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Witcher Signs

Aard

School: Evocation [air]

Range: up to 30 ft line or cone, see text

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

 

You unleash an intense blast of air in a 10 foot line against a single creature of Medium or smaller size. You use this blast to make a free Bull Rush against the creature but instead of your base attack bonus you can use your witcher level, and instead of your Strength modifier you can use your Wisdom modifier. This Bull Rush attempt does not provoke attacks of opportunity. All non-magical flames on the creature and in a line between you and the creature are extinguished by the intense wind from the blast.

 

You can also use this sign to create small gusts of air within 5 feet. This can be used to create minor effects like extinguishing a candle. In this form, the sign can be cast an unlimited amount of times.

 

6th level: The blast increases in size to a 15 foot cone and affects all Medium or smaller creatures caught in it. Alternatively you may choose to focus the blast into a 15 foot line against a single creature and add your studied target bonus to your CMB for the Bull Rush attack even if you have not studied the target.

11th level: Large creatures are also affected by the blast. When focusing your blast on a single target, you can make a free Trip attempt in addition to the Bull Rush, using the same CMB used to make the Bull Rush attack.

16th level: The blast increases in size to a 30 foot cone and you may make a free Trip attempt against all affected creatures in the cone. When focusing your attack against a single target the range increases to a 30 foot line and upon a successful Bull Rush or Trip attempt the target becomes staggered for 2 rounds.

 

Igni

School: Evocation [fire]

Range: up to 30 ft cone, see text

Duration: Instantaneous

Saving Throw: Reflex half, see text

Spell Resistance: Yes

 

A burst of flames and sparks flies from your fingertips burning all creatures within a 15 foot cone for 1d4 points of fire damage. Each creature gets a Reflex save to take half damage.

 

This sign can also function as the Spark cantrip, and as such can be cast an unlimited amount of times.

6th level: The damage increases to 2d6 and a creature is caught on fire upon failing their saving throw (see page 444 of the Core Rulebook). If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this sign.

11th level: The damage increases to 3d8, and the cone size increases to 30 feet.

16th level: The damage increases to 6d6, and creatures caught in the cone get no saving throw for the damage, only to resist being caught on fire.

 

Yrden

School: Transmutation

Range: close (25 ft. + 5 ft./2 levels)

Area: up to 40 ft, see text

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

 

You point your hand at the ground and with a flick of your wrist you throw down a glowing runed circle with a 10 foot radius. Enemies in or that enter the circle must make a Will save or gain the entangled condition whenever they are within the circle. Enemies that make their save are unaffected by the circle for its duration and do not need to make additional saves when re-entering the circle or ending their turn within it. At 1st level no more than one circle can be active at once.

 

6th level: The radius of the circle increases to 20 feet and an additional circle can be active at once. Placing an additional circle still requires a separate casting.

11th level: The radius of the circle increases to 30 feet. Alternatively, you can forego having more than 1 active circle and reduce the radius to 10 feet to empower the circle you cast. When placed, enemies are instead affected by the Slow spell.

16th level: The radius of the standard circle increases to 40 feet, the radius of the empowered circle increases to 15, and enemies under the effect of the empowered circle are instead affected by the Mythic version of the Slow spell.

 

Quen

School: Transmutation

Range: personal

Target: you

Duration: until discharged by an attack or up to 1 min/level (see text)

Saving Throw: None or Fortitude partial, see text

Spell Resistance: No

 

A pulse of dim energy runs out from your hand, up your arm and wraps around your body, warding you from a single attack. This grants you DR 5/- against a single attack. If hit by an effect that ignores the given DR, the sign is not discharged. This sign is latent after being cast and lasts up to 1 minute per witcher level if it is never discharged.

 

6th level: This increases to: DR 10/-

11th level: This instead produces a small dome-shaped shield that completely covers you, and increases the damage resistance to DR 15/-. Additionally, when discharged the shield bursts violently into a field of bright shards. All enemies within 5 feet must make a Fortitude save or become Staggered for 1 round.

16th level: This increases to: DR 20/- and enemies who fail their Fortitude save against the burst effect instead become Stunned for 1 round.

 

Axii

School: Enchantment

Range: up to 30 ft, see text

Duration: varies, see text

Saving Throw: Will negates

Spell Resistance: Yes

 

As you look at your target, you quickly wave your fingers sending a flurry of clouding thoughts to the target’s mind. This acts as the Daze spell except the range is reduced to 15 feet.

