Magic (EAPEU)

## 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

 **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.

 **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."

 **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."

 **A:** Adalwulf of Aedirn said:
"Only certain people have a predisposition for using magic and certain people can only use certain kinds of magic."

 **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."

 **A:** SchoolOfTheLycan said:
"Undo death. Change a magical creature into a non-magical creature. Physically age or de-age someone. Affect dragons."
"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)

 **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."
"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.

 **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."
"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."

 **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."
'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."

 **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."

 **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."

 **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"

 **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."
"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.

 **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."

 **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."

 **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."

 **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."

 **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."
"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."

 **A**: SchoolOfTheLycan said:
"Basically anything that is itself magical in nature, but gemstones seem to be the go to."
"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."

 **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."
"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."

 **A**: SchoolOfTheLycan said:
"Probably an air spell, so levitation."
"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."

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

 **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."
"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."

## 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)

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)

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

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.

### 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

### Dark Arts

A collection of Necromancy and Goetia magic though not having as wide a selection of magics or spells this category is important all by itself. The Necronomicon is one such collection of dark spells and rituals.

### 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.

### 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.

#### 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.

#### 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.

#### Ether

A type of magic created using the energy of the Plane of Ether. **Ether** also known as **Spirit Magic** comes in a few different applications it is capable of the production and control of psychic energy or energy produced by the mind as well as covering the results of unexplained mixed magic.

#### Fire

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.

#### Negative Energy

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.

#### 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.

#### 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.

### 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.

#### 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.

#### 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
 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

### Curse Magic

**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

##### 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 )

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.

##### 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 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.

### Hemokinesis

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
 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.

### Hex Magic

**Hex Magic** is a simpler and much more easily tamed magic that is similar to Curses. **Hexes** are usually cast via Rituals with set ways to break them.

### Mind Magic

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.

### 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.

Pantheons

### 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.

### Rune Magic

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.

### 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

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.

#### 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
 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

*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

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

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.

### Druids

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
 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.
 A druid spell that causes an animal or non-sentient monster within range to become enraged at a chosen target.

### 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.

However, more aggressive beasts become enraged just by seeing the Gifted, and will prioritize attacking them.
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.
 Major Gifts
Though whenever someone with this gift is knocked prone or backwards, it physically tires them except when they are already tired.
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.
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.
Should one of these Gifted become staggered they are prone to experiencing an unwanted stun effect.
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.
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.

### Necromancers

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

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.

### Warlocks/Cultists & Priest/esses

To a degree warlocks, cultists as well as priest/esses 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

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. Some of the Signs are casted by arranging the fingers in specific way, while the other have to be drawn on a solid surface.*

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.

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.

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

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.

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.

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.

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
**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.

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.

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

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.

### 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.

### 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.

## Organizations responsible for the regulation of magic

### 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*.

* 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.*
* 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*.
* Melgar´s Fire: *A powerful spell that allows the user to summon a rain of fiery meteorites over a large area.*
* Talfryn's Prison: *A Earth based spell that binds a target in roots. Named after the treacherous knight Talfryn of Nazair*.
## 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.