PLATFORM MAGIC
Platform magic is practiced by Viking Shamans. They normally cast their spells from atop a gallows-like structure and normally have an assistant who sings songs to enable the shaman enter her trance. The assistant also protected the shaman while she was in her trance (this is not represented in the Limitations to any spells.) Once in her trance, the shaman would send her soul out to look at the world around her. By journeying far away, she could look into the past, the future, and even the land of the dead, learning information through visions. Naturally, the events shown in these visions are open to interpretation and may have many meanings.
A shaman can also hide events from another scrying shaman, creating fogs, mists, flying swarms of birds of insects, or even illusions of great monsters. If her platform is erected on a battlefield, the shaman can animate the dead and send them out to do her bidding. The power uses the standard zombie character sheet from the HERO System Bestiary (found on page 296.) Game Masters can increase the number of Summonable zombies as well as the individual power level to better fit their settings. The shaman can also blunt weapons with but a glance, rendering them harmless to her and others. However, it is possible only she is protected by this effect and anyone else can still be harmed (this is at least a -1 Limitation on the power.) Finally, a shaman can pronounce a death curse on her slayers. The version presented here is simple Unluck, but GMs could make it into form of RKA.
Its possible for Shamans to have other spells. Game Masters could consider spells from the Divination and Sorcery spell categories seen in the HERO System Grimoire.
Platform Magic Spells
25 1) Soul Projection: Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups), MegaScale (1m = 1 km; +1); Concentration, throughout (0 DCV; Character is totally unaware of nearby events; -1 ½), Extra Time (5 Minutes, Only to Activate, Character May Take No Other Actions, -1 ¼), Blackout (-½), Vague and Unclear (-½), Spell (-½), Physical Manifestation (sends forth soul in the form of a bird, fish, land animal, or dragon; -¼), END 14 22 2) Obscurement: Sight and Hearing Groups Images, -8 to PER Rolls, Area Of Effect (2m Radius; +¼), MegaScale (1m = 1 km; +1); Concentration, throughout (0 DCV; Character is totally unaware of nearby events; -1 ½), Extra Time (5 Minutes, Only to Activate, -1), Spell (-½), END 9 25 3) Animate Dead: Summon 256 176-point "zombie", Slavishly Devoted (+1); Extra Time (5 Minutes, -2), Concentration, throughout (0 DCV; Character is totally unaware of nearby events; -1 ½), Must Have Corpse(s) (total number of Summoned zombies depends upon the corpses on-hand; -1), Spell (-½), END 15 30 4) Blunt Weapons: Drain HKA 2d6, ACV (uses OMCV against DCV; +0), any HKA weapon, one weapon at a time (+½), LOS (+½), Delayed Return Rate (points return at the rate of 5 per Minute; +1); Spell (-½), Limited Special Effect (only affects edged weapons; -¼), No Effect On Weapons With Silver Components (-¼), END 6 18 5) Death Curse: Major Transform 6d6 (person into person with 3d6 Unluck, heals back normally), ACV (uses OMCV against DCV; +0), Trigger (shaman dies/is killed; +¼), Partial Transform (+½), Area Of Effect (16m Radius; +¾); 1 Charge which Never Recovers (-4), Power May Only Be Used At Point Of Death (-2), Limited Target ([Limited]; humans; -½), Spell (-½), Incantations (must speak curse; -¼), [1 nr]
Platform Magic Hero Designer File
RUNE CARVING MAGIC
Rune carving is a form of magic practiced by skalds. The caster carves a rune into something as simple as a rune board and then paints it with blood and recites a poem over the rune in order to power it. Miscarved runes (i.e. one in which the Skill Roll is failed) can harm and kill those who come in contact with them. As written, these spells can be used at range once the rune is carved. Game Masters may want to alter these spells so they only affect something they’re carved in or on. Or, that the rune board must be placed on or near whomever they are to effect. For example, the Rune of Health must be carved into a board and the board must be hung around the neck of (or placed on the chest of) whomever it is supposed to heal. The Rune of Sickness would have to be hidden in the target’s bed, and so on. This could require Advantages like Trigger as well as Limitations like No Range.
For further ideas for rune magic spells, look no further than the Rune Magic spell category seen in the HERO System Grimoire.
