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50px-WriterWolfMedallion.png This fan-fiction article, Magic (EAPEU), was written by Adalwulf of Aedirn and Witcher190. Please do not edit this fiction without the writers' permission.
Extended Ancient Pantheon Symbol Concept This article, Magic (EAPEU), is part of the Extended Ancient Pantheon Expanded Universe. It may not be consistent with other timelines.
W2Aard.png This article is an expansion based on a canon element. For canon information on this topic, follow the link to The Witcher Wiki: Magic.

What is Magic?[]

Magic also known as Chaos or The Art plays a large and central role in the Multiverse. It is used by witchers and the many mages, priests, druids, and myriad other magical creatures that inhabit most of the different spheres. Magic is used by harnessing the power of Chaos, also known as entropy. While a few simple spells, like a witcher's sign can be used by anyone, only those born with the power, known as Sources, are capable of truly wielding the incredible power of magic.

World Building Questions & Answers[]

Q: What are the drawbacks of using magic? Does it have mental, physical, and/or emotional consequences on the user?
A:
SchoolOfTheLycan said:

"According to the books magic does have physical drawbacks. Yennefer ‘dies’ trying to heal Geralt’s wounds at the end of the series. Mages in general cannot teleport across the Continent because the energy cost and risk are far too great. Places of power are often used by mages to restore their own magical energy, and mages often get greedy according to Yennefer. This implies that magic is a limited resource even to the greatest and most learned of mages. Even in the games, when Yennefer uses necromancy in the Garden of Freya it takes so much excess energy that she drains the Garden of its natural power to…raise a corpse for all of five minutes in order to speak to it? That’s a LOT of magical energy for so simple a task and yet, we must also keep in mind that Necromancy is not accepted even by magical communities. So it’s not taught. Yennefer needing that much magical energy could have been the result of Necromancy itself being excessively difficult to perform, OR simply because it’s an advanced form of magic and she’s never been trained to us it.

We also know based on what she says that it made her feel disgusting after. Like how fire magics can enflame the passion and fury of users to the point of driving them mad, necromancy appears to impart a horrific dread in its users, to the point that they feel as though they’ve swallowed live insects. It wouldn’t surprise me if prolonged, untrained and unrestricted necromancy would cause someone to go insane. Going back to fire magic, we know that fire magic is canonically the most powerful, but also the most risky. Fire mages are known for being highly ambitious and often driven to madness because they become consumed by their own magic. This is why MOST mages, don’t use fire magic as their primary magical element."
Q: What tools are needed to harness magic? Wands? Spells? Magical Artifacts?
A: SchoolOfTheLycan said:

"No physical tools are needed, but some mages, like Yennefer, have been known to wear jewelry that allows them better control of their magic. Obsidian is widely believed to banish negative energies and for a sorceress whose emotions can sometimes become dark it makes sense that Yennefer would use obsidian to help channel her magic and make it more focused.

— I have something similar happening with my own mage Damyn. As a fire mage his magic always has the risk of swaying him into becoming mad with power and ambition. To dissuade this, he wears a pair of rings on each hand set with rubies. As he uses his magic, the rubies capture the impurities of his emotions and slowly blacken, at which point he then finds replacement rubies for his rings. This is partly why his fire magic is blue as well. Magical artifacts are any artifacts that have magically properties because of what they’re made from, who made them, and how they were made. They can also be objects of deep personal significance that were repeatedly exposed to magic and absorbed it by proxy. As far as I am aware, there is no canon precedent for wands, but I wouldn’t rule out the possibility that mages in the past might have used magically imbued weapons (staves and even swords) to better focus and channel their magic. Spells kinda are magic. You need the words to be able to make the spell, but you don’t always have to speak them. Non-verbal magic is something higher level human mages are capable of, and most elven mages can do very easily."

Q: How do people learn magic? Instinct? In school? From family members?
A: SchoolOfTheLycan said:

"This depends. Clearly, schools like Ban Ard and Aretuza exist, and they teach magic to people who show affinity for it. But there are also independent mages who, after their own formal education, go on to take on students (usually drop outs) of their own.

Druids and priests/priestesses don’t have ‘schools’ but they have their own communities and systems of tutelage that includes a master and apprentice dynamic. Druids and priests/priestesses get their education from the elder of their community the head druid or the head priest/priestess. With that said, when it comes to priests and priestesses specifically, they don’t seem to believe what they do is ‘magic’ and it’s heavily insinuated that they themselves do not possess and harness magic within themselves as Mages do, but that their abilities are directly given to them by a deity. Druids, similarly, do possess magic, but they channel their magic far more directly through the four elements and through nature than mages do. They do not absorb chaos directly. Head Canon: It is this bypassing of direct chaos absorption that allows Druids and Priests/Priestesses to retain their reproductive abilities. As for people who learn by instinct…It’s my understanding that doesn’t happen. People who express magical ability need to be trained or they’ll likely go mad and off themselves. Magic is chaos, and to make sense of chaos one needs someone to help them do that."

Q: Can everyone use magic or are only certain people capable of using it?
A: Adalwulf of Aedirn said:

"Only certain people have a predisposition for using magic and certain people can only use certain kinds of magic."

Q: Is the capability to use magic hereditary? What about different ways of using magic (transformation power, teleportation, etc,)?
A: SchoolOfTheLycan said:

"It is hereditary, but because of how mages are trained they lose their reproductive ability and therefore cannot pass their magic on to their children except in very rare cases. There is no canon that supports the idea that a magic user who is really good at using portals will in some way pass this ability on to any magical children they have, however I don’t see how it wouldn’t be possible for a ‘family’ tradition of sorts to push magical children into pursuing the same magical disciplines as their parents."

Q: What is impossible for magic to do?
A: SchoolOfTheLycan said:

"Undo death. Change a magical creature into a non-magical creature. Physically age or de-age someone. Affect dragons."

A: Adalwulf of Aedirn said:

"At the lower racial levels there are quite a few restrictions:

  1. Create a true soul.
  2. Bring the dead properly back to life.
  3. Affect true dragons and those affected by the Curse of the Black Sun (allegedly)
Q: How long does it take to master different magical skills?
A: SchoolOfTheLycan said:

"Several decades depending on the type of magic, according to the books. That also depends on what you believe ‘mastering’ magic is. If ‘mastering’ illusion magic is to create illusions so powerful that they act as if they were real to all five senses, then the answer would be closer to centuries, as implied by Philippa being not only the best illusionist but also among the oldest mages in the world."

A: Adalwulf of Aedirn said:

"If everything goes right in the research process, a Novice spell can take as little as 4 days, a Journeymen spell can take as little as a week, and a Master spell can take as little as 3 weeks. The lower the difficulty the fewer attempts are required to successfully learn the spell.

Q: Can creatures other than humans learn magic? Are different creatures better at using different kinds of magic?
A: SchoolOfTheLycan said:

"Elves taught humans to use magic and are the best ones at it, if you want to believe their own accounts. Dryads, Sea Witches, and the Vran all appear to have their own forms of magic. Sea Witches are said to be the best at transformation magic, even better than elves. Dryads are said to be the best healers, but this may also be because of the natural healing waters of Brokilon. There is a werewolf mage character from the original TRPG, which implies that becoming a werewolf does not stop someone from being able to use their magic if they already had magical training. HOWEVER, I would hesitate to then claim that born werewolves could become mages unless some very specific coincidences happened. I don’t personally believe creatures like vampires (true higher vampires specifically) would be able to use magic because they have no need for it, as they are already stupid powerful on their own and are themselves undetectable by magic which implies they do not have ‘magic’. Likewise, dragons can absorb magic, but I don’t believe they can cast spells, ~

~ at least not in the same way humans can. They may have other unknown abilities that are natural to them and therefore inherently magical. Like their breath abilities."

A: Adalwulf of Aedin said:

"Yes, elves are known users of magic and except for Halfings, most non-humans are considered compatible to use magic in some way. Higher vampires have a specific unique gift known as Magical Talent that allows a Higher vampire to cast and specialize in a single Journeyman level spell. The exception to the vampire magic rule are the Dhampir whose Grigoric blood allows them to cast elemental magic."

Q: Does magic require spells to be spoken, written, or thought?
A: SchoolOfTheLycan said:

"It requires intention and the best way to channel and focus intention is through words. I don’t believe writing down magical words ‘casts a spell’, but thinking those words and then using magic does."

A: Adalwulf of Aedirn said:

'It depends on the spellcaster's skill level, at the lower stages, a spellcaster is only capable of casting basic spells or signs, but requires incantations and gestures for all their spells. At the mid-tier stage, a spellcaster can cast signs and spells with reasonable grace, and only require incantations for complex and difficult spells. At the upper stages the spellcaster is considered a seasoned mage and requires only gestures for difficult spells. At true master level spellcaster can use only a flick of the hand to cast even the most difficult spells."

Q: Is it possible for someone to lose their magical abilities?
A: SchoolOfTheLycan said:

"Yes. Ciri locked her own magical abilities away in the Korath. It’s also possible for stronger, more magically potent entities to lock away the powers of less powerful magic users."

SchoolOfTheLycan's head canon:

"I believe that prolonged exposure to dimeritium (I’m talking a hundred or more years) either temporarily or permanently blocks a person’s magical abilities."

Q: How does a persons' emotions affect their ability to use magic? Do their emotions affect the magic's intensity or controllability?
A: SchoolOfTheLycan said:

"Strong emotions absolutely can produce more powerful magic but also increases the chances of the spell failing and backfiring. It would take a LOT of magical training to appropriately use your emotions to power your spells and not be consumed by them."

Q: How does the strength of a person's magical abilities change as they age?
A: SchoolOfTheLycan said:

"Like any skill, the longer you do it, the better you get. Like any skill, the less you try, the less you improve. It depends entirely on the mage. Some mages seem content to reach a certain level of ability as suits their means and never press beyond that, while others, like Philippa, focus themselves on pursuing a specific niche of magic until they revolutionize it.

— I had this idea of a fire mage being so good at fire magic that they could cause people to spontaneously combust because they’d essentially force the person’s atoms to move so quickly as to produce heat and then catch flame….and then I realized that’s probably what Vilgafortz actually did to Regis. XD"

Q: Can people normally perform any kind of magic or can they only perform things that fall under their specialty? Are there exceptions?
A: SchoolOfTheLycan said:

"Depends on the mage. Some mages seem content to stick to one element but that’s actually quite rare and even more difficult. It seems much more common for mages to be able to do a variety of magic good, as opposed to just one form of magic exceptionally well."

A: Adalwulf of Aedirn said:

"Like SOtL says it mostly depends on the mage at least at the mortal level as higher beings can accomplish magic outside the capabilities of mortals. There are types of magic users that have a specialty or can only perform certain types of magic as well.

Q: What rules restrict magic use in society?
A: SchoolOfTheLycan said:

"Necromancy is an absolute taboo across the board and should be. Goetia the same. These forms of magic are heavily stigmatized for a reason."

SchoolOfTheLycan's head canon:

"I personally think that creating magical hybrids should also be considered highly taboo and immoral."

Q: How do people's magical abilities impact their career prospects?
A: SchoolOfTheLycan said:

"This is said in the books; formally trained mages are often the highest respected scholars, advisors, and generally well regarded in society. Druids and priests are often the leaders of their local communities.

Even people who fail out of mage school go on to become decorated soldiers, lawyers, businessmen, and are better off than they might have been had they stayed poor peasants."

Q: What kinds of magic are the most feared or seen as the most powerful? Which are seen as mere jokes?
A: SchoolOfTheLycan said:

"Most feared? Necromancy.

Most powerful? Fire.

Seen as Joke? None, but I think it would be funny if Cheese Magic (yes it’s a thing) is something of a party trick. That said, educated mages often look down on Druids and Priests."

Q: How do people use magic to help with everyday tasks?
A: SchoolOfTheLycan said:

"We see mages use magic quite liberally to do everything from change their bath water to write letters for them, so…pretty much anything that requires minimal effort can probably be done through magic or by magically enchanting the necessary tools."

Q: Can magical energy be stored for later use?
A: SchoolOfTheLycan said:

"It would seem so. Mages drain Places of Power to supply themselves with chaos that they store…somewhere. Probably in their bodies which is why their reproductive organs get fried, but I don’t recall if that’s explicitly ever said."

SchoolOfTheLycan's head canon:

"I personally don’t see why magic, or even the magical energies for a specific spell couldn’t be stored in an item (particularly a gemstone) and put away for later use. But keep in mind that magical degradation is a thing; according to Blood and Wine, magical enchantments can and do begin to fade over time."

A: Adalwulf of Aedirn's head canon:

"Yes, a good way to store elemental magic for instance is a corresponding core from an elemental genie which depending on its life stage when harvested holds different amounts of Power, with this power being capable of being recharged at Places of Power though depending on the charge and stage it might take a long time to do so."

Q: What objects or other factors can amplify someone's magical powers?
A: SchoolOfTheLycan said:

"Basically anything that is itself magical in nature, but gemstones seem to be the go to."

A: Adalwulf of Aedirn said:

"Staffs and their more portable counterparts wands can be used to make the cost of magic easier to cast for the user, so technically it allows them to cast above their usual range. Meditating at Places of Power or improving their skill also allows magic casters to grow more powerful as well."

Q: When do magical abilities initially manifest? From birth? At a certain age? Under certain conditions?
A: SchoolOfTheLycan said:

"Depends. I don’t believe the book goes into detail, but it appears that the common consensus is that everyone gets their Harry Potter talking to snake moment."

A: Adalwulf of Aedirn said:

"I'm under the impression it is at or around puberty that magical potential 'usually' shows up though it is still present and may present itself before then in special cases."

Q: What is the first spell a person is likely to learn?
A: SchoolOfTheLycan said:

"Probably an air spell, so levitation."

A: Adalwulf of Aedirn's head canon:

"Given the supposed ease of water magic compared to other elements plus its abundance, I'm under the impression water is the first medium that magic users practice with."

Q: What happens if a spell is performed incorrectly? Nothing at all? A weaker version of the intended results? Pain?
A: SchoolOfTheLycan said:

"Pain, yes. Ciri struggles to cast spells a lot because of the intense physical pressure and pain she feels.

As for the other questions, I think that’s a case by case basis. If someone is trying to turn a small smooth stone into a carved portrait of their mother and fails, maybe the rock just…crumbles. Or explodes. If someone is trying to carve a statue out of a giant slab of marble and that goes wrong that’s a lot more harmful. Trying and failing to make Mount Rushmore would require a Djinn and still might result in a catastrophic landslide."

A: Adalwulf of Aedirn said:

"Generally differing levels of magic blowback depending on the severity of the mess up."

Q: Can different spell casting methods be used to obtain the same result? What are their advantages and disadvantages?
A: SchoolOfTheLycan said:

"Not sure what you mean by different spell casting methods. Verbal VS non-verbal? Yes. The effects should be the same. The benefits of non-verbal casting are that your opponent literally won’t know what hit them until it hits them. And in general, knowing the words of a spell or curse is often the key to undoing it."

A: Adalwulf of Aedirn said:

"Yes, though it comes down to a difference in skill as verbally saying a spell takes the least amount of skill compared to non-verbally activating it or using simple hand movements to activate a skill which is considered to be master-level spellcasting." "As for the advantages and disadvantages, stealth for non-verbal magic as well as being able to cast even if one's mouth is covered. Generally the higher tiered the spellcaster the better and easier it is to cast."

Q: Is there a limit to magic capacity? If so what determines it?
A: Adalwulf of Aedirn said: "I think that magic capacity is determined by how much chaos a mage can both access and let flow through them simultaneously, with their bodies acting as conduits and their stamina acting as a buffer or cost to cast the magic. So a mage can cast magic but a Source who has a larger or wider reservoir or access to chaos can cast bigger or more powerful magic due to them being a more powerful but more dangerous conduit for Chaos.

A History of the forces of Chaos or Magic[]

The Era of Monsters[]

It can do just about anything I want, anything I can think of. Its so pure, so versatile.
―The Source talking about Primal energy


The Creation of Magic (1,000,000,000 BR)[]

The Prime Protas known as The Source creates the pure chaotic force which would become to be known as magic.

That fight with Alengremyak got me thinking what if we could do what he could, so I did. I shall call this element of chaos, Air. It can make winds, bolts of plasma and storms. I think I'll make a plane for it just in case.
―The Source talking to Asherah about the Creation of Air


The Elemental Plane of Air and the chaotic force of Air is created (968,032,169 BR)[]

10410000 - The Last Wish

A djinn, a type of genie from the Elemental Plane of Air

Thirty-one million, nine hundred sixty-seven thousand, eight hundred thirty-one years after the creation of magic, following a battle with the Great Old One known as Alengremyak, The Storm, The Source using an echo of the Cosmic Horrors power creates a new type of elemental magic: Air Magic as well as a plane of existence charged with the regulation of this energy.

I 've been thinking about the way Takarneph manipulated those minerals and the raw energy of that planetoid. I think we can use that, so I made a new chaos, I call it Earth.
―The Source talking to Asherah about the Creation of Earth


The Elemental Plane of Earth and the chaotic force of Earth is created (848,881,906 BR)[]

One hundred nineteen million, one hundred fifty thousand, two hundred sixty-three years after the creation of Air, following a battle with the Great Old One known as Takarneph, The Sublime Digger That Reigns, The Source using an echo of the Cosmic Horrors power creates a new type of elemental magic: Earth Magic as well as a plane of existence charged with the regulation of this energy.

The Elemental Plane of Fire and the chaotic force of Fire is created (574,933,332 BR)[]

36480000

Rha´iz in its material form

Two hundred seventy-three million, nine hundred forty-eight thousand, five hundred seventy-four years after the creation of Earth, following a battle with the Great Old One known as Ximeshassanth, The Flame of the Khemaami-I, The Source using an echo of the Cosmic Horrors power creates a new type of elemental magic: Fire Magic as well as a plane of existence charged with the regulation of this energy.

