, durations, Toxicity and formulae, so the cards here describe what they do in broad strokes rather than reprinting numbers.
Swallow - The Universal Healer
Primary Effect: Accelerated healing - your wounds close while it lasts
Duration: Limited (see the rulebook)
Toxicity: Moderate
Key Ingredients (flavour): Swallow herb, drowner brain, celandine
Crafting Difficulty: One of the easier formulae - still a CRA + Alchemy check against the formula's DC
Cat - Enhanced Perception
Primary Effect: See in darkness - no penalties for fighting or searching in the dark
Duration: Limited (see the rulebook)
Toxicity: Low to moderate
Key Ingredients: Cat's eye, water hag tooth, sewant mushrooms
Side Effects (flavour): Light sensitivity, temporary color blindness
Thunderbolt - Combat Enhancement
Primary Effect: Harder-hitting attacks - you fight like a berserker
Duration: Limited (see the rulebook)
Toxicity: High
Key Ingredients: Cortinarius, nekker eye, endrega embryo
Warning (flavour): Increases aggression, reduces judgment - dangerous for social situations
Protective Potions - Surviving Monster Abilities
These specialized concoctions provide resistance to specific monster attacks and environmental hazards.
Golden Oriole - Poison Immunity
Primary Effect: Protection against poison - the counter to venomous monsters
Duration: Limited (see the rulebook)
Toxicity: High
Key Ingredients: Blowball, venom extract, white myrtle
Critical Note: Ironically toxic to create and consume, but essential for fighting venomous monsters
The Toxicity System - Your Body's Limits
Every potion adds its Toxicity to your running total. Exceed your limit, and the "cures" become more dangerous than the monsters. Witchers' mutations let them carry a heavy load; anyone else is poisoned by witcher potions almost at once. The exact limits and penalties are in the rulebook - the bands below are this guide's way of picturing the load, not official thresholds.
Toxicity: Light load → Heavy load → At your limit → Over your limit
| Toxicity Level | Effects | Symptoms | Risk |
|---|---|---|---|
| Light load | None to speak of | None | Can safely consume more potions |
| Heavy load | Still in the safe zone, but not by much | Dilated pupils, slight tremor | Approaching dangerous levels |
| At your limit | One more potion is a gamble you'll lose | Nausea, disorientation, aggression | Stop drinking. Now. |
| Over your limit | You are poisoned (rulebook penalties apply) | Hallucinations, seizures | Life-threatening poisoning |
Weapon Oils and Combat Enhancements
The Science of Monster-Specific Weapons
Weapon oils exploit specific vulnerabilities in monster physiology, turning ordinary steel into specialized monster-hunting tools.
Necrophage Oil - Corpse Eater's Bane
Effect: Extra damage against ghouls, drowners, and other necrophages
Applications: Wears off after a limited number of hits (see the rulebook)
Ingredients: Sewant mushrooms, monster liver, alchemy paste
Mechanism: Creates chemical reaction with necrophage digestive acids
Cursed Oil - Breaking Supernatural Protection
Effect: Extra damage against werewolves and other cursed ones
Applications: Wears off after a limited number of hits
Ingredients: Wolfsbane, specter dust, silver shavings
Special (flavour): Some hunters swear it glows faintly near cursed creatures
Relict Oil - Ancient Bane
Effect: Extra damage against leshens, fiends and other relicts
Applications: Wears off after a limited number of hits
Ingredients: Rare herbs only found in ancient forests, meteorite dust
Warning (flavour): Some druids swear it angers every other spirit in the forest
Bomb Crafting - Alchemical Explosives
Alchemical bombs provide tactical advantages through area effects, crowd control, and environmental manipulation.
Grapeshot - Anti-Personnel Explosive
Effect: Explodes into shrapnel, damaging everyone in the blast
Ingredients: Saltpeter, iron shavings, binding agent
Tactical Use: Clearing groups of weak enemies, forcing movement
Safety Note: Throw it far, and don't stand where your friends are
Moon Dust - Magic Disruption
Effect: A cloud of dimeritium-laced dust that hampers magic, shapeshifting and vanishing tricks
Ingredients (flavour): Dimeritium shavings, quicksilver, binding powder
Tactical Use: Stopping specters fading out, keeping shapeshifters in one shape, rattling enemy spellcasters
Warning: Your own mage (and your witcher's Signs) won't enjoy it either
Crafting Non-Alchemical Equipment
Weapon and Armor Crafting
While alchemy focuses on consumables, traditional crafting creates the durable equipment that keeps hunters alive.
