reduced by 1 permanently.
takes a DC:18 Physique check to pry an
Range: 3m
object off. All metal that sticks to some-
Duration: Immediate
one’s weapons or armor counts against
Defense: Resist Magic or Magical their ENC.
Shield
Range: 8m
Duration: 2d10 Rounds
Illusion
Defense: Magical Shield
STA Cost: 8
Effect: Illusion allows you to create Rhwystr Graig
any visual il usion you want within STA Cost: 15
20m of yourself. Anyone who fails Effect: Rhwystr Graig allows you to
the resistance check sees the il usion create a 2m by 3m rock wall with 30
and believes it. The il usion cannot be points of SP anywhere within 10m with
touched, smelled, or heard, however.
any facing. This wall remains until de-
Range: 20m
stroyed.
Duration: Active (4 STA)
Range: 20m
Defense: Resist Magic
Duration: Until Destroyed
Defense: None
Teleportation
STA Cost: 10
Stammelford’s Earthquake
Effect: Teleportation allows you to STA Cost: 12
teleport to a known location instanta- Effect: Stammelford’s Earthquake al-
neously. You cannot take anyone with lows you to disrupt the ground in a
you and can only transport the items 10m area and create a jagged, crum-
on your person or in your hands. At- bling terrain which puts everyone in
tempting to teleport with a person the area at a -2 to Reflex and a -3 to
simply teleports you and leaves them SPD. Small structures on the shat-
behind. Teleporting require a DC: 15 tered ground have a 10% chance of
Spell Casting rol . If you fail the rol , col apsing. Each round, a creature in
you wind up in a random location 1d6 the spel ’s area must make an Athletics
miles away.
roll or sink into the crumbling ground,
Range: N/A
which causes them to suffocate until
Blind Teleporting
Duration: Immediate
they make a successful Athletics check
You can teleport to a place you
Defense: None
to climb out. After the duration of the
spell ends, the ground stops churning
don’t know as long as you have
but it will remain shattered.
an item from that location.
Range: 30m
For instance you can teleport
Duration: 1d10 Rounds
Defense: Athletics
to a stranger’s house if you
have a piece of their cutlery or
something of the like. This is
far more complicated howev-
er and requires a DC: 20 Spel
Casting check. If you succeed
you teleport into the center of
that location. If you fail you
teleport to a random location
within 2d10 Miles.
106
Accidental Spells
Air
Fire
Water
Never actualy seen someone
Alzur’s Thunder
Demetia’s Crest Surge
Anialwch
STA Cost: 15
STA Cost: 12
STA Cost: 8
cast Merigold’s Hailstorm. Heh,
Effect: Alzur’s Thunder allows you Effect: Demetia’s Crest Surge al- Effect: Anialwch allows you to from what I heard Miss Meri-to shoot a powerful lightning bolt lows you to create a shield of pure suck some of the liquid from a tar-gold wasn’t even plannin’ to cast
at a target which does 8d6 damage fire magic around you that blocks get’s body, damaging and exhaust-and has a 75% chance of setting a number of water spel s equal to 2 ing them. The spell does 4d6 dam-it when she first did. Guess that’s
the target on fire. Alzur’s Thunder times your Spell Casting skill val- age which cannot be blocked by the way of magic sometimes.
can travel in a straight line through ue. Projectiles that enter the shield armor or shields. The extreme de-Ya get into a situation where
targets. For every target it passes are destroyed, and living creatures hydration creates a fatigue which through the damage to the next cannot enter the area of the shield. lowers the target’s current STA by ya need some fire-power but
target decreases by 1d6.
Range: 10m
4d6 as wel .
ya ain’t got the time to think it
Range: 25m
Duration: Active (4 STA)
Range: 10m
out. Sometimes ya just reach for
Duration: Immediate
Defense: None
Duration: Immediate
Defense: Dodge or Magical Shield
Defense: Resist Magic or Magical
the magic and can’t think about
Flaming Vortex
Shield
what it’s gonna do. Heh, gotta
Gwynt Troelli
STA Cost: 15
admit though, from what I’ve
STA Cost: 12
Effect: Flaming Vortex creates a Merigold’s Hailstorm
heard it sounds like she came up
Effect: Gwynt Troelli creates a flaming tornado 2m wide. You can STA Cost: 15
barrier of wind around you that direct the tornado to move a num- Effect: Named for its creator Triss with one hell of a spell.
blocks ranged attacks and projec- ber of meters equal to your Spell Merigold, ex-advisor of King
–Rodolf Kazmer
tiles. Any projectile attack must Casting skill value per turn. If it Foltest of Temeria, Merigold’s beat your Spell Casting rol . If they runs over or into a target, make Hailstorm creates a hailstorm en-fail, the barrier knocks the projec- a Spell Casting roll versus their compassing the area of the spel .
tile 8m away in a random direc- Dodge/Escape rol . If they fail, Everyone within the storm must tion.
they take 5d6 damage and have a make a Dodge/Escape check at
Range: 10m Radius
50% chance of being set on fire. a DC equal to your Spell Cast-
Duration: Active (4 STA)
The vortex will not travel beyond ing check each round or take 2d6
Defense: None
the spel ’s range.
damage to a body part.
