<<

Book 1: MANUAL OF PDF Version 1.0

TABLE OF CONTENTS

Index ...... 2 How Spells Are Cast ...... 31 Introduction ...... 3 Magic Use and Combat ...... 34 New Terms ...... 3 Character Generation Example ...... 37 Magical Energies ...... 3 The Magic Effects Table ...... 35 Creating Magical Characters ...... 4 and Advancement ...... 37 Spell Descriptions ...... 15 Character Creation Example ...... 37 Magical Character Sheet ...... 39 Credits Designed by Canting Kim Eastland Edited by Epigraphic Ed Sollers (Books 1 and 2) and Erudite Eric Tobias (Book 3) Cover by Marshall Rogers and , TSR, Inc. Colored by Jeff Butler POB 756 Interior artwork by the Marvel Bullpen and Jeff Butler Lake Geneva, WI 53147 ISBN 0-88038-278-3 Graphic Design by Steve Winter TSR, Inc. Typography by Betty Elmore PRODUCTS OF YOUR IMAGINATION™ 394-55423-XTSR1200

Thanks to Peter Sanderson and for some clarifications.

This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohib- ited without the express written consent of TSR, Inc., and Group. Distributed to the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

The names of characters used herein are fictitious and do not refer to any person living or dead. Any descriptions including similarities to persons living or dead are merely coinci- dental. This product is fictitious and is not based upon any known belief or practice, nor is it an endorsement of any belief or practice. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Game design copyright ©1986 TSR, Inc. All Rights Reserved. Printed in U.S.A. Gemstones ...... 5 Selecting spells ...... 8 Index Glamor...... 22 Sensing ...... 10, 26, 27 Absorption...... 15 Gramarye...... 22 Servant ...... 27 Admittance ...... 15 ...... 20 Shape-shifting ...... 27 Advancement...... 4, 37 ...... 7 ...... 27 Age ...... 12 Great shield ...... 27 Shrinking ...... 28 Air control ...... 25 Group spells...... 10, 32, 34 Sleep vapors ...... 29 Alchemy ...... 8 Growing ...... 22 Solar energy ...... 21 Alteration ...... 15 Healing ...... 22 Sonic bolt ...... 19 Altering spells ...... 33 Heat transformation ...... 29 Sonic control ...... 21 Animation ...... 15 Hobbies...... 13 Sound transformation ...... 29 Antiquities ...... 11 Homes...... 13 Spell lists ...... 9 Apparition ...... 15 transformation ...... 29 Spell ranks ...... 8, 31, 37 Armor ...... 5, 16 Identity, sensing ...... 27 Spells, balancing ...... 11 Artifact...... 3 Illusion ...... 22, 23, 26 Spells, number available ...... 7 Astral combat ...... 34 Image projection ...... 23 Stamina ...... 11 ...... 16 Immovability ...... 23 field ...... 28 Atlantean magic...... 7 Impact bolt ...... 19 Studying ...... 4 Attention checks ...... 32 Improvement fund ...... 37 Talents...... 11 Aura, shield ...... 27 Individual shield ...... 27 Telekinesis ...... 28 Bands ...... 16 Invisibility ...... 23 Telepathy ...... 28 Bibliophile ...... 11 Jewelry ...... 5 Teleportation ...... 28 ...... 7 Jobs ...... 13 Thaumaturgy ...... 10 Chameleonic coloring ...... 16 Karma ...... 37 Theoginy ...... 11 Chaotic magic ...... 7 Learning ...... 23, 37 Timing spell effects ...... 34 Charm ...... 16, 26 Levitation ...... 23 Tongues...... 28 Choosing Spells...... 9 Light bolt ...... 19 ...... 28 Chronicler of magic ...... 11 Link ...... 17, 23 Transformation...... 28 Clairaudience...... 26 Luck ...... 24 Trap ...... 29 Clairvoyance ...... 26 Magic for order ...... 8 Universal energy...... 3, 7, 10, 32, 34 Cold bolt ...... 19 Magic schools ...... 7 Vapors ...... 29 Column shifts...... 3, 31, 34 Magical energy ...... 3, 7, 32 Voodoo ...... 7 Confusion ...... 16, 26 Magical items ...... 3-6 Water control ...... 25 Conjure ...... 17 Magical limits ...... 31 Water transformation ...... 29 Costumes ...... 13 Magical training ...... 4 Wave ...... 30 Countering spells...... 33 Magnetism ...... 20 Weapons ...... 5 Curse...... 17 Manipulation ...... 24 Weather control ...... 25 absorption ...... 17 Martial Arts ...... 11 ...... 7 Damage conversion ...... 17 Masters ...... 14 Witchery ...... 10 Danger, sensing ...... 27 Matter rearrangement ...... 24 Zoology ...... 11 ...... 19, 20, 29 Mental barrier ...... 24 ...... 11 Mental control ...... 24, 26, 28 Tables Density control ...... 17, 18 Mental probe ...... 24, 28 Dimensional aperture ...... 18 Mesmerism ...... 24, 26, 28 0.1 Magical Limits ...... 21 Dimensional beings ...... 32, 33 Mesmermechanism ...... 24 0.2 Casting Shifts ...... 21 Dimensional energy ...... 3, 10, 32, 34 Metabolism ...... 28 1.0 General Character Types...... 4 Dimensional travel ...... 18 Mounts ...... 6 3.0 Number of Magical Items ...... 5 Disguise spells ...... 10 Multiple shield ...... 28 3.1 Magical Item Categories ...... 5 Disintegrating bolt ...... 19 Mystical detection, sensing ...... 27 3.2 Weapons ...... 5 Distractions ...... 34 Names ...... 12 3.22 Weapons Damage Chart ...... 5 Druidic magic ...... 7 Nationality ...... 13 3.3 Armor ...... 5 Dual persona ...... 18 Nature control ...... 24 3.4 Gemstones...... 5 Earth control ...... 25 Nature magic ...... 8 3.5 Jewelry I...... 5 Eclectic magic ...... 8 Net ...... 25 3.6 JeweIry II ...... 5 Eldritch attacks ...... 10, 19 Neutral magic ...... 7 3.7 Miscellaneous ...... 5 Electrical energy ...... 20 Obscuring vapors ...... 29 3.8 Creatures ...... 6 Emotion control ...... 19, 26 Occultism ...... 11 3.9 Item Conditions ...... 6 Empathy ...... 19 Paralyze ...... 25, 26 4.0 Magic Wielder Energy Use ...... 7 Enchanted eye...... 20 Passing spells ...... 10 5.0 Number of Magic Wielder Spells...... 7 Energy bolt ...... 19 Personal energy ...... 3, 7, 9, 32, 34 5.0 School Determination ...... 7 Energy control ...... 20 Pets...... 6 6.0 Spell Ranks ...... 8 Energy transformation ...... 29 Pishogue ...... 10 6.1 Personal Energy Spell List ...... 9 Enhancement...... 4, 29, 30 Plant control ...... 25 6.2 Universal Energy Spell List ...... 10 Entreating ...... 10, 32-34 Pocket dimension ...... 18 6.3 Dimensional Energy Spell List ...... 10 Environmental independence ...... 21 Popularity ...... 37 6.4 Confusion Results...... 17 Ethereal form ...... 16 Post-cognition ...... 26 6.5 Magical Flight ...... 21 Evil, sensing...... 27 Power block...... 26 6.6 Magical Size Changes ...... 22 Extra-dimensional beings...... 32 Power duplication ...... 26 7.0 Talents Available ...... 11 Faerie magic ...... 7 Protected senses ...... 26 7.1 Magic Wielder Talents ...... 11 ...... 6 Reduced spell effects ...... 34 9.1 Resource Ranks ...... 13 Fear ...... 21,26 Reflective aura ...... 26 9.2 Starting Resource Cache ...... 13 Fields, sensing ...... 27 Resist , vapors ...... 30 Housing Costs Chart ...... 13 bolt ...... 19 Resistance aura ...... 26 Magical Enhancements Table...... 30 Fire control ...... 25 Resources ...... 12 Special Enhancement Conditions...... 30 Fire transformation ...... 29 Revival ...... 25, 26 Universal/Magic Effects Table ...... 36 Flaw ...... 21 Runes ...... 11 Flight ...... 21 Scholar of antiquities ...... 11 Foretelling ...... 21 Schools of magic ...... 7 Forgetfulness ...... 21,26 Scientific magic ...... 8 Friends ...... 13 Scrying spells ...... 10 Gas transformation ...... 29 Secret Identities ...... 12

2 Onward, boldly, into MARVEL SUPER sources. These are also called INTRODUCTION HEROES’ REALMS OF MAGIC. enchantments, incantations, etc. The Campaign Book of Role Playing Game TERMS MAGICAL ENERGIES contains an abbreviated section on magic for those Judges and referees who like to There are a few terms that are either new or What energies a magic-wielder draws upon “dabble” with magical characters in their redefined for magic use. is decided at the outset of the character’s campaign. Many Judges and players want Artifact. A magical or technological item creation. Magical energy can be drawn more, much more, on Marvel magic: how of great power, antiquity, or fame. Artifacts from three different sources: personal, to use it, how to properly generate a are usually one-of-a-kind items. universal, and dimensional. Each of magical character, and complete Caster. Someone in the act of using a energy yields a slightly different form of information on how it fits into a game spell. This word is used to distinguish a magic, although it is easy to achieve the campaign. Fulfilling these desires is the person using a spell from a person or thing same result using different sources. Most purpose of the REALMS OF MAGIC. that is the target of a spell. magic-wielding characters have more than These Marvel Accessory booklets are Column Shift. Some spells or one source that they have learned to tap designed for use with the MARVEL SUPER modifications are in the form of a Column into. Learning the differences between HEROES Role Playing Game. You need the Shift, that is, shifting the column of the these energies is the to being an game in order to play. Universal Table on which a character’s efficient magic-wielder. Magic in the is ever- natural ability, spell, etc., normally Personal Energies are derived from the changing. The extent of a character’s functions, to the left or right on the personal energy of the character’s soul/ magic use differs greatly from tale to tale Universal Table. This is usually referred to mind/body. This energy fuels any power or and from author to author. While there as a positive or negative number, followed spell that affects the caster himself or a exists a pattern and definition for mutants, by CS: + 1 CS (shift the normal column one willing subject; trances, astral form, , and so forth in the Marvel to the right), -2 CS (shift the normal column thought projections, physical alterations, Universe, there is very little about magic twice to the left), and so on. and so forth can all use personal energy. that is “carved in stone”. Indeed, as time Magically Enhanced. A character Universal Energies are gained by goes by, we discover more and more about whose abilities have been permanently tapping this universe’s ambient magical the magical creatures that inhabit the affected by magic—a type of Altered energy and channeling it for special effects. various dimensions surrounding Earth. Human. It is used for spells and powers affecting What we have compiled for you in these Magical Item. An item created by magic the world outside the sorcerer. booklets is what an Earth observer in the or any item that functions by magic. Teleportations, attacks, illusions, and so Marvel Universe might be able to gather, Magic-Wielder. A character able to use on, tap the energy fields of the universe, given time, study and hard work. It includes spells. Such characters may also be called using the as a focus. information that is as current and complete magicians, sorcerers, wizards, enchanters, Dimensional Energies are used by as we can gather, given the mysteries that etc. tapping beings or objects of power often cover Marvel Universe magic. Spells. The spells of a magical character dwelling in mystical dimensions, tangential This first booklet, the Manual of Magic, are just like the powers of another , to our own. This form of energy is the least contains detailed information on how the except that they are derived from magical wearing upon the user. The sorcerer may magic in the Marvel Universe works in the only use these energies for powerful spells, MARVEL SUPER HEROES Role Playing groups of spells, or to ask for things that Game. It also includes a new character the being or aspect called upon would generation system for magical characters, and/or could provide. The dimensional definitions of magical spells, rules on using energies are usually gained by the magic in combat, and a newly designed recitation of spells, either ritualized ones character sheet that can be photocopied found in various mystical texts or by for the players’ convenience. original spells invoking extra-dimensional The second booklet, the Miscellany of assistance. If calling upon an Mysticism, covers numerous mystical extradimensional being it is important to dimensions and magical artifacts that are remember that the magic-wielder makes part of the Marvel Universe. This booklet himself known to the being he is calling, can be used to expand the magic and often to other magic-wielding beings involvement of a campaign from the basics powerful enough to monitor the use of established in the first booklet. dimensional energy. The third booklet, the Codex of Characters and Creatures, fully describes many of the most important magic-wielding characters and that inhabit the Marvel Universe. So tarry no longer, thou who art desirous to learn the true secrets of the ancient arts.

3 on what type of magical character he is. Each type is further defined by another CHARACTER Suitability requirements for characters who Step, referred to in Table 1.0. GENERATION have stumbled upon a magical item or have been enhanced magically usually consists of Table 1.0: General Character Type dumb luck, and sometimes a stout heart, To understand a character in the Marvel Dice Go To pure nature, etc. Suitability requirements for Universe one must look at the three general Roll Character Step magic wielders are far more stringent and areas that define a character’s magical 01-10 Magically Enhanced #2 this section is primarily for these characters. abilities and personality: how magic shapes 11-35 Possesses Magical A hero who is a magic wielder must have a character’s life, the character’s suitability Item(s) #3 a Psyche of Good or higher. The reason for as a magic user, and what energies he 36-00 Magic Wielder #4 draws upon to use his magic. this is that Psyche is so often used in a There are three different generalized FEAT roll to resist a magical spell that a types of magical characters: those who magic wielder of Typical Psyche just would STEP 2. Magically Enhanced have been magically enhanced, those who not last that long. Character have a magical item or items, and those A magic wielder has usually had training who are magic wielders. Needless to say, in the past, such as Doctor This type of character derives his power some characters can fit into more than one received from the . Most (95%) from a permanent magical spell or effect category, but it is how they primarily use magic wielders have had to undergo placed on him by a powerful magical being magic that is important. intense training. The other 5% (a percentile or enchantment. This type of character is an has his magical cloak and , but it is roll of 96-00) have an innate ability to use Altered Human. To determine the characters his abilities as a magic wielder that are the magic, like , but must immediately powers, use either the character generation basis of his career. find a master to help teach them how to system in the Campaign Book or the Enhance- Magically Enhanced characters are those control and use their powers. ment spell in the Magical Spell Definition who have touched some magical item or The only way for a magic wielder to section. The origin of the character and his been influenced by some mighty magical increase his abilities is to study long and powers is up to the Judge and the player. being or spell in the past and now have hard under a master who understands the If the system in the Campaign Book is abilities and/or powers that are mysterious ways of magic and is of the used to create the character, use the permanently enhanced. Increased Strength same school of magic (this will all be definitions of powers found there, rather and Endurance, improved eyesight or explained later on). “Studying” not only than the spell definitions in this book. movement, are all typical examples of includes gaining experience through the magically enhanced abilities and actual use of magic “in the field” to combat STEP 3. Characters characteristics. is an villains, but also spending free time pouring excellent example of a character who has over ancient tomes, practicing spells, etc. Possessing Magic Item(s) been “enhanced” by magical spells. A magic wielder’s life is not an easy one. Magical Items possessed by characters When other characters are out scoring This type of character derives his power create another kind of hero. The source of Karma points through a social life, making from a magical item or items (Judge’s magical items is usually a powerful magical personal appearances, etc., a magic discretion as to origin). Roll percentile dice being or god who grants the item to the wielding apprentice must spend many on Table 3.0 for the number of items, then character, or the item is found in a ruin, ‘in an isolated hours a day at study and practice, again on the following tables until all of the ancient temple, hidden away by its previous just to maintain what he has learned. items have been determined. user, etc. The is an example of Once the types of the items are known, a character whose power is primarily Creating a Character go to Table 3.9 to find if there is a catch or shaped by a magical item, in his case it is his drawback to any of them. Each item has magical weapon, the Ebony Sword, given to To begin, either the player or Judge has only one power to begin with (a Judge may him by the image of his centuries old determined that the character will be decide that more than one power is in the ancestor, the original Black Knight. Other magical by either freely choosing that type item, but that all except one are latent characters who would fit into this category of hero, or by using the MARVEL SUPER powers that require some time before the are and . Note that many HEROES Game character generation character knows of or can control them). of the characters who have magical items system, whichever method the Judge is Once the drawbacks (if any) of the items also have developed their natural abilities, using in his campaign. Before Step 1 are known, go to Step 5 to determine the such as Fighting, acrobatics, and the like. below, roll the character’s ability ranks, “school” that all of the powers belong to Magic Wielders are the most complicated determine his beginning Health, Karma, (treat all of the items as one for this classification, as we will later see. These are and Popularity as you normally would. The purpose). Then go to Step 6 to determine characters who wield magic themselves. It next step is to determine what kind of what exact power the item is capable of sometimes manifests itself as an innate magic related character is being created. performing or granting to its user. Treat the power, but usually is used by means of powers as using either personal or universal energies, whichever the player prefers. spells and incantations. Doctor Strange, STEP 1. Character Type Baron Mordo, Brother Voodoo, and If, after the powers of the items are all fit into this category. The character’s known, the Judge believes that the item or Roll percentile dice and use Table 1.0 to items are too powerful and could possibly suitability as a magic user depends primarily determine the type of magical character.

4 upset the game balance, he should either thrown than 12 in. 81-90 Aquamarine reduce their power or return to this section Battle 0 15 pts two-handed 91-95 Judge’s Choice and roll on Table 3.9 to create drawbacks Axe weapon 95-00 Player’s Choice for using them. When the items are War 0 Strength two-handed completely determined, go to Step 7. Hammer +2 CS weapon* Table 3.5: Jewelry I Mace 0 Strength shift right 1 Dice Roll Type Table 3.0: Number of Magical Items +1 CS column when attacking Dice Bow 5 6 pts two hands 01-10 Headband Roll Number needed to fire 11-20 Bracelet 01-10 1 item (Character should also Spear 0 or T 10 pts/or with a 21-30 Medallion have one ability of the player’s as thrown handle over 1 31-40 Scarab choice increased by 2 ranks)*. Roll ft. long 41-50 Pendant on Table 3.1 for each item. Thrown T Material or blunt, thrown 51-60 Arm Band Item Strength weapons 11-50 2 items (Character should also 61-70 Necklace/Collar have one ability of the player’s rank number do not whichever kill-they 71-80 Earring(s) choice increased by 1 rank).* Roll is lower stun instead 81-90 Belt on Table 3.1 for each item. 91-95 Judge’s Choice 51-90 3 items. Roll on Table 3.1 for each *These two-handed weapons cannot be 96-00 Player’s Choice item. used effectively by a character unless both 91-00 4 items. Roll on Table 3.1 for each hands are on the weapon. However, if the Table 3.6: Jewelry II item. character’s Strength is at least Remarkable, he can wield it with one hand only Dice Roll Type *Abilities cannot be increased above T Thrown weapons have a range equal to Amazing rank. the number of ranks that the thrower’s 01-35 Ring Strength is above Typical, plus one. 36-55 Amulet Table 3.1: Magical Item Categories 56-65 Scepter Table 3.3: Armor 66-70 Charm (Judge’s discretion) Dice Roll Item Type Go to Table 71-85 Orb 01-25 Weapon 3.2 Dice Armor 86-90 Crown 26-35 Armor 3.3 Roll Type 91-95 An exotic or unique piece of 36-45 Gemstone 3.4 jewelry selected by Judge 46-60 Jewelry I 3.5 1 01-20 Full Medieval Plate 96-00 An exotic or unique piece of 61-75 Jewelry II 3.6 1 21-40 Full Chain Mail jewelry selected by Player 76-95 Miscellaneous 3.7 41-50 Chest Plate2 96-00 Creatures 3.8 51-60 Shield3 Table 3.7: Miscellaneous 61-70 Helmet4 Table 3.2: Weapons 71-80 Full Leather Armor1 Dice Roll Item 81-90 Unusual or exotic armor (Judge’s 01-10 Dice Weapon discretion) 11-20 Rod Roll 91-00 Armor of player’s choice 21-25 Staff 01-25 Sword 26-35 Cloak 26-30 Two-Handed Sword 1 Covers the wearer’s entire body 31-40 Dagger 2 Covers the wearer’s torso and back only 36-40 Rug (flying)* 41-50 Battle Axe 3 Protects against frontal attack only. If a 41-45 Mask 51-60 War Hammer shield is used in combination with a chest 46-55 Bag, Pouch, , etc. 61-70 Mace plate or any type of full armor, the shield 55-60 Horn or other musical 71-80 Bow raises the protection of the other armor by instrument 81-90 Spear one rank. If used alone or with a helmet 61-65 Cube, Pyramid, or other 91-95 Unusual weapon (Judge’s choice) only, use the shield’s armor rank. polyhedron 96-00 Weapon of player’s choice 4 Covers the wearer’s head only 66-70 Sculpture (Judge’s discretion) 71-75 Boots Note: The player should also note on his Table 3.4: Gemstone (large as a fist) 76-80 Brazier character sheet the weapon note below 81-85 Robe Dice Roll Type that is applicable to him. 86-90 Rope, Chain, etc. 01-10 Diamond 91-95 Unusual Item (Judge’s choice) Table 3.22: Weapons Damage Chart 11-20 Ruby 96-00 Unusual Item (Player’s choice) Weapon Range Damage Notes 21-30 Pearl *Judge’s discretion on capacity and flying Sword 0 10 pts/or blade longer 31-40 Emerald as thrown than 12 in. 41-50 Sapphire speed 2-Hand* 0 20 pts blade longer 51-60 Opal Sword than 36 in. 61-70 Amethyst Dagger 0 or T 4 pts/or as blade shorter 71-80

5 Table 3.9: Item Conditions Dice Roll Condition

01-50 There are no conditions to the item (it operates as described.)

The item has no effect: 51-53 vs. a certain material* 54-56 vs. a certain type of creature (aliens, mutants, magicians, etc.)* 57-60 when not in plain sight 61-63 vs. one type of magical energy (personal, universal, dimen- sional)* 64-66 unless used in the light 67-70 on a condition set by the Judge*

The item will not work unless it consumes or destroys: 71-73 an evil magical (once a year) 74-76 at least 10 resource points of precious metal or jewels (once every two weeks) 77-80 a huge energy charge of some form (once a week)* 81-82 a roomful of light or darkness (once a day) 84-86 a condition and usage rate defined by the Judge* 87-89 The item has a hatred for a specific type of creature or thing and takes over the hero when it is close to it, forcing him to attack. Possibilities include , evil mutants, etc.* Table 3.8: Creatures hero can ride. The mount usually has at 90-92 The item doubles its effective- least one powerful magical ability or power ness under certain conditions. Dice Roll Type of its own, such as, flying, phasing through The doubling effect could be solid objects, body armor, etc. (Judge’s damage caused, twice the 01-20 Pet discretion). ’s winged horse, range, twice the duration, etc.* 21-60 Mount , is an example of a magical mount. The conditions could include a 61-00 Familiar indicates a being that is very certain level of karma points that powerful magically and actively assists the must be obtained by the hero, if Pet indicates a normal-looking animal that hero. Two powers should be rolled the item is used during certain is completely obedient to the character. randomly or selected by the Judge from the times of the day, and so forth* The animal has some magical link to the personal and universal energy lists for this 93-97 The item has an additional character, such as, it can magically familiar. In addition, the familiar is intelligent known power that manifests communicate with the character, the hero (Reason and Psyche at least Typical) and itself under certain conditions. can see through the animal’s eyes when he can communicate with its owner (the kind Roll or select the new power as wishes, the hero can switch bodies with the of communication is left to the Judge’s normal, then assign a condition* pet when he wishes, and so on (Judge’s discretion). The form of the familiar can 98-00 The item grants the user discretion). If the pet is ever destroyed, the either be that of a normal animal (usually a knowledge of 3 powers from the player character may be able to find and cat) or an unusual type, such as a small list of universal energy. Assign a train a new one (Judge’s discretion). The or other mythical creature. The condition to the item as a single size and type of animal is completely up to familiar’s form is at the player’s discretion. item*. the Judge and player. Mount indicates a large animal such as a *Judge’s discretion horse, giant bird, large cat, etc., that the

6 STEP 4. Magic Wielding STEP 5. Magic Schools 21-30 Voodoo magic Characters 31-40 Faerie magic Most mystics, magicians and sorcerers in 41-50 Atlantean magic 51-60 Scientific magic This type of magical character derives his the Marvel Universe follow a specific 61-70 Specific Realm/ magic powers from spells using personal, school of magic. Magic schools are divided 71-80 “Nature” magic universal, or dimensional energy (see the into three general types: magic for the MAGICAL ENERGIES section for the establishment of order in the dimensions 81-90 Magic for Order details on these three types of energy). Not (usually referred to as “white” or “good” 91-00 Eclectic magic all magic wielders are alike. Roll on Tables magic); magic for the breakdown of order 4.0 below to determine the nature of the that results in chaos in the dimensions Magic for Chaos. This is a forbidden or energies this character wields. (usually referred to as “chaotic”, “evil”, or dangerous type of magical school whose goal After determining what types of energy “black” magic; magic that neither strives is to promote chaos, which will lead to an evil are available for the character to tap into, roll for chaos or for order, but remains neutral tyranny. One of the primary subschools of on Table 4.1 to determine how many spells in its existence (usually referred to as “chaotic” magic is one that follows the the magic wielding character has. Then go “neutral” or “gray” magic). little-known archaic rituals and beliefs based to Step 5 to find out what 11 school” of Each magic school is more complicated on the existence of the Elder Gods. This type magic the character follows. When finished, than the definitions above. Each school of magic is much more powerful in certain go to Step 6 for the specific spells in the includes concepts of nature and the settings (such as ancient temples to the categories that have been established. After character’s place in it, guidelines on what unknown gods) and with the use of “chaotic” all of the magic wielder’s spells have been entities to entreat if dimensional magic is magic artifacts. The vulnerability of “chaotic” completely defined, go to Step 7. being used, and goals to strive for. magic is that it tends to attract “white” magic Furthermore, despite the general tendency wielders or creatures who wish to negate it. Table 4.0: Magic Wielder Energy Use of each school (“white”, “gray”, black”) Druidic Magic. This school practices each school contains sorcerers who violate Celtic earth magic, drawing strength from Dice Types of Energies the Character the powers of nature. It is particularly Roll Can Tap Into and Utilize the principles of the school, much as Baron Mordo violated the teachings of the Ancient powerful in natural Earth settings, but has a special vulnerability to iron or . It is a 01-15 Personal Energy Only One by using evil magic. Such renegade neutral” magic school. 16-50 Personal and Universal Energies magic wielders usually become outcasts Voodoo Magic. This is a school derived Only from their original schools, but a wise 51-00 All Energies sorcerer should always beware of them. from the , the spirit-gods of voodoo, a The major schools of magic are listed faith originated and practiced in Haiti. The Personal Energy Only means that the below. Unlike the other Steps, random character is most likely a houngan, or character can only have spells listed on selection is not involved; the Judge should voodoo priest. Voodoo magic is particularly Table 6.1: Personal Energy in Step 6. These allow each player to choose his school of effective in its homeland and in locations of spells can only be utilized by the character magic. The Judge should not interfere in a the dead. It has no special vulnerabilities using his own, personal energy. Roll on player’s choice unless he believes that the and is considered a “white” magic, but can Table 4.1, then go to Step 5. chosen school of magic has no place in his be perverted into a chaotic magic. Personal and Universal Energies Only campaign. A random system for school Faerie Magic. This school is based on means that the character can use spells from choice is included only for those players the practices of the faerie, an ancient race both Tables 6.11: Personal Energies and who have no preference in schools. A player of beings with supernatural powers who Table 6.2: Universal Energies, in Stop 6. The should not be forced to play a character with originated in an extradimensional world character’s spells will only be able to be a school that is not interesting to the player. that borders upon Britain and Ireland on utilized by tapping into either his personal A better feel for the different schools of Earth. This magic school is similar to the energy or the energy of the universe around magic, and of magic overall, can be obtained Druidic school, except that a character in him. Roll on Table Step 4.1, then go to Step 5. from reading the Miscellany of Mysticism. this school most likely possesses faerie All Energies indicates that the character Most schools have strengths and blood. This makes him extremely powerful is able to use all of the spell tables in Step vulnerabilities listed in their brief when wielding an ancient faerie artifact or 6 to determine his spells. Roll on Table 4. 1, descriptions. These are guidelines for the in Britain or Ireland, but extremely then go to Step 5. Judge to determine when a character’s vulnerable to iron or steel. magic may receive bonuses (+1 CS, extra Atlantean Magic. This school was Table 4.1: Number of Magic Wielder Psyche FEAT roll, etc.) or penalties (-1 CS, established eons ago in the ancient Earth Spells no Psyche FEAT roll, etc.) civilization of . Little is known about the school, except that Dakimh the Dice Number of Spells Enchanter, last disciple of the Atlantean Roll Character Wields Table 5.0: School Determination sorceress Zhered-Na, practices it and is Dice now the mentor of . Atlantean 01-05 2 Roll School magic seems to be a “white” magic, that 06-50 3 which draws upon the powers of order. 51-85 4 01-10 Magic for Chaos (NPC only) Therefore, it can be very powerful if used in 86-97 5 11-20 Druidic magic 98-00 6 conjunction with “white” magical artifacts

7 or against chaotic magic. Vulnerability areas to handle the creation of items in rently the strongest form of magic on Earth. would exist in the fact that chaotic magical laboratories. The bonuses attached to this type of creatures would be constantly trying to find A scientific magic wielder automatically school are the various magical characters and neutralize a wielder of “white” magic. receives one scientific talent of his choice that Doctor Strange has managed to ally Scientific Magic. This is a school that (such as engineering, biology, genetics, with over the years and the vast knowledge has no particular philosophy or ethical physics, etc.) in addition to any other that Doctor Strange, and others of the background. Magic is regarded not as a talents he may normally receive. The same bent, can teach a good pupil. The way of life, but rather as a tactic used to automatic talent received by alchemists is penalties include Doctor Strange’s attain one’s goal. Followers of this school pharmacy (the mixture and preparation of enemies, who are numerous and powerful. are seldom spellcasters themselves, but medicines). Eclectic Magic. This is an unorganized rather combine elements of magic with Scientific magic is a “neutral” school, school of magic, that is, it follows no one obscure or highly advanced forms of and no special bonuses or vulnerabilities school of philosophy but is a hodge-podge science to create effects that seem apply to it. of “get-as-get-can” magic. It is considered magical. In this school, the distinction Special Realm or Pantheon. This is a neutral magic. Many of those who “dabble” between science and magic is never clear; school usually reserved for non-player in magic, and are not up to the level of a either or both could be used to produce a characters, but can be the basis for a Marvel super hero, usually wind up with this single effect. Alchemy is the best example player character if carefully defined by a type of magic. A spell learned here, an of a semi-magical science. The character, Judge. The magical teachings and spells enchantment discovered there, makes up such as , would be an alchemist, that come from the history of a Special Realm the whole of their philosophy. The bonus is, he brings about his effects through the or Pantheon of the Marvel Universe (such with this is that there is very little to bind the use of , powders, and pills he as or Olympus). Bonuses for this character (enemies, rituals, obligations, himself creates (sometimes through type of magic would come with the use of etc.), the penalty with this type of magic is materials or energy tapped from items or spells developed by this pantheon that there is no one to learn from in a dimensional or universal sources). A or realm, and when at certain locations complete and comprehensive manner; thus scientific sorcerer is somewhat vulnerable (Greece for the Olympian pantheon, etc.) advancement can be very slow. (his items and creations can be destroyed Penalties would exist as items or locations or stolen, robbing him of power; or he that exist to destroy the specific pantheon STEP 6. Magical Spell Ranks could run out of items whereas spells are or realm (an Asgardian character casting a usually always available). However, a spell while in the hostile realm of and Definitions scientific spellcaster is somewhat less Muspelheim would have a - 1 CS penalty. restricted in what he can accomplish (add “Nature” Magic. This important school Spell Ranks. three more spells, 2 of Personal energy and of magic is sometimes splintered off into 1 of Universal energy to his capabilities, in more specialized and defined schools, After a character knows how many spells artificial forms, of course). such as the Druidic and Faerie schools. The he has, he needs to know their spell rank. The time required to gather materials and belief surrounding all nature schools is that The spell rank for each is rolled separately create new items, powders, potions, or all of nature is sacred and is bound on Table 6.0. Sometimes this rank will not tablets are left to the Judge and depend on together as one. Therefore it is magic given matter, but usually the spell’s effectiveness, the spell, how strong it is and what its towards order, though some of its splinter range, duration, etc. depends on it. This is effects are. It is suggested that times with schools tend towards neutral magic in a the maximum “strength” at which this effects of Remarkable rank or less can be belief that nature should be balanced character can use this spell when he begins created at the rate of 2 per day, while items between order and chaos. the campaign. (For more on magical spell up to Amazing rank can be produced at the The bonuses that accompany a nature usage see the HOW SPELLS ARE CAST rate of 1 per day. The creation of items with school are in the form of greater effect and MAGIC USE AND COMBAT sections.) greater effect, or the creation of any upon and communication with nature, permanent item requires the equivalent of a especially animals. Most spells rolled for Table 6.0: Spell Ranks ceremony and must be handled by the this school would be similar to those used Dice Roll Rank Rank Number Judge. by Shaman (see Book 3): controlling A scientific magic wielder begins his elements, animal control, and so forth. The 01-15 GOOD 10 career with access to his master’s penalties include drawing the attention of 16-45 EXCELLENT 20 laboratory, which is stocked with equipment chaotic creatures and characters who 46-70 REMARKABLE 30 whose cost in resource points equals at desire to destroy nature and the Earth. 71-90 INCREDIBLE 40 least 20 times the master’s Psyche rank Magic for Order. This is the school to 91-00 AMAZING 50 number. The magic wielder can use his which Earth’s former Sorcerer Supreme, master’s lab as long as the master agrees. the Ancient One, and Earth’s current Spell Selection Methods. If the student wishes to set up his own lab, Sorcerer Supreme, Doctor Strange, belong. he only needs to spend 10 times his It is the most powerful “white” school of The selection of the appropriate spells can Psyche rank number in resource points for magic, striving for order and good by be done in one of three methods: equipment (the master makes up the practicing an ascetic, disciplined approach randomization, selection, or a combination difference). The Judge should use the that has its foundations deeply rooted in of both. The Judge decides what method guidelines on ceremonies and ceremonial Oriental philosophy and magic. It is cur- to use in his campaign but the same

8 method should be used for all player A character who has one or more of the 06-07 Alteration-Body Weapons characters and NPCs. entreaty spells should read about that 08-09 Alteration-Bone The player decides how many of his entity in the Miscellany of Mysticism. Many 10-11 Armor starting spells he will take from each of the definitions of incantations are included 12-13 Apparition lists available to him; however, he must there. 14-17 Astral Projection choose at least one from each listing, if Once all of the spells have been 18-19 Chameleonic Coloring possible. (For example, if a player has determined, go to Step 7. 20 Damage Absorption* rolled a character with four spells and has 21 Damage Conversion* rolled that the energies available are Table 6.1: Personal Energy Spell List 22-23 Density Control-Self personal and universal only, he must 24-25 Dual Persona Dice Spell choose at least one personal energy spell 26-27 Empathy Roll Title and at least one universal energy spell. The 28-29 Enchanted Eye type of the other two spells are up to him, 30-31 Flaw 01 Absorption* as long as they are either personal or 32-35 Flight 02-03 Admittance universal. 36-37 Foretelling 04-05 Alteration-Appearance If a character has more energy types 38-39 Gramarye available than spells available at the start (for example, two spells at the start, but all three energy types available, he must choose one personal and one universal energy spell and wait to obtain dimensional spells. Randomization. Here, the player, Simply rolls the dice and takes the spell that matches the roll on the appropriate spell list. While this is one of the fastest methods of character generation and can create an interesting character, the spells sometimes do not work well together, leaving the character in a bind. This problem can be solved by taking the randomized character and turning him into a combination character. Selection. Here, the player simply chooses the spells he wants the character to have. This can be a slow process, particularly if the player is not familiar with the game. The Judge should be prepared to offer suggestions. The Judge has the final say on the spells the player chooses; the Judge can disallow any spell he does not want used. Combination. These characters start out with randomized spells, but are then modified by the player and Judge agreeing on certain changes. These modifications usually involve substituting one spell for another or adjusting the spell rank to make it more appropriate for the character.

SPELL LISTS

Below are the listings of the spells available to a beginning character. They are listed by the energies required to use them. Some spells can be found in more than one listing, while others can only be found in one. The individual spells within a group spell are listed after Table 6.3.

9 Die Spell 51-52 Invisibility-Others 94-96 Vishanti Roll Title 53-54 Matter Rearrangement 97-00 Witchery 55-57 Mental Control 40-41 Growing 58-60 Mental Probe Entreaty spells are in boldface type. Please 42-43 Heal 61-64 Mesmerism see the Miscellany of Mysticism for more 44-47 Image Projection 65-66 Mesmermechanism details concerning the beings entreatied, 48-49 Immovability 67-69 Nature Control and some of the more popular incantations 50-51 Invisibility 70-71 Net concerning them. 52-53 Learning 72-74 Paralyze Group spells are in italic type. Please see 54-57 Levitation 75-76 Plant Control the section following this table for 58-59 Luck 77 Power Block* information on group spells. 60-61 Manipulation 78-79 Revival 62-63 Mental Barrier 80-81 Shield-Aura Group Spells 64-65 Post-Cognition 82-83 Shrinking-Others 66-67 Protected Senses 84-85 Static Field 68-69 Reflective Aura Each of the following spells is found in the 86 Teleportation* Dimensional Energy List. Each contains five 70-71 Resistance Aura 87-88 Trap 72-73 Sensing-Clairaudience spells, most of which are also found under 89-92 Vapors-Obscurity the personal or universal energy lists. For 74-75 Sensing-Clairvoyance 93-96 Vapors-Sleep 76-77 Sensing Danger more information on the use of group 97-98 Vapors-Resist Death spells, please see the HOW SPELLS ARE 78-79 Servant 99-00 Wave 80-81 Shape-Shifting, Limited CAST section. Disguise. This group of spells all help the 82 Shape-Shifting, Unlimited* * This spell counts as two spell selections 83-84 Shield-Great user to disguise himself. They include when taken from this list. (It can also be 85-86 Shield-Individual Alteration-Appearance, Chameleonic found on the Dimensional Energy List as 87-88 Shrinking one selection.) Coloring, Glamor, Growing, and Shrinking. 89-90 Telekinesis Eldritch Attacks. This group of spells 91-92 Telepathy Table 6.3: Dimensional Energy Spells are all Eldritch attack spells. They include 93-94 Tongues List Eldritch Beams/Bolts, Eldritch Blast, 95-96 Trance Eldritch Breath, Eldritch Crystals, and 97-98 Transformation Eldritch Flames. 99-00 Vapors-Enhancement Dice Spell Title Roll Passing. This group of spells all help the user to pass through or around obstacles. * This spell counts as two spell selections They include Admittance, Alteration-Bone, when taken from this list. (It can also be 01-03 Absorption Astral Projection, Density Control-Self, and found on the Dimensional Energy List as 04-06 Transformation. one selection.) 07-10 Damage Absorption 11-14 Damage Conversion Pishogue. This spell takes its name from Table 6.2: Universal Energy Spells List 15-17 Denak a kind of magic used in Irish tales of magic 18-21 Dimensional Aperture and faeries. This group of spells has a Dice Spell 22-24 Disguise similar effect and includes Confusion, Fear, Roll Title 25-28 Eldritch Attacks Forgetfulness, Mesmerism, and Paralyze. 29-31 Environmental Independence Scrying. This group of spells all help the 01-02 Animation 32-34 Faltine user by gaining information. They include 03-06 Bands 35-37 Hoggoth Enchanted Eye, Foretelling, PostCognition, 07-08 Charm 38-40 Ikonn Sensing-Clairaudience, and Sensing- 09-10 Confusion 41-43 Link Clairvoyance. 11-12 Conjure 44-46 Munnopor Sensing. This group of spells also helps 13-14 Curse 47-49 Oshtur the user by gaining information, often 15-16 Density Control-Others 50-53 Passing warning him of a threat to himself. They 17-22 Eldritch Beams/Bolts 54-56 Pishogue include Sensing-Danger, Sensing-Evil, 23-24 Eldritch Blast 57-59 Power Block Sensing-Fields, Sensing-identity, and 25-26 Eldritch Breath 60-62 Power Duplication Sensing-Mystical Detection. 27-28 Eldritch Crystals 63-65 Raggadorr Thaumaturgy. This group of spells 29-30 Eldritch Flames 66-69 Scrying allows the user various types of attacks, 31-32 Emotion Control 70-72 Sensing some that are more designed to capture 33-34 Energy Control 73-75 Seraphim than harm. They include Bands, Curse, 35-36 Fear 76-79 Shape Shifting— Net, Trap, and Wave. 37-40 Forgetfulness Unlimited Witchery. This group of spells all affect 41-42 Glamor 80-83 Shield-Multiple 43-44 Growing-Others others. They include Density Control- 84-87 Teleportation Others, Growing-Others, Healing-Others, 45-46 Healing-Others 88-90 Thaumaturgy Invisibility-Others, and Shrinking-Others. 47-50 Illusion 91-93 Valtorr

10 STEP 7. Determine the He has a +2 CS for researching and/or the item can cause. These runes can be knowing who the adepts and masters are, any one of a vast array of almost-forgotten Character’s Talents. what their relationship is with each other codes.) and with any beings that they entreat, and The character has a +2 CS whenever If the character is a magically enhanced for any specific facts about most magical studying, deciphering, or inscribing runes. character or derives his powers primarily cults. (The Judge may wish to modify this from magical items, use the procedure on bonus for characters or cults that have Scholar of Antiquities. The character has page 39 of the MARVEL SUPER HEROES taken the time and effort to keep their an extensive knowledge of antiques, Campaign Book to determine his talents. identities from being revealed.) especially ancient magical artifacts and lore If the character is a magic wielder, most concerning them (but not including books, of his time has been spent training for his Demonologist. The character has studied scrolls, or other artifacts that are primarily magical profession. Roll percentile dice accounts of demons in the Marvel Universe informational). He has a +2 CS when and consult Table 7.0: Talents Available for and he knows how dangerous and hostile dealing with them or researching them. Magic Wielders to determine how many they are. The character receives a + 1 CS in talents the hero has. any situation involving demons, including Stamina. The character has trained himself research, communication, identification, to go many days without eating or sleeping Table 7.0: Talents Available for Magic and combat. (The Miscellany of Magic in the pursuit of his magical studies. If Wielders contains more information on demons of researching anything magical or just using the Marvel Universe.) a spell (no physical combat or extensive Dice Roll No. of Talents movement allowed), the character can go 01-35 1 Martial Arts A. The character has without food or sleep for up to 6 days. 36-70 2 undergone training in a particular form of 71-00 3 martial arts, and knows the philosophy of it Theoginist. The character is a scholar on as well as the technique. Martial Arts A the origins of the powerful extra- To determine each talent, roll percentile allows the character to slam or stun dimensional beings and gods of the Marvel dice and consult Table 7.1: Magic Wielder opponents whose Endurance rank is higher Universe (this category includes all of the Talents. There are no ranks for talents, than the character’s Strength rank. major entities listed in the Miscellany of although a successful Reason FEAT roll is Mysticism and those beings that provide usually required to use them. After the Martial Arts B. This form of martial arts dimensional energy when called upon, talents are determined, look up their gives the character a + 1 CS to his Fighting such as ). The character has a explanations below. Once all details of the ability for the purpose of Slugfest. +2 CS when researching information on this subject. talents have been recorded on the player’s Martial Arts C. This form of martial arts character sheet, proceed to Step 8. gives the character a + 1 CS to his Strength Zoologist of Magic. The character studies for the purpose of Grappling and a +11 CS magical creatures and has collected books Table 7.1: Magic Wielder Talents to his Agility for the purpose of Dodging. on the subject. This talent includes not only mythological or fantastic beasts of Earth’s Dice Roll Talent New Talent. The player may create a new legends but also the creatures of other 01-35 Normal talent talent for his character. It is up to the Judge dimensions in the Marvel Universe. He has 36-40 Demonologist to set limitations on it in accordance with a + 1 CS when attempting to identify 41-45 Martial Arts A other talents. The talent should have some magical creatures and their powers. 46-50 Martial Arts B definite bearing on the character I s powers (Please see the Magical Creature section in 51-55 Martial Arts C or background. Book 3 for many known magical creatures. 56-60 Scholar of Antiquities Normal Talent. The character has a talent 61-65 Bibliophile that he learned from his days prior to 66-70 Theoginist STEP 8. Balancing the becoming a magician. Roll on the Talents 71-75 Occultist list on page 39 of the MARVEL SUPER Powers. 76-80 Runesmith HEROES Campaign Book. 81-85 Stamina This is a short step primarily completed by 86-90 Zoologist of Magic Occultist. The character has made the Judge, but usually in consultation with 91-95 Chronicler of Magic extensive studies into the area of the player. The Judge must look at this 96-00 New Talent devised by player happenings, including: unexplained events character in terms of how he balances with and mysteries of the world, hauntings, and the other player characters and with the Explanation of Talents other manifestations of the spirit world. He campaign as a whole. If the campaign is has a +2 CS when researching or dealing being run for characters like Daredevil or Bibliophile. The character has an extensive with occult events. Black Widow and a powerful magic wielder knowledge of magical books, scrolls, or with a personal energy spell (like Flight), a other primarily informational items, and the Runesmith. The character is a transcriber universal energy spell (like a powerful lore concerning them. He has a +2 CS when and translator of runes, especially ancient, Eldritch Beam/Bolt), and strong using or researching these. magical runes. (A rune is a letter in an dimensional energy spells (like Environ- ancient alphabet. Most ancient magical mental Independence, Teleportation, Chronicler of Magic. The character studies items have runes on them to warn potential Shield—Multiple, and Thaumaturgy) is magical societies and their activities. users of the possible harm that added, the magic wielder will soon

11 overshadow the less-powerful characters, every universal energy spell he possesses, making the campaign less fun for everyone. add 2 years. For every dimensional energy On the other hand, a campaign suitable for spell he possesses, add 3 years. or the would overwhelm a This is just for beginning characters and weak sorcerer. certainly does not effect the character as A powerful character can have he picks up future spells. conditions placed on some of his spells Note: In the Marvel Universe, it is possible and magical items that will prevent them for certain individuals (such as ) to from being a constant unbalancing , gain considerable skill in sorcery at an early but gives the character access to them. age. This usually happens due to very early Look back in the magical item generation training, an extremely high Psyche, or other section at some of those conditions for an unusual circumstances. If the Judge wants idea on how to limit a powerful sorcerer. to make this a possibility for player A weak character must be built up a bit characters, the young magic wielder must and magical items are great for this. If the have a Psyche of Amazing rank or higher campaign includes both magical and and must have grown up in the household nonmagical heroes, the Judge should of a master. In this case, start with 10 years, remember that many of the spells have add the result of one die roll, and add 1 year limitations (such as target resistance FEAT per spell known, regardless of type. rolls, full concentration required, etc.) that nonmagical powers often do not have. 3. Does the hero have a secret identity? If This balancing requires thought, time, so, what is it? How does he keep it secret? and discussion between Judge and player. Does anyone know this secret? This is why generating characters, especially magical characters, are best If the character is magically enhanced or is accomplished during non-game time and based on magical items alone, then it is up on a one-to-one basis. to him whether he has a secret identity or up to the player, but should have some Once the powers and talents have been not. But if the character is a magic wielder general guidelines set down at the settled on, it is time to flesh out the he will usually have a secret identity for his beginning of the character’s existence. character. Go to Step 9. own safety. As Doctor Strange often tried The personality defined should be more to explain to , human beings greatly than just “mean” or “heroic”. There should be STEP 9. Finishing the fear that which they do not know. many different facets to the character’s Character. A sorcerer needs no other complications personality. By nature, most player character in his life aside from those associated with magic wielders are the strong, silent type. The player should answer the following his studies and adventures. A secret They usually need to control their fears and questions to help create the character’s identity is an absolute must for this other emotions to be able to fully concentrate personality. simplification of his life. on their studies and their spells. Because of A sorcerer’s secret identity is usually his their constant practice and studies, along 1. What is the hero’s name? actual identity. The character maintains his with whatever occupation they may have, anonymity when in action by using a hero they tend to be a quiet, reserved, and isolated Supply the character with both a full name name, by wearing a costume that draws lot, oftentimes being referred to as “stern,” and a “heroic” name. Even , attention away from his face (perhaps a “reserved” or a “stick-in-the-mud”. Certainly, whom everybody knows is the of the mask as well), and by not drawing attention there is no rule that says the character cannot keeps using his heroic name, to himself by using flashy magic. This is be a happy, carefree individual, but he will Mr. Fantastic. Possibly it has something to one of the reasons why so many magic most certainly be looked upon by other do with confidence, or separating the heroic wielders prefer astral combat or taking the magic wielders as someone who is not life from the personal life by having two conflict into deserted areas. serious about the mystic arts and who is not names. Magic wielders are usually even The most likely people to know a worth bothering with. more secretive than other types of heroes character’s secret identity include and usually use secret identities. sweethearts, wives, etc., the character’s 5. What are the hero’s Resources? master (and later, disciples), and possibly 2. What is the hero’s age? another super hero teammate. Generally, at This measures not only the character’s the start of a character’s adventures, no personal wealth, but also his ability to get Mastery of the ancient arts takes longer to villain knows of his real identity money or valuable equipment through many control than most other types of powers, channels, including wealthy organizations. Start with 17 years of age. Roll a die and add 4. What is the hero’s personality like? The player must roll percentile dice on Table the result to 17 (for a span of between 18 and 9.3: Resource Ranks below to determine his 27 years). If the character is a magic wielder, The personality of the character can be one rank, then consult Table 5: Resources on add 3 years. For every personal energy spell of the most enjoyable aspects of roleplaying page 8 of the MARVEL SUPER HEROES the character knows, add another year. For games. This aspect should be left entirely Game Campaign Book to determine how his Resource rank equates to his weekly

12 rate and purchases. The player should wait realm automatically speaks his language One-Story House** 1,300 rp until his character is completely generated, and English. In addition, if their Reason is Two-Story House** 1,800 rp then start his purchases with a place to live. better than Excellent, there is a 40% chance Mansion** 3,000-10,000 rp they speak a third language. If their Reason Empty Land 500 rp/acre Table 9.11: Resource Ranks is better than Incredible there is a 20% Construction*** 175 rp/room chance that they speak a fourth language. Dice Resource Weekly * = Not including the cost of utilities or maint- Roll Rank Rate 7. Where does the hero live? enance for this size dwelling, which equals 01-05 Poor 4 rp an additional 10% of the rent per month. Most of the Marvel Universe heroes tend to 06-15 Typical 6 rp ** = Not including the cost of utilities, live in New York City (as that locale seems 16-45 Good 10 rp insurance, and upkeep for this type of to draw super-powered villains like ants), 46-75 Excellent 20 rp dwelling, which equals an additional 1% of but some have made their base of 76-95 Remarkable 30 rp the total cost per month. 96-99 Incredible 40 rp operations on the West Coast, in other U.S. *** = Time for construction equals 1 month 00 Amazing 50 rp locales, and in Canada. If the character has per room. When constructed, the cost for the ability to mystically travel and utilities, insurance, and upkeep equals that A character who is a magic wielder has communicate with others, then nothing of a normal dwelling of equal size and type. generally been in seclusion for many years, prevents him from “commuting” across the studying with his master. Consequently, he U.S. If the campaign is going to be mainly 8. How does the hero earn his living? has spent very little money over this time situated in New York City, the character and any money he had saved has been may even wish to live in one of the The character’s weekly resource rate will generating interest. This translates into locations shown on one of the many city give the Judge and player some guidelines one, large lump sum of Resource Points for maps now available in various MARVEL for the character’s employment, as he must the hero at the outset of the campaign. To SUPER HERO Game Adventures published be employed in an occupation which would determine the size of this lump sum, roll a by TSR, Inc. The character’s Resources, logically earn him that rate. Magic wielders percentile dice on Table 9.4: Magic already generated, determine what kind of usually earn their living in a manner that Wielders Starting Resource Cache. housing the character can afford. allows them maximum flexibility in their Magically enhanced characters and heroes Note: While magic wielders may continue schedules: private consultants, doctors, writers, and so on. who wield magic items start the campaign to learn from their masters, only about 20% per normal procedures (page 8 of the live with them. If the player wishes, he may 9. Does the hero have any hobbies or MARVEL SUPER HEROES Game roll percentile dice to see if his master will favorite pastimes? Campaign Book). allow him to live in his abode (01-20 = Lives with master, no living expense required, While this facet of the character is generally Table 9.2: Magic Wielders Starting 21-00 = character must have his own place). The Housing Costs Chart below gives for the sake of “coloring” his personality, it Resource Cache may have practical applications as well. guidelines for the resource points needed Photography, cooking, music, and so forth Dice Roll Lump Sum to rent or buy a dwelling in an average may all have some purpose in an adventure sized town. 01-20 250 rp some day, sort of like secondary talents. No character should have over three of these 21-45 500 rp Housing Costs Chart 46-75 1,000 rp useful pastimes, and if he does not actively 76-90 2,500 rp RENT (per month) pursue them at least once every other month, they should not be considered useful. 91-00 5,000 rp Efficiency Apartment 4 rp 1 Bedroom Apartment 8 rp 10. What does the hero’s costume look 6. What nationality is the hero? 2 Bedroom Apartment 16 rp Luxury Apartment 24 rp like? The player must now decide what country One-Story House* 10 rp Two-Story House* 20 rp All heroes have costumes and magic his character is from and, if the campaign is wielders, in particular, have unusual ones. Mansion* 40 rp per floor world-spanning, what country he lives in. If On the back of the new Magical Character Office 20 rp the character has the ability to mystically Sheet are design forms for costume Office Floor 50 rp travel and communicate with others, then drawings. Magic wielders usually wear nothing prevents him from “commuting”. Office Building 1,000 rp per floor garish colors and bizarre patterns, possibly Many foreign-born heroes now reside in the for some mystic reason. Capes are also U.S. Some of the ones with magical BUY quite fashionable with the magical crowd. connections of some kind are Russia’s Efficiency Magik, Transia’s Scarlet , and Haiti’s Condominium** 600 rp 11. Who are the hero’s friends? Brother Voodoo. Some heroes even come 1 Bedroom from different planets, realms, or Condominium** 900 rp The hero starts with as many close friends dimensions, such as the Asgardian 2 Bedroom and relatives as he has powers and/or and the Dark Dimension’s Clea. Condominium** 1,200 rp items. Most people have many more Any character from a foreign country or Luxury Condominium** 2,000 rp friends than this, but these few are the

13 most important. The following should be answered about the people who are close to the hero: what are the names and occupations of the hero’s friends?; how long have they known him?; what is their exact relationship (friend, lover, mentor, brother, etc.?;) do any of them know of his true, magical identity?; what are their motivations and personality like?

12. If the character is a magic wielder, who is his master?

This is the most important aspect of the hero’s personal life. All of the questions asked above, should be asked about the master. In other words, establish a clear identity for him or it. Some masters are spiritual in nature and reside in an item (such as Shaman’s grandfather’s skull), but most are living, breathing mortals. Reading through the Miscellany of Mysticism may help to spark an idea on the nature of the master. While this need not be answered immediately for the character to play in the campaign, it will be necessary to establish the relationship before too long for the char- acter to progress in his knowledge of magic. Note: If the Judge finds that he has more than one magic wielder in his campaign, he may wish to have them both (or all) study under one master. It should be remembered that a wise master shows no favoritism in his teaching of many novices. He will strive to bring out the best in each novice and help them find their own identity. By the character’s third adventure the master’s name, location, school of magic (which should be the same as the character’s), and personality should all be known to the player and Judge. The amount of time the hero must spend with the master is left to the Judge’s discretion (it is important that the amount of time allocated for study is extensive, but this does not necessarily mean it must be spent with the master).

Final Character Balance

The Judge should fully appraise the character after it is completely generated, and review him after his first one or two adventures. Depending on the level of power used by the other heroes and villains in the campaign, the Judge may wish to limit the character’s powers (usually by conditions to their uses) or expand them (usually by granting the character a magical item with 1 or more powers). This should be done no more than once.

