The Alchemist's Workshop of the Witcher
Chapter 2

Demon Hunter Signs

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"Much like a mule—neither horse nor donkey, yet possessing the traits of both—witchers exist in the space between mages and ordinary men."

Witchers can cast simple spells they call "Signs," capable of basic telekinesis (Aard), pyrokinesis (Igni), hypnosis (Axii), protective shielding (Quen), and magical traps (Yrden), among others.

However, witchers are unable to perform more complex incantations, and they are wary of trusting true magic. Witchers generally harbor an irrational and superstitious fear of teleportation (I must remind everyone that fatal teleportation accidents occur only once in a hundred times!).

The reason for this aversion is clear: witchers possess no innate magical ability, having acquired their powers only during the Trial of the Grasses. Thus, their spells are inherently unnatural; in fact, everything about a witcher is unnatural.

Appendix: The following content was compiled and supplemented by Vesemir.

Igni (Fire): An active Sign. This Sign can project flames to incinerate enemies or be used to ignite firewood, bombs, or campfires. It is also an effective method for countering heavily armored knights.

Quen (Earth): A passive Sign. It forms a magical shield around the witcher that can absorb a small amount of physical and magical damage.

Yrden (Aether): An active Sign. A magical trap laid upon the ground that slows any opponent who enters its radius. This Sign can cause additional effects through enhancement.

Aard (Air): An active Sign. It releases a telekinetic shockwave used to push back, stun, knock down, or even disarm an opponent. Aard is highly effective when facing large numbers of enemies.

Axii (Water): An active Sign. It can influence the minds of others, used to charm and control people or to calm frightened horses.

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