Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!
Sign Magic
Signs are a quick-and-dirty combat magic used by witchers to even the odds and gain an advantage. You start with the knowledge of two Signs of your choice. When you make a sign in combat, roll +int. On a 10+, it comes out perfectly; on a 7-9, you still do it, but get yourself into danger, do some collateral damage, or get only a partial effect.
The Signs and their effects:
Aard: Sends out a wave of force that pushes and stun a target.
Igni: Unleashes a bolt of fire, dealing your damage.
Yrden: Creates a magical trap that immobilizes a target.
Quen: Surrounds yourself with a magical armor, giving you +1armor (?)
Axii: Charms a target, disorienting them and making them help you someway (?)
Perhaps Axii could serve as Leverage for a Parley roll, with the downside that it doesn’t work on magic-users and people with strong wills.
They seem too tied into the actual effects of the games though, I would probably go with a more versatile bunch, like Igni being used for something as simple as starting a campfire, having to cast an actual bolt seems like a shackle in a tabletop game.
Raoni Monteiro Yeah, and in the Witcher 2 Geralt used Igni to extinguish flames from a distance too during stealth sections, so it seems to just give a low-level pyrokinesis rather than just a bolt.