 

When cast outside of combat, this can instead functions as the Hypnotism spell with the range reduced to 15 feet. The desired effect must be chosen at casting time.

 

6th level: The effect instead functions as the Daze Monster spell with the following adjustments; the range is reduced to 15 feet, and the sign affects a creature with a number of HD up to the witcher’s level.

11th level: The range of the spell increases to 30 feet for both in-combat and out-of-combat effects.

16th level: This can also function as Suggestion when cast outside of combat with the range reduced to 30 feet. The desired effect must be chosen at casting time.

 

Inui

School: Illusion (glamour)

Range: personal

Target: you

Duration: varies, see text

 

You wave your hand over your form, covering yourself in a wave illusory magic. At 1st level this functions as the spell Blend, but does not require you to have elven heritage.

 

6th level: This sign can also function as the spell Vanish. The desired effect must be chosen at casting time.

11th level: This sign can also function as the spell Invisibility. The desired effect must be chosen at casting time.

16th level: This sign can also function as the spell Greater Invisibility. The desired effect must be chosen at casting time.

 

Inare’s Veil

School: varies, see text

Range: personal

Target: you

Duration: varies, see text

 

With a snap of your fingers, you cloak yourself in a blur of illusory magic. At 1st level this functions as the spell Blurred Movement.

 

6th level: This instead functions as the Blur spell.

11th level: This can instead function as the Mirror Image spell. The desired effect must be chosen at casting time.

16th level: This can instead function as the Blink spell. The desired effect must be chosen at casting time.

 

Ankheg’s Bite

School: Transmutation [acid]

Range: touch

Target: 1 ranged weapon

Duration: up to 5 rounds, see text

Saving Throw: None

Spell Resistance: No

 

You inscribe a glowing green rune on a ranged weapon infusing it with acidic arcane energy. For the next 2 rounds add 1d4 acid damage to all damage rolls made with this weapon.

 

6th level: The duration of this sign increases to 3 rounds and the target weapon is also affected by the Gravity Bow spell for the sign’s duration.

11th level: The duration of this sign increases to 4 rounds and the acid damage dealt increases to 1d6.

16th level: The duration of this sign increases to 5 rounds and the weapon gains the Seeking enhancement for the sign’s duration.

Raven’s Wings

School: Transmutation

Range: personal

Target: you

Duration: varies, see text

 

You quickly flick your index finger down and feel yourself become lighter. This functions as the Feather Fall spell and can be cast as an immediate action when triggering this effect.

 

6th level: This can instead function as the Air Step spell. The desired effect must be chosen at casting time.

11th level: This can instead function as the Fly spell. The desired effect must be chosen at casting time.

16th level: This can instead function as the Air Walk spell. The desired effect must be chosen at casting time.

Storm's Touch

School: Transmutation [electricity]

Range: varies, see text

Duration: Instantaneous

Saving Throw: None or Reflex half, see text

Spell Resistance: Yes

 

You curl your thumb and index finger into a claw and strike your opponent. A successful melee touch attack deals 1d6 points of electricity damage to your opponent.

 

6th level: The damage increases to 2d8, and this sign can instead be cast as a ranged touch attack with a range of close (25 ft. + 5 ft./2 levels).

 

11th level: The damage increases to 4d8.


16th level: The damage increases to 6d8. Additionally, this sign can instead be cast in a 60 ft. line of effect, dealing damage to all creatures in its path. When cast in this form, creatures in the line of effect get a Reflex save to halve the damage taken.

Whistling Sparrows

School: Evocation [force]

Range: close (25 ft. + 5 ft./2 levels)

Target: up to four creatures, no two of which can be more than 15 ft. apart

Duration: Instantaneous

Saving Throw: none

Spell Resistance: Yes

 

A missile of magical energy in the form of a small bird darts forth from your extended hand and strikes its target, dealing 1d4 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

 

6th level: You gain a second missile and each missile deals an additional +1 damage. When you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

 

11th level: You gain a third missile and each missile deals an additional +1 damage for a total of +2 per missile.


16th level: You gain a fourth missile and each missile deals an additional +1 damage for a total of +3 per missile.

Aard
Igni
Yrden
Quen
Axii
Inui
Inare's Veil
Ankheg’s Bite
Raven’s Wings
Storm's Touch
Whistling Sparrows
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