Witcher

This skill represents years of intense physical and mental training along with exposure to dangerous concoctions that forever change the Witcher and mark him as something other than human. Witchers are professional monsters hunters. Most Witchers have unsightly scars; badges of their dangerous trade.

Score: half LOG +10 per enchanter level. Cannot be attempted unskilled.

  • Trial of Herbs and Grasses Survivor – longer life span, eyes look like a cat’s and can see up to 12 paces in the dark, +10% per Witcher Level resistance to disease and poison.
  • Monster Lore – make skill roll to recall a creature’s strengths and weaknesses.
  • Signs – a Witcher may choose one of the following signs each level: Aard, Igni, Yrden, Quen, Axii and Heliotrop
  • Tools of the Trade – a Witcher is given two swords, one meteoric iron, the other silvered to combat the evil monsters of the world. He is also given a magical amulet that lets him know of danger (+1 Initiative die). If lost, they may be replaced at any Witcher school.

Witcher Signs
Though they are not warrior mages who employ powerful magic, Witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells Signs and usually use them against monsters, though they also have non-combat applications. Witchers prefer single-handed weaponry because it leaves their other hand free to cast Signs.

Aard
Range: 5 spaces
Usage: 1/turn
Duration: Until encounter ends
Resistance: None

Aard produces a telekinetic wave that can throw back, knock down or stun an opponent. This sign affects 1 target per even skill level of Witcher. It knocks the target(s) back 1D spaces. Targets take 1D of damage if they hit something such as a wall. If the rank of a target is less than half the Witcher level, they take stunned and are knocked prone. If the rank of an enemy is more than the Witcher level, the enemy is unaffected.

Igni
Range: 5 spaces
Usage: 1/turn
Duration: Instant
Resistance: DEX

Effect: a gush of flames that causes fire damage to one target equal to 1D +1D per Witcher level. Normal armor will not absorb damage.

Yrden
Range: touch
Usage: 1/turn
Duration: 1 day
Resistance: DEX

Effect: Causes damage equal to 1D +1D/2 per Witcher level, to all within 3 spaces of a target space. Target space needs to be stepped on to trigger Yrden. Normal armor will not absorb damage from Yrden. A witcher may place one Yrden per even Witcher level.

Quen
Range: self
Usage: 1/encounter
Duration: 1D turns
Resistance: None

Effect: a protective shield. At Witcher level 1 this spell can be cast to provide DR5 to any existing armor until encounter ends. At Witcher level 3 it can be cast to add DR10. At Witcher level 5 it reflects 50% of damage back on any melee opponent.

Axii
Range: 5 spaces
Usage: 1/turn
Duration: 1D turns
Resistance: WIL + 10 per rank

Effect: Cause target to become friendly, flee, confused, fall into a deep slumber, etc. (exact effect decided by the Witcher). Cannot charm a target whose rank is more than double the Witcher’s level. Some targets cannot be charmed such as golems, consult your GM. Charming an already charmed target is resolved as a skill contest with the spellcaster who cast the initial charm spell. Consult your GM if you are re-charming targets already under your own charm spell. Friendly targets will fight for you.

Heliotrope
Range: self
Usage: 1/turn
Duration: Until encounter ends
Resistance: None

Effect: Constructs a field of magical protection around the Witcher. The Witcher receives +10 per Witcher level to resistance checks against spells or other magical attacks.