The Elemental Plane of Ether and the chaotic force of Ether is created (403,343,835 BR)[]

One hundred seventy-one million, five hundred eighty-nine thousand, four hundred ninety-seven years after the creation of Fire, following a battle with the Great Old One known as Tu-Shath, The Phaser of the Mind, The Source using an echo of the Cosmic Horrors power creates a new type of elemental magic: Ether Magic as well as a plane of existence charged with the regulation of this energy.

The Elemental Plane of Water and the chaotic force of Water is created (300,406,781 BR)[]

One hundred and two million, nine hundred thirty-seven thousand, fifty-four years after the creation of Ether, following a battle with the Great Old One known as Zo-Tag, The Typhoon, The Source using an echo of the Cosmic Horrors power creates a new type of elemental magic: Water Magic as well as a plane of existence charged with the regulation of this energy.

The Era of Nothingness[]

The first mention of Chaos or as its better known Magic is mentioned in Archfey history as coming from Albrihron, who they credit with its original creation.

The Era of the Grigori[]

35650000

A member of the Nefandi using the Time Warp spell to confront the Grigori

Using Chasm Magic, the mage organization known as the Nefandi manage to travel through space-time with the intention of wiping out the Grigori.

The Era of Humanity[]

Humans obtain magic (760s AR)[]

Following the Landing of Exiles, on the "Ship of Outcasts", one of these human exiles, Jan Bekker, was the first who discovered the Force, granting humans a powerful weapon in their many fights to come. During this time the first Sources were identified and brought to Mirthe to be trained including Agnes of Glanville, the first woman to become an enchantress.

The Sorceress School of Aretuza is founded (839 AR)[]

On a piece of land next to Garstang palace on what would be called Thanedd Island, a magical academy for young ladies called Aretuza that was founded by Klara Larissa de Winter would be established.

Schools of Magic[]

Alteration[]

Alteration magic fall under the ability detect of entities or objects, the creation of illumination or objects by magically sensing their presence; the ability to temporarily paralyze, transmutation magic, telekinesis and magic that affects oneself or others.

List of Alteration Magic
Portrait Name Level or Stage Type Prerequisites
Adenydd Novice Air, Alteration Mage Background
Description
An air-based spell that is in essence weight weight-lightening spell combined with a gliding spell. The result is the caster can move diagonally through the air while still falling but at a rate that will negate damage if they manage to reach the ground before the spell ends. For every two meters, the caster travels they also descend 2 meters.
Aine Verseos Novice Alteration, Fire Mage Background
Description
A fire-based spell which results in bright light which is useful for exploring or blinding creatures with underdeveloped vision. This light reaches out in a four meter radius centered around the caster.
Air Pocket Novice Air, Alteration Mage Background
Description
A air-based spell, which is essentially an air bubble spell, it creates a pocket of fresh air underwater or in a place where there normally wouldn't be fresh air. This spell produces a meter wide radius around the user for a short while.
Aurora's Breath Journeymen Alteration, Water Mage Background
Description
A water-based spell it is different than the Air Pocket spell, Aurora's Breath is another spell for underwater survival or exploration, though its generally regarded as superior. Named after its developer the famed water mage, Aurora Henson, this spell allows the caster to breathe water as well as air for 30 minutes.

Conjuration[]

When magic is used to create something, summon and/or teleport something between planes or dimensions it (probably) falls under the category of Conjuration, a vast majority of Necromancy magic also falls under the category of Conjuration.

List of Conjuration Magic
Portrait Name Level or Stage Type Prerequisites
Description

Divination[]

Divination Magic is centered around revealing things also granting knowledge and information to the caster. Useful for reading ancient scripts, identifying magical items, and seeing invisible enemies. Allows the user to gaze upon the past, view the present and glimpse into the possible future.

List of Divination Magic
Portrait Name Level or Stage Type Users
Aeromancy Specialty Air, Divination, Mind Magic Druid Background, Psionic Background (Aeromancers)
Description
Aeromancy allows the caster to make observations of meteorological conditions to glean information such as a person's fate or current events.
Astromancy Specialty Divination, Ether, Mind Magic Psionic Background (Astromancers)
Description
Astromancy allows the caster to use Etheric energy make observations of the stars to glean a rough location of a person.
Hydromancy Ritual Novice Divination, Ritual Magic User Background
Description
Hydromancy allows the caster to stare into a small body of water and glimpse an event that happened within the last two days or that is currently happening. Watching events in the past is easier than viewing currently happening events, especially since a magician present at that event cause sense the augury if they are more powerful.
Precognition Specialty Divination, Mind Magic Druid Background (Rarity),

Oracles Background,

Psionic Background,

Priests Background (Rarity)

Description
Precognition is a psionic ability or Mind Magic to read the future – the rarest and most desirable among druids and priests. If a psionic wants to use this ability they have to concentrate on a specific question – for example, "Are there any dangers on the road?" – and then a more or less clear vision of the future is given. If they want to learn the answer on someone's else future, they have to touch this person.

The beginners can precognize only after inducing hypnosis. The furthest future able to perceive through this method is about 25 years forward, and only by the true masters of this art.

Enchanting[]

Enchanting Magic is a multifaceted magical art, one example is Rune Magic (as seen later in the article). While enchanting can be achieved by spells it is achieved in its highest known form in The World by Runewrighting, an art that doesn't really exist on the Continent proper but can be rarely found in Ofir although it is very expensive.

Elemental[]

Also known in some circles as Evocation Magic. This is one of the easiest forms of magic as elemental magic is just drawing Chaos from its elemental plane or from the atmosphere into a shape using somatic and verbal shaping. While most spells are elemental in nature they can also fall under other categories as well.

Gwent avatar air magic

Air[]

Air is one of the four main chaotic elements. Mastery over air is the most easily attained of the four disciplines and is drawn from intersections. Air genies are known as Djinns. This type of magic is created using the energy of the Plane of Air. Air or as it is sometimes called Wind comes in a few different applications it is capable of the production and control of gaseous matter as well as some level of plasma in the form of lightning or electricity. Air is the easiest and most abundant element in most places where breathable atmosphere exists, though it is troublesome in the regard of gathering and condensing enough to actually achieve something. Lightning/Plasma is a sub-element under the purview of this element as well.

List of Air Magic
Portrait Name Level or Stage Type Prerequisites
Adenydd Novice Air, Alteration Mage Background
Description
An air-based spell that is in essence weight weight-lightening spell combined with a gliding spell. The result is the caster can move diagonally through the air while still falling but at a rate that will negate damage if they manage to reach the ground before the spell ends. For every two meters, the caster travels they also descend 2 meters.
Air Pocket Novice Alteration, Air Mage Background
Description
A air-based spell, which is essentially an air bubble spell, it creates a pocket of fresh air underwater or in a place where there normally wouldn't be fresh air. This spell produces a meter wide radius around the user for a short while.
Akhan Dall Journeymen Air, Conjuration Mage Background
Description
An Air based spell that creates a small explosion of concussive energy at range. Anyone in the area of this spell who fails to defend takes moderate damage to their torso, are knocked down and back 4 meters.
Alzur's Thunder Journeymen Air, Conjuration Mage Background
Description
An air-based spell that shoots a powerful lightning bolt at a target that does moderate damage and has a 75% chance of immolating the target.

Alzur’s Thunder can travel in a straight line through targets. For every target it passes through the damage to the next target decreases though.

Ball Lightning Air, Conjuration Mage Background
Description
An air-based spell that is favored by mages who commonly fight agile targets, Ball Lightning summons an orb of magical lightning that flies through the air at your command.

Upon casting this spell, you can direct the ball of lightning at a single target who can defend only if they have stronger magic.

Once the ball lightning hits a target, it dissipates.

Bronwyn's Bow Novice Air, Conjuration Mage
Description
An Air based spell created by Skellige mage and raider, Bronwyn Deadeye with the purpose of bombarding the Nilfgaardian Navy, this spell which has a range of 50 meters allows the caster to summon up a powerful current of air to propel a thrown weapon great distances.
Bronwyn's Gust Novice Air, Conjuration Mage Background
Description
An Air-based spell created by Skellige mage and raider, Bronwyn Deadeye. The spell which has a range of 2 meters allows the caster to knock a target back a number of meters.
Cadfan's Bellows Novice Air Mage Background
Description
An Air-based spell created by the magician and smith Cadfan of Ebbing. It produces a sustained torrent of wind that is controllable by the caster. Cadfan used this spell to tend to his forge adjusting the temperature without tiring himself out.
Cadfan's Polishing Winds Novice Air, Alteration Mage Background
Description
An Air-based spell created by the magician and smith Cadfan of Ebbing. This summons gritted particles to whirl around polishing a target. Cadfan would use this spell to polish his blades.

If used on a living target without skin protection this can cause damage and serve as a deterrent for would be attackers.

Dervish Master Air, Conjuration Mage Background
Description
An air-based spell that was created by a mysterious Ofieri magician, Dervish allows the caster to create a 2 meter tornado around themself.

This tornado immediately redirects ranged attacks as per Gwynt Troelli and acts a Zephyr spell against anyone within 2 meter of the caster. The caster cannot run while within this tornado, or make attacks out of it. But if the caster moves within 2 meters of a target they are affected by the effects of a Zephyr spell.

Dust Coating Novice Air Mage Background
Description
An air-based spell that whips up dust from the local area into a 10-meter cubed cloud that reveals any invisible creatures for its duration. If successfully applied to an invisible target they are coated with a layer of dust which negates the benefits of invisiblity.
Float Novice Air, Alteration Mage Background
Description
An air-based spell that magically creates a cushion of space between the caster and the floor, solid ground, or a surface of a calm liquid.

This cushion gently lifts the caster to a maximum height of 6 inches and effectively makes it float. While floating, the caster can use thought to propel themselves horizontally through space as if they were walking, however, their speed becomes 20 feet and they cannot jump. The gentle lift created by this cushion can easily be negated by simple downward forces such as another creature pushing or pulling down, a strong downward draft, or the gravity of falling from a height greater than 1 foot. The effect is also negated if the caster is over-encumbered or carrying another creature that is of size small or greater. When the spell ends, the caster floats gently to the ground.

Freshen Air Novice Air, Alteration Mage Background
Description
An air-based spell that clears a 4-meter radius centered around the caster of any smoke, poison, or any other tainted air for as long as the duration of the spell.
Gwyntog Master Air, Conjuration Mage Background
Description
An air-based spell that creates a localized windstorm with up to a 40-meter radius within a 100-meter sightline of the caster.

While this spell is in effect, gale-force winds whip around the area making flight impossible and movement extremely difficult. Immediately, any flying creature is knocked out of the air and suffers falling damage equivalent to the distance.

Ranged attacks will fail to hit their intended target and land at random.

Finally, any creature in the area without proper strength and grip will be unable to move or run away.

Gwynt Troelli Jounreymen Air, Restoration Mage Background
Description
An air-based spell that creates a barrier of wind around you that blocks ranged attacks and projectiles.

Any projectile attack must be stronger than the level of magical skill of the caster. If the attacker fails, the barrier knocks the projectile 8 meters away in a random direction.

Hand of the Tempest Master Air, Conjuration Mage Background
Description
An air-based spell that summons the full force of gales, the casters exerts a tremendous force on a target which can manifest in one of 3 ways.
  1. With a powerful updraft, you can send a target that fails to move out of the way or latch down or an object of 1000 kg or lighter flying 14 meters into the air. The target begins to fall within a few seconds. Upon hitting the ground, the target and anything it hits takes a large amount of bludgeoning damage to the torso and is knocked prone.
  2. Alternatively, with a powerful gust, the caster can blast a 14-meter cone with powerful wind. Anyone in this area who fails to move out of the way or latch down or cannot escape the area of the spell within time is knocked back 14 meters and takes ramming damage if they hit anything as they fly.
  3. Finally, the caster can manipulate an object up to 1000 kg as though they were holding it in their hand.
Invisible Ribbon Journeymen Air Mage Background
Description
An air-based spell that allows the caster to focus a gust of wind into a sharp, invisible blade that whistles through the air. This spell can cause moderate damage. This ribbon of air is invisible however with good senses, one can determine the source of the spell even if the caster hides.
Light Feet Novice Air, Alteration Mage Background
Description
An air-based spell that allows the caster to accelerate their movement by carrying themselves along a gust of magically controlled wind.

Casters under the effect of this spell can move faster, run faster, and leap higher.

Lightning Arrow Novice Air, Alteration Mage Background
Description
An air-based spell that temporarily transforms a ranged weapon or weapon ammunition into a bolt of lightning.

The used object will return to its normal form after being used.

Lightning Storm Master Air, Conjuration Mage Background
Description
An air-based spell that creates a lightning storm.

Lightning strikes randomly around the area. Anyone (except the caster) in the area has a 35% chance of being struck by lightning. If struck the target takes a large amount of damage to the torso and has a 75% chance to be ignited as a consequence.

Magnify Odor Novice Air, Alteration Mage Background
Description
An air-based spell that intensifies an existing scent until it can encompass a 6-meter cubed area.

This spell can overwhelm and nauseate ordinary beings if their endurance isn't strong enough. Additionally, anyone who enters the area is permeated by the scent for 1 week along with their possessions granting anyone that has the ability to track through scent like a witcher, a way to track them easier. Alternatively, if this spell is used directly on one with this ability they will lose it for the duration of the spell. This scent will last for a week or until completely submerged in water.

Misty Step Novice Air, Alteration Mage Background
Description
An air-based spell that briefly surrounds the caster in silvery mist, that teleports the caster up to 30 feet to an unoccupied space that they can see.
Shocking Grasp Novice Air, Conjuration Mage Background
Description
An air-based spell that shoots lightning from the caster's hand to deliver a shock to a creature they try to touch.

This spell is easier to use on a target in metal armor or a lightning-conductive material (i.e. metal or water) while the spell itself does what is considered to be low damage.

Suffocate Journeymen Air, Alteration Mage Background
Description
Suffocates a target for a small amount of damage every few seconds.

The suffocation ends if the caster is struck with a weapon or stops focusing on the spell. While suffocating, the target is staggered.

Spear of Lightning Novice Air, Conjuration Mage Background
Description
An air-based spell that hurls a bolt of lightning at a creature within its range of 60 meters.

This spell can cause a bit of damage as well as potentially paralyze a target for a few critical seconds in battle.

Static Storm Novice Air, Alteration Mage Background
Description
An Air based spell that allows the caster to imbue a 5-meter radius centered around them with electricity.

This electricity makes anyone other than the caster that is wearing metal armor or carrying metal weapons take damage.

Telekinesis Novice Air, Alteration, Mind Magic Druid Background, Mage Background, Psionic Background
Description
An Air based spell Telekinesis, known also as Psychokinesis, is a mental ability that allows its user to move some object as long as it is in sight.

Common understanding of telekinesis is that it bends powerful wind around the object in order to move it. In truth, however, it's just the caster's mind that causes the movement, and understanding the nature of Air simply allows to use the power more efficiently.

Tornado Master Air, Conjuration Mage Background
Description
An Air based spell that conjures a fierce tornado anywhere of the caster's choosing within a 5-mile range.

This tornado has a diameter of 300 feet and a height of 3 kilometers (9842 feet), and will automatically disperse if it is moved out of the caster's range. Any creatures caught in the tornado’s diameter have a chance to guard against damage if they know how to. For the unlucky, that creature is hurled into the hurricane and takes higher moderate Bludgeoning damage and a high amount of Force damage. For the lucky, they are not hurled into the tornado and only take half the original damage of the spell attack itself with no other effects.

Urien's Shelter Novice Air, Alteration Mage Background
Description
An Air based spell created by the nautical air magician Urien of Cidaris, that allows the caster to negate hostile weather effects in an 8-meter radius centered on the caster.

This spell negates extreme heat, extreme cold, rain, and snow.

Van Adelaide's Gale Journeymen Air, Alteration Mage Background
Description
An Air based spell that was created by Louise Van Adelaide to help escape capture in the North, Van Adelaide’s Gale uses powerful wind to launch the caster in an arc up to 30 meters away.

Upon casting the spell, a rush of wind bursts out from the caster in a 2-meter sphere, knocking anyone who fails to defend back 6m. This attack also does only a small amount of damage, but if someone affected by the spell strikes something, they take ramming damage. While in the air, wind cushions the caster's fall, meaning that they take no damage upon landing.

Zephyr Novice Air Mage Background
Description
An Air based spell that shoots out a burst of wind that blasts anyone within 2 meters of the caster back 6 meters. This does some damage but can inflict more damage by having the target crash into something else like a wall or such.

This is the mage equivalent of the Aard sign, as such, it is stronger and more useful as well.

Earth[]

Earth (hen llinge: Nolla) is one of the four elements. Mastery over earth can be acquired from the magical energy of intersections. Earth genies are known as D'ao.

This type of magic is created using the energy of the Plane of Earth. Earth or as it is sometimes called Mineral comes in a few different applications it is capable of the production and control of earthen materials like metal, stone, and some plant matter. Energy such as lifeforce or vitality to a degree may also fall under the power of Earth.

Nature is a sub-element created when Earth and Water elements are combined.

List of Earth Magic
Portrait Name Level or Stage Type Prerequisites
Bekker's Rockslide Journeymen Earth Mage Background
Description
A Earth based spell created by the first known Nordling mage, Jan Bekker. This spell rips a large stone from beneath the ground and drops it on a target.

The stone has a tendency to shatter explosively in a 6-meter radius causing additional damage.

Cadfan's Mould Sculpt Novice Earth Mage Background
Description
A Earth based spell that was created by the magician and smith Cadfan of Ebbing.

