Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!

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 (?)

3 thoughts on “Another Witcher move. I’m unsure about the effects of the last two signs, so please, give me some feedback!”

  1. 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.

  2. 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.

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