Range: 10m Radius
Range: 30m Radius
Suffocate
Duration: Active (4 STA)
Duration: Active (4 STA)
STA Cost: 14
Defense: Dodge or Magical Shield
Defense: Dodge or Magical Shield
Effect: Suffocates a target for 1d10
damage per turn. The suffocation Seirff Haul
Waves of the Naglfar
ends if the caster is struck with a STA Cost: 10
STA Cost: 10
weapon or stops focusing on the Effect: Seirff Haul creates a num- Effect: Created by a mage who spel . While suffocating, a target is ber of serpents from fire magic claimed to have witnessed the ride treated as staggered.
that swarm over a target. The tar- of the Wild Hunt, this spell creates
Range: 10m
get is grappled and on fire until a wave of ice magic that spreads
Duration: Active (4 STA)
they make a Dodge/Escape check out 3m from you in all directions.
Defense: Resist Magic or Magical vs. your Spell Casting rol . Every Anyone who doesn’t dodge or Shield
round that the target fails the block the spell is frozen and takes
Dodge/Escape check, the DC rises 4d6 damage.
by 1 point as the serpents tighten.
Range: 3m Radius
/>
Range: 10m
Duration: Immediate
Duration: 2d10
Defense: Dodge, Block, or Magical
Defense: Dodge or Magical Shield
Shield
107
Master Spells
Mixed Element
Earth
Air
Trapped In Animal
Form
Mental Command
Polymorphism
Dervish
STA Cost: 25
STA Cost: 22
STA Cost: 22
By at aching dimeritium to a
Effect: Mental Command allows Effect: Polymorphism allows you Effect: Created by a mysterious mage who has polymorphed
you to plant an order in the mind to take the shape of a serpent, a Ofieri magician, Dervish allows into something else you can
of a target. This command must be cat, a bird, or a dog. While in this you to create a 2m tornado around executed to the letter by the target. form, you have the physical statis- yourself. This tornado immediate-trap the mage in that form,
If the command is something the tics of that animal (See Bestiary, ly redirects ranged attacks as per unable to use magic or do any-target would never do, they get a pg.310). Any items on your person Gwynt Troelli and acts a Zephyr thing that said animal wouldn’t
+5 to their Resist Magic check.
transform with you. You must cast spell against anyone within 2m of
Range: 10m
the spell again to change back to you. You cannot run while with-
be able to do.
Duration: Until Task is Done
your human form.
in this tornado, or make attacks
Defense: Resist Magic or Magical Range: Self
out of it. But if you move within
Shield
Duration: Until Re-Cast
2m of a target they are effected by
Defense: None
Zephyr.
Standing Portal
Range: 2m Radius
Shaking Of
STA Cost: 22
Transmutation
Duration: Active (6 STA)
Commands
Effect: Standing Portal creates a STA Cost: 25
Defense: Dodge or Magical Shield
1m by 2m floating portal up to 10m Effect: Transmutation allows you
Targets who wish to can at-
from you. Stepping through this to change the properties of a min- Lightning Storm
tempt another Resist Magic
portal teleports you anywhere you eral or metal. You can change one STA Cost: 25
can recal . The portal can transport unit of metal into any other metal, Effect: Lightning Storm allows you check every 1d6 rounds to
anything that fits through it. If you or change an imperfect gem into to create a lightning storm. Light-throw off the mental com-
end the portal while something is a perfect gem suitable for magic. ning strikes randomly around the mand. If they succeed they are
partially through, the portal slic- Dimeritium or other metals in area. Anyone (except you) in the es the object (or creature) in two. contact with dimeritium cannot area has a 35% chance of being able to stop the compulsion.
The person is counted as being be created or changed by this spell. struck by lightning. If they miss dismembered, as per the Critical Range: 2m
this roll, they must make a Dodge/
Wound. You can create a portal to Duration: Permanent
Escape check or take 8d6 damage
a location you don’t know as per Defense: Magical Shield
to the torso and have a 75% chance
Teleportation.
to be ignited.