This creates heat resistant clay from the ground and allows the caster to shape/mould it as they see fit, Cadfan would use this technique to make moulds for his blades which he would cool with the Cadfan's Cooling spell to form his plates of metal.

Cennly Graig Novice Earth Mage Background
Description
A Earth based spell that hurls sharp stones at a target of the caster's designation within 5 meters.
Codi Bywyd Novice Alteration, Earth Mage Background
Description
A Earth based spell that can grow a small plant from seed to maturity in approximately 3 seconds. This spell allows the caster to grow herbs and alchemical plants, but not larger plants such as trees. This spell has a range of 4 meters
Cryfhau Novice Alteration, Earth Mage Background
Description
A Earth-based spell that allows the caster to designate a single 2m cubed area of cover and permanently increase its density.

For example, the walls of the witcher keep of Burov Mylne had been enchanted with this spell in 1301 as part of the process for improvement.

Crystal Stasis Master Earth Mage Background
Description
A Earth-based spell that causes crystalline material to grow up around a target and encase them entirely, placing them into an unaging, coma-like state if successful.

These crystals grow rapidly but are not instantaneous and the spell must be maintained for 30 seconds. During the first 10 seconds, the target's body becomes sluggish and stiff, making it harder to attack and defend on top of considerably slowing them down. During the second 10 seconds, the target's body begins to be consumed by crystal and they additionally cannot move from where they stand. During the final 10 seconds, the target is entirely entombed in a pillar of crystal rendering them unconscious. If the mage is forced to stop maintaining this spell before its completion, the spell ends and the effects are reversed. Otherwise, the only way to reverse the effects is the use of the Dispel spell.

Diagnostic Spell Novice Earth, Restoration Mage Background
Description
An Earth-based spell that allows the caster to quickly assess a person’s health and determine how much vitality they have, what critical wounds they have, and if they are sick or poisoned, as long as they are within 5 meters of the caster.
Earthen Pillar Novice Conjuration, Earth Mage Background
Description
A Earth-based spell that allows the caster to raise a 2-meter cubed pillar from the earthen ground if they are in a 10-meter radius of the caster.
Earthen Spike Novice Conjuration, Earth Mage Background
Description
A Earth-based spell that creates an angled stalagmite to stab up into the target if they are in a 6-meter radius of the caster.
Elgan's Bastion Journeymen Earth, Restoration Mage Background
Description
An Earth-based spell that uses trace amounts of metal in stone to magnetically lift a shield of rocks around the caster to defend themselves from physical attacks and damage.

While this cover is strong and completely covers the caster, they can only move very slowly and can only move while casting.

Elgan's Theory Journeymen Alteration, Earth Mage Background
Description
An Earth-based spell that allows the caster to magnetize a metal object within 8 meters. Anything metal within 2 meters is drawn and sticks to the magnet. It takes a sizable feat of strength to remove an object once stuck. This can be used on someone with metal armor to weigh them down.
Gravitational Anomaly Journeymen Earth Mage Background
Description
An Earth-based spell that distorts space-time in a 5-foot cubed unoccupied space, which now heavily distorts passing light.

This spell affects a 40-foot radius sphere around it.

Gravitic Grasp Novice Earth Mage Background
Description
A Earth-based spell that bends spacetime in front of the caster into a miniature black hole in their hand. Any projectile, whether ammunition or a spell’s projectile, that enters the caster's space from the front, flies into the black hole instead and disappears. The caster choose the direction of ‘front’ at cast, and can change it as part of your movement.
High Gravity Journeymen Alteration, Earth Mage Background
Description
An Earth-based spell that doubles the gravitational acceleration in a 20-foot radius, with a height of 100 feet in the shape of a cylinder centered on a point of the ground the caster specifies. Falling through this area is more dangerous and deadly than normal. As the target that enters the space takes damage as if it fell twice as far. This area is consider difficult terrain, and flight is not possible within it. All flying creatures fall to the ground. The spells Adenydd and Float can block the normal fall damage, but not the additional damage from this spell.
Javed's Swarm Journeymen Earth Mage Background
Description
An Earth-based spell that summons and controls a great number of insects from the environment. This swarm acts as a singular entity attacking a target.
Korath's Breath Novice Earth Mage Background
Description
A Earth-based spell that breaks down a nearby stone or earth surface and sprays burning sand in a 3-meter cone in front of the caster.
Luthien's Quill Novice Alteration, Earth Mage Background
Description
A Earth-based spell that allows the caster to etch writing or drawings onto any surface. Though not on living creatures. Named for its inventor, Luthien of Ebbing.
Magic Healing Novice Earth, Restoration Mage Background
Description
A Earth-based spell that stimulates the natural healing of a target
Maleficent Attractions Earth, Illusion Mage Background
Description
A Earth-based spell that erratically change the direction of gravity around the target’s head, causing their vestibular apparatus to trick out. The purpose of the spell is to disoriented the target.

While disoriented creatures can only move half as fast as normal, and have difficulty attacking and dodging.

Polymorphism Master Earth Mage Background
Description
A Earth-based spell that allows the caster to either take the shape of a serpent, a cat, a bird, or a dog.

While in this form, they will have the physical statistics of that animal. Any items on their person transform with them. The caster must cast the spell again to change back to their human form.

Rhwystr Graig Journeymen Conjuration, Earth Mage Background
Description
An Earth-based spell of elven origin that allows the caster to create a 2 meter by 3 meter rock wall anywhere within 10 meters of themselves with an orientation of their choosing.

This wall remains until it is destroyed.

Shape Earth Master Earth Mage Background
Description
A Earth-based spell that allows the caster to create a single structure composed of materials present at the site such as wood, stone, or earth that fills a 20m cubed cube.

This structure can be whatever the caster wishes, provided that it is simple in nature, for example, a tremendous wall, a statue, or a fortification with a few rooms and simple furnishings. The structure will build itself over the next 10 minutes and will vary in defensive strength from a wooden wall with relatively low defense to a stone wall with relatively high defense.

Sharpen Senses Novice Alteration, Earth Mage Background
Description
A Earth-based spell that allows the caster to heighten the sensitivity of their sight, smell, and hearing.

They can see in the dark and track things by scent, though bright light or a very loud noise can disorient them.

Soften Earth Novice Earth Mage Background
Description
A Earth-based spell that allows the caster to soften a 6 meter cubed area of earth into a muddy mass or change sand into quicksand.
Talfryn's Prison Novice Earth Mage Background
Description
A Earth based spell that binds a target in roots. Named after the treacherous knight Talfryn of Nazair.
Transmutation Master Earth Mage Background
Description
A Earth based spell that allows the caster to change the properties of a mineral or metal.

The caster can change one unit of metal into any other metal, or change an imperfect gem into a perfect gem suitable for magic.

Obviously, Dimeritium or other metals in contact with dimeritium cannot be created or changed by this spell however.

Ether[]

13540000 - Ihuarraquax

A unicorn using Ether or Star Magic to travel to another sphere, is unknown due to the elusive nature of this creatures

Gwent avatar spirit magic

A type of magic created using the energy of the Plane of Ether. Ether also known as Spirit Magic, Quintessence, the Fifth Element or in some rare cases Celestial Magic comes in a few different applications it is capable of the production and control of psychic energy or energy produced by the mind, the results of unexplained mixed magic and pure etheric energy which oddly enough acts like lightning or plasma despite those being part of Air magic.

List of Ether Magic
Portrait Name Level or Stage Type Prerequisites
Afan's Mirror Novice Ether Mage Background
Spoken Component: "Drych ysbryd."
Description
An ether-based spell that creates illusionary copies of the caster. These copies are intangible, but indistinguishable from the caster and controlled by the caster’s mind. They can spread out in a range of 10 meters from the caster.
Alchemical Recovery Novice Alteration, Ether Prerequisites
Description
An ether-based spell Alchemical Recovery allows the caster to revitalize the potency of a spent alchemical substance.

Upon casting this spell, the caster can choose an alchemical crafting project that has failed and recover one of its Alchemical Substances. This spell cannot be cast on the same failed project more than once but can be used alongside the standard Recovery step that most alchemists are aware of.

Bekker's Dark Mirror Master Alteration, Ether Mage Background
Description
An ether-based spell that was created by the first known Nordling mage Jan Bekker, this spell traps a target's reflection in a reflective surface near them, draining them of their strength in one way or another.

This can reduce a target's physical strength, charisma, intelligence, reflexes, manual dexterity, magical ability, etc. It affects two attributes at the same time of the caster's choosing. These attributes will stay reduced for the duration of the spell or until the mirrored surface containing the reflection is completely destroyed. This spell causes the affected target to no longer cast a reflection until the spell ends. A creature without a reflection however cannot be affected by Bekker’s Dark Mirror.

Blemish Novice Ether, Illusion Mage Background
Spoken Component: "Skaza."
Description
An ether-based spell creates a small but noticeable illusion on a target that they are unaware of which makes them off-putting or unattractive.

Upon casting this spell, the target suffers becomes less seductive, and charismatic, and is thought of as less of a leader due to the unsightly blemish. If someone points out to the target the illusory blemish, they can become aware of it. A target that looks in a mirror or reflective surface, can notice it as well though it won't be immediately apparent.

Blinding Dust Novice Alteration, Ether Mage Background
Spoken Component: "Llwch dall fy ngelynion."
Description
An ether-based spell that shoots magical dust into the eyes of a target and blinds them for the duration of the spell, generally for a minute or two.
Change of Clothes Novice Alteration, Ether Mage Background
Description
An ether-based spell that, as the name implies allows the caster to instantaneously change clothes by using magic to replace one set of clothes with another, there is an illusionary version of this but this version actually requires physical clothing.

The spell works with a flash of light after the snap of the caster's fingers.

Cloak Journeymen Ether, Illusion Mage Background
Spoken Component: "Rhowch glogyn anweledig i mi."
Description
An ether-based spell that allows the caster to render themselves and anything they are carrying invisible.

This spell can be partially undone with the Yrden sign or a Moondust Bomb. If the affected person is hit while under this spell it immediately undoes itself.

De Claudine's Substitution Journeymen Alteration, Ether Mage Background
Spoken Component: "Newid o un sylwedd i'r llall."
Description
An ether-based spell that permanently changes one alchemic substance into another alchemic substance.

Unfortunately, mixtures are only viable if only one of the substances were affected by this spell, any more than one affect component and it results in failures every time.

Detect Ley Lines Novice Alteration, Ether Mage Background
Spoken Component: "Gadewch i mi ganfod pwls yr elfennau."
Description
An ether-based spell that causes the caster to send out a pulse of magical energy that stretches out in a mile radius to detect the nearest Ley Line and to determine which element it is attuned to.
Disrupt Focus Journeymen Alteration, Ether Mage Background
Spoken Component: "Amharu ar lif yr hud."
Description
An ether-based spell that temporarily disturbs the magic pathways in an item preventing it from acting as a focus during the duration of the spell.
Dispel Novice Ether Mage Background
Spoken Component: "Rhwygwch eu hud a lledrith, chwalu."
Description
An ether-based spell that allows the caster to end a spell, ritual or hex within the range of this spell.

This spell can cancel magic with a duration and can be used as a defensive action to block magic attacks with or without physical components.

Eilhart's Technique Journeymen Ether, Illusion Mage Background
Description
An ether-based spell that is named after its creator, the Redanian Court sorceress, Phillipa Eilhart, the spell allows the caster to dig into a target’s mind and tear out information.

In worse case scenarios, the target of this spell can become a little less intelligent after the spell.

Dormyn's Chamber Journeymen Ether, Restoration Mage Background
Spoken Component: "Argraffu fy ngelyn mewn swigen."
Description
An ether-based spell that whose formula is credited to the mage known as Dormyn of Gemmera.

This spell that imprisons a single target within a translucent magical bubble. One cannot see inside or outside the bubble and it is soundproof as well.

Eilhart's Technique Journeymen Alteration, Ether Mage Background
Description
An ether-based spell that is named after its creator Phillipa Eilhart, the spell allows the caster to dig into a target’s mind and tear out information.

In worse-case scenarios the target of this spell can become a little less intelligent after the spell.

Empower Journeymen Alteration, Ether Mage Background
Spoken Component: "Gwehyddu fy hud gyda'n gilydd, rhoi pŵer iddo."
Description
An ether-based spell that weaves additional magic into the next spell cast to create a dangerous convergence of chaos.

This spell can make an additional effect like combustion happen 100% of the time, make a spell easier to cast, or increase the damage of a spell although if the caster fails to cast it properly they suffer a major magical fumble.

Enthrall Novice Alteration, Conjuration, Ether Mage Background
Description
An ether-based spell that weaves a distracting string of words, causing creatures of the caster's choice that they can see within range and that can hear them to be subject to potentially being charmed.

Any creature that can't be Charmed are automatically spared from this spell. This spell ends if the caster is incapacitated or can no longer speak.

Fergus' Demise Novice Ether Mage Background
Spoken Component: "Tyllu fy ngelynion, o nodwyddau."
Description
An ether-based spell that summons a cluster of magical needles that act on the caster's command, it has been used for interrogation and torture purposes in the past.
Glamour Novice Ether, Illusion Fey Background

Mage Background

Spoken Component: "Gwneud fy nodweddion hudolus, hudoliaeth."
Description
An ether-based spell that allows the caster to cast an illusion around themselves that makes you look stunning.

This spell originated from Fey magic.

Greater Telekinesis Master Alteration, Ether Mage Background
Description
An ether-based spell that grants the ability to move or manipulate creatures or objects by thought to a greater degree than lower level telekinesis.

For the duration, the caster has a flying speed of 30 feet. The caster also gain the following abilities. As an action, the caster can perform one ability on targets within range. A creature must be huge or smaller to be a target of an ability. Every few minutes the caster can choose a new ability or target. Throw: The caster telekinetically moves a creature up to 30 feet in any direction, including upward.

Until the end of the spell, the caster can choose to have the creature be restrained. A restrained creature lifted upward is suspended in mid-air.

Squeeze: The caster painfully squeezes a creature. The creature takes moderate Bludgeoning damage.

Until the end of the spell, the caster can choose to have the creature be restrained. A restrained creature lifted upward is suspended in mid-air.

Slam: The caster quickly move a creature up to 10 feet in one direction to slam them into a surface or other creature. If the creature is slammed into a solid surface, they take moderate Bludgeoning damage.

If a creature is slammed into another creature, the other creature must try to dodge or deflect. Creatures that take damage will fall prone.

Grab: The caster tries to move an object that weighs up to 1,000 pounds. The caster moves it up to 30 feet in any direction.

If the object is worn or carried by an unwilling creature, the caster's spellcasting ability is contested against the creature’s physicality. If the creature succeeds, the object doesn’t move.

The caster can exert fine control on the object like they can move, such as manipulating a simple tool, opening a door or a container, storing or retrieving an item from an open container, or pouring the contents of a vial. Until the end of the spell, the caster can choose to have the object suspended in mid-air.

Launch: The caster chooses two objects weighing 1 to 10 pounds within range that aren’t being worn or carried by unwilling creatures. Each object flies in a straight line up to 150 feet in directions the caster chooses before falling to the ground. The object stops early if it impacts against a solid surface and the object takes more than glancing damage. If the object would strike a creature, that creature must make attempt to dodge or deflect.

Should the spell not be implemented properly, the object strikes the target giving small damage of a type appropriate to the object. The object stops moving, falling to the ground.

Hammerspace Journeymen Conjuration, Ether Mage Background
Spoken Component: "Rwy'n ymestyn i mewn i ofod y tu hwnt i'r gofod."
Description
An ether-based spell creates a small portal within arms reach that leads to a demiplane referred to by the educated as a 'Hammerspace' that appears to be the inside of a cabinet or closet no larger than a 5 foot cubed space.

The caster can either stow or retrieve objects from the hammerspace. The portal remains open for about three to five seconds. When the caster's spell ends, the portal disappears. Any parts of their body still in the portal are ejected from it, along with any items they might be holding. Any objects inside the 'Hammerspace' remain stored there. Each time the caster casts this spell, they can create a new 'Hammerspace', or have the portal connect to a 'Hammerspace' they created with a previous casting of this spell. A 'Hammerspace' can only be connected to by the original creature or by a stronger casting of the spell.

Hold Tongue Novice Alteration, Ether Mage Background
Spoken Component: "Dal dy dafod."
Description
An ether-based spell which allows the caster to magically glue a target’s lips and paralyze their tongue, rendering them unable to speak.

While affected by this spell, the target cannot open their mouth and can only emit muffled sounds.

Illusion Journeymen Conjuration, Ether Mage Background
Description
An ether-based spell that creates any visual illusion you want within 20 meters of the caster.

Anyone who doesn't have enough magic resistance will see the illusion and believe it to be real. These illusions cannot be touched, smelled, or heard, however.

Locate Planar Portal Novice Ether Mage Background
Description
An ether-based spell that allows the caster to vocally describe or name a portal leading to another plane.

This action allows the caster to sense the direction to the portal’s location, as long as that portal is within 1,000 meters of them. If the portal is opening or closing, the caster will innately know the rate at which the size of the portal is changing. This spell can locate a specific portal known to the caster, or the nearest portal leading to a different plane. This spell can’t locate a portal if any thickness of lead, even a thin sheet, blocks a direct path between the caster and the portal.

Magic Compass Novice Alteration, Ether Mage Background
Spoken Component: "Arweiniwch fi wir, cwmpawd hud."
Description
An ether-based spell that allows the caster to instantly determine the direction to a place they have been before.

Alternately, the spell tells which direction is north.

Magic Screen Novice Ether, Illusion Mage Background
Spoken Component: "Taro fi o sgrin hud."
Description
A ether-based spell that creates a very specific illusion over a 2 meter cubed area to hide or alter the appearance of items.

Upon casting this spell, the caster can hide or change the appearance of items within the area. This change can only be visual and remains until dispelled or until any items are removed from that 2 meter cubed area. When a target comes within 4 meters of the Magic Screen, those with innate magic resistance might be able to see through the Illusion.

