The Witcher Pen & Paper RPG
Page 25
Defense: None
by the caster’s mind. They cannot
leave the spel ’s range.
Mind Manipulation
Diagnostic Spell
Maintaining Spells
Range: 10m
STA Cost: 3
STA Cost: 3
Spels which are active require
Duration: Active (2 STA)
Effect: Mind Manipulation allows Effect: Diagnostic Spell allows you
Defense: None
you to force one target to feel one to quickly assess a person’s health
maintaining: every round the
of the following emotions for the and determine how many Health
mage must spend an amount
Blinding Dust
duration of the spell: hatred, love, Points they have, what critical
of STA equal to the value next
STA Cost: 3
depression, or euphoria.
wounds they have, and if they are
Effect: Blinding Dust allows you to Range: 5m
sick or poisoned.
to active. The mage must focus
shoot a magical dust into the eyes Duration: 1d10 Rounds
Range: 5m
on maintaining this spell and
of a target that blinds them for the Defense: Resist Magic
Duration: Immediate
cannot cast other spel s while
duration of the spel .
Defense: None
Range: 4m
they are maintaining an active
Summon Staff
Duration: 1d10 Rounds
STA Cost: 2
Earthen Spike
spell.
Defense: Dodge or Block
Effect: Summon Staff allows you STA Cost: 5
dematerialize your staff and trans- Effect: Earthen Spike creates an
Dispel
port it to a place you have been angled stalagmite to stab up into
STA Cost: Variable
within the last day. You can cast the target. This spike does 5d6
Effect: Dispel allows you to end a the spell again to summon the staff damage and remains until de-Telepathic Spying
spell/ritual/hex within the range back to you.
stroyed. It can be destroyed by do-
You can use Telepathy to silent-
of this spel . This spell can cancel Range: N/A
ing 20 points of damage to it.
magic with a duration and block Duration: Immediate
Range: 6m
ly listen to a target’s thoughts.
magic attacks with or without Defense: None
Duration: Immediate
This works the same as regu-
physical components. To cancel a
Defense: Dodge or Block
lar telepathy. If the target has
magical effect you must spend half Telepathy
a witcher medallion this wil
as many vigor points as the caster STA Cost: 2
Korath’s Breath
spent to cast the magic and make Effect: Telepathy allows you to STA Cost: 2
cause it to vibrate, and if the
a Spell Casting roll that beats their communicate telepathical y with Effect: Korath’s Breath breaks target is a mage and has Mag-casting rol .
one subject for the duration of the down a nearby stone or earth sur-
ic Training, they get a chance
Range: 10m
spel . Telepathy crosses language face and sprays burning sand in
Duration: Immediate
barriers.
a 3m cone in front of you. Oppo-
each round to detect the tele-
Defense: Spell Casting
Range: 10m
nents in that area that fail their de-
pathic spying by rolling Sense
Duration: Active (1 STA)
fense are blinded for 1d6 rounds.
Magic against your initial Te-
Glamour
Defense: None
Range: 3m Cone
STA Cost: 5
Duration: Immediate
lepathy rol.
Effect: Glamour allows you to cast
Defense: Dodge or Block
an il usion around yourself that
makes you look stunning. This Earth
Luthien’s Quill
spell grants you +3 to Seduction,
STA Cost: 2
Charisma, and Leadership.
Cenlly Graig
Effect: Named for its inventor,
Range: Self
STA Cost: 3
Luthien of Ebbing, Luthien’s Quill
Duration: 1d6 Hours
Effect: Cenl y Graig hurls sharp can etch writing or drawings into
Defense: None
stones at your opponent. For every any solid surface. It cannot be used
point you roll above your oppo- on living creatures.
nent’s defense (maximum 10) you Range: 1m
deal 1d6 damage. Each roll counts Duration: Immediate
as its own attack.
Defense: None
Range: 5m
Duration: Immediate
Defense: Dodge or Block
103
Magic Healing
Bronwyn’s Gust
Zephyr
STA Cost: 5
STA Cost: 2
STA Cost: 5
Effect: Magic Healing stimulates Effect: Bronwyn’s Gust is named Effect: Zephyr allows you to shoot Area of Effect
the natural healing of a target to after the Skellige mage and raid- out a burst of wind that blasts any-heal them at a rate of 5 points of er, Bronwyn Deadeye. The spell one within 2m of you back a num-When using area of effect
damage per turn. This lasts for the allows you to knock a target back ber of meters equal to the num-spels such as Static Storm you
duration of the spel . Alternatively, a number of meters equal to the ber of points you rolled over their should always keep in mind
this spell can be used repeatedly to number of points you rolled over defense. This attack does only 1d6
heal a critical wound.
the opponent’s defense. This attack damage, but if your opponent hits
that these spel s af ect other
Range: 2m
only does 1d6 damage, but if your something they suffer ramming
player characters and friend-
Duration: 1d10 Rounds
opponent strikes something they damage.
ly NPCs as well as enemies. It
Defense: None
take ramming damage.