Rune Carving Spells
11 1) Rune Of Health: Aid 6d6, any Characteristic, one at a time (+½), Reduced Endurance (0 END; +½); Extra Time (1 Turn (Post-Segment 12), time needed to carve rune; -1 ¼), OAF (rune board and knife; -1), Gestures (Requires both hands; must carve rune; -½), Concentration, throughout (½ DCV; -½), Requires A Roll (Rune Carving Skill Roll; -½), Side Effects (caster loses 1 BODY [must dye runes with own blood]; -½), Side Effects (RKA 2d6 (or similar damaging effect) to anyone who comes in contact with miscarved rune (i.e. if Skill Roll is failed); -½), Spell (-½), Incantations (must chant poem over carved rune; -¼) 12 2) Rune Of Sickness: Drain [characteristics] 2d6, any Characteristic, one at a time (+½), Reduced Endurance (0 END; +½), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +2); Extra Time (1 Turn (Post-Segment 12), time needed to carve rune; -1 ¼), OAF (rune board and knife; -1), Gestures (Requires both hands; must carve rune; -½), Concentration, throughout casting (½ DCV; -½), Requires A Roll (Rune Carving Skill Roll; -½), Side Effects (caster loses 1 BODY [must dye runes with own blood]; -½), Side Effects (RKA 2d6 (or similar damaging effect) to anyone who comes in contact with miscarved rune (i.e. if Skill Roll is failed); -½), Spell (-½), Incantations (must chant poem over carved rune; -¼) 8 3) Rune Of Emotion Control: Mind Control 10d6 (Human class of minds), Telepathic (+¼); Extra Time (1 Turn (Post-Segment 12), time needed to carve rune; -1 ¼), OAF (rune board and knife; -1), Gestures (Requires both hands; must carve rune; -½), No Range (-½), Concentration, throughout casting (½ DCV; -½), Requires A Roll (Rune Carving Skill Roll; -½), Set Effect (only to control emotions; -½), Side Effects (caster loses 1 BODY [must dye runes with own blood]; -½), Side Effects (RKA 2d6 (or similar damaging effect) to anyone who comes in contact with miscarved rune (i.e. if Skill Roll is failed); -½), Spell (-½), Incantations (must chant poem over carved rune; -¼), END 6 11 4) Undo Miscarved Rune: Dispel 16d6, any Magic Rune, one at a time (+½); Extra Time (1 Turn (Post-Segment 12), time needed to carve rune; -1 ¼), OAF (rune board and knife; -1), Gestures (Requires both hands; must carve rune; -½), Concentration, throughout casting (½ DCV; -½), Requires A Roll (Rune Carving Skill Roll; -½), Side Effects (caster loses 1 BODY [must dye runes with own blood]; -½), Side Effects (RKA 2d6 (or similar damaging effect) to anyone who comes in contact with miscarved rune (i.e. if Skill Roll is failed); -½), Spell (-½), Incantations (must chant poem over carved rune; -¼), END 7
Rune Carving Magic Hero Designer File
SECOND SIGHT
Second Sight is a power that can be possessed by almost anyone, farmer, leeches, warriors, men and women. It allows the person possessing the power to see into the past and the future, giving them visions of events that have happened or might happen. However, as with many such visions, the meaning is open to interpretation. For example, a person may see blood pooled on the floor of a house, meaning violence has occurred or will occur. But who caused it and what will be the outcome is open to doubt. Another example would be a vision of blood on the PC’s weapons. A fight will ensue soon, but against whom is unknown. Game Masters should keep this in mind when presenting visions to the PCs with the power of Second Sight. it should never be a useless power, but it shouldn’t be totally reliable, either.
Second Sight, all slots Unified Power (-¼) 23 1) Visions Of The Past And Future: Retrocognitive, Precognitive Clairsentience (Sight And Hearing Groups), Reduced Endurance (½ END; +¼); Precognition/Retrocognition Only (-1), No Conscious Control (character can never be sure of the nature, extent, or reliability of his visions; -1), Vague and Unclear (-½), Unified Power (-¼), END 3 4 2) See Auras Of Luck And Unluck: Detect Luck, Unluck, Curses, Miscarved Runes 11- (Sight Group); Unified Power (-¼) 18 3) Visions Of The Future: Danger Sense (immediate vicinity, out of combat, Function as a Sense, Intuitional); Unified Power (-¼) 11-
Second Sight Hero Designer File
TROLLWISE MAGIC
A man who spends time with the trolls is said to be a trollfriend. Those who befriend the troll (or spend time in Lappland, with Lapplandish wizards) can learn various spells to alter the elements. Much of his magic is nature related and affects the elements. A trollwise wizard normally needed a length of cord to make knots in so he could cast his spells, but might also need herbs in order to make soothing brews.