Range: N/A
Duration: Active (6 STA)
Duration: Active (6 STA)
Defense: Dodge or Magical Shield
Defense: None
108
Fire
Water
Fire From the Sky
Part Water
STA Cost: 25
STA Cost: 25
Effect: This spell is well known for sowing chaos on the fields of the Pontar Effect: Part Water allows you to create an open area in a body of water, up Valley. Fire From the Sky allows you to rain bal s of fire from the sky over a to 10m by 100m by 10m. Fish, monsters, and other creatures in the water huge area. Anyone (except you) in the area has a 75% chance of being struck are swept back with the water. You can pass in and out of the wall as easily by a ball of fire. If they miss this rol , they must defend at a DC equal to your as stepping in or out of a body of water without disturbing the wal s. If used Spell Casting check or take 4d6 damage to a random location and have a while in the water the the effect pushes the caster aside as wel . The area can 75% chance of being ignited.
be summoned in any orientation, even vertical.
Range: 40m Radius
Range: 10m Radius
Duration: 2d6 Rounds
Duration: Active (6 STA)
Defense: Dodge, Block, or Magical Shield
Defense: None
Mirror Effect
Tryferi Gaeaf
STA Cost: 25
STA Cost: 22
Effect: Mirror Effect creates a blinding beam of light which does 10d6 dam- Effect: Tryferi Gaeaf allows you to shoot a number of 2m spikes of ice equal age. This laser can be dodged and blocked (destroying whatever blocks it) to half your Spell Casting skill value at as many targets as you like. These but it cannot be displaced by wind and can only be parried by a reflective spikes do 5d6 points of damage and, if they do damage through armor, surface, which still takes damage. The reflected laser goes off in a random freeze the opponent and do 2 point of damage each round until they are direction. This spell uses the rays of the sun and cannot be used where the broken off with a DC:20 Physique check or by doing 20 points of damage to sun’s rays can’t penetrate. By the light of the moon or on overcast days, it them. Otherwise, these spikes last for the duration of the spel . Each attack does half damage.
resolves separately.
Range: 20m
Range: 20m
Duration: 2d6 Rounds
Duration: 1d10 Rounds
Defense: Dodge, Block, or Magical Shield
Defense: Block or Magical Shield
109
Priest Invocations
Priests and druids are unusual magic
users. While mages are still unsure as to
where the magic of a priest comes from,
it is widely believed that their power is
divine and granted to them by their deity.
For priests this may be to spread the word
of their god, while druids believe their
power has been given to them to preserve
the inherent balance of the world and of
nature.
Technical y priests wield the pow-
er required to cast spel s. However, they do
not train to the level of precision required.
Instead, priests and druids perform invoca-
tions and create sigils: simpler “spell-like”
charms which are cast with a less orderly
and more fervent series of incantations and
gesticulations.
Invocations
can summon a vast
amount of power, and many priests are ad-
amant that they are divine, and thus more
holy and pure than the heretical mage spel s.
Druid
Preacher
Arch Priest
Mages Learning
Invocations
Invocations
Invocations
Invocations
Mages are incapable of learn-
Novice Invocations
Novice Invocations
Deity
Invocation
ing invocations enveloped
Boiling Blood
Blessing of Good Fo
rtune
Corram Agh
by priest and druids. They
Cursed Illness
Blessing of Love
Tera
Blessing of Death
utilize and control magic
Friend to Wild Kind
Holy Light
The Eternal
in such a different way that
Fire
Eternal Judgement
it is impossible for them to
Nature’s Gift
Waters of Clearance
Freya
Freya’s Bravery
wrap their heads around the
Nature’s Sight
Web of Lies
Melitele
Healing Rest
fervent, faith-based magic
Sigil of the Hidden
Vaults of Knowledge
Kreve
Luck of the Father
of their holy counterparts.
Arch Priest invocations are so
Journeyman Invocations
Journeyman Invocations
The Great
Sun
White Flame
rooted in the fervent belief of
Blessing of Healing
Cleansing Fire
the Priesthood that they are
Primal Reservoir
Holy Fortification
usualy only taught by very
Threads of Life
Light of Truth
high-ranking priests belong-
ing to the specific religion.
Master Invocations
Master Invocations
High level priest sometimes
Shape Nature
Divine Portal
manifest these invocations
through deep and solemn
Song of the Sky
Divine Wisdom
prayer and contemplation.
110
Novice Druid Invocations
Boiling Blood
Friend to Wild Kind
Nature’s Sight
STA Cost: 3
STA Cost: 1
STA Cost: 2
Effect: Boiling Blood causes an Effect: Friend to Wild Kind grants Effect: Nature’s Sight allows you animal or non-sentient monster the caster a +3 to Wilderness Sur- to see creatures that are not natu-within range to become enraged vival for handling animals. Alter- ral to this realm. This allows you at a target. The creature will try to nately it can calm one animal if to see monsters within 50m, even attack the chosen target until the the Spell Casting roll exceeds the through obstacles. Monsters seen duration ends.
animal’s WILLx3.
in this view appears as glowing
Range: 8m
Range: Self or 5m
versions of themselves.
Duration: 1d10 Rounds
Duration: 1d6 Hours
The Witcher Pen & Paper RPG Page 26