14 intricate they are, if his spell rank FEAT roll The caster must concentrate on controlling SPELL is successful. the object. No item over the size of a car DESCRIPTIONS can be animated, regardless of the caster’s Alteration-Appearance. The caster can spell rank. * This spell counts as two selections from mystically alter his face and body structure at either the Personal or Universal spell list will. He does this through the complete Apparition. The caster can mystically OR one choice from the Dimensional spell control he has over his muscles, ligaments, make his body non-corporeal and become list. tissues, and skin. By manipulating these he an apparition. (This should not be confused * * This spell can only be chosen from the can resemble almost anyone he wishes who with Astral Projection, as that power takes Dimensional spell list. is human. He even has control of his hair, the caster to another dimension and he is making lengthen or shorten at will. If the new invisible to most characters in this Absorption*. If the caster makes a shape and face he is turning into is not vastly dimension.) Once the spell is cast, the successful spell rank FEAT roll, he can take different from his own, he can change easily caster need not concentrate upon his state on the properties of any material he and completely in one round. If the change is to remain an apparition. As an apparition, touches, giving him the Strength, extreme (very thin to obese, man to woman, the caster can still move, speak, cast Endurance, and body armor equivalent to adult to child, etc.) the caster must make a spells, and perform most other normal the material rank of the object he touched. successful spell rank FEAT roll to change, actions. His movement rate is the same as (For example, if he grabbed a steel girder, and the transformation will take two rounds. if he were corporeal, but he can walk on air, he would gain Remarkable Strength, sink through floors, climb up elevations as Endurance, and body armor.) Each time the Alteration-Body Weapons. The caster if he were climbing stairs, etc. hero changes form, adjust his Health to the can magically alter his body to grow claws, When a caster becomes an apparition new sum of his Fighting, Agility, Strength, fangs, or spines. This can be done in one his body loses its density, allowing him to and Endurance. minus Health points he round (he must make a successful power pass through solid object and letting solid previously lost. rank FEAT roll if he is distracted or under objects pass through him. The caster can The caster’s Strength and Endurance are stress). When attacking, the sorcerer can be seen, but is obviously not completely limited to a maximum of Amazing, even if use his Fighting rank or this spell rank, solid. This power grants the caster body the object touched has a higher material whichever he prefers. Damage equals the armor equal to the spell rank against any rank. He can remain in his transformed hero’s Strength rank + 1 CS, and attacks physical, energy, or mental attacks. If the state as long as he wishes. are resolved on the Bite-Claw column of apparition/caster physically attacks If the object touched is holding or the Magic Effects Table. another character, that character must also emitting energy (such as red-hot metal, be treated as though he has body armor etc.) he absorbs the energy properties as Alteration-Bone. The caster can magically equal to this spell rank. Magical, mental, or well. He absorbs the energy immediately, alter all of the bones in the body. They energy attacks against the target are thereby gaining body armor equal to the become malleable and the muscle tissue is treated as normal. damage it would cause. The caster is not exceedingly resilient, making his body very To pass through a solid object, or have a hurt by the energy he absorbs. He can flexible and pliant. It is impossible to break a solid object pass through him, the object’s retain absorbed energy for a maximum of bone or tear a muscle. His flexibility enables material rank must be equal to or less than 10 rounds. him to slither into and out of very tight and the spell rank. In addition, the caster can The caster can also absorb physical small places. He can fit into any hole or slot lower the density of an object he touches properties of an object. If he touches a down to eight inches diameter. Apply a +2 CS by making a spell rank FEAT roll and, if spiked mace, he will get both the strength to Strength ability for purposes of Escaping a succeeding, keeping it in his possession. of iron and spikes. hold when grappled. The caster must make a Judge’s Note: If the player wishes to There is also a negative side to this successful spell rank FEAT roll if distracted or make a concentrated effort at creating a absorption spell. When a caster absorbs a under stress. character who appears like a , striking material’s properties, it tends to slow his fear and terror into criminal hearts, then the movement and reactions down propor- Animation. The caster can enchant an Judge should keep this effect in mind when tionately. The higher the rank, the slower the inanimate object to become animate and the caster walks through a wall, drops character. For every material rank above control its movements. The object must be through a ceiling, etc. and faces anyone. A Good that the caster absorbs, subtract a of a material rank that is less than or equal character encountering this apparition, rank from his normal Endurance for the to this spell rank. Only one object at a time especially for the first time, must make a purposes of determining his movement can be animated and, while it must be Psyche FEAT roll (see Magic Effects Table) rate. A magic wielder in a “hardened” state within the area of effect to animate, it can or react as described in the Fear power. (material rank of Good or higher) is limited continue to be animated outside of the area There is a price the caster has to pay for to one spell per round and his spells always of effect, if within the caster’s sight. If the this extra “power”, however. This take effect at of the round. caster causes an animate object under his frightening effect on people only works if control to attack an opponent, the the caster is not famous, thus cutting off his Admittance. The caster can direct animated object’s Fighting and Agility are Popularity and some sources of Karma enchanted energy at any locked door or equal to the caster’s spell rank, but the gain. He must remain relatively reclusive container and it will easily open for him, no item’s material rank determines its and unknown so the criminal element does matter how many locks it has or how big or Strength, Endurance, and damage inflicted. not recognize him.

15 Armor. The caster can summon magical in their physical form. If the astral character bands; he can move, cast spells, perform body armor equal to this spell rank. There is who is seeking has a lower power rank than normal actions, etc. However, if the caster a 75% chance that the body armor will the astral character who is attempting to is affected by a hostile attack or spell, he affect the caster’s appearance. The avoid being seen, he must make a Psyche must make a successful Psyche FEAT roll stronger the armor, the more his FEAT roll, even if that character is in plain, to keep the bands from breaking. Bands appearance will be affected. The actual astral view. If seen, they can have magical automatically break if the caster is rendered appearance is to be determined by the combat in that form. unconscious. Judge and player. This spell reduces the Magical items, though left behind on the character’s Agility by one rank. physical plane, also have a counterpart that Chameleonic Coloring. The caster can can be taken into the astral plane. It acts in change color to his surroundings. If he Astral Projection. The caster can separate the same manner as its physical is not moving quickly and trying not to be his astral self-the sheath of his life counterpart, but its powers are lessened by noticed, any opponent must make a suc- essence-from his physical self and travel one rank on the astral plane. Any magic cessful Yellow Intuition FEAT roll to see him. through space unbound by physical laws item that the character possesses on the The color change can be performed in one while retaining human consciousness. The physical plane can be controlled by the round. If the caster is under stress or astral form (also sometimes called the owner’s astral self. (For example, Doctor distracted (being attacked, etc.) he must make ethereal form or the ectoplasmic form) is Strange has escaped innumerable traps by a successful spell rank FEAT roll to change. invisible, intangible, and incapable of being controlling his Cloak of Levitation and the harmed except by the most powerful magic Eye of Agamotto within his amulet, while he Charm. The caster creates a pleasant or by opponents who are themselves in was in his astral form.). aura about himself, charming opponents in astral form. If the caster wishes to project Time alteration spells cast from the astral the area of effect. Every opponent in the his astral self while under duress, during a plane work within the physical plane, but area is allowed a Psyche FEAT roll (see combat or while he is being mentally attack- do not affect the astral plane. Magic Effects Table). If the target is ed, he must make his spell rank FEAT roll. affected, he will quickly change his mind The duration of effect determines how Bands. This spell manifests itself in a about attacking the caster because “there is long the caster can remain in this form variety of ways, as the caster chooses: just something about him he likes”; if the without physical deterioration occurring to vapors, rings, threads, circles, and so on. Psyche FEAT result is “No Effect”, the target his physical form. If the astral form does When the caster calls up this enchantment, is not even aware that the caster tried to not return to its physical body before the bands (or whatever) form around the target charm him. A charmed target will not attack duration of effect has elapsed, the caster’s and entrap him. It takes a full round for the the caster, but will attack another opponent, body dies; and the astral form can only bands to completely form. The target can if one is available. The caster cannot give enter it as it would any other corpse or try to dodge through the bands only in the orders of any kind to a charmed character; dummy, creating a blind, -like round in which they form and only if the the spell is not a form of mental control. creature. If the caster’s body is destroyed area being entrapped is as large as a 10 A charmed target is allowed to make a while the astral form is projecting, the foot cube. If the spell is directed at the Psyche FEAT roll each round to attempt to caster is stranded in his astral form. individual himself, he cannot dodge break the charm. Each charmed opponent If a character is stranded in his astral through it. When a character is surrounded must break the charm on his own; he form due to the death of his physical body, by the bands there is a 75% chance that he cannot be persuaded that he is charmed by the astral form itself will dissolve after an is bound, a 25% chance that he is gagged, friends, although a counterspell cast by a amount of time equal to the normal spell and a 10% chance that he is blinded friend might break the charm. Unless the duration associated with the character’s (seethe Bound, Gag, & Blind rule in the charm is broken, it will remain in effect for Psyche rank. (For example, the astral form Miscellany of Mysticism). A separate roll is the duration of the spell, even if the caster of a character with Incredible Psyche would made for each of these effects. leaves. A charmed character will not endure for one day; the astral form of The bands cause no damage to the remember that he has been charmed once someone with an Unearthly Psyche would entrapped character. Bands have a material the spell expires. last indefinitely.) rank that is equal to the caster’s Psyche If the caster attacks an opponent The caster can transport other willing rank. While normal attacks Will not affect charmed by his spell, the spell is subjects to the astral plane along with bands, magical attacks may free the victim. automatically broken, and the target retains himself. When attempting to do so, he must If the magic attack’s spell rank is higher full memories of being charmed and make a Psyche FEAT roll: a white or green than the bands material rank, it will shatter remembers who is responsible. result means that the caster traveled and the bands if the attacker makes a green the other(s) did not, a yellow or red result FEAT roll. If the material rank is the same Confusion. The effects of this spell are means that the multiple astral travel worked rank as the magical attack, the attacker unpredictable, but can be devastating. perfectly. Astral projection cannot affect must make a successful yellow FEAT roll to When it is cast, all targets within the area of someone against his will. shatter the bands. If the material rank is effect receive a Psyche FEAT roll to avoid Characters who are in their astral forms higher than the spell rank of the magical the effect. If a target fails the roll, he is can see and communicate with each other, attack, the attacker needs a successful red affected by the confusion. The Judge rolls if both parties desire. If one or both parties FEAT roll to break the bands. a die for each affected target and checks do not desire to be seen, they may have to The caster does not have to maintain a Table 6.4: Confusion Results, to see hide behind solid items, just as if they were high level of concentration to maintain the how each is affected. The duration is

16 1-10 rounds, rather than the normal rank FEAT roll. The subject is allowed a energy and convert it to physical Strength duration associated with the spell rank. Psyche FEAT roll to resist being brought and Health. Whenever the character is forth; if the resistance FEAT is successful, physically attacked (slugfest, bite-claw Table 6.4: Confusion Results the conjuration fails. attacks, missile weapons, charging, The conjuration of the body of a dead concussive rays, but not energy attacks or Die Confusion character is far beyond the abilities of any grappling, he may make a spell rank FEAT Roll Results caster who does not have an Unearthly roll. If he fails the roll, then that damage is spell rank in this spell. The conjure spell 1 The target sits down and tries to dealt with as normal that round. If the FEAT only summons or recreates the physical think things over. If attacked, he is successful, the appropriate amount of body; however, if the dead character’s defends himself, but otherwise damage is immediately added to his astral form survives (see the Astral ignores everyone else. Health, instead of subtracted as damage. Projection spell), it can reanimate the body, 2 The target begins weeping or In this fashion, the caster’s Health can go restoring it to true life. laughing uncontrollably. He as high as 200. In addition, the caster’s receives a - 1 CS to all actions. Strength is raised to the same rank as the Curse. With this spell, the caster can weave 3 The target walks around randomly attack, if the attack’s rank is higher. an enchanted curse around an opponent. If as if lost. If attacked, he defends If the caster using this spell also has the spell rank FEAT roll is successful, the himself, but takes no other action. some form of body armor, the attack is curse will remain with the opponent for the 4 The target becomes fascinated reduced by the body armor before the duration of effect. The duration of this spell with one trivial action and will caster makes his absorption FEAT roll; the is unusual; a curse cannot exceed Amazing perform or watch it repeatedly. If caster can attempt to absorb whatever duration (one month), even if the caster’s attacked, he defends himself, but points of damage remain. The caster’s spell rank exceeds Amazing. otherwise ignores everyone else. Strength is increased if the points When a curse is attempted, the target can 5 The target attacks the nearest remaining in the attack exceed the rank avoid it by making a successful Psyche FEAT character, no matter who he is. number of his current Strength rank. roll. If the curse takes effect, the victim can 6 The target attacks everyone If he wishes, after the caster stores up make one Psyche FEAT roll per day to at- (different character each round.) 100 points he may try another spell rank tempt to break it; a successful FEAT roll 7 The target attacks the nearest FEAT roll. A successful roll allows him to means the curse is broken. The target will not large building, machine, or crea- redirect this energy by using all of his newly know who attacked him, regardless of ture. gained Strength to inflict a blow of up to whether or not the curse is successfully cast. 8 The target walks up to the nearest Monstrous damage. If the roll fails, he just A curse negatively modifies all of the character, throws an arm around keeps storing up damage. This energy opponent’s actions and spells by a 1 his shoulder, and begins dissipates in 10 rounds in any event. Any Column Shift (plus or minus, as long as it discussing his philosophy of life. damage done to him after he reaches a works against the opponent). No more than 9 The target is extremely Health of 200 begins to subtract from that one curse can normally be placed on a disoriented; apply a -2 CS to all number, until he reaches 0 Health or makes character. The exception is the use of the his actions. his spell rank roll again to add to his energy Link spell, whereby up to two curses can 10 The target rolls over and falls converted Health. be placed on one opponent, but they asleep. cannot, totally, exceed the effect of a -2 Density Control-Others. The caster can Column Shift modifier lasting one month. Conjure. This spell is used to teleport an The Judge can decide to allow curses control the density of another living item, plant, creature or character from its that have different effects instead of creature or an inanimate object. He must current location to the caster’s location. column shifts, such as: temporary aging; point at the target and make an Agility FEAT This spell can even restore a broken or warts and boils; etc., but no curse can roll for targeting. A living target can attempt decayed item to its original form while in cause the death of a character. to Dodge. If the caster’s FEAT roll the act of teleporting. succeeds, he has control over the If conjuring a trivial item, plant, or Damage Absorption*. This spell enables molecular cohesion of the target. harmless animal, the caster need make no the caster’s body to absorb without harm The caster can reduce or increase the FEAT roll, it simply appears. some of the damage from energy attacks, density of the target by one rank each If conjuring a complex or dangerous both magical and non-magical. The round. The caster must concentrate on the item, plant, or dangerous creature, or character is still vulnerable to physical, target, so the caster cannot attack or cast attempting to conjure a broken or decayed missile, and mental attacks. The spell rank other spells while using this spell. If the item, the caster must make a successful indicates how much damage will be caster stops concentrating on the target, it spell rank FEAT roll before it appears. absorbed per round before the caster is will stay at its present density rank for the If conjuring forth a willing character harmed (i.e., a Remarkable rank would duration of the spell, then begin returning (teammate, friend, etc.) the caster must prevent the first 30 points of damage from to normal, shifting one rank per round until make both a successful spell rank FEAT roll an energy attack). its normal density rank is restored. and a successful Psyche FEAT roll before For each rank that a living target’s the character appears. Damage Conversion*. The spell enables density is reduced, apply a -1 CS to the If conjuring forth an unwilling character, the caster to magically absorb kinetic target’s Strength. Furthermore, anyone the caster must make a successful spell

17 attacked by the target is considered to caster cannot enter the desired dimension knowledge of a tiny “personal dimension” have body armor equivalent to the target’s that day A beginning caster who does not where he can go with perfect accuracy and current density rank. If the target’s density really know one dimension from another safety. This pocket dimension is only is reduced to Shift 0 rank, his body can stumble into any one of them at accessible from the caster’s home becomes a cloudy form, like a thick fog, up random. dimension and contains no dangerous to two areas in volume. In cloud form, the A spellcaster who is in a familiar foreign creatures. There the caster can go for target is subject to strong wind currents, dimension can automatically return to his peace, solitude, and can even make it a suction, etc. The target cannot attack or home dimension. However, if the caster is home away from home. The caster can cast spells in this form and has no control in an unfamiliar dimension or if his mind has enter or leave his own little dimension once over his movement. The cloud cannot be been affected by traveling in a sanity- per day. attacked by physical or energy means. bending or sanity-threatening dimension, For each rank that a target’s density is the caster must make a successful spell Dual Persona. This spell makes the increased, he gains body armor equivalent rank FEAT roll to locate the dimensional character one with a magic wielder from to his current density. If his current density position of his home dimension. This roll to the past. There are two separate is higher than his Strength, he inflicts return is only allowed once per week. personality patterns in the magic wielder’s damage in combat equal to his density However, the caster can enter another brain, and the character has at least partial rank. If the target’s current density rank is random dimension and try to go home from access to the memories and knowledge of higher than his Endurance, apply a - 1 CS to there. his ancient counterpart. his Fighting and Agility for each rank that his If the caster tries to take anyone else with The way in which the character relates to density exceeds his Endurance; also apply him into a dimension, whether they are his alter-ego is left to the Judge. Some a -1 CS to his Endurance for purposes of willing or unwilling, then a Psyche FEAT roll suggestions include: the alter-ego may determining his movement rate. is required of each character passing exist inside or as part of a magical item the The target’s weight at its current density through into the dimension, every time they character owns; the alter-ego may be an rank is equal to the weight that a person enter a new dimension. Anyone who fails astral form that inhabits the character’s with the same Strength rank could lift. the FEAT roll cannot pass through that body or is visible to him alone; the alter ego Increasing the density of an intricate object, particular dimensional aperture at this time. may exist in a specific location which is t e such as a plant or complex machine, might Characters who are left behind can try only place where the character may cause thin and delicate parts to break off. again a day later, if the aperture is still in communicate with him; etc. The Judge For purposes of this spell, most living effect. must decide whether or not the ancient targets have Typical density in their normal This spell also grants the caster spellcaster has some physical form. state. However, some races have greater density which provides them with body armor (such as Asgardians and Olympians); use the body armor rank of these beings as their normal density. Inanimate objects have normal density equal to their material rank.

Density Control-Self. This spell is the same as the Density Control-Others spell, except that the caster has full control over his cloud-form at Shift 0 density. The caster can surround others with his cloud-form, obscuring their . The caster also has a limited ability to , at a maximum speed of 2 areas per round.The caster can also seep under doors, through crack, etc., while in cloud-form.

Dimensional Aperture**. This spell causes a temporary opening in the dimension’s fabric, allowing the caster to cross from one dimension to another. Look for the section on Dimensions in the Miscellany of Mysticism for more detail. The caster can automatically open a portal to a dimension with which he is familiar, but opening a portal to an unfamiliar dimension requires a successful spell rank FEAT roll. If a FEAT roll is required, failure indicates that the

18 If the character casts this spell, the spell rank, the target’s material strength is Eldritch Crystals. The caster unleashes a alter-ego is a predecessor from the caster’s reduced one rank. stream or of magical crystals that own school of magic. If the alter-ego is If the material rank is equal to or less will bombard a target upon his command. discovered by accident, it might not be than the spell rank, the target is The crystals will appear, attack the target, friendly to the caster. disintegrated. Small objects (fist-sized, for cause physical damage equal to the spell While the two are joined, the player example) can be destroyed automatically. rank, then disappear. These are physical character has a strong resistance to all Destroying man-sized objects requires a manifestations of magic and are affected mental probes and attacks, magic or successful yellow spell rank FEAT roll. by defenses that protect the target from otherwise. This resistance is in the form of Destroying larger objects (like a vehicle) physical damage (body armor, force fields, a +2 CS in the caster’s favor when FEAT requires a successful red FEAT roll. If the battlesuits, bullet-proof clothing, etc.). The rolls are allowed to ignore or defend against target is an object of no importance, the crystals will attack only one target chosen mental controls and attacks (not to exceed Judge can waive the FEAT roll and rule that by the caster, if there are several targets in Monstrous rank). the item is automatically destroyed. a single area. If the Judge so decides, the other Energy Bolt. (Also commonly called Bolt persona might battle for control of the of Bedevilment.) This bolt uses pure Eldritch Flames. The caster summons forth character’s body. Circumstances under universal or dimensional energy This is the sorcerous flames that cause damage equal which could happen include: the caster is most common form of eldritch bolt. to their spell rank every round a character in danger of immediate death; the goals Fire Bolt. This bolt causes fire and heat passes through them. A spell rank FEAT roll and values of the character are different damage and is a reddish line of flame. is required to bring them forth. The flames from those of the alter-ego; the character is Impact Bolt. This bolt causes impact are summoned forth in a fixed location, visiting a location associated with the alter damage through reverse gravity, designated by the caster, and cannot be ego in his lifetime; the caster attempts to magnetism, etc. The bolt is invisible. moved. The flames are used as a fiery wall use a spell or ability available to the alter Light Bolt. This bolt causes damage to block movement into or out of the target ego but not available to himself, etc. An through intense light. The bolt is golden. area. They extend along one side of the entirely new magic wielding character can Sonic Bolt. This bolt causes damage target area chosen by the caster and can be even be rolled up and it might exchange through sonic disruption, nerve damage, any height chosen by the caster, from a few places with the caster on such occasions, etc. feet to three stories. The wall of flames can or just give timely advice. be slightly bent by the caster to Eldritch Blast. This spell unleashes a accommodate structures and obstacles. No Eldritch Beams/Bolts. This spell magical blast, causing damage equal to the more than three walls can ever be unleashes a magical beam or bolt causing spell rank to everything in the target area. In maintained by the caster at any one time. damage equal to the spell rank (a beam is a addition, the blast has a chance to slam or continuous line of energy, a bolt is an stun anyone within the target area (see the Emotion Control. The caster can magically interrupted line of energy). A beam or bolt Magic Effects Table under Power Rank- control the emotions of others, but the (hereafter referred to as bolt) affects only one Blasting). The caster’s Psyche is reduced to caster must establish some link with the target in the target area. When this spell is Typical for an hour afterwards and he will target, such as gazing into the target’s eyes obtained, the player should roll a die to see pass out for 1-10 rounds unless he makes or talking to the target for a brief moment. where the bolts originate. The bolts will issue a successful Endurance FEAT roll. The type The caster must make a successful spell forth from the character’s: 1-4 = Hands; 5-8 of blast used by the character is decided rank FEAT roll to establish control (see the = Eyes; 9 = Chest; 10 = Forehead. The type by the Judge and player when the Magic Effects Table under Psyche-Mental of bolt the character uses will be one of the character obtains the spell (see Eldritch Control, treat a successful roll by the caster following, which the player chooses with the Beams/Bolts for possible types). as a hold). This spell can only affect a single approval of the Judge. The spell rank determines the amount of target in the area of effect. The target is Cold Bolt. This bolt causes freezing damage done by the blast, but the area of allowed a Psyche FEAT roll to attempt to damage and is blue. effect when the spell is obtained has a resist this form of mental control. If the target Darkforce Bolt. This bolt uses the maximum rank of Excellent (one area), even fails his resistance FEAT roll, his emotions Darkforce, a form of energy from another if the caster’s actual spell rank is higher. The are under the caster’s control and subject to dimension. The target loses Health points area of effect can be increased through the caster’s suggestions. The caster can equal to the caster’s spell rank. The bolt is experience, but can never exceed the spell summon love, fear, hate, etc. and force his black. (This bolt requires dimensional rank. Furthermore, this spell has a maximum foe to react to those emotions. These energy; it is not available to characters limit of Amazing rank for its area of effect. emotional upheavals override the target’s unable to use dimensional energy.) normal emotional inclination. The caster Disintegrating Bolt. This bolt disinte- Eldritch Breath. The caster can direct may only “summon” one strong emotion at grates non-living, inanimate objects up to 2 Mystical energy into a breath attack, similar a time and only control one target at a time. areas away from the caster. The limit of to Eldritch Beams/Bolts or an Eldritch The duration for the emotional control is the what it can disintegrate is determined by Blast, but issuing forth from the mouth, He duration of the spell (Table 0.1). When the the spell rank. Compare the spell rank to can still verbally communicate, taste, etc. spell expires, the victim regains his normal the material rank of the object to be The type of damaging breath is up to the emotional reactions. disintegrated. Judge and player (see Eldritch Beams/ If the material rank is higher than the Bolts for suggestions). Empathy. The caster can magically sense

19 ease: turning it on or off, making it overload, siphoning it where he chooses, etc. He can channel controlled energy around himself so as not to be harmed by it. The caster must make a successful red spell rank FEAT roll to use this spell offensively. The attack must be made by touch, no matter what the spell rank. The damage caused equals the spell rank number. The caster must make a successful yellow or red spell rank FEAT roll to use this spell defensively. The following energies the ones most often affected by this spell. (The Judge can add others as desired.) Darkforce. The Darkforce is a semisentient force from another dimension. It can be used to black out an area so completely that even infravision does not work. It cannot be used as a weapon outside of the area the character is occupying, but within that area anyone enveloped by the Darkforce (except the caster) loses Health points equal to the caster’s spell rank number each round. Controlling the Darkforce requires that the caster use dimensional energy; this form of control is not available to casters who cannot use dimensional energy. Electrical. The caster can absorb and another character or group’s strong mystical shields, and so on), and see redirect electrical energy. One of the best emotions (not thoughts). This spell not only through illusions. The caster is mentally uses of this spell is as an electrical allows the character to gain a general linked with the eye and sees everything override. The caster can direct electrical impression of the mood and intentions of it sees. spells to override the controls of electrical individuals or groups, it also allows him to The enchanted eye is a separate magical equipment, including computers, alarm broadcast his emotions to an individual or creation capable of flight. Its movement systems, and unshielded robots. He can group. Broadcasting emotional attitudes rate is the same as that of the caster. The either take control or damage this like friendship, love, caution, helpfulness, maximum distance it can be be separate equipment. The ability of control is equal to and so forth can sometimes prove from the caster is based on the spell rank the spell rank. invaluable in clearing up a misunder- (for example, 12 areas for Amazing rank.) Gravity. The caster can reverse or standing. The character cannot broadcast The eye can be attacked physically or intensify gravity at will. The spell can be these emotions unless he truly feels them. magically; the eye has Health points equal used to move objects (use the spell rank as These feelings should help dictate his to the caster’s Psyche and any FEAT roll the caster’s Strength). A character with this actions. Only one attempt at it can be made the eye is required to make use the caster’s spell can do two gravity related actions at per encounter. By using this spell, appropriate ability rank. The caster is not once. When used as an attack. the caster especially on animals, the caster can sense affected by any damage suffered by the uses the gravitational forces to seize the whether the target is deathly afraid, slightly enchanted eye. target in a grappling-like attack. The afraid, in love, full of hate, etc. and the grappling force starts with Typical Strength, object of their hate, love, fear, and so on. Energy Control. The caster can use his but the caster can automatically increase personal, universal, or dimensional energy the strength by one rank each round, up to Enchanted Eye. The caster creates an to control another type of nonmagical the spell rank. This requires concentration enchanted eye when he wishes. The caster energy (not personal, universal, or on the part of the caster (no attacks or other can automatically summon the enchanted dimensional). This energy manipulation spells cast while the gravity attack is in eye for one round only. A successful spell requires a successful spell rank FEAT roll. effect). The target must make a successful rank FEAT roll brings the eye forth for the Only one type of energy can be chosen by Strength FEAT roll to escape the effect. full duration of the spell. It can only see as a beginning caster, but with advancement Reverse gravity can only be lowered to far as sight normally would, but can he may learn to control other forms of Shift 0, whereby the target can float a few penetrate darkness (real or magical), show energy. feet above the ground. the caster mystical existences (such as The caster can affect all of the individual Magnetism. A caster with magnetic astral projections, invisible magical objects, type of energy within his area of effect with

20 control can manipulate any items that from the hostile conditions that caused him Table 6.5: Magical Flight Speed contain iron or steel within the area of the to cast the spell. spell. He can also manipulate the Earth’s Power Normal Top magnetic field and use it to control iron or Fear. This spell affects all targets in the Rank Speed Speed steelbearing items, anchoring them to the area of effect. The spell releases an ground or twirling them like a top, or create unreasoning fear from the target’s mind. All Shift 0 Can’t Fly Can’t Fly a magnetic force shield with an armor rank targets are allowed a Psyche FEAT roll to Feeble 1 area 1 area equal to the magnetic control spell rank. resist the effect (see the Magic Effects Poor 1 area 2 areas Solar. A hero with this spell can redirect, Table). If the target misses the roll, the Typical 2 areas 3 areas magnify, or diminish the natural light in the frightened character wants nothing more Good 3 areas 4 areas area of the spell. A blinding can cause than to run away and hide (all his actions Excellent 4 areas 6 areas damage in that area equal to the spell rank while afraid are at -2 CS). The victim will try Remarkable 5 areas 9 areas number and temporarily blind a victim. A to avoid, or if necessary attack, anyone Incredible 6 area 15 areas light barrier does not defend against attempting to stop or restrain him. The Amazing 7 areas 20 areas damage, but no one can see through it and character can only perform actions Monstrous 9 areas 30 areas it scares off unintelligent animals and (including spellcasting) that will help him to Unearthly 12 areas Unlimited creatures. escape. The victim always flees away from Shift X 14 areas Unlimited Sonics. This spell can amplify sound in the attacker, even if he cannot see the Class 1000 Unlimited Unlimited an area to the point where everyone except caster. After the first three rounds of being the caster is temporarily deafened. This is afraid, and every other round after that, if The caster must make a successful spell particularly distracting for magic wielders need be, the frightened character is rank FEAT roll to perform intricate flight using dimensional spells and incantations allowed a Psyche FEAT roll to regain his maneuvers, fight while aloft, or perform other (successful yellow Psyche FEAT roll composure. Once made, it will still take him magic while aloft. The form of flight that the required to cast a dimensional spell; see a full round to get complete control of individual player character has (wings that Distractions in the MAGIC USE AND himself. magically appear, magic control of wind, or COMBAT Section). The caster can also Though the caster must maintain a high simply mystical flight) is up to the player. reverse the effect to completely “dampen” degree of concentration on this spell to an area so that no sound can be heard keep the target afraid (no attacks or other Foretelling. The caster can mystically whatsoever, including sonic weapons. spellcasting allowed), he does not know predict the actions of anyone he has when the character breaks the spell. Only studied (defined as observed for at least 10 Environmental Independence**. The when the target attacks the caster or rounds). This foretelling is short-term only. caster can surround himself with an aura of otherwise acts contrary to a state of fear If he makes a successful spell rank FEAT magic that maintains a livable environment does the caster realize he no longer roll the caster does not have to decide what for him. He does not need to sleep, eat, influences the target. to do in that round until after the drink, or breathe, but can if he wants to. He opponent(s) have declared their actions, no feels no non-magical cold or heat and can Flaw. The caster weaves a mystical tendril matter who has the initiative. survive in outer space, under water, within around an object and sees the stress the earth, in hostile atmospheres, etc. This points, fracture planes, or weaknesses Forgetfulness. The caster can magically spell does not provide protection from or inherent in the item. The object must be effect other characters’ minds and cause immunity to attack, but it does allow the natural, not magical. If this spell is used them to forget events. This is usually used caster to survive in conditions where successfully, the caster can use a magical by heroic magic wielders to protect survival would normally be impossible. The energy attack (bolt, blast, etc.), and shatter innocent bystanders from the awesome area of spell is usually just around the the object if he gets a Bull’s-Eye result psychic shock caused by some of the caster himself, though the aura can contain using a Targeting attack (see the Magic sights to be seen during magical combat, an additional character for every rank of the Effects Table), even if the object’s material etc. It is also used by most magic wielding caster’s Psyche above Remarkable. rank is up to three ranks higher than the characters to protect their secret identities. This is a particularly long-lived spell, spell rank. Note; This spell cannot be used Evil magicians may also use this spell to often used by magic wielders stranded in to shatter Class 1000 materials unless the cover up their trail or their crimes. The hostile circumstances or alien dimensions. caster’s spell rank is also Class 1000.) duration of the spell is permanent (unless The duration of this spell is left to the another sorcerer uses a Revival spell of at Judge, as different conditions and Flight. With this spell, the caster can least equal spell rank to break the spell of circumstances (time passage in other magically fly. The spell rank and Psyche of Forgetfulness). The number of people that dimensions for example) can affect the the caster determines how fast he can fly. can be ensorcelled by the spell depends on duration. It is suggested that the caster Consult Table 6.5: Magical Flight Speed, the spell rank: Good = 1 person; Excellent receive a +3 CS on the duration of the spell. below to determine the movement rate. = up to 5 people; Remarkable = everyone in (For example, the spell would have a The normal rate is the speed the character I area; Incredible = everyone in a square Unearthly duration for a caster with an usually flies. If he wishes to achieve top mile; Amazing = everyone in 100 square Incredible spell rank.) An Unearthly rate flight he must make a Psyche FEAT roll miles; Monstrous = everyone on the planet; duration means that the spell lasts every 5 rounds. A failed roll simply drops Unearthly everyone in one dimension; indefinitely, usually until the caster escapes the caster’s speed back to normal. Class 1000 everyone in all dimensions. Any character with a Psyche equal to or

21 greater than the caster’s may make a same school as the caster, he receives a +2 FEAT roll. The object will return to its Psyche FEAT roll to reduce the effects of the CS. If the magic is not of the same school normal size only after the duration of effect spell. Magic wielding characters have a +2 as the caster, he receives a -1 CS. If the has lapsed. CS for this FEAT roll. A green result means magic is of a school hostile to the caster, he that vague recollections of the event suffers an additional - 1 CS. Healing. This spell gives the caster such sometimes surface in the character’s complete control over his bodily functions memory. A yellow result means that the Growing. The caster grows taller through that he can heal himself by use of personal character knows most of the highlights of this enchantment. The limit on his size is or dimensional energy. Use the spell rank the event, but cannot remember who cast listed on the Maximum Growth column in number instead of his Endurance rank the spell of forgetfulness. A red result means Table 6.6: Magical Size Changes, and number to determine the maximum amount that the character can remember everything. depends on the spell rank (the Shrinking of damage healed. The caster can only spell also uses this Table). If the caster’s perform this once per day, in addition to his Glamor. The caster can conjure up flashing Strength rank is less than this spell rank, he normal healing rate. lights and swirling colors, which distract uses the spell rank as his Strength when in and confuse opponents. The caster can giant form. If the spell rank is less than the Healing Others. The caster can magically cause them to appear anywhere within caster’s Strength, the Strength is increased heal other characters by using universal or sight in the area of effect. Any characters in one rank when in giant form. Enemies who dimensional energy. The caster must touch that area must make a Psyche FEAT roll; if attack him also get a +1 Column Shift to the character for two consecutive rounds the FEAT is successful, the target is the right, because the caster’s great size after casting the spell. A successful spell unaffected. If the roll fails, the target suffers makes him easier to attack. rank FEAT roll is required. The, maximum an unfavorable 1 CS on all his actions (plus amount of damage that can be healed per or minus 1 CS depending on whatever is Table 6.6: Magical Size Changes person is the spell rank number. Any unfavorable to the target). individual character can only be healed once Rank Growth Shrinking If the caster desires, he can try and target per day by a specific caster. The number of Limit Limit the glamor on a specific character; this different characters the caster can heal per requires a successful targeting Agility day is equal to the spell rank number divided Feeble 8 feet 4 feet bull’s-eye FEAT roll. If successful, the target by 10 (round fractions up). If the player so Poor 10 feet 2 feet suffers an unfavorable 2 CS, but the spell desires, this spell could be used to heal a Typical 12 feet 1 foot effects that target only creature instead of a character. Good 14 feet 6 inches Once established the glamor cannot be The healing is complete, including the Excellent 16 feet 3 inches moved out of the area or exact location it mending of broken bones and torn Remarkable 18 feet 1 inch was cast upon. Glamor has no effect on the cartilage. The spell is also effective against Incredible 20 feet .5 inch caster. disease. Amazing 22 feet .25 inch Monstrous 25 feet .1 inch Gramarye. The caster has the ability to Illusion. This spell creates an illusion in the Unearthly 30 feet .01 inch magically learn information from an item, mind of creatures within the area of effect. The caster must make a successful spell The player whose character is using this spell Growing-Others. The caster has a magical rank FEAT roll to learn anything from the must describe it to the Judge. The illusion spell that is almost identical to the Growing item (if the item is of an unfamiliar alien looks, sounds, and smells the way it would if spell, but instead of being able to increase design, the Judge can apply a - 1 CS to the it were real, but cannot cause damage. Since his size, he can increase the size of other spell rank). the illusion exists only in the mind of the characters and objects. The first information that can be gleaned targets, no one outside the area of effect can If the character to be grown is willing, by a successful spell rank FEAT roll is what see it. All characters in the area of effect see then the caster must make a successful the item’s purpose is and how to use it. If the same illusion. The caster must spell rank FEAT roll to increase his size. The the caster has no talent in an area that the concentrate on the illusion for the entire character will regain his normal height after item might be used for, then he only has a duration of its existence to be believable. the duration of spell or when the caster rank of Typical when using it. Each character seeing the illusion may wishes, whichever comes first. Once an artifact’s purpose is identified make a Psyche FEAT roll to disbelieve it at If the character to be grown is not willing, another spell rank FEAT roll is allowed. If the beginning of the illusion and every other then not only does the caster have to make successful, it allows the caster to “read” the round after that. If the FEAT roll is a successful spell rank FEAT roll but the psychic impressions left on it by the last successful, the illusion fades from his mind. target is allowed a Psyche F6~ roll to resist person who used it. Information that can be Other characters with illusion creating the effect. If the target’s Psyche FEAT is gained includes what the user looked like, powers, whether magical, , or successful, he is unaffected. It the target is what he thought of while using it, what he whatever, receive a +2 Column Shift to their affected, he will return to his normal height was doing for the last few hours before the attempts to disbelieve. An unaffected after the duration of spell or when the item was lost, stolen, or otherwise left his character cannot persuade an affected caster wishes, whichever comes first. possession, etc. The longer the item has character of the illusion’s true nature. The caster can use this spell to enlarge been untouched, the dimmer the impression. Characters who are affected will act as objects with a material rank equal to or less This spell is increased or diminished if they normally would if the illusion were real. than this spell rank. To increase an object’s the item is magical. If the magic is of the If characters attack an illusion, attacks will size, the caster must make a spell rank

22 not affect it (although the caster could person and anyone holding hands with him spell rank FEAT roll is required. No further make it seem otherwise); the Judge will (and willing to be affected) also becomes FEAT rolls are needed unless the caster have to keep track of the attacks because invisible as long as they remain in contact descends to the ground, and then want to of the possibility of injury to bystanders or with him. This spell cannot turn an unwilling levitate again during the duration of the property. Items passing through an illusion creature invisible. spell. The maximum altitude a levitating may look like they are absorbed by it, like Being invisible causes no special character can reach is 1 area at Good rank, he side-stepped it, or whatever else the problems for the caster, but anyone else with an additional 2 areas for every spell caster desires. affected who is not used to being invisible rank above Good (thus, a caster with a If the illusion is of something silly, will have a real problem moving about Remarkable Levitation spell can reach an confusing, or extremely contradictory, then (movement halved), performing the altitude of 5 areas). The movement speed the Judge should secretly roll an Intuition simplest of actions (-2 CS), and fighting in (rising or descending) per round is 1 area check for those affected to disbelieve it. any fashion (-3 CS for any combat). It for a character with Good Psyche with an requires at least 10 rounds of being additional area for each Psyche rank above Image Projection. The caster can direct invisible before becoming used to it. Good. The character cannot use this spell his magical energy to form an identical Note: an invisible person can be located to lift any weight greater than his normal image of himself. For every round he makes by persons with superhuman hearing or clothing and equipment. This spell affects a successful spell rank FEAT roll, the image sense of smell, or by detection powers and the caster only. will perform as he desires, thoroughly devices that do not depend on sight. The character can perform other actions convincing most characters that the image while airborne, including combat, but is is the caster. This belief is somewhat like Invisibility-Others. With this spell the caster limited to one spell per round regardless of the Illusion spell and should be treated as can make objects not on his person invisible the type of energy (personal, universal, or an illusion for the purposes of combat or by touching them. The size of the object dimensional). If knocked unconscious while touching the image. must be equal to or less than that of a levitated, a character will immediately fall to The caster can either use this spell while medium-sized car. The caster can attempt to the ground. he is visible to create a “double” and make other people invisible only if his spell This spell should not be mistaken for the confuse his opponents, or he can hide or rank is Amazing or better. If the individual is a ability to fly (see the Flight spell). Levitation turn invisible (if he has that spell) and have willing subject, then the caster must make a only allows vertical movement. Sideways the image replace him. spell rank FEAT roll. If the individual is movement is only achievable by the The creation of more than one image is unwilling, then the caster must make a spell levitating character pulling himself along an possible, but it requires a successful Psyche rank FEAT roll with a -2CS penalty. object. A levitating character cannot create FEAT roll by the caster for every image made Anyone not used to being invisible will forward momentum to affect the direction and each image requires a successful spell have a real problem moving about of his ascent. It is always straight up. While rank FEAT roll by the caster for each round (movement halved), performing the wind has no affect on a floating caster’s he is commanding them. The maximum simplest of actions (-2 CS)/and fighting in ascent direction, it can slow him down if number of images a caster can create during any fashion (-3 CS for any combat). It the Judge feels it is strong enough. the use of this spell is the spell rank divided requires at least 10 rounds of being by 10 (round fractions up). invisible before becoming used to it. Link.** The caster can link his mind with other, willing magic wielders, thus giving him Immovability. The caster mystically Learning. This spell is used to give the additional power. Up to four magic wielders anchors himself to a surface, after which he caster an advantage in combat. It enables can be linked in this manner. For every magic is nearly an immovable object. The 11 him to quickly learn from his mistakes. After wielder linked to his mind, the caster gains a planting” takes concentration, a successful this spell is cast the caster must fight his + 1 CS to the spell rank of any spell he casts, spell rank FEAT roll, and one round. opponent for three consecutive rounds up to a maximum of Shift X rank. (Exception: The caster gains body armor equal to the (normal combat, magical combat, astral this spell cannot increase the rank or effects spell rank, and he cannot be Slammed or combat, etc.). When the three rounds have of Link spells.) If the spell involves a range Stunned in combat in any event. He can passed the caster suddenly has insight into factor, the range is increased to that of the also perform magic while “planted” on a his opponent’s methods of combat and shifted spell rank. If the spell inflicts wall, ceiling, or whatever. receives a +1CS when fighting that opponent damage, the area of effect and the spell An attacker can destroy the surface the during this encounter only. The duration and rank is shifted, for purposes of FEAT rolls, caster is anchored to only if the attacker’s area of effect listed on the Magical Limits but damage is increased by 10 points (not 1 attack rank or Strength is at least two ranks Table do not apply for this spell. rank) for each additional mind linked. (For above this spell rank and if the attacker If combat is interrupted but later example, if three magic wielders are linked makes a successful red FEAT roll. resumed and the Judge is not sure whether to a caster with an Incredible rank in Eldritch At the end of the duration of effect, the to consider it one continual encounter or Crystals, he would receive a + 3 CS for the mystical “anchor” disappears, but the two separate encounters, the spell still area of effect and chance of a successful caster can cancel the spell earlier if he applies if the caster makes a successful spell rank FEAT roll, but any damage chooses. spell rank FEAT roll. caused would be 70 points, not 100. Only the caster who initiates the Link Invisibility. This spell makes the caster Levitation. This spell enables the caster to spell can perform any actions. All other invisible to others. Any item on the caster’s mystically rise into the air. A successful magic wielders who are linked must remain

23 in place and concentrate. If the caster they decrease the mass. (Examples of how to opposed to, such as hurting himself or a are linked to sustains damage, they absorb use this spell include: changing a ’s friend, turn himself in to the police (if he’s a one-tenth of that damage too, rounded pistol into a wrench; turning a wooden door villain), etc. he is allowed a Psyche FEAT down. The link also increases the caster’s into a table; altering a bulletproof glass roll, and, if successful, breaks the mind Psyche for resistance to mental attack. For windshield into a large bulletproof glass control. every additional mind linked, apply a +1 CS salad bowl; etc. The caster can only to the caster’s Psyche when defending change objects whose Material Strength Mental Probe. The caster creates a tiny, against mental attack. are equal to or less than his spell rank. magical tendril that can probe another The link is automatically broken if the Once magically altered the item remains person’s mind. If the caster succeeds in his caster is rendered unconscious or if he that way unless this spell is used again. spell rank FEAT roll, the probe will reveal loses control of his own mind (due to The Judge should start the caster with a the target’s true identity and details Confusion spells, Fear spells, Mental size or mass limitation (“about the size of a concerning it. This spell should not be Control spells, etc.) bread box”) and let him slowly build it up as confused with Empathy, Mental Control, or he becomes more experienced. other, stronger spells. This spell does not Luck. The caster can disrupt probability This spell does not penetrate force fields allow the caster to manipulate the target’s fields so that very unlikely events can of any type. mind. occur, somewhat like creating his own luck. For example, he could cause a table to Mental Barrier. This spell creates a Mesmerism. This is a basic magical form collapse or a machine to tip over. He can magical invisible headgear which does not of hypnotism that permits the caster to not cause something to happen if that hinder the caster’s normal senses. It allows communicate with and command specific event is impossible; tables can not be the caster to know when someone is trying creatures of less than human intelligence. created from nothing, and machines just to intrude on his thoughts, magically attack To communicate with a creature requires a can’t cease to exist. When the caster uses his mind through mesmerism, illusion, etc. successful Psyche FEAT roll. Commanding his spell, the player describes exactly what It does not indicate who is doing the a creature is possible only if the caster’s effect is wanted, and the Judge decides attacking or intruding, nor does it reveal spell rank is greater than the creature’s whether or not that effect is within the what spell is being used. Endurance rank, and also requires a spell’s power and assigns an appropriate In the round following the one in which successful spell rank FEAT roll. FEAT color. To use the spell the caster must the hostile spell is detected, the caster can, The target must be able to see the caster make a successful spell rank FEAT roll. If secure the barrier, preventing illusions, to be affected by this spell. If the caster is the caster is trying to alter probabilities telepathy, empathy, etc., from affecting the affected by an attack in the round he casts around magic materials or energies, such caster. It also protects him from magical this spell, the mesmerism is automatically as magical artifacts or temples, apply a - 2 attacks on the mind (Emotion Control, broken. CS to the spell rank when making the FEAT Confusion, Fear, Mental Control, etc.) by When this spell is obtained, the caster roll. giving him a +3 CS for any Psyche FEAT roll will be able to mesmerize only one specific to resist the attack. While the barrier is up type of animal: mammals, birds, reptiles, Manipulation. This spell creates invisible the caster can perform no spells that amphibians, fish, insects, etc. As he magic tendrils that can manipulate require/a great deal of concentration. becomes experienced he can learn how to materials. “Soft” materials, like organic Treat the spell rank as body armor for the mesmerize other types (Judge’s discretion). tissue and fabric are easily manipulated sake of defense against attempted mental while “hard” inorganic materials require a penetration by non-magical powers. Mesmermechanism. This spell operates in successful spell rank FEAT roll. No material The Judge should make sure this spell is the same fashion as Mesmerism, but can be manipulated if its Material Strength not abused. A character who constantly communication and command is between rank is greater than the spell rank. The has the barrier up will become easily the character and intelligent artificial life caster can easily manipulate the hair or exhausted and can even suffer Psyche loss forms, such as robots and androids. The clothing of another character, causing them due to the mind damaging effects of trying caster’s spell rank must be higher than the to constrict or bind the target (Strength for to always be mentally protected. The mechanism’s Reason. A mechanism that has grappling would equal the spell rank). If the maximum safe duration rank is Excellent. an organic brain, such as a , receives caster is attempting to affect organic a Psyche FEAT roll to resist this spell: if it is tissues or muscles in another creature, the Mental Control. The caster can magically successful, the target is unaffected. caster must make a successful Psyche attack another character’s mind and FEAT roll. If successful, the victim must attempt to control it. The target must be Nature Control. The caster can manipulate make an Endurance FEAT roll or suffer visible and the attacker’s spell rank-must one of the four materials (fire, damage equal to this spell rank. The spell be equal to or higher than the victim’s water, earth, air) or the weather. In all cases, can only be used on one target at a time. Psyche rank to attempt the control. The the spell rank functions as Strength. A caster must make a successful spell rank caster with Incredible Strength can lift 10 Matter Rearrangement. The caster can FEAT roll to control the target. The victim is tons; a caster with Incredible earth control magically reshape inanimate objects in the controlled until the attacker releases him or can use his spell to manipulate up to 10 same area that he occupies (ignore normal until the duration of effect is up, whichever tons of mineral matter. The spell only area of effect). He cannot change the comes first. If the victim is ordered to do affects existing elements within the area of material rank of the object or increase or something he would normally be strongly effect; the caster cannot create elements.

