Skills

**Parry -** A successful attack can be used to negate an enemy hit of the same tier.

**Dodge -** Avoids damage per point of stamina spent: 1 Stamina point per normal hit, 2 per hard hit, 3 per critical hit.

**Counterattack -**

### Tier 1

**Survival Instincts -** Every point spent increases **Vitality** by **1**.

## Signs

### Tier 0

**Aard -** A directed blast of telekinetic energy that staggers opponents, leaving them open for subsequent attack.

* Costs 1 Stamina
* Every successful hit allows the user to hit an additional enemy, max 3.
* Renders affected enemies unable to attack or defend for one round.

**Igni -** A directed fiery blast that damages enemies

* Costs 1 Stamina
* Every successful hit allows the user to hit an additional enemy, max 3.
* Damage 1

**Yrden -** A magic trap that slows enemies who enter its area of effect.

* Costs 1 Stamina
* Affects up to 3 enemies.
* Affected enemies can only perform 1 action during the round Yrden was cast.

**Quen -** Protective shield that lasts until it has absorbed enough damage.

* Costs 1 Stamina
* Protects user from one normal hit during the round it was cast.

**Axii -** Charms an opponent's mind, temporarily eliminating him from combat.

* Costs 1 Stamina
* Affected enemies cannot make any actions until they are damaged.

**Heliotrop -** Helps cushion the caster from combat magic, impacts with walls or the ground and physical attacks.

* Costs 1 Stamina
* Protects the user from a single charm, spell, or other magical effects as well as impacts with walls or the ground.

**Supirre -** Makes the nearby conversation audible for the people around the Sign

**Somne -** Puts beings to sleep

### Tier 1

**Stamina -** Every point spent increases **Stamina** by **1**.

## Alchemy

### Tier 0

**Brewing -** Enables the brewing and drinking of Witcher potions.

**Oil Preparation -** Enables the creation of oils that can be applied to swords.

**Bomb Creation -** Enables the creation of handheld bombs that can be thrown at enemies.

**Mutation -** Enables the extraction of mutagens from the corpses of powerful monsters. Witchers use these to grant their bodies new abilities.

**Trial of the Grasses -** Mutation that lets Witchers withstand the toxicity of potions that would kill normal people.

### Tier 1

**Metabolic Control -** Increases maximum **Toxicity** by **3**.

## School of the Bear

### Tier 0

**Bear School Techniques -** Increases **Vitality**, **Damage**, and **Armor** by **1**.

**Bear Fighting Style -** Increases **Damage** by **1** when fighting enemies a higher level than you.

**Marksmanship -** Allows the Witcher to equip a crossbow and use special bolts.

### Tier 1

**Steady Shot -**

**Trick Shot -**

**Rapid Fire -** Reloading a crossbow does not cost an action.

**Attack is the Best Defense -** Increases **Damage** by **1** when spending ALL actions to **Attack**.

## School of the Griffin

### Tier 0

**Griffin School Techniques -** Increases **Stamina** by **2**.

**Griffin Fighting Style -** Increase **Damage** by **1** when fighting multiple enemies.

**Headmistress' Tutelage -** Allows the Witcher to use Spells.

### Tier 1

**Novice Earth Spells -**

**Novice Air Spells -**

**Novice Fire Spells -**

**Novice Water Spells -**

### Tier 2

**Novice of Mixed Elements -**

**Journeyman Earth Spells -**

**Journeyman Air Spells -**

**Journeyman Fire Spells -**

**Journeyman Water Spells -**