Crafting Quality Levels
Optional house rule. In the core rules a diagram tells you what you make; these tiers are for tables that want a smith's extra effort to show.
| Quality | Durability Bonus | Performance Bonus | Material Cost Multiplier | Time Required |
|---|---|---|---|---|
| Crude | -20% | -1 to effectiveness | ×0.5 | Half normal time |
| Average | Normal | Standard effectiveness | ×1.0 | Standard time |
| Superior | +50% | +1 to effectiveness | ×2.0 | Double time |
| Masterwork | +100% | +2 to effectiveness | ×5.0 | Five times normal |
"Pip asked me why I spend three weeks forging one sword when I could make five crude ones in the same time. I told him: 'Lad, when you're face-to-face with a griffin, do you want a sword that might break on the first parry, or one that'll serve you faithfully for years?' Quality takes time, but time invested in good tools is time that saves your life later."
Specialized Hunting Equipment
Professional monster hunters require specialized tools beyond standard weapons and armor.
Silver Weapons
Effect: Extra damage vs monsters vulnerable to silver
Cost: Far more than a plain steel blade
Drawback: Softer metal, requires frequent maintenance
Meteorite Steel
Effect (flavour): Legendary steel, the stuff of witchers' blades
Cost: Whatever you can beg, borrow or steal
Rarity: Extremely rare, often pre-existing artifacts
Mahakaman Steel
Effect: Superior balance and durability
Cost: Pricey, and worth every crown
Source: Dwarven smiths only
Try It - Alchemical Workshop Management
Scenario: Preparing for a Contract
You've accepted a contract to eliminate a pack of nekkers terrorizing a mining village. You have 3 days to prepare and a budget of 400 crowns.
Contract Details
- Target: 8-12 nekkers (pack hunters, poison claws, underground lairs)
- Location: Abandoned mine shafts, limited light, confined spaces
- Timeline: 3 days to prepare, 2 days maximum for completion
- Complications: Miners report strange glowing in the depths - possible nekker warrior
Phase 1: Resource Allocation
You need to balance your 400-crown budget between:
- Raw Ingredients: For potions, oils, and bombs
- Equipment Maintenance: Weapon sharpening, armor repair
- Specialized Gear: Lighting, rope, backup weapons
- Emergency Supplies: Antidotes, healing supplies, escape tools
Phase 2: Recipe Planning
Given nekker vulnerabilities (sensitive to light, poison claws, pack tactics), plan your alchemical preparations:
Suggested Nekker-Fighting Formula List
Prices are illustrative for this scenario; use your rulebook's price lists at the table.
- Necrophage Oil (2 applications): 40 crowns - Essential for weapon effectiveness
- Cat Potion (2 doses): 60 crowns - Underground darkvision
- Swallow Potion (3 doses): 75 crowns - Healing for prolonged fight
- Golden Oriole (1 dose): 100 crowns - Poison immunity for nekker claws
- Grapeshot Bombs (4 bombs): 80 crowns - Area damage vs packs
- Samum Bombs (2 bombs): 40 crowns - Blinding flash for light-sensitive nekkers
Total Alchemical Cost: 395 crowns (5 crowns remaining for miscellaneous supplies)
Phase 3: Risk Assessment
Analyze the toxicity implications of your potion plan. Look up each potion's Toxicity in the rulebook and add them up:
- Cat Potion: low to moderate
- Swallow Potion: moderate, and you've packed three
- Golden Oriole: high
- Total if you drink everything: well past any sane limit (poisoned, at best)
Phase 4: Brewing Schedule
Plan your 3-day preparation timeline:
- Day 1: Acquire ingredients, prepare workspace, begin complex potions
- Day 2: Finish potions, create oils and bombs, test quality
- Day 3: Final preparations, equipment checks, travel to site
Your Turn: Create Alternative Strategy
Design an alternative approach with the same 400-crown budget but different priorities. Consider:
- What if you focused on bombs and traps instead of potions?
- How would you adapt if nekker poison immunity wasn't available?
- What contingency plans would you make for unexpected complications?
- How would you modify your approach if the budget was only 200 crowns?
Going Further with Alchemy
Experimental Formulation
Master alchemists can modify existing recipes or create entirely new formulations to meet specific needs.
Magical vs Mundane Alchemy
Understanding the difference between magical enhancement and pure chemistry helps determine which approach suits different situations.
Field Alchemy
Techniques for creating basic alchemical products without a full workshop, essential for long expeditions.
Economic Considerations
Balancing the cost of preparation against potential contract rewards, and managing resources for sustainable monster hunting careers.
Ready to Brew Your Way to Victory?
You now understand the scientific art of alchemical preparation:
- Alchemy is applied chemistry requiring precision, knowledge, and proper equipment
- Ingredient quality dramatically affects both potency and safety of final products
- Toxicity management is crucial for safe potion consumption
- Weapon oils and bombs provide tactical advantages against specific monster types
- Proper preparation can mean the difference between success and death
- Resource management and budgeting are essential skills for professional hunters
Next up is Monster Hunting: taking contracts, researching what's out there, and putting all these oils, bombs and potions to work against the things that go bump in the Continent's night.