Sign Fundamentals

  • casting time1 action
  • rangeVaries

  • componentsV, S
  • durationVaries

Universal Signs: Intensify, Quicken

- Axii: You attempt to forcibly calm the mind of a creature. It must make a Wisdom save, doing so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until Axii ends or until you or your companions do anything harmful to it. While charmed in this manner, the creature is indifferent to everything and may only speak in a detached, drowsy manner. When the effect ends, the creature realizes that you used magic to influence its mind and becomes hostile toward you.
- Quen: You gain resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks until the end of your next turn.
- Igni: You instantaneously light or snuff out a candle, a torch, or a small campfire within range.

Witcher cantrip

Axii

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

Altered Signs: Dominating, Crippling

You weave a sign that weaponizes the intellect of a creature against itself, leaving them incoherent and stumbling. The target must make a Wisdom save or become charmed. While charmed by Axii, the target is dazed. The target makes another save at the end of it's turn or a save at advantage when it takes damage, ending the effect on a success.
* Axii's maximum simultaneous effects begins at 1 and increases by 1 at 5th, 11th, and 17th level.

+ Dominating: Rather than debilitate, you twist your target's mind to serve you. Charmed targets suffer no condition and instead regard you and creatures of your choice as trusted friends to be protected. Charmed targets deal an additional 1d4 weapon damage per focus.
+ Crippling: You forego subtlety and Concentrate to ravage your target's mind, blocking their perception of wounds you inflict. While concentrating, the targeted creature no longer makes saves when damaged by you, taking an additonal 1d4 psychic damage per focus instead.

Witcher 1st Enchantment

Igni

  • casting time1 action
  • rangeSelf (10-foot cone)

  • componentsV, S
  • durationInstantaneous

Altered Signs: Blazing, Roaring

A wave of fire rushes from you, sweeping over all before it. Each creature in a 10-foot cone must make a Dexterity save, taking 1d6 fire damage on a failed save, half on a success.
* Igni's damage increases by 1d6 at 5th, 11th, and 17th level.

+ Blazing: Ignites objects that are not being worn or carried and creatures that fail their save are set ablaze; for 1 minute or until someone takes an action to douse the fire, the creature takes 1d6 fire damage per focus and must save against fear at the start of its turn.
+ Roaring: You extend your hand and Concentrate to emit a continuous stream of roaring fire. While concentrating, your speed is halved and Igni's base range becomes a 15x5 foot line. The stream is a hazard that deals 1d6 fire damage per focus and creatures no more than 1 size larger than you treat it as difficult terrain. You must use your action each turn to continue the stream, allowing you to pivot 90° and force any creatures in range to save against Igni's initial damage.

Witcher 1st Evocation

Quen

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Altered Signs: Explosive, Persistent

You extend your hand and trace a sigil of warding in the air, surrounding yourself in swirling streaks of light. You gain a magical shield of force that provides 6 temporary hit points for the duration. Until you end your turn without this shield, you have resistance to bludgeoning, piercing and slashing damage dealt by weapon attacks.
* Quen's temporary HP increases by 6 at 5th, 11th, and 17th level.

+ Explosive: Creatures within 5 feet that strike your shield in melee take 1d8 force damage per focus and must make a Strength saving throw against knockback.
+ Persistent: Duration becomes Concentration, up to 10 minutes. At the beginning of your turn, your shield consumes 1 focus and gains 4 temporary HP per focus up to it's original maximum. If you have no focus to fuel it, the sign ends.

Witcher 1st Abjuration