24 Any Nature Control spell can be used as Net. The caster can weave an enchanted an attack by forming columns of the net from his magical energy. This net elements which strike the target; the radiates from the caster in all directions, damage caused equals the spell rank and imprisons anyone within a one area number. A caster can manipulate the range, whether it is friend or foe (ignore the appropriate elements within the area of usual area of effect). The web is a physical effect, but they must be within sight. manifestation that has a material rank equal Affecting anything further away than five to the spell rank. It can be ripped or areas requires a successful yellow FEAT shredded, and will disappear if the caster is roll; a successful red FEAT roll is needed to knocked unconscious. The caster can affect anything more than ten areas away. move when radiating this net only if he Only non-living, inanimate material can makes a successful red Psyche FEAT roll; be manipulated. The player may pick the the net disappears if he fails the roll. If he type of control his character will possess. teleports out of the net, or in some other Air Control. By using this spell, the caster mystical way leaves the net without may create winds or a partial vacuum. physically moving it, the net will remain in Defensively, thrown objects and missile place and intact for the duration of effect. weapons are deflected (as if the caster was dodging) and all character’s in the same area Paralyze. This spell creates a magical as the caster are protected. Offensively., this tendril that attacks the target’s mind, spell creates a that functions as a making him unable to move. If the caster’s grappling attack. This spell can push objects spell rank FEAT roll is unsuccessful, the around, using the spell rank as Strength. target will not even suspect he has been Earth Control. This spell enables the attacked. It the caster’s spell rank FEAT roll caster to manipulate naturally occurring is successful, the target is allowed a minerals or items consisting mostly of Psyche FEAT roll to resist. If the target’s minerals, such as concrete, pavement, resistance roll is successful, he is refined metal, and glass. It does not include unaffected but knows that he has been artificially manufactured devices, such as attacked. If the target’s resistance roll is guns or plastic items. unsuccessful, he becomes completely Fire Control. The caster has the spell to paralyzed for a number of rounds equal to increase or decrease the intensity of an the roll of one die, plus 2 additional rounds. existing fire, or the temperature of an A paralyzed character cannot move or object, causing damage up to his spell rank speak, but he can see, hear, smell, and use number. The caster cannot, however, mental spells (it he has any). Only a generate fire from his body. creature with a brain (including cyborgs) Water Control. The caster can control the can be paralyzed. Medical treatment movement of water, creating whirlpools, cannot cure magical paralysis. water spouts, etc, Any boat or ship with a Speed rank below the caster’s spell rank Plant Control. The caster can can be stopped in the water. communicate with and control all forms of Weather Control. This spell is a unique vegetation within the area of effect. Plants combination of all four elemental control can be used to attack (damage and spells. It allows the caster to manipulate Strength or Agility equals the plant’s the weather within his area of spell. Storms, Material Strength + 1 CS, usually Typical or rain, wind, and snow can be summoned. Good), as spies (the caster can verbally The temperature can be raised or lowered. communicate with the controlled plants) Lightning bolts can be called down. Each and a wide range of miscellaneous uses (as weather effect requires a spell rank FEAT ladders, cushions, bindings, etc.). roll to succeed, and causes damage equal A magic wielder of a Nature magic to the spell rank if used to attack someone. school using this spell shifts the plants’ If the caster is knocked unconscious after attack abilities up another + 1 CS, and can controlling the weather, it will return to communicate through a chain of plants (for normal the following round, unless the example, a tree talking to a field of wheat, caster is knocked unconscious during which asks a moss covered embankment wildly violent weather (, tornado, what the caster wishes to know) as well as , etc.), in which case the caster directly with one plant. must make a spell rank FEAT roll; if Note: Whenever communications wi!h successful, the violent weather abates, if plants occur two things must be kept in unsuccessful, the weather goes wild. mind: plants are not too bright and cannot

25 identify things by sight but by feeling their of the caster’s spell rank, not the power Corrosives. Resistance to acids and size and weight as they pass by; fields and rank of the original power. corrosives of all types. other large groupings of small plants are The caster can choose the power Electricity. Resistance to damaging considered as one entity. duplicated, if the caster knows the other electrical currents and lightning. character. If the character who is touched is Heat and Flame. Resistance to fire, Post-cognition. The caster, by remaining relatively unknown to the caster, and the flames, and natural or artificial heat immobile and concentrating fully, can look powers he possesses are not completely sources. back in time, seeing a vision of past events. known, than the Judge should randomize Poison. Resistance to all types of natural The maximum area he can observe is his what power the caster duplicates. and synthetic poisons. area of effect. He cannot be seen by those The caster cannot duplicate magical Radiation. Resistance to a specific type shades of the past and he can hear no spells, talents, artificial abilities (like Iron of radiation, such as gamma rays or cosmic sound. This spell requires full concentration. Man’s Strength), or extra limbs or other rays. The player and Judge should agree A successful spell rank FEAT roll is required. extreme physical differences (like on a useful resistance. The range of time that may be traveled ’s tail.) Solar. Resistance to sun stroke, sunburn, back is 3 months multiplied by the caster’s light attacks, and solar radiation. Psyche rank number. For example, a Protected Senses. The caster creates an Sonics. Resistance to all types of character with an Amazing Psyche (50 invisible, magical headgear that completely damaging sonic waves and sounds. points) can go back 150 months, or 12 surrounds the head without hindering his years, 6 months. The vision starts at the far senses. Four of the caster’s senses (sight, Revival. The spell counters the effects of end of the time span and runs towards the hearing, smell, and taste) are magically other spells that preventing a character from present. If the caster makes another protected against damage from attacks acting or thinking with complete control. successful FEAT roll he can “freeze” the based on sensory overload (such as loud Spells that can be countered by a Revival vision, or replay an event already shown. noise, blinding light, or nauseating smells.) spell include Mesmerism, Emotion Control, He cannot interfere in any way with time, If the caster would normally make a FEAT Confusion, Fear, Illusion, Charm, Mental only observe what has happened in the roll to resist one of these sensory attacks, Control, Paralyze, Forgetfulness, and the like. space he is concentrating on. use the spell rank of this spell if it is higher If the spell rank of the Revival spell is Note: The Judge can rule that magic than the appropriate ability rank. If the stronger than the spell rank of the controlling artifacts or ancient rites will allow a ability rank is higher, shift the ability rank spell, then the controlling spell is character to look back over millennia. one column to the right for the resistance automatically broken. If the spell ranks are FEAT roll. If the attack normally succeeds equal, a successful spell rank FEAT roll is Power Block.* The caster fills the area he is automatically, the spell rank acts like body needed to break the spell. If the holding spell occupying with an enchantment that armor that protects the senses. is a higher spell rank than the Revival spell, prevents the use of all natural non-magical then the caster must make a successful spell super powers (regardless of origin) with a Reflective Aura. The caster surrounds rank FEAT roll to break the spell subtracting power rank less than the spell rank of the himself with an invisible aura that reflects as many ranks from his spell’s normal spell Power Block. This does not work against non-magical energy attacks back to the rank as the holding spell exceeds it. any spell or power that has a rank sender or device. Energy attacks with a A Revival spell can only be used against exceeding the caster’s Power Block spell power rank equal to or less than the spell a specific spell enthralling a specific rank. Technological powers, natural talents, rank literally reflect off him and are directed, character once a day. and magic are not affected. Dampened in full force, back at the attacker. Energy powers are returned to normal once the attacks of a greater spell rank are reduced Sensing-Clairaudience. The caster can character is out of the caster’s area, but by one rank for the purposes of damage listen through any objects or structures that those powers cannot enter the area and caused to the target. This has no effect on normally would baffle sound within a operate (for example, power beams that are mental or magical attacks. specific range. The range equals the area fired into the caster’s area will dissipate). The spell requires full concentration by of effect (see the Magical Limits Table). The Natural phenomena created outside of the the caster. It cannot be used while the character can quickly scan the area of spell area, such as a storm delivering lightning caster is engaged in physical combat. for conversation, unusual sounds, etc., but bolts, will not affect the caster’s area. the actual area listened to, within his range, Resistance Aura. The caster surrounds cannot be larger than a 20 foot . Power Duplication**. The caster can himself with an invisible magical aura that When zeroed in on, sounds from the area duplicate one of the powers of a being protects him against a specific type of can be heard as if the caster was there possessing natural, non-magical super hostile environment or condition. The spell himself. Any sound attack in the area has powers.The caster must touch the rank is treated as body armor against the full effect on the character using this spell. character to use the spell. If the other hostile effect. This spell requires a great deal of character is willing, the normal spell rank The following are the most common kind concentration. It can be used simultan- FEAT roll is not necessary. Only one power of resistances. eously only with similar Sensing spells. can be duplicated at any one time. The Atmospheric. Resistance to the effects of duplication of power does not remove the all types of gases, spores, and airborne Sensing-Clairvoyance. The caster can see power from the target. The duration, area, microbes. within a specific range through obstacles and damage of the duplicated power is that Cold. Resistance to the effects of cold. and structures. The range is equal to the

26 area of spell (see the Magical Limits Table). within the area of effect. Among the hear, even if in an “inanimate” form. The character can quickly scan the area of specific things he can detect are: A shape-shifted magic wielder can only spell for any unusual activities, but the actual magicians casting spells, magical items use spells that rely on his own personal area focused in on and viewed, within this that are being used or that have a energy. Universal energy spells and range, may be no larger than a 20 foot protective spell cast on them, magical dimensional energy spells are not usable sphere. It is affected as sight normally would portals, and magical creatures. unless he is in his natural state. be by darkness, light attacks, and so on. Unlike some sensing spells, this spell This spell requires a great deal of does not require a great deal of Shield-Aura. The caster surrounds himself concentration. It can be used simultaneously concentration. or another character with a shining aura only with similar Sensing spells. that acts as body armor against all forms of Servant. The caster can summon forth his attack. It does not hinder the caster in any Sensing-Danger. The caster can scan the own, personal servant to do his bidding. way. An aura shield has an armor rank area of spell using mystic waves that will warn This servant will require quite a bit of equal to the spell rank - 1 CS. If it is hit by him of danger. If this spell rank is higher than Judge’s discretion as to its nature, abilities, an attack with a higher power rank it is the caster’s Intuition rank, use this spell rank spell, etc. shattered and disappears, though no when the caster makes Intuition FEAT rolls. If The servant’s abilities are generated as for damage reaches the caster during that the spell rank is lower than the caster’s any other character. The Judge then gives it round. Only one aura shield can surround a Intuition, increase his Intuition by one level two spells, and gives it an origin appropriate character at any given time. when making Intuition FEAT checks. to the character it serves. Various types of magical servants exist, including jinn, Shield-Great. This shield protects an area. Sensing-Evil. The caster can mystically demons, familiars, , and the like. The Unlike the other shields, the great shield is sense the presence of great evil in his area servant is obedient, helpful, and useful. The immobile and the caster assigns it to a fixed of spell. This includes the presence of evil caster can automatically talk to or otherwise position when he casts it. The size of the creatures (demons, evil magic wielders, communicate with the servant. great shield can be anywhere from the size super villains bent on destruction, etc.), This spell cannot use human beings as of an individual shield up to a plane that is 1 artifacts of evil design or exceptionally evil servants. area wide and 3 stories tall. It can be located deeds. This spell is automatic (FEAT rolls anywhere within the area of effect, but the are not needed). As the caster gets closer Shape-Shifting, Limited. The caster can caster must see the location to place it. The to the source of the evil emanations, his mystically change into the shape of one great shield has an armor rank equal to the sensing gets stronger. Thus, he can usually animal, plant, or object of his choice. The spell rank + 2 CS. It is usually transparent, root out the evil if he goes looking for it. exact creature or object must be specified but strange runes can be seen scrawled If the spell duration is permanent, the when the spell is first learned and around the edge. If it is struck by an attack spell functions constantly, even when the whenever the character changes, it is into with a higher power rank it is shattered and caster is asleep. that shape. Changes to the shape are disappears, though no damage penetrates it automatic, but to become a perfect to harm the caster during that round. Sensing-Fields. The caster can magically duplicate, complete with its abilities, A caster can have only one great shield detect the presence of force fields, magical requires a successful spell rank FEAT roll. in effect at any time. or otherwise in the area of effect. The The caster cannot change into another caster must make a successful yellow FEAT super powered character. Shield-individual. The caster create a to detect fields smaller than man-sized at A shape-shifted magic wielder can only sorcerous shield to protect himself. The ranges greater than five areas. At ranges of use spells that rely on his own personal shield has an armor rank equal to the spell a mile or more, the caster must make a energy. Universal energy spells and rank. This shield is usually invisible to all but successful red FEAT to detect fields smaller dimensional energy spells are not usable magic wielders and can be projected out than building-sized. unless he is in his natural state. away from the caster’s outstretched hand a Unlike some of the other sensing spells, few feet. The caster moves the shield to this spell does not require a great deal of Shape-Shifting, Unlimited*. The caster can block attacks. If the caster is attacked from concentration. mystically change into the shape of any a number of sources at once the shield will animal, plant, or object he wishes. He retains only protect him from one attack. If the Sensing-identity. The caster can mystically his normal size and mass, unless he also has caster is surprised, or if the attacking scan the mind of anybody he can see within the Growth or Shrinking spell. Changes to a character succeeds in targeting a magical his area of spell and determine that person’s the shape are automatic, but to become a beam or bolt as a bull’s-eye, it means the true identity. If the target is another magic perfect duplicate, complete with its abilities, caster could not move his shield fast wielder or a character with mental powers requires a successful spell rank FEAT roll. enough to deflect the attack. If the shield is of any kind, he is allowed a Psyche FEAT roll The caster cannot change into another hit by an attack with a higher spell rank it to resist the probe. If the resistance FEAT super powered character. The caster can shatters, though no damage penetrates it to roll is successful, he is unaffected. also shape-shift other, willing characters, but harm the caster during that round. must make a successful spell rank FEAT roll The caster can also use this spell to Sensing-Mystical Detection. The caster is with a - 1 CS penalty to the spell rank. encircle himself with four weaker shields sensitive to the use of magic. He can The caster retains his normal con- (armor rank equalling the spell rank -1 CS). detect magic use and its specific source sciousness and can magically see and If any of the shields are broken, the

27 remainder are unaffected. The caster invisible static field with his magical energy. must make a spell rank FEAT roll. A failed cannot leave the circle of shields until they This field, which blankets his area of effect, roll means he could not complete the dissipate or are destroyed. disrupts television, radio, CB, walkie-talkie, movement and was “bumped” back to his and other broadcasting devices. It also original point of departure. Shield-Multiple**. This spell uses disrupts all closed-circuited monitoring If a caster tries teleporting into a solid extradimensional energies to create a security systems and scanners, most object (because he is unaware of its Multiple Shield. It is identical to an Individual computer systems, robotic “brains”, and presence) he must make an Endurance FEAT Shield, except that there are actually multiple any other highly sophisticated electronic roll; if this roll fails, he materializes outside the shields behind the one that appears. For devices. The field moves with the caster object but suffers damage equal to the every spell rank above Good, the caster has and once an item is outside the field, it material rank of the object. The character is another Shield that immediately appears works as before. automatically slammed (1 area) and may be when the previous shield has been shattered. Any attack that uses broadcast power, stunned (make a FEAT roll for exact result). For example, a caster with a Remarkable such as a maser (microwave), must punch The visual effects that accompany spell rank has three Individual Shields, one through the field first. Treat the spell rank as teleporting (vapors rising, flash of light, right behind the other to protect him. body armor for purposes of defense. slow fade out, etc.) are up to the player. If the outermost shield is struck by an attack that is at least two ranks higher than Telekinesis. The caster can use his Tongues. The caster mystically alters his the shield rank, one or more inner shields Universal or Dimensional energy to move senses so he can read, write, speak, and are also broken; if the attack is 2 ranks objects within the area of effect. He must hear unknown language spoken or written higher, a second shield is broken, at 3 see the object to initially move it, but once in his presence. The area of effect has no ranks higher, a third shield, and so on. No moving he can keep it moving if he loses significance with this spell. If the language damage will reach the caster in the round sight of it. However, if he drops an object is native to his world, no FEAT roll is the last shield is broken. he cannot see, he cannot lift it again. The needed. If the language is an alien one, he spell rank determines how much weight must make a successful spell rank FEAT Shrinking. The caster can mystically shrink can be moved, as if it were Strength. roll to be able to comprehend it. himself. The limit depends on his spell rank, This spell can be used to attack in two and is listed on the Magical Size Changes different ways. The caster can ensnare Trance. The caster has two options with table, under the Growth spell. The caster’s someone telekinetically; the victim is this spell, he can mystically slow down or Strength rank is unaffected by size reduction, considered grappled by a Strength equal to speed up his metabolism. but he gets a +1CS when attacking, and the spell rank, The caster may also form a The slowed metabolism reduces the opponents have a -2CS when they attack telekinetic fist and attack from a distance (but potency of any poison in his body (- 3 CS). him. Damage caused is as normal. Area within the area of spell), making a Psyche The character can almost hibernate, thus effect attacks do not use these modifiers. FEAT roll to hit his target. This will cause lasting longer on fewer supplies in harsh damage equal to the attacker’s Psyche rank. climates, The character can feign death and Shrinking Others. The caster has a has a chance to fool even the best doctors magical spell that is almost identical to the Telepathy. The caster can direct his into believing he has died; feigning death Shrinking spell, but instead of being able to Universal or Dimensional energy broadcast requires a successful spell rank FEAT roll. shrink himself, he can shrink other his thoughts to others and to read ‘ their While the caster’s body metabolism is characters and objects. thoughts. The person receiving the caster’s slowed down, healing is also slower (one-half If the character to be shrunk is willing, thoughts is not forced to respond. If his Endurance rank number per day). then the caster must make a successful attempting to communicate with a being of The accelerated metabolism speeds up spell rank FEAT roll to shrink him. The a higher Psyche rank, the caster must make medicinal drugs injected into the caster’s character will regain his normal height after a successful spell rank FEAT roll. While this system, thus doubling the effects of the duration of spell or when the caster spell is mainly communicative it is also a healing. He can feign a fever, heart attack, wishes, whichever comes first. support spell which adds a + 1 CS for any of and other maladies. If the character to be shrunk is not the following spells used by the caster at the Once the character has started his willing, then not only does the caster have same time as he is using Telepathy: Mental mystical trance he cannot move or do any to make a spell rank FEAT roll, but the Probe, Mental Control, and Mesmerism. action except concentrate. He can come target is allowed a Psyche FEAT roll to out of the trance whenever he desires, but resist the effect (see the Magic Effects Teleportation*. The caster can channel his it takes 2 rounds for his body to return to Table). The target will return to his normal Universal or Dimensional energy into a full consciousness. height after the duration of spell or when special type of movement that allows him the caster wishes, whichever comes first. to travel instantaneously from one to Transformation. The caster can, upon a If an object is to be shrunk, its material another without physically crossing any of successful spell rank FEAT roll, magically rank must be equal to or less than this spell the space between. The caster can teleport turn his body into another substance, rank. To shrink an object, the caster must as far as his area of effect allows. If the retaining his own shape. There is a 15% make a successful spell rank FEAT roll. The caster is familiar with the location he is chance that this spell is the type that can object will return to its normal size only teleporting to, or is able to see it, then he transform the caster into any substance he after the duration of effect has lapsed. need make no FEAT roll. If he is attempting wishes. Otherwise the caster must pick one Static Field. The caster can set up an to teleport into an unknown location he of the transformations listed below. In his

28 out, causing damage to the attacker’s mind that is equal to the trap’s spell rank. If he fails, the attack against the caster will be successful, but apply a - 2 CS to the spell rank of the hostile spell.

Vapors-Enhancement. The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). These vapors are thin and wispy and constantly swirl around the caster’s body. During the duration of these vapors one of the caster’s abilities is enhanced; the player picks the ability when the character obtains the spell-it can be Agility, Strength, Endurance, or Psyche). The caster can then perform as normal without having to concentrate on his enhancement. If the rank of this spell is higher than the caster’s normal ability, use the spell rank. If the ability is higher than the spell rank, add one rank to the ability when using this spell.

Vapors-Obscurity. The caster can conjure forth magical vapors, which pour out from around his feet, hands, or just suddenly begin to swirl in the air (caster’s discretion). The vapors resemble dense smoke of a color specified by the caster. They fill the area he is occupying in one round. The altered form, the caster may assume the to the spell rank number, when he is caster can continue to fill areas at a rate of properties of that material: water flows, transformed. one per round until some or all of his area energy travels at the speed of light, fire Metal or Mineral. Among the options are of effect is full. These vapors prevent ignites flammable materials, and so on. If sand, steel, diamond, etc. anyone from seeing the caster, and even the form is solid or sonic, the caster can Sound. The caster’s body can be radar, sonar, and infrared devices cannot use its material rank as body armor. composed of “living sound”, very similar to penetrate them. The caster, on the other Darkforce. A caster who transforms the villain . He has mass, so he can be hand, can see through the vapors perfectly. himself into the Darkforce can drain Health touched or hit, but the only environment he The effect that the vapors have on points equal to the spell rank by touching needs is some type of matter around him, a combat is to provide the caster with a + 1 or enveloping the victim. This requires the medium through which sound can travel. CS when striking an opponent who is in the use of dimensional energy. Sonic attacks will have no effect on him. vapors and to penalize the opponent with a Energy. There are many options Water. The caster can retain his body -2 CS Shift for striking at the caster, while available: solar, electrical, various types of shape, or collapse and flow through small the opponent is in the vapors. radiation, etc. The Judge should assign any openings and cracks. Body armor also special abilities that are unique to the equals spell rank because attacks pass Vapors-Sleep. The caster can conjure particular energy’s nature. right through him (except for heat attacks, forth magical vapors, which pour out from Fire and/or Heat. The caster has limited which cause full damage or electricity around his feet, hands, or just suddenly body armor equal to the spell rank against which causes half of its normal damage.) begin to swirl in the air (caster’s discretion). weapons that melt or burn. The grasp of a These vapors resemble soft, billowy, white character transformed into fire causes Trap. The caster uses this spell it he clouds and will only cover the caster’s damage equal to the spell rank number and expects to be mentally attacked (magical or immediate area (if the spell rank is Good or can ignite flammable items. otherwise). Once set, the trap will last for 5 less) or the caster’s area and one adjacent Gas. The caster decides on whether he rounds (ignore the normal duration of spell) area of his choice (if the spell rank is wishes to be air, smoke, toxic gas, etc. or until the character is successfully struck Excellent of better). The vapors are not of Nothing affects the gaseous caster that by a magical mental attack or other form of sufficient density to affect anyone’s vision. would not normally effect gas (but his mind mental probe. When this happens, the Everyone but the caster who is in the can be attacked by mental spell). caster must make a spell rank FEAT roll. If vaporous area(s) must make an Endurance Ice. The caster can freeze anything he succeeds, the caster’s stored magical FEAT roll or fall asleep for 1-10 rounds plus freezable. His grasp causes damage equal Universal or Dimensional energy lashes an additional 2 rounds. Loud noises, being

29 nudged, and other “awakening” conditions Enhancement Spell REASON or INTUITION (player’s choice), will arouse the characters affected. These and 10 = PSYCHE. It is then increased. vapors only last for one round, then This spell is presented out of alphabetical Granting a magical power indicates that dissipate. order because it is one that a player the character has been imbued with one character would not normally obtain for his magical power that uses personal energies Vapors-Resist Death. The caster can own use. This powerful enchantment is (roll on the list of personal spells). conjure forth magical vapors, which pour used by the Judge to create magically out from around his feet, hands, or just enhanced characters-Altered Humans of Special Enhancement Conditions suddenly begin to swirl in the air (caster’s magical origin. The Judge can use this spell Dice discretion). These vapors will only cover to create player characters as well as Roll Special Conditions one individual the caster chooses within NPCs. the area of spell. This character must be 01-60 No special conditions, abilities dying or dead for no more than 2 rounds To create a character, roll percentile dice and/or powers are permanently when the spell is cast. These extremely on the Magical Enhancements Table for the imbued. powerful vapors will bring the character up type of enchantment, then again on the 61-70 Abilities and powers are only to 0 Health points and keep him there (if he Special Conditions Table for special effective during certain time has died) or will freeze him at the level of his conditions of the enchantment. Read and periods. current Health and Endurance. This note any descriptions below the Tables. If 71-80 Abilities and powers require self- “freezing” of the character will last for the the character is granted a power, go to sacrifices to maintain. duration of effect and allows for time to Step 5 to determine the power’s “school” , 81-90 Abilities and powers require a treat his wounds or the condition which is then to Step 6 and treat the power as keyword or gesture to activate. killing him (taking him to a hospital, personal energy. If no powers have been 91-00 Abilities and powers require a applying spells that heal, etc.) granted, determine the enhanced abilities, condition laid down by the Judge Once applied, these vapors wrap the then go to Step 7. to maintain. target in a black, swirling . The target remains unconscious while in the vapors. Magical Enhancements Table No special conditions indicate that the The caster can dissipate the vapors at character’s enhancement is constant and will. Once gone, by the caster’s will or at Dice Roll Enhancement permanent. the end of the duration of spell, the Effective during certain time periods character starts dying and must follow the 01-10 Raises 1 select ability by I rank* indicates that the powers only work during procedure on page 11 of the MARVEL 11-25 Raises 2 select abilities by 1 night, do not work for more than 8 hours at SUPER HEROES Game Battle Book. rank each. * a stretch, or whatever period the Judge If the character the caster is trying to 26-40 Raises 2 random abilities by 2 decides. save has been dead for over 2 rounds, but ranks each* Requires self-sacrifices to maintain less than 3 hours, the caster can try to 41-60 Raises 2 random abilities by 2 indicates that something must be given up create a special, potent vapor which will ranks each* and grants one by the character to keep his magical have the same effect as described above. magical power enhancements. Possibilities include To create this special vapor requires the 61-75 Raises 2 select abilities by 2 sacrificing wealth (character must not caster to make a spell rank FEAT roll and ranks each* exceed a Resource rank of Poor), his deduct one rank from his Psyche (for a 76-90 Raises three random abilities by personal life (no secret identity allowed), week) whether he succeeds in the spell or 2 ranks each* friends (character is thought of as a not. The caster can keep attempting this 91-95 Raises 3 select abilities by 2 or questionable hero, at best), and so on. spell, but must deduct the Psyche rank ranks each* The Judge makes the final decision). each time he tries. If his Psyche rank drops 96-98 Raises 3 random abilities by 2 Keyword or gestures indicates the to Feeble or below, due to the exercising of ranks* each and grants one character can only increase his abilities this spell, he permanently loses a Psyche magical power and/or gain his power when he performs a rank. 99-00 Raises 3 select abilities by 2 ranks each* and grants one certain gesture or says a keyword, such as “By the Mists of Merlin, let the Silver Wave. The caster unleashes a sorcerous magical power Sorceress appear” or some symbol must “wave” of mystical force causing damage be displayed (Judge’s discretion). The equal to the spell rank. The wave can be *Abilities have an upper limit of Amazing: any character would then be magically linear and directional or cover the complete enhancement above Amazing is ignored. enhanced for a set time period, say 1 day. area of spell, effecting everyone and Conditions laid down by the Judge everything in its range. Whenever a wave of Raising a select ability indicates that the indicates some other requirement than Remarkable intensity or higher ripples player can choose the ability he wants those listed beforehand must exist for the forth, all in the area(s) must make an Agility raised. The ability is then increased. character to become enhanced (Judge’s FEAT roll to remain standing, otherwise Raising a random ability indicates that discretion). they fall to the ground. The duration of the the referee should roll a die randomly for wave is one round. the ability that will be increased: 1 or 2 = FIGHTING, 3 or 4 = AGILITY, 5 or 6 = STRENGTH, 7 or 8 = ENDURANCE, 9 =

30 only due to negative column shifts. Variable If a caster is attempting to break HOW SPELLS ARE ** Spells and abilities below Class 1000 or alter an existing spell cast by CAST rank can be increased by column shifts to a another magic wielder, apply maximum of Shift X. Spells and abilities column shifts based upon which When a spell or magical power is used, less than Class 1000 rank cannot be sorcerer has the higher spell rank there are four factors to consider: the rank increased to Class 1000 by column shifts involved. If the magic wielder who of the spell or power; whether or not Psyche regardless of the number of column shifts created the spell has the higher FEAT rolls are involved; column shifts due to the caster or target receives. A negative rank, apply a -1 CS for each rank special circumstances affecting the caster column shift reduces Class 1000 spells and the creator has above the or target; the type of energy used. abilities to Unearthly, not Shift X. breaker’s spell rank. If the breaker’s spell rank is higher, Spell Rank Psyche FEAT Rolls. apply a + 1 CS for each rank the breaker has above the creator’s As is explained in the Character Generation Some spells used to attack or control spell rank. section, each spell or power has a spell another being allow the target a Psyche +1CS To a target’s Psyche FEAT roll (to rank assigned to it, rolled randomly when FEAT roll; in these cases, the target is save himself from an attack, the spells are selected; random spell ranks unaffected if the FEAT roll is successful. This control, etc.) if the defender has a range from Good to Amazing. Spell ranks is only true for spells which use personal and stronger Psyche. are used in the same way as power ranks universal energies. Dimensional energy +1CS To any spell used against a target for non-magical powers. The spell rank of a enchantments do not allow the target to that is considered “vulnerable” to spell, enchantment, etc., at the time it is avoid the effect with a Psyche FEAT Roll. used, dictates, if applicable, the duration of the caster’s particular school of effect, area of effect, and damage potential magic (order vs. chaotic magic, of the spell. This information is given in the Target Column Shifts etc.)* Magical Limits Table. + 1 CS To any spell used in an area that is The third factor affecting a spell’s Note that as the spell ranks of the considered beneficial to the effectiveness is the target itself. Table 0.2: character’s individual spells increase, he caster’s school of magic.* becomes increasingly potent. A magic Casting Shifts lists the column shifts that wielder with an Unearthly spell rank in apply to spellcasting because of certain +2 CS If the spell is cast during a cere- certain spells can affect whole planets. A properties of the target. All column shifts start mony. * * magic wielder with only a Good spell rank at the current spell rank of the spell being used +2CS If the spell being used was in the same spell may have difficulty and shift either to the right (plus) or left (minus). learned, during the game casting it. In some cases a caster must be Shift the spell rank column for every campaign, from an ancient book. touching an object to cast a spell on it; if column shift modifier that applies. the object is very large, the area of effect is +3 CS If the target is willing to be affected limited to the caster’s arm span. Table 0.2: Casting Shifts by the spell. This shift applies only if The original spell rank of any spell may the target is truly willing. This shift be modified due to circumstances; see Column does not apply if an otherwise Target Column Shifts, below. Shift Condition That Applies unwilling target is under some form A magic wielder can attempt to cast his -2CS If the target is an item or being of mental control. spells at less than their maximum effect more than 30’ tall (3 stories) or at (see Voluntary Reductions in Spell Effects, least 2 areas wide. in the MAGIC USE AND COMBAT section). -1CS If the target is a creature or being Table 0.1: Magical Limits from another dimension. Spell Duration Area -1CS To a target’s Psyche FEAT roll (to Rank of Effect of Effect Damage save himself from an attack, control, etc.) if the attacker has a Shift 0* Can’t Cast None None stronger Psyche. Feeble* 1 round Touching 2 Poor* 1 round Touching 4 -1CS To the spell rank of a caster’s Typical* I round Touching 6 allowed personal or universal spell Good 1 round User’s Area 10 if the caster fails in an attempt to Excellent 10 rounds 1 area 20 cast two spells this round (see Remarkable 1 hour 2 areas 30 Number of Spells Allowed Per Incredible 1 day 5 areas 40 Amazing 1 month 12 areas 50 Round in the MAGIC USE AND Monstrous 1 year 10 sq. miles 75 COMBAT section. Unearthly Permanent 1 planet 100 - 1 CS If the caster is engaged in astral Shift X Permanent 1 planet 150 combat (see Astral Combat in the Class 1000** Permanent 1 dimension 1000 MAGIC USE AND COMBAT * Ranks of Typical or less are possible section.

31 * = For more on schools of magic and the the caster to call out the name of the being A player might not always have to make bonuses and vulnerabilities that entreated, usually in some prosaic chant a FEAT roll to use an entreaty spell. For accompany them, see the Character (the player does not have to do this aloud!). every entreaty being a player rolls, the Generation Section. The Miscellany of Mysticism features a Judge should assign at least one spell section on these entities, their intentions connected with that being that the ** = A ceremony or rite is a pre-planned and inclination towards order or chaos, and character can automatically use. However, spell, complete with candles, spices, and some of the more famous entreaty spells this “automatic use” is allowed only for all the other necessary magical associated with them. The player tells the beings and spells that correspond to the imPlements. If a ceremony or rite is Judge the desired effect of the entreaty character’s school of magic. If the first required for use of a spell, it will be noted spell and the Judge assigns a colored FEAT entreaty being rolled is hostile or neutral to as such in that spell’s definition. roll result that he feels is appropriate for the character’s school, the Judge should success. The player must then make a substitute a friendly being instead. Differences in Magical FEAT roll that equals the assigned result in order to succeed. The Judge can use his Gaining Special Attention Energies discretion in assigning FEAT colors, but the following guidelines are suggested: From Extra-Dimensional Personal Spells. If a FEAT roll is required Beings of the spell, any green, yellow, or red result FEAT Effect indicates success. Personal energy spells, Required* Desired Sorcerers often call upon extra- because they primarily affect the user, are dimensional beings, dimensions, and usually “quiet” spells and enchantments, Green Entreaty duplicates effect of a sources of power to tap the energy needed that is, no chanting or special gestures are Personal or Universal spell.* * to cast dimensional spells. Such entreaties required. Green Entreaty spell is one normally are so common that extra-dimensional Universal Spells. These spells, because associated with the being (see beings seldom investigate the identities and they can affect others, sometimes allow for Book 2 for associated spells). motives of the magic wielders who call a Psyche FEAT roll by the target to reduce Yellow Effect desired is not one nor- upon them. However, the possibility of such or ignore the affect of the spell. Universal mally associated with the investigation always exists if a magic energy spells draw on the ambient energy being, but not contrary to its wielder is calling upon a being not found in this universe, and a brief chant or nature or purpose. associated with his school of magic or if he gestures are sometimes used by the caster. Red Effect desired is contrary to the is abusing the power of an otherwise Dimensional Spells. These spells are being’s nature or purpose. friendly being. When an extra-dimensional unique. They all draw the energy needed being does take special notice of a sorcerer, for the spell from another dimension and * Assumes that the being entreated is it will almost always do so in order to put a they require a special spell rank FEAT roll to friendly to the caster or his school. If the presumptuous sorcerer in his place. tap the dimensional energy. being is neutral, increase the FEAT result Making Attention Checks. Gaining the Group Spells. These spells allow the needed by one color (from Green to Yellow, special attention of extra-dimensional caster to select from a collection of similar for example). If the being is hostile to the beings is a problem usually faced only by personal and universal energy spells; the caster, increase the FEAT result by two Adept, Master, or Sorcerer Supreme level spells available in each group spell are colors (from Green to Red, for example). An characters; Novices and Disciples are called “sub- spells.” Each day, a magic increase beyond Red is not possible. generally not powerful enough to provoke a wielder must choose one sub-spell listed in ** Assumes that the effect does not hostile reaction from extra-dimensional his group spell; the one he chooses is the duplicate any group sub- spell that the beings. (See Book 2 for an explanation of only sub-spell he can use from that group caster has chosen for that day’s use (see these levels of mystic mastery.) that day. A magic wielder is allowed to Group Spells). If the effect duplicated When an Adept, Master, or Sorcerer choose the same or a different sub-spell would normally allow a Psyche FEAT roll to Supreme successfully makes an entreaty to each day (note that the length of a “day” avoid its effect, the target is allowed the a being that is neutral or hostile to the can be very different in other dimensions!). FEAT roll. sorcerer’s school of magic, the Judge must The spells within a group use the same secretly make a FEAT roll on the Typical definitions as the personal or universal spell If an entreaty FEAT roll is successful, the column; the character is not allowed to of the same name, with three important magic wielder has successfully tapped the spend Karma to influence the Judge’s roll. differences: group spells use dimensional dimensional energy. Usually, sorcerers will If the being is neutral to the magic wielder’s energy; a FEAT roll is only successful on a get best results by using dimensional school, the being will take notice on a Red yellow or red result; the target of a group energy from friendly sources-, but as FEAT roll. If the being is hostile to the sub-spell is not allowed a defensive Psyche explained in the Miscellany of Mysticism, caster’s school, the being will take notice FEAT roll to avoid the effect, no matter what some entities are neutral (not tending on a Yellow or Red FEAT roll. The being will the normal personal or universal definition toward order or chaos), meaning that they then either attack him, send him on a of the spell says. can be called on at any time by any magic mission, restrict the further use of that Entreaty Spells. These spells request an wielding character, despite his tendency spell, or just keep the character in mind for extra-dimensional being, artifact, or entity towards order or chaos. future reckoning (Judge’s discretion based to allow its energy to be used by the caster on what the intent of the spell is, who is for completion of his spell. These require

32 being called, how often the spell is used, if sorcerer using entreaties to a good being to Countering or Altering Spells the character has been noticed before, etc.) achieve evil goals. Each time a magic wielder increases his Codex of Characters and Creatures. Unless otherwise stated under the spell’s spell rank in a neutral or hostile entreaty When the Adepts, Masters, and Sorcerers description, spells can usually be broken or spell, the Judge should increase the rank Supreme listed in Book 3 make altered by a magic wielding character who for being noticed by the neutral or hostile dimensional entreaties to neutral or hostile meets the following restrictions: the being by one rank. (As can be seen, the extra-dimensional beings, the Judge character attempting to break the spell more powerful a magic wielder becomes, should make Typical FEAT rolls to see if the must have knowledge of or access to the the more dangerous it is for him to call beings have hostile reactions. If a character spell that he is attempting to break or alter upon neutral or hostile extra-dimensional increases an entreaty spell rank above that (he cannot attempt to break a spell he has beings.) listed in Book 3, the Judge should increase never or seldom experienced); the Abusing Dimensional Entreaties. If a the FEAT roll as usual. character attempting to break the spell magic wielder flagrantly abuses must make a successful yellow Psyche dimensional entreaties (by calling upon the FEAT roll. Also see the previous modifier same neutral or hostile being more than section for modifying column shifts when once per day, or more than five times in one attempting to counter or alter a spell. week) the Judge can rule that the being’s A character cannot counter a spell that reaction is automatically hostile (no FEAT uses energy unavailable to him (for roll needed). The same procedure can be example, a character who cannot use used if a character abuses entreaties to a dimensional energies cannot attempt to being usually friendly (such as a “good” counter a dimensional spell.

33 endanger bystanders or the loved ones of an rank of any spell cast by a magic wielder in MAGIC USE opponent in order to gain time to escape or the astral plane. AND COMBAT to put their opponent at a disadvantage. The A character cannot use his Astral pro- Judge should not delay the spellcasting of jection spell to force an unwilling opponent The rules in this section are particularly heroes who are trying to rescue endangered to enter the astral plane for astral combat. important in combat situations. heroes or innocents, but should delay the spellcasting of a hero who ignores the Voluntary Reductions in danger to others and continues the battle. Number of Spells Allowed Spell Effects Per Round Casting Shifts and A character usually casts spells at full Personal and Universal Spells. A magic Modifications. power-the maximum rank available for the wielder can normally cast one personal or spell. However, a magic wielder can attempt universal spell per round. However, at the Previously discussed column shifts and mod- to “pull his punch”, that is, reduce the effect beginning of the round, the magic wielder ifications (a target’s Psyche difference and the of a spell he casts. If a magic wielder wants can announce that he will attempt to cast distraction of the spellcaster being the two to reduce the effect of an attack or other two spells that round. He then makes an most important) are applicable in combat. spell, the player must first make the usual Agility FEAT roll. If he obtains a Red result, he FEAT roll for success (if a FEAT roll is can successfully cast both spells. If the FEAT Timing of Spell Effects required), then make a separate spell rank roll fails, he is limited to one spell that round, FEAT roll to reduce the effect. If the reduction and a -1CS is applied to the spell rank (in his Spells drawing upon personal or universal FEAT roll succeeds, any or all of the effects haste, he has garbled the spell slightly). energies go into effect during the magic associated with the spell (duration of effect, If the sorcerer succeeds in his attempt to wielder’s part of the round. Dimensional area of effect, damage) can be reduced. A cast two spells in one round, he can cast energy spells, because they require a few caster can reduce some of the associated two personal or two universal spells, or one more seconds to tap into the dimensional effects, while leaving others at maximum. of each type. energy flow, do not go into effect until the The caster can also reduce the color of the A magic wielder cannot cast a end of the round; however, the dimensional result on the Universal table by one color dimensional spell in the same round that he spell of a caster who won initiative goes (from red to yellow or from yellow to green). casts a personal or universal spell. into effect before the dimensional spell of a A failed reduction FEAT roll means that the Dimensional and Entreaty Spells. A caster who lost initiative. effort to control the spell failed and the spell magic wielder can cast only one was cast at maximum rank. dimensional spell (including entreaty spells) per round, and cannot cast a personal or Astral Combat universal spell in the same round that he cast a dimensional spells. A favorite tactic among sorcerers of “white” Group Spells. Group spells use or “order” magic is astral combat. Astral dimensional energies, and only one group combat occurs when the combatants are subspell can be cast per round. capable of Astral Projection and choose to enter the astral plane and use it as their battlefield. Magic works for a sorcerer while Distracting Situations in astral form and astral combat can be devastating for the combatants while not If conditions surrounding a spellcaster are affecting anything in the physical plane (the extremely distracting, he must make a “real world”); however, a character who is Psyche FEAT roll to get his spell off in one in astral form can still control his magical round. If he falls the FEAT roll, the spell will items (if any) on the physical plane. take two rounds to cast. Distracting Astral combat cannot be seen, heard, or conditions may include: felt by those not in the astral plane, so no one in the real world even knows combat is hap- *Caster has been affected by an pening (which is. why the “white” sorcerers opponent’s spell or attack this round. prefer it, to save lives and reduce damage). *Caster’s friend or loved one is in danger of immediate death. Note: The rule on astral combat not *An innocent bystander is in danger of affecting the physical plane is true for the immediate death (evil spellcasters are Earth dimension, but does not always generally not distracted by this). apply to other dimensions. Some *Caster’s mind has been affected by dimensions are so structured as to allow travel in a sanity-bending or sanity- spells from the astral plane to enter and threatening dimension (see Book 2). affect the physical plane. Magic wielders are usually less powerful The Judge can define other events as when in the astral plane than when in the distractions. Note that evil spellcasters often physical plane. Apply a - 1 CS to the spell

34 wants to try for a Bull’s-Eye effect, like Bull’s-Eye. The attacker hits the target USING THE MAGIC shooting a magical wand out of an wherever he wants. There are some limits EFFECTS TABLE opponent’s hand or avoiding an opponent’s on this: first, the attacker cannot kill or Individual Shield spell. This column is also maim a living target by hitting him in a vital Magical combat is somewhat different from used for all thrown weapons and all missile area, like the heart or head. (There are no other forms of combat. In magical combat, weapons except those that fire some kind killing shots in the Magic Effects Table.) The strength of mind and willpower are the key of energy blast. attacker can temporarily disable the target to victory, and physical combat between Blasting. This column is used for most by hitting him in the arm or leg. He can also magic wielders is rare. The Magic Effects common forms of attack spells, such as knock an object out of somebody’s hand, Table included here reflects those Eldritch Beams/Bolts, and for magical or even hit a lever or button on a machine. differences. It includes new results that are energy weapons as well. This column also In any case, the attacker must say he is special to magical combat and also applies to attacks by non-magical energy trying for a bull’s-eye (and say what he is replaces some of the effects shown on the weapons, such as the blasters in Doctor trying to hit) before rolling the dice. Battle Effects Table. Doom’s armor (the Doctor can be found in Otherwise, this is just a normal hit. The Magic Effects Table is used in the Book 3). The title “POWER RANK” used Hold. The attacker’s magical control is same way as the Battle Effects Table (see here refer to the “ability” being used, that taking hold. The target must make a page 13 of the Battle Book. New categories is, the spell rank of an attack spell, or the Psyche FEAT roll and consult the “Hold?” of FEATs are explained below. power rank of a magical or non-magical column of the Magic Effects Table. energy weapon. Escape. The target has managed to Bite-Claw. This replaces the Hack & Slash Mental Control. This column is used for escape the attacker’s magical control. The column of the Battle Effects Table. This any spell that attempts to seize control of target remembers that he has been column is used for attacks by the target’s mind. attacked. extradimensional creatures and monsters, Hold? (See the explanation of results Reverse. The target has not only by animals, and by any character attacking section.) escaped the attacker’s magical control but, with a sharp weapon, such as a sword or FEAT Roll. This column is used for any if the target’s Psyche rank is greater than knife. Note that “Kill” results are not spell that allows the target to avoid the the attacker’s, the target has seized control possible on this column. effect by making a successful Psyche FEAT of the attacker’s mind. If the target has a Targeting. This replaces the Shooting & roll (except “mental control”type spells, Psyche equal to or less than the attacker, Throwing column of the Battle Effects which use the “Hold?” column). treat this result as an Escape. Table. It is used when a magic wielder Affected. The target is unsuccessful in Dodging attempts, charge attacks and his attempt to avoid the effect of the FEATs based upon Strength ability use the attacker’s spell. appropriate column from the Battle Effects Not Affected. The target has avoided the Table. effects of the attacker’s spell. 1 Area. In addition to the magical attack Following is the explanations for each doing its normal damage, the target gets result: knocked right out of his area into an adjacent one. The attacker picks the area. The two Miss. The attacker did not succeed. He areas must be next to each other. If there is can usually try again in the next round. an obstacle between the two areas the spell Hit. The target is struck. The target loses rank of the attack must be checked. If it is Health points if the attack was damaging. stronger than the material strength of the Slam. In addition to receiving the obstacle, the magic attack and target go damage of the attack (as a Hit), the target through it. Otherwise, the target bounces off. may be slammed if the attacker’s Strength In either case, the slammed target loses or the spell rank of his attack, whichever additional Health points, equal to the amount applies, is equal to or higher than the he received from the hit. target’s Endurance rank; the target must Same Area: In addition to the magical make an Endurance FEAT roll and attack doing its normal damage, the target consult the “Slam?” column on the Magic gets knocked down in the same area. Effects Table. Getting up will require a full round, during Stun. In addition to receiving the damage which he can do nothing else. of the attack (as a Hit), the target may be 1-10 Rounds: The target loses all of his stunned if the attacker’s Strength or the Health points and passes out. The Judge spell rank of his attack, whichever applies, rolls one die to see how many rounds the is equal to or higher than the target’s target will be unconscious. When he Endurance rank; the target must make an awakens he recovers as many Health Endurance FEAT roll and consult points as his Endurance rank number. He the “Stun?” column on the Magic does not make an Endurance FEAT roll to Effects Table. see if he starts losing Endurance ranks.

35 THE UNIVERSAL TABLE

SHIFT 0 FEEBLE POOR TYPICAL GOOD EXCELLENT REMARKABLEINCREDIBLEAMAZING MONSTROUSUNEARTHLYSHIFT X CLASS 1000 02461020304050751001501000

01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-94 95-97 98-99 100

THE MAGIC EFFECTS TABLE

Fighting- Power Agility Psyche Endurance Creature Rank Mental FEAT Slugfest Bite-Claw Targeting Blasting Control Hold? Roll Slam? Stun? 1-10 Miss Miss Miss Miss Miss Miss Affected 1 area rounds

Hit Hit Hit Hit Hit Miss Affected Same area No Stun

Slam Hit Bull’s-Eye Slam Hold Escape No Effect No Slam No Stun

Stun Stun Bull’s-Eye Stun Hold Reverse No Effect No Slam No Stun The Karma costs for all new spells KARMA AND assume two things: that the character is CHARACTER ADVANCEMENT being taught by a master (or is Master rank GENERATION himself)I; or that the character has reached EXAMPLE Karma. No player character should be evil a rank (Disciple or Adept) at which he can or chaotic—that is definitely not heroic and learn spells from books and items on his To better illustrate the step-by-step runs against the grain of the MARVEL own, with little supervision from a master. If process by which a magical character is SUPER HEROES game and the Marvel a character has no master and is not created, I have included a brand ; however, the character capable of self-teaching, the Judge can character and show you how he was generation system allows the creation of either declare that he cannot learn new randomly created. Follow the steps in nonplayer character villains. spells, or that he must spend extra time and pay a substantial increase in Karma order, using the Character Generation The sorcerous community is a pr d one section of this booklet. and the reputation of a character almost (usually double). Character ranks are always precedes him. As will later be explained in the Miscellany of Mysticism. explained, complete confidence in yourself Spell Ranks. The spell rank of a newly- Preliminary Step. Normal as a magic wielder is extremely important. learned spell is fixed, not randomly Determination of Abilities Although magic wielders earn Karma at the determined (this is why there is no normal rate, they lose it at double the additional Karma cost for the spell rank of The following abilities are rolled for the normal amount if they do extremely foolish the new spell). If the spell is learned from a character using the character generation or cowardly acts. Their Popularity will also master, the initial spell rank is Excellent. If system in the MARVEL SUPER HEROES take a nosedive due to this type of activity. the spell is learned from an item or text, the Game. A mage who is excessively boastful and initial spell rank is Good. conceited (in the opinion of the Judge) will Improving Abilities and Known Spells. Dice often begin to draw foes who are great and Magic wielders use the procedure on page Ability Roll Rank No. mighty mages themselves. They will be 45 of the MARVEL SUPER HEROES eager to test the newcomer or put him in Campaign Book to increase an ability rank Fighting 65 Remarkable 30 his proper place. or the spell rank of a spell that the caster Agility 76 Remarkable 30 already knows. Strength 07 Poor 4 Advancement. Certain spells (Eldritch Blast, Matter Endurance 44 Excellent 20 Rearrangement, Mesmerism) can be Reason 78 Remarkable 30 improved in effect at their current rank, Intuition 31 Good 10 Advancement for magically enhanced without increasing the spell rank. An Psyche 53 Excellent 20 characters and heroes whose power is improvement at the current spell rank costs primarily found in their magic items is as 500 Karma for each improvement. Health 84 normal (described on page 45 of the MARVEL Karma 60 SUPER HEROES Game Campaign Book). Popularity. In reading Book 3, you will see Popularity 10 (Secret identity and new Magic wielders differ in the following areas: that some villains have negative popularity in the area) Improvement Fund. If the character has This represents how feared that villain is. a master, the Improvement Fund already Those with an evil reputation can got others exists for the character (the master set it STEP 1. Character Type to cooperate, but it is because of fear, up) and he may start investing in it already, rather than respect. Most NPCs will without the 200 Karma point expenditure. If On Table 1.0: General Character Type, I roll a cooperate with a person with negative he has no master, the character must 42, which indicates that the character is a popularity, but seek to get away as soon as create the improvement fund as usual. Magic Wielder. The table refers me to Step 4. possible. Learning Spells. New personal, uni- versal, and entreaty spells cost 2500 Karma STEP 4. Magic Wielding points with no additions for spell rank. Characters The cost of learning a new Group spell is equal to 1500 Karma for each spell in the I roll a 94 on Table 4.0. This means that my group. The caster cannot use any spell in character can use all the energies, not just the group until all have been learned. The personal or universal. Needless to say I am character can interrupt his study of a group extremely happy about this. I roll on Table 4.1 spell to learn a different spell, but of course and find out how many spells my character this delays the learning of the group spell. If has. The percentile roll is 45, giving him 3 a caster has a personal or universal spell spells. Since my character can use all three that duplicates the effect of a spell in the types of energy, but must have at least 1 group, he can use the other spell while still from each of the personal and universal learning the group spell (remember that energy lists, I know that he will end up with 1 group spells use dimensional energy), As Personal Energy Power, 1 Universal Energy with other spells, there is no additional Power, and 1 Dimensional Energy Power. Karma cost for spell ranks. The text tells me to proceed to Step 5.

37 STEP 5. Magic School Demonologist. After reading their city maps in New York, I’ll place him close descriptions I see that my character is by. Can’t afford the city itself, so I think he’ll This is where I begin to shape my developing more of a persona. His Stamina live in New Jersey. I rolled 04 on his 20% character’s personality a little. If I wished allows him to go up to 6 days without chance to live with his master. Apparently to, I could pick his school of magic, but resting or eating. His Demonology talent the master’s in New since I have randomized this character this gives him a + 1 CS in all situations involving Jersey. This way Cerberus can save far, I decide to complete it by rolling the demons. Combined with some of my resources until he is out on his own. dice. My roll of 82 places him in the Ancient spells, this makes him quite a formidable Cerberus, because he has three spells, One/Doctor Strange school of magic. This character when fighting against demons. has three important friends. I decide that all does not necessarily mean that Doctor Note: If I had rolled the same spells or three of them are his brothers. They own a Strange is going to tutor the character. It talents twice it would be up to the Judge as publishing firm in NYC, and have a bad means that someone of the same order as to whether I should roll again for a different habit of dropping in unexpectedly. Of the Ancient One and Doctor Strange will be selection, or whether the spell or talent course they have no idea he is a the master It also means that the character would be more potent than normal. practitioner of the ancient arts. is dedicated to not taking a life and that he Cerberus’s master is Omar the Crabby, believes highly in the forces of good and STEP 8. Balancing the who is old, bent, a sourpuss, and a order. Possibly in the future, depending on Powers dedicated -hunter who likes to have the Judge, the character may have limited his students “learn in the field”, that is to access to some of the spells in Doctor say, learn about demons by fighting them. Strange’s Book of the Vishanti. Now is the time to look at the character and decide if the powers are balanced. While He is a cantankerous oldster and can really provide the Judge with a fun time in a game STEP 6. Magical Spell Ranks the character is okay, as a Judge I think he would be better if he had some type of campaign. and Definitions attack ability. The Mental Probe is not an important part of this character, and I would Final Balance I determine the spell rank for each of my ask the player if he would like to switch it character’s three spells by rolling on Table for an Eldritch Beam of the same rank, After a quick glance, I like this character 6.0: Power Ranks. The results are below: Excellent. This would give the character a and think he will do just fine. If he was too nice balance of movement, defense, and tough for a campaign, you could lower the Type of Dice attack, with a few special talents. spell rank of the body armor or not switch Spell Roll Rank the Mental Probe spell to the Eldritch STEP 9. Finishing the Beam. If he is not tough enough, you could Personal Energy 95 Amazing roll him up a magical item, or Omar could Universal Energy 44 Excellent Character. lend him a Staff of Whatever to increase his Dimensional Energy 16 Excellent attacks, movement, defenses, mental I decide that his real name is Bernard Byrne spells, or whatever best fits the campaign. The spells themselves are rolled on their but he is known to the world as ...what? The respective energy lists. The roll on Table character can pass through obstacles, but 6.1: Personal Energy Powers is 48, All Marvel characters and the distinctive become an obstacle himself, and he’s a likenesses thereof are trademarks of the Marvel Immovability. The roll on Table 6.2: fierce opponent for any demon. I’ll call him Comics Group. MARVEL SUPER HEROES, Universal Energy Powers is 60, Mental Cerberus, after the three-headed dog who MARVEL SUPER VILLAINS, MARVEL UNIVERSE, Probe. And the roll on Table 6.3: guards the gates to the underworld in Greek DOCTOR STRANGE, RAGGADOR, FALTINE, Dimensional Energy Powers is 51, Passing. AGAMOTTO, DORMAMMU, CLEA, SHAMAN, The character’s Amazing Immovability Mythology. This character will watch to make sure no evil escapes the nether regions. INHUMANS, ABSORBING MAN, BLACK KNIGHT, provides him with a great defense. His EBONY SWORD, MOON KNIGHT, TIGRA, BARON Excellent Mental Probe provides him with a The roll of 77 for Resources on Table 9.3: Resource Ranks shows that Cerberus has a MORDO, BROTHER VOODOO, ANCIENT ONE, good possibility at subtly gaining OMAR THE CRABBY, TALISMAN, VALKYRIE, Remarkable rank, which means he earns a information. The Excellent Passing spells ARAGORN, ELDER GODS, ATLANTIS, DAKIMH give him many options for gaining entrance weekly rate of at least 30 rp. This is just to THE ENCHANTER, ZHERED-NA, JENNIFER KALE, into a villain’s den. Not bad. begin with, of course. And since this is a DIABLO, ASGARD, OLYMPUS, MUSPELHEIM, few ranks above a Professional Occupation, CYTORRAK, DENAK, HOGGOTH, IKONN, STEP 7. Determining the I decide that the character must be a highly MUNNOPOR, OSHTUR, SERAPHIM, VALTORR, paid free-lance something or other. An VISHANTI, DAREDEVIL, BLACK WIDOW, IRON Character’s Talents author would be a good choice, though I MAN, HULK, REED RICHARDS, MR. FANTASTIC, would have to clear it with the Judge first. FANTASTIC FOUR, MAGIK, TRANSIA, SCARLET Since this new character is a magic The roll of 25 on Table 9.4: Magic WITCH, THOR, DARK DIMENSION, , wielder, I must roll on Table 7.0: Talents Wielders Starting Cache shows Cerberus S.H.I.E.L.D., CLOAK OF LEVITATION, CERBERUS, Available for Magic Wielders to see how didn’t save a lot of his earnings. I wait until DARKFORCE, KLAW, , and many talents he has. My roll is 49, giving the character is finished before spending NIGHTMARE are trademarks of the Marvel Comics him 2 talents. the resource points. Group. Copyright 1~11986 Marvel Comics Group, a division of Cadence Industries Corporation. All Rolling on Table 7.1: Magic Wielder Because most of the adventures in the Rights Reserved. Talents will indicate which talents he has. campaigns I would run in take place on the My rolls are 85, Stamina, and 37,

38 MARVEL SUPER HEROES™ CHARACTER INFORMATION SHEET Hero’s Name

Character Name Secret Public Player Name

Age Occupation Base of Operations Group Affiliation

Sex Magic Type

ABILITIES HEALTH KARMA RESOURCES POPULARITY RANK NO. FIGHTING AGILITY STRENGTH ENDURANCE REASON INTUITION PSYCHE

TALENTS

FRIENDS, RELATIVES, CONTACTS

MAGICAL ITEMS

MASTER/SCHOOL

RUNNING THE CHARACTER SPELLS (Energy Type) (Spell Rank)

6870XXX1501 Book 2: MANUAL OF MYSTICISM PD F Version 1.0

TABLE OF CONTENTS Introduction...... 2 Miscellaneous Spells ...... 27 Magic in General...... 2 Magical Items ...... 29 Dimensions ...... 6,7 Locations of Importance...... 37 Entities and Entreating ...... 16 Cults...... 38 Specific Entities ...... 18 Index ...... 40

Credits Designed by Canting Kim Eastland Edited by Epigraphic Ed Sollers (Books 1 and 2) and Erudite Eric Tobias (Book 3) Cover by Marshall Rogers and Terry Austin, TSR, Inc. Colored by Jeff Butler POB 756 Interior artwork by the Marvel Bullpen and Jeff Butler Lake Geneva, WI 53147 Graphic Design by Steve Winter TSR, Inc. ISBN 0-88038-278-3 PRODUCTS OF YOUR IMAGINATION™ 39 4 - 5 5 4 2 3 - X T S R 1 2 0 0 Typography by Betty Elmore Thanks to Peter Sanderson and Carl Potts for some clarifications.