Mental Command Master Ether, Illusion Mage Background
Description
An ether-based spell that allows the caster to plant an order in the mind of a target.

This command must be executed to the letter by the target. This is harder to cast successfully if the order is something the target would never do, however.

Mind Manipulation Novice Ether, Illusion Mage Background
Description
A ether-based spell that forces one's target to feel one of the following emotions for the spell's duration: hatred, love, depression, or euphoria.
Preece's Procedure Journeymen Alteration, Ether Mage Background
Description
A ether-based spell that was developed by Catrin Preece to navigate the dangerous waters of high society, this spell allows you to lock away one of the target’s emotions temporarily.

When the spell is cast, the caster can choose one of the following Emotions to lock away: Hatred, Love, Depression, or Euphoria. For the duration of this spell, the target is incapable of having this emotion and is unaware they have been affected by magic. At the end of the spell’s duration, the target’s locked emotion returns but they are still unaware they were affected by magic. Each time the spell is cast on a single target that is currently being affected by the spell, the magical cost and therefore difficulty raises by 2 a factor of.

Reopen Portal Novice Conjuration, Ether Mage Background
Spoken Component: "Ailagor y porth a arferai sefyll yma."
Description
A ether-based spell that allows the caster to find the trace of an existing portal (within a 2-meter radius of casting) and reopen that connection temporarily.

Upon casting this spell, the caster can choose either a Permanent Portal which is currently closed, or the trace of a Standing Portal which was cast within the last 30 seconds, and attempt to reopen it. Permanent Portals are easier to open than Standing Portals.

Sanctuary Novice Ether, Restoration Mage Background
Description
A ether-based spell that wards a creature within range against attack.

Until the spell ends, any creature who targets the warded creature with an attack or harmful spell does so against a mental compulsion. Should the mental compulsion overpower the target, that creature will choose a new target or lose the will to attack or cast spells temporarily.

This spell doesn’t protect the warded creature from area effects. However, If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell also ends.

Saovalla's Method Novice Alteration, Ether Mage Background
Spoken Component: "Torr di i feini adeiladu bywyd."
Description
A ether-based spell which is an evolution of a series of ancient techniques which breaks down the tissue and mucous membranes of a corpse and makes it easier to find and extract mutagenic compounds.

Upon casting this spell, the Mutagen within a corpse separates itself and emits a slight glow allowing it to be extracted with some skill in alchemy or with witcher's training far easier than normal.

Spectral Tether Novice Alteration, Ether Mage Background
Description
A ether-based spell that allows the caster to weave a tether of magic around a target which binds it to its physical form.

While affected by this spell, a target cannot become incorporeal or invisible and cannot teleport by any means. Additionally, as long as the spell is in effect, the target cannot move more than 10 meters away from the caster. It is possible to break the spell with one's own natural magical resistance but that has to overcome the caster's own skill in spell casting as they attempt to remain in control.

Standing Portal Master Conjuration, Ether Mage Background
Description
An ether-based spell that creates a 1-meter by 2-meter floating portal up to 10 meters away from the caster.

Stepping through this portal teleports the caster anywhere they can recall. The portal can transport anything that fits through it. If the caster ends the portal while something is partially through, the portal slices the object (or creature) in two. The caster can create a portal to a location they don’t know as per Teleportation.

Steal Spell Alteration, Ether Mage Background
Description
An ether-based spell that allows the caster to take control of another mage’s spell and re-designate its target.

As long as the target casts a non-master level spell the caster can immediately force the mage into a contest of magical strength, upon overcoming their opponent the caster can change the target of the spell to anyone within range of the original caster or the new caster if the spell had a range of oneself. The caster pays the cost of active-use spells as long as they use them.

Summon Staff Concept Summon Staff Novice Conjuration, Ether Mage Background
Description
An ether-based spell that allows the caster to dematerialize their staff and transport it to a place they have been within the last day.

Casting the spell again will summon the staff back to the caster.

Sustain Gateway Journeymen Conjuration, Ether Mage Background
Description
An ether-based spell that allows the caster to forcibly keep a portal open and connected they are touching while channeling the spell.
Teleportation Journeymen Conjuration, Ether Mage Background
Description
An ether-based spell that allows the caster to teleport to a known location instantaneously, though they cannot take other people with them, but can take items which are in their hands.
Trap Portal Journeymen Conjuration, Ether Mage Background
Description
An ether-based spell that allows the caster to redirect the portal's end point.

This spell functions by allowing the caster knowledge of the portal's end point and allowing them to choose a different end point within a one mile radius. A trapped portal is identifiable by someone with a good education or more likely training in magic, though this also requires reasonable doubt to check it. The portal resumes its normal route upon a creature passing through it, evidence of the tampering can remain for up to a month after.

Fire[]

36500000

An ifrit, one of the different types of genies that exist, coming from the plane of fire

Gwent avatar fire magic

A type of magic created using the energy of the Plane of Fire. Fire or as it is sometimes called Plasma comes in a few different applications it is capable of the production and control of plasma such as fire itself as well as heat. It is considered to be the most destructive and hardest of the five known elements to control.

Light is a sub-element under the purview of this element as well.

List of Fire Magic
Portrait Name Level or Stage Type Users
Aenye Novice Fire Mage Background
Description
A Fire-based spell that allows the caster to throw a ball of pure fire at a target as long as they are within 12 meters of the caster. Three times out of four it sets the target on fire.
Aine Verseos Novice Alteration, Fire Mage Background
Description
A fire-based spell which results in bright light which is useful for exploring or blinding creatures with underdeveloped vision. This light reaches out in a four meter radius centered around the caster.
Breath of Fire Novice Fire Mage Background
Description
A Fire based spell which allows the caster to exhale a stream of magical fire onto a target. This spell is considered an imperfect attempt created by Afan of Gulet to recreate the breath of a true dragon.
Brand of Fire Novice Fire Mage Background
Description
A Fire based spell which allows the caster to brand a target with a simple symbol or word anywhere on their exposed body.

This does a small amount of damage to the target and leaves a large, permanent scar.

Cadfan's Forge Novice Alteration, Enchanting, Fire Mage Background
Description
A fire-based spell that allows the caster to produce and adjust the temperature of fire, it was named after the magician and smith Cadfan of Ebbing.
Cadfan's Grasp Novice Alteration, Enchanting, Fire Mage Background
Description
A fire-based spell that super heats metal causing their holder to either drop it or hurt themselves to continue holding it, it was named after the magician and smith Cadfan of Ebbing.
Coating of Fire Novice Enchanting, Fire Mage Background
Description
A Fire based spell that allows the caster to subtly permeate a single object within a 8 meter range of the caster with fire magic to make it highly flammable. For the duration of the spell, the object will burst into flame immediately if exposed to any open flame. If cast on a creature any effect that would have a chance to light them on fire automatically does.
Harmless Fire Novice Alteration, Fire Mage Background
Description
A Fire based spell that allows the caster to manipulate the heat and power of a fire to make it temporarily safe. Upon casting this spell, the caster chooses an area of fire no larger than 2 meter cubed in an 8 meter range and that fire becomes harmless to anyone touching it. The fire will not spread or otherwise damage anything it is touching. If one is on fire and under the effect of this spell they can still take damage from fire-based attacks.
Magic Flare Novice Alteration, Fire Mage Background
Description
A Fire based spell that creates a bright flash above the caster. Anyone within an 8m radius that doesn't have a strong enough magic resistance is blinded for a few seconds to a few minutes depending on proximity and other obvious factors. This flare can be seen for 10 kilometers.
Raise Flame Alteration, Fire Mage Background
Description
Tanio Ilchar Novice Fire Mage Background
Description
Vahila's Smoke Novice Alteration, Fire Mage Background
Description
Wave of Fire Novice Fire Mage Background
Description
A Fire based spell that shoots a 3 meter cone of fire in one direction that does moderate damage to anyone who isn’t able to dodge or block, and has a 50% chance of igniting a target.

Negative Energy[]

13320000 - Necromancy

A example of basic necromancy

16170000 - Damned Sorceress

Example of a female līċ created by Sabrina´s curse

  1. One example is known as Necromancy, is produced by a type of magical energy called 'Negative Energy'. Negative Energy is also the force that grants reanimation to the Undead. Some mages have come to believe that they can achieve immortality through Negative Energy by becoming a Līċ.
  2. Another example is called 'Shadow Energy' it is not regarded as magic but a separate power, it is a blessing granted by Huses, the God of the Dark. Shadow Energy affects the soul of its user and others, it can be used to augment or mix with magic to mix into shadow elements.
  3. Another example is called 'Dark Energy' it is not regarded as magic but a separate power, this power is formed from intense negative emotions that can form into curses or strengthen a person at the cost of their soul.
  4. In the Far East, a version of Negative Energy called Yin Qi (Also called Yin Ch'i or Yin Ki) exists this energy is tied to the concepts of Coldness, Shadows, the Moon, Darkness, Death, and Souls. Few practice this though outside of dark martial cults.
List of Negative Energy Magic
Portrait Name Level or Stage Type Prerequisites
Prototype Corpus Custodia Cadfan's Synthesis Master Necromancy, Negative Energy, Ritual Necromancer Background
Ritual Instructions
Unknown at this time
Effects
A highly complex Negative Energy based ritual created by the infamous necromancer Cadfan of Ebbing before his disappearance.

The ritual partially animates a great number of corpses, binding them together into a single amalgamated creature that can move and act on your commands. The creature created is called a Corpse Amalgam. Like a golem, it will perform any task given by its creator to the letter but is no longer capable of higher thought without further augmentation which is usually beyond most ordinary mages or necromancers.

Controlled Summoning Journeymen Goetia, Negative Energy, Ritual Goetia Background
Ritual Instructions
  1. The ritual starts with a bowl of oil, to which infused dust and the essence of wraith are added, mixing them into a thick paste.
  2. Spread this paste into a circle, and place equally spread outside of that circle the five unlit candles.
  3. Add to the circle an item beloved by the species of demon you wish to summon.
  4. Chant the name of a demon five times. If you know the true name of a demon, chanting it here will force it to be summoned.
  5. After each repetition, one candle should light itself. When all five are lit, the demon will appear.
Effects
A Negative Energy based summoning ritual which allows the caster(s) to choose which species of demon they wish to summon, and whether or not they wish to summon a more powerful one.

Without protections in place, like a Goatskin Mantle, or protections specific to the demon being summoned, the ritual is still incredibly dangerous, and often deadly.

Corpse Restoration Journeymen Negative Energy, Restoration Necromancer Background
Description
A Negative Energy spell that uses magic to restore the muscle, flesh, skin, and hair of a targeted corpse in ghostly form.

The restored corpse appears to be a slightly translucent version of the person they were at the moment they died. Any wounds the targeted corpse had sustained before they died are present in this illusory form and the form can be touched and examined as if they were real.

The caster can only summon the “flesh and blood” of the pieces of the body you have but they need not be connected as long as they are within 4 meters.

Create Energumen Negative Energy, Ritual Necromancer Background
Ritual Instructions
Effects
A Negative Energy ritual that
Create Skeleton Negative Energy, Ritual Necromancer Background
Ritual Instructions
Effects
A Negative Energy ritual that
Create Soul Beacon Journeymen Necromancy, Negative Energy. Ritual Necromancer Background
Ritual Instructions
  1. Obtain the skull and ingredients necessary for the ritual.
  2. Using timber, stone, and leather a totem is created to house the skull.
  3. Using Ashes, Fifth Essence, Infused Dust, and Specter Dust, magical circuits are traced into the totem.
  4. The skull is placed and the evocation are performed completing the ritual.
Effects
A Negative Energy ritual that uses bones to create a totem that enhances the abilities of a Necromancer within 6 meters.

A soul beacon is a 1-meter tall totem topped with a skull. Necromancers can only benefit from one Soul Beacon at one time. The bonuses you gain are based on the skull used. In the case of the skull belonging to a human or an elderfolk. Necromancy ritual becomes innately easier to perform. Additionally, Necromancers will find it takes less stamina to perform any necromancy ritual. Finally, if a Necromancer fails or overdraws while casting a necromancy ritual or spell, the penalty is lessened in intensity.

In the case of the skull belonging to a beast or a monster. Any creature created by necromancy has increased attack and defensive abilities. Additionally, the senses of a person using Hanmarvyn’s Blue Dream are heightened.

Create Zombie Negative Energy, Ritual Necromancer Background
Ritual Instructions
Effects
A Negative Energy ritual that
False Life Novice Negative Energy, Restoration Necromancer Background
Description
A Negative Energy-based spell used by Necromancers in which the caster bolsters themselves with a necromantic facsimile of life, granting additional temporary vitality for for the duration of the spell.
Grealghane Necromancy, Negative Energy Necromancer Background
Description
Used by Visenna to get a corpse to speak it's unknown at this time if it's actually a different spell.
Hanmarvyn's Blue Dream Master Necromancy, Negative Energy. Ritual Necromancer Background
Description
A Negative Energy based spell used by Necromancers that allows the target of the ritual to see the last 10 minutes of a dead man's life if it can survive its casting, this is usually done with mutated individuals such as Witchers.
Reanimate Corpse Journeymen Necromancy, Negative Energy. Ritual Necromancer Background
Ritual Instructions
  1. Inspection of the corpse to ensure the corpse still includes its lungs, vocal chords, an intact mouth, tongue, and at least 50% of its brain intact.
  2. Draw a circle around the body to act as a magical focus and barrier should something go wrong.
  3. Trace a five-pointed star inside the circle without touching the body, it is important to ensure the lines are connected and uninterrupted to prevent negative consequences.
  4. Place the five candles at the points of the star.
  5. Mixing the Crow's Eye, Specter Dust, and Essence of Wraith in a mortar and pestle, the solution is then set on fire producing a special green flame which is then used to light the candles. This solution can be safely extinguished with magic and relit to produce the flame again which can be used for other Necromancy rituals, amongst practitioners it is known as Soul Fire Powder.
  6. The caster then chants the spell, binding the soul to its body as long as they maintain concentration on the spell.
Effect
A Negative Energy based spell that forcibly summons a soul and binds it within its own dead body for as long as the caster maintains the spell.

While animated, the corpse acts as though it were alive but is in excruciating pain which prevents it from moving and makes getting information from it easier as it wants the pain to end. However, for the corpse to answer any questions it must have all parts required to speak including lungs, vocal chords, and a mouth and tongue. Additionally, its brain must be at least 50% intact.

Ritual of Binding Master Goetia, Negative Energy, Ritual Goetia Background
Ritual Instructions
  1. Prepare as you would for a ritual of Controlled Summoning, by making a circle of candles and infused paste.
  2. Make a second paste of coal and your own blood and write the true name of a demon just outside of the circle of controlled summoning. Line the inside of the circle with silver, which will create a protective barrier within the circle, trapping the demon inside and leaving it helpless to resist you.
  3. Within the silver, present an offering to the demon as you would in a ritual of Controlled Summoning.
  4. Once you are prepared, chant the true name of a demon until it appears within the circle, helpless to resist you.
  5. Torture the demon with the forked end of the Staff of Binding, until it accepts to be bound to you, granting you benefits beyond your wildest dreams.
Effect
The caster must know the name of the demon they are planning to bind before they can begin this ritual.

Upon casting the Ritual, the demon the caster named is summoned within the ritual circle and is trapped in a magical cage that renders it unable to escape or attack the caster for the duration of the Ritual. The demon is aware that the ritual has a finite duration but perceives time as passing more slowly. Once this ritual has been cast, the caster enters negotiations with the demon with your end goal being the Binding of the demon. A True Staff of Binding can be used to make attacks through the magical cage and torment the demon but other weaponry and spells cannot penetrate this barrier. A regular Staff of Binding will not penetrate this barrier either. The demon is bound to any agreements made while the Ritual of Binding is in effect and cannot go back on these agreements unless the binding is broken. Once every 2 weeks the demon can attempt to break the Binding. If the demon breaks the Binding they are no longer beholden to any agreements made earlier and are capable of harming the Binder but may not do so until the moment is right. Unless broken, the binding last indefinitely. During the duration of the Binding, the Binder can summon the bound demon at any time without performing the Controlled Summoning Ritual.

Ritual of Naming Master Goetia, Negative Energy, Ritual Goetia Background
Ritual Instructions
  1. Create a bonfire of beast bones, coal, and dry wood. This fire must be hot enough to burn bright orange.
  2. Rub a mixture of coal, fifth essence, and your own blood onto your exposed skin to protect it. While holding a branch of hazel, submerge the treated skin into the fire. The fire will be harmless to you, and should burn white hot for a while before going out.
  3. While the fire burns hot, think of a demon whose true name you wish to discover.
  4. When the fire expires, remove your skin from the fire. The true name of the demon should appear in the crust of the coal coating your skin.
Effect
This ritual allows the caster to learn the true name of a specific demon.

Once removed from the fire, the name can be safely recorded to save for later. If the caster fails any part while crafting the ritual, then upon removing their skin from the fire, they will find the coal had burned off during the ritual and the true name of a demon has been burned into their skin, marking them with a Lucifuge. And while it still allows the caster to discover the true name of a demon, it will forever know where the caster is while they bear this mark, and may appear to the caster on its own terms, as it wishes.

Ritual of the Goat Skin Novice Goetia, Negative Energy, Ritual Goetia Background
Ritual Instructions
Before the ritual, the practitioner needs to:
  1. Must have abstained from all pleasures of the flesh and fasted for a fortnight beforehand.
  2. Must anoint a goat with oil infused with ginatia and hellebore petals.
  3. Place a wreath of verbena and silk on its head.