Range: 2m Radius
Range: 2m
Duration: Immediate
would be a shame to cast Static
Talfryn’s Prison
Duration: Immediate
Defense: Magical Shield
Storm in a desperate situation
STA Cost: 3
Defense: Dodge or Magical Shield
and accidentaly wound your
Effect: Talfryn’s Prison is named
for Talfryn of Nazair, a treacher- Freshen Air
Fire
whole party.
ous knight who was trapped for STA Cost: 2
three days in the garden of the Effect: Freshen Air allows you to Aenye
magician Drystan. The spell allows clear a 4m radius area (centered STA Cost: 5
you to bind a target in roots. The around you) of any smoke, poison, Effect: Aenye allows you to throw Fine Telekinesis
roots take 15 points of damage to or any other tainted air for the du- a ball of pure fire at an opponent break. Otherwise a Dodge/Escape ration of the spel .
within the range of the spel . This
When manipulating an object
check must be made at a DC equal Range: 4m Radius
ball of fire does 4d6 damage and
with Telekinesis, you are ba-
to your original S
pell Casting roll Duration: Active (2 STA)
has a 75% chance of lighting the
sicaly just bending powerful
to escape.
Defense: None
target on fire.
Range: 10m
Range: 12m
wind around it. This allows you
Duration: Until Destroyed
Urien’s Shelter
Duration: Immediate
to lift objects, push objects, and
Defense: Dodge or Magical Shield
STA Cost: 3
Defense: Dodge, Block, or Magi-
to some extent hold objects.
Effect: Urien’s Shelter, created by cal Shield
Any skill-based task you try to
Air
the nautical air magician Urien of
Cidaris, allows you to negate hos- Aine Verseos
perform with Telekinesis, such
tile weather effects in an 8m radius STA Cost: 1
as tripping a foe, maneuvering
Adenydd
centered on you. This negates ex- Effect: Aine Verseos creates an
something through an obsta-
STA Cost: 4
treme heat, extreme cold, rain, and area of bright light in a 4m radius
Effect: Adenydd allows you to snow.
centred on you.
cle course, or (god help you)
lighten yourself slightly and create Range: 8m Radius
Range: 4m Radius
swinging a sword, uses your
a simple glide path when falling. Duration: 1d6 Hours
Duration: Active (2 STA)
Will and Spell Casting at a -3.
This means for each 2m you fall Defense: None
Defense: None
you travel 2m in a direction. If you
Complex actions like picking
make it to the ground within the Static Storm
Brand of Fire
locks, firing bows, and loading
duration of the spell you take no STA Cost: 5
STA Cost: 4
crossbows are incredibly diffi-
damage.
Effect: Static Storm allows you to Effect: Brand of Fire allows you
Range: Self
infuse a 5m radius centred around to brand a target with a simple
cult, taking a -5.
Duration: Active (2 STA)
you with electricity. Anyone with- symbol or word anywhere on their
Defense: None
in this area (excluding you) who is exposed body. This does 1d6 dam-
wearing metal armor or carrying age to the target and leaves a large,
Air Pocket
metal weapons takes 2 points of permanent scar.
STA Cost: 3
damage per round.
Range: 8m
Brands
Effect: Air Pocket allows you to Range: 5m Radius
Duration: Immediate
create a pocket of fresh air under- Duration: 2d6 Rounds
Defense: Magical Shield
Only a surgeon can obliterate
water or in an area where there Defense: Magical Shield
words burned into skin by a
normal y wouldn’t be fresh air. The
Cadfan’s Grasp
pocket has a 1m radius for the du- Telekinesis
STA Cost: 4
Brand of Fire. A doctor can re-
ration of the spel .
STA Cost: 3
Effect: Cadfan’s Grasp, named for
move a scar by rolling a DC:15
Range: 12m
Effect: Telekinesis allows you to the magician and smith Cadfan of
Healing Hands check. A brand
Duration: 2d10 Rounds
lift and manipulate an object (up Ebbing, allows you to super-heat
Defense: None
to 5 ENC per 1 point of Spell Cast- a metal item, making it impossi-
is too large to remove, but after
ing) as though you were holding it. ble to hold. The spell can also heat
treatment it won’t spell any-
Range: 5m
weapons to give +2d6 damage and
thing out anymore.
Duration: Active (2 STA)
a 50% chance to ignite a target.
Defense: Magical Shield
Range: 8m
Duration: 1d6 Rounds
Defense: Magical Shield
104
Magic Flare
Water
Dormyn’s Fog
Step Away From The
STA Cost: 2
STA Cost: 3
Effect: Magic Flare creates a bright Carys’ Hail
Effect: Created by Dormyn of
Mage
flash above you. Everyone within STA Cost: 3
Gemmera, Dormyn’s Fog creates
an 8m radius must make a resist- Effect: Named for its creator an area with a 10m radius, centred Once, while I was traveling with
ance check or be blinded for 1d6 Carys of Cintra, this spell hurls on you, of thick fog which puts an-my dear mage friend, I saw ‘er
rounds. This flare can be seen for pellets of ice at high speeds at 1 yone in it at a -3 to Awareness and overdraw magic. Hoo boy... We
10 kilometers.
opponent. For every 1 point you limits vision range to 4m.