This book is protected under the copyright laws of the United States of America. Any rep roduction or other unauthorized use of the material or artwork contained herein is proh i b- ited without the express written consent of TSR, Inc., and Marvel Comics Group. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. The names of characters used herein are fictitious and do not refer to any person living or dead. Any descriptions including similarities to persons living or dead are merely coinci- dental. This product is fictitious and is not based upon any known belief or practice, nor is it an endorsement of any belief or practice. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel Comics Group. MARVEL SUPER HEROES and MARVEL SUPER VILLAINS are trademarks of the Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved. Game design copyright 01986 TSR, Inc. All Rights Reserved. Printed in U.S.A. The following steps show the various IN T R O D U C T I O N MAGIC IN GENERAL de g rees of magic wielder rank or status. Welcome to the Miscellany of Mysticism, a To understand magic in the Marvel Uni- book that deals with the more advanced verse we must first look at its exact defini- No v i c e . This character knows fewer than aspects of magic in the Marvel Universe. If tion. Magic-The practice of using certa i n five spells or has less than an Amazing spell you haven’t read the Manual of Magic yet, en e rgies and powers whose nature is rank in at least two spells. He is spending read the first book before you read this beyond the scope of technologically ori- most of his time with his master (when not one. That book is the foundation for magic ented science. practicing what he has learned on villains). in the MARVEL SUPER HEROES™ Role He can study tomes and scrolls and even Playing Game system. You must under- The Origin of Magical Power pe rf o rm magic found therein, but he cannot stand it before you can use the material yet learn spells on his own (spells that he found within this book. “Where does all power truly originate? In has read in a tome or on a scroll must be The Miscellany of Mysticism will furth e r the long run, from the sun, of course. studied each time he uses them—he cannot define the use of magic, describe the dif- Here, too, is the indirect birthplace of all commit them to memory.) fe rent dimensions found in the Marvel Uni- mystical might. Control of the source Novices are usually ignored by the more verse and explain dimensional travel, means total control. To be a star means po w e rful dimensional entities. A novice cover the various magical entities and the very laws of nature are yours to amend using a Dimensional Entreaty spell uses su p e r-human beings found in the Marve l as you wish. You see, stars are not inert his magic as normal, but no FEAT roll is Universe, list additional specialized spells, bodies. They are highly intelli- n e c e s s a ry to determine if the entity and describe many of the magical items gent, aware, and powerfu l . ” —Apalla, a en t reated will be affronted by the entrea t y that may be available. This book builds humanoid form of a star. and take action. The dimensional entity upon the foundation of the first book, feels that it is an investment in the future, allowing the creation of a more complex “I can’t make something out of nothing. but the character is currently beneath his magical scenario or character. Magic is basically a study of forces. Once total consideration. A novice can, how- All of the material within is based on one knows how to channel these forces, ev e r, provoke a hostile reaction from extra- in f o rmation provided in past Marvel com- though, the results can be quite striking.” dimensional entities by abusing their ics titles, particularly or Doc- —Doctor Strange power—using it in ways the entity would tor Strange. Even the theories are solidly not normally approve of (see “Abusing based on Marvel characters, plots and dia- Magical power is the life blood of a Dimensional Entreaties” in the “H O W lo g u e . magic wielder (and of a magical item or SPELLS ARE CAST” section in the Man- The best way for the Judge to use this cre a t u re, for that matter). In the Manual of ual of Magic. ma t e r i a l-is to read through the entire book Magic we have seen how magical power is then go back and select the elements he divided into three diffe rent types: per- D i s c i p l e . The character possesses at wants to include in his campaign. sonal, universal, and dimensional. But all least 5 spells or has at least an Amazing For players, the most obvious use of this magic power is built on common grou n d , rank in all of his spells. He assists the mas- book would be to further define a Dimen- that of reshaping existing power, found in ter in some of his rituals, but is spending sional energy spell that entreats an entity yourself, your universe, or in another mo re time adventuring than a novice. He (Hoggoth, Ikonn, etc.) But beyond that, the dimension, to a form that you desire. What may learn new spells from his master’s in f o rmation within this book provides a is important to magicians, is the ref e re n c e written works. h i s t o ry of past exploits, characters, to the coming from the Disciples, like novices, are usually places, and items useful for developing sun, which is our own star. This may ig n o red by the more powerful dimensional he ro e s . explain why the forces of light, usually entities. A disciple using a Dimensional ref e rred to as the forces of orde r, good, or En t reaty spell uses his magic as norma l , “white”, hold sway over the forces of dark- but no FEAT roll is necessary to determi n e ness, usually ref e rred to as forces of if the entity entreated will be affronted by chaos, evil, or “black”. It is this that give the entreaty and take action. The dimen- the Doctor Stranges and Shamans of this sional entity feels that it is an investment in world their advantage. the future, but the character is curren t l y beneath his total consideration. A disciple Magic Wielder Ranks can, however, provoke a hostile rea c t i o n from extra-dimensional entities by abus- “There is more to the study of mysticism ing their power-using it in ways the entity and the occult than most people might would not normally approve of (see “Abus- even dream! In the mystic order to which I ing Dimensional Entreaties” in the “HOW belong, it is indeed written that practioners SPELLS ARE CAST” section in the Man- of the mystical arts must choose a disciple ual of Magic. or disciples, to insure the continuity of the st ruggles against malefic forces, but only Ad e p t . The character possesses at least 8 at such a time that it is fitting and spells. He has a spell rank of at least pro p e r ! ” —Doctor Strange Excellent in all of them and Incredible or better in at least two of them. He spends

2 mo re time adventuring than he spends A sorce rer supreme spends all of his amount of time is being committed to the with his master, though he is still at his time guarding his dimension, teaching studies that could otherwise be spent in ma s t e r’s beck and call. His studying of the any students he may have, and studying gaining Karma . writings of the ancient arts gleans him mystical lore. A player can request that his character mo re information than if he were a novice A sorce rer supreme is more rec o g n i z- be allowed to study a particular spell, but or disciple. able for his worthiness than for the power the Judge makes a final decision on spell This is the lowest rank at which a sor- he wields. He earns his rank through vigi- av a i l a b i l i t y. ce rer could normally gain special attention lance against foes and by overcoming the The beginning spell rank for a spell from dimensional beings (see the Entrea t y constant burden of responsibility this rank le a rned in this way is Good. FE AT Roll Table and the Casting Shifts in v o l v e s . Table in Book 1. Ad e p t s . The adept can learn one spell Masters and Their Role from a written tome or scroll every six Ma s t e r. The character possesses at least months of game time, provided the adept 12 spells. He has a spell rank of at least “Many times I have sat thus and read my is taking sufficient time to study it (usually Excellent in all of them and Incredible or ma s t e r’s writings. and each time I am filled about half his time, assuming that he stud- better in at least four of them. He spends with greater awe of the Ancient One’s sen- ies daily). If the adept goes more than a ve ry little time with his master, but much of sitivity and knowledge. There is much week without study, the spell cannot be it in contemplation, study, and adventur- even a master of the ancient arts can le a rned. The normal amount of Karma ac q u i re from the Learned One’s teach- points needed to gain this spell is waived in g s . “ - Doctor Strange by the Judge, as an extensive amount of time is being committed to the studies that This observation by the good Doctor adds could otherwise be spent in gaining fu rther definition to how a spell is con- Ka rm a . trolled. If a spell were to be directly manip- A player can request that his ‘ character ulated by the character, such as the be allowed to study a particular spell, but , it is because the character the Judge makes a final decision on spell has had an accident which physically av a i l a b i l i t y. al t e red him to control that spell, or the The beginning spell rank for a spell character is a mutant and was born with le a rned in this way is Good. the ability to control that spell. Magic is dif- fe rent. It is the knowledge of how to tap Masters and Sorc e rers Supre e . A into that spell and manipulate it. And how master of the mystic arts can learn one does one gain that knowledge? Throu g h written spell in a tome or scroll every five le a rning the ancient arts with a master! months of game time, provided the char- The importance of a master for a magic acter is taking sufficient time to study it wielding character cannot be overstated. (usually about half his time, assuming that It is the best and often only way the hero he studies daily). If the master goes more can prog ress in his knowledge of magic than two weeks without study, the spell use. This includes learning new spells. cannot be learned. It must be rem e m- The “KARMA AND ADVAN C E M E N T ” be red, though, that the time spent adven- section of Book 1 lists the Karma costs turing is much greater and the time for involved in improving spell ranks and study will exclude other duties or appear- le a rning new spells. As can be seen, char- ances. This completely halts any Karma or ing. If he qualifies, he may find a student of acters who so not have masters pay a Popularity increase by any means other his own to teach. His studying of the writ- heavy penalty. Some characters (espe- than that directly related to an adventure. ings of the ancient arts gleans him more cially those of the Eclectic school) learn a The normal amount of Karma points in f o rmation than any other source . trick or two through the studying of tomes, needed to gain this spell is waived by the but to gain skill in magic a character must Judge, as an extensive amount of time is So rc e rer Suprem e . The strongest master be taught by a master. being committed to the studies that could in the world or dimension of his natural Systematic studying with a master has ot h e rwise be spent in gaining Karma . existence is called the Sorce rer Suprem e additional benefits as well: A player can request that his character or the Sorce ress Supreme. The Sorce re r Di s c i p l e s . The disciple can learn one be allowed to study a particular spell, but Su p reme for the Earth dimension is Doc- spell from a written tome or scroll every the Judge makes a final decision on spell tor Strange. nine months of game time, provided the av a i l a b i l i t y. A sorce rer supreme possesses at least disciple is taking sufficient time to study it The type of spells available that can be 14 spells or magical items at any one time. (usually about half his time, assuming that le a rned and their energy types are at the He has a spell rank of at least Remarkable he studies daily). If the disciple goes more Ju d g e ’s discretion. The beginning spell in all of them and Amazing or higher in at than a week without study, the spell can- rank for a spell learned in this way is least five. A sorce rer supreme has the not be learned. The normal amount of Ex c e l l e n t . greatest amount of mystical knowledge in Ka rma points needed to gain this spell is his dimension. waived by the Judge, as an extensive Masters and Students. A master can find

3 and teach one student, if he desires. The attacked Doctor Strange together many and his daughter, Talisman is a disciple of time it takes to train a student is great, so a times. A student of the same school as the that same school of magic (their full master may not learn new spells from tomes good Doctor should be ever wary of them. descriptions are in Book 3). or scrolls while teaching his student. Another master on Earth is Ebora, the A character who has the talent Chron i- The student starts out at novice level Dark Servant of the demon Sligguth. She cler of Magic (described in Book 1) will with only one spell. (Roll the student and is the only human tolerated in the society know by name all these important masters his spell up randomly). For every two hun- of the People. She serves as their and the schools they serve; no Reason dred hours the master spends with the head priestess (use Clea’s Earth statistics FE AT roll is req u i red for this. However, this novice, the student can learn one person- found in Book 3 for Ebora, but substitute b a c k g round knowledge provides no al spell at a Good spell rank. For every three chaotic spells and entities for any spells or insight on the current whereabouts and hu n d red hours the master spends with the entities of order Clea may use). activities of these characters; time, novice, the student can learn one univer- Shaman is a master of nature magic, res e a rch, and successful FEAT rolls are sal spell at a Good spell rank. (The student needed to learn more about the masters. is limited to learning one spell at a time, so le a rning a personal and a universal spell Concentrating on would take 500 hours of instruc t i o n . ) Magical Power The player may play the student as he does his normal character, even taking The importance of a magic wielding char- him on adventures, but two considerations ac t e r’s concentration and study for the must be kept in mind: the novice is not use of magic cannot be overstated. This is co n s i d e red to be studying for his spells why some forces, such as sonics, are so when he is adventuring, whether he is devastating to magic wielders, because accompanying the master or not; a master they disrupt the ability to concentrate and who loses a novice, whether to death or to find the flow of the natural force s . an enemy, suffers a penalty of Karma loss (half of his current Karma vanishes) and Di s ruption. The Judge should designate he cannot take on a new student for at one or two forces that disrupt the use of least a year of game time. magic. Possibilities include sonics, the Da r k f o rce, Monstrous (and greater) physi- Im p o rtant Masters. Masters of Doctor cal damage, and the like. A magic wielder St r a n g e ’s order that have been mentioned or item in an area where this force exists in the past include Rama Kaliph of Arabia; su ffers a –1 CS. Turham Barim of the Near East; Count Di s ruption is diffe rent from distraction in Ca rezzi of Italy; and the Aged Genghis that distraction only delays spellcasting (who lives in the Himalyas and is quite due to special circumstances that the se n i l e ) . caster has some ability to influence (such To rep resent these Masters of Orde r, as rescuing someone in danger) while dis- use Baron Mordo ’s abilities and spell ruption is more serious and has longer- ranks given in Book 3, the Codex of Char- lasting effects. Judges should not use acters and Crea t u res, but substitute entit- both disruption and distraction in the ies of order for any chaotic entities Mordo same situation. uses. The Judge may alter the rest of their spells as he desires ) . Confidence in Masters who serve Baron Mord o Magical Powers include Sir Anthony Baskerville of England, who served him in the 1940s; “I have had centuries in which to study the Demonicus, who claims to be a demon art of combat! No one that lives can be my and has nearly bested Doctor Strange on eq u a l ! ” —The Dread m m u his own; Adria, a schemer who often plans attacks on Doctor Strange, even in his “Speak to me not of equals, Dorma m m u . . . ! Sanctum Sanctorum; and , who I have pledged my very life to prove that I has served as Baron Mordo ’s host body am your superior!”—Doctor Strange many times in the past. To rep resent these Masters of Chaos, “So long as you endured, my mystic power use Baron Mordo ’s abilities and spell could never be supreme! But now, once I ranks, with a –1 CS to all Mordo ’s spell have destroyed you, all of mankind shall ranks; however, ignore any CS that would call Mordo master!”—B a ron Mordo result in these characters being red u c e d below master rank. The Judge may alter “Base braggart! You possess not the skill their other spells at will). for supremacy in the mystic arts ! ” —D o c- Demonicus, Adria, and Kaecilius have tor Strange

4 Ka rma Adjustments. All super heroe s (deprived of sight by a , intense spellcasting until the spell takes effect. If and villains have a tendency to be verbally light or darkness, sand thrown in the eyes, the spell fails, the villain will not be aware melodramatic from time to time, but magic etc.), he cannot use any spell which that it was cast. wielders can sound like the most over- req u i res sight such as targeted attacks, Apply a –1 CS to the villain’s FEAT rol l bearing of the lot. The reason, quite sim- Bands, Sensing—Clairvoyance, Post- to resist any of these spells. p l y, is a matter of confidence. When Cognition, and so on. d e a ling with magical energies and extra- Ap p a r i t i o n dimensional beings, the mind can become Gl o a t i n g Astral Proj e c t i o n easily boggled, sometimes leading to a Chameleonic Coloring da n g e rous lapse in concentration. When While confidence and bravado are neces- Damage Absorption the concentration goes, so does the effe c t sa ry, gloating is highly undesirable. Vil- Density Control-O t h e r s of the spell. The constant rea s s u r a n c e s , lains, by necessity, gloat- That is usually Density Control-S e l f th reats, and boasts that a character yells why they are undone, because they are so Dual Persona at his opponent not only helps him stick to busy gloating and talking their opponents Emotion Control his task, but can possibly weaken the to death, the hero has time to rec o v e r. Enchanted Eye other character’s resolve as well. Gloating and humiliating a character is Fo re t e l l i n g The usual form this lack of resolve takes how a villain achieves his Karma. Magical He a l i n g-S e l f is in the character running away and villains, especially the Dread Dorma m m u He a l i n g-O t h e r s accepting the Karma loss (whether NPC and Baron Mordo, can gloat for 10 to 20 Im m o v a b i l i t y or PC). But, with magic wielders, loss of rounds at a time, if it appears that their vic- In v i s i b i l i t y-S e l f confidence or despair can affect their per- tim is helpless. In v i s i b i l i t y-O t h e r s fo rmance. As explained in Book 1, heroi c If a hero tries to gain time by allowing a Lu c k magic wielders who behave in a parti c u- magical villain to gloat: that is, acts weak Mental Barri e r larly cowardly fashion lose suffer double and defenseless, inquires about how the Mental Prob e the Karma loss that their actions would villain trapped him, and so forth, the villain Po s t-C o g n i t i o n no rmally req u i re . is allowed a Reason FEAT roll. If the roll is Protected Senses If, however, a magic wielder heroi c a l l y successful, the villain will continue his nor- Static Field attempts to rescue innocents, thereb y mal actions (attacking or whatever). If the Tel e k i n e s i s leaving himself open to attack (again roll is unsuccessful, the villain will stop Telepathy (if not with the villain) explained in Book 1) and still manages to attacking and start gloating over the hero. Tra n c e win, the Judge should grant the hero an This gloating will occupy the villain for no additional 20 Karma after the victory, less than 5 rounds, plus 1 round for each Magic vs. Science reg a rdless of whether or not the villain was level the villain has achieved. After this actually captured and brought to justice. allotted time, the villain must make a suc- “There is a distant relationship between cessful Reason FEAT roll or continue the energies of science and those of sor- Restraints on Spellcasting gl o a t i n g . c e ry, but my power over the former is An evil sorce rer who gloats over his l i mited.”—Doctor Strange The more powerful a magical spell is, the opponent receives 20 Karma as a rew a rd . mo re gesturing and chanting must be The rew a rd is the same no matter how It is difficult to defeat intelligent, indepen- done to achieve the results. If the magic long the villain gloats. dent machines with sorce ry. Unless spe- wielder is prevented from completing his In addition to eating up time, a gloating cifically stated, as in the Mesmer- ge s t u res or chants, it may stop the spell villain will not notice if the hero is using mechanism spell, robots, androids, com- from being completed. If a magic wielder ce rtain spells listed below (see the Gloat- puters, etc., cannot be affected by magi- is somehow blinded, certain spells may ing Tab l e ) . cal spells that normally affect the mind or not be used as the target cannot be seen. body of living beings. A Healing spell will Bound, Gag, and Blind Effe c t s . If a Gloating Tab l e not reattach a rob o t ’s arm, an illusion of a magic wielding character is bound (hands wall will not affect a machine with sensors, tied securely behind his back), he may not Vil l a i n ’s Rank Rounds of Gloating unless those sensors are hooked to a use any universal spells. If a magic wield- No v i c e6 human brain, as in the case of a cyborg, ing character is bound and gagged (pre- Di s c i p l e7 Ch a rming a tank would not work, nor vented from speaking clearly), he cannot Ad e p t8 would Tongues allow a magic wielder to use any dimensional spells. A successful Ma s t e r9 converse with a computer, though he Hold when Grappling effectively binds a So rc e rer Suprem e1 0 could read the print outs of a computer if it ch a r a c t e r. is in a non-machine language. For the Unless a magical item is used to bind The villain will continue gloating unless he most part, magic is most effective on and gag a character and is specifically makes a successful Intuition FEAT rol l . organic beings. described as negating all of the victim’s This gloat check is made every rou n d magical spells, a character can always th e reafter until it is successful or until the use any personal spells he may have villain is attacked. though bound and gagged. If a hero casts any of the following If a magic wielding character is blinded spells, a gloating villain will not notice the

5 home dimension and an alien dimension unfamiliar dimensions, to characters who DI M E N S I O N S that is familiar to the caster. A dimension failed a FEAT roll when attempting to open Dimensional travel and adventures occur can be considered familiar if the caster a direct apertu re, to characters involved in mo re in magical scenarios than anywhere has made at least four round trips to and a trans-dimensional pursuit, etc. To leave else in the Marvel Universe. The definition from that dimension or he has spent at the Earth dimension a character must use of a Marvel dimension is: a universe or least two days in the dimension. If the a dimensional apertu re to escape the realm containing space, matter, and de s i red destination is not familiar to the Ea rth dimension to another one, then tra- e n e rgy which is separated from our own caster he must make a successful spell vel from there through other dimensions to universe by some physical diffe rence in rank FEAT roll to open the mystic gateway. the desired destination. the space, matter, and energy itself. If the FEAT roll fails, the caster cannot Dimensional Beacons. If the character Dimensions are called by many names: open a direct apertu re: he must either wait attempting dimensional travel is of lesser planes, universes, realms, and worlds. a day and try again or attempt to reach his rank than Master, some form of “beacon” Entities and beings entreated for Dimen- destination through dimensional cros s i n g . must be maintained within the user’s sional energy powers inhabit other dimen- Magical Items and Dimensional Aper- dimension so he can find his way back sions. Magical heroes deal with other tures. If a character is using one of the again. Doctor Strange and the Ancient dimensions more than any other type of many magical items that opens direc t l y One once formed a bridge of Elemental ch a r a c t e r, probably due to the fact that so into a specific dimension, then his arri v a l Thought that allowed the good Doctor to much energy for magic is drawn from is instantaneous (no FEAT roll needed). If bypass many dimensions and go straight other dimensions. Sometimes whole the item creates a dimensional apertu re to the one he desired. On many occasions ad v e n t u res are centered on stopping an that is not linked to a specific dimension, Doctor Strange has used a lit candle or his invasion from another dimension or pursu- treat it as if the user had cast the dimen- own amulet to provide a path of light back ing someone or something in another sional apertu re spell. to his own dimension. A beacon allows the di m e n s i o n . traveler to ret u rn to his own dimension Other dimensions offer endless oppor- Dimension Cros s i n g . This is the term with ease (no FEAT roll needed) even if he tunities for adventure. Conditions and applied to seeking a specific dimension by passes through unfamiliar dimensions on physical laws differ from dimension to going from one dimension to another until the way. If the beacon is extinguished, the dimension, from the Earthlike environ- the traveler finds the one he seeks. This traveler becomes lost and must travel ment of Asgard to the bizarre surrou n d- applies to characters who are traveling to th rough dimensions at random until he ings of the Dark Dimension. If a Judge wants to set up a campaign where heroe s fight copies of themselves, meet legend- ary heroes, or face a strange new menace, a diffe rent dimension is the perfect place to go. Dimension Tra v e l

Dimension Travel is the process of leaving the space of our universe and entering that of another one, accomplished by physical, psychic, psionic, or magical means. The magical means of dimension travel are unknown to all but a few. While magic is not the only way to enter another dimension, it is the most com- monly used method. There are three types of magical dimension travel: direct dimen- sional apertu res, traveling across dimen- sions, and astral travel.

Dimensional Apert u re s . These open from one dimension directly into another, such as from the Earth dimension into the Sixth Dimension (this apertu re is supplied by the Screaming Idol, see Magical Items section). The Dimensional Apertu re spell is capable of establishing such a direc t link between dimensions. FEAT Rolls. A magic wielder with a Dimensional Apert u re spell can easily open an apertu re between the caster’s

6 finds a familiar one. Ha z a rds of character automatically recovers when the Travel Distance and Movement Speed. Dimensional Tra v e l duration of effect expires . For game purposes the distance between S a n i t y-B e n d i n g . The character any two dimensions is measured in the Ha z a rds of Dimensional Cros s i n g . A becomes extremely disoriented. The char- dimensions themselves. The placement of character who travels quickly thro u g h acter must make a Reason FEAT roll each the dimensions is a random task filled by dimensions must be careful. In passing time he enters an unfamiliar dimension the Judge rolling two dice and adding th rough dimensions faster than 2 dimen- and once a day while he is in the dimen- them together to determine the number of sions per round the character can create a sion. A failed roll means that the charac- dimensions the player character has to “d readed, interdimensional Road of Rep- te r’s sanity is suffering. The character travel before arriving at the right one. This etition”, a mobius road or time loop where behaves as if successfully attacked by one means that the character must pass it is impossible to stop or turn back. Once of the spells listed below. The Judge con- th rough from 2 to 20 dimensions. The rate caught on this Road, the victim can even trols the effect of the spell on the character of Earth time spent in passing throu g h see himself, repeated on the opposite side as it reflects the dimension he has entered these dimensions depends on the charac- of the loop, traveling along. If the victim and the theme of the Judge’s scenario. If a te r’s normal movement speed. Consider a collides with himself, all is lost. spell rank is req u i red for the effect, the dimension as equal to three areas for A character who leaves the Road may Judge chooses the spell rank—Incred i b l e movement rate. Theref o re, if a character drift in Limbo forever as no spells or is suggested as the upper limit. has a normal movement rate of 3 area s powers work once the victim loses contact per round, he can move through 1 dimen- with the Road. Di c eE ffect Similar to the Character sion per round. This rep resents a grea t l y The Road can be shattered by a mighty Ro l lS u ffering from this Power accelerated speed used only for dimen- magical attack, as Doctor Strange did with 01-1 0C h a rm sional travel. A character must fully con- his amulet but this can catapult the char- 11-2 0C o n f u s i o n centrate on his movement to pass throu g h acter into ~The “realm of non-ex i s t e n c e ” , 21-3 0 Emotion Control (over hero) dimensions at this rate. He is allowed no a sort of negative dimension that rips the 31-4 0F e a r use of universal or dimensional powers character into two individuals, a “posi- 41-5 0F o rg e t f u l n e s s while he is moving through dimensions. tive” and a “negative” self. A character 51-6 0I l l u s i o n If a character encounters another char- will drift in this “realm” until the two selves 61-7 0M e s m e r i s m acter or crea t u re within another dimension find each other and reunite to become 71-8 0P a r a l y z e the movement rate for both parties e rt s wh o l e . 81-9 0 Power Block (hero is blocked) to normal within the dimension. 91-00 Tra n c e The Effect of Dimension Travel on the Astral/Dimensional Tr a v e l . The astral Human Mind. The human mind is a frail Sanity-Threatening. This is identical to plane, which is a separate dimension, thing when confronted by a reality that Sa n i t y-Bending, except the Reason FEAT seems to run through most dimensions. contradicts the senses and what we check is made with a penalty of -2 CS A character who does not have the believe to be constant physical laws. and, at least in the first excursion throu g h Dimensional Apertu re spell (but who does Some dimensions are so bizarre in their a new dimension, the checks are twice as have the Astral Projection spell) can enter existence that they can seriously chal- fre q u e n t . the dimensions listed in this book by pro- lenge a character’s sanity. This challenge jecting his astral form and simply following presents itself in one of two forms: sanity- So rc e rers Suprem e the astral plane into those dimensions, if b e n d i n g and sanity-t h reatening. The he goes through a nexus point. While the character can resist the danger by making “All the dimensions—each nebulous limit on the amount of time a character’s successful Reason FEAT rol l s . Netherworld which exists either in time or astral form can be “out-o f-t h e-b o d y ” When a character is perf o rming a in space—either as matter, or as a fathom- be f o re damage occurs remains the same, dimension crossing the Judge will have to le s s void—such were given over into the it must be rem e m b e red that time passes at randomly roll each non-specific dimension et e rnal deathless keeping of the Living Tri- d i ff e rent rates in diff e rent dimensions the character crosses. A 1-10 indicates b u n a l . Yet in each self-c o n t a i n e d (J u d g e ’s Discret i o n ) . that the dimension is Sanity-Th re a t e n i n g , c o smos—by celestial design-there was The Judge may assign certain nexus while a 11-30 indicates the dimension is on e being who was the supreme master of points to the city, state, or country that a Sa n i t y-Bending, 31-00 indicates that the sorcery—and only one!” he ro occupies. Nexus points are always sanity of the character is not challenged. di fficult to reach and are sometimes down- Both Sanity-Bending and Sanity- Many powerful beings control the affa i r s right dangerous. Usually myths and leg- Th reatening checks are not necessary and balance of the Marvel Universe, but of ends grow around the nexus points, such after the character has either spent an these only the re gu l a r l y as the Bermuda Triangle, sites, extended period of time in the dimension decides if an entire dimension should be hallowed burial grounds, and the like. (two days at least) or has visited the de s t royed so as to not unbalance the oth- These nexus points will offer immediate dimension at least four times prev i o u s l y. ers. A big part of this decision making access to other dimensions through the Once a character fails his Reason FEAT p rocess depends on the Sorc e re r use of Astral Proj e c t i o n . and his sanity is affected, no further Rea- Su p reme of that dimension. When the son FEAT checks are necessary for the Ea rth dimension started to radically tip in affected character in that dimension. The favor of evil, as the result of a powerful out-

7 side influence, Doctor Strange had to dimension. An alternate Earth may either dimension other than Earth ’s. (2.) Of or prove he could bring it back into balance. be a divergent Earth or a parallel Earth . having to do with a dimension other than Wh e reas the probability of a hero ever The historical diffe rences are more marked that of the Earth . handling this task alone is infinitesimally on a divergent Earth . small, he may be called on to assist the In t e rdimensional. Of or concerning the So rc e rer Supreme. A Judge could build Al t e rnate Future. One of the possible space between two universes, each of quite a series of adventures, with this one fu t u re time-lines, a result of the pres e n t which exists in its own dimension. underlying theme connecting them all. reality through a specific sequence of As mentioned before, and confirmed by events. One cannot tell which alterna t e Li m b o . A generic term used to describe the above statement, there is only one fu t u re will become one’s present rea l i t y any of a number of dimensions character- So rc e rer Supreme in every dimension. until the point of divergence has been ized by a static or unchanging quality. One of the major responsibilities of the passed. At that point, one’s re a l i t y Properly this term is used to describe True So rc e rer Supreme is to defend his dimen- di v e rges into more than one, and versions Limbo and its associated pocket dimen- sion from mystical invasion or hostile of one’s self will exist in each res u l t i n g si o n s . exploitation. In dimensions other than al t e rnate future. Hence, one’s diverge n t Ea rt h ’s, the task of the Sorce rer Suprem e self will experience one of the alterna t e Mi c roverse. A parallel universe that can is made easier by the fact that the Sor- f u t u res as his present re a l i t y, while be reached from the Earth dimension by ce rer Supreme is often also the ruler of the another of his divergent selves will experi- co m p ressing one’s own mass to a certa i n realm and thus does not rely only on his ence a diffe rent alternate future as his. point, thereby forcing it through an arti f i- own power, as Doctor Strange does. cially created nexus into the other uni- While Sorce rer Supremes usually battle Alien Wor l d . A planet in another dimen- verse. Microverses were once each other, they may wish to “probe” or sion that usually contains life, but has e rroneously believed to exist within “weaken” their future opponent throu g h i m p o rtant diff e rences from Eart h , at o m s . raids by minions of lesser power. Some- although they may resemble Earth. Intelli- times it is up to the student(s) of the Sor- gent life-f o rms, though they may be Mi c ro-w o r l d . A world existing within a ce rer Supreme to handle these lesser humanoid, are not human. Such a world parallel universe known as the op p o n e n t s . may occupy a position equivalent to mi c roverse. Micro-worlds were once erro- Ea rt h ’s in another dimension. An alien neously believed to exist on subatomic So rc e rers Supreme and Rulership. In world in which magic operates strongly is pa rt i c l e s . many dimensions of the Marvel Universe, often called a Mystic Realm. the ruler or monarch of the dimension is Mu l t i v e r s e . A group of universes which also the Sorce rer Supreme. These rul e r s Astral Dimension. A dimension that does are in some way rel a t e d . often draw considerable power from their not contain physical matter, but does con- subjects in addition to possessing vast tain ectoplasm, Access to an astral dimen- Ne x u s . A point in a dimension throu g h power of their own. Dormammu, , sion usually req u i res the use of magic or which access to other dimensions or time and Clea are the best- known examples of psionic powers. periods is more easily achieved than at such rulers, but others are listed in this other points. book and in Book 3. Many of these are evil D i v e rgent Eart h . A world re s e m b l i n g rulers who seek to conquer Earth. For rea- E a rth in every way up until a single Parallel Earth. A counterpart to Earth sons that are not always clear, evil rul e r s moment in time where events occurred a (usually in another dimension) that such as Dormammu prefer to work di ff e rent way than on Earth. There is an matches Earth and its history very closely. th rough lackeys like Baron Mordo or evil infinite number of possible diverg e n t Any world that seems to be a parallel Earth cults rather than act direc t l y. In game Ea rths, but no one knows how many actu- may actually be an alternate Earth with dif- te rms, when dimensional rulers leave their al divergent Earths really exist. Diver- fe rences that are very subtle and hard to own realms to intervene in other dimen- gent Ea rths exist in the equivalent space sp o t . sions, the Judge should apply a –1 CS to to our Earth ’s in other dimensions. A diver- all their spell ranks. What this rep re s e n t s gent Earth is an alternate Earth but not a Parallel World. A world which exists in a is not necessarily a reduction in the rul e r’s parallel Earth . dimension in a space equivalent to that actual power, but rather it is the combined occupied by a world in another dimension, effect of all reasons that cause these Ec t o p l a s m . An quasi-material substance and whose reality never diverged from that beings to normally work through lackeys. from which astral bodies and other astral of this other dimension. phenomena are formed. All of the matter Gl o s s a ry of of the astral plane is composed of ecto- Po c k e t-d i m e n s i o n . Also called a pocket- Dimensional Term s plasm. Ectoplasm is usually invisible to universe. A universe whose size is far people without certain magical or psionic mo re limited than that of the Earth dimen- Al t e rnate Earth . A planet similar to Earth powers. Normal matter can usually pass si o n . in physical characteristics, natural phe- th rough ectoplasm as if the ectoplasm did nomena, living species, and most other not exist, Ectoplasmic objects may seem respects. The main diffe rences are in his- solid in relation to each other. to ry. Alternate Earths exist in another Ex t r a d i m e n s i o n a l . (1.) A being from a

8 The last of the Norse mythology “Nine Dimension Travel above for astral proj e c- SP E C I F I C Worlds” is Muspelheim, land of the fiery tion through dimensions. DI M E N S I O N S demons. All of these latter dimensions have interdimensional portals to Asgard, Ava l o n As g a rd but are arranged in such a fashion that it seems as though they are “under- Ruled By: Presumed Uninhabited g round”, or below Asgard. Ruled By: the Brave, King of The Isle Mystic exists in extra-di m e n s i o n a l As g a rd Th e re is a special passageway from As g a rd to Olympus, home of the Gree k space between Earth and the Dark Realm This is the home of the Norse Gods of the Gods. Since Olympus is not part of the of the Forn o r. When humans, led by Ma rvel Universe. Asgard is a small extra- As g a rdian cosmology, this nexus-po rt is Am e rgin, came to in the 12th Cen- dimensional planetary body whose nature most likely artificial rather than natural. tu ry, they unwitting opened a passageway and physics are diffe rent from those of Beings of the Earth dimension have, in from the realm of the Fornor to Earth. The p l a n e t a ry bodies found in the Earth l y ce rtain instances, been able to travel from Fo rnor attacked Avalon and devastated it. dimension. The prevalence of magic enti- E a rth to Asgardian space. Asgardi a n s Am e rgin contacted his descendant, Doc- ties it to be described as a mystic rea l m . themselves, particularly Thor and , tor Druid, and Druid dispatched the As g a rd is a relatively flat asteroi d-l i k e have taken an active part in Earth ’s affa i r s . Avengers to aid Amergin. Joining force s la n dmass floating in space. It has been Many magically enchanted characters or with the Black Knight, whose 20th Century described as floating on a “Sea of Space.” items are a direct result of Asgardi a n spirit occupied the body of a 12th Century This sea apparently has a surface, one magic. While they do not reply as rea d i l y a n c e s t o r, the Avengers defeated the that is navigable by Asgardian ships as many other entities, it is conceivable Fomor invasion. The Black Knight’s resembling Viking longships. that Asgardian gods could be entrea t e d ancestor was destroyed, but Amergi n ’s As g a rdian cosmology recognizes “Nine for Dimensional energy with which to work Druid magic res t o red the Black Knight’s Worlds.” These are probably the only sp e l l s . spirit with its proper body. worlds known to the Asgardians at the time they were worshipped by the Vik i n g s Dark Dimension of the Marvel Universe. Four “worlds” exist on Asgard itself: (Also called the Nether Dimension, the As g a rd, home of the gods (which includes Dimension of Doom, and the Dre a d Valhalla, a special region of Asgard con- Di m e n s i o n . ) taining the spirits of the honored dead); Ruled By: Clea, Regent and Sorce re s s Vanaheim, home of the Asgardians’ sister Su p reme. Her head is surrounded by the race, the Vanir; Nidavellir, the home of the flames of re g e n c y, a non-d a m a g i n g Dw a rfs; and Alfheim, home of the Light emblem of rul e r s h i p . El v e s . In addition, Asgard is connected to dif- Th e re are many dimensions ref e rred to as fe rent dimensions that contain the rem a i n- dark dimensions, implying that they are der of the Nine Wo r l d ’s. Its main mysterious, but this is the Dark Dimen- connection was to Earth (which the Asgar- sion. The Dark Dimension has quite a dians call Midgard). This was reached by unique political stru c t u re. The original Bi f rost, the Rainbow Bridge, which is now Astral Plane dimension itself is a pocket universe; it is sh a t t e red in the middle. Passage to Earth also the head of an empire which extends is now diffi c u l t . Ruled By: No one over other dimensions now part of the Jotunheim, the world of the Giants, is a Dark Dimension. It is sometimes ref e rre d In the Marvel Universe, the astral plane is flat ring-shaped realm with high moun- to as “dimensions without number”. This an alternate universe in a space equiva- tains along its inner edge. It exists in its is because the Dark Dimension is one of lent to our own where all matter is com- own pocket-di m e n s i o n . the most powerful magical planes in exist- posed of ectoplasm. On the astral plane, Sv a rtalfheim, home of the Dark Elves, is ence and conquering other dimensions the life energies and consciousnesses of another asteroi d-like land mass that may from here through magic is usually easy. other beings are visible only to those who or may not exist in its own pocket-dimen- The Dark Dimension itself has an can reach the astral plane by psychic, psi- ex t remely large population that lives on sion. There are numerous nexusport s onic, or magical means. The astral plane sc a t t e red “islands” of terrain. This tends between the mountains of Jotunheim, is also sometimes called the astral dimen- to su p p o rt the theory that large numbers of Sv a rtalfheim, and Asgard allowing easy sion, astral realm, or the spirit world. Many the population have some magical capa- passage between rea l m s . times what people believe to be a ghost is bilities, or even that magic is a natural, Hel is the realm of the those who died actually the astral body of a being who has physical law there. This prevalence of non-heroic deaths and Niffleheim its sis- di e d . magic and strange gravitational effe c t s ter region, is the land of ice and home of For more on astral projection and com- (each patch of substance seems to gener- the dishonored dead. Hel and Niffl e h e i m bat on the astral plane see the Manual of ate Earth-like gravity despite its small both seem to have their own dimensional Magic under the Astral Projection power mass) make for a sanity-bending experi- status, but are considered to be in the and in the MAGIC USE AND COMBAT ence for humans. same “world” by the Asgardi a n s . section on Astral Combat. Also see The extent of this magical power can be

9 seen in the numerous Dimensional Entrea t y Um a r’s Royal Guard Dimension of Dreams are not always spells that call on entities within the rea l m FAS E R I P noted by Nightmare or, if he did note them, (for example, the Dread Dormammu, and GdG dTyG dTyTyG d he did not interfe re. There could be many even the Dark Dimension itself). reasons for this. He has been forced to act The exact location of the Dark Dimen- Health = 36 Ka rma = 22 on behalf of other dimensional entities sion is a bit of a puzzle. There has been be f o re, possibly certain adventures or passage between the Dark Dimension and Wea p o n activities have been blocked from his sight the Earth Dimension many times, and yet Power Wand: Eldritch Beam/Bolt by a more powerful entity. He sometimes it has often been implied that the dimen- (R e m a r k a b l e ) becomes so busy that he cannot affo rd to sion is one of the farthest from Earth. This tu rn his attention to matters of lesser has not been explained, but in game terms Cl e a ’s Rebels (Magic Wie l d e r s — N o v i c e ) im p o rtance, such as minor intrusions in his it may be the incredible, inherent magical te rr i t o ry. power of this pocket-dimension that FAS E R I P The dimension itself is a bizarre collec- makes dimensional apertu res so easy to GdE xTyG dTyG dE x tion of images and substances, Doctor create, and nexus so easy to locate. We do Health = 46 Ka rma = 36 Strange describes it as “Ever new, ever know that physical force is much less changing, ever menacing! A kaleido- deadly in the Dark Dimension than in Personal Spells: scope cosmos filled with shifting shapes Earth’s dimension (-1 CS for all aspects Flight (Remarkable) and colors”. Bright light, especially the of physical combat and damage). More is Shield—Individual (Excellent) light of truth or orde r, as in the wondrou s known of the Dark Dimension than any Eye of Agamotto, can disrupt and destroy other dimension outside of Earth ’s . Universal Spell: obstacles, struc t u res, spells, and so on The first known ruler of the Dark Dimen- Eldritch Beam/Bolt (Excellent) within the dimension. It is a lightly popu- sion was Oinar, King of Wiz a rds, who lated dimension, with its main inhabitants added the many worlds to his own rea l m . Dimension of Demons being demons called forth by Nightmare to He died when he stretched his dimension- do his bidding. conquering expansionism too far and Ruled By: Unrev e a l e d Some locations in the dimension are allowed the Mindless Ones to invade (see All that is known of this dimension is that fixed in their form, though still sanity- Book 3). section). Two members of the the Dread Dormammu sent Baron Mordo th reatening in their own manner. Doctor Faltinian race who had been exiled, Dor- th e re as a punishment for interfering with Strange once visited a location, distinctly mammu and Umar, defeated the Mindless a mystical duel between Dormammu and calling it the Dimension of Dreams, where Ones and seized the thron e . Doctor Strange. The Baron later escaped, nothing had substance, nothing was D o rmammu soon exiled his sister, a p p a rently unharmed, so despite its material. It was a dimension where the se c u red his reg e n c y, added more to his name, the dimension cannot really be that slightest or dread could instantly realm, and tried to add the Earth ’s dimen- da n g e rous to a master of mysticism. become real and console or attack the sion to his holdings, but was always in t ru d e r. No scientific laws existed. Cer- th w a rted by either the Ancient One or by Dimension of Drea m s tain magics were extremely powerf u l , Doctor Strange. When Dormammu was especially those usually hampered by defeated by Eterni t y, whom he foolishly Ruled by: Nightmare (equivalent of a Sor- physical laws such as Levitation, Flight, attacked, Umar ret u rned and took over the ce rer Suprem e ) Illusions, etc. This dimension was quite t h rone. Dormammu re t u rned and di ff e rent from the Dream Dimension usu- regained the throne. Umar seized power This dimension derives its substance from ally seen in Doctor Strange’s adventures again after his most recent defeat by Doc- the dreams of other-dimensional sleepers. with Nightmare. It may be that to control tor Strange. She was eventually opposed If beings everyw h e re would stop drea m- so vast a realm, Nightmare must fix some by a rev o l u t i o n a ry group, headed by her ing, the Dimension of Dreams would areas in a set pattern and leave them so daughter Clea, who overcame her mother cease to exist. Dwelling in the Nightmare that his energy is not constantly being and now sits on the thron e . World, an area within the Dimension of dr a i n e d . The regency of the Dark Dimension is Dreams, Nightmare can see all within his Another dimension visited by Doctor an in t e resting one because the ruler has dimension and in the dreams of all other Strange in his earlier years was called the his or her power increased by those they beings, though he must select where he is Realm of Madness, which was completely rule and by those in other dimensions that looking. In his own surreal domain, its di ff e rent from either of these descriptions en t reat the reg e n t ’s power (see the later landscape littered with remnants of the of the Dimension of Dreams. Yet, in that description of Dormammu in Book 3 for human imagination, Nightmare is nearly dimension, one’s worst fears took form. mo re informa t i o n ) . invincible. The very substance of the Again, this may have been a fixed sector Statistics on inhabitants of the Dark Dream Dimension is subject to his mental within the Dimension of Drea m s . Dimension are provided . co n t rol, altering its form at will. Needless While the Dimension of Dreams seems to say, this is a sanity-th reatening dimen- vast, it has been called a pocket- Dark Dimension Civilian sion. Few mortals beside Doctor Strange dimension and the sense of vastness have dared to confront Nightmare in his could simply be yet another of Night- FAS E R I P own rea l m . Ty GdTyTyTyGd Gd ma re ’s ex t remely powerful illusions. Vol- Yet, despite all this, some chron i c l e d un t a ry entrance into the Dimension of Health = 28 Ka rma = 26 ad v e n t u res show that intrusions into the Dreams can be gained through many

10 means, including sleep caused by the lkonn power for Faltine and Val t o rr for T h e re is some connection between Mists of Morpheus. Involuntary entrance Vis h a n t i ) . Dw e l l e r’s Dimension and the Nightmare into the Dimension of Dreams happens Dimension, possibly just the fact that ev e ry time a character falls asleep. While Dimension of Tim e Ni g h t m a re cannot exist without night- asleep, Nightmare can keep a character’s ma re ’s caused by fear, but they do not dream form (astral projection) locked up or Ruled By: No one occupy the same space and Nightmare alter it as he wishes, while the body enters This strange dimension is unpopulated, himself does not like the Great Fear (as a coma-like state. but is full of huge clock faces, hour the Dweller is sometimes called). g l a s ses, and swinging pendulums all The dimension itself is very dark and Dimension of the marking the passage of time. It should not fo reboding, with some pieces of floating Sh a d o w q u e e n be confused with True Limbo, as they are ma t t e r. It is considered sanity-th re a t e n i n g . separate realities and one cannot go back The Dweller, and, pres u m a b l y, his dimen- Ruled By: Currently Unrevealed. It was into the past in the Dimension of Tim e . sion, are insidious in their effect on mor- ruled by Shialmar, the Shadowcueen, a Many dangers await those who would tals. Instead of one, all-out attack, or even So rc e ress Supreme. Now it is believed to enter the dimension. It has an automatic lightning raids on a character or his be ruled by one of the rebels who over- defense mechanism called the Tendrils of s e n ses, they slowly destroy the charac- th rew her, Silver Fox, the last of the Wiz a rd Time, thick, red coils that spring forth from te r’s confidence by gnawing away with Kings whom she ousted. the dimension itself and try to trap doubts and fears. For a magic wielder this i n t ru ders for eterni t y. If more than one can be dangerous, as a loss of confidence This pocket-dimension is very Earth-l i k e can cause a loss of power. and may even be an alternate Earth. It is a character intrudes, it will always go for the weakest, free character first. A character bit more stark and elemental than most of Ea rth Dimension Ea rth and its population appears to be pre- can try to dodge the tendrils and can pos- do m i n a n t l y Oriental. It can be reached by sibly break them with a power rank FEAT roll, it using a power that inflicts at least (Also called the Mortal Plane and, for our passing through a mystical Black Mirror. purposes, the Marvel Universe.) The oldest city is Majaedong, the thron e In c redible damage. city of Shialmar which, during her rei g n , The dimension is very susceptible to the Ruled by: No one. Doctor Strange is the was a city of darkness where nothing was workings of magic and time can be altered So rc e rer Suprem e . sa c red and no profane act forbidden. by a character within the dimension. Tim e can be temporarily made to go faster or This is the prime dimension of the Marve l Dominating the city is the Palace of the Universe, the location of the vast majority Shadowcueen with its black crys t a l l i n e slower (but not stop) in all other dimen- sions, while not effecting the time flow of adventures in the Marvel Universe and towers rising hundreds of feet into the air. in the MARVEL SUPER HEROES Role It is said that the walls are cemented within the Dimension of Time itself. Ne k ron once discovered the dimension Playing Game. There appear to be more together with the blood and astral forms of nexus points in Earth ’s dimension than in the people who were forced to labor a cen- and tricked Doctor Strange into following him there, in hopes of defeating the good any other, and more dimensions and tu ry in its construction. The Shadow- po c k e t-dimensions seem to intersect with q u e e n ’s royal guard were called the Do c t o r. He needed to trade another sor- ce re r’s astral form for his own, which was the Earth dimension than any other. Shadow Guard (use the Merce n a ry abili- Another peculiar facet of the dimension ties from the MARVEL SUPER HEROES sh o rtly due to be given to Satannish in payment for past services. But Doctor is the desire by so many diffe rent entities Campaign Book. and factions to conquer and control it. It is This extradimensional world has seen Strange tricked him by speeding up the passage of time outside of the dimension, quite possible that it is the nexus for all many revolutions and usurpations, the last other dimensions, a type of hub in the one occuring not too long ago when the and Satannish arrived earlier than expected (though right on time in Earth ’s wheel of the universes. Another possibility Shadowqueen was overth rown with the is that it is the largest of all dimensions, help of Doctor Strange and . The dimension) and collected before he could defeat Doctor Strange. and yet contains fewer magical characters Shadowqueen had been pledged to the in prop o rtion to its size. fu rthering of the interests of the N’Garai a The magic inherent in the Earth dimen- race of demons who are utterably and irre- Dw e l l e r’s Dimension sion seems to be of a diffe rent type than deemably evil. When Doctor Strange (Also called the Dimension of Fear) most other magical dimensions (the drove the evil out of her (she had been cor- schools of “nature” magic and “white” rupted by force) she died leaving, it is Ruled By: The Dweller in the Dark magic being very strong). Furth e rm o re , supposed, one of the leading rebels, Sil- Little is known of this interdi m e n s i o n a l evil ex t r a-dimensional beings, like Night- ver Fox, to take her place. But the N’Garai space. It is ruled by the Dweller in the Dark ma re, Dormammu, Umar, and Tib o ro have had an interest in the realm before the operating out of his Hall of Fear, an ancient failed many times to conquer this dimen- Shadowqueen came into being and may citadel. He travels through his domain by si o n . be corrupting the dimension even now. flying or using great gray monoliths as Astral projection within this dimension Um a r’s statistics in Book 3 can be used fixed Dimensional Apert u res. Shade- also seems easier than it does in others. for the Shadowqueen (but no Wraiths to Thralls attend his desires. From this Many forms of non-magical astral proj e c- se rve the Shadowcueen), while Clea’s dimension the Dweller can influence tion exist, particularly psionic and psychic So rc e ress Supreme statistics can be used events in the Earth dimension and he abilities, but the projection is almost for Silver Fox (substitute the dimensional de s i res to invade it someday. always confined within the Earth dimen-

11 sion. This may be because the astral Other known Heliopolitans include: magical time travel differs in some signifi- plane runs through the entire dimension, Ho rus, the -god, Isis, goddess of fer- cant respect; however, the full mysteries of instead of only intersecting it in places. ti l i t y, Geb-god of the earth, and Nut, god- time travel have yet to be rev e l e d . The Earth dimension of the Marvel Uni- dess of the heavens. The Heliopolitans verse was created by the Big Bang, that is, today have little traffic with humanity, but Lonely Dimension of Taz z a the explosion of primal mass at the center any Dimensional Entreaty spell to the of the universe flung particles throu g h o u t ancient gods of Egypt, if answered, will be Ruled by: Tazza, the Sorce rer Suprem e the dimension which eventually forme d an s w e red by the Heliopolitans. the planets, stars, and everything else. This pocket dimension has only one cur- It is known that before the age of man, Hy p e r s p a c e rent inhabitant, its evil rul e r, Tazza. Little is Sh u m a-Gorath, “Him Who Sleeps But known of this dimension, save for a few Who Will Awaken”, ruled all. Outwitted by Ruled By: No one. Currently believed to be facts: Tazza uses the Shape Shifting— an opponent, Shuma-Gorath left to sleep un i n h a b i t e d . Unlimited spell at a Monstrous rank; Taz z a the sleep of eons. Occasionally, every mil- just wants to be left alone; he and Dor- lennium, he can try to ret u rn to reclaim his A dimension accessible from Earth whose mammu have been on friendly terms in dimension, but has been recently pre- physical laws differ from Earlh’s in the fol- the past, in fact, this pocket-di m e n s i o n vented from doing this by Doctor Strange. lowing ways. First, it is possible to surpass could be within the Dark Dimension’s the speed of light within hyperspace. Sec- em p i re; the dimension is located “on the Forbidden Dimensions ond, hyperspace is “warped” in compari- outer edge of ”, implying that it is son to Eart h ’s dimension so that the f a rther away than possibly any other d i stance between two points in hyper- dimension, except Raggadorr; and Taz z a Ruled By: The ruler of the Dark Dimen- space might be immensely shorter than si o n s at one time kept a Hall of Heroes, where the distance between the equivalent he displayed all of the paralyzed inter- Once, when Doctor Strange was taking points in Earth ’s dimension. Interstellar lopers he had captured and inanimated. Clea to the Earth Dimension from the Dark travel is impractical for any sentient race Doctor Strange defeated him in his own Dimension, he was forced to cross the that has not discovered the means of trav- dimension, made him release the para- “Forbidden Dimensions”. These are elling through hyperspace in order to lyzed heroes and give his word to never s a n ity-bending dimensions where the pos- reach a destination in their own dimension. resume that practice. si b i l i t y of ending on the Road of Repetition Hyperspace is also known as sub- is greatest (see the Dimension Travel sec- space (which is sometimes confused with tion), theref o re prudent travelers journe y the ) and warp-space. It is Negative Zone mo re slowly through it. The Forbidden accessible through naturally occuring or Dimensions are part of the Realm of the artificially created nexuses in space called Ruled By: Currently believed to be Blas- Dark Dimension, but it is not known why space warps. ta a r, Monarch of Baluur. No known Sor- they are called forbidden. The ruler of the Because it is so easily reached throu g h ce rer Suprem e . Dark Dimension can still control the matter artificial means, it is one of the most An anti-matter universe discovered by in the Forbidden Dimensions. The Forbid- passed through dimensions while being Reed Richards which is “as vast and de n Dimensions are most likely small or one of the least visited by magical charac- immeasurable as our own-with planets, po c k e t-dimensions that are uninhabitable te r s . suns, life-fo rms and civilizations to beggar and serve as buffer zones of prot e c t i o n the imagination” (Mr. Fantastic’s own around the Realm of the Dark Dimension. Li m b o wo rds.) The only major known opening from the Earth dimension into the Nega- He l i o p o l i s Ruled By: Immortu s tive Zone was through a dimensional por- This dimension is unique in that it exists tal shaft originating on the thirty-f o u rt h Ruled By: Osiris, the Sky-Fa t h e r outside the time-st ream and thus pos- floor of the , home of the Helipolis, which means “City of the Sun”, sesses no time. Reality in Limbo is com- Fantastic Four. The portal was ripped is a realm analogous to Asgard and Oly- prised of a single, ever-changing moment open in space when the Baxter Building mpus, located in another dimension adja- in which everything that ever was, is, and was destroyed in space. The portal is cur- cent to Earth. This is the home of a race of could be co-exist. Human beings within rently believed to be permanently sealed po w e rful human-like entities who possess Limbo might imagine that time passes as a result of personal combat between go d-like powers and were worshipped by th e re, since they are conditioned to think Reed Richards and Annihilus. the ancient Egyptians of the Marvel Uni- in such a way, but they cannot age or die verse from five to three thousand years th e re. In order to time travel without aging, Ol y m p u s ago. Their precise origin, like that of all it is necessary to pass through Limbo. races of gods of the Marvel Universe, are Time travel can be accomplished by Ruled By: , King of the Gods lost in legend. At the time of the close of either technological (as with Reed Olympus is another dimension that is the Twe n t y-First Dynasty of Egypt (about Ri c h a rds, Doctor Doom, Immortus, and ad j acent to Earth. It is where the Olympian 945 B.C.), the Heliopolitans were impris- ) or magical means gods of the Marvel Universe dwell. A por- oned by their trea c h e rous kinsmen Seth, (used by Clea, Doctor Strange. and Dor- tal exists between Olympus and the Earth god of evil, a fate that they escaped in very mammu). Since magic uses energies not dimension, where it is located somewhere recent times. available to science. it is possible that

12 on Mount Olympus in Greece. Another Ruled By: Currently Uninhabited; forme r l y seven “false” deaths. po rtal links Olympus to Asgard. Lectra, Empress of Phaseworld and Sor- The dimension itself is evenly divided The Gods of Olympus are a race of pow- ce ress Suprem e . into four smaller sectors, two opposing black and two opposing white dimensions erf u lh u m a n-like entities who possess This dimension is rarely found in the (c h e c k e red). The first sector is Menace, go d-like powers. They were worshipped re c o rdings of interdimensional adven- wh e re the threat to the character’s sanity by the ancient Greeks and Romans of the tu res. Lectra ruled from her home of Allen- first begins. The second sector is Calm- Ma rvel Universe from about 2000 B.C. to dra, a huge, glittering, golden city-is l a n d ness and Tra n q u i l i t y, a lonely stretch of A.D. 500 (the gods are known by both their that sinks beneath the sea of Phaseworld land with a lovelycastle. Thethird sector is Greek and Roman names). Their prec i s e when she is not in attendance. a smoky (flaming Typical damage origin, like that of all races of gods of the Phaseworld was an extremely magical per every other round to any character not Ma rvel Universe, is lost in legend. extradimensional world, where the Sor- protected against magic, heat, or flame). Th e re are numerous Olympian gods, but ce ress Supreme could command the very The fourth sector is Home, where the twelve of them comprise the Olympian elements of the planet itself. Its beauty inhabitants of the dimension dwell in pas- Pantheon, the ruling court of the Gods. was breathtaking and awe-inspiring, its toral peace. One must go through the first The best known of this Pantheon are people, delicate and almost angelic. Any- th ree sectors to reach the fourth . , lard of the dead, Neptune, lord of one travelling to Phaseworld will find they Quadriverse was ruled by the Crea t o r s , the seas, , god of war, Apollo, god of have a +1 CS in all magical actions and a league of sorce rers from various time light, , goddess of love, and Her- combat (even magical items and magi- periods, who sent the sorce rer Xandu to mes, god of swiftness. The most famous cally enhanced characters are better neutralize Doctor Strange, so that they Olympian, and member of the Ave n g e r s , th e re ) . might expand the Quadriverse into the is He rcules, Prince of Power. Le c t r a ’s gree n-h a i red sister, Phaydra, Ea rth dimension. Led by Stygyro and While the Olympians today have little to was the rightful ruler but Lectra ensor- backed by the power of the In-Be t w e e n e r, do with the inhabitants of Earth, it is possi- celled her and seized the throne. Lectra, they were powerful enough to plant sug- ble that Dimensional Entreaty spells based in her quest for power, tried to convince gestions and illusions in the mind of the on them would be answered . Doctor Strange to marry her and co-rul e Ancient One, though he was one with the her dimension, but she accidentally universe. The Ancient One temporarily Orb Dimension de s t royed Phaseworld when she shat- stripped Doctor Strange of his title of Sor- te red the Soul-Mi rror which bound the sis- ce rer Supreme and the Creators tempo- Ruled By: No One ters to the land. If one travels to this rarily took over the Earth dimension by dimension now, he will only find lifeless The Orb Dimension is found within Doctor tr a n s f o rming themselves into stars, forc- rubble floating in space. St r a n g e ’s Orb of Agamotto. It is a dimen- ing the real stars into human form. Eventu- sion of unreality where Doctor Strange’s al l y, all was set right again by Doctor memories of the past make a kind of Won- Qu a d r i v e r s e Strange and Apalla, one of the star/ derland realm, (as in “Alice In Won d e r- humans. Now that Doctor Strange has set land”) but it is populated by characters Ruled By: Currently Unrev e a l e d things in the Earth dimension aright, they and crea t u res whom he knows or has The Quadriverse is a four-s e c t i o n e d may possibly have ret u rned to rule Qua- fe a red (super-po w e red heroes, villains, dimension, possibly a , where driverse again. friends, physical manifestations of famine, life and science have no relationship to disease, etc.) any other part of the known universe. To Ra g g a d o rr Magic operates as normal and some enter the Quadriverse, one must spells, such as Illusions and Confusion, encounter its female and enter (Also known as the Nameless Dimension) are especially potent. Entrance into the her mind, which is not as difficult as it world is through the Orb itself, or throu g h sounds, merely desire to do so and it hap- Ruled By: Unrevealed, possibly no one. the Eye of Agamotto within Doctor pens. The Quadriverse seems to violently Very little is known about the dimension of S t r a n g e ’s amulet. One must venture affect character’s drives, making them Ra g g a d o rr, and that which is known is par- th rough the unreal lands to the center of savage and careless, They seem to rev e l tially assumed from snatches of incanta- the Orb before finding the exit out of the in their own power, using the most ti o n s . Orb Dimension. It is not easy to escape, ex t reme of their powers to kill rather than It has seven roving rings, which must Doctor Strange trapped Silver Dagger to defend (a Reason FEAT roll with a pen- contain powerful magic for they are often inside the Orb of Agamotto for a long time. alty of a –3 CS is allowed the hero each called upon in Dimensional Entre a t y Silver Dagger escaped, but was captured encounter to control his aggressive ten- spells and act to bind or are used as a bar- and re-imprisoned by Strange. dencies. Karma loss for killing is not ap p l i- ri e r. These rings may actually be rings It is possible that every mystical orb has here. ) around a planet, such as Saturn’s rings, or its own dimension inside. This is a sanity-th reatening dimension, may be the only matter in the dimension. far worse than Phaseworld or the Dark A magic wielder can exist there because Ph a s e w o r l d Dimension. A character can die a number Kaluu fled from Earth and was trapped of times here, then ret u rn to life again th e re for 500 years. Only a dimension- (This dimension is now believed to be about 10 rounds later (pain is felt, though, spanning catastrophe, caused by the strug- de s t royed, but can be reached by slipping and Karma loss from being defeated is as gl e between Dormammu and Eterni t y, into Earth ’s past and entering from there. ) no rmal). There is a final death after about released enough energy to break his