During the course of the thirty-minute ritual, the practitioner needs to:

  1. As the ritual begins, the practitioner must kill the goat, skin its body, and cast the body into a burning bonfire of timber and animal bones.
  2. While the goat burns the practitioner must recite an unbroken series of protective prayers.
  3. When the fire burns down, the practitioner must take the ashes of the bonfire and rub it into the pelt of the goat and then tan it and attach toggles made from the goat’s bones.
Effects
A complex Negative Energy ritual used by Goetic Practioners that creates a Goat Skin Mantle which has the power to protect goetic practitioners during their rituals.
Storm of Souls Master Negative Energy Necromancer Background
Description
A Negative Energy based spell used by Necromancers that was first seen during a Nazairi riot after Nilfgaardian invaders captured the local magic academy and shipped its students to Gweison Haul.

This highly volatile spell drags restless souls into the world to sow chaos.

Immediately upon casting this spell, wraiths numbering between 5 and as many as 10 are summoned.

These shrieking wraiths are blinded by rage and will attack any target including the caster or their allies.

Uncontrolled Summoning Novice Goetia, Negative Energy, Ritual Necromancer Background
Ritual Instructions
  1. Designate a chief summoner, to lead the chant.
  2. Have them stand forward, with the rest of your group behind them in a semicircle.
  3. Scribe a chalk circle into the ground before you, to guide the demon to your ritual.
  4. Pick three syllables from your heart at random, and chant them while visualizing your heart’s desire, one syllable at a time, without ceasing, until a demon appears to you.
Effects
This summoning ritual is incredibly dangerous. The demon that is summoned is not bound by any sort of code of conduct and is not controlled by the caster(s).

It may attack them, or go back on any deal made with them, with no consequences. Furthermore, a demon of any species may show up in the summoning, including greater demons. This ritual is responsible for most of the deaths associated with goetia.

Positive Energy[]

  1. One example is known as 'Holy Magic', despite its name it is not really holy in the sense that it is dedicated or consecrated to a god or a religious purpose; or even sacred in nature but holy in the sense that it can come from a higher dimensional being for example, the Holy Magic of the Paladins is magic that is bestowed upon them by the Protas god Ritarin, it is effective against creatures and beings with wickedness in their hearts and ill intentions for others, as well as various types of healing from muscle pain and fatigue to even lacerations and wounds.
  2. Another example is called 'Light Energy' it is not regarded as magic but a separate power, it is a blessing granted by Metatron, the God of the Akeros and to a lesser degree his younger brother Ritarin, the God of Order. Light Energy affects the body and physical ability of its user, and can be used to augment or mix with magic to mix into light-based elements.
  3. In the Far East, a version of Positive Energy called Yang Qi (Also called Yang Ch'i or Yang Ki) exists this energy is tied to the concepts of Warmth, Light, the Sun, Life, Body, and Physicality. An abundance of this Yang Qi can lengthen the lifespan of its practitioner. Few practice this though outside of martial monasteries.
Gwent avatar water magic

Water[]

Water is one of the four Chaos elements. Mastery over water can be acquired from the magical energy of intersections. Marides are elemental genies of water who inhabit a different dimension and wield power over elements such as rain and wind.

A type of magic created using the energy of the Plane of Water. Water comes in a few different applications it is capable of the production and control of liquids primarily water itself. See Ice and Nature for sub-elements.

List of Water Magic
Portrait Name Level or Stage Type Prerequisites
Ainfra's Extraction Master Water Mage Background
Description
Anialwch Journeymen Water Mage Background
Description
A Water based spell of elven origins that sucks some of the liquid from a target’s body, damaging and exhausting them.
Aurora's Breath Journeymen Alteration, Water Mage Background
Description
A water-based spell it is different than the Air Pocket spell, Aurora's Breath is another spell for underwater survival or exploration, though its generally regarded as superior. Named after its developer the famed water mage, Aurora Henson, this spell allows the caster to breathe water as well as air for 30 minutes.
Cadfan's Cooling Novice Water Mage Background
Description
A water-based spell that that was created by the magician and smith Cadfan of Ebbing.

This spell summoned water similar to the Moahk sign allowing Cadfan to quench his metals with ease.

Cerys' Hail Novice Conjuration, Ice, Water Mage Background
Description
A Water based spell that was created by Cerys of Cintra, this spell hurls pellets of ice at high speeds at a single opponent.
WaterAn Okamese Majutsu using Water Magic most probably Control Water (Art by Midjourney AI) Control Water Novice Alteration, Water Mage Background
Description
A Water based spell that allows the caster to control the speed at which a body of water is moving and in what direction it’s moving for the duration of the spell. This can be used to slow swimming targets by half, speed up ships by half, or slow or halt river currents.
Curse of Sedha Novice Water Mage Background
Description
Despite its name the spell known as the 'Curse of Sedha' is not actually a curse.

A Water based spell that is named after the tumultuous Sedna Abyss, which is considered a suicidal destination for ships, the Curse of Sedna creates a powerful whirlpool in a 4 meter area. Anyone within 5 meter has to fight against currents equal in power to the caster's skill in magic or be dragged underwater.

Deluge of Ys Master Water Mage Background
Description
A Water based spell that summons a 20 meter cubed area of water which will flood out in all directions after manifesting.

The pressure given off by the sudden release of water can cause damage and knock those without firm footing or holds off their feet into the current.

Dormyn's Fog Novice Illusion, Water Mage Background
Description
A Water based spell created by Dormyn of Gemmera, Dormyn’s Fog creates an area with a 10 meter radius, centered on the caster, of thick fog which puts anyone in it at visual disadvantage and limits vision range to about 4 meters.
Downpour Novice Alteration, Water Mage Background
Description
A Water based spell that creates a 10 meter radius area of rain that puts out any fire it hits.

This spell counteracts most fire effects.

Essence of Potion Journeymen Conjuration, Water Mage Background
Description
A Water based spell that alchemically turns a single dose of any decoction, potion or elixir that has not yet been affected by this spell and magically transfers some of its properties into a unit of Essence of Water, transforming it into a copy of that item.
Geyser Novice Water Mage Background
Description
A Water based spell that summons a geyser of boiling water erupts in a 5-foot radius, 20-foot high cylinder centered on a point the caster can see on the ground within range.

Strangely this attack does both fire and bludgeoning damage if it hits. This spell if effect can knock a Large or larger target over, and a Medium or smaller target is flung 20 feet into the air, landing the same distance away in a seemingly random direction. This landing can cause the target to take falling damage.

Ice Slick Alteration, Ice, Water Mage Background
Description
Invaerne Ice, Water Mage Background
Description
A Water based spell that is based off the magic of the Bheur Hag, this spell allows the caster to create a howling snowy gale in an area within a 30 meter radius.

If cast in a cold environment, the duration of this spell is increased to one week.

Merigold's Hailstorm Journeymen Ice, Water Mage Background
Description
Part Water Master Alteration, Water Mage Background
Description
A Water based spell which creates an open area in a body of water, up to 10 meters by 100 meters by 10 meters in dimension, any creatures in the water (fish and monsters included) are swept back with the water.

However, the caster can easily pass in and out of the wall by stepping in or out of a body of water without disturbing the walls. But if this spell is used while in the water the effect will push the caster aside as well. This area can be summoned in any orientation, even vertical in regards to the caster's position.

Puro Dwr Novice Alteration, Water Mage Background
Description
A Water based purification spell which can purify even the most polluted water but only as long as the spell lasts if the body of polluted water is bigger than the spell area then it only affects a part of it.
Rusting Journeymen Alteration, Water Mage Background
Description
Tryferi Gaeaf Master Ice, Water Mage Background
Description
Waves of the Naglfar Journeymen Water Mage Background
Description

Para-Elemental[]

Ice[]

A type of para-elemental magic using the energy of both the Plane of Air and the Plane of Water that is found in abundance in the para-elemental Plane of Ice. The application of this magic can be used to utilize ice, frost and subzero temperatures, with its most famous users being The Wild Hunt.

Light[]

TBA

Molten[]

A type of para-elemental magic using the energy of both the Plane of Earth and the Plane of Fire that is found in abundance in the para-elemental Plane of Magma.

Nature[]

A type of para-elemental magic using the energy of both the Plane of Earth and the Plane of Water that is found in abundance in the para-elemental Plane of Nature. This type of magic has a few different applications as it has a strong resonance with natural lifeforce strengthening it in living beings that are exposed to it such as people or more commonly vegetation such as plants and trees.

Gwent avatar stars magic

Stellar[]

TBA

Steam[]

A type of para-elemental magic using the energy of both the Plane of Fire and the Plane of Water that is found in abundance in the para-elemental Plane of Steam.

Illusion[]

Illusion Magic is concerned with manipulating the various senses of people and creatures. This could be vision, hearing, or other various senses such as body temperature.

Restoration[]

The category of Restoration covers healing, self-protection, and negative energy-warding spells.

List of Restoration Magic
Portrait Name Level or Stage Type Users
Corpse Restoration Journeymen Negative Energy, Restoration Necromancer Background
Description
A Negative Energy spell that uses magic to restore the muscle, flesh, skin, and hair of a targeted corpse in ghostly form. The restored corpse appears to be a slightly translucent version of the person they were at the moment they died. Any wounds the targeted corpse had sustained before they died are present in this illusory form and the form can be touched and examined as if they were real. You can only summon the “flesh and blood” of the pieces of the body you have but they need not be connected as long as they are within 4 meters.
Diagnostic Spell Novice Earth, Restoration Mage Background
Description
An Earth-based spell that allows the caster to quickly assess a person’s health and determine how much vitality they have, what critical wounds they have, and if they are sick or poisoned, as long as they are within 5 meters of the caster.

Special Types of Magic found in The World[]

Magic comes in many types or categories which differ in intent and use. Some magic like elemental magic is accomplished and strengthened by building up connections to the elemental planes by attuning oneself at Places of Power at Leyline intersections.

Chasm Magic[]

The Chasm Magic or Netherworld Magic is said to be a type of magic, such as the Dark Arts/forbidden arts which include goetia, necromancy, and voodoo, to name a few, that draws its power from the plane of the same name. Regarding necromancy, there is no clear consensus, as it is said to also employ negative magic. Perhaps the safest bet is that there are different methods to achieve the same results, using different sources of power. Cosmic Horror magic (further down in the article) is considered a different type of magic, not Chasm magic, because it operates at an even greater scale of power.

For more information, please refer to the article on the book "Artes prohibitae" written by Brianna Vassermiller ( not to be confused with the book Prohibita, which is a list of forbidden magical artifacts and the multi-volume treatise Ars Magica of which Artes prohibitae it is part )

List of Chasm Magic
Portrait Name Perquisites
Time Warp Unknown
Description

Dark Arts[]

20060000 - Urn of Shadows

The Urn of Shadows a example of Dark Arts applied to objects

A collection of supposedly malevolent techniques that is based around a darker side of magic that is typically used for either: selfish, self-serving, and/or nefarious purposes or in a way that goes against the natural order of things, such as the flow of life and death.

Included is a collection of Necromancy and Goetia magic though not having as wide a selection of magics or spells these categories are important all by themselves. The Necronomicon is one such collection of dark spells and rituals. The Dark Arts as they are currently understood include 6 different categories: Blood Magic, Bone Magic, Curses with Hexes as a subtype, Eldritch Magic with Chasm Magic, and Disease Magic as subtypes, Goetia, and Necromancy with Death Magic as a subtype.

Bone Magic AKA Osteokiness[]

TBA

Blood Magic AKA Hemokinesis[]

18350000 - Crimson Curse

Dettlaff van der Eretein using hemokinesis to awaken more of his kind

Since creatures such as humans for example, are 70% water a type of magic using blood exists, this is known as hemokinesis, a rare form of magic that skips the step of needing chaos in a direct form from an elemental plane ( in this case, water ).

Hemokinesis Magic List
Portrait Name Level or Stage Type Users
Blood Bind Ritual Hemokinesis, Ritual Mage Background
Description
The Blood Bind ritual can be used to temporarily paralyze the owner of a vial of blood as long as the spell was concentrated on, this could however eventually be overcome with Magic Resistance or repeated attempts at breaking the spell via willpower.
Bloodline Tracker Ritual Hemokinesis, Ritual Mage Background
Description
The Bloodline Tracker Ritual creates a charm that can be used to track down someone who shares ancestry with the contents of the vial, it works similar to a pendulum gravitating in the direction of the nearest person bearing the bloodline, this can exclude people by thinking about specific people or mentally excluding people.

Curse Magic[]

20380000 - Cursed Scroll

A Ofieri cursed scroll

Curse Magic is the result of dark emotion given magical manifestation usually. The purpose of a Curse is usually to punish or bring misfortune to those afflicted by them with the effects ranging from slightly inconvenient to death.

Types of  Curse Magic[]
Cursed Enchantment ( curse dependent )[]

A combination of enchantment magic with that of a curse usually as a punishment or as a deterrent for use can manifest in many different ways, for example, a mask that cannot be removed.

The Protas entities of Idos, Orlena, and especially Fanbris, favor this type of magic though rarely do items enchanted by them only have negative effects and often come with positive effects which are usually the reason people will use the items even though they are cursed.

Haunting Curse ( medium level )[]

The Haunting Curse can only curse an area. It will summon the spirits of every person wronged in the area as wraiths. When this curse is cast, the number of wraiths that manifest is determine. If the area is particularly horrible, there will be even more wraiths. If the area is relatively tame, there will be fewer. These wraiths remain in the area until killed and return the next night. They will attack anything that enters the cursed area. The only way to get rid of this curse is to somehow right the wrongs done in the area.

Monstrous Curse ( medium level )[]
13920000 - Nivellen

Nivellen, a famous example of the monstrous curse

The Monstrous Curse makes a subject appear monstrous to all who see them. While they remain humanoid, their facial features take on aspects (usually) one of the following kinds of animal: a bear, a boar, a bird, a snake, or an insect.

The curse-bearer’s social standing no matter what it was will generally become hated & feared, by society. The cursed is not actually a monster and will not actively take damage from silver, but will visually appear monstrous and will be mistaken for a monster by anyone who isn't properly educated in monsterology or the like.

Nithing[]

TBA

Pestilence Curse ( high level )[]

The Curse of Pestilence makes the subject a carrier for a dangerous disease. While they are unaffected by the disease, they spread it to anyone who touches them that does not possess a robust immune system or natural health. If they stay in a building for more than 3 days, everyone in the building has a chance to catch the disease though the healthier the recipient the less likely this will happen. If they stay in a town for more than a week, everyone in that town has a chance to catch the disease.

The Rotten Curse ( high level and usually unintentional)[]

A complex curse that is capable of spreading if not properly handled. It is first manifest through what is considered to be the worst consequences of a botched inferior demon-summoning where it will possess a being whether human or animal though it prefers human in the interest of completing its birthing ritual so that it can fully manifest into the world as a Rotten Child. For information, see Energumen.

The Therianthropic Series of Curses ( high level )[]

Known as the Curse of the Therianthrope there are many subtypes that exist today. For more information, check the therianthropy article.

Hex Magic[]

Hex Magic is a simpler and much more easily tamed magic that is similar to Curses as such it is considered a subtype of Curses. Hexes are usually cast via Rituals with set ways to break them.

Hex Magic List
Portrait Description Way to Break the Hex
The Devil's Luck (medium level)[]

This hex marks the subject with horrible fortune and luck, to the point they start to think a devil is purposely targeting them with bad intentions. For example, in situations of high stress such as during combat or when performing any task with a deadline or a medium level of difficulty, they are twice as likely to fail at the task in some miserable and pathetic way.

The Eternal Itch (low level)[]

For cheaters, prostitutes, and philanderers, the Eternal Itch is considered by some to be the ideal punishment as it causes inflamed, itchy pustules to grow on the subject's genitals. The itch does no real damage to the subject but is a constant annoyance, causing them to be distracted while doing any task. The affliction also makes it very hard to seduce or bring someone 'into the bedroom' as it is physically repulsive and looks contagious.

The Evil Eye (medium level)[]

This hex weaves a web of misfortune around them which threatens them at every step. For example, when the subject messes up or makes a mistake there is a chance they will actually have something worse happen such as a injuring a random body part or their own sword smacking them in the face, etc.

Hex of Shadows (low level)[]

Shadow whispers and illusory silhouettes appear around every corner after the Hex of Shadows is cast on the subject. Paranoia is a constant state of mind for the subject, at times almost catching a glimpse of something or someone. There is never any real threat from these shadows, they are only visions.

The Odious Hex (low level)[]

The Odious Hex makes a subject smell utterly revolting. Those who are hexed, no matter how respected they were even by members of their own race, are treated worse by one social standing unless they were already hated.

Temperance Hex (low level)[]

For drunks and alcohol-fueled abusers, the Hex of Temperance is the perfect punishment as it sours a person's stomach to alcohol, increasing the effects of drunkenness. If the subject consumes anything that would cause them to become intoxicated immediately suffers from intense intoxication and nausea as their head spins and their stomachs churn violently causing debilitating nausea and violent vomiting.

Eldritch Magic[]

See Cosmic Horror Magic, Chasm Magic and Disease Magic.

Goetia[]

See Demonologist

Necromancy[]

See Necromancer

Mind Magic[]

33660000 - Leticia Charbonneau (9

Leticia Charbonneau using telekinesis, a form of Mind Magic in front of her students in Aretuza

Using only the user's psyche and vital energy, Mind Magic consists of a range of mental-based abilities that are not dependent on any known element of Chaos for their power. While Mages can learn to use Mind Magic this particular type of magic comes more naturally to Psionics.

