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About this mod

The mod is an idea from a staunch fan of the books to other hardcore fans. Mr Sapkowski's books suggest that the power of the Signs and even the ability to cast them at all, is related to special witcher elixirs or potions, as you may call them. This mod brings it to the game.

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The book lore states very clearly that the Signs aren't very powerful, sorcerers even mock them by comparing them to fair or carnival tricks. One certainly shouldn't take sorcerers on their word, but they do have a point - the witcher Signs are greatly overshadowed by 'real' spells. In the third game it can look quite differently - and for those who want to do something about it, this mod is. 

We can also read that there is a relation between a witcher's magical ability and his elixirs. Meaning that if a witcher doesn't drink the potions for a longer period of time, his ability can be greatly weakened, even to a point of not being able to cast the Signs. More about it, below. The books' readers may remember it, but for those who haven't yet read them all, beware, spoilers:

Spoiler:  
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After the events of Thanedd, Geralt finds himself badly injured, his Kaer Morhen-steel sword is broken and his possessions are lost. So, when he comes to his senses and heals in the Brokilon Forest, he's a witcher only by name and medallion on his neck. And then he travels down the south in search of Ciri, armed only with a Brokilon steel sword and no witcher equipment. During the dangerous journey, he thinks about how his magical ability disappears more and more after months of not drinking any witcher potions. He's almost shocked when he casts Aard successfully during the Battle of the Bridge on Yaruga - he thought he wouldn't be able to. And until the end of the journey he doesn't cast the Signs anymore.


There's a certain dilemma: are all the witcher potions responsible for the magical ability or only the specific Sign-enhancing ones? By the game's lore, we can say it's the latter, because we have the Petri's Philter and the like. In the books though, there's no mention of Sign-specific elixirs, because witchers mainly use their swords and use the Signs only as a backup/last resort. So I decided to take the author's words literally and ANY witcher potion affects their magical powers.

How it works (a warning, the mod is rather for hardcore books' fans, because it nerfs the Signs a lot: a Sign cast without any potion drunk will be rather weak, but satisfyingly lore-friendly. To have more punch, you need to drink the elixirs).

No potions drunk: the Signs are cast at 0% Intensity level, even if you have Intensity bonuses. 
Each potion drunk: adds 10% of the overall Intensity back
Each decoction drunk: adds 50% of the Intensity back, because they are very toxic and at the same they provide a great magical boost.

An example: let's say you have +200% Intensity bonus from various sources. Without any active potion, it's 0%. when you drink one potion, you regain 10% of it, which means 20% Intensity in this case. One decoction regains 50% (100%Intensity in this case).

So, in general, even if you drink a few potions, your Signs are still going to be a lot weaker than the vanilla. Which is the point of the mod, to make it book-friendly, witchers are masters of the sword by the books' lore. 

Special thanks to:

Akatoshka7 for a great help and discussions about the book Signs and other topics
Andrzej Sapkowski for showing the Signs as rarely used, but mysterious and unexpected