13 entrapment there. Upon his ret u rn we first Many lifeless dimensions must be tra- Ko b a r hear of and see the Demons of Denak, so versed first, before the colorless Realm of it is quite possible that they originated in the Beasts is entered . A very Earth-like extradimensional world, that dimension. He seemed extrem e l y This realm may have been perma n e n t l y though far more primitive scientifically. It is hateful of the dimension, implying it was de s t royed recently by who ruled by a mighty barbaric , not a location to which one would wish to traveled 10 the Realm of the Beasts to Chaynn. His top magician is named be banished. regain the lost personality of Wa l t e r Tymon. At one time they were tempted to It has been ref e rred to more than once Langkowski, once . invade the Earth dimension and began as a “dimension beyond the edge of the stealing military items from the Earth so universe”, and other phrases that lead us Sixth Dimension they could duplicate them. But Doctor to believe it is probably the dimension far- Strange showed them a vision of what a single nuclear explosion could do, and thest away from Earth ’s dimension, but, as Ruled by: Tboro, Undisputed ruler and they were so appalled that they not only in the case of the Dark Dimension, its pow- So rc e rer Suprem e . erf u l magical essence allows it to be dropped all plans to invade Earth, but detected and entered . Little is known about this lightly populated wanted nothing else to do with this world. It is also called the Nameless Dimen- dimension. It has substance which res e m- K’ u n-L u n sion, which does not sound too pleasant, bles some of the more desolate, rocky sec- and may also be the location called “the ti o n s of the Earth. Involuntary entrance can happen if a character is standing in This is a stronghold of a colony of alien Place which is Not a Place”. humanoids, origin unknown, whose Another incantation, the Rains of Rag- close approximation to the Screaming Idol when it activates itself (see the Magical spaceship crash-landed upon a small, ga d o rr, is an extremely powerful cleansing extradmensional world, approximately a rain, washing off even the most vile of Items section). Tib o ro, who used to sprea d Sc reaming Idols throughout the dimen- million years ago. The ship’s warp-dr i v e magical fungi. These rains may be power- engines somehow created a perma n e n t , ful enough in their own dimension to sup- sions to “rec ruit” slaves, is the absolute ruler of his dimension. oscillating rift between the pocket-dimen- p o rt life without any other need of sion world and Earth ’s dimension. This sustenance. They might also grant good caused the settlement to shift into Earth l y health and increased longevity to its MISCELLANEOUS WORLDS space periodically on a site in the rem o t e inhabitants. Kaluu had barely aged those AND DIMENSIONS Himalayan Mountain range in Tib e t . 500 years, though he implied that the pas- The K’un-Lunians cannibilized their of time was the same in the Name- Dimension of Deception and ship and built a city. No citizens alive today less Dimension as it was on the Earth Mi s c o n c e p t i o n know that the Central Hall of Ancestors Di m e n s i o n . This sanity-bending dimension is ruled by was once the spaceship that bore them to the In-Betweener and, by all accounts is their world. Now that the mystical emerald c rystal that regulated the dimensional Realm of the Beasts ot h e rwise uninhabited. There the original matrices has been broken by K’un-Lu n ’s Wheel of Change keeps spinning, keeping adopted champion , the duration Ruled By: Currently Unrevealed (was the balance of all the dimensions intact. Somon, most ancient and powerful of the of this period of interface with the Earth is un k n o w n . be a s t s ) Dimension of Satannish Ap o c ryphal stories about K’un-Lun told This is an extradimensional world, not by travelers gave rise to the Chinese leg- unlike Earth, but in a universe “outside of Satannish rules this dimension, calling it end of the same name. Master Khan is a ma n ’s experience”. A million years ago his “vaporous, -dripping void”. sinster god of K’un Lun who demands Great Beasts rose up. They pillaged and This realm is ref e rred to at least once as existing within us all as an unconscious bloody acts of devotion from his followers. co rrupted the world, then set forth in If this cult ever spread out of K’un-Lun, it se a rch of new lands to pollute. Three dimension, It is possible that this dimen- sion is a micro-verse, but it is far more could cause real problems for the mystical times they attacked the Earth, in the fo rces of Orde r. dimension closest to them, and three li k elythatthe ref e rence deals with the per- manent nature of evil and howdifficultis is times they were driven back by the North- Ma g i k ’s Limbo ern Gods of the Marvel Universe. The last to eradicate it. time the Beasts were sealed behind a bar- Ruled By: Magik rier designed to keep them forever in their K’ A i own realm, but because of the magic The dimension that the New Mutant Magik A micro-world formally ruled by Jarel l a req u i red to seal them up, the gods were rules is actually a pocket dimension of the gre e n-skinned female who became tke, also imprisoned. True Limbo dimension. Time does pass in lover of Bruce Banner/the Hulk. The Realm of the Beasts is entered from Ma g i l k ’s dimension, though at a variable pace compared to Earth time. The matter Ea rth with the use of the Great Key, a pow- Ka t h a rt a erful magic item, in a crater in the North of Magik’s Limbo can be shaped and tr a n s f o rmed by her thoughts and emo- called the Eye of the World. The barri e r An extradimensional barbarian land which sealing the Beasts is weakened for a tions. She is the Sorce ress Supreme of her spawned Korrek, companion of the sor- dimension, a position she took fro m moment and a master with the Dimen- cerers Dakihm the Enchanter and Jenni- sional Apertu re power may pass throu g h . , a sorce rer whose powers were fer Kale. enhanced by his demonic patrons. The

14 position may have something to do with This pocket-dimension is ruled by Agga- for a natural item (or stored magic item) her Soul-Sw o rd, but no details are known. mon, the Sorce rer Supreme of a race of and it will instantly come to him. The dimension is populated by minor gre e n-skinned humanoids who abduct The dimension is very dangerous to demons who serve their master. The prin- humans for slave labor. The abduction is enter or let loose. If a mystical pouch that cipal demon is known as S’ym (use the th rough a mystical purple gem, specifi- acts as a nexus to the Void is turned inside statistics of a Dykorr in Book 3 for S’ym cally placed in Earth ’s dimension for that out the Void begins to expand into the but delete the Flight power). purpose (similar to Tib o ro ’s Screa m i n g E a rt h ’s dimension. Anyone entering it Idol). It is called the Purple Dimension needs to make a Reason FEAT roll every N’Garai Dimension because “one must pass through the pur- th i rd round against a sanity-th re a t e n i n g ple veil to get to it”. This was the second experience. To close the dimension back The N’Garai is a race of demons that once dimension Doctor Strange ever visited up, two magic wielders of at least adept lived on Earth, left for another dimension and he forced Aggamon to free the slaves level are needed: one outside and one roughly a million years ago, and are now and stop his abductions, but things may inside. If a powerful mystical force, such intent on ret u rning to Earth. The gateway have changed since then. as a natural mage like Talisman, is intro- they use to reach Earth from their dimen- duced into the expanding Void, it will col- sion is called a Sa’arpool, a pool of liquid Realm Unrev e a l e d lapse back in on itself. While the adept f i re. Undoubtedly their dimension is outside the Void can slow down the rate of sa n i t y- th reatening and it is advised that This pocket-dimension is where Clea was collapse a little, he must act quickly to no character enters it, for he risks his very sent by the Spell of Vanishment. Only snatch out the adept inside or lose him in th rough an extremely powerful spell by a life in doing so. the void forev e r. ma s t e r, or through the Doorway of the Dimensions, can one leave the Realm Po h l d a h l k Wat o o m b Un revealed after entering it. All that is known of the dimension of All we know of Watoomb is that he is a very Pohidahk is that it is full of demons. The Shadow Dimension po w e rful being that may not be mortal. He plane is sometimes tapped into for Dimen- is entreated many times in diffe rent spells, “A land of despair, where law holds little sional Entreaty powers. he has ret i red from actively participating in sway and chaos rules over all.” The ruler of mystic affairs, and his Winds are often the realm is called either the Night Po l e m a c h u s called upon, possibly indicating that his Cr a w l e r, the Worm of Darkness, or the dimension is a very windy place or that Sl i t h e rer in the Shadow. He is a bipedal This extradimensional world is the home of movement within the dimension is by rid- alien with tentacle- like fingers and a trun- . He is the greatest of ing wind currents instead of walking. in this militaristic world. The rings which cated body. Through his many battles with su rround Polemachus and provide it with the Undying Ones he has learned many heat and light, have fluctuated many times mystic arts (treat him as Master level). in the recent past. Many schemes to One of the spells includes how to create a rec h a rge them have been hatched (includ- mystic wand that neutralizes magic by ing using the energy from an Earth dimen- using the energy that is inherent in the sion nuclear disaster), but a rec h a rg e r outer edges of this dimension. The dimen- built by Iron Man and charged by Thor, and sion may very well be a pocket-di m e n s i o n later Storm, did the trick. and acts as a buffer between many dimen- Ar k o n ’s natural tendency is to conquer si o n s . other worlds. He has attempted pitting t h ree extradimensional worlds against Th e re a each other and has fought with the X-Me n Extradimensional realm where benevolent and Fantastic Four against extradimen- gods dwell, who appear in the form of sionals, the Badoon, who attacked his dogs to human eyes. dimension. Despite this constant help from the Earth dimension, Polemachus Voi d just cannot be trusted to constantly restrain its militaristic tendencies. Also known as “The Madness Wit h i n ” , this is the dimension that is nexused Ps e u d o-H a d e s th rough Shaman’s pouch. It is a vast dimension that crosses through diffe re n t (Also called the Dimension of the Win d i n g realities. At least once in the past Shaman Road) All we really know of this dimension has reached through and grabbed the is that is is ruled by Margali, its Sorce re s s hand of another mage who was rea c h i n g Su p reme, illusionary powers work very into his mystical bag and nexusing the well there, and her daughter, Jimame same dimension. The dimension is a Sz a rdos, once tried to be a disciple of Doc- di rect source of energy for magic and all tor Strange, but was turned down. Shaman needs to do is reach into the bag Purple Dimension

15 ENTITIES AND EN T R E AT I N G Extradimensional entities are often spo- ken of as gods in the Marvel Universe. A Ma rvel Universe god is a humanoid being with a longer life-span and greater physi- cal powers than human beings, whose kinsmen or self has once been wor- shipped by humanity. Some races of gods, such as the Olympians, are for all practical purposes, immortal. All races of gods now dwell on some extradimensional world, although they may have lived on Earth in ancient times. There seems to be a spe- cial connection between the gods who we re once worshipped on Earth and Earth itself. See the Dimension section for much more power than the average being rec ruit new Earthly followers and believers As g a rd, Heliopolis, and Olympus. they are sometimes ref e rred to as gods (or to his cause. When a character wishes to perfo rm demons if they have degenerated), and Cults spring up constantly, dedicated to some spell that is not defined in Book 1 or many are even worshipped by cults as the this entity or that, and sworn to the the Judge wishes to intervene in the inter- so u rce of their spells and knowledge. takeover of the Earth dimension by that est of game balance, a god (which we will being. It is up to the mages and sorce re r s call as entity from here on) is usually Entity Interve n t i o n of Earth to help keep the balance of the en t reated or introduced. For a character to cosmos by opposing these chaotic cults, pe rf o rm such a task req u i res a successful “Some gods die; others but slumber, and magicians, and entities in whatever way use of an entreaty dimensional spell. in their dreaming wait for a dawning hour they can, whenever they can. Many entities are given which can be and movers prime, and the opening of a Equally dedicated are the entities who are en t reated under the dimensional spells list gate.” benevolent and wish to assist these Terr a n in Book 1, but certainly additional spell The Thanatosian Tom e s . wi z a rds in their fight against Chaos by effects are possible. From a 1623 translation by the Marquis De answering their entrea t i e s . If a player with dimensional spells Ra i s wishes to create a new spell, he should En t reating an Entity discuss its exact definition with the Judge, Make no mistake of it, all powerful mysti- the spell can be whatever the Judge cal entities are interested in the balance of All entities can be considered malevolent, decides (use already established spells as the cosmos. This is how they are assured benevolent or neutral. Of course, their atti- guidleines.) Once the spell is established of the maintenance of their spells. tude depends on whether a character is the Judge can then assign it to an entity, Entities that are considered good, good or evil himself (Dormammu might but before he can do this (or use entities as “white”, or striving for Order are inter- seem quite benevolent to his worshippers, manipulators in a campaign), he must ested in maintaining the balance. The while everyone else would see him as a understand what they are and what it has other entities, dedicated to evil, “black”, malevolent demon). But no matter been indicated that some of them are or Chaotic philosophies and given to whether the entity is chaotic or not, he can capable of doing or granting. This section dreams of conquest and increased power usually be entreated by a magician of any is included for this purpose. a re constantly trying to usurp new belief and will answer. This subject has domains and unbalance the universes. been covered in the use of Dimensional En t i t i e s Because Earth seems to be a nexus for En e rgy in the Manual of Magic but it so many dimensional apert u res, and should be reiterated that entities do not “I grow weary of claims of godhood from because so much magic interacts there, take the time to peruse every single every extradimensional entity who man- the status of this location is of great inter- en t re a t y. They sow their favors like seeds, ages to gather a few Earthly followers.”— est to most entities. Many is the time a and hope that they take root in soil of their Doctor Strange demon has attempted to conquer the liking. If an entreaty is stated for a specific Ea rth dimension, and many are the entit- purpose that is obviously opposed to the Entities, as used in the text of these books, ies that are successfully entreated to pro- en t i t y ’s desires, he will usually just ignore are extradimensional beings, places, or vide energy for spells to fight these it, though he may choose, at other times, things that wield, contain, or otherwi s e wo u l d-be conquerers. A few entities are to punish the entreating party for offe n d- possess great mystical energies. They are completely neutral, such as the In- ing him. co n s i d e red here because their energi e s Be t w e e n e r, but those are rare. Many times in the past Doctor Strange can sometimes be tapped by Eart h l y Because mankind can sometimes be as has called on an entity whom he does not mages to provide energy for their magical gre e d y, petty, or megalomaniacal as these fully understand to help him in an enchant- spells. Because these entities have so demons, it is often easy for a demon to ment, only to later find that entity is

16 opposed to everything he believes in (he these demons use human beings as Entities Ver s u s once even called on the energies res i d i n g pawns or subjects. This class of demons Schools of Magic in the ). Usually he never con- includes and Satannish. In deal- tacts them again, at least not as a reg u l a r ing with humanity, these demons some- In the Manual of Magic casting shifts and so u rce of spell. Once recognized as an times falsely claim to be the incarnation of specific entreaty FEAT rolls were intro- en e m y, it is very unwise to contact an absolute evil, in order to exploit humani- duced based on schools of magic that en t ity again. ty ’s belief in such a being. All such claims stood for order or chaos. The following is Some entreaties are actually methods a re only elaborate deceptions. There a list of entities that are known to work for for focusing the desire or purpose of a exists a sub-class of messenger and ser- either order or chaos. mage. By calling upon his dead master or vant demons who serve the rulers of of the his personal belief in a god to help him, a demonic realms. These beings derive Magic Entities for Orde r s o rc e rer reminds himself of what he from the same origin as their masters, but stands for and what he must do to stop an are of lesser power. Demons in this cate- Ag a m o t t o opponent. Usually, though, entities are go ry include Dagoth, lkthalon, Sligguth Al l-F re e i n g extradimensional existences. and veritable hordes of lesser known crea- Ancient One tu re s . Et e rnity (though it is borde r l i n e ) Demonic Crea t u res and The third type of demons are also of Ho g g o t h Ex t r a-Dimensional Evil extradimensional origin, but are non- Mu n n o p o r humanoid in form and alien in motivation. Ni rv a l o n In the Marvel Universe, the word “demon” Some of these demons have appeared on Os h t u r is used to refer to evil beings of mystical Ea rth at some point in their existences; Vis h a n t i origin. Demons have greater mystical others remain in their own realms and sel- powers than normal human beings, and dom deal with humanity. Demons in this Magic Entities for Chaos usually dwell upon extradimensional ca t e g o ry include Shuma-Gorath, an enor- mous multi-tentacled slug-like crea t u re Ch t h o n worlds. While most demons are born as Da r k h o l d demons, it is possible for a god to physi- that preyed upon humanity in pre-hi s t o ry, the N’Garai, a race of demons who are the Demons and Chaos in General cally degenerate into a life-p re y i n g Do rm a m m u de m o n . extradimensional spawn of one of the elder demons who escaped Atum’s Fa r a l l o h Demons usually sustain themselves by lk o n n preying upon lesser crea t u res (generally de m o n- pu rge, and the Undying Ones, another race of demons who originated lk t h a l o n astral forms or life essences). Demons Me p h i s t o often attempt to prey upon the life ex t r a d i m e n s i o n a l l y. Th e re are also a number of extradimen- Ma b d h a r a essences of humans, and also use Sa t a n n i s h humans as pawns in schemes to increa s e sional mystical beings of an evil nature whose origins are so shrouded that they Se t their own power. Sh u m a-G o r a t h Th e re appear to be three major types of cannot be classified as true demons of any of the previous three types. Some are Sl i g g u t h demons. The first type appeared on Earth Zo m b e f o re the dawn of humanity. These rulers of their own dimensions, like Night. ma re, and may be evil gods. Some live in demons, sometimes called the Elder All others are unknown or neutral. Gods, were at one time closely associated in t e rdimensional space like the Dweller in with the Earth itself. The Elder Gods, most Darkness, a powerful being who induces of whom were not humanoid in form, later fear as a weapon. Others are simply extra- degenerated into preying upon their own dimensional monsters, such as Zom, or kind (since humankind had not yet been mo rtals like Tib o ro, Xander, Shialmar, Dor- bo rn). The Elder Goddess Gaea was the mammu, or Umar. only one who did not degenerate, and she All of the major demons and sorce re r s gave birth to Atum, a god who destroy e d discussed above can grant dimensional most of the elder demons. Chthon and Set en e rgy for spells and all of them are linked w e re among those who escaped the with evil and chaotic magic (except for de m o n-p u rge by fleeing Earth ’s dimen- Gaea who is neutral). Invoking one of the sion. Gass infused her essence into all liv- evil entities is extremely dangerous, since ing things and became the goddess they are merciless and reg a rd humans as known as Mother Earth. (The Druid and pawns at best and prey at worst. The Faerie schools of magic often invoke her major demons, when in their own rea l m s , name in their spells.) are more than a match for all but the most Long after the departu re of the elder po w e rful of sorce re r s . demons, a second type of demons aros e . Heroes do not suffer a Karma penalty These demons posses vast mystical or d e s t roying demons. Regardless of power and dwell in (and sometimes rul e ) their power, all true demons are irrev o c a- extradimensional realms. To this day, bly evil and destructive and should be reg a rded as monsters.

17 SPECIFIC ENTITIES d) force the truth to be spoken by any- The spells: Unrev e a l e d one subjected to the beam (they receive a Miscellaneous use: “Those names sound like rejects from the Psyche FEAT roll at a –2 CS to ignore the bottom line of an eye chart. . . ” —S p i d e r-M a n effect of the beam). “By Ava n a h m ’s Nine Circles!” is used in an upon hearing some of Doctor Strange’s e) completely dispell an illusion, charm, exclamation. Possibly it is a planet or en t re a t i e s . or other mental influence over a character. st ru c t u re . f) act as the following powers at an Be f o re a mage can call on an entity he Amazing power rank: Mental Contro l , Ba l t h a k k should know something about him or it. Mental Probe, and Tel e p a t h y. The following section deals with the most The entity: Unrev e a l e d common entities in the Marvel Universe Al l-F re e i n g The spells: that have been entreated in the past, This information includes what we know The entity: Unrev e a l e d “By Balthakk’s Bolts” or “Feel the Awe- or may surmise of the entity and the spells some Bolts of Balthakk.” As the Eldritch The spells: most often associated with the entity, if Bolts power but resembling lightning bolts an y, along with their effects. This section “In the Name of the All-Freeing.” Opens that cause Incredible damage. should be used by the Judge and players doors, locks, etc. with no FEAT check of as a specific guideline for dimensional any kind req u i re d . Bro m a g d o n en t reaty powers in relation to what their na t u re should be and who should they be Amtor the Unspeakable The entity: Unrev e a l e d en t re a t i n g . The spells: When a character invokes a spell asso- The entity: Unrevealed, most likely a per- ciated with an entreaty being, he uses the so n “B ro m a g d o n ’s Ruby Rain.” Calls forth a red rain that melts the flesh of the targe t spell rank specified with the effect (if there The spells: Unrev e a l e d is one) rather than the character’s rank for (Remarkable damage) and burns the en t reating the entity. (For example, if a Miscellaneous use: “Armor—whose true deepest recesses of the inner mind (drives character with an Excellent spell rank in name is known only in the place which is the target insane in 10 rounds). This is a en t reating Balthakk invoked the “Awe- not place.” Used as a part of an incanta- ra re spell, only once used in all the chron i- some Bolts of Balthakk” he would cause tion which places a target in suspended cl e s . In c redible damage, not Excellent. an i m a t i o n . Miscellaneous use: Ag a rh o t t o Ancient One “Wheel of Bromagdon.” The first line of a p o w e rful Trance incantation once The entity: A character/entity that is pri- The entity: Former Sorce rer Supreme of attempted by Doctor Strange against the marily known for his sight and light. Often the Earth dimension and master to Doctor followers of . It had no effect on is used as a symbol of truth or life. He is Strange. He is now “one with the uni- th e m . the first of three entities that comprise the verse”, a form of benevolent spiritual mo re powerful entity of the Vishanti. Most en t i t y. Ch t h o n probably the spells that refer to the light of The spells: the Vishanti actually are directed to this The entity: Chthon is one of the Elder “By the power of the Ancient One.” Used facet of the entity. Gods who first materialized in Earth ’s bio- as a supportive incantation. When used sp h e re shortly before mankind appeared with a “white” school magic spell for the The spells: on Earth. He and his sister Gaea were fu rthering of order it adds a bonus of +2 among those who inhabited the land Ag a m o t t o ’s name is often called upon by CS for all FEAT rolls related to the spell. masses. When Chthon suspected that Doctor Strange as a rei n f o rcement of the This can only be used once a day by a they would be supplanted by the newer powers of his amulet (see Item Section, Eye player character. Clea can use it up to 4 gods, he inscribed a parchment with the of Agamotto). Whenever an Agamotto times daily and Doctor Strange can use it mystical knowledge of the world he has en t reaty is used, a bright shining light will be whenever he wishes. amassed. This parchment would later be emitted from either the caster’s hands or an Though the Ancient One, like Gaea/ known as the Darkhold (see Magical undisclosed source. This light will either: Mother Nature, exists in the Earth dimen- Items). Through the Darkhold Chthon has a) act as an Eldritch Beam of Amazing sion his power and influence is so grea t an indestructible medium through which intensity for the sake of attacking chaotic (and his response to entreaties are so like to manipulate Earthly pawns. cre a t u res and characters. an entity) that he is considered a dimen- Chthon possesses a mastery of mysti- b) blind chaotic crea t u res or characters sional entreaty power for the purpose of cal forces on a scale that defies descrip- if the user makes his Agility FEAT roll for the game. Ta rgeting (Yellow result or better is tion. In the dimension where he now req u i re d ) . resides he has absolute control over every c) act as an Eldritch Beam of Monstrou s Ava n a h m aspect of that dimension’s rea l i t y. His major limitation is that he cannot free l y intensity for the sake of breaking barri e r s , The entity: Unrev e a l e d bands, cages, etc., real or magical. te l e p o rt between dimensions because it

18 takes such an enormous rift to accom- po w e r. The power rank is always the user’s Da v e ro t h odate the massive magical force that Psyche rank +1 CS. The bands can be dwells within him. He cannot travel to shaped as rings, a thick circle, a box, a The entity: Unrev e a l e d Ea rth without the most elaborate of prep a- la rge gem, and so forth, whatever the rations due to the exhaustive magical caster desires . The spells: sc reens around Earth first erected by his In addition, the Crimson Bands can also “Daggers of Daveroth.” Creates a spell si s t e r, now known as Mother Nature, and be manipulated like a whip for snatching that works like an Eldritch Crystals power, rei n f o rced by Earth ’s multitude of sorce r- things or like a rope for pulling characters but sends flat red triangles flying from the er’s over the millenia. out of danger. us e r’s hands instead of three dimensional En t reating Chthon is almost the same as All of the bands can be severed easily crystals. They cause Incredible damage. e n t reating the Darkhoid, except his by the Shades of the Seraphim spell. powers are far grea t e r. The difficulty is that De a t h he is most definitely evil, and there is a “Scarlet Sphere of Cyttorak.” Acts as 20% chance that he will use the entrea t i n g above, but req u i res great concentration as The entity: Usually, this implies a superhu- individual as a host body. When this is it renders its victim completely helpless. man being who generally dwells on an done the Psyche of that character ex t r a-dimensional world and who has at becomes Unearthly and he is able to cast “Crimson Crystals of Cyttorak” Acts as the least temporary control of certain ghosts. any non- “white” magical spell. Eldritch Crystals power of an Incred i b l e These beings are sometimes physical and power rank. They also can form mystical sometimes ectoplasmic. The most famous The spells: Unrevealed; it is presumed that gemstones that, when given to the Icons gods of Death include , Mephisto, Chthon has access to any spell not of the Infinite, bestow upon them the abil- and Pluto. There is actually a quasi- specifically linked to orde r. ity to unleash the fearful Zom from the physical ectoplasmic being known as L e g e n d a ry Amphora (see the Magical Death that embodies the same, but he Ci n n i b u s Items section). shall ignore most entrea t i e s .

The entity: A location, probably arid, “Seven Bands of Cyttorak.” Acts as the The spells: Net power of a Remarkable power rank. wh e re it is daytime constantly. Any spells that one of the death gods The spells: “C o n j u red of Cyttorak.” Acts as a might grant would have to work for them, “Let the Scorching Light of the Seven Sh i e l d-Aura of an Amazing power rank, that is, accomplish something they desire. Suns of Cinnibus smite you” or “Seven but does not allow movement. Since this usually is the death of a charac- suns has Cinnibus, that shine both east ter that is hard to destroy (they seem to and west...” More of a supporting entrea t y. Da ro n t h o n ye a rn more for those they cannot easily When used in conjunction with an Eldritch have), the decision to entreat a death god is one with dire consequences, including Beam/Bolt or Blast, it raises the power The entity: Unrev e a l e d rank by a +1 CS. Also used as a rhy m i n g total Karma loss (Judge’s discret i o n ) . line when a caster wishes to rhyme his The spells: Unrev e a l e d spells (absolutely no beneficial or punitive Miscellaneous use: Demons and eff e c t ) . “By Daranthon’s Lost Lore...” and “Hear Chaos in General me, Great Powers of Daranthon.” Indi- Cy n d r i a rr Many entreating spells are calling on cates it could be an ancient or lost demons in general, chaos in general, or land, but is usually used as a secondary The entity: Unrev e a l e d the concept of evil-tu rning it around to en t reaty supporting a primary incantation. work against it. Following are some exam- The spells: If used by a character with any dimen- ples of these entreaties, which, when sional entreaty power this incantation will “C rystals of Cyndriarr.” Use as an Eldritch chanted in conjunction with a norma l add a +1 CS to any successful effects of power or another entreaty for the purpose Crystals spell which creates hundreds of that power. flying flat squares that are razor sharp and of doing evil, adds a +1 CS to any suc- cause Amazing damage. cessful effects of those powers. For game Da r k h o l d purposes, this should only be used by vil- la i n s . Cy t t o r a k The entity: See Magical Item Section, Da r k h o l d The entity: Unrevealed, but it most likely is “Shades of the Shadowy Demons.” Tib o ro cr i m s o n . The spells: uses this often. The spells: “By the Darkhold’s Foul Tree..’ Though “By the evil I abhor...” Doctor Strange and used by Doctor Strange this entreaty obvi- “Crimson Bands of Cyttorak”, “Crimson Clea have both used this, though rarel y ously taps in to the power of the Elder and always against evil (Master level Ci rcle of Cyttorak”, “Cyttorak’s Crimson God/demon Chthon through the arti f a c t Band”, and the “Crimson Rings of Cyt- magic wielders seem to know how to use that he created. It is a very dangerou s the forces of evil against each other). torak.” All act as variants on the Bands power or item to call upon.

19 “D o rm a m m u ’s Demons!” Direct entrea t y also a possibility that someday a demon The spells: None specifically stated will come forth that is so strong it will be to Dormammu, the powerful demon who Miscellaneous Use: used to be the Sorce rer Supreme of the un c o n t rollable and will attack the sum- Dark Dimension. mo n e r. Et e rnity might intervene and grant an en t reaty if it dealt with a situation that was “Demons of Darkness” Possible alterna- Dr a g g u s th reatening the balance of the cosmos. tive entreaty to Dorma m m u . Ot h e rwise, he would just ignore a plea. The entity: Unrevealed, believed to be a His energy would allow a character to per- “By the Touchstone of Fear” pl a c e fo rm whatever power he needed, but only for a short period of time, so as not to “By the Demons that swoop o’er the shad- The spells: Unrev e a l e d unbalance anything. owy shores ” Miscellaneous use: “By the scarlet night of Draggus.” Used in Fa l ro t h De n a k (also called Danak) an incantation to res u rrect Baron Mordo, it is the only time in the chronicles that it is The entity: Unrev e a l e d The entity: Unrevealed, but definitely full of ref e rred to. As Sir Anthony Baskerville, an The spells: or controlling a multitude of demons. evil mage, used it, it may be a location of “Flames of Falroth.” Used as a Conjure great mystical energy where Chaos rul e s . The spells: spell of Monstrous rank. “Disks of Denalk.” Flat, purple disks that No other spells have been rev e a l e d . fly from as Eldritch Crystals of Dy z a k k In c redible power rank. The entity: Unrevealed, but suspected to Fa l t i n e “Demons of Denak.” This curse is used be a character who specializes in entrap- The entity: extensively through the chronicles, but it ment spells. also is a spell that summons forth demons The spells: A race of highly magical humanoids that to do the character’s bidding. The amount live in the Dark Dimension. Dorma m m u “In Dyzakk’s Cage, unbending, shall the of demons a character can summon in a and Umar are members of the Faltine villain drift fore’er” or “Sphere of Dyzakk.” we e k ’s time is the rank number of the race. Clea is half-Fa l t i n e . Creates a cage or sphere around the tar- ch a r a c t e r’s Psyche, but only two demons get that acts like the Bands power, but of can ever be summoned in any one rou n d . The spells: an Amazing power rank. The demons only stay until they are “Flames of the Faltine.” This is an “d e s t royed” or the duration of spell is Miscellaneous use: e x t remely common entreaty and has lapsed. These demons cannot be killed, many effects, though they are similar. “By Dyzakk’s Unseen Face.” Used in an but when their Health reaches 0 they dis- Unless otherwise stated, the spell rank is incantation, implies a character instead of ap p e a r. Normal weapons and non-ma g i c a l In c re d i b l e . a location or item. en e rgy attacks only do half damage to the a) Breaks Bands and other entrapment demons (round down). Magical weapons spells if a successful spell rank FEAT roll is and attacks do normal damage. Silver Et e rn i t y made, even if the rank of the entrapment weapons will “destroy” them upon strik- spell is stron g e r in g . The entity: is the name for the b) Prevents some entrapment spells, The demons can be instructed as the se ntient life-fo rce of the universe who such as the Roving Rings of Raggadorr, character pleases and they must obey appears in a nebulous humanoid configu- from even touching the user. without any clever attempts at tricking ration to sorce rers and entities of a suffi c- c) The flames, when formed as a wall him. While under his control they will not ient level of cosmic perception. Eternity is between the user and an attacker, can behave as evil crea t u res, but more as an ethereal being, as much abstract con- absorb Eldritch Beam/Bolts attacks. familiars. Their shapes and forms are myr- cept as actual rea l i t y, who exists as the d) The flames, when cast on a character, iad, they sometimes appear as gobbledy- sum total of all living things in the uni- can “burn off” any Pishogue spell inflicting gook, malleable form cre a t u res, other verse. Et e rnity has no real body; on the the character (see Pishogue under times as little -like demons (see their ra re occaisions it manifests itself, it gener- Group Spells). description in Book 3). ally appears as a finite boundry of space, e)The flames can “burn” the Animation interspersed with planets, stars, and gal- spell out of an item. He roes usually despise using demons, as axies. As the collective consciousness of 0 The flames can act as Eldritch attack they are evil cre a t u res. Overuse of all the lifeforms of the multiverse, Eterni t y spells. The most common use of this is as demons (more than once per week) often is dependent upon the trillions and trillions an Eldritch Flames sheet of green fire or an will result in them pleading their plight to a of beings that give it life. Eterni t y, and its emerald fireball that looks like an Eldritch st ronger demon, who may one day answer fellow metaphysical being, Death, are said Flame but attacks like an Eldritch Blast. the summons himself. While there is a to encompass the multiverse in its entiret y, possibility that he can be controlled by the but are not deities in the religious sense. “Unquenchable Flames of the Faltine.” summoner (Psyche FEAT roll), there is Used to guide time or dimensional trav-

20 elers back to their own dimension. It can- abyss.” Cracks open in the land where the Fa r a l l o h not be snuffed by even the most powerfu l user points (must start in an adjoining area of magics. or the user’s area itself). The crack can be The entity: as deep as the user wishes, to a maximum “F rom their bitter, blazing land/May the depth of 40 areas. Anyone in the area Un revealed, suspected rep t i l i a n . Faltine raise their hand/May their flames must make an Agility check or fall in the The spells: now leap and hiss/Open wide a grea t cr a c k . “Fearsome Fangs of Farraloh.” Creates a huge, gaping, serpentine jaw of fangs with a long green tongue floating in the air. The forked tongue strikes with Remarkable St rength to snatch up to two targets (must be within the same area) into the snapping jaws, which causes Remarkable damage. The jaws are constantly snapping and moving at a rate of 2 areas per round. The duration of the spell seems to be until the original caster’s concentration is dis- rupted or until a victim is destroyed by the fa n g s . Ho g g o t h

The entity: An ancient and powerful being who is con- stantly being called “hoary”. He appar- ently commands an impressive host of f o llowers for they, too, are constantly en t reated. Hoggoth’s hand is often ref e rre d to, so possibly most of his spells emitted from there. Other ref e rences include his hounds and his hook, a scythe-l i k e we a p o n . Hoggoth is the second member of the Vishanti, and it is possible that the hosts and beard that are ref e rred to in some of the Vishanti spells are actually directed at the Hoggoth faction of that entity. His benevolence and goodness is obvious when Doctor Strange states that “Hog- goth, in his infintie wisdom, aids not the wi c k e d . ”

The spells: “Hook of Hoggoth.” Creates a large mysti- cal scythe that is of an Excellent spell rank. The user mystically wields it like a we a p o n .

“Hand of Hoggoth.” The user’s hand will burst into non-damaging flames, then turn into a steel-taloned, manipulative hand that is able to hold an item or be used as a claw attack. The hand adds a +1 CS to the character’s Fighting ability for the pur- poses of combat. When the Hand of Hog- goth is present the user can utilize no magical spells except those that use per- sonal energy.

21 “Hosts of Hoggoth:’ Incantation used to descendant of the original Rasputin, was ates great chains which appear and cast an Incredible ranked counter-sp e l l the first known to entreat Ikonn. Over the enwrap the target like the Bands spell, but that can be used against any prev i o u s l y years the entreating of Ikonn has pro- with a spell rank of Incred i b l e . cast spell. gressed from a “forbidden ritual” to a not uncommon practice. Living Tri b u n a l “Mystical Hosts of Hoggoth,” Incantation used to seal a dimensional apertu re or lk t h a l o n The entity: nexus. Power rank of the seal is Amazing. The Living Tribunal is a vastly powerfu l The entity: humanoid entity who has existed as long “H o a ry Hosts of Hoggoth.” Incantation as the universe itself, and whose function used to introduce a spell of banishment. A A sub-class of the second type of demons, a servant demon who serves a major is to safeguard the multiverse from an successful Psyche FEAT roll is req u i re d , imbalance of mystical forces. Possessing but, if successful, will send a target to demonic rul e r. Possibly this “Hell” that he resides in is arctic and barren . untold power, the Tribunal will act to pre- another dimension or point in Earth ’s vent one of the universes from amassing dimension. The point or other dimension The spells: mo re concentrated mystical powers than is at the character’s discret i o n . any other, or upsetting the cosmic balance “Icy Tendrils of lkthalon.” As the Bands and threatening the other universes. The “Mists of Hoggoth.” Incantation used to spell but of Remarkable spell rank. They tribunal will also act to prevent a grave either open a dimensional apertu re, or we re once used to hold Clea captive. imbalance between the mystical force s provide a safe path in the Nightmare allied with good and those allied with evil dimension, This path, which floats on Miscellaneous Use: “By the Wastes of within one universe. Usually the Tri b u n a l nothingness, protects those on it from any lkthalon.” Used as an exclamation, imply- leaves matters involving a mystical evil enchantment. If the path is as yet ing a barren land. i m b a lance affecting only Earth ’s universe un t rodden, it Gan be destroyed, but con- to be monitored by the universe’s necting an improvised walkway to it, such In-B e t w e e n e r “abstract” entities Lord Chaos and Mas- as a rope or mystical vapor, will enchant ter Ord e r, and to be dealt with by their cre- this new path to become part of the path- The entity: ation, the In-Be t w e e n e r. wa y. The Tribunal is willing to utter the Incan- The In-Betweener is a cosmic entity who tation of Oblivion, obliterating an entire exists as the synthesis of the major con- planet, to safeguard an entire universe or lk o n n cepts of the universe: life and death, rea l- the multiverse itself. ity and illusion, good and evil, logic and The entity: The Living Tribunal manifests itself as a emotion, existence and nothingness, god being with three faces which rep resent the A powerful demon who “is the very per- and man. Fifteen feet in stature, half th ree sides of the Tri b u n a l ’s personality. Its sonification of illusion.” He used to be wor- white, half black, the In-Betweener is an f ront face, through which it usually shipped in a remote mountain temple in agent of Lord Chaos and Master Orde r, speaks, stands for equity. The completely Tibet. (See Item Section, Bell of Ikonn.) two of the universe’s principal abstract hooded face on the right side of the head His appearance is most bizarre. Physical beings, whose appointed task is to main- rep resents necessity, and the half-ho o d e d laws bend at his slightest thought and tain the universal balance. The In- face on the left side stands for just whim becomes deed. lkonn is the Betweener is simultaneously existing and revenge. All three sides of the Tri b u n a l ’s of illusions as well as the crea- not existing, present every w h e re and mind must be in agreement when judging to r. pre sent nowhere. a case requiring possible action before the While possessing sufficient power to Tribunal can interve n e . The spells: alter reality on a cosmic scale, the In- Betweener is not all-knowing or infallible. “Illusions of Ikonn.” Acts as either the Illu- The spells: Indeed, within the parameters of the In- sion spell (targets have a –1 CS to their Be t w e e n e r’s existence is both power and Un revealed, but most likely will only con- FE AT rolls to disbelieve the illusion) or as a weakness, knowledge and ignorance. si d e rgranting an entreatythat deals with Dispel Illusion spell (spell rank of Remark- the very balance of the cosmos them- able, if spell rank FEAT roll is successful The spells: se l v e s . the illusion disappears). Un revealed, but will only grant an entrea t y Ma b d h a r a “Images of Ikonn.” Incantation that acts as that is essential to maintain the dichotomy the Trance spell with a spell rank of of a concept. The entity: In c re d i b l e . It also is used as the Image Proj e c t i o n Kr a k k a n Su rmised to be a collection of demon lords spell, except only one Psyche FEAT roll is who rule a far off dimension. They were used at the beginning of the spell to crea t e The entity: Unrev e a l e d called upon by Baron Mordo when he multiple images, not a separate FEAT rol l attempted the ritual of the Seven Gates of for every image. The spells: Chaos (see Miscellaneous Spells). Quite “Chains of Krakkan”, as in “Let my foe be possiblythey are the demons guarding the Miscellaneous use: Mr. Rasputin, a en s n a red by the Chains of Krakkan.” Cre- gates themselves. They seem to have

22 some connection with those who are lost. The spells: Unrevealed rounds of casting time to finish the ritual. Miscellaneous use: “By the curse of the The spells: “Spells of Omnipotent Oshtur” Have one My t o rr—.” This exclamatory curse indi- of two effects, as they have been used in “Hear me, thou who rule the outer dark, cates a crea t u re or race, rather than a per- the past. thou demons of the lost, thou Dread Lords son or place, unless it is the title of a char- a) A mystical force which can gently, but ofthe Mabdhara” or “Hearme, thou Lord s acter (as in “By the curse of the king!”). This irm y, part crowds, foliage, probably even of the Mabdhara, thou Watchers of the hasonly been uttered once in the chron i c l e s water to a reasonable depth (Judge’s dis- Lost Way.” Used as a simple spell for sum- and may refer to a long forgotten entity. c retion). The parting cannot work on moning a demon to do your command. obstacles with a Material Strength of Typ i- The struc t u re of the two incantations are cal or better, unless there is room for them identical, as if the energy was being called Ni rv a l o n to slide out of the way. This spell is partl y upon over a great distance. The entity: Telekinetic in nature. Un revealed, but thought to be a location b) Can create a large blue crystal which Munnopor (Also called will form around any item, magical or oth- Munnoper and Munnipor) because of the ref e rence under Miscella- neous use. erwise, up to the size of a 3 foot cube. The Material Strength of the crystal is The entity: The spells: Un e a rt h l y. Doctor Strange once prev e n t e d An extradimensional world, orbited by Tib o ro from using his sceptre by trapping twelve moons and covered by mists. The “May Nirvalon Quash All Despair Throu g h it inside one of these crys t a l s . ch ronicled phrase “By the moonlit vale of Pu re White Light” or “May the Mighty Mu n n o p o r, vast haven of the meek” offe r s Light of Nirvalon...” Creates a light very Po h l d a h k a pastoral view of the location, almost a similar to that of Agamotto objects. This protective landscape. The moons of Mun- light counteracts despair, releasing vic- The entity: tims from spells that effect their emotions. nopor are used extensively in entreaties to Un revealed, definitely a dimension called this entity, they may possibly be the the Plane of PohIdahk, but whether there so u rce of its great magic. “N i rvalonic Sphere,” Creates a rigid sphere around the user of pure Nirvalonic light. This is an entity other than the dimension being en t reated is unknown. The spells: acts as a Shield-Aura spell of Incred i b l e Material Strength, but does not allow the “Mystic Moons of Munnopor.” A success- flexibility of a normal Shield-Au r a . The spells: ful Psyche FEAT roll shatters any field, “Planes of Pohidahk.” A dangerous spell magical or otherwise (this includes magi- Miscellaneous use: “From far Niirva l o n ’s which req u i res great concentration (no cal, psionic, psychic, mutant, etc. force bright sea....” Part of an expression that possible disturbances), time (3 rou n d s ) , fields, static fields, invisibility fields, mag- indicates Nirvalon is a land or world, rather knowledge (spell only found in a scroll or netic fields, all Shield-spells except than a character. tome), and a successful Psyche FEAT rol l Sh i e l d-G reat, etc.). by the caster. The spell turns the targe t Os h t u r into a two dimensional state, somewhat “M u n n o p o r’s Moonlit Maze.” Creates a like a reflection of someone in a mirror. If mental maze for the target that acts as the The entity: the plane of the target is shattered, the tar- Confusion spell of an Incredible spell rank, get is destroy e d . but the targe t ’s FEAT roll to ignore the Oshtur is a personality that apparen t l y effects is at a –1 CS. in t e rvenes personally in mankind’s affa i r s . Doctor Strange refers to him as “It was He Ra g g a d o rr “By the many moons of Munnopor” Acts who warned me of those who feed on The entity: as the Glamor spell, but the targ e t s ’ other spells.” Oshtur is usually ref e rred to Psyche FEAT roll for ignoring the effect is as Omnipotent, as a Judge, and the Lord Believed to be a location, possibly the at a –1 CS. of the Skies. His “fearsome visage, ‘fore dimension of Raggadorr itself (see Dimen- which all things do shake”, “the lance that sions). No comment has ever been uttered “Mists of Munnopor.” Acts as the Vap o r s- Oshtur hurled”, and “his mighty hands” to imply that Raggadorr is a character or Obscurity spell of a Remarkable spell rank are the only other clues that we have as to cre a t u re . but with the added facet of acting as a suf- his appearance. focating gas. Anyone in the area, except Oshtur is the third entity to form the The spells: combined entity of the Vis h a n t i . the caster, must make an Endurance FEAT “Seven Rings of Raggadorr.” Have roll or have his Strength, Agility, and The spells: nu m e rous applications, listed below. In all Endurance abilities reduced by two ranks cases the Rings float over the target, drop while in the misted area . “ O s h t u r’s Mighty Hands.” Incantation down on him, and contract. The target is used to create a counter-spell. The spell allowed an Agility FEAT check for Dodging My t o rr rank of this spell is Unearthly and it can be the Rings. Successfully Dodging the used against any spell previously cast, but Rings will not make them go away, but the The entity: Unrev e a l e d no more than once a day. It req u i res 10 user must target the Rings with an Agility

23 FEAT roll as a bull’s-eye thereafter (see “S t o rms of Satannish.” Calls forth a tor- will also indicate to the user, by glowing, if the Magic Effects Table). Unless otherwi s e rent of mystical energies that alters the a particular individual is evil (as in a vil- indicated, the spell rank is Incredible for appearance of one’s aura, allowing one to lain). the purposes of countering the spell or escape magical detection (somewhat like de t e rmining the duration of effect. The an Invisibility to Magic spell). “S e c rets of the Seraphim.” Acts as the area of effect is always one target, though magical Flight spell. The spell rank, for the that target can be as large as an elephant. Miscellaneous: The Parable of Power— de t e rmination of duration of effect and a) Acts as the Bands spell. Power rank ”F rom the Realm of the Dread Satannsh/ flight speed, is the user’s Psyche rank +2 is the user’s Psyche rank +1 CS. They do Whence came the forms of Fear/Let all CS . not work on a target surrounded by the dark veils now vanish/Thy Herald now— “Flames of the Faltine”. appear!” Calls forth a faceless, cloaked “Sign of the Seraphim.” Powerful spell b) Prevents the target from using Uni- and hooded figure who is the herald of that is risky to use. A mage attempting it versal or Dimensional Energy spells for Satannish. He will show, through mystic must make a Psyche FEAT roll with a –3 the duration of the effe c t . orb, whatever he is asked, even those who CS modifier. If he fails, he is stunned for 1- c) Wraps an area of silence around the are subject to the Spell of Everlasting Van- 100 hours. If he succeeds, he is not only ta rget. This is particularly effective against ishment. This is the only way to locate protected from the next magical attack, he opponents who use sonic powers. someone who has been striken by this completely takes control of the attack. He d) Acts as the Mental Control spell. sp e l l . decides who is attacked and to what de g ree, but the spell rank consideration is “Ribbons of Raggadorr.” This is almost a Se r a p h i m based on the original caster. This can be solid manifestation of fireworks that act to ex t remely effective against someone like snag opponents. Everyone in the area of The entity: Do rm a m m u . effect, except the user, must make an Agil- ity FEAT roll for Dodging these hanging Little is known of the Seraphim, except “Shades of the Seraphim.” Incantation sn a res. This check must be made for these are not the angels ref e red to in used to create one of the following spells, ev e ry round of movement through the Christian religion. They are pro b a b l y each with a spell rank of Remarkable. affected area . sh a dowy crea t u res or actual shades (spir- a) Acts as the Scrying spell (see Grou p its of the dead), sinister to gaze upon, and sp e l l s ) . “Rains of Raggadorr.” These mystical almost impossible to harm. This last sup- b) Combination Dimensional Apertu re rains are extremely cleansing and can position is due to the large number of pro- and Interdimensional Tia l e p o rt . de s t roy even the most vile of evil fungi and tection spells and entreaties that are c) An Eldritch Bolt that severs any of plagues, almost instantly. c o nnected with them. They are also very, cy t t o r a k ’s holding or entrapment spells. ve ry fast.

Ra n g s a b b The spells: Sh u m a-G o r a t h (Also called He Who Sleeps The entity: Unrev e a l e d “G reat Shield of the Seraphim.” Acts as the Shield-Great spell with a spell rank of But Who will Awa k e n ) The spells: Unrev e a l e d Un e a rt h l y. The entity: Miscellaneous use: “Demons of Rangsabb.” A partial entreaty by an evil “Unscathable Shield of the Sacred Sera- Sh u m a-Gorath is one of the third type of mage. He could be an ancient, unrem e m- phim.” Acts as the Shield—Aura spell of demons, non-humanoid in form and alien be red demon. an Amazing spell rank, but appears as in motivation. He (or rather it) is an enor- shining golden armo r. mous (50 foot diameter), brain-sh a p e d , Sa t a n n i s h purple, tentacled, slug-like crea t u re of vast (Also called He Who Wai t s ) “Many Shields of the Seraphim.” Acts as po w e r. the Shield—Multiple spell of an Incred i b l e In the long forgotten eons of Earth, in The entity: spell rank. those primal days of Earth ’s beginning, Sh u m a-Gorath was all. Spawned in a An extremely powerful demon who loves “Shining Circle of the Seraphim.” Crea t e s dimension diametrically opposed to to grant power to mortals in exchange for a ring of “anti-force” around any charac- Ea rt h ’s he eventually made his way here the promise of their life essences. ter the user desires to act as a defense. It and dominated. As the eons passed, has a Remarkable spell rank vs. anything Sh u m a-Gorath yearned for rest. Actually The spells: that tries to enter it, except air and gas. this was because a time travelling magi- “Swirling Storms of Satannish.” Creates a Only one character can have a shining cir- cian called Sise-neg, going back throu g h small lightning storm over a target. Each cle around him at a time. time in an effo rt to drain all of the magical round a single lightning bolt strikes at the powers in the past and become God, ta rget (Remarkable Agility for shooting at “S e r a p h i m ’s Grim Shield.” Acts as the drained Shuma- Go r a t h ’s powers, sent the target). The spell rank is Remarkable Shield—Individual spell of Remarkable him to sleep, and sent him to another for the purposes of damage, duration of spell rank. Once the Grim Shield is cre- dimension. There he would dream and lie spell, and area of effe c t . ated, it can indicate where great evil exists in wait until the time of his awakening. near to the user (Judge’s discretion). This

24 It is said of Shuma-Gorath that “his his bite causes Remarkable damage. He “Vipers of Val t o rr” This spell can be used in power is his secret and his secret is his can cast the dreaded spell Fungi Thopa one of two diffe rent ways: po w e r.” The secret was that his awaren e s s (see Miscellaneous Spells). He is a slow a) As a sort of Matter Rearra n g e m e n t rested in the mind of the Ancient One and cre a t u re and can actually move faster in spell, turning an inanimate item into a that was how he planned on ret u rning to water than on land Sligguth serv e s snake of equal mass. A successful Psyche po w e r. Doctor Strange thwarted his plans Sh u m a-Gorath and will definitely answer FE AT roll by the user indicates he has con- by extinguishing the life of the Ancient en t reaties that will further their cause, trol over the snake. The newly forme d One, thus dissipating Shuma-Gorath from especially those designed to harm Doctor snake can bite (causing Typical damage) this dimension. He still exists, and waits, Strange and his allies. and big ones can squeeze (causing Good for his chance to ret u rn . damage), but have no other attack forms . The spells: Unrev e a l e d At the end of the duration of effect the The spells: snake turns back into the item. b) Vapors appear, as in most of Val t o rr’s Relatively unknown, except that he does Val t o rr spells, but out of the vapors huge, gree n , have a number of lesser demons and mon- su c k e r-c o v e red tendrils strike out. They sters who serve him and sometimes an The entity: cause Remarkable damage and can grap- evil character will call on Shuma-Gorath to Probably a location, filled with vapors and ple. Their Strength for this last purpose is grant him control over that crea t u re, which po s s i b l y, snakes. The exclamation “By In c re d i b l e . he usually grants. Shuma-Gorath and his Val t o rr’s dread clime” and the ref e rence to se rvant demons also grant those who the Vapors of Val t o rr “Wherein the Name- en t reat Eldritch Attack spells of Remark- less Dwell” both tend to support this the- Vis h a n t i able to Amazing spell ranks. His serva n t s o ry. Vapors are the most consistent include Sligguth, Dagoth, N’Gabthoth™, ref e rence to Val t o rr, that may be where the “And now by Agamotto, by Hoggoth and and Kathulos™, the last two who are magic within the location is stron g e s t . Oshtur—By you three who are the believed to be destroy e d . Vishanti, famed beyond all spheres or The spells: stones, heed the call of Doctor Strange—” Se t “Vapors of Val t o rr” Creates vapors like all The entity: the Vapors spells, at the user’s choosing. The entity: Power rank for these vapors is Remark- The Vishanti is the most unusual entity in Set is a snake-like primeval elder god able or the characters Psyche rank, that it actually is a combination of three dif- (demon) who created the original Serpent- whichever is higher. fe rent entities, Agamotto, Hoggoth, and Men (forerunners of the modern Serpent- Another effect can be to create a cush- Os h t u r. This entity is the strongest extra- Folk in Starkesboro). He was worshipped of vapors to act as a cushion from a dimensional force for Order known. It has by evil sorce rers and begot such serpent- great fall. No spell rank is considered for many diff e rent appearances: a thre e- like beings as the demons Damballah and this use. headed humanoid, bearded, yet ageless, Sligguth. He attempted to control Earth Still another use of the vapors is to call humanoids, a blinding light, and even, at humans through the Serpent Crow n . fo rth the energy that resides within them least it is written, as King, Queen, Son, as little lightning bolts. These bolts cause and Da u g h t e r. The is the The spells: Unrevealed, but extre m e l y Remarkable damage to whoever or what- most common, that of a large humanoid po w e rful if connected to rep t i l e s . ever the user desires within the area of with three heads: a emerald skinned spell. Power rank is Incred i b l e . humanoid woman with flowing brown hair, Sl i g g u t h sparkling eyes, and a gemed headband; a “Dark Vapors of Val t o rr.” Acts as the bluish male humanoid with a rec e d i n g hairline, pointed ears, and large, multifa- The entity: Bands spell of an Amazing spell rank. Magical lights, such as the “Light of the ceted, insect eyes; and a feline’s head Called forth by the droning chant of “Shub Et e rnal Vishanti” or the light from a spell with orange facial hair, framed by a long Fthnakor Morakth!”, the demon Sligguth or item of Agamotto will automatically grey mane, eyes of flame, and the mark of slithers up from its subterranean labyrinth de s t roy these vapors, without consider- the ankh on his forehead. The symbol of to provide assitance to his followers, the ation of the spell rank. the Vishanti is known as a safe sign Cult of Sligguth. This demon appears as a th roughout the dimensions. No sorce rer or reptilian humanoid with green scales, “Staggering Vapors of Val t o rr” Drops the demon consecrated to evil could stand webbed claws, and a serpentine head. His movement rate of any character within the to look at it, much less re-create it. vital statistics are: area of effect, except the user, down to 1/2 area per round. The spell rank is the user’s The spells: The powers of the Vishanti are FAS E R I P Psyche rank. vast, as illustrated by the Book of the RmE xA mM nG d Ex Rm Vishanti (see Magic Items). A Judge may Health: 175 Artificial “Vapors of Val t o rr.” When crea t e d st a rt out a player character with a few Ka rma: 60 (200 if he is surrounded by his by using smoke from a brazier, the vapors spells from either Agamotto’s, Hoggoth’s, Cu l t ) . act as the Paralyze spell. The spell rank is or Oshtur’s spells, or a mixture of each, In c re d i b l e . but the Judge and player should rea l l y His claws cause Incredible damage and work together to create some new and

25 unique spells for the character by which will most likely help anyone who wishes to the Vishanti can continue their strug g l e ha rm the order of the universe. He can against chaos. never grant more than a Remarkable spell ranked spell, unless it is to be directed at Wat o o m b Do rmammu, Eterni t y, or Doctor Strange, in which the spell ranking can increase to The entity: Amazing. In the past Zom has used the fol- lo w i ng spells, and so can most likely grant An extremely powerful mage who has spell for their use: Seven Bands of Cyt- ret i red from active, magical affairs, He torak, Dimensional Apertu re, and Flight. may possibly have pro g ressed in his His powers do not extend into the Dark knowledge as the Ancient One did, and Di m e n s i o n . now is one with his universe. He crea t e d the legendary Wand of Watoomb (see Miscellaneous Use: “In the names of the Magic Items, Wand of Wat o o m b ) . Mo n s t rous Zom.” Part of a vague incanta- tion, more of a supportive or back-up The spells: en t reaty than a primary one. “Winds of Watoomb.” Used a lot by magi- cians of every ilk, this spell creates a st rong, mystical wind which acts as both an unlimited Tel e p o rt spell and unlimited Dimensional Apert u re spell. Doctor Strange says that the Winds of Wat o o m b “have sped me past light-years of real dis- tance through unreal ways.”