Mind Magic List
Portrait Name Level or Stage Type Users
Aeromancy Air, Divination, Mind Magic Druid Background, Psionic Background (Aeromancers)
Description
Aeromancy allows the caster to make observations of meteorological conditions to glean information such as a person's fate or current events.
Astromancy Divination, Ether, Mind Magic Psionic Background (Astromancers)
Description
Astromancy allows the caster to use Etheric energy make observations of the stars to glean a rough location of a person.
Charm Speciality Mind Magic Mage Backgroun, Naiad Race
Description
Charm is a mental command that involves convincing the target that the caster is their closest friend or beloved one, and they are compelled to fulfill most of the caster's wishes. The target will not perform tasks that their "closest friend" would never request, such as "hang yourself" or "jump into the fire". If the target is attacked by the caster or is suddenly awakened by noise or movement, the Charm will not work.
Hatri Journeyman Ether, Mind Magic, Sign Witcher Background
Description
Hatri is a telempathic sign which reflects the opponent's hate, bloodlust and hunger back to its source, making the monster afraid.
Mallet Mind Magic Mage Background, Psionic Background
Description
Mallet is a mental command that is a combat spell, usable against almost any creature with a central nervous system apart from dragons and magical beings. Aimed at the target's brain, it stuns them and deals unpredictable damage, including an incurable paralysis if the effect is at its strongest.
Precognition Divination, Mind Magic Druid Background (Rare),

Oracles Background, Psionic Background, Priests Background (Rare)

Descriptionj
Precognition is a psionic ability or Mind Magic to read the future – the rarest and most desirable among druids and priests. If a psionic wants to use this ability they have to concentrate on a specific question – for example, "Are there any dangers on the road?" – and then a more or less clear vision of the future is given. If they want to learn the answer on someone's else future, they have to touch this person.

The beginners can precognize only after inducing hypnosis. The furthest future able to perceive through this method is about 25 years forward, and only by the true masters of this art.

Telekinesis Novice Air, Alteration, Mind Magic Druid Background, Mage Background, Psionic Background
Description
Telekinesis, known also as Psychokinesis, is a mental ability that allows its user to move some object as long as it is in sight.

Common understanding of telekinesis is that it bends powerful wind around the object in order to move it. In truth, however, it's just the caster's mind that causes the movement, and understanding the nature of Air simply allows to use the power more efficiently.

Telempathy Mind Magic Psionic Background
Description
Telempathy is the weaker psionic version of the Mental Manipulation spell, this Mind Magic allows the Psionic to read minds and share emotions. If an attempt at reading one's mind is repulsed, the nose of the unlucky psionic starts to bleed.
Telepathy Ether, Illusion, Mind Magic Mage Background, Psionic Background
Description
Telepathy is a psionic ability or Mind Magic that most mages and psionics seem to possess. It includes the ability to transmit and receive information without recourse to speech — a very useful skill for private communication in public places.

Certain active stones, metals, and crystals while worn can block incoming and outgoing telepathic "messages", should the mage wish to remain uncontactable.

In the 13th century, monarchs around the Northern Kingdoms relied on court mages sending telepathic messages between cities, as a thirty-minute delivery via psionics far outlasted a four-day ride for a message by horse.

Will Tether Mind Magic Mage Background
Description
Will Tether is a mind-manipulating mental command or Mind Magic that allows to block certain intentions and thoughts from entering the target's will.

Officially, Will Tether was developed to protect the lives of people with suicidal tendencies – at least according to the Supreme Council's statement. In truth, it found a variety of uses in security services, where it is used to control resistive individuals. There are also gossip about slaves bound by this spell kept in the mages' towers.

As Mind Tether is more complicated than basic Mind commands, it requires drawing power and reinforcement from Earth so that the spell can last.

Priest/ess Magic[]

An unusual form of magic that can be accomplished with faith and trances, sometimes the deity or concept isn't even empowered unlike the case with Warlock Magic.

Specific Priest/ess Magic List
Deity Specific Invocation Deity Specific Invocation
Coram Agh Tera Melitele
Dana Meadbh Morrigan
Epona Svalblod
The Eternal Fire The Prophet Lebioda
Freya Veyopatis
Kreve
Lilvani
Ancient Pantheons Specific Priest/ess Magic List
Cosmic Horrors Deity Specific Invocation Protas Deity Specific Invocation
Esoteric Order of the Eldritch Gods
Esoteric Order of The Dark God with a Thousand Forms Known as the: Dealmaker

True Name: Petohtalrayn

Soul Contract Hidden Order of the
Esoteric Order of Ruler of All Known as the: Ruler of All

True Name: Zsch-Kar

Hidden Order of the
Esoteric Order of The Gate of the Cosmic Horrors Known as the: Gate Keeper

True Name: Iukhuztotl

Hidden Order of the
Esoteric Order of The Goat of the Black Woods Known as the: Black Goat of the Woods

True Name: Yibhumbresh

Black Forest Blessing Hidden Order of the
Esoteric Order of The Mad Musician Known as: The Fallen Spirit of Music

True Name: Zach'riel

Dark Inspiration Hidden Order of the
The Primordial Elemental Horrors Hidden Order of the
Esoteric Order of The Abysmal Tundra of the Moper Known as: The Ever-Winter

True Name:

The White Frost Hidden Order of the
Esoteric Order of Dagon & Matriarch C'thyre Known as: Dagon and the Matriarch of the Vodyanoy

True Name:

Hidden Order of the
Esoteric Order of The Begotten Thunder Known as: Bringer of the Ever-Storm

True Name:

Hidden Order of the
Esoteric Order of The Envious Ocean That Gathers Known as: The Flood that Takes All

True Name: Haakom

Hidden Order of the
Esoteric Order of The Living Flame Known as: The Living Flame

True Name:

True Eternal Flames Hidden Order of the
Esoteric Order of The Phaser of the Mind Known as: That which Dwells in the Back of your Mind

True Name:

Hidden Order of the
Esoteric Order of The Smoldering Ignitor Known as:

True Name:

Hidden Order of the
Esoteric Order of The Smothering Ocean of the Wastelands Known as:

True Name:

Hidden Order of the
Esoteric Order of The Sublime Digger That Reigns Known as:

True Name:

Hidden Order of the

Ritual Magic[]

Simply put rituals are a very formulaic and easily learned form of magic. A ritual will consumes specific (often expensive) components, and it takes time to perform all of the steps of the ritual. However, rituals can produce results that even exceed the power of mage spells.

Ritual List
Portrait Name Level or Stage Type Users
Animate Armor Novice Ritual Magic User Background
Description
A ritual that works by assembling a full suit of armor with a golem heart at its core and infusing the heart with magic the caster can animate the suit of armor as a loyal servant.

Upon performing this ritual, the suit of armor the caster used becomes animate. The living armor is not a sapient creature and is eternally loyal to its creator. It will perform any task given by its creator to the letter.

Artifact Compression Master Ritual Mage Background
Description
Awaken Being Ritual Journeymen Druid Magic, Ritual Druid Background
Description
The druid traces magical pathways within a precious gemstone, then touched a huge or smaller beast or plant.

This spell affects those of low intelligence boosting it to above human levels while also granting the being to speak one language that the caster knows, these effects are permeant until magically reversed If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains Senses similar to a human's. The awakened beast or plant is considered charmed by the caster for 30 days or until the caster and their Companions do anything harmful to it.

When the Charmed condition ends, the awakened being chooses whether to remain friendly to the caster and party, based on how it was treated while it was Charmed.

Beacon of the Unnatural Journeymen Ritual Mage Background
Description
A ritual that works by constructing a grim totem containing a fifth essence-infused mutagen the caster creates a beacon for monsters.

Upon performing this ritual, the Beacon of the Unnatural calls to any monsters within 1 mile to come and build a new nest at the location. he scent given off by the Beacon grows stronger over time, expanding the range of its draw by a mile every year. The Beacon is 2 meters tall and has considerable durability.

Bloodline Tracker Ritual Hemokinesis, Ritual Magic User Background
Description
The Bloodline Tracker Ritual creates a charm that can be used to track down someone who shares ancestry with the contents of the vial, it works similar to a pendulum gravitating in the direction of the nearest person bearing the bloodline, this can exclude people by thinking about specific people or mentally excluding people.
Cadfan's Synthesis Master Necromancy, Ritual Necromancer Background
Description
A highly complex Negative Energy based ritual created by the infamous necromancer Cadfan of Ebbing before his disappearance.

The ritual partially animates a great number of corpses, binding them together into a single amalgamated creature that can move and act on your commands. The creature created is called a Corpse Amalgam. Like a golem, it will perform any task given by its creator to the letter but is no longer capable of higher thought without further augmentation which is usually beyond most ordinary mages or necromancers.

Cleansing Ritual Novice Ritual Magic User Background
Descriptiion
The Cleansing Ritual has the power to cleanse one target’s body of poisons, witcher oils, alcohol, drugs or diseases. This ritual however is not effective against plagues, such as Catriona.
Consecrate Journeymen Ritual Magic User Background
Description
A ritual that works by creating a magic circle that temporarily repels monsters.

This circle can be up to 10 meters in radius and forces any monster that tries to enter the area if they have a magic resistance equal to the caster's own skill used to create the circle.

Spell effects generated by monsters cannot enter the circle, but non-magical projectiles thrown by monsters ignore it.

Even if a monster can successfully enter the circle and remain in it, but has to overcome using magic resistance again to exit the circle.

The ritual calls for silver for monsters vulnerable to silver and meteorite for monsters vulnerable to meteorite steel.

Create Crystal Skull Ritual Novice Ritual Magic User Background
Description
By infusing a skull from a cat, dog, bird, or serpent with five units of fifth essence, the caster creates a crystal skull that can be used to form a single animal of the same type. If the animal created by a Crystal Skull dies, the Crystal Skull can be recharged by performing this ritual again using only 2 units of Fifth Essence (instead of five) and the inactive skull.

Example of Use: Yennefer of Vengerburg used this spell to create her kestrels.

Create Place of Power Master Ritual Mage Background
Description
By carving complex sigils on a standing stone erected at the confluence of two ley lines of the same element the caster creates a Place of Power.

This Place of Power remains indefinitely. If the caster fumbles when performing this ritual, the result is always that all of the stone used for the ritual explodes as if it were a bomb dealing high damage within a 6 meter radius.

Crossover Ritual Ritual Anyone who has possession of a Necronomicon
Description
A ritual taken from the Necronomicon, it can be used to help the specters of the deceased move on peacefully to the next plane of natural existence.
Demon Summoning Ritual: Mörkövhâx' Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
A summoning ritual for the demon known as The Caravan Man, while this ritual can be used without the Necronomicon it will be done so at the summoner's risk as the Necronomicon is the only known way to learn the demon's name without the naming ritual and that he cannot track.
Demon Summoning Ritual: Mör'Aum'Kâv Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
Demon Summoning Ritual: Ѳcк'Їтн'Бїа Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
Demon Summoning Ritual: The Slender Man Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
Demon Summoning Ritual: Lucifer Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
Demon Summoning Ritual: Aamon Conjuration, Negative Energy, Ritual Anyone who has possession of a Necronomicon
Description
Demon Summoning Ritual: Yrrhedes Conjuration, Negative Energy, Ritual Anyone who has possession of a True Necronomicon
Description
Detect Plane Ritual Novice Ritual Magic User Background
Description
A ritual that allows the caster to learn some basic information about the plane of existence they are currently on like: its name (if it has one), if the plane has multiple layers and if so which one the caster is on, and whether or not it's a demi-plane, an inner plane, an outer plane or something else.
Enchant Armor Master Ritual Mage Background
Description
Enchant Amulet Master Ritual Magic User Background
Description
By inlaying a common amulet with gemstones etched with magic glyphs the caster creates an enchanted amulet that stores the knowledge of casting certain spells.

When creating a magic amulet, the caster must expend the required stamina for each spell cast. If a spell has an active duration, the caster must also spend enough stamina to sustain it for 1 mintue. When creating an amulet, the caster may not use a magical focus. Every spell to be imbued in the amulet must be cast quickly in succession, without taking any other action in-between, otherwise the Crafting process will fail.

Fog of the Past Journeymen Ritual Magic User Background
Description
A ritual that works by the caster arranging a circle of candles, creating a pyramidal sculpture of glass with a lunar shard in its center, and filling it with Essence of Wraith the caster creates a magical projector that summons up a vision of the past. Upon performing this ritual, the projector shows the most emotionally resonant moment to have ever occurred in the area.

This moment can be up to 5 minutes long and plays on repeat until the end of the ritual twenty minutes later.

Golem Crafting Master Ritual Mage Background
Description
Golem Crafting creates a golem that serves the caster until it dies.

The process creates a simple golem that is bound to the caster's will (but this ownership can be transferred willingly).

It will do anything that the caster/owner asks it to, but it cannot think and can’t perform finesse tasks that require fingers or grabbing small things.

A golem will execute the last order it was given.

If it fails, it will try again endlessly until it succeeds or the caster/owner order it to stop.

If the order is ongoing (“fetch some water”) the golem will continue to perform that order until it dies or the caster/owner orders it to stop.

Greater Awaken Being Ritual Master Ritual Druid Background
Description
Hydromancy Ritual Novice Divination, Ritual Magic User Background
Description
Hydromancy allows the caster to stare into a small body of water and glimpse an event that happened within the last two days or that is currently happening. Watching events in the past is easier than viewing currently happening events, especially since a magician present at that event cause sense the augury if they are more powerful.
Imbue Trophy Ritual Novice Ritual Magic User Background
Description
A ritual that requires a properly prepared and taxidermized remains of a monster, this ritual allows the caster to make use of a monster’s alien physiology to channel magical effects. These effects are granted to anyone who carries the trophy who also helped kill the monster.
Interactive Illusiion Master Ritual Magic User Background
Description
Interactive Illusion creates an illusion with sight, sound, smell, and tangible feelings.

Nothing about the illusion is real but it all feels real to anyone who enters its area. The illusion covers a 20 meter radius and its caster actively controls and shapes it. If the caster creates a danger within the illusion to battle intruders, each intruder must overcome through Magic Resistance or Endurance. If they succeed, they realize that nothing is actually happening to them and take no damage. If they fail they think that the damage is real, and risk being stunned.  Any damage received from the illusion cannot kill but it can stun.

Magical Guestbook Journeymen Ritual Magic User Background
Description
Magic Barrier Journeymen Ritual Magic User Background
Description
Magical Message Ritual Novice Ritual Magic User Background
Description
The Magical Message ritual records a message of up to 5 minutes into a gemstone or piece of glass etched with a magical sigil. The caster can set up 3 specific triggers that then activate the message.

Once played, the message goes dormant until another trigger occurs. When triggered, an illusion of the caster appears and gives the message.

When crafted with a perfect gemstone, the message appears as clear as if the ritual crafter were truly there.

Oneiromancy Ritual Journeymen Mind Magic, Ritual Mage Background (Oneiromancers)
Description
Oneiromancy, also named oneiroscopy is a type of Mind Magic, or mental ability, allowing the practicioner to read the future and the past of given subject using the dreams.

To perform the ritual the oneiromancer must make a bond with the person they want to examine, either by asking a series of personal questions (if the person is available and willing to answer) or by learning as much as they can, reading stories, listening gossips, examining paints depicting that person etc.

Pyromancy Novice Fire, Ritual Magic User Background
Description
Pyromancy allows the caster to stare into a burning fire and witness events that are currently happening.

Pyromancy is more dangerous than Hydromancy, making it harder to maintain and impossible to peer backward through the flow of time. However, it is easier to use to view events that are currently happening. Like Hydromancy, a mage present at that event can sense the augury if they are more powerful that then caster.

Reanimate Corpse Journeymen Necromancy, Ritual Necromancer Background
Description
Ritual of Life Novice Ritual Magic User Background
Description
A ritual that creates a magic circle that positively affects the healing capabilities of a target within it.

This ritual can be used to heal a target while they are inside the circle, should the target leave the target before the healing is complete, the circle will disappear prematurely.

Ritual of Magic Novice Ritual Magic User Background
Description
A ritual that creates a magic circle that positively affects the magical tolerance and vigor of a target within it.

This benefit is bestowed on the first person with magical ability to enter the circle and focus on it, this boosted effect lasts for a full five hours. Alternatively, the caster can purposely expend the circle to gain a random amount of Fifth Essence.

Spell Jar Novice Ritual Magic User Background
Description
A ritual to create a magical vortex inside a sealed clay jar.

This can be used for a number of days after its creation with a max shelf life of 6 days and the effect of the actual contained spell triggering upon the jar breaking. When broken, the magical vortex bursts forth and one of the five random spells occurs: Talfryn's Prison, Zephyr, Tanio Ilchar, Dormyn's Fog, or Static Storm.

Spirit Seance Novice Ritual Magic User Background
Description
A ritual that contacts the spirit of a dead person.

The seance brings the soul back as a specter with the sentience of the original person. The specter retains all their memories, including the memory of their death, and can be spoken with at its burial site. The specter cannot be sent back to the realm of the dead except at its own choice, or by killing it. The Seance will summon the spirits of anyone of the same bloodline within 20 meters so using this spell in family crypts is not advised.

Telecommunication Novice Ritual Magic User Background
Description
A ritual that allows the caster to communicate with another person with a Telecommunicator.

The ritual is simple but requires both participants to have a telecommunicator and perform the ritual. However. it allows the caster to communicate across tremendous distances, allowing communication between all parts of the known Continent.

Tyromancy Novice Ritual Mage Background (Tyromancer)
Description
A ritual achievable by magically aging or melting cheese and watching closely its qualities, Tyromancy allows the caster to divine whether a course of action will have a positive or negative outcome.

When the ritual is performed, the GM privately rolls 1d6 and either adds or subtracts it from 13 to determine the DC of the ritual. If the cheese used is of standard quality or lower it is harder to achieve a correct answer.

If the cheese used is of high quality it is easier to achieve a correct answer.

Wagerer's Pendent Novice Ritual Magic User Background
Description
A ritual involving binding a shard of etched glass in a pendant of wolfsbane, beast bones, and leather strips, the caster can create a locus of dark magic.

