Witcher Professionand Sign Magic
Witcher Professionand Sign Magic
Witcher Profession
Witchers are a unique caste which arose shortly after the humans first arrived on the Continent.
A Witcher is a professional monster slayer. Witchers start their lives as young lads brought to
one of the Witcher schools and selected for training. A Witcher recruit is fed a diet of herbs and
unique mutagenic mushrooms known only to the Witchers. This diet increases muscle
development to a phenominal rate. Through intense training and a series of Trials, Witchers gain
incredible speed and strength, the ability to see in dim light, and a very high tolerance for poison
and disease. Traditionally, Witchers were gifted two swords to use in battle. The first was a
sword of meteorite steel to dispatch human attackers, the second was a similar sword of
alchemical silver for dealing with monsters who were resistant to or unaffected by normal
weapons.
In times past, there were thousands of Witchers and Witchers commanded respect. They roamed
the Northern Kingdoms as protectors; they were often the only ones able to face down the
numerous beasts which plagued the land. The Witcher Schools grew wealthy and expanded their
ranks. However, the great wealth the Witchers possessed, the high prices they demanded for
their services and the strange mutant and magical powers they wielded caused them to become
outcasts. In time, the kingdoms of men turned against those who had once protected them.
Once, there were four Witcher schools; the School of the Cat, the School of the Griffin, the
School of the Viper and the School of the Wolf. All four schools were destroyed, however and so
far only the School of the Wolf has been rebuilt at Kaer Morhen. Today, the School of the Wolf
is a pale shadow of its former glory. They can take only a handful of recruits at any given time
and have few resources. The legendary twin Witcher’s swords of meteorite steel and silver are a
thing of the past. New Witchers must learn to be resourceful and use what they have.
Profession Background Common Skill Bonuses Advanced Skills Magic
In addition, Witchers gain the following benefits.
Trait: Witcher Resistance: Witchers gain +30% to their Resilience to resist the effects of poison
and disease unless that poison or disease is specifically stated to affect Witchers.
Trait: Witcher Sight: Witchers gain the Night Sight trait as described in the Monsters of Legend
book.
Trait: Sterility: Witchers can never father children. Ever. Upon completion of his training, a
Witcher is rendered permanently sterile. See the section entitled “the Mage’s Curse” for more
information.
Witcher Equipment: Replace your Background starting money with the following:
Steel Longsword
Witcher’s Medallion
4d6 x 20 Silver Schillings
Sign Magic
Sign magic is a unique form of spellcasting that is believed to have originated in Zerrikania.
While Sign magic is nowhere near as potent as the powers wielded by Mages or Priests, it can be
quite useful when used in conjunction with a single handed weapon.
Sign magic makes use of meditation, intense concentration and specific hand gestures to channel
magical energy and generate very specific effects. Witchers are not the sole users of Sign Magic
but they are certainly the most prolific. Almost anyone can learn the Signs with the right
training, but Witchers jealously guard their secrets.
There is one curious thing about Signs which has been a source of almost constant debate. A
Source can never learn to cast Signs. Indeed, neither can Priests nor Druids. No one is quite
sure why, but if a person has already had training in another type of magic or was born a Source,
they can never learn Sign magic.
Sign (Specific Sign) (Dex+Pow)
Sign is the skill needed to cast Signs. Unlike most forms of magic, Sign magic requires no
knowledge of complex formula. It is instead reliant on physical dexterity and concentration.
Casters of Sign magic must learn the Sign skill once for each Sign they know. Only one free
hand is required to cast a Sign. While this makes it ideal for a swordsman, Signs are very limited
in their scope and can only do certain things.
Signs have a minimum magnitude, this is the minimum number of Magic points that must be
invested in the Sign in order to cast it. In order to cast a Sign, the Witcher must first declare
which Sign he is casting and what Magnitude he is casting it at. He then makes a test against his
Sign (Specific Sign) skill.
If the test is passed, the Sign is cast normally. If a Critical Success is scored, the spell costs 1
Magic point less to cast. If the test is failed, 1 magic point will be lost. If the test is fumbled, all
magic points committed to the Sign are lost.
Casting a Sign at its Base Magnitude takes 1 Combat Action. However, if the Witcher wants to
cast the Sign at a higher base magnitude to gain additional benefits, then he must spend time
charging the Sign. Time spent charging is equal to 1 Combat Action per Magic Point spent
casting the Sign over the Minimum Magnitude.
There are six known Signs. Aard, Igni, Yrden, Quen, Axii and Heliotrop.