A trollwise wizard should be allowed to buy spells from any of the Elemental spell categories (specifically air, fire, earth, and water,) as well as any of the Troll Magic spells found in the HERO System Grimoire.
Trollwise Spells
14 1) Animate Elemental Forces: Telekinesis (30 STR), Affects Porous, Area Of Effect (3m Radius; +¼); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Only Works On Limited Types Of Objects (elemental forces: air, fire, water, earth; -½), Spell (-½), Affects Whole Object (-¼), Extra Time (Full Phase, Only to Activate, -¼), END 7 15 2) Blunt Weapons: Drain HKA 2d6, ACV (uses OMCV against DCV; +0), any HKA weapon, one weapon at a time (+½), LOS (+½), Delayed Return Rate (points return at the rate of 5 per Minute; +1); 1 Charge (-2), Spell (-½), Limited Special Effect (only affects edged weapons; -¼), No Effect On Weapons With Silver Components (-¼), [1] 14 3) Call Lightning: RKA 2d6, +1 Increased STUN Multiplier (+¼), Indirect (sky above the target; +¼), No Range Modifier (+½); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Spell (-½), Extra Time (Full Phase, Only to Activate, -¼), END 6 38 4) Calm the Winds: Suppress Air Powers 4d6, All Air Powers Simultaneously (+4); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Spell (-½), Concentration, throughout casting (½ DCV; -½), Costs Endurance (to maintain; -½), No Range (-½), Extra Time (Full Phase, Only to Activate, -¼), END 20 7 5) Cloud Of Fog: Darkness to Sight Group 4m radius, Reduced Endurance (0 END; +½); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Spell (-½), Extra Time (Full Phase, Only to Activate, -¼) 4 6) Herbal Brew: Unable To Feel Fatigue: +100 END, Delayed Effect (+¼); Extra Time (6 Hours, time to brew; -3 ½), OAF Fragile (-1 ¼), Concentration, throughout brewing (½ DCV; -½), 1 Continuing Charge lasting 1 Day (-0), [1 cc] 1 7) Herbal Brew: Unable To Feel Hunger: LS (Eating: Character does not eat), Delayed Effect (+¼); Extra Time (6 Hours, time to brew; -3 ½), OAF Fragile (-1 ¼), Concentration, throughout brewing (½ DCV; -½), 1 Continuing Charge lasting 1 Day (-0), [1 cc] 11 8) Herbal Brew: Unable To Feel Pain: Physical Damage Reduction, Resistant, 75%, Delayed Effect (+¼); Extra Time (6 Hours, time to brew; -3 ½), OAF Fragile (-1 ¼), STUN Only (-½), Concentration, throughout brewing (½ DCV; -½), 1 Continuing Charge lasting 1 Day (-0), [1 cc] 11 9) Raise/Lower The Waves: Change Environment (create/stop flooding) (-24m of any mode of Running), Area Of Effect (4m Radius; +¼), Varying Effect (cause or stem flooding; +¼), MegaScale (1m = 1 km; +1); Extra Time (1 Hour, Only to Activate, -1 ½), OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Spell (-½), END 6 11 10) Slake Fire: Suppress Fire 4d6, any one Fire spell or power at a time (+½); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Spell (-½), Concentration, throughout casting (½ DCV; -½), Costs Endurance (to maintain; -½), No Range (-½), Extra Time (Full Phase, Only to Activate, -¼), END 6 6 11) Weather Manipulation: Change Environment (alter the weather) (+/-4 Temperature Level Adjustment), Varying Effect (+½), Area Of Effect (16m Radius; +¾); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Spell (-½), Extra Time (Full Phase, Only to Activate, -¼), END 3 12 12) Wind Blast: Blast 6d6, Area Of Effect (12m Radius Explosion; +¼), Double Knockback (+½); OAF (rope; -1), Gestures, throughout casting (Requires both hands; must tie knots; -1), Concentration, throughout casting (½ DCV; -½), Spell (-½), Extra Time (Full Phase, Only to Activate, -¼), END 5