This pendant absorbs the chaos which forms hexes and temporarily stores it. While a person wears it, they are freed from the effects of all hexes. If the pendant is removed at any point, all of the effects return. Additionally, if the person fails to rid themselves of all of the hexes by the end of this ritual’s week long duration, the pendant breaks and releases a torrent of dark magic. Should this occur, the person wearing the pendant and anyone within 2 meters of them are immediately afflicted by a number of hexes.

Rune Magic[]

16540000 - Runeword

Runes can also be used on human bodies and not only on objects, this art is known as runeword, a weaker variant of ofieri runewrighting applied to objects. Famous users of this type of magic are the mazoi, the "police force" of the distant land of Hannu

Glyphstones and runestones contain dormant power that can be harnessed through Rune Magic. This magic is simple enough that armorsmiths and swordsmiths can use it without any magical skill, just knowing the procedure. There is a more advanced form called Runewrighting that seems to originate from Ofir however, this form requires specialized equipment and costly investment, with the Runewright ultimately able to make new stronger runes out of the basic ones as well as chaining them together for stronger effects.

Rune list[]

TBA

Warlock Magic[]

Simply put is magic borrowed from a 'Patron', an entity or force which lends its pact holder or 'warlock' a part of its power, in exchange for service or belief.

Magic from other spheres or planes[]

True Deity Tier[]

This type of magic has vast potential and uses with the only restriction being the user themselves.

Cosmic Horror Magic[]
Gwent cardart monsters dagon

Dagon, a Cosmic Horror

Called Original Magic or Pure Primal Chaos by some Cosmic Horror affiliated cultists, is a more sinister less restrained version of Chaos sometimes granted by the Cosmic Horrors to their followers and often used by The Eldritch themselves. This magic is said to be at its highest level equal to or comparable to Protasic Magic, this is evident in the creation of life particularly protohominids.

The energy of this kind of magic when visible has a telltale purplish-pinkish glow closely resembling magenta in color.

Portrait Name Level or Stage Type Users
Eldritch Pulse Novice Cosmic Horror Cosmic Horror Races, Eldritch Cultist Background
Description
By channeling either their own eldritch energy or the energy of their patron, a being can let out a damaging pulse of eldritch energy towards a target.

False Deity Tier[]

This type of magic can be considered miraculous or divine but lacks the power of true gods.

Fey Magic[]

Called Fairy Magic. Fey magic is special in that it is more pure and primal than other magics (having been developed and fueled for so long by the residual mists of Nilfheim) but without an elemental property, it is so powerful in a way that it can bend the rules of reality to a certain degree, though it is also bound by its own rules as well (see Rules of the Fey). Due to it directly being a result of the high saturation of the Chaos from the leaking mists of Nilfheim, it is extremely potent. As such the Fey and especially the Archfey that stand at the top of the classifications hierarchy should never be underestimated, several Archfey are even strong enough to act as patrons for warlocks even in different realms and dimensions.

Fey Magic List
Portrait Name Level or Stage Type Users
Glamour Novice Ether, Fey, Illusion The Fey Races, Mage Background
Description
An Ether-based spell, Glamour allows the caster to cast an illusion around themself that makes them look more seductive, charismatic, and respectable.
Grigori Magic[]

Called the Magic of the Gods by many religions and Magic of the Watchers by some scholars. This magic system which was employed by the Grigori includes the magic for Ether magic, and genetic modification of species (but not the creation of new life).

Special Tier[]

13340000 - Wild Hunt Navigator

A Wild Hunt Navigator product of the genetic programs of the Aen Elle

This type of magic is stronger than normal human magic but not strong enough to be considered miraculous or divine.

Aen Elle Magic[]

Referred to as High Elf Magic. Though not a lot is known about the magic that the Aen Elle possess, it is known that they are not as strong as they once were since they lost the ability to freely travel through the worlds. The Aen Elle also participated in genetic refinement programs to strengthen both physical and magical aptitude over generations.

Star Magic[]

The Star Magic refers to magic that draws its power from the Astral Plane, also known as Syderium or the Star Plane. It is a magic, of which hardly anything is known, even less than the magic of the Aen Elle. It is believed to be the magic used by the mysterious sidereal beings classified as Refaim, among which are the Fallen Stars present in different legends across The Continent. It is speculated, that the vrans, could be connected to or draw their magic from this plane, because the few magic users born in this race, the so-called Operators or Guardians are usually powerful sources capable of bending time and space, without needing to possess the famous Lara Dorren gene.

Magical Professions and Types of Users[]

Anomalies[]

28900410

Ivar "Evil-Eye" a witcher of the Order of Witchers and founder of the School of the Viper, which became an artificial anomaly capable of having "visions of other worlds"

Anomalies are strange and extremely rare existences that defy the laws of the world, some of them have a vitality that defies all reason allowing them to have a slower aging process and longer lifespan, they have a more unique peculiarity that usually is a sign as an Anomaly for example the Anomaly Yava's peculiarity was that her reflection would move independently of her, while her daughter's peculiarity was when Carria touches a creature for the first time, they have a brief vision of a deceased loved one. All Anomalies possess the ability whether they know it or not to emit a 'pulse' of Chaos from their hand as a means of self-defense.

Demonologists[]

22490000 - Pact

A demonologist after making a pact

A demonologist, is a mage or a person which uses forbidden magic known as goetia to summon beings from other known planes such as "demons" with which to gain power and control. Their " occupation " has long been forbidden, but that does not prevent it from continuing to be practiced, especially among mages who wish to achieve a very high status or other people who are desperate and cannot find a solution to their problems. Very few Demonologists become seasoned as a majority of practitioners receive faulty information or make a mistake in their process leading to their deaths, and even rarer is Demonologists do not usually train others.

Druids[]

20110000 - Crow Clan Druid

A druid of the Crow Clan in Skellige

Druids are scholars of the forest, and their understanding of nature's workings is deep. They take in wild animals and help them heal wounds and sickness, and also take in anything humans injured or orphaned. The druids' grove, grown around the Tree of Life, is a sanctuary where no blood is spilled. Leaders of druid circles are known as hierophants, if they are male, and flaminikas, if they are female.

Druid Profession Magic List
Portrait Name Stage or Level Type
Awaken Being Journeymen Alteration, Druid Magic
Description
The druid traces magical pathways within a precious gemstone, then touched a huge or smaller beast or plant.

This spell affects those of low intelligence boosting it to above human levels while also granting the being to speak one language that the caster knows, these effects are permeant until magically reversed If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains Senses similar to a human's. The awakened beast or plant is considered charmed by the caster for 30 days or until the caster and their Companions do anything harmful to it.

When the Charmed condition ends, the awakened being chooses whether to remain friendly to the caster and party, based on how it was treated while it was Charmed.

Boiling Blood Novice Alteration, Druid Magic
Description
A druid spell that causes an animal or non-sentient monster within range to become enraged at a chosen target.

The creature will try to attack this chosen target until the duration ends.

Greater Awaken Being Master Alteration, Druid Magic
Description

Mages[]

A person usually educated to be skilled in the use of magic usually at one of the Mage schools or via private organizations. Mages have the widest range of spells and skills of the known magical professions.

Magical Mundane[]

A rarity amongst the population usually found at a rate of 1 in every 500 people, these are mostly ordinary people with a single magical gift that usually has a side effect that comes with it. These gifts are classified into a two tier system of minor and major gifts.

Minor Gifts Calm Animals Fear Aura Fleet of Foot Green Thumb Minuscule Illusion Pigment
By casting this spell, more harmless beasts are calmed.

However, more aggressive beasts become enraged just by seeing the Gifted, and will prioritize attacking them.

The Gifted are surrounded in a 4-meter radius by an aura of palpable fear, but their social status is instinctually lowered, and even their own race only tolerates them instinctually, knowing something is wrong. By using this spell, the Gifted jump twice as far as normal, but when knocked back, they move an additional 4-meters, increasing the chance of them ramming into something and being hurt. A small plant can be grown from seed to maturity with this spell. It is possible for the Gifted to grow herbs and alchemical plants, but not larger plants such as trees. In contrast, alchemical concoctions that contain plant-derived substances the Gifted create poison them as well as their intended effects. The Gifted is able te create an illusion within 4 meters that can fill a 1 meter cubed space, though this illusion can only be simple and is only visual.

In essence this is a weaker version of the Illusion spell. As a result of having this gift the Gifted themselves has a harder time determining whether an illusion is real or not.

The Gifted can make a mark with their hand on a surface that has a color they desire that can optionally glow, should the Gifted so desire. The glowing mark raises the light level slightly for 4 meters all around it. Once the Gifted have made a mark as long as the Gifted are within 4 meters they can make the mark emit a flash of glaring light for a few seconds after which it disappears.

The tradeoff for this ability is if a magical fumble is triggered within 10 meters of a Gifted with this ability, they suffer the effects along with the other person.

Major Gifts Aerokinesis Cryokinesis Detect Poison Fortify Geokinesis Pyrokinesis See Aura Weapon Honing
By fully concentrating on up to 5 kilograms of material, the Gifted can manipulate the material as if they were holding it.

Though whenever someone with this gift is knocked prone or backwards, it physically tires them except when they are already tired.

By fully concentrating the Gifted can freeze up to 2 square meters of liquid or a singular target within a 8 meter radius.

The tradeoff is the Gifted is guarantied to freeze if there is a chance, as well as a reduction in their overall speed and reflexes while frozen.

By fully concentrating the Gifted can smell a substance to detect whether it has been poisoned, but if they become intoxicated or poisoned themself they also become nauseas. By fully concentrating the Gifted can strengthen a weapon, armor, or object.

This item can only benefit once from this gift. If the Gifted comes within 4 meters of any amount of Dimeritium however they will lose their magical power temporarily and suffer a higher chance of experiencing the effects of Dimeritium poisoning.

By fully concentrating the Gifted can create a tremor within an 8 meter radius centered on themself.

Should one of these Gifted become staggered they are prone to experiencing an unwanted stun effect.

By fully concentrating the Gifted can light a fire or put it out. They are capable of lighting one object or target within 8 meters of themself on fire.

Due to instinctual blockers however they cannot target themselves. The tradeoff is a guarantee of catching fire if there is the slightest chance of doing so.

By fully concentrating the Gifted can see the aura of all targets within 8 meters of the Gifted. This aura can be used to determine the magic level of a person.

These Gifted give off a tangible tingle that alerts anyone who touches them of their magical capacity. This has the nasty effect of making many people assume the Gifted is a mage which may effect how they are viewed.

By fully concentrating the Gifted can sharpen a weapon so that it has a higher chance of making deeper bleeding wounds, however the tradeoff is a guarantee of bleeding if there is the slightest chance of doing so, such as lightly touching the edge of a knife or receiving an attack from a sharp weapon.

Necromancers[]

34370000

A necromancer

Necromancers are simply put users of Necromancy, a type of forbidden magic used to reanimate, control or summon the dead or their spirits. All known Necromancy magic is of the Negative Energy type. Despite the magic being forbidden, research into the magical art persists into the modern day. The magic of Necromancy comes from the domain of the Great One Necrosis, though knowledge or lack thereof of this does affect the magic.

Psionics[]

Psionics are users of Mind Magic, a magic phenomenon that uses only the user's psyche and vital energy, Mind Magic consists of a range of mental-based abilities that are not dependent on any known element of Chaos for their power.

Sources[]

14410000 - Farseer

Oracles tend to be described as "slobbering" and "half insane"; the result of gifted individuals called "sources" who failed to master their own innate powers

Sources are individuals with natural affinity towards having magical abilities, being a Source is a dangerous existence though and if their abilities aren't properly notice and directed the consequences are usually bad ranging from mental illnesses such as catatonia to even heavy destruction. Most Sources if found in time are sent to Mage schools to be trained into new mages. Though on rare occasion a Source can come into making their wild magic abilities useable to a certain degree, the danger will always remain until they are properly trained.

In the EAPEU, the existence known as a Source is the result of an extradimensional magical being which ironically enough calls itself The Source trying to reintegrate itself back into the mortal world after it was sent into a interdimensional limbo by its enemies eons ago, this process has been foiled numerous times by mage society rendering many Sources immune to the process via training them as well as by most previous potential host having low synchronization rates with the being.

Warlocks/Cultists, Priest and Priestesses[]

Karol-bem-cultist-priest-logo

A Cultist Priest

To a degree warlocks, cultists as well as priest and priestesses are essentially the same thing, though the context of their status is what actually differentiates them.

A warlock gains and executes power from their patron but doesn't have to necessarily believe in them or achieve a trance like a priest/ess does in order to use magic, and a priest/ess can use magic or miracles imparted to them through their belief in their patron as well as using a trance to use magic. While a cultist is essentially a priest/ess with a more negative social status or a general consensus that what they believe in is crazy by the populace.

Witchers[]

Valeriy-vegera-way-of-the-witcher-kv

First witchers in combat using Signs

A caste of purposefully mutated monster hunters originally created to be a combination of a monastic order of knights with magical abilities and powers to deal with monsters far too strong for ordinary humans to deal with. They are believed to be by most mages as failures in this regard as even though they are highly effective at monster slaying they are only capable of a fraction of the magical ability of mages, that combined with their more humble status lead to them being favored as heroes to the people at one point leading mages to lead a propaganda campaign against them which has been one of the factors that has led to modern disfavor for the caste.

Signs[]

Though they are not warrior mages who employ powerful magic, witchers can cast simple magic spells that can prove effective when used properly. Witchers call these spells Signs and usually use them against monsters, though they also have non-combat applications. Because of the Signs, witchers prefer single-handed weaponry since it leaves their other hand free to cast. Signs can be cast a few different ways:

  1. By arranging the fingers in specific way in sequence. In essence, signing.
  2. By attuning to a the element and question using the hand and drawing the sign in the air or on a surface. In essence, symbol magic.
  3. For combination signs, a witcher can use one hand to cast one sign and the other to cast a different sign as in the case of Aagni.
    1. For advanced users of combination signs, they can manually sign the name of the sign to achieve the sign though its output is dependent on the witcher's skill.
  4. A later method achieved by first carving a sign into something and then passing the appropriate chaotic element and stamina through it to achieve results was discovered allowing for objects to act as casting points for signs such as swords, shields, walls, musket balls, etc.
Sign List[]

For more information about the Signs, such as their history, development, etc... Visit the respective article of each Sign.

Aagni[]

A potent combination of journeymen level of the Signs for Air and Fire that makes a concussive air-enhanced blast of fire. It was used primarily after the fall of the Order, by members of the School of the Viper in their Wild Hunt investigations against the Hunt hounds, members of the School of the Griffin, and members of the School of the Wolf.

This combination sign is achieved in one of two ways:

  1. By using two hands, one signing Aard and the other signing Igni at the same time then cupping the hands bringing them together and thrusting the outstretched hands towards the target.
  2. For more advanced users, who can internally channel two different elements signing A-a-g-n-i will achieve the sign though the output is then affected by the witcher's signing skill.
OGjOWIY

Aard Sign in use

Aard[]

Aard is a novice Sign that draws from the Plane of Air or the Astral Plane (research has so far been inconclusive about the type of Chaos particularly, since Tomas Moreau investigations suggested that a witcher with extra mutations could obtain a similar effect to that of the Vintyr Sign of "freezing enemies" using Aard. More information in the Vintyr Sign article) that is used by witchers. The Aard sign is a simple magical sign used by witchers that directs a blast of telekinetic energy to stagger opponents, leaving them open for a subsequent attack.

Aard can also blow out any existing fires, blast open poorly secured doors, or punch through cracked or damaged walls.

Aard has an alternate technique associated with it referred to by the witchers as Sweep which produces a expanding bubble of explosive telekinetic force from the witcher's body usually with the effect of knocking targets in close range off their feet or back giving the witcher time to recompose themselves.

Aard is achieved in one of two ways:

  1. By signing A-a-r-d though the output is then affected by the witcher's signing skill.
  2. A quick Aard can be achieved by thrusting out the casting hand while tucking the middle finger
Aceta[]

This Sign produces a stream of acid, its somewhat good at eating through barriers too massive for Aard.

Aceta has only been found to be achieved by signing A-c-e-t-a and then pointing the outstretched hand at the target.

An-Igni: This Sign is the antithesis of Igni, it has chances of freezing a target instead of igniting them, it can also be used to put out fires. Foes killed with this sign are frozen solid.

Aethric[]

This Sign is useful for basic magic analysis. It sends out a cone blast of pure glowing magical energy that will interact with any existing energies, forming colorful lights and patterns that can be interpreted. Aethric will make ghost echos visible and allow pinpointing invisible creatures.

  1. Aethric has only been found to be achieved by signing A-e-t-h-r-i-c and then pointing the outstretched hand at the target.
Axii[]

Axii is a novice Sign used by witchers that draws power from the Plane of Water that can charm an opponent's mind to stun them, temporarily eliminating them from combat. However, the stun effect disappears after seven seconds or when the target receives harmed.

This sign can be used by witchers to calm their mounts or on people to gain information or benefits. This sign can usually only affect one person at a time and its effects are visible to other people in the vicinity.

Axii has an alternate technique associated with it referred to by the witchers as Puppet that forces an enemy to temporarily become an ally and fight on your side during a conflict for a short time as well as boosting their physical abilities for the duration of the conversion.

Axii is achieved in one of two ways:

  1. By signing A-x-i-i though the output is then affected by the witcher's signing skill.
  2. A quick Axii can be achieved by thrusting out the casting hand while halfway tucking the ring and pinky fingers.
Redirect hate

Geralt using the Hatri Sign against Adda "The White"

Chlorinic[]

This Sign creates a poison gas jet, where the gas is also somewhat corrosive. Poison and blind chance instead of ignite. Armor is ignored. The gas turns into acid if it comes into contact with water, so if people get it into their eyes, they are blinded (sometimes permanently). Creatures that don't breathe are resistant to the damage. People that know what is being shot at them may opt to hold their breath and close their eyes instead of defending normally, which will avoid poison and blind and reduce damage by half.

