Range: Self
Defense: Creature’s WILLx3
Defense: Creature’s WILLx3
Duration: Active (1 STA)
Defense: None
Cursed Illness
Nature’s Gift
STA Cost: Variable
STA Cost: Variable
Sigil of the Hidden
Effect: Cursed Illness causes one Effect: Nature’s Gift grows a small STA Cost: 2
target to fall il . The illness man- cluster of edible plants in soil of Effect: Drawing the Sigil of the ifests differently based on how any kind. These plants are enough Hidden covers a 3m area in many Stamina points are spent. to sustain a number of people branches, foliage, and other natu-2 points causes the target to dou- equal to the number of STA points ral elements to provide complete ble over coughing and staggers spent for 1 day.
visual cover. This grants you a +5
them. 4 points causes the target Range: 2m
to Stealth, but immobilizes those
to become violently il , stunning Duration: Immediate
inside and must be cast again to
them. 6 points causes the target to Defense: None
uncover yourself. You can cut
become ill with a ravaging disease
away the brush by doing 10 points
which is treated as a poison. The
of damage to it.
invocation ends when the target
Range: Self
makes an Endurance roll at a DC
Duration: Until Dispelled
equal to the casting rol .
Defense: None
Range: 8m
Duration: Endurance Roll Ends
Defense: Resist Magic or Magical
Shield
Journeyman Druid Invocations
Blessing of Healing
Primal Reservoir
Threads of Life
STA Cost: 5
STA Cost: 6
STA Cost: 4
Effect: Blessing of Healing jump- Effect: Primal Reservoir allows Effect: Threads of Life allows you starts a target’s healing, allowing you to tap into the primal power to see the life energy binding every them to heal at 3 points per round. of a target and awaken it. It grants target within the radius of the This blessing can be used multiple them a +2 to Melee Damage, but a spel , which tel s you their cur-times to heal a critical wound.
-2 to INT for the duration of the rent Health Points and any critical
Range: 2m
spell.
wounds they have suffered.
Duration: Active (3 STA)
Range: 5m
Range: 10m
Defense: None
Duration: 2d6 Rounds
Duration: Active (2 STA)
Defense: Resist Magic
Defense: None
111
Master Druid Invocations
Shape Nature
Song of the Sky
Skelligers In A
STA Cost: 12
STA Cost: 10
Storm
Effect: Shape Nature allows you to create a golem Effect: The Song of the Sky changes the weather in the from a small nearby tree. The golem serves you for area directly around you. You can change the weather Skeliger druids like to change
the duration of the spell and will turn back into a to: clear sky (no modifiers), cloudy (little sunlight), up the weather durin’ big con-tree when the duration ends. If killed, the golem only rainstorm (puts out fires), wind storm (-2 to DEX for flicts. Granted, ain’t gonna
yields 2d10 units of timber. In all other ways, the tree ranged attacks), or lightning storm (25% chance of happen much since druids
acts as a normal golem.
being struck by lightning, equivalent to the Lightning
Range:
don’t like to get involved in
10m
Storm spell).
Duration: 1d10 Rounds
Range: 50m
combat. Heh, Skeligers do
Defense: None
Duration: Active (5 STA)
better in a sea storm than any
Defense: None
continental and they take ad-
vantage of it. –Rodolf Kazmer
Novice Preacher Invocations
Preachers
Blessing of Fortune
Holy Light
Waters of Clearance
Oh boy... Priests are a real
STA Cost: 1
STA Cost: 1
STA Cost: 1
strange case in the North right
Effect: The Blessing of Fortune Effect: Holy Light lights up an area Effect: Waters of Clearance sobers now. I mean, they use magic
gives the target LUCK points equal as though the caster was carrying the target immediately. This in-of course but their magic’s ‘Di-
to half the value you rolled over a torch. The light gives off no heat cantation counteracts alcohol and vine’ and whatnot. Heh, seems
the DC (max 5).
and cannot be used to ignite other alchemical solutions that cause in-
Range:
like that’s enough to keep ‘em
10m
objects like a torch can.
toxication.
Duration: Until Expended
Range: Self
Range: 5m
from gettin’ burned at the
Defense: DC: 12
Duration: 3d10 Rounds
Duration: Immediate
stake. But Radovid still keeps
Defense: None
Defense: Resist Magic or Magical
‘em on a leash. Keeps ‘em in
Blessing of Love
Shield
the churches most of the time
STA Cost: 2
Vaults of Knowledge
Effect:
from what I hear. Some folk
The Blessing of Love gives STA Cost: 3
Web of Lies
the caster a +3 to Charisma and Effect: Vaults of Knowledge al- STA Cost: 3
say it’s ‘cause, divine or not,
Seduction for the duration of the lows you to reach back into your Effect: Web of Lies allows you to magic’s a dangerous thing. My
invocation.
mind and access any knowledge or scramble the information in a tar-
guess is, Radovid ain’t gonna
Range: 5m
memory that you’ve ever known as get’s head, making them question
throw the baby out with the
Duration: 1d10 Rounds
if you were just experiencing it.
every piece of information and
Defense:
bath water. Heh, a renegade
None
Range: Self
memory. This stuns the target un-
Duration: Immediate
til they can roll under their INT.
mage is dangerous, but a loyal,
Defense: None
Range: 8m
pious priest who can heal your
Duration: INT roll ends
injured and give ya a benefit
Defense: Resist Magic or Magical
on the battlefield too?
