Schools of Witchers

Mutants, medallions and the Path.

What Is a Witcher?

Witchers are the orphans of destiny—taken as children, stripped of their past, and reforged into something no longer quite human. Through alchemy, brutal training, and dangerous mutations, they are transformed into professional slayers of monsters, feared and mistrusted by the very people they protect. Their bodies are honed for the Path: enhanced reflexes, night-sight, and an unnerving resistance to toxins. They carry twin blades, one of steel for men and beasts of flesh, and one of silver for creatures born of curse and chaos. Signs—simple but potent combat spells—give them an edge where steel alone fails, while potions and oils push their physiology to the edge of human endurance. Yet for all their gifts, witchers are relics of a fading age. The monsters they were created to fight are rarer now, while fear and superstition paint them as mutants, freaks, or even monsters themselves. Most peasants would rather curse a witcher than thank him, even after he has driven a beast from their village. Neutrality is their creed, but survival often forces compromise. A witcher walks a lonely path, bound to contracts, wandering from keep to battlefield to forgotten ruin—forever caught between the world of men and the horrors that stalk it.

Schools

Wolf

Kaer Morhen. Balanced training and Signs; home of Geralt and Vesemir.

For more details, visit the School of the Wolf page.

Cat

Agile, ruthless, often embroiled with assassins and mercenary work.

For more details, visit the School of the Cat page.

Griffin

Scholarly discipline, Signs emphasis, code‑bound conduct.

For more details, visit the School of the Griffin page.

Bear

Heavy armor, endurance, northern strongholds and harsh winters.

For more details, visit the School of the Bear page.

Viper

Poison mastery, dual short blades; Nilfgaardian ties in some tales.

For more details, visit the School of the Viper page.

Manticore

Alchemy‑focused, relic‑hunters preserving old methods.

For more details, visit the School of the Manticore page.

Trials & Mutations

Trial of the Grasses

Deadly mutagens grant speed, senses and resilience.

Signs

Simple combat magic: Aard, Igni, Yrden, Quen, Axii.

Alchemy

Oils, decoctions and potions tailor witchers to their prey.