“Curse of Watoomb.” Usually used as part of an incantation connected with a curse. When used with the Curse spell, the victim is only allowed one FEAT roll per week to ignorp the curse. Zo m

The entity: Unbelievably powerful extra-di m e n s i o n a l monster who is a 30-feet tall, humanoid, co v e red with long brown hair. His hands we re bound by the Links of Living Bond- age by Dormammu, then Eternity impris- oned him within the Legendary Amphora, f u rther preventing him from using his po wers by the Crown of Blindness (see Magic Items). Doctor Strange freed him to drive Umar from the Earth dimension, then bound him in his vase-like prison once more. If his forelock is severed his powers diminish and the sense of evil which had sl u m b e red for ages in the mystics of man- kind is awakened. It sets free the forces of mystic anarchy and threatens the very bal- ance of the cosmos themselves. The last time this happened the Living Tr ib u n a l ap p e a red and almost destroyed the Earth dimension rather than allow this imbalance to grow.

The spells: Un revealed, but Zom is highly chaotic and

26 successfully cast by anyone of less than transfer them to the mage speaking the MI S C E L L A N E O U S Master rank. If a lesser caster is foolish spell. The drained character must then SP E L L S enough to attempt it, he must make a st a rt over again as a Novice with no magi- Psyche FEAT roll. If the FEAT roll is a fail- cal knowledge. Within the chronicles of magic in the ure, the caster dies. If it succeeds, the The amount of time it takes to complete Ma rvel Universe, there are many spells ca s t e r’s Psyche is permanently red u c e d the transferral is 4 hours. and enchantments which are extrem e l y by one rank. This is an evil spell, unless it is used to specialized. They are gathered in this sec- Curses of the Fiends of Fungol Thopa. ret u rn stolen powers to a character (in tion as Miscellaneous spells. These spells This terrible curse is only available by which case more powers will be added to will usually be found in a tome or scrol l en t reaty to the demon Sligguth, and can him because the user’s power and knowl- so m e w h e re and are not normally available be cast by Sligguth himself. It creates a edge are also transferred). The increase in to beginning characters. foul fungus that spreads over the targe t powers through this last step will never Ch a rm of the Demons Beyond Dimen- and drains him of his life force at a rate of 5 exceed raising the character’s mastery si o n . This powerful spell breaks dimen- Health points per round. Because it is a level by more than one step (disciple to sional apert u res and time-warps or magical disease, very few spells counter adept, etc.) and cannot raise a master to di s t o rtions. It is seldom used, and even it, the most effective being the Rains of the level of Sorce rer Suprem e . Ra g g a d o rr. The user must make an Agility then with great care. Incantation of Oblivion. The Living Tri b u- FE AT roll for Targetinglas a Bull’s-eye (see Ci rcle of Renewal. This ritual req u i re s nal is the only known entity that can cast Magic Effects Table) to properly cast this th ree or more magic wielders to perfo rm sp e l l . this spell, which will shatter a world. and must be cast in a cerem o n y. It is usu- Mists of Morpheus. This spell crea t e s ally used after a villain has been van- Dark Spell of Corrup t i o n . This spell cre- quished, but death and destruction has ates a living corruption in the brain of the mists that act like the Vapors—Sleep spell been left behind or the taint of his evil is victim which disrupts the normal brain pat- when used on others, but is diffe rent when ev e ry w h e re. The cerem o n y, which takes te rn and makes the character wild and se l f-induced. When used on himself the an hour, res t o res the world’s natural bal- chaotic. Xander cast it on Clea and nearly mists puts the user in a deep sleep for a ance and drives out most of the evil he defeated Doctor Strange by using her as few hours that provides all of the sleep inflicted on the world. his pawn. Any possession or control- req u i rements necessary for three days of breaking spell will eliminate it, as will the no rmal activity. Needless to say this can Clamp of Containment. This incantation, light of the Vishanti or of Agamotto (see be dangerous for some mystics as the which takes 30 rounds to cast, creates a these two entities and the Eye of Agamotto sleeping character is extremely vulnerable mystical roc k-like struc t u re that encom- for more on their respective lights). to attack. passes the target. The prisoner inside the A player character so afflicted will st ru c t u re can breathe but cannot move at Ne c romantic Ladder. This spell rel e a s e s become a villain and turn on his forme r all and cannot cast any spells, including fe ll o w-h e roes. If and when he is rei n s t a t e d en e rgy that solidifies into a glittering scal- personal energy powers. The Material his Karma will be as it was before he ing ladder that reaches up to three stories. St rength rank of the Clamp of Contain- became evil, since it was not hs desire to Anyone can climb it while it is in existence. ment is Amazing. do so. His Popularity and reputation, how- Its Material Strength rank is Incred i b l e . Co n j u re r’s Sphere. This spell absorbs ev e r, will not be so easily straightened out. The user can dispel it whenever he wishes. the magical force in an area, draining Da rt of . This acts as an Psychic Seal of Perma n e n c e . Even the magic out of any item or character outside Eldritch Bolt spell, but sends a short, black most awesomely powerful spells need the of the sphere but inside the area in which lightning bolt at the target instead. The Psychic Seal of Permanence or they can the sphere is located. The magic is spell rank is Amazing. It is an evil magical be reversed or countered by some form of absorbed by the character inside the sp e l l . magic. Once this 10-round incantation is sp h e re. After an hour, all characters and spoken in conjunction with another spell, items affected are permanently drained, E t h e real Magnetic Vo rtex. This spell that spell can never be removed. So pow- the character inside the sphere is much takes 4 rounds to cast. It creates a vorte x erful and important an enchantment is mo re powerful than before (for gaming which eminates endless vibrations of pure purposes, all of his powers shift up one en e rgy that disrupt spells such as Mind this, that it is only written down and never rank perma n e n t l y, not to exceed Mon- Co n t rol, Link, Te le p a t h y, and others that memorized, except by Sorc e re r s s t rous level). Characters outside the establish a mental connection. Its spell Su p reme. Once the passage is read from sp h e re cannot enter it, and any spell cast rank is Incredible for the purposes of dura- a work and the Psychic Seal is finished, at the sphere will be absorbed without tion and area of effect, but Unearthly for the spell disappears from that work and affecting the person inside. stopping connective spells. cannot be used again. The sphere itself is a black rimmed ball E x o rcism of Tr a n s f e rr a l . This ritual Seven Gates of Chaos. This is part of an with crackling energy inside. the user can req u i res two subjects, a magic wielding ancient spell found in a book that Baron only be seen as a vague, dark shadow character who is to be drained of his Mo rdo stole. This spell creates a week of within. Black lines of force arc everyw h e re powers and another who is to rec e i v e chaos that will ultimately destroy the from it. them. This spell will pull the powers and Ea rth. One gate is opened each day, This spell is one of the most dangerou s knowledge of magic from a character and releasing a demon of immeasurable mystic constructs available. It cannot be po w e r. The first gate sets everything in

27 motion. Once it is opened, and the pe rmanent spell of protection around his own how this is done. demon within is unleashed, it can never Sanctum Santorum. The spell rank is the be closed. The demon of the second gate ca s t e r’s Psyche +1 CS. Ce re m o n i e s . To conduct a cerem o n y, a will destroy humanity. The remaining gates Spell of Silence. This spell guarantees a so rc e rer needs objects of mystical signifi- will destroy the remaining life on Earth, character cannot speak about a certa i n cance to rei n f o rce his spell casting, col- the Earth itself, and ultimately the uni- subject, reveal certain facts, etc. The spell lected under the proper conditions and verse. is automatic when placed upon a charac- arranged in a fashion suitable for the par- The spell is a ceremony that req u i res the ter with a Psyche less than the caster’s. A ticular spell. The caster needs to prep a re death of 13 magic wielders of at least successful spell rank FEAT roll is needed if himself mentally and physically for the Adept rank. The demon of the first gate the targe t ’s Psyche is equal to or higher ta s k . slays these victims. The ceremony for this than the caster’s. It is through the use of In game terms, a character must spend spell must occur in a permanent cerem o- this spell (and the spell, t f u l n e s s ) a number of res o u rce points equal to the nial area of great antiquity. that Doctor Strange has kept the general spell rank number of the spell he is using. It is unknown whether or not the text world unaware of his activities. He pays this cost before the spell is cast containing this spell still exists. Needless and he must pay this cost reg a rdless of to say, no one but a would Spell of Van i s h m e n t . This ritual should whether or not the ceremony is success- attempt this spell. But certain demons or not be confused with the Spell of Cosmic fu l . other extra-dimensional beings who want Banishment, though they are similar. This Because of the time involved in prep a r a- to see the Earth dimension vanish might spell is always written on a scroll to be tions, a character can use only one cere- try it, if the spell still exists. used. The caster must unroll and read the mony per day. sc roll. The scroll and the character or item Spell of Cosmic Banishment. This spell ta rgeted vanishes into another dimension Ce remonial Area s . A magic wielder can is extremely powerful. It sends the victim and cannot be traced. The dimension to c reate a permanent ceremonial are a . hu rtling through endless dimensions to which the target travels is determined ran- Once created, a ceremonial area grea t l y the ultimate reaches of time and space, domly and is unknown to anyone, not even reduces the res o u rce point cost of cere- wh e re all worlds of the cosmos are left the caster. It is usually cast on a person for monies cast within that area . behind, into a black void of everlasting t eir own good, so a powerful enemy can- In game terms, a character must own a nothingness. The character is alive, but not find them. The subject will then live building or some land on which the cer- essentially out of the game for a long time th e re in relative safety until it is safe to emonial area will be located. The res o u rc e (until some god or other powerful being ret u rn again. The only way of locating one point cost for this building or land is sepa- in t e rvenes). Doctor Strange exiled Baron who has had the Spell of Van i s h m e n t rate from the cost for the ceremonial area Mo rdo in this manner. placed upon them is by dimensional it s e l f . This spell should not be confused with crossing (to an unknown destination) or by To create the ceremonial area, the sor- the Spell of Van i s h m e n t . personally asking the Herald of Satannish ce rer must spend a number of res o u rc e Spell of Dispellation. This special spell is to show the subject’s location (see Entit- points equal to 20 times his Psyche rank designed to ret u rn a character who has ies, Satannish). nu m b e r. (For example, if the magic wield- just teleported or come from another Talons of Cosmic Fire. This attack spell e r’s Psyche rank was Monstrous, he dimension. The individual will automati- sends white-hot, magical talons ripping at would spend 1500 res o u rce points.) cally be ret u rned to his point of departu re the target. The chance to hit is determi n e d Once the res o u rces are spent, the cer- if the spell is cast within 3 rounds of his as a Bite-Claw attack with the caster’s emonial area will be complete in one arr i v a l . Psyche used as the Fighting rank. The month (the character is working on the Spell of Distorti o n . This spell creates a spell rank for damage is Remarkable. area in addition to his other activities). On Maze of Madness—a reality altering effe c t the day the area is complete, the charac- that will eventually have the trapped char- ter must cast the final spells needed to fin- Ce remonies and ish it (in game terms, this means that the acter believe he is a nameless, mindless Ce remonial Area s . ni h i l i t y. Treat this in the same fashion as a character can perfo rm no magic that day except to finish the ceremonial area ) . Sa n i t y-T h reatening Dimension (see the In the Marvel Universe, when there is an Dimension section). Once the ceremonial area is complete, o p p o rtunity to make preparations, a the res o u rce cost of spells cast there is Spell of Exorci s m . This spell can brea k skilled magic wielder will use a cerem o n y only one-tenth the spell rank number of mystical possessions (especially by to increase the effectiveness of his magic. the spell. demons), Mental Control, Emotion Con- A ceremony is a mystic ritual intended to A character can create as many cer- trol, and other magical means of forci n g enhance the effect of a magic wielder’s emonial areas as he can affo rd . an individual to do or feel something spell. In addition, there are some spells against his will. A Psyche FEAT roll, with a that can be cast only as part of a cere- +2 CS bonus, must be made for the spell mo n y. to be successful. The knowledge of how to conduct cere- monies and build ceremonial areas is part Spell of Protection. This spell acts like the of every magic wielder’s training and is Shield—Aura spell, but protects larg e taught by the character’s master. If a char- st ru c t u res instead. Doctor Strange has a acter has no master, he must learn on his

28 Ma rvel Universe. What all three have in known as the Ancient One, travelled back MAGICAL ITEMS common is that they all tell of a cosmic in time, defeated the gryphon, and, thus, The following magical items are found in obscenity that slumbers, but yet may became the destined possessor of the the chronicles of the Marvel Universe, par- awaken. These are believed to be ref e r- Book. The Ancient One eventually ticularly those of Doctor Strange. The ences to Shuma-Gorath and were warn- en t ru s ted the keeping of the Book of the items can either be introduced by a Judge ings of the Ancient One to Doctor Strange Vishanti to his disciple, Doctor Strange, into his campaign, used by a player char- be f o re he began stumbling upon the min- Today Doctor Strange keeps the Book in acter or NPC at the Judge’s desire, or ions of “He Who Sleeps, But Wi l l the library of his townhouse in New Yor k se rve as guidelines for Judge on how mys- Awa k e n . ” City’s Greenich Village. Intricate protect- tical artifacts could be developed. Other forbidden spells or ref e rences are ive spells keep unwary innocents from contained within these chronicles. This using the Book. (Unless Doctor Strange Note on scrolls and books: Most res o u rc e s does not necessarily mean that all the authorizes the use of the book a character of ancient rites and spells are scrolls and magic found within these works is chaotic would have to be a master and make a magical books called tomes. Though magic, just that it was forbidden to be successful Psyche FEAT roll to even open appearing to be fragile, most of them have practiced at the time of the work’s crea- the book.) st rong incantations weaved throu g h o u t ti o n . The Book of the Vishanti is usually used them that prevent them from being by no one else but Doctor Strange or his Book of Enchantments. This ancient d e s t royed. Unless a mage has been disciple. In some cases, however, he may tome is the of Nicodemus, an recently studying, these scrolls and tomes allow another student of the “white” arts enemy of Doctor Strange. It contains the are usually locked away or will be placed to res e a rch a spell within those pages. To Ex o rcism of Tra n s f e rral, by which the user amidst piles of other scrolls and tomes as find a spell that fits a specific need a char- can completely and permanently drain the “camouflage” for its true nature. The acter must first make a Reason FEAT rol l mystical knowledge, powers, and aura pro bability of a thief or intruder stumbling to find it within the Book; this req u i res 1 -10 from another mage and transfer them into onto an important piece of magical writing hours. The Book may never be taken from himself. This enchantment was also kept is small. Some powerful works, however, his mansion, except by Doctor Strange on computer tapes by Nicodemus and have been found in old book stores and hi m s e l f . used in conjunction with a machine. The estate sales by those who are persistent The Ancient One once mentioned that power can be ret u rned to the former ow n e r and alert to the writing’s true nature. the Book of the Vishanti “contains all only by another use of the Exorcism of spells of defensive magic.” Consequently, Bell of Ikonn. This small Tibetan temple Tra n s f e rr a l . bell was forged centuries past by the ev e ry defensive or protective power and priests of Ikonn. This artifact creates a Book of the Vis h a n t i . The Book of the spell known to the “order” school of magic nexus between Earth ’s Dimension and Vishanti is the greatest known source of can be found within the tome. Ik o rm himself, wherever he may be. To “white” magical knowledge in the Earth Kaluu once stated that the Book of the open the nexus the bell must ring continu- dimension. The Book contains descrip- Vishanti contains “an infinite variety of ou s l y. The longer the ringing, the stron g e r tions of more spells and occult rituals than spells”, but that the “book itself is full of Ikonn becomes in this dimension. How any other known work except the enchantment:’ This is best indicated by long the ringing must continue for lkonn to Darkhold (see Darkhold). Every posses- the ultimate defense of the book: not the be completely whole is unknown (in game soer of the Book has added his or her own spells within but the book itself, which can te rms, a week is necessary). Once the toll- original spells to this volume. Conse- hurl back any attacking spell or power ing of the handbell stops, even for a few qu e n t l y, the arcane lore contained within which strikes it. A few times Doctor seconds, Ikonn disappears back into his the Book of the Vishanti is written in a vari- Strange has used it as a form of magical own dimension immediately. ety of languages. It is not known how shield against mystical beams (if an attack many pages the Book contains; as if by against him is successfully rolled, it will Black Mirror. This full length ebony oval of magic, pages seem to materialize within strike the Book and be deflected back at glass is surrounded by an ornate frame. its binding to accomodate additional the original caster unless the attack was a While it has been called a mirror, it does sp e l l s . Bu l l ’s-Eye). Any attack against it is turne d not reflect. Instead, it is a legendary gate- The origins of the Book of the Vis h a n t i back against the attacker in the same way to countless dimensions, to an infinite are unknown. However, it is believed to round. Damage, duration, and area of number of alternate Earths. A specific have been written by practitioners of the power all remain the same, as the norma l incantation is needed for each dimension. occult arts who were in regular contact power rank. Nothing can destroy the Book After speaking the incantation, the char- with the Vishanti, three benevolent extra- of the Vishanti, though it can be teleporte d acter speaking can simply pass throu g h dimensional entities who grant mystical to other dimensions and, possibly, time the mirror into the desired world. The mir- powers and knowledge to those whom pe r i o d s . ror also exists on each dimension it opens they consider worth y. Another ref e rence to the Book indicates into, so passage back and forth is easy, Thousands of years ago, the Book of the it contains every counter-spell known to but only for those who know the right Vishanti came into the possession of the the “order” school of magic. Theref o re in c a n t a t i o n . priests of the Babylonian god Marduk. The whatever enchantment a villainous mage Black Sea Scrolls, the Thanatosian priests had the book guarded by a may cast, monster he may summon, or Tomes, and Von Junzt’s Unausprec h l i- gryphon, a winged lion. Within the last item he may create, there is a solution or chen Kulten. All three of these are chron i- h u n d red years, the former sorc e re r co u n t e r-spell to it that can usually be cles of the mystical dark doings in the su p reme of the Earth dimension, who was found within the Book, if only enough

29 res e a rch time is exhausted in finding it. as a protection against eldritch magical himself he decided to flee the Earth l y This same ref e rence also notes that these attacks. For gaming purposes, treat this as dimension. Before doing so he created the are extremely powerful incantations that a Shield—Aura with a Monstrous spell Darkhold to serve as his touchtone with can doom the canter if he is mistaken. The ra n k . the physical plane, as an indestruc t i b l e Judge should explain to any character The Cloak of Levitation was given to medium through which he could manipu- using these counter-spells that there is a Doctor Strange by the Ancient One for late others, and as a talisman that could chance of danger if they do not prop e r l y defeating Dormammu. Its origins are, as be turned into a dimensional nexus for his res e a rch the spell. If they ignore this warn- yet, unrev e l a e d . eventual ret u rn . The volume was first discovered by ing and try to cast one of these in haste, he Crown of Blindness. This magical crow n , human sorc e rers of pre-C a t a c l y s m i c should determine what their fate should when placed on the head of a character, Atlantis who managed to remove it from be if the FEAT roll fails (for example, trans- causes complete blindness, including the doomed island-city before it sank. po rt to another dimension; Karma loss; or blockingthe wearerf rom using any mental They founded a cult called the psychic stun for 1-10 weeks of lost time). powers or mystical visual powers. When Darkholders and used the spells con- The Book of the Vishanti holds a spell the crown is removed, all immediately tained in the tome to create vampires to do that will release a character from the ret u rns to normal. The victim can rem o v e their bidding. The book passed through a Da r k h o l d ’s influence (see Darkhold), but it the crown himself, unless an arcane and succession of hands through the next mil- will be difficult to find (Reason FEAT rol l unknown spell is employed to keep it on lena, including Babylonian savants, with a penalty of a –2 CS and take at least the victim. This magical item is most effe c- Egyptian priests, and Hebrew scholars. 40 hours of study to locate it), and danger- tive when combined with the Mystical Whoever employed the knowledge con- ous to cast (a ceremony that acts as the Cross, which binds both the physical and tained within did so at the cost of the cor- miscellaneous Exorcism of Tr a n s f e rr a l , astral forms. The victim is completely iso- ruption of his life essence. This earned the but without the +2 CS bonus; if the spell is lated and cannot perfo rm any magic what- Darkhold the name “Book of Sins.” not successfully rolled the character must so e v e r. Once the crown is in place, it The parchments were eventually bound then make a successful Psyche FEAT rol l becomes invisible to all but the victim. or be controlled by the Darkhold himself.) into book form in the Sixth Century. It Crystal of Kadavus. The Crystal is a fist- lasted in this form for many centuries Cloak of Levitation. Doctor Strange’s sized, diamond-like gemstone that is cut be f o re an Irish monk scattered the inde- Cloak of Levitation is a wondrous item to resemble a skull. When using the st ructible pages throughout Europe in a indeed. It allows him to fly (see the Flight pro per incantation and exposing it to the the hope of removing the temptation once po w e r, treat the cloak as having an Incred- light of a full moon, it focuses dimensional and for all. In the Twelfth Century the ible power rank) for indeterminate lengths orces. When this focused beam is aimed pages were mystically reassembled by a of time. While he can fly without the at a magical item, it is completely res t o re d Spanish monk and later, in Transylvania, a Cloak, the Cloak allows him to fly or levi- to u I power (even if the item had prev i- scholar named Baron Russoff reb o u n d fate without casting a spell and with the ously been drained of its magic powers or the pa rchments in book form, adding slightest concentration. But the Cloak of “ d e s t royed”). This pro c e d u re must be blank pages in the back to serve as his Levitation allows Doctor Strange many repeated for at least two nights of the full di a ry of occult experiences. The posses- mo re options that these, moon before the item is res t o red to full sion of the Darkhold triggered his hered i- He can mentally command his Cloak po w e r. ta ry tendency toward lycanthropy and wh e rever it is, even if he is in his astral tu rned him into a werew o l f . fo rm or the cloak is in another dimension Crystals of Conquest. The cult Sons of Eventually the tome found its way into (though extradimensional control req u i re s Satannish created these 16-inch long the hands of Dracula, Lord of the Vam- a successful Psyche FEAT roll). The com- em e r a l d-hued crystals. The crystal is used pi res, who was looking for a means to mands can not only include flying and levi- as a weapon, allowing the user to focus res t o re his flagging powers. Finally, rea l i z- tation, but retrieving, attacking, and his Psyche through it and create “psychic ing that within the Darkhold lay the Mon- enwrapping as well, These last powers are g rowths”, which are psychic tendrils. tesi Formula, the spell to destroy all pe rf o rmed by the Cloak by acting as an These tendrils must be targetted to hit an v a mpi res, Doctor Strange sought the book appendage with Incredible Strength for opponent (see the Magic Effects Tab l e , out, fought with Dracula and managed to the purposes of Grappling or Snatching. Agility and Targetting) and cause damage use the Darkhold to create a spell by The Cloak, which is voluminous in size, equal to the user’s Psyche rank. The crys- which vampires could no longer exist on can also swirl around and wrap up a tar- tals can also be used for blasting a single Ea rth. Even a who was in another get. Depending on where it is instructed to ta rget (see Magic Effects Table, Power dimension or world and ret u rned to Earth wrap it can blind (covering the head), pre- Rank and Blasting) in an attempt to stun is destroyed. This is why there are no vent escape (twisting around feet and him. The power rank for the blasting is longer any vampires on the Marvel Uni- legs), stop attacks or magical gesturing Remarkable. The Material Strength of the ve r s e ’s Earth . (wrapping around the torso and pinning Crystals of Conquest is Amazing. Due to his vast power, Doctor Strange the arms), or completely encase a human Da r k h o l d . The Darkhold is a volume of was the only person to ever use the (if 6’0 “or under) like a mummy. On occa- pa rchments transcribed eons ago by the Darkhold without forfeiting his life essence sion, it has even been able to move Doctor Elder God Chthon containing all of the to Chthon. Others who have been cor- St r a n g e ’s physical body away from harm arcane knowledge of the time. Chthon rupted by the Darkhold include the Sixth by commands from his astral form. le a rned that were supplanting Ce n t u ry British sorce ress Morgan Le Fey The final function of the Cloak is to act the old on Earth, and in order to prot e c t and a disciple level sorc e rer named

30 Mo d red the Mystic. Many, many others tu rned that beam on not only monsters Beyond that, the amulet’s origins have not have fallen to its evil. and powerful characters in other dimen- yet been rev e a l e d . Any character not a Sorce rer Suprem e sions (such as Nightmare), but on practi- If, in the Judge’s scenario, the amulet is who even touches the tome immediately tioners of the “black” arts as well. While used by someone else with Doctor tu rns evil and serves the demon Chthon. bathed in the beam, all such creations or St r a n g e ’s permission they must make a That character becomes a non-p l a y e r followers of the dark ways have all of their Psyche FEAT roll for every use. If the amu- character then, keeping his ability to per- abilities and spells reduced by two ranks. let is being used by someone without Doc- fo rm the spells that he knows, but learni n g The Eye enables Strange to more easily tor Strange’s permission they must make many vile and evil spells from the probe the minds of sentient beings (+2 CS a Psyche FEAT roll with a –3 CS penalty Darkhold. The Book of the Vishanti holds a for Mental Probe, Mental Control, and for ev e ry use. If they fail a single roll the spell that will release a character from the Telepathy spells). When used as such, the amulet will turn its blinding light on them, Da r k h o l d ’s influence, but it will be diffi c u l t amulet opens and releases a rep re s e n t a- suspending them in place until it is to find. tion of a golden eye, which affixes itself to claimed by someone else. All characters who are magically its wielder’s forehead, allowing him to inclined have heard of or instinctively feel “see” into the mind he wishes to prob e . Gr a n d f a t h e r’s Skull. Shaman learned all the evil of the Darkhold so any desire to For gaming purposes, the target is he knows of mysticism from the spirit of touch the book must be made with their allowed one Psyche check at the begin- his dead grandfather, who was a Sarce e complete freewill. A character who tries to ning of the process to resist the prob e . medicine man before Shaman became psionically or mystically force them into The Eye can project an ionic scree n one. The focal point for this spirit is his touching the book is in for a surprise. The which acts as a Shield—Individual spell of gr a n d f a t h e r’s decorated skull, which acts unwilling character acts as a conduit for Amazing spell rank. The Eye also can be as a partial dimensional apertu re for the the Darkhold’s corruption and the manipu- used to create dimensional apertu res. If grandfather to contact Shaman from what- lating character is, instead, the receiver of Doctor Strange makes a successful ev e r dimension of the afterlife he now the curse. A character manipulated in Psyche FEAT roll the amulet will separate resides in. such a way will remain his own person if from its backing, seemingly enlarge to a Great Key. The Great Key is an intricate, he immediately drops the tome upon size several feet in diameter, and then golden, five foot long staff that can open release by the stunned manipulator. open... revealing a portal to other worlds. the nexus between the Earth dimension The power of this book is so great it can Another power of the Eye, one seldom and the Realm of the Beasts. The nexus is provide power to its followers in other used in the chronicles, is the ability to found in the north e rn Canadian crater dimensions. Chthon has tried to ret u rn place an unconscious subject within its called the Eye of the World. Little else is th rough its use many times in the past, beam in suspended animation. Doctor known of the key, possibly it acts as a most recently using as a host body the Strange placed his faithful servant Won g Dimensional Apert u re spell into other . The Darkholders still exist in suspension after Dracula had bitten dimensions. It is usally kept in the Voi d as a cult, and are dedicated to finding the Wong, threatening him with becoming a dimension, which can be accessed volume and using it to gain ultimate power. va m p i re. This suspension “freezes” the th rough Shaman’s medicine pouch. It is presently under spell, lock, and key at subject in the exact condition that exists Doctor Strange’s mansion. when the light strikes him. No deteriora- Gr i m o i re. This is the proper name for the tion of the mind or body exists while sus- Eye of Agamotto. The Eye of Agamotto is pended. A character who is mort a l l y the name commonly given to Doctor wounded, poisoned, or cursed can be sus- St r a n g e ’s Amulet, though the Eye actually pended until he can be taken to a hospital resides within the amulet and is rel e a s e d for treatment or res e a rch into his prob l e m from time to time. The Eye of Agamotto is is completed and a cure is found. Abso- one of two occult objects in Doctor lutely no FEAT roll is necessary to sus- St r a n g e ’s possession which are empow- pend a willing or unconscious subject. ered by the mysterious extradimensional Suspending an unwilling subject req u i re s entity known as Agamotto, the other being a Psyche FEAT roll (at a –2 CS penalty) the Orb of Agamotto. and great concentration. At Doctor Strange’s command, the Eye As the amulet is controlled chiefly by opens and can radiate a blinding light of thought and force of will, the wielder of the immeasurable mystic force. Under the amulet establishes a psychic link to it. br i lliance of the so-called “all-rev e a l i n g Indeed, when Doctor Strange leaves his light,” Strange is able to see through dis- body in astral form, an astral duplicate of guises, past illusions, invoke images of the amulet-capable of nearly all of the the past, and track both corporeal and am u l e t ’s functions. albeit at slightly less et h e real beings by their psychic or magi- po w e rful levels (–1 CS)-travels with him. cal emissions (as the Enchanted Eye spell The Eye is customarily worn by Doctor with a spell rank of Unearthly). It has been Strange at his throat. The amulet was said that “Dwellers in the Realms of Dark- given to the Ancient One by Eternity cen- ness cannot resist its gleaming, glistening turies past. He, in turn, gave it to Doctor beacon.” In many instances, Strange has Strange for defeating Dormammu.

31 book in which a mage rec o rds his spells or munications with another mage of the spell that releases a victim from posses- incantations. Some spells, like many of us e r’s choosing anywhere on Earth. One sion or entrapment or that otherw i s e those listed under the Entreaty section of must know the proper incantation to use it. co u nters the original user’s binding spell. Once so bound, the victim can use no per- this booklet, are so long and involved, or Iro n . In the Marvel Universe some Nature sonal energy spells. When this item is are of such a peculiar mystic nature, that schools of magic, specifically the Drui d i c combined with the Crown of Blindness, they cannot be memorized, only rea d and Faerie schools, have an extreme vul- the character is unable to perfo rm most aloud from a text. These spells must be nerability to iron in any mass equal to or ma g i c s . found and copied from another grimoire, greater than dagger size. Pure iron weap- runes carved in a temple, and soon. Then, ons do double their normal damage to Medicine Pouch. This small leather if the language is foreign, the character these magic wielders. Iron placed against pouch hangs at the side of the Alpha Flight must spend the appropriate time them (or massive amounts of iron in their mystic, Shaman. It is a nexus to the Voi d , res e a rching the proper pronunciation of area reduces all magic related FEAT rol l s another dimension which Shaman uses as the spell. Usually by reading the spell to they attempt by a –2 CS. a source of energy to create magical com- himself and not aloud, a magic wielder Lamp of . This lamp resembles the ponents and mystical spells. This is one of may understand most of the spell’s pur- the very few cases where Dimensional pose. Some spells can be read by any- lamp of Aladdin in folk tales, except it has a red figurehead of a demon on it. The En e rgy is used within the Nature school of bo d y, not just a magic wielder. In all of magic in much the same manner as Uni- these matters, the details concern i n g lamp is a scrying device, when lit it emits smoke that can show the user whatever versal Energy is usually used. Whether av a i l a b i l i t y, req u i rements, and abilities of this is because the unusual Sarcee sub- the spells are left to the Judge. scene he wishes to see, even if it has hap- pened in the past. This is how Umar dis- school of Nature magic allowsforthis tran- A character can only have two sition, or that the medicine pouch itself at any one time, the one he uses and his c o v e red the fate of her bro t h e r Do rmammu. For gaming purposes the co n v e rts Dimensional Energy to Universal ba c k-up copy. Since the spells in a gri- En e rgy is not known. The incantations and mo i re must be carefully handwritten by the lamp can only be used once every ihree da y s . uses of the energy are definitely Nature- us e r, the Judge should also determi n e oriented and Universal in theme. how long the magic wielder must spend at Le g e n d a ry Amphora. This giant vase It is known that other pouches enter into this task and forsake all other actions (10 holds the monstrous demon Zom, who the same climenson, and that two mages + 1-10 days). Some grimores, such as was imprisoned there by Eterni t y. The reaching in at the same time can actually the Book of the Vishanti, are collective gri- L e g e n d a ry Amphora (tall, two-h a n d l e d to u c h . mo i res that contain all the spells of a race vase) normally rests on an alter guarde d When in need, Shaman simply rea c h e s or orde r. This type of grimoire is passed by 9 smaller vessels (vases, incense burn- into the pouch for the appropriate charm down from sorce rer to sorce re r, who adds ers, jars, etc.) that lay about on the steps or component he needs. He must make a any new spells of his own within. Collec- leading up to the platform. Each of these 9 successful Psyche FEAT roll for it to come tive grimoires are highly prized. lesser vessels hold an elemental demon. to his hand. This check may be made In t e r-dimensional Scanner. While this is They will attack anyone who attempts to ev e ry round until the item appears. It is his not a mystical item, it is used to monitor free Zom (see Zom). gateway to other realms and states of dimensional nexus and scan dimensions T h e re are many magical containers being. It somehow keeps them all con- that are near Earth. This roo m-sized piece around that will mystically hold a crea t u re tained, providing an orderly framework to of high-tech equipment was designed by or character. Sometimes, all a character a universe of tremendous chaos. For Roger Bochs, who first created Box of needs to do is open the container to let the some idea of how much chaos, see the Alpha Flight fame. He was assisted in its cre a t u re out, other times it must be bro- Void in the Dimension section. creation by Shaman. Imaging of these ken. Occasionally the crea t u re is grateful A character (other than Shaman) rea c h- dimensions is often hazy, showing only the for release, but he usually turns on his lib- ing into the Medicine Pouch cannot free outlines of larger crea t u res, struc t u re s , erator instead. Sometimes the magic of his arm. Looking into the pouch exposes and so forth. It is with this device that the the container is so strong that the charac- the mind of the character to the Void, a Alpha Flight team unwittingly brought the ter opening it automatically gets pulled sa n i t y-t h reatening dimension. In c redible Hulk back to the Earth dimen- inside, trapped until someone on the out- A magic wielder reaching into a pouch sion from another dimension where Doc- side releases him. In all of these cases, opening into the Void has access to tor Strange had banished him for the good one of the surest ways to empty one of Dimensional Energ y. For gaming pur- of mankind, and the Hulk’s own sake. these containers is to employ a powerfu l poses, the pouches come in a variety of Any use of this device to scan and spell designed to free a character from styles and shapes and purposes, While ob s e rve another dimension req u i res a suc- possession or entrapment. Sh a m a n ’s is tuned to the Nature school of cessful Reason FEAT rol l . Links of Living Bondage. The Links of magic, another could just as easily be tuned to another universal school, like the Iris of the All-Seeing Oracle. This 8 foot Living Bondage are comprised of two Faerie school, or a dimensional school, diameter circular device, with what looks la rge cup-shaped pieces made of iron that like Raggadorr or Hoggoth. All of this like a mirror in the middle, hangs in Doctor flicker with mystical flames, connected by should be decided at the creation of the St r a n g e ’s mansion. It is a secondary scry- a section of heavy, magical metal chain. item or generation of the character using ing device that Strange or his friends use When these cups are placed over a magic it . when the Orb of Agamotto is inaccessible. wi e l d e r’s hands they are mystically locked The Iris allows two-way audio-visual com- in place and cannot be removed without a Mystical Cro s s . This is a large “X”

32 shaped rack upon which a sorce rer can be the user, and reveal his or her presence to strike an area where both of the oppo- mystically bound. Once bound upon it, its master. It also detects any great evil nents hands are then all four hands are th e re is no way a character can be free d , th reat to the world and shows its location magically pincered together. This can except by the use of an outside physical to its master (Judge’s discret i o n ) . either be broken by a successful grapple fo rce that smashes the cross (treat as .The Orb will also automatically allow its (as normal) or by both characters making M o n s t rous Material Strength). While user to peer into other dimensions and Psyche FEAT checks. Whoever wins the bound, the sorce rer cannot use any men- other worlds that he has previously visited check, can force his opponent back a little tal or magical communication spells or has knowledge of. Like the Eye of Aga- or push his opponent’s hands to where he unless he makes a red Psyche FEAT rol l , motto, the Orb has been able to provide a wants them. Afterth ree successful checks but this must be done within the first five dimensional apert u re through which like this, the character can remove one rounds of binding because the Mystical Strange has been able to pass into other hand and still hold his opponent’s two Cross drainsthe magical powersof a char- dimensions. No FEAT rolls are req u i red for hands with only one. acter while he is on it. The binding is so any of these functions unless the charac- The winner of a pincer duel is the one to st rong that not even the astral form can ter using the Orb has never used it for that stuns his opponent or traps both hands leave it. specific function. To use the Orb for the while leaving his own free . Doctor Strange was once bound to first time req u i res a successful Psyche Purple Gem. This cantaloupe-sized pur- such a cross and it took the strength of FE AT roll. If the roll is failed, the user must plish, diamond-cut gem was originally The Thing to break the cross and free him. wait 24 hours to attempt that function believed to be just an involuntary dimen- ag a i n . Ni g h t m a re ’s Wan d . This one meter long, sional apertu re item that transported peo- Especially powerful mystical forc e s thin, black wand blazes with green light at ple to the Purple Dimension against their have, in the past, been able to cloud the its tip. It belongs to Nightmare, who pre- will (see Purple Dimension). Once there, Orb and prevent Doctor Strange from sumably created it. It is a focus for attacks they were enslaved by that dimension’s uncovering their exact location (this from Nightmare that fall in the Eldritch cat- So rc e rer Supreme, Aggamon. The gems req u i res a red Psyche FEAT roll by the egory. This grants a +1 CS to his Agility we re actually distributed on the Earth so a pa rty involved in clouding all scryi n g ) . for the purposes of rolling Agility FEAT la rge labor force could be “stolen” from While there is obviously some manner of checks for Targeting Beams, Bolts, or Ea rt h ’s dimension. A Purple Gem was connection between the Orb and the Eye, Crystals. The wand will so perfo rm for any- retained by Doctor Strange after it serve d both of their origins are clouded in mys- one else who wields it, if they first have its nexus purpose and the good Doctor te ry. those Eldritch Attack powers. fo rced Aggamon to free his slaves and The Orb of Agamotto contains its own Ni g h t m a re ’s Wand also has a spell in it cease his slave running. Strange later dimension. See the Orb Dimension in the that is not found in too many other used the gem as a focus and amplifier for Dimension section. so u rces. It is called the Maze of Confine- the power within his amulet. ment. The user must target the wand on a Pincers of Power. These small yellow The gem is especially powerful when single individual, then make an Agility discs appear on the back of the magic using a Dimensional Energy incantation Feat roll to hit him. If unsuccessful nothing wi e l d e r’s hands for the purpose of combat. that calls on Aggamon. Doctor Strange happens. But if the roll is made thin, black, When ready to fight, a pair of curved 1 foot commented, “Once, I believed this to be mystical bands spin around the target in a yellow pincers appear, growing out from but a device for bridging the dimensions. random fashion. Treat this attack as a each disc. The character then fights with Yet the gem’s bloated appearance, as if it combination Bands power and Confusion these pincers. The general Bite-C l a w we re a living being that had consumed its po w e r, both with power ranks equal to the fi g h ting with these pincers uses the char- pre y... makes me wonder about its true Psyche rank of the user. The Material ac t e r’s Psyche ability instead of his Fight- na t u re.” The true nature of the Purple Gem St rength of the Bands is also equal to the ing ability. If the character wishes to targe t has yet to be rev e a l e d . us e r’s Psyche rank. his opponent, he may, but only a hit to the Any character using a Purple Gem to Ni g h t m a re does not always use his head makes any diffe rence as it stuns the focus a Dimensional Energy power will wand, sometimes pre f e rring to simply brain for 10 hours (see Agility and Targ e t- have the power rank of that power raised co n j u re Eldritch attacks instead (-1 CS ing on the Magic Effects Tab l e ) . by + I CS, not to exceed Monstrous rank. without wand). If he can or has crea t e d The damage of a pincers hit to any- For game purposes, a Purple Gem can other is unknown. wh e re but the head is Excellent. only be safely used twice every 24 hours. If two characters are dueling with the If more attempts at its use are made, there Orb of Agamotto. Within Doctor Pincers of Power (this was a popular pas- is a 20% cumulative chance that the gem S t r a n g e ’s Greenwich Village Sanctum time of Dormammu in the Dark Dimen- will transport the user to the Purple Sa n c t o rum, in a room sometimes ref e rre d sion), each one must state where each Dimension instead. to as the of Shadows, sits a hand is trying to target its hit. If one hand is th re e-legged case which is the res t i n g Ruby of Domination. This large red, float- defending an part of the body, then the place of the mystical crystal known as the ing ruby (3 feet in diameter) was once opponent needs to attack with both hands Orb of Agamotto. When Doctor Strange used by Xandu in an attempt to make to strike that same area. Two hands can summons the Orb, it rises from its case E a rt h ’s population mind-slaves. When co n t rol the one hand of the opponent, and activates. Doctor Strange shattered it, little rub i e s ho w e v e r, and try to grapple him, as two The Orb is a powerful scrying device we re left on Earth from its shards. A char- characters normally would, causing an that can automatically detect the use of acter attempting the powers of Emotion arm lock, throwing him, etc. If both hands po w e rful magic around the world, pinpoint Co n t rol, Mental Control, Mesmerism, or

33 Me s m e rmechanism has a +1 CS for suc- Sixth Dimension (see the Sixth Dimen- the Serpent-Crowns from an alterna t e cess when focusing the power throu g h sion). The sole purpose of the idol is to Ea rth into his campaign, he can vary its one of these smaller Rubies of Domina- se rve as a nexus for Tib o ro, drawing those powers, adding any mental power he ti o n . into his dimension from Earth for enslave- wishes, such as Tel e p a t h y, Tel e k i n e s i s , ment and allowing him passage into the Mesmerism, Mental Probe, etc., but the Sa t a n-S p h e re . This large (8 feet in diame- Ea rth dimension. Se r p e n t-C rown will always have the power ter) fiery white sphere was last known to For a victim to be drawn into the Sixth of Mental Control at an Incredible power be owned by the cult Sons of Satannish. It Dimension through the Screaming Idol, ra n k . acts in a manner similar to the Orb of Aga- he must be standing in the same area as Set has a chance of taking over the motto, locating that which the user desires the idol. The process is somewhat ran- we a re r. He does this by making a FEAT rol l to see and hear on Earth. The Satan- dom. Since the forced dimensional shift of each time the crown is placed on a charac- Sp h e re also allows a user who makes a the victim is randomly timed (not every te r’s head. The basic rank for this FEAT successful Psyche FEAT roll to send spells time someone is near) there is a 10% roll is Good. For each additional power th rough it at observed targets (the check chance that it will occur when people are that Set has added to the crown (the must be made for each spell used, a failed about. A magic wielder of Adept level or Judge designates the powers and their roll means that the spell has been wasted). higher could use the idol as a nexus by power ranks in advance) Set’s FEAT rol l Even if the attack successfully goes using a Dimensional Apertu re spell on the rank receives a +1 CS. Theref o re, if the th rough the Satan-Sp h e re the target can idol. Whenever the idol transports some- crown has the Mental Control, Mesmer- ret u rn the attack spell to the user if: a) the one to the Sixth Dimension the area where ism, and Charm powers Set must make a ta rget is of a mastery level equal to or the idol stands is plunged into darkness Remarkable rank FEAT roll to control the greater than the user; and b) the targe t (magical light will work in there) . we a re r. succeeds in making a yellow or re d Tib o ro easily passes through the idol as Se t ’s control of a wearer can be brok e n Psyche FEAT rol l . a dimensional apertu re, but will only come by the miscellaneous Spell of Exorcism or The current whereabouts of the Satan- to Earth if he truly believes it has entered by removing the crown from the wearer’s Sp h e re are unknown. an Age of Decay (no morals, evil prev a i l s , head. If the character wearing the crown is Sc e p t re of Shadow. This large mace was et c . ) evil and wishes to serve Set removing the owned by the Slitherer, the huge guardi a n crown will not make him any less evil, but it Se c rets of Light and Shadows. Th e of the Shadow Dimension. It had a twisted will take the extra powers away from him. Se c rets of Light and Shadows is the title of golden handle topped with 4-long spikes a book of magic by Van Nyborg. When Se rum of the Seraphim. This is the most and a large ebony sphere. A powerfu l spoken aloud in a ritual it opens a nexus po w e rful medicine known to the occult black beam could be emitted from the into the Shadow Dimension (see Miscella- and can cure anything but death once it sp h e re which spread throughout the area neous Dimensions) that will pull the occurs. The serum is so potent that only a of effect. This automatically blacked out chanter into it. James , a woe- few ounces are needed, it is usually kept in the area, totally blinding all in it except the fully inept Novice who tried to become tiny ornale containers holding just a few holder of the sceptre. The area can either Doctor Strange’s apprentice, perfo rm e d ou n c e s . be centered on the mace or moved off in a this ritual, was pulled through the dimen- Any character drinking this serum is specific direction with the mace kept on sional apertu re and had to be rescued by instantly ret u rned to his full Health points the border of the area. Treat the Psyche of the good Doctor. and has all of his wounds healed. Any the user as the power rank of the sceptre magical fungus, physical curses (like for purposes of determining the area of Serpent Crow n . An object of mystical blindness), or diseases are held in check, effect and the duration of effect. Only a power created by the Serpent-Men (see then slowly cured over a few days time. mo re powerful source of magical light, Cults) and the human alchemists of such as that provided by spells and items D e v i a n t-dominated pre-c a t a c l y s i m c Si l v e r. In game terms, all silver weapons of Agamotto or Vishanti, can dissipate the Lemuria. The helmet/crown was linked cause double their normal damage to da r k n e s s . with the primeval demon Set, who granted those characters and crea t u res classified The sceptre will also inflict the damage the helmet’s wearer great psionic power as demons. If a silver weapon strikes a of a Mace (damage equals Strength +1 while subjugating his will. The cro w n character who is possessed by a demon, CS), or a war hammer if using two hands passed through various hands over the only the demon will suffer damage, not the (damage equals Strength +2 CS). centuries. Finally, in recent years, the host body, Damage is caused not by the The Sceptre of Shadow originally crown and hundreds of others from alter- edge or type of weapon as much as simply owned by the Slitherer was destroyed, but nate Earths were merged into one gigantic touching silver to these crea t u re s . if he could learn to make one (using the crown. Just before it could succeed in giv- Silver Dagger. The silver dagger of the knowledge he gained from battling the ing Set a physical form on Earth, the character Silver Dagger is enchanted. It Undying Ones), another sorce rer could crown was apparently reduced to metallic automatically slays any demon of less also learn to make One, given the prop e r by the , a scientific arti- than Incredible Endurance. Demons with in f o rmation, time, and materials. fact created by the evil org a n i z a t i o n In c redible or higher Endurance survive if Advanced Idea Mechanics (A.I.M.). How- Sc reaming Idol. This is a 7-inch tall statue they make a successful Endurance FEAT ev e r, some of the crowns from alterna t e of a crea t u re, arms raised, screaming. It is roll; the demon suffers Amazing damage it Ea rths may have fractured off before the actually a replica of the statue that the fol- he survi v e s . crown was destroy e d . lowers of Tib o ro use to worship him in the In addition, Silver Dagger’s weapon If the Judge wishes to introduce one of

34 also allows him to cause Remarkable St a r s t o n e . This stone is a large (18 inch hands of Alaric, a minor disciple who was damage when striking any magic wielding diameter), amber-hued ovoid jewel that is raised to the level of a master by the blade. or magically enhanced characters. cold to the touch and contains a dark The golden blade traditionally has had a shadow that can be seen within. It was a la rge gemstone in its hilt called the Eye of So u l s w o rd . The Soulsword is a large, sil- gift from Kulthas (also known as Kathu- Za rt r a- This gem of ancient, almost forgo t- ve ry, magical sword that belongs to Illyana los), the gree n-planet of Shuma-Gorath to ten sorce ry is extremely potent on the Rasputin, the New Mutant known as the Cult of Sligguth on Earth. When the Ea rthly plane. If it is imbedded in an item Magik. She claimed the sword when she cult needs helporis rea d y f o rthe ret u rn o f that is used to spill the blood of an Atlan- ov e rt h rew Belasco as ruler of Limbo. The the old gods, it is to set the “Shadow in the teen, the Eye takes over the item and uses So u l s w o rd is a physical manifestation of Starstone” free. This is done by using a it to destroy the user, but if it spills the Ma g i k ’s magical powers. It causes Mon- la rge fixed lens that is “sacred to Shuma- blood of a Sorce rer Supreme, it grants st rous damage to any magical crea t u re it Gorath” and focusing the starlight from im m o rtality to the user. hits, attacking on the Bite-Claw column. the Kulthas on to the Starstone. A Anyone who wears or wields the sword The sword does no damage to non- blackness then spreads out from the stone has great physical might bestowed upon magical crea t u res, characters, or items. that dims all light but that of the star Kul- him 1+1 CS to his Endurance and +2 CS When Magik uses the Soulsword to thas. It can cover a small town in 15 to his Strength, neither to exceed the rank strike a character who is possessed, rounds. Everyone in the darkness must of Monstrous) during its use. The blade is en s o rcelled, or otherwise magically con- make a Psyche FEAT roll every other so ensorcelled as to cut through most trolled or transformed she may make a round thereafter or fall into a deep trance magic defenses as if they were gossamer, Psyche FEAT roll for countering or brea k- that makes them obedient to the will of ot h e rwise treat it as an unbreakable two- ing the spell. Sh u m a-Gorath and his Lords (including handed sword. Magik can “store” her Soulsword in Sligguth). After an hour in the focused In recent times, the sword was used by nothingness and summon it whenever she starlight, a mystical, protoplasmic, evil Alaric in an attempt to kill Doctor Strange de s i res automatically. Armor appears on sq u i rms out of the stone. After this the and achieve immortality for himself. But in her body when she uses her Soulsword in stone is nothing more than a bauble and the ensuing battle, joined in and battle. The armor appears as individual the shadow dissipates, though the was cut by Alaric. The sword then turne d pieces and more pieces continue to induced trance lingers on until mystically upon Alaric and sliced him into mystic rib- appear as she uses the sword, until the b roken. Meanwhile the squirming evil bons, then diffused these throughout the armor is complete. The body armor is orig- tu rns into a great, intelligent slime that can universe. Doctor Strange and Prince inally of Excellent strength, and improv e s mentally animate objects and have them Na m o r, struck aghast by this series of by one rank (to a maximum of Monstrou s ) attack opponents (as the Animate power events, decided to remove the Eye of ev e ry time she uses it in the same battle with a Monstrous power rank, but it can Za rtra from the sword. The eye now res t s th e re a f t e r. Her armor remains in effect for simultaneously control all the objects in in Doctor Strange’s keeping while the up to 5 rounds after it appears, without her the area(s) it covers). sw o rd is in the care of Namor. For game having to use the Soulsword specifically The slime will grow by 1 area in size purposes the sword still has the physical for the purpose of maintaining her armo r. ev e ry 5 rounds until it becomes as large as enhancement powers and can still cut St a ff of Polar Power. This is actually a four areas. It is slow and can only move 1 th rough all normal defenses that are less class of staves. They can come in any area every three rounds. For every area it than or equal to Monstrous Material shape or material and range in size from 4 grows it gains 100 Health points. It is St rength and mystical defenses that are to 8 feet long. A Staff of Polar Power polar- immune to most mental or magic attacks. less than or equal to Amazing Material izes the holder with the power of the mas- It has the equivalencyof Remarkable body St rength, while the gem now holds the key ter who created it. Theref o re diffe re n t armor vs. energy attacks and physical to immortality and the curse of striking po wers and diffe rent levels of mastery are attacks. Doctor Strange defeated it once down anyone who uses it against an Atlan- engrained into each staff and no two are by calling down a lightning bolt on it and te a n . alike. All Staves of Power allow the char- the building it was in, thus destroying the Transhypnotic Jewel. This 1-foot wide acter to become pure energy for the pur- cre a t u re and burying it with one spell. mystical emerald can transform matter pose of floating through dimensions. In Once “dead” it apparently dissolves and into imagination. In the hands of a magic such form a character can move throu g h the evil energy ret u rns to the netherplane wielder who has the Illusion power it is dimensions at a rate of 5 dimensions per wh e re it originated. No one knows if more quite powerful. It gives potential victims round and ignore all physical attacks. than one Starstone exists. who are attempting to disbelieve the Another quality of most Staves of Power is Sw o rd of Kamuu. This ancient sword us e r’s illusions a –2CS on their FEAT rol l , their ability to absorb attack spells cast at fo rged of arcane elements offers grea t thus making it far harder for them to disbe- them (see Magic Effects Table, Agility & mystic powers to those who know how to lieve. The Transhypnotic Jewel also Targeting). An Agility FEAT roll of a bull’s- employ it. The sword is somehow linked to se rves as a dimensional apertu re into the eye indicates the character has inter- the royal blood line of Atlantis. Prince Dimension of Dreams (see Dimension of cepted the spell with his staff) . N a m o r, the Sub-M a r i n e r, is the most Dre a m s ) . This item offers the Judge a gre a t famous of this line. The sword was once op p o rtunity to be creative and is a good Wand of Watoomb. This is a 1 foot long, used to change the course of Atlantean item to improve a freshly generated char- crystalline wand with the heads of demons h i s t o ry, but was lost thereafter in an acter who is weak. at either end When Watoomb ret i red from ob s c u re sub-sea battle. It ended up in the mystical affairs he decided that a deserv-

35 ing young adept should have it. Doctor to see in any dimension with which he to place by Astral Projection. Its ventures Strange and Cyrus Black fought for the is familiar. He may also fire Eldritch out of the Wangal are short. The Wan g a l / right to own it. Though Doctor Strange spells through the wand at the person, spirit possesses the wearer, who becomes defeated Cyrus Black, he only rec e i v e d place, or thing he is viewing, but with a the host of Damballah. The voodoo half of the wand. The other half was later –3 CS to his Agility for Targeting the p o wers of Damballah are many and var- stolen by Xanclu, who then proceeded to at t a c k s . ied. The most powerful is an Amazing Co n t rol of all reptiles within the area of abscond with Doctor Strange’s half and Wand of Satannish. This foot-long golden effect. It also allows the body of the wearer reunite them. Unfortunately for Xanclu, it rod, topped with a yellow jewel, was cre- to Shape Shift into a reptile. Another obvi- takes quite some time to learn how to fully ated in numbers by and for the cult, the ous power is to pass through morta l s , use the wand. Since the time that he stole Sons of Satannish. When the wands making them mindless slaves. This power the other half and reunited them, he has (about a half a dozen were made) are used is of Incredible power rank. Anyone who is used, lost, and regained the wand several in concert (at least two of them at a time passed through by Damballah’s spirit is times, Doctor Strange even drained it hitting the same target), they focus the allowed a Psyche FEAT roll to resist his once, though it was later rec h a rged. While mystical might of the entire cult throu g h ta k e o v e r, but they must make the check Doctor Strange once told Spider-Man that them to unleash Ribbons of Nihility—thin ev e ry time he passes though them (4 the wand was destroyed forev e r, this bands of “unholy light” which widen to times maximum). might have been for the sake of the web- fo rm a large cube, trapping the targe t The Wangal cannot be removed by the sl i n g e r’s peace of mind for we also know within (t reat as the Bands spell with an we a rer once it has been put on, but any- that the good Doctor has stated that “Hog- Amazing Material Strength that form the one else can pull it off of him. go t h ’s pale hands clutch the Wand of cube in 2 rou n d s ) . Watoomb”. Quite possibly Hoggoth rec- The ribbons and cube are invisible to all War p-C l o a k . This is a small rug-s i z e d ognized the danger in having this item except the target and any who holds a piece of fabric that opens a pocket dimen- loose amongst mortals and decided to Wand of Satannish. Inside the cube is a sion. It is not a Cloak that is worn. Each take it unto his own keeping. On the other “p i t c h-dark world of non-being”. Magic cloak in existence, when unrolled, warps hand, Hoggoth may have the actual wand attacks from inside the cube can break it open a dimensional apertu re into a spe- that was used by Watoomb while the one (it has Amazing Material Strength, the cific pocket-dimension (Judge’s discret i o n used by Xandu is a lesser imitation. same as the bands that comprise it). as to which dimension). Once rolled up Xandu calls this item “the most powerfu l again, the pocket dimension is sealed off. Wand of Ti b o ro . Ti b o ro, Sorc e re r weapon in all necromantic lore”. While These were used quite effectively by Su p reme of the Sixth Dimension, owns a this is an exaggeration it is not an exces- Um a r’s troops in the war against the st r a n g e l y-shaped wand that fires an ecto- sive one. The foflowing powers lie with in rebels in the Dark Dimension. The guards plasmic , powered by lightning (dam- the Wand itself and are available to any would hide themselves until a force of age is Amazing). When aimed at the magic wielder using it. rebels would attack their caravan, stron g- g round and fired, the beam cre a t e s hold, etc., then spring out and snap open A) When the user is the target of a mysti- nu m e rous monsters that spring forth to the cloaks. Their War p-Cloaks opened cal attack, and can move the wand to attack the user’s opponents. These mon- into a dimension that was full of horri b l e block the attack (Agility FEAT roll for sters are about the size of dogs and have monsters. The crea t u res would leap out Targ e t i n g-B u l l ’s-Eye), it absorbs all the the following statistics. mystical power used in the attack and and attack the rebels (they never attack allows the user to utilize the power in FAS E R I P the holder of the cloak). oneof threefashions. Power utilization GdG dG dG dF b Gd Fb It is presumed that a character who is can be either: a) res t o re any damage Health: 40 Ka rma: 18 enwrapped in such as cloak would auto- he has sustained (at a rate of five matically be dropped into the dimension it points of power absorbed for every one They have claws and teeth which cause warped into. It is conceivable that some point of Health ret u rned); b) fire an Excellent damage. The first blast usually Wa r p-Cloaks randomly access dimen- Eldritch Beam with a power rank equal creates 8 of these monsters. Therea f t e r sions, instead of the same dimension to that of the absorbed attack; or c) cre- whenever one is struck down, two more ev e ry time. This could be quite a surprise a t e one of the protection spells spring forth. Once the wand is taken away for a character expecting a monster to (S h i e l d-Aura, etc) with a power rank or their opening sealed, these crea t u re s ch a rge forth, only to find something com- equal to that of the absorbed attack. cannot be called forth again that day. pletely diffe re n t . Any of these three things, because The wand will also create a Wall of they utilize freshly acquired energy, Unholy Light. This acts as a large shield of can be perfo rmed in addition to a nor- M o n s t rous power unless a magical mal action during the next ro u n d , weapon for “good” or orde r, such as Black including magic use. Kn i g h t ’s Ebony Sword, strikes it; then the B) The wand can act as the Dimensional wall is automatically shattered . Ap e rt u re spell and open a nexus to Wan g a l . The Wangal is the name of the another dimension desired by the user amulet within which resides the spirit and C) The wand will automatically allow the power of Damballah, the now dead enemy user to powerfully scry, that is, to see of Brother Voodoo. This spirit is a parti a l l y any person, place, or thing he desires humanoid serpent and can go from place