Shield
–Rodolf Kazmer
112
Journeyman Preacher Invocations
Cleansing Fire
Holy Fortification
Light of Truth
STA Cost: 6
STA Cost: 5
STA Cost: 4
Effect: Cleansing Fire ignites one Effect: Holy Fortification bolsters Effect: The Light of Truth allows target, doing 3d6 damage and set- a target’s wil power and allows the you to create a bright white light ting them on fire.
target to make a new check against that forces one target to speak
Range: 10m
the effects of any spell that is cur- truthful y. Every round the target
Duration: Until Put Out
rently affecting them.
/>
must make another check. If they
Defense: Resist Magic or Magical Range: 10m
fail, they must answer any ques-
Shield
Duration: Immediate
tion truthfully.
Defense: None
Range: 5m
Duration: Active (2 STA)
Defense: Resist Magic
Master Preacher Invocations
Divine Portal
Divine Wisdom
STA Cost: 12
STA Cost: 10
Effect: Divine Portal creates a standing portal for a Effect: Divine Wisdom searchs with a powerful au-brief instant. The portal lasts for just one round and gury for the answer to a question. This answer cannot allows you to transport yourself or others anywhere predict the future. The GM sets your DC based on the you can recal . This portal otherwise functions like the secrecy of the information.
mage spel , Standing Portal.
Range: 50m
Range: N/A
Duration: Active (5 STA)
Duration: 1 Round
Defense: None
Defense: None
113
Arch Priest Invocation
Blessing of Death
Healing Rest
Arch Priests
STA Cost: 16
STA Cost: 16
Arch Priest invocations are
Effect: Summoning the power of the Lion-Headed Effect: With the power granted to you by Melitele, the considered tremendous feats.
Spider, you cut the ties of life holding a target to this mother goddess, you can place a number of people world. The target must roll Resist Magic or be thrust equal to the value of your Spell Casting skill into a They are so uncommon
into Death state as if by taking normal damage. How- deep coma in which their bodies heal themselves.
among the priesthood that
ever if they are treated with a successful First Aid or They cannot act for the entirety of the rest and are un-more fanatical followers con-
Healing Hands roll at a DC of 16, they immediately aware of their surroundings even if touched, moved, recover their previous number of Health Points.
or attacked. At the end of the rest, targets revive at full
sider them miracles.
Range: 10m
health, and their critical wounds have been healed.
Duration: Immediate
Range: 5m
Defense: Resist Magic or Magical Shield
Duration: 1 Day
Defense: None
Kreve Vs the Eternal
Eternal Judgement
Flame
STA Cost: 16
Luck of the Father
Don’t get me wrong. Ain’t a
Effect: Using the power granted to you by the Eternal STA Cost: 16
fan of either the Church of
Fire, you cause a target to burst into a bright white Effect: With power granted to you by Kreve, the Kreve or the Eternal Flame.
fire, tinged with red. The fire does double the nor- All-Father, you gather divine providence to you. For mal fire damage and cannot be extinguished except the duration of the spell you can spend a number of Bein’ a dwarf, think both of
by magic, or by completely submerging underwater LUCK points equal to your Spell Casting skill value
‘em would be happy to put my
for 3 rounds. Anything that touches this magical fire times 3. You can augment any rol s you make, but can head on a spike soon as look at
ignites with normal fire and can be put out in one full also impose penalties or grant bonuses to the roll of me. But the North’s seein’ one
round.
anyone within 10m.