Range: 8m Radius
roll over your opponent’s Dodge/ Range: 10m Radius
were facin’ off against a group
Duration: Immediate
Block (maximum 5), you deal 1d6 Duration: Active (2 STA)
of ghouls and they were bearin’
Defense: Dodge or Magical Shield
damage and have a 25% chance to Defense: None
down on us. My friend throws
freeze your opponent. Each roll
up her hands and says some
Raise Flame
counts as its own separate attack Downpour
STA Cost: 3
when determining location and STA Cost: 2
fancy words, then all hell breaks
Effect: Raise Flame allows you to dealing damage.
Effect: Downpour creates a 10m
loose. This blue glow ripples
spread an existing fire at a speed Range: 5m
radius area of rain that puts out
of 2m per round in any direction, Duration: Immediate
any fire it hits. This spell counter-
down her staff and through her
dull down a fire to a weak blaze Defense: Dodge, Block, or Magi- acts fire effects.
arms. I hear this his ing noise
(lowering the fire damage by 1), or cal Shield
Range: 8m
all around and then ice starts
intensify the fire (raising the fire
Duration: Active (2 STA)
damage by 1).
growin’ all over her arms, wor-
Control Water
Defense: None
Range: 10m
STA Cost: 5
kin’ its way up her arms like a
Duration: Active (2 STA)
Effect: Control Water allows you Ice Slick
serpent. Had to crack the ice
Defense: Magical Shield
to control the speed at which a STA Cost: 2
off of her with the back of my
body of water is moving and in Effect: Ice Slick allows you to cre-
Tanio Ilchar
what direction it’s moving for the ate a 2m square area of ice. Anyone
axe just to get her movin’ right
STA Cost: 3
duration of the spel . This can be who crosses that area must make
again. Said it was like pourin’
Effect: Tanio Ilchar creates a burst used to slow swimming targets an Athletics check at a DC equal to acid through her veins and I
of fire in a 2m by 2m area. This has by half, speed up ships by half, or your Spe
ll Casting check or trip on a 100% chance of lighting a target slow or halt river currents.
the ice.
don’t doubt her one bit.
in the area on fire.
Range: 10m
Range: 10m
–Rodolf Kazmer
Range: 8m
Duration: Active (2 STA)
Duration: 2d10 Rounds
Duration: Immediate
Defense: DC set by the GM
Defense: Athletics
Defense: Dodge or Magical Shield
Curse of Sedna
Puro Dwr
Wave of Fire
STA Cost: 5
STA Cost: 2
STA Cost: 4
Effect: Named after the tumultu- Effect: Puro Dwr allows you to
Effect: Wave of Fire shoots a 3m ous Sedna Abyss, which is con- purify 1 cubic meter of water. This cone of fire in one direction that sidered a suicidal destination for negates poison and disease, but does 2d6 damage to anyone who ships, Curse of Sedna creates a will not force living creatures out isn’t able to dodge or block, and powerful whirlpool in a 4 me- of it. If cast on a small part of a has a 50% chance of igniting a ter area. Anyone within 5m must larger body of pol uted water, the target.
make a Swimming check equal water will begin to pol ute again
Range: 3m Cone
to your Spell Casting check or be after the duration of the spell ends.
Duration: Immediate
dragged underwater. They must Range: 4m
Defense: Dodge, Block, or Magi- make a check each round or re- Duration: 1d10 Rounds cal Shield
main underwater, where they will Defense: None
start suffocating.
Range: 12m
Rhewi
Duration: Active (2 STA)
STA Cost: 2
Defense: Athletics
Effect: Rhewi creates a thick layer
of ice around a target for the dura-
tion of the spel . The target is treat-
ed as frozen. If used on a non-liv-
ing target, the target cannot to be
manipulated or moved.
Range: 8m
Duration: 1d10 Rounds
Defense: Dodge or Magical Shield
105
Journeyman Spells
Mixed Element
Earth
Eilhart’s Technique
Elgan’s Theory
STA Cost: 12
STA Cost: 10
Effect: Named for its creator Phillipa Effect: Elgan’s Theory was discovered Eilhart, this gruesome spell allows you by Elgan of Verden who travelled to
to dig into a target’s mind and tear out the heart of Mahakam and worked for
information. If you succeed on your years studying earth magic. The spell
Spell Casting roll you gain one piece of allows you to magnetize a metal object
information from the target. If the tar- within 8m. Anything metal within 2m
get fumbles their defense, their INT is is drawn and sticks to the magnet. It