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The Witcher Pen & Paper RPG

Page 25

by Cody Pondsmith


  Defense: None

  by the caster’s mind. They cannot

  leave the spel ’s range.

  Mind Manipulation

  Diagnostic Spell

  Maintaining Spells

  Range: 10m

  STA Cost: 3

  STA Cost: 3

  Spels which are active require

  Duration: Active (2 STA)

  Effect: Mind Manipulation allows Effect: Diagnostic Spell allows you

  Defense: None

  you to force one target to feel one to quickly assess a person’s health

  maintaining: every round the

  of the following emotions for the and determine how many Health

  mage must spend an amount

  Blinding Dust

  duration of the spell: hatred, love, Points they have, what critical

  of STA equal to the value next

  STA Cost: 3

  depression, or euphoria.

  wounds they have, and if they are

  Effect: Blinding Dust allows you to Range: 5m

  sick or poisoned.

  to active. The mage must focus

  shoot a magical dust into the eyes Duration: 1d10 Rounds

  Range: 5m

  on maintaining this spell and

  of a target that blinds them for the Defense: Resist Magic

  Duration: Immediate

  cannot cast other spel s while

  duration of the spel .

  Defense: None

  Range: 4m

  they are maintaining an active

  Summon Staff

  Duration: 1d10 Rounds

  STA Cost: 2

  Earthen Spike

  spell.

  Defense: Dodge or Block

  Effect: Summon Staff allows you STA Cost: 5

  dematerialize your staff and trans- Effect: Earthen Spike creates an

  Dispel

  port it to a place you have been angled stalagmite to stab up into

  STA Cost: Variable

  within the last day. You can cast the target. This spike does 5d6

  Effect: Dispel allows you to end a the spell again to summon the staff damage and remains until de-Telepathic Spying

  spell/ritual/hex within the range back to you.

  stroyed. It can be destroyed by do-

  You can use Telepathy to silent-

  of this spel . This spell can cancel Range: N/A

  ing 20 points of damage to it.

  magic with a duration and block Duration: Immediate

  Range: 6m

  ly listen to a target’s thoughts.

  magic attacks with or without Defense: None

  Duration: Immediate

  This works the same as regu-

  physical components. To cancel a

  Defense: Dodge or Block

  lar telepathy. If the target has

  magical effect you must spend half Telepathy

  a witcher medallion this wil

  as many vigor points as the caster STA Cost: 2

  Korath’s Breath

  spent to cast the magic and make Effect: Telepathy allows you to STA Cost: 2

  cause it to vibrate, and if the

  a Spell Casting roll that beats their communicate telepathical y with Effect: Korath’s Breath breaks target is a mage and has Mag-casting rol .

  one subject for the duration of the down a nearby stone or earth sur-

  ic Training, they get a chance

  Range: 10m

  spel . Telepathy crosses language face and sprays burning sand in

  Duration: Immediate

  barriers.

  a 3m cone in front of you. Oppo-

  each round to detect the tele-

  Defense: Spell Casting

  Range: 10m

  nents in that area that fail their de-

  pathic spying by rolling Sense

  Duration: Active (1 STA)

  fense are blinded for 1d6 rounds.

  Magic against your initial Te-

  Glamour

  Defense: None

  Range: 3m Cone

  STA Cost: 5

  Duration: Immediate

  lepathy rol.

  Effect: Glamour allows you to cast

  Defense: Dodge or Block

  an il usion around yourself that

  makes you look stunning. This Earth

  Luthien’s Quill

  spell grants you +3 to Seduction,

  STA Cost: 2

  Charisma, and Leadership.

  Cenlly Graig

  Effect: Named for its inventor,

  Range: Self

  STA Cost: 3

  Luthien of Ebbing, Luthien’s Quill

  Duration: 1d6 Hours

  Effect: Cenl y Graig hurls sharp can etch writing or drawings into

  Defense: None

  stones at your opponent. For every any solid surface. It cannot be used

  point you roll above your oppo- on living creatures.

  nent’s defense (maximum 10) you Range: 1m

  deal 1d6 damage. Each roll counts Duration: Immediate

  as its own attack.

