Imperial Dreams

Signs are a bit like spells, except they are extremely limited. They require one hand to lose, they rely upon ones physical strength. Using the signs to much will drain ones energy. The signs I am doing here are for Witchers, not main caster classes

Igni

Normal: Effect, you blast fire from your hand, it deals 1D10 fire damage plus constitution and pushes them back. 45 degree angle

Example of use: It destroys a small band of Bloedzuiger who are trying to attack a river settlement.

Upgrades:

Level 1

Harms Way: It deals 10$ more damage than normal

Example of Use: It is used to kill a band of Wood Golems

Student ability: You can take a turn to power up and deal double damage when you launch your attack.

Example of use: It clears out a band of Echinops who are guarding enemy defenses

Level 2

Sign level 2: Attack deals 2D10 plus Constitution. 135 degree angle

Example of Use: Destroy a band of enemy arch spore who are in the local graveyard

Harm II: Deals an extra 20%

Example of Use: Kills a band of attack Alghouls

Incineration: Targets can have a chance of incarceration

Example of use: Kills a small bow truckles who are trying to sneak behind enemy lines

Apprentice: Range is extended by 10 feet

Example of Use: Kill a small band of Drowned Dead, getting them all of them in one shot

Level Three

Sign Level 3: Deals 3D10 225 degree angle

Example of USe: Kill a large band of Drowners

Burning Blade: Cause your blade to have your enemies become Incineration

Example of use: used to kill a band of Flesh Trolls

Wall of Fire: Causes a chance of your enemies becoming afraid in addition to everything else

Example of Use; This destroy the attacking band of Skullheads

Specialist: you are able to double the distance which you drive a person back

Example of use: used to push a band of enemy Witchmen off a ledge to their death

Level 4

Ingi level 4: You Deal 3D10 Fire Damage and 1D10 magic damage. 315 degree angle

Example of use: used to kill an attack band of Mutants

Inferno: Chance of Caussing double pain damage

example of use: used to kill a Two headed Troll

Added Efficency: Cost 20$ less to cast

Example of use: Allows a second attack which destroys a band of Chain Wraiths

Expert: When held for a round, deals triple damage instead of double

Example of Use: used to Kill a pair of Greater Brothers

Level 5

Sign Level 5: Deals 3D10 fire damage and 1D20 magic damage. 360 degree angle

Example of use: Used to kill a band of Alps

Extended Duration: Incineration length 50% longer

Example of use: Used to destroy a trio of hostile tree ents

Master: Will overcome any damage reduction

Example of use: Used to Destroy a whole trope of Mutant Assassins

Enhanced Igni (feat): Makes your fire ignite flamable objects in the area and deal an extra 1D8 damage

Example of use: Used to destroy a whole band of lesser Rotfiends

Aard

It creates a blast of energy which drives enemies back, knocks them over and removes objects, in a 90 degree radius

Example of use: Pushes a large bolder to crush a half Giant

Upgrades

Level 1

Stun

Effect : Causes a chance of stunning the target

Example of use: Used to knock over and kill a field ogre

Student:
Effect: Increases the angle to 180
Example of use: used to drive a whole band of Salamdra off a wall to their death

Level 2

Aard Level 2:
Effect: Causes Knock Down and deals 1D8 points of damage plus con bonus

Example of use: Kills a small band of Nest Imps (harry Potter Imps)

Disarm
Effect: has a chance of disarming your enemies
Example of use: Disarms a pain of red Darknuts, allowing the infantry to hunt them and killl them

Gust:
Effect: Doubles the DC for the knock down

Example: Used to knock down a hill giant, who is hunted down and slaughtered by foot troopers

Apprentence:

Effect: Allows you build up your power to deal double damage and double the radius of knock out

Example of use: used to throw a trio of Greater Mutant into the a wall, thus killing them

Level 3

Aard level 3:
Effect: Doubles the damage and deals 1D3 wound Ranks
Example of use: used to destroy a Jade Golem

Blasting Fist
Effect: Doubles the time of knockdown
Example of use: Knocks over an Iron Knuckle, allowing it to be slaughtered

Thunder
Effect: Increases the chance of stun by 25%
Example of use: Used to stun a Kikimore Queen, long enough to kill the bastard

Specialist
Effect: 270 degree angle
Example of use: Driving a whole band of blood orcs out of formation, thus allowing them to be rode down by knights

Level 4

Aard level 4
Effect: Deals Triple Damage and launches target back further
Example of use: Used launch aside some barriers, allowing soldiers to attack enemy Archers (the class) in melee, slaughtering the whole lot of them

Extended Duration
Effect: Extends the duration of Aard, it now knocks them down for twice the normal duration
Example of Use: Used to knock a Kilimore Queen over, allowing soliders the needed time to finish it off

Add Efficiency:
Effect: Deals an extra 1D10
Example of Use: used to kill a small Earth Elemental

Expert
Effect: If the Aard is held down, it deals triple collateral damage
Example of use: Used to Destroy an Enemy siege tower, sending the enemy Once-men falling to their death

Aard Level 5
Effect: Over Comes damage reduction when dealing damage
Example of use: Kills a Rock Golem

Gale
Effect: Doubles the distance thrown and the chance of disarm
Example of use: Drives a band of Garls off the wall

Master:
Effect: You can knock over three times the initial weight
Example of use: used to destroy the foundation of a captured tower, crushing the Great Moblin and all of his minions inside

Enhanced Aard (feat)
Effect: You can double the range of objects you throw
Example of use: A barrier of collapsed trouble is used to crush a large group of Flaming Rose Soliders