36 the bodies of the Eart h ’s Sorc e re r SECOND FLOOR THIRD FLOOR LO C ATIONS OF Su p remes. The crypts lie within the Lost St r a n g e ’s Meditation Chamber IM P O RTA N C E City of Shuma-Gorath, called Kaa-U the Be d c h a m b e r sL ib r a ry Accursed, in the sunken land of Kalu- Guest Quarte r s Storage Area for The following locations are found on Earth mesh. When it existed in its glory, the peo- St u d y Occult Arti f a c t s and are of great importance to magical ple worshipped Dagoth, who in turn Won g ’s Chamber of characters in the Earth dimension. se rved Shuma-Gorath. Its current hooded Be d c h a m b e r sS h a d o w s inhabitants are called the Shadowmen and (w h e re the Orb of At l a n t i s . Ancient Atlantis was a small con- s e rve a huge man called the Living Agamotto is kept.) tinent located in the Atlantic Ocean Buddha, who, though he was charge d between North America and Euro p e , with guarding the crypts, sold out to In addition to the front door, there is an which sank beneath the sea approx i- Sh u m a-Gorath in his last bid for power. It is alleyway on Fenno Place that leads to a mately twenty thousand years ago. The believed that the Shadowmen and the Liv- small courty a rd behind the house. Pre- continent of Atlantis boasted one of the ing Buddha perished when Shuma-Go r a t h su m a b l y, a door from the mansion opens most highly advanced civilizations of its was dispelled from this dimension by Doc- into the courty a rd. There is also a circu l a r age. During the last 500 years before its tor Strange and the city crumbled. This st a i rway from the third floor onto the roo f . sinking it became the center for many may mean that the crypts are so com- The Sanctum Sanctorum is prot e c t e d occupations, including alchemy. There pletely buried that the only way into them from magical invasion by an intricate per- we re several diffe rent groups of sorce re r s now is by magical transport. manent spell of protection constructed by Doctor Strange to interweave with the in ancient Atlantis, including the Doctor Strange’s Mansion. This odd h o u s e ’s inherent universal energ i e s . Darkholders who created the first vam- th re e-s t o ry townhouse located at 177A Umar broke through these energies and pi res, and the followers of Zhered-N a (on the corner of Bleecker de s t royed the mansion, but did not take (including Dakimh the Enchanter), St reet and Fenno Place) in New Yor k the time to cast the Psychic Seal of Perma- a”white” school of magic. The state of Ci t y ’s Greenwich Village is known in some n e n c e upon the location, so Doctor magic in the old empire was great and it is ci rcles as the residence of the occult Strange simply reversed the spell at a later quite possible that many of the more pow- e x p e rt Doctor Stephen Strange. Few, da t e . erful spells existing today were first cre- ho w e v e r, realize that it is also the Sanctum ated or res e a rched there. Sa n c t o rum of Earth ’s Sorce rer Suprem e . The Eye of the Wor l d . A huge crater in Since the sinking of Atlantis few new Previous buildings on the site all came No rt h e rn Canada, its history ancient and in roads have been made into the mystical to mysterious ends, usually through fire. mysterious, is known as the Eye of the arts by its later inhabitants. The importa n t Pagan cults maintained a sanctuary there World. The Eskimos in that area say that it magical artifacts, like the aforem e n t i o n e d during the Colonial days and it is thought is older than mankind. A magic wielder magical Sword of Kamuu, both were cre- to be the location where Indian tribes had who is at Adept level of mastery or higher ated before the land sank. Alchemy even- once held arcane rituals. The struc t u re of can go there and immediately feel its tually blended with science and the townhouse and the ground beneath it eldritch, evil magic everyw h e re. It is the technology until little was left of the arca n e is a nexus point for supernatural energi e s . last access to the dimension known as the abilities within the civilization itself. Still, It was this “aura” that originally attracted Realm of the Beasts (see Dimensions, Atlantis was a wondrous land of magic Doctor Strange to the dwelling at the out- Realm of the Beasts). So many mystical be f o re it sank and its are many. Addi- set of his mystical career The house, wa rds and seals guard the dimensional tional items, tomes, and alchemical reputed by local residents to be haunted, ap e rt u re that no one can penetrate them potions may be buried beneath those is indeed magically “alive”. without using the Great Key (see Magic ruins, waiting for someone to utilize them Among the many oddities of the building Items, Great Key). The proper incanta- once again. is that there is more space on the inside of tions must accompany the use of the Ci t rusville, Florida. This sleepy little town the building than there would seem to be Great Key for it to open the apertu re . sits on the edge of the “ Nexus of all Reali- from without. There are mystical labyrin- Miscellaneous Nexus. Other known ties”, a dimensional cros s roads that is thine corridors and a seemingly endless nexus points where arcane energy is at its ch a rged with one of the highest concen- succession of rooms. Furth e rm o re, the st rongest include a cave on Mount Gaurus trations of arcane energy on this planet. arrangement of rooms, hallways, and fur- in Rome, Italy, which used to be the Tem- Most spells, rituals, and ceremonies con- ni t u re seems to change from time to time, ple of Apollo and Diana and home for their ducted on this site have a +1 CS for the ap p a rently by itself. There are, however, a oracle; Stonehenge in England, one of the power ranks of their various powers and few rooms that remain constant in location oldest and most powerful of nexus points, effects. This is the location where Baron and appearance. These are: and the Caves of T’si-Nen, China. Mo rdo attempted the ritual of the Seven BASEMENT FIRST FLOOR Gates of Chaos (see the Miscellaneous St a r k e s b o ro . A quaint little town in New England, Starkesboro is actually a large Spells section). Though he was defeated Fu rn a c eF o y e r and the Gates of Chaos closed, the nest of Serpent-Folk who form the Cult of La u n d ry Room Drawing Room Sligguth (see the Cults section). It is not “Nexus of All Realities” remains at full Storage Cellar Li b r a ry po w e r. known if this town has been rid of the Living Room Se r p e n t-Folk since Doctor Strange defeated Crypts of Kaa-U. These ancient subterra- Dining Room Sligguth and Shuma-Gorath or whether nean crypts are the last resting places for Ki t c h e n

37 they have merely had a permanent spell The following cults are some of the most fellow men, especially through the use of placed on them which alters their memo- po w e rful and dangerous to be found in the its dark spells, It is the Darkholders who ries of who they really are. ch ronicles of Doctor Strange. first created vampires. They thought these po w e rful undead would be under their Temple of Man. This massive Chinese Ci rcle of Decay. This cult was created by constant control, but they were overco n f i- temple is the location where all the Books P. B. Wallace, noted author on the occult. dent and the living plague was unleashed of Knowledge that pertain to magic are His followers were urged to “rel i n q u i s h upon the Earth. It is impossible to deter- kept. Most spells can be found here, if a your inconsequential individuality, bask in mine how many other obscenities they character has the time to search for it. The the truth of decay, and the world will be have unleashed on the world in their quest temple is guarded by priests conversant in yours. Salvation in a world as debased as for domination (some scholars believe that the mystical arts. There are always at least ours is only possible if you tap intothe pre- l y c a n t h ro p y, the disease that turns a 20 there, all of them are Adepts belonging vailing forces of corrup t i o n . ” human into a werewolf, may have also to a school of magic dedicated to orde r. Quite simply, this is a cult of decadence originated from the Darkhold). These priests are usually quite loyal, dedicated to the spread of chaos. It turne d Because the Darkhold cannot be though at least one in the past few years out that Tib o ro, ruler of the Sixth Dimen- de s t royed, it was unbound and sprea d betrayed his position in an attempt for sion, was behind the movement, since he th roughout the world centuries past. One mo re power. The Temple of Man also holds will once again rule all with the coming of of the goals of the Darkholders in rec e n t the Ceaseless Scrolls of the Ancient One. a new age of decay. centuries has been to gather the complete These enchanted scrolls rec o rd every- While this particular cult was broken up, Darkhold back together into its forme r thing that has come to pass which has the Circle of Decay will arise again and has condition. It was recombined, for the most a ffected Earth and her Sorc e re r been with mankind as long as he has been pa rt, in modern times but was eventually Su p re m e s . civilized (and as long as Tib o ro wishes to ca p t u red by Doctor Strange, who used it rule the Earth dimension). to completely wipe out vampirism from the CU LT S Cult of Sligguth. This cult has branches Ea rth dimension. all over the world. Its symbol, called the Since that time the Darkhold has been A cult is a group or sect bound together by Mark of Sligguth, in an inverted cross over kept under spell, lock, and key in Doctor devotion to or veneration of the same per- a great, writhing serpentine crea t u re. Slig- S t r a n g e ’s Sanctum Sanctorum. The son, ideal, or thing. guth is the dread god of the shadowy Darkholders have since gone under- Cults have always existed in the history Se r p e n t-Folk pf pre-Cataclysmic Val u s i a . ground once again. Though the main of the Marvel Universe. There have always Wh e rever Sligguth is venerated lies an tome has been secured, they have frag- been those cults that deal in the mystic at m o s p h e re of utmost evil, of darkest ments that were only recently found, pro- arts. In modern times, the term cult has d e p r a v i t y. While the Serpent-Folk are viding them with enough power to try and come to rep resent a group of fanatics, who human looking, they do all resemble each free the Darkhold. Those Darkholders that are usually evil, that wish to increase their other with their squat, long heads, low, have recently tried to free the tome from own power or influence by supporting and sloping brows, a hunched walk with neck Doctor Strange’s possession were promoting their beliefs and leader. and head jutting forwa rd like a reptile, and de s t royed, but others undoubtedly exist. pupils that are reddish in daylight. Their Their level of mastery in the mystic arts is The cults dealt with here are somehow skin is pale and, upon close inspection, usually as an Adept, but as more frag- connected with the world of magic in the sc a l y. Once they join in their rites to Slig- ments of the Darkhold are found their sta- Ma rvel Universe. While most of them have guth their appearance alters even more, tus can increa s e . as they become more reptilian (green skin, su ff e red defeat, it is probable that they still Dark . This is the name of a cult that claws, teeth, and slithery exist in the world, as this type of evil sel- was founded in the ‘30’s and ‘40’s. It to n g u e ) . dom goes away completely. began in England and was headed by Sir The Cult of Sligguth is dedicated to his Cults are often used by many of the Anthony Baskerville, who was to later ret u rn to power. To do this, they must sup- mo re powerful demons, like Dorma m m u , become a follower of Baron Mordo, and po rt his one-time master, Shuma-Go r a t h , Sh u m a-Gorath, Satannish, and Sligguth, the German Viscount Heinrich Krow l e r, as he attempts to retake the Earth. Doctor because the worship of mortals somehow grandfather and early instructor of Baron Strange has stopped the nest in the New channels energy from the individuals Mo rdo. Not only did they attempt to pave England town of Starkesboro in rec e n t themselves, and possibly from the mor- the way for the invasion and subjugation years, but undoubtedly there are other ta l ’s dimension, to the demons. Cultists of the Earth dimension by the dread Dor- branches seeking to ret u rn Sligguth and are also useful pawns in many mystical mammu, but they did so by creating an Sh u m a-Gorath to power. schemes, Dormammu himself is so exten- at m o s p h e re of chaos by backing Adolph sively worshipped in so many dimensions D a r k h o l d e r s . (Sometimes mistakenly Hi t l e r’s government as well. They drew that it is now impossible to completely called the Minions of Dracula, which is most of their mystical energies from the de s t roy him, as his worshippers keep him actually a sub-sect of this cult.) The hate and chaos generated by the bomb- constantly growing with their blind faith. Darkholders is a cult that has existed ever ings of London. So, too, does Melphisto keep rea p p e a r- since its creation (see Magic Items, Most of the original Members of the ing on Earth, because there are always Darkhold). They seek to re s t o re the Dark Cabal were destroyed by the bomb- people who support evil, by their very Darkhold to its former power so that they ing itself, but some probably escaped and greed, avarice, and actions as much as by may use it to set themselves above their later founded new cults dedicated to Dor- any conscious form of worship.

38 mammu. It would certainly explain the This book is protected under the copyright laws PHASEWORLD, LECTRA, PHAEDRA, SOUL- presence of many that have cropped up of the United States of America. Any rep ro d u c- MIRROR, QUADRIVERSE, CREAT O R S , later on. tion or other unauthorized use of the material or XANDU, STYGYRO, RAGGADORR, KALUU, artwork contained herein is prohibited without DENAK, REALM OF THE BEASTS, SOMON, Sons of Satannish. This cult of humans the express written consent of TSR, Inc., and NO RTHERN GODS, GREAT KEY, EYE OF THE who worship the extradimensional demon Ma rvel Comics Group. Distributed to the book WORLD, ALPHA FLIGHT, WALT E R Satannish, wear red robes and hoods with trade in the United States by Random House, LANGKOWSKI, SASQUATCH, SIXTH DIMEN- yellow gloves. They have very little per- Inc., and in Canada by Random House of Can- SION, K’Al, JARELLA, BRUCE BANNER, sonal or universal energy powers, but can ada, Ltd. Distributed to the toy and hobby trade HULK, KAT H A RTA, KORREK, DAKIHM THE link themselves directly with Satannish’s by regional distributors. ENCHANTER, JENNIFER KALE, KOBAR, C H AYNN, TYMON, K’UN-LUN, IRON FIST, The names of characters used herein are ficti- dimensional energy. Fortunately they have MAGIK, , BELASCO, tious and do not refer to any person living or little mystical might and know very SOULSWORD, S’YM, SA’ A R P O O L , dead. Any descriptions including similarities to few spells not linked to Satannish. Unfor- POHLDAHK, POLEMACHUS, ARKON, IRON persons living or dead are merely coincidental. tu n a t e l y, Satannish has granted them the MAN, STORM, X-MEN, BADOON, PSEUDO- This product is fictitious and is not based upon ability to easily create magical arti f a c t s HADES, MARGALI, JIMAINE SZARDOS, PUR- any known belief or practice, nor is it an PLE DIMENSION, AGGAMON, REALM like the Satan-S p h e re, the Wands of endorsement of any belief or practice. All UNKNOWN, NIGHT CRAWLER, SLITHERER, Satannish, and the Crystals of Conquest M a rvel characters and the distinctive like- UNDYING ONES, THEREA, VOID, WATO O M B , (see Magic Items) which make up for the nesses th e reof are trademarks of the Marve l ELDER GODS, CHTHON, SET, GAEA, AT UM , knowledge they lack. Comics Group. MARVEL SUPER HEROES and MEPHISTO, SATANNISH, DAGOTH, IKTHA- MA RVEL SUPER VILLAINS are trademarks of In exchange for their life essences, LON, SLIGGUTH, ZOM, XANDER, ALL- the Marvel Comics Group. Copyright ©1986 Satannish grants them a lifetime of power FREEING, MUNNOPOR, NIRVA L O N , Ma rvel Comics Group, a division of Cadence unleashed, each weaker than a Master OSHTUR, VISHANTI, DARKHOLD, FA R A L- Industries Corporation. All Rights Reserve d . but, when combined, almost powerfu l LOH, MABDHARA, SPIDER-MAN, AMTOR, Game design copyright ©1986 TSR, Inc. All enough to defeat the Sorce rer Suprem e , AVANAHM, BALTHAKK, BROMAGDON, CIN- Right Reserved. Printed in U.S.A. Doctor Strange. Asmodeus, who was the NABUS, CYNDRIARR, CYTORRAK; DARON- head of the clan in New York, wished for All Marvel characters and the distinctive like- THON, DAVEROTH, HELA, DRAGGUS, the Sons of Satannish to rule the Earth , nesses thereof are trademarks of the Marve l DYZAKK, FALROTH, FA LTINE, MR. RAS- then the dimension, and eventually even Comics Group. MARVEL SUPER HEROES, PUTIN, LORD CHAOS, MASTER ORDER, M A RVEL SUPER VILLAINS, MARVEL UNI- KRAKKAN, MYTORR, RANGSABB, SERA- Satannish himself. VERSE, STRANGE TALES, DOCTOR PHIM, N’GABTHOTH, VA LTORR, BELL OF As a whole, the cult could create rings of STRANGE, EYE OF AGAMOTTO, CLOAK OF IKONN, BLACK SEA SCROLLS, THANATO- “negativistic, nihilistic force” from afar L E V I TATION, HOGGOTH, IKONN, APPA L A , SIAN TOMES, UNAUSPRECHLICHEN which could crush a target or astral proj e c- ET E R N I T Y, IN-BETWEENER, ANCIENT ONE, KU LTEN, NICODEMUS, CROWN OF BLIND- tion (treat as a combination Bands and HUMAN TORCH, SORCERER SUPREME, NESS, CRYS TAL OF KADAVUS, CRYS TA L S Eldritch Beams power with a power rank of RAMA KALIPH, TURHAM BARIM, COUNT OF CONQUEST, SONS OF SATA N N I S H , In c redible). They could send this attack CAREZZI, AGED GENGHIZ, BARON MORDO, BARON RUSSOFF, DRACULA, MORGAN LE th rough the Satan-Sp h e re . SIR ANTHONY BASKERVILLE, DEMONICUS, F E Y, MODRED THE MYSTIC, SCARLET The founder of the Sons of Satannish ADRIA, KAECILIUS, EBORA, SLIGGUTH, WITCH, DARKHOLDERS, WONG, GRANDFA- SERPENT PEOPLE, CLEA, SHAMAN, TA LI S- THER’S SKULL, ROGER BOCHS, BOX, LEG- was Doctor Benton, the once res p e c t e d MAN, DARKFORCE, DORMAMMU, LIVING E N D A RY AMPHORA, LINKS OF LIVING medical colleague of Doctor Strange. He TRIBUNAL, ROAD OF REPITION, ASGARD, BONDAGE, MYSTICAL CROSS, THING, PIN- drained the powers of the other Sons and BALDER, VANAHEIM, VANIR, NIDAV E L L I R , CERS OF POWER, PURPLE GEM, RUBY OF tried to crush Doctor Strange, but was ALFHEIM, MIDGARD, BIFROST, RAINBOW DO M I N ATION, SATAN-SPHERE, SCEPTRE OF defeated. Satannish himself banished the BRIDGE, JOTUNHEIM, SVARTALFHEIM, HEL, SH A D O W, SCREAMING IDOL, SECRETS OF remaining Sons of the New York cult to the NIFFLEHEIM, MUSPELHEIM, OLYM P U S , LIGHT AND SHADOW, VAN NYBORG, JAMES Sixth Dimension, there to be enslaved by THOR, LOKI, AVALON, AMERGIN, BALOR, MANDARIN, SERPENT CROWN, SERPENT Tib o ro. Whether another cult exists is as DOCTOR DRUID, BLACK KNIGHT, AVE N G- MEN, DEVIANTS, LEMURIA, COSMIC CUBE, yet unknown. ERS, DARK DIMENSION, UMAR, OLNAR, AD VANCED IDEA MECHANICS, A.I.M., STAF F MINDLESS ONES, DIMENSION OF DREAMS, OF POLAR POWER, STARSTONE, KULTH A S , NIGHTMARE, SHADOWQUEEN, SHIALMAR, K ATHULOS, KAMUU, ATLANTIS, PRINCE S I LVER FOX, WIZARD KINGS, VA LT O R R , NAMOR, SUB-MARINER, ALARIC, EYE OF V I SHANTI, BLACK MIRROR, MAJAEDONG, ZA RTRA, TRANSHYPNOTIC JEWEL, WA ND SHADOW GUARD, N’GARAI, NEKRON, OF WATOOMB, CYRUS BLACK, WAND OF SATANNISH, DWELLER IN THE DARK, GREAT S ATANNISH, EBONY SWORD, WA N G A L , FEAR, SHADE-THRALLS, TIBORO, SHUMA- DAMBALLAH, BROTHER VOODOO, WAR P- G O R ATH, FORBIDDEN DIMENSION, CLOAK, CITRUSVILLE, NEXUS OF ALL REAL- HELIOPOLIS, OSIRIS, SETH, HORUS, ISIS, ITIES, CRYPTS OF KAA-U, LIVING BUDDHA, GEB, NUT, HYPERSPACE, NEGATIVE ZONE, S E R P E N T-FOLK, STARKESBORO, TEMPLE LIMBO, IMMORTUS, DOCTOR DOOM, KANG OF MAN, CIRCLE OF DECAY, P. B. WAL L A C E , THE CONQUEROR, TAZZA, BLASTA A R , VALUSIA, DARK CABAL, VISCOUNT BALUR, REED RICHARDS, MR. FAN TA S T I C , HEINRICH KROWLER, and DOCTOR BENTON FA N TASTIC FOUR, BAXTER BUILDING, are trademarks of the Marvel Comics Grou p . ANNILHUS, ZEUS, PLUTO, NEPTUNE, ARES, Copyright @ 1986 Marvel Comics Group, a divi- APOLLO, VENUS, , , sion of Cadence Industries Corporation. All ORB OF AGGAMOTTO, SILVER DAGGER, Rights Reserve d .

39 Dweller’s Dimension...... 11 Oshtur...... 23 In d e x Dyzakk...... 20 Osiris...... 12 Adept...... 2, 3 Earth Dimension...... 11 Parallel Earth/world...... 8 Agamotto...... 18 Ectoplasm ...... 8 Phaseworld...... 13 All-Freeing...... 18 Elder gods...... 17 Pincers of Power...... 8 Alternate Earth/future ...... 8 Entities...... 16 Planes...... 6 Amtor the Unspeakable ...... 18 Entreating...... 16 Pocket, dimension...... 8 Ancient One...... 18 Eternity...... 20 PohIdahk...... 15, 23 Asgard ...... 9 Ethereal magnetic vortex...... 27 Polemachus...... 15 Astral Plane/Dimension...... 7, 8, 9 Exorcism...... 27, 28 Pseudo-Hades ...... 15 Atlantis...... 37 Extra-dimensional evil...... 17 Psychic seal of performance...... 27 Avalon...... 9 Eye of Agamotto...... 31 Purple Dimension...... 15 Avanahm...... 18 Eye of the World...... 14, 37 Purple Gem...... 33 Balthakk...... 18 Falroth...... 20 Quadriverse...... 13 Beacons ...... 6 Faltine...... 20 Raggadorr ...... 13, 23 Bell of Ikonn...... 29 Faralloh...... 21 Rangsabb...... 24 Bifrost...... 9 Forbidden Dimensions...... 12 Ranks...... 2 Black Mirror...... 29 Fungoi Thopa...... 27 Realm Unrevealed...... 15 Black Sea Scrolls...... 29 Gesturing...... 5 Realm of Madness...... 10 Black lightning...... 27 Gloating...... 5 Realm of the Beasts...... 14 Book of Enchantments...... 29 Grandfather’s Skull...... 31 Restraints ...... 5 Book of the Vishanti...... 29 Great Key...... 14, 31 Road of repetition...... 7, 12 Bromagdon...... 18 Grimoire...... 31 Ruby of Domination...... 33 Ceremonies...... 28 Hall of Fear...... 11 Sanity...... 7 Chanting...... 5 Hazards...... 7 Satan-Sphere ...... 34 Chaos...... 17, 19 Heliopolis...... 12 Satannish...... 24 Charm of the Demons...... 27 Hoggoth...... 21 Sceptre of Shadow...... 34 Chronicler of magic...... 4 Hyperspace...... 12 Schools of magic...... 17 Chthon...... 18 Ikonn...... 22 Science...... 5 Cinnibus ...... 19 lkthalon...... 22 Screaming Idol...... 34 Circle of Decay...... 38 Immortus...... 12 Scrolls...... 29 Circle of Renewal...... 27 In-Betweener...... 22 Secrets of Light and Shadows...... 34 Clamp of Containment...... 27 Incantation of oblivion...... 27 Seraphim...... 24, 34 Cloak of Levitation...... 30 Inter-dimensional scanner...... 32 Serpent Crown...... 34 Concentration...... 4 Iris of the All-Seeing Oracle...... 32 Set...... 25 Confidence...... 4 Isle Mystic ...... 9 Seven gates of chaos ...... 27 Conjurer’s sphere ...... 27 K Ai...... 14 Shadow Dimension...... 15 Corruption, dark spell of...... 27 K’un-Lun...... 14 Shuma-Gorath...... 24 Cosmic banishment ...... 28 Karma...... 3, 5, 17 Silver...... 34 Creators...... 13 Katharta...... 14 Silver Dagger...... 34 Crown of Blindness...... 30 Krakkan...... 22 Sixth Dimension...... 14 Crypts of Kaa-U...... 37 Lamp of Lucifer...... 32 Sligguth...... 25, 38 Crystal of Kadavus...... 30 Learning spells...... 3 Sons of Satannish...... 39 Crystals of Conquest...... 30 Legendary Amphora...... 32 Sorcerer Supreme...... 3, 7-8 Cults...... 38 Limbo...... 8, 12 Soulsword ...... 35 Curses of the Fiends...... 27 Links of Living Bondage...... 32 Spell of protection...... 28 Cyndriarr...... 19 Living Tribunal...... 7, 22 Spell of silence...... 28 Cyttorak...... 19 Lonely Dimension of Tazza...... 12 Staff of Polar Power...... 35 Danak...... 20 Mabdhara...... 22 Starstone...... 35 Dark Cabal ...... 38 Machines...... 5 Students...... 3 Dark Dimension...... 9 Magical items...... 6, 29-36 Sword of Kamuu...... 35 Dark Spell of Corruption...... 27 Magik’s Limbo...... 14 Talons of cosmic fire ...... 28 Darkhold...... 19, 30, 38 Majaedong...... 11 Temple of Man...... 38 Daronthon...... 19 Margali...... 15 Tendrils of Time...... 11 Dart of black lightning...... 27 Master...... 3, 4 Thanatosian Tomes...... 29 Daveroth...... 19 Medicine pouch...... 32 Therea...... 15 Death...... 19 Micro-world/microverse...... 8 Tiboro ...... 14 Demons...... 17, 19 Mists of Morpheus...... 27 Time travel/warps...... 12, 27 Denak...... 20 Multiverse...... 8 Tomes...... 3, 29 Dimension crossing...... 6 Munnopor...... 23 Transhypnotic Jewel...... 35 Dimension of Deception...... 14 Mystical Cross...... 32 Unausprechlichen Kulten ...... 29 Dimension of Demons...... 9 Mytorr...... 23 Valtorr ...... 25 Dimension of Dreams...... 10 N’Garai Dimension...... 15 Vanishment...... 28 Dimension of Satannish...... 14 Necromantic ladder...... 27 Vishanti...... 25 Dimension of Time...... 11 Negative Zone...... 12 Void...... 15 Dimension of the Shadowqueen...... 11 Nexus point...... 7, 8, 37 Wand...... 35, 36 Dimension travel...... 6-7, 27 Nightmare...... 10, 33 Wangal...... 36 Disciple...... 2, 3 Nirvalon...... 23 Warp-cloak...... 36 Dispellation...... 28 Novice...... 2 Watoomb...... 15, 26, 35 Disruption...... 4 Olympus...... 9, 12 Zeus...... 12 Distortion...... 28 Orb Dimension ...... 13 Zorn...... 26 Distraction...... 4 Orb of Agamotto...... 33 Divergent Earth...... 8 Order...... 17 6870XXX1502 Draggus...... 20 Origin of magic...... 2

40 REALMS OF MAGIC Book 3: CODEX OF CHARACTERS AND CREATURES by Kim Eastland PD F Version 1.0 TABLE OF CONTENTS INTRODUCTION ...... 1 D’SPAYRE ...... 8 BARON MORDO...... 2 MAGIK...... 8 BROTHER VOODOO ...... 2 MORGAN LE FEY ...... 9 CLEA ...... 3 NIGHTMARE...... 9 DIABLO ...... 4 SHAMAN AND TALISMAN...... 10 and 11 DOCTOR DOOM...... 5 SILVER DAGGER ...... 12 DOCTOR DRUID...... 4 UMAR...... 12 DOCTOR STRANGE ...... 6 MAGICAL CREATURES...... 13 through 16 DORMAMMU...... 7 IN T R O D U C T I O N

Hail, persistent seeker of the arcane arts , powers or Book 2 for Dimensional decades in , the char- and welcome to the third and final booklet En t reaty powers or miscellaneous spells. acters listed here are the major magic of REALMS OF MAGIC: The Codex of wielders of the Marvel Universe. The Characters and Crea t u res. The contents The given background and magical abili- Judge should base the creation of new of this booklet offer mages and monsters ties are guidelines, indicating what might NPCs (non-player characters) on the infor- that are ready to be included in an alrea d y be available to a particular character. The mation provided with similarly leveled existing game campaign, or that can act Judge or player should fill in the rem a i n i n g characters listed in this book. as guidelines for future generated crea- powers available until the character’s tu res or conjurer s . maximum is rea c h e d . The true diffe rence between one disciple or master and another is in what powers Au t h o r’s notes: The listing of all of the Some Marvel characters have unique each has and what school of magic he fol- powers of a magic wielding hero req u i re s spells or abilities that are not explained in lows. Although the powers vary greatly from mo re space than is available. Theref o re , Book 1 or Book 2. These spells are not one adventure to another, the school of the following character descriptions are available to other characters and are magic and the entities he calls on remain the di ff e rent from ones that have appeared explained in this book. same. Baron Mordo ’s abilities, for example, previously in Marvel game adventures . are fairly typical of other masters, but it is his Characters in this booklet are listed with C e rtain major characters within the obsessions, greed, evil, and connections their mastery level, the spells they most Marvel Universe have group spells. These that set him apart from others on his level. In often employ and their power rank. If a spells are a combination of lower spells sh o rt, it is his personality that makes him dif- mo re detailed description of any parti c u l a r and are explained in detail in Book 1. An fe rent. To help you in rep roducing or crea t- spell is desired, consult Book 1 for normal asterisk (*) denotes these spells. ing a new character, the mastery levels are listed in Book 2. Although dozens of other magic wielding characters have appeared over several

TSR, Inc. POB 756 Lake Geneva, WI 53147 ISBN 394-55423-XTSR1200 TSR, Inc. 68 7 0 X X X 1 9 0 3 PRODUCTS OF YOUR IMAGINATION

This book is protected under the copyright laws of the United States of America. Any rep roduction orother unauthorized use of the material or artwork contained herein is pro- hibited without the express written consent of TSR, Inc. and the Marvel Comics Group, Distributed to the book trade in the United States by Random House Inc. and in Canada by Random Ho u s e of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors.

The names of characters used herein are fictitious and do not refer to any persons living or dead. Any descriptions including similarities to persons living or dead are merel y coincidental. All Marvel characters, and the distinctive likenesses thereof are trademarks of the Marvel Comics Grou p . BARON MORDO FASERI P Karl Amadeus Mordo GdTyG dP rN / AN / AN / A So rc e re r Health: 30Ka rma: N/A Fi g h t i n g : TY P I C A L Zombies can either slugfest or use hand-he l d Ag i l i t y : TY P I C A L melee weapons. Mordo must make a power St re n g t h : TY P I C A L rank FEAT roll for every zombie he animates. En d u r a n c e : RE M A R K A B L E TE L E P O RTAT I O N : (U n e a rt h l y ) Re a s o n : GO O D All other Universal spells he may use are of an In t u i t i o n : RE M A R K A B L E Amazing power rank. Ps y c h e : AM A Z I N G Di m e n s i o n a l He a l t h : 48 Ka rm a : 90 DEMONS AND CHAOS: (M o n s t rous) Re s o u rc e s : TY P I C A L DENAK: (M o n s t ro u s ) Po p u l a r i t y : -5 IK O N N : (A m a z i n g ) MABDHARA: (A m a z i n g ) Po w e r s : SATA N N I S H : (A m a z i n g ) VALTORR: (I n c re d i b l e ) Ma s t e ry Level—Master of Chaotic Magic All other Dimensional powers he may use are of After intense study and an appren t i c e s h i p an Amazing power rank. under the Ancient One, Baron Mordo has access to most magical powers and spells, Miscellaneous Spells including those of the Vishanti. He has minimum All Miscellaneous spells he may use are of an e n e rgy use for spells used for non-evil pur- In c redible power rank. p o ses. The following are magical abilities always available to him. Ba c k g ro u n d : Karl Mordo became interested in the occult at an early age and as an adult stud- Pe r s o n a l ied in Tibet under the Ancient One. During his te n u re as a disciple, Baron Mordo met and ASTRAL PROJECTION: (M o n s t ro u s ) became a rival of Doctor Strange. Mord o SH I E L D — I N D I V I D U A L : (A m a z i n g ) believes that he would have become the TE L E PAT H Y: (U n e a rt h l y ) So rc e rer Supreme of the Earth dimension when All other Personal spells he may use are of an the Ancient One passed on, if Strange had not In c redible power rank. en t e red the picture. Mordo is obsessed with ME S M E R I S M : (M o n s t ro u s ) de s t roying Doctor Strange and will go to almost Un i v e r s a l NE C R O M A N C Y: (I n c re d i b l e ) any lengths to do so. Mordo has been a minion Mo rdo can create zombies from the dead, of Dorma m m u . CO N J U R E : (I n c re d i b l e ) as he once did with Lord Phyffe. These zom- ELDRITCH BEAMS/BOLTS : (A m a z i n g ) bies’ stats are:

BROTHER VOODOO ities. No known time limit exists which Jericho Drum m restricts how long Daniel can remain outside Houngan (voodoo priest) his brot h e r’s body. When Daniel ceases inhabitation of a person other than his Fi g h t i n g : TY P I C A L bro t he r, the host may suffer disorientation, Ag i l i t y : GO O D nausea ortrauma. Disorientation involves a St re n g t h : TY P I C A L –1 CS to the host’s Fighting, Reason, and En d u r a n c e : EX C E L L E N T Psyche abilities for 1 to 10 rou n d s . Re a s o n : EX C E L L E N T All other Personal spells he may use are of an In t u i t i o n : EX C E L L E N T Excellent power rank. Ps y c h e : AM A Z I N G Un i v e r s a l He a l t h : 42 Ka rm a : 90 ME N TAL CONTROL-LI M I T E D : (R e m a r k a b l e ) Re s o u rc e s : TY P I C A L ME S M E R I S M-ALL ANIMALS: (M o n s t ro u s ) Po p u l a r i t y : 30 in Haiti Only one crea t u re at a time. ME S M E R I S M-P L A N T S : 0 anywhere else (R e m a r k a b l e ) Only one plant at a time. Po w e r s : NATURE CONTROL-FI R E : (I n c redible) VAP O R S-O B S C U R I T Y: (R e m a r k a b l e ) Ma s t e ry Level—Voodoo Master B rother Vo o d o o ’s obscuring vapors, Pe r s o n a l appearing in the form of smoke, are always accompanied by the sound of voodoo TR A N C E-IMMUNITY TO FIRE: (A u t o m a t i c ) drums. This sound has a disorienting effe c t SU M M O N : (M o n s t ro u s ) on others (Fighting, Reason, and Psyche B rother Voodoo can summon the spec- abilities all suffer a –1 CS in the area of this ter of his deceased brot h e r, Daniel, from its po w e r ) . dwelling place within Brother Voo d o o ’s body. By doing so he increases his Strength to Tal e n t s : Jericho Drumm, a professional psy- Excellent and his Health to 56. He can also chologist, and has Incredible Reason in matters send his brot h e r’s spirit form, like an astral of the human mind and mental state. fo rm, to inhabit other people’s bodies (trea t as a full Mental Control of Monstrous power Ba c k g round: Jericho Drumm is the brother of rank). The host’s body, however, must be , former Haitian houngan who alive and cannot already be inhabited by a was killed by Damballah, the voodoo serpent- god. Before he died, Daniel made his brot h e r fo reign spirit. Having vanquished Damballah and his cult, A person inhabited by Daniel’s spirit is vow to follow in his footsteps. Drumm gave up his practice and learned the arts of the houngan Brother Voodoo is now established as Haiti’s under Brother Voo d o o ’s control and capable houngan supreme and champion of the land. of perfo rming any number of complex activ- from Papa Jambo.

2 CL E A Pe r s o n a l In c redible power rank. Fo rmer Disciple of Doctor Strange Ruler and Sorce ress Supreme of the Dark ASTRAL PROJECTION: (M o n s t ro u s ) Tal e n t s : Clea has been trained in the marti a l Di m e n s i o n SHIELD—INDIVIDUAL: (A m a z i n g ) arts. She can Stun and Slam opponents of TE L E PAT H Y (U n e a rt h l y ) greater Endurance than her Stren g t h . Upon desire, Clea can telepathically Ba c k g ro u n d : Clea is the daughter of Umar, a appear to all of her subjects, or telepathically member of the extradimensional Faltinian race, contact characters in other dimensions. and of Prince Orini, the son of Oinar, ruler of the All other Personal spells she may use are of an Dark Dimension before Dormammu. Clea was Amazing power rank. raised by Orini, and, until rec e n t l y, only Umar Un i v e r s a l and Orini knew that Umar was Clea’s mother. Clea befriended and aided Doctor Strange on BA R R I E R : (U n e a rt h l y ) his first journeys into the Dark Dimension, as, As ruler of her realm, Clea constantly Strange engaged in battle with the dreaded Dor- draws power from the Dark Dimension to mammu. The comradeship of Clea and Strange maintain the Unearthly strength barr i e r led to their failing in love. Attempting to escape around the dwelling place of the Mindless the vengeance and manipulations of Dor- Ones (see their description in the Crea t u re s mammu and Umar, Clea went to live with Doctor section of this booklet). Strange on Earth, where she was his lover and CO N J U R E : (A m a z i n g ) disciple. The current status of their rel a t i o n s h i p MATTER REARRANGEMENT: (U n e a rt h l y ) is unknown. NATURE CONTROL-AL L : (U n e a rt h l y ) Clea eventually ret u rned to her dimension to With a great deal of concentration, Clea lead a rebel force against the tyrannical Umar. can control the physical appearance of her With the aid of Doctor Strange, the re b e l s dimension. She can level mountains and b e s ted Umar’s forces. Clea defeated Umar in create seas. personal combat and, by the people’s consent, ELDRITCH BEAMS/BOLTS : (A m a z i n g ) became ruler and Sorce ress Supreme of the TE L E P O RTAT I O N : (M o n s t ro u s ) Dark Dimension. All other Universal spells she may use in the The mystical flames of reg e n c y, once belong- Ea rth or Dark Dimension are of a Monstrou s ing to Dormmamu and Umar, and indicating the power rank. In other dimensions her Universal pe o p l e ’s acceptance of the bearer’s leadership, magical abilities are of an Amazing power rank. now burn about the head of Clea. The full range of Clea’s mystical abilities has Di m e n s i o n a l yet to be seen, but Clea is believed able to per- DIMENSIONAL APERTU R E : (A m a z i n g ) fo rm any magical feat available to her mentor FALT I N E : (M o n s t ro u s ) Doctor Strange or her mother Umar. Clea’s abili- RA G G A D O R R : (M o n s t ro u s ) ti e s ,h o w e v e r, are limited by her experience and VI S H A N T I : (U n e a rt h l y ) tr a i n i n g . All other Dimensional powers she may use are The rate at which Clea ages is unknown. of an Incredible power rank. Some claim that she is thousands of years old; p h y s i c a l l y, however, she remains a young Miscellaneous Spells wo m a n . All Miscellaneous spells she may use are of an

Da r kE a rt h Di m e n s i o nD i m e n s i o n Fi g h t i n g : EX C E L L E N TG O O D Ag i l i t y : EX C E L L E N TG O O D St re n g t h : RE M A R K A B L EE X C E L L E N T En d u r a n c e : RE M A R K A B L EE X C E L L E N T Re a s o n : EX C E L L E N TG O O D In t u i t i o n : AM A Z I N GI N C R E D I B L E Ps y c h e : UN E A RT H LY AM A Z I N G He a l t h : 10 06 0 Ka rm a : 17 01 0 0 Re s o u rc e s : MO N S T R O U ST Y P I C A L Po p u l a r i t y : 705 Po w e r s : Ma s t e ry Level—Sorce ress Supreme in the Dark Dimension, Master in the Earth Dimension Clea has access to most magical powers and spells in her own dimension. She has studied under Doctor Strange and knows the Vis h a n t i spells. The following are magical abilities always available to her. Note: The power ranks of Clea’s spells listed below are for the Dark Dimension. Outside this dimension she suffers a –1 CS unless other- wise in d i c a t e d .

3 DI A B L O Alchemy Items ME TABOLISM : (R e m a r k a b l e ) Esteban Diablo A character drinking this potion can slow Criminal and Alchemist ALT E R AT I O N—APPEARANCE POTION: down his metabolism as if using the Per- (I n c re d i b l e ) sonal spell Tra n c e . With this potion, Diablo can make the NATURE CONTROL POTION: (I n c re d i b l e ) flesh of his face and body pliable and he can This rare potion, that gives Diablo this Uni- change his human form into a “nerve l e s s versal magical ability, can only control one of protoplasm “ In “protoplasmic” form, Diablo the basic elements and no more than one su ffers no damage from energy attacks and potion can be used at a time. only half damage from physical attacks. NE RVE GAS PELLET: (E x c e l l e n t ) AN I M ATE POTION: (R e m a r k a b l e ) This gas covers two area s . When poured on an inanimate object, the RESIST DEATH POTION: (I n c re d i b l e ) object comes alive, and Diablo controls the This potion, when drunk, allows a dying abilities and actions of the new life form as if person to resist death for a short time. The using an Animation spell. effect is the same as the Universal spell EMOTION CONTROL POTION: (E x c e l l e n t ) Vap o r s-Resist Death. When a character drinks this potion, Dia- SLEEPING POTION: (I n c re d i b l e ) blo controls the character as if he were This potion acts as the Miscellaneous under the Emotion Control spell. spell Mists of Morpheus. Fi g h t i n g : GO O D EX P L O S I V E S : (I n c re d i b l e ) Ag i l i t y : TY P I C A L These non-magical potions or pellets can Tal e n t s : Diablo is the world’s foremost alche- St re n g t h : TY P I C A L be thrown up to 1 area away and act as high mist. His Reason in pharmacy is Amazing and En d u r a n c e : GO O D explosive gren a d e s . In c redible in chemistry. Re a s o n : RE M A R K A B L E LONGEVITY POTION: In t u i t i o n : TY P I C A L Although centuries old, Diablo retains the Ba c k g ro u n d : Diablo was born in early Ninth Ps y c h e : EX C E L L E N T vitality of a man in his late 30’s by occasion- Ce n t u ry Spain. At a young age he became inter- ally drinking this potion. ested in alchemy and within a decade was the He a l t h : 32 wo r l d ’s greatest living authority in the field. Ka rm a : 56 MATTER REARRANGEMENT POTION: (A m a z i n g ) La t e r, he moved to Transylvania and, with the Re s o u rc e s : GO O D powers of his magical alchemy, began a tyranni- Po p u l a r i t y : -1 0 This potion makes temporary molecular transmutations, allowing, for instance, for cal reign of terror. He was eventually trapped Po w e r s : the transformation of stones to feathers. Dia- and entombed by the local populace and he bl oc o n t rols the activities of this new mass as remained that way until the Twentieth Century, Ma s t e ry Level—Master of Scientific Magic if using the Matter Rearrangement spell. when he gained mental control over the Thing, Di a b l o ’s powers stem entirely from a huge The effect has a duration of 10 rou n d s . who set him free. The Fantastic Four continue to of alchemical potions and pellets that he ME N TAL CONTROL PELLET. (R e m a r k a b l e ) be Diablo’s most frequent opponents. mystically concocts. His entire costume is lined A pellet that gives Diablo control over a char- with hidden pockets where he keeps these acter as if using the Mental Control spell. items that simulate magical effe c t s .

DOCTOR DRUID Un i v e r s a l Anthony Drui d Psychiatrist, Occult Expert, Mystic HY P N O S I S : (A m a z i n g ) The victim is allowed a Psyche FEAT roll to Fi g h t i n g : GO O D resist. If the hypnosis is not successful, Ag i l i t y : GO O D Druid can still create illusions that duplicate St re n g t h : GO O D other powers. In this way he can duplicate En d u r a n c e : RE M A R K A B L E the powers of Invisibility, Eldritch Beams/ Re a s o n : EX C E L L E N T Bolts, Tra n s f o rmation, and Conjure by hyp- In t u i t i o n : EX C E L L E N T notizing the victim. Druid cannot kill Ps y c h e : IN C R E D I B L E s o m eone with these illusions, but any char- acter whose Health declines to zero, falls He a l t h : 60 unconscious. He does not however, lose Ka rm a : 80 Endurance ranks and the damage is auto- Re s o u rc e s : GO O D matically healed when the spell expires . Po p u l a r i t y : 7 ME N TAL CONTROL: (I n c re d i b l e ) Po w e r s : ME N TAL PROBE: (U n e a rt h l y ) NATURE CONTROL—AL L : (R e m a r k a b l e ) Ma s t e ry Level—Druidic Adept Doctor Druid can control the elements and Doctor Drui d ’s abilities are derived from two the weather. major sources: Personal energy and the arca n e PLANT CONTROL: (A m a z i n g ) lo re of his Celtic forefathers. This Druidic form of All other “Nature”-type Universal spells he may “N a t u re” magic consists of Universal spells. use are of a Remarkable power rank. Pe r s o n a l Li m i t a t i o n s : Dru i d ’s druidic powers have a spe- cial vulnerability to iron (see Iron in the Magic FORETELLING: (G o o d ) Items section in Book 2) but are increased when Available only in times of extreme danger. on Celtic holy grounds or dealing with Celtic LE V I TAT I O N : (E x c e l l e n t ) magical items (see Schools of Magic in Book 1). MA N I P U L ATION: (E x c e l l e n t ) SE N S I N G—MYSTICAL DETECTION: Talents: Doctor Druid is a physician, psychia- (E x c e l l e n t ) trist, and occultist. He has a Remarkable Rea- TE L E PAT H Y: (U n e a rt h l y ) son in all three of these areas. Druid also has a TE L E K I N E S I S : (E x c e l l e n t ) Remarkable knowledge of Astron o m y. book on the occult, Druid was summoned by a TR A N C E : (R e m a r k a b l e ) seriously ill lama. Finding Druid worthy after a All other Personal spells he may use are of an Ba c k g ro u n d : A graduate of Harva rd Medical series of spiritual tests, the lama opened Drui d ’s Excellent power rank. School and a licensed psychiatrist, Anthony mind to hidden powers and taught him the Druid ret i red from practice to pursue his occult se c rets of certain mystic arts. The lama died, studies. In the midst of res e a rch for his second leaving Druid to continue on his own.

4 DOCTOR DOOM Victor Von Doom Mo n a rch of Fi g h t i n g : RE M A R K A B L E Ag i l i t y : EX C E L L E N T St re n g t h : RE M A R K A B L E En d u r a n c e : IN C R E D I B L E Re a s o n : AM A Z I N G In t u i t i o n : IN C R E D I B L E Ps y c h e : AM A Z I N G He a l t h : 12 0 Ka rm a : 14 0 Re s o u rc e s : AM A Z I N G Po p u l a r i t y : 40

Po w e r s : Ma s t e ry Level—Disciple of the Scientific School of Magic Doctor Doom’s technological powers are derived from his nuclear-po w e red, computer- assisted, iron armo r. BODY ARMOR: (I n c re d i b l e ) FORCE FIELD: (M o n s t ro u s ) The force field is effective against all phys- ical and energy attacks, including magnet- ism, but excluding magical and psionic at t a c k s . BL A S T E R S : (A m a z i n g ) Do o m ’s gauntlets are equipped with min- ia t u re particle accelerators. These shoot beams of Amazing energy to Remarkable distances (7 area s ) . FL I G H T: (Excellent speed) A jet pack is built into Doom’s armo r. AIR SUPPLY: When sealed, the armor contains enough air for four hours underwater or in a total vac- uu m . PSYCHIC TRANSFER: (I n c re d i b l e ) Doom may exchange his consciousness with another human’s thus exchanging bodies as well. The target can avoid a trans- fer if a Psyche FEAT roll is successful. Personal Spells Doom has no Personal energy spells, but can use magical items. Universal Spells ELDRITCH BEAMS/BOLTS : (A m a z i n g ) No other Universal spells have been rev e a l e d . Di m e n s i o n a l FAL R O T H : (M o n s t ro u s ) FASERI P orphaned at a young age and discovered his No other Dimensional spells have been ExE xE xR mE xEx Ex mo t h e r’s chest of herbs, medicines, and objects rev e a l e d . Health = 90 Ka rma = None said to have magical powers. He learned the Body Armor: (Remarkable) use of these items and eventually came to Tal e n t s : Doom is a scientific genius who has Fo rce Field: (Amazing) understand the basics of magic. Doom later built time machines, space craft, robot serva n t s Fo rce Beams: (Incred i b l e ) became more interested in science but he and guards, mind control devices, and innumer- retained some of his early magical teachings. able super-weapons. His reason is Monstrou s Imitation Doom robots that operate in a diplo- During an experiment in which Doom tried to when inventing things. matic function have the following stats: contact the spirit world, an explosion perma- Doom has invented and uses a wide variety of nently disfigured his face. He fled to Tibet where devices, but the ones he is most noted for are FASERI P GdG dG dE xE xR mR m a number of monks taught him their secrets and his Warrior and Imitation Doom Robots. The fo rged his first suit of armo r. He ret u rned to his Warrior Robots have the following stats: Health = 50 Ka rma = No n e Body Armor: (Remarkable) native Latveria and ruled there with an iron fist. FASERI P Fo rce Beams: (Good) Sh o rtly before a number of heroes were trans- ExG dG dE xP rP rP r po rted to the ’s Battleplanet, Doom’s Health = 60 Ka rma = None Each Imitation Doom robot is a double, of the body was killed but he saved his consciousness Body Armor: (Good) real Doom and is programmed to think it is Doc- by using his Psychic Transfer power. Doom tor Doom, except when it is in the presence of failed in an attempt to res t o re his own body but it Imitation Doom robots with combat capabilities the real Doom or another Doom rob o t . has been res t o red by the Beyonder. have the following stats: The full extent of his magical knowledge and Ba c k g ro u n d : The son of a gypsy healer father power is unknown. He normally relies upon his and a mother who was a witch, Doom was te c h n o l o g y.

5 DOCTOR STRANGE Stephen Strange So rc e rer Supreme of the Earth Dimension Fi g h t i n g : GO O D Ag i l i t y : EX C E L L E N T St re n g t h : TY P I C A L En d u r a n c e : RE M A R K A B L E Re a s o n : GO O D In t u i t i o n : MO N S T R O U S Ps y c h e : UN E A RT H LY He a l t h : 66 Ka rm a : 18 5 Re s o u rc e s : GO O D Po p u l a r i t y : 18

Po w e r s : Ma s t e ry Level—Sorce rer Supreme of the Earth Dimension and Master of the Order School of ma g i c Doctor Strange has access to most magical powers and spells. The following are those powers always available to him. Pe r s o n a l ALT E R AT I O N—A P P E A R A N C E : (A m a z i n g ) Doctor Strange can change his own appearance as well as the appearance of those in the same area. ASTRAL PROJECTION: (U n e a rthly) LE V I TAT I O N : (I n c redible) SH I E L D — I N D I V I D U A L : (M o n s t rous) TE L E PAT H Y: (U n e a rt h l y ) All other Personal spells he may use are of a Mo n s t rous power rank. Un i v e r s a l

CO N J U R E : (A m a z i n g ) ELDRITCH BEAMS/BOLTS : (A m a z i n g ) ME S M E R I S M : (A m a z i n g ) TE L E P O RTAT I O N : (U n e a rt h l y ) All other Universal spells he may use are of an Amazing power rank.