  Defense: None

  Range: 5m

  Duration: Immediate

  Defense: Dodge or Block

  103

  Magic Healing

  Bronwyn’s Gust

  Zephyr

  STA Cost: 5

  STA Cost: 2

  STA Cost: 5

  Effect: Magic Healing stimulates Effect: Bronwyn’s Gust is named Effect: Zephyr allows you to shoot Area of Effect

  the natural healing of a target to after the Skellige mage and raid- out a burst of wind that blasts any-heal them at a rate of 5 points of er, Bronwyn Deadeye. The spell one within 2m of you back a num-When using area of effect

  damage per turn. This lasts for the allows you to knock a target back ber of meters equal to the num-spels such as Static Storm you

  duration of the spel . Alternatively, a number of meters equal to the ber of points you rolled over their should always keep in mind

  this spell can be used repeatedly to number of points you rolled over defense. This attack does only 1d6

  heal a critical wound.

  the opponent’s defense. This attack damage, but if your opponent hits

  that these spel s af ect other

  Range: 2m

  only does 1d6 damage, but if your something they suffer ramming

  player characters and friend-

  Duration: 1d10 Rounds

  opponent strikes something they damage.

  ly NPCs as well as enemies. It

  Defense: None

  take ramming damage.

  Range: 2m Radius

  Range: 2m

  Duration: Immediate

  would be a shame to cast Static

  Talfryn’s Prison

  Duration: Immediate

  Defense: Magical Shield

  Storm in a desperate situation

  STA Cost: 3

  Defense: Dodge or Magical Shield

  and accidentaly wound your

  Effect: Talfryn’s Prison is named

  for Talfryn of Nazair, a treacher- Freshen Air

  Fire

  whole party.

  ous knight who was trapped for STA Cost: 2

  three days in the garden of the Effect: Freshen Air allows you to Aenye

  magician Drystan. The spell allows clear a 4m radius area (centered STA Cost: 5

  you to bind a target in roots. The around you) of any smoke, poison, Effect: Aenye allows you to throw Fine Telekinesis

  roots take 15 points of damage to or any other tainted air for the du- a ball of pure fire at an opponent break. Otherwise a Dodge/Escape ration of the spel .

  within the range of the spel . This

  When manipulating an object

  check must be made at a DC equal Range: 4m Radius

  ball of fire does 4d6 damage and

  with Telekinesis, you are ba-

  to your original S
pell Casting roll Duration: Active (2 STA)

  has a 75% chance of lighting the

  sicaly just bending powerful

  to escape.

  Defense: None

  target on fire.

  Range: 10m

  Range: 12m

  wind around it. This allows you

  Duration: Until Destroyed

  Urien’s Shelter

  Duration: Immediate

  to lift objects, push objects, and

  Defense: Dodge or Magical Shield

  STA Cost: 3

  Defense: Dodge, Block, or Magi-

  to some extent hold objects.

  Effect: Urien’s Shelter, created by cal Shield

  Any skill-based task you try to

  Air

  the nautical air magician Urien of

  Cidaris, allows you to negate hos- Aine Verseos

  perform with Telekinesis, such

  tile weather effects in an 8m radius STA Cost: 1

  as tripping a foe, maneuvering

  Adenydd

  centered on you. This negates ex- Effect: Aine Verseos creates an

  something through an obsta-

  STA Cost: 4

  treme heat, extreme cold, rain, and area of bright light in a 4m radius

  Effect: Adenydd allows you to snow.

  centred on you.

  cle course, or (god help you)

  lighten yourself slightly and create Range: 8m Radius

  Range: 4m Radius

  swinging a sword, uses your

  a simple glide path when falling. Duration: 1d6 Hours

  Duration: Active (2 STA)

  Will and Spell Casting at a -3.