Aard
Minimum Magnitude 1, Resist (Resiliance)
The Aard sign delivers a powerful telekinetic push that is strong enough to knock a man off his
feet. The Aard Sign may affect any creature of a SIZ or object of an ENC equal to 3 points per
every 10% of the Witcher’s Sign (Aard) skill. Any man or creature targeted by the Aard Sign
must make an immediate Resiliance test vs. the Witcher’s Sign (Aard) skill or be knocked prone.
An experienced Witcher can channel additional Magic into the spell to make it more powerful.
Each magic point over the Minimum can be used to do one of three things. Each Magic point
may allow the spell to affect an area of 2 additional meters per magic point, or it can give the
Witcher’s Sign skill a +10% per additional Magic point bonus to his Sign (Aard) skill for the
purpose of the opposed test or determining maximum SIZ affected, but NOT for the purposes of
casting. A Witcher may also push his target back by 2 yards per additional magic point spent.
Ignii
Minimum Magnitude 2, Ranged, Resist (Evade)
The Ignii Sign creates a stream of fire from the Witcher’s hand. At its basic level, the Ignii Sign
allows the Witcher to launch a stream of fire that does 1D10 Heat damage to a random location.
This damage counts as both fire and heat damage and armor does count against it.
If the Witcher charges the Sign with additional magic points he can gain additional benefits.
Each additional magic point spent on the Ignii sign can do the following: Grant the spell a
Duration equal to the Witcher’s POW. During the duration, this fire does 1d6 damage to the
location the first burst hit until it is extinguished by immersing the location in water or by
spending a Combat Action and passing an Athletics test to put out the fire. This Duration can be
increased by the expenditure of additional magic points. Grant the spell an Area equal to 2
meters per additional magic point spent.
Yrden
Minimum Magnitude 1, Resist (Resilience)
The Yrden Sign causes an object of up to 3 Enc per 10% of your Sign (Yrden) skill to
permanently fuse with another surface. This bonding is unbreakable by normal means save for
the destruction of the surface the target is bonded to. Only magic equal to the cast magnitude
can break the bond.
This Sign can affect organic and inorganic substances but normally cannot be cast on a living
subject. The Sign can, however be cast on a surface which will create a magic trap that will
activate when a living target touches it (such as by stepping on a floor tile with Yrden cast on it).
The subject must pass a Resilience test or be bonded to the surface. When used in this manner,
the subject can break the bond by passing a Brawn test at 10% per each additional magic point
spent. If the bond was to living flesh, this immediately causes 1D4 damage to the affected
location(s).
Quen
Minimum Magnitude 1
The Quen Sign creates a magical barrier that protects the Witcher from physical harm. Every
Magic point spent while casting the Quen Sign grants the Witcher 1 point of armor on each
location up to a maximum of 1 per every 10% of the Witcher’s Sign (Quen) skill. The armor
lasts for a number of minutes equal to the Witcher’s POW. Instead of spending magic points to
increase the armor protection, The Witcher may spend additional Magic Points to increase this
duration by 1 minute per magic point spent.
Axii
Minimum Manitude 5, Resist (Persistance)
The Axii Sign allows the Witcher to mentally influence others. The target responds to the
Witcher as if they are an old friend (though they will be unclear about the details or history of the
relationship). If the Witcher can communicate with the target he may enlist their cooperation.
The target will construe favorably suggestions and requests made by the Witcher, but remain
fully capable of independent decision making. Once the spell expires, the target loses its friendly
disposition and won’t recall dealings with the Witcher whilst under the influence of Axii to be of
any significance. A Witcher may attempt to cast Axii on targets with up to 3 POW per 10% of
his Sign (Axii) skill.
If the Sign is cast upon an attacker or a directly hostile target, they will be highly motivated to
protect the Witcher, but will still have free will. They may, or may not attack their allies
depending on the situation. This call is up the GM.
Heliotrop
Minimum Magnitude 1, Instant
The Heliotrop Sign creates a barrier against magical attack. Heliotrop affects 1 point of
Magnitude for every 10% of the witcher’s Sign (Heliotrop) skill. It works by dismissing the
most powerful spell targeting the Witcher it can then reducing its own effect by the magnitude of
that spell and moving on the next most powerful spell. A spell cannot be ‘partially’ eliminated
so only ‘complete’ spells are affected.
Heliotrop may only affect spells directly targeting the witcher. The witcher cannot use it to
negate spells cast on allies or enemies. Enchantments of items wielded by the witcher are
unaffected, an item whos enchantment is negated by Heliotrop becomes inactive for a number of
minutes equal to the witcher’s POW.
Unlike most Signs, it is not necessary for the Witcher to charge Heliotrop prior to casting it. He
simply declares the Magnitude up to his maximum and rolls to cast.
Credits the Axii Sign is very heavily influenced by the Charm (Species) spell by
dreamer_prophet.