Di m e n s i o n a l

CY T T O R A K : (A m a z i n g ) DIMENSIONAL APERTU R E : (M o n s t rous) HOGGOTH: (A m a z i n g ) RA G G A D O R R : (M o n s t ro u s ) SE R A P H I M : (A m a z i n g ) VI S H A N T I : (U n e a rt h l y ) All other Dimensional powers he may use are of an Amazing power rank. Miscellaneous Spells MISTS OF MORPHEUS: (M o n s t ro u s ) SPELL OF SILENCE: (A u t o m a t i c ) No FEAT roll needed. All other Miscellaneous spells he may use are of he no longer practices medicine, Doctor the ocean and the frozen wastes of the Hima- an Amazing power rank. St r a n g e ’s Reason is Remarkable in general layan Mountains, and just as he reached the Magic Items medicine and Incredible in medical ry. li m i t s of his endurance, he stumbled upon the Ancient One’s palace. Unsure of Strange’s wor- Ba c k g ro u n d : Stephen Strange was a brilliant, BOOK OF THE VISHANTI thiness, the Ancient One proved reluctant to ambitious, and somewhat arrogant neuros u r- CLOAK OF LEVITATI O N accept the former derelict as his pupil. But when geon whose meteoric career was cut short DA R K H O L D Strange warned the sorce rer of the trea c h e ry of when an accident injured his hands. Although Ba ron Mordo, a student of the Ancient One, (Seldom used by Doctor Strange) he was offe red many consulting positions, his EYE OF AGAMOTTO Strange became the sorce re r’s disciple. prevented him from accepting. After ORB OF AGAMOTTO In time, the Ancient One left this morta l St r a n g e ’s fortune was lost on many failed (See the Magic Item section in Book 2.) sp h e re and the position of the Earth Dimen- attempts at finding a “miracle” cure for his si o n ’s Sorce rer Supreme passed to Doctor Talents: As part of Doctor Strange’s training in in j u red hands, he quickly degenerated into a Strange. He has, during his tenure, successfully the Far East he learned the basic techniques of drunken derel i c t . t h w a rted many would-be magical tyrants, ma rtial arts. He can Stun and Slam opponents Strange then heard of a learned man in Tib e t , including his oldest , Baron Mordo; pre- of greater Endurance than his Strength. Though known only as the Ancient One, who could work vented numerous extradimensional invasions by miracles. Strange completed the journey acros s other Sorce rers Supreme, most notably Dor-

6 DO R M A M M U anyone throughout the dimensions. If the Malevolent Extradimensional Morta l contact person’s Psyche rank is Class 1000, Fo rmer Ruler of the Dark Dimension Do rmammu must first make a successful red Psyche FEAT for contact. Fi g h t i n g : UN E A RT H LY TR A N S F O R M AT I O N : (U n e a rt h l y ) Ag i l i t y : UN E A RT H LY Do rmammu can use this magical power St re n g t h : MO N S T R O U S on himself or other items and beings. En d u r a n c e : CLASS 1000 Re a s o n : MO N S T R O U S Magic Item and Serva n t s In t u i t i o n : MO N S T R O U S Ps y c h e : UN E A RT H LY PINCERS OF POWER (See the Magic Item section in Book 2.) He a l t h : 12 7 5 WR A I T H S : D o rmammu increases his strength by Do rmammu has at his command, a draining spiritual energy from his followers. host of Wraiths that do his bidding. Wraiths are Th e re f o re he cannot be destroyed unless all no rmally used for surveillance and attacks out- side of the dimension in which Dormammu is of his followers no longer exist. residing. Dressed in sinister black garb, they Ka rm a : 25 0 appear as the astral forms of humans. Usually Re s o u rc e s : Not Applicable dispatched singly or in groups of ten, they are Po p u l a r i t y : +90 to his followers completely loyal to Dormammu and no attack –30 to those who know of him can be made against their minds or emotions. but are not his followers The Wraiths’ deep-set, hollow eyes may give 0 to anyone else. their identity away. Their use can be loaned to a Po w e r s : minion if it will further Dorma m m u ’s plans. Ma s t e ry Level—Master of the School of Their statistics are as follows: Chaotic Magic and former Sorce rer Suprem e FASERI P of the Dark Dimension. ExG dE xG dP rR mE x Do rm a m m u ’s magical abilities rest almost Health: 60 Ka rma: 54 en t i rely within himself, and are increased by Po w e r s : other beings’ worship of him. Dormammu can use any Personal, Universal, or Dimensional ASTRAL PROJECTION: (U n e a rt h l y ) en e rgy7 power and magical spell except those Wraiths do not normally have a physical specifically connected to the maintenance of bo d y. Order, such as the Agamotto and Vishanti ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) power s . They can strike from the astral plane into The following are powers always available to the material plane. hi m . FL I G H T: (M o n s t ro u s ) SE N S I N G—DANGER: (I n c re d i b l e ) CO U N T E R S P E L L : (U n e a rt h l y ) SE N S I N G—MYSTICAL DETECTION: Do rmammu can cancel out or tamper with (I n c re d i b l e ) the magical spells of others. For example, he once caused Thor to transform into his Ba c k g ro u n d : Little is known of Dorma m m u ’s mo rtal guise, reversing an enchantment of origins, other than that he is a member of the . To do this, Dormammu must make a extradimensional Faltinian race. With the help power rank FEAT rol l . of his sister Umar, he defeated the invasion of DIMENSIONAL APERTURE: (U n e a rt h l y ) the Mindless Ones and became ruler of the Do rmammu can step through a Dimen- Dark Dimension, increasing his magical abili- sional apertu re or teleport himself into the ties by transforming his body into mystical Ea rth dimension only on Halloween night en e rg y. He consolidated his power, exiled his and only after his followers perfo rm a cere- s i s t e r, and eventually became Sorc e re r mo n y. Su p reme of the Dark Dimension. ELDRITCH ATTA C K S * : (M o n s t ro u s ) As a result of his latest defeat, Dorma m m u GR O W I N G : (Class 1000) was scattered throughout the universe. It is not Do rmammu can grow up to hundreds of believed however, that he was perma n e n t l y feet tall. de s t royed, but rather just severely weakened. IL L U S I O N : (A m a z i n g ) During his absence, both Umar and Clea have Do rmammu can create illusions in other been Sorc e ress Supreme of the Dark di m e n s i o n s . Di m e n s i o n . INTERDIMENSIONAL TELEPORTATI O N : In the last years of his known existence, Dor- mammu and Umar of the Dark Dimension and (Class 1000) ma m m u ’s attention was not focused on ree s t a b- Tib o ro of the Sixth Dimension; and stopped the Do rmammu can teleport within his dimen- lishing himself as leader of that Dimension, but sp read of chaos by its determined agents, sion. This includes the ability to slip into rather on defeating Doctor Strange and con- Ni g h t m a re, Shuma-Gorath, and Satannish. If a in t e rdimensional space and travel back in quering Earth. To accomplish these ends Dor- ma n ’s greatness is measured by the might of his time in any dimension. The use of this power mammu enlisted the aid of humans, most enemies, then Doctor Strange is surely one of results in a –2 CS of Dorma m m u ’s Psyche notably Baron Mordo (see illustration). The the greatest heroes of all time. and the power ranks of his spells for no less quantity of power that Dormammu can confer Un a w a re of his position of Sorce rer Suprem e , than 24 hours. In addition there is also the upon a minion is immeasurable, but at least the world at large believes Strange is no more no rmal –1 CS for being in another dimen- potentially sufficient to a dimension’s sor- than an eccentric authority on the occult. si o n . ce rer suprem e . Strange resides in his mansion, the Sanctum MATTER REARRANGEMENT: (U n e a rt h l y ) Sa n c t o rum, located in Greenwich Village in NATURE CONTROL—ALL: (U n e a rt h l y ) New York City. (For details, see the Locations Do rmammu can control the four basic ele- section in the Miscellany of Mysticism.) ments and the weather of a planet he is near. Clea, currently the Sorce ress Supreme of the SH R I N K I N G : (U n e a rt h l y ) Dark Dimension, has been the only disciple of TE L E PAT H Y: (Class 1000) Doctor Strange. They were lovers but the cur- D o rmammu can telepathically contact rent status of the relationship is unknown.

7 D’ S PAY R E D’ S p a y re can mystically instill fear by De m o n touch, but seems to prefer acting indirec t l y. He causes his victims to generate their own Fi g h t i n g : RE M A R K A B L E fears by filling their minds with illusions. Ag i l i t y : EX C E L L E N T D’ S p a y re also uses illusions to masquerade St re n g t h : IN C R E D I B L E as a person trusted by his victim. En d u r a n c e : RE M A R K A B L E ME N TAL PROBE: (A m a z i n g ) Re a s o n : GO O D To better generate more frightening illu- In t u i t i o n : EX C E L L E N T sions, D’Spayre probes the minds of his vic- Ps y c h e : AM A Z I N G tims, looking for phobias and emotional He a l t h : 12 0 vulne r a b i l i t i e s . Ka rm a : 80 PSYCHIC VAM P I R E : (U n e a rt h l y ) Re s o u rc e s : Not applicable If D’Spayre successfully induces fear in Po p u l a r i t y : 0 another being, he can absorb the victim’s Psyche, converting it to Health by making a Po w e r s : successful power FEAT roll. The victim’s Psyche is reduced one rank and the diffe r- Ma s t e ry level—Special ence between the two rank numbers is D’ S p a y re is not a standard magic wielder. He is added to D’Spayre’s health. a demon, a psychic vampire, who draws his suste- The victim can avoid Psyche absorbtion nance from the fear and despondency of humans. by making a Red Psyche FEAT rol l . D’ S p a y re may have mystical abilities other than those listed below, but they have yet to be cata- Ba c k g ro u n d : The origin of D’Spayre’s being is logued. D’Spayre does not follow a parti c u l a r unknown. It is possible that he serves the school of magic and has no level of Magical Mas- Dweller in the Darkness, but he appears to work te ry. Because of the nature of his rather undefin- in d e p e n d e n t l y. He has been seen attempting to able magical abilities, they are not listed as in c rease his abilities in the Florida interdi m e n- Personal, Universal or Dimensional. sional nexus (see the Location section in Book 2) so it is possible that he has some Dimen- FE A R : (M o n s t ro u s ) sional powers. He has tangled with Spider-Ma n , D’ S p a y re must touch the victim (Fighting Ma n-Thing, , and Doctor Strange. FE AT) to use this ability. IL L U S I O N : (U n e a rt h l y )

MA G I K Equivalent to a Servant spell, Magik can, Illyana Nikolovna Rasputin with these teleport disks, summon crea t u re s So rc e ress Supreme of the Limbo Dimension native to Limbo and equal to the Demons of Denak (See the magical crea t u res section). Fi g h t i n g : EX C E L L E N T Ag i l i t y : GO O D Personal spells St re n g t h : GO O D En d u r a n c e : IN C R E D I B L E ASTRAL PROJECTION: (M o n s t ro u s ) Re a s o n : GO O D SE N S I N G—MYSTICAL DETECTION: In t u i t i o n : EX C E L L E N T (M o n s t ro u s ) Ps y c h e : AM A Z I N G SUMMON SOULSWORD: (A u t o m a t i c ) No FEAT roll is req u i red to summon the He a l t h : 80 sw o rd. A physical manifestation of Magik’s Ka rm a : 80 magical powers, the Soulsword causes Re s o u rc e s : GO O D Mo n s t rous damage to any magical crea t u re Po p u l a r i t y : 4 it hits, attacking on the Hack and Slash c o lumn. If the sword is swung through a Po w e r s : character that is possessed or otherwi s e magically controlled or transformed, Magik Ma s t e ry Level—Sorce ress Supreme of Limbo can make a Psyche FEAT roll for countering Use the spells listed for Dormammu as Sor- the spell. ce rer Supreme of the Dark Dimension with a –1 Magik can store her sword in nothingness CS to rep resent Rasputin’s power in Limbo. and summon it whenever she desires auto- Outside her realm Magik is severely weakened ma t i c a l l y. and has the following magical abilities. No other Personal spells have been rev e a l e d BODY ARMOR: (E x c e l l e n t-M o n s t ro u s ) outside the Limbo dimension. The Body Armor is originally of Excellent St rength and improves by one rank to a - Universal spells imum of Monstrous, each time she uses magic in battle. Her armor stays in effect for No Universal spells have been revealed outside up to five rounds without her having to use the Limbo dimension. magic specifically for the purpose of keeping Di m e n s i o n a l it. (See Book 2 for more informa t i o n . ) Magik does not use Dimensional spells. The TE L E P O RT DISKS only Dimensional entities she knows are purel y Ma g i k ’s mutant power is the ability to chaotic and she does not wish them to rec o g- summon teleport disks. After a successful nize her. Psyche FEAT roll, the disk teleports the user Magik. During this time she learned dark magic first to Limbo and then to the desired desti- Ba c k g round: Magik is the younger sister of from Belasco, contested his rule, won the nation. A failed roll indicates a misjump, of the X-Men. The first appearance of So u l s w o rd and became Sorce ress Supreme of either in distance (up to one-qu a rter mile her teleportation power sent her and the X-Me n Li m b o . away) or in time. (Judge’s discret i o n — T h e to Limbo where they confronted the lord of that Magik is a good example of a magic wielder final destination could be past or future from realm, Belasco. The X-Men escaped, but Magik who was taught one school of magic (chaos in hours to decades away.) was lost. Because of time distortion, what was this case) and is trying to shape it into another a few seconds for the X-Men was seven years for school with which she is comforta b l e .

8 MORGAN LE FEY GL A M O R : (R e m a r k a b l e ) So rc e ress, high priestess ILLUSION: (M o n s t ro u s ) ME N TAL CONTROL: (A m a z i n g ) Fi g h t i n g : TY P I C A L RAISE DEAD: (I n c re d i b l e ) Ag i l i t y : TY P I C A L Because of her dealings with the forces of St re n g t h : TY P I C A L darkness, Le Fey can sometimes raise mor- En d u r a n c e : GO O D tals who have died. This req u i res a cere- Re a s o n : GO O D mony to be perf o rmed over the dead In t u i t i o n : EX C E L L E N T p e rso n ’s remains and a successful Psyche Ps y c h e : IN C R E D I B L E FE AT roll on her part. She may attempt this He a l t h : 28 only once per corpse. Ka rm a : 70 All other “nature”-type Universal spells she Re s o u rc e s : PO O R may use are of an Amazing power rank. Other Po p u l a r i t y : 0 no n-“ n a t u re ”-type Universal spells are of a Remarkable power rank. Po w e r s : Di m e n s i o n a l Ma s t e ry Level—Master of the Faerie School of CHTHON: (A m a z i n g ) Ma g i c . DARKHOLD: (M o n s t ro u s ) Faerie magic is a subschool of “Nature” Le Fey took possession of the Darkhold in magic and is considered to be Universal. the Sixth Century and established a cult of Pe r s o n a l Darkholders in Europe. She was betrayed by her lover, Magnus, who sealed the Darkhold ASTRAL PROJECTION: (M o n s t ro u s ) away from those of evil intent. Since that Her body appears to have been destroy e d time she has been trying to regain the and she now exists in astral form on the Darkhold, which is currently in the posses- astral plane. sion of Doctor Strange. ASTRAL SUPREMACY: (A m a z i n g ) DEMON WINDS: (I n c re d i b l e ) Le Fey is magically stronger on the astral (As the entreated Winds of Watoomb spell) plane. Any magic she uses while in astral DIMENSIONAL APERTURE: (A m a z i n g ) fo rm has a + 1 CS bonus for FEAT rol l s . GA E A : (A m a z i n g ) have a special vulnerability to iron (see Iron in SH A P E—SHIFTING, UNLIMITED: (Amazing) Le Fey is the high priestess of Gaea and the Magic item section in Book 2) but receive a SHIELD—INDIVIDUAL: (Incredible) All other can entreat this entity for Nature Control and bonus when in celtic or faerie holy grounds (see Personal spells she may use are of an Plant Control abilities. Schools of Magic in Book 1.) Excellent power rank. All other Dimensional powers she may use are of an Incredible power rank. Ba c k g ro u n d : Mo rgan Le Fey is half-human and Un i v e r s a l half faerie. She is the same character as ELDRITCH BEAMS/BOLTS : (I n c re d i b l e ) Li m i t a t i o n s : Le Fey’s faerie magical abilities appears in the legends of King Arth u r.

NI G H T M A R E become useless. does. He can attack characters only when they Malevolent Humanoid Entity IMAGE PROJECTION: (Class 1000) sl e e p . Ruler of the Dimension of Drea m s SC RY I N G : (M o n s t ro u s ) SH I E L D — I N D I V I D U A L : (M o n s t ro u s ) Ba c k g ro u n d : Similarly to D’Spayre, who feeds Fi g h t i n g : UN E A RT H LY All other Personal spells he may use are of a upon human fear for sustenance, Nightmare Ag i l i t y : CLASS 1000 Mo n s t rous power rank. lives off the dreams of humans. Dwelling in the St re n g t h : CLASS 1000 Dimension of Dreams, Nightmare monitors the En d u r a n c e : CLASS 1000 Un i v e r s a l collective unconscious of humanity, sometimes Re a s o n : UN E A RT H LY manipulating an individual’s dreams for his own In t u i t i o n : UN E A RT H LY BA N D S : (M o n s t ro u s ) sinister ends. Ps y c h e : CLASS 1000 ELDRITCH ATTA C K : (M o n s t ro u s ) Ni g h t m a re is nearly invincible in his own IL L U S I O N : (Class 1000) realm. Few mortals other than Doctor Strange He a l t h : Ni g h t m a re cannot be destroyed unless All other Universal spells he may use are of a have dared to confront Nightmare in this Dimen- all beings who dream no longer exist. Under mo n s t rous power rank. sion. He is however, easily frustrated by stale- such circumstances, the Dimension of Drea m s Di m e n s i o n a l mates, and has been known to give up his would also cease to exist. attacks. By means of the occult, Nightmare ulti- Ka rm a : Not Applicable DIMENSION OF DREAMS: (Class 1000) mately hopes to expand his dimension into the Re s o u rc e s : Not Applicable Ni g h t m a re can change the substance of waking world. Po p u l a r i t y : Not Applicable this dimension in both matter and energy. Since killing an opponent decreases the num- Po w e r s : ber of dreamers upon which he can “feed,” All other powers he may use are of a Monstrou s Ni g h t m a re prefers to defeat and degrade his Ma s t e ry Level—Sorce rer Supreme of the Drea m power rank. vi c t i m s . Di m e n s i o n . Magic Item and Pet Ni g h t m a re has but one natural enemy in all the dimensions, the crea t u re Gulgo, who never Pe r s o n a l NIGHTMARE’S WAN D : sleeps. Gulgo’s statistics are as follows: AP PA R I T I O N : DEMONIC STEED: The steed is a large black (Class 1000) FASERI P ASTRAL THEFT: (Class 1000) demonic horse with one long horn on his fo rehead. The horn should be treated as a UnU nU nC 1R mMn Ex Ni g h t m a re can project his power into all Health: 1300 Ka rma 125 dimensions over those who sleep. He can claw of a crea t u re attack with a Remarkable draw the astral forms of sleepers to his rea l m Fighting rank. The steed also has Unearth l y for study, leaving the sleepers’ physical Flight. Like Nightmare, the demon-ho r s e bo dies in comas. Once in his domain these cannot be killed unless all crea t u res cease to astral forms can be imprisoned in globes of dream. (See Magic Items Section) fo rce, shrunk in size, turned to stone, or LI M I TAT I O N S : Ni g h t m a re is capable of travel- bo m b a rded with their greatest fears. The ing to the waking world, but as the material astral forms can be trapped indefinitely, but world leaves him virtually powerless, he rarel y after time begin to lose their vitality and

9 SH A M A N Michael Two y o u n g m e n Physician, Medicine Chief of the Sarcee Indians Fi g h t i n g : GO O D Ag i l i t y : GO O D St re n g t h : GO O D En d u r a n c e : EX C E L L E N T Re a s o n : EX C E L L E N T In t u i t i o n : AM A Z I N G Psyche: IN C R E D I B L E He a l t h : 50 Ka rm a : 11 0 Re s o u rc e s : EX C E L L E N T Po p u l a r i t y : 25 Po w e r s : Ma s t e ry Level—Master of Nature Magic Shaman will never use a power that may shape the mind of a person against his will. The following are magical abilities always available to him. Pe r s o n a l ALT E R AT I O N—A P P E A R A N C E : (R e m a r k a b l e ) Shaman can change his own appearance, and if they are willing, the appearance of those around him. But he needs items from his pouch to do this (such as magical pow- ders). At this stage in his mystical develop- ment, he needs items from his pouch to pe rf o rm any magical feat. HE A L I N G—S E L F : (I n c re d i b l e ) This sometimes req u i res an item from his mystical pouch. LE V I TAT I O N / F L I G H T: (R e m a r k a b l e / G o o d ) Shaman can levitate and fly at the same time. While this allows him a Remarkable power rank for Levitation, his magical Flight speed has only a Good ranking. SE N S I N G—E V I L : (A u t o m a t i c ) Shaman need not cast a spell because this inherent power will automatically warn of evil. This ability has a Remarkable area of eff e c t . All other Personal spells he may use are of an Excellent power rank. Un i v e r s a l ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) HE A L I N G—O T H E R S : (I n c re d i b l e ) This sometimes req u i res an item from his mystical pouch. NATURE CONTROL: (A m a z i n g ) Shaman has the ability to control all four basic elements and the Earth ’s weather. This magical ability is sometimes aug- mented by totems and spell components he pulls from his mystical pouch, for instance, powder to create a snowstorm. The exact relationship between his Nature Control PAN-DIMENSIONAL BLAST: (M o n s t ro u s ) S h a m a n ’s teleportation is dependent power and his extradimensional pouch is Shaman can release energy from his upon components from his mystic pouch. un k n o w n . pouch to negate any extradimensionally cre- PLANT CONTROL: (M o n s t ro u s ) ated spell or to send back any extradimen- Miscellaneous Spells Shaman can control the growth and shape sional crea t u re to its home plane. He can SPELL OF SILENCE: (A u t o m a t i c ) of plants, increasing their size one area per te l e p o rt himself and others using magic No FEAT roll req u i re d . round. He cannot, however, make them powder from his pouch. All other Miscellaneous spells he may use are of grow more than ten area s . TIME TRAVE L : an Excellent power rank. All other Universal spells he may use are of an Shaman can use the Dimensional ener- Remarkable power rank. gies within his pouch to propel himself, and those he wishes to accompany him, back Magic Items Di m e n s i o n a l th rough time. When he travels he physically GR A N D FATHER’S SKULL remains in the same location while time The only known source of Dimensional ener- GR E AT KEY changes. Unlike most other time travelers, gies used by Shaman is his mystical pouch. MYSTIC POUCH Shaman need not go to Limbo. The change (See the Magic Items section in Book 2) in time only takes seconds. TE L E P O RTAT I O N : (I n c re d i b l e ) Talents: Michael Twoyoungmen is a physician

10 TAL I S M A N LI M I TATIONS: As yet, her powers are too wild Elizabeth Two y o u n g m e n and uncontrolled to allow her to be any level Art Student, Natural Mystic above a disciple. She must make a Psyche FE AT roll everytime she wishes to use a power Fi g h t i n g : GO O D at anything less than its full power, area of Ag i l i t y : TY P I C A L po w e r, or duration of power. St re n g t h : GO O D En d u r a n c e : EX C E L L E N T Magic Items Re a s o n : EX C E L L E N T In t u i t i o n : IN C R E D I B L E CORONET OF ENCHANTMENT: Psyche: AM A Z I N G Now permanently attached to her head, it helps focus her energies as Tal i s m a n . He a l t h : 36 Ka rm a : 11 0 Ba c k g round: Elizabeth Twoyoungmen is a nat- Re s o u rc e s : TY P I C A L ural mystic. She is a living focus for magical Po p u l a r i t y : 5 en e rgies and, when she learns fully to control Po w e r s : them, will have awesome powers. Many, includ- ing the demi-goddess , have rec o g- Ma s t e ry Level—Disciple of Nature Magic nized her as “The promised one” of north e rn From forty generations of Sarcee medicine legends, the embodiment of a great and power- men, very little is known about the full potential ful force for good, the breaker of dark spells, and of Tal i s m a n ’s powers. It is clear however, that the “one who binds all evil.” she is already very powerful afterve ry little train- ing. Talisman must tap mystical forces in her vicinity to perfo rm any magical FEAT. The fol- lowing are spells and powers she has alrea d y ex h i b i t e d .

Pe r s o n a l DAMAGE ABSORPTION/ATTA C K : (Amazing) Talisman has the ability to take mystical en e rgy focused at her in an attack, absorb it, reshape it, and send it back at her attacker. FL I G H T: (R e m a r k a b l e ) MYSTIC CALL/COMPULSION: (A m a z i n g ) When Talisman wishes to summon mem- bers of the Alpha Flight team for help, she sends out a mystic call which they all “feel.” If she fails a power rank FEAT roll, the sum- mons becomes a compulsion that the char- acter is forced to obey. When she is in grea t danger this call with an Unearthly range (all of Canada) automatically goes out to a char- acter she knows can help her, usually her fa t h e r. SE N S I N G-EVIL: (A u t o m a t i c ) Talisman need not cast a spell for this in h e rent power will automatically warn her of evil. This spell has an Incredible area of e ff e c t . SE N S I N G—MYSTICAL DETECTION: (A u t o- ma t i c ) This inherent power automatically tells her that magic is present. This ability has an In c redible area of effect and no FEAT roll is req u i re d . All other Personal spells she may use are of a Remarkable power rank.

Un i v e r s a l and surgeon. His Reason is Remarkable in mat- ELDRITCH BEAMS/BOLTS : (R e m a r k a b l e ) ters of medicine and of the occult that deal with NATURE CONTROL—AL L : (R e m a r k a b l e ) “Nature” magic. His Reason is also Remark- Talisman has the ability to control all four able in the mysticism and lore of the North basic Earth elements. American and Innuit (Eskimo) Indians. All other Universal spells she may use are of a Remarkable power rank. Ba c k g ro u n d : Dr. Twoyoungmen was a noted su rgeon who became disillusioned when mod- Di m e n s i o n a l ern science could not save the life of his wife. Following her death, he turned to the mysticism TE L E P O RT—O T H E R S : (S p e c i a l ) of his grandfather, shaman of the Sarcee Indian Talisman has been unable to teleport her- tribe. He was introduced to Canada’s super self or an enemy away from herself. She he ro team Alpha Flight, by Heather Hudson, has, h o w e v e r, during times of extre m e and became a member. He subsequently an g e r, teleported members of Alpha Flight became the protector and mentor of two Alpha hu n d reds of miles away against their will. Flight teammates: Snowbird, a demigoddess, This is not a power she can call on as she and his daughter Talisman, a natural mystic. de s i res, but when successful has Unearth l y ra n g e .

11 SI LVER DAGGER Di m e n s i o n a l Real Name Unrev e a l e d Criminal, Assassin of Magicians FAR A L L O H : (E x c e l l e n t ) No other Dimensional powers have been Fi g h t i n g : EX C E L L E N T rev e a l e d . Ag i l i t y : EX C E L L E N T St re n g t h : TY P I C A L Magic Items En d u r a n c e : EX C E L L E N T Re a s o n : EX C E L L E N T SI LVER DAGGER (A m a z i n g ) In t u i t i o n : RE M A R K A B L E Silver Dagger’s Agility and Fighting abili- Ps y c h e : RE M A R K A B L E ties in using this weapon are Amazing. (See the Magic Item section in Book 2.) He a l t h : 66 Ka rm a : 80 Tal e n t s : Silver Dagger has received training in Re s o u rc e s : TY P I C A L the martial arts. He can Slam or Stun an oppo- Po p u l a r i t y : -5 nent whose Endurance is greater than Silver Da g g e r’s Stren g t h . Po w e r s : B a c k g ro u n d : Silver Dagger is a re l i g i o u s Ma s t e ry Level—Disciple of Eclectic Magic fanatic with a personal vendetta against all Silver Dagger has had no systematic training magic. Once a high clergyman, his frus t r a t e d in the mystic arts but through res e a rch he ambition led him to begin studying the mystical knows a hodge-podge of powers and spells. He arts. He quit his position and began traveling has used the following powers. around the world to study with adepts of all the “dark religions”. After they taught him all they Pe r s o n a l could, he killed them with his dagger. At the discretion of the Judge any Personal He now seeks out magic wielders and either spells he may use are of a Good or Excellent makes them renounce magic or kills them. Sil- power rank. ver Dagger is utterly ruthless and obsessed with “cleaning” the world of magic, although he Un i v e r s a l uses it himself to accomplish his ends. He believes that god is using him as his personal ELDRITCH BEAM/BOLTS: (E x c e l l e n t weapon to rid the world of this evil. ME N TAL CONTROL: (R e m a r k a b l e ) Silver Dagger’s last known location was in the ME S M E R I S M : (R e m a r k a b l e ) Orb Dimension of Doctor Strange’s Orb of Aga- All other Universal spells he may use are of an motto. He has escaped from there before, and Excellent power rank. is likely able to do so again.

UM A R INCREASED ENDURANCE: Umar can survi v e Fo rmer Ruler and Sorce ress Supreme of the en v i ronmental conditions that would be fatal to Dark Dimension. most humanoids. She has, for example, easily su rvived the intense heat and pres s u re at the Fi g h t i n g : EX C E L L E N T center of the Earth . Ag i l i t y : RE M A R K A B L E St re n g t h : AM A Z I N G B a c k g ro u n d : Umar and her brother Dor- En d u r a n c e : UN E A RT H LY mammu were both born in the mystical dimen- Re a s o n : IN C R E D I B L E sion of the Faltine. Having great mystical talents In t u i t i o n : IN C R E D I B L E and perceived as a threat, they were both exiled Ps y c h e : MO N S T R O U S to the Dark Dimension before they rea c h e d He a l t h : 20 0 ma t u r i t y. Ka rm a : 15 5 After reaching maturity, Dormammu, in orde r Re s o u rc e s : Cu rrently unknown to become more powerful, transformed his body Po p u l a r i t y : Cu rrently - 20 in the Dark into living mystical energy and attained a power Dimension, 0 elsewhere greater than his sister, in her present form, can ac h i e v e . Po w e r s : Umar helped Dormammu defeat the Mind- less Ones and secure the throne of the Dark Cu rrent Mastery Level—Master of Chaotic Magic Dimension for himself. She was eventually ban- F o rmer Sorc e ress Supreme of the Dark ished to an isolated pocket-dimension because Di m e n s i o n her brother did not trust her ambitions. When he As Sorce ress Supreme, Umar had the same was defeated by Doctor Strange and his powers abilities to manipulate malevolent mystic force s diminished, Umar ret u rned to the Dark Dimen- as her brother Dormammu, but her skill in using sion where she claimed the throne. Rebel them was not equal to his. As Sorc e re s s fo rces, led by her daughter Clea, recently over- Su p reme, Umar has all the listed powers of Dor- t h rew her tyrannical rule. The loss of the mammu, but at a power rank of –1 CS from his “flames of regency” which indicate the people’s listed power ranks. su p p o rt, has seriously weakened her mystical Um a r’s daughter Clea has dethroned her, and po w e r s . Umar is now considered a Master. As a Master, To prevent a counter-revolution, Clea sus- Umar has all the listed powers of Dorma m m u , pended her mother and father, Umar and Orini, but at a power rank of -2 CS from his listed within mystic crystals and cast them into “eter- power ranks. At this level none of her powers nal banishment,” presumably in some pocket exceed a Monstrous power rank. di m e n s i o n . Sp e c i a l s : LO N G E V I T Y: A pure-blooded Faltinian, Umar has not aged since reaching adulthood.

12 MAGICAL CREATU R E S

The following monsters all serve the purposes Cre a t u res, especially demons, are not known T E L E PAT H Y—L I M I T E D : Their commander, of chaos. Occasionally a single crea t u re or pack for their courage and they quickly lose morale. If usually a powerful being in another dimension, of crea t u res will slip through a Dimensional a pack of extradimensional crea t u res suffers a can maintain a telepathic link with the crea t u re s ap e rt u re that has not been properly sealed but loss of at least a third of its numbers without and direct their actions. most often they are brought to the Earth dimen- injuring a party of , its members will sion by a villainous magic wielder. ret reat to the location from where they came. UNIQUE SHAPE—SH I F T I N G : The Demons of These crea t u res also might act as troops for a They will not ret u rn to fight unless their master is Denak can easily alter their shapes. They can mystical invasion or as guards to prevent char- with them. If he refuses to accompany the “ooze” around most obstacles and throu g h acters from entering a specific dimension. attack, the crea t u res will disperse to their native traps. Only a complete enclosure, like a sphere Whatever their function, they are seldom pleas- di m e n s i o n s . or cube, can contain them. ant and almost always act to weaken or distract Silver weapons, as has been explained in the Ba c k g round: Demons of Denak is the title a hero so an evil character can strike. Miscellany of Mysticism, cause double their nor- given to most non-humanoid or non-an i m a l Magical crea t u res with physical attacks use mal damage to demons. Crea t u res listed below lesser demons that exist in the multiverse. They the Magic Effects Table when attacking. Those that qualify as demons are set in bold italics. can be any texture, shape, and color they with claws or teeth determine their attacks by Note: Descriptions for magical crea t u res do not de s i re. A demon usually does not serve any per- using their Fighting ability for the Bite-Claw manent master. These are the crea t u res sum- column, those that pummel use the Slugfest have the normal “P o w e r s ” section, as a char- acter does. Instead it has a “S p e c i a l s ” se c t i o n moned by the spell the “Demons of Denak” column. A crea t u re ’s bite, claw, or pummel (see Denak entry in Book 2). The Demons of causes damage equal to its Strength rank, no t for unusual abilities. The powers used are res e rved for magical abilities and spells. Denak love to spread chaos and will usually its Fighting rank. appear in the Earth dimension as shock troo p s When in its home dimension a crea t u re of an incoming extradimensional invasion. always has initiative on the first round of com- DEMONS OF DENAK bat, but thereafter initiative is determined as FASERI P DEMONS OF DESPAI R no rmal. When an extradimensional crea t u re is ExTyE xTyP rG dP r FASERI P reduced to 0 Health, it usually either goes back Health: 52 Ka rma: 18 GdTyG dTyF bP rTy to its own dimension or dies and decays rapidly. Health: 32 Ka rma: 12 Ka rma is given as normal for the defeat of a Sp e c i a l s : cre a t u re and no Karma is lost for inadverte n t l y Sp e c i a l s : de s t roying a demon or evil crea t u re . CL AWS AND BITE: The Demons of Denak A crea t u re may be poisonous. When a hero is have two claw attacks per round. If they suc- FAN G S : Demons of Despair can bite only one poisoned, the Judge makes a FEAT roll for the cessfully grapple an opponent, they may opponent a round, but can bite that opponent poison, using the poison’s potency rank. If suc- attempt to bite him in the same rou n d . tw i c e . cessful and the hero’s Endurance rank is equal FLY: Th e re is a 25 percent chance that any to or higher than the poison’s potency, the hero POISON BITE: The fangs of a Demon of Demon of Denak can fly. He may writhe throu g h falls unconscious for 1 to 10 rounds (roll one Despair drip with venom. If a second bite in the the air or possess wings. Roll for the possibility die). If the poison FEAT is successful and the same round is successful the venom will enter of flight when the demon appears. he ro ’s Endurance rank is less than the poison’s the wound, causing Incredible damage. po t e n c y, the hero loses all his Health points and COLD TOUCH: The demon must first grapple Ba c k g ro u n d : Demons of Despair are usually st a rts dying, losing one Endurance rank per his opponent, and if successful, can cause found in the Dimension of Dreams. They are round until someone gives him first aid. In both Remarkable damage in subsequent rounds by humanoid and can walk on two legs but move cases, assuming he survives, the hero tem- maintaining his grapple. A demon cannot use two areas per round quicker when on all four. porarily loses two ranks from every ability not his claws while applying his freezing touch. These demons are most often summoned to the below Feeble for the next 24 hours. Ea rth dimension as servants of Nightmare.

13 DY K O R R S make attacks of or in whatever element it is IMPROVED SIGHT: In their natural shape, Eye co m p o s e d . Killers have the head of an , complete with FASERI P Infravision (See MARVEL SUPER HEROES RmG dE xG dTyG dTy Ba c k g ro u n d : Greater are stron g Campaign Book, p. 40). Their heads can turn Health: 70 Ka rma: 22 magical crea t u res that can be conjured forth completely around allowing them to see direc t l y from the basic substance of a planet, either air, behind themselves. Sp e c i a l s : ea rth, fire, or water. Those that exist on Earth respond most readily to druidic spells and other Po w e r s : CL AW S : All Dykorrs have claws that are fully fo rms of “nature” magic. Though not actually manipulative, like a human hand. They can demons and not usually chaotic, they can be ELDRITCH BEAMS: ( I n c redible) These either be used to cause claw damage or can employed in such a fashion by master magic beams issue forth from their hands or fore- grasp a weapon. wi e l d e r s . limbs. With their Eldritch Beams Eye Killers FL I G H T: A Dykorr has the magical ability to fly Generally a Conjure spell combined with a can steal an already defeated character’s with an Excellent power rank. Its normal speed Na t u re Control spell is necessary to call forth a life essence. Eye Killers are known as is four areas per round and its top speed is six Greater Elemental. When they appear, they “s t e a lers of souls” by many North American areas per round. (See the Flight power in Book 1 us ually take the form of a humanoid composed Indian tribes. Eye Killers retain these beam for limitations of magical flight.) of their element. Once vanquished, a Grea t e r capabilities even in human form. Elemental will simply rev e rt back to its inani- THICK SKIN: A Dykorr has thick skin that is mate su b s t a n c e . Ba c k g ro u n d : Eye Killers are “Earth demons” equivalent to Remarkable body armo r No Greater Elemental can take form in sub- that have their origins in another dimension. In stances that are mixtures of elemernts, such as its natural state an Eye killer is a 20 to 30-fo o t- B a c k g ro u n d : The Dykorrs have been co n c rete and plastics. A Greater Elemental can, long green serpent with the feathered head of described as the most grotesque demons in all ho w e v e r, pass through substances of which its an owl and the forelegs of a mountain lion. the cosmos. They are basically humanoid in element composes the primary part. A Grea t e r Th e re are few Eye Killers left on Earth and they fo rm, but are usually part animal in struc t u re . Elemental, however, must ref o rm from its pure only travel in pairs, usually as mates. They have The Ancient One imprisoned the Dykorrs in the element. So, for example, as concrete is com- se rved powerful characters in the past and will Unknown Realm centuries ago. There they posed mostly of rocks, an earth elemental can do so again if they believe it will lead to a ret u rn dwindled in number until now only a couple fo rce its way up through pavement and attack a of the old ways, that is, a low level of civilization dozen rem a i n . he ro only if it can find dirt. steeped in fear and superstition. They are among the most intelligent of the lesser demons and are the equivalent of most EL E M E N TALS, LESSER GA R G O Y L E S humans at using devices. Though they have few FASERI P FASERI P special powers, they are extremely organized and Ty Ty PrP rP rP rF b ExE xR mE xP rF bP r could easily be “group leaders” of lesser demons, Health: 20 Ka rma: 10 Health: 90 Ka rma: 10 such as the Demons of Denak or Despair They are a demanding lot and pick their Sp e c i a l s : Sp e c i a l s : leader meticulously. The last character to rally them was the dread Dormammu, but they con- BI T E : Lesser Elementals have very sharp teeth. CL AW S : Ga rgoyles have large claws that, when stantly questioned his ability to lead them. Once They can bite once per round and while they are used, raise their Fighting rank to Remarkable. convinced, however, that their leader is compe- flying. This is their only means of attack outside Only one claw attack per round can be tent (Judge’s discretion) their morale increa s e s of slugging with their fists. at t e m p t e d . and they will break ranks and ret reat only if they FL I G H T: Lesser Elementals have bat-wings and have failed to defeat a single opponent and half TAI L : Ga rgoyles have long, segmented tails fly at no faster than I area per rou n d . their numbers have been destroyed (as that can be used for the purposes of Slugfests. opposed to a third for most other demons). Background: Lesser “low level” Elementals, The tail can be used to attack a character one as Doctor Strange calls them, are ugly, gree n area away but they cannot attack with both tail EL E M E N TALS, GREATE R humanoids with bat-wings and sharp teeth. and claws in the same rou n d . FASERI P They are among the easiest crea t u res to sum- HO R N : Ga rgoyles have a single, long horn on InP rE xG dP rF bF b mon to the Earth Dimension and as Lesser Ele- their foreheads which can be used with a norma l Health: 74 Ka rma: 8 mentals have humanoid shapes, many magic combat charge. A successful Fighting FEAT rol l wielders use them as servants, mystical slaves, causes an additional 10 points of Bite and Claw Sp e c i a l s : and messengers. They can also be used as nor- damage to the target above the Slugfest dam- mal “troops” in an extradimensional invasion. NATURAL ARMOR: Since a Greater Elemental age from the charge . is made up of any one of the four basic Earth EYE KILLER MAGICAL MATE R I A L : Ga rgoyles are made of elements, air, earth, fire, or water, it is extrem e l y (Also called the Stealer of Souls) enchanted stone and have Amazing body armo r di fficult to hurt them physically. A weapon com- against all forms of non-magical attack. Magical posed of the same element as the elemental FASERI P attacks or magical weapons, affect them as nor- has no effect on the monster. If the weapon used RmG dE xTyE xG dE x mal (No body armo r ) . to strike is magical no body armor is considered . Health: 66 Ka rma: 50 Ot h e rwise their body armor is Remarkable. Po w e r s : Sp e c i a l s : EL E M E N TAL MOVEMENT: A living manifesta- FORCED SHAPE-SH I F T I N G : A can tion of one of the four elements, it is quite simple UNIQUE SHAPE-SH I F T: Eye Killers can shape tr a n s f o rm another character into a gargo y l e for Greater Elementals to speed along in its own sh i f t f rom their natural form into a normal human by making an Agility FEAT role for Targ e t i n g el e m e n t . For example, an earth elemental that fo rm. If they wish, however, to appear as a spe- (see Magic Effects Table) and holding the wishes to move along the ground can leave its cific human, they must make a successful Rea- victim for two consecutive rounds. On the fo rm and simply rec reate itself farther along in son FEAT roll. Eye Killers can transform from th i rd round, transformation is complete and the direction it wants to travel. All of the Grea t e r the human to their natural form in one round, if the victim will assist on the “attacker’s” mis- Elementals move at 1 area per round outside of they are doing nothing else. As a human they sion. Once altered, a victim will act as a mag- their element. Within their element their move- can move only one area per round and they lose ic a lc re a t u re even if the original Gargoyle is ment rate is as follows: their claws. defeated. If a Psychic Seal of Perma n a n c e Air—7 areas per rou n d CL AW S : In their natural shape, Eye Killers have spell is cast upon the transformed character, Ea rth—4 areas per rou n d the transformation is permanent. Otherwi s e Water—6 areas per rou n d the forelegs of a mountain lion, complete with retractable claws. the victim can be res t o red to his original character by a spell of exorcism. There is no Po w e r s : SP E E D : Eye Killers have serpentine shapes time limit on the length of the spell or for its NATURE CONTROL: (I n c re d i b l e ) that allow them to move quickly, four areas per rev e r s a l . A greater elemental can create shields or rou n d .

14 Ba c k g ro u n d : Th e re are many types of Gar- spells are available to the Agamotto and the SL I T H E goyles, but the ones described here are the Vis h a n t i-the Judge can create other count- most powerful ones encountered by Doctor er-s p e l l s . FASER IP Strange. They appear to be made of gray stone, Ty GdI nTyTyP rG d are 10 feet long from the tip of the horn to the tip Ba c k g ro u n d : The G’uranthic Guardian is a 50- Health: 62 Ka rma: 20 of the tail, and have blazing red eyes, They fo o t-tall scaly humanoid crea t u re which guards occasionally stand up on their hind legs, but are the palace of the Dark Dimension. It is not a Sp e c i a l s : usually quadrapedal. demon and not an item, but some form of living artifact that squats over the palace entrance, TENDRIL EYES: The Slithe has two large, red They seem to be extremely susceptible to the eyes, both located on the tips of tendrils. These Light of Truth and Order emitted by various looking downward, waiting to defend his post. The Guardian has a large fist giving him a Mon- tendrils can stretch to 5 areas long and become spells and objects (see the Vishanti and Aga- so thin they can snake through plumbing pipes motto entities and magic items in the Miscellany st rous Fighting rank for Slugfest. While most attacks do not faze the Guardi a n , and out of faucets. Thus, the Slithe can spy on of Mysticism). They will not enter an area bathed matters that interest him by using these eyes as in this light, for they dare not admit the truth of his eye can be blinded by either extreme mysti- cal darkness, as in the Darkforce or by the Light periscopes out of street gratings, manhole cov- their own base nature. If corne red and sub- ers, and so on. jected to this light for 5 continuous rounds they of Truth and Order as in the light of the Eye of will disintegrate. Agamotto or the light spell of the All-Se e i n g TE N TA C L E S : The Slithe has numerous tenta- They are usually encountered in no more than Vishanti. Once blinded the Guardian will shut cles of various lengths and thicknesses. The pairs and very rarely in great numbers. Though his eye and take a day or two to rec o v e r. tentacles can be used to grab victims and drag it is feasible for them to exist everyw h e re, they them down to the Slithe waiting below. are most prevalent in the Dimension of the Sha- MINDLESS ONES NEAR INVULNERABILITY: The Slithe is invul- do w q u e e n . FASERI P nerable to all attack forms ex c e p t ve ry bright (The Defenders’ Gargoyle is not the same RmP rG dE xF bF bF b light and a loss of fear (see Background for the type of gargoyle as the ones mentioned here. ) Health: 64 K arma: 6 loss of fear). Intense natural or artificial light (full sunlight or searchlight equivalency) causes G’URANTHIC GUARDIAN Sp e c i a l s : Good damage to the Slithe every round he is FASERI P THICK SKIN: The Mindless Ones have thick exposed to it. Magical light does its normal rank RmTyM nA mP rTyA m skin that acts as Excellent body armo r. of damage to the Slithe. The Slithe never posi- Health: 161 Ka rma: 60 tions itself anywhere near a source of bright EYE BEAM: The single, oval eye that each of li g h t . Sp e c i a l s : the Mindless Ones possesses, fires an energy beam that causes Excellent damage. The beam Ba c k g ro u n d : The Slithe is a huge monster that BODY ARMOR: The G’uranthic Guardian has is not magical in nature, but is like the Slugfest resembles a of a slug and a squid. It has Mo n s t rous Body Armor against all forms of en e rgy beam of the mutant hero Cyclops. It can two red eyes on stalks, numerous tentacles, and at t a c k s . be fired only once per round and has a range of is a dung color. The Slithe lives in the depths of E N V I R O N M E N TAL INDEPENDENCE: T h e only 1 area . the sewers of New York City and can reach up th rough the adjoining vents, grates, manhole G’uranthic Guardian can stand in its porta l-l i k e MINDLESSNESS: These beings are completely covers, and plumbing into the world of man. position for eons without nourishment, sleep, or mindless. Though illusionary powers and spells It “eats” by dragging a terror-stricken victim need for movement. It is one of the most patient work on them, other mental powers that attack or down into the sewers and then sticking him into of crea t u re s . affect the mind, such as Confusion, Fear, Mental one of its transparent, gelatinous, holding sacs. Co n t rol, and Mesmerism, do not. Po w e r s : All of the fear and terror felt by the victim crea t e s E N V I R O N M E N TAL INDEPENDENCE: T h e y a form of energy that the Slithe feeds upon. Pre- G’URANTHIC EYEBEAM: (I n c re d i b l e ) need not eat, sleep, or breathe, but seem to su m a b l y, the Slithe keeps its victims in the sac Usually closed, the single eye of the derive their energy from an inexhaustable inter- until they die of starvation or fear, then deposits G’uranthic Guardian opens to scan the nal supply. It is unknown if they age or ever die. their remains somewhere. It can hold up to two intent of an approaching character. If the This does not appear to be a magical condition, hu m a n-sized victims at one time. character means to harm the ruler of the just a natural one. Strangely enough, if the victim in the sacs Dark Dimension the scanning beam turns conquers his fears (which req u i res a red Psyche into an unusual attack beam. Submitted to INEXHAUSTIBLE: The Mindless Ones are tire- FE AT roll) a reverse siphon is enacted and this beam, a character is rooted in place and less and never cease fighting and moving. If drains the lifeforce out of the Slithe in 3 rou n d s . must succeed in a Psyche FEAT roll to move. defeated they will lay as if dead for 3 rou n d s , When the Slithe is drained, nothing is left but a Five successful Psyche FEAT rolls by the then rise up and begin fighting again. Karma is pool of goo. victim are req u i red to move out of the granted as normal for defeating them. The Slithe is the Earthly counterpart of the be a m ’s range. Dweller in the Darkness, ruler of his own dimen- Each round that a character is in the Ba c k g ro u n d : These tireless beings are the ulti- sion, the Dimension of Fear. beam, the G’uranthic Guardian may make a mate chaotic crea t u res. Clea, the current Sor- Psyche FEAT roll. If the roll is successful, the ce ress Supreme of the Dark Dimension, who SP I N Y B E A S T vi c t i m ’s Reason, Intuition, and Psyche are all keeps them confined behind a mystical trans- reduced by one rank. pa rent barrier has ref e rred to them as, “primi- FASERI P If the victim leaves the beam while these tive, savage, totally devoid of love, or hate, or Ty GdP rTyP rF bF b abilities are still Typical or higher, he will any type of intelligence. They live only to Health: 26 Ka rma: 8 slowly recover on his own at the pace of one fight... and to destroy. ” rank for each ability per hour. The Mindless Ones, gray humanoids with Sp e c i a l s : If the victim’s Reason, Intuition, and slightly bulkier and taller bodies than human SPINES: The Spinybeast is covered with short Psyche all drop to Feeble it is as if all of the males, lived in a pocket cosmos that was acci- red spines which act as Good body armo r. ch a r a c t e r’s knowledge and will power were dentally added to the expanding Dark Dimen- These magical spines of Remarkable Material drained away. The enfeebled victim cannot sion. In rebellion, they killed many of that St rength are filled with a poison of Amazing use mental or magical powers and even the Di m e n s i o n ’s magic wielders and Olnar, its rul e r. po t e n c y. Upon the puncture of a character’s most simple of tasks cannot be completed. Do rmammu, who was later to become Sorce re r skin, he is allowed an Agility FEAT roll to jump Once the victim has been stupified, the crea- Su p reme of the dimension, herded them, and back before the poison is injected. tu re closes its eye and waits for the next locked them behind a mystical barri e r. They in t ru d e r. After the beams power has expired , have on numerous occasions escaped from this Ba c k g ro u n d : The Spinybeasts exist only in the stupified victim’s abilities ret u rn at the ba rr i e r, caused chaos, and then been ret u rn e d Ni g h t m a re ’s Dimension of Dreams. These dog- rate of one rank per hour. to their confines. These crea t u res travel in large sized, red quadrapedal crea t u res, act as guard- A counter-spell can fully res t o re the char- packs of between ten and 100 and have never ians of the dimension. ac t e r’s mind and knowledge. Such counter- en t e red the Earth dimension. Ni g h t m a re forces these crea t u re into action

15 by flashing a special mystic prod, just above YANDROTH’S BAT their spines. If, however, Nightmare touches a MA RVEL SUPER HEROES, MARVEL SUPER VIL- Spinybeast with the prod, the crea t u re is killed FASERI P LIANS, MARVEL UNIVERSE, Baron Mordo, Brot h e r in s t a n t l y. Spinybeasts are never encountered Ty ExE xTyP rF bF b Voodoo, Clea, Diablo, Doctor Doom, Doctor Drui d , Health: 52 Ka rma: 8 Doctor Strange, Dormammu, D’Spayre, Magik, Mor- mo re than one at a time. gan Le Fey, Nightmare, Shaman, Talisman, Silver Dag- Sp e c i a l s : ge r, Umar, Demons of Denak, Demons of Despair, TWIN SPIRITS Dykkors, Greater Elementals, Lesser Elementals, Gar- This pair of “smoky ghosts” has no known sta- FL I G H T: Yan d ro t h ’s Bat’s massive wings allows goyles, G’uranthic Guardian, Mindless Ones, Slithe, it to Fly at a rate of 20 areas per round. Its ability Spinybeast, Twin Spirits, Visimajoris, Yan d ro t h ’s Bat, tistics and none are needed. Twin Spirits cannot Yan d ro t h ’s Slug, Karl Amadeus Mordo, Ancient One, attack and need not defend as no known attack to maneuver in the air is better than any other Vishanti, Lord Phyffe, lkonn, Mabdhara, Satannish, affects them and they can pass through any known flying crea t u re of comparable size. It can Val t o rr, Jericho Drumm, Daniel Drumm, Damballah, ob s t a c l e . completely switch directions in one area, no Papa Jambo, Faltine, Raggadorr, Prince Orini, Olnar, Their sole purpose is to fetch an item or char- matter how fast it is moving, making it unpred i c t- Dark Dimension, Flames of Regency, Esteban Diablo, acter that their summoner has specified. They able and a very dangerous opponent. Thing, Fantastic Four, Anthony Druid, Stephen travel at speeds up to the speed of light but can Strange, Cyttorak, Seraphim, Darkhold, Agamotto, CL AW S : Yan d ro t h ’s Bat has a three-digit talon travel slower if transporting a character. Umar Ti b o ro Sixth Dimension, Shuma-Gorath, Chthon, at the end of each wing, which can strike as Sanctum Sanctorum, Thor, Odin, Wraiths, Dweller in once had Doctor Strange brought to her in this claws. If the bat uses one of these claws while Darkness, Florida Interdimensional Nexus, Spider- fashion and there was nothing he could do to swooping, its Fighting and Strength ranks are Ma n ,M a n-Thing, Cyclops, Magnus, Gaea, Merlin, Spi- stop his abduction. These crea t u res can even in c reased one column for every 5 areas it der Woman, the Avengers, Dimension of Drea m s , grasp astral forms . Demonic Steed, Gulgo, Victor Von Doom, Latveria, swoops. For example, at its fastest speed the Twin Spirits are created by mystic smoke pro- Fa l roth, Doom Robots, Beyonder, Battleplanet, Illyana bat has an Incredible Fighting rank and a Mon- duced by a magic wielder’s brazier, but their Nikolovna Rasputin, Dimension of Limbo, Soulsword, st rous Strength rank. The bat cannot strike with in f requent appearances have led many to con- Colossus, X-Men, Belasco, Michael Two y o u n g m e n , mo re than one claw per rou n d . clude that an extremely expensive and rare Great Key, Mystic Pouch, Grandfather’s Skull, Alpha Flight, Heather Hudson, Snowbird, Faralloh, Elizabeth incense must be burned in a brazier to crea t e THICK SKIN: The bat’s thick skin acts as Twoyoungmen, Unknown Realm, Infravision, The Light their form (Judge’s discret i o n ) . Excellent Body Armo r. of Truth and Orde r, Dimension of the Shadowqueen, Darkforce, Dweller in the Darkness, Dimension of VI S I M A J O R I S Ba c k g ro u n d : This bat is named after Yan d ro t h , Fear, Creators, Apalla, Yan d roth, and the distinctive (Also called the Divider of Souls) the alien scientist who sought to defeat Doctor likenesses thereof are trademarks of the Marvel Com- © Strange by scientific and technical experti s e . ics Group. Copyright 1986 Marvel Comics Group, a division of Cadence Industries Corporation. All rights FASERI P Yan d roth ruled the planet on which the bat RmG dE xI nG dE xE x res e rved. Printed in the U.S.A. Game Design Copy- exists, and he most likely created the bat by © Health: 100 Ka rma: 50 right 1986 TSR, Inc. All rights res e rv e d . genetic engineering. This book is protected under the copyright laws of the A demonic-looking crea t u re, but not a demon, United States of America. Any rep roduction or other Sp e c i a l s : the bat is magenta in color, has a man-sized trun k unauthorized use of the material or artwork contained MU LTIPLE EYES: Visimajoris has at least 17 and head, and has colossal wings with a span of at he rein is prohibited without the express written con- sent of TSR, Inc. and the Marvel Comics Group. Dis- eyes, most on eyestalks but at least one each least 100 feet. An omnivore, the bat’s speed and maneuverability are fantastic, and few animals tributed to the book trade in the United States by on the back of his hands. He can see in all direc- Random House Inc. and in Canada by Random House tions at once and he can never be surprised by being hunted can escape it. The bat is not chaotic of Canada, Ltd. Distributed to the toy and hobby trade a physical crea t u re . or evil and it is highly unlikely that a character by regional distributors. would ever encounter more than one bat at a time. TE N TACLED HANDS: Vis i m a j o r i s ’s hands end The names of characters used herein are fictitious and in tentacles so strong they are considered claws do not refer to any persons living or dead. Any descrip- YANDROTH’S SLUG tions including similarities to persons living or dead are in combat. FASERI P me rely coincidental. All Marvel characters, and the di stinctive likenesses thereof are trademarks of the Po w e r s : PrP rE xG dF bF bF b Health: 38 Ka rma: 6 Ma rvel Comics Group. This product is fictitious and is not based on any known belief or practice, nor is it an EYE BEAM: endorsement of any belief or practice. MARV E L Visimajoris can fire magical beams from Sp e c i a l s : SUPER HEROES and MARVEL SUPER VILLAINS are his eyes combining the beams from all eyes trademarks of the Marvel Comics Group. Copyright SHELL: The shell that covers most of Yan- © into a single attack. To affect a victim Vis i m a- 1986 Marvel Comics Group, a division of Cadence joris must obtain a bull’s eye result on a Tar- dro t h ’s Slug is of Monstrous Material Stren g t h . Industries Corporation. All Rights Reserved. Printed in geting FEAT roll (see the Magic Effe c t s Unless an attacker can batter through the shell, the U.S.A. he must target his attacks on the head. A bull’s- Table). When properly focused on a victim, © eye is needed to hit it (see the Magic Effe c t s Game Design Copyright 1986 TSR, Inc. All Rights the beam divides the target by doubling his Re s e rv e d . fo rm every round until, for example, after 9 Table for Targetting magical attacks and the Bat- rounds, there are 512 diffe rent forms . tle Effects Table for Shooting & Throw i n g ) . Ev e ry round the character is struck by the ULTRASOUND: Yan d ro t h ’s Slug can emit ultra- beam, all of his abilities and power ranks are sound through his two antennae. This ultra- reduced by one rank. The character dies if sound is a sonic attack that causes Amazing all abilities are reduced to Shift 0. If the char- damage to everything in and adjacent to the acter is still alive, the instant Visimajoris is area it occupies. st ruck down, the multiple images rec o m b i n e into their original form. Abilities and power Ba c k g round: This slug is named after Yan- ranks ret u rn at the rate of one rank per droth, the alien scientist who sought to defeat rou n d . Doctor Strange by scientific and technical ex p e rtise. Yan d roth ruled the planet on which Ba c k g ro u n d : Visimajoris is a demon monster the slug exists and he most likely created the and guardian of The Creators portal into the slug by genetic engineering. Quadriverse. Visimajoris nearly defeated Doc- The slug is monstrous, 60 to 70 feet long and 35 tor Strange, who was trying to stop The Crea- feet high. It is mottled gray, except for its single tors, when Apalla, the sun queen, struck the la rge, pink, multifaceted eye. The slug cannot mu l t i-eyed crea t u re down. He still lives and it is move faster than 1 area per round horizontally and doubtful that he can ever be completely can climb only half an area per round. Yan d ro t h ’s de s t ro y e d . Slug is always found alone. It is omnivorous and NI G H T M A R E most likely, given the time and inclination, can con- sume inorganic matter as well.

16