  This means for each 2m you fall Defense: None

  Defense: None

  you travel 2m in a direction. If you

  Complex actions like picking

  make it to the ground within the Static Storm

  Brand of Fire

  locks, firing bows, and loading

  duration of the spell you take no STA Cost: 5

  STA Cost: 4

  crossbows are incredibly diffi-

  damage.

  Effect: Static Storm allows you to Effect: Brand of Fire allows you

  Range: Self

  infuse a 5m radius centred around to brand a target with a simple

  cult, taking a -5.

  Duration: Active (2 STA)

  you with electricity. Anyone with- symbol or word anywhere on their

  Defense: None

  in this area (excluding you) who is exposed body. This does 1d6 dam-

  wearing metal armor or carrying age to the target and leaves a large,

  Air Pocket

  metal weapons takes 2 points of permanent scar.

  STA Cost: 3

  damage per round.

  Range: 8m

  Brands

  Effect: Air Pocket allows you to Range: 5m Radius

  Duration: Immediate

  create a pocket of fresh air under- Duration: 2d6 Rounds

  Defense: Magical Shield

  Only a surgeon can obliterate

  water or in an area where there Defense: Magical Shield

  words burned into skin by a

  normal y wouldn’t be fresh air. The

  Cadfan’s Grasp

  pocket has a 1m radius for the du- Telekinesis

  STA Cost: 4

  Brand of Fire. A doctor can re-

  ration of the spel .

  STA Cost: 3

  Effect: Cadfan’s Grasp, named for

  move a scar by rolling a DC:15

  Range: 12m

  Effect: Telekinesis allows you to the magician and smith Cadfan of

  Healing Hands check. A brand

  Duration: 2d10 Rounds

  lift and manipulate an object (up Ebbing, allows you to super-heat

  Defense: None

  to 5 ENC per 1 point of Spell Cast- a metal item, making it impossi-

  is too large to remove, but after

  ing) as though you were holding it. ble to hold. The spell can also heat

  treatment it won’t spell any-

  Range: 5m

  weapons to give +2d6 damage and

  thing out anymore.

  Duration: Active (2 STA)

  a 50% chance to ignite a target.

  Defense: Magical Shield

  Range: 8m

  Duration: 1d6 Rounds

  Defense: Magical Shield

  104

  Magic Flare

  Water

  Dormyn’s Fog

  Step Away From The

  STA Cost: 2

  STA Cost: 3

  Effect: Magic Flare creates a bright Carys’ Hail

  Effect: Created by Dormyn of

  Mage

  flash above you. Everyone within STA Cost: 3

  Gemmera, Dormyn’s Fog creates

  an 8m radius must make a resist- Effect: Named for its creator an area with a 10m radius, centred Once, while I was traveling with

  ance check or be blinded for 1d6 Carys of Cintra, this spell hurls on you, of thick fog which puts an-my dear mage friend, I saw ‘er

  rounds. This flare can be seen for pellets of ice at high speeds at 1 yone in it at a -3 to Awareness and overdraw magic. Hoo boy... We

  10 kilometers.

  opponent. For every 1 point you limits vision range to 4m.

  Range: 8m Radius

  roll over your opponent’s Dodge/ Range: 10m Radius

  were facin’ off against a group

  Duration: Immediate

  Block (maximum 5), you deal 1d6 Duration: Active (2 STA)

  of ghouls and they were bearin’

  Defense: Dodge or Magical Shield

  damage and have a 25% chance to Defense: None

  down on us. My friend throws

  freeze your opponent. Each roll

  up her hands and says some

  Raise Flame

  counts as its own separate attack Downpour

  STA Cost: 3

  when determining location and STA Cost: 2

  fancy words, then all hell breaks

  Effect: Raise Flame allows you to dealing damage.