  1. Chlorinic has only been found to be achieved by signing C-h-l-o-r-i-n-i-c and then pointing the outstretched hand at the target.
Hatri[]

Hatri is a telempathic journeyman Sign which reflects the opponent's hate, bloodlust and hunger back to its source, making the monster afraid. Originally, it was designed to disperse hordes of monsters if they were too many for the witcher to deal with at the time, allowing the witcher to retreat and think of another strategy.

Heliotrope[]

Heliotrop or Heliotrope is a journeyman Sign used by witchers. It is made by crossing one's wrists, as well as interlocking ones pinkies and works as a buffer against physical attacks, combat magic and impacts with walls, ground etc.

Contrary to Quen, which is active until broken or dispelled, the Heliotrop is active only for a moment and cushions from a single powerful attack or damage.

15780000 - Ivo Of Belhaven

School of the Bear Witcher Ivo of Belhaven using the Igni Sign against a drowner

Igni[]

Igni is a novice Sign that draws from the Plane of Fire that is used by witchers and causes a burst of fire that can repel and ignite opponents, as well as start fires.

Igni has an alternate technique associated with it referred to by the witchers as Firestream that turns the burst of fire into a sustained stream of sparks and flames.

Moahk[]

A novice Sign developed by the School of the Griffin in their early days based on some studies by the former Order of Witchers. It is capable of magically creating water, or shooting a wave of water at a target. A good preparation sign to use before Volun. Witchers can use this sign in survival scenarios like in the desert to conjure water.

Quen Sign

Quen in action

Quen[]

Quen is a novice sign used by witchers that draws from the Plane of Earh to form a protective field around the caster.

Quen's basic ability is to cover a witcher in a basic shield that absorbs a limited amount of damage.

Quen has an alternate technique associated with it referred to by the witchers as Active Shield which envelopes the witcher in a bubble of golden light that is stronger than the original technique but is more is draining on the witcher and requires them to remain in place.

Shadi[]

Shadi is a Sign of journeymen level developed by the School of the Griffin and later adopted by the School of the Cat when the exiled Griffin Guxart became the Cat grandmaster that draws from the Ethereal Plane. It is used to temporarily turn its caster intangible, the user can specify whether they fall through the ground as well, allowing for better mobility and the ability to avoid being trapped or barricaded against ones will.

Shadi has an alternate technique associated with it referred to by the witchers as Invisibility which cloaks a witcher in a field of light refractive magic rendering the witcher temporary invisible to human sight. It does not negate scent, sound, or any of the other senses, it also requires a small but steady consumption of magical stamina.

23080000 - Warritt The All-Seeing

Warrit using his modified version of the Supirre Sign

Somme[]

Somne is a journeyman magical sign used by witchers and one of the lesser forms of Mind Magic. It is used to put the target to sleep, and may possibly also leave them open to some form of suggestion depending on the intensity used.

Supirre[]

Supirre is a journeyman Sign that draws from the Plane of Air enhancing the auditory perception of the user. Drawn on a solid surface, it allows the people near the Sign to hear sounds which would be normally inaudible due to the distance or background noise. As such, it is often used for eavesdropping.

Modified variants of this Sign were invented by Warrit, a blind witcher from the School of the Viper, and after the Second Conjunction, witchers from the School of the Crane and the School of the Bat.

Vintyr[]

Vintyr is a novice Sign developed by the School of the Griffin based like with Moahk on some studies by the former Order of Witchers that draws from the Para-Elemental Plane of Ice. This Sign, was created due to the necessity of facing off creatures like Fire Elementals, dragons and very rarely, phoenixs in the Koviri and Dragon Mountains. It is the antithesis of the Igni sign, rapidly cooling or even freezing anything the witcher touches while using the sign or in the cold wave radius.

Vintyr has an alternate technique associated with it referred to by the witchers as Icy Squall which produces a torrent of subzero air currents that can flash freeze a target in a matter of seconds similar to the Igni Firestream technique.

24610000

The Sign de Volun in action being used skyward, probably to scare off a peasant mob

Volun[]

Volun is a novice Sign developed by the School of the Griffin and later adopted by the School of the Hawk based in some suggestions of a “Alzur´s Thunder Spell like Sign” to better face monsters such as kelpies and hydras of the mages that were in the Order of Witchers when Alzur, Cosimo and Idarran left, like the famous spell draws from the Plane of Air.

It is used to shoot bolts of plasma/lightning from the witcher's fingertips, it is an effective scare tactic tool when dealing with peasant mobs. And is an effective weapon against armored enemies.

Volun has an alternate technique associated with it referred to by the witchers as Chain Lightning which allows a witcher to shoot a sustained bolt of lightning controlled by the witcher that can jump from enemy to enemy, the more skilled the witcher the more targets it can hit.

Vorg[]

Vorg is a novice Sign developed by the School of the Griffin. It is similar to the Quen Sign but is more specialized as it creates a barrier that the witcher can walk away from. Useful for blocking narrow passages or creating choke points to deal with group combat easier. The protection given by the Sign is higher than Quen but lower than Heliotrop. And regarding its duration, it is similar, it is superior to Heliotrop, but inferior to Quen.

Vorg has an alternate technique associated with it referred to by the witchers as Boundary after forming the hand sign the witcher points then traces a glowing line or boundary on the ground, the boundary has an effect like Aard that telekinetic throws anything that comes into contact with it that the witcher deems hostile.

Yrden[]

Yrden is a novice sign used by witchers that draws from the Astral Plane to form a circular, magical trap. The trap triggers a certain number of times when traversed by a foe, causing knock back, damage, and a chance of inflicting ailments on its targets Most foes that wander into the ring are significantly slowed, though some monsters are unaffected by it.

Yrden is one of the witchers best tools for controlling multiple enemies in melee range. It's also particularly valuable for witchers when up against noonwraiths and nightwraiths, who remain incorporeal most of the time unless caught within a Yrden circle.

Yrden has an alternate technique associated with it referred to by the witchers as Magic Trap that creates a stationary glyph of magical energy that strikes at and slows down hostile forces within a certain radius, as well as destroys and projectiles that happen to pass through that radius. Multiple Magic Traps can be placed down at once by experienced witchers.

Sign Trivia[]
  • It is possible to make the Sign more powerful by enforcing it with the spell. Geralt utilized this method at least once, during his fight with Vereena.
  • The witcher Putnam Pitch, is known that he used the Sign of Shadi, during his time in Hannu with the Fabio Sachs´s Expedition when he fought some of the unknown hannuan monsters.
  • The major use of the Sign of Volun was during the Haak Invasion of the Northern Kingdoms. Taught by Putnam Pitch to the other witchers on the Northern Front to use against the invaders.
  • An alternative form of the Supirre sign was created by the blind witcher, known as Warrit but after the destruction of the School of the Viper, it was lost. There have been attempts to rebuild it, but all have been in vain.
  • An-Igni, Aceta, Chlorinic, and Aethric were taken from a post of r/WitcherTRPG. https://www.reddit.com/r/WitcherTRPG/comments/cnkequ/nonstandard_signs/ by reddit user MerlonQ.

Witches[]

Witches are women who master magic, but are not affiliated with any organization, nor have they been taught in schools are distinguished from both witchers, witcheress and sorceresses. In a sense, they could be considered as a hybrid between a priestess and a mage. They tend to be "wise-women", healers, renegade druids or renegade mages and are usually, but not exclusively old women, even hags.

Strengths of Magic[]

Adaptability & Versatility[]

Magic could accomplish a wide variety of tasks many of which would be impossible for an average non-magical being without preparation or resources.

High Status and Wealth[]

Those who could use magic in the good times, were placed in positions of authority, respect and wealth. Often mages both male and female were placed in royal courts following their graduation from their schools.

Weaknesses[]

Dimeritium[]

10650000 - Dimeritium Shackles

Dimeritium Shackles

Although a rare metal, Dimeritium was known as a magic caster's bane. It disrupted most magic and was the material used by the enemy of mages to fight against them. Dimeritium shackles could bind a mages limbs making them unable to cast, while dimeritium bombs could temporarily short-circuit a mage's abilities as well.

Druids tend not to leave their communities and the areas they serve[]

While Druids are capable of powerful magic they also don't leave the confines of certain areas without good reason tending to stick to their communities and groves unless on a mission, the only known exception for this is during special times such as in Skellige for the succession of the crown the head druid worked with the local jarl to facilitate the succession fairly and impartially.

Lengthy Learning Process[]

Learning how to handle magic can be a length process as the standard educational length for a mage is one decade for even the basics required to properly wield magic with most graduates only knowing basic spells by the time of their graduation. Other spells require study and practice as well as time investment.

Mages are typically built like a glass cannon[]

While magic itself was strong, mages were often soft, and usually performed poorly during close combat encounters. Especially beginner mages were slow in casting spells especially ones that required concentration as casting could be the only thing they could do.

Magical Backlash[]

A magic user can fail a spell or such, when they do they can experience magical backlash which will differ based on the spell used.

Magical Capacity[]

A magic user is bound by their own magical capacity which means that they cannot keep casting magic without end, there is a limit which usually a trained magic user is aware of. Some magic users like Sources have higher magic capacities or function as better conduits allowing them to last longer or cast stronger chaos, but this usually comes with it being more dangerous and training being a requirement for them to live without going mad.

Magic Renouncement[]

Under the right conditions, a magic user can completely renounce their magical abilities such as Ciri did in the Korath Desert, though she was still able to use her Blink ability she lost her connection to the elemental chaos meaning she couldn't cast mage spells anymore. It is unknown at this time if Magic Renouncement is reversible with the consensus being at this time that it is not.

Sources if not properly trained are magical timebombs[]

A Source can be a danger not only to themselves but also their community, though some Sources have more benign burnouts, some Sources have burnouts that can destroy areas and buildings.

Warlocks are bound by favor to their patron/concept[]

Unlike Druids and Mages, a Warlock's magic depends on their affinity with their patron/concept, if they fall out of favor with their patron or believe they have betrayed their concept, they may lose their ability to channel their Warlock magic.

Organizations responsible for the regulation of magic[]

34250000

High Praetor Alois Staalden

Northen Kingdoms[]

  • Brotherhood of Sorcerers ( extinct ) / New Brotherhood of Sorcerers :
    • Chapter of the Gift and the Art ( extinct ):
      • Praetorship : A branch of the Chapter of the Gift and the Art that performed the functions of finding and punishing rogue mages, especially during the early stages of its creation, when many magical adepts did not agree with the laws and the very concept of the new organization. These people were called renegades or rogues and were to be severely punished. Over the centuries, it did not dissolve, but its activity became very reduced punishing mostly cultists, warlocks and Goetia users. The Praetorship would eventually become one of the inspirations for the creation of the infamous Witch Hunters organization as a "countermeasure" against the power held by mages ( for more information, please visit the article about the Praetorship ), the other being the Vigilantes that the sorceress Alissa Henson dismantled.
  • Vigilantes (extinct): A fanatical organization active in the Northern Kingdoms whose purpose was to track and eliminate witches, warlocks and anybody else who dealt with dark magic. The unit was commanded by the Hale family, in particular by Octavia Hale, also known as the "Witchfinder", and by Fabian Hale.

Ofir[]

  • Büyük Büyücüler Konseyi:

TBA

List of known spells[]

For more information about the spells, their history and their effects explained in more detail, check the articles specific to each spell.

  • Alzur´s Thunder:
  • Bekker´s Dark Mirror:
  • Bekker's Rockslide: A Earth based spell created by the first known Nordling mage Jan Bekker that rips a large stone from beneath the ground and drop it on a target. The stone has a tendency to shatter explosively in a 6-meter radius causing additional damage.
  • Cleanse:
    • Masterful Cleanse:
  • Edict:
    • Masterful Edict:
  • Earthen Maw:
  • Giltine´s Abortator: A spell used by sorceresses such as Lytta Neyd to help women abort their unwanted babies.
    • Masterful Giltine´s Abortator: A war version of the same spell that was prohibited by the Brotherhood of Sorcerers since it was considered a war crime.
  • Hanmarvyn's Blue Dream: A necromancy spell that allows the user see the last moments of a dead man's life if it can survive its casting.
  • Life Bloom:
    • Masterful Life Bloom:
  • Melgar´s Fire: A powerful spell that allows the user to summon a rain of fiery meteorites over a large area.
  • Merigold´s Hailstorm:
  • Rat Swarm:
    • Masterful Rat Swarm:
  • Talfryn's Prison: A Earth based spell that binds a target in roots. Named after the treacherous knight Talfryn of Nazair.
  • Transmutation:
    • Masterful Transmutation:
  • Thunderstorm:
    • Masterful Thunderstorm:
  • Time Warp:
    • Masterful Time Warp:
  • Scorch:
  • Stammelford's Tremors:
  • Spontaneous Combustion:

Image Credits[]

  • High Praetor Alois Staalden by Oleksandr Kozachenko for Gwent: Rogue Mage.
  • Necromancy by Nemanja Stankovic for Gwent: The Witcher Card Game.
  • Dagon by Alejandro Mirabal for Gwent: The Witcher Card Game.
  • Cultist Priest by Karol Bem for Gwent: Rogue Mage.
  • Farseer / Oracle by Lorenzo Mastroianni for Gwent: The Witcher Card Game.
  • Necromancer by Anton Nazarenko for Gwent: Rogue Mage.
  • Crow Clan Druid by Aleksandra Wojtas for Gwent: The Witcher Card Game.
  • Way of the Witcher Official Expansion Art by Valeriy Vegera for Gwent: The Witcher Card Game.
  • Pact by Zuzanna Kapuścińska for Gwent : The Witcher Card Game.
  • Wild Hunt Navigator by Diego de Almeida Peres for Gwent : The Witcher Card Game.
  • Ivar Icon by Cd Projekt Red for Gwent : The Witcher Card Game.
  • Dimeritium Shackles by Nemanja Stankovic for Gwent : The Witcher Card Game.
  • Cursed Scroll by Karol Bem for Gwent : The Witcher Card Game.
  • Urn of Shadows by Yamandu Orce for Gwent : The Witcher Card Game.
  • Ifrit by Toni Muntean for Gwent : Rogue Mage.
  • Nivellen by Alexandre Mokhov for Gwent : The Witcher Card Game.
  • Crimson Curse by Christof Grobelski for Gwent : The Witcher Card Game.
  • Rha´iz by Jin Baron for Gwent : Rogue Mage.
  • Damned Sorceress by Anna Podedworna for Gwent : The Witcher Card Game.
  • Time Warp by Anton Nazarenko for Gwent : Rogue Mage.
  • Runeword by Bogna Gawrońska for Gwent : The Witcher Card Game.
  • Leticia Charbonneau by Astor Alexander for Gwent : The Witcher Card Game.
  • First Person : Aard Sign virtual photography by Brotherbeck.
  • Ivo of Belhaven by Anna Podedworna for Gwent : The Witcher Card Game.
  • Quen Sign by Lorenzo Mastroianni for Gwent : The Witcher Card Game.
  • Warritt "The All-Seeing" by Zuza Kapuścińska for Gwent : The Witcher Card Game.
  • Alzur´s Thunder by Cd Projekt Red for Gwent : Rogue Mage ( check the notes below in the article )
  • The Last Wish ( Djinn ) by Anna Podedworna for Gwent : The Witcher Card Game.
  • Ihuarraquax by Anna Podedworna for Gwent : The Witcher Card Game.

Permissions[]

  • I, Adalwulf of Aedirn as the original creator of the signs of Moahk, Shadi, Vintyr, Volun and Vorg do give free permission for the use and expansion on the functions, lore and history of these signs as long as they are used in Fair-Use terms and no unfair credit is taken for them.

Trivia[]

  • The Spontaneus Combustion is based in the "explosive spell" of Netflix´s The Witcher but with a better naming as Netflix's The Witcher puts it as "explosive spell" but it makes no sense at all, as it burns people, it doesn't make them explode.
  • Giltine´s Abortator is based in the "Giltine´s spell" of Netflix´s The Witcher but with a lore reason that makes more sense than what they did with Francesca.
  • It is believed that a member of the Praetorship defeated Gaunter O'Dimm in his challenge.

Notes[]

  • This article is free to edit as long as the lore is respected and the rules of the fanon are followed.
  • The existence of Magic while it is a canonic point of the Witcher series this article contains information that is the personal iteration inclusion for the fanon by Adalwulf of Aedirn, as such the existence of some of these spells and types of magic in the fanon is not 'definitive' and is subject to the decision of inclusion in others head canons.
  • The information about the Praetorship, has been translated from The Official Witcher Wikia in Russian with Deepl. If there are any translation errors, please feel free to correct them with the exception of this lore which is fanon: Over the centuries, it did not dissolve, but its activity became very reduced punishing mostly cultists, warlocks and Goetia users. The Praetorship would eventually become one of the inspirations for the creation of the infamous Witch Hunters organization as a "countermeasure" against the power held by mages ( for more information, please visit the article about the Praetorship ), the other being the Vigilantes that the sorceress Alissa Henson dismantled.
  • For a list of canon and existing Runes see link.
  • The image used to illustrate the Volun Signal is unreleased material from Gwent : Rogue Mage, so if you know the artist, feel free to credit it. This image has been used, for a simple reason, it fits with a gesture for the Sign of Volun, and it is also material that was not released and "non-canonical". Apart from that, it does not fit with the canonical definition of Alzur's spell, because in the books, it is described more as a powerful lightning falling from the sky ( like in the Gwent card ), rather than throwing lightning from the hands (hence Triss ends up creating her famous hailstorm spell). More specifically, the simple version of the card art has been used, and not the masterful one, as it is the one that would make the most sense for a witcher to use.
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