hell of a war for the faithful
Range: 10m
Range: Self//10m
Duration: Until Put Out
Duration: 1 Hour
between ‘em right now. Ra-
Defense: Resist Magic or Magical Shield
Defense: None
dovid’s stormin’ into Kaedw-
en, to ‘secure the north’ and
Kaedwen’s sure as hell pushin’
Freya’s Bravery
White Flame
back. Both sides are pretty
STA Cost: 16
STA Cost: 16
damn religious and you’ll see
Effect: Calling upon the power of the goddess Freya, Effect: Summoning the power of the Great Sun, you banners of the Eternal Flame
you summon her spirit into your body, creating a create a bright aura of White Fire which lights the sur-and Kreve trampled into the
glow around yourself which emanates 20m in all di- rounding area to the level of bright light. This aura of mud if ya wind up in Kaedw-rections. Every person within that area is emboldened fire doesn’t burn anyone who touches it but does thaw en. Problem is, Kreve mighta
by Modron Freya’s love and guidance. They become anyone in the spel ’s area, and dispels water-based immune to fear and gain 25 Health Points for the du- spel s in the area. Water-based spel s can only be cast been popular a while ago but
ration of the spel . If they leave the area of the invoca- in the area of the spell if the caster’s Spell Casting his time’s fadin’, and the Kaed-tion, its effects last for 1d6 rounds. These rounds re- check beats that of the Priest of the Great Sun. On top weni may be strong but they’re
new if the person re-enters the area of the invocation of this, any monster in the area that is vulnerable to also short-sighted and out-and leaves again. This invocation affects those who sunlight takes double the normal penalties.
manned. Think we may be
don’t believe in Freya, but the power can be withheld Range: 10m Radius
from anyone the caster chooses.
Duration: 1 Hour
seein’ the death of the church
Range: 20m Radius
Defense: Resist Magic or Magical Shield
of Kreve.
Duration: 20 Rounds
–Rodolf Kazmer
Defense: None
114
Witcher Signs
A witcher uses a form of magic known as
signs. Signs are small magical tricks that are
the dagger to the long sword of spells. These
signs require a very small amount of magic
and of focus.
Most other magic users look down on
the use of signs since they are the lowest form of
magical evocation, but they serve witchers wel .
Witchers don’t have the magical attunement to
learn any magic beyond signs and do not learn
the required focus or precision to practice the
higher levels of spel s, even if they did have the
power.
However, signs have hidden depths. Not
only are there other, more complex signs, there
are alternate forms of all of the basic signs taught
to new witchers in the academies of Witcher
training.
Using Axii For
Persuasion
Basic Signs
Axii can also be used instead
Yrden (Mixed)
Aard (Air)
Axii (Water)
of Persuasion. You roll Spel
STA Cost: Variable
STA Cost: Variable
STA Cost: Variable
Casting instead of Persua-
Effect: Yrden creates a large magic Effect: Aard shoots a wave of tele- Effect: Axii stuns an opponent un-circle on the ground around you. kinetic force, staggering creatures til they can make Stun save at -1.
sion, and the opponent rol s
Anything that steps into that circle with a 10% chance of those affect- For every 2 points of additional Resist Magic instead of Retakes a negative to SPD and REF ed being knocked prone. The per- STA you spend past 1, the Stun sist Coercion. However Axii
(equal to the number of STA y
ou centage rises by 10% for each point save becomes harder by 1 point.
summons a glow of white en-
spent) until they exit the circle. of STA spent.
Range: 8m
ergy around your hand and
Any incorporeal creatures that en- Range: 2m Cone
Duration: Until Shaken Off
ter the circle become corporeal.
Duration: Immediate
Defense: Resist Magic or Magical
the target’s head, so it is easily
Range: 3m Radius
Defense: Dodge or Magical Shield
Shield
spot ed by anyone watching.
Duration: 5 rounds
Defense: None
Igni (Fire)
STA Cost: Variable
Quen (Earth)
Effect: Igni throws out a wave of
STA Cost: Variable
sparks and fire which does 1d6
Effect: Quen creates a shield that damage per STA point spent and
blocks one attack that you fail to has a 50% chance of lighting any-
dodge or block for every point thing it hits on fire.
of Stamina spent. This shield can Range: 2m Cone
block multiple attacks in the same Duration: Immediate
round.
Defense: Dodge, Block, or
Range: Self
Magical Shield
Duration: Until exhausted
Defense: None
115
Alternate Sign Forms
Magic Trap (Mixed)
Aard Sweep (Air)
Puppet (Water)
Variable STA
STA Cost: Variable
STA Cost: Variable
STA Cost: Variable
Cost
Effect: Yrden now creates a mag- Effect: Aard now shoots a burst of Effect: Axii now controls an op-Due to the simple nature of
ical trap that takes one round to telekinetic force around you. For ponent’s mind, making them your prepare. This trap attacks using each STA point spent, everything al y for a number of rounds equal witcher’s signs, you can put as
your Spell Casting & WILL and caught in the burst has a 10% to the number of STA points you much or as lit le power into
does 3d6 damage. The trap will chance of being knocked to the spent on the spel . Each round, the them as you like (Maximum
make one attack against the closest ground and staggered. The burst target can make a Resist Magic roll 7 points) as long as it fal s
target each round.
travels out in all directions as a against your Spell Casting roll to
within your Vigor Threshold.
Range: 3m Radius
sphere. Flying creatures struck try and free themselves.
Duration: 1 Round per STA point
with Aard Sweep are knocked out Range: 8m
The Witcher Pen & Paper RPG Page 27