  Effect: Downpour creates a 10m

  loose. This blue glow ripples

  spread an existing fire at a speed Range: 5m

  radius area of rain that puts out

  of 2m per round in any direction, Duration: Immediate

  any fire it hits. This spell counter-

  down her staff and through her

  dull down a fire to a weak blaze Defense: Dodge, Block, or Magi- acts fire effects.

  arms. I hear this his ing noise

  (lowering the fire damage by 1), or cal Shield

  Range: 8m

  all around and then ice starts

  intensify the fire (raising the fire

  Duration: Active (2 STA)

  damage by 1).

  growin’ all over her arms, wor-

  Control Water

  Defense: None

  Range: 10m

  STA Cost: 5

  kin’ its way up her arms like a

  Duration: Active (2 STA)

  Effect: Control Water allows you Ice Slick

  serpent. Had to crack the ice

  Defense: Magical Shield

  to control the speed at which a STA Cost: 2

  off of her with the back of my

  body of water is moving and in Effect: Ice Slick allows you to cre-

  Tanio Ilchar

  what direction it’s moving for the ate a 2m square area of ice. Anyone

  axe just to get her movin’ right

  STA Cost: 3

  duration of the spel . This can be who crosses that area must make

  again. Said it was like pourin’

  Effect: Tanio Ilchar creates a burst used to slow swimming targets an Athletics check at a DC equal to acid through her veins and I

  of fire in a 2m by 2m area. This has by half, speed up ships by half, or your Spe
ll Casting check or trip on a 100% chance of lighting a target slow or halt river currents.

  the ice.

  don’t doubt her one bit.

  in the area on fire.

  Range: 10m

  Range: 10m

  –Rodolf Kazmer

  Range: 8m

  Duration: Active (2 STA)

  Duration: 2d10 Rounds

  Duration: Immediate

  Defense: DC set by the GM

  Defense: Athletics

  Defense: Dodge or Magical Shield

  Curse of Sedna

  Puro Dwr

  Wave of Fire

  STA Cost: 5

  STA Cost: 2

  STA Cost: 4

  Effect: Named after the tumultu- Effect: Puro Dwr allows you to

  Effect: Wave of Fire shoots a 3m ous Sedna Abyss, which is con- purify 1 cubic meter of water. This cone of fire in one direction that sidered a suicidal destination for negates poison and disease, but does 2d6 damage to anyone who ships, Curse of Sedna creates a will not force living creatures out isn’t able to dodge or block, and powerful whirlpool in a 4 me- of it. If cast on a small part of a has a 50% chance of igniting a ter area. Anyone within 5m must larger body of pol uted water, the target.

  make a Swimming check equal water will begin to pol ute again

  Range: 3m Cone

  to your Spell Casting check or be after the duration of the spell ends.

  Duration: Immediate

  dragged underwater. They must Range: 4m

  Defense: Dodge, Block, or Magi- make a check each round or re- Duration: 1d10 Rounds cal Shield

  main underwater, where they will Defense: None

  start suffocating.

  Range: 12m

  Rhewi

  Duration: Active (2 STA)

  STA Cost: 2

  Defense: Athletics

  Effect: Rhewi creates a thick layer

  of ice around a target for the dura-

  tion of the spel . The target is treat-

  ed as frozen. If used on a non-liv-

  ing target, the target cannot to be

  manipulated or moved.

  Range: 8m

  Duration: 1d10 Rounds

  Defense: Dodge or Magical Shield

  105

  Journeyman Spells

  Mixed Element

  Earth

  Eilhart’s Technique

  Elgan’s Theory

  STA Cost: 12

  STA Cost: 10

  Effect: Named for its creator Phillipa Effect: Elgan’s Theory was discovered Eilhart, this gruesome spell allows you by Elgan of Verden who travelled to

  to dig into a target’s mind and tear out the heart of Mahakam and worked for

  information. If you succeed on your years studying earth magic. The spell

  Spell Casting roll you gain one piece of allows you to magnetize a metal object

  information from the target. If the tar- within 8m. Anything metal within 2m

  get fumbles their defense, their INT is is drawn and sticks to the magnet. It

 

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