
In The Witcher television series, much like in the original books and games, Geralt of Rivia stands as a figure shaped by both violence and ritual. The swords he carries and the Signs he casts are essential to his identity, not just as a monster slayer, but as a product of a harsh, haunted world.
The Two Swords: Steel for Men, Silver for Monsters
Geralt’s twin swords are rooted in practicality but carry symbolic weight. The steel sword is his answer to bandits, soldiers, and wild animals. The silver sword is reserved for monsters touched by magic or born of curses, often carried on his back or strapped to his horse. In the series, both weapons feature heavily, though the silver blade receives more emphasis during key monster encounters.
In contrast, the Witcher games lean more into the mechanic of sword-switching. Players are constantly choosing between steel and silver depending on the foe, often with clear visual cues and HUD indicators. The show is subtler. Silver is brought out only when truly needed, reinforcing its rarity and specificity. This deliberate pacing feels more grounded, though it occasionally omits the variety of foes present in the games, where even mundane monsters come in elaborate types and classifications.
The Signs: Subtle Magic in a Violent World
Unlike mages in the Witcher universe, Witchers draw from a limited form of combat magic known as Signs. Each is simple, but deadly when used well.
- Aard is a concussive force, used to stagger or disarm.
- Igni unleashes fire, useful against both monsters and men.
- Yrden traps spectres or slows enemies.
- Quen acts as a protective barrier.
- Axii manipulates the minds of the weak-willed.

In the series, Signs are shown sparingly. When Geralt uses Aard or Igni, it carries weight. It’s not flashy but has a sense of raw, learned power. The games, particularly The Witcher 3, place more emphasis on Signs as central to combat strategy. Players can upgrade and specialise their Signs, with elaborate effects and animations. In-game, Signs are essential, often cast in rapid succession to complement swordplay. The television portrayal is more restrained, focusing on physicality first, with Signs used only at key moments to tip the balance.
Swordplay and Sorcery: A Blended Combat Style
Where the show excels is in its choreography. Geralt’s fighting style is fast, precise, and rooted in technique. Movements are efficient, with no wasted energy. The occasional blast of Aard or the glow of Quen punctuates these sequences without overwhelming them.
In the games, Geralt’s fighting style is more expansive, often determined by player input. The use of dodges, rolls, parries, and Signs allows for creative combat variation, but also turns him into something of a hybrid warrior-mage. The television version scales this back. Henry Cavill’s portrayal, particularly in earlier seasons, emphasises discipline and economy over spectacle, closer to Sapkowski’s vision.
Tools Reflecting the World
The world of The Witcher is steeped in decay, mistrust, and long-forgotten magic. Geralt’s tools are not heroic ornaments. They are functional, worn, and part of a larger system of survival. His steel sword deals with human cruelty. His silver sword answers ancient horrors. His Signs, though limited, show that even the smallest touch of magic can alter the course of a fight.
This approach reflects the books more closely than the games. In Sapkowski’s writing, Signs are understated and rarely decisive. They give Geralt an edge, but never make him invincible. The games, especially at higher levels, allow him to dominate with magic-enhanced abilities and alchemy. The series returns him to something more vulnerable: a mutant trained to kill, but not all-powerful.
The series’ portrayal of swords and Signs captures the tone of The Witcher universe with greater restraint than the games. Where the games revel in mechanical depth and player control, the show sticks to its narrative priorities. Each swing, each Sign, is loaded with purpose. Geralt is not a god of war. He is a blade balanced on the edge of a collapsing world, using everything he has just to keep from falling.
If the games offer freedom, the show offers focus. Together, they form a broader picture of a man forged in steel and tempered by sorcery, whose strength lies not just in what he carries, but in when and how he chooses to use it.